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.
Even if I do not see the utility of teraforming in the other way, it's strange we can't. Why not after all?
I will save my reasons for why two-directional terraforming would be desireable for another post. I'd like to try to keep this post focused on enticing an explanation of the reasons for the one-way terraforming from someone who knows, such as the Devs or the community if this has already been discussed. I did search in through the forums a bit but did not find anything definitive.
To help get the Devs attention please upvote this post.
Riftborn go in reverse, and that's about it for the moment. Would be nice to have back the flexibility of taking systems in different directions like in the first game.
So I wonder if the devs would be open to discussing the ideas with how Terraforming progresses.
And on a related side note, I've often hoped that eventually Depleted Worlds would be a step below Toxic (and so be able to be terraformed into Toxic), and thus through the existing Terraforming steps available (and so I think it would be could to have a matching visual look for Depleted Planets). Although, with the Sowers in as a Minor faction having their restoration mechanic, this idea is too unlikely now though.
We made terraformation one-way with branches so that it would be more straight-forward for players, especially newer players. It's not planned at the moment to make it bi-directionnal, but I encourage you to create an Idea or upvote an existing one :)
We made terraformation one-way with branches so that it would be more straight-forward for players, especially newer players. It's not planned at the moment to make it bi-directionnal, but I encourage you to create an Idea or upvote an existing one :)
Best,
Simplicity is almost always best. I was planning on creating an idea for this (did not see one) but wanted to make sure it wasn't already decided against in some internal discussion prior to putting in my time and effort. I also wanted to see if there was a certain direction to go with it based on previous reasons for not doing it. As such, thanks jhell for the response! I will keep simplicity for all, but especially the new players, in mind while crafting my idea.
We made terraformation one-way with branches so that it would be more straight-forward for players, especially newer players. It's not planned at the moment to make it bi-directionnal, but I encourage you to create an Idea or upvote an existing one :)
Best,
How does it make it more straight-forward for new players when it's extremely convoluted to get to the right planet type (having to go through all the chain) while also having to memorize the entire terraformation tree (or look it up online, out of the game...) with no do-overs unless you reload a save ?
I tend to agree with Kuma there. I remember very well from my early days that it wasn't much straight-forward for me. If the tree allowed "from any to any type" and/or was bi-directional that would be easier for starting players, but in the current state i'd say it demands you to look it up online.
Yes, if the idea is for the terraforming process to be simple and clear, especially for new players, the current system really needs to have a chart displayed somewhere in-game, or some other method of letting the player know all the possible options for any given planet down the line, not just the immediate next step.
How does it make it more straight-forward for new players when it's extremely convoluted to get to the right planet type (having to go through all the chain) while also having to memorize the entire terraformation tree (or look it up online, out of the game...) with no do-overs unless you reload a save ?
That's the thing, as an expert you already have in mind a "right planet type". Opening bi-directional terraforming would multiply all terraforming choices by 2, and it wouldn't be clear at a glance which choice goes "up" and which goes "down".
The current system guarantees that players will make an acceptable choice in any case that will eventually lead them to a tier 0 planet.
We know it's not ideal for a true optimization of your economy, but we decided to favor simplicity in this area.
How does it make it more straight-forward for new players when it's extremely convoluted to get to the right planet type (having to go through all the chain) while also having to memorize the entire terraformation tree (or look it up online, out of the game...) with no do-overs unless you reload a save ?
That's the thing, as an expert you already have in mind a "right planet type". Opening bi-directional terraforming would multiply all terraforming choices by 2, and it wouldn't be clear at a glance which choice goes "up" and which goes "down".
The current system guarantees that players will make an acceptable choice in any case that will eventually lead them to a tier 0 planet.
We know it's not ideal for a true optimization of your economy, but we decided to favor simplicity in this area.
I wonder if there could be a renewed Framework for how Terraforming could then be presented? I mean with certain type of presentation, it could still be simple, while providing a lot of possible options in the process.
I can visualize in my head having a new UI menu that appears when we click on the Terraforming button that would show a new UI Window, or popup instead, with all of the different Planet types on an sortable Column structure, as to what an Empire could do with such a planet, and compare the differences between the types, with popup information on the differences between the planetary types (then players can see what is available and what is locked out, and have the popup tell which Technology needs to researched and how long it would take to change, to add choices in making such a significant change to a planet), as the mouse hovers over them.
And so the spectrum could begin with something like this, and allow a player to click on a column to sort by that metric:
Type
Food
Industry
Dust
Science
Approval
Terran
+++
++
++
++
Desert
+
+++
+++
---
Atoll
+++
++
++
+
Arid
+
+++
++
---
Arctic
+
+
+++
+++
---
I was wondering if the the existing UI elements can be applied here, so that Food has the Green Symbol, Industry has the Orange Gears, Dust the yellow button and so on with the bars to give a simple point of comparison, with a minature world representation on the far left side of the rows, behind naming the planet type.
A degree of complexity would be welcome, if such an idea is possible. I hope what I'm imagining here makes sense, and might fit with what you guys would like to do with Terraforming.
How does it make it more straight-forward for new players when it's extremely convoluted to get to the right planet type (having to go through all the chain) while also having to memorize the entire terraformation tree (or look it up online, out of the game...) with no do-overs unless you reload a save ?
That's the thing, as an expert you already have in mind a "right planet type". Opening bi-directional terraforming would multiply all terraforming choices by 2, and it wouldn't be clear at a glance which choice goes "up" and which goes "down".
The current system guarantees that players will make an acceptable choice in any case that will eventually lead them to a tier 0 planet.
We know it's not ideal for a true optimization of your economy, but we decided to favor simplicity in this area.
Then this isn't a matter of simplicity but rather dumbing stuff down. By removing the choice of the planet from the players (especially newer players) you're effectively going from "conscious decision making" to "clicking on stuff randomly to see what happens". On top of that, it's even more confusing for newer players with the inversed tree of the Riftborn, as the tier 5 planets (Lava/Barren/Toxic) are worse than their tier 3/4 counterparts after you get a certain number of improvements (which you should have, by the time you start terraforming in a System, obviously...), so it doesn't follow that logic of "no bad choice" with the current limited options.
Also, I'm not entirely sure this linear system is simpler than, for instance, a system allowing us to Terraform to whatever planet we want in one click (with increased industry cost the more tiers you travel). You could compare instantly the pros and cons with the terraformation tooltip and it'd make terraformation more relevant as you're not wasting the turns you currently have to wait if you want to terraform over more than one tier, on top of reducing the micromanagement required. In fact, I don't even know why this system isn't the one in place, if memory serves right, this is what it used to be in ES1, although there were less planet types, so my only guess is that it was discarded for GUI issue reasons as there was too many options to display.
^This. While recognizing that it might seem inelegant, I think most would agree that the choice would be preferable to navigating an unknown tree in one direction. For a new player terraforming is a massive crapshoot, for an experienced one it's an irritating inconvenience. Very unsatisfactory, especially compared to ES1.
One of the primary reasons I started this thread is to try to uncover any unexpressed logic behind the current setup. I was dismayed when I started playing ES2 and found you could not "undo" any terraforming choices you made. I was also dismayed to find, once I looked it up, that certain "primordial" planet types (barren, ice, ash, lava, etc) were limited to what end planets they could get to. I was, and still am, hoping there is more depth to the reasoning behind the terraforming setup we have today. As of now we have the reason of "Simplicity with single direction to avoid confusion for new players". This is obviously a good thing to shoot for and something a good game studio SHOULD keep in mind for business reasons as well as playability of their games. That said, when looking at some of the previous points in the discussion above, I think simplicity was missed in a way.
Let me explain a bit why I think the current setup is not really simpler. The single direction, or "rail", of terraforming keeps the choice limited, and thus simpler in that there are fewer options, but creates confusion and frustration at not knowing which way to go to get the desired result. Once you get to the end of the terraforming rail and you realize you either missed your goal OR you look it up and find you couldn't ever have achieved it at all, it puts a negative mark in your mind for that aspect of the game. Then, because the choice you make is permanent, you are forced to keep an out-of-game chart on-hand to know all the planet types and which directions they can go so you can plan the desired terraforming rail route. Now it's not quite so simple any more.
The only way to keep this simple, and still maintain effectiveness, is to give the player all the options up front, explaining in pictures what each option is and provides, and giving the cost (FIDSI, any resources, time) of that option which is calculated for them. At this point they point and click what they want and away it goes. I have created a new idea explaining my vision of how this could be simplified which you can find at this handy link.
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