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Endless Space 2 needs to have tougher penalties from Anomalies and Overpopulation

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7 years ago
Apr 18, 2018, 11:51:28 PM

Anomalies right now are pretty insignificant, yes early game they might be useful in knowing where to colonize first but very quickly you reach a point where you're just too imposing for the anomaly to significantly affect your pops in such a way that you would rethink colonizing the planet. 


They need to have harsher penalties so you think twice before colonizing that planet, make the player think "Am I willing to sacrifice a ton of happiness for a huge boost to science?" 




Overpopulation is also another mechanic that's means nothing once you got like two happiness improvements, one problem is that the pops automatically fill the slots, so it's not like you got much of a choice to fill the planets or not. One way to fix this is slow growth considerably once you reach the limit before overpopulation, but you can bring in immigrants from other systems to fill them up. Disapproval should also be more severe to once again make the players think things over before going for it

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7 years ago
Apr 19, 2018, 2:39:27 AM

Regarding Overpopulation, you're right that the Approval malus can't be very high because we have no real choice in filling the slots. I believe it could be higher if each Overpopulation slot also consumed a percentage of Growth, but not Food. That way if each consumed say, 4% of total Growth, then by the time you hit 25 Overpopulation slots it'd consume all of your Growth, so you'd only be able to keep pushing your Overpopulation if you invested heavily in Food to keep the remaining percentage growing at a reasonable rate. Make that the alternative to Consumption even.


Not Food itself though. If it consumed Food rather than the Growth that fills the little meter, then players would rapidly run into issues with their Manpower, Food conversion, etc.

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7 years ago
Apr 19, 2018, 3:39:42 AM

For anomalies, I feel like by increasing the negative penalties received from negative anomalies, you would simultaneously have to increase the bonuses received by positive anomalies. Otherwise, it runs the risk of just being unbalanced, and in some ways, not making any sense. Cuz it sounds like you're focused on just penalizing mass-colonization and not attempting to balance the colonization mechanics; in regards to anomalies.


On top of that, I get what you're saying about negative anomalies not being significant once you reach a certain stage in the game, but I don't think that, in general, anomalies are supposed to be super significant factors when colonizing a planet later in the game, they're like a minor bonus or pain, not something that is meant to put major thought into. 


And once a space-age faction reaches a certain technology stage, why should some anomalies matter all too much ? It's just unrealistic that, for example, the Vodyani would be affected by Acid Rain on a monsoon planet, especially after reaching a certain level of technology. 


 


As for Overpopulation, I agree with both you and IceGremlin that overpopulation should not affect the food production, but the growth rate of a population. However, I don't believe that it should eventually put the growth rate at 0 if you don't continue to construct food buildings (though consumption will eventually force you to construct food buildings anyway), since a population at that technology stage, is realistically going to continue growing, since problems like not marrying/having kids because of social/economic reasons or because of an aging population are unlikely to occur with space-age civilizations, unless the government places restrictions on population growth. So, per your solution, growth should be reduced, but not eventually placed at zero, since that literally makes no sense, and personally, I'd be freaking annoyed if I had to constantly micro-manage my systems populations by individually selecting groups of immigrant pops to put from one system to another. 


On top of that, this would have to be specified on a faction-by-faction basis, since (For example) the Vodyani, and Vaulters, would definitely suffer more than other factions in this regard, due to the negative growth they already suffer from b/c of the "Gargantuan Population" and "Black Thumbs" traits. 

Updated 7 years ago.
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7 years ago
Apr 19, 2018, 7:08:46 AM

The reason for the Growth consumption approaching 0 is not for realism, it's for gameplay. If it doesn't approach zero, the risk is run of the population constantly growing, such that the player inevitably runs up an Overpopulation malus that they didn't deliberately invest in. It's a matter of ensuring you only rack up a high Overpopulation malus because you deliberately chose to do so.


As for Vodyani and Vaulters, Vodyani for one have rarely if ever had to deal with Overpopulation malus, while Vaulters reduced Food wouldn't be difficult to understand in regards to a Growth malus.


As to the "after reaching a certain level of technology" bit about negative anomalies, we have a mechanic for that- Technologies, one of which already is a late game tech meant to remove the negative effects of anomalies, and which is very unimpressive because the anomalies it fixes for such a high investment are themselves unimpressive. So of course it would be unrealistic to still be affected by negative anomalies past a certain point, that's why we have a technology for that express purpose, except said technology doesn't much help because negative anomalies don't much hurt.

Updated 7 years ago.
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7 years ago
Apr 19, 2018, 8:04:31 AM

Hi,


Sounds like you know the game well! We haven't currently planned to tweak anomaly balance as we feel it sits in a decent spot. This could certainly make for an interesting mod however.


As for growth being slowed once you reach overpopulation, it's an interesting idea but we actually wanted players to have to deal with the malus from overpopulation. If there is enough traction on an Idea we could consider a change, but for the moment it's unlikely.


Best,

Updated 7 years ago.
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7 years ago
Apr 19, 2018, 8:51:38 AM

I like the current framework. But the malus from overpopulation is pretty much negligiable, as others have said. Or, to put it another way:


jhell wrote:

 we actually wanted players to have to deal with the malus from overpopulation. 

I think everone here does! But right now it's dealt with trivially.


It would be interesting to see how punative it would be if you doubled the overpopulation malus - I am not convinced it would be too harsh, at all.

Updated 7 years ago.
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7 years ago
Apr 19, 2018, 8:59:09 AM
Dragar wrote:


It would be interesting to see how punative it would be if you doubled the overpopulation malus - I am not convinced it would be too harsh, at all.

Sounds like someone is calling for a mod, to test? In case it "feels good", I would prefer to have a setting in game options, to double overpopulation malus. You remember the gamers complaining about overpopulation/overcolonization malus?

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7 years ago
Apr 19, 2018, 10:04:36 AM
Groo wrote:
Dragar wrote:


It would be interesting to see how punative it would be if you doubled the overpopulation malus - I am not convinced it would be too harsh, at all.

Sounds like someone is calling for a mod, to test? In case it "feels good", I would prefer to have a setting in game options, to double overpopulation malus. You remember the gamers complaining about overpopulation/overcolonization malus?

That's true; many people were unhappy with those things (I quite liked the challenge, though having the new expensive building seems to have satisfied the 'paint the map' urge). But this effect is local to a system - overcolonization was a penalty to every system, so hopefully it wouldn't be in the same league.

Updated 7 years ago.
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7 years ago
Apr 19, 2018, 6:27:41 PM
jhell wrote:

...As for growth being slowed once you reach overpopulation, it's an interesting idea but we actually wanted players to have to deal with the malus from overpopulation. If there is enough traction on an Idea we could consider a change, but for the moment it's unlikely.


Best,

I think you've misinterpreted the point here. It's not about letting players avoid the current Overpop Disapproval, it's about how if we buff Overpop Disapproval enough for it to actually matter, players need some sort of a check against their Growth so they can choose to take on that additional Overpop Disapproval. Because right now, Overpop Disapproval doesn't actually matter. To return to my original post, 


"the Approval malus can't be very high because we have no real choice in filling the slots "


As in, Overpop Disapproval is negligible right now, but it has to be negligible because we can't stop Overpop slots from eventually being filled, especially cause Food is so abundant. Therefore, in order for Overpop Disapproval to be increased (say, -4 Approval per Overpop), then we need a Growth malus to ensure that we don't grow too much incidentally, and instead must choose to buff our Food to overcome it and accept the Overpop Disapproval.


Think of it like Overcolonization Disapproval. It's not something that just automatically happens, it's something we choose to pursue and accept the consequences, hence why it can be so high.

Updated 7 years ago.
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6 years ago
May 20, 2018, 5:13:30 PM

Not sure how to go about "Preventing" overpopulation given population grows on its own whether you want it to or not. Plus, making the optimal strategy "Hey, take this big fertile ball of life and DON'T colonize all of it" strikes me as very odd.


As for Anomalies, I also don't see how making a planet completely uninhabitable just because you had the audacity to search a curiosity improves the game either.

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6 years ago
May 20, 2018, 6:52:53 PM

there was once a point when if you went over the over colonization threshold that was very difficult to get out of that Circle. the community complained about the systems in place and ask for gentler over colonization penalties along with a building to allow them to increase their colonization threshold. now it seems you folks are asking for the opposite :-) I like the idea of a challenge to. this is also all highly relative because if you play on a big map with lots of stars you're going to have a lot more trouble without religion. by the way your name the slacker totally fits with your comment. Not trying to be mean but it is rather humorous. maybe if the difficulty you chose for your game was tied to how overpopulation negative and positive anomaly function on a percentage basis the hardest being endless of course could be a lot of fun

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6 years ago
May 20, 2018, 7:30:51 PM

Plutar, the idea to increase overpopulation penalties at higher difficulties seems like a good one (though  it would be nice to be able to toggle it, along with potentially other high-difficulty setting penalties, on or off).


I don't remember the "point when if you went over the over colonization threshold that was very difficult to get out of that Circle." and I played for much of early access. What stage in the development process did that occur, and could you enlighten us as to the specific penalties? It would be a good reference in this discussion about current and possible future mechanics.


What I do remember is a stage in the game where your population would grow into the overpopulation slots, and then you'd run into negative food, which ended up killing population about as fast as they could grow. This was an especially noticeable problem for Horatio, before the gene splicing mechanics were changed.


I'm kind of hesitant about the idea to increase the % of negative anomalies at higher difficulties, though adding it as a feature you can turn on/off might lead to some interesting games.


As to the general discussion in this thread: I think that increasing overpopulation penalties, specifically approval, while simultaneously adding in a way to reduce growth that is separate from chain-ganging populations or selling food buildings, would be a good idea, as it makes the overpopulation slots actually meaningful.

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6 years ago
Jun 6, 2018, 4:02:14 AM

In retrospect, I'm actually surprised that techs which increase max population didn't first turn overpop slots into regular ones, rather than just pushing them outward.  Perhaps if that were a possibility we could approach this differently?  given that basically every planet with more than one pop slot has overpop slots, wouldn't it have made sense that extra pop techs would just remove the penalties of overpopulation first?  Or perhaps there could be specific techs/improvements that do exactly that, such that perhaps we could have all our planets with no overpop slots?  It's a tech strategy I'd be willing to experiment with, at least for some factions anyway.  I know I'm spitballing here, but it seems to be an angle no one's come from yet.

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6 years ago
Jun 9, 2018, 8:43:06 PM

Reducing overpopulation slots before adding new population slots is an interesting idea that would be cool to test out, though I feel that its impact would be pretty insignificant so long as overpopulation penalties continued to not really matter.


What tech level would be appropriate for that conversion? Science tier 2, perhaps?

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