This new resource can only be replenished through combats is used to. HISSHO FACTION The Hissho are a military and expansion-oriented faction whose main gameplay feature is Keii. I have been unsold on the idea that it's a good design decision ever since I saw it. Endless Space 2: Supremacy introduces the Hissho Major Faction to the game, as well as a new massive galactic platform available to all Factions: the Behemoth Ship. The penalty to homeworld was a nerf and it was awkwardly implemented. I agree that many of these features seem ad-hoc. it's just why would you focus on tall military in general? It is ~generally~ weaker, and so they go wide anyway. I think their mechanics actually DO support tall military over wide. I think their strength, while wide, really just comes from insane military capabilities combined with the inherent strength of conquest victory. And I pretty exclusively go for conquest victories and play aggressively. IMHO, I would take happiness penalties for overcolonization over FIDSI penalty on capital for overcolonization any day of the week, if I played with custom races. Moreover, there are very strong pressures towards your first system being very important and having a big pop, even when not playing Hissho. TBH you are given so many tools for breaking the overcolonization cap as well as so many happiness sources when playing as a normal empire that I think happiness penalties are just a speed bump anyway. I was just making clear that they are not intended to be be wide, per se, and all these design decisions do add up as being designed to support that playstyle.
I do not think they actually ARE best tall. I think we are fundamentally in agreement. Keii as a mechanic encourages snowballing in both directions. Stab them in the heart and they will begin to collapse because of how much Keii they will be losing from losing the war. However, if you are playing against them, just remember that you can reverse-snowball them.
If you comp stomp with them you can snowball hard because the AI is inept and won't wage proactive war against you in any systematic or competent way so you will hardly lose Keii. Additionally, they can start to collapse once they start losing systems. They aren't overpowered monsters, they are merely top-tier, imho.ĮDIT: they also are dismally bad, the worst race in fact, at colonizing empty systems, and so Resource Recoverers is actually an inferior way to get FIDS out of an empty system while their rivals could just colonize outright. I think a lot of the community overrates them a bit. However, their insanely frightening military and the overwhelming strength of conquest victory for virtually any faction makes Hissho+Conquest quite good. They are designed to be a tall military faction and to go for supremacy. That is, presuming that you meant "overcolonization" when you said "overpopulation." Overpopulation refers to having too many people in a single system, and their lack of penalty from this points, like many of their other mechanics, towards building tall. The FIDS penalty on their capital is what they have instead of a happiness mechanic to slow expansion.
Your early statement that they have no overcolonization penalty is incorrect. What was the design choice? Let the hissho only colonise 2 systems before resorting ONLY to economic behemoths to fuel the warmachine? Or is ancestral reverence supposed to compensate for the penalties? Is there something I'm missing in the Hissho playstyle? It allows economic behemoths to send a portion of mined FIDS from probes back to the capital (bizarre trait, isn't that what it's supposed to do anyways?) and comes bundled with a 5% stacking FIDSI penalty per colonised system. So far so good.Īnd here's the hiccup, the Hissho trait Ressource Recoverers. Yet, the Hissho are incentivised to play "Tall": to centralise their empire wide output at their capital, with mechanics such as "Ancestral Reverence" which allow a player to send a portion of industry and food back at the capital. The community consensus is that the Hissho are the best faction for conquests victories, and with empire wide approval fueled by war and a lack of overpopulation penalty, it's a no-brainer. There is something that has always bugged me in the Hissho core design, and I'm hoping the community will give me some pointers.