ENDLESS™ Space 2 is turn-based 4X space-strategy that launches players into the space colonization age of different civilizations within the ENDLESS™ Universe. Your Vision. Their Future.
(...) I think the proposed increase of growth costs can solve most of the problems. Surely the exact numbers might be changed (IceGremlins proposal would have 400 growth costs at 10 population and 700 at 20, which is still to low in my opionion. Maybe the increase should be more linear.) and some new issues might be caused (possibly with migration). But everything at all I think the idea would be a great improvement.
(...)I can’t see a good way to make this system work myself, but that is not to say that there is not one, I’m sure someone will be able to think of a way this system or a new one could work that satisfies your wishes without adding more issues. And I hope that they do and share it here as the game will be better for it.
I get that any change requires further changes, but I'm incredibly tired of being unable to use Population and Food as an even slightly effective advantage over opponents. And it's not just a Civilization thing, it was Endless Legend too, and I miss Endless Legend where I could invest in food production as the Vaulters, Allayi, or hell the Cultists, and stay competitive due to my incredibly high Population and population FIDSI bonuses, playing as a technologically advanced and well defended little country of sprawling metropolises that just dares invaders to look at it funny while developing powerful tools for victory through peaceful means.
I am especially disappointed because Endless Space 2 seems to have learned from the design of the Allayi and the Shifters expansion with the use of Curiosities and Exploration mechanics to prevent Tall empires from becoming complacent or too passive since Food and Science can be found in the same place, such that they can actively choose to stay relevant on the world stage, get into fights, and play Indiana Jones while the United Empire plays the Nazis or the Communists without having to get into constant wars of expansion to stay relevant and have fun actively. (Granted, Seeker movement bonuses make Curiosity sniping trivial very early on)
Also, my main issue with the micromanagement is not that I have to do it, I'm actually okay with having some systems be breadbaskets for other systems. Hell, it makes way more sense to me, since lots of nations don't feed their cities with food made on-site, but instead with imported food from afar that gets redistributed from fertile lands to urban areas. My real issue is that I CAN'T do this right now, because I need to sort out my preferred population demographics and get them where I need them very early on; I mentioned it elsewhere here, up above, now recreated here below.
"As for the late game Ecologist laws, I'm going to sound like a broken record here: as long as Food is so cheap and so little of it is required to grow your Population in smaller or faster games, mechanics related to Population will suffer. In this case, the speed with which you can grow your Population with even a minimum of food means that you're on a timer to introduce any and all Populations you want to a planet or system before it fills up, at which point you need to struggle with infuriating micromanagement of spaceports and "tragic accidents" in the space lanes to create room. The only time I ever managed an empire with a lot of population diversity was when I skipped all of the Food improvements entirely until I had everybody I wanted in place, and I had to suffer for it as I lagged behind other empires who simply didn't bother with these mechanics and grew as fast as possible."
I don't mind shifting around Pops, it's the basis of the Ecologist/Food playstyle, and that is the basis of the Tall playstyle as where wide empires may snatch up Minor Faction empire traits, you have the advantage in gaining Population Collection traits, using your awesome high Approval to attract immigrants where other empires have to take population by force of arms or gigantic borders with passive conversion. I do mind having to micromanage awkwardly, deliberately getting my people killed in convoluted, contrived accidents and struggling with the mind-numbing slowness of transport ships, knowing that between a loaded up colony ships departure and its arrival, all of the population slots on the destination system may fill, pointlessly sacrificing my civilians to the wonky Food system.
In the end, I think the best solution would be a complex interplay of raising Food consumption to prevent non-Breadbasket worlds supporting a too high population, increased Food requirements for each Pop on system, counting Pops in transit for something, and increased Food requirements not for total Pop on Empire, but for average Pop on systems on Empire; this way wide empires don't end up with systems that have only one person yet require 4000 Food to increment, while Tall empires can't get away with pop shuffling to reduce the Increment cost since those other growing systems will still contribute to an increase in Pop cost for the Breadbasket system. But even then, sending away your pops to reduce Pop costs just sounds like the natural permutation of producing many Settlers in one city in Endless Legend on the logic that it will take less time to get a Pop back after losing it than to get a new one, which is how Broken Lords worked so well for going basically infinitely wide.
So yeah, there's my two cents about that. Moving on.
Luxury Upkeep/System Development Control
Thanks, WeLoveYou! It's one of my prouder ideas, luxury upkeeps. Off the top of my head, it would make a lot of factions so much more interesting in world diplomacy; Horatio would have Horatio brand cigars and brandy pouring out their ears with their Luxury bonuses and become the world leaders for luxury in an international sense, while Lumeris would also be capable of becoming the gatekeepers to the galaxies most valuable luxuries, especially as they can snipe those luxuries worlds early on and then charge through the nose for access. If Lumeris could sell off planets instead of just outposts, they could even sell off entire worlds of Luxuries in trade deals on par with the Louisiana Purchase, though right now that's not possible because you'll likely end up completing said outpost long before you're in a position to barter, which makes the whole "selling" aspect of Planet Brokers a bit wonky due to how quickly any given faction can expand.
Government
Regarding a complaint I keep seeing that I agree with in regards to Law and Approval, Dictatorships are bad. Really bad. I think that Approval should never get better for them, because rebellions and unhappiness are the price you pay for Dictatorship; however, that price currently comes with no real benefit, because being able to pick your party (but only one, and you get one law slot) is a boost to versatility where the Rebellions and disapproval are a debuff to power. Instead, I think Dictatorships need to have stronger laws, like the Republic, except in the case of Approval laws which should stay at normal power levels. Particularly, I think Dictatorships should have a whopping power boost to laws; where the Democracy gives +6 Industry/Pop, and the Republic gives +8Ind/Pop, Dictatorships should give +10 or even +12 Industry/Pop, to make up for that being your only law, your constant inability to shift parties due to disapproval, the constant rebellions... a Dictatorship should always feel like they are sinking and fighting their own people, but having a bloody good time doing it, fiddling as Raia burns. There should be more cases where the rebellion wins and the player can say "well, my government had a good run," as any dictator would believe as the mob breaks down the door. Immense power, for immense benefit, and immense long term risk of collapse, instead of just a mild risk of collapse with no real power to justify it.
I've also seen some complaints that Democracy and Federation are a bit too weak, which I can get behind. Particularly, Federations didn't provide enough benefit, and while Democracies were more flexible they were also less flexible because they can't be controlled in the elections, and +1 Approval/Pop is really weak in most situations, especially since it no longer helps overcome the massive per Pop Disapproval from harsh planets; +1 Approval per Pop could break even with a -20 Approval planet when you hit 20 Pop, whereas now you can never break even because each Pop is simply changed from -X approval to -(x-1) approval, changing the worst malus from -8 to -7 but never overcoming it.
I think it would be better if Democracies provided a lot more Approval, and possibly bonus FIDSI on Happy or Ecstatic worlds to create more effective synergy; meanwhile, this new update buffs Federations a bit because of the overall reduction to the Overcolonization threshold, but Federations could do to have this bonus increased a little bit more, and/or an additional Influence/Pop bonus to make Federation the government type for cheap laws where Republic is the government for powerful laws, with Democracy being the government for stabilizing your empires approval and economy before laws are even accounted for.
TL;DR;
Luxury Upkeep for System Development: This would create massive mercantile play and counterplay, and empower factions who focus on the Luxury side of economics contained in the Science and Exploration Quadrant.
Revamped Food to enable Tall Empires: Food is currently superfluous in regards to its primary role, growth. CyRob makes some great points about potential pitfalls for improving this aspect of gameplay, but enabling a Food empire to outpace its non-Food opponents with Population size and growth is a must to enable other aspects of gameplay and prevent the game from devolving into a slugfest over expansion.
Improved Exploration: Exploration has potential to prevent "tall" being synonymous with "passive," in much the same way that the Shifters expansion and Quest victory for Endless Legend prevented tall empires from simply vanishing from world politics, and forced them to bring the fight to their enemies and take the time to actively compete instead of passively snowballing toward victory.
Improved Governments: Make the following possible changes to the three weaker Government types, so they can compete with the Republic:
- Empowered Dictatorship: Make Dictatorships even more unstable in terms of approval and rebellion if created in a hostile political atmoshpere, but in return make their laws even more powerful than those of the Republic, allowing the Dictatorship to be the epitome of strength, but also inflexibility. Possibly incentivise not switching laws too often, to reinforce this loss of flexibility?
- Relaxed Federation: Give Federations slightly more Overcolonization bonus, as well as allow them to pass laws more cheaply, either by making laws cheaper for them or boosting Population Influence, turning them into the government for smoothly running a vast bureaucracy.
- Boosted Democracy: Increase the Approval bonus from Democracy, and possibly either provide a FIDS/Pop bonus empire wide, or percentage bonus FIDS on happy systems, making Democracy the best government for people who want social harmony and a stable economy but have no particular interest in manipulating their people with specific laws.
Luxury Upkeep for System Development: This would create massive mercantile play and counterplay, and empower factions who focus on the Luxury side of economics contained in the Science and Exploration Quadrant.
Revamped Food to enable Tall Empires: Food is currently superfluous in regards to its primary role, growth. CyRob makes some great points about potential pitfalls for improving this aspect of gameplay, but enabling a Food empire to outpace its non-Food opponents with Population size and growth is a must to enable other aspects of gameplay and prevent the game from devolving into a slugfest over expansion.
Improved Exploration: Exploration has potential to prevent "tall" being synonymous with "passive," in much the same way that the Shifters expansion and Quest victory for Endless Legend prevented tall empires from simply vanishing from world politics, and forced them to bring the fight to their enemies and take the time to actively compete instead of passively snowballing toward victory.
Revamped Food
While I originaly said I could not think of a way to make your idea work,
I have now know of two possible ways (one being very much one of your own),
I would like to hear your thoughts on them afterwards.
The main issue that I had with your idea is that there is a benefit of have a lot of pops in a system while your proposed changes used the number of pops to greatly increase the growth required,
it could be bypassed by growing the pops in a different system and migrating them over.
You said that “[you] think the best solution would be a complex interplay of raising Food consumption” I somewhat agree,
I think that increasing the food consumption per pop is a much better way of doing it,
I can’t think of a way to bypass it. It also makes logical sense lore-wise that as systems become more populated and advanced they become more wasteful of food,
it’s what happens here on earth with populated and advanced countries, being more wasteful on food.
They main issue that I can see with this system is that it will be hard to balance so that some systems do starve easily while others grow unhindered.
I’d very much like to hear your thoughts (or anyone else’s) on possible ways this could be implemented to avoid those issues.
Increased growth required for average Pop on systems on Empire might work, might not,
possibly depends on the numbers, could be good to test it and see how it feels but I’m not sold on increasing growth requirements just yet.
A system that I have thought of to support going tall or wide is a partially shared empire food pool.
Not sure on what the exacts would be but the general idea is that of all the food going towards growth in a system X% (could be 30% could be 100%, maybe the percentage increases with system level?) is put in an empire food pool.
This food pool is then divided up and given back to the systems as growth.
I’m thinking that its done by pop, so if an empire has 200 pop a system with 50 pops would get 25% of the food pool.
There might be better ways of dividing it up, but this is the best I can think of currently.
Now what this system does is make it so system growth is entwined with the empires expansion strategy,
if you’re going wide, it will help the smaller systems grow, but slow down the bread-basket systems.
If you’re going tall, the bread-baskets will flourish.
This system is not mutually exclusive with the increased food consumption idea, I actually think it works quite well with it.
Luxury Upkeep/System Development Control
Not sure on this idea myself currently, could be interesting it would definitely shake the game up a bit,
luxury goods per turn deals would need to be added to diplomacy,
but what would happen if you run of a luxury do you just lose the bonus it applied?
The issue I’m seeing with this is that it makes using tier 3 luxuries in system development a terrible idea,
as there are very few sources of any particular tier 3 luxury even on the largest maps,
so having just a few systems having it used in their development could remove the bonus from them all.
For this to work system development will need to not be locked in to one plan for the whole empire.
Otherwise making a plan with a tier 3 luxury means that very few systems will ever have it be built.
Improved Exploration
I too would like to see exploration expanded upon,
a good change would be to up the loot tables to given decent rewards,
some of the bonuses it can give feel week even in the early game.
Not sure on what the exacts would be but the general idea is that of all the food going towards growth in a system X% (could be 30% could be 100%, maybe the percentage increases with system level?) is put in an empire food pool.
This food pool is then divided up and given back to the systems as growth.
I like this change from a game balance standpoint, but not from a lore standpoint. Food is goods that you can't just share empire wide with no delay, like you can with science (collaboration) or dust (digital currency). This can also be seen when you found a new colony - you have to send ships there to deliver food.
A more fitting solution, I think, is to be able to deliver food to any system as if it was a colony. That would spawn food ships that take a few turns to arrive, and it would feel more real. It also intruduces more counterplay since oponnents could blockade one of your routes and destroy your food deliveries, and still give you options to use your excess food for something useful.
I like this change from a game balance standpoint, but not from a lore standpoint. Food is goods that you can't just share empire wide with no delay, like you can with science (collaboration) or dust (digital currency). This can also be seen when you found a new colony - you have to send ships there to deliver food.
A more fitting solution, I think, is to be able to deliver food to any system as if it was a colony. That would spawn food ships that take a few turns to arrive, and it would feel more real. It also intruduces more counterplay since oponnents could blockade one of your routes and destroy your food deliveries, and still give you options to use your excess food for something useful.
It would be nice to have it delivered by ships but I feel like it might clutter up space with ton's of transport ships which will slow the game down as it has to process an extra +100 ships in the late game.
I would also imagine trying to code the original idea as not too difficult as its just
System Growth = (Sum of X% of all systems growth) * (System Pop / Empire Pop)+Original System Growth*(1-X%)
But with ships transporting the game now has to work out what amount food would be coming from where and where is it going (as most goes back to where it was made)
If it was not automatic and only happened with you manually setting system X to send growth to system y, then this is not as much of an issue, but that does stop it from its original purpose of strengthening Tall or wide playstyles found in all 4X's.
The Empire food pool system and manually sending food are not mutually exclusive. It would be nice to have both of them in.
But I don't think the Food pool would work with ships transporting it. But I'm not sure what to do with it Lore-wise.
- Empowered Dictatorship: Make Dictatorships even more unstable in terms of approval and rebellion if created in a hostile political atmoshpere, but in return make their laws even more powerful than those of the Republic, allowing the Dictatorship to be the epitome of strength, but also inflexibility. Possibly incentivise not switching laws too often, to reinforce this loss of flexibility?
Although we both agree that dictatorships are currently rubbish, in terms of gameplay balance, I can't agree with this. It's worth remembering that only the arguably the weakest faction in the game starts as a dictatorship, and this would just make playing them even more difficult. I do like the idea of boosting the laws, but I think it would be a shame to just use the republic mechanics, when it could be used to do something a little different. I also get that lowering the happiness mechanic might seem like affecting the core cost of dictatorships, but I don't really think this is the core cost. You are only going to have one law slot (really bad for flexibility), you get double the penalty for not having representatives (really bad for happiness), and managing rebellion is costly either in terms of fleet dedication or luxury resources, especially early on before you have established trade routes. The idea of lowering the happiness thresholds won't solve either of the first two problems, and only goes some way to reducing the last problem in that it gives you a little bit more leeway before rebellion occurs - which it still will on poor planets, poor anomalies, and when you've mismanaged your politics, as approval is now much harder to come by. Conversely, it gives you a benefit of establishing and maintaining a much wider empire (if managed well), albeit in a different way to Federations, much earlier in the game. Alternatively, it lets you have a much happier tall empire, and reduces the need to make happiness buildings. In terms of immersion - think of dictatorships as a 'cementing your rule'. It can still go badly wrong, but when it's going right it should be very beneficial. Furthermore (again in terms of immersion), at least in my head (happy if others don't think this way), I always think of dictatorships as being mean, aggressive, expansionists. The current way they are implemented makes them tall, (and weak) turtles. Which to me, just feels a little off.
Another way I've thought of solving this is giving happiness benefits to your original population. Something like +4 happiness on original population. This achieves some of the same thing, fits Horatio as a mono-culture, and has an immersion benefit of 'dictatorships feel good to the single group/groups they represent'. The downside of this is that it's a little bit too much like democracy, and I'd rather the mechanics of each government type stayed unique.
Anyway TL;DR - Dictatships could do with a big change, and I think that change should reflect them being a aggressive expansionists, i.e. something to do with wide empire approval.
On the Democracy and Federation front: The changes make Federations much more powerful, as owning two extra systems without happiness hits, early in the game is huge in terms of overall FIDSI output. I agree that before it was a little lacklustre, but now I think they are pretty damn strong, at least in the early game.
Democracy, in my experience anyway, is really strong. The law slots alone make it worth it, and the laws are very maintainable with a few spin projects and/or an influence boosting hero. The happiness per pop is just the icing on the cake.
For FWIW - I'd also like to see some changes to the growth mechanics that makes it a lot harder to grow. I also think that making growth incrementally more difficult is a good solution to this. As it currently stands, it's pretty easy to reach full system pop. Another way to do this other than the CIV-style, is to considerably increase food consumption per pop. Riftborn will need some tweaking before this happens, otherwise they will lose their first Remnant pop straight away.
It would be nice to have it delivered by ships but I feel like it might clutter up space with ton's of transport ships which will slow the game down as it has to process an extra +100 ships in the late game.
Yes! Some of us have less powerful rigs! Think of us too!
democracy is plenty strong, the extra law is incredibly valuable, no change is necessary.
for dictatorship, i think the key is absolute control of the senate. I think you should be able to select any party you want at any time, and select any law. you want to have the level 5 science law at the beginning of the game...your the emperor go right ahead. you want that but the ecologists head your senate? no problem supreme overlord.
federation, my main issue is that this and democracy basically do the same thing...effect approval. i wish one or the other had a different mechanic
So first off, let's please not add any more background civilian ships. Between trade and colonization and Population shuffling, especially on the part of the AI who greatly enjoy shuffling their pops with a furious zeal, ships for a national food redistribution system would be the straw that breaks the camels back on my rig, especially if I have enough Influence and vision range to see it happening in other empires.
But more to the point, regarding Governments, my suggestions were moreso based on other peoples complaints I'd seen before. Personally, I've never known Democracy to be too weak, though I wish the Approval bonus was a bit higher now since it can't counterbalance the Taxes Act anymore and will now have to compete with Disapproval per Pop from harsh planets due to the changes the devs are making. As for Dictatorships, I don't think they should be aggressively expansionist, as historically most Dictatorships seem to have been built not on expansionism but isolationism; expansionism is only what happens when a Dictatorship becomes strong, but usually Dictatorships pop up where countries are weak, such as those with failing economies and social unrest where someone decides the problem isn't that we can't get along, but that everybody else won't go along with the plan.
So that said, WeLoveYou, the idea of Dictatorship being a prejudiced monoculture built around its Chosen People and Chosen Ideology makes a lot of sense to me, especially as our only examples so far are both prejudiced monocultures, the Cravers and Horatio. However, this could make for some weirdness if people were otherwise running a diverse empire, especially one which is Ecologist but not Horatio, and thus has state-enforced diversity; as such, I suggest that in a very weird spin on old mechanics, Dictatorships provide bonuses to Population with Senate representation, that is to say anyone who supports the chosen Party, allowing room for other peoples so long as they all agree with the Emperor on the basic choice of political party. I also like your idea for shifting power at will, Stalker0- if there are no elections because I pick the winner, why can't we pick a new winner when we please? The issue of being too flexible should (but isn't necessarily) be covered by the Disapproval that comes with convincing the whole country to support one party, and then switching out for another, as people supported the Regime when it was one thing but now it's different.
I will point out though that I only wanted Dictatorship to have yet-more issues in a hostile political atmosphere- that is, one where your choice runs counter to the will of the masses.
In regards to the idea of Luxury Upkeep for System Development, I actually have an Idea I cooked up for it called Luxury Addiction, where I suggest that System population contribute to a growing upkeep cost for that systems development levels, forcing players to actually consider using the Resource boosting planetary specializations and improvements, as well as investing in Luxury Freighters on Trade Routes, if they want to develop a large amount of their empire and keep it stable. When you go into a Shortage (luxury bankruptcy), you are forced to start shutting down those bonuses for your systems to break even, creating an Approval malus on those rationed systems that gets worse with time. Eventually, like Empire Rebellion, the mass shortages and approval maluses lead to your System Development Projects being retroactively broken, and your choice of luxuries for them reset, giving you a chance to reorganize your choice of luxuries while the Approval malus winds down again. This would force players to be careful about what they boost with, who they trade with, where they invest, and wouldn't necessarily require "Luxuries per Turn" deals as you could purchase stocks directly to buffer against shortages. It would of course also require that Luxury boosting improvements be available across more eras and possibly other tech quadrants, so players can meet these costs; fortunately upkeep can be measured in fractions of a whole Luxury deposit to prevent massive numbers.
As to this whole Food Pool solution of yours CyRob, I bloody love it! It can be shown fairly easily as "-X Food from Empire Contribution" and "+X Food from Empire Redistribution," it can play well with Siege mechanics as a system could now lose access to the Food pool, it reinforces the idea that these are advanced empires with excellent food preservation and transport technologies (one of the very first techs is, after all, Infinite Supermarkets) rather than little self-sufficient feudal fiefdoms in the style of Endless Legend, and it does it in a simple and easy-to-grasp way. There is however a small obstacle, or perhaps even just a quirk, which is that this system is reliant on the notion of the Breadbasket World (or Agri-World for us 40k fans) to make sense, which doesn't play nicely with System Improvements; you make it sound like there are a handful of worlds comprising the Breadbasket, but System Improvements mean that any system can be fully developed for Food, with only the Unique Cultivation improvement and System Development for Food providing designated breadbaskets.
I think the Food unique improvement would need to be changed up to allow for this, possibly moved to a later era and its effects buffed much higher, maybe to something like +10 Food per Pop, +50% Food per System Level, and moved all the way up to Era 3 as a major incentive to take a break from the Economy quadrant to invest in Empire Development. Even this would only create room for one designated, high quality Breadbasket world, probably your Capitol, but it would at least allow the Breadbasket to make some sense by designating that one world to be a very strong Food producer for the empire. The Economy quadrant entices you to hit Era 3 with the potential of Trade Routes; the Empire quadrant entices you similarly with the prospect of a powerful Breadbasket world.
I'm not really sure any of this is a problem per se, as it still creates excellent gameplay, and in the case of the strategy of going Tall early and Wide late, fits well into a Religious strategy of absorbing systems with Cultural Conversion- you run a Tall empire with high Influence and Food production, then change tack upon unlocking Cultural Conversion, using your old Tall empire as the breadbasket for your newly converted worlds. It looks elegant on paper, just a bit quirky, and in my opinion deserves testing even if it's just one of us punching numbers in a calculator.
On the note of Riftborn as well, I don't think they should be counted for either Consumption increases (clearly) or Growth threshold increases. They're already disincentivized from producing Food, no need to punish them further if they decide to play Ecologist Riftborn with other peoples, especially as its a legit strategy supported by their questline.
Jeeze, I need another TL;DR- I like the idea of Dictatorship as a monoculture, but it should be for political views, not populations. Luxury Upkeep would provide room to restrategize in the event of a shortage leading to economic collapse, but ONLY in that event, to prevent people constantly shifting their luxury choices; your people are addicted to a specific luxury. The Food Pool is brilliant, but it's worth noting that it creates some quirky effects, and means the Cultivation unique improvement needs to be moved to a later era and majorly buffed to create an effective Breadbasket system.
Ok, I have tested out the new mod a couple of time (both on Cravers because they are who I'm most worried about) and I have some positive and negative reactions:
#1: The happiness changes are INCREDIBLY punishing as expected. They basically make using the Cravers' slave driving ability impossible while mainting a content or better system. The only way to circumvent this (as usual) is to use the Jingoist Bill and declare war and literally everything that you find. I honestly hate this mechanic. I find it stupid and immersion breaking. Why would I declare war on a civilization on the other side of the galaxy that I will never come in conflice with for at least 30 turns? Why would this make my citizens happy? While this is a militaristic mindset, it doesn't reward a militaristic playstyle. You could just as easilly decalre war on everyone and never attack and you get the same benefit of a player constantly building ships and conquering enemy civs.
I suggest changing the Jingoist Bill to reinforce militarism through the mechanics of the game rather than its current incarnation. To do this, you have to incentivize the successful execution of miliarist actions. If, for example, you got +2 happiness for 5 turns for each battle won and +5 happiness for each successful invation for 10 turns, the player would be forced to maintain a very militaristic playstyle to continuously renew these bonuses. This mechanic is much more dynamic and fun than the staic and boring, find major or minor civ, declare war, profit, formula that is currently in place.
#2: While I really like the new Us or Them mechanic, it feels like a lackluster reward for conquering another civilization. What I mean by this is that the bonus happiness is supposed to reward the player for a long and victorious war (and mechanically, compensate for the happiness penalty for all the systems you just took). Paying 3 Inf/pop and a law slot for +40 happiness (+60 if you're lucky or later in the game) is just not sufficient to counteract the massively increased overcolonization and general happiness penalties. The result is that acutally going aggressive and taking out another civ throws your entire empire into choas and ends up being more detrimental than beneficial (in the short term at least).
#3: Using the Cram Exam Law (can't remember the name), Cravers' science is STUPID. I was able to hit 1000 science by turn 27 (proof) with only a moderate start. This gives that an enormous techa advantage and further excentuates their already overpowering early game. I would happily sacrifice a significant amount of their early power for a smoother curve and transition into the mid and late game.
#4: The Cravers Ch.1 quest ship is still super overpowered.
#5: I love the changes to Drone Network
Suggestions
#1: With all the new happiness changes, I think Slave Drivers should cost -5 happiness/slave instead of -10. This would actually make it possible to moderate the depletion of your systems and prevent a total economic collapse at turn ~70. Now I understand that this is a HUGE buff to Cravers, but these happiness changes impacted them far more than any other civ. Many of my other suggestions will help nerf their early game to try and make up for this change.
#2: Change the Ch.1 quest ship. I think this is actually the primary source of the Cravers' overwhelming early game. It's fast, it's powerful, it's full of extra manpower (a very scarse commodity for early Cravers) and it allows them to fill their 6 CP early fleet insanely fast. It's not the actual ship that is the biggest problem, but the ease with which it can be aquired. The story is that this ship is flying around harassing and destroying your ships, so why would it suddenly stop when running into a blockade set by a single, weak ship? Change it so that it is as aggressive as a pirate (blockades and attacks) and you get the ship after you actually beat it in combat. This would significantly delay when it can be aquired and give other players time to acutally build up a defense against it. Also, there is no reason that it should keep it's 9 MS. Just nerf it to 5 like every other Cravers ship.
#3: I'm not acutally sure how to fix the science issue. It is a byproduct of several changes made in this patch (getting Loyal is now impossible at turn 1, Super Tax Act is now far too punishing, etc.), and the Cravers' inherent multipliers on undepeleted planets. I don't want to say, "increase the happiness penalty" because that would make every single law inviable for the early game, but this is defitely a problem.
#4: I would tweak UoT just a bit to give +30/capital and +10/minor civ assimilated. This would give you ~+80 happiness in the midgame as opposed to the +200-300 in the current patch (not the mod)
(...) I suggest changing the Jingoist Bill to reinforce militarism through the mechanics of the game rather than its current incarnation.
(...)
#1: With all the new happiness changes, I think Slave Drivers should cost -5 happiness/slave instead of -10. (...)
#2: Change the Ch.1 quest ship. I think this is actually the primary source of the Cravers' overwhelming early game. (...)
#3: I'm not acutally sure how to fix the science issue. (...)
#4: I would tweak UoT just a bit to give +30/capital and +10/minor civ assimilated. This would give you ~+80 happiness in the midgame as opposed to the +200-300 in the current patch (not the mod)
Some of this I like, but I see some ways your suggestions could be changed.
I think players shouldn't only be encouraged to be aggressive as Militarists, since the Militarist party also covers defensive wars and is supported by many events where the empire is on the back foot against their aggressors, including "building system defenses," "experiencing blockades, sieges, or enemy proximity to home Systems," and "enduring territorial loss." As such, I would rather see a law that encourages non-Militarists to pick up the party in the event of war, and encourages offensive Militarists to get into the rhythm of recurring wars. Something like this:
"Jingoist Paradise: +20% FIDSI for 5 turns when signing a Truce, destroying an Empire, or activating Jingoist Paradise. +10% FIDSI for 5 turns upon conquering a Minor Civilization"
This encourages you not to be randomly aggressive or declare wars on random strangers, but instead start wars with the intention of ending them. As such, you can't properly exploit the effect unless you make good on your threat and push your opponent to the point of Truce, so you can later declare War again and start the cycle anew, following the intended rhythm of "war, truce, war, truce" from the GDD. By adding the effect on activation of the law, factions who are the victims of a surprise war can ride the outpouring of public support into a concerted effort at a counterattack by pushing the Militarists to the front of the Senate; empires who aren't normally Militarists but switch to that party may consider using the bonus to prepare an invasion they weren't otherwise planning. The Cravers likely will never "activate" Jingoist Paradise because they'll never actually elect a non-Militarist party, so the first time they get this effect will likely be upon finishing their first war. The law is deliberately similar to the old Pacifist mandate, modified to provide a much greater but very temporary boost, since Forced Peace will now be in its place.
As to your other points
1.) I think WeLoveYou's idea of monocultural Dictatorships and my idea for shifting towards monopolitical Dictatorships could help here; increase the population Approval bonus from Leading political parties in System for Dictatorship/Autocracy. This would give Cravers and Horatio significantly more Approval to spare for Super Tax Act, and help offset Slavery maluses if you have enough Cravers keeping the system under control; 50% more Approval lets two Cravers counteract one Slave (12 Approval vs -10), 100% more lets one Craver almost counteract one Slave (8 vs -10). Play with the numbers of each until the preferred ratio of Slaves to Slavedrivers is achieved, while non-Craver Dictatorships deal with normal Disapproval rates.
2.) Maybe it would be better for it to be a fast Attack ship? Something to help swat Pirates, but only carry a relatively normal number of troops; alternately it could be loaded down with Debris Analyzers or some sort of Dust Salvager modules, encouraging the player to pick fights but not steamroll enemy worlds, per se, because I am fairly certain it has some sort of invasion modules right now.
3.) Maybe trade out for Brains over Bucks? Science per Pop is bonkers for any fast growing empire or empire with good pops like Cravers, but 20% is 20% is 20% no matter what. That way you can either have Dust at the cost of Approval, Science at the cost of Dust, or Approval at the cost of Industry, which might I add may be able to justify increasing the debuff. Alternately maybe just give Cram Exam act the same cost as Super Taxes Act, so you can have only one or the other. That's about all I got, I'm afraid.
4.) I don't like it being for assimilated minor civs since they get snapped up fast, long before this law activates, and your bonus is too small to do more than offset the systems own Overcolonization penalty; a Militarist empire should conquer these worlds to help improve their overall Approval down the line, not leave it the same, or worse if you conquered some planets in between. We just need a visual marker for Minor Civ systems like Capitols have, and they can become clear strategic objectives in war, especially if more effects care for them like Black Market Taxes for Lumeris.
"Jingoist Paradise: +20% FIDSI for 5 turns when signing a Truce, destroying an Empire, or activating Jingoist Paradise. +10% FIDSI for 5 turns upon conquering a Minor Civilization"
3.) Maybe trade out for Brains over Bucks? (...) Alternately maybe just give Cram Exam act the same cost as Super Taxes Act
I don't like that version of jingoist paradise, it's too complicated and requires weird gameplay to take advantage of it fully. The "activating Jingoist Paradise" part, for example, rewards you for toggeling the law on and off every 5 turns for no apparent reason. Declaring war only to force a truce also seems weird and out of sync with the game's other goals with warfare. "Destroying an empire" is also very hard to do, since you need to find every single system of theirs which can sometimes be difficult.
I like 4xAlchemist's suggestion more, with +30/capital and +10/minor civ. Maybe a +5/captured system would work?
I haven't played cravers so I don't know how it feels with lots of slaves. But I do know that transvine system developments can be very helpful for happiness problems, and maybe evacuating bad systems can be a useful late game strategy when you start conquering enemies, to avoid overcolonization penalties. Maybe it would help if the evacuation option was available sooner after capturing a system?
I agree that Cram Exam Act might be too powerful for cravers early game. However, it's only really usable for them in the early game because when your population starts to grow the happiness penalty quickly becomes too much to handle together with slaves and penalties from high tier planets, and I think the law is fine for all the other races. Switching it with Brains over Bucks is probably a good idea, though, for balance reasons. I don't like giving it a flat -20 happiness penalty like Super Tax Act, that would make the laws too similar and unusable in the same situations. They need to be good in different sitiations.
I also agree with previous posters that the cravers quest ship is too strong. Maybe it should just be harder to get in the first place?
Other notes that I have:
* It seems like population in detached arks count towards empire happiness as if they were at 50% happiness no matter what. This means that if you have a detached ark while on the republic version of Saints & Sinners bill which forces all happiness to 70% (happy), your empire happiness will still only be content (hovering around 67-68%).
TL:DR suggestions:
* Make system evacuation available immediately after capture, but leave all buildings and population intact for a while and make recolonization instant, just like the existing vodyani "hunting grounds" mechanic.
* Switch Cram Exam Act with Brains over Bucks, or make a craver exclusive variant of Cram Exam Act that doesn't give +thing/pop on systems
* Nerf the cravers quest ship or make the quest harder so you can't get it as early
Played another couple of games with the new mod and found some more execution problems and bugs with the happiness system.
Meedoc said:
For now, Biophobic has been changed to provide:
+10 approval per pop on Sterile Planets
-2 approval on Fertile Planets
(keep in mind that by default Sterile Planets provide -8 approval; the net approval will be +2 approval per pop on Sterile with Biophobic).
The idea is to keep the mechanics attached to a trait for customization and not to the population itself.
but when I actually went and tested this, it is not the case. As seen in this screen shot, the system is getting +12 happiness from having a single population on a lava planet (+20 from biophobic, -8 from standard happiness penalties). It should be +2 from planets (+10 from sterile, -8 from lava).
Additonally, all deposit based happiness benefits (e.g. +4 happiness/pop on a planet with transvine) don't work. They are simply not calculated in the final "+X from planets" happiness section and are not represented anywhere else in the breakdown. Thist can be seen here (should be +4 from planets (+2 from Garden of eden, +1 from Jadeonyx, -1 from Savana, x2 from pop number)) and here (should be +8 from planets (+4 from transvine, +1 from Dust trees, -3 from Arid)). To top it all off, the happiness bonuses from using tansvine in you system modernization also don't work. In the second screenshot, there should be "+10 from system moderization", but there isn't and it is not included into any other section.
One last thing not associated with the patch or its execution, slave populations shouldn't add additional unhappiness for not being represented by the political party in charge (see the second link). It specifically states that all non-Cravers are excluded from voting and the system in general and we are already getting huge happiness penalties from having them as slaves.
I can confirm that +happiness per pop on luxury resources on planet doesn't work. Happiness from anomalies does work as expected, though.
As for riftborn: the Biophobic trait actually gives +20 happiness per colonized sterile and -10 per colonized fertile on system, not +10 happiness/pop on sterile and -2/pop on fertile as stated above.
I don't like that version of jingoist paradise, it's too complicated and requires weird gameplay to take advantage of it fully. The "activating Jingoist Paradise" part, for example, rewards you for toggeling the law on and off every 5 turns for no apparent reason. Declaring war only to force a truce also seems weird and out of sync with the game's other goals with warfare. "Destroying an empire" is also very hard to do, since you need to find every single system of theirs which can sometimes be difficult.
I like 4xAlchemist's suggestion more, with +30/capital and +10/minor civ. Maybe a +5/captured system would work? (...)
First of all, you can't toggle your governments basic law, so the only time it gets activated is if you switch political parties or change governments, which is a massive opportunity cost for a slow benefit; second, Forced Truce is the perfect mechanic to key off of, because it only happens when you're getting your ass kicked or kicking someone else's ass, which only happens if the fighting is fierce, and fierce fighting is what we want to reward Militarists for. It also fits the goals for war in this game just fine, as the GDD specifically says that wars are meant to go for a while, sign a truce, and then leave room to recover, instead of eating a whole empire in one war. There is a much simpler way to word it, but it also doesn't work with how stuff is worded in ES2:
Jingoist Paradise: +20% FIDSI for 5 turns after a Forced Truce. +10% FIDSI for 5 turns after conquering a Minor Civilization.
That works better, but it's also not properly worded for the ES2 description generation from the code, and will thus look like my original version anyways. Also, it now can reward you for switching to Militarists on the defensive, since it will give you a bit of FIDSI to bounce back after losing badly. And we want it to do that, otherwise Militarists won't be as willing to risk wars where they lose.
While I like the idea of adding Vodyani style razing to all factions, it's a poor idea for a Militarist. Razing should be what an isolationist empire does when they want to wreck their enemy, but aren't interested in having more worlds dragging down Approval. Militarists should want to conquer the galaxy, and providing Approval bonuses from conquering certain systems does that well; but rewarding people for conquering Minor Civ home systems provides a specific strategic goal, which creates interesting gameplay because both sides know that some worlds are more important than others. 4xAlchemists suggestion didn't do that, because it was worded for assimilating minor factions, which doesn't happen later in the game when you should be using Us or Them to support your wars of expansion.
Just a bit of feedback on the current Horatio/Ecologist laws:
Green Fertility Bill: It's a strong law, but it's now even more spawn dependent. I still think that the % bonus and food bonus should be attached to population/planets in some way, rather than to anomalies. My last game I had a starting systems with zero anomalies, and the most colonisable systems all had red negative anomalies. This effectively made the law useless. IIRC there aren't any other starting laws that are so map dependent and provide no benefit for such a long period of time.
Cool Copies Clause: The law is a bit too similar to GFB right now, in that it gives food per pop. The additional bonus of lowering the luxury amount for increased growth is fine, but pretty niche. Effectively, it's just a better version/worse version of GFB, depending on your start. I think the best solution for this one would be to get rid of the food per anomaly for GFB, and increase the food per pop for CCC. As it stands they are just a bit too similar. If there were any thoughts about making this one more Horatio specific, I'd suggest adding a 'happiness per spliced population' rather than luxury growth change.
Power to the People & All Hands Dictum: These are both nice laws with the Horatio specific aspect, but they could do with a big buff considering their cost. Just to look at AHD - the law will unlock around turn 80 depending on government changes. With 5 spliced populations (which is realistic at that point in the game), you're only getting a 10% industry buff. For 4 influence per population, that's extremely lacklustre. You get the same as that just from Mineral Miser, which is half the cost, and gives you the extra strategics, and doesn't depend on you sacking 30 of your population throughout the game. Compared to all the other final tier laws, it's beyond weak. I don't think I'm going too far in saying that I think the 2% for both should be 10, or even 20%. Yes, this will make some systems super strong, but this only kicks in later in the game anyway, and it has the downside of having to sacrifice large chunks of population, losing that population's bonuses, as well as the high influence cost.
All of this is based on Horatio not getting some love in other aspects, and I'd happily revise these suggested buffs if they were to get some other bonuses elsewhere, but I do think it's worth bearing in mind that any bonuses to laws related to genesplicing come with a much greater cost than for other empires, in that you are having to lose population to get the most out of the laws. As such, any benefits of the laws should reflect the greater cost compared to other empires.
I appreciate the effort put into this balance mod and the close communication of community and devs here so - consequently -I'll gladly give some feedback from a few games I’ve played with the current iteration of this mod (July 26th). Suggestions (indicated in italic) made below, especially numbers, should be considered subject to balance before implementation.
-be warned, long text ahead -
Basic Laws (the ones independent of your faction chosen)
From my understanding – correct me if I am wrong – basic laws should be inferior and more situational than the faction specific laws. I think this has been provided in most cases and the word „situational“ is to be read as an achievment in the following section.
Super Tax Act - Outside the balance mod this law is too good early game as the approval penalty per pop is marginal. The initial -30 approval was too much and the -20 now feels borderline playable (basically only applicable if in dire need of dust or if you are playing Lumeris with their optimistic trait). I would appreciate an iteration with -15 approval.
Toys for Boys - I like the way this has changed. The -10% industry hurts much more than the science debuff giving the player the incentive to think twice before activating it.
Larger Hosts Bill - Situational enough and balanced in my opinion. Arguably this is no law for the early game and could be moved to the next tier. Currently I do not see a law to switch it with though.
Brains over Bucks – this seems fine. However this already kicks in at a point where you have access to your faction laws.
Cram Exam – Never used it. While struggling with overcolonization in the midgame this is unaffordable. If approval is not a limitting factor, this may go overboard with highly populated empires (as e.g. stated by 4XAlchemist).
Senator Bob – Never used it. Considering overcolonization again this law is as good as your weakest system, which usually is not enough.
Parks not Quarks – Situational (which is fine) I would consider it only if I went for the (boring and easy) economic victory.
Save Skies (Dictatorship) – The flavor strongly fits dictatorships and I like the incentive of this law. 25 approval seems fine considering the ship and law slot investment.
Wartime Taxes (Dictatorship) – Situational and fitting the theme. Not playtested though.
Now on to the faction laws, where I believe a certain flavor (beware, you may see this word often below) must be given to fit in, additonal to the balance issues.
Pacifist Laws
Balance, pacing of the law progression and flavor feels very fitting and rewarding now. This balance mod is a great improvement of the pacifist playstyle. Please try to push all other factions to this level.
Right Thing - This law is fine and it fits the pacifist flavor. Please implement this into the game. The +1 Influence make UE a bit sad of course.
Trusted Broker – allthough changed to +3% perturn to avoid toggling this law for one turn, it feels bad. At the end it is a tradeoff limited to influence and in my opinion a mathematical exercise (one of the more annoying ones tbh.) and rarily worth the law slot.
My proposal would be: Passivly adds +1/per turn to relationship of discovered minor civs and applies +1 diplomatic pressures to all major civs you encountered (subject to balance e.g. only major factions in cold war state). I could also see it applying to cultural flexibility (piecefull takeover of enemy colonies) once unlocked. The focus of the law would remain on influence and diplomatics, which fits the flavor.
Make Love not War – Reallly love this law in combination with right thing. Keep it, implement it. Mostly depends on the number of AI's.
My Precious / Fair Trade Law – Also very good. Fitting the flavor and balanced in my opinion allthough it strongly depends on the number of AI's.
Sciencist Laws
Flavor and strength of the science laws could be improved in my opinion.
Oracle of Wisdom - I do think this law is providing a lot of flavor to the scientist party, allthough it feels quite situational to me as usually the bottleneck in research is your science per turn and some mandatory techs much rather than being restricted by your era. Arguably one could switch this with the tier 1 law, thus toggable if needed.
Dirty Hands Act - I think this law is fine and I like the swap of Starboogie and Dirty Hands Act, however I always felt Dirty Hands to be a pretty boring law.
I suggest implementing a tweaked version of the minor faction trait „Thinkers and Tinkers I“ as a law instead of Dirty Hands act. This really would capture the feeling of doing science by exloring space and constantly improving with the things found.
The law would read +0.75 Industry (subject to balance e.g. 0.5 Industry or 0.25 FIDS) per curiousity discovered to systems. I do believe the faction trait "thinkers and tinkers" currently implemented into the game is to strong and should be nerfed but it scales well along the game and gives the player a good incentive to adapt their playstyle to being scientific.
Star Boogie Bill – Now that this moved up a tier, this should be improved in my opinion. Add one probe to all ships (if possible and balanced considering you could toggle it on and off in a turn) or think of something else. Flavorwise this is fine.
Need to Breed – I did never consider this law, especially as food looses strength in the endgame. Flavor is hardly given for this one.
Mine’s Bigger – This is fine. Very situational and definitely not the law you would aim for all game long as a scientist. I would move (and tune) the law down one tier replacing Need to Breed, with the new tier 4 law being:
Collected Notes Law – Gives X Approval and X FIDSI to systems based on the number of techs researched (or the number of tech eras reached). This would award players for the research they did all game. Honestly the bonus this law may give could be anything reasonably scaling with techs and while preserving balance. But the flavor of harvesting your research (or collecting your notes) should remain. Bonus points for giving incentive to research all the techs (especially lower tier techs that are skipped and remain skipped since the start of the game).
Ecologist Laws
The ecologist laws are - in my opinion - to be improved balancewise. Flavor is given but not overwhelming.
Hardship Ready – This fits the flavor. I would tweak it to give 50% food bonus while colonizing a system if the corresponding planet type colonization has been researched. This way the law would not loose so much power in the middle / late game.
Green Fertility – This law is the kind of randomness I dislike in games. It may give players the incentive to prefer systems with anomalies but this is rarely the deciding criteria (fertile + temperate...) and much rather increasing the difference of good and bad starts for ecologists.
I suggest following replacement: +4 Food, +3 Industry, -2 Dust, -2 Science per pop. Essentially this gives +3 focussing on growth of your systems while crippling other areas. I would forfeit the connection of laws to anomalies in any case.
If too strong one could tweak this new law to exclude pops of your starting race, giving an early incentive of focussing on race diversity.
Cool copies – I think this law is good, however I never bothered opening the tab and spending time to push growth of specific races. But this is mostly due to the next two laws being underwhelming.
Power to the People / All Hands Dictum – These are too weak as the size of systems is limited and the micromanagement necessary would be high considering the benefit. I suggest a dependency on the population thresholds reached. E.g.: increases science by 2/4/6% per population threshold of 10/20/50 reached. Less micromanagement, same incentive. Same would apply for the industry law, allthough the theme feels repetitive. Maybe a good idea would be to move the era 5 tech here, which converts food to industry on full systems. This would give ecologists a signature law and a clear aim for their end game progression (as well as fixing lategame issues of food becoming meaningless - at least for ecologists).
Industrialist Laws (bear with me I do not have the correct names of most of these laws in english)
I think the industrial laws are ok. Not overwhelmingly flavorful but sufficient.
New Colony – I still do not know whether this is restricted to the system or an empire wide buff. In either case it temporarily may boost you to happy or exstatic but is no solution to overcolonization.
So I know we're supposed to go over the mechanics and changes of the Mod in here, but at this point the thread itself feels very chaotic. Every post has been a gigantic essay (and I am very guilty in that regard) where we cover the laws of every single political party AND the generic laws, the government systems, Overcolonization, economics, Food, population growth, the whole nine yards because of how interconnected it all is. I think while this has been a bit productive, it would be better if the thread was closed and a new one opened on a very specific topic, like just one or two political parties, or just Overcolonization, or just fixing Growth.
So to answer the question "What should be the next balance focus for you?" my answer is that we should hit the brakes on the current balance focus, drop the Approval topic entirely, and switch gears to look only at Political Parties right now so that the debate can be a lot more focused and moderated. Especially because the depth of either topic, let alone both, is enough for gigantic essays that really highlight the need for a Spoiler Button system so we can separate our posts into digestible sections.
As to the most recent topics covered by Kynar:
Trusted Broker theoretically encourages us to produce more influence, but the nature of Influence as such a limited resource does make it a bit counterintuitive. It's okay that it makes us use up Influence; the real issue is that Influence, like Food, Industry, and Dust, is a resource without a lot of straightforward Improvement support. Most Influence sources are complex or weak. Diplomatic Pressure doesn't help much, unless you have military to back up Demands, which the AI won't necessarily grasp.
"this is rarely the deciding criteria" Yeah, that's part of a larger issue of all the Stage 1 techs caring about planet type, which I personally believe shouldn't even be a concern until at least Stage 2 or 3.
Hardship Ready that would actually be a decent improvement, I would like that.
Dirty Hands Act: Thinkers and Tinkers works well because of it's ability to scale down the road, but this law is needed to account for the immediate Industry deficits of Scientist factions, which I mentioned earlier. Your suggestions for Mine is Bigger and Need to Breed I like, and a law improving FIDSI based on your willingness to move forward in Era's is good.
Oracle of Wisdom: You make a great point about bottlenecks and mandatory techs, which is something I have an Idea for here. Right now, if you're not researching Strategic Deposits, you're doing it wrong, since you're not gonna be able to reliably build anything else you research until Strategic Resources are out of the way. I mean, maybe you can just get lucky with Curiosities or buy it all out, but the first is unlikely while the second is only a symptom of the dominance of Trade Routes, and thus not really a good thing.
Cool Copies/Power to the People/All Hands Dictum: All three of these laws make less sense because of how Food works, which is an issue that really needs to be fixed and revamped before any other Food or Pop related fixes can be made. I for one find myself ignoring them because their related mechanics are too much of a hassle next to just expanding and cracking skulls.
The Religious Party makes a lot more sense if you look at it a certain way, and keep in mind past Influence based factions and mechanics. It takes a lot of inspiration from factions like the Morgawr, Drakken, and Cultists of Endless Legend, bringing together a lot of their mechanics, like Fast Learner, Village Conversion, a natural propensity for Approval improvements and Hero development. The Religious Party lets you suppress or bypass various game mechanics, breaking the rules which bind other factions. With Righteous Fury you can Invade in Cold War, but opponents cannot retaliate without full War; Species Stability lets you sidestep a weak economy, but could do so in a more interesting way, such as preventing you from going into negative Dust and Food, akin to the ability of the contest Hero from Endless Legend; Admit and Improve brings back Fast Learner and the ascendany of Heroes as an alternative route for development, which was a major theme of the Cultists, Drakken, and Morgawr, the latter two of which used Fast Learner. However, Admit and Improve could be improved by changing the Hero half of the law to be a flat per turn bonus, discouraging toggling and providing a very reliable source of XP; Saints and Sinners obviously lets you sidestep Approval issues, providing yet another area to not have to focus on, bringing to mind the Cultists, who just didn't worry about Approval because they had only one city; and finally, Peace and Prayer let's you turn a very tall, Influence pumping home world into another method of expansion that bypasses warfare, a mechanic which is very similar to Village Conversion from the Cultists, as well as the mechanics of combining high Vision with the Village Dissent and Catspaw abilities of the Morgawr.
Everything about the Religious Party is focused on letting you take your Influence and use it to ignore your weaknesses, ignore borders, ignore the rules of everything. Where others invest resources in more System Improvements, you invest in Governor Skills and Laws; advanced Modules are countered by high Levels and Admiral Skills; War is bypassed by Conversion, or you skip straight to Invasion. Other parties do things better; you just ignore the downsides of not doing those things at all, and do so by investing in Influence and Heroes.
"
Remove the overcolonization bonuses from Hyper-PAKs and Cultural Invernetics.
Rename „Colonial Rights“ to „Colonial Administration“, increase it’s cost to 10 Hyperium and 10 Titanium and add (not replace): increases the colonization threshold by 0.5 if the system improvement level is 3 or higher.
Keep Autonomous Administration but half the influence cost and the colonization threshold. In total both upgrades would yield the +1 on colonization threshold. Eventually add +10 adamantium / +10 anti-matter as cost to push strategic ressource mining.
Add an influence upkeep to the empire per system colonized above the starting colonization limit. This influence upkeep per system should increase with the number of systems colonized. Whether a linear increase or an exponantial increase is suitable is subject to balance.
Consider federations either by giving higher colonization thresholds or lower influence penalties.
"
I dislike most of this, but that's also because I greatly dislike the current Autonomous Administration solution as being yet-another bit of complexity to stack on an existing mechanic, and that it already plays off a mechanic that requires investing in Economy and Trade to Stage 5, System Development. This is part of the problem of putting both Strategic Resources and System Development so far into that quadrant; all other mechanics which key off of those require that you invest there first. You're not allowed to run an Empire that focuses on one thing, while putting token effort into being Economic; you must first play an Economic empire, and then specialize slightly in you're preferred direction. I don't want to see more and more simple, elegant Empire Improvements replaced by complex, multi-stage System Improvements like this that rely on so many other resources and mechanics that are locked deep within completely different quadrants of the Tech Wheel. This is already a problem with the game and its design as-is, and we should be looking to consolidate and organize Improvements and other systems instead of further complicating them with additional steps, which only serves to increase the games skill floor.
I understand the point of lowering the overcolonization cap due to the ability to increase it with structures, but even so, I feel that the current cap is too restricting on larger maps. here's my reasoning:
currently, on the largest map size, the over colonization cap is 8. the first tech that raises it increases that to 10. while 10 systems sounds like it'd be "good enough" for setting up shop for the massive tech costs of gaining the ability to actually raise the cap further, in my experience, it really isn't. due to the approval changes, it's a very, very bad idea to go over the cap, either, as until you get terraforming (another large tech cost), you have to make due with lower tier planets. I play as a more-science-crazy version of the sophons (I've turned custom faction trait caps off), with the 3rd tier of science boost, +2 movement, and +2 probes. I also set the universe to new to prevent the early-game spam of the AI, give the player a chance to get those "4 systems in the same constellation/8 planets colonized in empire" without having to devote literally everything to colony ships and the like. my first settler will either wait for a 4-5 planet system to settle, or, if a few turns have passed, make due with the closest available system to ensure I don't end up too far behind the AI. then, after the initial constructions and another scout, I pop out 3 more settler ships, regardless of whether or not I've found any decent systems available at the time. typically by the time they're all out, I'll find the systems anyway. I put emphasis on unique planets and systems with 5 planets in them to make the most of the 8 system limit, and I try to colonize the academy if possible. so there's 5-6/8 early systems. however, there's also the matter of the severely intense minor faction competition. thinkers and tinkers I is a must for me since I rush a probe spam for this exact reason, and relic peddler's also very nice if it's available. if I can find the analytical engine, my day's made. (aside: I don't believe thinkers and tinkers I is really OP, though. playing normally, the bonus is nice and sizable late-game, but nothing too powerful. it only gets powerful if you put heavy focus on grabbing all the curiosities before the AI. also, doing this means going science-heavy, and so your dust and industry hurt more for it. this can keep you from falling behind). so there's 2 more systems that I fight the AI over getting. I'm already at my cap. now I find the anomaly quest for founding on a system to on the planet marked off to get a unique building unlocked. now I'm at 9, although still within the 10 cap after researching the first cap limit tech. but, as you can see, I'm now severely stuck for growth. if there's any other faction I want to fight for, I'm severely limited to who I can get.
the problem isn't that I'm being forced to make choices, that's fine. the problem is that I'm being forced to make very-long-term choices early on. I'm going science-heavy, but even then, the necessary building is locked in the 4th tier of the left branch. meanwhile, it's dependant on finishing 3 techs in the 4th tier on the right branch to unlock the 4th level of development. and if you don't want to just stick with tier 1 resources, you also need to research a tech in the 4th tier of the bottom branch to be able to discover and gather rare resources. the actual cost of the structure itself is fair, and the fact that it can only be built at a tier 4 colony is also fair. but I'm being strangled for room in the 2nd tech ring, and the 2 system expansion in the 3rd tier doesn't help - if anything, it's not enough by the time you reach it, and so you're actually worse off in the third tier than you were in the 2nd.
it's not like I'm asking to colonize 20 systems in my galaxy that's so large it bottlenecks my system right out of the gate. I actually love the idea of being able to expand further late-game after fully developing your systems. it's just that 8/10 before you reach late-game on such a huge map is very constricting, and you need to reach late-game on 3 different research branches to loosen the noose at all.
it's also important to note that if you want to reach level 4 colony, unless you rely on 3 common resources in your local area of the galaxy and reuse them for each level, even if you're using only common resources for your upgrades, you need to colonize systems far away from your capital to gain access to these resources. you have to make bases that otherwise aren't very good or easily defendable just so you can get a hold of these resources. otherwise, your only choice is to focus on money instead of science (which makes reaching tier 4 of 3 tech branches that much harder) and buy them off the market for whatever the buying price is. I'm actually surprised at how eden incense has risen in price to be more expensive than all of the uncommon resources. likely because the lumeris seem to be upgrading every system with it since they're spamming influence. I've had to draw from the market at oppressive prices even though I'm the prime supplier of the stuff (it's local to my area, and I own a mine) just to get my systems to tier 2. and that's actually pretty nice! it's interesting how sometimes I'm forced to draw from the market even though I'm the primary supplier due to how much it's needed at the time and how much my main competitor over minor factions is hoarding it and raising the prices. great RP element right there. it made that part of the game interesting.
but I don't want to do that for all 6 resources if I happen to be stuck with military or approval rare resources with all the FIDS rare resources everywhere else (or, worse, everywhere around my systems but not on the systems I own). as it is, I can't even go the military route and take over systems that have resources I need, because I'm at or close to my cap limit.
raising the initial cap limit, raising the first bar raiser, or readding the 2nd bar raiser would make it easier to deal with. having 13 or 14 systems be my hard cap until I reach late game is enough room to breath in, but 10 systems is too little.
/overcolonizationrant
EDIT: ok wow I'm stupid. or I was just very tired. probably both, and maybe blind too. I didn't notice that the same tech that unlocks the +1 cap building also gives 4 more OC space. whoops. this actually gives quite a bit of breathing room back. I would've liked a bit more earlier, but it's fine. as it is, you can get 14 with 1 tier 4 tech, so my request for 13/14 systems has actually already been fulfilled lol
Food Pool
it sounds nice, but I'm personally not a fan of it. first of all, most food improvements can be made anywhere, and, really, should be made everywhere. more food means more pops means more FIDS(I sometimes). so you almost never need a food pool unless you didn't build any food buildings in a system and somehow managed to get 10 pops in there (most likely through migration) or you're colonizing several systems and drawing food from this one system. which bring me to my next point: food transference already exists in the form of outpost growth. why would the food pool be automatic while outpost growth requires a slow moving civie ship to deliver the goods? also, if you're starving a system by doing this, it's your fault for not managing your supplies properly. it can even be an abuse as your other systems give their excess food to the now-starving system to keep it from starving. it's an abuse because you could form 4 colonies and have them receive goods from a single nearby system instead of what you're normally supposed to do, which is deciding which one needs food faster, and having the other ones receive supplies from systems further away. you can temporarily starve one system, or draw resources from further away at the cost of slower outpost growth. but here, starvation's no longer an issue (unless you colonize too many outposts, which brings a new problem - now all of your systems are starving. though, again, if you let it get to this, it's your fault) and you can focus on speed by always drawing from the closest system, even if that closest system's on the other side of the galaxy from the rest of the empire. because food will be teleported in from the empire to the far-away system so it can be shipped to the new outpost in 1-2 turns instead of the normal/risky 8-10 turns. but obviously, you can't have food being shipped with civies because that'd be a CPU/GPU nightmare. no one's toasters could run that.
as for food being useful late-game... yea, it still is. aside from the obvious "grow a pop here, ship it out via spaceport to a colony with few pops, grow another pop in a few turns", there's also the bio-fuel factory. late-game, sure, but my best late-game factories are actually the systems that produce tons and tons of food. because 1k food turns into 1k production. so on top of keeping your colony's pops maxed out while still donating food to the new outpost, you can still potentially double your industrial output with the bio-fuel refinery. factory. whatever it is. I'm tired and should've slept 4 hours ago. *ahem*
anyway, it's a nice idea, but I don't think it'd work well in ES2.
Luxury Maintenance
I actually like this concept. in fact, I feel luxury resources don't really feel like luxury resources. they feel like strategic resources. but, less gun-friendly strategic resources. luxury resources are consumed by the masses to enhance their quality of life. so creating something that consumed luxury resources via maintenance is a good idea.
that said, I think that should be kept separate from city development level. There's a few reasons for this: 1. you can't delete plans, so the resource you picked is the one you have to develop in all of your systems. 2. city development level is an important core concept, something many other features rely off of. including, now, the overcolonization cap. I already ranted about that. making it more complex than it already is will ensure players never get more than 12 systems, and that AI can't keep up properly (though from what I've seen, AI don't seem to care about colonization cap anyway, so they probably won't be hindered by this, but in normal cases, they wouldn't be able to compete). 3. what happens if you reach level 4, but don't have the resources for a lvl 3? does your system temporarily demote to a level 2? do they stay lvl 4 but lose their benefits? if so, now you've got a different exploit (buying enough of a resource to get a system to lvl 4, but not bother with maintenance so as to add to the colonization cap. lvl 1 system with lvl 4 benefits)
instead, I think a structure that uses the resource as maintenance is a better idea. you can sell the structure if you can't afford to keep it anymore, you can impliment different bonuses, no messy issues from above, etc. I spoke in more detail over the idea over here, so you can check it out if you want.
my post is too long. it's 8 AM. I need to sleep. sorry for the wall of text lol
I understand the point of lowering the overcolonization cap due to the ability to increase it with structures, but even so, I feel that the current cap is too restricting on larger maps. here's my reasoning:
(...)
it's not like I'm asking to colonize 20 systems in my galaxy that's so large it bottlenecks my system right out of the gate. I actually love the idea of being able to expand further late-game after fully developing your systems. it's just that 8/10 before you reach late-game on such a huge map is very constricting, and you need to reach late-game on 3 different research branches to loosen the noose at all.
(...)
as for food being useful late-game... yea, it still is. aside from the obvious "grow a pop here, ship it out via spaceport to a colony with few pops, grow another pop in a few turns", there's also the bio-fuel factory. late-game, sure, but my best late-game factories are actually the systems that produce tons and tons of food. because 1k food turns into 1k production. so on top of keeping your colony's pops maxed out while still donating food to the new outpost, you can still potentially double your industrial output with the bio-fuel refinery. factory. whatever it is. I'm tired and should've slept 4 hours ago. *ahem*
anyway, it's a nice idea, but I don't think it'd work well in ES2.
Luxury Maintenance (...)
that said, I think that should be kept separate from city development level. There's a few reasons for this: 1. you can't delete plans, so the resource you picked is the one you have to develop in all of your systems. 2. city development level is an important core concept, something many other features rely off of. including, now, the overcolonization cap. I already ranted about that. making it more complex than it already is will ensure players never get more than 12 systems, and that AI can't keep up properly (though from what I've seen, AI don't seem to care about colonization cap anyway, so they probably won't be hindered by this, but in normal cases, they wouldn't be able to compete). 3. what happens if you reach level 4, but don't have the resources for a lvl 3? does your system temporarily demote to a level 2? do they stay lvl 4 but lose their benefits? if so, now you've got a different exploit (buying enough of a resource to get a system to lvl 4, but not bother with maintenance so as to add to the colonization cap. lvl 1 system with lvl 4 benefits) (...)
The problem of Overcolonization, all you just listed, is above all that we have a bunch of important, basic mechanics locked very deep within multiple quadrants, like you said. Everything, EVERYTHING, is reliant on Economy and Trade, which contains most of the games big scientific bottlenecks in Strategic Resources, Trade Routes, and Development Levels. The fact that two of these require diving all the way into End Game technologies is insane, because the buildings and modules that use them are ALSO all end game, and the game is not designed for you to go all the way into every quadrant unless you're doing a Science victory. Everything we absolutely positively need to use everything should be Stage Unlocks, unlocked by Stage 4, so we only need to complete techs in that quadrant up to Stage 3. See here.
To the Food pool problem, there is already plenty of mechanical complexity in Population manipulation, and I like that complexity, except that we don't use most of it due to issues with obtaining the right Luxuries. What I hate is that if Foods only usefulness is that it props up other more useful resources through conversion, it's not a useful resource, it's a superfluous one. You'd might as well replace all instances of Food with more Industry and Manpower, and change the Growth system to just give you a pop every X turns based on game speed. Foods only logical purpose is to create a mechanical division between people who grow their Population upwards, and people who grow their Empire outwards, but right now most of its usefulness goes to how quickly you expand even further outwards, only contributing to the issue of Wide being the only gameplay style in ES2.
I don't mind if the Food pool doesn't work, but Food is a broken and superfluous mechanic as long as it doesn't fulfill its central purpose, which is Growth.
For Luxury Maintenance, I already went over what happens here. To summarize, if your Empire goes into a shortage because your Luxury upkeep exceeds Luxury stocks, affected Systems become increasingly unhappy for a few turns, and then break the original Luxury Recipe at the peak of the Approval malus, to reflect the idea that your people have eventually overcome their coffee withdrawal and gotten over it, requiring you to refill the Recipe and rebuild those System Development Projects.
However, while Luxury Maintenance is immediately relevant to the thread because it affects the idea to raise the Colonization threshold with System Development levels, Food and potential ways to improve its usefulness are not. I've turned it into another thread, here.
I actually don't have an issue with luxury maintenance, though. in fact, I want it. I just don't want it with system development. too much other stuff is dependant on system development levels. expansion is a major part of that - in order to expand, you need a reliable source of luxuries. but if the system developments themselves cost luxuries in maintenance, then you've got a loop problem. in order to expand, you need more luxuries. in order to get more luxuries, you need to expand. this loop is solved by making developments a one-time cost, because you can purchase luxuries as an investment, raise the development levels, increase your colony cap, then grab a colony that provides the resources you need to develop. this is a healthy loop. however, maintenance makes the loop far worse. since you need 6 luxuries to reach level 4, with a minimum of 3 different luxuries, and the limit on how much you can gather via mining, you end up spending far more than you ever get out of it. lets say the maintenance becomes 4/turn for common, 2/turn for uncommon, and 1/turn for rare, so roughly the same split as current costs. if you go with all commons, it costs 24 luxuries per turn. the extremes for splitting the cost are 12/8/4 and 4/4/4/4/4/4. the problem is, though, that no colony can provide you with 24 luxuries altogether by itself. even if it did, the likelyhood that it provides 12/8/4 of the ones you need in the split you need is extremely rare, and a 4/4/4/4/4/4 split is completely impossible. if you go with rares, the total cost shrinks to 6, but you still run into an issue. rares are, naturally, rare. having more than 1 kind in a system is pretty rare. having 3 in a system is practically unheard of. and, again, 6 different types is impossible. no matter what blend of common/uncommon/rare you pick, you're gonna run into an issue of the expansion not outweighing the cost. in fact, the only way to deal with the cost is to get high level trading companies. talk about 1 strategy beating everything else.
this isn't a problem if you make the maintenance costs associated with buildings, instead. in fact, you can even add the happiness malus if you build a structure that provides luxuries to the masses (consumes luxuries) and run out of luxuries, or if you decide to tear down the building later. you can even make the malus be variable to how long the structure's been around, providing benefits - if you build it and 2 turns later tear it down, the people will grumble, but that's it. if you build it and tear it down 50 turns later, now they have a bone to pick.
though, personally, I don't think the happiness malus mechanic would be very fun. more mechanics isn't always more fun. the fact that it doesn't provide any bonuses if you don't have luxuries should be enough of a cost.
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