![]() ![]() Somebody probably thinks they're helping. I have no idea why they're constantly waving those around in space battles. Their ships often get an extra module when upgraded, making upgrades a worthwhile investment.Īnd they've got those sweet space cranes. The Lumeris ships offer a fair amount of flexibility, but can make for balanced ships. You could use those Utility slots for harder hitting weapons, or put them towards invasion modules. They lean towards Offensive and Utility slots. They come slightly cheaper, but their small ships have one slot fewer than most. Or we could spend them on damage boosters, giving the Sophons more advanced weaponry.Ĭraver ships embody swarm tactics. We could use them for engines and probes, letting us pick and choose our fights. Those Utility slots offer intruiging options. When Sophons climb that tech tree, they're deadly. Second, the Yotta Carrier, which can carry the highest number of weapons. I don't think it knows everyone'll be shooting at it. First, the Deka Protector has few Defense slots. Sophon ships lean towards Defense and Utilities, allowing Offense slots to suffer. Targets Attackers/Hunters, then Protectors/Coordinators Targets Protectors/Coordinators, then Carriers This is in the order of Offense, Defense, and Utility. These are noted with "H" or "HH," depending on whether there's one Heavy slot or two, and are not included in the tally.īelow this list, you'll find the total number of slots for the standard/upgraded ship.Īfter that, I'll list the number of slots supported, which is the maximum number of modules of a given type that can be fitted on the ship. Note that Medium and Large ships offer Heavy slots, which cost twice as much and give twice the effect. Ships module slots are listed with their standard number of slots first, and their upgraded number in (parentheses). Riftborn and Craver ships have 10% less health, while Horatio ships have 10% more (aside from Horatio's Carrier, which somehow has half the health of other Carriers). Movement bonuses from Vodyani tech and Rifborn pops aren't applied here. Horatio's ship-building penalty isn't included in the screenshots, as it only shows when building ships. Other speeds will give different build costs. Likewise, this was played on Normal speed. I've put together a comparison of ships for Endless Space 2, comparing each by Role.Īll numbers were taken from the final Military Tech tier, raising their costs. A thematic yet forgiving campaign easily propels Greasus to be one of the best factions.EDIT: Horatio's Carriers now have the appropriate amount of health, but I can't modify the imgur caption. While he is arguably better on the battlefield, Greasus's faction effects are so powerful that he takes the spot as the strongest Ogre. Your other option for the Ogre Kingdoms on Immortal Empires launch is Skrag the Slaughterer, but he begins in a much more difficult location. As long as your armies are kept supplied with enough Meat, they will be able to rampage through the mountains, allowing you to complete your Short Campaign quickly. Their Ogre Camps can allow them to stay on the move and recruit additional units extremely quickly, so you can keep up a good momentum once you have secured your starting province. Excellent units such as Stonehorns and Gorgers make the Ogres very powerful and able to deal with multiple types of enemies. ![]() Greasus can thank the strong core army roster of the Ogre Kingdoms for his military success, as he is not the mightiest lord on the battlefield. Unless something drastic happens in the surrounding area, Ikit Claw will remain one of the best campaign experiences for newer and experienced players. His Forbidden Workshop allows the strengthening of certain units and will lead you down a dark path in your endless search for Warp Fuel. ![]() Mounting Ikit upon a Doomwheel or Doomwheel enables him to control the battlefield, raining death all around with extremely low cooldown Warp Lightnings.Įven with all the new shiny factions entering the map, there is still no greater enjoyment than dropping a nuke onto your enemies, and Ikit possesses the most potent weapons. They can use the Underway to teleport over harsh terrain, and the weak nations surrounding Clan Skryre allow for easy expansion. Excellent ranged, monsters, and artillery are the core of their power, alongside an albeit nerfed version of the Ambush stance. The Skaven were the premier faction in TWW2, retaining much of that strength coming into Immortal Empires. ![]()
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