ENDLESS™ Space 2

ENDLESS™ Space 2

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ESG Mod - 1.6
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30.738 MB
1 Jul, 2022 @ 12:53pm
26 Aug @ 7:01pm
29 Change Notes ( view )

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ESG Mod - 1.6

Description
Compatible with the most recent version of the game.

ESG 1.6 is not fully released, but is stable. Changes may not be fully implemented and may not be localized in other languages. New updates to this mod may break saves or have bugs, however, they issues are generally fixed very quickly. All community feedback is welcomed and appreciated, and as such we are interested in contributions, bugfixes, and translations for any language the game supports.

List of changes new to this version: https://github.com/wakystuf/ESG-Mod/wiki/Changelog#version-16


The ESG Mod is dedicated to reworking and rebalancing the game to generally improve the game, while maintaining a vanilla feel and level of quality. The original intent of the mod was to buff terrible factions and nerf broken factions by adjusting their respective mechanics, rather than making all factions "equal", however, it has since evolved from that goal. We’ve reworked nearly every part of the game to be more strategically interesting. listed below are the major focuses of the mod:
  • Combat Rework
  • Law & Government Rework
  • Hero Skill Rework
  • Faction Quest Reworks
  • Hacking Rework
  • Economy Rework
  • Diplomacy Rework
  • Food Overhaul
  • Technology Tree Overhaul
  • Awakening / Academy DLC Overhaul
  • Additional Custom Faction Options
  • Additional Settings and Customization
  • Bugfixes
  • Quality of Life Features
  • Many UI Improvements
The goal is not to balance the fun out of the game, but to bring out what makes the game great while also keeping things fair. If you don’t like something that ESG changes, chances are that you can turn it off and play how it worked in vanilla.

The changes of ESG are determined largely by the community, with the specific balance changes being determined by a group of the top competitive players, game designers, and mathematicians.



If you encounter any bugs we haven’t caught, please join our Discord server below and report them there.


To read ALL of the changes ESG has made, click HERE[github.com]


[discord.gg]
[github.com]
Use the mod and still get achievements by clicking HERE[github.com]


Read the complete list of credits HERE[github.com]


Previous versions of ESG are kept on the workshop to ensure that people's save games are not ruined between updates, and to allow people to choose the features they want. These previous versions of ESG are not compatible with the latest version of the game.

ESG 1.5
ESG 1.4
ESG 1.3.1
ESG 1.2.2

Popular Discussions View All (4)
20
2
13 Oct @ 9:08am
PINNED: Compatible Mods
Captain Cobbs
4
28 Jun, 2024 @ 3:21am
Corrupt Save
FaithlessZealot
4
28 Jun, 2024 @ 12:52am
Release ETA?
Riekopo
799 Comments
Bällchenball-Prolet 28 Oct @ 2:48pm 
The population traits that are based on anomalies (eg. the pulsos +5 science on planets with anomalies) are currently broken and don't work at all.
_m_a_ 27 Oct @ 1:26am 
Yes i did for my major faction. Or the settings exclude major faction? (Custom Faction as United Empire affinity)
Captain Cobbs  [author] 26 Oct @ 11:55pm 
Have you reached 20 pops in a faction? It should appear in the list
_m_a_ 26 Oct @ 11:46pm 
No, i mean it's turned on. But i can't see the laws inside senate/laws screen.
Captain Cobbs  [author] 26 Oct @ 11:26pm 
it's a setting in the lobby when you're creating a game
_m_a_ 26 Oct @ 10:01pm 
Which law? I can't find them. (Turn: 90)
Captain Cobbs  [author] 26 Oct @ 2:39pm 
If you turn "Collection Bonus Laws" setting off, they are just passive effects, no laws needed. If the setting is on then you need to enact the law for the effect
_m_a_ 26 Oct @ 1:42pm 
How does "Collection Bonus Laws" work? I played the ESG lot but, didn't realized that i need to enact law to get those pop bonuses.

Do i need to eanct laws for bonuses to work?
wakystuf  [author] 26 Oct @ 7:53am 
Some of the special coordinator module bonuses will apply fleet-wide but others are flotilla-specific
_m_a_ 25 Oct @ 2:24pm 
Having one coordinator is fine for whole armada fleet (30+ CP) (Put it on the middle lane as ai use that lane %70) if i remember correctly the vanilla game had same bonuses for both tier or the vice-versa effect on tiers. If it's intentional then it's fine. I just simply couldn't recall that the bonuses were like that before.