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.
Here is my summary of the race-specific techs as of 0.30.5, with my opinions added. I "want" each race to play differently, but so far there is little variation introduced by the techs.
The coordinates like "E5" mean the tech tree direction (north, south, east, west) and the tier number.
Sophons
Wave Function Control (E5, improved)
Research buff building (stronger)
Adoptive Society (E6, unique)
Research buff building
Dark Matter Shielding (E4, moved 2 tiers sooner, was inorganic biology)
Ship repair module, 33% cheaper
Self-organizing Data (W4, unique)
Defense buff on allied territories
Sensor radius, region radius buff building
Imaginary Game Theory (W8, was Futuristic Game Theory)
Sensor radius, region radius buff building (original is only region)
My opinion: more research buff buildings; sensor range increase. Neither of these add anything interesting to gameplay. Needs something different. Perhaps telepathy, which would increase the rate at which conquered populations lose their unhappiness?
Cravers
Accelerated Yields (W4, was Planetary Landscaping)
Food exploitation (same)
Food on explored moon (same) -50% locust points (unique)
Quantum Swarming (W5, was quantum communications)
+2 CP cap if all classes unlocked (stronger)
Distributed Hives (W7, unique)
Building, buyout bonus 30%, +2 dust/pop
C5 systems, +4 CP cap
Evolved Construction (N8, improved)
Better missiles (+20% evasion, 28 cost instead of 36)
Neutrino Lensing (N9, unique)
+12% damage on fleet weapons (Does it stack for +260% on a 22 destroyer fleet?)
My opinion: CP cap and locust points play into their differentiator. A little nervous about neutrino lensing but overall OK.
United Empire
Exploitive Algorithms (E7, unique)
building, buff strategic resource effects
Consumption Psychology (W5, moved 4 tiers sooner, was Advanced Biologics)
Same building food buff on everything and -40% distance cost on trade routes
Active Defenses (N5, was Radiation Proofing)
Armor: +2%
Nuclear Materials (N9, unique)
+300 HP on ship
Quantum Stable Materials (N11, was Applied Quantum Stability)
+500 invasion MP on ship, normal is +60+20%
My opinion: moderately interesting, do not add anything to gameplay. Maybe "more" in the way of unique invasion modules, or ground defense modules.
Hissho
LMI systems (N4, unique)
Building, +1 XP per turn
Space Ablatives (N7, improved)
Improved kinetics, 24 per salvo instead of 20
Entangled Systems (N8, improved)
+133 invasion power (but no 10%)
Dark Energy Shields (N9, unique)
Missile, 300-1000 damage (2.5x damage of next tier up)
Ultradense Extrusion (N9, unique)
+10% damage on fleet weapons, -20% HP
Intermediate level deflector, 115
My opinion: even though they are all on the combat tree, the effects don't fit together. A kinetic, a missile, invasion power (why?). Although LMI sounds neat, Hissho ships never sit still. Maybe they should have fewer techs and more ship advantages, such as evasion due to their avian nature.
Horatio
Futuristic Game Theory (W4, moved 4 tiers sooner)
+academy, +region radius (same)
Advanced Biologics (W5, moved 3 tiers sooner)
Same building food buff on everything and -40% distance cost on trade routes
Artificial Atmosphere (E4, unique)
Food buff building
Shared Fields (S9, was Personal Fields)
Better pop cap buff
Perpetual Development (W9, was Perpetual Advantage)
Increases clone cap
My opinion: moderate effects, following specialization of cloning. Does not really affect gameplay.
Can someone update this for the new race? Also, I'm curious how the game works after different races have conquered the same planet and put their specialist race building on the planet -- who actually gets what benefit, and what overrides what, and what should you scrap?
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