ENDLESS™ Space 2

ENDLESS™ Space 2

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Legacy/Outdated Balance Mod
   
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TYPE: Extension
CONTENT: Balance, Gameplay
File Size
Posted
Updated
1.196 MB
28 Jun, 2018 @ 3:41pm
3 Jul, 2018 @ 12:08pm
8 Change Notes ( view )

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Legacy/Outdated Balance Mod

Description
################# READ THIS PLEASE ##################
Everyone, please switch over to the newest version of the mod here : https://steamproxy.net/sharedfiles/filedetails/?id=1467372500

This version will stay outdated, its only use is for all your legacy saves.
#####################################################


This mod's goal is to rebalance all aspects of the game to bring a lot more polish and a more even playing field for newer and advanced players alike.

Mod is far from being finished so expect new features to drop every so often, but you can start testing it and helping me iron out some bugs now.

Politics and Senate :
-Reworked themes of the different parties
-Pacifist party now focuses more on Diplomacy and peaceful means of wounding your enemies.
-Religious party's theme now includes Heroes and is a bit more about mysticism and less about xenophoby
-Ecologist party now has all the laws regarding colonization, population diversity and anomaly laws
-Science now is the discovery and science party
-Industrialists is the construction and Strategics party
-Millitarists are still focused on better and cheaper means to kill

-Added Inflation reduction law for Pacifists
-Strategics law now gives a % Increase instead of a flat bonus so it now depends on depot size.
-Tweaked Lumeris quest law from 25% More industry to 15% Industry and 30% Industry spent to Dust conversion.
-Replaced Tech cost reduction from the Science pinned law to per pop Science instead.
-Reworked the Sins and Sinners law which was OP.
-Fixed some old bugs on Law upkeep calculation.
-Tweaked or changed laws that benefited a bit too much from being micromanaged, for example Added incentives to keep Bigger is Better activated more than a few turns, it now gets its full effects only after a few turns.

Governments :

-Buffed Dictatorship and Autocracy pinned laws
-Buffed Dictatorship and Autocracy Hero skill multiplier from 1.5x to 3x

Heroes :

-Changed Heroes healing cost from 750 * Missing Health to 750 * Missing Health * Level


Marketplace:

-Resources min value from 0.4 * Base Price to 0.001 * Base Price, no more selling your potatoes at high price thanks to Inflation.
-Cut in third the time it takes for Heroes to refill the marketplace
-Base Hero price from Level * (1000 + Turn) to Level * 850 + 65* Turn + 150 to make it harder for one person to hoard all heroes unless they have a really powerful economy
-Max ship stock from 20 to 50 to help you buy your own ships as mercenaries
-Max Hero stock from infinite to 6

Minor factions :
-Reduced the threshold for population collection bonuses (for minor factions only), from 5/20/50 to 5/10/20 and from 5/10/20 to 2/4/7 for guardians, this should let minors' neutral laws come into play way more often and when it still matters.

Vodyanis:

-Diminished the cost of the first few arks greatly to help those starts with no minor civs around to leech and get you started
-Made Arks cost scale geometrically instead of linearly to make leeching relevant in mid and late game
-Made Arks cost 80% of max stock to help reduce Essence waste.
-Changed species stability act to not be mandatory anymore, also tweaked it to remove the RNG of how many starting habitable planets you get
-Tweaked ark FIDSI modules, added Essence cost for tier 3 and 4 ones to give you the opportunity to play "tall" by sacrificing additional arks for better yields.
-Buffed Military Penance (manpower population) transformation improvement from 300 to 500 MP gain, cost halved (the 1 turn cost is already high enough as it is).

Riftborn :

-Fixed "seeding" exploit by adding a "memory" of the pop you built to calculate the cost of new pops (and as a result added a cap on the max cost depending on gamespeed, 2500 on normal) which means seeding will still be a viable tactic but you'll need a fully developed system instead of using an empty one.
-Activated population boosting for riftborn pops, no effect apart from doubling their FIDSI output (functionally similar to Vodyanis but for some reason not activated in Vanilla)

Unfallen :

-Nerfed bonus from peaceful relationships (15% Science/Dust -> 20% Dust, 7% Science)
-Made the rooting power of colonizer ships scale with the number of systems you own, way faster in early and a tad slower in late game compared to vanilla, to make your early game less painful and fix late game insta colonization.
-Halved the effect of gamespeed on the power of rooting ships.

Cravers :
-Removed weapons from the medium ship from the main quest religious path you can get really early, industry path unchanged.

Vaulters:
-Highly recommended mod to nerf material expertise as it fixes SEVERAL exploits with the trait: Reworked Luxuries
-Made portals not buyoutable and their cost in Strategics now scales with the number of portals already built or queued (5 + 10*Number of portals), this should make portal more of a choice and less of a nobrainer, also fixes portal bombs by colonizing instantly and buying out a portal.

Horatio :
-Made more beautiful

Misc./All factions :

-Automated ships gain more MP with left quadrant unlocks, and those gains are multiplied with faster game speed (from 1/1/1 to 3/3/6 times 2 on fast, 1 On normal, 2/3 on Long and 1/2 on Endless).

24 Comments
电脑玩家小约翰 6 Aug, 2018 @ 8:38pm 
555555
RemontyPawełPL 3 Aug, 2018 @ 9:03am 
will you change bohemtos?
`'Kuma  [author] 30 Jul, 2018 @ 5:45am 
Thought I'd let people know here in advance, on the 2nd (when Supremacy gets released), I'll be releasing a new mod that will be the continuation of this one, the reason being I made a ton of new changes that would break legacy saves and so instead of forcing people to abandon their saves, I'll leave this mod as legacy and start a new one where, hopefully, I don't make changes that would kill saves again.
`'Kuma  [author] 28 Jul, 2018 @ 2:48pm 
There's a only a few Trees, not one for each minor race, anyway the mod doesn't change that (I do agree it's regrettable).
TimmyTime 28 Jul, 2018 @ 2:41pm 
is it?? I could've sworn I remember minors having race specific skills. I put this game down for a while, so I may be remembering wrong
`'Kuma  [author] 28 Jul, 2018 @ 1:53am 
That's vanilla, not the mod. There's a third tree (technologic?) but minor factions only have those 3.
TimmyTime 27 Jul, 2018 @ 3:44pm 
I noticed a big problem with heroes, all of the minor faction heroes have either primitive or scavenger traits. breaks the flavor and immersion when half of the heroes share abilities. Not 100% sure if it's this mod but the only other mods I used were unrelated to heroes completely, excellent mod otherwise tho!
`'Kuma  [author] 21 Jul, 2018 @ 2:44am 
So, for the market prices, it seems to be a vanilla bug except in vanilla it doesn't happen as often because there's only a few heroes at a time at best, sadly with limited debug tools for the marketplace this is gonna be hard to fix, but I have hopes that some bugs I unearthed a few months ago should be fixed in the next public version and it might just fix this.

For the luxury and trade related law, it actually works, but doesn't have the intended effect for the Luxury deposit output (same issue with the strategic law from industrialists btw), I'll fix it whenever as this needs quite a few changes. The rest of the law is actually vanilla, and it doesn't work either way, I'll try to debug it and pass it to the devs or I'll change the effect, ty.

If you want to report more bugs you'd have more luck with the official amplitude discord (@`'Kuma there), I don't really use steam that much but I still accepted your invite.
Mulzaro 19 Jul, 2018 @ 7:45pm 
Hello, it's me again.

In the same session I spotted the luxury bug in your other mod I noticed some weird things going on with this one aswell.

The market hero prices seem to be really random. I even got one hero for 0 dust for some reason. This really breaks the game because it's way easier to hoard heroes and combined with the federation government type, you get almost infinite overcolonization limit.

The strategic resource prices seem to do similar things from time to time where the price is just way too low compared to the amount in the market.

Another thing I noticed was the luxury related pacifist law. It didn't seem to work at all. It didn't increase my dust income from trade at all nor my luxury income.

I added you as a Steam friend if you don't mind. I would love to give more bug feedback directly instead of flooding these comment sections when I spot something. :)
gavinfoxx 13 Jul, 2018 @ 7:45pm 
By Battle Mod, I mean Foraven's "BattleMod".