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.
In my last
game I had this quest where I could choose in between two goals that both would
reward me a random tech. My reaction was "Can this quest please just go
away..."
That’s not
the reaction I/you want, so backtracking why:
After a few games I think the
tech tree works pretty well, and what techs I need depends on my start position,
what planets I find and which of these I choose to colonize, my faction traits,
what minor factions I can assimilate, and how I plan to win.... So really a lot
which makes each game different and make the tech tree work well.
_ But there
is a downside: For a large number of techs their usefulness depends on all
these situational circumstances I listed (where I start, what planes I find
...) Like in my first game I didn’t need food techs at all, but in my last game
I needed food techs really badly... In itself this is good. But combine it with
a story line that gives you a large number of techs you don’t need, and each
such tech adds to tech cost, then it feels like the story line techs sometimes becomes
a burden.
_ Which was the case here. I had very little science income and really desperately
needed some particular techs to help me out, not techs adding a burden.
It’s
possible not to do quest, but doing quests is a central part of this game, and
choosing doing the quest one way or the other is supposed to add flavor to each
game. There is also the third choice: Stopping that story line, not doing the
quest, but I think I should get a positive quest reward for doing them.
Solutions?
What about making sure tech are helping towards opening a new tier in it’s
quadrant? That would always be an expensive tech and would always help in some
way. Oh. I’m sure someone else might have a better idea...
Ullern
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Ullern
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