ENDLESS™ Space - Definitive Edition
Endless Space


The super-slick 4X space strategy, Endless Space, gained a new faction overnight. The Automaton were designed by Endless Space player and community contest winner, Panzer. His idea was voted on by fellow players using Amplitude's Game2Gether system. That lets players sign in to vote to decide on what the devs should work on adding next. The last vote offered a choice between random events, faction homeworlds and the ability to destroy entire star systems. Guess which one won (hint: the one with all the bombs).

The latest update implements a number of voted-on features, including a trade routes sum-up section and "custom faction affinity" which lets you choose any art for your custom faction. Pore over the full list of changes on Steam News, features with a note next to them have been voted for by the community.

Rich enjoyed Endless Space' sublime interface when he reviewed it for us saying that it "streamlines empire-building better than any other." Read the full verdict in our Endless Space review and find out more on the Endless Space site.
ENDLESS™ Space - Definitive Edition - Valve
RISE OF THE AUTOMATONS (1.0.25)

CHANGES AND ADDITIONS
- Separated the visual affinity from the gameplay affinity. [G2G vote]
- For instance, you can now customize your own faction with the gameplay of the Cravers and the art of the Amoeba.
- Added the "System Population Balancing" in the Galaxy's advanced options. Ranges from "Random" to "Perfect". For "Perfect", constellations with homeworlds now possess the same number of systems (with a maximum difference of 1 system).
- Added a panel for the Empire wide factors in the Empire view.
- Added a disclaimer when entering the Mods section for the first time.
- Changed the faction colors to differentiate the shades of green.
- Added Polish language.
- Added the possibility to load custom 3D models and textures for planet and ship modding.
- Changed the compatibility system of the save files.
- Added the soundtrack directory for Mac users in ~/Library/Application Support/Steam/ SteamApps/ common/Endless Space/

AUTOMATONS [G2G vote]
- Added the Automatons faction with a specific gameplay affinity and properties for specific buildings, according to Panzer, the winner of the faction contest.
- Automatons Affinity:
1. At the end of the turn, if there is an overproduction, it's stacked instead of being reported.
2. At the beginning of a turn, an interest is applied to the stacked industry, allowing it to increase a bit.
3. The stacked industry is capped at 5 * system's industry.
4. If the overproduction cannot be stacked, it's conserved for the next turn like the current mechanism.
5. When the automatons build improvements & ships, the industry is used in the following order:
a. system's industry
b. overproduction
c. stacked industry
6. When a system from the Automatons is invaded, the stacked industry is destroyed, reset to 0 even if the invader is an Automaton.
- Added Automatons unique tech icons.
- Added a gauge bar for the stacked industry of each system in the Empire view.
- Added the stacked industry value on tooltip of each system in the Galaxy view.
- Placed the Automatons' overproduction stack in the Development bar (in System view).
- Added the Automatons' portrait, diplomacy hologram and loading screen. Automatons will use Cravers' ships 3D models.

TRADE ROUTES [G2G vote]
- Added a trade routes summary panel in the Empire view.
- Added the possibility to directly click on a trade route's origin system in the trade routes panel, to enter this system's view.
- Added a trade routes panel link on the System view.
- Added several tooltips for the trade routes panel.

AI
- Added several AIPrerequisites from the community mod (by Ail, Grubsnik and Davea), globally improving AI when building star system improvements.
- Improved the tax rate management for the AI.
- Improved the formula that computes the response given by an AI to an alliance request.
- Changed the formula for trading a technology with the AI. Before, the price was related to the most wanted technology, now, it is related to the most expensive technology available.

HEROES & ACADEMY
- Added arrows to switch from a hero to another in the Inspection view.
- Added arrows to switch from a hero to another in the Academy.
- When recruiting a hero, he is now automatically selected in the active tab.
- Added an "Accept" button when assigning new abilities to a hero and the possibility to click on a selected ability to remove it before validating the final choice.
- Added empty slots to show how many heroes can still be recruited in the Academy.
- Added a tooltip to heroes' attributes to show what effect they have.
- Added a visual hero identifier in the Academy, to determine if a hero is in a system, a fleet or unassigned.

ALLIANCE & DIPLOMACY [G2G vote]
- Updated the alliance management system.
- When offering a treaty with someone outside of an alliance, a request is sent to allies. They can now either:
1. Accept the treaty
2. Decide to leave the alliance.
- Added a tendency panel for diplomatic negotiations. Shows how an ally AI will likely respond to a treaty you offer to someone outside the alliance. Human players will always respond "Undecided".

BALANCING
- Changed the upkeep formula (cost 1 per CP --> cost 0.4*CP max per CP).
- Reduced the deflectors' evolution in stats, they were too efficient in late game: (3,5,8,11,14,20,25,30,36,45 => 2,4,7,10,13,17,22,27,33,39)
- Increased the hulls' HP to increase the probability to reach the melee phase: (small:300, medium:600,large:1200 => small:450, medium:1200, large:3000)
- Increased the cost of tonnage and repair modules' industry cost as well as modules related to strategic resources (to reward abundance).
- Reduced the Hissho's Bushido (20% on FIDS => 15% on FID).
- Increased the length of the Bushido but without the reset after an invasion (15 turns WITH reset => 45 turns WITHOUT reset after an invasion).
- Changed the Revenge trait's condition of activation (activated whenever a lost system was re-invaded by the player => will only activate during invasion if the lost system was previously owned at 100%).
- Changed the length of the different Cooperation Agreement steps (0/15/30 => 0/10/15).
- Reduced the AI bonus on weapons, defense and buyout to balance the difficulty. AI has been heavily improved and therefore needs less powerful bonuses.
- Balanced armor and repair module regarding the new HP's of the ships.

FIXES
IMPORTANT FIXES
- Fixed an issue where trying to display the “end of auto explore” alert message after destroying the corresponding fleet provoked a NullReferenceException.
- Fixed an issue where displaying the trade routes panel without trade routes provoked a NullReferenceException.
- Fixed an issue where global random events were not synchronized for all players.
- Fixed an issue where the AI was using obsolete ship template designs.
- Fixed an issue where the AI didn't use tonnage modules, resulting in partially empty ships.
- Fixed an issue where the number of turns, before a peace treaty was made available, was not saved. The peace treaty was then automatically available after loading a game.
- Fixed an issue where the interception module still intercepted attacks even when the defense module had 0 in interception.
- Fixed an issue where the game would hang when loading a game without available ship designs.

OTHER FIXES
- Fixed an issue where Pilgrims' fleet errant wasn't concerned by faction traits that improve ships HP.
- Fixed an issue where the scroll bar would overlap with the resources in the diplomatic negotiations screen.
- Fixed application of approval bonus on improvement using percent.
- Fixed an issue where loading a saved game could remove contracts for many empires.
- Fixed an issue where creating an alliance did not spread the cease fire status across the allied factions.
- Fixed an issue where the beginning of a cease fire wasn't synchronized for all allies.
- Fixed an issue where infinite improvements in the queue could prevent using over production stacking.
- Fixed an issue where after invading a system with infinite improvement buildings, the modifier stayed active until the end of the game.
- Fixed an issue where diplomatic status resolution wasn't correctly done in an alliance vs alliance situation.
- Fixed an issue where the worst diplomatic status wasn't correctly spread when one of the 2 allies didn't know the third empire.
- Fixed an issue where the AI lost use of some of its fleets, leaving them unattended in a system.
- Fixed an issue with the AI parameters (for instance, the result of 3/2 was counted as 1,500 instead of 1.5).
- Fixed an issue related to the Sower's personnality.
- Fixed an issue which caused the AI building nothing in a system.
- Fixed an issue which forbade the AI to build food improvement when its food surplus was negative.
- Fixed several GUI issues.
- Fixed several localization issues.
- Fixed several text issues.

1.0.19
FIXES
- Fixed an issue where random events were missing.

1.0.18
FIXES
- Fixed an issue where the galaxy generation for a new game was significantly slower.
All the version notes since the alpha version can be found at:
http://forums.amplitude-studios.com/showthread.php?446-Release-Notes
Sep 8, 2012
ENDLESS™ Space - Definitive Edition
Endless Space review


This is a 4X strategy game – which sounds a bit like a punch-up fuelled by crappy beer. In fact, the four ‘X’s stand for the classic principles that underpin this particular offshoot of the genre: explore, exploit, expand, and everyone’s favourite – exterminate!

Endless Space focuses on macro-management rather than down-and-dirty detail-fiddling. It makes galactic control streamlined, helped enormously by the slickest interface this type of game has ever seen, a beautifully designed UI that keeps things only one or two clicks away.

It feels good just to fiddle with. The overall focus of your empire, from what direction the tech is moving to what each system is producing, is all present on the main galaxy view, so a quick glance at the beginning of each turn tells you where everything stands. It’s a great achievement, even though there are inevitably one or two things nested away in counter-intuitive places: unlocking ship designs, for example, only unlocks the hull, which you have to incorporate into a custom build before production.



The feel of the game flows from this uncluttered interface. Playing as one of eight races (or building your own by pick-and-mixing attributes), the choices are good old-fashioned warfare, an economic victory, a scientific victory, an expansion victory or the rather odd ‘Supremacy’ victory of taking over the other races’ homeworlds. Bit unappetising, that last one.

The mechanics are always the same: fly colonies to other star systems, exploit them, develop tech, and deal with other players. It’s the resources that make the difference: science for tech, food for population, industry for production, and the magical currency of Dust. Strategic resources are sprinkled around that you can’t detect without a bit of teching, and these are crucial to certain playstyles. Military types, for example, want Titanium-70 for construction of their battlefleets.

After a few games, you realise the most important thing is... everything. Tiny advantages can become the pivot on which the fate of empires turn, and wasted production cycles never come back. The AI varies: the military and expansion-focused races are by far the best singleplayer thopponents; races intended for diplomacy or teching victories don’t work so well, just asking for free resources and trying to form alliances willy-nilly.



Those more subtle wins aren’t unattainable, it’s just that the AI feels too clumsy to carry them off. In multiplayer it’s different, although there games take so long that many matches end up abandoned by all but the early leader.

The one thing I didn’t like is the combat: a rock-papers-scissors series of choices followed by a cutscene result. The unskippable videos are beautiful the first couple of times, but rapidly pall. Your only option in the late-game is to set battling to automatic rather than manual, or sit through 20 in a row.

Nevertheless, this has the foundations of a great game, and judging by the devs’ willingness to incorporate community suggestions, it will get even better. If you’re all about space battles, it doesn’t quite deliver. But anyone who’s a fan of backroom deals, the exploitation of natural resources, and the crushing of all who defy you, will find Endless Space is their kind of universe.
Aug 28, 2012
ENDLESS™ Space - Definitive Edition - Valve
1.0.17
CHANGES AND ADDITIONS
- Removed all references to System.Drawing.dll. Mac users no longer have to install Mono 2.11.3.

FIXES
- Fixed an issue where the path of the auto save files was incorrect on the Mac version.
All the version notes since the alpha version can be found at:
http://forums.amplitude-studios.com/showthread.php?446-Release-Notes
ENDLESS™ Space - Definitive Edition - Valve
1.0.16
For Mac users: to run Endless Space, you will have to install Mono 2.11.3 for Mac OS X which is downloadable at the following address:
http://www.go-mono.com/mono-downloads/download.html (use the Mono MRE installer)

We are currently working hard on a solution to skip this step.

CHANGES AND ADDITIONS
- Added the possibility to add custom textures for modding (for custom faction portraits, custom hero portraits, custom tech icons…).
- Changed the way a planet is chosen when increasing pop, it is now based on the best FIDS and the best growth.
- Added a tooltip for the research income in the empire view.
- Added a resources info panel in the negotiation screen.
- Endless Space release on MAC (see above).

FIXES
IMPORTANT FIXES
- Fixed an issue where trading caused an assert forcing an exit to desktop.
- Fixed an issue where read only mod files loading failed for readonly.
OTHER FIXES
- Fixed an issue where the “worst status” rule, when creating an Alliance or when inviting a faction, was not enforced. Each faction kept its old status towards factions outside of the Alliance.
- Fixed an issue where the encounter report stayed visible at the end of a manual battle and was impossible to remove.
- Fixed an issue where cease fire was still active after a faction had died, allowing to trade resources with it.
All the version notes since the alpha version can be found at:
http://forums.amplitude-studios.com/showthread.php?446-Release-Notes
ENDLESS™ Space - Definitive Edition - Valve
1.0.14
CHANGES AND ADDITIONS
- Added a new information panel in Battle Mode displaying individual ships with a health bar and their statistics.
- The AI can now retrofit its fleets (no more fleet spamming).
- Added the 'Auto-Explore' fleet action.
- Ships can now retreat through wormholes.
- Added the current effects of cooperation agreements in their tooltip, in the diplomatic screen.
INVASION
- Added a visual effect on the invasion circle to show how much a player invading a system will gain at the next turn.
- Added an invasion status tooltip in offense & defense, as well as an invasion icon next to the system’s name with the number of turns.
- Changed the condition for starting an invasion (MP>=2.5*Defense -> MP>=Defense).
- Changed the invasion formula (Loss=MP / Defense -> Loss = minLoss+MP /Defense).
MODDING
- Added a modding screen to load a custom mod.
- Added the loaded mod’s name under the game’s version number on the title screen.
- All XML files now read from directory \Endless Space\modding\yourmod (you can directly launch one with "+mod yourmod" in the Steam command line).
- Created a Modding Tutorial available in the Modding forum: http://forums.amplitude-studios.com/showthread.php?9258-Tutorials-for-Modding-ES
- Created two example mods that can be downloaded in the Modding forum: http://forums.amplitude-studios.com/showthread.php?9259-Two-Mods-King-of-the-Hill-amp-Example-mod
BALANCING & TRAITS
- Changed antimissile and missile evasion values to match other weapons' values when it comes to percent bonuses (hero, ship level…).
- Missiles will now gain evasion % against anti-missiles through Hero offense and Ship leveling.
- Increased the defense effects of the hero abilities and faction traits.
- Decreased both laser and shield efficiencies. Lasers have more chances to hit than other weapons but deal less damage, and shields are more efficient against Lasers than other Defense types against their own Weapon type.
- Added an Economy faction trait which changes initial dust for 1 or 2 points, called “Dust Archeology” (negative effect is “Dust Starved”).
- Changed some faction trait costs.
- Changed the values of the 'Sloppy Sawbones' faction trait (+25% / +50% => +50% / +100%).
- Removed the ‘Isolationists’ faction trait.
- Improved the customization point number for the Pilgrims affinity (60 => 65).
- Reduced the effects of the 'Civil Engineer' hero ability (+25 ind => +15 ind).
- Increased the defense effects of the hero abilities and faction traits.
OTHER
- Shift+Click in the Tech tree allows you to deselect a tech (and the ones that depend on it).
- Right clicking in the lobby, while being the host, prompts a warning message to avoid inadvertently quitting the session and losing all parameters.
- Added several hero portraits.
- Added the Sheredyn loading screen and the hologram in the Diplomacy view (Emperor Edition).
- The science gained per turn is now displayed in the Empire View.
- Added a “diplomatic” status for dead factions.

FIXES
IMPORTANT FIXES
- Fixed an issue where an empire was not eliminated after losing all its systems.
- Fixed an issue where game event duration was not modified by game speed.
- Fixed an issue where the user could create Amoeba, Pilgrims, Sowers, and Empire affiliated factions worth 65 points.
- Fixed an issue where the defeat announcement, when continuing a game after a defeat, would pop up several times.
OTHER FIXES
- Fixed an issue where an assert message was received when ending the turn, caused by the auto explore feature.
- Fixed an issue where the “Camouflage” battle card’s sound could be heard several times per round.
- Fixed an issue where the alliance indicator didn’t disappear after the empire’s death.
- Fixed an issue where the resource tooltips continued to inform the player that he possessed a certain resource, even if he no longer had access to it.
- Fixed an issue where the resource terms showed the opposing empires’ tooltip on mouse-over.
- Fixed an issue where removing a negative trait to create a Sophon custom faction removed points from the total.
- Fixed an issue where intercept no longer worked after applying a change to a fleet (like a merge).
- Fixed an issue where the resource tooltips did not acknowledge the reception of a new resource through trade, therefore displaying that this resource had to be researched in order to use a certain tech.
- Fixed an issue where a player could not request more resources than the value requested on the first trade.
- Fixed an issue where the Adaptive Industrial Systems improvement could cause negative food values.
- Fixed an issue where it was still possible to combine Black Thumbs and the Sowers Affinity via a specific manipulation.
- Fixed an issue where custom factions with 'Eternal War' see the Alliance tech unlock.
- Fixed an issue where custom factions with 'Cravers Affinity' but without 'Eternal War' are not able to make alliances.
- Fixed an issue where the Revenge trait could be cumulated after consistenly losing a system to an invader.
- Fixed an issue where an assert message was received while blockading a majority of an empire’s systems.
- Fixed sound issues.
- Fixed several localization issues.
- Fixed several text issues.

All the version notes since the alpha version can be found at:
http://forums.amplitude-studios.com/showthread.php?446-Release-Notes
ENDLESS™ Space - Definitive Edition - contact@rockpapershotgun.com (Adam Smith)

I thoroughly enjoyed my time with Endless Space pre-release and I’ve been dabbling and preparing to tell you wot I think of the launch version. In the meantime, I fired up my interstellar communicator and beamed some messages to the development team, specifically Mathieu Girard CEO of Amplitude Studios. Across the infinite void I fired these queries and across the infinite void, answers came. Peruse them below.>

(more…)

Civilization IV: Beyond the Sword
The Eternal War 1


James ‘Lycerius’ Moore played a single game of Civilization II off and on for ten years, extending far into a dystopian future that he described as “a hellish nightmare of suffering and devastation”. The story caught fire, spreading from reddit to the specialist games press and national media before returning to reddit as /r/theeternalwar, where fans trade fiction, music, and art.

Last week, I spoke to James about his experience of the game, the rationale behind playing the same campaign for a decade, and what it’s like to have your cool gaming anecdote capture the imaginations of so many people. You can check out our previous coverage of The Eternal War here.

You said in your initial reddit post that the campaign is about ten years old?

Yeah.

Do you know exactly...?

It’s about nine and a half, something like that.

Presumably there must have come a point when you decided that you were just going to keep on going. How did that come about?

Well, I’d played the game far into the future, and there were some issues and I was just curious to see how long I could keep going. There’s this misconception that I’ve played the game non-stop for ten years, that’s not the case - I play it often, but over the years it’s every other day or so.

I play lots of games, do lots of other things, but this game - it just kinda kept going and going. I noticed that, over time, nations were swallowing up other nations and there were these environmental factors and it was just really fascinating to muse on where it was all going. I just wanted to see what the eventual endgame would be. It was for my own edification, I never imagined that so many people would take interest in it.

Was there something specific about the way this campaign went that allowed you to get into the kind of situation you got into?

I imagine that you could start up any Civ II game and do this. The thing is, Civ II was a little bit more balanced than the other games, and you’re able to prolong and enjoy the world around you a little bit more, and in a little bit more detail - for example later games don’t really have global warming. Well, they do, but it’s maybe a single tile that’ll turn to desert instead of four.

In Civ II, things like that had enormous consequences. All of the coasts would flood and farming would be useless, and it happened over and over again - it happened two or three times before I started questioning, well, what would it be like if this kept going on? Eventually all the world’s land - the mountains and tundra - became flooded swampland. It was really neat.


Image: m00nnsplit's 'Celtania Archives' newspaper.

You found yourself in a fascinating situation at the end.

It was just morbid curiosity, you know, and I think that’s why it was so popular with all these other organisations. I think people in general have this morbid curiosity about the world and where it’s going, and I think they saw this and just kind of latched on. You know, it’s by no means an accurate simulation of world affairs or anything like that, it’s just a game roughly based on such things, but I think it really captured a lot of people’s imaginations.

You ended up in a situation with the three superstates, and people immediately said “oh, it's 1984” - this Eternal War thing. How much of that basically came from the mechanics of Civ II?

Oh, almost all of it. As time goes on, in most Civ games - well, Civ II and Civ V, now, that I’ve noticed - over time, throughout history, larger countries will envelop smaller countries until there are a few remaining superpowers. That seems to be a pattern in Civ II and Civ V in my experience, so the longer you play the more likely that outcome is going to be. Whether or not that’s part of the game design - whether they had that in mind, I cannot say - but it’d be pretty neat if that was their intention.

You said that it only maps onto real politics to a very limited extent - but it really has captured people’s imaginations because they see, for example, the story you told about having to shut down democracy. That’s interesting in and of itself. Am I right in saying that the AI factions are both theocracies?

Yeah, I believe so - a fundamentalist type of government.

Would that have been a more practical decision for you as well, that you didn’t take for other reasons?

Some people had argued that that might be the best way to go, but the person that was able to complete it in 58 years was able to do so with the communist government. In fact, the communist government worked out very well for them.

What was the key in the end, to beating it?

A mixture of units - for example, the Howitzer unit. I was primarily throwing tanks at the situation, and people who had a bit more tactical depth as far as the game is concerned were able to amass armies that my economy... well, I was concerned about saving but they just spent the entire treasury on one big push and rebuilt from there.

It’s not a particularly optimistic message, is it?

Yeah, precisely. It really wasn’t my intention to conquer the world, necessarily, but it appeared that this was the only way that peace was going to be a realistic option. There was a glitch I believe when playing on newer operating systems that the AI became much more aggressive and I believe that was what was causing my issue with the Vikings. Because of that it seemed like the only possible solution was total conquest. Were I able to vent that then I would.


Image: GildedDuke's Civ V Eternal War scenario.

The reaction to it has clearly been way and beyond what you were expecting.

No kidding!

What was that like?

It blew my mind. It was only on reddit for two or three hours before I was getting all these calls, seeing it online - it was incredible, absolutely incredible.

People have really taken to it, creatively. Solving the puzzle is one thing - thinking “how do we fix this” - but the fiction and the art, what’s that been like?

It’s a very strange sort of vindication. I’ve been playing this game for ten years. This game was very important to me personally - it had this nostalgic, sentimental value because I’d been playing it for so long. I’d been playing this one game of Civ II since I was in high school and it just grew on me. I had this narrative in my mind about how this world went and I was really content for the longest time just seeing where went. Then to have this happen, to have so many people show interest in something I had so much value and so much time invested in - it just felt really good. It was a really good experience.

Have you played any of the Civ V scenarios people are putting together?

I have not yet. I’ve seen two so far, and I do plan to play them. That in its own right is also great, that someone will do something like that.


You said that you had your own sense of what that world was like.

Yeah, after a certain amount of years of playing this it, I was just like, “wow... I had to do away with democracy”. There were so many things that happened, I couldn’t help it.

Did you document it as you were going, or was it just in your head?

It was just in my head. It was like, well, yeah I’ll return to this cool game I’ve been playing for a while. I just kept on playing, I suppose, and I thought it was pretty neat and I’d share it with reddit - and wow, the response was incredible.

Do you feel like it belongs to that subreddit community now, or are you tempted to do something else with it yourself?

I’m really not sure, but I put it on reddit and people have created art out of it - that’s incredible, and it’s the community’s at that point.

When I play Civ, my civilisations are always modelled after how I would like the world to be. But I’ve also got friends who play these games mathematically. They’re not worried about the connotations of turning to fundamentalism, say.

I’m on the opposite end of that spectrum, I would argue.

In what regard - that you play mathematically?

No, I play... romantically, I suppose.

How much do you feel like you had to break down that romantic approach to Civ to keep surviving beyond a certain point?

I think that, in its own right, was somewhat romantic. The democracy that I’d strived for was becoming a liability and the best course of action was to switch to a communist state. My ultimate intention was to restore democracy when the war was won, but that was romantic and adds to the narrative of the whole thing. Tragically so.


Image: 'Neo-Viking Spec Op', by Gauntes

Turn-based grand strategy is having a bit of a resurgence at the moment. Civ V: Gods and Kings is doing very well, Endless Space is doing very well - do you think there’s untapped potential for narrative in that genre, given your experience?

I would certainly argue that there hasn’t been enough attention in grand strategy games, or at least the ones I’ve played - Civ, GalCiv. I haven’t played Endless Space, that’s the new one, isn’t it?

Yeah. They’ve got an interesting approach to narrative, where their factions are really asymmetrical. You can be regular space dudes, but you can also be omniscient amoeba people that can see the entire map the entire time.

Interesting!

Your Civ story reached the point it got to because of the hard balance of the game. Would imbalance ultimately break that, or does it create better stories?

I think it can go both ways, depending on your interpretation of it - for example, in Civ IV I played as the Holy Roman Empire, built the Apostolic Palace in my capital, was the Pope, was able to set policies to have different Christian countries vote on it. That was great, because I was playing the role of the Vatican and that was a wonderful game, I really enjoyed it even though I was probably the weakest militarily. Because of my influence in the dominant religion I was able to be quite successful. I think that’s a great example of imbalance working in my favour. I think Civ IV was really great for that.

When I’m talking about balance I’m talking about the mathematical balance of Civ II, where empires were so enormous at that stage of the game where each country has at least fifty cities and taking three or four cities is nothing. In Civ V, if you take three or four cities you’ve likely destroyed the enemy empire.

Is game design something you’re interested in taking further?

I’d love to take it further, certainly. It’s an art form, and ultimately that’s where my interests lie. My day job is as an insurance agent - dare to dream, right? So yeah I’d love to take it further, see what comes along.

You mentioned the roleplaying element of playing as the Holy Roly Empire in that Civ IV game...

Yeah, it was incredible. I have an enormous love of history - I’m an enormous history buff. Of course the Holy Roman Empire was neither Holy, nor Roman - but you could play as the Vatican in Civ IV and that was as close as I came.

That drive to - not recreate history, necessarily, but to re-enact certain parts of it - do you find that makes the experience more satisfying, to have certain elements that you know you’re doing ‘right’?

Yeah, absolutely. You’re following these historical tropes that seem to play out over the course of human history. When you see them repeated in the game, there’s a wonderful sense of accomplishment.


Image: infectedmanz's 'Celtania Propaganda'.

Do you think there’s anything developers could be doing to encourage that kind of creative engagement? It seems to be the thing that creates all the best stories.

Absolutely. In fact, I think there’s a lot they can do. I’ve really enjoyed what they’ve done with Civ V in bringing back religion and espionage. If they pursued that further, and implemented internal politics - I remember in GalCiv II, if you were a democracy you had to choose a political party, and there would be an element of internal politics which was incredible. Civ II had something like, if you took over the enemy capital there was a chance their nation could fracture into two opposing factions. There was also an interesting element like that in Civ IV where if you founded cities on another continent you could grant them independence and they’d become a colony - a vassal - of your empire. That was beautiful. If they reintroduced those elements - things like vassalship, colonisation - a little bit more complexity, perhaps, when it comes to running your empire.

I understand that they’re focused on conflict and making warfare as interesting as possible but things like inflation, interest rates once you’ve built a central bank - I can understand why that might put off some more casual players, I understand that completely, but I think it should be an option. You should be able to increase the complexity of the game.

I guess the deeper and more technical mechanical aspects of these games, despite sounding really dry, really enhance the game’s potential narrative depth.

I think it really does. There’s also things on the other end of the spectrum. Perhaps the game could write its own history. The war between Egypt and Arabia in, say, 1770AD - that could be recorded somewhere in the game for you to review, for it to somehow affect relations or policy in the future just as diplomacy between the West and the Middle East today is still marred by the Crusades - a thousand years later! I think that’d be really interesting. Keeping track, every game of Civ having its own timeline, it’s own story tell - just as real history has.

This kind of story is great for Civ and Firaxis. You can expect developers to be thinking, “how do we get this to happen, how do we get a guy to drop a story on to reddit that just blows up interest in the game.” The key to that seems to be including storytelling within the game itself - so it doesn’t need to be something that people only share on blogs and reddit. Making it something that the game keeps track of.

Yeah, exactly that. And if you go to civfanatics.com there are people who have done this before, who have written stories based on individual games. If the game itself did that, and rewarded you for doing so, for creating this real history - I think it’d be incredible. The storytelling potential is just totally untapped in that regard.

Many thanks to James for his time, and a tip of the hat to the /r/theeternalwar community for their excellent work.
ENDLESS™ Space - Definitive Edition

Endless Space: The Kotaku ReviewThere are plenty of games about flying a starfighter, or being a space merchant, or a humble lowly space marine who runs through space stations shooting everything that moves. There are plenty of games where you're an officer in some kind of army of the stars, clicking your way to victory as your tiny little minions give their tiny little lives for the cause.


Those kinds of games are fine, but sometimes, you want more. You don't want to be the guy taking orders from the Emperor. You want to be the Emperor.


Endless Space lets you be the Emperor.


Managing the economy, industry, science and military of a sprawling galactic empire isn't - at least I'd guess it isn't - an easy thing to do. All those planets to monitor, all those unhappy workers, all those alien starships blowing stuff up across the fringes of known space, it's a lot to stay on top of.


For Endless Space, a game that follows so closely in the footsteps of classic 1993 title Master of Orion, staying on top of the nuts and bolts of galactic governance is never a problem. A surprisingly attractive and clean user interface (these kind of games are normally as stylish as a text book) makes it easy to navigate the necessary levels of menus and research screens, while smartly-designed pop-ups keep you informed about decisions that need to be made sooner rather than later.


Endless Space: The Kotaku Review
WHY: It may be lacking in character, but Endless Space is still a smart, slick attempt at giving the average human being desktop control of an entire galaxy.


ENDLESS SPACE

Developer: Amplitude Studios
Platforms: PC
Released: July 4.


Type of game: Space Strategy


What I played: Three singleplayer games, one as the United Empire, one as the Pilgrims and one as the Sowers. Briefly tested multiplayer (it...works!), but didn't have time to complete a whole game.


Two Things I Loved


  • It's pretty. Every other game in the genre should take note that, yes, it helps when you look good.
  • There's a great understanding of prioritising player information and pop-ups.


Two Things I Hated


  • The game has a personality disorder. Namely, it doesn't have one.
  • Combat is basic and unfulfilling.


Made-to-Order Back-of-Box Quotes


  • "The perfect game for fans of spreadsheet clicking! 8.5/10!" - Luke Plunkett, Kotaku.com
  • "It's no Master of Orion, but you know what, it's close enough" - Luke Plunkett, Kotaku.com

What could easily have been the game's biggest stumbling block, then - keeping the player informed about the dozens of things that needed their attention every turn - is vaulted with ease. Considering that's the point where many games of this ilk begin to lose the player, that's quite the achievement.


The thing I enjoyed most about Endless Space, though, was its degree of customisation. Don't like the eight default races? Combine a bunch of attributes and make your own. Can't find a starship that does what you want? Roll up your sleeves and design one yourself. It really helps invest you in the empire you're creating, giving you the sense that you're building everything, not just the big stuff.


It's a shame, then, that while the universe hums along nicely under the hood, the rest of game can't convince you it's worth controlling at all, let alone saving.


The real joy of these kind of titles where you explore, expand, exploit, and exterminate (fans call them "4X" games) is in feeling like you're playing, well, a game. Against other people. They're at their best when a rival empire isn't simply a competing colour on the map, but a convincing opponent, one that communicates and reacts like a person (or, in Endless Space's case, an alien).


Unless you're in a multiplayer battle, Endless Space almost completely overlooks this part of the experience. Story and context are practically non-existent, while diplomacy - which should be rich with intrigue and personality - feels sterile and arbitrary. The computer's intelligence is also suspect, rarely giving the impression it's able to react to even the broadest and most successful of player strategies.


This empty feeling continues through to the game's combat. Sure, it looks gorgeous, as starships soar past planets exchanging broadsides, but aside from a basic card-game system of bonus powers (which are largely ineffective) you're not actually doing anything. The computer is just tricking you into thinking it hasn't already made a snap decision on who wins, basing it entirely on who brought the bigger guns. The inability to set even the most basic strategies turns what could have been one of the game's most exciting aspects into one of its most mundane.


Endless Space, then, isn't endless at all. It ends about halfway where a truly great game could have ended. It ships as a title complete with all the management tools and streamlined design you could hope for in a game with such scope, but you'll need to abandon hopes of finding much humanity - or any other form of conversational life - amongst the stars to get the most out of it.


ENDLESS™ Space - Definitive Edition - Valve
1.0.9
CHANGES AND ADDITIONS
- Added the G2G vote results concerning the "Anti-Expansionist" Horatio faction trait.

FIXES
- Fixed an issue where the ship design information will only display the first module of each class.
- Fixed an issue where the random event duration doesn't depend on the game speed.

All the version notes since the alpha version can be found at:
http://forums.amplitude-studios.com/showthread.php?446-Release-Notes
...