ENDLESS™ Space is a turn-based 4X strategy game, covering the space colonization age in the ENDLESS™ Universe. You control every aspect of your civilization as you strive for galactic dominion.
Could add more options to the game, though in the current interface setup it wouldn't really work unless the options were heavily restricted to avoid fugly exploit frame clutter.
However if the planetary information interface were to be redesigned, would certainly welcome more choices that actually have consequences beyond "What do I want more of?".
But then the same goes for most areas of the game.... choices generally don't have consequences or downsides... things just keep getting better and better and moving in a linear upwards direction. So maybe it's just a characteristic quirk that defines Endless Space. :rolleyes:
I agree at least to tweak the exploitations a little bit, adding new ones might be ok as well. Another thing that could be improved is on what planets which exploitation gives what kind of bonuses.
Not a bad idea but I wouldn't get carried away with it as others have mentioned most of it can be accomplished with system improvements. Maybe 1 more that sort of has that park aspect of +25 system happiness +2% empire happiness but comes at a cost of other fids factor. Having said that I actually think that it's wise not to over complicate that particular choice for people though (at least for now) with a whole long list of options.
I don't think that exploitations should ever add population potential. It's not like they're a permanent decision; what if I build an ecumenopolis, but then I want to go back to having a production focus? Do the excess population units get shoved out into space on leaky transports?
The same problem can exist for reducing population if you build a different exploitation first, then switch later.
Personally, I think 'ecumenopolis' should be a special planet type that the player can terraform habitable planets into late-game, with a worse FIDS line than any of the top-tier planets (but a better overall output once its increased population capacity is factored in).
Oh, and I also think that 'Balanced' should be a planetary exploitation type. Maybe have its own three-step line of gradually improving exploitations.
Platescale wrote: I don't think that exploitations should ever add population potential. It's not like they're a permanent decision; what if I build an ecumenopolis, but then I want to go back to having a production focus? Do the excess population units get shoved out into space on leaky transports?
The same problem can exist for reducing population if you build a different exploitation first, then switch later.
Personally, I think 'ecumenopolis' should be a special planet type that the player can terraform habitable planets into late-game, with a worse FIDS line than any of the top-tier planets (but a better overall output once its increased population capacity is factored in).
Oh, and I also think that 'Balanced' should be a planetary exploitation type. Maybe have its own three-step line of gradually improving exploitations.
I agree with Platescale to make population by a exploitation is not realistic.
But I like the Idea of more exploitations. For Exmaple their could be the option
to make a planet to an Holliday Planet wich costs a lot but gives +2 Happines
per Planet in alll Systems you own but is limited to 1 per 10 Systems or so.
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