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We had several key goals for the Enhanced version:
1. Improve stability;
2. Make the game more satisfying and accessible for modders by giving them tools like the
map editor; and
3. Implement many enhancements based on feedback from players and modders.
EFSe is a significant revision of the game, being released as Emperor of the Fading
Suns Enhanced. Emperor of the Fading Suns has continued to inspire players not just because of the game itself, but also because of the many great mods fans made for the game. The focus of this version is to greatly enhance modding capabilities. Expect many more great mods for the game.
One of the most dramatic changes is one of the least seen. The game was initially built using the Watcom development environment, and one of the first things we had to do was migrate it to a modern compiler, increasing stability along the way.
Additionally, EFSe:
• Significantly enhanced and added numerous modding capabilities. This allows modders
to add dramatically more units, technologies, and worlds, and change fun game facets
like excommunication, sect abilities, ruins, and much more. Modders can even quickly
change UI elements via text files;
• Includes (and enhances) the EFS map editor;
• Enabled players to add custom maps and provides two new galaxy maps: Dark Ages, a
smaller galaxy map with about half the planets as the standard galaxy map to allow
shorter PBEM games; and Lost Worlds: a larger galaxy map with more than twice the
number of planets as the standard galaxy map for players who wish to explore a much
larger galaxy
• Enhanced the role of religious sects, impacting your unit abilities and population
loyalties;
• Enhanced player information on unit and city screens;
• Added House strength as a major factor in diplomacy;
• Streamlined some interface elements, as when the game asks you if you want to unload
starship transports when they land on a planet;
• Improved and updated animations and unit art, and
• Fixed a wide variety of bugs, including a number of multiplayer exploits.
Check out that link for the much more comprehensive list
I'm personally not a veteran here, but certainly heard of the game. At first look it was hard to notice any changes, so I've asked.
I've played the demo now and would like to mention that some aspects of the game are still not beginner-friendly to say the least. For example - how much a specific terrain gives to a city or even how much movement points it costs - such information is not displayed anywhere. Taxes - are there any numeric percentage or anything about its influence? Some units give bonuses - but how much exactly (like Noble)? Is there any way to check what's inside ruins (beside attacking with something)? Certainly there is a wiki, and I had to reference to it having no other choice.
Am I right that PBeM here doesn't use simultaneous turns?
Let me say that easier modding should not come in the cost of harder playing.
Really, a player has no idea where to place his new Mine. The only answer is to visit some tables on wiki to realise that metal is being produced only on Mountain and Ocean hexes, equal amount, and a bit less on Hills. The other problem that the game does not show you what terrain a hex is, you need to guess.
The other thing is: Some way to set a city to produce something without asking me to confirm production when a legion is completed. remember getting pretty tired near the end of my games because I have twelve forts pumping out infantry and every turn is a couple minutes of retelling my production facilities to keep producing units.
I can live with retro looks, but I need modern QoL. IIRC EOTFS was QoL-less lol
A modern engine could actually make sense of the data and play more competently against players. The AI for example does not know how to ship-hop nor does it use nobles as generals; a modern AI could do these things.