ENDLESS™ Space 2

ENDLESS™ Space 2

Excellent Space 2
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Update: 10 Jul @ 10:25am

- Integration with latest Community Fixes: Fixes some technology links and the the tech tree layout, fixes on prerequisites for some modules for AI.

- Fixed a small bug that would show the meditation module as disabled on any ship of any faction when you install a manpower module.

- Added a proper blue (Titanium) icon to Cloaker II module.

Update: 7 Jul @ 5:17am

- Rolled back the change to the retrofit formula... Better to have an exploit than a miserable experience.

- Freehold fanfare: swap values: 50% efficiency and only 33% more food sent.

- Voice of the Queen (Cravers end of Quest line reward): From 2 to 10 Influence per CP destroyed.

- Changed names of EMP weapons to match their effect...

Update: 3 Jul @ 4:09pm

- Change into the retrofit formula so scales similarly to buyout for big amounts.

- Change the hero base cost on the market, so doesn't get directly multiplied by hero level, part of the cost is static.

- Fixed several nakalim buildings that wouldn't apply their extra effect when there's a Cathedral to the Lost in the system.

Adjustments in hero starting ship designs:

- All hero ship designs will start with 7 or the 8 modules filled in T1 modules, guardians with one less weapon module, all the rest with one less support module.
- All hero ships will have at least one engine and one Probe Module, one shield and rest of defensive slots as hull plates.
- This affects starting heroes, purchased heroes and heroes sent by the academy.

Adjustments to other starting elements:

- Nakalim will still start with two explorers, but not with a colonizer.
- Nakalim Explorers start also with a filled defense module with a hull plate.
- Nakalim Awokened ruins will no longer have Epigenetic Crop Seeding (T2 Food building), but Holistic Defenses instead (T1 Defense).

- Sophons explorer starts with an additional slug module slotted.

- Vodyani affinity Arks start with an additional module: All Must Serve I (+10 Industry).

- Horatio starting scout has one extra engine instead of a weapon.

- Riftborn starting scout has one extra engine.
- Riftborn starts with 200 instead of 250 gold.

- Unfallen Vineship and Scout have a shield instead of a second hull plate.

Update: 2 Jul @ 11:03am

Small update to fix EMP weapons no applying the effect properly.

Update: 1 Jul @ 10:29am

Some adjustments to prevent Meditation Module abuse on ground battles againt a Vodyani defender:

- Arks have -50% manpower refill rate while anchored (multiplicative). Added the effect into the Anchor fleet button tooltip.

- Meditation module gives also -50% manpower refill rate (multiplicative). Added the effect on the module info card.

- Meditation Module and Manpower modules are now incompatible (with disabling and proper message in ship design screen).

- Subcategories cleanup and grouping (doesn't affect gameplay): Academy Embassy from Academy to Hero, Nanohaze Defenses from Ground Battle to Defense.

Tooltip Fixes for laws:

- On the laws with damage on weapon modules, was only showing damage.
- Oracle of Science, more readable for techonology cost reduction.
- Consistent wording for per population effects.

Minor overhaul on laws:

- New Colony Rule (all versions except Vodyani): The approval boost now is +20 Approval instead of +25, but lasts 6 turns instead of 5.

- Mineral Misers Act: instead of 10% system industry per strategic deposit, 15% system industry in systems with strategic deposits.
- Mineral Misers Act Republic: instead of 15% system industry per strategic deposit, 25% system industry in systems with strategic deposits.

- Work not Shirk Act: from 6 to 8 industry per population on systems.
- Work not Shirk Act Republic: from 8 to 12 industry per population on systems.

- Oracle of Science: Added 5% technology cost reduction.

- Mine's Bigger: From 33% Damage to 25% Damage, added +15% Shield Capacity on Fleets.
- Mine's Bigger Republic: From 50% Damage to 35% Damage, added +20% Shield Capacity on Fleets.

- Right Thing Rule: Added 1 Dust per Population when not at War.
- Right Thing Rule Republic: Removed 1 Dust Per Population and added 2 Dust per Population when not at War.
- Right Thing Rule Autocracy: Removed 2 Dust Per Population and added 3 Dust per Population when not at War.

- Trusted Broker (and Republic version): Also gives 5 Empire Influence per Colonized System.

- Fair trade Bill: From 10% to 8% FIDSI per Peace.

- Hardship Ready (plus Republic & Dictatorship): Added +2 Movement Points on Civilian Ships (Arks instead for Vodyani).

- Green Fertility Bill: From 5% to 4% FIDSI per anomaly, from 2 per pop to 10 flat on planets with anomalies.
- Green Fertility Bill Republic: From 10% to 6% FIDSI per anomaly, from 3 per pop to 15 flat on planets with anomalies.

- Cool Copies - Republic: From 4 to 3 food per pop.

- Power to People: From 2% to 4% research on system per Population Types/Assimilation.
- Power to People - Republic: From 4% to 6% research on system per Population Types/Assimilation.

- All Hands Dictum: From 2% to 4% industry on system per Population Types/Assimilation.
- All Hands Dictum Republic: From 4% to 6% industry on system per Population Types/Assimilation.

- Righreous Fury: Added -20% industry cost on Influence and Hero Improvements.
- Righreous Fury Republic : Added -40% industry cost on Influence and Hero Improvements. Removed 1 Influence per Pop.
- Righreous Fury Autocracy : Added -20% industry cost on Influence and Hero Improvements. Removed 15% increased experience on heroes.

- Species Stability (plus Republic): Added 1 Influence per foreign population.

- Admit and Improve: From 2 to 4 experience per turn on fleets.
- Admit and Improve - Republic: From 2 to 6 experience per turn on fleets, from 50% to 40% increased experience on heroes.

- Saints and Sinners Bill: Instead of 20 Approval + 20 with Governor on systems, 10 Approval on empire per number of assigned governors.
- Saints and Sinners Bill - Republic: Instead of 30 Approval + 30 with Governor on systems, 15 Approval on empire per number of assigned governors.

- Peace and Prayer (plus Vodyani version): Added +20% System Influence Radius on Systems.
- Peace and Prayer - Republic: Added +30% System Influence Radius on Systems.

- Jingoist Joy Bill - Autocracy: instead of 25% increased system manpower refill rate, 20% manpower from food efficiency.

- Spoils of War Act: instead of -10% military upkeep, -20% upkeep on fleets.
- Spoils of War Act - Republic: instead of -20% military upkeep, -30% upkeep on fleets, science and dust per CP destroyed down from 100 to 75.

- Scrap Kings: From 30% to 25% ships cost reduction on systems.

- Fast Clean-Up Bill: From 20% to 50% increased ownership recovery.

Update: 25 Jun @ 5:22am

- Fixed empire Improvement "Optimal Optimism", so Hissho affinity has the version for Loyal and Devoted.

- Scavenged Ramscoop from 25% to 30% Distance Traveled per Movement Point.

- Transvine: from 15 to 20 approval on system.

- Superspuds: Aside the buyout reductions, 10% less food consumption on system.

Improvements to victory condition elements:

- Obelisks of All Space-Time base cost for Uncommon strategics from 80 to 60, base cost for common strategics, from 125 to 80.
- Genius of the Endless: From 10% to 20% Science on systems.
- Wealth of the Endless: From 15% to 20% FIDSI on Systems.
- Power of the Endless: From 1 to 4 FIDSI per Population on Systems where Ecstatic/Devoted.
- Might of the Endless: From 3 to 4 Maximum Command Points, removed 20% Troops Health/Damage and 15% Maximum Empire Manpower: 30% Fleet Damage, 20% Fleet Shield/Health and 15% Ships Maximum Manpower Stock.
- Victory condition for Economic Victory from 700k dust base to 900k (28% more dust accumulated needed).
- Modified Conquest number of colonies formula so doesn't ramp up so much, so is possible to obtain conquest with 2 and sometimes 3 alliance members while not exceeding the total colonies of the entire galaxy...

- Improvements and Ships to queue list have an improved order: no more FISDI, Trading and other buildings going to the bottom of the list.

- Merged visually Ship and Construction Buyout Reductions into a single effect "Buyout Reduction", for Superspuds, Pulvis Production, Lumeris Variant, and MXBA.

Update: 25 Feb @ 5:02pm

Forgot to upgrade a few food buildings from Umbral Coir:

- Cyber farm: from 5 to 10 per planet.
- Wraith Orchard: from 10 to 15 food per planet.


Fixed Quantum Shield (Riftborn) causing the game to crash due to set of 0 damage, making a division by 0 with the new calculations.

Update: 22 Feb @ 9:14am

Initial release of the mod.