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Demiurge4
Aug 10, 2011

The Sophons are kind of boring but they at least have a potentially sinister plot line with that AI they've built. There's also an anti-Sophon (Mavros) minor faction that use red LEDs instead of blue which strikes me as kind of lazy. I do like the Lumeris though and the Vodyani definitely have a cool unique mechanic to them. I've binged a few gameplay videos on YouTube but I'm trying not to spoil everything for me, however it seems that the AI (even on Hard) is extremely passive and it could well be the EA release will be the same.

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Tulip
Jun 3, 2008

yeah thats pretty good


Has there been a completed EL LP? It seems like it would be timely for one to start now or soon-ish. I'd volunteer but I'm really bad (I used to be able to beat the game consistently through Serious but I fired up last night and was struggling on Normal); also I only have Frozen Fangs.

Clarste
Apr 15, 2013

Just how many mistakes have you suffered on the way here?

An uncountable number, to be sure.

Cythereal posted:

I like the Sowers, but one of the existing minor races is the Sowers in all but name with the backstory changed slightly.

Nah, those guys are military drones or whatever. I mean, you could say the same thing of the Cravers, really: abandoned military hardware gone crazy. The important thing about the Sowers isn't just that they're abandoned robots (the Automata also had that exact backstory in ES, btw), it's the fact that they're living infrastructure. They're self-growing colonies with 0 population. They aren't human-like androids walking around or anything, they're body-less AIs who continuously build farms and shopping malls that they can never use, for masters who will never come back.

Lichtenstein
May 31, 2012

It'll make sense, eventually.
How do you spec Allayi heroes? No terrain penalties talent looks awesome, the rest seems quite eh. Though I suppose having a single hero with maxed pearl cost reduction could be cool if hopping around to buy districts for each city in bulk?

Also, any word on the exact launch date for Tempset?

IAmUnaware
Jan 31, 2012

Lichtenstein posted:

How do you spec Allayi heroes?

Using their class tree, mostly (and eventually cutting through Cold Operator at the top to pick up Killer Instinct). I haven't found the Allayi faction tree to be very useful in general, with one exception: there's a step in the Allayi faction quest that requires you to build a 30-pearl building and a pearl-based tower in each of your regions, and it's nice to have one guy with the pearl cost reduction skill for that. Most of the Allayi don't have awesome governor skills, but there is one that has Expansion Support 2 who serves well enough.

Overminty
Mar 16, 2010

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

https://twitter.com/Amplitude/status/783297286239621121

Release date of October 14th confirmed

Gwyrgyn Blood
Dec 17, 2002

Hope the release being so close to Civ6 doesn't hurt sales, that's a week prior. Looking forward to it, Friday release dates :allears:

Jastiger
Oct 11, 2008

by FactsAreUseless

Gwyrgyn Blood posted:

Hope the release being so close to Civ6 doesn't hurt sales, that's a week prior. Looking forward to it, Friday release dates :allears:

Lol if you aren't buying both.

Gwyrgyn Blood
Dec 17, 2002

I'm definitely on a 'wait and see' for Civ6 after BE and launch Civ5. It looks pretty good so I'm hopeful, but it's not like I'll have a lack of other 4x stuff to try this month.

Tulip
Jun 3, 2008

yeah thats pretty good


So I'm fairly seriously considering doing an LP of EL (there's technically an ongoing LP, but it hasn't had a post since July). I've started doing some writing for it, but I'm really bad at EL. I used to be able to beat Serious AI, but my recent wins have all been against Normal and/or humans. I plan to show off mechanics and some strategy, but I'd like some input on whether or not I'm wrong-headed about several pieces of strategy.

For example, splitting the starting army. I can see pros and cons of splitting the starting army (more ruins, but it's basically a death warrant for all your starting units and you won't clear out minor villages), and pros and cons of keeping them together (clearing out minors so that settling is safer, but settling is kind of blind). Is this a correct thought or is there one way that's clearly better?

My experience has been that, even as Broken Lords, you want to start with your population largely on Industry, because it's multiple Dust per Industry to buy things out and until you get Dust Refinery and Dust Depository in Era III, you aren't producing Dust at that high of a rate.

Demiurge4
Aug 10, 2011

I usually split my army into three on turn 1, then merge again around turn 15. In my experience roaming armies don't start spawning until after my first empire plan.

HundredBears
Feb 14, 2012
I do something similar with most factions. Language Square is usually the best choice for your first tech and something that every (non-Necrophage) faction should have before turn 10: the economic boost of settling a region with two or three pacified and intact villages is very strong. The extra quests and reduced need to burn villages makes splitting the obvious choice. Sometimes you want to delay splitting or recombine early in order to complete quests (Broken Lords in particular might want to build a Stalwart as their second or third thing in their starting city and then bring everything together to advance their faction quest), but my default is to split on turn 1 for scouting and have everyone start heading home by turn 20.

For the Dust/Industry, question, the usual time to switch to a Dust economy is turn 40: at that point you have both the era II plan and Prisoners, Slaves and Volunteers to reduce buyout cost. Most of the multipliers in the game stack additively and I don't think that buyout cost is an exception. Two 25% reductions become a 50% reduction, bringing the Dust cost of buildings down to between the same and around 50% more than their Industry cost and thus making the 7 Dust that you get per worker more valuable than 4 Industry. It can be tough to scrape together enough Influence for both the buyout cost reduction and the building cost reduction plan by turn 40, especially on the higher difficulties where it's smart to make getting peace with your neighbors as soon as possible, but it's worth it.

If you manage to get the +3 Dust/worker plan at turn 20, you might want to put workers on Dust either to afford a Hero or in the last few turns before 40 to stockpile some to spend on buildings on turn 41, but yeah, the bulk of your workers should be on Industry until then.

Tulip
Jun 3, 2008

yeah thats pretty good


HundredBears posted:

I do something similar with most factions. Language Square is usually the best choice for your first tech and something that every (non-Necrophage) faction should have before turn 10: the economic boost of settling a region with two or three pacified and intact villages is very strong. The extra quests and reduced need to burn villages makes splitting the obvious choice. Sometimes you want to delay splitting or recombine early in order to complete quests (Broken Lords in particular might want to build a Stalwart as their second or third thing in their starting city and then bring everything together to advance their faction quest), but my default is to split on turn 1 for scouting and have everyone start heading home by turn 20.

For the Dust/Industry, question, the usual time to switch to a Dust economy is turn 40: at that point you have both the era II plan and Prisoners, Slaves and Volunteers to reduce buyout cost. Most of the multipliers in the game stack additively and I don't think that buyout cost is an exception. Two 25% reductions become a 50% reduction, bringing the Dust cost of buildings down to between the same and around 50% more than their Industry cost and thus making the 7 Dust that you get per worker more valuable than 4 Industry. It can be tough to scrape together enough Influence for both the buyout cost reduction and the building cost reduction plan by turn 40, especially on the higher difficulties where it's smart to make getting peace with your neighbors as soon as possible, but it's worth it.

If you manage to get the +3 Dust/worker plan at turn 20, you might want to put workers on Dust either to afford a Hero or in the last few turns before 40 to stockpile some to spend on buildings on turn 41, but yeah, the bulk of your workers should be on Industry until then.

I play on Fast, so the timing is going to be a little off. Are you expanding at a rate of 1 city per empire plan while also getting that tier two bonus? Does that require like 2 pop per city on influence?

My typical list for T1 techs is, not particularly in this order,

Mill Foundry
Seed Storage
Empire Mint
Mercenary Market
Sewer System
Alchemist's Furnace
Open-Pit Mining
T1 Unit

Which is enough to advance to Era II. Do you stick around for an extra tech to cram in Language Square, or do you forgo one of the above (which all seem pretty crucial to me)?

HundredBears
Feb 14, 2012

Tulip posted:

I play on Fast, so the timing is going to be a little off. Are you expanding at a rate of 1 city per empire plan while also getting that tier two bonus? Does that require like 2 pop per city on influence?

I'll usually put down two cities per empire plan, stopping once I have 4-7 cities (depending on faction, luxuries, good regions, etc.), and yeah, that averages out to two workers per turn per city on influence, in addition to the four influence per city per turn to get the 33% building cost reduction that's crucial to all peaceful strategies. It's one of the reasons that it's so nice to have the extra workers from Language Square. On Fast, it might not be worth going for the second empire plan switch to Dust unless you have a good start, dye or the +Influence on anomalies event that was added in the DLC, though. I haven't played on Fast, but I suspect that your economy will be weaker than on Normal, making it too slow to use the strategy of rushing Glory of Empire in one or two cities and then running all Influence there.

As to Era I techs, it varies from game to game. I'll often grab Topology while skipping the T1 unit most of the time, skipping Open-Pit Mining if I don't have good luxuries and delaying Mercenary Market if I'm low on Dust. I'll also go back and get another few Era I techs after picking up the key Era II techs in many games. As Broken Lords, you're getting 12 Era I techs for the faction quest regardless, but things are trickier for some of the other factions. Ardent Mages in particular have a good T1 unit and start with two faction-specific techs, which makes picking the remaining seven especially painful. It's thematically appropriate, at least. The thing to remember about Language Square, though, is that two villages are about as good as a free Mill Foundry and three are even better. Get three villages and a hero with Slavery or Industry Efficiency 2 and it's more like two free Mill Foundries. That's worth delaying even a key economic tech until you can go back and pick it up partway through Era II.

Speedball
Apr 15, 2008

The other thing is that a lot of Era 1 techs are really really useful while later ones are more specialized. You don't have enough science or time to get *everything* but you can do well to get a lot of early stuff.

I usually don't go for the Pillaging tech that was added in Shadows, but I went for it during a recent Necrophage game, when I wanted to take out some pacified villages a bigger empire had and get myself some resources in the bargain. The pillaging tech also lets you add camoflage-while-in-trees accessories for your armies, but I've never actually tried that out. The spyglass that lets you detect invisible enemies would probably be pretty useful against Forgotten.

Tulip posted:

So I'm fairly seriously considering doing an LP of EL (there's technically an ongoing LP, but it hasn't had a post since July).


*cough* Sorry.... I was gonna start it up again once I started feeling better, then we got the news of the next expansion coming out...

Speedball fucked around with this message at 04:23 on Oct 5, 2016

Tulip
Jun 3, 2008

yeah thats pretty good


HundredBears posted:

I'll usually put down two cities per empire plan, stopping once I have 4-7 cities (depending on faction, luxuries, good regions, etc.), and yeah, that averages out to two workers per turn per city on influence, in addition to the four influence per city per turn to get the 33% building cost reduction that's crucial to all peaceful strategies. It's one of the reasons that it's so nice to have the extra workers from Language Square. On Fast, it might not be worth going for the second empire plan switch to Dust unless you have a good start, dye or the +Influence on anomalies event that was added in the DLC, though. I haven't played on Fast, but I suspect that your economy will be weaker than on Normal, making it too slow to use the strategy of rushing Glory of Empire in one or two cities and then running all Influence there.

As to Era I techs, it varies from game to game. I'll often grab Topology while skipping the T1 unit most of the time, skipping Open-Pit Mining if I don't have good luxuries and delaying Mercenary Market if I'm low on Dust. I'll also go back and get another few Era I techs after picking up the key Era II techs in many games. As Broken Lords, you're getting 12 Era I techs for the faction quest regardless, but things are trickier for some of the other factions. Ardent Mages in particular have a good T1 unit and start with two faction-specific techs, which makes picking the remaining seven especially painful. It's thematically appropriate, at least. The thing to remember about Language Square, though, is that two villages are about as good as a free Mill Foundry and three are even better. Get three villages and a hero with Slavery or Industry Efficiency 2 and it's more like two free Mill Foundries. That's worth delaying even a key economic tech until you can go back and pick it up partway through Era II.

I'm thinking about the pacing of pumping out that many cities and it'd be difficult to manage without keeping your capital and second city at one or two pop, which kind of precludes also keeping multiple pops on influence. It'd have to be an extremely strong start. A crucial difference about fast is that roaming armies show up on turn 10, so getting out an unescorted settler requires basically building founder's memorial and then the settler immediately.

Speedball posted:

The other thing is that a lot of Era 1 techs are really really useful while later ones are more specialized. You don't have enough science or time to get *everything* but you can do well to get a lot of early stuff.

I usually don't go for the Pillaging tech that was added in Shadows, but I went for it during a recent Necrophage game, when I wanted to take out some pacified villages a bigger empire had and get myself some resources in the bargain. The pillaging tech also lets you add camoflage-while-in-trees accessories for your armies, but I've never actually tried that out. The spyglass that lets you detect invisible enemies would probably be pretty useful against Forgotten.

E1 techs are crucial for expansion, no doubt. Moreso than any other era, E1 is the time that I'm really hurting to make the best decisions.

Speedball posted:

*cough* Sorry.... I was gonna start it up again once I started feeling better, then we got the news of the next expansion coming out...

Don't worry about it, I'm planning on doing several shorter playthroughs on fast speed rather than one deep playthrough, so it'll hopefully be different.

Conspiratiorist
Nov 12, 2015

17th Separate Kryvyi Rih Tank Brigade named after Konstantin Pestushko
Look to my coming on the first light of the fifth sixth some day

Tulip posted:

Has there been a completed EL LP? It seems like it would be timely for one to start now or soon-ish. I'd volunteer but I'm really bad (I used to be able to beat the game consistently through Serious but I fired up last night and was struggling on Normal); also I only have Frozen Fangs.
Courtesy of some french dude on steam, this guide explains how to break the game over your knee, no skill required: http://steamcommunity.com/sharedfiles/filedetails/?id=635764665

HTH your LP.

Like with Endless Space, the AI is moronic and falls over dead if you pay more attention to how the game mechanics work than the cursory glance the devs give it.

Conspiratiorist fucked around with this message at 08:31 on Oct 5, 2016

Riso
Oct 11, 2008

by merry exmarx
I wished there was an option to force automatic combat resolution in EL.
A clear oversight.

Lichtenstein
May 31, 2012

It'll make sense, eventually.
A dude has some half an hour of Morgawr gameplay uploaded.

[edit] Nevermind, a bunch of youtubers have. I guess the NDA is over?

Mokinokaro
Sep 11, 2001

At the end of everything, hold onto anything



Fun Shoe
Yeah, NDA lifted yesterday with the latest patch since the expansion's feature complete.

EDIT: \/ I believe he's one of Amplitude's "VIPs" (read: community beta testers)

Mokinokaro fucked around with this message at 15:14 on Oct 5, 2016

Demiurge4
Aug 10, 2011

Who is the 4xplorer guy? He did a craver playthrough and the studio retweeted his endless legend thing but his endless space 2 videos are literally his first ever uploads.

Why does he get such exposure?

mitochondritom
Oct 3, 2010

He is "Rob" from Explorminate, a 4x focused website that's been around for a couple of years. You absolutely cannot trust him for impartial opinions as I think he has also now involved in developing a faction for Endless Space 2 via the community participation stuff. I also believe he is paid by Stardock Studios now to promote their games. He also seemingly moderates the 4xgames subreddit, as these LP videos are posted on there by, I assume, himself.

I listened to their weekly podcast during my cycle to work and its pretty good, if a little samey (not a lot of 4x games or news about them). He left though for *reasons*, which doesn't really hurt the podcast as he frequently would smugly talk about VIP access and how he knew so many things he couldn't divulge.

He seems like an OK guy aside from skirting a fine line between fan, press and paid promoter type positions.

mitochondritom fucked around with this message at 15:27 on Oct 5, 2016

Mokinokaro
Sep 11, 2001

At the end of everything, hold onto anything



Fun Shoe
ES2 pricing and other info

IAmUnaware
Jan 31, 2012
I don't know what the rules regarding self-promotion are, but I have a Youtube channel where I play strategy games and I'm in the Tempest beta, so I've done a couple of videos on that already: https://www.youtube.com/watch?v=7C0YieQmeKE

If anybody has any questions about expansion mechanics or anything I'd be happy to answer them.


As far as early-game EL strategy goes, I would agree that Language Square should be a high priority most of the time. I don't always go for it first because sometimes I think it makes more sense to go for Mill Foundry right away, but I rarely delay it to much later than second. HundredBears is right on about the value of the extra early population, and also the quest rewards from the pacification quests can be really significant. Like all 4X games, early advantages snowball in EL, so getting a crucial luxury or a big pile of strategics early on can be a big deal. Generally, I take Mill Foundry and Language Square as my first two, then pick Public Library and Empire Mint (whichever fixes up my worst weakness first), then some mix of Cultivation, Topology, Alchemist's Furnace, Open-Pit Mine, and Mercenary Market. I often don't pick up sewers because I don't need the approval immediately, opting to pick up Central Market later instead, and I will sometimes push Mercenary Market to later if I'm not able to afford to buy a hero right away (low dust start, too much infrastructure investment, etc.). I also really like Aquapulvistics if my capital is on a river and it looks like my second and/or third cities will be as well.

I definitely strongly advocate splitting up your army for scouting and then bringing them back together around the time that neutrals start spawning. If you get Language Square early spreading out like this may allow you to pacify a significant number of your surrounding villages (depending on which quests you pull) which first of all can yield significant rewards, secondly can make the neutral spawns really easy to deal with due to sparseness, and thirdly can sometimes get you the Tactical Training legendary deed. Also, the more ruins you search the more early game stuff you can buy out with dust, which can really accelerate your growth, and the higher the chance that you'll run into Lust For Loot, which can be incredibly powerful.

Tulip
Jun 3, 2008

yeah thats pretty good


HundredBears posted:

I'll usually put down two cities per empire plan, stopping once I have 4-7 cities (depending on faction, luxuries, good regions, etc.),

Oof, did this last night and I wound up empire wide happiness of 9. I managed to recover but man did that hurt. I'm just not managing to cram this timeline all together into a cohesive whole.


This is good advice, thanks.

Conspiratiorist posted:

Courtesy of some french dude on steam, this guide explains how to break the game over your knee, no skill required: http://steamcommunity.com/sharedfiles/filedetails/?id=635764665

HTH your LP.

Like with Endless Space, the AI is moronic and falls over dead if you pay more attention to how the game mechanics work than the cursory glance the devs give it.

1800 hours :stare:

This is a really in depth guide. Didn't know about the settle & salt trick.

Some of that's stuff that's outside how I was thinking - I tend(ed) to think that food was good for starting cities, so that they can recover back to two pop in time to pump out additional settlers. It's a little long for me to read all in one go but I'll definitely try to get through it.


I'm pretty hyped.

Tulip
Jun 3, 2008

yeah thats pretty good


So, double post so I can see what people think of my LP efforts so far (I'll be posting this to the sand castle as well). I ginned this up last night - it goes up until first winter (because I got sleepy) over four posts. Posts 1-4 are just dummy posts, they won't be used in the actual LP, but I will be using the OP. The pictures used in posts 1-4 are therefore not edited in any way, since they were just intended as placeholder.

OP

First post

Second post

Third post

Fourth post

Conspiratiorist
Nov 12, 2015

17th Separate Kryvyi Rih Tank Brigade named after Konstantin Pestushko
Look to my coming on the first light of the fifth sixth some day

Tulip posted:

1800 hours :stare:

This is a really in depth guide. Didn't know about the settle & salt trick.

Some of that's stuff that's outside how I was thinking - I tend(ed) to think that food was good for starting cities, so that they can recover back to two pop in time to pump out additional settlers. It's a little long for me to read all in one go but I'll definitely try to get through it.

Oh yeah, leave it to competitive players to show you that everything you thought you knew is wrong. I had a similar experience with Civ V and MoO2 after reading up on multiplayer tactics and watching competitive matches.

HundredBears
Feb 14, 2012

Tulip posted:

Oof, did this last night and I wound up empire wide happiness of 9. I managed to recover but man did that hurt. I'm just not managing to cram this timeline all together into a cohesive whole.

You might be overbuilding districts. Things vary by faction as always with this game, but the general rule is that the first Borough Streets is a good return on investment but not so good that you can't skip it to save on approval. Thus you end up with Sewer Systems cancelling out the -20 approval from the first wave of expansions, leaving you Content at worst (and Happy if you have +approval anomalies or can run any luxuries at all) and Central Markets more than cancelling out the approval penalty from the second. At that point, you're already at 5 cities (and may have stopped one earlier if, for instance, you're getting exactly 2 of a valuable luxury per turn and can't eke out any more from the market/quests).

The last round of expansion only happens if you're either in a position to take the approval hit and increased booster costs or you really, really want the resources in those regions. You should hit Era III at least a bit before your third empire plan, plus you'll have finished the key infrastructure in most of your cities, so you have enough spare economic output to get your approval up. The main options to do that are the +approval empire plan, the Era II -expansion disapproval tech and Era III luxuries. Between those and limiting yourself to 5-6 cites instead of 7, you should have enough approval to get up to Fervent and start thinking about building a few more districts.

The transitions right after settling might be rough (especially with the weaker economy on Fast) because it's not always possible to get the +approval buildings up quickly. It's ok to spend some time at Content in order to claim important regions and get the economic benefits of more cities. If you're Unhappy, aside from a few turns in your second and third round cities while they get their sewers and markets up, it means that you're overbuilding districts or underinvesting in approval.

Sometimes you get a strong supply of wine or Eyeless Ones villages and expansion becomes much simpler. Sometimes you're stuck getting Central Market.

Tulip posted:

So, double post so I can see what people think of my LP efforts so far (I'll be posting this to the sand castle as well).

It looks good. I'd like to see a more in-dpeth overview of the surrounding regions when it comes time to expand (which maybe you were planning for the actual LP anyway), but it was a smart choice to skip over the minutia of exploration. It's easy for 4X LPs to overload readers with details that are important to know when playing the game but that they aren't going to remember across the days in between updates. One detail that I do have to quibble with is your description of the village destruction quest as a bad one. Titan Bones are amazing for the +50% Industry and it's well worth giving up some exploration to be able to activate them before settling on turn 10.

Jastiger
Oct 11, 2008

by FactsAreUseless
What is the criteria for the initial discount? Just pre order or what?

uber_stoat
Jan 21, 2001



Pillbug
I guess it's just a discount for people who buy in during Early Access. A little bonus for buying a game that won't be actually be finished for who knows how long.

Mokinokaro
Sep 11, 2001

At the end of everything, hold onto anything



Fun Shoe
Given their previous track record the game should be finished in 6-8 months.

Tulip
Jun 3, 2008

yeah thats pretty good


Conspiratiorist posted:

Oh yeah, leave it to competitive players to show you that everything you thought you knew is wrong. I had a similar experience with Civ V and MoO2 after reading up on multiplayer tactics and watching competitive matches.

The one that broke my mind when I was younger was Civ 3. The trick here that was cool that I want to try is the level 2 empire plans on turn 10.

HundredBears posted:

You might be overbuilding districts. Things vary by faction as always with this game, but the general rule is that the first Borough Streets is a good return on investment but not so good that you can't skip it to save on approval. Thus you end up with Sewer Systems cancelling out the -20 approval from the first wave of expansions, leaving you Content at worst (and Happy if you have +approval anomalies or can run any luxuries at all) and Central Markets more than cancelling out the approval penalty from the second. At that point, you're already at 5 cities (and may have stopped one earlier if, for instance, you're getting exactly 2 of a valuable luxury per turn and can't eke out any more from the market/quests).

The last round of expansion only happens if you're either in a position to take the approval hit and increased booster costs or you really, really want the resources in those regions. You should hit Era III at least a bit before your third empire plan, plus you'll have finished the key infrastructure in most of your cities, so you have enough spare economic output to get your approval up. The main options to do that are the +approval empire plan, the Era II -expansion disapproval tech and Era III luxuries. Between those and limiting yourself to 5-6 cites instead of 7, you should have enough approval to get up to Fervent and start thinking about building a few more districts.

The transitions right after settling might be rough (especially with the weaker economy on Fast) because it's not always possible to get the +approval buildings up quickly. It's ok to spend some time at Content in order to claim important regions and get the economic benefits of more cities. If you're Unhappy, aside from a few turns in your second and third round cities while they get their sewers and markets up, it means that you're overbuilding districts or underinvesting in approval.

Sometimes you get a strong supply of wine or Eyeless Ones villages and expansion becomes much simpler. Sometimes you're stuck getting Central Market.

I think I was hitting too many regions too quickly, I couldn't fit in any districts but I was at 7 regions on turn 30 (third empire plan).

My timing on getting out cities vis a vis sewers and markets was clearly off, I'll have to work on that. Several of my regions could have waited, since I successfully blocked off my borders.

quote:

It looks good. I'd like to see a more in-dpeth overview of the surrounding regions when it comes time to expand (which maybe you were planning for the actual LP anyway), but it was a smart choice to skip over the minutia of exploration. It's easy for 4X LPs to overload readers with details that are important to know when playing the game but that they aren't going to remember across the days in between updates. One detail that I do have to quibble with is your description of the village destruction quest as a bad one. Titan Bones are amazing for the +50% Industry and it's well worth giving up some exploration to be able to activate them before settling on turn 10.

Needing more depth for the expansion plans is a good call. I'm trying to keep the whole thing from getting bogged down in too much detail, since that's not really the intention of the LP, but I probably elided too much there. Some pictures of the region's highlights would have been a good idea.

My reaction to that quest was primarily about the difficulty of actually getting that quest done in time to do anything with it - my forces were too spread out to gather together before my next expansion hit. One thing I did totally forget about when evaluating that quest is that I might have been able to buy five more titan bones on the market to make it usable at two cities.

LP is live. Come cast your votes.

IAmUnaware
Jan 31, 2012

HundredBears posted:

Sometimes you get a strong supply of wine or Eyeless Ones villages and expansion becomes much simpler. Sometimes you're stuck getting Central Market.

Delvers are actually another good source of approval if you have Lost Tales. The quest that they can give you while you have them assimilated is very easy and awards an accessory that gives +15 approval. Obviously that requires you to actually have governors in your cities, but it's really nice in combination with the Delver assimilation bonus if you can swing it.

Clarste
Apr 15, 2013

Just how many mistakes have you suffered on the way here?

An uncountable number, to be sure.
So, Endless Space 2 (Early Access) is coming out at 7 PM Paris time? Which is apparently 10 AM PST? Nothing even close to a midnight steam release then.

Blooming Brilliant
Jul 12, 2010

Reading the EL steam guide posted a small way back and curious about this bit:

quote:

- Very important and ignored by noobs : In Endless Legend, you can unset a city without penalty, and get back your settler. This broken ability (In my opinion) is very useful. You can while moving to the point you select, settle your settler each turn, and using the pacified villages and the Fidsi. Learn to exploit it at maximum.

Anyone mind going into more detail on this? Is it as simple as settling a city, making some quick gold/science then next turn salting the earth and moving your settler on?

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.

Blooming Brilliant posted:

Reading the EL steam guide posted a small way back and curious about this bit:


Anyone mind going into more detail on this? Is it as simple as settling a city, making some quick gold/science then next turn salting the earth and moving your settler on?

Yeah. The roving clans have a version of this ability where you can bring along any districts and buildings in your city when you go. But if you want to settle, say, on the other side of a region and it'll take three turns to schlep your dude over there, settle and queue up salt for that turn and you'll get a bit of extra fids. It's not broken or anything. It's just a couple extra bucks and science and influence each turn. You can't use any production since you can't take buildings with you.

Onean
Feb 11, 2010

Maiden in white...
You are not one of us.
Hey, here's a cool thing.

Check out the Endless Space website and watch the trailer. Move your mouse from side to side as you do it.

Also, there's something that feels really sinister going on in those...

Individual videos were also put up on YouTube: Vodyani Sophon

Edit: And the Visual Design contest for the community faction, the Unfallen, ended yesterday.

quote:

Ships: The vast Unfallen ships, with their twisted and gnarled appearance incorporate inorganic materials such as stone, metal and built structures throughout the living wood superstructure. Powered by large solar sails rather than conventional engines that serve both to sustain the living ship and push it through the void of space.

Civilian: "Unfallen posses 5 glowing eyes, a unifying feature among them. Their growth is limitless to some extent, while some prefer to remain small, tens of metres high; others will swell into immense beings hundreds of metres high with as many appendages, leg(s) and limbs as they see fit."

Military: "Many older and certainly larger Unfallen cloak themselves in a “mane of leaves” and develop natural clothing, serving as a symbol of status, appeal and role. They tend to fuse gems, ores, metals and parts of Endless ruins into their frame which lends both to aesthetic value and protective purposes."

The Narrative Design, and final, phase is under way now as well.

Onean fucked around with this message at 16:17 on Oct 6, 2016

Riso
Oct 11, 2008

by merry exmarx
Gotta say the people came up with a pretty neat concept there. I am kind of excited.

Mokinokaro
Sep 11, 2001

At the end of everything, hold onto anything



Fun Shoe

Riso posted:

Gotta say the people came up with a pretty neat concept there. I am kind of excited.

They made the Cult from Endless Legend as well which are one of the most unique groups in it.

So some more info from the steam forums for ES2. The 125 turn limit will be in the initial release but likely will be removed next week sometime.

And a nice summary of what's done/what needs tweaked/what's missing from the developers https://www.games2gether.com/endless-space-2/forum/66-game-design/thread/20669-community-gdd-2-update-overview

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KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Sitting down with ES2. Is that a baby Sophon on the "Beginner" tutorial option? It's adorable :kimchi:

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