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.
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.
Does this mean no Sophon Industry changes? Cause that at least is a faction trait thing to make Omniscience less of an "all bark-no bite" affinity, which seems to me very relevant to this mod.
Lumeris & Inflation As for what the modalready tackles, I'm gonna expand on my previous note about Lumeris and inflation, and how to expand inflation reduction to other factions.
Namely, add a percentage inflation reduction to Trade Agreements that grows over time, then give Lumeris a doubled rate of increase using Skilled Investors, though the same cap. Keep Financial Regulations as a way to get Inflation Reduction without needing too many friends.
Lumeris can wheel and deal a lot more this way. They can break an agreement and then re-establish it, recovering from the betrayal twice as fast as any other empire, but also apply Financial Regulations right beforehand to offset the effect on their own economy.
It would be a great tool for the Renegade AI to be Sneaky, and also for players who want grand financial betrayals. Breaking a long standing Trade Agreement could hurt a former partner by piling on more Fleet Upkeep during a major war, maybe convincing them to sell some resources you've been wanting to cover their expenses.
Riftborn I still say a simple Industry cost for launching passenger ships. If each Riftborn costs 50 more Industry than the last, then costing 50 Industry to ship each Riftborn neatly closes the seeding loophole.
If your Industry is so low that the cost is mitigated, it probably wasn't a system good for seeding anyways.
Cravers/Militarist law Perhaps change it to a single larger Approval bonus for being at war at all. That way Cravers get their big early game injection of Approval, but it doesn't get out of control as a faction meets more people.
Something like +25 Approval while at War, +40 on Republic. Very big, yes, but not as big as +100 or more from stacked Minor Faction and Major Faction wars.
I agree with Icegremlin. Some of the faction traits should be revisited. Sophons are too reliant on their scientist law for 20% decreased industry cost.
The Horatio trait perfect genes for 100% faster hero revival also never comes into play, as I have said before.
I think a small change that could go a long way would simply be to not allow healing of heroes anymore. That way losing a hero in a battle or invasion actually means something.
I agree with Icegremlin. Some of the faction traits should be revisited. Sophons are too reliant on their scientist law for 20% decreased industry cost.
The Horatio trait perfect genes for 100% faster hero revival also never comes into play, as I have said before.
I think a small change that could go a long way would simply be to not allow healing of heroes anymore. That way losing a hero in a battle or invasion actually means something.
I would say
Omniscience: +0% - +20% Industry on Empire for 5 turns after completing a technology based on Omniscience bonus (maybe even 25%)
Hero Healing: +1 Turn timer length per Hero level, 50 Dust per Hero level, +1x Dust cost per Hero level.
At level 20 that's 40 turns, or 40,000 Dust, going down each turn. Timer can be halved with Dust-9, thirded as Horatio, while cost can be halved with Vodyani quest.
40,000 sounds like a lot but you should be producing several thousand Dust a turn by then, and if you're not well, that's why the timer exists to reduce the price over time.
Is there any way that we can add an option to prevent anyone but the host from saving the game or autosaving the game in Multiplayer? I would be ok with even locking those saved games, forcing players to only be able to play the race that they were playing at the time of saving to prevent load game cheating?
I say this because my friends and I have been playing a game and we're all concerned about certain people in our group who don't always play by the rules (There are 7 of us). They can easily save game and while we're on a break re-load the game and join as another faction. This allows them to map hack by seeing what others are up to. Even if I'm not playing with friends we all know this game takes longer than one session and would be a nice multiplayer feature for playing with random players.
I just had an idea about the ecologists starting law. We know that ecologists can colonize any planet excluding gas. But currently this is not super useful, simply because colonizing planets with low food output early in the game takes way too long.
In theory you could colonize sterile planets like ash, desert or lava and use their industry bonus to get your system running quickly. But this doesn't work out in practice until you produce enough food on your other systems to ship a lot of food over. And at that point its not earlygame anymore and you probably already researched a good amount of colonization techs.
So I propose the following solution for the Ecologist starting law in addition to its current effects:
When colonizing non-fertile planets, gain an additional 20 food output on outpost.
In my opinion, this sounds like a simple solution to an otherwise bit underwhelming law. I know you guys changed the law to grant +15 approval, but in reality the ecologists should be about big food bonuses and quick growth. Their other laws reflect this, but as I have said there is not much reason to colonize planets other than the fertile ones with big food output which are easy to settle anyway.
I think we should focus on whats at hand in the G2G balance mod which is faction balance. I'm not trying to be rude but law changes, when the focus of the G2G mod shifts that direction, is when we should focus our feedback there. I do agree with you Ice, especially the Religious laws, and some of the science laws.
The changes you suggest are pretty drastic and would really change game balance in ways that are hard to see.
Yes some of the laws are a cruch for certian races to be palatable on unfavorable maps and don't make sense from a lore perspective.
In keeping with jhell's request, I just played 2 games as the vodyani, and the ark as a blueprint made it a bit easier to design combat/leech arks for me and I had a much better experience with them than having to micro every ark upgrade.
The lumeris changes are pretty drastic and make them much more fun to play. You really feel you can control the economy and are still military weak making them pretty on par with other factions IMO. I feel the g2g and inflation changes did more good and the lumeris now feel much stronger than before. Still not as strong as a steamrolling Craver or Hissho on a smaller galaxy, but much stronger on a galaxy with a bit of space for lumeris feel they 'feel' quite strong (fewer compitition for systems).
The Hissho nerf doesn't hurt them quite enough but its a start, however the hissho are still one of the weakest factions IF you find yourself without somebody to conquer.
The Riftborn, the way they play now riftborn pop can only be built on your strongest systems and need to be shuffled around accordingly. Not being able to build riftborn on a new system in a timely fashion with there really slow ships nerfs them really bad IMO, I still believe in this particular case a approach similar to what Kuma developed is the best solution.
If there transport ships were not so slow it would not be much of a issue. Maybe a accelerator portal could allow you to shuffle your riftborn transport ships around at a much higher speed. This could give the green portal a lot more use too :P since fleet accelerators and seekers kind of negate its power somewhat mid/late game.
Yes we do have laws that don't make sense and that are cruches for certain empires to be effective (Sophons/Vodyani/Ect.)
I'm not disagreeing that some of the law suggestions are great, just I don't think this was the point of the G2G this time around to rework the laws. As jhell pointed out laws are not the focus of this MOD at the moment, sometime it will be.
Thats actually not a bad idea @Dragar. If riftborn were construct only and non-transferable it would fit the lore and the system plus nothing would need to be changed. That way they could go wide, but just not use a lone lava as a pop brewing center stuffing the industry-less systems with riftborns. It follows my own rulebook acrynon of KISS (Keep it simple).
For the Hissho nerf how about -1 keii per system over over colonization limit? That way you could still go wide if you are consantly fighing. Also I feel like Hissho should maybe have more severe penalties for low keii, maybe less Ship/troop damage? Would fit in with the whole concept of keii, with your soldiers being unwilling to fight for a dishonorable emperor.
Thats actually not a bad idea @Dragar. If riftborn were construct only and non-transferable it would fit the lore and the system plus nothing would need to be changed. That way they could go wide, but just not use a lone lava as a pop brewing center stuffing the industry-less systems with riftborns. It follows my own rulebook acrynon of KISS (Keep it simple).
Right! They hate travelling in space. And all the problems go away if you can't ship them.
I just had an idea about the ecologists starting law. We know that ecologists can colonize any planet excluding gas. But currently this is not super useful, simply because colonizing planets with low food output early in the game takes way too long.
In theory you could colonize sterile planets like ash, desert or lava and use their industry bonus to get your system running quickly. But this doesn't work out in practice until you produce enough food on your other systems to ship a lot of food over. And at that point its not earlygame anymore and you probably already researched a good amount of colonization techs.
So I propose the following solution for the Ecologist starting law in addition to its current effects:
When colonizing non-fertile planets, gain an additional 20 food output on outpost.
In my opinion, this sounds like a simple solution to an otherwise bit underwhelming law. I know you guys changed the law to grant +15 approval, but in reality the ecologists should be about big food bonuses and quick growth. Their other laws reflect this, but as I have said there is not much reason to colonize planets other than the fertile ones with big food output which are easy to settle anyway.
Speak for yourself, that law is bonkers imo. I always push ecologists by turn 20 to colonize everything I have and setup preditive logistics which will result into the industrial bang. Every planet you colonize at least gives you 30 industry, 10 science, 5 food and 5 approval.
Non-riftborn empires at least should be able to move riftborn pops tho. And i kinda like how you can "enslave" riftborn pops through diplomatic demands - if they become unshippable that will be gone i presume and the only way to get more riftboys in your empire will be conquering more riftborn systems and there will be no way to get more riftborn in your empire peacefully. My point is you can't get Vodyani peacefully in your Empire but it's fine because once you got one you can breed more Vodyani pops - with riftboys that's not the case.
With Dirty Hands Act tier 3 planets cost 500 industry to colonize, even with Sophons I usually get 100 industry on my main system and can colonize all other planets before next elections. Sometimes I can do thisin my second system as well. Endless difficulty, endless pirates.
I just had an idea about the ecologists starting law. We know that ecologists can colonize any planet excluding gas. But currently this is not super useful, simply because colonizing planets with low food output early in the game takes way too long.
In theory you could colonize sterile planets like ash, desert or lava and use their industry bonus to get your system running quickly. But this doesn't work out in practice until you produce enough food on your other systems to ship a lot of food over. And at that point its not earlygame anymore and you probably already researched a good amount of colonization techs.
So I propose the following solution for the Ecologist starting law in addition to its current effects:
When colonizing non-fertile planets, gain an additional 20 food output on outpost.
In my opinion, this sounds like a simple solution to an otherwise bit underwhelming law. I know you guys changed the law to grant +15 approval, but in reality the ecologists should be about big food bonuses and quick growth. Their other laws reflect this, but as I have said there is not much reason to colonize planets other than the fertile ones with big food output which are easy to settle anyway.
Speak for yourself, that law is bonkers imo. I always push ecologists by turn 20 to colonize everything I have and setup preditive logistics which will result into the industrial bang. Every planet you colonize at least gives you 30 industry, 10 science, 5 food and 5 approval.
Yes, this is what makes this law good. Of course you have to factor in the opportunity cost of colonizing planets, which costs a good amount of industry aswell. While you are paying 320 or 640 industry per colonization, you could be building small attacker or protector ships which you usually have to do at some of your systems against pirates and other factions.
Next, you have to ask yourself what you are actually gaining with this law. Unless you really rush research preditive logistics you will have a couple colonization techs already: Mediterranian, tundra, savanna and 2 of these 3: Snow, steppes, arid.
This means you gain access to these planet types: Barren, Toxic, Arctic, Ice, Desert, Lava and maybe Ash if you haven't researched it already, along with the 1 planet type you missed out on from the 2nd tier of scientific research.
So the gain is probably 10-20 turns of researching all these colonization techs when you choose this strategy. Its really not bad. But I don't imagine this was the core idea behind this law. If they wanted this law just to have a big powerspike in industry with preditive logicists, they could have simply reduced the industry cost for colonizing planets in your system along with allowing you to colonize them.
I think, the point of this law is to colonize higher tier planets to make use of their strong industry output early in the game without having to spend precious turns on researching the technology. Its a great idea, it just doesn't work out in practice because of the low food output, as I explained already.
I just had an idea about the ecologists starting law. We know that ecologists can colonize any planet excluding gas. But currently this is not super useful, simply because colonizing planets with low food output early in the game takes way too long.
In theory you could colonize sterile planets like ash, desert or lava and use their industry bonus to get your system running quickly. But this doesn't work out in practice until you produce enough food on your other systems to ship a lot of food over. And at that point its not earlygame anymore and you probably already researched a good amount of colonization techs.
So I propose the following solution for the Ecologist starting law in addition to its current effects:
When colonizing non-fertile planets, gain an additional 20 food output on outpost.
In my opinion, this sounds like a simple solution to an otherwise bit underwhelming law. I know you guys changed the law to grant +15 approval, but in reality the ecologists should be about big food bonuses and quick growth. Their other laws reflect this, but as I have said there is not much reason to colonize planets other than the fertile ones with big food output which are easy to settle anyway.
Speak for yourself, that law is bonkers imo. I always push ecologists by turn 20 to colonize everything I have and setup preditive logistics which will result into the industrial bang. Every planet you colonize at least gives you 30 industry, 10 science, 5 food and 5 approval.
Yes, this is what makes this law good. Of course you have to factor in the opportunity cost of colonizing planets, which costs a good amount of industry aswell. While you are paying 320 or 640 industry per colonization, you could be building small attacker or protector ships which you usually have to do at some of your systems against pirates and other factions.
Next, you have to ask yourself what you are actually gaining with this law. Unless you really rush research preditive logistics you will have a couple colonization techs already: Mediterranian, tundra, savanna and 2 of these 3: Snow, steppes, arid.
This means you gain access to these planet types: Barren, Toxic, Arctic, Ice, Desert, Lava and maybe Ash if you haven't researched it already, along with the 1 planet type you missed out on from the 2nd tier of scientific research.
So the gain is probably 10-20 turns of researching all these colonization techs when you choose this strategy. Its really not bad. But I don't imagine this was the core idea behind this law. If they wanted this law just to have a big powerspike in industry with preditive logicists, they could have simply reduced the industry cost for colonizing planets in your system along with allowing you to colonize them.
I think, the point of this law is to colonize higher tier planets to make use of their strong industry output early in the game without having to spend precious turns on researching the technology. Its a great idea, it just doesn't work out in practice because of the low food output, as I explained already.
It is not only for preditive logistics. The main power of this law is that it allows you to SKIP colonization techs and save a lot of science on the way to scientific victory. That is a strategy I developed for Sophons - skipping early colonization techs with ecologists and then moving to behemoth terraformation. The amount of techs you skip that way is enormous. So this is a really powerful law if utilized correctly.
I don't ever go for arid and steppes tech even. Only snow cause tech is good by itself (+10 approval per hot/cold, + super good engine). Techs I usually skip are arid, steppes, ash, barren, lava, toxic and sometimes ice - 6-7 is a lot.
I also like Dragar's idea because of its simplicity. Fixes the issue of seeding in one go without relying on obscure calculations that are hard to communicate in UI. Perhaps you could somehow tie it into Riftborn faction as a negative trait that disallows moving your starting pops? That way other factions who happen to get their hands on Riftborn pops can still move them around. I don't think it would be unfair either, as the Riftborn are the only faction who can produce the pops in the first place.
-----
As for other matters:
I started a Sophon game and after clearing the first step of the faction quest the second chapter never triggers. Not sure if it's caused by the G2G balance mod or a general bug.
Another more general faction balance issue I've noticed is the random number of colonizable planets you get at the start of the game. I vaguely recall there being talks about it ages ago and it supposedly being fixed by normalizing starting systems at some point, but that doesn't seem to actually be the case or it isn't working as intended.
Whether your starting system has zero, one or two more T1 planets that you can colonize near instantly has a massive impact on early game due to most starter buildings drawing their power from the number of colonized planets in the system rather than population numbers. Moreso because Fertile and Temperate planets give even more additional Industry and Science for the said early game buildings. The issue is compounded even further for factions with non-standard or limited colonization methods like the Vodyani, Hissho or the Unfallen whose early game can get swayed greatly by the quality of their starting system.
Home planet only, no colonizable planets at the start of the game and the planets require high tier research to be colonized. Negative / mixed anomalies and no resource deposits.
Home planet only, no colonizable planets and the rest require high tier research. Mixed anomalies and no resource deposits.
I'm not sure if this should actually be filed under general bug reports. It's as if every start is a Chaotic start (Planet tier and quality wise that is. The starting number of planets doesn't change as with Chaotic start enabled.) regardless of actual home system quality settings in the game's starting options.
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