ENDLESS™ Space 2

ENDLESS™ Space 2

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Military Outposts
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24. Sep. 2020 um 13:57
4. Aug. um 0:59
7 Änderungshinweise (anzeigen)

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Military Outposts

Beschreibung
Please remember to if you enjoy the mod!
Mod Description

Have you ever wanted to take a system to secure a strategic foothold, to pressure another empire, or to simply expand - only to be slapped in the face with overcolonization penalties? Suffer no further. To address the oppresive design of the overcolonization system this mod introduces a new system improvement which can be unlocked in the 2nd tier of military technologies. Once built, this improvement will have the following effects:
  • +1 Systems occupied before triggering expansion dissaproval on Empire.
  • -75% FIDSI production on the System this improvement is built on.

Mod Reasoning
Colonizing systems is something players should be able to do consistently do throughout the playthrough. Through this mod I hope to address the following issues I believe to be present in the base game:
  • Once the colonization limit is reached, the game forces you to build approval buildings in all systems if you want to expand further. This really stagnates expansion and slows down the pace of the game.
  • Players have little reason to colonize poorer quality systems (i.e. systems with few planets) in fear of hitting the colonization limit.
  • There is little strategy in terms of capturing systems, i.e. its rarely worth to go over the colonization limit just to capture a system at a chokepoint node.
  • The base game emphasis on turtling is too great. The objective of wars should be to capture new systems and not to wait out the war. However if you have already reached the colonization limit, going to war is discouraging as capturing new systems just puts you into approval chaos.
  • There is little reason to specialize a system for defences over FIDSI improvements.

Future Development
  • Add custom art for the new technology/improvement.
  • Buff/nerf improvement effects depending on feedback.
  • Address other suggestions.
If you have any suggestions or improvements for the mod, or if you have played with the mod and just have some feedback, please do not hesitate to leave a comment.
Compatibility
This is an Extension mod and thus should not have direct compatibilty issues with other mods.
Questions
  • Q: Does the AI utilize the improvement?
  • A: The AI is discouraged from using the improvement in the new version as it was previously building the improvement to acquire manpower and ignoring the FIDSI penalty. The manpower bonuses have been removed in the new version 1.4 to avoid this issue.
35 Kommentare
Fadingwhite  [Autor] 4. Aug. um 1:04 
The manpower bonuses have been removed from the improvement, which should prevent the AI from mindlessly plopping the improvement on systems and destroying its own economy with the FIDSI penalty.
Fadingwhite  [Autor] 3. Aug. um 23:25 
@Varrgas 2.0
>It's sad because I really like the idea of this mod, but there is, like you said, AI issue and more that never be fixed or anything.
Endless Space 2 isn't really a niche game, but the modding community around this game it really tiny, maybe less than a 100 of peoples or lower (mainsly those behind ESG)


It may be possible to exclude the improvement from the AI's building priority. I'll see if I can figure this out today and update the mod.
Fadingwhite  [Autor] 3. Aug. um 23:22 
@seyferseed
>Would it work together with this mod?
3x overcolonization limit increased
https://steamproxy.net/sharedfiles/filedetails/?id=2033984593


There shouldn't be any conflicts as this is an extension mod. However balance wise it might be a bit overpowered since building this improvement would give you 3 extra limit points each time it built.
Fadingwhite  [Autor] 3. Aug. um 23:19 
@9fingers
>And is the idea that once your max occupied systems limit goes up, you REMOVE the improvement to get FIDSI?

The idea is to make poor quality systems (i.e. only 1-2 planets) still have a purpose as strategic positions although they don't produce many resources and its not really worth building improvements on them. Without the mod there is little reason to colonize a single planet system because of the over-colonization penalty. You'd pretty much always want to just use that colonization count on a 4 or 5 planet system.
Fadingwhite  [Autor] 3. Aug. um 23:07 
@Billy the Kid
>I would like to use it, but I noticed the AI is qverusing it and by that ruining it's economy. With that mod all AIs are boringly weak and passive :(

I'm going to see if its possible to prevent the AI from building the improvement. Unfortunately the AI isn't too smart about the tradeoff between the negative penalties and the boost to manpower.
Billy the Kid 20. Juli um 1:32 
@Vargas 2.0 I fixed it locally, by removing the positive military effects:
+50 per population on System to ground battle deployment limit (DEF).
+100 per population on System to maximum manpower capacity.
the AI stop using it, and I can use it to increase my system limit at the cost of productivity.
Varrgas 2.0 12. Juli um 22:10 
@Billy the Kid Sadly this mod has been released and close to abandonned a few days after :/

It's sad because I really like the idea of this mod, but there is, like you said, AI issue and more that never be fixed or anything.
Endless Space 2 isn't really a niche game, but the modding community around this game it really tiny, maybe less than a 100 of peoples or lower (mainsly those behind ESG)
Billy the Kid 1. Juli um 8:53 
I would like to use it, but I noticed the AI is qverusing it and by that ruining it's economy. With that mod all AIs are boringly weak and passive :(
seyferseed 29. Dez. 2022 um 9:00 
Would it work together with this mod?
3x overcolonization limit increased
https://steamproxy.net/sharedfiles/filedetails/?id=2033984593
9fingers 27. Okt. 2022 um 13:11 
And is the idea that once your max occupied systems limit goes up, you REMOVE the improvement to get FIDSI?