
r/EndlessSpace

Academy and Start of the Game Heroes Lore?
I am curious what is the lore of the game when you first start the game. For example. Playing United Empire as part of tutorial. I just start out with a planet and start spreading out. Did some quests until I get one that give me Starter Hero. His background says that he already out and around and became a legend who then left for Academy a mysticial school for Heroes. The quest to get him basically state that we know him and that he is in Academy and that we need to do something to make him want to join us again. Not to mention there is galaxy also quest to find Academy first. How did we know about Academy when it was unknown to us?
My question is how is he already out there beyond our system before the start of the game when we just start expanding. How did we already know of Academy? How did he even find Academy and us not know anything about it much less so know that he is at Academy rather than disappear and end up in MIA record when he disappear from the system?
I assume same is the case with other factions and their Starter Heroes. What is the lore here Am I missing something here? Maybe United Empire is already spareborne before start of the game? Maybe Academy or their heroes already visit United Empire homeworld before they went spaceborne and so they know of it long before they went space.
Why do Vodyani populations lose approval "from planets?"
A bit of context: I have just over 100hrs in ES2 but I still consider myself a novice to the game and to 4X in general. I only play a few times every few months, so it's been a slow process trying to learn all the games systems. I picked up Vodyani on my most recent playthrough (not my first time playing them, but I'm certainly no expert) and, after several turns, got a confusing report on some some of my systems: I was losing a ton of approval "from planets." Could someone explain to me what this means in simple terms? I thought Vodyani were ship-bound. After all, you can't terraform planets with them, so why are planet conditions affecting my population? Or, is this something of a misnomer, and something else is actually affecting my approval?
Make ES 2 more challenging by playing against the Unfallen (on steroids)
I've been playing ES 2 against custom factions that follow these rules:
- Everybody starts on an Atoll (15 pts), Jungle (10 pts), or Arid (5 pts) planet because they have the best industry, and industry is the most important resource in the game.
- Nobody can use the Constructionist trait, except the Cravers, United Empire, Vodyani, and Hissho because they needed the extra power, and it is thematically appropriate that they would value industry over environmental conservation.
- Everybody gets a Titanium Mine on their home-world for the sake of fairness. One time, I played a game where the closest source of Titanium was from my neighbor's home-world so, from now on, I want to avoid this situation.
- The chosen traits must have mechanics that support the original theme of the faction.
- I'll avoid choosing the same trait for multiple factions; but the only exceptions will be Deadly Weapons for +20% ship weapon damage (which will be used by the Cravers, United Empire, Vodyani, Hissho, and Nakalim) and Rational Minds for +30% Science (which will be used by Horatio, Lumeris, Riftborn, Sophons, Unfallen, Vaulters, and Umbral Choir).
These are the traits that I chose for the Unfallen faction, in order to make them more challenging, when played by the AI on Endless difficulty:
For politics, I chose the Industrialists because this faction needs the extra industry, and it has a massive amount of influence, so it can afford the highest level of industrial law, which is quite strong. The Boundless collection (which normally belongs to the UE) gives +15% influence at 20 pops and gives extra influence per industry spent at 50 pops. Since this faction has so much influence and approval from the Gurdians trait, it needs to have a Democratic government so it has enough law slots to take advantage of all that influence.
Gargantuan Population gives +4 FIDS per pop but -50% food, which is quite strong, and Ruthless Defenders gives +50 defensive bombardment damage on fertile per pop, which is thematically appropriate because they should be hard to invade.
Doubtful Tacticians and Prone to Agitation are inconsequential. Cowards lowers the empire manpower capacity by 20%, which is irrelevant because this number is usually quite high. Feeble Warriors lower the health of Infantry troops by 20%, which has a minimal impact because this build has such high science values that it can change its troops to be armored fairly early.
The Unfallen has ships that do the lowest amount of damage in the game, so they need the Mutual Understanding trait, which makes their military do a high amount of damage when this faction enters an alliance.
Unfortunately, the AI is bad at using this build, the Vodyani and the UC, because it's not good at colonizing a lot of systems in a reasonable amount of time. But you could play this Unfallen build, if you want to experience an overpowered version of this faction.
If you're interested in my other custom factions, you can check out: Cravers, Sophons, Riftborn, Vaulters, Horatio, Lumeris, Vodyani, United Empire, Hissho, Umbral Choir, Nakalim.
How useful are Behemoths and their upgrades?
I'm just a casual player and I don't plan on perfecting my gameplay or anything like that but I was wondering how big of a role Behemoths, their techs and their upgrades play if you'd try to play this game well.
Like how many Behemoths would you usually make in a game? Zero? One? Five? Fifteen? And for what purposes? Economic, Science and Military?
Also do you build Obliterators, Juggernauts and Citadels? How many? Which ones do you think are better?