Technology
Содержание:
Elections
Every 20 turns (on Normal speed), an election will take place, determining which political parties are represented in your senate. All governments are allowed to influence elections to lesser or greater degrees (with the extreme case of a Dictatorship/Autocracy being able to just select a ruling party by fiat).
Mechanics
These influence actions modify some game-internal variables we don’t fully understand — from datamining, we have their names and values, and we’ve printed those on this wiki to at least give you an idea of the magnitude of the effect. The two variables are: and with the variable values ranging from 10-100 and 5-40 depending on the action.
On Election Day (at the end of turn), the election process starts with the results from the latest survey. This survey is purposefully not 100% accurate with your population’s true political support. Your populations political support will also not fully correspond to votes’ distribution between parties.
What actually happens during the election process is that the population support gets converted into Representatives during the second stage of Election Day. The way this conversion works is by first computing how many Representatives each of your systems will have — this is equal to your system population most of the time but differs some depending on Government. «Then, for each Representative, it will randomly pick a politics to vote for, based on the support of the politics. If there are several votes to cast at once, the ones that aren’t randomly selected become slightly more likely to be selected next, so that there are more chances of getting a balanced system.»
Representatives are therefore not directly chosen by your populations political support, but by random chance based on your populations political support.
Under «Political Trends», bars to the different parties then gets filled up by the number of their Representatives (votes). The winning parties of the Political Trends then move to the next stage.
In this stage, a last determining calculation is made to the winning parties. Here, the votes of the losing parties are taken into account and redistributed between the winning parties, as seen by hovering over the political symbols around the winner portait’s votes bar. This can therefore completely change the winners’ rankings from the «Political Trends». The losers’ votes are redistributed according to their alignment in the politics wheel seen in the Population Overview, prioritizing their votes to their political neighbours.
The political party wheel mentioned just now is this one:
Explorer
Class |
Deci, aka «Detector» 1 1 | |
Slots | 2× 2× |
Available Slots:
= 2, = 2
Strategic Implications
As a «pure exploration» ship this has below-par potential, since you only have two utility slots (and if you’re using probes, that means you’ve got only one engine). Normally you’d have a low-ish speed compared to most faction’s exploration ships, but this is offset by both the innate speed boost Sophons get as a faction (+2). It’s still not super fast.
This ship does have two attack slots, though, so it can pack some serious firepower if you need that, early. It’s quite fragile, but if you plan to do this, it’s ideally done with other protector/attacker ships in the same fleet, since the game has a targeting bias that preferentially will shoot at those before targeting your explorers.
The Sophons have a strange value proposition with exploration; this ship (or a hero ship) obviously must be used to explore curiosities (it’s strictly impossible to put the probe modules on anything else), but the Sophons are rather unique in that their Protector ship can mount six engines, compared to this ship’s maximum of 2. If you’d simply like to zip through the hyperlanes and get a sense of the map, a few Protectors outfit that way can do so much more quickly than these.
Furthermore; there’s a strange quirk in the Sophon’s quest rewards — if you follow the initial science quest path, the reward is an engine module, called «Sophon Free Move», which has the unusual property of giving increased vision range in addition to the normal move speed. Normally, their protectors would have no vision range (like all combat ships), but these unusual engines — especially if you equip six of them, give an enormous vision range.
Because of this, it’s not unreasonable to use those Protectors to scope out the map, and to use these Explorers and a hero ship to actually probe curiosities.
Военные действия[]
Отношения, начинающиеся с «холодной войны», которая позволяет сражаться только в нейтральной части галактики, скоро перерастают в мирные или в войну. Нейтральный дипломатический статус позволяет торговать, обмениваться технологиями, редкими ресурсами. Альянс даёт более выгодные условия сделок, но игрок обязан вступить в войну при любом конфликте союзника, иначе же альянс будет расторгнут.
Войны также связаны с развитием технологий, открывающим новые типы кораблей и оружия для них
Существуют три вида орудий нападения и защиты, из-за чего их правильный подбор в соответствие с возможностями врага становится важной частью стратегии. Дополнительные модули позволяют увеличить запас жизни, дальность передвижения, количество полезной нагрузки и возможность колонизировать планеты.
Космические и наземные бои проходят автоматически, игрок может определить тактику боя и построение.
Strategy
Because «» is a complicated design feature unique to ES2, this merits a (long) explanation. There are really two ways to take planets in ES2. You either blockade the planet, which slowly kills the defenders via orbital bombardment, and then actually land your troops once the defenders are all dead. Or, you kill all the defenders by immediately landing your troops and just fighting fire with fire (but you take heavy losses doing this).
Conquest via Blockading and Bombarding
Killing all the defenders with a blockade and the implicit bombardment is so slow (normally) that you could spend 50 turns orbiting a reasonably-defended system, and only deplete the ground forces by half. The one way to accelerate this, is to buy «Titanium A2S Slugs», which are a support module. Even a large fleet will natively do only ~25 damage per turn; but if you equip, say, 16 of these modules on support ships will boost this up to ~250, which means an average system with ~1200 ground forces can be emptied in 4 turns.
Broadly speaking, this is probably the best strategy. The AI’s been programmed to do this explicitly (if you ever see ships titled «S. Invader», they’re ships which have been outfitted by the AI expressly for this purpose). The major downside to this is that these have to go on your ships in lieu of other modules — you’re equipping them at the expense of shield boosters and other things you might really need to win the battles in space. Either that, or you’re even building a special ‘follow-up’ ground bombardment fleet with alternate equipment loadouts that follows your main fleets around (and will be a big investment in a second, somewhat weaker fleet, which will probably die quickly if you don’t win the battle with your first fleet).
Direct Assault with Ground Troops
If you immediately assault their ground forces without any blockade time, you will lose a lot of troops.
Because of the cheap cost of (and the early availability of) most of the «ground troop lethality/survivability» upgrades, during most mid-game fights your troops will be roughly equal in fighting power to most opponents. Unless you’re very lucky, and catch an early colony before it gets the «standard defensive upgrades» built, taking even one colony will mostly deplete even a large (10 command point) fleet’s available manpower.
Furthermore, if you haven’t actually conquered the planet at this point — if you’ve mostly wiped out the defenders, but have run out of troops before actually finishing them off, you’re in a real bind, because you really don’t want to retreat and refill — the moment you lift the blockade, the planet will very rapidly refill, wasting all of your effort. Your only way out is to have the attacking ships patiently keep the blockade up whilst a second fleet comes in with a full stock of their own . This is where this law shines — you can do a ground assault, take heavy losses, and refill them at a reasonable rate without having to leave or swap out fleets. One fleet can do the work of two.
Post-Conquest Troop Replenishment
After you conquer a system, you will get back all of your troops who survived the ground assault. This is a one-time replenish on the ships in the assaulting fleet. You’ll only have a fraction of the original troop percentage, since of course many of them will be KIA.
What’s less clear is what happens to your fleet immediately after that. Your fleet will not automatically refill troops when parked over the newly-conquered system, but the mechanic I’m not clear on is when this switches back to letting you refill your troops as though you’re in friendly territory.
It is possible that this waits until «system ownership transfer» is completely finished. It would be nice to get a clarification about this from the Devs or from other players; if it really takes until complete, 100% ownership transfer, then that gives a lot more value to this law, since it means that after any significant amount of conquest, you would have to travel quite a ways to move a fleet back to friendly territory to replenish its troops, which would dramatically slow down ongoing conquests.
Endless Space 2 не загружается. Решение
Так как партии в игре длиться по 10-20 часов, отыграть даже одну из них за «присест» практически нереально. Так или иначе придется сохраняться и возвращаться к игре через некоторое время.Так вот, после некоторых обновлений пользователи сталкиваются с тем, что их сохранения попросту не загружаются. Разработчики с досадой признают, что отказ при загрузке почти наверняка связан с несовместимостью сохранений старой версии с новыми патчами.Это происходит из-за того, что обновленный дистрибутив игры пытается считать также и обновленные данные, которыми «набиваются» сохранения. Но вместо них они получают информацию, относящуюся к одному из прошлых билдов Endless Space 2, и вот тогда и происходит ошибка.Разработчики хоть и обещают, что следующие обновления будут гораздо стабильнее работать со старыми сохранениями, но исключить полностью такую проблему нельзя. Поэтому лучше всего не обновлять игру до финала партии, чтобы не потерять свой прогресс.
Интересные факты[]
- Игра была первая во вселенная и по своей сути стала эскизом-наброском будущей вселенной. В ней небыло ничего необычного, просто красивая игра в космо-сеттинге и минимально присутствующим лором. Однако, она смогла дать начало этой вселенной, которая была основательно переработана и воплощена в жизнь в ремейке — Endless Space 2
- В игре забавно обыгрывается название — Endless Space. Его можно перевести как «бескрайний космос», однако, если углубиться в лор игры, то можно понять, что имеется ввиду не характеристика космоса «бескрайний, бесконечный» и т.д., а принадлежность к «Вечным», т.е. Космос Вечных. Что собственно указывает на то, что галактика в которой происходит событие игры принадлежала когда-то древней и загадочной расе Вечных.
- Хранители по ошибке названы в игре Прыгуны. В будущих играх эта ошибка была устранена.
- По факту всё происходящее в игре не имеет значение, т.к. на замену игры был выпущен уже многократно-названная выше игра.
Attacker
Class |
Velm, aka «Brig» 1 1 | |
Slots | 2×2×1× | |
Slots | 1×1×1×1× |
Available Slots:
= 3 ~ 4, = 3 ~ 5, = 1 ~ 3
Strategic Implications
Leans a little towards defensive slots, but unlike a lot of other «flexible» attacker ships this has a reasonably high max slot count for offensive modules, and only has one slot in contention between offense/defense. Even with engines, you’ve at least got the bare minimum of one engine without having to sacrifice firepower/defense.
It is, perhaps, telling that despite having contention on the slots, this can almost be outfit as powerfully as a Riftborn Attacker (which has no modular slots whatsoever). You’ll be short an engine, but otherwise will have the same (impressive) firepower and defense.
t is also one of the Attacker ships to have a total potential of 9 module slots which is more than the slots of 8 of most other factions, on par with Vodyani and Sophons.
Oddly, this is the only Attacker ship that gives 4 modules slots when upgraded instead of 3 only when compared (excluding Riftborn) to all other factions.
Class |
Drev, aka «Junk» 1 1 | |
Slots | 1×2×1× 2× | |
Slots | 1×1×1× |
Available Slots:
= 1 ~ 2, = 3 ~ 5, = 3 ~ 5
Strategic Implications
Unlike a lot of other factions, this has a nice glove-fit with the «protector as tank role». You can field a ton of defensive modules, and still have decent engines, possibly a special module or two, and even still be able to fit a weapon (perhaps, for example, a kinetic weapon to provide flak cover against missiles).
Similarly to the attacker class, it is also one of the Protector ships to have a total potential of 9 module slots which is more than the slots of 8 of most other factions, on par with Vodyani and Sophons.
Lore
The Deuyivans are not a race that was «created» so much as they are a race that «occurred». Originally an unwanted insectoid infestation on a planetary-scale Dyson object around a gas giant, the death of the Endless caretakers and the slow decline of the station left the Deuyivan alone to evolve, study, and explore. Over a period of centuries and then millennia they were thus left alone to expand across a surface that was rich in resources and, for all practical purposes, limitless in size. With little in the way of competition for food or space, they mutated and grew to become an exceedingly intelligent race of tireless and dexterous scientists. Unparalleled in their studies of gravitation and non-baryonic interactions, their natural hardiness makes them quite willing to test their theories in environments that even the Sophons would think twice about. Their history has left them terribly reserved and shy, however, and they contact other species with great hesitation. Curiously, as they are all distinct members of a multi-node yet monolithic hive, they did not use or require names and thus picked up the habit of adopting the names of other sentients that they meet.
Editor’s Notes: It’s really worthwhile to clarify what the assimilation bonus «Research Experts» does, because it’s pretty vaguely worded (it doesn’t mention, for example, ‘which’ science value gets altered), and some reasonable interpretations of the words have nothing to do with the actual functionality in-game.
What it actually does is is modify the FIDSI/pop on planets; if a planet gives 0 / pop, naturally (such as Jungle, or Ash, or Desert), this instead forces that value to 5 / pop. This means (unless you’re the poor, poor Nakalim), something like half of the planets in your empire will go from mediocre science output to quite decent science output.
Особенности
- В Endless Space 2 полностью был переработан генератор галактик для того, чтобы дать возможность создавать уникальные звездные системы и диковинки для изучения. Вас ждут различные планеты для колонизации, множество ресурсов для накопления, тайны пыли и новейшие формы жизни для покорения.
- В игре вам предстоит захватить новые системы, устанавливая аванпосты и превращая все ваши планеты в устрашающие звездные крепости или же в великолепные утопии, которые полны чудес. Обучите всех своих героев, и они станут адмиралами космофлотов, губернаторами звездных систем или влиятельными сенаторами, благодаря которым будет процветать вся ваша цивилизация.
- Вам необходимо собрать пыль, различные стратегические ресурсы и предметы роскоши для торговли ими на рынках, открывайте самые новые невероятные технологии, и будьте на шаг впереди своих соперников благодаря корпорациям и дипломатии.
- Вы должны проектировать свои корабли, создавать новые флоты и тщательно планировать весь ход битв для того, чтобы побороть до семерых оппонентов в онлайн-сражениях.
- В игровом проекте вам предстоит узнать всю историю цивилизации, открыть тайны древних и их наследия. Найдите легендарных персонажей и тайные общества. Ведь галактикой будут управлять те, кто раскроет все её секреты.
Lore
Leadership
The current leader of the Unfallen was thrust into the role by popular consent. With little sense of ambition, like the rest of his people, Arasch, First of the Seconds seeks harmony and strives for a galaxy that learns to live together like the biosphere of a giant, intertwined forest. Realistically he is aware that this is a difficult dream, but encouraged by the murmurs of the Heart, the spirit within Koyasil that nurtures and guides them, he will do what he can to realize this goal. As with all Unfallen he will think slowly and deeply, and will generally err to the side of peace and optimism.
Koyasil, The Unfallen’s homeworld
Homeworld
An ancient world, its origin lost to the mists of time, Koyasil‘s entire landmass is now one vast, primeval forest. How long ago the Unfallen rose from the gloomy, silent woodlands is uncertain, but most historians who have studied the species of the galaxy place them as one of the oldest. In the depths of the forest, a sense of timelessness reigns
First battle on Koyasil between other warring races, that inspired Unfallen to spread Harmony
supreme, and it is said a fallen tree will lay undisturbed for millennia, its very fabric becoming another layer of the forest. The Unfallen strive for little, content in their ageless world, but the stirring of younger races across the galaxy has awoken something in Koyasil… something ancient, mysterious, and powerful.
Society
Unfallen scientist
Unfallen society is rather unusual. They reproduce through seeds, resembling giant acorns that are heavily covered in resin. This is a defensive mechanism from the past, when terrible fires known as the «Scorchings» ravaged the planet and threatened their existence. This has however created an interesting relationship with fire, as the heat of fire —the Fire-that-Renews— is necessary to melt the resins and open the nuts.
The saplings that grow from these are immobile and known as Firsts; their role is solely to listen and absorb knowledge and grow. Upon adulthood, they become mobile and are able to move —if not rapidly— on their long legs. These Unfallen are known as Seconds, and they are what 99% of the galaxy thinks of when they hear «Unfallen» for they are the travelers, diplomats, and soldiers. After a certain age, however, the Seconds start to succumb to the desire to find a place, dig their roots deep, and return to the Long Sleep, taking the slumbering, ageless form they call «Thirds».
Mechanics
The Hissho have several unique mechanics which make their gameplay considerably different from other factions.
Keii
They have a special resource called Keii (represented by an icon of a red feather ) which replaces per-system approval . The two major changes it has are that, first, it consolidates the notion of per-system and averaged-over-the-empire into just a single empire-wide value. Secondly, it is gained and lost in a completely different manner than the values used for all other factions — other factions generally boost approval with buildings, laws, and luxuries, and particularly have to be concerned about planet types when thinking about approval values. For the hissho, their Keii represents less of a concept of personal happiness, and more of a concept of respect towards their authorities; Keii is increased by prestigious/glorious/honorable actions (at least, according to their cultural values), and is decreased by either dishonorable actions, or by special boosts than can be performed with it which essentially represent a «calling due» of the duties of the citizenry/soldiery. Keii is also consumed by colonizing new systems.
Геймплей
Основной изюминкой игрового проекта Endless Space 2 является геймплей. В отличие от подобных игр, здесь геймплей основан совсем не на стандартных полетах на простых кораблях, на похожих между собой планет. В игре геймплей основан на вечном движении, на развитии, на стратегическом мышлении, на бесконечных полетах на видоизменяющихся кораблях, на сражениях между пользователями и самых настоящих войнах на планеты, которые богаты ресурсами. Со всеми другими особенностями геймплея вы можете ознакомиться сразу после того, как решитесь Endless Space 2 скачать торрент на нашем игровом портале.
Part One
Your scientists have detected a heavily-damaged ship of unknown design entering your home system. The ship is unresponsive to hails, and sensors have detected that the engines are in critical overload and it will son self-destruct! Scanning the ship, you discover that it contains not only a dense computer core containing untold secrets, ut also passengers in stasis who have been infected by an unknown plague. You can only save the core or the passengers before the ship explodes…
Choose an Objective
SAVE THE CORE
- You will need to increase your Industry and Science to create the special tools and machines to extract the core.
- In the System , produce at least 120 Industry and 120 Science.
- Reward: Random Technology
SAVE THE INHABITANTS
- The pursuit of science and knowledge is important, but sentient beings come first. You will need to increase Industry and Food to be able to extract, house, and feed the aliens.
- In the System , produce at least 120 Industry and 120 Food.
- Reward: Random Technology
- You are content to have taken the morally correct action, and the aliens are even more content to be alive. They are eager to share what they know about their world, and the strange situation in which you found them
Science
Research all four Endless technologies to win. The amount of technologies required to complete this victory increases when you are in an alliance. The more factions you are in an alliance with, the more Endless technologies the Alliance will have to have researched.
Might of the Endless is unlocked for research, once you have researched three tier 5 technologies in each of Military and Empire Development.
Wealth of the Endless is unlocked for research, once you have researched three tier 5 technologies in each of Military and Economy And Trade.
Genius of the Endless is unlocked for research, once you have researched three tier 5 technologies in each of Military and Empire Development.
Power of the Endless is unlocked for research, once you have researched three tier 5 technologies in each of Military and Empire Development.
Lore
Leadership
The Riftborn’s highest authority in the Endless universe belongs to the Grand Viceroy of New Coroz. Although ultimately answering to the Communion back in the home dimension of Coroz, the Grand Viceroy wields singular executive power, and is invested with the authority to make unilateral decisions as the situation demands. Given the blight spreading through Coroz, the hostile environment, and the presence of unknown enemies, it is no surprise that the Communion’s choice for Grand Viceroy came from what could be considered the Riftborn’s closest thing to a peaceful race’s military elite–a High Custodian. Tenacious and capable, the Grand Viceroy doesn’t know how the Riftborn will find salvation, but they will do everything in their power to make it so.
Homeworld
Technically, the Riftborn do not have a homeworld, as their universe has nothing that resembles the Endless universe’s planets. The Riftborn’s home universe is called Coroz. A pristine place, free of shadows, where the Riftborn drifted and lived simple, happy lives as odd-looking white shapes floating in the endless grey void, meditating in peace. Unfortunately for the Riftborn, some of Auriga’s survivors tried to escape their dying world on a wrecked Hissho research vessel called the Grey Owl. When the ship engaged its warp drive, a Dust artifact of immense power that was hidden in the ship’s cargo bay exploded, tearing a hole between Coroz and the Endless universe. The rift began to consume Coroz and its inhabitants, due to incompatibilities of the physical laws of both universes, forcing a small group to flee through the very tear that was destroying their home, into an unknown and incomprehensible place for their minds. There was no cure for the blight, which ravaged Coroz until it was a blackened waste, devoid of life and light. The surviving Riftborn abandoned their homeland en masse, never to return.
Upon their arrival in the galaxy, the Riftborn settled on a snow-covered world that they named Vanguard. Like the rest of the universe they find themselves in, they have little love for the planet, yet in its pristine, white snowfields they find an echo of their own universe, Coroz. Less a home, and more a staging ground for further explorations, the Riftborn inhabit a small corner of the world with order and vigor, which they named New Coroz, after their old home.
Society
The Riftborn who have ventured from their home dimension of Coroz and sheathed themselves in quasi-robotic forms are composed of a mixture of the race’s most capable thinkers, engineers, and fighters. On Vanguard they are organized in what might be recognized as a semi-military structure, and their day to day life reflects this reality. Unlike Coroz, where Riftborn life used to revolve around serenity, contemplation, and the higher arts, in the Endless universe every Riftborn is striving to contribute to the effort to understand and eradicate the blight. Construction, exploration, and investigation feature heavily as the Riftborn build the foundations for further scrutiny of the Endless universe.