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.
Hello. Is it intentional design that all excess Industry is lost upon completing a population unit of Riftborn, instead of carrying over into the next item in the building queue? I've noticed that industry carryover will pour INTO the construction of a Riftborn population (exactly how industry carryover occurs generally for all constructions in the building queue), but never pours OUT of the construction of a Riftborn population.
I understand there is a cap on how much population a system can grow per turn, and that Riftborn need to be kept on par with other factions that use the traditional food-based mechanic, but doesn't excess food carry over from the creation of a new population? Why would industry be an exception, at least to the degree that all of it is lost?
The way it works now seems to reward fiddly micro management. After all, there is a significant difference, in the early game particularly, between going over the population industry cost by just a little (wasting very little industry) verses being a little under it (wasting virtually a complete turn of a system's industry, which depending on the current cost of the next population and industry production of the system, can be substantive). In short, it feels bad to waste industry.
I understand there is a cap on how much population a system can grow per turn, and that Riftborn need to be kept on par with other factions that use the traditional food-based mechanic, but doesn't excess food carry over from the creation of a new population? Why would industry be an exception, at least to the degree that all of it is lost?
As long as I remember reading about, food also doesn't carry over - sure I can be wrong and mixing it up with Umbral Choir faction what can grow multiple population per turn.
I understand there is a cap on how much population a system can grow per turn, and that Riftborn need to be kept on par with other factions that use the traditional food-based mechanic, but doesn't excess food carry over from the creation of a new population? Why would industry be an exception, at least to the degree that all of it is lost?
As long as I remember reading about, food also doesn't carry over - sure I can be wrong and mixing it up with Umbral Choir faction what can grow multiple population per turn.
Food does carry over, but only up to the limit to add the next new Pop. So if you produce 301 Food per turn, it always spills over to fill the next pop, but doesn't actually grow them or spill over any further, wasting the 1. Anything over 300 is thus wasted, because it can only spill over for 1 pops worth of growth.
I understand there is a cap on how much population a system can grow per turn, and that Riftborn need to be kept on par with other factions that use the traditional food-based mechanic, but doesn't excess food carry over from the creation of a new population? Why would industry be an exception, at least to the degree that all of it is lost?
As long as I remember reading about, food also doesn't carry over - sure I can be wrong and mixing it up with Umbral Choir faction what can grow multiple population per turn.
Food does carry over, but only up to the limit to add the next new Pop. So if you produce 301 Food per turn, it always spills over to fill the next pop, but doesn't actually grow them or spill over any further, wasting the 1. Anything over 300 is thus wasted, because it can only spill over for 1 pops worth of growth.
Thanks for clarification. By interest, does it differ on chosen game speed? Like total turns number when aiming for point victory?
Food does carry over, but only up to the limit to add the next new Pop. So if you produce 301 Food per turn, it always spills over to fill the next pop, but doesn't actually grow them or spill over any further, wasting the 1. Anything over 300 is thus wasted, because it can only spill over for 1 pops worth of growth.
It seems to me that this is exactly how it should function for Industry in regards to Riftborn. It is not uncommon to have a system that is producing MORE than is needed, say, 1000 Industry but elects to produce a population at something like 600 or 700 Industry. Losing that much industry is needlessly punitive. You lost 30-40% of your Industry, and inflated the real cost of that pop unit by 43% - 67%.
In the reverse, it is also not uncommon to elect to produce a pop that costs, say, 300 Industry when your system produces LESS, or in other words, requires multiple turns, something like 95 Industry per turn. You would lose 80 Industry or 84% of your industry and inflate the real cost of producing that pop unit by 27%.
This is counter intuitive to how the rest of the game works with carryover.
Not that anyone is going to feel sorry for the Riftborn. I get the feeling that they are considered top tier as it is. Even though I think this should be fixed (or at least altered in some way), I'm guessing no one is going to be in a hurry to alter something that is going to make the Riftborn stronger.
This is indeed intended, to keep the limitation of 1 pop/turn for Riftborn also. We agree that there's room for improvement though and we would like to work on this in the future if we get the chance.
This is indeed intended, to keep the limitation of 1 pop/turn for Riftborn also. We agree that there's room for improvement though and we would like to work on this in the future if we get the chance.
An annotation in-game that "this consumes all production" would be helpful.
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