ENDLESS™ Space 2

ENDLESS™ Space 2

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Distinctive Biomes
   
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TYPE: Extension
CONTENT: Gameplay
File Size
Posted
Updated
355.537 KB
3 May @ 2:44am
28 Jun @ 2:52am
4 Change Notes ( view )

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Distinctive Biomes

Description
Rework of planet types and terraformations, including the addition of two new tags.

ES2 has a great variety of planet types, but only a handful stand out gameplay-wise. Desert and Arctic have good yields and decent number of pop slots while retaining their Sterile and Hot/Cold tags, and higher tier planets like Terran are great for going all-in on pops, but many others, particularly those that sit awkwardly between Fertile and Sterile, have few synergies or differentiating factors.

This mod aims to make a greater range of types memorable and viable, and the terraformation graph less of a funnel. Two new tags are added for planets that both sit in between Fertile and Sterile, yet in distinct ways:

"Sparse" planets are uniformly harsh places for life to survive: think wide open plains, poor soil, and a monoculture of very hardy planet and animal life. Arid, Savannah, Steppes and Tundra gain this tag, and links to Dust and Industry.

"Stormy" planets are largely pleasant but fall short of the Fertile habitability level due to the frequent extreme weather events: floods, cyclones or blizzards. Monsoon, Mediterranean (renamed "Tropical") and Snow gain this tag, along with Science and Food synergies.

In general, the difference in population capacity between has narrowed, while contrasts in yields and approval across types has increased. Hopefully, the choice of whether and what to terraform will be less automatic and more about what you need to do with a particular system. The cost of terraformation has gone up, and a moderate Influence cost has been added.

The new terraformation graph is a bit "wider" and "shallower" generally. Notably, every planet has at least two possible terraformations, and Tundra, Mediterranean, Ice and Ash may all be terraformed into (which is not possible in Vanilla). Boreal and Jungle are additionally considered "final".

As in Vanilla, Riftborn mostly go in the opposite direction, but gain the ability to terraform Barren and Lava upwards (improving the quality while keeping it Sterile).

CHANGES

Terraformation:
- Graph and planetary yields altered (according to attached diagrams)
- Added moderate Influence cost (mostly between 100-500 depending on the increase in yields and game speed, though Riftborn and unique Unfallen projects are costlier)

System Improvements:
- "Epigenetic Crop Seeding" improvements get +2 Food/Pop on Stormy
- "Magnetic Field Generators" improvements get +3 Science/Pop on Stormy (replacing the +1 on any planet)
- "Interplanetary Transport Network" improvements get +3 Industry/Pop on Sparse (replacing the +1 on any planet)
- "Xenotourism Agencies" improvements get +3 Dust/Pop on Sparse (replacing the +1 on any planet)
- "Eco Habitats" improvements add a pop slot on Stormy
- "Cosmetic Genetics" improvements add a pop slot on Sparse (replacing Sterile)

Planet Specializations:
- Food Planet Specializations (Evolved Soils, Alien Grafting, Aquaculture Dome) bonus increased by +100% on Stormy (replacing Fertile)
- Dust Planet Specializations (Colonial Exchange, Atemporal Finance) bonus increased by +100% on Sparse (replacing Sterile)
- Influence Planet Specializations (SPIN, Edenization, Bio-Enhancement) bonus increased by +50% on Temperate
- Resource Extraction Planet Specializations (Slag and Sludge, Self-Mining NPO) bonus increased by +50% for Strategic on Sterile, and Luxuries on Fertile

Population Types:
- Horatio get +2 Approval on Stormy (replacing the +2 on Hot)
- Kalgeros get +4 Approval on Sparse (replacing the +4 on Sterile)
- Amblyr get +2 Industry on Stormy (replacing the +2 on Sterile)

For an "Excellent Space 2"-friendly variation, see here.
9 Comments
mdel  [author] 24 Jun @ 7:06am 
@WeltonCitan what game speed do you play on? Wonder if it might be a scaling issue (perhaps at least in part)
WeltonCitan 23 Jun @ 8:00am 
Yes, your idea is excellent but the cost is a little too much. And worse, in my own opinion, is because you as a modder think it is okay while I think that cost is random and weird. This is not Stellaris. For me, influence already a mega luxury resource if you are in a warpath or spend it like crazy to maximize your empire (law/gov upkeep, buy out) and not enough tool to generate it faster if you are not invest in influence tech or building. One of those tool is maximize your planet which is great but to wait for that slot to terraform rather than build anything else like ships is a waste. AI is cheating already, we have to be fast.

This is, of course, my feedback only. I am trying this out because I am agree with you, not much spice in planet type when you can go to the best anyway, but punish empire with low influence income to stick with low tier is honestly "why bother" category. At least make the reward is worth it for all the work I put into it.
mdel  [author] 22 Jun @ 5:00pm 
@WeltonCitan the fact that influence is a limited resource is sort of the point, it means you have to make trade-offs. You probably won't be able to terraform everything right away, so you need to decide which planets to prioritize and which ones you can still make good use of at lower tiers (which the mod adds various new synergies for). Personally I find even when playing non-pacifist empires I have more influence by the late game than I know what to do with, so it gradually becomes a non-issue. Appreciate the feedback though, it's certainly possible the cost is currently slightly too high.
WeltonCitan 22 Jun @ 8:12am 
Why the influence cost tho? Isn't it already has a cost if want to complete faster? Now I have to pay for another cost to terraform? Influence doesn't grow on tree though, so why limited the benefit of terraform on pacifist empire?
mdel  [author] 11 Jun @ 8:10pm 
@troyashka Cheers, looks like I put the "max" (i.e. Huge) pop capacity in the table. Should probably change it show the range instead. Thanks also for pointing out the change to Interplanetary Transport Network, might look at doing a separate patch for that mod at some point (probably with a different buff to Sparse).
troyashka 11 Jun @ 7:50pm 
Hey mate, nice work you done!
Would appreciate if your work will be compatible with Excellent Space 2, where author of provided cool solution for Interplanetary Transport Network: now gives 5 industry per planet, and 5 more industry per Interplanetary Transport Networks in empire.
Also please clarify about planets pop: is it median or max count?:peacefulbee:
mdel  [author] 5 May @ 10:06pm 
@SpookyBooty I haven't tried it yet personally but should be fine. Would suggest load after ESG. Let me know if you run into trouble, can do a compatibility version if needed.
SpookyBooty 5 May @ 6:38pm 
is this compatible with ESG 1.6 mod?