Results 1 to 12 of 12

Thread: Endless Space II

  1. #1
    Akhenaton's Avatar Decanus
    Join Date
    Dec 2011
    Location
    At the blue Danube
    Posts
    545

    Default Endless Space II

    For those of you, who played the first game, Amplitude just announced Endless Space 2!

    Homepage of the game

    Introduction posted in the first GDD on the forums

    Spoiler Alert, click show to read: 
    Hi there,


    Here we are at last.

    Thank you all for joining us to make of Endless Space 2 our next 4X, an awesome game. We are hoping to make this a reference both in terms of 4X Strategy and for the Sci-Fi genre. Our primary goal is to inherit from both Endless Space and Endless Legend as much as we can. While making them, we learned a lot about creating 4X games, and now we want to use that experience acquired over the years for Endless Space 2. If we aim right, you should feel right at home when you play ES2, yet, many gameplay features will still be unique to its settings.



    THE GALAXY SHUDDERS

    The Endless have risen and fallen. Uncountable other peoples have also been born, developed, and either flourished or disappeared depending on luck and opportunity; ruins, records, and tall tales abound that cover this infinity of stories. Yet among all the stories to be told, nobody asks how the Endless gained their powers, and what sacrifices those powers may have required.

    For, like any people, the Endless came from somewhere; they, too, had a beginning. The galaxy, however, is far older than the Endless, and there is little record of what came before. Perhaps it was simply a great void waiting for this great civilization to fill it... yet not all ruins are explained by the science and magic of the Endless, and the older they are the stranger they seem to be. But these answers are difficult, for all of that lies in the ancient past. And we are but flighty beings with brief lives; naturally, it is the present which most interests us.



    And in this present (of the many possible presents we might live) a great and unexpected event has occurred. A store of wisdom and of Dust magic, a veritable encyclopedia of the Endless and their knowledge, has been disseminated across the galaxy. Of all those uncountable civilizations who are gazing upon the stars, which ones shall be unexpectedly enlightened by this gift? The question is not meaningless, for as science and technology suddenly accelerate, great metal craft will point their noses toward the heavens and leap forward into either history or oblivion. There will be new discoveries and powerful new abilities, and these nations must decide how all of this will change them.

    For, in the end, it is the citizens of a nation that determine its future. They will react to policies, develop aspirations, and desire change and movement. What effect will this great well of information have upon the myriad beings who make up an empire? Will they grow like the Sophons, seeking ever more scientific knowledge at the expense of industrial and military might? Become a people of investigation and study, bent on discovering the most challenging secrets of existence? That is a possibility; pacifism can be its own reward, with the riches of the nation being poured into knowledge and education.

    But the peoples of the empire may choose a different path. Perhaps security can only come through control; through power. Will stability and a secure future only come if laws are passed and decrees are made that guarantee the upper hand, grow the military, and force all others to bow before them? Is the future a future where the Cravers control the galaxy, bending all to their will and consuming those who disagree?
    There are many possible futures and many possible outcomes as the many nations of this galaxy grow and struggle and explore, seeking space, resources, and security. Time will tell what events and discoveries might lead to the answers, and what great forces might be disturbed. For something stranger than scientific progress has occurred here, and in their headstrong rush to colonize distant systems the many peoples hailing from these many stars may not be prepared for the knowledge they are so eager to discover...



    Give us your impressions! But remember, the Games Design Documents on wide topics such as Diplomacy etc. will come later to answer your questions on specific matter.



    And here´s the release trailer


  2. #2
    the_mango55's Avatar Comes Rei Militaris
    Citizen

    Join Date
    Oct 2004
    Location
    Raleigh, NC
    Posts
    20,753

    Default Re: Endless Space II

    I have the first one in my steam games list but haven't played it yet. I bought it on sale because I liked Endless Legend so much. I guess I will give it a shot.
    ttt
    Adopted son of Lord Sephiroth, Youngest sibling of Pent uP Rage, Prarara the Great, Nerwen Carnesîr, TB666 and, Boudicca. In the great Family of the Black Prince

  3. #3

    Default Re: Endless Space II

    I tried playing the first one but did not enjoy because of the absolutely idiotic combat. But given the improvements in combat for Endless Legend, I have full faith in Amplitude to make something even better for Endless Space 2.

    Also, Amplitude make some of the best videogame UI. Speaking as a graphic designer myself, I will buy any game they make just because of that, even if I may not end up playing it.

  4. #4
    Lord of Lost Socks's Avatar Primicerius
    Join Date
    May 2008
    Location
    Finland
    Posts
    3,467

    Default Re: Endless Space II

    I autoresolved combat in that game, but otherwise I loved it. Anyone shocked?

    “The human eye is a wonderful device. With a little effort, it can fail to see even the most glaring injustice.”

  5. #5
    eXistenZ's Avatar Praeses
    Join Date
    Aug 2009
    Location
    Belgium
    Posts
    7,939

    Default Re: Endless Space II

    I couldnt care less for space, but I can confirm Endless Legend is a brilliant 4X game

  6. #6
    Greve Af Göteborg's Avatar Protector Domesticus
    Join Date
    Oct 2007
    Location
    Sweden
    Posts
    4,558

    Default Re: Endless Space II

    Playing some Endless Space 1 right now, it's pretty good if you can ignore the cinematic battles. I usually just set up some tactics and auto-resolve them.

  7. #7
    Space Voyager's Avatar Campidoctor
    Join Date
    Mar 2004
    Location
    Slovenia
    Posts
    1,665

    Default Re: Endless Space II

    Ooo, thanks for posting! I missed this one and I really should not!

  8. #8
    hellheaven1987's Avatar Comes Domesticorum
    Join Date
    Nov 2005
    Location
    The Hell called Conscription
    Posts
    35,615

    Default Re: Endless Space II

    A remake or a sequel?
    Quote Originally Posted by Markas View Post
    Hellheaven, sometimes you remind me of King Canute trying to hold back the tide, except without the winning parable.
    Quote Originally Posted by Diocle View Post
    Cameron is midway between Black Rage and .. European Union ..

  9. #9
    Akhenaton's Avatar Decanus
    Join Date
    Dec 2011
    Location
    At the blue Danube
    Posts
    545

    Default Re: Endless Space II

    Quote Originally Posted by hellheaven1987 View Post
    A remake or a sequel?
    I think it´s more of a remake.

    The Devs have posted a new document in which they write about the general design of the game.

    Spoiler Alert, click show to read: 
    INTRODUCTION

    Welcome to this galaxy, once the home to a starfaring race known as the Endless. Though the Endless are long gone, and their civilization burned out in a violent civil war, the legacy they left behind echoes into the future and the past. Now you arrive on the scene -- you, leader of a strong and eager nation that has only just discovered space travel. To the stars! The forbidding vacuum of space will not deter us from the glory of discovery! You wonder what mysteries you will find there -- strange alien races, powerful opposing nations, fantastic astronomical anomalies, vast riches, and perhaps even ruins of the fabled Endless.

    As the emperor you have at your disposal a panoply of tools to aid your development. Powerful heroes to lead your fleets and govern your systems; a Senate who expresses the desires of your population and who will -- you hope -- pass laws that will support your vision; advanced sciences and technologies to permit you to build ever-greater cities and ever-deadlier ships... Well, what are you waiting for?! Onward! Upward! Your destiny awaits!





    GAME DESIGN

    THE POPULATION

    Rationale
    We want the population to be at the heart of empire management. The population of each faction will have its own unique character in terms of economic outlook, political preferences, and perception of the world. The player will need to pay attention to the composition of the population of their empire in order to make decisions that won’t anger their citizens.

    Key points

    The population

    • provides FIDSI bonuses specific to their faction
    • interacts with minor factions
    • supports and oppose various government policies
    • perceives the world their own way
    • can be composed of a plurality of races and opinions
    • is affected by a player’s decisions



    THE SENATE

    Rationale
    The Senate represents the citizens of the empire, and is the tool the player will use to customize its empire throughout the game.
    The Senate represents the voice of the population, forcing the player to adapt to and influence those opinions in order to achieve his or her goals. The player will be able to choose the type of government, which will affect the limits of the Senate’s influence.
    Managing the Senate is mandatory if you want to grow and develop your empire! The player will have an additional level of challenge, as decisions might affect the population and, on a larger scale, the Senate.

    Key points

    The Senate

    • can enact laws depending on the available policies and the public support they have
    • is beholden to elections run every 20 turns
    • elections can be influenced by the player
    • and the population they represent are in constant flux



    THE GALAXY

    Rationale
    The galaxy is filled with points of intersection, around which fleets can orbit. These "nodes" are connected to each other, forming a graph-like structure. Their connectivity influences the tactical aspect of the navigation. Exploration will be both more important and more challenging than in ES1.
    To keep each game fresh, the galaxy is procedurally generated and customizable through numerous options -- from the shape and size to the composition of the galaxy itself. The galaxy is also full of randomly assigned elements that render every planet, system, and constellation unique to that game.

    Key points

    The galaxy

    • features randomly generated planets
    • is procedurally generated and fully customizable
    • is full of surprises! Anomalies, resource-rich backwaters, incredible aliens, wondrous sights, …
    • will support deeper exploration gameplay with a larger role than in ES1
    • is constantly evolving over the course of the game (new elements, events, discoveries, quests…)



    ECONOMY

    Rationale
    We want the economy to be easy to comprehend. Therefore, resources are generated based on colonized planets and then multiplied by the population living on it. We build the economy around five elementary resources: Dust (money), Food, Industry,Science, and Influence. The player can thus choose what they want to focus on by distributing their population over different planets or systems to gain the needed resources.
    In addition, the player can harvest more specific resources called Strategic and Luxury resources, which will allow him/her to access powerful bonuses to the elementary resources, construction, fleets, etc.

    Key points

    The economy

    • is predicated on the outpost and colony system as in ES1
    • is limited by the empire’s area of influence, which determines limits of control and frontiers
    • is influenced by the faction's unique aspects (traits, specialities, etc.)
    • builds on planet types to create a simple economic system
    • supports levelling systems through crafting blueprints!



    BATTLES

    Rationale
    We want the player to enjoy watching battles and avoid micromanagement. To that end, we focus gameplay on all the many decisions that are taken before the battle:

    • Choice of the place where the battle occurs
    • Composition of the fleet (numbers and types of ships and their modules and armament)
    • The selection of a tactical plan that takes best advantage of the fleet construction strategy



    For the cinematic aspect, we want to develop elements that allow a huge variety of situations in order to feel that each battle is unique and worth watching.

    Key points

    Battles

    • support grand strategical thinking, building off fleet composition and tactics
    • take place in a range of arenas, encompassing varied astronomical hazards
    • are cinematic! Beautiful to watch, and each one unique!



    HEROES

    Rationale
    Heroes are powerful tools that aid the player in shaping their empire; they can be assigned as an Admiral on a fleet or a Governor in a solar system. Executing missions help them progress and unlock new skills that make them even more powerful. Each hero has a specialty, though they are all a useful bonus in any situation (up to a certain point).
    The heroes will also develop their own story over the course of the game and acquire titles based on their feats.

    Key points

    The Heroes

    • progress through an RPG levelling system (skills, specialization)
    • experience a dynamic storyline (biography and titles)
    • are acquired over time depending on the player’s choices (focusing on war will tend to create Admiral heroes, for instance)



    SHIP DESIGN

    Rationale
    The goal is not to expand the time required for ship design, but to make it more interesting and allow for better choices and more personalization. A battle will not be won by ship design, but it will play an important role in the outcome when combined with the ‘play’ tactical system for pre-battle planning.

    Key points

    Ship Design

    • is supported by a slot system
    • allows systems to be linked to create synergistic designs
    • is predicated on "one hull = one role"
    • evolves with technology breakthroughs (new modules, unlock slots / links)



    RESEARCH

    Rationale
    The technology tree is key to helping the empire progress through the game; it both enhances the available game mechanics and unlocks new ones.
    We want to give freedom to the player so they can decide how to approach the available technologies. However, we will add a link system between some of the technologies in order to create a puzzle-type gameplay, reflecting the course of scientific endeavour.

    Key points

    Research

    • controls the pace of the game (Era split)
    • gives unique choices for each faction
    • of certain technologies will require prior technologies to have been unlocked (logical science/science-fiction based reason)
    • technologies will sometimes be unlocked through unique quests and events



    DIPLOMACY

    Rationale
    Since Endless Legend, we’ve tried to make diplomacy more real in terms of relationship dynamics, including a resource to tie it closely to the economy and avoid hectic behaviours. We will continue on working this path for Endless Space 2.
    There are three main areas of interaction: Diplomatic treaties, coordination, and trade.

    Key points

    Diplomacy

    • allows coordination between empires
    • needs to be thought on the long term
    • is built on treaties, gifts, agreements and betrayal…
    • reinforces the geopolitical aspect of the game
    • is bound to the political systems
    • allows impressive reversal





    TRADE

    Rationale
    We want the player to have an active gameplay that revolves around trade routes; the gameplay should be as challenging, interesting, and rewarding as military gameplay. Still, we want to avoid micromanagement.

    For that, we’re going to place them as managers of vast trading companies which have to build their networks. By doing this, we encourage the player to focus on working on the big picture instead of doing micromanagement.

    Key points

    Trade

    • like in EL will be supported by a Marketplace
    • companies are developed by placing concrete elements (stations, offices, etc.) to create trade routes
    • allows players to accumulate Dust, Science and other resources
    • can be increased by building trade ships, and investing in the development of trade companies to increase their power
    • can be made more lucrative by investing in trade companies to receive a part of their profits




    NARRATIVE EXPERIENCE

    Rationale
    We want the player to enjoy the whole journey and not only the end of the game. For that we’re going to use different tools to reinforce the narrative experience. These will include quests that reveal the background of the galaxy and the major and minor factions and After Action Reports that can be shared with friends. We want the player to feel that each game is a unique story with a unique outcome driven by their choices.

    Key points

    Narrative experience

    • will be supported by faction quests and background stories of the galaxy
    • will feature side quests and events!
    • will be enhanced by heroes' narrative evolution
    • is strengthened by After Action Reports
    • can be shared through G2G via game story albums




    WINNING THE GAME
    In a sandbox game like ours, it is important to provide the tools and motivation that allows the player to play and win as they wish. War is only one way to succeed, because we will encourage players to show superiority in other important fields such as economics, science and diplomacy. In total we have at least eight possible victory conditions, all of which are totally different.



    VIP Feedback

    Tax rate

    • There won’t be any tax rate as in endless space, but some laws will influence taxes.



    Economy

    • We’ll work on differentiating the production of the different resources.
    • Binding luxuries to specific planet type, to restrict terraformation is a nice idea!



    Galaxy

    • Systems still contains planet



    Research

    • We don’t think; we’ll go for random technology (except those you acquire through quests).
    • Weapons and defences will be more inspired from Endless Legend than Endless Space, meaning you will have more variety within a same weapon’s family.



    Game Dynamics

    • We’re going to make the game for pacifist player more interactive and deep by working on the trade and diplomatic system.



    Battles

    • Of course, we got a lot of posts regarding battles, but this will be discussed deeply in another Game Design Document.






    Also some more information gathered from dev responses

    Spoiler Alert, click show to read: 

    • We’re still using lanes to move ships from one node to another. Probes allow you to explore the surrounding space and discover unconnected nodes; once they are discovered, you will be able to send ships with free movement to them. Regarding the systems, we want some of them to be discovered later in the game, as they will require a specific technology to become visible
    • We really like what we’ve achieved with Endless Legend in terms of pacing. Our current idea is to mix the era’s structure from Endless Legend with a link system, which will enable:
      • Prerequisites on some technology
      • Combos (if you unlock two technologies, you get an extra unlock)
      • Choices (unlocking one of the tech, blocks the research of the other)

    Still, we’ll provide more faction technology than in Endless Legend, we want to be closer to Endless Space on that part.

    • The outpost system is not exactly the same as in Endless Space, we’re working on dependency of the outpost from the empire. The main intention driving the design of the outpost is to offer early conflicts between empires, without going to war. And for that, we’ll allow different empires to colonize the same system and (in)directly fight to gain its ownership.


    Sounds good!
    Last edited by Akhenaton; August 12, 2015 at 11:25 AM.

  10. #10

    Default Re: Endless Space II

    enjoyed the first endless space, mostly the campaign map and universe lore, but even the battles as well. it was basically rock, paper, scissors when it came to tactics, along with having the right ships outfitted with the right weapons and defenses to counter the enemy based on your predictions/scouting of what your enemy would bring into battle. nice to see they are making a second one, hopefully this one will be more fleshed out and less indicative of its indie origins.

  11. #11
    Henry X's Avatar Protector Domesticus
    Join Date
    Aug 2007
    Location
    Wyoming, United States
    Posts
    4,815

    Default Re: Endless Space II

    Enjoyed the first one a great deal. Sounds like good things are coming with this as well. I hope it runs as smoothly as the ES1 did on my old computer. Only thing I didn't really like about it was the combat at times, but I blame Empire at War for making me want "good" space combat.
    Quote Originally Posted by Carl Jung was right View Post
    We just don't get films which accurately portray military decision making like Dr. Strangelove anymore these days.

  12. #12

    Default Re: Endless Space II

    Heck yeah! Amplitude is having a contest for a community-created "Diplomatic Pacifist"-themed faction to be included in the game at launch. Head on over to their Games2Gether website to vote. Be sure to link your steam account to increase your vote strength.

    Please consider my buddy's faction, "Champion's of a multi-race Empire". They are build around incorporating all of the minor factions (species) in the game (24 at launch). Many great sci-fi have some sort of strong peaceful republic/federation, and the Endless galaxy could use one too. Lots of great choices though, so best of luck to all!

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •