ENDLESS™ Space 2

ENDLESS™ Space 2

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ESG Mod - 1.6
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30.537 MB
Jul 1, 2022 @ 12:53pm
Mar 9 @ 11:41am
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ESG Mod - 1.6

Description
Compatible with the most recent version of the game.

ESG 1.6 is not fully released, but is stable. Changes may not be fully implemented and may not be localized in other languages. New updates to this mod may break saves or have bugs, however, they issues are generally fixed very quickly. All community feedback is welcomed and appreciated, and as such we are interested in contributions, bugfixes, and translations for any language the game supports.

List of changes new to this version: https://github.com/wakystuf/ESG-Mod/wiki/Changelog#version-16


The ESG Mod is dedicated to reworking and rebalancing the game to generally improve the game, while maintaining a vanilla feel and level of quality. The original intent of the mod was to buff terrible factions and nerf broken factions by adjusting their respective mechanics, rather than making all factions "equal", however, it has since evolved from that goal. We’ve reworked nearly every part of the game to be more strategically interesting. listed below are the major focuses of the mod:
  • Combat Rework
  • Law & Government Rework
  • Hero Skill Rework
  • Faction Quest Reworks
  • Hacking Rework
  • Economy Rework
  • Diplomacy Rework
  • Food Overhaul
  • Technology Tree Overhaul
  • Awakening / Academy DLC Overhaul
  • Additional Custom Faction Options
  • Additional Settings and Customization
  • Bugfixes
  • Quality of Life Features
  • Many UI Improvements
The goal is not to balance the fun out of the game, but to bring out what makes the game great while also keeping things fair. If you don’t like something that ESG changes, chances are that you can turn it off and play how it worked in vanilla.

The changes of ESG are determined largely by the community, with the specific balance changes being determined by a group of the top competitive players, game designers, and mathematicians.



If you encounter any bugs we haven’t caught, please join our Discord server below and report them there.


To read ALL of the changes ESG has made, click HERE[github.com]


[discord.gg]
[github.com]
Use the mod and still get achievements by clicking HERE[github.com]


Read the complete list of credits HERE[github.com]


Previous versions of ESG are kept on the workshop to ensure that people's save games are not ruined between updates, and to allow people to choose the features they want. These previous versions of ESG are not compatible with the latest version of the game.

ESG 1.5
ESG 1.4
ESG 1.3.1
ESG 1.2.2

Popular Discussions View All (4)
17
2
Jun 10 @ 1:25pm
PINNED: Compatible Mods
Captain Cobbs
4
Jun 28, 2024 @ 3:21am
Corrupt Save
FaithlessZealot
4
Jun 28, 2024 @ 12:52am
Release ETA?
Riekopo
722 Comments
IlliaJ 23 hours ago 
Noticed a few things with Laws Population Collection Bonuses:
1)1) Xirmisala Law displays code in place of effects (when displayed in the laws menu).
1)2) Also, Xirmisala 20 pop Collection Bonus adds both a passive effect (+0.5% dust per Xirmisala on Empire) and a law (+50% Dust on Unique Planet Systems).
2) Bhagaba just add their effects without a Law (maybe it's intended, I wouldn't know).
3) Galvran, Niris, Eyder, Kal'Tik'Ma, Sefaloros 20 pop bonus doesn't display law effect in "Collection effect" tab.

To an earlier comment about bugged Nakalimn trait:
1) Just to have it written, there's a stronger version of this trait, and the same comments apply to it (doesn't diplay influence and name is broken).
2) Pilgrim's trait that grants Science on Anomaly also has no localisation when choosing in custom faction menu.
3) There's a trait that grants Approval on Sterile which also has no localisation.
Captain Cobbs  [author] Jun 15 @ 4:53pm 
@Drasher velk.ca I'd recommend putting on some siege modules (the ones that increase manpower damage when orbiting), then sieging the system for a few turns. If you put a few on the defender/coordinators in your fleet the invasion will go a lot more smoothly.

@IlliaJ Thanks! Added to the list
IlliaJ Jun 15 @ 2:24pm 
I noticed that "Xeno Anthropology" technology has a unique effect for Vaulter affinity (FIDSI bonus while under Colonisation Cap instead of Colonisation Threshold), but it doesn't have an icon signifying that afinity (like techs with ships).
Drasher velk.ca Jun 14 @ 8:13pm 
Longshot question, I'm used to vanilla and whenever I try to siege enemy systems always have consistent/difficult sieges. What is the strategy to quickly and efficiently take systems in this balance mod? Do I just focus on stacking as much ion cannons etc with less attention towards manpower ships? Thank you!
mdel Jun 9 @ 11:50pm 
@EnergoPul Probably a long shot but if you happen to also be using the "Initially Destroyed Worlds" mod in conjunction with ESG, please be sure to use the ESG-specific version. What you've described can be caused by that combo as there are certain anomalies the game can't render properly when placed on destroyed planets (that ESG spawns on them). Of course it could also be something else entirely :)
Captain Cobbs  [author] Jun 9 @ 9:08pm 
@savior2go I appreciate it! I'll add that to the list, thanks for the report

@EnergoPul I've never even had it lag when doing that, you might need to lower your graphics settings if the game is running that poorly.
EnergoPul Jun 6 @ 11:08am 
It causes the game to freeze and crash - this happens when my seeker arrives at a neutron star (a special node), the viewing radius increases by 2 times, and then the game freezes and stops responding
savior2go May 29 @ 10:12am 
At first, I want to thank you for this great mod. I enjoy it very much, and it makes Endless Space 2 even better than it already is, but much better balanced. However, I encountered an unfortunate bug when I play with the Lumeris. The "Pay It Forward" law does not appear in the Pass Laws screen. You usually get that law when you complete the "Solo Quest: Chapter 2. A Matter of Influence," but I played three different rounds, and every time it is not available after completing the quest.

I am only using the ENFER Reload mod alongside ESG 1.6, so I guess it's an issue with the ESG mod. If needed, I can provide screenshots or logs to help illustrate the issue. I just wanted to report that.
Captain Cobbs  [author] May 27 @ 4:33pm 
@Ondrugs hahaha fair enough, the main issue I had with the vaulters was that they are given a lot of buffs to expand as much as possible but the argosy is designed to make you prioritize a few ideal systems, I tried to redesign the buffs they got to make you cherry pick the systems you colonize with a certain tolerance for getting unlucky. What do you find is more micro intensive? Personally, I find it to be a lot less micro intensive.
Ondrugs May 27 @ 4:56am 
@captain cobbs I am sorry for that question, I get that Nakalim were prolly OP depending on how we played the game, but how or what was OP about the Vaulters and how did this balancing improve them or is this mod just made for people which had not enough micro management in the main game?