Fixed certain “per phase” ship modules not applying their effect in the final phase.Text will no longer overflow in the Event Notification of “Smoking Gun – Part 1”.Depleted planets now correctly display the malus for being depleted.The “Munchie Madness” Quest will no longer ask the player to reach a negative amount of Food.Basryxo “Bountiful Byproducts” effect is now applied correctly and will no longer lower your Industry.Hero ships can no longer use Boarding Defense modules.The “Engine Masking” reward of the “What’s This?” UC quest now functions properly.Vodyani “Core Vessels” law no longer lowers food output when it was already negative.Vodyani no longer lose “brainwashed” status with minor factions when eliminating other Vodyani empires.Players no longer randomly lose allied status with minor factions.Systems should no longer become mutinous while affected by the Joy Initiative hero skill.Gameplay effect tooltips should no longer disappear.Reduced occurrence of desync on multiplayer games.Included are quite a few changes to the game’s core gameplay mechanics, which all seem to be changes many of us have been clamoring for. Furthermore, employing Benthic Gems for Over-Colinization doesn’t work when occupied systems typically have two or all three system upgrades already applied(you’d have to abandon the colony or outright raze it instead).Amplitude Studios surprised us a bit today with the release of a rather significant balance pass for Endless Space 2. While it is indeed possible to get rid of Over-Colinization, it necessitates two system developments and is unnecessary(and frankly uneconomical) when a simple system improvement(Autonomous Administration) does the job after a system reaches level 4. Namely laws in Dictatorship and Autocracy are different than Federation, Republic and Democracy. Also the effects of laws(specifically mandatory for ideology) and what Independent laws are available are based on what form of Government you’re in. This was done to prevent players from abusing occupation and making players weigh the cost of taking the system or razing it. ![]() Saints and Sinners law no longer makes the Empire content but merely adds a flat bonus with an additional bonus(if memory serves) if a hero is present as Governor. This lets you get away with +1-10 of over cap but after +10 cap it gets riskier. You can have a lot of +100, 200 etc happiness bonuses which can offset the -10 of going over but brand new systems will still be effected by the negatives. Pacifist and happiness modifiers can help you go over the limit by basically offsetting the negative penalty with massive positive benefits. The long term solution is to get systems to Tier 4 and then do autonomous upgrades (permanent +1) but it takes a while to get there obviously.Ĭravers and military though I believe can't have rebellion like Barf stated so its not as much of an issue. You'll get a few +1 or +2's from techs and heroes. ![]() Religious laws I believe have one that makes your entire empire content (50%) which can help if you're way over expanded. I didn't realize you could actually get rid of it. As Cravers, you're in an Autocratic Government so you don't have the penalty that Republic's, Federations or Democracies face. ![]() Best you be picky on what systems you take or get in the habit of razing systems as opposed to occupying them. I suppose when Dust, Science and Influence are concerned it sucks but that is the price one pays for being a Militaristic conqueror. If you're Cravers, you don't care about system happiness(too much) since there is no rebellion. Federation Government can increase this by 2 and United Empire has a unique perk on Xeno Anthropology(+1 systems). You see your Colony limit by entering Empire screen in upper left. You can also outright remove the penalty on systems by utilizing Benthic Gems in System Developments(-50% per upgrade, hence using it twice removes it). If you have Stay at Home faction trait, the penalty is doubled to -20 while having the Expansionists trait(United Empire) reduces it by 25%(50% if you have Expansionists II on a custom faction). Um its -10 per colony over the limit(outposts do not count).
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |