Monday, September 22, 2014

Beaten: Endless Space (on 6/29/13)


System: PC
Status: Beaten

Endless Space is a 4X game that I found last summer on sale on Steam, and while not the most ingenious or innovative game of the genre, it holds its own at least in my opinion, as an interesting diversion when I'm in a Civilization mood, but don't actually want to play Civ.

The same basics apply of course for any 4X game, you select how big your play field will be, how many players/AI, pick your race and what victory conditions you want, and then go. The game itself is set around various planetary systems that you work to colonize, building colony ships to get to new systems while exploring and finding your opponents on the map. On each planetary system, you will gain population, which will produce science, construction, money and food (FIDS is the in-game shorthand), which is used to help other aspects of your empire.This is generally improved upon by creating improvements in each system, which boost one aspect or another, though all of them having upkeep in the money department. Unfortunately, since you are supposed to rapidly expand as with any 4X game, this means a lot of the time you spend on each turn is building advancements in all the new solar systems to improve their output, so you spend a lot of time tabbing between systems, making sure they have all the upgrades they need (and remembering why you didn't make a certain improvement in a system, since in some cases an improvement would be terrible given the cost vs gain).

The combat itself is...more detailed than civilization, given that you can choose actions which have various rock-paper-scissors bonuses versus other actions, but it tends to only really matter when your military is very close in strength. You can actually custom create every ship your civilization makes, but most of the time you will make one or two designs, and just upgrade them as you get new technology. Nothing really heavily changes the ship designs later, other than the occasional space saving technology which you might need to slide in as it isn't an upgrade. In a long-term war with any other player, the combat gets very repetitive, as the AI will tend to send swarms of ships at you, even though they know they will lose.

The tech tree of the game is very deep and well laid out...which unfortunately means jack-all, since you don't really have any true choices in the tech trees. Each race starts with a basic tech already learned, which might save you a few turns learning it, and has certain special techs they learn higher up in the tree that give unique advantages. The trees are split into science (mostly new material discovery), war (duh), exploration (lets you colonize new planet types), and management (lets you have bigger fleets and lots of new improvements). However, there really isn't any strategy to your research or any true decisions to be made. No matter what strategy you are using, you need to research all the trees about equally. Choosing what to research first may give you a brief advantage in a certain area, and if you go deep in a tree you might get a heavy advantage with it, but the cost to your other research will cost you more in the long term. For example, if you are planning to conquer the galaxy you might think you need to research the war tree above all...which will bite you. You need to research management to field more than a few ships in a fleet and keep your people happy, and you need to research science to get materials that make those shiny new weapons, and you should research exploration to let your fleets move faster and give you more planets to work with. Spending 6 turns on a new war tech when you have a bunch of technologies that would only take one turn or less is a serious mistake.

Other than those quibbles, the game is fun, though probably decidedly average in the grand scheme of things. I tend to only boot it up when I want something Civ-like,  but don't want to play Civ.

Finished with normal AI, need to work my way up the AI difficulties.

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