ENDLESS™ Space 2

ENDLESS™ Space 2

Distinctive Biomes
13 Comments
mdel  [author] 21 Aug @ 7:20am 
@redirishlord ha, if only we had such tools in ES2 land, it's pretty rudimentary out here XD
redirishlord 20 Aug @ 11:34am 
Outstanding, thanks for the "heads up". I'll admit I didn't do any deep testing, just saw the new Sparse/Stormy data when loaded late. I think Mod Organizer for Bethesda games spoiled me with it's easy conflict identification :~)
mdel  [author] 20 Aug @ 12:14am 
@redirishlord happy it worked for you, but just FYI I actually ran into some issues with ESG so I've split off a separate ESG version, which you might want to switch to if you're using that combination.
redirishlord 9 Aug @ 1:58pm 
Works as advertised, with latest update + all DLC & loaded later than ESG 1.6

Grateful thanks for this helpful mod :~)
mdel  [author] 24 Jun @ 7:06am 
@WeltonCitan what game speed do you play on? Wonder if it might be a scaling issue (perhaps at least in part)
WeltonCitan 23 Jun @ 8:00am 
Yes, your idea is excellent but the cost is a little too much. And worse, in my own opinion, is because you as a modder think it is okay while I think that cost is random and weird. This is not Stellaris. For me, influence already a mega luxury resource if you are in a warpath or spend it like crazy to maximize your empire (law/gov upkeep, buy out) and not enough tool to generate it faster if you are not invest in influence tech or building. One of those tool is maximize your planet which is great but to wait for that slot to terraform rather than build anything else like ships is a waste. AI is cheating already, we have to be fast.

This is, of course, my feedback only. I am trying this out because I am agree with you, not much spice in planet type when you can go to the best anyway, but punish empire with low influence income to stick with low tier is honestly "why bother" category. At least make the reward is worth it for all the work I put into it.
mdel  [author] 22 Jun @ 5:00pm 
@WeltonCitan the fact that influence is a limited resource is sort of the point, it means you have to make trade-offs. You probably won't be able to terraform everything right away, so you need to decide which planets to prioritize and which ones you can still make good use of at lower tiers (which the mod adds various new synergies for). Personally I find even when playing non-pacifist empires I have more influence by the late game than I know what to do with, so it gradually becomes a non-issue. Appreciate the feedback though, it's certainly possible the cost is currently slightly too high.
WeltonCitan 22 Jun @ 8:12am 
Why the influence cost tho? Isn't it already has a cost if want to complete faster? Now I have to pay for another cost to terraform? Influence doesn't grow on tree though, so why limited the benefit of terraform on pacifist empire?
mdel  [author] 11 Jun @ 8:10pm 
@troyashka Cheers, looks like I put the "max" (i.e. Huge) pop capacity in the table. Should probably change it show the range instead. Thanks also for pointing out the change to Interplanetary Transport Network, might look at doing a separate patch for that mod at some point (probably with a different buff to Sparse).
troyashka 11 Jun @ 7:50pm 
Hey mate, nice work you done!
Would appreciate if your work will be compatible with Excellent Space 2, where author of provided cool solution for Interplanetary Transport Network: now gives 5 industry per planet, and 5 more industry per Interplanetary Transport Networks in empire.
Also please clarify about planets pop: is it median or max count?:peacefulbee:
mdel  [author] 5 May @ 10:06pm 
@SpookyBooty I haven't tried it yet personally but should be fine. Would suggest load after ESG. Let me know if you run into trouble, can do a compatibility version if needed.
SpookyBooty 5 May @ 6:38pm 
is this compatible with ESG 1.6 mod?