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.
So, some ideas: - Hero Cap: Add a system where we have a cap on Heroes we can get to make sure we don't get too many.
I had already forgotten how elegantly ES1 handled heroes with a simple cap you could increase through techs. It made heroes feel unique rather than something you can easily get en masse from mid-game onward and have to micro constantly for level ups, like is currently the case with EL and ES2 where heroes are usually just as cheap or in worst case scenario even cheaper than normal merc units. Hero cap would also serve to nerf Federation if its current effect was retained.
You could add or rework hero related faction traits as well so they also affect hero cap and factions like Vodyani or Horatio who have a supposed hero focus actually get something meaningful out of those traits. Ideally, quests that unlock new heroes (both faction and competitive ones) could also increase hero cap on completion in addition to the hero itself, so shifting your efforts to compete for a free hero or choosing a faction quest path that "merely" adds an unique hero (f.ex. Riftborns' Virus hero, Cravers' Virtual hero, Horatio's Five, Vaulters' Opbot) becomes more lucrative since you're increasing the valuable cap as well. Especially in comparison to other direct empire wide benefits that currently are nearly always better when it comes to quest choices (f.ex. Riftborn approval buildings, Craver ship part, Horatio's unique early game Industry building).
Or why stop there? You could have have buildings, laws, all sorts of gameplay mechanics affect hero cap. You could for example give the Academy system an additional bonus of increasing the owning empire's hero cap by one. It would make holding the system actually somewhat lucrative instead of the current, completely useless bonus that lets you see all the hired heroes in the game or the governor EXP bonus that's a coin flip and only useful if the Academy system itself isn't a bad system.
In short:
- Add a hero cap as a game mechanic. No additional heroes can be hired when you hit the cap.
- Add faction traits that increase empire hero cap, or modify existing hero-related faction traits so they increase hero cap as well.
- Quests that grant free heroes on completion also increase hero cap by one. This makes hero granting quest choices more lucrative even when they're mutually exclusive with other benefits.
- Ownership of Academy system increases hero cap.
- Other mechanics that increase hero cap, preferrably those already related to Academy? F.ex. Academy Embassy, Academy Annex (Vodyani-unique quest building), something that has to do with Religious political party or Influence, collection bonuses, assimilation traits, specifc tech unlocks (f.ex. Mercenary Market) etc.? Perhaps few free hero cap increases from tech tiers as well to ensure even empires not focused on heroes can slightly increase their cap throughout the game and not fall completely behind.
URGENT: Please devs re-visit the faction specific modules unlocked by the juggernaut tech.
Lets compare:
Sophons - Flotilla Shield capacity 250, Flotilla energy defense 20
Cravers - 10% damage bonus on fleet for kinetics, lasers. 10% crit chance increase. 10% health increase. 10% shield increase. -2 speed (neglible with accelerator stacking)
Lumeris - 20 science, 50 dust per destroyed command point, 50% star system trade value
Vodyani - 2 essence per manpower destroyed, -1 core cracker recharge time
UE - 400 health bonus, 100 projectile defense, -10% boarding pod damage
Horatio - boarding pod damage -20%, weapons cooldown -10%
Riftborn - 40 health bonus, 600 shield capacity, 150 energy defense, chance for shield to destroy enemy projectiles when hit 15%
Unfallen - health bonus 100, projectile defense 80, hp restored per round 20
Vaulters - mobile teleporter, -1 move speed
Hissho - 10% energy and projectile damage, 100% keii gains
I remember someone said these can be stacked, which makes this even worse. If this is indeed true, then you just allowed Cravers and Riftborn the ability to make unbeatable fleets. If we are blunt about it, multiplayer becomes obsolete unless you ban Cravers and Riftborn. You simply can't combat their fleets when they have these modules.
I know you guys are working hard on changing factions, but I have to say this imbalance is unaccepetable. Either you rework these entirely, or you give every faction the same modules, or you remove them from the game until you have a better solution. You can't be serious about Sophons getting a small shield bonus on their flotilla, while the Cravers get insane bonuses in comparison.
I'm hoping for a quick change soon! Have a nice weekend.
I have been playing Riftborn faction from the release of the game and I tried G2G balanced mod trying to see what changes have been made.
Here's my feed back.
1. Basic Riftborn pop production cost change
50+100 *N (the number of Riftborn pop current system)
->
50+50*N
(based on normal speed)
This is an enourmous buff for Riftborn. I think this is to reduce the impact of the changes which I will describe below.
2. Riftborn pop production cost increase when the number of Riftborn pop in the entire empire increases.
This is the main point of the changes for Riftborn .
Well, I agree that Riftborn is quite over balaced and trying to nerf Riftborn for more balanced game is desirable.
1) The problem is that it is too harsh.
For example, When the number of total Riftborn pop is 10 in the empire, Riftborn pop production cost was about 400 industry for newly founded star system.
This means it requires more than 10 turns to produce one pop. This is too cruel for new system.
If the home system produces the Riftborn pop continuously, production cost for new system increase as well, which makes is more cruel and critical.
The problem goes on.
2) Industry cost for Riftborn pop production increases immidiately.
Let me explain previous statement with an example.
Turn 1
System A, Industy 100, Riftborn pop production cost 200
System B, Industy 100, Riftborn pop production cost 200
When turn 3 comes, Riftborn pop must be produced for each system A and B, right?.... But, G2G Balance mod says no.
Since Riftborn pop increased in System A, the production cost for System B increased immidiately! ex) 200 -> 243 (The number is not accurate)
So, only System A successfully produced Riftborn pop but System B did not.
More critical problem comes next
3) Discardment of Industy leftover after Riftborn pop production occurs before the Riftborn pop cost increment.
It is well-known that the Industy leftover after Riftborn pop production is discarded.
here is another example.
Turn 20
Home system, Industy 1000, Riftborn pop production cost 500
System C, Industy 300, Riftborn pop production cost 100
What would be the result when Turn 21 comes?
Home system successfully produced Riftborn pop.
System C, 200 industy leftover is discarded. Only 100 Industy is contributed for production, but the cost increased. (from 100 -> 143 whatever...)
Production in system C failed because only partial production gauge was made (100 out of 143).
This is very critical problem, because it means that only a single Riftborn pop in the entire empire can be produced each turn.
If home system produces Riftborn pop, other systems will never produces...
I don't believe that such change was intended by dev.
Conclusion
1. is enormous buff.
2. is harsh nerf and contains very critical problem as previously explained.
The changed of Riftborn in G2G balance mod must be retrieved or modifed considerably.
Balancing the game by nerfing Riftborn is desirable and necessary, but it must be done with totally different way.
Re: Inflation : I don't like what you did to display the effect of inflation. My fleets' upkeep is still shown as the vanilla amount so it's kinda weird to then have to multiply by the inflation number, which is displayed in yet another menu, to get the true number, to then think about wether or not I should keep the fleet or sell it. I'd rather have the upkeep number be already multiplied by inflation in the fleet menu (and anywhere else). Also, it makes little sense to only have fleet upkeep be affected by it, because Heroes, while attached to fleets as Admirals, do suffer from inflation, but when on systems as governors don't. I'd like to see the upkeep multiplier be applied on systems so that it affects SSI and governor upkeep.
I generally agree to your feedbacks but applying upkeep multiplier on SSI right away is virtually impossible. As I wrote on here, the inflation will diverge if the sum of the every upkeep which is affected by the inflation exceeds 500*(the number of empires). If you do so without any countermeasure then you will find a drastically fluctuating inflation graph like this. I really wanted to do this and actually tried several months ago, but such mechanism was not stable even in the most ideal (noiseless) condition possible.
I generally agree to your feedbacks but applying upkeep multiplier on SSI right away is virtually impossible. As I wrote on here, the inflation will diverge if the sum of the every upkeep which is affected by the inflation exceeds 500*(the number of empires). If you do so without any countermeasure then you will find a drastically fluctuating inflation graph like this. I really wanted to do this and actually tried several months ago, but such mechanism was not stable even in the most ideal (noiseless) condition possible.
I was aware of that, I'm just saying it makes little sense from a gameplay and flavour PoV that only fleets are affected and causes some weird discrepancies, regardless of any technical limitation. You can actually already do the ripple effect by stacking C3 Centers and behemoths (it requires a good Dust stock to do so but you can easily abuse the market if you manage to control the effect, selling everything when the prices are super high and rebuying everything when the inflation is low, rince and repeat).
I already suggested another method for calculating the inflation to devs but it would require hard code edits. Either average the Dust production over several turns (moving average over a short window, exponential MA, etc, there are plenty ways) or they could calculate inflation only via Dust produced (as opposed to Dust produced minus Dust used as of right now).
how hard would it be to have riftborn pop be scaled on a per system basis?
so no matter how many riftborn you have sent too or away from the system the cost of the next riftborn is linear on that system. So if its only produced two, the next would cost X industry then the next would be X+1.
This would negate the issue of shipping riftborn away from a system so you can always build one at a timd which is the point of the nerf.
So the question is is could it be done on a per system basis where each riftborn built costs X industry based on whether its the first or the or the tenth built regardless of how many riftborn are actually in the system?
If something like this with the costs in line would be a great solution.
how hard would it be to have riftborn pop be scaled on a per system basis?
I absolutely agree with this. It's pretty much the basis for vodyani pops, and it works fine for them. Riftborn are strong, sure, but by punishing new systems this much we are basically breaking their ability to play wide.
how hard would it be to have riftborn pop be scaled on a per system basis?
I absolutely agree with this. It's pretty much the basis for vodyani pops, and it works fine for them. Riftborn are strong, sure, but by punishing new systems this much we are basically breaking their ability to play wide.
Vodyanis cannot send population to other systems. Riftborns already have a scaling cost, it just gets reduced if you send the pops away to another system, and this can cause abuse.
plutar wrote:
how hard would it be to have riftborn pop be scaled on a per system basis?
so no matter how many riftborn you have sent too or away from the system the cost of the next riftborn is linear on that system. So if its only produced two, the next would cost X industry then the next would be X+1.
This would negate the issue of shipping riftborn away from a system so you can always build one at a timd which is the point of the nerf.
So the question is is could it be done on a per system basis where each riftborn built costs X industry based on whether its the first or the or the tenth built regardless of how many riftborn are actually in the system?
If something like this with the costs in line would be a great solution.
IMO of course
Doable and already done in my balance mod, you'll have to add a cap to the maximum of industry though, as losing pops through invasions or obliteration could lead to the cost increasing ad infinitum.
I want it in the g2g mod then into vanilla :P. Sweet though you already have the playbook done and tested. It just seems like the best approach to riftborn to counter there spam the galaxy from a single lava planet strategy. A legit nerf that would not be shocking to any new player and nothing a nerf that doesn't appear as jarring as the way the pop scales in the g2g now.
You colonize your 8th or 9th planet and have been building a few riftborn its shocking the turn number the next riftborn pop can be on a undeveloped system.
Binding it on a per system basis as in kuma's mod would really be spot on for them.
The way the AI plays riftborn however the system as it is now they are one of the strongest races (they ship minor pops around). Curious how strong they are in your mod @kuma.
I know while it isn't under the looking glass of current balance changes, I went over Religious politics and laws again and they're completely bonkers.
General issue (non-Vodyani): Impossible to increase party popularity
- The party popularity is nearly impossible to increase due to lack of gameplay actions influencing the party's popularity. Apart from the generic party related actions that every party has access to (create relevant building, recruit hero, assign hero, quest choices) the only unique action available to non-Vodyani is pacifist conversion of systems that only happens in late game and even then it doesn't hold up party popularity on its own.
Specific Laws:
Sticky: Righteous Fury - This is essentially a worse version of Militarist sticky law
Effect: Can attack in enemy territory during Cold War and ignore Closed Borders
- On the defense it's castrated by Pacifist sticky law enforcing peace. However Pacifist sticky law can't hard counter the much better Militarist sticky law due to only applying against Cold War.
- On the offense it's also directly countered by Militarist sticky law. The main bonus of Righteous Fury is being able to attack in enemy territory without them being able to do it back without paying Influence for war declaration, but Militarists can just skip that entirely. If Religious factions are attacking you, might as well declare a free war for free approval.
- Righteous Fury gives no bonuses for wars or cold wars, unlike Militarist sticky that gives free approval.
- SUGGESTION: If you want to keep the base effect intact instead of overhauling the law completely, give Righteous Fury immunity to Militarist (free war declaration) and Pacifist (forced Cold War to Peace) sticky laws and in general greatly increase the Influence cost all opponents have to pay to be able to declare war on a faction that has the law active so it actually serves its intended purpose in gameplay. This could perhaps even be expanded to include all negative Influence consuming declarations and actions towards a Religious empire.
Tier 1: Species Stability (non-Vodyani version) - Directly conflicts with increasing Religious party popularity as non-Vodyani
Effect: +5 Dust / starting pop, only starting pops can grow
- None of the major faction species apart from Vodyani are Religious leaning. Thus using this law as non-Vodyani makes only non-Religious major pops grow on the expense of actually Religious minor pops. It directly conflicts with increasing Religious party popularity. This is really a bummer due to Religious party already being the hardest party to keep in power because of lack of relevant gameplay actions as non-Vodyani, since you're essentially forced into ignoring the first law you unlock completely.
- This is very noticable with Sophons who start out with Religious Pilgrims as a minor faction, but the first Religious law they have directly hinders Religious popularity, especially since Sophons themselves are also anti-Religious! Why even have Religious as the secondary starting party at all?
- SUGGESTION: I can't think of anything concrete, but this law needs to go if Religious party popularity is ever going to be made manageable.
Tier 1: Species Stability (Vodyani version) - Uninteresting crutch law that's not a gameplay decision
Effect: +15 Essence / system, +2 Essence / pop
- The Vodyani version is also kind of silly due to law costs for them being so cheap in general to the point of never becoming an issue, and it's a law that will always and forever occupy one slot due to giving them free valuable Essence that scales with their empire size. It's a crutch law like Sophons' industry cost law. It does nothing interesting but occupy a law slot for the duration of the entire game.
- SUGGESTION: It feels like the effects of this law could easily be streamlined into normal Vodyani faction traits while changing the law to something else. After all the very reason the law was made this way was to help uneven Vodyani early game Essence gain.
Tier 3: Saint & Sinners Bill - Wrong tier
Effect: Sets approval to Content in all systems
- This is easily the strongest law in the party since it lets you ignore all approval related issues altogether, and becomes even more powerful in combo with Republic government for permament Happy empire approval.
- SUGGESTION: Move the law to T4 of the Religious party, since it's the strongest law.
Tier 4: Peace and Prayer Act (non-Vodyani version) - Weak and useless law
Effect: Influence conversion will be applied automatically at 100%, +20% Influence conversion rate
- This one is plain useless, yet it's the highest tier law in the Religious party. By the time you unlock it your empire level Influence output will be so high that the small cost reduction from faster automatic conversion won't matter, it's much faster to directly buyout a system the moment it gets under influence. That's IF you ever get systems under influence.
- As a more general issue with pacifist conversion mechanic the maps simply aren't cramped enough to ever make it in any way a common occurence, so you don't have many chances to convert enemy systems in the first place and the cost reduction isn't necessary.
- Actually is it even a cost reduction? I haven't done the math but it's clearly just replacing one direct Influence cost with another over time Influence cost?
- Because it's the highest tier law and Religious party popularity is the most difficult party to get in power, non-Vodyani factions that would actually benefit from this law like United Empire, Horatio or even Hissho with high Influence generation never get to use it. Nothing in their kit helps Religious party popularity.
- SUGGESTION: Make the law increase systems' Influence bubble growth speed instead. This would actually make the law help you do its intended effect, i.e. convert enemy systems. It could also neatly tie together with diplomatic pressure effects and Influence related mechanics!
Tier 1: Species Stability (non-Vodyani version) - Directly conflicts with increasing Religious party popularity as non-Vodyani
Effect: +5 Dust / starting pop, only starting pops can grow
- None of the major faction species apart from Vodyani are Religious leaning. Thus using this law as non-Vodyani makes only non-Religious major pops grow on the expense of actually Religious minor pops. It directly conflicts with increasing Religious party popularity. This is really a bummer due to Religious party already being the hardest party to keep in power because of lack of relevant gameplay actions as non-Vodyani, since you're essentially forced into ignoring the first law you unlock completely.
- This is very noticable with Sophons who start out with Religious Pilgrims as a minor faction, but the first Religious law they have directly hinders Religious popularity, especially since Sophons themselves are also anti-Religious! Why even have Religious as the secondary starting party at all?
- SUGGESTION: I can't think of anything concrete, but this law needs to go if Religious party popularity is ever going to be made manageable.
I don't see a problem with that law at all. It is super good at doing what it does - generating a lot of dust and compensating for weak economies. Why should it be more friendly towards boosting your relisious party in the first place? Also it helps to skip pop diversification which is sometimes good, you want to get strong collection bonuses ASAP and sophons probably have the best one. Passed at right time this law is strong, and overall it feels well-balanced. And finally, come on! You can always switch to fed/repub and just lobby for the party you need.
Tier 4: Peace and Prayer Act (non-Vodyani version) - Weak and useless law
Effect: Influence conversion will be applied automatically at 100%, +20% Influence conversion rate
- This one is plain useless, yet it's the highest tier law in the Religious party. By the time you unlock it your empire level Influence output will be so high that the small cost reduction from faster automatic conversion won't matter, it's much faster to directly buyout a system the moment it gets under influence. That's IF you ever get systems under influence.
- As a more general issue with pacifist conversion mechanic the maps simply aren't cramped enough to ever make it in any way a common occurence, so you don't have many chances to convert enemy systems in the first place and the cost reduction isn't necessary.
- Actually is it even a cost reduction? I haven't done the math but it's clearly just replacing one direct Influence cost with another over time Influence cost?
- Because it's the highest tier law and Religious party popularity is the most difficult party to get in power, non-Vodyani factions that would actually benefit from this law like United Empire or Unfallen never get to use it. Nothing in their kit helps Religious party popularity.
- SUGGESTION: Make the law increase systems' Influence bubble growth speed instead. This would actually make the law help you do its intended effect, i.e. convert enemy systems. It could also neatly tie together with diplomatic pressure effects and Influence related mechanics!
How about "Pay Influence to reject Diplomatic Declarations"? It's an active thing you do, it spends the Religious resource, it neatly accounts for everything it would affect in one sentence. Then have the cost go up each time it's used. Only problem is then Militarists still just declare war for free until you stop rejecting it, but that's a problem of Militarists that also allows them to constantly break truces.
As for your comment mamarider, it really shouldn't need to be explained why it's a problem for the first Religious law to completely hobble the election chances of the Religious party. As for Federation and Republic, the fact that cheating is so cheap, risk-free and plainly the correct choice is already a problem because it hobbles the election mechanics and makes Dictatorships main schtick rather useless.
So, that said, suggestions
1. Ditch the Dust for Racism law, put the XP law in its place 2. Make the new tier 2 law a boost to Blockade and Sacking income, to synergize with and better justify the Pinned law 3. Take a page from the Spies event, and give cheating in Fed and Rep a chance to fail or get caught or whatever to justify why we should bother with politics instead of just paying a small fee to mostly ignore it. 4. Make Blockading/Sacking and Diplomatic Demands into Religious events, since the former is clearly a major aspect of Religious gameplay (hence why Hissho and Vodyani and Horatio all do it!), while Diplomatic Demands are clearly the current major Influence hog. 5. Allow the Religious mandate to let players reject declarations so that it actually works against humans instead of being another single player-only mechanic. Alternately, add a scaling Influence cost to all opponent declarations.
@Kuma, @plutar, while this is an interesting solution, we don't feel it would work too well for a resource as numerous as populations. We tried it with Behemoths and the reception among the community has been mixed, and most players in a game don't use that many Behemoths. Shell is going to further tweak the formula.
About laws (and other suggested topics), for the moment we'd like to focus our efforts on the changes already made (we're currently working on integrating some of your suggestions for the next iteration). But these could definitely be the subject of another balance mod down the line.
@Kuma, @plutar, while this is an interesting solution, we don't feel it would work too well for a resource as numerous as populations. We tried it with Behemoths and the reception among the community has been mixed, and most players in a game don't use that many Behemoths. Shell is going to further tweak the formula.
Haven't had any negative feedback regarding this way of calculating the cost of the populations, in fact, only got positive feedback because people were happy the seeding exploit was gone without changing the cost for the intended use.
@Kuma, what happens if Riftorn are killed via bombing or whatever? Does the system 'forget' it built those Riftborn, or does it remember forever?
I think I'd prefer this to a 'per system' scaling too, but I can live with 'per system' scaling, and I suspect given dev time it's what we'll get.
I'm not so troubled that if you have to manufacture Riftborn for new colonies at your industrial centres... well, that's half the point. (The other half is that one lava world with one population can't keep churning out cheap Riftborn, but both new calculations fix that.).
Personally, forced to do something simple, I'd drop the per-system scaling; just base production on total number of Riftborn in the Empire seems more sensible. At least then you have a choice over how you distribute your limited number of Riftborn population (wide or tall). And given how FIDSI grows per pop over the tech levels, there should be a good scaling of cost that makes their return on investment sensible throughout the game.
@WeLoveYou I don't want to seem like I'm arguing against you, but I think you misremember some things:
I wouldn't mind if the effect was halfed for minor factions - 7.5 rather than the 15.
I think the dictatorship version of the law gives 25 approval instead of 15.
I was under the impression that Cravers can still negotiate with minor factions even with militarists in their senate.
They can't. They need pacifists in power.
If I'm misremembering, you can always switch your government type
Craver autocracy cannot be switched away from.
Yeh the +25 was a misremember on my part. I also couldn't remember if Cravers could negotiate with minors (I never negotiate with minors as Cravers) but I don't think that dilutes the overall point. As it's still possible to negotiate, there is still a trade off (along with denying systems etc.)
The government switch was in reference to changing to a different party, not changing the type of government. That wasn't very clear on my part, so again, my bad.
Anyway, I think all the points have been made in reference to Cravers. So maybe some compromise can be reached.
On a more positive point. I think the Lumeris changes are great and were really needed. Looking forward to seeing them in their final interation. They make a buyout economy far more viable.
Hey, I'm new here so I'm not sure how to search this particular forum for answers. I'm not sure if this has been asked, but is this only happening to me in the G2G mod? I just downloaded it tonight and I don't see the leech techs is their new tiers. They're still in the old tiers and stacked on top of each other. One last question -- How long does it usually take for the G2G mod changes to reach vanilla? Btw, love the new Vodyani changes.
@Kuma, what happens if Riftorn are killed via bombing or whatever? Does the system 'forget' it built those Riftborn, or does it remember forever?
You can make it a temporary effect too, have it apply a cost malus if the n° of pops you built - n° of riftborn pops still in the system is >=1 and this way you only punish seeding. I went for a permanent effect because given I'm a single person working on the mod, it was the easiest option to test and balance, and it was also the easiest way to convey it to the players : a consistent cost increase regardless of pop lost or sent away is easier to explain than something temporary to fix one particular exploit.
The problem with something temporary is that it could lead to confusion, as the limits of the game to feedback properly what's happening are limited.
The BIG problem with making it scale on Empire level is that it unjustly nerfs Riftborn which was already one of the hardest faction to play -if and only if you weren't exploiting seeding with empty systems-, the balance between buildings improvements and building pops isn't something easy to find for new players. On top of that, it really limits your choices, instead of being able to either play wide by building a lot of colonizers and having limited population or tall by focusing on buildings pops instead, you'll only be able to play the latter because it'll now take eons to develop new systems because of an arbitrary Empire scaling, and even then, they don't have enough things to compensate for playing tall, so they'll just be bottom tier balance-wise and the AI will probably be even worse at playing RB than it already is, all that to fix an exploit the AI doesn't even use.
The government switch was in reference to changing to a different party, not changing the type of government. That wasn't very clear on my part, so again, my bad.
Looking back at it, I really should've realised that's what you meant. I mean everything else you said implied it. My bad.
jaypad07 wrote:
I'm not sure if this has been asked, but is this only happening to me in the G2G mod?
Nope, it happened to me too. Good thing you mentioned it.
About the militarist law change:
I played a couple of games as the Cravers (on normal speed). The militarist law change doesn't seem to make Craver early game too weak, though there are two major things I noticed about my games:
First of all, it limited the use of Cram Exam Act (approval to science law) and Super-Tax Act. The rate of expansion slowed down due to less colonization tech.
The other thing I noticed was that early warfare became a lot more attractive option. Even though less science lead to less weapon/ship tech, the approval bonus from wars was more impactful. Especially with the ability to consume colonies for large amounts of dust. The dust was rather handy now that with lower approval and increased ship upkeep there was less of it.
On a side note, the AI wanted to colonize the consumed systems so badly that it built colony ships even under siege. It stopped only when the colony was entirely consumed.
Kuma wrote: The BIG problem with making it scale on Empire level is that it unjustly nerfs Riftborn which was already one of the hardest faction to play -if and only if you weren't exploiting seeding with empty systems-, the balance between buildings improvements and building pops isn't something easy to find for new players. On top of that, it really limits your choices, instead of being able to either play wide by building a lot of colonizers and having limited population or tall by focusing on buildings pops instead, you'll only be able to play the latter because it'll now take eons to develop new systems because of an arbitrary Empire scaling, and even then, they don't have enough things to compensate for playing tall, so they'll just be bottom tier balance-wise and the AI will probably be even worse at playing RB than it already is, all that to fix an exploit the AI doesn't even use.
Right. I actually think the system scaling probably should be reversed, and Riftborn should be cheaper with more systems, but more expensive with more riftborn. Something like:
Cost proportional to (some power of?) [(Riftborn in Empire - 4*Systems in Empire)]
Maybe Riftborn are like fermions; they resist being piled up in the same place, but they're okay if there's room to spread out!
hera35
Man
hera35
Man
22 600g2g ptsReport comment
Why do you report hera35?
Are you sure you want to block hera35 ?
BlockCancelAre you sure you want to unblock hera35 ?
UnblockCancelsheredynplayer
Fanatic Fixer
sheredynplayer
Fanatic Fixer
11 300g2g ptsReport comment
Why do you report sheredynplayer?
Are you sure you want to block sheredynplayer ?
BlockCancelAre you sure you want to unblock sheredynplayer ?
UnblockCancels10hdgs2
Newcomer
s10hdgs2
Newcomer
17 600g2g ptsReport comment
Why do you report s10hdgs2?
Are you sure you want to block s10hdgs2 ?
BlockCancelAre you sure you want to unblock s10hdgs2 ?
UnblockCancelPARAdoxiBLE
Digital Newcomer
One just can't leave a bad idea alone
PARAdoxiBLE
Digital Newcomer
41 300g2g ptsReport comment
Why do you report PARAdoxiBLE?
Are you sure you want to block PARAdoxiBLE ?
BlockCancelAre you sure you want to unblock PARAdoxiBLE ?
UnblockCancelVIPKuma
Hissho Lord
VIPKuma
Hissho Lord
35 800g2g ptsReport comment
Why do you report Kuma?
Are you sure you want to block Kuma ?
BlockCancelAre you sure you want to unblock Kuma ?
UnblockCancelVIPplutar
Senior VIP
vorsprung der technik
VIPplutar
Senior VIP
23 400g2g ptsReport comment
Why do you report plutar?
Are you sure you want to block plutar ?
BlockCancelAre you sure you want to unblock plutar ?
UnblockCancelSamWAR
Celestial Guardian
“They are rage, brutal, without mercy. But you. You will be worse. Rip and tear, until it is done.”
SamWAR
Celestial Guardian
39 200g2g ptsReport comment
Why do you report SamWAR?
Are you sure you want to block SamWAR ?
BlockCancelAre you sure you want to unblock SamWAR ?
UnblockCancelVIPKuma
Hissho Lord
VIPKuma
Hissho Lord
35 800g2g ptsReport comment
Why do you report Kuma?
Are you sure you want to block Kuma ?
BlockCancelAre you sure you want to unblock Kuma ?
UnblockCancelVIPplutar
Senior VIP
vorsprung der technik
VIPplutar
Senior VIP
23 400g2g ptsReport comment
Why do you report plutar?
Are you sure you want to block plutar ?
BlockCancelAre you sure you want to unblock plutar ?
UnblockCancelhera35
Man
hera35
Man
22 600g2g ptsReport comment
Why do you report hera35?
Are you sure you want to block hera35 ?
BlockCancelAre you sure you want to unblock hera35 ?
UnblockCancelmamarider
Amateur Addict
MAYTHELUCKOFTHEGODSBEWITHYOU*INSERTNAME*
mamarider
Amateur Addict
20 800g2g ptsReport comment
Why do you report mamarider?
Are you sure you want to block mamarider ?
BlockCancelAre you sure you want to unblock mamarider ?
UnblockCancelIceGremlin
Scholar
God-Aristocrat Heroes: www.games2gether.com/endless-space-2/ideas/1105-academy-influence
IceGremlin
Scholar
26 600g2g ptsReport comment
Why do you report IceGremlin?
Are you sure you want to block IceGremlin ?
BlockCancelAre you sure you want to unblock IceGremlin ?
UnblockCancelDEVjhell
Dev Survivor
DEVjhell
Dev Survivor
40 000g2g ptsReport comment
Why do you report jhell?
Are you sure you want to block jhell ?
BlockCancelAre you sure you want to unblock jhell ?
UnblockCancelVIPKuma
Hissho Lord
VIPKuma
Hissho Lord
35 800g2g ptsReport comment
Why do you report Kuma?
Are you sure you want to block Kuma ?
BlockCancelAre you sure you want to unblock Kuma ?
UnblockCancelDragar
Scout
Dragar
Scout
22 400g2g ptsReport comment
Why do you report Dragar?
Are you sure you want to block Dragar ?
BlockCancelAre you sure you want to unblock Dragar ?
UnblockCancelWeLoveYou
Shadow
WeLoveYou
Shadow
24 200g2g ptsReport comment
Why do you report WeLoveYou?
Are you sure you want to block WeLoveYou ?
BlockCancelAre you sure you want to unblock WeLoveYou ?
UnblockCanceljaypad07
Newcomer
jaypad07
Newcomer
11 200g2g ptsReport comment
Why do you report jaypad07?
Are you sure you want to block jaypad07 ?
BlockCancelAre you sure you want to unblock jaypad07 ?
UnblockCancelVIPKuma
Hissho Lord
VIPKuma
Hissho Lord
35 800g2g ptsReport comment
Why do you report Kuma?
Are you sure you want to block Kuma ?
BlockCancelAre you sure you want to unblock Kuma ?
UnblockCancelAnonymous
Report comment
Why do you report Anonymous?
Are you sure you want to block Anonymous ?
BlockCancelAre you sure you want to unblock Anonymous ?
UnblockCancelDragar
Scout
Dragar
Scout
22 400g2g ptsReport comment
Why do you report Dragar?
Are you sure you want to block Dragar ?
BlockCancelAre you sure you want to unblock Dragar ?
UnblockCancel