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.
I keep seeing analysis using every improvement in the book, which is not the best way to go IMO. In what percentage of the game will you actually have all of these improvements?
I'm sorry but could someone clarify when they say 'Industry to Food conversion has been upgraded from 40% to 50%' how much is the reduction to food, would it still be -50% food?
taure wrote: i'm sorry but could someone clarify when they say 'industry to food conversion has been upgraded from 40% to 50%' how much is the reduction to food, would it still be -50% food?
this thread isent up to date (*Save* the Sowers Mod was posted later) sowers will get their NERF to 30% industrie conversion!
Stalker0 wrote: I keep seeing analysis using every improvement in the book, which is not the best way to go IMO. In what percentage of the game will you actually have all of these improvements?
Well, until you have many of these improvements you have no option to terraform anyway. YES, at the beginning of the game T1 is definitely the way to go. But, you can't switch existing planets anyway. My argument is that with these changes, once you get the option to terraform, the incentive to actually DO it becomes less and less. In fact, due to the high cost of terraforming, I seriously doubt I'll ever do much terraforming. It's not worth the expense.
I really hope the governor AI takes this in mind and doesn't try to terraform my planets for me. I already have enough other reasons to turn it off, and I like using it to make my turns quicker.
StriderV wrote: Well, until you have many of these improvements you have no option to terraform anyway.
To an extent. Assuming has midlevel techs before terraforming makes sense to me. but some techs like sustained supercities i think comes a good deal after many terraforming options.
Wow, cool. This is totally different, but I think that I like it (not having tested it). I had a formula for which planets I would colonize first every game (depending on my species), but this would effectively eliminate the usefulness of my system... which is probably a good thing. I'll have to think about colonizing different types of planets now depending on the economic situation. Also, I like the affinity changes. I have to get back to you on balance, but it would seem this will help overall.
Question: As to the -50% to support module cost trait, what are the two levels, -25%/-50%?
Also: Arid Current FIDS have 2/2/5/1 (2 food 2 industry, 5 dust, 1 science); not 1/2/5/2 as indicated above. Are the new FIDS for that world correct or was it supposed to be 2/2/6/1? I would sort of assume the latter or certain affinities will be pretty heavily nerfed by the lack of food and no additional industry.
I'm rather concern about the potential OP of the Sheredyn - the ability to deny retreat is game changing honestly combine that with -50% buyout bonus and damn
Also will there be a cooldown or something with the Efleet? I could see literally rotating the colonies to maintain the golden age? System can only receive a golden age once every 20 turns?
I did not change the max population yet. I think it's quite cool for the moment but adding racial bonuses on specific planet type may be interesting. It needs to be analyzed.
For the Support trait it's effectively -25% / -50%.
The new FIDS for Arid are correct, I did a mistake on the previous FIDS, sorry ^^
For the Sheredyn Affinity, we'll see, if -50% is too powerful, we will nerf it. The intention is to give them an economic bonus in their affinity. For the moment we're still thinking about their traits.
For the Pilgrim Affinity, by using "new system" in the description I meant " not settled, beforehand". We do not want to have Fleets Errant doing a round trip between systems.
I hope the game becomes playable for me till friday... My blackscreen problem is slowly grating on my nerves.
Meedoc wrote: I did not change the max population yet. I think it's quite cool for the moment but adding racial bonuses on specific planet type may be interesting. It needs to be analyzed.
For the Support trait it's effectively -25% / -50%.
The new FIDS for Arid are correct, I did a mistake on the previous FIDS, sorry ^^
For the Sheredyn Affinity, we'll see, if -50% is too powerful, we will nerf it. The intention is to give them an economic bonus in their affinity. For the moment we're still thinking about their traits.
For the Pilgrim Affinity, by using "new system" in the description I meant " not settled, beforehand". We do not want to have Fleets Errant doing a round trip between systems.
Will the build include AMAS and the fixes to the bugs (Colony-Ship-No-Pop-Cost-Bug and AI-Fleets-not-attacking-bug) found in the AMAS-Build?
Also I'd have to say one of the main balance-concerns is with the buildings, not so much the planets. There's a clear seperation between the must-have-buildings, the okay buildings and the "I don't even bother"-buildings.
Yes the build will include the AMAS with the colony ship bug fixed. For the AI fleet bug, I don't think we can fix it for now because there are a lot of ongoing work on the Military Part regarding the expansion pack, and we cannot afford a "little" fix without a risk.
I know there are a lot of concerns regarding buildings, but before we get to it, I want to set a proper base. The second part of the balancing will come afterwards. =)
Meedoc wrote: For the AI fleet bug, I don't think we can fix it for now because there are a lot of ongoing work on the Military Part regarding the expansion pack, and we cannot afford a "little" fix without a risk.
Ongoing work on military ship-handling of the AI also sounds very promising.
If there's a need of input on algorithms to use, I'm always up to put thoughts into stuff like that. ^^
I would be particularly interested into thinking about how to teach the AI to behave like KingJohnIV, when it comes to handling it's military.
We are currently working on balancing the Economy and the Factions in Endless Space. We’re going to release a build A.S.A.P to collect your feedback.
This build will contain only a first part of what we planned (the things that are detailed below). We may modify other parameters such as trait costs, hero’s skill trees and system improvements.
Planet Specialisation
Rational
The higher the class, the better the specialisation, as far as Industry, Dust or Science are concerned. However, note that Food decreases with the class (Class 1 will have the most food, and then class 2, and so on).
Updates
Here is the list of the different FIDS modifications on the planet types and the modification of bonus given by the different planetary infrastructures. N.B.: those modifications make the Tolerant trait way more useful, strengthening the Sowers.
Affinity
Horatio
The fatigue recovery is now instantaneous (100%).
Cloning will be related to the hero’s level: the higher the level, the more expensive the cost will be.
New traits will be added to allow players to have a default class in their academy: the Horatio will have some of them.
Sophon
The -50% cost on module support is now a trait with 2 levels, respectively costing 12 / 24 points.
United Empire
The industry bonus starts from 0% tax rate and progresses at a rate of 3% per step (from 3 to 60%)
Pilgrim
When a Fleet Errant settles on a new system, it triggers a Golden Age: this will give a FIDS bonus, depending on the imported population and improvements.
Sower
Industry to Food conversion has been upgraded from 40% to 50%.
Sheredyn
In addition to the ability to deny the retreat, they will have a -50% buyout bonus.
Bonus
The Industry conversion, to Dust or Science, has been upgraded from 25% to 33%.
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