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.
I got many questions about the game, here are a few of them. Some of my more problematic issues that interfered with my gameplay.
1. Is there a way to upgrade from one named design line of ship to another with a different name but the same frame? Or is there a way to rename a ship design? If you delete the design and make a new one, it seems like you lose the ability to upgrade all ships of that name. Is there something I'm missing here? Because I'm really struggling with seeming limitations in how ship design and upgrades work.
2. I got a hero with two points in Cosmic Castaway skill. It states it gives 4 exp per turn per level when "on fleet" So it should give 8 exp per turn whether by herself or with other ships as a fleet. But testing this she gets 1exp per turn by herself plus another 1 exp per ship in a fleet with her. Is this skill bugged or am I misunderstanding how it's suppose to work?
3. Is there no screen for secondary civilizations overview? Having to remember and hunt down their location over and over so I can flatter rep up with them and eventually do the quests to get them to join is alot more work than it should be.
4. I got level 2 on all my systems. I got a bunch of populations that need to be switched around to planets that allow their bonuses and/or can best use them. But it's very difficult to figure out which should go to which since some of it needs a good amount of inter-trading. The system/empire overview screen doesn't show things like which planets have anomalies on them and thus this race gets it's anomaly bonus, which systems need influence expansion to engulf a nebula thus need people that give influence, or which planets are sterile, for a few examples.
To make things even more difficult, I seem to have to pull out on two different planets I'm interesting in transferring from/to and guess as to which path the ships will take so that the ships carrying precious people don't get destroyed by hostile AI. Is there no better way to do this? It makes me want to ignore the mechanisms altogether, it being such a hassle.
5. If a population gives a bonus for hot, or sterile, or fertile etc, do they only give that bonus to planets that specifically use that word or are some planets one of those things even though they don't use the word? Sometimes I'll see a anomalies etc. where those words would be. Like a planet that has "rich soil" anomaly, would that be "fertile" even though it doesn't specifically say it's "fertile"?
5.b Also aside from population bonuses to type, do these words do anything directly or just generally indicate how much food/production etc is produced?
2. I think it would normally give 4 exp per turn to ships in fleet when you gave it two points. Maybe other factors might be affecting.(like gamespeed)
3. Currently no. You should navigate the galaxy map.
4. Population management is another old complains about ES2. You just need to be diligent.
5. Anomalies and Planet traits are separated attribute. Fertile is trait and Rich soil is Anomaly. And yes it sometimes feel wired to see contradict-ish duplicate-ish things.
It does show, you should click into "Planet" field to switch to system anomalies/type description. All logistic ships (either food or population) travel via shortest path possible and taht route can't be influenced directly.
No, it is applied only to specific biodiversity or temperature planet type. Anomalies in no way change those. b) Temperature and biodiversity are mostly tied to population preferences, although you can notice, that fertile planet have high food basic output, hot industry output, cold high science output and sterille excell at dust production.
Paradoxible, by navigate the galaxy map, with question 3, you just mean moving around and hunting down/remembering where each minor civilization is?
Regarding question 5. So if a population says it gives extra stuff if on a fertile And a planet says it has "rich soil" but doesn't say it is fertile, it's still fertile and the population will still give it's bonus on it?
So if the answer to that last question was yes. So how do I tell if a planet is fertile or sterile for where to put population etc. If it isn't as obvious as something like "rich soil"? Plenty of planets don't list fertile or sterile for some reason even without a anomlie blocking the information. And the difference in production of various stuff isn't necessarily very stark, it can be pretty close even. Is there a easy trick so I can know without a doubt which it is when it doesn't say? Or does it say in some hidden part of the GUI?
Similar question regarding cold, hot, or temperate, but it's a little easier to guess with those, but not always obvious.
"All logistic ships (either food or population) travel via shortest path possible and taht route can't be influenced directly."
OK that's one issue, a rather seriously problematic one. But there is separate parts/problems to this.
First you got to determine where the two systems are in relation to each other which seems to amount to going to one, zooming out and trying to remember where it was and then going to the other and zooming out and determining it's relation then keeping both locations in mind try to determine what that route would be.
It's not always immediately obvious what that shortest route is even if you know exatly where the two systems are in relation to each other (which in itself is difficult, see first part)
Is this just how it is, very clumsy and difficult to use or is there a trick to any of this?
Is there any mods that fix any of these information/GUI problems(some of which I touched on with my questions, but there are many more) that seem to plague the game?
So if a population says it gives extra stuff if on a fertile And a planet says it has "rich soil" but doesn't say it is fertile, it's still fertile and the population will still give it's bonus on it?
No, it's not, because it's NOT fertile
Plenty of planets don't list fertile or sterile for some reason even without a anomlie blocking the information.
Because they have middle-ground level of biodiversity, they are neither fertile nor sterille, and are not listed as such. For temperature that would be analogue of Temperate type (nor hot, nor cold)
First you got to determine where the two systems are in relation to each other which seems to amount to going to one, zooming out and trying to remember where it was and then going to the other and zooming out and determining it's relation then keeping both locations in mind try to determine what that route would be.
This is why you don't spread your colonies at different parts of the galaxy and why you have to actually control territory between your systems. Unless you play as Vaulters. You either send your pops to nearby system, or controll territory so that they arrive from one edge of your empire to another without any risk no matter the path.
Sublustris: No, it is applied only to specific biodiversity or temperature planet type. Anomalies in no way change those.
See replies like this is why I thought you were saying the planet that says Enriched soil in place of where it would normally say fertile doesn't change that it's fertile. I am glad we finally cleared that up.
But to be absolutely sure we are clear in understanding. Only when a planet specifically says it's fertile, sterile, hot, cold, or temperate do you get the benefits of structures, population, hero ability etc thatr give bonuses under one of these terms? Like if you got a structure that gives bonus production with temperate or hot planets, and a planet is between temperate and hot, so it doesn't say either, you don't get that bonus?
This is why you don't spread your colonies at different parts of the galaxy and why you have to actually control territory between your systems.
So basically you are saying that I need to change and limit how I play to compensate for a badly designed GUI system. That I need to make it so I have less chance of winning because I need to play around GUI limitations.
There are reasons to take rich targets that aren't next to you, that might even have opponents between you., especially if they give population that give nice bonuses. But for some reason these populations can spawn on planets unable to take full advantage of their abilities. Quests can be another reason. Running out of untaken systems next to you but not being ready to start a war with the AI who took systems next to you, yet another. or perhaps you gained control of the system via doing a quest for a minor civ. Like I said, lot's of reasons, this isn't even a full list of them.
So to be clear, you are indirectly saying there is no good way to deal with either the actual figuring out where to shuffle the population or how to be sure if they will take safe pathes or not?
Are there any mods that address GUI issues of ease-ability of doing things in the game or of information availability for this game? (sorry, it's hard to phrase this right so I can be sure my meaning is understood)
How do I make it so no systems are delivering food to a new colony? It let's me choose which system is sending the food, but there seems to be no option to tell it to have no system sending food. Am I missing it or does it not exist?
This game likes to communicate in cryptic symbols, is there a guide for all the various symbols and what they mean?
Heya! Other people have answered most of your questions, but I can answer pt.2!
Ship XP and Hero XP are different things.
This is ShipXP:
Whenever you mouse over an individual ship you can see its XP. Ship XP grants a few minor buffs but doesn't unlock anything. It's mostly a reward for keeping your ships alive, reparing them and putting them to use, to give veteran ships an edge over freshly built ships.
This is HeroXP:
Hero XP levels heros up and lets them unlock new skills. It does not directly affect combat power, but some of the skills certainly do! Of note: Hero ships also have their own XP for the same minor HP bonus for being out there and active. I think, but am not sure, that if a hero is injured then their ship is destroyed and rebuilt at your current base ship-rank when they become active again, but I'm not willing to injure a hero and wait ten turns to test this.
The Cosmic Castaway skill gives all ships in the fleet their 8 shipXP per turn. I assume by your experiment that heros get 1 heroXP per turn per ship they are in command of.
As for all of the symbols:
The in-game tutorial is quite good at explaining what things are in words while highlighting the symbols. I would suggest starting a new game with the tutorials on and just play 10 turns or so to get an overview.
Ah, thanks for the insight about Cosmic Casteway (though you overexplained, if you had just said "just ship exp but not hero exp" and what ship exp/levels do, that would have sufficed. I'll try my best not to be insulted by those pictures with the red words and circles) and a big thanks to all the others who have provided answers. I hope I can get those answers to my latest questions in my last post.
I've played many turns with tutorial on. I can turn it back on again and keep an eye out for symbol information, but it certainly doesn't tell me what all the symbols mean. How does one turn on a tutorial again in the middle of a game?
So there is no ES2 wiki symbol guide, or anything?
But to be absolutely sure we are clear in understanding. Only when a planet specifically says it's fertile, sterile, hot, cold, or temperate do you get the benefits of structures, population, hero ability etc thatr give bonuses under one of these terms?
Yes.
Like if you got a structure that gives bonus production with temperate or hot planets, and a planet is between temperate and hot, so it doesn't say either, you don't get that bonus?
There is no middle state to these, but if a planet is hot or temparate it is explicitely labeled so.
So basically you are saying that I need to change and limit how I play to compensate for a badly designed GUI system. That I need to make it so I have less chance of winning because I need to play around GUI limitations.
This has nothing to do with GUI. You play badly, because you don't control your borders, because you have no well established borders you can control, if your systems are scattered around, intead of clustered near one another. This is what I'm saying. If you would, you wouldn't give a damn how your logistic ships move.
There are reasons to take rich targets that aren't next to you
It's a risk and reward system. You took the risk, so face the consequences. It is by design.
How do I make it so no systems are delivering food to a new colony? It let's me choose which system is sending the food, but there seems to be no option to tell it to have no system sending food. Am I missing it or does it not exist?
No, there is no such option.
There *is* a special exception to this though, if you've colonized a planet on a system you can't technologically reach yet (require free warp or wormholes). Logistic ships won't be send then.
Again, it's a risk-reward system. You are risking by erecting a colony you obliged to supply. If you don't like it, there are plenty of races that have different colonization mechanics and don't face this problem as much (namely, Vodyani, Riftborn, Unfallen, Vaulters and Umbral Choir, but they all have their quirks).
As for the icons, a lot of terms for resources are accompanied by corresponding icons, and most of them can be mouse overed for tooltip with explanation. If you still have anfamiliar icons to you, fee free to take a picture and show them here.
Do all tactic bonuses effect both sides?
As I remember they don't, unless it is explicitely specified that they affect both sides.
What does the war weariness or whatever (the stuff you gain or lose when battling someonen you're at war with) do?
Basically, it determines who's winning the war. You can show current weariness meter and it's trend in diplomacy screen. Once it is filled enough (around 85%), an option for forced truce will be provided for both winner and loser. If winner imposes truce, truce state will be forced for 10 turns (empires are unable to attack each other and borders are closed). Loser is forced to pay reparations in dust and science for every truce turn. War state can be declared again by each side by paying incresed Influence cost. If loser forced the truce, winner will be provided with option to decline it at the cost of infuence to continue war state, otherwise same truce conditions will be applied.
I don't want to discuss this too much in this thread since this isn't the topic. It's getting questions answered (which I totally appreciate!) But maybe once.
It's a risk and reward system. You took the risk, so face the consequences. It is by design.
This excuse could be used for any GUI limitation. Let's say the only way to examine your solar systems was to to hit a button that took you to them and then press left or right to view what you own. It also includes enemy solar systems in this list which are blacked out if you don't have eyes on them but you still have to scroll past them regardless. The systems are in alphabetical order. You could say that someone takes the risk of having systems whos names are not close to each other alphabetically and thus reap the consequences, it's by design.
I admit it's not a perfect analogy, but it's not too far off either. There is no game play reason to not allow players to set up relay points for civilian or at the very least to display the paths that will be taken. Just like you can see the paths of any thing else you'd set from point A to point B and at least be able to make an informed decision based on GUI limitation.
This GUI limitation is also very much in line with other GUI limitations too. Are you going to claim that they are all intentional ways of "challenging" (AKA limiting options of) the player? What a cop out.
Sublustris, are you a Dev/work for Sega?
Look at it from the other angle/side . If you could see what path delivery ships would take, even be able to stop deliveries so no planet is sending food, or even be able to set relay points so ships can path around a dangerous spot, do you feel that would negatively effect game play balance singificantly or even at all? That someone would be more likely to choose a different race because of the better GUI/options? If so, can you justify that opinion? And even if it were so, (but still not established as fact) we could weaken them in another way to keep it even. Like some of the delivered food is lost depending on distance for example.
Think about it logically too, you got a colony asking for food, the ships and food being sent to the colony is regularly being destroyed and never reaching, resulting in loss of lives and resources. Yet not a single person in authority has any ability to stop this or get the ships to make a detour around a dangerous point because the people are lemmings this way. Who are you, ultimate ruler, to dare stop people from dying senseless deaths wasting ships and food too. I mean hell, that's why the people keep it secret from the higher ups what path they would be taken when setting up colonies in the first place, they just want to self destruct that badly, taking down not only themselves but their family and such. Totally makes sense. [/sarcasm]
Back to questions
Is there a relay system so you can set a path for a fleet around a place you don't want them to go?
Diplomacy very much confuses me. For example in one game.- So the AI is attacking me, but we're at "peace"? But for some reason there is no option to ask the AI to get the hell out of my sphere of influence. Any idea what gives? I closed the border and it's still there. Still no option to tell it to leave. Is this likely just bugged or is there something I'm missing?
How do you get AI to give peace/trade deals in the first place? The pressure bars seem to have little to do with it. There was some mention somewhere about being able to demand resources from a weaker AI but I can't seem to make that work either. There seems to be hidden stuff it values and doesn't that seem to happen randomly/secretly and the only way to know about them is to check. Like the AI mood with you could be bad, but it could be willing to give you resources for peace. Adding a trade deal to a peace offer could make its valuation go up or down. It could tolerate alot of stuff asked for or requesting just a few items could sour it quickly. Someone said there is a plus sign by stuff it values more, but I've never seen such a thing in diplomacy.
In my self research trying to figure out how things work I found people talking about there should be a limit to how many alliances you can have. But here I am struggling to even get peace. And it's too bloody boring/time consuming to check each AI each turn to see how they are valuing peace, trade deals etc. The AI does random shit and I just have to tolerate it and work around that is the conclusion I've reached. Not at all like Civ4 where I can make some sense of AI behavior or at least roughly know where I stand with it.
Does pesturing the AI multiple times actually worsen your relationship with them or is their irritation when you contact them multiple times in a turn just flavor? Does making failed offers with AI worsen their relationship with you? Do they always reject offers in the orange and accept offers in the green/blue?
Please help me make sense of AI diplomacy.
Also I get confused by the minor civs diplomacy too when it comes to them interacting with other AIs at the same time. What does being sovereign of a minor civ mean/do? Why is it that sometimes a minor nation can have great relations with another nation and I can still convert them and other times not, but it still acts like it belongs to another nation even though it hasn't been absorbed. In a current game I got a minor nation I have maxed my rep out with but it refuses to allow any missions or influence take overs. There is a war option, I wonder if I conquered it whether I'd absorb them.
In hero skills there is -25% less assignment duration, what does this mean? Reset time before you can reassign I guess? But please confirm. If so, a pretty useless skill? But it's a high level skill.
When something gives so much per planet in a system, is that per colonized planet, even with no population on them? Or do even uncolonized planets count?
Can someone please explain the Academy? Is the only benefit if you control the system it's in, you can see other heroes? It speaks of giving +5 experience a turn, but it's over a destroyed planet. Do I have to rebuild the planet or is that +5 experience thing flavor text to be ignored since there is no way to get that bonus experience?
What decides what kind of experience a hero gets from managing a system? And the per turn experience of a hero in a fleet is based on the CP of the fleet he's in only? (plus scanning and battle) Is experience from battle victories? Based solely on CP of ships destroyed? Or something else, like cost? Does defeating a enemy hero give extra exp? Is battle experience divided among ships in a fleet or do both ship and hero get exactly the same exp per destroyed enemy no matter how many are in the fleet?
With something like the debuff of the higher end laser, do those effects stack any? Do system effects stack? Like if you have two heroes as representatives both giving a empire wide bonus to production, exactly the same skill, do you get both of those bonuses?
I researched a tech that allows me to unlock secrets of planets with moon anamolies, of which I have a few. I can build the moon structure just fine, but what about those secrets? Is it just mean the moon structures research production or is there something else to it? I expected there to be moon related anamalies to check out with this tech but that doesn't seem to be the case. But considering it shows the moon secret thing as a separate benefit of the tech, I don't know what to think.
One population type that gives 1 influence per population say they give 15% influence bonus with "collection" What is this collection thing?
There is no game play reason to not allow players to set up relay points for civilian or at the very least to display the paths that will be taken.
There is, it's called "micromanagement reduction".
myconv wrote:
Think about it logically too, you got a colony asking for food, the ships and food being sent to the colony is regularly being destroyed and never reaching, resulting in loss of lives and resources. Yet not a single person in authority has any ability to stop this or get the ships to make a detour around a dangerous point because the people are lemmings this way.
You don't say. If only there was a way for authority to secure a path, like sending a military fleet to dangereus node, so that civil ships could cross safely, wouldn't that be great? /sarcasm
Is there a relay system so you can set a path for a fleet around a place you don't want them to go?
No, but you can force movement beyond lanes directly to a node by ctrl+right click.
But for some reason there is no option to ask the AI to get the hell out of my sphere of influence.
There is a diplomatic demend to remove fleets from your sphere of influence. Can't say why can't you see it. Closing borders doesn't just remove ships away from your territory, they just can't move inside it (but can outside).
How do you get AI to give peace/trade deals in the first place? The pressure bars seem to have little to do with it. There was some mention somewhere about being able to demand resources from a weaker AI but I can't seem to make that work either. There seems to be hidden stuff it values and doesn't that seem to happen randomly/secretly and the only way to know about them is to check. Like the AI mood with you could be bad, but it could be willing to give you resources for peace. Adding a trade deal to a peace offer could make its valuation go up or down. It could tolerate alot of stuff asked for or requesting just a few items could sour it quickly. Someone said there is a plus sign by stuff it values more, but I've never seen such a thing in diplomacy.
It's a bit tricky, because AI follows its own agenda, not always obvious to you. It's also very hasitant to trade resource it has no use of from you, or trade to you resources it's using itself. AI is more akin to exchange resources through market, rather then direct trade.
However, it is possible to strike a deal, in rare cases your desires align. Like, few days ago AI sent me few diplomatic demands, and I've agreed to all those and was peaceful with it. Few turns later it considered me BFF and sent me a gift with few dozens of free strategic resources.
Resource demand become available once you reach one of the two diplomatic pressure threshold. Gifts can also be used to nullify built pressure.
In my self research trying to figure out how things work I found people talking about there should be a limit to how many alliances you can have. But here I am struggling to even get peace. And it's too bloody boring/time consuming to check each AI each turn to see how they are valuing peace, trade deals etc. The AI does random shit and I just have to tolerate it and work around that is the conclusion I've reached. Not at all like Civ4 where I can make some sense of AI behavior or at least roughly know where I stand with it.
I think AI has a strong "trust factor". If you do not attack it's civilian ships, block outposts or colonies, agree to their demands and have no border friction, their trust will rise and will be more prone to accept peace offers. If your power exceeds their, or they suffer heavy losses from a war from 3rd party it's also prone to accept peacefull deals out of fear.
Some empires have "sneaky" personality and will backstab you if they consider your military ower weak, or if you are already at war with multiple opponents.
Does pesturing the AI multiple times actually worsen your relationship with them or is their irritation when you contact them multiple times in a turn just flavor? Does making failed offers with AI worsen their relationship with you?
Not to my knowledge, no.
Do they always reject offers in the orange and accept offers in the green/blue?
Generally yes, but there are some rare cases when AI reacts differently to estimation. I guess sometimes it allows to give you a favour by accepting an offer less beneficial to it.
Also I get confused by the minor civs diplomacy too when it comes to them interacting with other AIs at the same time. What does being sovereign of a minor civ mean/do? Why is it that sometimes a minor nation can have great relations with another nation and I can still convert them and other times not, but it still acts like it belongs to another nation even though it hasn't been absorbed. In a current game I got a minor nation I have maxed my rep out with but it refuses to allow any missions or influence take overs.
It depends. When you are sovereign, Minors send you part of their resource and you are given access to actions to assimilate them. However, some actions can be blocked, if other Major empires have better relations then you. Although you can directly improve relations until it reaches 100 in the meter, technically it can go further away beyond. Like if you have 98, and you use bribe action multiple times a turn and have +12 improvement for 10 turns, you'll end up with 98 + 12 * 10 = 218. However, no bribe action will be available once meter reaches 100 and AI heavy exploites that.
There is a war option, I wonder if I conquered it whether I'd absorb them.
Yes, it is a valid option.
In hero skills there is -25% less assignment duration, what does this mean? Reset time before you can reassign I guess? But please confirm. If so, a pretty useless skill? But it's a high level skill.
Yes, it is applied to reassign lock, and it is rather usefull for system governers, when you need to switch them were needed. For admirals it becomes usefull once you unlock ability to assign admiral to a fleet outside of your sphere of influence (i think only Seeker class have that).
When something gives so much per planet in a system, is that per colonized planet, even with no population on them? Or do even uncolonized planets count?
Only colonized planets, even of they host no pops (technically it means less then 1 population unit, but some ammount of people is still there).
Can someone please explain the Academy? Is the only benefit if you control the system it's in, you can see other heroes? It speaks of giving +5 experience a turn, but it's over a destroyed planet. Do I have to rebuild the planet or is that +5 experience thing flavor text to be ignored since there is no way to get that bonus experience?
It also fastens the rate at which Academy gives you a free heroes. Harrow is a very special planet, it can't be rebuilt. +5 exp buff is applied to system governor nonetheless.
What decides what kind of experience a hero gets from managing a system? And the per turn experience of a hero in a fleet is based on the CP of the fleet he's in only? (plus scanning and battle) Is experience from battle victories? Based solely on CP of ships destroyed? Or something else, like cost? Does defeating a enemy hero give extra exp? Is battle experience divided among ships in a fleet or do both ship and hero get exactly the same exp per destroyed enemy no matter how many are in the fleet?
The amount of industry spent on improvement or ship once it's built. For admirals it's scales from the amount of CP you've managed to destroy, relative to CP you've had. Ground battles increase expirience too, if your admiral is in orbit.
Not sure about any bony from wounding enemy hero, but i think it should. Exp is devided equally between all surviving ship participants.
With something like the debuff of the higher end laser, do those effects stack any? Do system effects stack? Like if you have two heroes as representatives both giving a empire wide bonus to production, exactly the same skill, do you get both of those bonuses?
Effects usually stack, but some special restrictions might be applied to prevernt reaching explotive 100% stacking, depending on the effect we are talking about.
I researched a tech that allows me to unlock secrets of planets with moon anamolies, of which I have a few. I can build the moon structure just fine, but what about those secrets? Is it just mean the moon structures research production or is there something else to it? I expected there to be moon related anamalies to check out with this tech but that doesn't seem to be the case. But considering it shows the moon secret thing as a separate benefit of the tech, I don't know what to think.
Once you've unlocked said technology, you can research moons in you system just like you would with a terraformation or reducing negative anomaly effect. The rewards are described here:
The Moon Anomalies with the Moon Quality are the moon anomalies that generate in the galaxy they can be explored (with the Compact Warp Methods tech) which in a similar way to reducing other anomalies work they are turned into their associated beneficial moon Anomalies.
...
Single Moon sometimes gets +1 Industry, Binary Moons sometimes get +1 Industry & +1 Pop slot (for a total of +2 Pop slots) & Multiple Moons sometimes get +1 Pop slot (for a total of +2 Pop slots).
Resource demand become available once you reach one of the two diplomatic pressure threshold. Gifts can also be used to nullify built pressure.
I've had my side of the pressure bar completely fill the AI side, yet I couldn't demand shit from them. I mean the option existed, but if I put anything in it, it would refuse. Like maybe I could demand a couple dust from it, but nothing worth the influence cost.
There is a diplomatic demend to remove fleets from your sphere of influence. Can't say why can't you see it.
Because it's not there sometimes. So you have no idea why that might be?
You talk about resources but often I can't even get it accept peace.
Does the AI always reject offers in the orange and always accept offers in the blue? (bar wise)
One population type that gives 1 influence per population say they give 15% influence bonus with "collection" What is this collection thing?
What decides what kind of experience a hero gets from managing a system? And the per turn experience of a hero in a fleet is based on the CP of the fleet he's in only? (plus scanning and battle) Is experience from battle victories? Based solely on CP of ships destroyed? Or something else, like cost? Does defeating a enemy hero give extra exp? Is battle experience divided among ships in a fleet or do both ship and hero get exactly the same exp per destroyed enemy no matter how many are in the fleet? Does it matter how many ships the hero personally destroyed for how much experience it gets in battle?
What does it mean when you become sovereign of a minor civ?
Do Nebulas etc that give a bonus resource per population, give it to your entire population of all systems? Or just the one whos influence it is under?
Got any idea why I can't do that for one of my planets with a single moon anomaly? (but I can do it with one with a multimoon anomaly)
Please tell me about the strategy Bigger is Better. the game won't tell me anything about it. It's a last level hero skill unlock. I tried hard to find it with a search engine, I thought for sure with the exact name I could find it somewhere online, but nope.
How does the game decide which hero leads a political party?
There is a hero skill "+1 deposite value on resource deposites" Does this mean + 1 on all resources? If so, what all is considered a "resource"? Like lux, strat and primaries like food etc?
I think I know what the second symbol is. The part of the population bar where if there is population there, it causes increased unhappiness. Though that brings to question how the game rounds since there isn't all that many slots there for "20%" Does it always change at least 1 slot per planet to none crowded?
Does this mean you can use it to make a colony but you can keep the colony ship?
Do constallation bonuses only apply to systems within the constallation?
If you have two nebulae in your influence that each give 50% against projectiles for your ships, does that mean your ships are immune to projectiles? Or does that mean they do 25% damage? or does that mean the second one is ignored by the system? Do multiple nebulae that give exp multipliers (25%) stack?
I have a hero that gives bonus 10% damage on squadron. What is a squadron/how is it different than a fleet?
I don't have much time, so i'll answer briefly on some questions
myconv wrote:
There is a hero skill "+1 deposite value on resource deposites" Does this mean + 1 on all resources? If so, what all is considered a "resource"? Like lux, strat and primaries like food etc?
Resource deposites can be strategic and luxury. Skill is applied to system production.
Those are overcolonization unhappiness and overpopulation unhappiness. Notice that skill doesn't decrease colonization or population limit, it affects only unhappines malus once you are over said limit.
It is FIDSI symbol (Food Industry Dust Science Influence). There is also FIDS symbol, without violet square. Quadrinix is used a lot, to build equip carriers with extra slots, in many improvements, to make juggernauts and obliterators, for various modules (sheilds, laser, beams, flotilla shields, fleet boosters), it is endgame strategic resource.
No, it works just like normal colonization module, but also gives ship a probe.
Constellation bonus works empire wide.
I think you are mistaken global map bonus and battle bonus. You can't get 50% reduction from both nebulaes, as battle can take place only in one.
Squadron is a fleet of fighters and bombers that can be on board of your coordinators and carriers. Squadron modules usually equiped at the same slots as weapons do.
So by "theater effects" it means it gives you these bonuses only if your directly on the nebulea? But why would battles happen there in the first place? Does it only give the owner these bonuses or both sides? Yes I realize that's not technically a nebulea but I don't know what game term to use that you would know what I mean as easily, what is the proper term for them?
Resource deposites can be strategic and luxury. Skill is applied to system production.
I apologize but I did not understand your answer/I don't feel much closer to understanding how that hero skill works.
Does the senate +50 influence bonus part of the skill come from the system the hero is installed/does it contribute to system influance halo expansion?
Also, what does "per trading company on empire" mean? Per trading subsidary you own? Does trading headquarters also cause him to give +50 more influence bonus?
So I have a trading alliance with the civ that owns Deneb. I have a headquarters built but no subsidiary yet. But can't my headquarters trade with Deneb? If not, why not? What exactly is going on here/how do i use my trading alliance? FYI I have researched wormhole and there is a path.
I still have that previous question about population "collection" bonus and what that means.Additionally where is that dang population screen? I've stumbled onto it before but I'm not sure how to intentionally get there. I have carefully looked over all the overview screens I know of and pressed all the f#'s on my keyboard for good measure, I just can't find it!
That's not it, when it's in cool down it shows with a cool down timer next to it. A number plus a curling arrow. But it wasn't showing at all. Now I know most all the diplomatic options disappear with a cease fire, but that isn't it either (I don't think anyway, and that wouldn't explain how it could keep attacking during a supposed cease fire) Well I went on past that game and no longer have it for reference anyway so let's please focus on some of my other questions.
Groo, where is that population screen where you favortise populations, see their bonuses etc?
Anyone? Surely some of my more basic questions like where the population screen is can be answered by anyone who's visited in a days time?
Well I could give you an answer, but it would involve red circles and arrows to indicate which menus to click on, and we know how much you love them. I wouldn't dream of offending you.
Well I could give you an answer, but it would involve red circles and arrows to indicate which menus to click on, and we know how much you love them. I wouldn't dream of offending you.
You could use words. Maybe try describing where it is. Takes less effort too. And notice the previous question you used the red circles for, I did not ask where hero xp was, where ship XP was or where the experience bar is. I asked why that skill wasn't contributing to my experience and all you had to do was tell me it was for the ships only, not for the hero, like I said before.
The question about where the population screen is is literally asking you were something is. You can't tell the difference? I of course won't be offended by you pointing it out through images. I feel I expressed my irritation at how you talked to me with those pictures, like I was an idiot, (the tutorial comment where you talk like I for sure didn't use it, like it was just me being lazy, didn't help either) in a reasonably nice way all things considered. I did not huff and puff my irritation, I just said the honest truth that I was giving effort to not take offense and trying to give you the benefit of the doubt.. And here you're getting all huffy at me instead of answering the question. You're really doubling down. Look, let's apologize for offending each other and move on, please. And please help.
Thanks, that was what I was looking for. Dang that's a hidden screen. I really spent a good amount of time looking through the various screens trying to find it. Not sure why I missed it even if it was rather tucked in like that.
Do you know the answers to any of my other questions please?
Do you know the answers to any of my other questions please?
Sorry, your wall of questions doesn't fit with my time managament. I guess you can find out the most - if not all - on your own.
Recommended sources: YouTube, www.games2gether (search bar in the top middle), Steam discussion (search bar to the upper left) or any kind of research using common search machines in internet. Don't get me wrong, your questions are good. But it would take away too much time for a single person to answer each one. Find out how to play game the same way other useres did (described above) - at least the large part.
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