ENDLESS™ Space 2

ENDLESS™ Space 2

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Charlemagne Dec 19, 2018 @ 8:34am
Getting rid of a pop?
I have an unwelcome pop of Cravers who are depleting a planet. I sent them up to the transfer box, but obviously I don't want them in any of my planets. Can I send them to exile, exterminate them, whatever? What if I keep them in transfer indefinitely?
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Groo the one Dec 19, 2018 @ 10:02am 
You could choose a destination system having no more population slots available for transfer box. This case the civil transport ship will orbit the system. As long as I read about civil transport ship will perish some turns later. If some pirate won't destroy it even before.
Bozobub Dec 19, 2018 @ 6:11pm 
Oh, hey, nice workaround! Thanks.
Honestly I feel like this is one feature ES is still lacking (sadly, or not so sadly depending on your perspective) which is a greater degree of control in certain areas like pop. For example in MoO II you could just outright genocide entire conquered planets one pop at a time (which always struck me as kind of idiotic in that game because it took a long ass time time to do when by then you'd probably already have assimilated them). The thing is that with Endless Space's Cravers you have a very clear cut, concrete reason for wanting to just outright exterminate an entire race at the mechanical level. Not just "oh these are supposed to be the bad guys and we have bad history or whatever" but "they are literally killing my planet" level. Not to mention that whole morale and enslaved population shared on a planet iiirc? This has, however, led to some pretty amusing ways of players trying to find creative solutions to the genocide the cravers problem.

The aforementioned are the main ways and also I have found an exploit where you can just load pops into a starport to select for the exact pop you want to breed next (you can just stick pop in there with no destination and leave them like that too iirc as constant starport refugees) but I think we should have more eugenics/genocide policies. It isn't like some factions aren't already doing that (like the Cravers, or UE, Vodyani, Horatio etc) or that blowing up whole planets is less evil. This wouldn't often feel so necessary were it not for the fact you get tons of minor factions including the kalgeros who breed like rats or sometimes get stuck with cravers pops.
SenecaAthena Dec 19, 2018 @ 10:50pm 
One should be able to 'exchange' pop as if it were a tradable asset (through the interstellar market). Compared to discussions about exile or outright genocide a more acceptable solution imo. Horatio would be pleased, and even Craver Prime could give his consent.
Magma Dragoon Dec 21, 2018 @ 10:16am 
send your undesirables to one system
abandon it
Originally posted by OnyxCarp:
One should be able to 'exchange' pop as if it were a tradable asset (through the interstellar market). Compared to discussions about exile or outright genocide a more acceptable solution imo. Horatio would be pleased, and even Craver Prime could give his consent.
I think it very much depends on the races. I mean, let's put it another way you are basically selling a population possibly into slavery because they're considerable as undesirables and/or you want to make room for more of your own or some minor faction. Considering the implications of which faction they get sold to, it may be a fate worse than death. Or with Lumeris it would actually make sense for them to have either the special ability to buy or sell pops, since I mean hey why not a slave trade or trafficking in populations as long as we sell weapons systems and planets. As for exile, you mean just have some ship wander the galaxy and act like a random event for other empires where they get 1-3 random pop? Hey, you know what actually that might work since it'd also explains where the hell all these random pops keep coming from getting dumped on your planets...although now I also like the idea of next time I play UE renaming some large snow/arctic planet "Siberia" and exiling pops there lol.

Honestly the whole balancing of the way pops work in this game kind of bugs me because you'll have all these wonderfully tailored races and then mechanically have it work like Star Trek. Which of course makes no sense. Like with the Niris, why you be able to just dump them on a desert world? Or any of the hot worlds? I mean you could, provided the colony is entirely habitats and they only explore outside habitation bubbles in suits, but still. I know it's too complicated to ask for but would hope should there be an Endless Space 3 that they actually have species specific habitability zone ratings.

It actually would be hard to implement either if you just used it like traits, for example one does better on cold worlds and has ammonia blood so you get bonuses to say approval on an ice world and the farther you get the worse it is for being more and more uninhabitable which actually could work with ES2 as a mod or in some DLC or something. Because one thing that always annoys me is seeing every planet and every system just have some completely random assortment of species especially when random events dump them on some random planet of mine which is why I manually end up transfering them to different worlds, unless you like the idea of actively or negiligently acting out of malice putting Niris on a desert world and sticking Unfallen on a lava world when there's a perfectly good forest planet you stuck all the Remnant on or just let some random pop stay on that horrible deathworld. Anyway I think even modding ES2 with approval penalties as pop stats would at least functionally work like having species specific habitability zones.
LST Theunknown Dec 25, 2018 @ 3:57am 
Hello :),

you can gather them to one system and let them STARVE ^^ I know it sounds dark :D
glythe Dec 25, 2018 @ 9:47pm 
You can also use the chain gang option to weed out aliens.

Evgenich Dec 27, 2018 @ 12:43am 
You may use the mod "populace control", which is pretty popular due to de lack of pop managment in vanilla game. This mod is quite useful and stable on game ver.1.3.27
LST Theunknown Dec 27, 2018 @ 6:14am 
@Evgenich is it possible to enable a mod afterwards ? It would be a pain to start a new game everytime I choose to sub a mod :(
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Date Posted: Dec 19, 2018 @ 8:34am
Posts: 10