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.
Having the science bonus transmuted into Food, Industry, Dust, and Happiness makes sense to me - those research facilities are now focused on optimizing how things are done, instead of trying to reach new levels of understanding. Transmuting science into these other resources could be a straight 25% dedicated to each category.
Stargem wrote: I do recall in Stars! how you continually research an area, even if there were no more technologies to be unlocked. By doing so you could make structures, parts, ships, and so forth more cheaper. This was also of particular importance for ships, as the parts also became more miniaturized, so you could fit more stuff into a hull. I guess if we had future research areas, we can do that in broad categories and have them cost a tremendous amount for each level.
Endless Economics : Boosts FIDS by +% per level, improves diplomacy, increases trade routes.
Endless Warfare : Miniaturizes modules, and increase fleet cap.
Endless Science : Reduces cost of structures and modules, and lowers upkeep costs. Adds special resources to a system.
Stargem wrote: I do recall in Stars! how you continually research an area, even if there were no more technologies to be unlocked. By doing so you could make structures, parts, ships, and so forth more cheaper. This was also of particular importance for ships, as the parts also became more miniaturized, so you could fit more stuff into a hull. I guess if we had future research areas, we can do that in broad categories and have them cost a tremendous amount for each level.
Endless Economics : Boosts FIDS by +% per level, improves diplomacy, increases trade routes.
Endless Warfare : Miniaturizes modules, and increase fleet cap.
Endless Science : Reduces cost of structures and modules, and lowers upkeep costs. Adds special resources to a system.
Stargem wrote: I do recall in Stars! how you continually research an area, even if there were no more technologies to be unlocked. By doing so you could make structures, parts, ships, and so forth more cheaper. This was also of particular importance for ships, as the parts also became more miniaturized, so you could fit more stuff into a hull. I guess if we had future research areas, we can do that in broad categories and have them cost a tremendous amount for each level.
Endless Economics : Boosts FIDS by +% per level, improves diplomacy, increases trade routes.
Endless Warfare : Miniaturizes modules, and increase fleet cap.
Endless Science : Reduces cost of structures and modules, and lowers upkeep costs. Adds special resources to a system.
I do recall in Stars! how you continually research an area, even if there were no more technologies to be unlocked. By doing so you could make structures, parts, ships, and so forth more cheaper. This was also of particular importance for ships, as the parts also became more miniaturized, so you could fit more stuff into a hull. I guess if we had future research areas, we can do that in broad categories and have them cost a tremendous amount for each level.
Endless Economics : Boosts FIDS by +% per level, improves diplomacy, increases trade routes.
Endless Warfare : Miniaturizes modules, and increase fleet cap.
Endless Science : Reduces cost of structures and modules, and lowers upkeep costs. Adds special resources to a system.
Overall, I am kind of tired of games with static tech trees that once you have built up a lot of research infrastructure and then researched most if not all the technologies are then like "now what? Is that it?".
The more technologies we get to research, the better.
Stealth_Hawk wrote: I'd actually say 50% to and 50% simply because if you are using Adaptive Industries than is already transformed into
Having a bonus to food and happiness goes a long way for colonies that have not filled their population slots - better to have food that can be transmuted into production, than production that can't be turned into food. This would especially be key if diseases or bioweapons are added to the game, as populating worlds is crucial to making them valuable.
I was going to make a suggestion thread about this, but since this already exists, I might as well post my idea here. I am all for the idea of repetitive research, which essentially just refines certain areas of one's empire, such as increased weapon damage for either energy, kinetic, or missiles. I think it would help with immersion in that one could create a very powerful empire with technology similar to what the Endless had. Then there is the strategic aspect, in that once one and one's opponents have researched all the technology in the game, there is very little to give one and advantage or an edge over one's enemies, having repetitive research that gives bonuses in certain areas would help with that and make the game much more interesting during the so-called late game.
Overall, I am kind of tired of games with static tech trees that once you have built up a lot of research infrastructure and then researched most if not all the technologies are then like "now what? Is that it?".
Stargem wrote: Having the science bonus transmuted into Food, Industry, Dust, and Happiness makes sense to me - those research facilities are now focused on optimizing how things are done, instead of trying to reach new levels of understanding. Transmuting science into these other resources could be a straight 25% dedicated to each category.
I'd actually say 50% to and 50% simply because if you are using Adaptive Industries than is already transformed into
So what happens to Science after all the Researchable tech's are discovered? as far as I know, nothing; and they're just going to waste, and alle the Science upgrades to your systems are wasting your dust. I have a few suggestion to counter this:
1) It could be implemented as a standard option ingame; that when you've researched all techs, your Science focused System upgrades are deleted so not to waste Dust. Because deleting them manually is always a pain.
2) It could be implemented that when all techs are discovered that 25% of Science goes to Industry, or Dust production, or even something entirely different. (i just have a hard time coping with wasted resources )
What do you guys think? Any counter-suggestions, or feedback?
Stealth_Hawk wrote: This is exactly why I like Alternative Galaxy Generator so much
As for surplus science, I believe the solution should be the same as that of food. If it were up to me, I would have the "Dust Virtualization" Tech share tier 11 with a technology that converts surplus science into a FID bonus.
I really like that idea, and that could totally work!
PS: Yes, I do play veeeery long games, in HUUGE maps :P the longer, bigger = the better for me
This is exactly why I like Alternative Galaxy Generator so much
As for surplus science, I believe the solution should be the same as that of food. If it were up to me, I would have the "Dust Virtualization" Tech share tier 11 with a technology that converts surplus science into a FID bonus.
If it would be converted 100% into industry, It would probobaly have to be on tier 13 (Which requires 3.5X as much research as tier 12)
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