<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[Malstrom's Articles News]]></provider_name><provider_url><![CDATA[https://seanmalstrom.wordpress.com]]></provider_url><author_name><![CDATA[seanmalstrom]]></author_name><author_url><![CDATA[https://seanmalstrom.wordpress.com/author/seanmalstrom/]]></author_url><title><![CDATA[Email: Re: New MoO style game- Endless&nbsp;Space]]></title><type><![CDATA[link]]></type><html><![CDATA[<div><em>Hi Malstrom,</em></div>
<div><em> </em></div>
<div><em>I read your post about Endless Space, and felt the need to immediately email you back&#8230; I&#8217;m actually sorry I didn&#8217;t read your post earlier.</em></div>
<div><em> </em></div>
<div id="yui_3_2_0_1_13408572937682198"><em>I will not make the claim that MoO2&#8217;s legacy will (or could ever, maybe,) be overshadowed. It is one of my top 5 favorite games of all time, and I still play it very very regularly, via DOSbox emulator (such a pain, but tooootally worth it). What I will claim, however, is that Endless Space is the first game I have encountered since MoO2 so long ago, that, if you don&#8217;t mind me stealing your phrase, &#8220;does MoO2&#8217;s job&#8221; very very well, while being modern and with the potential for content updates, bugfixes, etc.</em></div>
<div><em> </em></div>
<div><em>Please understand that I am a DIE HARD MoO and MoO2 fan with very high expectations for a turn-based 4x space sim. I have owned Endless Space for about a week now, and have put just over 50 hours in to it&#8211; That should tell you something.</em></div>
<ul>
<li><em>The music is excellent, like MoO2s music was, and does not play all the time</em></li>
<li><em>The &#8220;space lanes&#8221; are simply a restriction until you develop the technology to ignore them and fly wherever you want</em></li>
<li><em>The &#8220;approval&#8221; system is simply a modifier for production/science/farming/etc, meaning, if your people are unhappy in a system, they simply produce less. You discover techs, build buildings, and/or hire &#8220;heroes&#8221;, that raise the approval ratings on your planets, and it is actually a very cool system</em></li>
<li><em>Ship creation is awesome, and while the UI is different than MoO2, the &#8220;feeling&#8221; and end result is very similar</em></li>
<li><em>I am not the type to play complicated games: I&#8217;m old school like you. ES is more complicated than MoO2, but truly, not by much</em></li>
<li><em>The AI on &#8220;Normal mode&#8221; whooped my ass, and I have reverted back to &#8220;Easy mode&#8221;. I cannot comment much on it, but in my experience so far, it&#8217;s pretty good</em></li>
</ul>
<div><em>The game is still under development, and here are some notable omissions/annoyances so far:</em></div>
<ul>
<li><em>Diplomacy has little &#8220;leverage&#8221;. I cannot make demands or threaten other races as I&#8217;d like to. This is huuuge, and I hope they make a change here as the game comes out of &#8220;beta&#8221;</em></li>
<li><em>There is currently, though it is announced as planned, no way to create a custom race for yourself</em></li>
<li><em>There is currently, though it is announced as planned, no spying/sabotage/espionage system</em></li>
<li><em>There are not enough, in my opinion, interesting races. Of the 8 races that exist, only a couple really stand out as something truly different (ie the Gnolam or the Elerian)</em></li>
<li><em>There are enough ship &#8220;classes&#8221; (sizes) I believe, but only one physical/graphical design per race per class</em></li>
<li><em>There is not enough character/flavor in the races themselves yet. For example, the text when they &#8220;reject&#8221; a diplomatic deal you propose is boring</em></li>
<li><em>There is no ability to turn off various &#8220;victory types&#8221;. To make an example in MoO2 terms, you could not &#8220;turn off&#8221; the ability to lose the game by being voted out by the Space Council (although you could just be strong enough to control it ;D)</em></li>
<li><em>There is no option to control ship battles manually&#8211; they are automated, with the player choosing &#8220;tactics&#8221; with various buffs/debuffs as an overlord/strategist instead. This does not bother me at all, as I have never enjoyed manual combat in MoO2</em></li>
</ul>
<div><em>It is obvious once you play the game that MoO2 was a huge influence on these developers. I sincerely hope this email gives you enough information to decide to try Endless Space out for yourself. If the price is an object, I am so confident that you will enjoy the game that I am willing to purchase it for you on Steam: If you enjoy it, you can pay me back if you wish, or buy me a game back 🙂 Let me know!</em>But if I let you purchase the game for me (or have anyone give me a game for free), how would I truly know its value?</p>
<p>Endless Space clearly isn&#8217;t done. I&#8217;ll give it some time to bake more. Also, great games remain great. If people are still raving about Endless Space a year or two from now, we&#8217;ll see. But I&#8217;ve seen too many &#8216;Next Master of Orion&#8217;  games with hype come and go.</p>
<p>I&#8217;m also one of those who prefer MoO 1 over MoO 2. MoO 2 felt, to me, to have too much micromanagement. When I first played it, I exclaimed: &#8220;Who put Master of Magic features into Master of Orion?&#8221; Oh, if only a proper Master of Magic II came out!</p>
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