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yes. Vodyani do not get any other pop than vodyani.
You can convert Dust to essence in any system you own and some moduels for the ark give essence. Additionally, any sysetem you raze/convert will produce essence for a number of turns.
Vodyani are an aggressive faction so basically yes.
Yes. Ark or bust.
Up to you. But be mindful of the systems/planets you colonise as Vodyani can never terraform or utilize planet exploitations.
In general I would recommend this guide for other tips: https://steamcommunity.com/sharedfiles/filedetails/?id=1306987695
They have a notorious early game but can be pretty powerful and fun to play. It's not uncommon to have 10-20 Arks around the galaxy and produce thousands of essence without Leecher ships.
Edit: linked wrong guide. Fixed.
I gather from that, it's OK to use one or two well designed ARKs, one for Battle, one for colonizing. What I didn't do right, I need lots of Eseence ships.
Also... my current game, I probably built the map wrong in pregame set up! I have an entire constellation of systems to my self. Most are still unoocupied. I've had UE, Unfallen, and Lumeris scouts come through, but still no one has trie colonizing. The down side, their is no one in my system but 2 minors to harvest. Not sure what I was doing in game prior to starting, especially with new faction, Vodyani, I wanted to give my self some room to try and develop and learn. Obviously I hurt myself as my expansion rate is too slow, because my harvesting essence is too low... i've already Assimilated one of the two minors in my constellation, the other one, i will send many to harvest and see if I can't boost enough for one or two more ARKs. But looks like I need to consider building those to outstretch my reach to the next groups of systems, or... start over.
I don't think I wanna do that though. My Home system is now fully colonized L3 i think. It's gained two more pop count...
this is a trait of the Ship bound for Vodyani. Planets have max pop slot of 3 +1 per lvl (i think). This cap is regardless of its actual size or type. Additionally, the sysetem population displayed near the ark name on the map (the numeric) is the amount of population that ark has. This number is projected across ALL habitable planets simultaneously. So if you can colonize three planets on a system, and have two pop on an ark, thats six pop being projected to the system.
(edit) One of the key features of this is the interaction with laws. If you pass a law that requires 1 influence per pop, it will use the ARKS population to determine the cost. However, if lets say you built the improvement that gives 2 influence per pop on happy, the bonus is applied on pop in the SYSTEM. Given the above example, if you pass a law requiring 1 influence per pop it would cost 2 for the upkeep, but you would be generating 12 on the system thus coming out 10 ahead.
Watch on YouTube. Include subtitles and translation into english
yes.... I've sense discovered this just playing. It was confusing, but I started to notice the trend or the pattern taking shape. I love how the Vodyani start with 3 per planet when system is colonized and NEED NO OUTPOST! It's an instant. I used to love the Unfallen's instant with the roots, and once entwined, any planet was a 1 turn colony if capable.
With the Vodyani, as I've discovered, when an Ark first anchors a system, all planets colonizable are instantly colonized with pop of 3. It's freaking awesome! If any are Hot or some sort of Ash, lava, etc??? WOW Instant powerhouse of production!!
I just didn't understand the why or where it come from. I tried reading all the details in the Faction details screen when you pull up the far left faction tab which shows you the list of systems and their stats, on the far left shows you your faction traits. I seen there it says Ship Bound, and I've seen some other explanations their for specific Vodyani, but I didn't see anything that explains the ship bound details. so i didn't know what it meant.
As much as I love this ship bound trait, it has it's pro's and cons for sure. If any instant planet colonized would normally be a 1 pop HUGE (Gas Giants) planet for other factions, it's still 3 POP for me!! 3 Pop HUGE when instant colonizing?? WOW... But on the down side, i've jumped on Large Monsoons or Forest which should be 6 or 8 pop for normal factions, its still only 3 pop for me! So... I figured it's all balanced though!
They have no weapons (i think this makes them Civilian ships??), Two Engines, either two Essence modules, or 1 essence, 1 Armor plating. I always send 4x Neptunes to the HOME system of my enemy or cold war adversary. I leave my Allies alone (YES I Have two, because I've become a monsterous powerhouse and I have fleets everywhere, two wanted to be my ally to fight their enemy), but the Home system of every other faction (unless a force peace which doesn't allow my leeching) has a fleet of 4 Neptunes, and than 2x MORE Neptunes for every other system in the faction...
BUT despite being at war with a faction, still able to drain from their planets, i've watched large fleets of 10+ vessels of my enemy, 20k + HP 1k+ attack strength arrive in the same systems as my "Neptunes" draining their planets... and NOTHING HAPPENS.... NOTHING. My neptunes continue to drain, no combat ever takes place. Either they don't attack, or they CAN'T ATTACK!! I don't know, but it's AWESOME.... I've had upto 1300+ Essence PER TURN being drained, producing ARKS every 2-3 turns!! I've become a MONSTEROUS POWERHOUSE on my map!!
I make powerful beast of ships, now building ships of the Medium Class vessels (i forget class names, they are confusing), but I named those Jackal and Joker for the J (attack class) and Loraxion (i made it up, from the Letum class i think, based off the Lorax, only word at time came to me).
I find it hard to design bigger ships using unique resource systems... it's getting expensive to build them, and even HARDER to upgrade older designs. Is this common?? I've been trying to colonize systems in my region, which have the strategic resources. I try to make sure I get built the extra mine structures which boost strategic production. I STILL have a hard time keeping up!! Especially when I use those unique resources combined with other unique resources on LARGE Ships??
Any suggestions? It's soooo easy for me to design a large ship with the latest Unique Weapon, Unique Armor, Unique support module boosting weapons, unique module increase targeting, decrease targeting, boost flotilla weapons etc etc... I can make a ship no joke, using 3-4 different strategic resources, some time duplicating the modules, forgetting that medium duplicate anyway, and God forbid I go all out when I get to the Orion Carrier Ships (already named it, it's an O class, i haven't even unlocked it yet)... but than I go to build, and some are costing 10 or so various unique resources a ship... i'm like... (Ohhhhh dam what did I do)... I'll try and remember get a screen shot next time i'm in game of my Sci tree to see what I've chose on research... but designing ships to create specific advantages from unique weapons?? OH MY it's become complicated.
So.... what ideas do you all use for making custom ships?
(editing)
To give an idea what I do...
the smaller class attack ships, i have 2 designs. Smasher and Slasher. Both have the latest projectile not using a unique, as my Flak. I try to have a bunch of these to pair with their counter Larger attack HUNTER ships. The Smasher has the latest Torpedo/Missile module. The slasher has the latest Burst Energy which is only accurate in Medium, higher DPS than the 3 phase phaser beam. Both Smasher/Slasher use the latest target scrambler, making them less of a target. Both use 1 armor/shield.
I also use the smaller support ship, I forgot what I named it. It only has one weapon, 3 phase beam. It has added armor and shield, a HIT ME module, repair module. All these also have an engine.
The larger ships have similar setups. The Jackal has latest Missile/Torpedo weapons, and the latest Railgun (Projectile, unique, doesn't cost any unique resource, but powerful that it ignores shields/armor on target, so it says). Projectile Boost module. and a don't shoot module, to be less of target. The Joker has the latest Burst Energy weapon, and the latest 3 phase energy weapon, and a Energy boost module, as well as the Don't shoot module, less of a target. Both also have limited armor/shield, maybe 1 of each.
The Loraxion I made a beast. though allowed 3 weapons. I only use one, the 3 phase beam. one weapon is Fighter wing. The last weapon can also be a module, i use Flotilla shrapnel Crew Damage boost, which boost all weapons of all ships (Flotilla only) to do more crew damage. has a HIt me module. Has 2 adamantium armor modules, 1 Anti matter shield module, and a repair module.
My strategy. My Fleets are now upto 26 or 30 CP, i forget. Each flotilla gets one Loraxion, 1-2 Jackals, 1-2 Jokers. 2 of the smaller support, to help draw fire. and than 2-4 either Smashers or Slashers.
So I pair the Smasher and Jackal (both using Missiles) together, with 2 the smaller support, and one Loraxion, in one flotilla. I place them where best used for long range, although their chance they can also go short range. Even in short range plan for that flotilla, they still start off in long range, bound to get a few accurate long range shots. If its a balanced fight, or anything less than 2/3 advantage, I use the Power to Shields card, and this flotilla goes to the bottom.
I pair the Slashers and the Jokers, also with 2 the smaller support for helping draw fire, with 1 Loraxion. This fleet goes in the Medium range flotilla.
I usually only use two flotillas, though I often have enough to use three, but my ship designs, i don't have enough ships to balance out 3 flotilla, so I stick to Medium/Long range battle plans. I know they also have short range, the Rail guns on the Jackals for instance, and the smaller Smasher/Slashers all have the rapid projectile weapons, typically for countering missiles. IF ANYONE READING all this... I have a question, do Projectile/Flak combos on some ships help protect all ships in a Flotilla from Missiles? or do these FLAK combos only protect self?
That's all kind of how i design or develop my ships for my Vodyani Fleets!!
AM I on the right path here? AM i looking into it too much? Is my strategy even working??
I mean... they destory their enemies often. SOme fights I go in against a 2 vs 3 disadvatage and still come out victoriously, though I lose a few ships. Often my most expensive ones at the moment, the Loraxions, cause their purpose is to draw fire. And that they do.
My problem is, of my empire wide fleet, I have maybe 20 or more Loraxion 3's or less.... (older models), the Loraxion4 is the design with the Adamantium Armor, Anti Matter Shielding, and Anti Matter HIT Me module. And maybe something or another else. So they cost an arm/leg to build. And i can't afford getting those I have upgraded. If I can manage mobilizing properly, i'd send all the older model ships to the deepest biggest battles away from home, and let them die first, and keep the newest most expensive designs closer to home... but it never works out like that.
Yea. I knew that. The multiplier is due to the size of the ship, it mentions in the modules layout while building the design. Those adamantium plating on those medium ships are expensive.
but it's hard for me to design with cheap or out of date armor, I don't know what the enemy has for weapons, so I opt to go with the best possible defense at least while on my defensive heavy ship, the one i plan to take lots of firepower.
However, last night playing, after I wrote those updates yesterday, I discovered the Marketplace was hardly used. Some had recently sold lots of strategic to the market place. I manage to find Adamantium, Antimatter, Quadrinix (Purple), and the Green one, all for 5 dust or less, with 150+ available on the market. So... Having lots of Dust, strong economy, I bought out most of the strategic on the market. LMAO!!
Just be patient and read in game tool tips or straight out go for guides on forums, once you get the hang of it, this faction is soooo much fun to play with and feels unique.
Maybe rng had a role as well but on normal speed around turn 50 my empire become quite powerful and I had no problems about going to war, bullying or essence management.
I highly suggest everyone to try them out until a certain number of turns and not give up early (as I did before). Definitely one of my favorite race from now on.