Their Utilities tend to be average or less.įlexibility is what Horatio does best, but this comes at a cost - his ships have less slots than anyone else. Unfortunately, their small ships have a slot fewer than other ships. It's like starting with Carrier tech, though they'll ultimately fall behind upgraded Carriers.
I'm sure I don't have to explain the power these murder-pyramids bring to the early game. Of special note is the Letum Coordinator, which can carry more slots than anything else in its role.Īnd if course, there's the Ark. Vodyani ships are balanced, and offer significant flexibility with their Utilities. 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. EDIT: Horatio's Carriers now have the appropriate amount of health, but I can't modify the imgur caption.