ENDLESS™ Space 2

ENDLESS™ Space 2

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Playing Vodyani!!
I'm one of those that played this for a lil bit at release, and though different, not hating on it, my attn of games was drawn else where!
I come back 6 months later trying it out for first time, played the last few weeks on Unfallen!! Tough learning curve, but I've played them before. In that game, my neighbor and ally once in while, but enemy as well, and eventually fell crushed under my feet, were the Vodyani! Their other ally were the Lumeris, who actually won that game financiall 3 turns before my Unfallen Crushed them (i opted to continue playing after Lumeris took the victory condition, they fell to me 3 turns later, than I left game).

Now playing new game, I thought I'd Try the Vodyani. Despite the pregame setup warning me they are a difficult faction with many complicated faction mechanics... How hard can it be??

WOW was I wrong!! I get the ship bound feature. It sucks, but same way, kind of cool! No Outposts it seems? It's the ONLY way to expand? But man you can beef up those ARKS and they alone can defend their systems vs small-medium fleets. I know, as the Unfallen, I had a hard time taking these down til I got to the Medium class ships. They are also good for taking on early Pirates. Though it delayed the early development of my game, I used my first expansive ARK (not counting the Home sys ark, but the first ARK built to expand for second system), and 2 of my scout ships, and I took on the the two faction quest pirates that the Vodyani get in the early Solo Quest. Than the ARK went on to start second Sys.

So some things I've yet to figure out!! I still understand the Minor Faction Assimilation?! I bring a Minor Faction to become friends with me, and it seems the ONLY option to possibly bring them into my Empire or Assimilate them, Is to Force them off System, and than I take over with an ARK?? But this keeps the Empire Pure Vodyani? Is this supposed to be? Cause I'm cleansing the universe idea? Kinda Sucks. Do i not gain any faction trait from the minor faction? So the whole game, I expect to have no other race among my population?

Also, is their no other way to GAIN the extra Essence, the unique currency only for the Vodyani, which the ARKS require? And some other system builds/purchases use. After 3rd or 4th ARK, the price gets steep... FAST! Slowing down my expansion rate.

They have the LEECHER ships, but the only way those work is draining ESSENCE from other populated systems which do not belong to me. If I LEECH Minor Factions, it won't let me do anything with faction for improving relations. If I can't improve relations, i can't even Assimilate them. If I begin to drain systems of other major empires, it obviously distrubs them, they immediate get ♥♥♥♥♥♥ and ask me to stop... and if I refuse, it drains our relationship!! So? LEECHING is bad for other empires? AM I destined to be at war with EVERYONE?

Is their ANY other way to expand my empire? Must an ARK be present on every System I colonise?

Seems no different than the Cravers! Cravers consume other empires as machines looking to drain the resource of the enemy and move on, and the Vodyani seem to Consume the souls/spirits of everyone else, and can move on at any time.

Is it best to keep the Vodyani empire low in System count?

How does everyone (playing Vodyani) Engineer their ARKs? Early on? Midgame? Endgame? Is it possible to Delete the current ARK design, and sell the ARK on that design, if you design Your own Blueprint? I thought it was good idea I have 3 different designed ARKs. I wanted only two, but couldn't figure how to delete a design/blueprint so I decided to expand that original idea as well.
The Two I designed, both have one Engine module, 3 defense modules, 3 weapons modules. One of the two Designs, ARK of the Faithful, uses the Essense, and Influence, Happiness modules to boost those on the System.
The other design, ARK Of The Obediant, uses the Industrial, Science and Dust boosting modules.
When I realized I couldn't delete the ARK design already made, I improved it using Two Engine modules, extra Essence, and Dust.

I thought I could use the ARK, the original, to be the one that travels faster, gains a system i wan at a distance, like the ACADEMY system, or one having good resources, farther from home, and than come in with one of my other custom ARKs, and replace it... I found out the hard way, what ever you build in the system with the FIRST ARK, goes with the ARK with it withdrawls, and so the new ARK coming in, has to start over. SO that idea didn't work well.

Any one use more than ONE ARK design? Is it really that good of an idea? Or is it not benefitting me that well?

Anyone playing Vodyani reading this far have ANY Good tips for me??

Thanks for reading??
Last edited by americanman_4_life; May 29, 2020 @ 1:35am
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Showing 1-15 of 21 comments
Mephisting May 23, 2020 @ 4:58pm 
Originally posted by americanman_4_life:
But this keeps the Empire Pure Vodyani? Is this supposed to be?

yes. Vodyani do not get any other pop than vodyani.

Originally posted by americanman_4_life:
Also, is their no other way to GAIN the extra Essence, the unique currency only for the Vodyani, which the ARKS require?

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.

Originally posted by americanman_4_life:
They have the LEECHER ships, but the only way those work is draining ESSENCE from other populated systems which do not belong to me. If I LEECH Minor Factions, it won't let me do anything with faction for improving relations. If I can't improve relations, i can't even Assimilate them. If I begin to drain systems of other major empires, it obviously distrubs them, they immediate get ♥♥♥♥♥♥ and ask me to stop... and if I refuse, it drains our relationship!! So? LEECHING is bad for other empires? AM I destined to be at war with EVERYONE?

Vodyani are an aggressive faction so basically yes.

Originally posted by americanman_4_life:
Is their ANY other way to expand my empire? Must an ARK be present on every System I colonise?

Yes. Ark or bust.



Originally posted by americanman_4_life:
Is it best to keep the Vodyani empire low in System count?

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.
Last edited by Mephisting; May 23, 2020 @ 10:36pm
Sloan May 23, 2020 @ 5:03pm 
Originally posted by americanman_4_life:
Must an ARK be present on every System I colonise?
Yes.
@ mephisting. thanks for your in debt response. I appreciate the link to the guide as well. But keep in mind, that guide was written from the Early Alpha of the game. Some of it doesn't appear to be accurate.

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...
Could you answer this though... WHY when some planets show higher pop count before I colonize system, those planets are now limited by the pop count of lower planets, all planets in a system stay at equal count, and all grow simultaneously?? I to mention, the Pop count of the system is that equal to only one planet, yet, all colonized planets also have the same amount. A system of 4 planets each show 4 pop, total of 16 population, yet, only shows in the planet status as 4 pop? I'm confused!?
Mephisting May 23, 2020 @ 9:07pm 
Originally posted by americanman_4_life:
Could you answer this though... WHY when some planets show higher pop count before I colonize system, those planets are now limited by the pop count of lower planets, all planets in a system stay at equal count, and all grow simultaneously?? I to mention, the Pop count of the system is that equal to only one planet, yet, all colonized planets also have the same amount. A system of 4 planets each show 4 pop, total of 16 population, yet, only shows in the planet status as 4 pop? I'm confused!?

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.
Last edited by Mephisting; May 23, 2020 @ 9:13pm
Sloan May 24, 2020 @ 1:07am 
Originally posted by americanman_4_life:
Could you answer this though... WHY when some planets show higher pop count before I colonize system, those planets are now limited by the pop count of lower planets, all planets in a system stay at equal count, and all grow simultaneously?? I to mention, the Pop count of the system is that equal to only one planet, yet, all colonized planets also have the same amount. A system of 4 planets each show 4 pop, total of 16 population, yet, only shows in the planet status as 4 pop? I'm confused!?
https://youtu.be/njLGguOG9Pg
Watch on YouTube. Include subtitles and translation into english
Originally posted by Mephisting:
Originally posted by americanman_4_life:
Could you answer this though... WHY when some planets show higher pop count before I colonize system, those planets are now limited by the pop count of lower planets, all planets in a system stay at equal count, and all grow simultaneously?? I to mention, the Pop count of the system is that equal to only one planet, yet, all colonized planets also have the same amount. A system of 4 planets each show 4 pop, total of 16 population, yet, only shows in the planet status as 4 pop? I'm confused!?

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.

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!
by the way. each colony level increases the POP count max by TWO? Idk if that's how it's always been, or new to a recent update or what. but it changes by 2 per system level.
I love how I can withdraw my ARK from system, and use it as a TANK of a battleship without going far... especially while I'm in a war and I can't get ships to every border system to protect my empire. I can withdraw an ARK and intercept (MY front line combat ARKs have 2 engine modules, they are blitzing fast for a large vessel), anyone who slips by!! I'll catch scouts that pass by, attack in next system over, they retreat and same ark goes down same lane (usually back to it's border system it was anchored) before the retreating scout lands, catching it before it can leave, at half it's health, unable to retreat a second time... they are BEASTS!!
Who ever suggested (i could read back, too lazy!) creating over whelming LEECH fleets, you're AWESOME! I redisgned my ship designs, I call those ships Neptunes. I have a strategy I use to naming all my ship designs, no matter what faction I play, the first letter of name is based on the Class of ship name. I forget what the actual "class" is called for those Leeches, but it starts with N, so I name them Neptunes.
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!!
VODYANI... may have become my new favorite!!
MY NEW problem... maybe one of you who follow and enjoy Vodyani can SOLVE!?

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.
Last edited by americanman_4_life; May 27, 2020 @ 4:08pm
Mephisting May 27, 2020 @ 10:55pm 
Keep in mind that larger ships have a multiplier associated with them that multiplies the effect of modules while also multiplying their cost. So what may cost only 4 of a strategic on a normal ship will cost 8 on a large and 16 on a carrier. And that's PER module. So it can get expensive if you are'nt careful. Use generic modules if it will allow you to field a fleet.
Originally posted by Mephisting:
Keep in mind that larger ships have a multiplier associated with them that multiplies the effect of modules while also multiplying their cost. So what may cost only 4 of a strategic on a normal ship will cost 8 on a large and 16 on a carrier. And that's PER module. So it can get expensive if you are'nt careful. Use generic modules if it will allow you to field a fleet.

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!!
Atbi20lik May 28, 2020 @ 9:23pm 
I have 500+ hours in this game, never played as Vodyani before yesterday because it seemed like too much pain and new mechanics to deal with at first..

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.
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Date Posted: May 23, 2020 @ 4:14pm
Posts: 21