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.
Unfallen's racial trait's are mostly unintuitive, and high risk - low return. and hard to balancing, because every aspect are connected indirectly, its make unfallen is too strong or too weak. no between at all.
but still, i have some idea for better unfallen playing.
1. vine ship cost inflation decrease.
Do you remember how strong when unfallen have only have 10 turn entween time? now its doubled. but still vine ship is more and more expansive when you want more built it. why not vineship cose inflation halved? i need double amount of vine ship and of course double upkeep, and more than double industry cost! its leeching time for build building and combat ships. if vine ship cost is slightly cheaper, i could not allow Voulter take my next and 5-planet-system.
2.alliance system rework
i already wrote about this on this forum, a ideas one. so i do not much talking about this. in korean properv, too many boatman on the boat, that boat will go to mountain. that means some peoples too many leadership or no share common agenda, they worse then individuals, actually can do nothing.
alliance shere diplomatic outcome, but they still diplomatic individual. every time B*** S***ing in alliance, like every turn declared war and take truce things, its like tragedy of communism. unfallen gain too much things in alliance, but the alliance system are total impotence? please. super large ships are super cool, but alliance system is more important!
Unfallen's racial trait's are mostly unintuitive, and high risk - low return. and hard to balancing, because every aspect are connected indirectly, its make unfallen is too strong or too weak. no between at all.
but still, i have some idea for better unfallen playing.
1. vine ship cost inflation decrease.
Do you remember how strong when unfallen have only have 10 turn entween time? now its doubled. but still vine ship is more and more expansive when you want more built it. why not vineship cose inflation halved? i need double amount of vine ship and of course double upkeep, and more than double industry cost! its leeching time for build building and combat ships. if vine ship cost is slightly cheaper, i could not allow Voulter take my next and 5-planet-system.
2.alliance system rework
i already wrote about this on this forum, a ideas one. so i do not much talking about this. in korean properv, too many boatman on the boat, that boat will go to mountain. that means some peoples too many leadership or no share common agenda, they worse then individuals, actually can do nothing.
alliance shere diplomatic outcome, but they still diplomatic individual. every time B*** S***ing in alliance, like every turn declared war and take truce things, its like tragedy of communism. unfallen gain too much things in alliance, but the alliance system are total impotence? please. super large ships are super cool, but alliance system is more important!
1. I believe increasing the cost of vineships is necessary so you can't just produce mass of them cheaply (as your industry production increases during the game). That could allow you to entwine to many systems without having to protect the vineships.
I think the idea is that you protect / blockade systems that you want have for yourself to stop colonisation by other. It actually pushes you to not be 100% pacifists. IMO it's good for the game because it creates a dynamic in the game.
For the vaulters, try to hunt the argosi while it's on its way to the system.
2. I agree the alliance system could use some improvements, but I don't dislike these inherent issues with being allied to many factions. Unfallen gains big approval bonus for being allied or at peace, and managing to be at peace / allied with as many people as possible, while suffering from the occasional war declaration by allies is part of their gameplay. Again, dynamism in the game..
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