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.
Better is to nerf admin heroes or buff the others. Corporate should give 25 research flat and more dust. Or a new racial trait: you can pick heroes of useful specialisation.
Chosen trait: 1/2 you can pick hero with 1 specialisation needed; 2/2 you picks hero with both specialisations. Also you are starting with this hero without hiring and pays 0 maitenance in time. So absolutely free hero for entire game.
I think the number of initially available heroes should be increased, as well as the new hero appearance rate. Right now, you're generally limited by available heroes rather than academy size, so practically you get to choose the order in which you hire heroes, but not what heroes you hire (unless you're Horatio).
I would love to select my three starting heroes before the game. Mainly because I don't like having other race heroes but it would also give everyone the opportunity to start with an admin.
Evil4Zerggin wrote: Right now, you're generally limited by available heroes rather than academy size, so practically you get to choose the order in which you hire heroes, but not what heroes you hire (unless you're Horatio).
I actually find my games is the exact opposite.
I don't tend to prioritize the academy techs as much, so I often have a queue of heroes I can't recruit by midgame. Those first academy techs are pretty far down the tree.
Evil4Zerggin wrote: I think the number of initially available heroes should be increased, as well as the new hero appearance rate. Right now, you're generally limited by available heroes rather than academy size, so practically you get to choose the order in which you hire heroes, but not what heroes you hire (unless you're Horatio).
Yep the number of starting heroes should be increased to 5 to give the player more options.
There should be at least one admin in the starting hero pool. That would sort out a lot of gripes.
Edit: but beyond that, the hero classes need some balancing. That's a further discussion though, maybe something along the lines of removing the corporate/admin combination, which seems quite overpowered. Would also be good for 2 heroes to become available each cycle to give a choice.
Stalker0 wrote: I actually find my games is the exact opposite.
I don't tend to prioritize the academy techs as much, so I often have a queue of heroes I can't recruit by midgame. Those first academy techs are pretty far down the tree.
50 or 100 turns for new heroes to appear is a long time, though. And when you do reach the techs, you have 7 academy slots--that's going to take a long time to fill even with increased appearance rate.
I would prefer the option during galaxy generation to have a preselected set of heroes. This would resolve possible multiplayer conflicts and disagreements regarding hero rolls.
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