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.
tolerant trait changed to: level 1: -100% on planets without tech. level 2: -50% on planets without tech.
(This makes the sowers a steam rolling faction that has few advantages from a planets natural food generation but soon uses industry to food bonus to create super high population systems without compromising production. the new tolerant trait destroys dust and science generation of planets without the appropriate tech but allows easy colonisation of high industry worlds, stacking very, very well with sower industry-food conversion.)
tolerant trait changed to: level 1: -100% on planets without tech. level 2: -50% on planets without tech.
(This makes the sowers a steam rolling faction that has few advantages from a planets natural food generation but soon uses industry to food bonus to create super high population systems without compromising production. the new tolerant trait destroys dust and science generation of planets without the appropriate tech but allows easy colonisation of high industry worlds, stacking very, very well with sower industry-food conversion.)
Interesting... but are you sure that wouldn't be OP?
I think the sowers were nerfed when their 50 or 60% industry became only 40%. 70% is a huge increase, but he reduced the tolerant change to level one which has a full 100% decrease in dust and science production without tech. When I play sowers (recent games that is) I exploit and improve into industry first (before ind -> science conversion when I can spare it ) meaning I get behind in dust and science. Without reading the benefits igncom stated in brackets, it seems balanced. (can't say much after reading them )
stasik28 wrote: I think the sowers were nerfed when their 50 or 60% industry became only 40%. 70% is a huge increase, but he reduced the tolerant change to level one which has a full 100% decrease in dust and science production without tech. When I play sowers (recent games that is) I exploit and improve into industry first (before ind -> science conversion when I can spare it ) meaning I get behind in dust and science. Without reading the benefits igncom stated in brackets, it seems balanced. (can't say much after reading them )
It'll be seen in time
Indeed it will.
I'm more concerned that they might be buffed too much... I'm playing the Sowers in my current game against the Automatons (Endless difficulty, fast)... I'm 125 turns in and the Automatons have the edge in science, and I have slightly better fleets, but less than half what the Automatons have. I expect to win, but it's going to be very close to the 150 turns, which I can't go to, or I'll lose. I've spent the whole game catching up, which is always fun. However, if the Sowers can win on fast and Endless, they can't be THAT bad... they don't need much to make a difference.
In the Save the Sowers! Modding test discussion, Igncom1 has a link to where you can download his tweaked Sowers mod. It actually makes them pretty balanced, and if your worried you should check it out.
Can you provide a link to that please, there are so many Save the Sowers threads about these days, I can't see it!
Igncom1's mod seems far more balanced than most suggestions I've read, some of which have been outrageously OP... and it makes a lot more sense too. I would like to try it though...
Dont worry Quasar i will sume up all suggestion with links on Sunday i try my best to make a overlookable summ up.
to your game against Endless Ai...they are bad...you are just obviously a good player. Play the same game with the Sophons/Craver or a Custom Sophons race...
u would have achieved a science victory at turn 60...end of the game..play hissho and all your enemys are dead at turn 90 and so on...
Sowers are compared to the other races UP not to the AI thats how i see them.
PS: to that affinity
my iam just worried that it made the unique sower gameplay to vanish
they are would be just a race then every other which have to build food buildings with a very little industrie boost.
And when they would build industrie buildings the bonus from the food is then again very little.
Its also not that good for the tolerant trait cause food buildings are not that good for T3 and T4 planets.
And the idea behind the current affinity is not bad (machines dont need food) but its just badly realized.
step by step and a work together with the devs is necessary.
The n on the end of 'bam' is a nice touch... it makes a nice cross between the two words lol
@ Quasar
Yeah there are a lot of threads out now. Although, this is the only one that really does its own thing. The others seem to be campaign 'ads' for the movement in general.
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