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>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.
>Would it work together with this mod?
3x overcolonization limit increased
https://steamhost.cn/steamcommunity_com/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.
>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.
>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.
+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.
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)
3x overcolonization limit increased
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2033984593
GameplaySTACK[Techno] the descriptor TechnologyModMilitaryOutposts is serializable. Technology descriptors should not be serializable.
Is this what is causing my build que freezing issue or is this a nothing to see here error?
Military Outpost
+1 Systems occupied before triggering expansion dissaproval on Empire.
-75% FIDSI production on the System this improvement is built on.
+50 per population on System to ground battle deployment limit (DEF).
+100 per population on System to maximum manpower capacity.
Science Outpost
+1 Systems occupied before triggering expansion dissaproval on Empire.
-25% science,
-75% dust,
-75% industry,
-75% food,
-75% influence
Repeat for the others.
One concern I have is for Umbral Choir, as its one of my favourite faction to play with. Currently, you can built it once, with only 1 extra colonization and giving heavy penalty to Nexus. While they can manage happiness easier than other factions, continuous overcolonization would give them a hefty bandwith penalty.
I'm not sure if its possible but they should have a variant that can be repeatedly buildable that only increases overcolonization, with increased cost each time.
Or do they have unique variants?
Yes every faction can build the system improvement, currently there are no variants.
The -75% FIDSI is meant to be tradeoff for increasing the system colony limit. If you go over the colonization limit all of your systems suffer due to the massive approval loss. By building the improvement you protect all of your main systems from suffering this penalty.
I'm taking a break from the game for now but when I return I'll see about making an alternative version with less % FIDSI reduction. Try and play with the mod I don't think you'll find the manpower unfair in the early/late game. It gives you a lot more turns to retaliate and defend.
Yes, the largest galaxy sizes do not suffer from the overcolonization mechanic as much, but on the regular size and lower I personally find it very intrusive.
Or do they have unique variants?
They can and they do. In my own play sessions I've seen it already built on systems that I capture from my opponents. I didn't notice that they are building on every system, which means there is some decision within Amplitude's AI that considers building it as a system defence improvement or for expansion purposes. Either way, you will surely encounter it in your game on some of the AI's systems.
Yes, this is intended. The -75% effect applies to food, so if you have a lot of pops on the system their consumption will be greater than how much food the system produces. You may want to build a Level 1 System Development (luxury) which will add a spaceport on the system and immigrate some of the populations to another system before building the Military Outpost Infrastructure.
Although military outpost systems will have less overall population and production, each individual population will have a significant impact on defences, thats the trade-off. You're essentially conscripting all citizens on the system into the army.
Thank you, I am glad its working for you!
I have decided to increase the effects of the improvement in v1.2 which I just released. After playing around with the mod myself these past few days I felt like the increases to manpower and deployment were not impactful enough considering how much harder it is to grow populations with the -75% to FIDSI.