
#Endless space 2 guide reddit upgrade#
Later in the game you can get a modest upgrade to give it another pair of Defense/Utility slots, which boosts its travel speed, but by then you likely have portals at most distant planets. The Argosy starts extremely fast, and starts with an extremely large vision radius. This is also potentially the fastest of colonizing ships compared to all other factions. Rather than being consumed when it builds a colony, the Argosy can repeatedly found them (more on these mechanics are described above, in the faction description).

Like the Vodyani Arks, it can be repaired if destroyed, but if it's destroyed at the absolute start of the game before you found your first colony, there's nobody available to repair it, so you're screwed (that's a game over condition). There is only one Argosy you do not and cannot build more. Rather than having colonizers like most factions, the Vaulters have the Argosy, which behaves quite differently. The vaulters have access through an early quest to a hyperium engine which gives a much higher amount of evasion than usually given by such engines a common trick with them is to exploit this by giving them at least 3 or 4 of these engines, which gives their ships a very large amount of evasion (easily in the neighborhood of 15-20%) and can make them markedly more survivable. Even without swapping out defense/utility slots, there are a high number of plain utility slots, so it's most likely your fleet will always be able to be reasonably fast. Because of this, these numbers are usually a "range" rather than a single value.Ī recurring theme with Vaulter ships is a high number of Defense/Utility wildcard slots you have the flexibility to make a fast, fragile fleet, or a slower, more durable fleet (or any number of other useful modifiers like weapon-enhancers used in utility slots). Quite a few slots are hybrid slots, so this number varies depending on what you commit the slot to being, since using a slot for one purpose means you're now short one slot for whatever the other option was. To make the information easy to read, we tally up the number of different slot types available to a ship under the heading "Available Slots". Neither of these vary from faction to faction. Ships also have a command-points modifier which lists how many 'slots' a ship takes in a fleet. Ships have a size modifier which multiplies the cost of a piece of equipment, and the power of it. We list the default name the game gives for the equipment loadout in quotes after the hull class name. Įvery kind of hull has a name to it, but every particular player-designed equipment loadout does as well. Most ships have a second upgrade that can be researched which unlock a set of additional slots, but to equip an item in these slots, you have to pay a single unit of a strategic resource, such as or. = Heavy Weapons: A weapon slot with doubled stats, which also can mount certain exotic weapons like Blast Effect Batteries, or on Carrier-class ships, can even mount Core Crackers.Įach ship comes with several neutral slots, which are available immediately once the ship is available. Some items like probes are limited to explorer vessels, and some other modules can only be equipped on support ships.

= Utility: engines, damage enhancers, targeting modifiers. Notably does not include fighters/bombers. = Attack: slugs, missiles, lasers, beams, et al. If a slot includes more than one icon, then it can hold either kind of equipment.
#Endless space 2 guide reddit series#
This is indicated with a series of icons. This page lists all of the ships available to this faction, and lists what sort of equipment they're able to equip.Įach 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.
