ENDLESS™ Space 2

ENDLESS™ Space 2

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Factions & strategies in ES2 (WHOM TO PLAY?)
By paulteo
Novice players sometimes don't understand how DEEPLY the chosen faction affects the optimal play style, sometimes forcing the player to "play out" its strategy. I've tried to give simple tips on which faction a beginner can choose based on his/her personal style, temperament and preferences.
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A few words about why this guide have emerged
Almost any player starting a new cosmo-sim expects to encounter (and often encounters) more or less stereotypic factions with some standard bonuses like "+5% research speed" or "+1 authority", which, in principle, doesn't really affect the basics of game tactics that much.
And meeting a bit strange (and sometimes repulsive) experience, some players find that in ES2 (a game really wonderful) there are simply no such factions (well, almost no :) ). So, I wrote this guide to help such players understand a little bit whom it's better to play, based on their own preferences, vision of their strategy and individual playing style.
Of course, this guide only reflects the personal opinion and gaming experience of mine, and much could be disputed here. It is also, by no means, a guide to the game (for ones to pick one can found some here[endless-space-2.fandom.com] for example), and of course for every three games in which you "play through" the role of your factions, there will be two where the events of the game, circumstances or the desire to grab a little more will force you to reconsider your strategy.

Having made this general "blah-blah-blah", I can finally write "Let's go!"
United Empire
The United Empire is ideally suited for those who like to fight, and fight not only with skill, but also with numbers. For every two enemy fleets, you can (having a bit overwork and buyout with influence), put on the deck three of your own.
The main trump card of the Imperials is a huge boost to production at the beginning of the game (with the buyout for influence). A significant reduction in the over-colonization penalty will also help dealing with resentment from conquered systems.
In no case should you consider the Empire as "average fraction", otherwise, by switching to another fraction, you will face the fact that you may not have enough industrial production to realize all your ambitions.
A small spoiler: you'll have the possibility to switch your pop to scientific bonus in the mid-game.
Sophons
Sophons (or, as they call themselves, "Sophonity" would be more correct) - a faction with a VERY significant increase in scientific development (no any "+5% and that's all" - their bonuses DO really increase science). If you dream of being a technological leader while the rest of the galaxy is still in a stone age, then the Sophons are your choice.
An interesting fact - the Sophons have dark "twin brothers" named Mavros among the minor factions.
Lumeris
To be honest, Lumeris was the first faction I played in ES2. Perhaps that's why I have a personal sympathy for them (not very deserved, honestly).
The faction has very good bonuses to the generation of local money (Dust), and therefore all the problems that you will have (and you will have them, because you simply have no any advantages in other areas), you will flood with a stream of money. And even more money. And more.... However, it generally works - up to a certain moment.
The faction, perhaps, is the very "average" one, which I previously wrote are lacking in the game. Lumeris are perfect for almost any play style, but they won't shine as brightly as a leader on any path. Perhaps I can say that Lumeris is suitable for players who like to play with a minimum of those unexpected crises with grabbing their heads and pulling out the rest of the hair (and remember that you can fill any crisis with Dust. And more Dust. And again Dust.... as long as you have it).
Inflation, especially when playing with a large number of opponents, can, however, become a problem even for Lumeris.
Horatio
Horatio are perhaps among the most difficult factions for a beginner. This faction is designed for those who likes to revenge in the late game for everything that happened in the earlier stages. You will surpass the Sophons in science, the Imperials in industry, and the Lumeris in Dust... someday, if you will stay alive.
They have weaker and more expensive ships than other factions, and so are often forced to play first turns from defense as an ultimate choise, slowly accumulating strength and integrating useful genes.
A small tip: develop the Chlorophyll Chemistry technology (left quadrant, top sector) as soon as you can. It's worth it, especially with Horatio.
I enjoy the phrase Horatio sometimes says on the selection screen: "Make Horatio great again". Who does this remind me of...
Unfallen
The Unfallen are the perfect faction for those who enjoy defensive gamestyle. In the language of the strategists of the First World War, they have "both fortresses and railways" - their systems are connected by vines that increase the speed of movement within the empire, and have a very high defensive potential compared to other factions, and their capital is also protected by an additional Citadel. The downside is the slower progression through the Galaxy - making a dizzying rush for the Unfallen will not work, even if you try hard.
Cravers
Do not see any point in diplomacy and want to literally feed on those small fry? Then the Cravers are your best choise. Your bonuses allow you to quickly rise and launch a chariot of destruction across the Galaxy. Some players don't need more.
A non-trivial hint: in order to show their full potential, the Cravers require more economic micro- and macro-management than other factions. If you like to fight, but don't like to mess around with the dragging pops in conquered half - depleted systems, consider taking someone else.
Riftborn
The faction is well suited for those who like to minimax. You will be able to minimax your planets, ships, and maybe even strategies, tactics and hero builds (but for this I am unsure :) ). The ability to put the time singularities will allow you to squeeze a little more out of already maximized systems.
A nice bonus for the Riftborn is the largest number of weapon modules on most ships. Your main warships will be a "glass cannon" - not the best protected, but dealing lots of damage. Minimax as it is.
Vodyani
Another faction for those who like to play super aggressive. Like the Cravers, the Vodyani must not stop the rush of the war chariot, otherwise they can be bypassed by other rivals (although in the case of the Vodyani you have the option of slightly indirect aggression, by draining the life essence from the planets of your opponents).
The fundamental difference of Vodyani is the simplified economic micromanagement. If you don’t want to spend a lot of time optimizing everything here and there, and even more reluctant to figure out what your opponents (or, rather, victims) piled up in their systems, Vodiani is the most suitable faction for you.
A little strategic advice: try to develop the technology "Isotope instability control" before the outbreak of hostility and be sure to upgrade all your Arks with the Meditation module. Wars in ES2 don't always go like a Stellaris slow progression from system to system, so you need to be prepared for raids (especially with an unlucky field configuration).
Umbral Choir
The Choir is a faction for those who want to play a mixture of the Jesuit order, a galactic spy network and a secret society all rolled into one. Your hacking systems will penetrate all galactic centers, and your fleets, invisible to the enemy, will be able to strike at the most painful places of the enemy infrastructure.
A very ingenious faction, very different from the usual space strategy factions. Definitely not recommended as the first experience, but just as definitely recommended for the fifth or sixth play.
Hisso
Hissho game, perhaps, shall have a focus not so much on the strategic as on the emotional roleplay of their game. The faction's happiness mechanic has been replaced with an Honor mechanic, which forces you to do virtuous deeds (like defeating enemy fleets or completing quests) and avoid dishonorable deeds (like retreating from battle, making peace, or swapping "valiant" autocratic rule for senatorial gatherings). One of the few factions that often finds it beneficial not to take or destroy, but to plunder the taken system (Hishsho calls this the word "submission" - and, yes, it brings a good amount of Honor).
In general, playing as Hissho is a little more difficult than playing with other factions, but who is looking for the easy way out?
Vaulters
Another faction that often (though not always) requires an aggressive war to succeed, since you will be noticeably inferior to your competitors in the speed of settling the Galaxy. Keepers have a good strategic ability to fight defense wars, since all their colonies are connected by a network of teleporters (available from the start and inexpensive to build). This allows fleets to move around the map even faster than the Unfallen, and to concentrate them where they are needed - for defense or for a quick offense.
One should note the opportunity to hang out a pirate flag from the very beginning of the game and rob even neighbouring allies (though that tactic surely will be displeasable for your human-allies).
Nakalim
The Nakalim are the outsiders of my personal list - contrary to intuition, they are not as weak as a faction (being VERY suitable for players aiming for aggressive expansion with a "moderately conflict" colonization), but for the add-on mechanic greatly spoils the strategic component of the game, allowing the most successful player to get a control (albeit temporarily) for an outrageously strong fleet (as it is easy to understand, this ends badly for his/her neighbors).
In general, the faction is well suitable for those who aim for a quick victory and do not like a long positional struggle.


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Many experienced players will obviously disagree with this list and point out its inaccuracies and flaws. Well, the key thing I wanted to say is that there are far more variations and "noble madness" among the ES2 factions than among the factions of any other space simulators, and you will get the most complete and comprehensive experience only by playing for different factions of this multifaceted and interesting game.

May the power of the Dust be with everyone who has read this far! :)
1 Comments
King Zumulu 4 Jun, 2024 @ 7:55pm 
Goated guide.