Amplitude Studios, a new games development company based in Paris is developing a new space strategy game called "Endless Space"
Aiming to inherit the values of: Master of Orion, Civilization and to some extent Total War all of that with a strong focus on Multiplayer.
Looks promising & certainly worth checking out.
There are, however, some resources unlocked in one branch that are required to build items unlocked in another branch. So there is some level of interactivity even if it is not a direct link.
Tried it, interesting but it has many rough spots (it's an alpha though).
The inability to continue playing after victory is the most annoying one. No starbases and fortifications, no fighters (overall space combat is very sketchy), and a really huge empire micromanagement.
Although I'll cheack it again, I'm not overly enthusiastic.
After playing a few more rounds, the problems I had the first time around didn't seem as glaring.
*After using and getting familiar with all the battle actions you get a good feel for what works and what doesn't. Especially since you're able to see what the enemy loadout is before a battle, so you can plan accordingly if they have overwhelming strength or weaknesses in any particular area. What I'd like to know now is if you play a successful "counter" card, if that completely negates the other card's actions or just lessens the effect.
*The pace of the game has improved dramatically the more I play, simply because the first few times through I liked to read all the descriptions, look at the icons, play every single battle, etc. Now that I'm more familiar with the game things get done twice as fast so the pacing isn't really a problem anymore. The first game I played after 8 hours I had 6 fully developed systems and a couple of fleets on a medium map. Now after 8 hours I can pretty much win the map.
*The rock, paper, scissors still bugs me. Heroes are so overpowered anyways, so all you need is a decent fleet with protection in each of the three areas and you can just steamroll the opponent even if he has multiple fleets twice as powerful attacking you 5 times in a turn. It is an alpha though and the website says they haven't really balanced or tweaked anything so it will be interesting to see how the game evolves.
Been playing off and on since the weekend. I have to say I am suspicious of this new "Amplitude" company. Anyone else think it is a little too convenient that they just happen to make a perfect successor to GalCiv2:TA out of nowhere? This reeks of time travel. I have a couple of ideas about what is going on here:
1. One of Brad's children has come back from the future to make a perfect TBS space game before the world ends. In 2077 the super-molecule they are working on in Europe breeches containment an attaches itself to the ground, causing a chain reaction which turns the entire universe into the element then know as the Apocalypse Element. Brad dies old and happy, except for the fact that he wishes he would have spent some time making a sequel to GalCiv2:TA instead of perfecting time travel. His last request is that his children go back in time to 2012 and fulfill his dream of a perfect game. They argue for a while about a better use of the time machine possibly being to prevent the Apocalypse Element from being created, but Brad will hear none of it. His offspring travel back in time with his alpha version of GalCiv3 and start a new company called Amplitude.
2. Step 326 in the Cylon Remnant's master plan to destroy all humans is to create a game so addictive that all intelligent people across the world are compulsively drawn to playing it. In the next five years the machinations of humanity grind to a crushing halt as everyone on the planet except of Halo fans, politicians, and NASCAR drivers are completely addicted to playing Endless Space. The Cylon are then free to launch all remaining nuclear weapons at all major cities. The few humans remaining are too dumb to resist the massive Cylon invasion, certain that lowering taxes for the rich and going to war with Iran with stop the invasion. Humanity dies, leaving only a few notable craters on a small planet in the Solar System. The Cylons win as they should have after the first season thousands of years ago.
3. This game is not real, but merely a delusion caused by your obsession with video games. You literally want a good TBS space game so bad you have created a false reality in your head. The only way to break the delusion is to strip down to your underwear and run through heavily urban sectors of your town screaming "I am the Oscar Meyer Wiener!" You are actually in a coma at the hospital. This message is your mind trying to get you to wake up, though your delusion is probably too enticing for you to want to go back to the cruelty of reality. Sweet dreams.
I am not saying I think these things are true, but I have a gut reaction that this game is a little too good. It's like when a beautiful woman approaches you in a bar and begins flirting. It is more likely that she is a time traveler, Cylon, or delusion. Do not trust her. Escape at the first possible opportunity. Do not play this game.
I see what you mean, but for me, this beautiful girl got me laid. I've loved every minute of it so far, and I just met her!Also, if the game is good and pretty, why not play it? You can't get STI's from Steam, can you?
Just bought the game and can't get off it. Best Space 4x since GalCiv2.
Love the developers too, very interactive with the community - they're joining a list of great developers like Stardock, Ironclad and Valve.
I tried to warn you guys. As soon as I get some free time I am going to play the hell out of this game. I also wonder if it is being made by Brad's French evil twin. Most evil twins are from France.
How does it stack up against DW?
I lol'ed
Alpha 2 is expected on Steam today, looks like they're already adding/fixing/balancing a ton of stuff. Full patch notes are here.
That game is just too good to avoid
how do the spaceships customization work? how many classes ? can you build your own style ? Isn't the combat style annoying ? I don't get how it works... it's like you choose some cards which represent the type of attack you are going to apply ?
Spaceship customization is fairly straightforward. Basically you choose a hull type (Corvette, transport, destroyer, cruiser, battleship, dreadnaught... I'm not sure if there's more but usually by the time dreadnaughts are unlocked I've won the game), each of which have a certain amount of space/weight and special bonuses for certain types of modules (defenses, weapons, support, etc.). Then you select what modules you want on each ship hull.
You aren't really regulated by anything though right now other than the tonnage of the stuff you put on, so you can have a ship with nothing but weapons, nothing but defenses, support, etc. It allows for a variety of custom ships, but at the same time since there's only better versions of the three weapons and three defenses (rock, paper, scissors), there's not a 'true variety' of ships like there is in, say, Sword of the Stars II. Each race has a single ship model for each class. Mods will probably help this out though.
The cards in battle supplement your ship's attack and defense strength during the three battle phases (long range, medium range, short range). You choose a card that symbolizes your strategy although you have to make sure you have the ships to properly execute it, aka using the "Deflector" defense card if your ships have no kinetic defense will not help you one bit. Basically you should be playing cards that support your ship's strengths or exploiting the enemy's weaknesses. Also remember that each card can "counter" another card type. If your card matches up (counters) the enemy's card, then you will get a bonus to your attack and he will get a penalty.
Playing the "Camoflauge" card (gives missile defense but lowers kinetic weapon dmg) during the first round (when missiles are the most effective) when you're playing a missile heavy fleet is usually a good idea. Of course it's an obvious card to play so your opponent might play a card to specifically counter the camoflauge card.
That was probably more long-winded than it needed to be, but yeah. My initial "ehhh" for combat and ship design has been mitigated by how fun the game actually is.
thank you for your explanation. The game is intriguing me , I'm sure I'll take it in the next weeks. Really curious to see the final product tough. Seeing the passion and the capabilities of the developers It will easily be a good title.
You can see the ship customization and combat in the video I posted on page 2.
Is, however, the AI poor?
That's the $64,000 question to me.
I always thought of myself as a 4x veteran, so when i brought the game i whacked the difficulty on to hard; expecting a dumb AI that i would beat easily...40 turns later i was defeated.
2nd game defeated again. Although i put up a better fight i last 120 turns
3rd game i turned the difficulty down. ><
The AI, although glitchy and bugged in some places is very good, Its an alpha but its more playable than a lot of games that are released these days.
Currently the AI has its quirks, but it's competent. On hard the AI can keep up with me economically and builds pretty decent sized fleets. It just needs to be able to use them. Many times I've seen the AI build up several huge fleets but let them sit at their homeworld instead of using them to crush and invade me. They also have the problem of only building ships with one type of weapon and one type of defense. This leads to fleets a human player can easily counter given a few build turns. They have supposedly fixed more of the AI in the Alpha 2 version, but I haven't played it yet.
Just played the Alpha 2. They nerfed my repair strategy for the United Empire of Romney so now I am going for a tech-turtle with Sophons. On normal difficulty I thought I was totally owning everyone, until a surprise Craver fleet came out of nowhere and sacked the whole center of the galaxy. So pretty good AI, although the UE and Sophon AI seems to build too few ships in the early and midgame. Cravers are still playing very well. Perhaps I will play on hard now that I have a perfected research strategy. The AI overall though is looking quite good. Using warp lanes instead of free space for much of the game must be easier to code. I could see this game eventually having AI on par with GalCiv2:TA. This is already a must buy in my book. Not to mention that there will be MP and mods. It's nice to have a game to play now when I need to have some time off from FE.
Thank you for the replies regarding AI, gentlemen.
May I ask: How is the pacing? Is it as slow and all-encompassing as Distant Worlds? (And general comparisons to DW are welcome.) Or as quick (but, sadly, as repetitive or, I might dare to say, as boring) as Armada 2526 Supernova?
Thank you, much appreciated
Don't you know that Sophons are the best race for the repair strategy? They get support modules at %50 off and get the special repair tech Adaptive Glue (way better than any other repair tech until the endgame). They're pretty much unstoppable unless you get hammered with 10 gadgillion missiles that also happen to find their way through a camoflauge barrier and high missile defense.
On my first game, I found the pacing rather slow - barely anything happened in first 100 turns, but it was mostly because I was rather clueless and extremely inefficient.
Once you figure the build orders, which planets to settle and which techs are important, you can expand extremely rapidly, and have very good production and research. Also, it is not uncommon to find enemy's home planet 4 or 5 jumps away from yours. In such case (because I now play mostly Cravers, who are in permanent war in everyone), you may find yourself in escalating conflict after 15 turns (and dominate your opponent 40 turns later).
I would say the pacing is faster than in Civilization, you always do something in a turn, it never happens to me that I just click away turns without doing anything (which is not rare in Civ).
KlaxXxon's reply was pretty on-point. The first couple of games I played the pacing was very very slow because of all the stuff to read and experience. Once you get the hang of what works, you can streamline your empire building to go pretty fast. There's also a pretty big difference between types and sizes of galaxies. Playing a small map with few "constellations" (clusters of stars separated by wormholes) will play out like some cage-fight skirmish whereas generating a large/huge galaxy with 8 spiral arms will end up being a large, epic battle between empires.
The UI also makes it a breeze to micromanage a large empire (without actually leaving anything to automation). I wish I could compare it to DW, but I sadly haven't played it (been waiting for a cheaper version, maybe a bundle with all the expansions). Even turns with lots of stuff to do rarely exceed the 5-10 minute mark once you're familiar with everything. This seems especially fast because I made a mistake of playing a Dom3 game as LA Ermor when my later game turns are taking up to an hour to do everything that needs to be done (gah, why can't these mindless zombies just use their brains?).
Yes! Halleluiah Halleluiah!
I've wanted this in a 4x for a very long time as have others. Hell I even proposed it for FE.
Wait...I thought it was, "In space, no one can hear ice scream.".
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