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6 years ago
Jul 14, 2018, 5:13:04 PM

After a lot of hours in Endless legend (really looking forward to the inferno thing), I started on Endless Space 2, but I find myself struggling early game (as UE)


-Im mainly struggling with pirate lairs.  They tend to occupy systems that are on a choke point, and even with titanium slugs it takes a long time to siege down the 600 defense systems.


-Is there an optimal rate/pace of expanding? I already noted that early expansion rush saps your manpower Likewise, at what sage should you colonize planets in systems you already own?  As fast as possible?


- Any techs you should prioritise? I tend to go science first, then market+multithread management for the level 2 systems.


- How do you deal with minor factions if their final assimilation quest is too hard/way outside of your priorities?


-Any tips for early ship building? 


-Do I have combat somewhat right? In my head my bullet points are:

1) shield against energy weapons, plating against kinetic.

2) build your ships based on what the enemy has

3) pick the card for optimal range, rather than bonus




thank you.

Updated 6 years ago.
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6 years ago
Jul 14, 2018, 5:23:40 PM

For pirate lairs, 4 basic ships are enough for me most of the time unless the lair gains more manpower from magic.

I just go there with the fleet, give the first upgrade to infantry and then use guerrilla tactics, while not the fastest it works almost every time.


For combat, from MP experience going all out beams and choosing "Get lucky" always is the best tactic.

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6 years ago
Jul 14, 2018, 5:34:47 PM

Do you mean with basic the explorers, or do you alter them?


Not really looking for MP tactics at the moment, but i'll keep it in mind

Updated 6 years ago.
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6 years ago
Jul 14, 2018, 6:06:08 PM
eXistenZ wrote:

Do you mean with basic the explorers, or do you alter them?


Not really looking for MP tactics at the moment, but i'll keep it in mind

Meant 3 attackers and 1 support

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6 years ago
Jul 14, 2018, 9:05:15 PM

For expansion, it really depends on your playstyle (among other things). I'm more of a defensive player so I tend to pick out a few strategically located or resource-rich systems (the more easily colonizable planets the better) and try to max those. Try to colonize most if not all of the planets in your owned systems since FIDS production should be the priority in most games (unless you're leaning towards a specific victory condition, i.e Science Victory = Prioritise Science Production) as it helps with basically everything. Just beware public order penalties when colonizing certain planet types too quickly. There's certainly more to colonization but as you play you'll figure out a pattern that works with you best. 


For techs that also depends on what you're ultimately going for. I tend to have a pattern that I've found to be a good all-around build and it's basically


Tech Stage 1: 


Economy and Trade 

- Xeno Linguistics 

- Plasma Metallurgy 

Science and Exploration 

- Xenobiology 

- Rare Earth Foams (Order may change based on the colonizable planets in-home system)

Empire Development 

- Planetary Landscaping 

- Off-world Agribusiness 

Military 

- N-Way Fusion 


Tech Stage 2:

Economy and Trade

- Multi-Thread Management 

- Astrofinance (If I'm surrounded by low resource systems I'll sometimes add Galatic Commodities as the third tech from this stage)

Science and Exploration 

- Baryonic Shielding 

- Machine Bacteria 

- Pev-Scale Accelerators 

- Eukaryotic Sap (Order between bottom 3 may change based on colonizable planets in owned systems) 

Empire Development 

- Botanical Scanning 

- Xenology (Sometimes I add Efficient Shielding as the third or second tech if there is a rival empire nearby or pirates hassling me) 

Military

- Autonomous Construction 

- High-Energy Magnetics 

- Unstable Isotope 


Then I unlock the rest of the technologies in the order that best suits what I'm going for at the time (or continue onto Tech Stage 3, in which I have another order where I unlock the techs by). 


As for dealing with minor factions. Typically as the UE you should have enough excess influence points to just straight up assimilate them. 


You have combat just about right. I typically build certain weapon modules for certain factions, like as Vodyani I like to use just beams b/c "role-playing" 

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6 years ago
Jul 15, 2018, 10:38:39 AM

thats indeed the setup I go for mostly. I just finished my Mezari game with a science victory after about 130 turns.


-Is it normal to have so few heroes? I'm used to Endless Legend where I put a cultist in every city and  a necrophage as commander for every army. here however I only had 5 heroes in total, as there were almost no available on the market


-I find that several minor factions planets have already been turned to planet specializations when I acquire them. is that a good thing? I havent specialised planet yets.


-How do you deal with overpopulation when pretty much all your slots are filled?


-Am i correct that effective Siege ships consist of manpower and siege modules?  Are titanium slugs the only early avalaible siege module?

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6 years ago
Jul 15, 2018, 10:59:59 AM

I have no data to confirm this, but I think that the "spawning time" of heroes on the market increases with the amount of empires in the game. I'm assuming this b/c I generally play with 8-10 factions per game and I don't have a problem with hero availability. While when I play with a lower number of factions heroes do appear to be more scarce. There should be roughly 2/3 heroes available on the market (unless you or another empire/s is buying them all up, which isn't uncommon).


And did you mean 5 heroes in total as in your 130 turn game ? It seems that you're playing on normal/fast speed which could also affect the number of heroes you have access to over the game (as the Academy heroes unlock relatively slowly if you don't purchase them in the market and instead wait for the Academy to provide you with the 3 choices). 


Another thing to keep in mind is that Endless Space 2 is not a complete game, so when comparing it to Endless Legend, there are going to be more heroes available on the market as all the DLC packs have been released. 



You should be specializing planets with the specializations you want as soon as you can. The bonuses aren't huge for most of the planet specializations, however, they are worthwhile and pretty cheap to construct. 



You can deal with overpopulation by either sending off members of your population to other planets, that way you're filling up your colony worlds faster (thus increasing FIDS production and decreasing production time of the system improvements) or you can research techs/unlock hero skills that reduce overpopulation public order deductions (one tech unlocks Autonomous Administration which is a tier 4 building that increases the number of systems you can colonize by 1; it can be built once on each star system you own). You'll find the techs on the left-hand side of stage 3/4 of the Empire Development tech tree. The most basic way, however, is just increasing public order through system improvements or hiring counselor heroes. One of their skills forces the population public order at Escatic. If you have the religious party in charge and you're a Republic, one of their laws can force public order in all systems to Happy (can't remember which law it is though). 



You're correct lol, just make sure you have a defensive fleet with them, b/c siege fleets are typically easy to destroy. 

Titanium slugs are the most easily accessible siege module, however, there is the titanium Manpower/Siege module, Deployable Ramparts, which awards a huge manpower bonus and (I think, tho the number could be off) a -32 Siege dmg. 

Updated 6 years ago.
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6 years ago
Jul 15, 2018, 11:12:53 AM
eXistenZ wrote:

thats indeed the setup I go for mostly. I just finished my Mezari game with a science victory after about 130 turns.


-Is it normal to have so few heroes? I'm used to Endless Legend where I put a cultist in every city and  a necrophage as commander for every army. here however I only had 5 heroes in total, as there were almost no available on the market


-I find that several minor factions planets have already been turned to planet specializations when I acquire them. is that a good thing? I havent specialised planet yets.


-How do you deal with overpopulation when pretty much all your slots are filled?


-Am i correct that effective Siege ships consist of manpower and siege modules?  Are titanium slugs the only early avalaible siege module?

1. It is normal, because Federation government relies heavily on heroes and it will be crazy broken if not for the scarcity of heroes.

2. It is a good thing because they are already giving you some bonuses and later you can change a specialization.


3. As UE your only option is to either use a spaceport which is unlocked by upgrading your system to lvl 2 (that can be done in the Economy Screen after unlocking tier 2 in economy and trade tech tree) or to research N-Way Fusion and to use Chain Gang Programm it provides.


4. For now manpower is not very good for sieging. The most effective way is to make sieging ships out of your colonizer hulls. You should either make them 1 engine + 2 sieging modules or make them 3 sieging modules and attach a "booster" ship (look technology Eukaryotic Sap) to your sieging fleet. However the devs stated that they are reworking manpower in the upcoming DLC/Update to make it more relevant. 

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6 years ago
Jul 15, 2018, 11:24:12 AM
mamarider wrote:


4. For now manpower is not very good for sieging. The most effective way is to make sieging ships out of your colonizer hulls. You should either make them 1 engine + 2 sieging modules or make them 3 sieging modules and attach a "booster" ship (look technology Eukaryotic Sap) to your sieging fleet. However the devs stated that they are reworking manpower in the upcoming DLC/Update to make it more relevant. 

Isn't it better to use the upgraded support hulls? In most cases, you get more support slots and they can defend themselves from random pirate attacks

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6 years ago
Jul 16, 2018, 11:15:57 AM

Completely forgot about them, yeah ofc they are better. It must be because I haven't used them as Empire almost ever, because their ships are already pretty damn good.

Btw I find it confusing how all support hulls have the trait that makes them targeted more likely. For example sometimes I want just a "booster" ship or a flotilla shielder and I don't want them to be focused, but they are thanks to that hull trait.

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6 years ago
Jul 17, 2018, 12:04:21 AM

Im still having issues with pirates, and especially pirate lairs that tend to pop up in the most inconvenient places and quickly rise to level 3, making them have 600 defense. It takes ages to siege them down. Any other advice on them?



Also, Endless Legend had this chart where you could compare the rankings, is that gone in ES2?

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6 years ago
Jul 17, 2018, 1:05:10 AM
eXistenZ wrote:


Also, Endless Legend had this chart where you could compare the rankings, is that gone in ES2?

You can see your ranking compared to the total number of players sorted by victory type (empire screen = F1 and switch to victory screen). You won't know what place a certain other faction is placed, yet. You still can guess about. I expect additional information about victory type rankings to be added in an upcoming DLC one day. To be more precise: Some kind of "spy faction DLC" like we had in Endless Legend (The Forgotten - introduced with Shadows DLC).


In case you don't talk about victory type rankings... hover over end turn button and the score of each faction is displayed.

Updated 6 years ago.
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6 years ago
Jul 19, 2018, 10:28:38 PM

yeah I mean the ranking compared to other AI. It was more in detail in Endless Legend (the F1 screen with all the graphs).


So any other advice on pirates? Everytime I watch an LP, it looks like they dont have pirates lairs popping really close to them



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