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.
"Rock gathering". Transforming an asteroid field into a sterile planet. Which size would sound more logical?
Other megastructures?
Warning when no research left. Instead of just "No research", "no research, 25 research point wasted". Say you are producing 50 research point per turn and you just discovered a 125 research points tech. After 3 turns, you found your tech, but last turn, since there was no other reasearch in the queue, the remaining 25 points (50+50+50 = 150 and tech is 125 so the rest is 25) is lost. Maybe with a "why?" hyperlink to explain.
Diplomacy
Ability to ally with certain Pirates, or pay a regular tribute. Requires pirates ship to have individual behaviour, since pirates most probably are not unified. More logical, but a big change in the gameplay and the code
Propose a player to attack another one (when in peace, but not in treaty)
Heroes
More control over starting heroes. All too often, I restart maps on maps just to be sure to get a "double-military" or a "double-production" heroe.
Possibility to know the "raw production" of a planet without having to remove the hero. Goal: to optimize "production hero" placement. Present workaround is doable though.
Politics
Secession. Spontenous change of allegiance. Either "freelancer" (if surrounded by the players' empire, very rare cases of secession, probably only for dramatically low morale) or "change of allegiance" (see secant influence, in "Military")
Political systems
Military
Percentage of "secant influence" (part of the system circle in contact with another empire's influence). Secant influence should ease conquer or spontaneous change of allegiance.
I will continue with other suggestions and rants. Everytime I will significantly modify the page, I will add a comment.
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