ENDLESS™ Space 2

ENDLESS™ Space 2

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Selegun Jul 24, 2024 @ 1:48am
Make your gaming group HATE you with this one simple trick to harden your wood.
So after losing a bet with my regular group I was saddled with the Unfallen for a few games, supposedly the faction with the hands down worst early game out of all the other factions. I gave them a shot, and lost miserably so I pushed into the next game. This also turned into a miserable loss rolling into a string of several as I worked to unravel what I was missing and how to adjust the early game so as not to fall so far behind. All the conventional starts just sucked hard as Xeno-Industrial Infrastructure just refuses to help keep pace with the rest of the pack as my opponents slam down their 3rd-5th colonies while I'm getting my entwine ships moving to a second system. Leveraging the idea that I must lean harder into the strengths the Unfallen could offer I bent conventional wisdom into a funny looking shape and rushed several scout hulls while making a mad dash toward Baryonic Shielding and was rewarded for the effort with a treasure that ramped me into the early-mid game as my probe screamed toward the planet's surface to discover what sort of lifeform curiosity was waiting for me.

Sim Camps

At face value a measly .1 industry per point of manpower on system looks bad. Every other faction generates about 20 industry with their base 200 manpower if they build this in their systems while Xeno-Industrial grants double or more once they hit 2 planets. How could Sim Camps possibly compete till late game?

Unfallen Turn 1: 1200 Manpower

Thanks to the system shield Unfallen start with on their home system they generate a staggering 120 industry with a single building. Suddenly those expensive vine ships start rolling out of the hanger on their own and expansion skyrockets as a result. Perhaps a lucky find, but I would have never picked this up without rushing more scouts and jumping constellations to maximize the number of curiosities I could claim for myself to increase the chances of finding such a game altering tech.

Rush your scouts, rush your science, claim the most curiosities and earn the right to compete in the game. Do not falter as you take risks to steal curiosities from your neighbors. Remember this info as you play Unfallen and make the galaxy your birch.
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Showing 1-15 of 29 comments
Freny Jul 25, 2024 @ 12:01am 
There is a Mod that addresses this: https://steamcommunity.com/sharedfiles/filedetails/?id=1239290295&searchtext=curiosity+rewards

Another game changing curiosity building not included in this Mod is the one that gives +100% experience on Heroes.

But yeah, overall the Unfallen suck, even with the recent changes that starts them up with 2 vine-ships instead of one. Too easy to get screwed in PvP by others with, say, Close Borders, if a chocked point pirate base spawn didn't do the job already for them.

Just make sure you swap in and out buildings to make use of the banked industry on fixed turn cost buildings like planet colonizations and system developments because you can only bank 1 turn of industry. Also, when colonizing, settle on the hardest planet to colonize 1st and then get the 1 turn colonization planet done afterwards, and spread your minor pop types in all your systems to make use of the +science per population type quest reward.
Selegun Jul 25, 2024 @ 1:23am 
Originally posted by Freny:
There is a Mod that addresses this: https://steamcommunity.com/sharedfiles/filedetails/?id=1239290295&searchtext=curiosity+rewards

Another game changing curiosity building not included in this Mod is the one that gives +100% experience on Heroes.

But yeah, overall the Unfallen suck, even with the recent changes that starts them up with 2 vine-ships instead of one. Too easy to get screwed in PvP by others with, say, Close Borders, if a chocked point pirate base spawn didn't do the job already for them.

Just make sure you swap in and out buildings to make use of the banked industry on fixed turn cost buildings like planet colonizations and system developments because you can only bank 1 turn of industry. Also, when colonizing, settle on the hardest planet to colonize 1st and then get the 1 turn colonization planet done afterwards, and spread your minor pop types in all your systems to make use of the +science per population type quest reward.
Sadly I do not mod my games so this wont be something I work with. My experience above is about as consistent as I can make it so far and being hemmed in by Cravers and Pirates did little to stop me in the first game I discovered the synergy so this will be one of my favorite start strategies next to skipping Xeno on Riftborn.
Bozobub Jul 25, 2024 @ 6:46pm 
Sim Camps is an *excellent* tech, especially for the Vaulters (or any custom faction using their appearance) and is literally the main thing I want to find in anomalies, besides high-tier strategic resources =) .
Selegun Jul 25, 2024 @ 7:04pm 
Originally posted by Bozobub:
Sim Camps is an *excellent* tech, especially for the Vaulters (or any custom faction using their appearance) and is literally the main thing I want to find in anomalies, besides high-tier strategic resources =) .
I would imagine. Still, knowing now that there are huge rewards for some factions to not just take a cookie cutter Science start, especially with scout hull upgrades tied into Machine Bacteria helps drive that wedge harder into asymmetry the game is already gold at.
Bozobub Jul 25, 2024 @ 7:23pm 
I enable Titanium and Hyperium, learn to talk to Minor Faction, then *immediately* go for off-lane travel and Titanium probes, specifically =) . This is just as important for any faction, but the Vaulters have a LOT of incentive to know where all the good stuff is (cuz, via Portals, they likely can *defend it*, wherever it is).

BTW, if you want ES2 to be challenging, keep the number of Minor Factions to a minimum; they are "that" useful, and it's ez pz to totally outdo the AI with them at any difficulty.
Selegun Jul 25, 2024 @ 9:33pm 
Originally posted by Bozobub:
I enable Titanium and Hyperium, learn to talk to Minor Faction, then *immediately* go for off-lane travel and Titanium probes, specifically =) . This is just as important for any faction, but the Vaulters have a LOT of incentive to know where all the good stuff is (cuz, via Portals, they likely can *defend it*, wherever it is).

BTW, if you want ES2 to be challenging, keep the number of Minor Factions to a minimum; they are "that" useful, and it's ez pz to totally outdo the AI with them at any difficulty.
That makes sense for Vaulters. I play a ton of Riftborn games so I have fallen into taking Machine Bacteria right off the bat. You will always have it finished just in time to retrofit the lone scout with hyperium probes and give yourself a truly massive scouting bubble. Getting to see all but 15-ish % of your starting constellation as well as about 20% of the one next to you is extremely useful.
Freny Jul 26, 2024 @ 1:02am 
Originally posted by Selegun:
Sadly I do not mod my games so this wont be something I work with. My experience above is about as consistent as I can make it so far and being hemmed in by Cravers and Pirates did little to stop me in the first game I discovered the synergy so this will be one of my favorite start strategies next to skipping Xeno on Riftborn.

Yes, Sim Camp give Unfallen nice Industry because on their starting system manpower, but you need to find it early game which is a 33% proposition at best (you will find it eventually because there are duplicates but early not so much, that's the reasoning behind the Curiosity Rewards mod), so you need access to Jadonix for System Development, or the minor civ that gives 1 industry per curiosity explored close enough so you can entwine it which almost never happens (or a special node with +50 industry next door which same). They are a bad race because their mechanic works against them.

Instant colonization races are at a disadvantage in that they cannot farm resources thru outposts. On top of that, Unfallen are at a disadvantage because they cannot skip a system and if the 1st colonizing option is 2 systems over is going to take you quite a while to have another system. They mitigate that in part if the node in between happens to be a special node but that still does nothing to your colonizing speed, or if the AI is stupid enough to colonize something next to your vines for you to declare War and invade since they don't guard systems on top of it, something a human would never do. A human would buyout all planet colonizations and have a 5 planet system fully colonized in 1 turn, something that will take between 7 and 10 turns for Unfallen to do. 10 turns is roughly 15% of an entire game when playing on Fast speed, the most common speed on PvP games.

The entwining mechanic is easier to mess with than for Unfallen to overcome it. A single scout stops you from colonizing, now you need to send ships to remove it. A single wandering pirate fleet can disrupt your early colonizing so you need a fleet to guard them if a pirate base is close by and if the base is on a chock point you need to destroy the base. A human closes borders on you and you need to declare War and some of your bonuses are gone, or invades a system of yours and you lose 3 more. A human UC player with a sense of humor parks a handful of cloaked scouts around you and you cannot colonize any system.

Now, that doesn't mean you cannot play Unfallen, but this whole "unleash the kraken" Unfallen take only works vs AI or if the players you are against are dumber than the AIs themselves. It is a very, VERY, galaxy generation random race when it comes to PvP. Next door Cravers don't stop you early game? Are you going to fight them with your 1 weapon scout? Are you going to invest early and heavily into military so your vine-ships costs 50% more? Because if you don't, rest assured the Cravers will.

Sim Camp is great if you managed to get it early. If you also got lucky with galaxy generation and can expand unmolested on nearby good systems (that's 3 IFs already), like when playing on a Disk-4 galaxy, then I suggest increasing the manpower generation thru Patriot Pills and Exotic Rations (and grab the +system manpower capacity techs while at it) because the 10% manpower generation is not fast enough, and those techs you want to have any time soon to exploit the +science and +dust per CP killed while you can, even if subpar due to Unfallen protector's fewer (than other races) support modules.
Last edited by Freny; Jul 26, 2024 @ 1:33am
Selegun Jul 26, 2024 @ 4:48am 
Originally posted by Freny:
-snip for space-

Hence my starting research being Rare Earth into Baryonic Shields. Opening up more curiosities for scans gave my start a noticeable improvement while hostility remained non existent. Drone Network into Cerebral followed by 2-3 extra scouts for coverage while stripping the armor plating from future vine ships allowed me to build 2 more at a decent pace while the initial 2 entangled a black hole. Around this point Sim Camps was discovered and I quickly put it to the front of the build queue while adjusting my science to take Machine Bacteria and Survival Suits to get the snowball rolling. My initial luxury also happened to be Dustciduous Trees so I felt rather confident shifting into Xeno Industry and focusing on unlocking a modernization as quickly as possible.

Also, yes, I would be initially fighting off advancement with the scout hull of a differing design. Focusing on building combat oriented scout hulls while leaning into dust buyout for improvements while hacking the pirates to keep power low while leaning into the Team Spirit battle tactic card for early fights. Level 2 armor and slugs, Nanobot repair and outnumbering the enemy 2-1 along side a sizable morale bonus made boarder patrol against Endless pirates something I hardly needed to pay attention to. By the time I had noticed my neighbors were Cravers I was already finished with research on proper military hulls, two fleets of combat scouts and a nice stack of 5 vine ships collecting systems at a rate I was rather content with on a normal speed PvP.

As for my actual probe equipped scouts, regardless of the faction I play, won't be getting into any flavor of combat until I've unlocked a CP value of 20+. They are in play with the singular goal of firing probes and will typically retreat from any combat they find themselves in. A scout ship on it's own is typically faster than other hulls and even in a pinch knowing how to manipulate movement can get them out of situations that should by all rights get them destroyed. I'm also the type of sadist that will strip the engines OFF of my Riftborn scouts for an extra probe so please by all means tell me with a straight face you are willing to wait 5 to 8 turns for it to drop out of warp in the next system after it runs.

On paper Patriot Pills and Exotic Rations offering an additional 400 manpower is good until you compare them to Planetary Guard and Integrated Weaponry offering another 1000 for half the cost in industry and a quarter the cost in science. Yes vine ships suck HARD at getting you to expand early so rather than join the race to build wide aim to build them tall like the regal trees they are. Please take all of the above with a grain of salt though as I imagine Endless-ly Modded Space 2 is quite a different beast than Vanilla.
Freny Jul 26, 2024 @ 1:47pm 
I am not saying don't play Unfallen, by all means play whatever rocks your boat. Not looking for an argument either. What I am saying is that they cannot compete with other races in PvP if your opponents know what they are doing. Their only hope is a science victory making use of the +science per population type quest reward and for that you need to spread wide, Unfallen are a food race after all, and you need to form an alliance with someone. The other thing you need is the 1-step Terraforming to Forest from quest ASAP.

Also, Patriot Pills and Exotic Rations converts an additional 30% of your Food to Manpower, the +25 Garrison Capacity per pop of Exotic Rations is nice too but that was not my aim. Early Sim Camp in Home System is a great gimmick for rushing expansion and buildings, but you need to pump up your other systems as well with +garrison capacity and high manpower generation to fill their Garrison up in a timely manner (the default 10% Food to Manpower is not fast enough even for a Food race). At least one of them needs to be a system with 4 or 5 hot planets for a shipyard (I try to get 2 of such systems). Not sure what you mean by Planetary Guard and Integrated Weaponry, if you mean the Tier 2 Military techs that increase Garrison Capacity, yes, you need them as I mentioned before but they don't do F-all for manpower generation.

All of the above, in this post and in my previous post, relates to vanilla ES2. Food races do get stronger the slower the speed you play on, but playing a Food race tall doesn't make much sense regardless of the speed of play. Sim Camp or not, you need to take advantage of your fertile planets with Unfallen pop boosted for faster pop growth than other races, Other races have better scouts and can research Machine Bacteria just as well, if not better. If by the end of the game you explored more than 150 curiosities, you are playing vs vegetables.
Last edited by Freny; Jul 26, 2024 @ 2:12pm
Selegun Jul 26, 2024 @ 5:54pm 
Originally posted by Freny:
I am not saying don't play Unfallen, by all means play whatever rocks your boat. Not looking for an argument either. What I am saying is that they cannot compete with other races in PvP if your opponents know what they are doing. Their only hope is a science victory making use of the +science per population type quest reward and for that you need to spread wide, Unfallen are a food race after all, and you need to form an alliance with someone. The other thing you need is the 1-step Terraforming to Forest from quest ASAP.

Also, Patriot Pills and Exotic Rations converts an additional 30% of your Food to Manpower, the +25 Garrison Capacity per pop of Exotic Rations is nice too but that was not my aim. Early Sim Camp in Home System is a great gimmick for rushing expansion and buildings, but you need to pump up your other systems as well with +garrison capacity and high manpower generation to fill their Garrison up in a timely manner (the default 10% Food to Manpower is not fast enough even for a Food race). At least one of them needs to be a system with 4 or 5 hot planets for a shipyard (I try to get 2 of such systems). Not sure what you mean by Planetary Guard and Integrated Weaponry, if you mean the Tier 2 Military techs that increase Garrison Capacity, yes, you need them as I mentioned before but they don't do F-all for manpower generation.

All of the above, in this post and in my previous post, relates to vanilla ES2. Food races do get stronger the slower the speed you play on, but playing a Food race tall doesn't make much sense regardless of the speed of play. Sim Camp or not, you need to take advantage of your fertile planets with Unfallen pop boosted for faster pop growth than other races, Other races have better scouts and can research Machine Bacteria just as well, if not better. If by the end of the game you explored more than 150 curiosities, you are playing vs vegetables.

And I can respect not wishing to engage in what feels like a fruitless argument but perhaps you can see my point of view and frustration that I feel a growing need to backhand the pastry chef as they shamelessly spread their cream on a perfectly good pie. That is not Vanilla.

https://steamcommunity.com/sharedfiles/filedetails/?id=3297428986

Yes, I admit my reply came off a bit prickly and for that I apologize. I picked up the faction and went looking for info to better sharpen my gameplay and found very little but doom and gloom over them being weak. So I dipped harder into the gameplay and found some pieces that really dug myself in and stormed ahead even if it was a lottery shot that things worked out so well. Cool, I think I'll share this since this recent update really shook up the game with a decent chunk of adjustments and see if I can pick the brains of some players for things I might have missed or methods to smooth over the consistency a bit. Lets bat ideas around, get a discussion going and see how the update opened up shifts in early-mid game optimization. So what was the first reply I could look forward to?

Nah, they suck, Mod your game.

I'd like to pose a question to perhaps pull us onto the same page on this. Do you replace the pawns in front of the king and queen with rooks when you play black because you are at a disadvantage? What about starting a game of monopoly with an extra $500 because it's harder to win during the month you were born? Dare I forget the ever popular adjustment of marking a second box in tik-tac-toe because you are a Gemini?

Modding Endless is alot like the above. Don't bother to get better, change the rules so you don't have to go through the effort. That kind of thought process rubs me the wrong way. It will always rub me the wrong way. I don't enjoy being rubbed while I would like to have a productive conversation.
Freny Jul 27, 2024 @ 1:01am 
Other than curbing your enthusiasm on your "play Unfallen and make the galaxy your birch" take, all I have done is share ideas to play Unfallen better which you admit is what you are seeking. Like making sure you don't have any leftover industry before the planet colonization (if the planet colonization takes more than 1 turn, you might want to swap a building after every turn of planet colonization to not lose industry), and start by settling on the worst planet and then queue the 1 turn colonization planet, and building Exotic Rations and Patriot Pills for the extra 30% manpower generation if you happen to discover the Sim Camp building your tactic relies upon, and playing a food faction wide instead of your tall take, and trying to get an alliance with someone, and getting the quest reward that gives +science per population type which requires some population micro, and getting the 1-step terraforming to Forest from quest reward ASAP, and boosting your Unfallen pop ASAP while making sure they are on fertile planets, and I might add making sure you have unlocked Tier 3 on the Science and the Economy quadrants before finishing their 1st quest or you are risking getting a Tier 2 tech as reward instead of a Tier 3 one.

These are all very specific ideas to improve Unfallen play which you either ignore or don't fully understand them, like with the manpower generation idea and you saying the Tier 2 military techs are better because it gives more manpower system capacity. Now if you play vs AI then all is well and I wouldn't have bothered saying anything because the AIs suck, but on PvP it is a race and Unfallen fall short; however, they are good allies so you might want to consider an alliance instead of the "making the galaxy your birch" approach of yours, and they are a food faction so you might want to play them wide instead of paying them tall to avoid their sucky entwining mechanic.

For the record, after the latest patch I don't play modded ES2 when playing PvP, and speaking of curbing your enthusiasm, the Sim Camp building was available when this game went live 7 years ago, with the Unfallen early game synergy being just as old, but then again the 30% manpower generation increase is news to you and you don't even recognize it even when told about it, so maybe you don't play Unfallen all that often and just read bits and pieces here and there, as you say, to make a post about so-and-so looking for controversy.
Last edited by Freny; Jul 30, 2024 @ 6:05am
Zlorfik [CH/BY] Jul 27, 2024 @ 3:19am 
I can't be the only one who plays Unfallen as invaders of worlds, right? Granted, their ships are a bit anti-synergising with their focus on defense rather than support modules, but i could make it work pretty well.
Spam scout ships with manpower modules and rockets. Once unlocked, spam protector ships with manpower and rockets. Your good influence allows you to declare war. You automatically entwine systems you take over.

Vining ships are way too expensive to build for their slow turnover. On the other hand you need 2 military techs and you produce twice the number of scout invader ships per vining ship. The good food focus solves any manpower problems.

The only thing holding you back here is that you require proximity. But that's easily remedied by either waiting for enemies to come closer or bridge the links with an 8 turn entwining of a system.

Give it a try. It's more powerful than you think
MjauMix Jul 27, 2024 @ 5:00am 
WTF is a "gaming group"
Elitewrecker PT Jul 27, 2024 @ 5:01am 
A group of people... who game together
Freny Jul 27, 2024 @ 6:32am 
Originally posted by Zlorfik CH/BY:
I can't be the only one who plays Unfallen as invaders of worlds, right? Granted, their ships are a bit anti-synergising with their focus on defense rather than support modules, but i could make it work pretty well.
Spam scout ships with manpower modules and rockets. Once unlocked, spam protector ships with manpower and rockets. Your good influence allows you to declare war. You automatically entwine systems you take over.

Vining ships are way too expensive to build for their slow turnover. On the other hand you need 2 military techs and you produce twice the number of scout invader ships per vining ship. The good food focus solves any manpower problems.

The only thing holding you back here is that you require proximity. But that's easily remedied by either waiting for enemies to come closer or bridge the links with an 8 turn entwining of a system.

Give it a try. It's more powerful than you think

You mean playing vs AIs, right? Because no human is going to be stupid enough to leave a new colony unprotected next to your vines for you to waltz in with a single scout and victory invade due to no defensive manpower on new colonies.

When I play Unfallen I try to get a 14 or 20 CP fleet soonish, mainly for defense and for turning minor civs' fleets and pirate's fleets into science and dust with the per CP killed modules because of their bad ship design. Invasion will depend on the manpower situation of the neighbor (like if I see their ships half empty or worst) and galaxy generation lack of luck thereof, but going on early Wars with the Unfallen crappy ships is a losing proposition versus humans who will reciprocate with ships that have more weapon slots.
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