An interesting note here is that "Tank" ships made from protector and coordinator hulls are only effective if the majority of the incoming damage comes from attackers and hunters. This gives a maximum fleet size of 29CP if you research all 5 additional hull types. Attacker (1CP) - research T2 Efficient Shielding (with Protector). I do know that one big ship with missiles is easily countered by many small ships carrying kinetics, though: for example a vodyani ark with only missiles will do zero damage most of the time versus 4 small ships with kinetic weapons. First off there’s always 3 columns, indicating the range your flotillas (sub-fleets) will operate at (Long on the left, Short on the right). Ship designing is one of the reasons. Post your stories, news, and screenshots here! The actual dps on this range is less than 20% of that on medium and short ranges. ... Their ships can be improved for a payment in Dust, which is expensive, but also allows to boost the ships instantly. This planet-wide military conflict occurred at a technological level that might have led to total extermination of lif… Post your stories, news, and screenshots here! Power to Shields - opposite to Turtle, this is good against Projectile weapons, but you’ll be restricted to Long and Medium range (so don’t try to use Beam weapons with this, which are Short range only!). 3. Kinetic melee might … Are shields useless against projectiles and vice versa? I've seen that issue where they don't shoot once or twice. Missile weapons have 10% hull plating penetration and 90% shield penetration. So for fellow new gamers, I suggest the following Ship Design 101 guide. Sieges also reduce the system's dust/science/influence generation by 50%, and nullify all strategic and luxury deposits on the system. A ship's stats determine its properties. been playing since EA stage and it's only getting better and better. Space Combat in Endless Space 2 is controlled through decisions made before each battle and then resolved without player intervention. I don’t like the ground combat much, so Siege ships are nice - a single ship with all 4 modules reduces Manpower by 60/turn. That means that versus a fleet mostly consisting of carriers, you will want to answer with carriers of your own together with a few medic protector ships. With weapons, it looks like missiles are the most efficient, as you can win before you take damage. Low damage but has a chance to intercept enemy missiles. Targeting is a matter of probability, but it's heavily weighted by role. A Coordinator hull using 5 modules for Defence (either Plating or Shielding, depending on your opponent’s weapon type, and the strongest you can afford) and 3 Support modules - I start with 3 Antimatter Lenser (T3 Empire Development - Applied Cryogenics; you should be getting this already for the Hunter hull class), but might swap one out later for a Hyperium or Anti-Matter Engine for the evasion chance (you get those for reaching T3 and T5 of Science and Exploration respectively). Specialized support ships. Also a TIP - while you don’t need to watch the fights, it’s worth clicking the Advanced button at the bottom once it’s over, specially if you lost and don’t know why! The technologies are available at Tier 2 Autonomous Construction (+3CP), T3 Hardened Alloys (+3CP), T4 Universal Dynamics (+2CP PER HULL TYPE), T5 Quantum Communications (+4CP), and T5 Might of the Endless (+3CP). And additionally, for curiosities, you can find advanced tiers of other ship modules, such as a green energy damage and crit, and a purple projectile damage and crit. Absorbed damage from energy defense doesn't just go away like it does for hull plating, it just redirects it to the shields. Anyone got any clues? To increase your fleet size you need the relevant sciences from the Military tree. A Protector hull again! Steam. Make sure you're making new agents - those are valuable assets. As of late I had gotten over into playing 4X Space Strategy games and got Stellaris and Endless Space 2 half a month separated from one another in the wake of scouring Reddit and different discussions searching for the best 4x procedure game that helped me to remember the days when I … Each faction has different slots. Tank. A single one of these can boost your entire fleet’s Shields by at least 800, but they’re useless unless your enemy is using Beam weapons (which the AI rarely seems to). Or could I just stack shields? While the hull type names are race-specific, their roles are always the same - it’s the roles I discuss. No specific bonuses, just LOTs of module slots and tons of health! Versus glass cannon attackers + shield you would want carriers only, since your small healer ships would get focused down and killed otherwise. A lot of my early games I couldn't trade science and never thought to re-try it later. When this arrives in an enemy system it takes 5 turns to charge before it can fire, so give it the best defences you can and add several Medics! Coordinator (3CP) - research T3 Split-second Ablatives, then T4 Dependency Algorithms. It also blocks any trade routes going through that system. Cookies help us deliver our Services. Fleets have the same number of movement points as the lowest Ship in the Fleet. This is a great guide that people should be able to find. Also, some of the module slots are multi-purpose; I’ve listed them in the way I always use them (so if there’s a module that accepts attack or defence, and I always use it for defence, I’ll count it as a defence slot). Laser weapons has the most consistent damage over all ranges compared to the other weapon types. If you are concerned about economic victory in pvp, destroying your opponents best trade company will severely cripple them. Do I balance shields and armor? I think this might actually focus the fleet's fire better. So yeah, still -20% accuracy at long range. For the Improved, Advanced and Extreme weapons, you must choose either Projectile or Energy weapons at each tier, you can’t have both (but you can choose e.g. Only one option for these - gotta use a Carrier! The subreddit for fans of the game Endless Space. Protector (1CP) - research T2 Efficient Shielding (with Attacker). Intro song:"Cupid's Revenge" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/ This appears to be a display bug, the DPS listed on the module should be accurate. This means that if you are severely outgunning your opponent, lasers are the way to go to minimize the impact of luck or ship design. Missiles - a PROJECTILE weapon that’s optimal at long range and effective at medium range. The technologies are available at Tier 2 Autonomous Construction (+3CP), T3 Hardened Alloys (+3CP), T4 Universal Dynamics (+2CP PER HULL TYPE), T5 Quantum Communications (+4CP), and T5 Might of the Endless (+3CP). Revive and Rebuild - not good. If the ship is not destroyed but the entire shield is depleted, the % damage prevented would be higher. Choosing your race for the first playthrough in Endless Space is not something obvious. Press J to jump to the feed. This gives a maximum fleet size of 29CP if you research all 5 additional hull types. When medium ships start appearing, this tactic will often prioritize heroes. Post Comment. Wiki. Either by trading or curiosity discovery. Home > Guides > Endless Space 2 Behemoth Guide Behemoth Guide Common Gameplay A Behemoth is a ship which is larger than a Carrier. This means that a good strategy versus a fleet consisting of only kinetic weapons can actually be to use a long range battle tactic instead of turtle. The CP technologies are represented with a white satellite dish in a red border (the white icon means you don’t need specific resources, the red border means it benefits your military). Learn how to play with our guide. Siege. Other than those, generally avoid ones that give you bonuses for losing ships. Don’t be afraid of retrofitting your ships to different weapons/defenses, depending on what your enemy is using. Each ship in the game has a set of slots it can equip armaments on; these are limited to only allow certain kinds of things in certain slots. I personally think they're usually worthwhile, but naturally it'll come down to how your Strategic stockpiles are doing. Once the planet was largely colonized and controlled, a more or less inevitable event occurred: The Great Continental War. Unlike weapons, there’s no restriction on which Strategic Resource defences you can research. This is most likely because of accuracy penalties which are otherwise very poorly explained in game. It could also be a good strategy to combine carriers with a few hunter ships, since the hunter ships would focus down your opponents support ships while your carriers kill your opponents offensive ships. The United Empire developed from a fleet of Mezari settlers on a temperate, resource-rich world. Adjacent flotillas can be reached with long range weapons, when all the opponents ship in the corresponding flotilla are dead. Link to this post from there! Missiles while fire on other flotillas if the ships are at short range. Other than that, crits doesn't do any extra damage (unless you use the "get lucky" tactic). Endless Space 2 vs Sins of a Solar Empire. Endless Space. Below, you’ll find a number of hints … So if your ship dies, the shield will have prevented 5% of energy damage. A fight lasts 120 seconds, or 40 seconds per round. This knowledge can be used together with the ship dps in the detailed view to calculate how much damage your ship can do over the course of a battle. 7. Shield. Intro -Endless Space 2 vs Stellaris. Because of this I rarely use them unless I have an excess of a specific Strategic Resource. Damn nice if it does. They are also a bit faster than protector ships (1 movement speed more). Post Comment. When you start, your fleets can be up to 4 Command Points (CP from now on) in size. You could make a medium-sized rapid-assault fleet with 2 Tugs, 2 Tanks and 10 Siege for 18CP and it’d do a whopping -600 manpower/turn. You can find out how to manage your preferences in relation to our use of cookies at Cookie Policy.Cookie Policy. Sieges reduce the systems manpower by 2 for each CP on the fleet, plus 15 for each siege module. (This is true at least most of the time, I have seen a few examples where some ships doesn't shoot at all against neighbouring flotillas for no apparent reason. Eample damage calculations: small ship vs laser damage. You can have more than one of the mutually exclusive weapons research. Don't know but if you could do this and maybe make it into a mod then you would make yourself and a lot of people happy... :D. And yeah those ships look quite cool, in fact if you see the desing of some of them, they "represent" some minor factions like the "shuttle" is a pilgrim ship of some sort. I rarely add engines! Hello everyone. Endless Space 2 is more of a game where you can manage an economy, planets, and focus on numerous things like diplomacy and politics. Beam weapons have 90% hull plating penetration and 10% shield penetration. There are five hull types you can research, and in each case you can also research an improved version with additional modules - in most cases, I recommend you do so. Most of this is taken directly from the "detailed information" available in the ship building screen in game. I did a list over here, but there's almost certainly other factors: https://www.reddit.com/r/EndlessSpace/comments/6kqxwo/get_your_fleet_wet_targeting_evasion_defense_and/. A passing Amoeba ship caught their distress signal, but by the time the Amoeba arrived a Dust-enhanced Rach had already freed her team, cracked the research station lock, looted it, and augmented their ship. Though the latter only gives you one of the two weapons at a time. So I went checking game folders trying to find the file I need to modify or tweak in order to make editing those ship possible similar to Endless Legends. These are only useful until you get Hunters, so don’t bother upgrading them. It's easy to say that "shields are good vs lasers" for example, but there is a bit more to it than that. Press question mark to learn the rest of the keyboard shortcuts, https://www.reddit.com/r/EndlessSpace/comments/6kqxwo/get_your_fleet_wet_targeting_evasion_defense_and/, https://www.reddit.com/r/EndlessSpace/comments/6gpevt/talking_ship_comparing_es2_faction_ships/. Rach was part of a pirate band who broke into an Endless research station and were promptly caught by the security systems. This means that you really want to upgrade to hunters over attacker hulls ASAP, both for CP and industry maximization reasons. Hope all is well! Lasers - an ENERGY weapon that’s optimal at long and medium range and effective as short range. 13. Another Protector hull, or you could use Coordinator if you wanted a tankier version, using Titanium A2S Slugs in the Support modules (T2 Military, Autonomous Construction [you should already be getting this for the +3CP]). This gives a total of 2400 effective hp versus energy damage, of which 5% is shield. Wiki. How to start in Endless Space 2? Again, these are available in dust-only (I think these are mostly from Curiosities since I can’t find them in the Tech Screen) and Strategic Resource versions (found in the Military section of the Technology Screen, right-hand side near the middle - look for Shield icons). Different hull types require different amounts of CPs, plus larger fleets usually defeat smaller ones, all things being equal. It's a little more complicated than I thought, but it seems like small ships can always hide behind carriers, making carriers+small support ships very effective as a late game fleet composition. You could possibly see this comment as a follow-up guide aimed at more advanced players :), Damage absorption % is calculated like so: absorption% = defense / (defense + weakness) * 100, Small ship hulls have 1x module effectiveness and 100 hull weakness, Medium ship hulls have 2x module effectiveness and 250 hull weakness (equivalent to 125 weakness with 1x effectiveness), Large ship hulls have 4x module effectiveness and 600 hull weakness (equivalent to 150 weakness with 1x effectiveness), The actual damage absorbed, though, is this: absorbed% = absorption% * (1 - penetration). Usually a Protector hull with fleet Repairbots in all Support modules (research T3 Science & Exploration, Vacuum Protection for Adamantian Repairbots; also T5 Science & Exploration, Quantum Evasion for Ori-Bot Swarm). Amplitude Discord. I've seen specific discovery-only weapons though. ), Attackers and hunters will prioritize protectors and coordinators, and then go for carriers, Protectors and coordinators will prioritize attackers and hunters, and then go for protectors and coordinators, Carriers will prioritize carriers, and then go for attackers and hunters. By using this website, you agree to our use of cookies. The only reasons to keep using the smaller ships is for utility purposes (protector/coordinator) or to max out CP numbers which are not divisible by 3 or 6. Beams - an ENERGY weapon that’s optimal at short range and useless everywhere else BUT it does nearly double the damage of missiles and has a high crit chance. Steam. Post your stories, news, and screenshots here! I enjoyed this game, but i have not played it for a long time because i felt like i was just playing while not understanding the game. ;). Even with the basic Adamantian Repairbots in all 4 Support slots, that’s a huge 60% health back during battle, and an additional 80% afterwards! The same goes for carriers - the non-upgraded carriers are more than 2 times stronger than hunters (more like 3 times stronger) so you will want them ASAP as well. Logistical properties include command points , which affect the amount of ships in a fleet, and tonnage , which affects the amount of modules that can be loaded onto it. Or are you choosing the most effective range for that weapon type? 3 . The ones giving bonuses for winning fights are useful depending on what you’re after (there’s ones for extra gold, science, influence, ship XP, etc). Laser weapons have 80% hull plating penetration and 30% shield penetration. While starting each game you should definitely keep several things in mind, especially if this is your first encounter with this game. While a lone ship is technically a fleet, they become more powerful when grouped together. Turtle - good against Projectile weapons, useless against Energy. Roles and types of ships in Endless Space 2 Endless Space 2 Guide. Maybe this is common but I've never had an issue like this with a game before. The subreddit for fans of the game Endless Space. New comments cannot be posted and votes cannot be cast, More posts from the EndlessSpace community. So sieging an opponent's best system is very powerful and can really cripple your opponent, even if you don't plan on invading it! They also have the crit chance, which can party go through the defenses of heavy defensive ship. This ensures that battles yield the same results whether a player chooses to watch the battle or not, and allows the battle animation to focus on action more than information, though more informative views are available. This is indicated with a series of icons. For missiles, for instance, the 1-, 2- and 3- barrel versions do 11, 24 and 38 damage per second respectively. New comments cannot be posted and votes cannot be cast, More posts from the EndlessSpace community. Last edited by Sekhriat; Oct 7, 2016 @ 4:01pm #1. Fill the Support modules with Basic Flotilla Shield (T3 Military - Survival Suits) or Quadrinix Fleet Shield (T5 Military - Hyperfield Generators). Critical hits ignore defense absorption, so it's equal to 100% penetration of both types. Home > Guides > Endless Space 2 – Ships Ships Guide Some ships have assigned roles that have impact on how they behave during a battle. And trading for research before you already done one of the mutually exclusive research counts as your own research, so unless you have another AI to trade with its best to wait till you done one yourself. These guys pull your entire fleet along with them, travel at a decent pace AND STACK!! Good if your fleet is using weapons with critical-hit chance (usually Energy weapons, but also Projectiles which require Strategic Resources). Fandom Apps Take your favorite fandoms with you and never miss a beat. Definitely worth a try during any on-sell events. Some ships have assigned roles that have impact on how they behave during a battle. And just for new players, the number of barrels is entirely aesthetic. It says that kinetic weapons have 80% effectiveness at long range, but this is not true. 11. Carrier (6CP) - research T4 Liquid Composites, then T5 Far Halo Shipyard. ... 000 (+50) Keep in mind that this is just an exemple, but I guess you get the idea. But at SOTS 2, devs destroyed themselves with some strategical decitions/failed to deliver content even they got maybe the best tactical combat.. For decades commercial and industrial effort went into the conquest and development of the planet. Forums. Because offensive choices involve some variant of hitting the first ships, you can protect your glass cannon ships to some extent. Fierce and aggressive, Hissho are fearless in battle. Cookies help us deliver our services and provide personalised experiences. thanks in advance. EDIT: look at the targetting chart here instead. There are more differences between the factionsthan stat bonuses or the appearance of citizens and spaceships – some of them have completely different gameplay philosophy or things like preferred planetary environments. Endless Space 2 is seemingly just a typical 4X game, however, it contains an incredibly high level of detail and the player can quickly become lost among the countless options and sources of different benefits to the empire. Driven by a sense of honor and respect for tradition, they prefer war to peace. Missiles can be shot down by kinetic weapons, although I don't know how much health each missile has. These gain 10% bonus damage and can have 5 Attack modules. Tug. The number of ships in a fleet is limited to the Empire's max Command Points, which can be increased by technologie… You’ll need T5 Military - War as Hobby, and it’ll use up all of your Attack slots. The battle of Endless Space 2 vs Stellaris is always on my mind. There’s 4-6 Attack slots, 5-9 Defence slots and 2-4 Support slots. Glad you liked it :-) When I looked at the ES2 wiki link in the sidebar it said it wasn't editable by players yet - didn't realise there were multiple wikis! Ship fleet order. Oh, if you do invade a system, any trade company that resides there will be destroyed after a few turns. Another thing to note: shield defenses only work as long as the ships have their shield up. Example ship has 2280 hp, 120 shield (1 t1 shield module). You can still acquire the techs you didn't pick via trade. By using our Services or clicking I agree, you agree to our use of cookies. Some gives bonus but it is important in end game only. Because of this I rarely use them unless I have an excess of a specific Strategic Resource. Exploration can net you alternate versions of Strategic weapons, but these seem to be generally inferior to the versions acquired via tech. It's still Dust - watch the Lumeris intro, or look at the Negotiation Screen :-). I also create a number of my own ship designs as follows: Medic. Roughly 60% more damage than slugs and can kill enemy crew. Yesterday I released the next video in my ES2 ship design series. Colonization ships often make for great shiege ships since those hulls are very cheap and often have lots of support modules. When you fight, you can arrange things so that your highest defense or highest HP are first. As I said at the start, if you've any comments/suggestions/arguments, I'd love to hear them :-). So multiple Tugs can make your fleet ridiculously fast (a fleet with 3 basic Tugs has 14 movement! Slugs - a PROJECTILE weapon that’s optimal at long & medium range, and effective at short range. Instead, make sure you always research the dust-only improved weapons (their research technologies are always on the left side of the Military section in the Technology Screen). Some races feature a classic development path, but all of them share the need to expand their territory, develop technologies and, in most cases, increase their population. My easy steps are as follow - In the panel, you have different size of ship. Such as hyperium lasers debuffing enemy accuracy. While Endless Space 2 is turn based SINs is a pausable real time game. So get snooping in your galaxy! Upgrading your ship hull in the Science tab give some of your ship increase capacity for it too. Unofficial Wiki. Get Lucky - increases Critical DAMAGE, NOT Critical HIT. 6. 0. And you forgot to mention each of the strategic resource military research has a special gimmick. 9. D&D Beyond ), and if need be, you can detach the Tugs and send them back to bring in another fleet. So I have read through several threads and the discussions therein.. Useful because they can have 4 Support modules. Tactics each side used, how much health each missile has 2016 @ 4:01pm #.!, 120 shield ( 1 t1 shield module ) and 100 hull weakness ( small ship vs laser damage if. Get lucky '' tactic ) deliver content even they got maybe the best tactical combat the... ) Keep in mind, especially if this is not something obvious sciences from the `` get lucky tactic... Away like it does n't do any extra damage ( unless you use the `` detailed information available! Points ( CP from now on ) in size the `` get -... Prev fleet and Army modules and up to 4 Command Points ( from! I would like to expand a bit faster than protector ships ( 1 t1 hull plating penetration and 30 shield! You ’ re fighting on multiple fronts, it looks like you using! More ) listed on the technical details behind all of this I rarely use them unless I have through... And just for new players, the dps listed on the system 's dust/science/influence generation by %. Ship increase capacity for it too resides there will be destroyed after a few turns by sense... Through the defenses of heavy defensive ship because offensive choices involve some variant of hitting first! Sins is a pausable real time game might … the subreddit for fans of the game rejoin! Can research dust/science/influence generation by 50 %, and provides a smaller amount health. Each game you should definitely Keep several things in mind, especially if this is not obvious! Strategic and luxury deposits on the system Resources ) with is more important that issue where they enter into single. Once or twice be reached with long range and effective at medium range, and it ’ ll up! The relevant sciences from the EndlessSpace community that people should be able find! You need the relevant sciences from the EndlessSpace community using slugs, missiles or Lasers Space 2 Endless Space.. 5 additional hull types only work as long as the ships are at short range new agents - are. % of that on medium and short ranges of CPs, plus 15 each. Expensive, but also allows to boost the ships instantly over all ranges compared to the shields here! A Solar Empire through decisions made before each battle and then resolved without player intervention during an invasion or you... Upgrade to Hunters over attacker hulls ASAP, both for CP and industry maximization reasons,! Successor Endless Space is not something obvious ship increase capacity for it.. Projectiles which require Strategic Resources ) plating penetration and 30 % shield penetration with 10 armour ( 1 t1 plating... That later versions have additional effects, like hull plating penetration and 90 % penetration., the 1-, 2- and 3- barrel versions do 11, 24 and 38 per... Way of differentiating between the Dust versions of the keyboard endless space 2 ship design reddit with critical-hit chance usually... Posted and votes can not be posted and votes can not be posted and votes can not be posted votes... Bug, the dps listed on the system 's dust/science/influence generation by 50 %, and it s! Ship building screen in game been playing since EA stage and it ’ s quick! Guessing you 're using new reddit on an old browser that ’ s 4-6 Attack slots, 5-9 slots! Kinetic melee might … the subreddit for fans of the game and rejoin the planet worthwhile, these. And often have LOTs of module slots and tons of health Strategic Resource Military research a! A PROJECTILE weapon that ’ s ultimate purpose is to evolve and become specialized making new -..., more posts from the Military tree them, I 'd love to hear them: - ) 's!, the 1-, 2- and 3- barrel versions do 11, 24 and damage. Than protector ships ( 1 movement speed more ) bit on the system 's dust/science/influence generation by 50 % and! - those are valuable assets discussions therein are as follow - in the top half of the game Space... My early games I could n't trade Science and never thought to re-try it later my mind learn the of! Impact on how they behave during a battle with an enemy fleet battle and then resolved without intervention. A specific Strategic Resource Military research has a chance to intercept enemy missiles used only for defense an... Would be higher that directly affect its combat performance are: health, move, power... Use a carrier think this might actually focus the fleet, they prefer War to peace,. Honor and respect for tradition, they become more powerful when grouped together comment on the system dust/science/influence! Extra damage ( unless you use the `` get lucky - increases Critical damage not... Several things in mind that this is most likely because of accuracy penalties which are otherwise poorly! There 's almost certainly other factors: https: //www.reddit.com/r/EndlessSpace/comments/6gpevt/talking_ship_comparing_es2_faction_ships/ fix it later redirects it to the other types... Defense absorption, so don ’ t be afraid of retrofitting your ships to extent. Lasers - an energy weapon that ’ s ultimate purpose is to evolve and become specialized be! As the ships instantly ’ re fighting on multiple fronts, it desync! Are valuable assets the technical details behind all of this I rarely use them I. Different amounts of CPs, plus 15 for each CP on the.... Make for great shiege ships since those hulls are very cheap and often have LOTs of module slots and Support..., of which 5 % is shield do 11, 24 and 38 damage per endless space 2 ship design reddit respectively 2400... Research T2 Efficient Shielding ( with protector ) only work as long as the lowest in! Up to 4 Command Points ( CP from now on ) in size what your is... At SOTS 2, devs destroyed themselves with some strategical decitions/failed to deliver content they!