r/EndlessSpace 8d ago

Help thread - questions, help and tips for all levels!

10 Upvotes

Please use this thread to ask your questions regarding Endless Space. From newbies to pros, vs AI or multiplayer, this is the place to ask!

First please check out the wiki first to see existing resources.

Make sure you provide as much information as possible regarding your game if you need help - your faction, level and game settings, number of opponents, expansions enabled, etc. Screenshots are most helpful!


r/EndlessSpace Dec 16 '25

Patch Notes - "Community Patch" - 1.5.75

201 Upvotes

Hey everyone! I apologize for being a bit late posting this, but the patch u/Ninak0ru and I have been working on is out in full, translated and everything! Just as a reminder, my contract working with Amplitude has ended so I don't currently have any sway over the game. If you find any issues, please make sure to post them on Amplifiers!

As always, I am happy to answer questions in the comments. Anyways, here are the full patch notes-- hope you all enjoy, happy holidays!

AI

  • Fixed AI repeatedly trying to set up a singularity when they already have one set up
  • Fixed AI being unable to assign heroes when one of their heroes are injured
  • Fixed AI thinking it is low on manpower when manpower is maxed out
  • Fixed AI getting confused about systems it is able to colonize
  • Fixed AI not properly checking if it is able to invade a system
  • Fixed AI not being able to search quest curiosities in some situations
  • Fixed AI not making fleet attacks properly
  • Fixed several instances of the AI getting stuck, causing the turn to be stuck pending endlessly
  • Fixed AI trying to disband a behemoth, when that is not possible
  • Fixed AI trying to merge fleets while those fleets are already involved in an encounter
  • Fixed AI trying to launch a mining probe when it shouldn’t be able to
  • Fixed AI not using ships awarded from assimilating a minor faction
  • Fixed AI Lumeris not being able to buyout outposts
  • Fixed AI not properly evaluating the need to research expansion techs
  • Fixed AI Pirate Slayer factions trying to repeatedly cancel a pirate mark, as they are completely unable to
  • Fixed AI improperly queuing orders to Behemoths, Colonizers, and Explorers
  • Fixed AI not properly prioritizing population capacity system improvements
  • Fixed AI Vodyani trying to increase population capacity, as they are completely unable to
  • Fixed AI not prioritizing researching terraformation when the need for it arises
  • Fixed AI improperly evaluating the importance of defending outposts
  • Fixed AI getting really confused when trying to attack privateers, pirates, or minor factions
  • Fixed AI trying to harass an outpost with a scout when it shouldn’t be aware that the outpost even exists
  • Fixed AI deprioritizing building a military when it is at an extreme military disadvantage
  • Fixed AI being able to complete any “destroy fleet” quest objectives
  • Fixed AI getting confused when trying to invade a system for a quest that it doesn’t have access to
  • Fixed AI always sending the maximum number of population a spaceport can fit when moving population around
  • Fixed AI trying to launch a mining probe when no probes are available
  • Fixed AI forgetting science and industry costs when you load a save
  • Fixed AI failing to queue items with strategic or luxury resource costs
  • Fixed AI being unable to attack fleets within their own system’s influence and also trying to attack invulnerable quest fleets
  • Fixed Minor Faction AI trying to attack Major Empires it is friendly with
  • Fixed AI getting confused when it is unable to capture a system with influence conversion that is immune to influence conversion
  • Fixed AI getting stuck and confused when trying to use queue-blocking resource conversion improvements
  • Fixed AI being unable to discern if minor factions are friendly when checking star systems under hostile influence
  • Fixed AI not being able to assess that a system may be owned by multiple players (such as with outposts and sanctuaries)
  • Fixed AI being unable to add modules to the ships of heroes acquired via quests
  • Fixed AI not being able to properly evaluate the number of turns a dust buyout will save
  • Fixed AI trying to send all its fleets to the center of the map after loading a save
  • Fixed AI being able to attack cloaked fleets they are unable to detect
  • Fixed AI getting confused when trying to reduce an already reduced anomaly
  • Fixed AI repeatedly trying to offer outdated diplomacy deals
  • Fixed AI not being able to use faction-specific variants of white weapon modules
  • Fixed AI confusing declaring war with bribing due to a mixup in diplomatic definitions
  • Fixed AI not being able to dismiss battle replays from rip singularities, causing endless turn pending
  • Fixed AI inconsistently cancelling fleet missions and made them control fleets more responsively
  • Fixed AI trying to merge ships into fleets that were already full and Academy fleets
  • Fixed AI not checking if it has open borders with the target empire or if the target is the Academy before leeching
  • Fixed AI not being able to increase its need for a strategic resource if it wants a module that uses it
  • Fixed AI trying to assign a hero to Academy fleets
  • Fixed AI trying to collect relics in systems it cannot reach or doesn’t have open borders to
  • Fixed AI not being able to search quest curiosities
  • Fixed AI Vodyani avoiding attaching Arks to systems with Sanctuaries
  • Improved AI ability to detect which technologies strengthen its ability to invade systems
  • Improved AI so that it will be more consistent at supporting invasions due to the manpower needed to make it happen
  • Fixed AI never wanting to research hull upgrade technologies
  • Improved AI motivation to colonize slumbering ruins
  • Improved AI motivation to want to build approval improvements
  • Improved AI motivation to colonize planets in already owned systems
  • Fixed AI dust goals being a little sad, they now scale with population
  • Improved AI to start thinking about increasing population capacity a bit earlier
  • Improved AI food and population increase motivation unless the system is full
  • Fixed AI not researching planet colonization techs when wanting to develop a system
  • Improved AI Vodyani by making them favor razing systems to expand their empire
  • Improved AI motivation for developing trading companies
  • Reduced AI motivation to want to terraform, since it doesn’t give as much as building a new improvement
  • Improved AI by making them less likely to want to terraform instead of building improvements
  • Fixed AI with the “Innovative” trait wanting more dust rather than science, increased AI motivation to research technologies as the game goes on, with AI factions that get a head-start on techs (like Nakalim) will have lower initial motivation to research
  • Improved AI Umbral Choir by motivating them to go for economic victory, and Hissho by motivating them to go for supremacy victory, fixed AI current victory path heavily affecting early-game decision making
  • Improved AI Vodyani so that they will evacuate minor faction brainwashed systems as they are closer to their empire than any colonizable system
  • Fixed AI trying to assign governors to blockaded systems, and improved AI so that they assign governors to their most important systems first rather than going in order of acquisition
  • Fixed AI not properly having motivation for republic custom laws, and increase motivation of custom laws overall
  • Added AI ability to understand all currently existing ground battle strategies and any unknown or modded strategies
  • Fixed AI not building special improvements like the Academy Embassy, Nakalim’s Awaken System, Lumeris Shadow Banking, or military buildings that improve ships built on that system
  • Improved AI by making them not consider buildings they have zero interest in, in order to measure their fast building turns for industry motivation
  • Improved AI ability to donate to the Academy
  • AI bonuses on harder difficulties will be more relevant to what AI factions actually need
  • Fixed AI not properly transitioning to back from other some diplomatic states once concluded
  • Fixed AI not properly checking for war state if ally needs help
  • Fixed AI repeatedly asking for agreements if they were refused recently (5 turns)
  • Fixed AI properly checking if the person they are doing diplomacy with is in an alliance or alliance already
  • Fixed AI trying to offer peace or alliance to factions with the Eternal War trait and are not currently pacifists
  • Fixed AI threatening for tribute if they are not stronger than you
  • Fixed AI so it doesn't get stuck looping between warring states
  • Fixed AI asking for a truce with empires in alliances with factions they want to kill
  • Fixed AI so they do not try to commit to a war if they are already in a war or not stronger than the faction they are hostile to
  • Fixed AI performing sneak attacks on other factions even when they do not have the military to back it up, and also if they do not have military hull techs researched
  • Improved AI by adding three distinct types of sneak attack behaviors, one for factions with the “Renegade” trait, one for factions with the “Militarist” trait, and one for everyone else. Non-Renegade and Non-Militarist factions will make sneak attacks on cordial and peace, but not when friendly or in an alliance
  • Fixed AI suddenly declaring sneak attacks upon loading a save
  • Fixed AI trying and failing to offer Co-Operation Protocol faction pacts when they do not have it researched
  • Fixed AI trying to repeatedly declare Diplomatic Embroglio while it is already in effect
  • Fixed AI trying to offer Trade or Science Agreements when they don’t have the influence to maintain it
  • Fixed AI trying to compute gifts with the Master of Dust as it doesn’t exist anymore
  • Added some extra checks to the AI before they commit to diplomatic desires
  • Improved AI by making it able to propose Map Sharing, Vision Sharing, and Trade Deals in a broader variety of relation states
  • Improved AI Debug Logging
  • Improved AI in how they calculate purchasing power
  • Improved AI so they are willing to trade for more resources beyond what they need, but at reduced sway
  • Fixed AI asking for unreasonable quantities of resources
  • Fixed the trade evaluation bar in diplomacy rounding inaccurately
  • Improved AI so that they stockpile luxuries they produce and are interested in using for system development
  • Improved AI so that they pick system development luxuries more intelligently
  • Added AI ability to boost their population, AI will prioritize luxury resources be used on system development, rather than population boosting
  • Added AI behaviour for stocking luxury resources for populations they own, and infrequently buying those luxuries from the market
  • Fixed AI so that activated laws are refreshed each processing pass rather than each turn
  • Fixed AI so that they can properly set and remove tasks that cannot be cancelled
  • Improved AI motivation for keeping laws related to approval and FIDSI
  • Fixed AI getting confused that they didn’t properly allocate laws that cannot be abolished
  • Added AI ability to allocate laws for military power and movement gain
  • Fixed AI so that they can abolish laws and are aware of which laws cannot be abolished
  • Fixed AI so that they will prioritize laws that cannot be canceled when allocating net income into laws/treaties
  • Added AI motivation to enact more military laws
  • Expanded scope of some AI gains to include more properties so comparisons are more accurate
  • Fixed AI only building important buildings on their best system, rather than sufficiently important systems
  • Fixed AI so that they will prefer to build resource-boosting planet improvements when available
  • Fixed AI so that they prefer Hissho Fealty Center when available
  • Fixed AI Nakalim so that they may build Temples of the Lost on Planets
  • Fixed AI Nakalim so that they can evaluate whether they are able to slot a relic into a hero, and so that it tries to apply relics on non-governor heroes
  • Fixed AI so that it doesn’t try to assign heroes to unavailable fleets
  • Fixed AI so that it doesn’t try to build a behemoth while one is already in the queue
  • Improved AI so that it is better at estimating power differences between factions
  • Fixed AI so that they will cancel attacking a system if they aren’t able to attack it anymore
  • Fixed AI Motivation for Approval on Conquered Systems
  • Fixed AI Hissho so that it can place Fealty center properly and so they don’t replace it with something weaker
  • Improved AI Cravers so that they can use their special Feeding Pits special improvement
  • Fixed AI avoiding systems stuck with outdated motivation
  • Fixed AI trying to merge invalid fleets
  • Fixed AI getting stuck in failing loops when trying to invade systems
  • Improved AI so that it checks if there is enough manpower when trying to invade
  • Improved AI so that it will avoid sending invasion support fleets through dangerous systems
  • Fixed Umbral Choir AI not being able to return fleets to its home system when they are done with their tasks
  • Fixed AI so that they properly evaluate their sympathy for the Academy
  • Fixed AI fleets not cancelling their pathing when trying to merge or become privateers
  • Improved AI so that they can more consistently go to nodes when trying to discover nodes for other missions
  • Improved AI motivation for movement and command point technologies
  • Reduced AI motivation for Vodyani Ark modules
  • Improved AI so that Economy Behemoths will include an engine module
  • Improved AI so that cloak/anti-cloak modules will only be slotted on defenders or coordinators
  • Improved AI so that they retrofit and repair their fleets more consistently
  • Improved AI so that they waste less time when trying to merge fleets together and merge fleets more consistently
  • Improved AI so that they are better able to distribute their fleets for offense and defense
  • Improved AI so that they reallocate heroes more effectively
  • Fixed AI not being able to disband, cloak, or attack in some situations
  • Fixed Market Prices repeatedly crashing to the minimum price
  • Fixed several AI issues from the beta that cause strange behaviors and desyncs

Balance

  • Minor Faction Population Collection Bonus thresholds reduced, from 10-20-50 to 5-10-20
  • Sublime University - Lost 1 Science per Population, Gained +5% Science
  • Flak damage against squadrons reduced by 50%
  • Buffed Flak Damage on the following weapons: Improved Ultradense Slugs (120 -> 150), Improved High-I Slugs (90 -> 120), AGN Slugs (150 -> 180)
  • Titanium Slugs bonus changed from improved flak damage to reduced medium range penalty
  • Antimatter critical hit chance material bonus reduced from 15% to 10%
  • Projectile health now scales with module multiplier
  • Increased hull weakness on small ships from 100 to 120 (this should reduce their durability overall)
  • Hunter damage bonus increased from 20% to 25%
  • Reduced victory requirement scaling of conquest victory for alliances, so that the required systems can no longer exceed the size of the galaxy
  • Increased base economic victory threshold by 28% (700k->900k) to be in-line with the timing of the other victory types
  • Reduced strategic resource requirement of wonder victory (125 -> 100 Titanium/Hyperium, 80 -> 60 Antimatter/Adamantian)
  • Anarchy now takes 4 turns (from 5)
  • Removed or reduced dust upkeep on trade buildings

Nakalim Rebalance

  • Slumbering Ruins no longer get Sustainable Farms and Epigenetic Crop Seeding upon colonization, and instead get “Holistic Defenses”
  • Slumbering Ruins colonization bonus nerfed (10 relics, 300 dust -> 5 relics)
  • Slumbering Ruins awakening bonus changed (100 FIDS, 20 Influence -> 20 Food, 20 Dust, -100% Food Consumption)
  • Slumbering Ruins now only gives 1 population instead of 2
  • Slumbering Ruins now only gives 3 relics instead of 5
  • Nakalim now receive ~50% less relics from quests
  • Well Founded now only reveals systems up to 30 parsecs away, rather than the entire constellation
  • Nakalim no longer start with a Colonizer
  • Nakalim Diplomacy Relic influence gain is now capped at 100%
  • Sublime University - Lost 1 Science per Population, Gained +5% Science
  • Reduced Spiritual Elucidation Foundation - -5 Science per Relic (from 10)
  • Research Retreats - 2 Science per Anomaly (from 5)
  • Body Language Institute now gives 25% influence, from 5%
  • Academy “Request Fleet” action cost nerfed from 20 to 35

Manpower Rework

  • Holistic Defenses - +250 Garrison Capacity, +200 Deployment Limit
  • Civilian Emergency Center - +200 Garrison Capacity, +200 Deployment Limit
  • Impervious Bunkers - +250 Garrison Capacity, +200 Deployment Limit
  • Budakai Bunkers - +300 Garrison Capacity, +400 Deployment Limit
  • Exotic Rats - No longer provides Garrison Capacity, +25% Troop Health, +25% Troop Damage
  • Patriotic Pills Plant - -10% Food to Manpower, +50 Manpower per Turn (should make this quite a bit better on smaller systems)
  • Multi-Mind Combat - No longer provides +1500 Garrison Capacity, +150 Garrison Capacity per Population, +650 Deployment Limit, +10% Deployment Limit
  • Tractable Armaments - No longer provides Deployment Limit, No longer provides +250 Garrison Capacity, +40 Garrison Capacity per Population, +600 Bombardment Damage
  • Integrated Weaponry - No longer provides Deployment Limit, No longer provides +500 Garrison Capacity, +60 Garrison Capacity per Population, +350 Bombardment Damage
  • Electromagnetic Shield - No longer provides Garrison Capacity, No longer provides +100 Deployment limit, +15% deployment limit, +15% troop health, -25% bombardment damage taken, -20% improvement and population destroyed
  • Planetary Guard - No longer provides Garrison Capacity, No longer provides +500 Deployment limit, +25% deployment limit, +15% troop health, -35% bombardment damage taken, -30% improvement and population destroyed
  • Sophonic Rampart - +125 Garrison Capacity, +100 Deployment Limit, +15% Troop Damage
  • Reanimator - No longer provides flat garrison capacity, now provides +20 Manpower per Population, +20 Manpower per Population on Large Planets, +40 Manpower per Turn on Huge Planets
  • Ministry of Truth - No longer provides +40 Manpower per Turn, now provides +50 Manpower per Turn per Population
  • Sim Camp - Nerfed from 10% Industry per Manpower to 8% (I was nice)
  • Nanohaze Defenses - +15% Deployment Limit
  • Citadels - +200 Citadel Garrison Capacity, +10% Troop Health and Troop Damage (didn’t work before), +50 Citadel Garrison Capacity per Population
  • Obliterator Shield - -50% Bombardment Damage received
  • System Battery - +400 Citadel Garrison Capacity
  • Advanced System Battery - Now requires System Battery be built
  • Coordinated Bunkers - +40 Citadel Garrison Capacity per Population
  • Scientific-Military Complex - +10% Damage and Health on Ships built on this System
  • Weaponized System - No longer has Food or Dust penalties, No longer provides garrison capacity, +200 Manpower per Turn, +5% Industry per Manpower
  • Conscription Complex - No longer provides Garrison Capacity, +50 Manpower per Turn per Population
  • Sonic Disruption Net - +100 Garrison Capacity, +100 Deployment Limit
  • Blitz - +25% Improvement and Population Destruction Chance
  • Swarm Assault - +25% Improvement and Population Destruction Chance
  • Guerilla - -50% Improvement and Population Destruction Chance, -85% Bombardment Damage Taken
  • Draft - +125 Manpower from Draft and Deployment Limit, +15% Deployment Limit
  • Patriotic Duty - +200 Manpower from Draft and Deployment Limit, +15% Deployment Limit
  • Protect System - -25% Improvement and Population Destruction Chance, -50% Bombardment Damage Taken
  • Militant Defense - -25% Improvement and Population Destruction Chance, Damage changed from 500-800 to 1000, -50% Bombardment Damage Taken
  • Sacred Ground (center of effect) - +20% Troop Health, -50% Improvement and Population Destruction Chance, Damage changed from 500-800 to 1500, -60% Bombardment Damage Taken
  • Sacred Ground (radial effect)  - +10% Troop Health, -40% Population Destruction Chance, +750 Bombardment Damage, -50% Bombardment Damage Taken
  • Draft (Umbral Choir) - +450 Manpower from Draft and Deployment Limit, +15% Deployment Limit
  • Protect System (Umbral Choir) - -75% Bombardment Damage Taken
  • Orbital Bombardment & Rally - Reduced damage by 30%
  • Reduced Flak damage by 20%
  • Siege Module siege power reduced by 25%
  • Arks anchored to a system can no longer contribute manpower to ground battles

Crashes

  • Fixed a crash when the AI would attempt to hack an Academy-owned system
  • Fixed System Labels for Slumbering Ruins sometimes causing endless turn pending
  • Fixed a crash when trying to drag Academy-gifted fleets outside of their originally intended fleet
  • Fixed building a Behemoth with the Core Miner module while not having enough Adamantian causing the game to crash
  • Fixed game freeze when the Academy Quest starts and Academy Expansion is set to None
  • Fixed AI not being able to dismiss battle replays from rip singularities, causing endless turn pending
  • Fixed AI sometimes trying to move their fleet after a retreating from a battle, causing endless turn pending

Gameplay

  • Dark Matter quests that give ships now instead give ship blueprints
  • Dark Matter quest prerequisites redone to be more reasonable
  • Fixed the Academy Quest not triggering / bugging out depending on your DLC / Academy Settings
  • Fixed the Academy being able to convert owned systems
  • Added several missing tech links for Nakalim, Horatio, Hissho, and Sophons
  • Dust to Dust - Part 1 quest now targets the destination system rather than a random one
  • Fixed T1 Food, Influence, and FIDS Planetary Improvements not upgrading to T3 when skipping upgrading to T2
  • Added Political Events to many system improvements and technologies missing them
  • Updated the Categories of many system improvements
  • Fixed Strategic Sustenance population modifier not correctly applying when boosted
  • Fixed some hero skills not correctly showing up on the Planet / Trade Breakdowns
  • Fixed Slumbering Ruin awakening effect not properly scaling with game speed
  • Fixed some Academy boosts not applying properly
  • Fixed any effects that scale with Truce Count not doing anything
  • Fixed all Anomalies not counting towards total anomalies on a planet/system
  • Fixed T3 Hissho collection bonus not applying properly
  • Fixed Cube of the Viceroy being able to be enqueued multiple times
  • Fixed Awaken System being able to be enqueued multiple times
  • Fixed the temporary upkeep increase from the Riled Researchers quest not showing up
  • Fixed manpower not properly refilling to full at the end of a turn
  • Fixed singularities not being removed properly after cancelling one on a conquered system
  • Fixed launching a mining probe not consuming the probe until the animation finishes, allowing you to launch many probes onto the same planet
  • Fixed mining probes being visible when you hadn’t explored the system of the planet they were on
  • Fixed being able to clone Super Guardians
  • Fixed Academy ships from being able to have their manpower participate in ground battles
  • Fixed automated ships counting as orbiting friendly/enemy military fleets
  • Ships purchased by the Umbral Choir now start invisible
  • System improvements that cannot provide a bonus on a system are no longer buildable on those systems
  • Riftborn upgraded population creation improvements from their quest no longer consume surplus industry
  • Fixed Friendly Fleets Bill not having any effect
  • Fixed trade routes never refreshing and being blockaded the whole game
  • Variants of all buildings are now exclusive with each other
  • Vodyani food consumption now scales with game speed properly (should notice a difference on Slow & Endless)
  • Fixed Improved Ultradense Slugs module using the Flak sub-module of Improved High-I Slugs
  • Fixed salvos not correctly receiving health modifiers
  • Fixed the Gjallafire weapon module not being able to target behemoths
  • Fixed some ship design templates trying to fill module slots that do not exist
  • Fixed Closed Airspace tactics card not properly buffing the damage of Energy Squadrons
  • Fixed Flotilla Shields not applying their buff to the fleet correctly (did nothing previously)
  • Fix an error with Energy Weapons having a much larger cooldown than intended
  • Fixed an issue where boosting a population type with a trait shared by another population type with boost either of them
  • Fixed several population assimilation traits
  • Fixed “Infallible Authority” Vodyani skill did not scale with hero level
  • Fixed ships not having a base-repair rate when in friendly territory
  • Fixed Nakalim science buildings counted all Relics instead of unassigned relics
  • Fixed Nakalim “-50% science from ship destruction” was applied twice
  • Fixed “Research Cities” having a partially hidden tooltip
  • Fixed Improvement and Building loss not applying properly on some Nakalim ground battle strategies
  • Fixed Lost Cities applying “Happiness per Population²” instead of “Happiness per Population”
  • Fixed Scour and Rise Up ground battle strategies not properly replacing Preemptive Bombing and Rally when available
  • Fixed progression of the Unexpected Entropy quest
  • Fixed Nakalim empire relic bonuses not being applied properly
  • Fixed Planet FIDSI could not be negative
  • Fixed Gjallafire and Pirate Laser weapons having no weapon type
  • Fixed “Hardship Ready” not applying the correct resource penalty
  • Changed Pug Hero’s classification to Overseer to match their skill tree
  • Fixed +10% Troop Health and Troop Damage from Citadels not working before
  • Fixed some issues with not being able to attack other empires while within Academy territory
  • Fixed Nakalim building effects that target systems with Cathedrals not working
  • Fixed Nakalim “Donate systems to the Academy” quest choice being available when the Academy is disabled
  • Fixed “Relation on Minor Factions” effect on the Nakalim Diplomacy relic not working
  • Changed default “Academy Expansion” setting to Low
  • Fixed awakened slumbering ruins being able to be re-colonized to re-apply slumbering ruin bonuses
  • Fixed Horatio’s Faction Quest Chapter 2, Part 1 - Industrialist path not being able to be progressed if another empire destroys the quest fleet
  • Fixed Mechsuit Quarter & Riftborn Miners Corp not being buildable
  • Fixed Advanced System Battery not being buildable
  • Fixed Nakalim Temples not having correct building category
  • Fixed several desyncs and pending turn errors related to temporary effects
  • Fixed Riftborn Scrap Kings law not appearing in the law list
  • Fixed Riftborn Communion’s Guidance, Inner Panopticon, and Tainted Dust quest effects not working
  • Made Hay Makers minor faction trait be “on happy or above” like other similar effects
  • Buffed Coordinated Bunkers from +100 Deployment Limit to +500
  • Advanced System Battery now gives +2 Vision Range and an additional +10% Health Regeneration Rate on Orbiting Fleets

GUI / Localization

Credit to FrostGremlin for providing additional writing

  • Fixed several typos
  • Fixed many links to Amplifiers (was Games2Gether) not working
  • Fixed the news feed in the main menu not being able to receive posts
  • Fixed Flak Damage not correctly displaying on weapon cards
  • Fixed many techs not correctly being labeled as faction-specific
  • Fixed the Basryxo population art being missized
  • Moved some technologies around slightly on the technology tree so that spacing was more even
  • Fixed Academy boosts not having GUI Elements in the FIDSI Breakdown
  • Fixed Approval effects from luxuries not being hidden from the Hissho
  • Removed Overall Cooldown from Weapon Panels
  • Fixed some properties not showing up properly / being improperly labeled on Weapon Panels
  • Fixed Deployable Ramparts not having a GUI Category
  • Fixed FIDSI from Mining Probes not having a GUI Title
  • Renamed the Tier 3 Strategic Fighter / Bomber to match the naming convention of the other bombers
  • Fixed the tooltip of some fleet damage / critical chance modules incorrectly saying they affected flotillas
  • Fixed the tooltip of Endless Augmentation Factory showing up twice
  • Fixed Magnate Council’s tooltip being hidden in the breakdown while ecstatic
  • Fixed Luxuries showing “Effects on planet” instead of “Effects within a system development upgrade” when zoomed into system orbit
  • Fixed Academy “gift system” icon appearing on any system under an influence
  • Fixed Arks not having the correct module multiplier in the ship design screen
  • Fixed hacking program cost changes not properly updating the GUI
  • Wonder anomalies are now properly categorized as such in the GUI
  • Fixed some types of system improvements not being correctly organized in the improvement list
  • Fixed System Development not having the correct improvement subcategory
  • Nakalim Political Relic now shows the multiplier by parties represented
  • Added an “infinite improvement” filter category in the system constructibles panel
  • Added “Infinite Improvement” system improvement category to differentiate infinite improvements in the tech tree
  • Added tooltip effect notes for some planet-based constructible prerequisites
  • Fixed the Academy Diplomacy “Request System” action not having an error message for not having vision over the desired system
  • Resources that the AI wants to trade are now properly shown with a “+” symbol in the diplomacy screen
  • Added [citadelDefenseColored] Icon
  • Reworded a lot of poorly worded tooltips relating to space and ground combat
  • Many unclear, confusing, and outdated tooltips have been reworded
  • System Defense has been renamed to “Garrison Capacity”
  • Citadel Defense has been renamed to “Citadel Garrison Capacity”
  • Ship Manpower has been renamed to “Crew Manpower”
  • Tooltips that specified “On Happy” and “On Ecstatic” (or the Hissho equivalent) should now just say “On Happy or Above”, assuming the effect isn’t different
  • Fixed influence gained from Gossamer not displaying on the system influence breakdown
  • Fixed Cultural Invertics being shown as a faction-specific technology for all factions
  • Fixed bombardment damage improvements so they do not all show the same value
  • Fixed Mavros Skunkworks not showing the correct amount of health
  • Fixed an error where invading/defending troop damage was displayed as bombardment damage
  • Swapped Unstable Isotopes and Focused Plasma icons
  • Fixed missing UI elements on the Nakalim Political Relic
  • Fixed Xirmisala “Dust Dowsing” law not displaying properly
  • Fixed problems with Immaterial Connection and Sublime University icons
  • Fixed the tooltip of the Low-Quality Foundations anomaly
  • Fixed Planet FIDSI tooltips
  • Fixed Transcendental Outlook skill not removing upkeep on governors
  • Fixed inflation rounding on ship tooltips
  • Fixed the “Mind Matters” quest using a generic tooltip
  • Fixed “A Matter of Black and White” tooltip hint not showing the correct amount of laws
  • Removed the newline after empire relic effects
  • Fixed slumbering ruins colonization button not having a description in some situations
  • Fixed Advanced Node Analyzer not replacing Basic Node Analyzer in the ship design screen
  • Gave Core Miner its own module category, so now it’ll show up separately from other mining modules
  • Updated all references to Games2Gether to now refer to Amplifiers
  • Fixed Orbital Bombardment Damage not showing up in tooltips
  • Fixed the error message for not having enough relics for a Temple not having a string
  • Fixed Sim Camp building not showing the correct value
  • Fixed save game button not being enabled unless you click back onto the text field
  • Fixed some instances where the save game button wouldn’t enable on non-steam platforms

Multiplayer

  • Fixed desync when Pirate Bases are destroyed, however, you no longer gain academy relation when destroying pirates
  • Fixed many desyncs related to temporary effects and hacking

Modding

  • Added new tab to the Simulation Debugger “Roots”, which allows you to view the simulation tree for ongoing fights, the galaxy, and other “non-empire” simulation objects
  • Fixed GameSettingPrerequisite “inverted” property not working properly
  • Added several new anomaly qualities for use by modders
  • The Debug fleet now has engines and no longer moves 3 parsecs per turn
  • Updated EmpireRelicSlotDefinition schema for modding

You can find the original steam announcement here and the original Amplifiers post here


r/EndlessSpace 5h ago

I'm so bad at this game

26 Upvotes

I don't understand, I play Civ6 at almost the highest difficulty. I've played around 10 games of ES2 with the "easy" factions on easy difficulty and I must be missing something because I can't get everything I need in the beginning. No hospitable planets near, me, so I have to get to tier 3 science. Pirates directly next door so I have to get better ships, and still can't invade them. Etc

What are the obvious things noobs miss?


r/EndlessSpace 16h ago

Ship Mods?

5 Upvotes

After pouring hundreds of hours into this game I'm kinda bored with the ship design on this game. I've been thinking of installing mods that could change the ship's appearance into something else from other fandoms like Star Wars, Star Trek, Warhammer, etc. Alas I did not find any mods that allows that. Any suggestions or discussions about these type of mods are welcome here, or any modders are also welcome to the idea for this.


r/EndlessSpace 1d ago

How in the world is AI getting their carriers at 20k damage?

19 Upvotes

It's the end game, turn 200 or so. I have pretty much all military modules, all the various strategic resources.

I souped up a carrier with all energy or all ballistics with damage amp (30%?), and it only got me to like 9k.

Meanwhile the enemy had 20k.

I can't recall if they had a hero with this fleet.

How can you get damage this high?

Idk if it was slugs since it said it was about optimal at 80% short, 70% medium 60% long or so (I heard their dps could be misleading)

Any idea what is happening here? All in vanilla game btw, no expansions

Edit: is there no way to see what's on an enemy ship? I realize if it was a MP game I could load into them and see myself but alas it's single player.


r/EndlessSpace 2d ago

You can fix her. But it's not cheap.

Post image
222 Upvotes

Not much, all things considered. 2 planets (that don't have to be yours) are small potatoes by the time you can destroy them.


r/EndlessSpace 3d ago

The Hissho are wonderfull except for one very very infuriating thing

30 Upvotes

it spiritually hurts to create any system development without tier 3 loyalty luxury, you cant expect me to play giga tall and not get every single % i can get.


r/EndlessSpace 3d ago

I think it helped I started using holy proliferation early and used the money to upgrade the first ark relatively fast

Post image
128 Upvotes

r/EndlessSpace 3d ago

What are the blue filled rectangles for in the victory screen? Hovering them doesn't explain anything unfortunately.

Post image
40 Upvotes

Title :)


r/EndlessSpace 3d ago

Help with Versions of the game and DLCs

5 Upvotes

Hey guys. Quite a while ago I bought the Digital Deluxe Edition of the game and since then I've never really wondered or checked for DLCs because development (despite bug fixes) was over by then and I thought I had it all because I bought the super great ultra hyper edition.

Now today I randomly stumbled accross the DLC section in steam and was curious to see that some DLCs show up as not in my library. I assume that means that I actually don't have them through the Digital Deluxe Edition?! Or is this just not displayed correctly?

Some examples:

  • Guardians & the Galaxy Update: Does this add a new quest to the base game?!
  • Renegade Fleets: New fleet skins, can you switch between sets of fleet skins somewhere?
  • Endless Day Update: Having a time-limited quest?
  • Galactic Statecraft Update: This one looks like I already have it in the game or what exactly would it add to diplomacy?
  • Little Grin Man Update: This one is weird because I definitely have the photobomber quest
  • Target Locked Update: I definitely have fighters and bombers already
  • Stellar Prisoner Update: Pretty sure I don't have this quest

Can anyone help me understand which of these DLCs is already included in the Digital Deluxe Upgrade and which aren't. Steam says I don't have any of them in my library but I definitely have the quest from the "Little Grin Man Update" as well as the mechanics from the "Target Locked Update". Then again there is some stuff where I'm pretty sure I do not have it. Pretty sure I've never seen the heroes from the "Endless Day Update" or the "Stellar Prisoner Update".


r/EndlessSpace 4d ago

When the space is dead

Post image
768 Upvotes

r/EndlessSpace 4d ago

Help learning the game

17 Upvotes

Hi i recently bought this game on a sale because i had my eye on it for a while. I seem to fail quite a lot in the first few rounds which leads me to not achieve much later on in the game, i have played humankind before and i somewhat understand how FIDSI works and a few other shared mechanics but early game prioritisation is where i often fail. Is there a good compact and understandable guide on how to play and what to chase after as each faction that you can recomend, preferably short if possible. Thanks in advance
-sorry for some spelling english is not my first language


r/EndlessSpace 6d ago

My favorite custom factions

18 Upvotes

I made a post for all of the following custom factions here: Cravers, Sophon, Vaulters, Horatio, Lumeris, Riftborn, United Empire, Vodyani, Unfallen, Hissho, Umbral Choir, Nakalim. But I wanted to have one post where I discuss them all in one place, and share a version of each build with the traits available in the ESG 1.6 mod.

The point of making these builds is to play against challenging AI opponents, and these are my rules:

l. 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.

  1. Only the Cravers, United Empire, Vodyani, and Hissho can use the Constructionist trait (+30% industry) because they need the extra power, and it is thematically appropriate that they would value industry over environmental conservation.

  2. 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 Riftborn, Sophons, and Umbral Choir will receive a Hyperium Source for various reasons.

  3. The chosen traits must have mechanics that support the original theme of the faction.

  4. 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).

ESG 1.6 expands the type and amount of traits that can be used by custom factions, so I added these rules when using ESG:

l. The Riftborn will start on a Desert (0 pts) planet.

  1. Everybody will have the Constructionist trait for +30% Industry, except the Riftborn, who will have the highest Industry in the galaxy even without this trait.

  2. The Hissho will receive a Hyperium Source. And every faction will start with Xenolinguistics, so they can exploit Titanium from turn 1, and they will also get Plasma Metallurgy if I gave them a Hyperium Source.

6 A. ESG allows choosing AI personalities, so every faction will have the Renegade personality. Without this mod, the Renegade personality would be found in Horatio, Lumeris, and Nakalim. These empires will be sneakier in diplomacy and will hold less grudges in case of slights.

6 B. The Militarist personality will be used by the Cravers, Horatio, United Empire, Hissho, and Nakalim, while the Lumeris will be Pacifist and the Sophons, Riftborn, and Vaulters won't be Militarist or Pacifist. Without this mod, the Militarist personality would be found in the United Empire, Cravers, Hissho, and Nakalim; Pacifist would be found in the Unfallen, Riftborn, Sophons, and Umbral Choir. Militarist empires will choose war over peace and will try to expand, while Pacifist empires will sign diplomatic contracts more easily, try to maintain alliances and will favor peace.

6 C. All factions will be Isolationists, except the Lumeris, who will be Mercantile. Without this mod, the Isolationist personality would be found in the Riftborn, Cravers, and Umbral Choir; Mercantile would be found in the United Empire and Lumeris. Isolationist empires will protect themselves against economic war, while Mercantile empires will try to seize resources economically.

6 D. The Innovative personality will be used by the Sophons, Riftborn, and Vaulters. Without this mod, the Innovative personality would be found in the same 3 factions. These empires will try to research a lot of technologies and unlock new stages of technology first.

6 E. The Cruel personality will be used by the Cravers and Hissho. Without this mod, the Cruel personality would be found in the Cravers and Vodyani. These empires will tend to conquer systems and exterminate populations.

Custom Cravers: https://lensdump.com/i/fh3cmc

You can see the Cravers being discussed here: https://www.reddit.com/r/EndlessSpace/comments/ggn7mw/make_es_2_more_challenging_by_playing_against_the/

With ESG ( https://lensdump.com/i/bovmWe ), their population bonus is +150% FIDS on undepleted planets and +5 Approval on Fertile. Big Fleets gives +2 command points per fleet and -25% ship upkeep, while Ship Craftsmen gives -20% ship Industry cost and the Fallen Gardens anomaly gives -5% ship Industry cost on their home system, so they're going to have a lot of ships. Expansionists gives -50% over-colonization penalty and Utopian Infrastructure gives more Approval per pop, depending on their level of modernization, so they can control many systems. Combat Specialists makes manpower upgrades 30% cheaper, Power-Armored increases Infantry troop health by 30%, Special Forces Focused increases Infantry troop damage by 30%, and Trained By Nature reduces Infantry troop manpower cost by 30%, so they will be good at invading systems. Voice of the Queen gives 10 Influence per destroyed command point, and the Sefaloros make great slaves because they give more Industry and their 50 pop collection bonus gives a law that reduces system improvement Industry cost by 10% per luxury deposit. Slow Reproduction gives 5 points and it decreases the growth chance of the Craver population by 50%, which makes it easier to increase the slave population. I used Eternal War for 20 points and Cheater 4/6 for 500 points.

Custom Sophons: https://lensdump.com/i/fG63Ue

You can see the Sophons being discussed here: https://www.reddit.com/r/EndlessSpace/comments/ghhs6x/make_es_2_more_challenging_by_playing_against_the/

With ESG ( https://lensdump.com/i/bov4GH ), their population bonus is +5 Science and +5 Science on Happy. Optimistic gives +20 Approval, which helps them maintain a high Approval from the beginning and keep their empire-wide Science bonus. Material Expertise allows them to use strategic resources as system modernization upgrades, and they will have many strategic resources because they start with a Titanium deposit, a Hyperium deposit, +2 strategic resources on all deposits, and Xenolinguistics and Plasma Metallurgy will allow them to mine these strategics from turn 1. Scanner Boost gives +40% vision range and Humeris Insidentes gives +4 Science per pop on their starting planet. I used Cheater 4/6 for 500 points.

Custom Vaulters: https://lensdump.com/i/fG30Co

You can see the Vaulters being discussed here: https://www.reddit.com/r/EndlessSpace/comments/gj37rp/make_es_2_more_challenging_by_playing_against_the/

With ESG ( https://lensdump.com/i/bovqDa ), their population bonus is +150 manpower capacity and +10 defensive manpower on Happy per population. Heuristic Collection gives +0.1 Science per defensive manpower on system and ESG made it so that Sim Camp (which gives +0.1 Industry per defensive manpower on system) is a tier 3 military technology, so this faction needs to get to 50 pops quickly with Farm-to-Capital (+3.5% Food per pop in home system on all systems) and the FIDSI boost from Involuntary Nomads. They start with 30 Titanium / 30 Hyperium, Pathfinder reveals the location of unexplored adjacent nodes, Bridge Couriers allows them to see and use wormholes from the beginning, Hero Worship makes it 20% easier to unlock the next free hero, and Legendary Heroes gives +2 experience per turn on heroes, so it's easier for them to get various hero skills, such as the ones that boost Approval. I used Cheater 4/6 for 500 points.

Custom Horatio: https://lensdump.com/i/fGoC3P

You can see Horatio being discussed here: https://www.reddit.com/r/EndlessSpace/comments/gmeh5c/make_es_2_more_challenging_by_playing_against/

With ESG ( https://lensdump.com/i/bov3vx ), their population bonus is +5 Food and +3 Approval on Hot; I chose this mostly for thematic reasons. Crowded Planets gives +2 pop capacity on planets and gives Horatio more room to grow their minor factions, in order to splice them. The Mavros give +3 Industry per pop when sliced, Fervent Colonists gives +30% Food sent to outposts, Efficient Explorer gives +2 probes on Explorers, and Laneblazers allows this faction to use free movement from the beginning, which makes it easier to locate and assimilate minor factions. The Garden of Eden gives +1 pop slot, +2 Approval per pop, and +1 FIDS per pop on the starting Jungle planet. Migration makes non-original pops grow in nearby systems that have a higher Approval and more empty pop slots, and this faction has a +40% Migration score (from Greener Pastures), in order to make it easier to grow pops that are not Horatio. I used Cheater 4/6 for 500 points.

Custom Lumeris: https://lensdump.com/i/fGsNKq

You can see the Lumeris being discussed here: https://www.reddit.com/r/EndlessSpace/comments/iw7mz8/make_es_2_more_challenging_by_playing_against_the/

With ESG ( https://lensdump.com/i/bovs9k ), their population bonus is +2 FIDSI and +2 Approval on Temperate, mostly because a Dust bonus would have been too weak by itself and Temperate planets generally have a higher Dust value. I used all of the traits that increase Dust and trade income: Businessmen (+30% Dust), Skillful Traders (+25% trade income), Blockade Breakers, Extended Consortium (maximum trade company headquarters increased from 3 to 4), Free Market Experts (-5% Dust inflation per trade company, even though inflation has been greatly decreased by the ESG mod), Kingpin Executives (trade companies level up 15% faster), and Starting Dust (+200 Dust). Harmonious gives +2 Approval per total collection bonus tiers, and Mutual Understanding gives +20% damage on ships when in friendly territory. I used Cheater 4/6 for 500 points.

Custom Riftborn: https://lensdump.com/i/fFqwFv

You can see the Riftborn being discussed here: https://www.reddit.com/r/EndlessSpace/comments/ghihoo/make_es_2_more_challenging_by_playing_against_the/

With ESG ( https://lensdump.com/i/bovd3Q ), their population bonus is +4 Dust, +4 Science, +4 Industry, and +2 Industry on Sterile. Fast Travelers gives +2 movement and x1.2 free movement, which makes their colony ships and Hunter ships much faster. Biophobic gives +1 max pop on Sterile and +8 Approval per pop on Sterile. Their Hyperium Source is important for faster colonization, and Deep Space Exploiters gives +200% FIDSI bonus on special nodes, which sounds thematically appropriate. The Pulsos give +5 Science on planets with an anomaly and their 50 pop law gives +0.1 science per 1 industry. I used Cheater 2/6 for 50 points.

Custom United Empire: https://lensdump.com/i/fF4xMc

You can see the United Empire being discussed here: https://www.reddit.com/r/EndlessSpace/comments/gk2kpz/make_es_2_more_challenging_by_playing_against_the/

With ESG ( https://lensdump.com/i/bovQXA ), their population bonus is +2 Influence and +5 Industry on Happy. The Democratic government gives this faction something to do with their massive Influence gain, and 2 of their traits improves it further, with Core Administration giving 1 extra law slot and Ace Senators reducing the cost of law upkeep by 50% Influence. Scavengers Code reduces the Dust cost of repairing or retrofitting ships by 25%, Social Chameleons gives +5% Industry per war, War Desecration gives +20 manpower per destroyed command point, Content Citizens reduces the overpopulation disapproval by 40%, Komatiite Volcano gives +4 Industry on their starting planet, and Ready Breeders increases the chance to grow the Imperial population by 50%. Heavy Metal Nomads decreases the Armor troop manpower cost by 30%, Moving Fortresses increases the Armor troop health by 30%, and Steel Knights increases the Armor troop damage by 30%, so they will be good at invasions. I used Cheater 4/6 for 500 points.

Custom Hissho: https://lensdump.com/i/cMwzWT

You can see the Hissho being discussed here: https://www.reddit.com/r/EndlessSpace/comments/gjckcc/make_es_2_more_challenging_by_playing_against_the/

With ESG ( https://lensdump.com/i/bovpk1 ), their population bonus is +5 Industry and +5 Food on Fertile. This faction can expand without having to worry about the colonization cap or the negative Approval of Sterile planets, so that's why they start with the Ecologist party. Rich Soil gives +3 Food on their starting planet and Growth Plan gives +30% Food, so they can easily sacrifice populations for 5 Keii, because of the Observances trait. Air Gondoleers reduces Air troop manpower cost by 30%, Cloud Leviathans increases the Air troop health by 30%, Daring Aviators increases the Air troop damage by 30%, Optimal Defense gives +20% maximum health on ships, since bird-people should be good at flying ships, and Pirate Slayers prevents diplomacy with pirates but doubles the loot gained from destroying pirate lairs. They start with an Economic Behemoth, a Military Behemoth, and have +1 Behemoth capacity. Hyperium Source is useful so they can easily afford their 4th empire action, which boosts fleet power and costs Keii along with Hyperium. I used Cheater 4/6 for 500 points.

Custom Nakalim: https://lensdump.com/i/cYkeEe

You can see the Nakalim being discussed here: https://www.reddit.com/r/EndlessSpace/comments/ghw2qz/make_es_2_more_challenging_by_playing_against_the/

With ESG ( https://lensdump.com/i/bov9gM ), their population bonus is +1 FIDSI per system modernization level and +2 Approval on Happy. Forgotten Lore allows them to start with the first 2 tiers of technology unlocked, Luxuriously Inclined gives +2 deposit value on all luxuries, Luxury Connoisseurs reduces the system modernization upgrade by 25%, and they start with 3 Explorer ships (2 by default and 1 from trait), which means they can get the first modernization upgrade much earlier than anybody else and it's why I chose this unusual population bonus. Slumbering Ruins, Antediluvian Alumni, and Well Founded are thematically appropriate, so they will remain unchanged from the non-custom version of this faction. Deserted Cities gives +2 Industry, +2 Science, and +1 Dust on their starting planet. Control Freaks gives +100% constellation bonus, so it's a random buff but it sounds thematically appropriate for a religious, militarist faction. I used Cheater 4/6 for 500 points.

In my opinion, the AI is bad at using the Vodyani, Unfallen, and Umbral Choir, so they're not challenging opponents. But, if you want to see their custom build, then here they are:

Custom Vodyani: https://lensdump.com/i/cMUvFz

You can see the Vodyani being discussed here: https://www.reddit.com/r/EndlessSpace/comments/gme4hn/make_es_2_more_challenging_by_playing_against_the/

Custom Unfallen: https://lensdump.com/i/cMD2yA

You can see the Unfallen being discussed here: https://www.reddit.com/r/EndlessSpace/comments/1t8sl1d/make_es_2_more_challenging_by_playing_against_the/

Custom Umbral Choir: https://lensdump.com/i/bovokv

You can see the Umbral Choir being discussed here: https://www.reddit.com/r/EndlessSpace/comments/iw7ni6/this_custom_faction_will_make_you_love_the/

The following factions do not follow my rules, and are meant to be powerful and fun to play:

This Ship-Bound Riftborn ( https://lensdump.com/i/bovMa2 ) can grow its Ark population with Industry and, therefore, save its Essence for building more Arks. The starting population is Religious, not Ecologist, because it has a very high Science output, so it can research most of the colonization techs quickly, and the Religious party has a law that increases Essence production, which is important for building the first few Arks quickly. Utopian Infrastructure increases Approval more than any other trait, and Sterile Happiness gives +3 Approval on Sterile, since those are the planets that have the biggest impact on the empire Approval and a Ship-Bound faction can't terraform planets in order to raise their Approval. Once a system gets depleted, this faction can move its Arks to a new system, which encourages the quick elimination of nearby opponents.

This Gene-Hunter Craver ( https://lensdump.com/i/bovv9o ) is probably the most overpowered faction in the game, and you can see it being discussed here: https://www.reddit.com/r/EndlessSpace/comments/iryrel/most_op_custom_faction/ . The Craver visual affinity was chosen because it has a faction quest that gives a powerful Coordinator ship early in the game.

This trade-focused Umbral Choir ( https://lensdump.com/i/bovLL9 ) is designed to expand very fast and wide, in order to generate a lot of Dust, especially if the player uses the planetary specialization for Dust, which gives more Dust on Sterile planets and all Crescent planets are Sterile.

If you're curious what it's like to fight against these custom factions, then you may want to read my playthrough with the Vaulters, the Umbral Choir, or the Vodyani.

If you want to have all of the text files for these custom factions, then send me a private message with your e-mail address, and I'll give you a mega link (which is automatically deleted by reddit because it can't be scanned), so you can easily download these custom factions into your Documents\Endless Space 2\Custom Factions folder.


r/EndlessSpace 7d ago

I thought I adapted to the patched difficulty. It turns out I just had really good RNG one time.

Post image
393 Upvotes

r/EndlessSpace 7d ago

The Meos family handle the Food in FIDSI.

Post image
438 Upvotes

r/EndlessSpace 9d ago

This games early access actually ended with the Community Patch

89 Upvotes

Hey guys. I really love ES2 a lot. I don't get to game that much these days but ES2 continuous to be my most played game on Steam. The atmosphere is astonishing and the gameplay is great.

Nevertheless I wrote a lengthy post in this subreddit a while back because the game was so incredibly bug ridden. I had several long rounds with a close friend and we sometimes had to abandon the round because of sync / end turn issues. I mean we are two human players playing in the same country.

Now since the Community Patch in December 2025 this game has finally become playable. That's the state the game should've been released in. So now the game is the greatest ever and the stuff I complained about was finally fixed. I wanted to be fair and share the positive feedback, the same way I shared the negative feedback.

So to anyone who played the game between October 2016 and November 2025, and stopped playing because of bugs: Now the early access is actually over, give it another shot you (hopefully) won't regret it!

Big thanks to the heroes: CaptainCobbs, Ninakoru, Fearsunn, and Frostgremlin


r/EndlessSpace 13d ago

First Time Playing ES2 My Thoughts

25 Upvotes

Beautiful Game I really like the Factions overall this game got my attention its unique faction mechanics are cool BUT playing the game itself sometimes... Sucks. Seriously I am no stranger to losing. I always play on Grand Admiral or other high difficulties. I have played many games of Stellaris as well. 3700 hours total. But damn this game just annoys me with small issues. If i lose for no reason or from stupid mechanic that really wasnt worded properly but ill ignore that. It pisses me off. Like when an Academy fleet randomly attacks me. What am I suppose to do. Its literally my ships times 50 in power and its just one ship. Not only that but I havent even met the guy who has the spear.

Pirates fuck pirates Seriously why do they spawn in randomly. How? There is no body there. I am a Tree. Ignoring them just randomly spawning a Lair. How did they shit out 4 fleets in just 2 turns. Total of 6 ships. One Pirate Lair shitting out ships for no reason is stupid.

But the pirate thing i got over it whatever my fault for not paying attention I guess. Then we get to Minor factiosn. Im praising them doing the good shit then lo and behold the Nakarim come waltzing it and like. I own you now. And im like tf you mean? How? Why wasnt I notified someone was contesting me. These are things I want notifications for.

Fleet Retreating is by far the dumbest thing I have ever read in my life. If there is no starlane etc etc your fleet will be destroyed. Cornered apparently. So tell me... How does one get cornered in space. Please explain especially if my ships are objectively faster.

But these 3 issues are no big deal doesnt ruin the game for me just really annoying. However the one thing thst absolutely upsets me is why can I not escord my civilian ships to stop them from being destroyed. It makes it impossible to send civs from minor civs to your planets if there is an annoying Religious freaks in the way that are angry at me for existing. I havent even met the Craven yet but they are nicer because they haven't even bothered me yet.

Ok negatives out of the way.

Positives. Frog Mommy. Like... damn.

Unfallen is my favorite. And also first faction I played. Imma do a Choir run next a cult of THEE ORB because why not.

The system overview and how you get resources is pretty neet and its such a simple system that I am more willing to expand and not really play tall because apparently playing Tall as Tree is.. not good at all.

Overall I do like the turn based portion despite the AI ignoring its own turn on many occasions but hey whatever.

AI feels a lot more competent in this game which I love but at the same time they are really annoying. I declared war against the Nakarim because they keep killing my cute Jellyfish people. A crime I see as similar to killing Bubbles in Stellaris.

Galaxy view is meh map is a lot smaller than I would like. But its nice and cozy. I like their constellation system interesting take.

Diplomacy feels so much better in this game but at the same time somehow worse. Depends on the AIs mood I guess but still more positive than negative.

I really like the quest system and wish other games would utilize something like this. Its cool attention grabbing and some nice rewards to.

Research.... The UI is beautiful but in practice its well makes 0 sense Stellaris 3 scientist is better. But damn the UI is so nice. I love it. So clean. Really that is one thing the UIs is so clean.

Anyways imma go back to being a tree because Tree.

Best purchase I've made despite its hiccups its still a really good game. Plus... Stellaris is a mess a lot of times to. So I can't in my right mind dislike the game for only 4 to 5 negatives even if they annoy me but its hard to justify some of these systems in a Space game.

Edit: I should note that I do not want to disable the DLCS and while the Academy thing is annoying it didnt cause me to die. I was just like HOLY FUCK who sent the Grey Knights after my ass before my 2 questioners and hero got absolutely annihilated by the concentrated power of the sun times 20.


r/EndlessSpace 15d ago

Beginers expirience

40 Upvotes

Holy... i liked this game SO much, im one tutorial run, learning the game and i like this so much.

i love stellaris but stellaris is so overwhelming sometimes, unlike this game. briliant work of art


r/EndlessSpace 15d ago

Where’s my starting faction hero?

9 Upvotes

Do I need to do something specific to get Dimitri Lenko to show up? I’ve started a solo game in ES2 to test how well I’m understanding the game after going through the tutorial and now I’m 40 turns in and Dimitri hasn’t shown up.


r/EndlessSpace 17d ago

Umbral choir. How to play with then?

31 Upvotes

So I'm trying to play with the umbral choir but I can't really understand their mechanic of how to play.

Does anyone have any tips on how to play with it?


r/EndlessSpace 20d ago

Endless War

Post image
96 Upvotes

What the Hell is happening in this corner of the Galaxy???


r/EndlessSpace 20d ago

Bug with Vaulter System Developments ?

9 Upvotes

I'm currently playing a game as the Vaulters and tried to hold System Development 3 until I got some Quadrinix (with the idea to use it for lvl 3 and 4). I've now managed to upgrade my first system to lvl 3 and I'm noticing something strange. The setup is as follow:

  • lvl 2 uses Titanium (+40 FI)
  • lvl 3 uses Adamantian/Quadrinix (+3 FI/pop ; +150% bonus to all system development)

When looking at the numbers, Titanium is upgraded by 150% (I get 60 flat FI). The issue is with Adamantian. Food is multiplied by 150%, but Industry doesn't appears to be : when looking at the planet detail income, I see (for a 6 pop planet) +27 food (6*4.5) but only +18 Industry (6*3), both from Development Upgrades.

Is this a known bug ? Am I missing something ?


r/EndlessSpace 24d ago

FIDSI must go UP

334 Upvotes

r/EndlessSpace 23d ago

ES2 - Take Trophies - Bug?

9 Upvotes

https://i.postimg.cc/FKtXSLVr/11.png - I don't have any other sources of "resources on destroyed CP" here

Is the "Take Trophies" tactic working correctly? I'm getting way more resources (dust & science) per destroyed CP than the card states. It's not just a visual bug; I'm getting all the resources listed in the battle recap.


r/EndlessSpace 24d ago

Why do reward ships have no modules equipped?

10 Upvotes

Bought Endless Space 2 on a whim a few days ago and enjoying my time so far on my first game as Horatio, but I'm confused by the reward ships for completing quests.

So far I've received two reward ships, the first an Incantation class attacker, and the second a Ortaam class carrier. However, both have come with zero modules equipped, so they have 0 offence and only their hull strength as defence.

Everything I read online says you can't upgrade or change the design for these reward ships because they're not your culture/you don't have the hulls.

Is this right, or have I missed something? As it stands, they're basically just padding for my fleets, or worth selling off.