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Frogsquadron

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 1, 2018, 5:22:24 PM
Sublustris wrote:
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.

Sweet, now I can actually get the feat for destroying a planet the era it pops up in too instead of anxiously waiting.

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6 years ago
Aug 1, 2018, 8:09:26 PM

Can Citadel attach itself to Ark and therefore become moveable with it? Or will an Ark with Citadel lose the ability to unanchor? Or will an Ark move separately from the Citadel, which will stay attached to neutral system?

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6 years ago
Aug 1, 2018, 8:21:34 PM

OMG thought about one more interaction. When Obliterator shoots the system, the shot takes a few turns to reach the destination. Depending on range I guess? But what happens when you shoot an Ark and it gets unanchored and flies away? Will the shot track and chase an Ark? With full speed modules it can travel 20+ per turn. Will it never get hit? Or will the shot hit the now-empty system and destroy only the planets, leaving escaped Ark intact? Or will the shot spread and hit both empty system and chase escaping Ark? This is why I love Vodyani, they bend like every single rule in this game.

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6 years ago
Aug 1, 2018, 8:22:33 PM
valseeker wrote:

Can Citadel attach itself to Ark and therefore become moveable with it? Or will an Ark with Citadel lose the ability to unanchor? Or will an Ark move separately from the Citadel, which will stay attached to neutral system?

I think in a previous post it was stated that the Citadel is attached to the system, so if the Ark moved the citadel would not move with it

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6 years ago
Aug 1, 2018, 8:30:46 PM

I... actually don't know. I think it should stay just like legendary deed buildings do. It's powered by system's star after all, and it is explicitely stated in tooltip system shield effect is permanent regardless of system ownership. So you should be able to vacate system or deattach an Ark and shield will stay, and even move citadel-specific system improvements, but I guess they won't work without a citadel itself. 

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6 years ago
Aug 1, 2018, 8:34:17 PM
valseeker wrote:

OMG thought about one more interaction. When Obliterator shoots the system, the shot takes a few turns to reach the destination. Depending on range I guess? But what happens when you shoot an Ark and it gets unanchored and flies away? Will the shot track and chase an Ark? With full speed modules it can travel 20+ per turn. Will it never get hit? Or will the shot hit the now-empty system and destroy only the planets, leaving escaped Ark intact? Or will the shot spread and hit both empty system and chase escaping Ark? This is why I love Vodyani, they bend like every single rule in this game.

Obliterators target systems, their stars specifically. This is why they can't shoot nodes that have none. To answer directly - Ark should start flying out of the system before projectile hits star at the start of next turn to survive.

Updated 6 years ago.
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6 years ago
Aug 1, 2018, 8:35:31 PM

Aaaand to seal the deal. I build "Obliterator shield" on one of my Arks. Obliterator shoots another Ark system without shield. Will I be able to quickly swap Arks positions and bring shielded Ark into system-on-fire and save it from destruction? Does "Obliterator shield" stop its Ark from moving? Or is it attached to system and therefore I can build it with Ark and leave the system, efficiently creating shielded neutral system?


Who needs to think with portals, when you can think with Arks?

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