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.
Hit an annoyance in my current game. I'm having my first serious fight with the Vodyani since the protection module was introduced (took me a lot of googling to figure out why I couldn't just attack the ships), so I'm having to make do with ground invasions. I don't have an unstoppable military advantage due to tanking my Hissho economy (learning the faction...) so the invasions always end up being grindy but doable with some patience and good siege work.
This is not the case with the Vodyani. The fights are currently impossible as the Arks keep filling with military power and dumping it into the ground battle. Is it supposed to work this way? I literally have no idea if this is a new problem or not since I've always just blown up the ships. I'll have to abandon the war and come back to it when I have more of the military techs researched and just hope they haven't kept pace with their troop strength. I could also hope the AI randomly upgrades away the protection module, but I'm guessing they prioritze it.
I'm playing with Vaulters and Supremeacy active at the moment. Other expansion content is installed but not active.
Vodyani are one of the hardest factions to invade due to their Shipbound Gameplay affinity. This effectively gives them a large(at times unending...) pool of population to draw from since they can replenish population with essence in a single turn. So long as they have essence and survive to fight another turn, they can keep drafting population to replenish their manpower while your wanes. The only way to defeat Vodyani or any opponent effectively is to literally overwhelm their ground forces. You do this by sieging their manpower, going with heavy percentage of tanks(say 10% Infantry(at most 20%) 60% Tanks(80-90% without Airpower) and 20-30% Airpower that is fully upgraded), researching techs in Military and Economy trees that improve ground forces(like Dust-Micro Loans and Ultra Tough Materials), utilizing Military faction's Deadly Intent law and equipping your ships with Manpower modules that increase not only your manpower but deployment limit as well(OpEx Gear in Tier 3 Military for example). The more forces you deploy and the stronger they happen to be determines how much damage you do to defending forces. If you wipe out the defending garrison, no amount of essence or drafting can save the Vodyani, much less any opponent you face.
*Forgot to add that you can also hack the system and jam its commands. Forget which DLC its included in but its another option in taking on Vodyani. This prevents the enemy from using the Draft Battle tactic and instead cuts their defensive deployment in half while causing considerable loss of life and system improvements at the same time. Hacking the capital system and using support revolutionaries option does the same thing on a galactic scale while spawning pirates on every system. Honestly I think they ought to remove that option since I've weakened and even eliminated an AI faction using it over and over. That's not how a 4x game outcome should occur but rather through conquest and extermination.
For all the wall of text, what he means is that the ark, being a ship, recovers its own manpower, then supplies it to the defending groundforces.
Thereby, even a system completely devoid of population and blockaded can benefit from 300 or so extra manpower every turn, until the Vodyani runs out of Empire manpower.
I played the Vodyani once a long time ago, and remember them being very challenging to play as, and I didn't get very far, so I'm not going to pretend like I can comment on how fair this is.
I think it happens because technically you are in the Vodyani's sphere of influence, so the Ark can refill its manpower like any other ship. As long as the Vodyani has Empire manpower, the ship will continually be refilled. And as long as the Vodyani have enough food, the empire manpower will continually be refilled. It seems like it could be not too difficult to get into a situation where one Ark (and thus one planet) has inifinite manpower. Therefor, you'd need to follow Barf's advise to only invade when you have the capability to wipe out all 320 manpower of the Ark in a single attack, once the planet's manpower has been bombarded down to 0 via sieging.
The one thing I'm not sure about is if the Ark being able to refill 320 manpower / turn is correct. Even if you have plenty of Empire Manpower reserves, I thought that ships had a manpower fill rate. I didn't think they normally refill at 100% each turn. I'll have to pay more attention to this. There are admirals who can increase fill rate, but IIRC Arks cannot have admirals. I don't know if there is a senate law that increases it.
I love the Vodyani and am extremely good at playing them, this is not fair. It makes Vodyani impossible to invade early, and extremely hard to invade at all in the hands of a player who can predict where you're going to strike. Simply by equipping the Ark with manpower modules + meditation module the turn before the invasion, and of course having enough (3000-6000) free manpower to fill the Ark, you can make a completely uninvadeable system. You can't siege down manpower that's in a ship, and if you don't notice the small tooltip that says something like "Orbiting ships will contribute X manpower to this ground battle if invaded", you won't realize you've deployed your troops into a meatgrinder until the invasion starts.
Updated 4 years ago.
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All the comments on this have been spot on from everything I experienced. Seems like the best fix to this would be making blockaded arks not be allowed to refill. I don't mind the unsiegable portion of their manpower as its makes thematic sense.
Regarding the game I was in, it did come down to abandoning the war and coming back later with a a dramatically superior power and deployment caps. Good thing they weren't one of the civilizations that managed to maintain military parity.
I don't know if we have anyone around collecting balance ideas for a mod or not, but I think to really determine what should be done, someone should abuse this ability to demonstrate what the worst case scenario is.
Manpower modules on an unsiegable Ark sounds "OP", but you are spending all those modules rather than using them on something else. Cloaked fleets can also be used to surprise a Vodyani player, so it's not impossible to get around. They would have to have anti cloakers in every neutral system to be alerted to an invasion, or constantly send out probes. I don't think Vodyani being "un-invadable" early game has to be a dealbreaker, since this game thrives on asymmetric balance, but maybe there are other things I'm not considering. Very interesting discussion.
Vodyani Arks with Manpower modules is one thing. Dark Glitter system improvements that create manpower out of thin air(225/turn with three upgrades) is a nightmare. Not only can you draft manpower and replace the population with essence but then gain system manpower for free thanks to Dark Glitter(not factoring in other systems refilling Empire manpower from Food production). Not even hacking a system will stop Dark Glitter so yeah the ideal Luxury for Vodyani is Dark Glitter as i see it(as crazy as that might seem).
I haven't taken Dark Glitter because the AI doesn't siege me a lot, but I read somewhere that the +75 enrollment rate also increases the deployment limit. So a planet with 3 levels of Dark Glitter would be:
- Draft for 525 manpower per pop (instead of 300)
- 725 Base Deployable manpower before any other system improvements
This is indeed insanely powerful for anyone, and I'm missing how this is especially bad for the Vodyani. In any case though, giving up so many other benefits to make yourself practically impossible to be invaded might be valid after all that work. I'm curious what the worst case scenario for this is. Can you truly become unable to be invaded no matter how large the enemy fleet is with all of the best upgrades available?
No, it all comes down to relative deployed forces. It doesn't matter if Vodyani always have bare minimum of 525 manpower every turn, as long as you can deploy 2525 manpower with help of ship modules, to kill off defenders in one turn. It's irritating, but it's possible. Also, this is why planet-detroying weapons exist in this game.
No, it all comes down to relative deployed forces. It doesn't matter if Vodyani always have bare minimum of 525 manpower every turn, as long as you can deploy 2525 manpower with help of ship modules, to kill off defenders in one turn. It's irritating, but it's possible. Also, this is why planet-detroying weapons exist in this game.
The problem is, that Vodyani, not even designed to be strong defensive fraction (like unfallen), difenetly is. Planet Crackers and Obliterator? Arc can retreat. Raids in territory? Meh, just ignore them. Let's talk. when they copme with Armade and Siege us before invading for 10-12 turn. This time is enough to vipe Half of the Empire of other Factions.
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