Join Nate and Troy as they bring you all the important information on all of your favorite 4X and strategy games! This week they talk about Project Space Sector, AI War II, Endless Space 2, Stellaris, Alliance of the Sacred Suns and much much more. As well as continued coverage for your other favorite 4X and strategy games!


Music for eXplorminate by Mangadrive


Show Notes: 


  1. Hey guys, good WX.

    So on the topic of Endless Space 2, I’ve been vocally disgruntled in the past about the combat in Endless Space 1, but I’m trying to change my way of thinking about it.

    For a contrast, take Sword of the Stars, which has full-on physics-driven tactical combat, to the point where it feels much like Total War in space. This, to me at least, was pretty great because it really opened up various tactics, but it also interacted really well with the ship design especially because of the detailed combat simulation. Every adjustment you made to your ships had a noticeable, tangible impact on combat. In Endless Space, all you really get is stochastic number crunching.

    I riled at that at first, but I’m starting to wonder if it matters all that much. Perhaps what matters is not so much the execution of combat, but the player’s relationship with it. If the outcome of combat is predominantly a function of bringing bigger numbers to a fight, then I think that’s bad. But if the outcome is strongly influenced not only by what you bring, but also how you use it and what your enemy is doing, then there’s a lot of room there for a player to exercise control, and that’s where it gets fun.

    The crux is ship design. Ship design needs to give players a wide range of ways to outfit ships and compose a fleet, catering to specific ways to deploy that fleet. In turn, it should be possible to defeat a tactic with other tactics beyond simply bringing more dakka than the other side. If that can be achieved, I feel the hands-off approach of Endless Space will work for me just fine.

    Liked by 1 person


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