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.
I personally still find the way Riftborn pop cost depends on system population a bit weird -- optimally, you build the pops in empty systems, or systems filled with other races, and send them via spaceport. But then you also have to watch out for production overflow, because the first pop only costs 50 industry, but they have their weird own system so that you cannot combine pop building with other improvements...it all seems a bit too "gamey" and micromanage-heavy to me.
Maybe we could just make it so Riftborn pop cost increases (to a lesser degree obv) with global Riftborn population? Then you would simply build new pops in your industry centers, instead of artifically leaving systems empty. It would change optimal strategies from super-wide, I assume, but IMO in a good way. Thoughts?
We discussed it some in this thread, where I made this suggestion to sir the pot a bit.
I think it's an ugly and inelegant solution, but nobody could figure out a better alternative.
Here's another crazy idea: make Riftborn population unable to use the spaceport (they are supposed to be wary travellers, right? They hate space and our big universe? Clearly they should be unwilling to go for jaunts to somewhere new!)
I mean that's basically the entire point of Spaceports. You should be moving population from your major population centers to new colonies basically all the time anyways.
It's the inability to finish a pop in the same turn as anything else, including another pop, that locks Riftborn into their wide strategy. 2000 industry on a system and a Riftborn only costs a few hundred? Too bad. 1 pop per turn only. It forces you to have multiple systems soley for the purpose of building more than one thing at a time. It does feel a little...artificial at times, but perhaps that's the point...
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