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Frogsquadron

6 years ago Aug 01,2018, 15:02:17 PM

Supremacy - Behemoths

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Hi folks,


Endless Space 2 Supremacy is coming to Steam this week, on August 2nd! We're very happy to be bringing another expansion to Endless Space 2, and we hope you'll like it, too! In case you're curious about what's coming up, we'll be publishing the game design documents over the next few days. Here's a closer look at the new major feature of the Supremacy expansion and everybody's favorite new toys, the Behemoths...



Common Gameplay 


A Behemoth is a ship which is larger than a Carrier. The Behemoth's ultimate purpose is to evolve and become specialized. For the most part of the game however, it will have a multi-purpose role determined by its equipped modules and can be used economically or militarily.


Behemoth 

  • Behemoths will start with x1 multipliers on their modules. Unlocking new hull types will increase this multiplier up to x8
  • Behemoths will start with a base of HP, and unlocking new hull types will increase this value
  • A player will be able to field a limited number of Behemoths at a given time. This limit can be increased by researching more Behemoth-specific technologies (or building a specific improvement)

  • A Behemoth is the only ship in its fleet. It has a specific size, role, and takes 10CP
  • Behemoth content is unlocked in the tech tree as Behemoth specific technologies. Behemoth techs are visually distinct from regular ones
  • A Behemoth's possible actions on the galaxy map are determined by its equipped modules

The actions are detailed below.


Support 


Mining

  • The Behemoth will be able to place mining probes on uncolonized planets. The strategic and luxury resources for which the player has the technology will be mined
  • Mining probes have a set duration


Government support

  • Placing the Behemoth in orbit of an owned or allied system will provide FIDS bonuses to the system


Science 


Research

  • Research: placing the Behemoth over a special node will provide research points and possibly other research discounts linked to Special node type
  • Analyzer: placing the Behemoth over a special node will intensify the effect of the Special node for the system which has influence over it and/or generate strategic resources


Planet Improvement

All these modules require the player to have the corresponding anomaly/terraformation technologies unlocked.

  • Anomaly Reduction: allows the Behemoth to reduce anomalies on neutral planets
  • Terraformation: allows the Behemoth to terraform neutral planets
  • Rejunevation: allows the Behemoth to refill depleted planets and to reassemble destroyed planets



Military 

  • Provides more military slots to the Behemoth
  • Unlocks the tractor beam to be used in Behemoths or Carriers: prevents the enemy retreating from space battles


Specialization 

Once the corresponding Behemoth-tech has been researched, it can become specialized in the one that was unlocked. Specialization is permanent and changes the hull of the Behemoth. A specialized Behemoth can be embedded in a fleet alongside other ships.



Battleship

Largest and strongest military ship in the game:

  • x8 Multiplier
  • 10 CP
  • Can unlock a special "Ion Wave" ability: destroys all fleets on node (including owned fleet) but leaves the Battleship deactivated for X turns (can't move on the map nor attack in space battle)


Obliterator

The Obliterator is a System destroyer which has a quite weak hull with a very limited amount of slots:

  • Can fire a missile for free once every 20 turns
    • The action can be sped up by paying a Quadrinix and Orichalcix cost which decreases as the timer decreases

  • The missile travels on the map and needs X turns to reach its destination:

  • On impact, the missile will destroy the entire system:
    • All planets are destroyed
    • The sun type might change
    • All player owned assets are destroyed
    • Players can build a shield to keep their assets and suffer only 50% of damages on them
      • Citadels provide a native Obliterator shield (you can reach 100% protection on a Citadel, see below for more details)
  • Systems with a sun type "None" can't be targeted by the Obliterator


Citadel

The Behemoth embeds itself onto a system and transforms it into a Citadel (so you don't have a ship anymore :)):


  • Provides strong defensive bonuses to the system (more manpower, stronger local troops)
  • Provides a native Obliterator shield
  • Prevents free move for enemies on this node
  • Provides a native guard on the system (no need to have fleets in orbit)
  • Unlock specific Citadel star system improvements that can only be built on Citadels:
    • Planetary Batteries, which will fire during space battles (but won't take part otherwise)
    • Other improvements will focus on defense or industry/science




This should shake up the end game quite a bit, especially considering that we've started working on victory conditions to make them a little harder to reach (more on that in the patch notes tomorrow!)



What's the Behemoth look you like the most?

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6 years ago
Aug 5, 2018, 1:02:31 AM

Mining behemoth is legit busted. 1125% of base value for 60 turns. Seriously? Getting 50 orichalcix per turn, what a joke.

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6 years ago
Aug 5, 2018, 1:37:21 AM
valseeker wrote:

Mining behemoth is legit busted. 1125% of base value for 60 turns. Seriously? Getting 50 orichalcix per turn, what a joke.

It's a bug. They are aware. Fix coming soon.

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6 years ago
Aug 5, 2018, 10:31:13 AM
Leafy503 wrote:

Turns out the Behemoth Battleship can also use the Vaulter portals.  That took me by surprise.

Behemoths naturally have very few movement points, but with portals and Argosy it is never an issue, you can build them without engines like that +25% FIDS economic version or -15% tech price scientific one or abovementioned 1125% miner and move them freely with portals. Juggernaut behemoth having Tracktor Beam module with high level Seeker hero and Argosy attached to its fleet is a terrific thing, can reach and destroy any fleet in galaxy in 1 turn no matter the distance.


Hope the devs dont nerf the miner too much, the prices are higher for Wonders and there are those Citadel buildings requiring 25 tier 3 resources each, and Juggernauts and Carries cost hell lot of them as well, now when the endgame lasts longer and you actually need them. Regular colony is not capable of producing enough resources even with +2 specialization and +3 from buildings. Miner needs to stay strong to compensate this, not as strong as atm of couse but still. Also I am having a hell lot of fun defending those mining probes all over the galaxy, AI seems to always target them.

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6 years ago
Aug 1, 2018, 5:13:12 PM

This does beg the question of whether or not planet cracker modules will recieve a buff in order to make them not totally obsolete in the face of behemoths. Maybe a reduced turn count on actually firing the thing.

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6 years ago
Aug 1, 2018, 3:16:52 PM

I'm very excited to get a Citadel up and running as well :D
The Obliterator caught me off guard with it's lack of presence in space combat but I suppose it makes sense for a system obliterator XD

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6 years ago
Aug 1, 2018, 3:21:06 PM

This should shake up the end game quite a bit, especially considering that we've started working on victory conditions to make them a little harder to reach (more on that in the patch notes tomorrow!)

I've been waiting for this for a long time. Really interested in seeing the changes!

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6 years ago
Aug 1, 2018, 3:34:35 PM

Super interesting, I was wondering when we would get info about the Dreadnaughts since you guys leaked them a while ago! I got a question about citadel behavior: Since the behemoth gets turned into the citadel, does that mean the citadel does not count against the Behemoth max limit? Also I like the defense purpose for citadel a lot, I always felt like there are not enough option for a defense-focuse playstyle because you can siege down systems rather quickly, or just keep using blitz attack over and over. 

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6 years ago
Aug 1, 2018, 3:37:10 PM

I'm very excited about the Behemoths and curious how they change the game.

But i am a little worried that the Obliterator will be too strong, but I trust the developers and the beta testers.

Cant wait for the release!

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6 years ago
Aug 1, 2018, 3:44:56 PM

Wonderful. I can build Iserhlorn Fortress now. Didn't have to wait long at all.

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6 years ago
Aug 1, 2018, 3:57:29 PM

It might indeed change many things in late game ! The obliterator seem very strong but considering that it came only in end game and need 20 turn to reactivate (and the possibilité to regenerate planet with other behemoth), it is probably ok.

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6 years ago
Aug 1, 2018, 4:22:04 PM

I'm anxious about the obliterators mostly because the Vodyani and Lumeris seem to be trigger happy with planet-killers in my games. I'm glad there's an option to defend against them; it lends to my slow turtle-ish playstyle well.

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6 years ago
Aug 1, 2018, 4:40:58 PM

Can Vodyani terraform planets with terraforming behemoth? They had no such technologies in the tree previously. If they can now, it is super busted ))

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6 years ago
Aug 1, 2018, 5:04:53 PM

The only thing is does'nt like is the color of the behemot seems to be unique like heros. Could be better if they had the color of the racethat own the behemot.

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6 years ago
Aug 1, 2018, 5:17:15 PM
sheredynplayer wrote:

I got a question about citadel behavior: Since the behemoth gets turned into the citadel, does that mean the citadel does not count against the Behemoth max limit? 

Citadel is still a Behemoth, just immovable, it does count. Luckily, there are several ways to increase that limit:

  • every 2 Behemoth techs researched limit is increased by 1;
  • there's system improvement that increases Behemoths limit by 1 that you can build in all your systems, but each such improvement will multiply your Behemoth upkeep by x2;
  • Hissho heroes have skill that increases Behemoth limit.
valseeker wrote:

Can Vodyani terraform planets with terraforming behemoth? They had no such technologies in the tree previously. If they can now, it is super busted ))

Vodyani can't terraform even with Behemoths. Instead, they got a special module that allows to generate Essence from destroyed planets.

Updated 6 years ago.
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6 years ago
Aug 1, 2018, 5:19:21 PM
Laliloluhla wrote:

This does beg the question of whether or not planet cracker modules will recieve a buff in order to make them not totally obsolete in the face of behemoths. Maybe a reduced turn count on actually firing the thing.

Planet crackers now available a stage sooner. Plus, there's no other way to destroy Citadel-protected systems other then to come with Crackers fleet and wait for 5 turns.

Updated 6 years ago.
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