![]() Prioritize assimilating a neutral faction, then use that system to produce population and ship the population to the rest of your empire. One trick: create a stripped down version of the settler that is produced quickly then upgrade with engines/colony module with dust (which you have very little need of).ģ. Don't build lots of population, focus on industry generating buildings and alternate with settler craft. 2 medium hull ships early will solve all of your pirate problems forever.Ģ. Your initial tech order should focus on getting basic techs in economy and science then beeline government for medium attack hulls. Remember that if you disband a fleet with a hero then said hero is treated as expelled which means that you must wait a certain amount of turns before you can assign them again.Riftborn are industrial powerhouses and great early expanders.ġ. This means that you can use their unit even if your fleet is full or you can create a fleet that consists of only heroes and their flagships. If a hero is assigned to a fleet then their ship travels with the entire group but it doesn't use Command Points. Some have more slots for support modules, other have almost only weapon modules while some of them offers you a smaller, although more universal, space for modules. Their looks and number of modules depends on hero's class. You can also find a few special modules that can only be installed in this ship. However, what is important to you is that they use 8 Command Points, have a lot of health points and module slots. They use a special currency called Essence to produce those units. The process of constructing them is a little bit more demanding. Vodyani's special unit that serves as a mobile city. for sieges, with modules that increase speed or can repair the entire fleet.Īrks. ![]() It is wise to use this option if you have a lot of resources or you want a specialized ship, e.g. It is an expensive process but you don't have to use all unlocked slots. Developing technologies allows you to increase the number of new weapon, defense or support modules although you have to spend more Industry points and strategic resources. Some of the types can be upgraded to have a few additional module slots. A very deadly ship that can be used for many goals. They require 6 Command Points in a fleet. First, they attack other Carriers, then Attack ships and Hunters. Huge ships that have a lot of module slots including slots that allow you to install more devices (x4 modules) and, at least, one heavy slot (x8 modules). In addition to that they also have a small bonus to shields and armor. ![]() They usually have a lot of defense and support module slots. Those ships attack their equivalents as their primary targets. Their role is to get enemy's attention so enemy ships concentrate their fire on them. They receive a small bonus to damage because of their role. Those ships have additional modules that lower their threat level in enemy's eyes and have a lot of weapon module slots. ![]() First, they attack defense ships (Protector and Coordinator) and then they attack the bigger ones, Carriers. Those ships are made to deal massive damage. It is worth to have it in some of your fleets to clear routes and systems in front of you so you can avoid any dangers. Usually doesn't have a lot of space for weapons but it has a lot more speed and is the only ship that can use probe module. Besides that it has a lot of support module slots and can be used, e.g. Its task is to use a special colonizing module. The same goes for production costs and required strategic resources.Ĭlassification of ships based on their roles: A similar situation is with defense modules and some support ones. Because of that, despite of having less module slots, the firepower is bigger. For example: a laser turret that deals 5 damage in a small ship's module can deal 10 damage in a medium and 20 in a big ship. Module slots in medium ships are counted twofold and in the big ships some slots are counted fourfold. Size indicates the number of modules and their multiplier. Bigger ships have more health points, they also need strategic resources to build them, even without special modules. Additionally, ships can be broken down by their size: small, medium and big. Some ships have assigned roles that have impact on how they behave during a battle.Įach ship has an assigned role that makes them attack particular ships in a certain order.
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