You'll talk to other factions, trade for goods and technology, and then use those goods to build improvements and structures on your owned planets. A 4X veteran knows this part internally, but it's an uphill climb for new players. Where Endless Space 2 diverges heavily from its competitors is in the area of presentation. While many 4X games have a spartan UI that just provides data, Amplitude clearly took its time here.
The UI looks amazing and more importantly, it's functional, allowing you to zoom between planets and different viewpoints in a few clicks or scrolls of the mousewheel. There's a slight learning curve, but once you get it, moving around in Endless Space 2's various gameplay and data screens is easy and charming. From a narrative perspective, Amplitude surprises and delights with beautiful art and lengthy story segments.
Each race has their own branching tale, with a unique starting point and various story choices depending on what kind of ruler you are and where you want your civilization to go. The writing in Endless Space 2 is top-notch and offers something most of its peers simply skip over. The tale of the human-led, jackbooted United Empire is quite different from the religious zealotry of the Vodyani or the arrogant clone-based solidarity of the Horatio.
It's worth seeing every faction for their own story, not just their different playstyles. And those playstyles are wider than different factions in some other 4X titles. The United Empire is the closest to classic 4X gameplay, sending colony ships to star systems to take control of them. The tree-like Unfallen send Vineships across space lanes, calling their vines towards other systems they can then colonize.
The Vodyani have to leech essence from other factions, working from monolithic Ark ships instead of living on specific planets. The Lumeris are merchants, meaning they gain more money than other races for their population and they simply buy new planets. It adds a great deal of variety to your game, but it also changes up your strategy.
In one game, I dropped an outpost in a star system just before the Unfallen could. The outpost system of colonization means that there are a set number of turns before a star system fully comes under your control. This means another faction can have an outpost in that star system, making it a race for ownership.
You can goose the turn speed with gold and influence, so there's a bit of tension there. Ultimately, I won the race and took control of the system. Since their vine network follows along a set path, I essentially locked the Unfallen into their small section of the galaxy. On the opposite end, I had a ton of problems with the Vodyani, because their Ark means they're untethered.
Madcow wrote: I never see pirates go thru wormholes pirates also don't build colony ships. I was playing a fast game on tiny just because I'm still learning, and working out the mechanics and in retrospect I think what happened was that the "cosmic strings" were no longer required for travel. Or at least that's what it seemed like. Madcow wrote: 4x games always seem oblique since the game seldom describes what is happening with all the number crunching.
I believe you, this is in fact my first one. I've definitely got a lot of learning to do. Thank you for the help. I'm just trying to figure out the mechanics, and there's a lot of stuff that's hard to figure out even with the wiki help. Monthar Old Timer. Monthar Old Timer 23 g2g pts. The only times you can't save a ship design are if it's a new design that you haven't named or you tried naming the same as another design.
For instance if you build one of the Defender deigns you start with, then delete that design and try to design a new ship from scratch and name it Defender you won't be allowed to save.
You can tell this because the name will be in red. Also if you have a destroyer class named Defender and try to design a Dreadnaught class and also name it Defender the new Dreadnaught's name will be in red and prevent you from saving the design. Every new design has to have a new name. Yes, you can merge fleets if only one of them has a hero assigned to it. Yes, you can retrofit fleets that a hero is assigned to. The only things preventing retrofit are the fleet isn't at one of your systems, you don't have enough dust or the new design requires a strategic resource that you don't have, the fleet is in a blockaded system or only source of one or more of the strategic resources need for the new design is in a blockaded system.
The only things that will prevent a fleet from moving to a different system are, the system they are in is blockaded by another empire's fleet, the system they are traveling to is inside the influence ring of an empire you are not at war with or don't have open borders with, or the system you are trying to send them to is on the other side of a wormhole before you research applied casimir effect.
Rather than deleting the fleets you were having an issue with when you suspected the hero was the cause, you could have reassigned the hero to a different fleet or system first. If the hero was actually causing those problems, then one of more of your game files may be corrupted. You might try having Steam verify your local files. To do that open steam, go to library page, right click on ES and select properties, select the local files tab in the new window and click the verify integrity of game cache.
VIP Anwyl Chameleon. VIP Anwyl Chameleon 27 g2g pts. Monthar wrote: The only times you can't save a ship design are if it's a new design that you haven't named or you tried naming the same as another design.
The ship thing makes more sense now that I know about the names. I think I was trying to name my carriers "Defender" or somesuch, and that was probably the conflict. I didn't have any of the problems you mentioned, and it still wouldn't work. I'll verify cache integrity later tonight though, just to be sure that something's not wrong there.
As for the reassignment, yeah, I could've done that, but that's a lot of turns "wasted. Right click does work to go back up levels if i am in the Research screen for example Also, double-clicking on a system in the galaxy view level does not take me into them, so i can't see any new systems assuming i set my ships to auto-explore which is fairly pointless Have tried various graphics settings, in case it's related - doesn't seem to be.
Going to try a reboot now. Very annoying. Reboot didn't work, so went for the old "verify integrity of game cache" I am moist with anticipation. Originally posted by Sharbu :. Isn't there also the fact that your ship could have been just manufactured and you need to hit the create button to make it into a fleet? Fleets have a Speed , measured in parsecs per turn, defined by the Ship Hull and Engines used.
This is used to determine how far along a Cosmic String a ship moves. Cosmic Strings are the simple connections between Systems that define where a ship on that given Planet can move to next.
Each cosmic string takes a certain amount of Move Points to travel, based on the length of the cosmic string. Longer cosmic strings will take longer to travel along, sometimes taking multiple turns for a single cosmic string.
Move Points are carried over when you reach the end of a cosmic string, so if you still have a further destination to reach you can start travelling on a new cosmic string in the same turn. Research can increase the of a ship traversing a cosmic string. Ships can not reverse direction once travel along a cosmic string has commenced, they must continue to the opposite system.
Crossing a Star System appears to use some of the fleet's movement allowance.
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