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.
If another 4X were made (ES3, EL2, or otherwise) I would like to see some serious cutting down of "fiddly" elements. Things like needing to delve into several submenus for certain functions or having to manage heroes as often as you do.
I'd also love to see more "Maximalism" with design. Crank up the asymmetry between factions to an even greater extent and make them play super different from each other. Maybe even different victory conditions for different factions? Balance-wise this would be a nightmare to figure out but it would allow the colorful personality of the Endless Universe to shine through.
Maybe I have been spoiled by Total War: Warhammer 2 but also having different UI skins for each faction would be a small wishlist item (though this can spoil readability). On a similar note, with Total War: Warhammer 3 on the horizon and it basically printing money for CA I would love to see a Total War game from them in the Endless Universe ;)
Stellaris comes with a quicker and more intense gameplay style compared to Endless Space 2 which is a more turn-based game where you do everything at your pace and the click end turn which allows you to change turns with other human players and AI turns.
First part / Tutoriel on a Quasi-Sterile Auriga. You're one of the last native or a lost explorer, your goal is to leave the planet.
Leveling : You explore some "unique" planets of the lore, meet a lot of species.
Endgame : Something like GW2, with many gameplay styles and without a race to stuff.
I would be so incredibly down for an RPG in the Endless universe. They could even skip Auriga and put it on one of the other important Endless Worlds, with you playing as a Hero from the Academy.
Doodlegoop wrote:
If another 4X were made (ES3, EL2, or otherwise) I would like to see some serious cutting down of "fiddly" elements. Things like needing to delve into several submenus for certain functions or having to manage heroes as often as you do.
I'd also love to see more "Maximalism" with design. Crank up the asymmetry between factions to an even greater extent and make them play super different from each other. Maybe even different victory conditions for different factions? Balance-wise this would be a nightmare to figure out but it would allow the colorful personality of the Endless Universe to shine through.
Maybe I have been spoiled by Total War: Warhammer 2 but also having different UI skins for each faction would be a small wishlist item (though this can spoil readability). On a similar note, with Total War: Warhammer 3 on the horizon and it basically printing money for CA I would love to see a Total War game from them in the Endless Universe ;)
Agreed top to bottom. And as for your final point, I have a Youtube channel about Total Warhammer, and one of the series I've been running is "Where to go after Game 3". The Endless universe is next on the list for that series. Great minds think alike, eh?
- Better combat with more player input. I found the combat in Endless Space 2 to be irritating compared to the first game, because you can't change tactics mid battle and the AI loves overloading a single lane, meaning that one lane gets nuked while the other two just fly along their predetermined course and do nothing. There's no real tactics, it just feels like a cheap game of rock paper scissors
- More flexible terraforming. What you do mean I can't make a planet into a jungle? Or turn a terran planet into a lava planet (though riftborn can do that)
- Better space ports. Being able to move population is nice, but its really hard to keep track of because there's no ETA listed and the ships are so slow that by the time they to their destination the planet is already full through growth
- Better population control. Because getting rid of unwanted pops by spamming chain gang (which is unreliable as you have no control over it) or hiring pirates is lame. Especially if you have to deal with cravers eating your planets.
-More unique tech trees / loadouts. You mean to tell me that the Unfallen, literal tree people, have the exact same set of technology and structures as humans? Or the Riftborn, being extra-dimensional in origin, uses conventional projectile weapons?
i want a game that establishes the state of the official galaxy, and its history, we've only gotten glimpses of those, either through quests, hero information, and the short story comics, its been up to us to mainly interpret what the state of the endless galaxy is actually in with the amount of information we have on it, so a game that gives what the devs consider as the actual state of the galaxy would be cool.
Hmm maybe a community. that has better communication and not about 6k in unanswered threads. Loyal fans that help others with problems, errors or even help play test and complete mods. That's something I would like to see.
First part / Tutoriel on a Quasi-Sterile Auriga. You're one of the last native or a lost explorer, your goal is to leave the planet.
Leveling : You explore some "unique" planets of the lore, meet a lot of species.
Endgame : Something like GW2, with many gameplay styles and without a race to stuff.
That would be awesome, like after interacting with the many of the E.L heroes left behind, your ship has enough space for only 1 hero to leave auriga with, Then after entering space and meeting the space factions and the academy, you go on your own story in a x4:foundation similiar style of gameplay, build up from 1 ship to a massive multi-faction trade empire or whatever path you want to take, hire heroes and possibly go full commander shepard with them, and make decisions that can affect the whole galaxy, like bringing a colony ship to auriga to save your favorite faction from exctinction and giving them a new world, bringing a new faction into the galactic stage or so.
I'd love a game about running one of the ES2's trading corpos.
Different races doing business differently:
Sophons go for the brandest and newest while somewhat ignoring QA
Lumeris try to monopolize and buy out everything they could while bribing their way into other companies' ranks
Cravers just come up to their "partners" and say "give it to us or we'd chew your face off"
Horatio more spend on themselves and sometimes their employees rather than earning that sweet sweet cash
Imperials gotta work around the bureaucratic machina that is their motherland
Nakalim' operations are supervised by their aristocracy, meaning that some local prince could easily screw with your company
And Choir... They don't really understand how money and capitalism work.
And think of the diversity of businesses! Shipbuilding, wayfaring, development, intergalactic finances, some less legal stuff (sorry for bragging, but in my ES wannabe-ttrpg i managed to make a business sphere for 14 lumeris families; imagine what a variety could be made if you split these spheres!)
And then, customers. They're also different, want different goods (Horatio want mirrors several floors high, Hissho want some decorated face-blasting toys, Cravers want FOOD), have different values, and, most importantly, pursue volumes.
Then add the ES universe with exploration, some Dust shenanigans, a variety of diggable resources, and voila! you've got a truly unique game.
Shall a new 4X in the Endless Universe be made, I think what would be important to me is a better modeled economy.
A more intricated one, for starters. Why should every city, every colony be self-sufficient on food production for instance? How about trade routes bringing food from a specialised planet having a surplus? What if these trade routes could be pillaged? What would happen in the event of a blocade of a dependent planet during a siege? What if maintaining the trade route going supposed an employed pop from both settlements?
A more visible effect of trade in strategy games - and a true depiction of it as a huge logistical weakness - would give players a real impact on its enemies' economy. I find pillaging tiles often lackluster to handicap another race/civilization development or ability to wage wars. How about using mobility to launch "chevauchee" style attacks deep in enemy lines, targeting poorly protected traders and killing/stealing pops?
And a bit of a more complex economy, also. It doesn't make sense, in the late game, to be swimming in Dust as you keep ramping up your economy while your upkeep costs stagnates; money tends to become a currency you are rarely lacking. In my view, it takes away a huge part of the decision making, as this economy-meter quickly becomes a matter of no-concern.
To conclude, maybe espionage systems could target economy and trade with a greater efficiency, offering means of sabotage that really do a difference in a nation's prosperity, to increase foreign commerce gains or steal a part of it. It's no mystery that nowadays, economic intelligence plays a big role in international relations. I would definitely like to see this represented in the games I enjoy to play.
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