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tinstaach
Aug 3, 2010

MAGNetic AttITUDE


The new Humble Bundle is basically the whole Endless collection plus a few throw-ins for $12:

https://www.humblebundle.com/games/strategy-bundle

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Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
gently caress, that's that's the problem with bundles which have great games, is that I already own everything in it. But I feel bad somehow that I can't buy it all for 15 bucks again. Help.

Triskelli
Sep 27, 2011

I AM A SKELETON
WITH VERY HIGH
STANDARDS


Serephina posted:

gently caress, that's that's the problem with bundles which have great games, is that I already own everything in it. But I feel bad somehow that I can't buy it all for 15 bucks again. Help.

Buy it as a gift, check your buddies’ wishlists.

Lunchmeat Larry
Nov 3, 2012

I own everything in that bundle except ES2 and Tooth and Tail. It's almost certainly worth it just for those but I'm struggling to justify it because I also own the cheaper games. Why am I like this that makes no sense at all

Davincie
Jul 7, 2008

if it helps t&t isn’t good. it looks nice but its really shallow

Flipswitch
Mar 30, 2010


Any tips on The Forgotten? They're cool but I am dreadful with them.

Rhjamiz
Oct 28, 2007

Flipswitch posted:

Any tips on The Forgotten? They're cool but I am dreadful with them.

Seconding this. I like sneaky mans but wow am I terrible at them.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

Flipswitch posted:

Any tips on The Forgotten? They're cool but I am dreadful with them.

Their units get destroyed in auto battle but are surprisingly good once you know what you are doing. How much do you delve into the tactical combat?

Flipswitch
Mar 30, 2010


KPC_Mammon posted:

Their units get destroyed in auto battle but are surprisingly good once you know what you are doing. How much do you delve into the tactical combat?
Not at all bud, it's the one bit I don't find very interesting about EL.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Flipswitch posted:

Not at all bud, it's the one bit I don't find very interesting about EL.
They're the second people I played with and they're all about fancy tricks and positioning that the AI just isn't great at. If you find the combat kind of unengaging with other races you'll have fun with these guys. If you found the combat too thinky with other races then nope.

Strategywise stack dust hard, always be infiltrating, and steal technology like it's going out of style. It's worth waiting a bit to steal/trade a tech if you're close to being able to buy one because buy costs go up with every known tech.

Their storyline rewards are mad good.

Overminty
Mar 16, 2010

You may wonder what I am doing while reading your posts..

Splicer posted:

always be infiltrating

On top of this, always be pillaging.

rocket_Magnet
Apr 5, 2005

:unsmith:

Flipswitch posted:

Any tips on The Forgotten? They're cool but I am dreadful with them.

Here's a post from one of the previous threads about the forgotten unfortunately I didn't make a note of the author so sorry fellow goon.

Okay, the Forgotten effortpost is here.

Are you a bad enough dude to be Forgotten?
First, let me say I'm playing this game single player on normal speed - you'll have to adjust it for any multiplayer peculiarities there are - most importantly, the AI is quite terrible at hunting your pillagers, so you'll have to be craftier and more focused on cutting the pillage time to a turn or two.

First Steps and General Directions
In general, when you pick the Forgotten you commit to an aggressive game - similar to Necrophages, you're fairly bad economically with ways to make military pay for itself to make up for opportunity cost of pumping out units.

You generally want to go for Supremacy victory - full-on conquest is usually more of a bother than a boon, and you can both save yourselves salting a bunch of cities and relatively easily engineer a simultaneous precision strike at two-three capitals to close the game.

While everyone and their mother will tell you the Forgotten should play a Dust game, the Forgotten have a forest bias for a reason! Other than theoretical idea of it being easier to stealth minor faction units, the faction has a plenty of important Dust sinks, so building/unit buyouts are off-limits except for dire emergency. The early production will be important.

Also, don't worry about having poo poo empire score - between how the Forgotten tech and wage war, it will increase in sudden bursts, rather than rise steadily.

Do not sell Forgotten units on the market! The invisibility is an incredible boon to scouting and spy insertion - sharing this advantage would be like the Allayi handing out Skyfins!

The first things to do once popping down the first city should be:
- refit the assassins and the hero to hold sword in the main hand and an axe off-hand - the refit costs nothing and you get a second slayer trait.
- buy yourself a mill foundry tech, right here, right now. If nearby villages are particularly troublesome for the assassins, feel free to pick Language Square off the bat two - but the less techs you buy now, the better!
- scout around grabbing ruins, as you would normally, with an eye towards knocking out the quest early on - two fights will net you two Predatore and a free hero early on! If you pay attention to the terrain and, if necessary, use your hero to tank, you should be able to do this without losing a single unit. In case of Predatore fight, it is of utmost importance not to get bogged down in forests and cliffs. If you can bumrush them with assassins, they're toast.
- Make sure you have enough influence for an Empire Plan (if you rushed out a second city before turn 20) - the science reduction straight cuts science buyout cost by -20%. What this means, you patiently delay teching and then buy all of Era I in bulk on turn 21. Unless you got a particularly sucky start, you should reach Era II instantly, maybe snatch an extra Era II tech instantly if you lucked into a dusty start.
- - You musn't leave Era I without the Mercenary Market - spies are key for the upcoming Era!
- Your invisible settlers are top tier, they can run around solo without a care in the world.
- Never leave your units idle! If you get pillage going, it's a major piece of your economy, and you should always be pillaging, scouting and murdering fools trying to find your regrettably-unstealthed cities.
- Remain adaptable. You're never really sure what techs and strategics you'll be able to siphon off people, so be ready to make adjustments.

Cities and Economy
- Try to aim for decent industry (no buyouts) with dust generation potential (as usual, Aquapulvistics is boss). I generally go tall, in that I never really exceed three cities. Increasing influence costs are a factor indeed, but really the key thing is that you want to invest in pillage and espionage capabilities anyway and then it's better to just take some nice cities other people built anyway.
- Your aim is to go for early production and set up for switching to dust when Era III ramp hits. The Influence is somewhat important, but nowhere near the priority it is for Cultists or something.
- gently caress trade - it's a bunch of investment and hassle not really connected to the core of your strategy, everyone hates you for pillaging and subterfuge, and you don't even get the science half of the deal!
- In general, you want to set up a decent base for yourself and gear up to wage war on someone in possession of nice cities by the time you hit Era III.
- Having said that, if early fuckery nets you strategics for a decent shot at Museum of Auriga/Industrial Megapole, go for it! As long as the construction is not a major, terrible, obviously bad disruption of your progress, even if you lose the race, the consolation prize dust is pretty useful for your numerous gold sinks.

Science and Research
Forgotten science progression is interesting in that unlike most 4X faction traits, it's neither "early snowball" nor "lategame powerhouse" - rather a sinusoid that changes on different stages of the game.
- Early game (turn 21 wholesale purchase), your tech is amazing good.
- Era II is your lowest point in the game. It is not unheard of languishing in Era II hell while Vaulters reach IV. The dust cost becomes prohibitive, while your inexperienced spies are still fairly slow at theft. You should strive to get out of it ASAP.
- - At this point, don't waste your dust directly, but rather grab another spy and steal, steal, steal.
- - Don't retool into espionage ASAP! You enter Era II really quick, so there might not be much worth stealing right off the bat, until players overtake you. Especially if you bear in mind some of the techs people research are useless/inaccessible to you (racial techs, libraries, etc.).
- - If you play with empire stats on, you can use the research tab (the one that counts the techs one have) to pinpoint worthy tech steal targets and timing. Don't feel ashamed to do it solo - it's great for getting a proper feel/game sense as Forgotten.
- Somewhere in Era III you return to technological godhood. The trick being, once you hit the Dust ramp, you can start tearing through the tech tree like you're a vaulter. With an existing army of spies, you'll catch up with the big boys in no time.

General science tips:
- Remember you can demand tech to end the war! During negotiations, ditch the poo poo cities that would do nothing but tank your approval and get out of the Era II hell quickly!
- Remember that each tech increases the cost of the next one - meaning, ideally you want to first buy a tech and then steal one, to save money. This also means, when you advance to a new era you want to buy out all faction-unique techs before going on a stealing rampage (unless there's another Forgotten player, I suppose).
- While your teching is generally dominated by economic concerns, remember that thedust buyouts are instantaneous and allow you great flexibility - you can chill on your pile of gold and grab poo poo just as it is needed.
- Remember the turn 21 bulk purchase trick? It's still applicable later in the game, in that you can switch the tech discount policy on and off, depending on if you expect to do some buying. Shop smart, shop S-Mart!
- All of your racial techs are pretty cool, with Learn from Others being a particularly bright star - with that one, your heroes will level in ridiculous time, leaving you with a horde of hyper-competent spies, governors and generals.
- - If you're really tryharding, What's Mine is Mine and Caudata Sanctuary could possibly be skippable if you feel so.
- Read your opponents! Apart from targeting obvious tech leaders, you are safe to assume Broken Lords will tech into dust, while Drakken go for influence - try to gamble on a right target if you feel like grabbing a particular tech.

Pillaging
Have your units always be moving and trolling the enemy, siphoning Dust and resources - let them pay for themselves until you get enough of them to wage a proper war. In case of AI, they're really bad at punishing you for it, so go to town. remember you can move among the adjacent hexes when pillaging to dodge dudes/set up future moves.

Be sure to grok out how pillage damage is calculated, to reach the key values of 15/30 - for, respectively, 2/1 turns to completion. Pillage trinkets from Era II Armor, Meritocratic Promotion stacks and keeping the early units alive to advance a level are key here. Mysts are the greatest, if you want some dudes primarily for pillaging.

If closed borders watchtowers get troublesome, there are two ways to burning them down - across the border, or after popping max reduce vision.

The Art of War
First off, always micromanage fights! Your units are sub-par pieces of poo poo number-wise, but all have really neat abilities that you can leverage to great advantage. All three units are very useful for their purposes, with their weakness being you lack a designated tank - and the Assassing are rather mediocre at this forced role. Be on the lookout to assimilate some tanky minors to bolster the garrisons.

Until you get a good feel for your units, don't put much faith in the their glass cannon quality - dual wielding really kicks into gear in later eras. While you're not always in control of the strategics, you generally prefer titanium for Assassins and Glassteel for other units.

Invisibility is an incredible advantage, allowing you to poo poo all over roaming neutrals, sneak through closed borders and in general be a major pillaging and spying pest. Combat-wise, invisible reinforcements are not shown for the opponent on the battle initiation pop-up, allowing you to bait enemies into really disadvantageous fights. Stacks of Predatore and Mysts are particularly great as these stealth reinforcements, as they can close in quickly after spawning. Similarly, you can easily gang up on unsuspecting fools who spreaded out.

Assassins are your bread and butter, if mostly due to being forced to serve as your best next thing to a frontliner. Their greatest advantage is speed and mobility - always maneuver them to advantageous terrain, blocking movement paths and pre-empting units with ranged/special attacks. However, they also require fairly close attention to terrain - even the choice of direction from which to attack can make and break the battle, as you really, really want to block nasty poo poo with melee and not get bogged down in forests. In later game, with proper combined arms, these guys and Mysts pretty much shutdown any backline your opponent might have.

Predatore are a cool ranged unit with a really cool stacking damage-boosting ability. Dual wielding crossbows allows them to basically match the damage of bows, while retaining a much more universal attack trait. While cool and useful dudes overall, they're particularly useful against tanky infantry and a necessity if you have the misfortune of facing a Guardian (Predatore can melt those fuckers real good).

Mysts have a twofold purpose: strategically, they are an utter pillaging terror and tactically, Faster than Shadows allows some fairly absurd damage output. When fighting a real, proper swarm (Necrophages, city garrisons, particularly pitched battles), it's often useful to throw a stack of Mysts against it - the poor flyers should be considered a suicide squad, but drat will they trade nice damage before they perish. When attacking cities, always make sure the walls are completely torn down before using Mysts! Even a single point of armor (e.g. when a conquest prolongs to a second turn) shuts down Faster than Shadows, sharply turning the maths against them!

Strategically, you want your wars to be offensive ones and planned beforehand - you set your sight on an empire you want to erase from the face of earth and fill it with spies, who patiently build infiltration levels, perhaps stealing a few techs on the way. When the D-Day finally comes, you want to:
1. Surprise wardec, with your invisible dudes already assembled within enemy territory to strike the same turn.
2. Have the most far away spy pop morale decrease.
3. Have the nearby spy tear the walls down and immediately jump to lead the army about to do the conquering.
4. Steamroll.

Rinse and repeat.

Remember there is actually nothing forcing you to maintain a frontline like a normie - you can strike deep, from another direction, wherever your alpha strike will hurt most.

Heroes and Espionage
You really, really want Forgotten heroes for both espionage and generalship, with usual suspects for governing duties. Watch the timer on hero exclusivity at the beginning of the game - you really want to secure a second spy early on. If you plan on following the questline diligently, you'll get three more Forgottens at its end, so I guess take this into consideration?

If engaged in a more conventional war of attrition rather than your usual guerilla shananigans, Drakken make for great generals due to their HP boost make for a great general - they will break stealth of the stack, however, but it's not a great deal if you're already forced into such disadvantageous situation (offensively, he'd chill in a city until the very second of a surprise wardec).

My leveling scheme goes as follows:
Managed Torpor - 1 level - it's great to bounce around, but espionage is static enough maxing this out like a Wild Walker is a waste (if pulling a spy, you probably want to heal him up a bit anyway).
Fast Healer - 1 level - yep, a common skills swerve! This is just a pip to go further up, but it also is a buff for when your spies do get busted every once in a while, allowing you to be more aggressive with them.
Whatever the green espionage skill was called - max it out. It's much better than factional Double or Nothing now, and it greatly lessens your pain if the enemy is proactive about forcing you to relocate
Double or Nothing - max - now we return to orange - this is much better as the second seniority bonus, as it really comes into force by this time - we're now popping high-level tech heists for a bigger bonus and have the up-front boni to trigger DoN earlier.
After that, it's your call depending on circumstances - you can get the safety net for espionage failure, or swerve into generalship (for the tear walls-lead army one-two punch).

The secret sauce to your espionage prowess is really Learn from Others - once you get that fucker, you'll grab those skill levels in no time. It also makes governors pay for themselves fairly quick.

Ziema - the early quest hero - is a dang great invisible general and an okayish spy and it's definitely worth it to grab her, even if you don't plan to give the questline much attention later on. The quest to get her to level 4 is perhaps the biggest stumbling block in the questline - so far I think I was most successful at having her lead a pillaging party, maybe pulling out to benefit from a large construction in some city of mine.

The holy trinity of espionage actions are tech theft, decrease morale and damaging fortification. These are what you use to win the game. The other actions are situational, if you feel like kicking particular opponent is advantageous. Remember that city infiltration actions will reveal the location of the spy!
- Decrease Vision is a great counter-move if somebody wasted a lot of time building a wall of watchtowers to contain you - make 'em blind, move in, burn them down and keep on ravaging
- Similarly, Steal Vision is a decent gamble to gain vision of cities to plant spies behind a wall of watchtowers.
- Decrease Population makes Allayi cry. Pop just as a winter is coming for maximum tear potential.
- Decrease Production is usually not worth revealing the spy, but blocking a wonder/guardian/major military production city can be a godsend.

mitochondritom
Oct 3, 2010

After starting a Forgotten game recently and then abandoning it in what you term "Era II hell" I cannot thank you enough for this guide. I was just about to write them off as a playable faction for me. Now armed with a print out of this post, I shall give it another shot.

Lichtenstein
May 31, 2012

It'll make sense, eventually.
Glad my legacy lives on. Now someone do a guide for Morgawr, they're really fun but how the gently caress do I protect my non-island cities from aggression?

mitochondritom, one more thing that might help you is thinking of the Forgotten as having a soft winter affinity - they have a Caudata Sanctuary in the tech tree for a reason (and now it's been graciously buffed to trickle some influence too)!

It's kind of subtle, because you don't really have any winter boni like Vaulters or the Allayi, but in a very Forgotten mindset it's a perfect opportunity to explot the weakness of others.
- You do have a bunch of roving, nimble pillagers spread out that are just perfect from stealing a bunch of pearls right from under the noses of other empires. Make your own winter boni.
- Enemy armies are slower and shorter-sighted, making chasing you harder. This is particularly important once an opponent erected the Great Wall of Watchtowers along its borders - full coverage makes it impossible to slip in despite closed borders (it only works while you're undetected) and so at that point your only shot at reinserting spies might be waiting for the winter vision malus create passages between the towers.

Also, the Caudata Sanctuary essentially predicts season changes with an accuracy of a turn or two. This is a pretty nifty tool for making timing plays and doubling down on your alpha strike shenanigans. This includes:
- Popping reduce population spy mission right as the winter begins, to extend the time to recovery.
- Timing your alpha strike so that you topple infliltrated cities juuuuuust in time so that any counterattack has to trudge through snow in winter maluses while you sit on your rear end, regenerate health and set up another wave of spies for the Phase 2 of conquest
- For extra spice, you might go for pearl items and follow your alpha strike with a wintertime blitzkrieg.

Oh, and also their units retain invisibility as transport ships. While you're probably better off ignoring the shipyard and focusing on your land game, if you happen to grab it for having no better options while stealing your way out of Era II, it can allow for some nifty maneuvering and utter trolling of undefended fortresses.

Fellatio del Toro
Mar 21, 2009

I just got a notification that one of the AI is "nearing" a quest victory with 1/5 of the faction quests complete. I'm on turn ~200, do I need to go crush this guy right now or do I have a while still?

Lunchmeat Larry
Nov 3, 2012

Ignore it I have no idea what it means but i get it every game and the AI will never beat you to a quest victory unless you actually have an aneurysm and die on your enter key

Mokinokaro
Sep 11, 2001

At the end of everything, hold onto anything



Fun Shoe

Lunchmeat Larry posted:

Ignore it I have no idea what it means but i get it every game and the AI will never beat you to a quest victory unless you actually have an aneurysm and die on your enter key

Yeah the two the AI seem to have the best chance at winning are conquest (if they grab enough land early on) and economic.

Tree Bucket
Apr 1, 2016

R.I.P.idura leucophrys
Aaagh. I need to secure one last node to end the academy quest in ES2... but my UE ally parked a settler ship on it. So I despatched a privateer fleet to deal with this problem discretely; but apparently the Empire had secured a non-aggression agreement with the pirates just before the pirate faction was wiped out.
So I have to either embark on a very nasty war, or forego the kickin' rad academy quest bonuses, all for one stupid half-dead settler ship parked on a star it can't even use. I love these dilemmas....

Incidentally Mokinokaro, what's your av from? It's sort of hypnotic.

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

Tree Bucket posted:

Incidentally Mokinokaro, what's your av from? It's sort of hypnotic.

I think it's from Night in the Woods.

Mokinokaro
Sep 11, 2001

At the end of everything, hold onto anything



Fun Shoe

Torrannor posted:

I think it's from Night in the Woods.

It's fanart from that yes.

Fajita Queen
Jun 21, 2012

I keep trying to get into Endless Legend and Endless Space 2 but I'm just not getting them to click, I dunno what it is.

It might be that I just can't play 4x games unless they make me personally invested in people like CK2 does.

Tree Bucket
Apr 1, 2016

R.I.P.idura leucophrys

The Shortest Path posted:

I keep trying to get into Endless Legend and Endless Space 2 but I'm just not getting them to click, I dunno what it is.

It might be that I just can't play 4x games unless they make me personally invested in people like CK2 does.

It's quite hard to weave a compelling story around ES2 governors, for sure. In Endless games, it seems to be the music and the art that suck you in.
(After that- for me, anyway- the "click" comes from optimising slots and populations, and after that, the grand rhythm of lurching from one crisis to the next, each disaster spawned by how I handled the previous screw up...)

Flipswitch
Mar 30, 2010


rocket Magnetic, that post was wicked and really helpful. Thanks buddy!

Strategic Tea
Sep 1, 2012

Tree Bucket posted:

lurching from one crisis to the next, each disaster spawned by how I handled the previous screw up...)

That's interesting - as much as I love them I always felt the opposite about the endless games. I often feel like I'm running totally unopposed by disasters or by the other empires. When I lose it's not so much that I'm losing to the AI as that they're winning faster than me, if that makes any sense?

Maybe I just need to crank the difficulty up :v:

Fajita Queen
Jun 21, 2012

Okay so I pushed myself into tier 3 tech on the merchant dudes on easy and suddenly am producing like 5k dust per turn. I am throwing up new cities as fast as I can and buying every single available building on the first turn and am at the army cap and still can't spend this poo poo fast enough, it fuckin owns. Obviously it wouldn't be anywhere near this easy to get to this point on a real difficulty but it's persuaded me to try playing a bit more, probably with one of the weird dlc factions.

Rhjamiz
Oct 28, 2007

The Shortest Path posted:

Okay so I pushed myself into tier 3 tech on the merchant dudes on easy and suddenly am producing like 5k dust per turn. I am throwing up new cities as fast as I can and buying every single available building on the first turn and am at the army cap and still can't spend this poo poo fast enough, it fuckin owns. Obviously it wouldn't be anywhere near this easy to get to this point on a real difficulty but it's persuaded me to try playing a bit more, probably with one of the weird dlc factions.

I'm still getting the hang of them but can't seem to hit that ramp in Era 3 reliably. Never that big of a boost, anyway. They're still quite fun, shame they feel so weak comparatively.

Fajita Queen
Jun 21, 2012

It's all about trade routes and your faction heroes in cities to give bonuses to trade routes.

I just transitioned to Era 5 on turn 160 and popped all the dust increasing boosters to hit 24k dust per turn :getin:

Lichtenstein
May 31, 2012

It'll make sense, eventually.
Yeah, the really big jump - apart from all your standard dust and buyout techs - is finally plopping the roads down. If you've been patiently playing the long game and levelling trade boni for your governor (useless up to this point), somewhere at the same time you can also pop the ability that opens trade routes to empires in cold war which gets them ridiculously huge right off the bat.

Zoe
Jan 19, 2007
Hair Elf
Hi I just got Endless Legend, there was a village of spider people next to me so I did what any rational person would, but now it's just an ugly burned out village really close to my main city. Is there a way to make it completely go away?

Rhjamiz
Oct 28, 2007

Zoe posted:

Hi I just got Endless Legend, there was a village of spider people next to me so I did what any rational person would, but now it's just an ugly burned out village really close to my main city. Is there a way to make it completely go away?

You can rebuild it so the spiders work for you, but that is probably my biggest gripe about EL; no way to demolish ruins or towns that are in the way without mods

Zoe
Jan 19, 2007
Hair Elf

Rhjamiz posted:

You can rebuild it so the spiders work for you

No thank you.

I guess I'll look into mods after I mess around with this a bit longer, I'm sure I'll get slaughtered soon anyhow.

Tree Bucket
Apr 1, 2016

R.I.P.idura leucophrys

Strategic Tea posted:

That's interesting - as much as I love them I always felt the opposite about the endless games. I often feel like I'm running totally unopposed by disasters or by the other empires. When I lose it's not so much that I'm losing to the AI as that they're winning faster than me, if that makes any sense?

Maybe I just need to crank the difficulty up :v:

Yeah, I absolutely know what you mean. But, going overboard on the RP side of things certainly helps generate new and exciting disasters...!

On that note, I just can't finish a game as Cravers or Vods. I need to feel like the good guys! Kind of sad, I know...

The Unlife Aquatic
Jun 17, 2009

Here in my car
I feel safest of all
I can lock all my doors
It's the only way to live
In cars

Tree Bucket posted:

Yeah, I absolutely know what you mean. But, going overboard on the RP side of things certainly helps generate new and exciting disasters...!

On that note, I just can't finish a game as Cravers or Vods. I need to feel like the good guys! Kind of sad, I know...

The depletion mechanic wounds some deep, primal part of my mind tbh.

Lunchmeat Larry
Nov 3, 2012

Broken Lords are super fun, am I supposed to just be pumping out a ludicrous amount of cities and units and rushing all my constructions with my insane dust income or will this bite me in the rear end

Cynic Jester
Apr 11, 2009

Let's put a simile on that face
A dazzling simile
Twinkling like the night sky

Lunchmeat Larry posted:

Broken Lords are super fun, am I supposed to just be pumping out a ludicrous amount of cities and units and rushing all my constructions with my insane dust income or will this bite me in the rear end

Nope. That's it really.

The Deleter
May 22, 2010
No gods or kings, only Dust. :black101:

Spanish Matlock
Sep 6, 2004

If you want to play the I-didn't-know-this-was-a-hippo-bar game with me, that's fine.

Lunchmeat Larry posted:

Broken Lords are super fun, am I supposed to just be pumping out a ludicrous amount of cities and units and rushing all my constructions with my insane dust income or will this bite me in the rear end

Remember, militarily your key strength is that your units are super durable. They heal with dust and have high defense, so they're more likely to stay alive and accrue levels. Take advantage of that so that by the lategame you're running your same army from the beginning with a bunch of super high level units in it.

il_cornuto
Oct 10, 2004

I'm really enjoying Endless Space 2 but I wish some of the generic events were tailored to your faction. I'm playing as the Cravers, what do you mean there's a pacifist group demanding we bring the troops home?

Anyway I didn't get an answer in the Steam thread yet so - is the DLC all worth getting for ES2?

Mokinokaro
Sep 11, 2001

At the end of everything, hold onto anything



Fun Shoe
The Vaulters dlc is well worth getting as they're a really neat faction. The pirate diplomacy it opens up is also fun.

The others aren't as essential.

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Fajita Queen
Jun 21, 2012

The Forgotten are hella fun to play as if you know what you're doing. I'd wait until you have a firm grasp on the game before even attempting that though.

Get Vaulters and pick the rest up when they go on sale, imo.

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