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.
ES2 modding limitations: the Unity Engine & prefabs
Endless Space 2 is developed in the Unity Engine and some of the game's architecture wasn't built with modding in mind.
One of Unity's defining characteristics is that it uses a system called prefabs. These are basically objects that are built inside of the Unity editor.
Without being able to open the game up yourself in Unity--to alter core files, rebuild them and then to release your own copy of the game files--some parts of the game can't be modded.
Some examples of things that fall into this category are:
new animations
models
music
However, the devs are aware that people would love the ability to mod these parts of their games, and they've said in the past that they'll do their best to open up more of the game in the future when they get a chance to revisit the way their game is built (especially in future titles).
If you would like to know more about prefabs, you can check out Unity's explanation of prefabs in their video tutorial:
- Localization files can be named anything; as long as they are located in the correct folder, the game will load them properly.
- If you do not include localization files for a non-English language, then players using those language options will have missing keys; the game does not default to English values.
- HeroUnlockThresholdModifier: ? Percentage of points needed for next hero
- MaximumSystemManpower: ?
- NetSystemProduction
- OverColonizationThreshold
- PassiveEnrollmentRate: ?
- PlanetRawDust: ? +Dust per planet
- PlanetRawFood: ? +Food per planet
- PlanetRawFIDSI: ? + FIDSI per planet
- PlanetRawIndustry: ? +Industry per planet
- PlanetRawPrestige: ? +Influence per planet
- PlanetRawScience: ? +Science per planet
- Quality: Level of Spaceport?
- RawMaximumPopulation: ? Extra pop slots. I know there is a maximum pop limit (15?)
- ScienceBuildingCount
- SpaceportCapacity
- StarSystemImprovementIndustryToScienceEffect
- SystemMoneyFromProductionConversion
- SystemProductionFromGrowth
- SystemProductionFromProductionConversion
- SystemResearchFromProductionConversion
- TradingRouteIncomeModifier
- TradingRouteSystemBaseIncome
Notes:
- You can look up many properties if you look at the <SimulationDescriptor> the path points to; for example, many of these properties have context in the:
<SimulationDescriptor Name="ClassEmpire">
found in:
Simulation/SimulationDescriptors[Empire].xml
Other Concepts:
- BinaryModifier & BinaryOperation
- Values
- TooltipHidden="true"
- SearchValueFromPath="true"
Paths:
- on the Empire: "../ClassEmpire"
- on the Empire's probes: "ClassEmpire/ClassProbe"
- on a Colony "./ColonizedStarSystemStateColony"
- on a StarSystem: "./ClassColonizedStarSystem"
- on each colonized planet in a StarSystem: "./ClassColonizedStarSystem/ClassColonizedPlanet"
- on the strategics produced by a StarSystem: "./ClassColonizedStarSystem/ClassColonizedPlanet/ResourceTypeStrategic"
- on the hero assigned to a StarSystem: "./ClassColonizedStarSystem/ClassHero"
Paths (Unknown/Unsure/Unsorted):
- on a planet type: "./ClassColonizedStarSystem/PlanetGameplayTypeMeager"
- There are preset <SimulationDescriptor> for upkeep, and you can just choose an appropriate <SimulationDescriptor> and add it into your building, instead of manually setting an upkeep.
- This is where the game effects of the building are defined; one or more of these SimulationDescriptors are added to the StarSystemImprovementDefinition (see above).
- These SimulationDescriptors DO NOT have to share the same name as your building.
In Localization/english/ES2_Localization_Assets_Locales.xml, create two <LocalizationPair>
For example:
<LocalizationPair Name="%StarSystemImprovementFood1Title">Sustainable Farms</LocalizationPair> <LocalizationPair Name="%StarSystemImprovementFood1Description">Advances in soil biology have opened the gate to new, low-impact farming methods that reduce the need for water, fertilizer, and sunlight. In addition, crops will be able to grow in extremes of temperature and soil quality.</LocalizationPair>
Notes:
- The LocalizationPair Name attributes should match up with what you put into the <Title> and <Description> tags in the GuiElement (see above)
- This is what adds your title and flavor text to the GUI
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