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.
YOU ARE THE BEST! YOU DID IT! You get a fleet of super ships, that spawns 10 turns away from academy on a TINY map, at your home system and 10 more turns away from your nearest enemy. Well played.
Can it spawn on academy to actually make a little more sense?
Well on slower game speeds it feels a lot stronger given the extended time frame while speed is the same. But in 10 turns on fast, it deals very little. While in 20 turns on normal it defines the outcome of the game.
I suppose (but did not try) 40 turns on slow and 80 on endless make it extremely impactful.
Not sure if intended but UC has it of course cloaked.
Well on slower game speeds it feels a lot stronger given the extended time frame while speed is the same. But in 10 turns on fast, it deals very little. While in 20 turns on normal it defines the outcome of the game.
Game speed is such a wild, wonky modifier in ES2. While I really enjoy the Fast science and industry production, it really throws off a lot of game mechanics across the board. I gave up and went back to Normal. It seems to me that the game is strongly built around players being on Normal speed, and that Fast is there for those who just want to mess around. Is Fast the standard in multi player?
Well on slower game speeds it feels a lot stronger given the extended time frame while speed is the same. But in 10 turns on fast, it deals very little. While in 20 turns on normal it defines the outcome of the game.
Game speed is such a wild, wonky modifier in ES2. While I really enjoy the Fast science and industry production, it really throws off a lot of game mechanics across the board. I gave up and went back to Normal. It seems to me that the game is strongly built around players being on Normal speed, and that Fast is there for those who just want to mess around. Is Fast the standard in multi player?
Well fast cuts number of turns in half, given you have to wait for other player timers + for the end turn resolution let's say minute each.
You will find yourself "waiting unable to do anything" much more often on normal games. It's not unplayable, it's just willingly subjecting yourself to double the drawbacks.
It is definitelly a matter of personal preference, I just prefer fast. =D I guess fleet movements should be doubled for fast aswell to reflect it better. The selective "doubling/halving" carries issues.
Same goes for Nakalim and their applicability, on fast their headstart is less consequantial than on normal, but then so is their drawback on science production.
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