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Endless Space 2
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ENDLESS™ Space 2 is turn-based 4X space-strategy that launches players into the space colonization age of different civilizations within the ENDLESS™ Universe. Your Vision. Their Future.

ESG Discord Game Schedule

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4 years ago
Jul 27, 2020, 5:27:42 AM

I run a small Discord channel dedicated to multiplayer ES2 games, Endless Space Gaming. We host games every Saturday and sometimes other days, scheduled in advance due to the length of time these games can take, and have recently started doing competitive games with a ranking system and a custom balance mod. If you would like to join, we'd be happy to have you.

Updated 4 years ago.
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4 years ago
Jul 27, 2020, 5:33:19 AM

Currently we're planning a game on July 29th at 15:00 UTC, testing the Blitz ruleset: A flat 60 second timer, fast speed, galaxy size -2 from suggested for # of players, and high density. Additionally, we have a competitive game on August 1st, 18:00 UTC.

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4 years ago
Aug 17, 2020, 1:36:45 AM

Two games are scheduled this week. The first one is on August 21st 15:00 UTC, and will be using our Faction Wars ruleset. Basically, alliances are predetermined before the game starts. The second is a regular game on August 22nd, 18:00 UTC.

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4 years ago
Sep 7, 2020, 7:58:45 PM

Thanks for letting me know. I've updated the Discord invite with one that won't expire.

Another scheduled game for September 12th, the usual time of 18:00 UTC.

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4 years ago
Sep 16, 2020, 10:46:08 PM

The Russian contingent of our server has scheduled a Faction Wars game on Friday September 18th, 15:00 UTC. The usual Saturday game is on for the 19th, 18:00 UTC. We've also scheduled a Competitive ranked game or the 26th, 18:00 UTC.


The ESG Competitive Balance mod has been updated. Among the changes are an Academy rework so it behaves like a regular faction diplomatically, e.g. no more sieging your systems in neutral, that sort of thing, and will no longer colonize. Squadrons now move faster so they don't take an entire phase to get to their targets, and more minor balance tweaks and bugfixes.

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3 years ago
Nov 2, 2020, 9:34:55 PM

The ESG mod has been updated to 1.2.2, including a Nakalim rework, more galaxy sliders, Vaulter ship module slot buffs and an Unfallen starting tech tweak.


The weekend game is scheduled for the usual time of 18:00 UTC on November 7th, and we may have a game on the 6th at 12:00 UTC.

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3 years ago
Jan 9, 2021, 3:22:39 AM

ESG Mod has been updated to 1.3

Get the mod here: https://steamcommunity.com/sharedfiles/filedetails/?id=2354996134

Check the full list of changes: https://docs.google.com/spreadsheets/d/1dt5JazAZM7FHv6K1XSJplU8Wpt7T9EA490hhlcP1Ihc/edit#gid=0

Join ESG: https://discord.gg/eAfNtB3

Changes since 1.2 - https://docs.google.com/document/d/1uhC17fQuXlC2HCGY3IUKLWBGv_OmnMeCP-NWt_DLIcQ/edit?usp=sharing

Overview of 1.3's changes:

New game setting toggles to unlock various terraforming options have been added. Free terraforming from fertile to sterile and back, Gas giant terraforming, planet size terraforming, and unique planet terraforming are now optional features.

Toxic planets have been changed to Swamp planets, with an extra +1 Population Slot, +3 Approval, +2 Food, and +2 Dust compared to their vanilla counterpart.

Fewer 1 and 2 planet systems will spawn.

The inflation equation has been altered to significantly reduce the effects of inflation in lategame scenarios. Inflation scales upwards much slower, and the scaling slows down as more and more dust is produced. This should make dust-heavy factions and strategies more viable later on in the game.

Population stock growth amount now scales slightly with system population count to make food buildings and technologies more relevant.

Hero skills have been tweaked; many sub-par skills have been buffed and heroes now have an additional starting skill based on their class.

All factions now start the game with a small amount of influence, just enough to be able to pass party laws on turn 1.

Core crackers are now much cheaper to build, but fleets with core crackers cannot be cloaked.

ITER now costs 15/15 Antimatter/Adamantian, as it was far top easy to jump straight from building Endless Research Park to building ITER.

Cravers now kidnap population when Pillaging, and gain a small amount of Influence, Dust, and Science while Razing a system at the cost of applying a small amount of depletion to the planets.

Various combat related modules and effects have been changed to be more balanced. For example, the effects of Flotilla shields now scale with module multiplier.

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3 years ago
Mar 3, 2021, 7:39:42 PM

Hello.

Schedule for the rest of this week:

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3 years ago
Mar 29, 2021, 3:59:34 AM

ESG mod 1.3.1 has been released. It's available here. Games are still being scheduled every weekend, the discord link is still functional, everything continues apace.


Weapons, armor, and utility modules have been almost completely reworked. In the base game, combat simply does not function correctly. Plating is superior to shielding against both energy and projectile weapons, flak shuts down missiles far too easily, squadrons are fundamentally broken, carriers were straight up always better than smaller ships, and there were a host of other issues. The module rework was done to make combat function as we believe was intended; shielding properly defends against energy weapons, bombers are counterable, flotilla shielding is worthwhile, and every ship size has a use. Tactics cards have been similarly reworked so useless cards are less useless and overpowered cards are less broken.

Special nodes have been made more distinct. Every special node has a unique system, battle, and orbit effect, as well as a special effect for the Choir.

Wormhole and Free Movement technologies have been swapped in location on the tech tree. This should make early contention of the middle constellation more interesting, allow earlier cross-constellation exploration, and mitigate Twin Galaxies from having spawn imbalances in how easy it is to get to the middle.

Updated 3 years ago.
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