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same here. I am a huge fan of ES (with over 1k hrs) and I prefer that tech tree to the EL tech tree any day of the week.
Do note that while all factions have access to the same "fundamental" techs, you are unlikely to go for all of them because every new tech you research scales up in research point costs. So yes, they are there, but you're not going to prioritize them the same way or even research them in a different campaign depending on your settings, strategy and gameplay developments. In short, I like the non-linear nature of ES2's tech tree because it gives you so many choices to consider.
https://www.games2gether.com/endless-space-2/forum/66-game-design/thread/21749-fixing-tech-tree-ideas-discussion?page=3#thread
... on the bottom half of the page
Nothing explicit about faction specific techs though - maybe later?
They're keeping the cost evolution. If that will transfer between eras it's not good enough to just lower it. There are many technologies so all that will do is delay the research trap. People will still only go for the best road through the research.....feature era thing. They're not solving the fundamental problem with eras.
It should be easier for unique buildings as they can simply grant different bonuses or compensate for the faction's weak trait. For example, a faction with a much higher expansion penalty than other factions due to its trait may have a unique building that greatly offsets this penalty if researched and built.
As for unique empire abilities, that would definitely require some imagination and balancing.
Nope. Play Lumeris and then the Sophons. Lumeris basic combat ship have two long range and two medium/short range weapon slots. Sophons only have one long range and two medium/short range slots. It's Endless Legend all over again with faction units.
You don't? I don't believe that. Lumeris have four weapon slots on their standard combat ship. Sophons have three. A extra support slot for sophons do not in any way compensate for that.
What do you mean with balance and what's this talk of things like initiative from Endless Legend? You need to let go of Endless Legend as your reference point. Endless Space is a far away different game than Endless Legend. They do only compare in the broad sense that they're 4X games. Comparing combat units between those games as you do does not work.
In EL, almost all units have a fixed number of slots for weapons, armor etc, with a few exceptions depending on the unit class or extra slots from promoting heroes. This means that you can clearly compare the relative abilities of the same unit class in different factions because they have the same number of slots and field the same classes of weapons. In ES2, ships of the same class and hull type should logically have the same number of slots and access to the same class of weapons/equipment choice no matter what faction you play. This allows you to clearly compare the relative strengths of ships in the same class vs your opponent. If this principle is not followed, how do you assess the combat effectiveness of your ships vs those of the same class built by the enemy and give them an edge accordingly?
You're missing the point of Endless Space and so does the developer that actually made it. That's my point. Restricted unit types are from Endless Legend. I did not buy Endless Legend 2. I bought Endless Space 2. I ♥♥♥♥♥♥♥ expect it to let me create space ships that aren't reskinned infantry, shamans, archers or anything related to fantasy units or medieval ones.
Edit: Is that blunt enough for you and the developers?
Ah ♥♥♥♥ sorry for that. I never learn. Remind me to never post when drunk will ya? My point still stands but I'll modify it a bit in a day or more when I've read your last posts properly.