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.
After playing both a multiplayer and countless games as the hissho with the g2g balance mod Fealty Foundation vs its cost in Kie is completely out of line.
It even on its upgraded level is only slightly better than all the upgrades combined but not improved over any single planetary specialization.
Kie is unfortunatly out of balance, and there is a need to have a overpopulation penalty beside expensive colonization especially given the ease at which hissho can conquer systems. Where it is decay of some sort that increases based on the number of colonies over the limit and the decrease in cost of the fealty foundation so it will be more useful and incourage the use of fewer systems as the hissho. The hissho are supposed to function well without many systems given the boosts of the probes so I ask the opinion of others on the matter.
Fealty Foundation could cost a lot less and be greatly improved, at the same time if your chose to use it it could incur a natural kie decay if you chose to use it, if it was free and much stronger than it is (my recommendation). If anybody else has any ideas this would be a great discussion because the balance mod is focused on faction balance.
Unless something with them has recently changed I find them to be incredibly useful, but that said I find them useful in a way probably unintended.
While the Hissho can ignore Approval like militarist & religious factions they can’t overload it, all over factions can have approval be above 200% in some systems insulating them from any large drops in approval (i.e. a sudden gain in expansion disproval / or for Hissho colonizing a system)
But for Hissho 100 is the cap any more Keii is wasted and so they have to balance out their Keii between 90 & 100 for the best effects.
Now how Fealty Foundation comes into play here is that as long as they are in the build queue they function as Keii batteries created with excess Keii can then be removed from the build queue to give back this excess Keii.
This allows Hissho to effectively overload their Happiness/Keii by a large amount.
The current thing dissuading use of this is that you can only store Keii in batches of 25 which will guarantee that you lose the highest approval bonus.
Just something to keep in mind if wanting to change the Keii costs, a lower Keii cost will make this even more abusable.
I was hoping it could be tuned to something less abusable and more player choice orientated, and on the what is abusable scale I find this to be pretty small issue on a big list. But by the sounds of it cyrob you like this mechanic as is? The most expensive kie option causing a moral shot of -25 approval oer use that can be regained easily with combat and particularly the new ground combat function of subdue?
maybe i missrepresented the premise of what I was trying to get accross, the more 'abuse' you use in game should come at a cost that is not on the front end (25 per) but something on the backend like .5 decay per on each planet that has the foundation with a 5 kie cost upfront. note I am airmathing these figures but I take it you disagree?
I find it useful too and Keii hit is reasonable. On sterile planets it yields from +36 FIDS per huge Desert or Arctic planet at best to +18 FIDS per tiny Lava, Toxic, Barren at worst. Isn't it great?
I'm against any natural Keii drop off, because you can't turn it off like you do with laws.
It's definitely over-priced, not to mention the effect is kind of weak until unlocking later tiers, plus it competes with other more useful planet specizalizations like the resource extraction one.
Most Hissho abilities are currently very wonky Keii cost wise, because the actually really powerful abilities are very cheap (Behemoth auras, laws depending on situation) or outright free of cost (Obedience ignores all normal happiness and over-colonization mechanics, faction quest reward gives +50% weapon DMG bonus on all ships when at max Obedience), whereas the weaker abilities are ridiculously over-priced to the point they're almost never worth the investment (normal colonization, Fealty Foundation).
I find it useful, but that does not mean I like it. I feel it is an exploit as it allows players to somewhat bypass one of the Hissho’s main weaknesses of Keii being capped at 100.
Perhaps all Keii costs should increase as that should have a minor self-balancing effect (the things that are cheap are used more and thus get much more expensive quicker than others)
And to nerf the Keii battery effect maybe it could be so that Improvement Keii costs only get half refunded, or maybe if you cancel one there is no refund but the next time you build it has no Keii cost.
But going with plutars idea for having no upfront Keii cost for it and instead having a per turn could also work but it would be micro intensive as it would act like Hatched at home but not be easily disabled if needed.
As Sublustris and Cyrob have already pointed out, a Keii decay that is not easily disabled could lead to some more severe issues. I agree that Fealty Foundations are on the expensive side, other Keii abilities may be too cheap, and some balancing needs to be done, but I'd rather stay away from permanent keii decay.
Updated 6 years ago.
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So what would be a good solution? Nobody seems to like decay, and we have a faction that can overload on colonies as long as they don't colonize them themselves and remain at 90-100% approval quite easily by only using the ship boost. For which one doubles its 'attack power appearence' and increases speed while having extra effects inside a behemoths honor zone.
Basically I feel the hissho are cravers with the only downside being they shouldn't colonize. There is no depletion mechanic at work for a race that has almost no negative effects on planets. I abuse this in a different fashion, you go ecologist, grab all your home systems planets, and keep building ships. Even the cravers quest line ships it appears in multiplayer aren't able to compete on a production bases and the abilities you speak of generally don't relate to a single player experience unless you want your opponents retreating more often due to the doubling of appearence of strengh.
And then of course we get big games with big galaxies and lots of space where the hissho will struggle because of how slow their own colonization and how pitiful their own science is until they start conquering. So where is the middle ground?
The abilities for the ships seem more multiplayer orientated to disguse strength to your enemies. Fealty hits you harder than anything in your Kie cost and like you said yourself if you want to keep at max approval one foundation construction is gauranteed to take you down a notch unless you have a planned engagement or pillage to bring it back up on the same turn. Balance wise IMO it should be stronger than it is for the cost of 25 and at the same time it should come with a downside. Maybe a short term boost that drops off for less Kie? So 5 per Fealty Foundation that only lasts for 5-10-15-20 turns pending on game speed that falls off after use? That seems to fit and encourages the use of Kie.
Its the encouragement not to use anything but the construction bonus on the honor/kie abilities that I feel could be a LOT more interesting however I fear giving more options will lead to more trouble than its worth for the AI to figure out how to use it correctly as well.
I like these three ideas personally, the first of which is mine and the second of which is a tweak to someone else's idea.
1. Turn Approval maluses from Anomalies and Planet Types into Influence maluses instead
2. Add a passive Keii cost for each system with less than 100% Ownership (and bump down Colonization cost a bit to offset)
3. Increase Keii ability costs, but decrease Fealty Foundation cost
The nice thing about the first is that Hissho now still need to consider the payoff of crappier planets and strongly consider going for those Religious Influence buildings and events.
The nice thing about the second is it effectively punishes Hissho for expanding too quickly like Overcolonization, but it isn't a permanent thing. It also allows other empires to mess with their Keii flow by taking planets, which the Hissho will inevitably lose some Keii trying to reclaim. Importantly this is just a tweak on the idea of paying Keii to Occupy systems, which I don't think works well as-is because then that option would have to be greyed out if you can't pay the cost, which doesn't work well because I'm pretty sure you can't Subdue without an orbiting fleet, leaving only Raze as an option.
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