Star Control I & II

Star Control I & II

39 ratings
Star Control 2: The Ultimate Reference Guide
By sinnick
I wrote this guide in 1998, six years after the game was released, and posted it on what was then my homepage. It provides you with everything you need to know to complete the game, while leaving the joy of explanation up to you. Don't follow it religiously ... refer to it when you need to look up a location or an idea of where to go next. The joy of this game is in exploring and discovering things yourself.

Some of the text in this guide is hilariously dated, but I leave it here for posterity. Nostalgia! If you were one of those guys who was posting about star control 2 on usenet all those decades ago, get in touch! I would love to chat about old times.
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FORWARD
================ A LITTLE FORWARD ================ I'd like to congratulate the game designers/programmers, Fred Ford and Paul Reiche III, on a game that is completely fascinating and totally engrossing. I spent nearly 70-80 hours on the game; some in 12 hour marathon sessions that I called off due to sleepiness. While this walk-thru will allow you to solve the game and find most of the artifacts in the game, it does not have all of them in it. Apparently a cloaking device does exist (its listed in a picture on page 37) in the game somewhere, but it is well concealed. I have not found this device, but we hear it is located somewhere in Ur-Quan space and is shielded against Energy scans.
TASKS TO COMPLETE
Some tasks are optional, but I highly recommend doing all of them. They will add more enjoyment to your game.
Optional: Spathi Tasks
============ Spathi Tasks ============ Clear the Spathi homeworld of the biological life forms that feed on the Spathi. Tell them about your deed by traveling to the moon of the homeworld. Force them to send their ships to Earth. Eventually they will construct thier own slave shield, but on the moon they leave behind the Umgah Mind Caster. Be sure to pick that up. Use the Caster for three things. 1) You can call the Melnorme in HyperSpace to come to your ship. 2) You can comminicate with the Chenjesu and the Mmmmhrmmr. 3) You can fool the Ilwrath into thinking that Dogar and Kazon are speaking directly to them. If you don't want to wait for the Umgah Caster, you can get the Burvixese Caster which is located at Arcturus Ia. We only recommend this if you have the Portal Spawner though, because of the time involved getting it otherwise.
Optional: Arilou Tasks
============= Arilou Tasks: ============= In Alpha Pavonis on a blue planet there is a wreck of an Ur-Quan Dreadnought. Salvage the wreck and pick up the Ur-Quan warp pod. Later, in Columbae a portal to QuasiSpace opens every month on the 17th and stays open for a few days. Visit the Arilou homeworld in the far upper right hand corner of QuasiSpace. Provided that you have the Ur-Quan warp pod, they will fit your ship with a Quasi-Space Portal Spawner, which will save you much time and fuel. Since there are 15 "holes" back to HyperSpace, it is a little daunting to find which hole leads where. This is an important device to have because of the time you will save.
Zot-Fot-Pik Tasks
================= Zot-Fot-Pik Tasks ================= Visit thier homeworld. They will eagerly join up with you and provide you with the designs for their ships. These guys will also provide you with some important reconaissence information, such as the location of the Sa-Matra, and also information about who is winning the Ur-Quan and Kohr-Ah war. I liked these guys the best (except for the Umgah -- har har har). I want to know about Frungy...
Slylandro Tasks
=============== Slylandro Tasks =============== Have you noticed how annoying those Slylandro probes are? If you visit thier homeworld, they will provide you with a self-destruct sequence code for the exploration probes. Later, the Slylandro reprogram a probe which has returned to their world to broadcast the destruct sequence; this will dramatically lower the population of probes. The Slylandro give you information about the Precursors. Apparently the Rainbow Worlds have some great role in relating the fate of that ancient race.
Ilwrath Tasks
============= Ilwrath Tasks ============= When you enter the Ilwrath home system, use the Caster to trick the Ilwrath into choosing a new target. It will be the Thraddash, so be sure that you have the Aqua Helix before you send them off on their rampage. They will pack up and leave Pkunk space.
Syreen Tasks
============= SYREEN TASKS: ============= Prove that the Mycons destroyed Syra by going to the former Syreen homeworld at Beta Copernicus I and getting an "egg husk" of the Mycon Deep Child. Get the Syreen ships out of the vault at Epsilon Camelopardalis Ia. Travel to the Mycon homeworld and tell them of the new planet to take the Deep Child. Travel to Beta Brahe I when the bulk of the Mycon fleet is gone. You will still have to fight 5 Mycon ships though. Obtain the Sun Device from the planet surface. To tell the Syreen about Syra you must do one of two things: a) buy the information from the Melnorme, or b) (from Hans Lie again (thanks Hans! (g9hansl@cdf.toronto.edu)) you can visit a shattered world and ask the Mycon why shattered worlds are only in their system. (Gamma Brahe has a shattered world -- for example)
Shofixti Tasks
============== SHOFIXTI TASKS ============== The important thing to remember here is: DON'T KILL HIM!! Go to Delta Gorno. Converse with him -- actually -- insult him. It's the fastest way. He thinks that you are Ur-Quan and will attack. Continue to converse with him by using your emergency warp. After he realizes who you are, he will become quite happy to help you in anyway possible. In order to bring the Yehat back from the Queens clutches, you need to repopulate the Shofixti race. Of course, you need to have females to do this. A VUX admiral named ZEX (ha ha) on Alpha Cerekov I has several Shofixti women. But in order to get them, you need to find this creature he wants. It is located on Delta Lyncis I. It is easily found by the fact that it's huge and is very aggressive. Return the creature to Admiral ZEX. He will want to capture you, but the creature will escape, killing him and allowing you to go to the planet surface and get the Shofixti women. Travel back to Delta Gorno and give them to Tanaka. Two months later, you can get a Shofixti ship. Another benefit is that crew cost is lowered to 3 instead of 5 due to the Shofixti volunteers. Buy one and carry it with you to Yehat space. Show the Shofixti to the Yehat. Unfortunately, you will start a civil war, but it can't be avoided. Later the Yehat can give you some ships if you need them.
Umgah Tasks
=========== UMGAH TASKS =========== The Umgah have an Ur-Quan "talking pet" which is actually a Dryanni. You need to get the Taalo Pyshic Shield device on Delta Vulpeculae IIc. (Be nice to the Orz!) If you travel to the homeworld and ask about secrets, the Umgah will tell you that it is undergoing surgery. If you leave and come back, the creature has taken over the minds of the Umgah. The creature will try to send you to your death by making you attack an Ur-Quan armada; if you have the Taalo physic shield device, it will protect you from the tricks of the Dryanni. After you are attacked by 10 Umgah commanders, the Dryanni will surrender. Return to the planet. The Umgah will give you some important information about the Mycon; and also 500 units of biological data that you can sell to the Melnorme; as well as four ships. Being great joke lovers they will proceed to attack you...just warp out and leave the system. (PS: For a good laugh sometime, come back...maybe you can be Honorary King!)
Chmmr Tasks
=========== CHMMR TASKS =========== After the war was over, the Chenjesu and the Mmrnmhrm decided to be enclosed on one planet. Use the Sun Device from to accellerate the "process" of the combination. The Chmmr will do three important things for you. You will recieve unlimited RUs; they supply the designs for the Chmmr Avatar -- easily the best overall alien ship (other than your own.); and finally, they enhance the bomb with their crystal technology.
Repairing the Ultron
==================== REPAIRING THE ULTRON ==================== Crystal Spindle --------------- The Pkunk have this item and will give it to you willingly if you visit their homeworld. Aqua Helix ---------- The Thraddash have this item. You need to gain the trust of the Thraddash before you go to get the item which is on Zeta Draconis I. You gain the respect of the Thraddash by killing several of them (try about 20) and then visiting the homeworld. Don't go to the Homeworld first, as the kills you make there will not count for anything. After you steal the Aqua-Helix, the Thraddash will be mad about this. BUG OUT OF THE SYSTEM...It saves a lot of time and trouble. Rosy Sphere ----------- The Druuge have this item on their trade planet. Unfortunately, the Druuge only trade in slaves. The price for the Rosy Sphere is 100 crew members, so be sure to have more than that on hand in the other ships you carry. You can also trade a Mycon Egg Case to the Druuge for the Rosy Sphere. (There is an extra one on Gamma Brahe I). Ultron ------ The Supox have the Ultron on Beta Librae. Put all of the other parts into the Ultron by 'use'ing them from the Device Manifest. Take the Ultron to the Utwig on their homeworld. They will provide you with the bomb to destroy the Sa-Matra. The bomb is on Zeta Hyades VI (2nd moon). When you arrive there will be 5 Druuge ships. They should be relatively easily to kill if you have the Hellbore cannons and the ATS systems. Tactical tip: The best way to kill Druuge ships is with the Earthling Cruiser. As long as you are able to keep your distance (not too difficult, since the Druuge Mauler also has pretty poor acceleration), you should be able to take it out with a few nukes. If you do this in a timely manner, the Utwig and the Supox will attack the Kohr-Ah, providing you with additional time to defeat the Ur-Quan. (Between 9-12 months.)
ASSAULT ON THE SA-MATRA
======================= ASSAULT ON THE SA-MATRA ======================= The Chmmr transport you back to Earth, two weeks later...the bomb has been loaded into your flagship. We recommend the following configuration (since you only have six open slots due to the bomb mechanism): Hi-Effiecency Fuel System 5 Crew Pods. We also recommend that you buy 10 Chmmr Avatars and save two of your Pkunk ships. Tactical tip: The Avatar is definitely NOT the best ship to fight the Ur-Quan and Kohr-Ah. The Utwig Jugger is far better at this -- an Ur-Quan ship has absolutely no chance against a Jugger, and a Kohr-Ah ship is only a small challenge. An Chmmr Avatar has only a slight advantage over either of these baddies. An Avatar can take out one, maybe two Ur-Quan/Kohr-Ah ships before biting it, but a decent Utwig pilot can hold out almost indefinitely. Use your portal spawner to put you near the Crateris constellation, and proceed to Delta Crateris V. Around the planet is the biggest group of nasties we've ever seen. Use your Dryanni to distract the orbiting fleet. Once you're able to enter the "planet" screen (the blowup of just the planet and the Sa-Matra), save your game!! Proceed to the Sa-Matra, where you will be attacked by 3 Kzer-Za and 3 Kohr-Ah ships. Take them out with the Chmmr Avatars (or don't). But don't worry, the ships you lose here will be replaced with Yehat Terminators and Pkunk Furies. After the Ur-Quan toadies are destroyed, the Dryanni will tell you about the configuration of the Sa-Matra. It has been our experience that Pkunk ships -- surprisingly -- do rather well against the shield generators. This is due to thier speed and broadside capabilities. Once the shield is down, concentrate your attacks on the green blotches and the fireballs. Once you kill them, then fly your flagship into the opening, and win. Congratulations on solving the game.
LOCATIONS
This section contains tables of everything you need to find in the game.
Alien Home Worlds
================= ALIEN HOME WORLDS ================= Perhaps the most useful item in the walkthru is below. This is a list of each alien homeworld, minus the Kzer-Za or the Kohr-Ah. Race Planet Name Co-Ordinates ~~~~ ~~~~~~~~~~~~ ~~~~~~~~~~~~ Arilou QuasiSpace (see below) Androsynth Eta Vulpeculae 358.7 x 256.6 Chenjesu & Mmrnmhrm Procyon II 075.2 x 226.8 Druuge Trading World Zeta Persei I 946.9 x 280.6 Ilwrath Alpha Tauri I 022.9 x 366.6 Mycon Epsilon Scorpii I 629.1 x 220.8 Orz Gamma Vulpeculae 371.3 x 253.7 Pkunk Gamma Kruegar I 052.2 x 052.5 Shofixti Delta Gorno 090.8 x 026.9 Slylandro Beta Corvi IV 033.3 x 981.2 Spathi Epsilon Gruis Ia 241.6 x 368.7 Supox Beta Librae I 741.4 x 912.4 Syreen Betelgeuse I 412.5 x 377.0 Thraddash Delta Draconis I 253.5 x 835.8 Umgah Beta Orionis I 197.8 x 596.8 Utwig Beta Aquarii I 863.0 x 869.3 VUX Beta Luyten I 433.3 x 168.7 Yehat Gamma Serpentis I 492.3 x 029.4 Zot-Fot-Pik Alpha Tucanae I 400.0 x 543.7 A note about the Melnorme: They are located where ever there is a supergiant star. So somewhere in that system they will be around. Of course if you have either caster, then you can call them. We liked to use the Melnorme as "in-flight" refueling. A note about the Ur-Quan: This is the collective title for both the Kohr-Ah and the Kzer-Za. The Kohr-Ah are the black ships that want to kill everyone in this part of the galaxy. The Kzer-Za just want to enslave everyone. They are the green ships.
Quasi-Space Locations
====================== QUASI-SPACE LOCATIONS: ====================== Quasi Space Hyper Space Descrip ~~~~~~~~~~~ ~~~~~~~~~~~ ~~~~~~~ 448.0 x 504.0 565.7 x 971.2 Delta Lyncis 458.0 x 492.0 860.7 x 015.1 Unimportant 466.0 x 514.0 230.1 x 398.8 Spathi Space 468.0 x 464.0 921.0 x 610.4 Arcturas 476.0 x 458.0 409.0 x 774.8 Ur-Quan/Thraddash 476.0 x 496.0 611.6 x 413.1 Ur-Quan Space 488.0 x 538.0 973.5 x 315.3 Druuge Space 492.0 x 492.0 005.0 x 164.7 Ilwrath Space 502.0 x 460.0 318.3 x 490.6 Zoq-Fot-Pik Space 506.0 x 474.0 190.9 x 092.6 Sol Vicinity 516.0 x 466.0 567.3 x 120.7 Mycon Space 520.0 x 514.0 011.1 x 940.9 Slylandro Space 520.0 x 540.0 589.9 x 621.3 Heart of Ur-Quan 530.0 x 528.0 775.2 x 890.6 Supox Space 544.0 x 532.0 036.8 x 633.2 Arilou Space 500.0 x 500.0 043.8 x 637.2 Arilou Entrance Note that the final location, the Arilou Entrance, only exists in hyperspace sometimes. Please see below for more info.
Rainbow World Locations
======================= RAINBOW WORLD LOCATIONS ======================= The rainbow world align into an arrow formation pointing toward the galatic core. (Hmmm, setting up for a sequel maybe??!) :) Planet Name Coordinates ~~~~~~~~~~~ ~~~~~~~~~~~ Alpha Andromedae I 862.5 x 700.0 Beta Leporis I 766.6 x 866.6 Beta Pegasi I 039.5 x 745.8 Epsilon Draconis I 283.6 x 785.7 Epsilon Lipi I 543.7 x 827.0 Gamma Aquarii I 853.4 x 879.7 Gamma Kepler I 602.0 x 297.9 Gamma Reticuli I 741.6 x 508.3 Groombridge I 996.0 x 904.2 Zeta Sextantis I 468.1 x 091.6 But other than the fact they're worth 500 credits from the Melnorme, there is nothing else to them.
Pertinent Items
=============== PERTINENT ITEMS =============== See below for more on how these items factor in the actual story. Planet Name Co-Ordinates Description ~~~~~~~~~~~ ~~~~~~~~~~~~ ~~~~~~~~~~~ Alpha Pavonis VII 056.2 x 800.0 Ur-Quan Core Arcturus Ia 964.5 x 579.1 Burvixese Caster Arilou Homeworld 043.8 x 637.2 Portal Spawner Beta Libre I 775.2 x 890.6 Broken Ultron Delta Lyncis I 570.3 x 979.5 VUX Beast Epsilon Gruis Ia 241.6 x 368.7 Umgah Caster Beta Orianis 197.8 x 596.8 Talking Pet Zeta Draconis I 277.6 x 867.3 Aqua Helix Zeta Hyades VI 850.0 x 937.2 Utwig Bomb Beta Copernicus I 600.8 x 263.1 Mycon Eggshell Zeta Persei I 946.9 x 280.6 Rosy Sphere (Druuge) Gamma Kruegar I 052.2 x 052.5 Clear Spindle (Pkunk) Alpha Cerenkov I 422.1 x 198.5 Shofixti Maidens (VUX) Delta Vulpeculae II-C 372.1 x 261.9 Taalo Shield (Orz) Beta Brahe I 639.5 x 231.2 Sunray Device Epsilon Camelopardis I-A 593.7 x 393.7 Syreen Vault Delta Crateris 620.0 x 593.5 Sa-Matra
SHIP GUIDE
Androsynth Guardian


Crew: 20
Batt: 24
Recharge: 8
Speed: 24/50
Accel: 3/0

Weapon: Bubbles with limited homing ability. Damage: 2
Special Weapon: Turns into a comet that rams opponent. Damage: 3


Ariloulaleelay Skiff


Crew: 6
Batt: 20
Recharge: 6
Speed: 40
Accel: 40

Weapon: Automatic Aiming laser. Short Range. Damage: 1
Special Weapon: Random Teleport. Inertialess thrusting (Stop-on-a-dime ability).


Chenjesu Broodhome


Crew: 36
Batt: 30
Recharge: 4
Speed: 27
Accel: 3

Weapon: Crystals that fly until detonated into eight pieces. Damage: Crystal-6, Fragment-2
Special Weapon: Pesky Doggies. Intelligent robots that drain away fuel


Chmmr Avatar


Crew: 42
Batt: 42
Recharge: 1
Speed: 35
Accel: 7

Weapon: Super Fast Laser. Medium Range. Damage: 2
Special Weapon: Tractor Beam. 3 Outer Point Defense Robots Damage: 1


Druuge Mauler



Crew: 14
Batt: 32
Recharge: 50
Speed: 20
Accel: 2

Weapon: Bullet with extremely long range and large recoil. Damage: 6
Special Weapon: Sacrifice crew for fuel. 1 crew = 16 fuel


Earthling Cruiser



Crew: 18
Batt: 18
Recharge: 8
Speed: 24
Accel: 3

Weapon: Long Range Homing Missile. Damage: 4
Special Weapon: Point defense. Damage: 1


Ilwrath Avenger


Crew: 22
Batt: 16
Recharge: 4
Speed: 25
Accel: 5

Weapon: Flame Thrower. Very Short Range. Damage: 3
Special Weapon: Cloaking Device. Cannot fire with cloak on. Firing uncloaks ship and positions it towards enemy.


Kohr-Ah Marauder


Crew: 30
Batt: 42
Recharge: 1
Speed: 1
Accel: 0

Weapon: Spinning blades that remain where detonated. Damage: 4
Special Weapon: Corona of Fire. Destroys any weapon. Damage: 3


Melnorme Trader


Crew: 20
Batt: 42
Recharge: 4
Speed: 36
Accel: 6

Weapon: A Charged Energy Ball. Damage doubles with every charge: 2,4,8,16
Special Weapon: Psychic Ball that prevents the use of special weapon and turning. Spins ship. Long range.


Mmrnmhrm X-Form


Crew: 20
Batt: 10
Recharge: 1/2
Speed: 20/64
Accel: 15/1

Weapon: Two weapons: Fast Double laser. Short Range. Damage: 2, Double Pippen Gun. Long Range. Damage: 1 ea.
Special Weapon: Transforms between two ships with different weapons and abilities (noted)


Mycon Podship



Crew: 20
Batt: 40
Recharge: 4
Speed: 27
Accel: 9

Weapon: Expanding Plasma Ball. Does more damage if more concentrated. Max Damage: 10
Special Weapon: Spawns crew. Requires full battery load. 4 cres per use.


Orz Nemesis



Crew: 16
Batt: 20
Recharge: 6
Speed: 35
Accel: 5

Weapon: Shock Missile. Damage 3.
Special Weapon: Shoot *Dancers* that invade ships and attack from within. Rotating Turret.


Pkunk Fury



Crew: 8
Batt: 12
Recharge: 0
Speed: 64
Accel: 16

Weapon: Three-Barelled gun. Front, Left and Right. Damage: 1
Special Weapon: Insult opponent to gain fuel. Random Reincarnation


Shofixti Scout



Crew: 6
Batt: 4
Recharge: 9
Speed: 35
Accel: 5

Weapon: Tiny bullets. Damage: 1
Special Weapon: Glory Device. Self-destruct mechanism. Max Damage: 18


Slylandro Probe



Crew: 12
Batt: 20
Recharge: 0
Speed: 60
Accel: 60

Weapon: Lightning bolts. Semi-Automatic Aiming. Damage: 1
Special Weapon: Process Asteroids for fuel. Inertialess. Immune to Syreen call.


Spathi Eluder



Crew: 30
Batt: 10
Recharge: 10
Speed: 48
Accel: 12

Weapon: Fast Pippen Gun. Damage: 1
Special Weapon: Pokey homing missile shot from the rear. Damage: 2


Supox Blade


Crew: 12
Batt: 16
Recharge: 2
Speed: 40
Accel: 40

Weapon: Green Ichor bullets. Fast. Medium Range. Damage: 1
Special Weapon: Thrustless Dodging. Can move in any direction without thrusting.


Syreen Penetrator



Crew: Special
Batt: 16
Recharge: 6
Speed: 36
Accel: 9

Weapon: Fast Bullet. Damage: 1
Special Weapon: Syreen Call. Forces enemy crew to abandon ship. Syreen can pick them up and use them as slaves. More effective at close range.


Thraddash Torch


Crew: 8
Batt: 24
Recharge: 6
Speed: 28
Accel: 7

Weapon: Slow Pippen gun. Long range. Damage: 1
Special Weapon: After Burner. Leaves clouds of fire and gives speed boost. Damage: 2


Umgah Drone



Crew: 10
Batt: 30
Recharge: 150
Speed: 18
Accel: 6

Weapon: Radiation Cone. Very short range. Requires no fuel but prevents fuel from recharging. Damage: 1
Special Weapon: Anti-Gravity Backup. Requires fuel.


UrQuan Dreadnought


Crew: 42
Batt: 42
Recharge: 4
Speed: 30
Accel: 6

Weapon: Huge Plasma Blast. Medium Range. Damage: 6
Special Weapon: Launches Fighters two at a time. Each holds one crew and does a damage of 1.


Utwig Jugger



Crew: 20
Batt: 20
Recharge: 0
Speed: 36
Accel: 6

Weapon: Fires a wave of 6 energy bolts. Requires no fuel. Damage: 1
Special Weapon: Energy Absorbsion Shield. Uses fuel, and absorbs fuel from shots.


Vux Intruder


Crew: 20
Batt: 40
Recharge: 8
Speed: 21
Accel: 7

Weapon: Fast Laser. Medium Range. Damage: 1
Special Weapon: Shoots Limpet Parasites that latch onto enemy ship and impair turning and thrusting.


Yehat Terminator


Crew: 20
Batt: 10
Recharge: 6
Speed: 30
Accel: 6

Weapon: Fast Double Barelled gun. Short Range.
Special Weapon: Force Shield. Short Lasting. Protects against all physical shots.


ZoqFotPik Stinger


Crew: 10
Batt: 10
Recharge: 4
Speed: 40
Accel: 10

Weapon: Spray of tiny bullets. Damage: 1
Special Weapon: Tongue Attack. Super Short Range. Damage: 8
9 Comments
Fox Mar 17 @ 5:22pm 
Nice Guide.
An alternative to getting the Rosy Sphere for 100 crew would be to trade the Druuge the Burvix Caster, especially if you get the Umgah Caster from the Spathi.
If only you'd known they'd accept that trade, so many lives would not have been enslaved.
I'll now leave you to ponder your grief.
thaodahaka May 27, 2022 @ 3:46am 
Good guide, though I think in the very beginning you meant Foreword, not forward. Anyways, the one tiny error I believe that exists is below in the comments, you mention using Dynamo's and Shiva furnaces together. They're both for energy production, Dynamo being the first generation and Shiva Furnace being the more efficient 2nd gen. Just add 2 Hellbore cannons in front, 3 Tracking modules (3 for optimum tracking) and 4 or more Shiva furnaces. That free's you up to add more cargo or whatever. In my current game I have just 3 and they replenish 4 bars of power each second (42 bars in total, each triple Hellbore shot uses 20 bars of power) Should you be interested, I wrote up (yes, with a pencil) a walkthrough back in the day that includes a step-by-step guide on which planets to visit first to be up and running the fastest.
sinnick  [author] May 5, 2022 @ 8:13pm 
Not sure what you mean. If you've just started the game, I recommend giving your Starship a name and then flying to Earth to see what's going on!
Henash May 3, 2022 @ 1:45pm 
I bought the star control 1 and 2 package trying to figure out how to start 2?
sinnick  [author] Mar 18, 2020 @ 10:19pm 
I totally do! One of the great space exploration games. I believe that Paul Reiche III actually advised the game designers a bit on Starflight.
Jeckyll Mar 18, 2020 @ 1:20am 
sinnick you are a bloody champion. How good is Star Control... but.... does anyone remember Starflight?
Lord Phazon Dec 14, 2019 @ 12:09am 
my preferred build for the Human Flagship is:
-hellbore
-hellbore
-tracking
-tracking
-shiva x9
-crew x2
-expand fuel

Grant it this is end game build or as i like to call it Ur-Quan hunting build
for mining it's bassically all cargo, one or two crew pods and fuel tank and then expan fuel tank after you unlock at least 5 or 6 rainbow worlds i don't remember exactly but i know it's more than 4 to get all tech
sinnick  [author] Nov 27, 2019 @ 12:28pm 
Thanks for commenting!

There are two aspects to managing your flagship's energy. "Combat Dynamo" modules increase the *rate* at which the batteries recharge, and "Shiva Furnaces" increase the amount of battery that's increased each "tick".

The rate increase from "Combat Dynamos" gets capped at 3, so your best bet to be super effective with the flagship in combat is to take 3 dynamos, and fill up the rest of your empty space with Shiva furnaces.

My preferred layout, once I've got the ship maxxed out and don't really need to mine for minerals anymore, is as follows from prow to stern:

1) Hellbore Cannon
2) Hellbore Cannon
3) Dynamo
4) Dynamo
5) Dynamo
6) Shiva Furnace
7) Shiva Furnace
8) Shiva Furnace
9) Shiva Furnace
10) Shiva Furnace
11) Cargo Pod
12) Fuel Tank
13) Crew Pod
14) Crew Pod
15) Point Defense
16) Tracking System

Hope this helps!
PedanticPuppeteer Nov 27, 2019 @ 8:53am 
How much energy are the Flagship's combat batteries capable of holding at one time? Seriously, I haven't been able to find a single source online that mentions it.