ENDLESS™ Space 2

ENDLESS™ Space 2

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True Endless Difficulty
   
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TYPE: Extension
CONTENT: AI, Gameplay
File Size
Posted
Updated
436.449 KB
13 Apr, 2018 @ 1:26pm
16 Sep, 2019 @ 12:00am
8 Change Notes ( view )

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True Endless Difficulty

Description
Adds "True Endless" difficulty setting and new AI bonuses to improve their play.
Compatible with current version (1.5.37), all dlcs and most overhaul mods like ESG.

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New advantages to the AI give them the ability to field increasingly more and stronger fleets on "Serious", "Impossible" and "Endless" while easier difficulties are unchanged.

At the same time, pirates and minor factions have a new "Very Hard" setting to make them a bit more challenging to the player, without affecting the AI as they already have buffs to deal with them.



   --Game difficulty--
Serious: AI has the same buffs they had on Impossible plus other buffs to improve their play.
Impossible: AI has the same buffs they had on Endless plus other buffs to improve their play.
True Endless: AI has even more buffs than on Endless and major buffs to improve their play.

   --Pirates and Academy difficulty--
‣ Easy → Normal: Pirates and the Academy only have a hacking debuff like they did on Normal.
‣ Normal → Hard: Pirates and the Academy have better fleets and troops like they did on Hard.
‣ Hard → Very Hard: Pirates and the Academy have even better fleets and troops than on Hard.

   --Minor factions difficulty--
‣ Easy → Normal: Minor factions have no advantage whatsoever like they did on Normal.
‣ Normal → Hard: Minor factions are as strong they were on Hard setting.
‣ Hard → Very Hard: Minor factions are more difficult to assimilate by force.



   --True Endless--
  • +5 FIDSI per pop on planets (FIDSI = Food, Industry, Dust, Science, and Influence)
  • -2.5 Influence per pop on planets to prevent them from converting every systems
  • Progressive bonus to Industry based on Manpower (Max. Manpower / 300, e.g. if AI has 6k Manpower, he gets 6000/300 = +20 Industry per pop)
  • Progressive Ships/Improvements Cost Reduction also based on Manpower, up to -25%. Wonders and Behemoths are not affected.
  • Small progressive bonus to Science, mostly for late-game ((Command Points / 3) - 2 = bonus Science per pop. Maximum is (36/3)-2 = +10 Science per pop)
  • 25% of Manpower Capacity regained each turn
  • +20 Experience per turn on ships (takes 15 turns to become Elite)
  • +50% Movement points on ships
  • +300% Vision Range on fleets and +5 Vision Range on systems
  • +6 CP (Command Points) on fleets (+2CP on player's fleets)
  • +300% to +100% Strategic resource production on systems
  • +25% Research bonus on military techs
  • Up to -30% Dust Inflation in late-game (same as the player)
  • +80 Happiness
  • -80% Over Colonization Penalty
  • -80% Upkeep (heroes, system improvements and ships)
  • Large Essence bonus for the Vodyani
  • Vines spread 5x faster for the Unfallen
  • Honor (Keii) bonus and +2 Behemoths max. for the Hissho
  • +10% Hacking Speed and +40 Bandwidth for all factions (Penumbra DLC)
  • And major combat bonus against pirates

   --Impossible--
  • +4 FIDSI per pop on planets (FIDSI = Food, Industry, Dust, Science, and Influence)
  • -2 Influence per pop on planets to prevent them from converting every systems
  • Progressive bonus to Industry based on Manpower (Max. Manpower / 450, e.g. if AI has 6k Manpower, he gets 6000/450 ≈ +13 Industry per pop)
  • Progressive Ships/Improvements Cost Reduction also based on Manpower, up to -25%. Wonders and Behemoths are not affected.
  • Small progressive bonus to Science, mostly for late-game ((Command Points / 4) - 2 = bonus Science per pop. Maximum is (36/4)-2 = +7 Science per pop)
  • 15% of Manpower Capacity regained each turn
  • +10 Experience per turn on ships (takes 30 turns to become Elite)
  • +25% Movement points on ships
  • +200% Vision Range on fleets and +5 Vision Range on systems
  • +4 CP (Command Points) on fleets (+2CP on player's fleets)
  • +200% to +50% Strategic resource production on systems
  • +15% Research bonus on military techs
  • Up to -20% Dust Inflation in late-game (same as the player)
  • +60 Happiness
  • -60% Over Colonization Penalty
  • -60% Upkeep (heroes, system improvements and ships)
  • Moderate Essence bonus for the Vodyani
  • Vines spread 3x faster for the Unfallen
  • Honor (Keii) bonus and +1 Behemoth max. for the Hissho
  • +10% Hacking Speed and +40 Bandwidth for all factions (Penumbra DLC)
  • And major combat bonus against pirates
     Note: "Endless" setting had the same buffs as above but without the added ones in bold.

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Current Status:
v1.6 Release - Added compatibility with Awakening DLC.

Various QoL tweaks used. Recommended mods:
- ESG Mod by the ESG team (balance overhaul)
- BattleMod by Foraven (AI and combat rework)
- Endless War by Amplitude (official mod for masochists)

Notes:
- The mod can be added mid-game. The AI just need a bit of time to adjust to his newfound power. This also means that you can revert the changes if you find yourself overwhelmed.
- Like with all gameplay mods, achievements are disabled when using this mod. You can keep the mod disabled and import the changes by copying SimulationDescriptors[GameDifficulty].xml from the mod folder and replacing the one in "Endless Space 2\Public\Simulation".
- Screenshots: first is just one of many epic battles against the Cravers. Others shows that same Craver AI's huge fleets and resources / manpower bonuses, partly thanks to the new AI bonuses.

*Artwork: "Lost Hunt"[artstation.com] by Thomas du Crest (Amplitude concept artist)
65 Comments
Centurio 14 Jun, 2023 @ 1:08pm 
my brother and i truly love this mod!!
a question beside: is it possible to add a more challenging lvl? like true endless x2 or even a tripple of true endless?
Squaul 17 Feb, 2023 @ 3:17pm 
So is this totaly compatible with ESG 1.5 or and Better AI empire infinite ?
Valius 22 Aug, 2021 @ 10:21am 
Turn 26 and the academy is siege'in one of my planets O_o"
💖 Officer Hotpants 💖 8 Mar, 2021 @ 8:52pm 
If you can balance the Academy you'll have surpassed the devs.
Kierk  [author] 6 Mar, 2021 @ 8:17am 
Update : The mod works 100% with the current update (1.5.37) and doesn't need to be updated so I'll take my time understanding the new mechanics and how to balance the Academy faction before making any changes.
Kierk  [author] 6 Mar, 2021 @ 8:14am 
@mrcoolize Good to know. I never disable pirates personally so I wouldn't have find that bug. You should probably report that to the devs so they can look into it.

And if you still want to disable the pirates, you can leave them enabled and edit the mod xml file to make them inoffensive e.g. PirateDifficultyMultiplier value around 0.1 instead of 0.4 ;-)
mrcoolize 4 Mar, 2021 @ 1:20pm 
After further testing it seems like it only happens if the pirate faction is disable they respond normaly to the revolt hack if there is a pirate faction
mrcoolize 28 Feb, 2021 @ 6:57pm 
No i had a custom faction. It not even revolts they actvely deal with those. They also attack normal pirates! But they do absolutly nothing for the hacking ones. I am just playing games without taking that option from now on. I also tried it on not TE AI and there is the same problem.
Kierk  [author] 28 Feb, 2021 @ 4:43am 
Sounds like a problem with the Penumbra dlc and not the mod itself because I didn't change anything hacking-related. Were you playing Umbral Choir? The AI clearly have a problem dealing with revolts from what you describe but I'm not sure how to fix it. I'll try to replicate the issue and find another solution than disabling the Penumbra dlc.
mrcoolize 26 Feb, 2021 @ 9:41am 
I won a whole game only hacking the True Endless Ai into them losing all their systems to pirates while doing nothing.