ENDLESS™ Space 2

As we reported last month, turn-based 4X 'em up Endless Space 2 recently launched a mod competition in collaboration with ModDB. The winners are now in, and lilyophelia's Endless Romance has secured first place. 'Tis Valentine's season after all.  

With mention of terrorist attacks and weaponised viruses—alongside some pretty unsettling imagery—this isn't your typical lovestruck affair, though. Endless Romance is a quest mod that adds romanceable heroes, 34 new events, 85 unique choices, 19 different endings, three epilogues, and eight buildable Histories. 

Speaking to that last part, the mod's creator says: "[Endless Romance] adds a large assortment of buildable histories, based on your story choices during your playthrough of Endless Romance. Histories are like mini-wonder buildings that provide a thematic bonus (flat and scaling) and make your empire feel more personalized and storied."

More information on Endless Romance, including installation instructions, can be found here

Other highlights from the EndlessMods contest include Redraluin's More Traits, KumaNoYuushi's Rebalanced Luxuries, and CyRob's Sandbox Mod—the latter of which grants players 9999 Trait Points. The full list of winners is found in this direction

For more Endless Space 2 reading, I like what Robert Zak has to say

Company of Heroes 2

UPDATE: Oops! This story originally stated that Endless Space 2, Total War: Warhammer 2, Dawn of War 3, and Company of Heroes 2 would be free to play during the Make War Not Love event - which they are not. This has since been corrected. Apologies!

ORIGINAL STORY: Sega has launched its fifth annual Make War Not Love event, offering the chance to win some freebies by playing a number of its biggest strategy games on Steam.

This year's Make War Not Love kicks off tomorrow, February 14th, at 9am GMT. It runs until 9am GMT on Monday February 19th, and is focussed on Endless Space 2, Total War: Warhammer 2 and its predecessor, Dawn of War 3, and Company of Heroes 2.

Read more…

Feb 13, 2018
ENDLESS™ Space 2 - Frogsquadron


Hey everyone!


This week is Valentine's day. Again. To combat the existential dread brought on by this commercial holiday, we've decided that once again and in a spirit of camaraderie, it would be much more preferable to make war, not love.

Make War, Not Love is a SEGA event that gathers all strategy studios (that's us, Creative Assembly, and Relic) for a long week-end of events, challenges and giveaways. Starting on the 14th at 9AM GMT, we'll need you to play our games (Endless Space 2, Total War Warhammer 2, Dawn of War 3 or Company of Heroes 2) for as long as possible to unlock rewards for everyone! We'll also be streaming our games several times this week, one of which might even pit us against the community... and you?

On top of that, we have some solid discounts going on on all these games for the duration of the event (until the 18th). Make sure you check out the Make War Not Love website for all info and to register as a participant.

Cancel all your plans, sharpen your guns, we're staying in and we're having fun!
Feb 13, 2018
ENDLESS™ Space 2 - Frogsquadron


Hey everyone!


This week is Valentine's day. Again. To combat the existential dread brought on by this commercial holiday, we've decided that once again and in a spirit of camaraderie, it would be much more preferable to make war, not love.

Make War, Not Love is a SEGA event that gathers all strategy studios (that's us, Creative Assembly, and Relic) for a long week-end of events, challenges and giveaways. Starting on the 14th at 9AM GMT, we'll need you to play our games (Endless Space 2, Total War Warhammer 2, Dawn of War 3 or Company of Heroes 2) for as long as possible to unlock rewards for everyone! We'll also be streaming our games several times this week, one of which might even pit us against the community... and you?

On top of that, we have some solid discounts going on on all these games for the duration of the event (until the 18th). Make sure you check out the Make War Not Love website for all info and to register as a participant.

Cancel all your plans, sharpen your guns, we're staying in and we're having fun!
Feb 12, 2018
Company of Heroes 2 - Valve
The annual celebration of Sega's great strategy games and studios returns for it's 5th year! Play, compete and win prizes for everyone involved. Plus, have some fun and a chance to foster a bit of friendly rivalry/comradery among the different Sega game communities! Find out more here.

MWNL5 Sale – runs from 10am pacific on the 12th Feb – 10am pacific on the 19th Feb
MWNL5 Event – runs from 1am pacific on the 14th Feb – 1am pacific on the 19th Feb
Feb 8, 2018
ENDLESS™ Space 2 - Frogsquadron


[1.2.8] Patch Notes

[FIXES]
  • Fixed an issue where system scan view did not display production after loading a session
  • Fixed an issue where editing ship design multiple times in a row resulted in warning screens following a recent improvement in ship slot UI
  • Fixed an issue where the "Immune to Pacific Conversion" tooltip information displayed by "Celestial Vines" empires was confusing for players 
  • Fixed an issue where The Celestial Vines "immune to Pacific Conversion" icon and tooltip are displayed for empires which lack the Pacific Conversion technology 
  • Fixed an issue where the bonus from allied Unfallen vines displays debug text in the food production tooltip 
  • Fixed an issue where failed deeds did not display the icon of the winning empire in the Technology Screen 
  • Fixed an issue where attack module slots appear active after a Core Cracker module was put on a ship 
  • Fixed an issue where The Argosy ship design can be deleted, leaving the player unable to edit the Argosy anymore
  • Fixed an issue where opponents could identify a pirate fleet on their system as privateers from another major empire because of an icon on the Fleet line
  • Replaced "Coming Soon" by "This content pack is not installed" in the Content screen
  • Fixed an issue where a skippable assert is generated when assigning a hero to a fleet in the Military Status screen
  • Fixed Vodyani not brainwashing minor factions when they complete a minor faction quest while they have less than 100 relation points
  • Fixed an error related to achievements and the Archivist hero
  • Fixed an error when decolonizing a Vaulters system while the Argosy is docked and the camera is zoomed in on the system
  • Fixed Vaulters being able to decolonize their home system
  • Fixed custom Vaulters Argosy not having the Argosy wireframe model in galaxy view
  • Fixed some situations where an empire could be in two alliances at once and cause critical errors
  • Fixed the "join alliance" term tooltip being incorrectly displayed when the alliance is full
  • Fixed auto-explore button being clickable for Argosy while it is setting up a portal
  • Fixed a rare issue in space battle between AIs causing the game to get stuck
  • Fixed an error when colonizing home as a custom faction with both Involuntary Nomads and Extreme Foremen
  • Fixed players being able to decolonize all of their systems at once
  • Fixed active trade route blockades not being updated when the Lumeris population collection bonus is gained/lost
  • Fixed custom factions with Involuntary nomads trait being defeated if they do not own a system for 3 turns in a row, even if they still have the Argosy
  • Fixed Vaulters not knowing the empires they have spawned next to
  • Fixed quest "The lost expedition" being able to permanently destroy the Argosy
  • Fixed rare error in diplomatic contracts
  • Fixed population not appearing in Senate screen if it has been received via migration only
  • Fixed civilian fleets being attackable by allies
  • Fixed Argosy having a messed up visual if owned by a Cravers Prime custom faction
  • Fixed empires keeping the Constellation control bonus on their systems when they leave an alliance which owned a constellation
  • The politics representative hero is now the one with the most "On Senate" skills, instead of the oldest one
  • Fixed United Empire not having a voice after if turned into Mezari or Sheredyn
  • Fixed the color of the guard feedback for privateer fleets
  • Fix guard feedback color remaining the same when having both normal and privateer fleets on a system, and moving all privateers out of the system
  • Quests can now prevent a system from being converted
  • Fixed an error on the technology helper when starting a game with a custom Riftborn faction with the "Involuntary Nomads" trait
  • Privateers can now siege systems
  • Fixed Argosy not being able to colonize Pirate Hunting Grounds
  • Fix for Minor Factions keeping their Development Grants bonuses after being declared war upon

[QUESTS]
  • Vaulters Chapter 4 quest, "Reunification": it is now impossible to use Cultural Conversion to Capture Auriga 2.0
  • Vaulters Chapter 4 quest, "Reunification": the reward has been improved with new anomalies and deposits on Auriga 2.0 System
  • The lost expedition: Rescue path quest now fails if the quest planet is destroyed
  • Ice Age: Empires with Riftborn affinity are no longer allowed to launch the quest
  • The Founders Keepers. quest now also completes upon colonizing the targeted planet with the Argosy
  • Horatio quest Chapter 3 Part 2 "Reason to disbelieve" can now be completed
Feb 8, 2018
ENDLESS™ Space 2 - Frogsquadron


[1.2.8] Patch Notes

[FIXES]
  • Fixed an issue where system scan view did not display production after loading a session
  • Fixed an issue where editing ship design multiple times in a row resulted in warning screens following a recent improvement in ship slot UI
  • Fixed an issue where the "Immune to Pacific Conversion" tooltip information displayed by "Celestial Vines" empires was confusing for players 
  • Fixed an issue where The Celestial Vines "immune to Pacific Conversion" icon and tooltip are displayed for empires which lack the Pacific Conversion technology 
  • Fixed an issue where the bonus from allied Unfallen vines displays debug text in the food production tooltip 
  • Fixed an issue where failed deeds did not display the icon of the winning empire in the Technology Screen 
  • Fixed an issue where attack module slots appear active after a Core Cracker module was put on a ship 
  • Fixed an issue where The Argosy ship design can be deleted, leaving the player unable to edit the Argosy anymore
  • Fixed an issue where opponents could identify a pirate fleet on their system as privateers from another major empire because of an icon on the Fleet line
  • Replaced "Coming Soon" by "This content pack is not installed" in the Content screen
  • Fixed an issue where a skippable assert is generated when assigning a hero to a fleet in the Military Status screen
  • Fixed Vodyani not brainwashing minor factions when they complete a minor faction quest while they have less than 100 relation points
  • Fixed an error related to achievements and the Archivist hero
  • Fixed an error when decolonizing a Vaulters system while the Argosy is docked and the camera is zoomed in on the system
  • Fixed Vaulters being able to decolonize their home system
  • Fixed custom Vaulters Argosy not having the Argosy wireframe model in galaxy view
  • Fixed some situations where an empire could be in two alliances at once and cause critical errors
  • Fixed the "join alliance" term tooltip being incorrectly displayed when the alliance is full
  • Fixed auto-explore button being clickable for Argosy while it is setting up a portal
  • Fixed a rare issue in space battle between AIs causing the game to get stuck
  • Fixed an error when colonizing home as a custom faction with both Involuntary Nomads and Extreme Foremen
  • Fixed players being able to decolonize all of their systems at once
  • Fixed active trade route blockades not being updated when the Lumeris population collection bonus is gained/lost
  • Fixed custom factions with Involuntary nomads trait being defeated if they do not own a system for 3 turns in a row, even if they still have the Argosy
  • Fixed Vaulters not knowing the empires they have spawned next to
  • Fixed quest "The lost expedition" being able to permanently destroy the Argosy
  • Fixed rare error in diplomatic contracts
  • Fixed population not appearing in Senate screen if it has been received via migration only
  • Fixed civilian fleets being attackable by allies
  • Fixed Argosy having a messed up visual if owned by a Cravers Prime custom faction
  • Fixed empires keeping the Constellation control bonus on their systems when they leave an alliance which owned a constellation
  • The politics representative hero is now the one with the most "On Senate" skills, instead of the oldest one
  • Fixed United Empire not having a voice after if turned into Mezari or Sheredyn
  • Fixed the color of the guard feedback for privateer fleets
  • Fix guard feedback color remaining the same when having both normal and privateer fleets on a system, and moving all privateers out of the system
  • Quests can now prevent a system from being converted
  • Fixed an error on the technology helper when starting a game with a custom Riftborn faction with the "Involuntary Nomads" trait
  • Privateers can now siege systems
  • Fixed Argosy not being able to colonize Pirate Hunting Grounds
  • Fix for Minor Factions keeping their Development Grants bonuses after being declared war upon

[QUESTS]
  • Vaulters Chapter 4 quest, "Reunification": it is now impossible to use Cultural Conversion to Capture Auriga 2.0
  • Vaulters Chapter 4 quest, "Reunification": the reward has been improved with new anomalies and deposits on Auriga 2.0 System
  • The lost expedition: Rescue path quest now fails if the quest planet is destroyed
  • Ice Age: Empires with Riftborn affinity are no longer allowed to launch the quest
  • The Founders Keepers. quest now also completes upon colonizing the targeted planet with the Argosy
  • Horatio quest Chapter 3 Part 2 "Reason to disbelieve" can now be completed
Feb 1, 2018
ENDLESS™ Space 2 - Natco


[1.2.6] Patch Notes

[FIXES]
  • Fixed an issue where stock value “(0)” was displayed after the name of the
  • Economic Tribute term was offered in a demand, even when not a quantified resource
  • Fixed an issue where heroes couldn’t be assigned or unassigned from the military status screen
  • Fixed an issue where the production per turn symbol was not displayed for luxury resources
  • Fixed an issue where module tooltips erroneously multiplied the module slot cost in the ship design screen
  • Fixed an issue where the technology unlock notification could only show up to 3 unlocks
  • Fixed an issue where faction-specific unlocks were displayed in the technology unlock notification even if the player didn't meet the prerequisites
  • Fixed an issue where the Argosy readiness timer did not display after loading the session
  • Fixed an issue where the over-colonization warning did not appear when assimilating a minor faction
  • Fixed an issue where debug text was displayed in the Riftborn "Machine
  • Embodiment" population improvement tool tip after completing the "Ecologist" and "Pacifist" paths of the Chapter 3 quest
  • Fixed an issue where user received no confirmation message when cancelling a Non-Aggression pact
  • Fixed an issue where wrong icons were displayed for the Chapter 1 part 2 rewards of the Vaulter questline
  • Fixed an issue where modders couldn't add new factions because of animated portraits defaulting to bright white when no model was assigned
  • Fixed some cases where splitting a privateers fleet would result in some privateers and some not. This bug may still occur still if a part of the fleet is merged with another one which cannot be privateers
  • Privateers status can now be toggled off even when not in friendly influence
  • Fixed an issue where Vodyani and Lumeris methods of colonization do not feature the over-colonization warning message
  • Fixed the competitor slots in the new game screen reverting back to Sophons after playing a game with the Vaulters
  • War instances are no longer destroyed more than once when forming multiple alliances simultaneously
  • The pirate hero "Fluffpetal Gurk'Zvark" no longer displays the number "2" in his name when obtained
  • The colonization cutscene now plays each time the Argosy colonizes a system
  • Fixed wrecked ark labels sometimes being displayed in system orbital view when there were no wrecked arks
  • Fixed an error on wrecked ark tooltip in rare situations
  • Fixed an error when a fleet finished moving exactly when its owner accepted to remove all their fleets from another player's influence
  • Fixed population collection bonuses not being updated when an ark was destroyed
  • Fixed population collection bonuses not being lost when populations were lost on Vodyani arks
  • Fixed "Covert sabotage" pirate action not working properly when pirates have low reinforcements
  • Fixed inability to compliment/bribe minor empires that were being leeched by a Vodyani, instead of only the Vodyani being able to do so
  • Fixed Vaulters assets being exportable when the DLC was disabled
  • Add-Ons can now be activated in the Content Screen in the Mac version
  • Fixed error + desync generated when an Argosy was destroyed in multiplayer
  • Fixed skippable assert generated in GUI when relation was maxed with pirates
  • Fixed end-turn freezing due to quests
  • Module slot no longer displayed near the "Close" button for the Argosy II in the Ship Design screen
  • Pirate lairs now allow trading routes to pass when in a friendly status with them


    [ADDED]

  • Added feedback on hovering module items to make clear which slots are compatible


    [BALANCE]

  • Increased the cost in Dust to remove a Pirate Mark on a System
  • Added Special section to Fighters and Bombers module descriptions (hull requirements were previously unspecified)
  • Added special indication to AoE weapon modules
  • Restored growth generation value to pre-Vaulters level
  • Fixed pre-emptive strike issue with limitation of Manpower authorized in ground battle (was not functioning previously)
  • Ship without at least one weapon or siege module will now be unable to siege a system
  • Added special informative section to energy squadron module description
  • Projectile and kinetic enhancer will now have the right effect on large weapon
  • Fixed two overlapping techs in the case of a custom Vodyani/Vaulters faction
  • Made sure all Diplomatic Requests terms had at least a 1 turn cooldown
  • Pressure values are now capped:
    --- From Score at 5 / turn
    --- From Border friction at 5 / turn
    --- From Covered Systems at 12 / turn
  • Fixed Happiness Bonus on Modernization levels for Vodyani not working and not being shown properly
  • Fixed Horatio Population Collection Bonus III missing from System Influence tooltip
  • Fixed Peace/Forced Peace issues with Eternal War trait: Cravers can now only make Peace if they have the Pacifists in the Senate
  • Fixed Subatomic Disruption technology mistakenly displaying as faction specific for Riftborn
  • Fixed Planets with multiple anomalies not counting more than once for Anomaly-based bonuses
  • Balanced trait cost for Core Worlds (reduced from 10 to 5)


    [PERFORMANCE]

  • Improved Contextual diplomacy performance
  • Enhanced speed-up in AI synchronization with gameplay


    [QUESTS]

  • "The Lost Expedition" Rescue path quest now fails if the quest planet is destroyed
  • “Pirate Quest DLC1” Add Military effect on its objectives
  • The "Hoard" objective of the "Vital Statistics" quest now asks for a normal amount of Dust, even if the Treasure's incomes are negatives
  • The "Vital Statistics" exploration quest now offers a compelling choice
  • "Ice Age" exploration quest did not fail if the quest planet was destroyed
  • False information displayed in the tutorial when discovering a new constellation as the Vaulters
  • Custom Vaulters can now finish their quests
  • An error message that sometimes appeared in the Pilgrim’s quest has been fixed
  • Metaplot now has locked systems in order to avoid asset caused by Archivist Quest


    [AI]

  • The AI will now better handle offering strategic and luxury resources in
    diplomatic contracts
  • AI empires will now attack pirates more often
  • Fixed AI interception behavior
  • Fixed AI understanding of system importance
Feb 1, 2018
ENDLESS™ Space 2 - Natco


[1.2.6] Patch Notes

[FIXES]
  • Fixed an issue where stock value “(0)” was displayed after the name of the
  • Economic Tribute term was offered in a demand, even when not a quantified resource
  • Fixed an issue where heroes couldn’t be assigned or unassigned from the military status screen
  • Fixed an issue where the production per turn symbol was not displayed for luxury resources
  • Fixed an issue where module tooltips erroneously multiplied the module slot cost in the ship design screen
  • Fixed an issue where the technology unlock notification could only show up to 3 unlocks
  • Fixed an issue where faction-specific unlocks were displayed in the technology unlock notification even if the player didn't meet the prerequisites
  • Fixed an issue where the Argosy readiness timer did not display after loading the session
  • Fixed an issue where the over-colonization warning did not appear when assimilating a minor faction
  • Fixed an issue where debug text was displayed in the Riftborn "Machine
  • Embodiment" population improvement tool tip after completing the "Ecologist" and "Pacifist" paths of the Chapter 3 quest
  • Fixed an issue where user received no confirmation message when cancelling a Non-Aggression pact
  • Fixed an issue where wrong icons were displayed for the Chapter 1 part 2 rewards of the Vaulter questline
  • Fixed an issue where modders couldn't add new factions because of animated portraits defaulting to bright white when no model was assigned
  • Fixed some cases where splitting a privateers fleet would result in some privateers and some not. This bug may still occur still if a part of the fleet is merged with another one which cannot be privateers
  • Privateers status can now be toggled off even when not in friendly influence
  • Fixed an issue where Vodyani and Lumeris methods of colonization do not feature the over-colonization warning message
  • Fixed the competitor slots in the new game screen reverting back to Sophons after playing a game with the Vaulters
  • War instances are no longer destroyed more than once when forming multiple alliances simultaneously
  • The pirate hero "Fluffpetal Gurk'Zvark" no longer displays the number "2" in his name when obtained
  • The colonization cutscene now plays each time the Argosy colonizes a system
  • Fixed wrecked ark labels sometimes being displayed in system orbital view when there were no wrecked arks
  • Fixed an error on wrecked ark tooltip in rare situations
  • Fixed an error when a fleet finished moving exactly when its owner accepted to remove all their fleets from another player's influence
  • Fixed population collection bonuses not being updated when an ark was destroyed
  • Fixed population collection bonuses not being lost when populations were lost on Vodyani arks
  • Fixed "Covert sabotage" pirate action not working properly when pirates have low reinforcements
  • Fixed inability to compliment/bribe minor empires that were being leeched by a Vodyani, instead of only the Vodyani being able to do so
  • Fixed Vaulters assets being exportable when the DLC was disabled
  • Add-Ons can now be activated in the Content Screen in the Mac version
  • Fixed error + desync generated when an Argosy was destroyed in multiplayer
  • Fixed skippable assert generated in GUI when relation was maxed with pirates
  • Fixed end-turn freezing due to quests
  • Module slot no longer displayed near the "Close" button for the Argosy II in the Ship Design screen
  • Pirate lairs now allow trading routes to pass when in a friendly status with them


    [ADDED]

  • Added feedback on hovering module items to make clear which slots are compatible


    [BALANCE]

  • Increased the cost in Dust to remove a Pirate Mark on a System
  • Added Special section to Fighters and Bombers module descriptions (hull requirements were previously unspecified)
  • Added special indication to AoE weapon modules
  • Restored growth generation value to pre-Vaulters level
  • Fixed pre-emptive strike issue with limitation of Manpower authorized in ground battle (was not functioning previously)
  • Ship without at least one weapon or siege module will now be unable to siege a system
  • Added special informative section to energy squadron module description
  • Projectile and kinetic enhancer will now have the right effect on large weapon
  • Fixed two overlapping techs in the case of a custom Vodyani/Vaulters faction
  • Made sure all Diplomatic Requests terms had at least a 1 turn cooldown
  • Pressure values are now capped:
    --- From Score at 5 / turn
    --- From Border friction at 5 / turn
    --- From Covered Systems at 12 / turn
  • Fixed Happiness Bonus on Modernization levels for Vodyani not working and not being shown properly
  • Fixed Horatio Population Collection Bonus III missing from System Influence tooltip
  • Fixed Peace/Forced Peace issues with Eternal War trait: Cravers can now only make Peace if they have the Pacifists in the Senate
  • Fixed Subatomic Disruption technology mistakenly displaying as faction specific for Riftborn
  • Fixed Planets with multiple anomalies not counting more than once for Anomaly-based bonuses
  • Balanced trait cost for Core Worlds (reduced from 10 to 5)


    [PERFORMANCE]

  • Improved Contextual diplomacy performance
  • Enhanced speed-up in AI synchronization with gameplay


    [QUESTS]

  • "The Lost Expedition" Rescue path quest now fails if the quest planet is destroyed
  • “Pirate Quest DLC1” Add Military effect on its objectives
  • The "Hoard" objective of the "Vital Statistics" quest now asks for a normal amount of Dust, even if the Treasure's incomes are negatives
  • The "Vital Statistics" exploration quest now offers a compelling choice
  • "Ice Age" exploration quest did not fail if the quest planet was destroyed
  • False information displayed in the tutorial when discovering a new constellation as the Vaulters
  • Custom Vaulters can now finish their quests
  • An error message that sometimes appeared in the Pilgrim’s quest has been fixed
  • Metaplot now has locked systems in order to avoid asset caused by Archivist Quest


    [AI]

  • The AI will now better handle offering strategic and luxury resources in
    diplomatic contracts
  • AI empires will now attack pirates more often
  • Fixed AI interception behavior
  • Fixed AI understanding of system importance
ENDLESS™ Space 2

Last summer, Endless Space 2 launched from its early access pod into the cold, harsh cosmos of full release. In the trademark style of Amplitude Studios, the space opera eschewed the grandness of many of its 4X peers in favour of a tighter, more story-led approach based around well-written questlines and a relatively small number of playable factions, each with distinct personalities and asymmetrical play styles.

But as with all things 4X, the launch was only the beginning of its journey. In Chris's review, he pointed out that, "Endless Space 2 is a good game, but there's no getting around the fact that it'll be a better game in six months". So eight months on, with a couple of major updates under its belt and the release of its first paid DLC, The Vaulters. last week, I’ve checked out how it's coming along.

Let’s start with the DLC. The Vaulters sees the faction of human underground dwellers from Endless Legend go spacebound, after successfully fleeing the planet of Auriga before it got snowed under by the Endless Winter. That’s a lot of proper nouns to take in, but it feels apt for a DLC that’s tailored more for the existing Endless fanbase rather than prospective newcomers.

The Vaulters faction is good fun (even if Endless veterans may notice that their main trait is copy-pasted from Endless Space 1). They’re a buccaneering bunch, with the ability to swiftly zip around space using portals that they build within their own star systems. It’s quite possibly the most powerful faction trait in the early-mid game, offset only much later upon the discovery of wormholes and improved movement speeds. For starters, it cuts down on the number of fleets you need guarding your empire, because with well-placed portals you can be almost anywhere at once. You can also use it to attack enemies using a steady stream of ships produced all over your empire, then funnelled through one portal, making it difficult for your enemy to see exactly what they’re up against.

The vaulters’ other ability disguises their fleets as privateers, which is a nice way to cause mischief on the sly. Sure, you can be best buds with the faction you (begrudgingly) share a constellation with, but if no one’s going to tell you off for plundering their supply ships or Pearl-Harbouring their fleets as they sit in their systems, why wouldn’t you? 

The DLC also packs in some new heroes, quests and other bits, but don’t expect any big mechanical changes similar to those in Endless Legend’s similarly priced content. The only notable evolution on this front is Pirate Diplomacy—the latest stage in Amplitude’s reworking of the pirate system. 

But first, some context. When Endless Space 2 launched, pirates were roaming fleets with a random minor faction name slapped onto them. Given how much effort had gone into giving each minor faction their own history, quests and ideological traits, it felt a little perfunctory to have them randomly assigned as pirates. This changed with the free Galactic Statecraft update last November. Pirates became their own entity, residing on star systems reappropriated as pirate lairs, where their fleets and power steadily grow if left unchecked.

Pirate Diplomacy, introduced in The Vaulters, builds on this, letting you interact with the stumpy, Watto-like leader of these pirate lairs. You can sabotage their lair to stunt their levelling, or offer them ‘Support’, which will make them stronger but also more loyal to you, and more effective should you hire them to launch attacks on an enemy’s system. It’s a neat addition, but still in need of tweaking, as currently the inflated costs of liaising with pirates outweigh the benefits by mid-game.

Looked at in isolation, the Vaulters DLC doesn’t amount to that much if its faction means nothing to you, but in the context of how much work Amplitude have put into the game since release, a little cash injection feels well deserved (especially when you look at the proliferation of content in its cosmic rival Stellaris, where Paradox has, true to form, left the DLC tap dripping).

Along with the pirate revamp, the most notable improvement Amplitude has made over these past eight months is diplomacy. At launch, one of my biggest problems was that for a game priding itself on unique factions, their personalities never shone through on the diplomacy screen. You could go half a game without the AI approaching you, and there were not enough options to evoke the feeling that you’re constantly spinning the plates of interstellar relations.

Since the Galactic Statecraft update, factions can exert pressure on each other via bureaucratic imbroglios and diplomatic requests, such as asking you to get your ships off their territory, or to stop attacking their fleets. How these situations are resolved then has short-term knock-on effects for your empires; do you denounce a trespasser who refuses to leave, or create a cover-up so no one finds out that you’re a galactic doormat? Either way, there will be statistical consequences.

Alliances, meanwhile, are no longer a case of just announcing to the galaxy that you’re BFFs, signing the odd trade agreement and embarking on the odd intergalactic war. They’re now more complex affairs that embrace this more confrontational approach to diplomacy. You and your allies can set co-ordination points for each other if you need help in battle (expect them to throw a huff if you don’t heed the call), and if one alliance member enters a war that another deems unjust, you can renounce the alliance on the spot.

It’s become a fine repertoire of options. Crucially, the AI actually utilises them, making each game feel much more rowdy than before. The silence of space is now filled with the din of different peoples pleading and bitching and threatening each other; it really feels like a gloriously concentrated space soap opera.

Comparisons between Endless Space 2 and Stellaris are inevitable, given how more time-constrained players might only be able to pick one game in the ‘Space-based Strategy Timesink’ genre (that I may I have just made up). But their co-existence also highlights their distinct qualities. Stellaris is outward-looking, like an astronomical telescope, embracing the daunting vastness of space with its randomised races and systemic oddities. To that end, it has been expanding apace, adding layers upon layers of systems to capture some of that infinite complexity.

Endless Space 2 is doing the opposite, quietly tightening up the web of galactic relations binding its motley factions together. It’s not expanding as such, but rather deepening the intrigue and interactions in its corner of the universe. The game’s progress and DLC may not be as eye-catching as, say, an expansion pack about blowing up planets, but there’s a refreshing humility about Amplitude’s work, with much of it being based on a close relationship with its community. 

A more comprehensive expansion that shakes up the mechanics is surely forthcoming, but Amplitude isn’t in a rush, focusing on content that puts its existing player base first.

...