Learn How To Play Endless Space 2 - Skip The Tutorial

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Before we begin, I’d just like to mention that  while I will try to cover most of the important   rules of the game, this will not be a fully  comprehensive tutorial but is rather meant   to introduce the most important aspects for you  to be able to start a game as soon as possible. The following tutorial only includes  the base game of Endless Space 2. Endless Space 2 is a 4x, turn-based, grand  strategy game set in a science fiction universe. It was developed by Amplitude  Studios and published by SEGA. The goal in Endless Space 2 is to be the first  faction to achieve one of six victory conditions. When in game, you can click this icon on the upper  left side of the screen and then the Victory tab. Here, you’ll find the victory conditions and  your current standing for those conditions. Supremacy Victory requires you to take control  of all your opponents’ home worlds/colony bases. Conquest Victory is achieved by controlling  the majority of star systems in the galaxy. Science victory is achieved when a faction has   been able to research the most expensive  technologies from the technology screen. Economy victory is achieved when a faction or   alliance produces a certain amount of  “Dust”, which is the game’s currency. Wonder Victory is achieved when  a set number of the Obelisks of   All Space-Time system improvement has  been built by your faction or alliance. Score victory is given to the faction  with the most points after a set number   of turns if no other victory conditions  were achieved within the set time limit. Your score is determined by  different aspects of the game. Some of these victory conditions will be  explained in depth later in the video,   but you can hover over each one to  see a more detailed explanation. In this screen, you’ll also find your current  standing for each victory condition here,   compared to your opponents. There can also be multiple winners as  alliances can be made with other empires. If you are part of an  Alliance with another empire,   these victory conditions will change  to adapt to the alliance’s scale. As an example, here, you’ll see  that the Science Victory currently   requires 4 of the Technologies  of the Endless to accomplish. But fast forwarding to having an alliance with  another empire, it has now changed to six. And the more members you have on your alliance,   the higher the number and other  victory condition requirements go. Before we get into the actions you can do,   first, we’ll need to explain an  important aspect of the game. Clicking on a Star System you  control will zoom in on the system,   and I’d like to turn your attention  to these icons on the left panel. This is the FIDSI. FIDSI stands for Food which is used to  grow and sustain a system’s population,   Industry which is used to construct  improvements in systems and to build ships. Dust which is the currency of  the game and is used when buying,   selling, or trading a variety of things. Science which is used to research technologies   that will unlock various  functions for your empire. And Influence which is used when interacting  with other empires like for negotiations. These are your basic resources  and are what your empire will   use and spend to be able to perform  the different actions in the game. The numbers beside the icons represent the  amount you produce per turn for each resource. You can hover the cursor over each resource type  to view where the production Is coming from. For example, we can see that  we are currently producing a   total of 29 Food per turn in this system. 35 Food is being produced here since this is our  colony base, 18 food comes from Hekim which is   the only planet colonized in this system, 5.3 food  is being consumed for the production of manpower,   and 18.3 food is being consumed to  sustain the system’s population. Take note that food and Industry can only  be utilized by the system that produced it,   while Dust, Science, and Influence are  pooled together for Empire-wide uses. Aside from the basic resources, there  are also strategic and luxury resources. The strategic resources available to your empire  you’ll find here in the upper left-hand panel. They need a certain technology to be harvested,   and can only be harvested from  colonized planets that produce them. In our current example, we can see that  Bellatrix II produces 3 Titanium and 3   Hyperium once we are able to colonize that planet  and research the required technologies for each. The luxury resources we’ll  get to at a later chapter. Strategic and Luxury resources are mostly  used or required for more advanced actions   and functions such as bigger ships, better ship  parts, better system improvements, and so on. However, they aren’t as easy to gain  or produce like the basic resources. While I won’t be explaining everything  that will make use of these resources,   we should be able to tackle a  few of them as we go further. Another resource you’ll be utilizing  throughout the game is manpower. You can find your current manpower  here, and its production as well. Manpower is mostly used for  combat, but it has other uses too,   and we’ll explain them when  they become relevant later on. A game of Endless Space 2 is divided into turns. Each turn you’re able to do several actions the  amount of which are dependent on some factors. At the start of a turn, you’ll always receive  notifications on the lower right side of your   screen that will inform you of events in  your empire that might need tending to. This is very useful so you won’t  miss out on available actions. In this example, our notifications are  telling us that we have discovered 2 new   luxury resources that should  be helpful when harvested,   and that we have a new hero that can be  assigned a job for additional bonuses. I want to note that you don’t have to worry  about missing out on these notifications. If you do, the game will give you a  reminder of things you might have missed,   if any, once you end the turn. In the same example, after clicking  on “End Turn”, the game doesn’t do so,   and instead reminds us that Bellatrix system  isn’t currently constructing anything,   our research queue is empty, and that  our new hero is still unassigned. By clicking on these notifications, you’ll be  provided the relevant information relating to   the available action, and there  will be a button as well that   should send you to the relevant screen  for you to be able to do those actions. Before we move on, I’d like  to briefly explain one of the   notifications you might receive  during the game called quests. There are several types of quests  that you can receive, but basically,   these are events that you can  choose to do or participate   in to receive different kinds of  rewards and sometimes penalties. Most of them are timed, meaning you’ll have to  accomplish them within a set number of turns. Some of these quests are exclusive  to you, but some are competitive or   semi-cooperative with other empires where  it becomes a race to accomplish a task,   with better rewards given to those  who contributed more to the quest. To give an example, here’s the first  quest we received in our current game. As you can see, we’re given  three options to choose from,   each of them requiring different things to  do and providing different rewards as well. One of the things you can do during  a turn is to research a technology. You can open the technology screen by  clicking on this icon on the main panel. Technologies provide new and better tools  for a variety of functions when researched. When shopping for potential technologies,   you can always refer to the icons  around them for information. The small circles will tell us what will be  unlocked when that technology is researched,   and the color of the circle will tell us  in what aspect the unlocks will be useful. For example, Plasma Metallurgy has  two orange icons which means both   of them will provide industry-related abilities. If we are able to research Plasma Metallurgy,   our empire will gain a new System Improvement  for producing more industry, and it will give   our empire the ability to harvest Hyperium,  one of the strategic resources in the game. I won’t go over all of the  icons as there’s quite a lot,   but you can always hover your  cursor to read what they offer. However, I will go over some of them if  they become relevant to the tutorial. Science is the resource used  when researching a technology,   with the production amount determining  how long a research will take. In the same example, Plasma Metallurgy  costs 66 science to research. We can see on the left-hand panel that  we currently produce 35 science per turn. This means that it will take us 2  turns to research this technology. I’d also like to point out that researching a  technology will increase the science cost for all   other technologies, therefore, possibly increasing  the turns it will take to research succeeding   technologies, encouraging you to be more efficient  in choosing what to research in future turns. Clicking on a technology puts it on  your research queue, and while we are   able to queue multiple items, take note that  only one item can be researched at a time. This means that only the first technology in line   will progress even if you have  multiple technologies lined up. You’ll be able to see how many turns  it will take to research a technology   using the numbers below each of them on the queue. You can cancel the researching of a technology by  clicking on it, and you can also move them around   by dragging a queued technology if you change  your mind on which one you want researched first. I’d like to point out that any science  spent in the research of a technology   gets saved permanently even if you move  down or cancel unfinished research so   none of the resource spent will ever go to waste. There are four branches of technologies with each  branch specializing on an aspect of your empire. Military technologies help  with combat and planet defense. Economy and Trade improves industry  and dust functions and production. Science and Exploration improves science  production and exploration efficiency. Empire development improves  food and influence production,   unlocks and upgrades ship types, and provides  new ways of interacting with other empires. While that’s just a general overview for  the quadrants of the technology wheel,   each quadrant may also have unique technologies  in them, usually different for each faction. You find these by looking for your  faction icon on the technology wheel. For example, here, you’ll see that Xenolinguistics  has the faction icon for the Sophons,   which means either this technology is  unique for the current faction we’re using,   or it provides different bonuses compared to what  will be available here instead for other factions. The technology wheel is divided into  levels with higher levels providing   better functions and abilities to your empire. However, to be able to research  higher level technologies,   you’ll need to unlock the level for  the technology by researching lower   ones first, and you’ll need to follow the  connecting lines as well if there are any. I’d like to point out as well  that when unlocking higher levels,   aside from other technologies becoming  available, unlocking a new level itself   will provide additional benefits as  well represented by the circles here. Let’s give an example. Let’s say I wanted to research Maximized  Exploitation which is a level 3 technology. In our current state, I’m not  able to do so as you can tell   with the technology still being grayed out. First, I’ll need to unlock the  level 3 technologies, and to do so,   I need to research two technologies from level  2 as pointed out by the two circles here. Aside from that, we can see  that Maximized Exploitation   has a line connecting it to a level 2 technology. This means that we need to have  Atmospheric Filtration researched first   as well in order to have access  to Maximized Exploitation. Fast-forwarding several turns, after 2  level 2 technologies have been researched   including Atmospheric Filtration, we are  now able to research Maximized Exploitation. Take note that some parts of  the technology wheel will give   you an option between two similar technologies,   that when one is chosen, the other will become  unavailable to you for the rest of the game. As an example, here, we can see that there is a   line between Advanced Fusion  Power and Hyperium Magnetics. Fast forwarding to the research  completion of one of them,   we can now see that we are no longer  able to click on the other one. A very helpful function in the technology screen  that I’d like to point out is the search bar. Here, you can simply search for keywords to help   you find the technologies that are  best suited for your intentions. For example, if I were looking for technologies  that would help with science production,   I can simply type in “science”, and all  related technologies will be highlighted. Another thing you’ll find in  the technology screen are Deeds. These are tasks that you and other empires  will race to finish for certain bonuses   which means each deed can only be  accomplished by one empire in a game. These can be accessed by unlocking  the levels the deeds belong to. Continuing with the example earlier, we were able   to unlock the 3rd level of the Economy and  Trade quadrant with what we researched. As we can see, the Consolidator of  Systems deed is now available to us. It can be accomplished by  being the first empire to   control 4 star systems in the same  constellation, and if completed,   it will provide us a unique improvement  that will only be available to our empire. Before moving on, I’d like to give a reminder  that Science victory is one way to win the game   which can be accomplished from this screen. On the outer part of the circle, you’ll  find the four final technologies. When all have been research before any other  victory condition is met by any empire,   you’ll win the game. But remember that the number of these that need to   be researched will increase if in  an alliance with another empire. At the start of the game, you’ll find  yourself with at least one Star System   that has already been colonized by your faction. This is your faction’s home system/colony base. A faction’s home system is marked with  a crown symbol of their faction color. Aside from your home system, you’ll also start the   game with some ships but we’ll get  to explaining those a bit later. A Star System has several functions  that you’ll manage throughout the game. As a game progresses, you’ll be  controlling more and more systems   each of which you’ll have to manage individually. When you click on a Star System, you’ll be  greeted by several important information. The planets in the system, the  stats of this particular system,   improvements available for  construction, the construction queue,   and the ships that are currently  docked in this system if any. There are several actions we can  perform for each Star System. The basic ones are colonizing a new planet  in the system, building system improvements,   studying curiosities, if there  are any, and building ships. Most of these actions will be  listed in the construction queue   and will be accomplished in  order just like technologies. And like researching technologies, you  can cancel and change the order of the   queue if you happen to change  your mind on certain actions. As mentioned earlier, each system  has to be managed individually,   so in future turns where your empire has  colonized more star systems, each of them will   have their own construction queue where tasks  for that particular system go when initiated. Aside from building ships, most of the actions  that will be available for each star systems, like   the ones I mentioned earlier, are basically just  a means to produce more resources for your empire. As the game progresses and  technologies are researched,   more and more different tasks for your  Star Systems will become available. But for now, we’ll only explain the ones  available to us at the start of the game. We usually start the game with one  planet colonized in our home system. You’ll find the current status of planets here  when looking at the overview of the system,   and at the bottom of each planet when zoomed in. As we can see in our example, we only  have one colonizable planet at the moment. Inhospitable planets will require a technology  to be researched before they can be colonized. For instance, Bellatrix I  requires the HyperPACs technology. Like most actions, colonization  of available planets has a cost. By hovering over the colonization action,  we can see that this action will cost a   total of 80 Industry that will take 3 turns to  produce with our current Industry production. Colonizing a planet will provide   more resource production for both  the star system and your empire. You can find a summary of the  benefits above each planet,   and you can hover over the planet  to see a more detailed description. For example, Bellatrix 2 provides some Food,   Industry, Dust, and Science  production, but no Influence. In addition, it will also  provide us titanium and hyperium,   two strategic resources, once the required  technologies to harvest them have been researched. Take note that a planet’s production  will be affected by the number and   type of population that you assign as inhabitants. And another thing to factor in  are the traits of the planet   as they might provide positive or negative  buffs depending on the population as well. We will get into more detail  about this in the next chapter. Before we continue with the other star system  actions, I’d like to explain population. In the Star System Management screen, another  thing you’ll find are the population occupying   your planets which is represented by  the dotted lines above each planet. The number of lines represent the maximum  number of population that each planet can hold. By hovering your cursor over a planet,   you’ll see what population types are  currently occupying them, if any. In this case, our starting  planet has three populations. Two Sophons, and one Pilgrims. By hovering our cursor over them,   a panel will appear that will explain  what bonuses they provide to our empire. In the same example, each Sophons population  provides an additional 1 science production,   and 3 additional science production if   they are currently occupying a  planet with the “Cold” trait. In this pop-up, we’ll also find other  information associated with the population type   such as its political opinion and preferred  luxury item, but we’ll explain these later. Another important panel in the star system  management screen that relates to population   is this one that refers to population growth. Remember that food is the resource  that helps with population growth. The higher the food production, the  faster population will be produced. Here we can see how many turns it  will take for our population to grow,   and what population type will be produced. Population type is randomized between the  currently available types in the system. However, by opening the Population Overview by  clicking on a population type on the left panel,   you can spend each of the population’s  preferred luxury resource to increase   the chances of producing the  associated population type. For example, if we wanted  more Sophons in our empire,   we can spend 2 Dustciduous Trees  once we are able to get some. This is one of the uses of luxury resources. Another important aspect that you can find in  the Population panel is the System Approval. This represents your populations’  overall happiness in the system. As you can probably guess, a high system  approval will result in positive buffs,   while a low system approval  can result in negative ones. As always, you can hover the cursor to see a   detailed explanation as to how the  resulting percentage is computed   and the accompanying positive or  negative effects of the current status. To help manage your populations once you  have multiple planets in a star system,   you can freely move them between planets by  dragging them from one planet to another to   better utilize them by matching them  with their preferred planet traits. However, take note of the red line. If a planet’s population reaches this,   it will be considered overpopulated and the  system’s approval will receive a penalty. And once the required technology is researched,   you’ll also be able to move populations  from one star system to another. System Improvements are upgrades  you can build in a star system. They provide different benefits such as better  resource production, better defenses, and so on. Like everything else, they have a cost to  build and usually an upkeep cost as well. As an example, let’s take  a look at Drone Networks. As we can see, it has a cost of 80 Industry. Our system currently produces  34 Industry per turn,   which means it will take 3 turns  to complete this improvement. This is signified by this  symbol beside the cost so   we don’t need to make the computations ourselves. The Drone Networks improvement has an  upkeep cost of 2 Dust per turn as well. This means that every turn, our  Empire Dust will decrease by 2   for each of this particular improvement  that has been built throughout our empire. Once the construction of  this improvement is complete,   the system will gain an additional 10  production of both food and industry. And again, these computations  will be automatically done for us. Fast forwarding to when the improvement is  complete, by hovering on our system’s FIDSI,   we can see that we have a  current food production of   38 due to several factors including the  newly built Drone Networks improvement. Some improvements have requirements for   their benefits to take effect even  after they have been constructed. For instance, let’s take a look  at Public-private Partnerships. One of the benefits of this improvement  is it gives +10 Science for Fertile. This means that you’ll get the additional  10 science production for each planet with   the “Fertile” trait in this system  that has already been colonized. At this point, I’d like to mention  that some technologies will allow you   terraform colonized planets to change their traits   to make them even more compatible to  your improvements and overall strategy. We will explain this further in a later chapter. As the game progresses and more  technologies have been researched,   more and better system improvements  will be available for construction. Take note that some improvements can  only be constructed by your empire once,   and some can only be  constructed by a single empire. As an example, in our current game,   we have the Endless Research Park and  Endless World improvement available to us. When hovering over the improvement,  we can see that it mentions that this   improvement can only be built once per galaxy. This means that once this improvement  has been built by an empire,   it will become unavailable  to all the other empires. Ships, like system improvements, also  have an Industry cost and an upkeep cost. The difference is that ships will  appear in the Hangar once completed. You’ll need to create a fleet  with ships on your hangar before   they can be deployed to move around the galaxy. You can do so by clicking this button here once  the ships you want to combine as a fleet are   already in the system’s hangar, and you’ll find  the fleet ready to be moved once you zoom out. I want to mention that you can create  a fleet even with just a single ship,   if you want one to move around on its own. Most factions will start the game  with two constructable ships with   more becoming available once specific  technologies have been researched. Ships in this game are customizable, but  we will get to that in a later chapter. Curiosities are random things that can be found on  planets but need to be studied to gain access to. They can be additional planet  traits or additional resources. If a curiosity is within a system  where you have a colonized planet,   the curiosities can be placed in the  construction queue to be studied for a cost. They can also be studied using ships if you  don’t have a colonized planet in the system,   but we will explain that  further in the next chapter. Another major part of the game  is exploring the vast galaxy. In earlier turns, this is mainly done through  the movement of ships through starlanes with   more traveling options, such as warp and wormhole  travel, becoming available through technologies. Starlanes are represented by lines connecting  star systems to form a constellation   with the galaxy comprising  of several constellations. You start the game with a number  of ships depending on your faction   and a single visible star system. Another way of exploring the galaxy in the  earlier parts of the game is by launching drones. You can do this by selecting a ship with  a drone, in our current case the Detector,   and choosing the direction we’d  like the drones to explore. The drones will travel in that  direction for several turns,   revealing everything it passes through. While drones in ships are unlimited,   they still take several turns to  replenish before more can be used. You can increase the number of drones  a ship can carry by customizing them,   but we’ll have to explain that a bit later. There are different types of ships and again,  sometimes they differ depending on your faction. In our example, the Sophons start  with a Detector and an Incubator. The Detector has probes used to  scout unexplored areas and to   study curiosities as mentioned earlier,  and the Incubator is used to colonize   planets in unoccupied star systems to  expand your empire and galaxy control. Each ship has a number of movement points  that dictate how much it can move per turn. Ships can also be merged together to  form a fleet that can move together,   but a fleet’s movement will always follow the ship  within the fleet with the lowest movement points. Here, we can see that the Detector’s  movement speed is 9 and the Incubator’s is 8. After merging the two to create a fleet,   we can see that the fleet takes the  Incubator’s movement speed as it is lower. The satellite icon represents your  current maximum command points. This number dictates how many ships  can be merged together to form a fleet. Take note that not all ships  are worth 1 command point as   bigger and more powerful ships may cost more. Like everything else in the game, you can increase  your command point limit through technologies. In our current scenario, we have two ships,  each of them costing one command point. We currently have a maximum  of 5 which means we should be   able to combine them together  no problem with room for more. Fleets can be disbanded in a star system you  control if you want the ships to separate. This will park them in the star system’s hangar,  which means you’ll need to create a fleet   with each of them individually  to be able to deploy them again. One of the things you should be on the lookout   for when exploring the galaxy are  star systems with useful planets. These can be planets that provide strategic  and luxury resources you don’t have   access to yet, planets with traits  that complement your population types,   or planets that produce a high amount of a basic  resource that you know you’ll need a lot of. Once you find a star system you like, you’ll  need to colonize it to reap its benefits. To colonize a vacant star system, you’ll  need to send a colonizer ship to the system. In our current scenario, we started with an  Incubator which is the Sophons’ colonizer. Once the colonizer in on the system,   simply choose which planet you’d like to  occupy first and click on the flag icon. As mentioned earlier, some planets  won’t be colonizable at the start of   the game and will require certain  technologies to be colonized. Take note that there’s a soft limit to  the number of systems you can colonize. You can find the limit by clicking on this  icon to open the Empire Summary screen,   and it will be located here on  the lower part of the left panel. Going over this limit will result in  an empire-wide system approval penalty. As usual, you can increase this limit  by researching certain technologies. Colonization of vacant  systems isn’t instantaneous. It will first become an outpost  where a certain number of food   needs to be delivered to complete the process. The delivery of the food is automated via ships   through starlanes and will come  from your colonized star systems. This is another thing to consider  when deciding what systems to colonize   as enemy empires and neutral factions can  interrupt this process if they have ships   occupying or wandering around the delivery routes. There are several ways to speed up  the process of the colonization. In our current example, we can spend  manpower, dust, or influence to do this. You can also stop the colonization process if you  change your mind by clicking on this button here. Take note that a star system with  your outpost isn’t yours yet,   so other empires can come in and  start colonizing a different planet. In this case, it becomes a race as the first  empire to complete the colonization process   gets to keep the system with the other  opposing outposts getting destroyed. When in competition with another  empire in colonizing a system,   there are several ways to hinder  the enemy’s colonization process. One of which is guarding the  system with a ship or fleet. Placing a ship in the system and pressing the   guard button will stop enemy empires  from delivering food to the outpost. Take note that the removal of the  ship, whether by you or your enemies,   will continue the colonization process. In this example, we can see that the enemy empire  will successfully colonize the system in 9 turns. By clicking the guard button on our ship,  we can see that this icon has appeared,   telling us that this outpost in now  dying due to the lack of food delivery. Fast-forwarding several turns, we can see that  the outpost has now been starved and destroyed,   leaving the system unoccupied once again. At this point, I’d like to remind that one of the  victory conditions you can aim for is the Conquest   Victory which will require you to colonize a  certain amount of Star Systems in the galaxy. As explained earlier, curiosities can be studied   if you have a colonized planet  within the same star system. However, if this is not the  case, ships with probes can   be used to discover what they are instantaneously. And to reiterate, curiosities will usually  either provide some kind of bonus like resources,   or they could be an additional trait  for the planet the curiosity belongs to. Some curiosities will appear with a locked  symbol, meaning, as you can probably guess by now,   requires certain technologies  for us to be able to study them. In this case, we need a technology that  will raise our Curiosity Expedition Power. Minor Civilizations are population types with   their own planets that are not  yet associated with any empire. Once you discover a minor civilization,  you’ll be greeted by a screen like this   and you’ll be presented with options on  how you’d like to interact with them,   some of which might not be available at  the moment needing certain technologies   to be researched first or progressing your  relationship with the minor civilization. This is one of the uses of  Influence, one of the parts of FIDSI. Some interaction options, whether it’s with  a minor civilization or another empire,   will require influence to be spent. In this panel,   you can also see a bar which represents how  much this particular population likes you. Advancing this will unlock  other interaction options. Each option is also used to reach a certain goal  whether it’s to integrate them to your empire,   or to annihilate them as they might not be as   useful to you or might even provide  some benefits for opposing empires. When deciding on what to do  with a minor civilization,   the best things to look at are the  benefits they provide as a population. In our current example,   this population we discovered have the  traits Warmonger and Stalwart Stoics. By hovering over these, we’ll be able to see   the benefits they will provide if  they are integrated to our empire. The second box, on the other hand,   shows the benefits they will  provide when placed in our planets. The third box provides information on  the political outlook of this population. We’ll explain this later when we get  into the political elements of the game. The fourth box will show the benefits of having a  friendly relationship with the minor civilization   once a certain amount of progress  in that aspect has been made. Pirates are a factionless population that  can be quite unpredictable in their nature. They randomly pop up all over the  galaxy, colonize star systems,   and have ships that constantly  move around fighting and exploring. They can also grow as a population so  be careful not to leave them alone. They cannot be converted to your empire and   mostly just pose a threat to some  plans to keep you on your toes. Neutral Celestial Bodies are uninhabitable  parts of the galaxy that provide some bonuses   to the star system that has it  inside their influence ring. Your star system’s influence is represented by a  ring around them with the color of your faction. This ring increases as the influence  production on a star system increases. Aside from neutral celestial bodies,  the influence ring also has other uses,   but we will get to that in a later chapter. Another thing you’ll encounter when  exploring the galaxy are other empires. These are your opponents  or possibly future allies. They are also racing to achieve one of the  various victory conditions explained earlier. Like minor civilizations, a new  screen with diplomacy and trading   options will become accessible  once you meet another empire. The screen can be accessed by clicking  on the empire’s icon on the map,   or through here, the diplomacy screen. Here, you’ll see empires you’ve  met and empires you haven’t. In the negotiation screen, you’ll also find the  current diplomacy status you have with an empire,   and the influence pressure bar. This bar will dictate who has  more power in the relationship   which can also dictate how good or bad an offer  the empire will accept from you when negotiating. This can be increased through various  actions such as getting their favor   by helping them out or threatening  them by invading or attacking them. As mentioned earlier, negotiation and  trading will require a lot of influence. You can find your current influence  here in this screen, and as usual,   you can hover the cursor over some of the options  to see a detailed description of their effects. I’d also like to note that you don’t lose any   influence if your offer was  declined by other empires. Let’s take a look at some examples of  interactions we can have with other empires. In the Diplomacy Screen, we are presented  with things we can trade with this empire. Since it’s still pretty early in the  game, there aren’t a lot of options yet. Looking at the Influence bar,  we can see that they currently   don’t have a lot of leverage over us so  it’s still a good time to make an offer   as they would probably still be okay  with deals that benefit us equally. Since we’re not looking to fight anyone  this early and are hoping to have a good   relationship with our neighbor  so we can trade with them later,   we’ll offer them a peace treaty  which costs 157 Influence. We currently have 200 influence as we can see  here, so we can easily afford this treaty. Before officially making the offer,   we can check this bar down here to see how likely  they are to accept or decline our current offer. It looks like they are pretty happy with  this deal and will most likely accept it. In cases where the empire you’re dealing  with isn’t happy with your current offer,   you can try to sweeten the deal by  adding other things such as resources. But of course, this will cost more influence,   and it will be up to you to gauge if the  deal is still worth it to you in those cases. Once we send the offer, we’ll  immediately find out their decision,   which in this case, they gladly accepted. Another thing I’d like to mention is that you and   other empires can colonize each other’s  star systems without going into battle. This is the other use for the  influence ring explained earlier. Once another empire’s system is inside your  influence ring, and the relevant technology   for this action has been researched,  you can initiate a peaceful takeover   of a system that will transfer the system’s  control to you once the process is complete. Remember that alliances can also be  created where you and other empires   will work together towards a victory condition. This can be done in the Diplomacy Screen as well  once the required technology has been researched. But remember that alliances can be broken  so be careful how you treat other empires. At the start of the game, you  will have one unassigned hero. Heroes are unique characters that  can be assigned either to a fleet   or a star system to provide certain effects. The longer a hero is assigned to a task,  the more experience they gain which allows   them to level up and allow you to assign  them special skills for further effects. Each hero has their own ship, a somewhat  unique skill tree, and several traits. These will provide you with information  on how to best utilize your heroes. In our current example, our  starting hero is a counselor   which means most of their skills will  be excelling in resource production. Their starting skill is that they give +1  Science production per population on planets   and +10% health for ships in their fleet. To further exemplify the use of heroes,   since I’m not hoping to see any  combat this early on the game,   I’ll be assigning this hero to my home system for  the additional science production they provide. Heroes can be moved around through  the hero management screen which   can be accessed by clicking  this icon on the main panel. You can move heroes around as you need or see  fit, but take note that they may take several   turns to be reassigned as they would still have to  travel to their new assignment like normal ships. Heroes in fleets can participate and contribute in  combat as they have their own customizable ships. If they were ever defeated, heroes don’t  die and are merely considered injured,   taking several turns to recover. Once they recover, they need to be  reassigned to a fleet or a system again. More heroes can be acquired over time  either by discovering the academy,   a planet that is randomly located somewhere in  the galaxy or by building the academy embassy,   a system improvement that can  be unlocked by a technology. By going to the Hero Management screen here,   we’ll see a progress bar that will indicate  how long until we get another hero. The advancement of this bar and  the type of hero we will acquire   depends on the actions we perform during the game. You can hover over each hero type in this screen  to see a more detailed description of each. As you probably noticed by now,  another aspect of the game is Politics. The main benefit of Politics are the laws you’ll  be able to pass to gain even more bonuses. What laws will become available to you depends  on the current political ideology of your empire. This is affected by pretty much everything,  such as the population types in your systems,   technologies you choose to research,  improvements you choose to build, and so on. Political parties gain experience  and provide related laws the   longer they are kept as the leading  political parties of your empire. Let’s look at our current scenario  to further explain Politics. With our current Government type which is  Democracy, we are able to have 3 Political Parties   represented, which means we should be able to pass  laws from 3 Political Ideologies at the same time. As you can imagine, each government type has a   different set of rules when  it comes to passing laws. We currently have two available slots for  laws, so let’s take a look at our options. The current leading political  parties in our empire are the   Scientists and the Religious which  unlocks these two laws for us to use. Take note that laws have a normal cost and  upkeep cost, both usually in influence. When your empire does not have  enough influence to maintain laws,   they automatically get abolished, available to  be passed once you have enough Influence again. You can also choose to voluntarily abolish laws  if you want to decrease your influence spending,   or if you want to change the laws  that are currently in effect. Other laws will come with other ideologies,  and more laws can be unlocked through changes   and advancement in an empire’s political  ideologies and leading political parties. They change through elections which  occur once every several turns. In our current case, as we can see here,  the next election will occur in 9 turns. As an example, fighting other  factions a lot might increase   your empire’s leaning towards a military ideology. You can check your empire’s political  standing by asking for a survey here,   although surveys are also conducted  automatically several turns before   an election which can help you gauge  which ideologies are currently leading. This will give you a bit of  time to alter your decisions   if you prefer some ideologies to win over others. Take note that the political ideologies of your  populations play a huge role in this aspect. By going to the Senate Screen, clicking on  the population details, and hovering over each   population, we can see which political ideology  each population are more inclined to support. Larger icons in the wheel indicate huge  support for actions that lean towards that   particular ideology, medium-sized icons means  normal support, and small icons indicate less. To give an example, let’s  take a look at the Sophons. This population will provide a huge boost in  support when Scientists related actions are done. They are also special in that they will  also add more support to Scientists   even when Pacifist actions are done. Religious actions tend to get  little support from them though. Aside from the bonuses you receive from  populations when placed in specific planets,   this is one aspect you need to consider  when increasing your population   and deciding which populations  to assimilate to your empire. As you can imagine, having populations  with conflicting political ideologies   can slow down the advancement of the  political parties you prefer to improve. On the day of the elections, you can take certain  actions to support your preferred party as well. Depending on the type of government you have,   there are a number of actions that you can  take that may require Dust or Influence,   with more becoming available once the  corresponding technologies have been researched. Let’s take a look at an  early example of an election. Here, I played a normal game  with the Sophons doing actions   that mostly lean towards Scientists and  Industrialists, and election day has arrived. Having heroes assigned to systems will also help   increase support for their  preferred political party. I have one Scientist hero assigned to my  home system which is why they appear here. In this screen, we’ll also find the actions we can   do to potentially influence  the result of the election,   but as we don’t have any actions available to us  at the moment, we’ll move on to the next screen. Here you’ll find the breakdown of  representatives in each of your systems. Representatives represent the support that each  political party gained during the preceding turns. As I mentioned that most of the actions I  took are mostly science and industry-related,   we can see that reflected here. This in turn results in the  Scientists and Industrialists   parties winning the election and  unlocking this law for me to use. Before we explain how battles work, first we need  to explain ships, ship blueprints, and ship parts. By clicking on the Military Screen,   we’ll find the ships that are currently  available for construction for our empire. More ships can be unlocked through several means,  the main one being through technology research. In the technology screen, you can find  technologies with these ship symbols   which unlocks new ship types and these symbols  as well which upgrade current ship designs. Aside from acquiring other ship types,   you can also customize the parts  of your current ship designs. By clicking on a ship on the ship  design panel, and clicking on edit,   you’ll be able to change the parts of the ship. Take note that changing the designs  of your current ships doesn’t mean   they will retroactively apply  to ships already constructed. You’ll still need to bring them to  any star system you own for upgrading. Each ship has a number of  slots for dedicated parts,   and each module has costs  and sometimes upkeep as well. In earlier parts of the game, you’ll only  have limited options for modules and slots. In our current example, we have  an empty slot for a weapon module. By clicking on the weapon module tab,  we can see the available options. You can hover the cursor over each  module to see what they add to your ship. For weapon modules, you’ll  find its damage, damage type,   and its range efficiency  which we’ll explain in a bit. As the game goes on, more and more modules  can be unlocked either through exploration,   events, or researching specific technologies. Going back to the technology screen,  you’ll find unlocks that pertain to   certain types of ship modules such as  weapons, shields, and support modules. I won’t be going over every single one of them,   but to give an example, Hyperium  Magnetics will unlock two weapon modules. The color of the modules is important as it  represents which type of strategic resource   you will need in order to use the module,  in this case yellow being Hyperium. The significance of the different  weapon and shield types is that some   weapons are less effective towards  ships with certain shield types. So, it’s important to have some knowledge of what   modules compose a fleet before  going into battle with them. You can do this by clicking on an enemy  fleet that you may go into battle with   which will give you the  relevant information you need. For example, in our current scenario,  we have an enemy fleet composed   of one ship hovering over our side of the galaxy. I would like to get rid of this by  either destroying it or scaring it away. By clicking this fleet and  hovering the cursor over the ship,   we can see that it has a shield value of 165 and  its shield is strong against projectile weapons. We can also see that the fleet is  equipped with projectile weapons. This means it will be beneficial  for me to attack it with a ship   or fleet that has energy  weapons and projectile shields. Aside from weapons and shields,  there are also different support   modules that can be attached to ships  that will provide different functions   such as additional movement, better drones, and  so on as combat isn’t the only use for ships. There are a lot of these so  I won’t go over all of them,   but you can always hover your cursor over each one  to see what they contribute to your ship or fleet. I’d also like to remind that you can also   customize hero ships through  the hero management screen. And unlike regular ships, hero  ships automatically implement   the changes you make to its design as  long as they are in a system you own. Ship combat can be initiated  when two or more fleets from   different empires are present in a star system. Take note that when a ship battle is initiated,   the fleets involved are not allowed to move  or take action until the end of the battle. Once a ship battle is initiated,  we’ll be greeted by this screen. Here we can see which ships are involved in the  battle and the chances of winning for each side. Your chances of winning a ship battle  depends on three major factors. The composition of your fleet,  their positioning during the battle,   and the tactic you choose for the battle. We already explained how to customize your ship  so let’s move on to positioning and tactics cards. Once a battle is initiated, you can  head over to the Advanced screen to   access these functions and create a  better plan for the upcoming battle. Ship battles are presented  in a grid with three rows. However, some rows can only be  unlocked if the fleet in battle   has the right number of ships and command points. If available, we can change the starting  position of our ships between these three rows. The importance of this coincides with the  tactics card you choose for the battle. Tactics cards represent your  strategy for the battle which   will include the movement of your  ships during, and an added bonus. These lines represent the movement your ships  will execute during the battle depending on their   starting position as the lines represent  the three rows in the field of battle. The highlighted boxes represent  the target positions of your ships   which can be in long range, medium  range or short range of the enemy. This is where the range of our weapons come in. By hovering over each ship, we’ll be able to  see in which range each ship is efficient at,   and, as you can imagine, placing each ship at  their most efficient range is highly beneficial. Tactics cards also provide some  kind of bonus to the fleet. In our current example, the tactics cards will  either provide a bonus for energy weapons,   a bonus to our energy shields, or bonus  resources for destroyed opponent ships. While we currently only have three tactics  cards to choose from in this battle,   these cards can be changed beforehand. By going to the military screen represented  by the ship icon in the upper left screen   and by clicking on this icon in the lower left  panel, you’ll find other tactics to choose from   and more can be unlocked through various  means such as researching technologies. You’ll also see here that more slots can  be unlocked through technologies as well   for you to be able to bring more  cards and options during a battle. Choosing the starting positions, the movement,   and the bonuses of your ships during battle is  very important as it can make or break the fight. Take note that you’ll also have  the option to retreat if you’re   not interested in participating in a battle. In this case, your fleet will  automatically move to a neighboring   system only suffering a small damage as a penalty. After a battle, you’ll be greeted with a battle  result screen that will relay the victor,   if any, and the surviving ships, if any. If both sides have remaining ships,   another battle with the same fleets can  be initiated again on the next turn. Ground combat is a means of invading planets  that are already colonized by other empires. This is where Manpower, another  type or resource, comes in. You can find your empire’s current manpower and  its production here, this number beside this icon. By hovering the cursor over it, we can  see where the production comes from. Ships and systems can be occupied  by a limited number of manpower   which can be increased with system  improvements, technologies, and ship modules. To initiate ground combat as an attacker, you must  have a fleet on a star system of another empire. Remember that your relationship status with  empires may affect your ability to attack them   or even your ability to enter their star systems. The INVADE action here in the lower left  panel allows you to initiate the attack. But before clicking on it, if you hover over  it, you’ll be able to see the difference   in Manpower and ground troop types  between your fleet and the system. This is one of the factors that  will decide if a battle is winnable. As you can imagine, the more manpower a side  has, the more chances they will win the battle. By going to the Military Screen,   aside from ship designs, we’ll also find  the breakdown of manpower and ground troops. By clicking on “Manage” we’ll be able to   access the ground troops and  customize them a bit as well. There are three types of ground  troops, Infantry, Armor, and Air. Each type has its own individual  stats and unique upgrades. Not all upgrades will be available  immediately and once available,   will cost some resources to implement. The advantage of bringing different types  of ground troops to a battle is that each   type will be more effective against  a specific type compared to others. Infantry can be more effective against Air Troops,  Armor against Infantry, and Air against Armor. Another important thing we can do in this  screen is to decide what percentage of our   manpower will be allocated to certain  types of ground troops during a battle. For instance, in our current example, I’ve set  the percentage to 50% infantry and 50% armor. Last thing I want to emphasize about ground  troops is that you can change the manpower   allocation before the initiation of a ground  battle and they will immediately apply. Once a ground battle has been initiated,   you will be greeted by a screen that’s  a bit similar to the ship battle screen. Here you’ll find the same pie chart that will  show which side has a larger chance of winning,   and, like in the ship battle screen,  a few choices for possible tactics. Similar to the cards in ship battles, each  card here will provide different bonuses. As you can imagine, some cards will be more  effective than others depending on the type   of units and the amount of manpower that  you and your opponents have available. When defending instead of attacking,  the screen will be quite similar. The planet’s manpower will be divided according  to the ratio you chose on the military screen   and you’ll get a choice of tactics as well. Just like ship battles, most ground  battles cannot be won in a single turn. When attacking, after a turn of a  ground battle, you can choose to   continue attacking the next turn until one  side has won, or you can choose to retreat. But take note retreating will result  in the loss of deployed manpower. Winning a ground battle when  attacking will provide three   options for what you’d like to do  with the star system you just won. You can choose to either Occupy,  Pillage, or Raze the system. Occupying will result in gaining control of  the system, Pillaging will have your empire   siphon resources from the system, and Razing  will slowly destroy everything in the system. So far, we’ve explained everything that could  help when starting a game of Endless Space 2,   but this being a deep game, there are  a lot of other important aspects that   gets unlocked during the later parts  of the game that we haven’t discussed. Before we end, I’d like to go through  some of these aspects briefly. Another useful part of the game is the market. As you’re probably tired of hearing by now,   a certain technology needs to be researched  to unlock this aspect of the game. The market unlocks the ability to buy  and sell things like resources and ships. And like most markets, prices will  change depending on demand and supply. Trading companies are a way to increase your  income in the game by creating trade routes   between your systems and even with other Empire’s  systems through a trade agreement or an alliance. Setting up a trading company will  require building the system improvements,   Headquarters and Subsidiaries which  can be unlocked by a technology. These improvements will spawn non controllable  ships that will travel system to system   increasing not just dust income  but other resources as well. Basically, the more systems they  travel through, the higher the income. You can also buy additional ships for your   trading companies to further  increase your gains from them. However, these ships must always have  unhindered routes for them to function. Enemies can simply stop these trading  companies from working by guarding   or even capturing relevant  systems in the trade routes. As mentioned earlier, during the later parts of  the game, more and more star system functions   can be unlocked through technologies and I’d like  to mention a few that I think are very important. First, with the right technologies and  resources, you can level up systems,   not just to increase their production,   but also to unlock other functions such as  moving population from one system to another. As mentioned earlier, certain population types are   more efficient when inhabiting  planets with certain traits. This can help you manage your population  better for increased production of resources. Leveling up systems will first  require you to advance the tier   level of the economy and trade quadrant in  the technology wheel as you can see here. Then you will need to assign a luxury  resource cost for each succeeding level. There are two things to consider when  designating a luxury resources for each level. One is the abundance of the resource in  your empire as leveling star systems is   done individually like system  improvements and will cost the   same amount of resources each time you level  up a system, so this action can be costly. The second thing is the bonus production that the   resource will provide once a  system has been leveled up. When choosing a luxury resource,  you can see here what additional   production they will provide if they  are chosen as the level up requirement. Take note that choosing a luxury resource for   this action is permanent and  cannot be changed or undone. Aside from emigrating population,  through technologies, you can also   have the ability terraform planets to help  them fit the inhabiting population better. While, admittedly, this video is  quite long, as I mentioned earlier,   this isn’t a fully comprehensive tutorial. Endless Space 2 is a deep game. There are a lot of aspects  of the game that I either   chose to omit from this tutorial or simply missed. Regardless, the information provided should  be enough for you to be able to start a game   knowing what you can do, what you’d like to do,  and how you will go about doing those things.
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Channel: Coping Mechanics
Views: 13,084
Rating: undefined out of 5
Keywords: learn endless space 2, endless space 2 tutorial, how to play endless space 2, endless space 2 for beginners, endless space 2 mechanics, endless space 2 mechanisms, endless space 2 gameplay, endless space 2 for new players, new to endless space 2, endless space 2 tips, endless space 2 advice, beginner's guide to endless space 2, endless space 2 quick start, quick start guide to endless space 2, quick tutorial of endless space 2, endless space 2 explained
Id: fzjlaIElSao
Channel Id: undefined
Length: 52min 46sec (3166 seconds)
Published: Fri Jul 08 2022
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