Endless Space 4x-All

Played this some last night and had a great, relaxing time. Still have a long ways to go before I figure out when the appropriate time is to start researching military and build defensive fleets. It's so tempting to keep researching planetary techs.

I've been playing this the last week or so and I am absolutely loving it. One thing I can't figure out and maybe you guys can help me:

If a systems approval rating is low, is there a way to see why? I can understand if one of the 4 major ratings is low, but quite often the system rebels even though the lazy bastards have plenty of everything.

You can hover over the approval rating and it will break it down for you.

This game is very Paradox-ish in that you can hover over pretty much everything and the pertinent stats and/or explanatory text will pop up.

tboon wrote:

You can hover over the approval rating and it will break it down for you.

This game is very Paradox-ish in that you can hover over pretty much everything and the pertinent stats and/or explanatory text will pop up.

Dammit. What's up with my mentality that since I'm out of work I can't "afford" a $27 game, but I'll but five $5 games over a two week period. Yes, I have an income based on part-time work, but I have no "proper" income. Am I unable to withhold for a week or two to pay for this game as a ton of people are clearly enjoying it?

Seriously, I'm just thinking outloud. I have plenty of games to keep me warm.

Eh it's not even officially released yet. Patience, g-man.

Release date is set for July 4th.

garion333 wrote:

Release date is set for July 4th.

That's great news! Looking forward to playing the final version of the game.

Blerg. If I hadn't just gotten Sins I would probably buy this right now. But there's no way I have time to play both.

Unrelated, I thought this was an interesting... homage that I saw in one of Veloxi's screen shots.

IMAGE(http://i.imgur.com/nrCbe.png)

My second game is going much better. Here's what I've figured out so far:

-The most important early tech is the one on the right side that lets you build the +10 to industry star system improvement.
-The most important hero to hire first is one with the Administrator trait. You'll want to put a point into the +3 labor and then beeline the flat industry and flat food upgrades. This will be your star system kickstarter/bootstrapper. As soon as you get the flat industry ability, move him to a budding system, and keep doing so every time you're able to reassign him. This guy will be especially critical when settling border worlds near enemy territory.
-Early on you'll mainly be descending the bottom quadrant of the tree to pick up the colonization techs and -expansion disapproval techs. It's important to constantly monitor your happiness and grab the two pink (happiness) upgrade enabling techs on the left tree when it becomes difficult to keep your population in the Content-Happy range.
-Keep an eye out for systems with multiple Lava/Desert plants. These will be your industry powerhouses.
-Pirates can be defended for quite some time with nothing more than multiple basic Striker fleets. Just keep assembling squads of 5, preferably led by a hero, and running them into battle. Once you've grabbed most of the land you want, you can grab some cheap Deflector/Kinetic techs in a handful of turns to build a new fighter that can handle the pirates better.
-Pirates can spawn in any uncolonized system, so eventually you'll want to colonize everything behind your main chokepoints. It's incredibly annoying having to constantly send your fleets back into your territory to chase down wandering pirates, only to have the planets they were defending attacked as soon as you get a few turns away.

Keep the hints/tips coming guys. These has been useful in learning how to play this game.

I've been playing it a bit more but so far I've only ever managed to finish one game. It becomes kind of a slog in a later match, so much so I can't imagine playing on larger maps. Combat's also boring to me. That being said the tech tree and the colonization and empire bits are ace. I hope they do another expansion or two in order to flesh it out more. Still lots of fun though.

Heard the raving about this on the latest podcast. Have the Emperor Special Ed. sitting in my cart now just waiting for me to pull the trigger. I like that it's turn-based but hearing that the combat system is something you'd want to skip often has me somewhat discouraged.

Look, here's the deal with the combat: it ain't great. As a matter of fact here it is:

Every battle plays out in that manner.

If you want to play a turn-based space 4x in order to get to the combat, pick up SotS; the empire stuff exists mostly to get to the combaty bits. Or SotS2, it's in pretty good shape these days and the battles are better looking (although there are still bugs). If you want *really* great space battles, get Sins: Rebellion, but that's not turn-based.

If you want a deep but accessible turn-based space 4x, Endless Space is one of the best, even in beta. But not for the combat.

I rather like he combat, but it's completely abstracted out and more boardgame-esque. Just as in GalCiv 2, it's all about the ships and the tech you bring to the combat, with modifiers based on the heroes and tactics you play. I like that it's over quickly, looks decent, and gets you back to running your empire. But I do feel that I have influence over the outcome.

As tboon suggests, if you want combat go Sins or SotS I (not sure about SotS 2).

Thanks, guys: helpful comparisons. Yes it does have that board/card game feel to it. Not terribly deep with tactics but also not overly drawn out. I think I can deal

mastrude wrote:

Guys, I've purchased this game and spent four or five hours playing it, and the question I have is "What does this game do that Sins doesn't do better?

I'm finding the UI a little tricky to figure out, and finding it easy to make mistakes. An example was creating a ship and forgetting to move it out of the hanger, or forgetting to assign it to system defense.

It's feeling as if I should have purchased the SoaSE update instead! I don't mean this argumentatively. What you you think?

They have different focuses, really. Endless Space is more about the big picture of 4X, with less emphasis on the Xterminate. Sins is more about the explody bits. One's turn based and more cerebral, the other is real-time and more tactical. In Endless Space you are an emperor. In Sins, you are more of an admiral. Sort of.

Guys, I've purchased this game and spent four or five hours playing it, and the question I have is "What does this game do that Sins doesn't do better?

I'm finding the UI a little tricky to figure out, and finding it easy to make mistakes. An example was creating a ship and forgetting to move it out of the hanger, or forgetting to assign it to system defense.

I'm feeling as if I should have purchased the SoaSE update instead! I don't mean this argumentatively. What you you think?

I like both games for very different reasons.

Even with the by-most-RTS-standards "Stately" pace of Sins, I find it much more relaxing to plan out an empire in TBS mode. I feel I can reasonably pull of a diplomatic/trade race in Endless, whereas I know in Sins it will ALWAYS come down to fielding massive fleets and microing the big ships/abilities.

I value your perspective, guys! Thanks.

Yup pulled the trigger on the Admiral edition and just poked around for about 30 minutes last night. This is going to take some digging into over the long weekend. No guided tutorial, so just a lot of reading the inline manual and tooltips!

Just picked this up and spend a few hours with it. I'm so lost, but I'm having fun!

I'm starting to "get" the game. I kind of enjoy the relaxed pace of it. Not consistently coming in dead last either, any more.

Question:

How do the influence spheres work? Most of my systems will have the colorless bubble around them which seems to indicate sensor range. My home world has the colored bubble. But occasionally other systems will be colored. What does this indicate?

Orphu wrote:

Question:

How do the influence spheres work? Most of my systems will have the colorless bubble around them which seems to indicate sensor range. My home world has the colored bubble. But occasionally other systems will be colored. What does this indicate?

Are you referring to the difference between an outpost and a colony? I.e. when you first found an outpost on a system vs. once it has established itself as a colony?

HedgeWizard wrote:
Orphu wrote:

Question:

How do the influence spheres work? Most of my systems will have the colorless bubble around them which seems to indicate sensor range. My home world has the colored bubble. But occasionally other systems will be colored. What does this indicate?

Are you referring to the difference between an outpost and a colony? I.e. when you first found an outpost on a system vs. once it has established itself as a colony?

This. Outposts don't have influence, colonies do. If you look in the system screen it will give you the number of turns left until it becomes a colony. Upper left part of the screen if I recall correctly.

I am not sure how long it takes for an outpost to become a colony nor if there is a way (through either tech or forced immigration) to make that time shorter.

edit - oops wrong thread

It's too late, Strangeblades. I've already seen everything.

Gah...I'm just sitting here staring at the Steam store page, with the pointer hovering over the "Puchase For Myself" button. Must. Resist....Too many games on the pile.

But damn it all if this game doesn't look fun as hell. LOL

tboon wrote:
HedgeWizard wrote:
Orphu wrote:

Question:

How do the influence spheres work? Most of my systems will have the colorless bubble around them which seems to indicate sensor range. My home world has the colored bubble. But occasionally other systems will be colored. What does this indicate?

Are you referring to the difference between an outpost and a colony? I.e. when you first found an outpost on a system vs. once it has established itself as a colony?

This. Outposts don't have influence, colonies do. If you look in the system screen it will give you the number of turns left until it becomes a colony. Upper left part of the screen if I recall correctly.

I am not sure how long it takes for an outpost to become a colony nor if there is a way (through either tech or forced immigration) to make that time shorter.

As I recall from my last game, the average was 27 turns to pop to a colony. Not sure if races affect that, and I didn't see any techs that modified it. It may be that if you send another colony ship to colonize another planet in the same system it helps reduce it, but I doubt it since the time to pop is apparently independent of population growth.

So I just bought this based on the Game of the Week cred from the main page (Sean should really get some commission from that sale). So when I get home from work can I jump into a beta or do I have to wait until Wednesday?