ENDLESS™ Space 2

ENDLESS™ Space 2

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G2G Balance Mod - not in use currently
   
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TYPE: Conversion
CONTENT: Gameplay
File Size
Posted
Updated
2.288 MB
17 Jul, 2017 @ 8:37am
15 Nov, 2018 @ 8:24am
33 Change Notes ( view )

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G2G Balance Mod - not in use currently

Description
Disabled for the moment, stay tuned to know when a new version of the G2G Balance Mod will be released!
All previous balance changes have been implemented in game. Thanks for your feedback about it ;)

Previous use:
Hey everyone!
We'd like to try a new way of testing out balance changes before making them live: releasing them as part of a mod! Mods are easy to activate and deactivate, and they're quick for us to tinker with on our end. Since a balance change is easier to implement than a new feature or a bug fix, and is unlikely to cause issues with the game, we can post these changes out without having to create a new build, which might have issues depending on where we stand in a dev cycle.
These changes are based on community suggestions. You can give feedback on how they affect gameplay and your experience playing with them, which we can in turn implement into the next iteration of the mod, etc! Considering the XML is easy enough to read, you can also directly make changes to it and submit your suggestion so we can try it out, too, and if it works, see how we can factor it in.
For more details or if you have any questions, please check the discussion thread here: https://www.games2gether.com/endless-space-2/forums/66-game-design/threads/27427-g2g-balance-mod
Popular Discussions View All (1)
1
20 Jul, 2020 @ 3:38am
Leech Techs overlapping and still in wrong tiers.
3dahs
136 Comments
Tonatsi 10 Jun, 2022 @ 5:32pm 
It wasn't replaced, it was simply merged into the full game. Amplitude currently has no prospective balance changes so they have no need for this mod.
Zombie 10 Jun, 2022 @ 4:58pm 
since this mod is no longer supported wonder what is replacing it. Been several years since I played last
Kaito Gillscale 16 Sep, 2020 @ 4:14pm 
I was curious if I could request a mod while this one is updating. Would it be possible to set up a system where you can exile population? Like...on the screen where you can encourage reproduction for pop in your empire, there's a way to make them undesirables so they eventually are all removed from your empire over the course of...say...5-10 turns? Not sent to another planet, but just disappear from the game all-together on systems I own. I specifically want this for when I play Riftborn, since 90% of all minor pop and other factions' pop use up food and that just annoys me. I don't want to have to be religious to enact laws like this, so a mod that does the feature would really make me (and quite a few other people on the forums) happy.
recouer 12 Dec, 2018 @ 7:58am 
could you please balance the burrows tech with the riftborn, as i get too strong a power spike too damn fast...
in fact, having one or more system with 70 pop and 10k industrie per turn may be a bit overpowered and i'm only 200 turn ahead in the endless gamemode
Tonatsi 22 Nov, 2018 @ 10:04am 
You may have read old patch notes or they may have forgotten to change them, but anyway, the mod is now currently deprecated.
megabot 22 Nov, 2018 @ 8:56am 
...ain't some of them already in the game?like the autonomous administration
Dominicius 20 Nov, 2018 @ 3:02am 
Do these guys even playtest their patches I wonder? Literally booted up cravers and their militarist law still provides a happiness bonus for wars with minor factions. Not that I mind since I would rather not be forced to play religious cravers every single game.
Obsidian Shadow 16 Nov, 2018 @ 11:30am 
Just saw the dust inflation building for Lumeris. FYI it gives -25% dust inflation for 10 turns at the cost 4146 influence on turn 111. Meh. I think ill hang on to my influence.
Obsidian Shadow 16 Nov, 2018 @ 11:29am 
Riftborn: A bit concerned about reduced singularity benefits. With their reduced mobility and manpower issues and glass cannon ships they need all the help they can get.

Cravers will definitely be unhappy and much harder to play...(with the military law nerf) By turn 100 most minor civs are assimilated anyway... Was that really necessary?

Dirty hands act: I haven't been using it much so I'm not sure what 50% weaker will do yet.

Thank you for your continued support and development of this great game.
Obsidian Shadow 16 Nov, 2018 @ 11:28am 
Lumeris: improvement seems good especially inflation and colonization. Market tax is hard to understand. When I build the TCB I raise the tax to the max to make it tougher for other empires but I do not get feedback telling me how much each turn this tax gives me when the other empires sell or buy.

Vodyani: seems ok, a bit concerned about the impact of the "all must" module nerf (need to test) Meditation module seems a good idea to me (ark cannot be attacked when anchored, mil tech 2) because arks are a lot more vulnerable to ships than planets are to invasions by troops. When you enter the name in the search box it points to unstable isotopes. Research of UI makes meditation modules available in the ark menu. But when you install the MM module in the ark design page arks then become invisible to build in the build queue. If you redesign the ark without a MM, arks reappear in the build menu. This seems like a bug to me and I would welcome a fix that makes the MM available.