ENDLESS™ Space 2

ENDLESS™ Space 2

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Captain Wolf Aug 19, 2018 @ 7:22pm
Best tech for ground invasions
I'm new and just hoping for a comprehensive list of techs related to the invasion itself. I can start with the obvious ones (all in the top tech quadrant):

1) Titanium Slugs--to sap the planet's strength before the invasion

2) Automonomous Construction--tanks for ground invasion

3) Universal Aerodynamics--air force for ground invasion

What other techs are there for the actaul ground invasion itself? Maybe ones to increase the size / power of your ground force?

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Showing 1-7 of 7 comments
Military Quadrant
.Tier1
..Ubiquitous Surveillance - (O2G Delivery Gear)

.Tier3
..Improved Fleet Management - (OpEx Gear)

.Tier5
..Hyperfield Generators - (Hyper Gear)
..War as Hobby - (Redundant Cybernetics)

Economy and Trade Quadrant
.Tier4
..Dust Micro Loans - (Mobile Cryogenics)
..Ultratough Materials - (Squadthink Systems)

Military / Empire Development Wonder -Might of the Endless

The modules tend to improve your onboard manpower, but also your deployable maximum on attack as indicated by the property "Manpower deployment limit (ATK)". The empire bonuses are just percent gains to troop performance, I assume they apply to infantry as well as tanks and air since they don't mention infantry specifically and instead say troop.

There is also at least one (perhaps more?) loot-only module which is a titanium based manpower booster and 30 person / turn siege module, it does not increase manpower deployment limit (ATK), but it ups deployable manpower by like 300 and coupled with a very very strong siege, it is very valuable. Yea, I think theres also a quadrinix (green tier 3 strategy resource) troop module now that I think about it, also gated behind curiousity discovery as loot.
Captain Wolf Aug 20, 2018 @ 3:27am 
Can someone explain this last post a llittle more? Mentioning the names of the modules is helpful, but the game does not say what these do, and I can't find the info:

What do these modules do? O2G, OPEx, ...Squadthink Systems?? Any tips on the way people use these?

I don't understand any of this either:

"There is also at least one (perhaps more?) loot-only module which is a titanium based manpower booster and 30 person / turn siege module, it does not increase manpower deployment limit (ATK), but it ups deployable manpower by like 300 and coupled with a very very strong siege, it is very valuable. Yea, I think theres also a quadrinix (green tier 3 strategy rsource) troop module now that I think about it, also gated behind curiousity discovery as loot."
Last edited by Captain Wolf; Aug 20, 2018 @ 3:28am
There is a search function at the bottom of the tech tree page which you could use to highlight those techs on the tree, then you can mouseover them and read the tooltips and see their properties. :)

The properties you're looking for to boost your ground combat / invasion on ship support modules are:
Additional Manpower
Manpower deployment limit (ATK)

And on Empire:
+% Troops Health on Empire
+% Troops Damage on Empire

Once you launch an invasion against a system, all manpower from all ships (meaning all ships regardless of how you have them organized between fleets) you own orbiting at that system will be landed for a ground invasion event against the system's ground defense force - the ground battle window pops up telling you how many reserves each side has as well as how many actual fighting troops you have. Your total landed manpower is split between your maximum deployed attack manpower, and your reserves which represent all of troops you landed minus the deployed amount, assuming you land more than you can deploy at one time.
When you have ships orbiting a system which have modules with the "Manpower deployment limit (ATK) +#" property, your deployment limit for ground combat is increased by that number for each module on each ship you own at that system, while you have them at that system.
At the end of each turn in a system where ground combat is taking place, I *believe* that all troops from all orbiting ships with troops to land will be landed -- now ships don't magically replenish their reserves, but you can send more ships which have troops to the system to reinforce a fight in progress, or you can send part of your fleet back to your territory to replenish its manpower and then bring new loads in on those ships.

The empire bonus properties affect all troops you own, anywhere they happen to be fighting, as far as I'm aware, so if you were to research those your troops (all of them afaik, infantry tanks and air) would gain performance boosts as soon as those techs complete.

As far as the loot-only stuff goes, sometimes when you launch a probe expedition or research a curiousity at a system, you will find "loot" in the form of loot-exclusive modules or improvements and such. They're just like any other module or improvement, except you can't research them - they aren't on the tech tree, they can only be discovered.

Captain Wolf Aug 20, 2018 @ 7:25am 
Climber, thanks for taking the time to explain this to me. Your explanation filled in a few blanks that I was confused about without even having to ask, but I still have my initial problem...

When I go to the tech tree and mouse over an unresearched tech like "Ubiquitous Surveillance", "O2G Delivery Gear" does appear along with "Big Data Shipyards", but it does not say what the support module does. It only explains what the shipyard does, but no info on the module. The same for all the other modules. How do we know what these modules do before we buy them?

Sorry if I'm missing something obvious. I'm new, and this tech tree / circle has a couple of unique mechanics.
Last edited by Captain Wolf; Aug 20, 2018 @ 7:29am
Mulzaro Aug 20, 2018 @ 8:09am 
Mouse over the smaller icons next to the technologies, they are the unlocked things. Note that you need to check the option from the left for them to show up and you need to have the certain zoom level.
Apples Aug 20, 2018 @ 8:28am 
2 Carriers filled with Hyper Gear. Like 8k manpower per carrier, takes any system within 1-2 turns with a blitz. (depends on reserves). Have the rest of your fleet with the Q-Field Accelerators.

You can pretty much go from system to system non stop.
Last edited by Apples; Aug 20, 2018 @ 8:28am
Captain Wolf Aug 20, 2018 @ 9:07am 
Originally posted by Mulzaro:
Mouse over the smaller icons next to the technologies, they are the unlocked things. Note that you need to check the option from the left for them to show up and you need to have the certain zoom level.
This is exactly what I needed! I wasn't zooming in enough to get the full description. This combined with the rest of the guidance should make my invasions much better when I get home. Thanks to all!
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Date Posted: Aug 19, 2018 @ 7:22pm
Posts: 7