Endless Space

Endless Space

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Centisteed Jul 25, 2014 @ 10:30am
Remote range travel issues?
Hey All,

I started a new game where I choosed star systems to be remote towards each other. Inside my own constellation, I didn't have any issues reaching each star system (with a line on it). Once I got wormhole tech, I went over to a new constellation, and the first star system had 3 links to 3 other star systems. Well, the weird part here is that I could only travel to ONE of them!!! It was really irritating because one of the systems had the Garden of Eden and I couldn't reach it. I'm playing a random game and am the standard Human Empire (my random neighbors are sadly 2 groups of Cravers and Horatio...so nothing but war on three fronts 8-{ ).

Can anyone explain why I can't move to these other linked systems? All 3 systems were pretty far from that one node, but I could get to one. Also, I could get a scout to get down there, but not a destroyer or colony transport. This is a Mac instance of the game.
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Showing 1-15 of 19 comments
MTB-Fritz Jul 25, 2014 @ 10:32am 
You already mentioned you unlocked wormhole tech so regardless if you mix up the connecting lanes or not you should be able to travel them.

Is it possible that the systems you couldnt travel to where inside another factions sphere of influence (shouldnt matter if you are already at war with the other factionjs)?

edit: any screenshot by chance?
Last edited by MTB-Fritz; Jul 25, 2014 @ 10:33am
Centisteed Jul 26, 2014 @ 8:34am 
Originally posted by MTB-Fritz:
You already mentioned you unlocked wormhole tech so regardless if you mix up the connecting lanes or not you should be able to travel them.

Is it possible that the systems you couldnt travel to where inside another factions sphere of influence (shouldnt matter if you are already at war with the other factionjs)?

edit: any screenshot by chance?


There was no one on the system at the time. However, by the time I got wormhole, a neighbor took the planet and since I wasn't at war, that is probably the issue at the moment. I don't know how the AI moves so fast, always one step ahead, and colonizes just about any planet in its way.
MTB-Fritz Jul 26, 2014 @ 8:39am 
Depending on the difficulty level selected the game AI gets bonuses to almost everything (science, dust, approval, lower maintanance cost for fleets etc etc) and these can become quite drastic if you get anywhere near hard+

In order to find your bearing, develop routines and optimize your play its best to play on a lower difficulty. That ll allow you to try out stuff without being punished for mistakes too much.

Enemy systems have 2 conditions. Full-fledged empire system (you recognize this by the empire sphere radiating from it) or colony (just colored in the AI color without the sphere). Under cold war or peace you can travel to and over colony systems but not to or over empire systems (need an open border agreement for that).
Manxome Jul 26, 2014 @ 9:16am 
I believe the game uses the term "colony" for a system that generates an influence bubble and "outpost" for a newly-settled system that does not.

And I don't think it actually matters whether the system itself is an outpost or a colony if it's within the influence bubble of another of their systems.
Centisteed Jul 27, 2014 @ 8:21am 
Yeah I'm not really sure what influence does, other than show your presencer wider on the map.
Manxome Jul 27, 2014 @ 8:53am 
Influence has several effects:

- Other players cannot (knowingly) travel to systems covered by your influence, unless you have an open borders agreement or they declare war
- In a state of cold war, even if another player reaches a system covered by your influence, they cannot attack your fleets there
- Any of your systems NOT covered by your influence (or a friendly player's influence) generate only half as much science and dust, and receive a double or more the usual amount of expansion disapproval
- Certain abilities only work while in friendly territory
Centisteed Jul 27, 2014 @ 9:49am 
Interesting, and I've been ignoring it up until now. How about trade routes? Can those be created? I've noticed either some worlds have trade routes or homeworlds have them, or if your Governor has them, they can be used there. Otherwise, it has none.

Usually when I'm in Cold War, I can't even move to the target system without first declaring war. Otherwise, I'd attack first and declare war later.
MTB-Fritz Jul 27, 2014 @ 10:29am 
Trade routes are established automatically as soon as you have a peace treaty with every discovered system of your peace ally. If you go into peace with a faction you didnt find yet you wont get any trade routes.

Your home system has 2 trade routes by default but you can build more once you unlock the necessary improvements via research.
Tarm Jul 27, 2014 @ 10:34am 
Originally posted by MTB-Fritz:
Trade routes are established automatically as soon as you have a peace treaty with every discovered system of your peace ally. If you go into peace with a faction you didnt find yet you wont get any trade routes.

Your home system has 2 trade routes by default but you can build more once you unlock the necessary improvements via research.

I've never really learned how trade work so I have a question.
Do you have to actually travel with a ship to a system to get trade routes from it? I think I read that somewhere. Thinking about the Amoeba Affinity here.
MTB-Fritz Jul 27, 2014 @ 10:38am 
no its a comnpletely passive thing bringing in revenue each turn without you needing to set up anything (ships, destinations etc). The game will always establish the most profitable routes itself (distance is the key here).

You can check your current trade routes under your system window, upper right side.
Tarm Jul 27, 2014 @ 10:41am 
Originally posted by MTB-Fritz:
no its a comnpletely passive thing bringing in revenue each turn without you needing to set up anything (ships, destinations etc). The game will always establish the most profitable routes itself (distance is the key here).

You can check your current trade routes under your system window, upper right side.

No I mean do I have to "discover" the trade partners systems with a ship before the trade routes between our systems starts? Or are we talking in circles?
MTB-Fritz Jul 27, 2014 @ 10:55am 
Yes thats exactly what you gotta do in order to establish trade routes. You can only have a trade route with anither system if you went there beforehand (or discover it as you put it.....if you come across a system while its neutral and it becomes colonized later on you dont need to go there again, as you know it already trade will commence to that location automatically.

The exception to this are the Amoeba. As they already see the whole galaxy at turn 1 all you need to do is to establish contact with another faction and go into peace (meeting a scout ship somewhere is enough) to start trading with the whole empire.
Tarm Jul 27, 2014 @ 11:48am 
Originally posted by MTB-Fritz:
Yes thats exactly what you gotta do in order to establish trade routes. You can only have a trade route with anither system if you went there beforehand (or discover it as you put it.....if you come across a system while its neutral and it becomes colonized later on you dont need to go there again, as you know it already trade will commence to that location automatically.

The exception to this are the Amoeba. As they already see the whole galaxy at turn 1 all you need to do is to establish contact with another faction and go into peace (meeting a scout ship somewhere is enough) to start trading with the whole empire.

Aha so that's how the Amoeba affinity and trade work! I thought I had to send a ship to every system I wanted to trade with so I had discovered them.
Glad I can skip that part when playing with the Amoeba affinity from now on. :)
Manxome Jul 27, 2014 @ 4:02pm 
Originally posted by MTB-Fritz:
The game will always establish the most profitable routes itself (distance is the key here).
Actually, the game seems to do a very poor job of choosing the most profitable trade routes. I've had cases where I founded a new colony, and the game took away a trade route from my homeworld (which was giving 6 dust + 4 science or something like that) to establish one on the new colony (giving 0 dust + 0 science).

It doesn't seem to be a problem (or at least it's not as obvious) if you're limited by your own systems' trade route caps, but if your cap is higher than the number of foreign systems you can form trade routes with, it seems to happen a lot.

I suspect it's trying to maximize the distance bonus and ignoring the effects of population, though I'm not 100% sure. It seems to give much higher priority to systems with improvements that increase distance bonuses, so building those on the planets where you want trade routes (or scrapping them on the planets where you don't) is a way to influence which planets get trade routes.
MTB-Fritz Jul 27, 2014 @ 10:07pm 
Hero and other modifiers are taken into account so even if your homeworld is the most distant world but you got a corporate hero on a closer system that might result in higher revenue from the closer one so the game favors "highest" income first, distance second.
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Date Posted: Jul 25, 2014 @ 10:30am
Posts: 19