Copied from https://www.games2gether.com/endless-space-2/forums/66-game-design/threads/27045-vodyani-balance-ideas-i-e-not-accepting-rngesus-as-their-savior
The Vodyani is easily the most finicky race in the game. If the RNG is favorable (e.g. two planet start, close minor faction) they become a beast. If the RNG is unfavorable they might not even be able to catch up.
In addition, the Ark ship is basically an early-game battleship that a competent player can use to tear through their enemies with frightening ease.
I have a few ideas(meant to be taken as a whole) to make their start less random, as well as offering more choices in terms of build order and early-game development. Preface: I have played a lot of games as the Vodyani on maximum difficulty, but I feel this applies to any difficulty and galaxy setup.
#1: Replace Leecher Starting Ship w/ Wheel (Exploration Ship)
Right now the Vodyani start with a Leecher and a Wheel. In terms of theme and gameplay this is troubling to me. Thematically, the Vodyani are meant to be mobile (and thus concerned about discovery), and building an essence harvesting ship before discovering a victim feels like putting the cart before the horse.
Gameplay wise, it’s important to find a victim fast. An additional exploration ship goes a long way in this regard, and the starting exploration ship does start with an essence harvesting module off the bat.
#2: Two Planet Start
The Vodyani need to start with two habitable planets in their home system (and no more until further research). At present, the RNG can give you one or two habitable planets. The sheer FIDS difference this creates is extreme as the Vodyani pops are very strong. This second planet should be a Tundra or another of the weaker world types.
#3 Additional (Weaker) Ark Tier
The starting Ark is way too powerful in combat. To counter this, a new starting tier of Ark should be created. This tier “0” would lose a heavy mount and two support modules. This dramatically lowers DPS and flexibility in the early-game.
After discovering Extreme Composites those slots will become available at the cost of Titanium (more on that later).
#4 Replace Ark Science Module w/ Essence Module
The starting Ark should replace the science module with the starting essence generating module. This will start them off with +10 Essence per turn at the beginning of the game.
#5: One Titanium Source
To ensure Arks can be upgraded, the Vodyani should start with a Titanium source. I chose Titanium in lieu of Hyperium because it has less synergy with their energy-related hero bonuses.
#6: New Empire Unique: Citadel of Faith
The Off-world Agribusiness technology (starting tech for Vodyani) should unlock an empire unique building that grants +25 Essence and +5% Food to Manpower conversion per system level. The production cost would be equivalent to Intense Cultivation (another empire unique on the same tier). The power of this building is tapered by the high opportunity cost of the production investment. Additionally the food-to-manpower conversion gives them a slight, but much needed boost to managing their manpower early to mid-game.
#7: 100 More Starting Dust
The Vodyani should start with 200 instead of 100 dust. Because this race needs to rush more ships earlier (for essence harvesting), this gives them a more comfortable buffer to research economy techs, or use their dust to essence conversion to get the second Ark out.
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Xeryx
Senior Thinker
Don't forget to vote for the post with G2G points! XERYX
Xeryx
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