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Are you so sure its a satire on 21st Century politics. Might it just be parts of it are, or look that way?
Does it really mattter?
imho it doesn't matter as I only see SOME elements of satirical content. Any game with NPC races or factions is inherently going to simplify parameters to differentiate between those factors.
Like... Why even engage into this territory.
Why does Endless Space 2 make jokes about cultural appriopriation, weird phenomena, political correctness, if it's going to only go with this subject like "stats" and "quests" and... Like... Jesus Christ. This game is so... Like...
WHY!?
-_-
Did you wish it to be a game or a political sjw statement (I'm genuinely confused which of those you want)?
And if I may say why?
. we lack control on transport routes, therefore lack control in safely shifting population around. So...if it was intended for that, we cant always do it properly.
As a consequence, its a mechanic that gets a bit depressing once your empire starts to grow. There are too many population types and its gets tiresome to check each system to see where do you have the right planets with room for a certain population......and in a safe distance so that you can shift them there.
. To make things worse, we lack a proper informative display to tell us how many pops are in route to where. We need to keep it in our head or use some excel spreadsheet so that we can keep track who did we send where and what room do we still have on each system.
Overall its a mechanic I only care about at the start of the game for min max purpose. Once my colonies start growing I just do not care anymore. Unless I want to try a government change and I want to try and support a certain faction into power. Then I may start to focus my population control in favor of said type....for government purpose. Still, its often too cumbersome and its rare that I will feel the need to do this.
So I end up not interacting with population much besides.....if I see a system with completely wrong assignments I will correct it within system. Outside the system....only if its really terrible and I am in desperate need to min max (which I tend not to be).
Ohhh, by the way, Vodyany are a blessing!!!!! Maybe OP should play them :) I was about to say Horatio too.....but I am ready to bet Horatio must be the one which triggers OP more.
Cravers can be a pain if you decide to exploit them. By that I mean....try that they consume planets almost to the point of depletion but stop shy from it and then move "normal" populations in. This method will build a strong and more sustainable economy but its a lot of work shifting pops around. Its fun to try and pretty powerful tough :) Because you get the extra economy from cravers to kick start system development.....and then you move "normal pops" into already developed systems where they can still produce a lot.
I am honestly not trying to joke. Just trying to discuss this game´s population game. Which.....its a game you know.....just in case you did not realize.
Like, this is just an example of how basic this entire subject is within the game. An entire game could've been made of aliens and their cultural differences, but instead this game is a military strategist simulator/empire management/cultural control and other things at the same time, it ultimately succumbs, because Endless Space 2's biggest flaw is how it is going towards every possible direction, ripping itself apart like a giant bedsheat.
The way how I control population is by launching migration vessels into systems with full population, this cause's them to get stuck into the system's orbit and then this population fails to reproduce. I also use chain gang to knock out populations instantly at the beginning of the game, preventing them from growing too big, growing at all rather, but this is problematic during later stages of the game if my food output is too big, because then chain gang doesn't remove population. In fact, you can abuse chain gang. If you queue chain gang as a second improvement in queue, you remove the population unit, then if you de-queue chain gang, you will still lose population unit, but do not get manpower. You can spam this on races in order to quickly remove population without reaching maximum manpower capacity, disallowing you from casting chain gang.
I think that the problem with this mechanic is that it's too heavy handed. The populations shouldn't be described by such simplistic stats as +2 science, it should represent that even though these races are usually better at one thing, because of the fact that it's kinda a popular hobby back on their planet, they're adaptive and capable to boost your empire in a myriad of ways, depending on the situation. For example...
I was thinking that Sophons instead of being a pure science gaining race, could be a mobility race that gains reverse bonuses depending on the kind of planet they're on.
For example Sophon population could have
+2 industry on cold
+2 science on hot
+1 industry and +1 science on temperate.
Right now Sophons are just +2 science and +2 science on cold if I remember correctly... So, if you have a system with only temperate planets, Sophons are useless and should be exterminated in favour of creating space for more useful races like the Z'vali.
Endless Space 2 team made some races seem like jackasses, it said that "oh, these guys like being on fertile", but in the end they also said that these guys are useless beyond being on fertile. Entire races are represented as this one specific thing that shouldn't be used in most of the situations, because they're very often useless.
Like... This causes me to extreminate populations, I don't want to have useless 1 population of those four-armed bears who give approval if I'm running a Riftborn empire that is going to have only sterile planets in the long run.
Maybe if they had +2 approval on fertile and +4 influence on sterile, then I would consider them, but because of how inept they are at adapting, I'm just going to put them into a trash bin.
MILITARIST LIKE BIG GUNS...
ECOLOGISTS DO FOOD... AND COLONIZE TOO.
It's so basic. Like... The system seems to be designed over a long period of time to be as basic and as stupidly barren as physically possible. It's just... This kind of approach causes the thing to look super cringe.
And the same goes with the population units. These should be hyper-advanced stats. I bet that in Endless Space 1 factions you were playing also had minorities in them... The United Empire could have probably like 2 Hisshos drinking coffee in the office of Auriga or something. But these minorities weren't represented with a giant arrow saying "THIS POPULATION PRODUCES 50 MANPOWER ON TEEMING, MOVE THEM THERE". Population units were just general, because game was like "there's no difference, don't think about it, in the end, everything averages out and nothing matters". Endless Space 2 should describe how every faction turns into this melting pot that morphs and changes into another faction by the fact that it has those various people. Countries like Poland, Germany... Russia... United States... Most countries in the world I bet are the result of a giant group of people with various ideals morphing over time into this weird blob of cultural weaknesses and strengths. In Endless Space 2 however, the game is like "you will get these populations, but they will not assimilate, they will not influence you, they will just bother you with their own little events and stats". This system is BARREN and it causes it to be political in the wrong way...
But this is subjective.
I don't think it's as important as the fact that the game's UI is kinda... Well... Weird... I dunno. I was going to say something there...
END
One of, if not THE best UI I experienced, yet. Needless to write it's pretty much objective, not?
I don't know about you, but to me it, the way the game handles races, really makes sense. Just don't see the races as different kinds of humans but completely different entities in all ways
EDIT:
Infact, I think that how every bigger sci fi IP handles different races and even Fantasy IPs
But to answer ur question... Yes, but actually no. Sure, initially a Lumeris is better at selling stonks than a Craver who has a robotic body. This is why their stats differ. But what stops a young Lumeris from going to a tough as nails military school? Getting implants himself? Learning craver strategies and becoming the Doomslayer? At the same time, why can't a Craver specialize, or as a group, in economics. Observe markets, calculate, read on culture etc. In ES1 all races had stormtroopers, all races could do stonks... Sure they had traits that gave them bonuses, but it wasnt like Sophons are destined to be cold loving sciencemen. Lore-wise Sophons in ES1 were just snarky idiots with phds. That s where their story ended and your story started. In ES2 they ll always be the inventors of Enpher. Even if they just finished changing their gov to authoritarian and slaughtering 10 million people via orbital annihilation.
Endless Space 2 portrays these alien species as nothing but weird looking humanoids with accents that in the end behave exactly like humans. Their emotions are very samy, their approaches to problem-solving isn't confusing. Alien species like Asari, Salarians, Turians, Sophons, Cravers, Z'vali, Orcs, Night Elves, Dranei aren't unintuitive in their nature. If not for their fashionable designs, they could pose just as wacky humans within our society and no one would bat an eye.
This causes them to be human, basically. And humans are adaptable.
If alien species within Endless Space 2 were more like Eridians, Combine Advisors or G-Man, then it would be justifable to say that their inherent differences to us make them more better at certain aspects or worse in others. After all, we are two different completely different beings.
Birds are better at flying than cows, because these are so radically different animals, there is no arguing at their function and adaptation.
Now Z'vali, Sophons, Asari, Turian are just wacky aliens that are humans with different models and... You get it, do you?
The point is that...
When you make aliens that are human-like and not very alien, then trying to say "their differences causes them to be radically different" is kinda... Dumb... Because they're not different at all. Asari don't seem to be at all different from humans. Their culture is very samy, their movement and thinking is very samy, their philosophy is very samy. They just have some weird gimmicks, like all women... Long life spans or metallic skin (turians)... This kind of thing shouldn't make them completely radically alien.
A human that lives a 200-1000 years will not be radically different to us, as long as he is a human in mind. A person who has metallic skin will not be radically different to an average human, as long as he is in mind the same.
And the asari and turian are the same in mind with us. They have colonialism, they have long-term relationships, they have capitalism, they have family structure, typical hierarchies, a sense of honor or lack there of.
G-man is just some enigma. We cannot even begin to comprehend his motivations. Eridians are so complex, all we ever see them doing is trying to beat the ♥♥♥♥ out of us or being ominous. Combine's goals are so huge and long-term that their advisors are just floating bugs that ♥♥♥♥ ♥♥♥♥ up randomly.
They're alien.
So, if aliens of Endless Space 2 aren't alien, excluding rare instances like the Bagabah, why the hell don't they posses traits in common humans like adaptability.
The answer is... Because it makes for an easier to design game in my opinion.
You know, what. I'm starting to sound like an Endless Space 1 fanboy, nevermind. There's nothing wrong with the UI, except for the fact that AI manager system is a joke and it should be removed from the game, because it doesn't work anyway.