Guide to the layout of the fleet (Endless Space 2)
For the initial stage of the game is enough for us to slightly improve the scouts, it is desirable to open 20-30 corvettes to move, but not necessarily. On frigates you can even bring a couple of systems, if you went through the scientific branch of arms. After the game went over 100 moves, it is time to open the battleships, because the frigates in the late game military success is achieved will be problematic though as the backbone of a fleet, they can make up for simple operations and the dispersal of the pirates, but in the battle with the fleet AI chances they have less, although as a cheap alternative to battleships, it'll do nicely, especially if you don't want the warlords took place in the Senate and the basis of voters.Now, some specifics regarding the layout of the fleet:
Our goal = get as early as possible the opportunity to combine the 2 battleships in one fleet. Subsequently, increasing the command points that would be 3 and 4.
Ship of the rearguard:
http://jpegshare.net/11/0c/110cf41ddf393a2bf27fdd8cb2bc3a93.jpg.html
-In order to make such a ship will need a lot of resources, I highly recommend missiles (torpedoes), as the basis of damage and 1-2 cells to take the upgrade that increases damage correspondingly artillery vehicle
The ship avant-garde:
http://jpegshare.net/60/f6/60f6ede47b1a35987dbf19d23e05c37a.jpg.html
-The most basic is 3-4 cells evasion, so the ship will absorb a ton of damage without losing strength,
still need to take one to two cells, which increases the aggression toward this ship.
A rear-guard ship, having less chance of being shot combined with the protection to discretion, But an avant-garde ship must be protected from missile damage by adding 1-2 cells with kinetic damage, the turrets can shoot down missiles, which are effective at long range. Still need to give avant-garde craft weapons with the energy damage type, it will allow him to cast debuffs on the enemy ships, it is worth considering that he still needs to fly up to the enemy, because on long-distance energeiai ineffective.
For that would not strongly linked to the extraction of resources on the coolest upgrades you can put white, but keep in mind that this is an option for homeless people, from the pirates such a fleet will be able to protect the system, but to give battle to the fleet AI it is unlikely to be able adequately, it would be a draw (of course if you are not playing against the vegetable on easy difficulty)
Tactics select this, that the damage would be optimal.
Where is the 100 course you are supposed to be fleet of 2 battleships (middle\far) or 4-5 frigates (2-3 far\2 neighbors).
Also not be superfluous to drag in the Navy, the guard cells employed some bonuses to fleet, but if you have 29 team points....
Using a typical scheme = tank tank, DD pours from any RPG you can successfully win the battle, even with a superiority in ships of the enemy.
russia234
yet so easy to say Yes or no is problematic, because the game is very situational. Many factors affect the effectiveness of a particular type of damage.
Can only recommend continue, to try, and after 5-10 moves to draw conclusions, but was there any sense.
PS
I for that would as much as possible not to give the militarists a major part of the Senate, do not build protective buildings in the systems.
And pull conflicts transactions where the 100-120 speed. After I have opened a large part of the improvements for battleships, start their production wherever possible. Accordingly, if I was in the Senate, scientists or pacifists, but in General anyone, militarists because of the creation of the fleet can and will take place in the Senate, it's not so bad, they have nice laws, for example in the reduction of the production of ships, even good, but they take up space, are often pacifists, and they also have good laws. The game is too variable in the aspect of any clear framework, which should adhere to.
I remember playing the first part I after a long time has built some sort of hippie or the battleship, or something else that is huge, put all the most recent weapons released him into space and I immediately began to come from all civilizations of the request of non-aggression.
Podvipodvertov
Well, when you play a long time, then of course you have at some point appear very strong ships and fleet size since sources of inexhaustible resources. In this respect, the game is very millet.
As development, we add the total number of possible colonized systems without penalty and it can be run parallel with the development of the resource base. At the time when there is access to the same lefthanded, there is a reason to return to the tree development of the Empire in order to increase the threshold number of systems and add to his Empire a couple of systems with add-resource (may be lucky and have captured the system will also be strategic resources).
Speaking of non-aggression: if the sphere of influence of the Empire is facing an enemy, then the AI will threaten, if their growth of influence more than the player and Vice versa, if their increase is less than yours - they will offer money in exchange for a truce if you and they are in a state of cold war. If their fleet is concentrated on the border then it's a red flag, because having a strong influence on the bots, we just force them to action (at least their algorithm works). When the player Union and the disputed territory at the same time, it is definitely sooner or later will force the bot to attack, even in a state like friendship. This outcome will help to avoid the Alliance, or preventive measures in the form of buying cross-border systems for influence points (the culture). Again, to avoid the loss of the fleet, easier to load for 1-2 running back and redeem system before bots for them to declare war.
Jewelyn_01
I mean, I circulated the energy branch of arms, but then I saw the kinetics of the indicator missile defence had any sense, at least for 1 tarelke a large ship to deliver.
russia234
Pragmatism, it is a key factor. If your boots do Navy with an emphasis on missile armament, it is likely they will be weak in melee. And as I wrote above, we should be tenkousei and damagesi. If tankhouse has both cell aggression and 3-4 cells in the Dodge, the missiles will hit him very slightly, and take another cell to be protected from them tankhouse, personally I don't see the point, on the other hand, if your defenses have good damage and more comfortable there is no alternative, it is possible to install such weapons on ships of the rearguard. But again, depends on the layout of the fleet of the enemy and his play style and battle tactics.
And of course before the fight, you need to understand the tactics, the stronger pumped, the branch of the army, so they are more diverse, this allows you to make the fleet more flexible.
PS
Although I like not a set of identical wagons namely the scheme 60% of the fleet on long-range combat and 40% bronenosca.
I don't know, I hope I can kill the enemy with the weight of the volley, two battleships, 4 medium 2 medium dps and tank. Damerow and battleships hang reduce AGR modules on tanks increases by 2 units, and of shields with armor top.
Localty in the later stages it makes sense to leave? And it's usually 1 module is beamer, you can put a laser or rockets to push.
By the way, I've been reading, it appears the weapon differently to the protection of effect, missiles are used to destroy the shields (80 or 90% damage like), not the channel on the armor (30%), LuxeMate strikes 90% armor, slivayutsya on shield (10%!!!)
russia234
I play for Sofonov, my science is a late stage came when even half of the bots in the 2nd phase were :-), so I do not bother, grab before the end and try another race. But sofony to most people due to their ability for +50% to science for unexplored other AI technologies play much easier, the main thing at the start not to protykat due to meager production.
So that's where I'm going. Playing for the judges race I had plenty of naeksperementirovavshis arms and realized that 2-3 cells debatama Ala shrapnel, on the avant-garde battleships is enough to choke almost all of the combat potential of the enemy, then just wait until the ships of the rear will spread all that's left.
PS
recently got into an argument with one fan sagalon, he says that his versatile battleships are so steep that it's not how much, viditeli in any skirmish 4 battleships capable of breaking down anything and everything...but I still managed to convince him to do that under adverse conditions, he loses in the best case 1, worst 3. And it's not good for both the economy with production and policy, for renewing loss it strengthens the power of the militarists in the Senate, and even if not a democracy with 3 slots, the variation laws of the good falls to 0. Still, I slitu that tactics = vanguard+rearguard, tested for thousands of years and will always be relevant. And filling a fleet of wagons, just make them weaker in adverse conditions, but the more bots, the more often there are clashes, where because of a shortfall in a certain aspect of the settings, whether it be protecting or damage, the loss will be inevitable. I'm using the scheme described in the cap lose 1 ship in 10-15 battles.
After you master the 1-2 race, will make a more detailed description of which modules and where to poke with screenshots.
How was the innovation that need to develop or kinetic or energy weapons? As for me, on the one hand interesting, but on the other hand, narrows the scope for creativity. And the inability to install except for the Destroyer and other weapons.
What do you mean by versatility My fлот of edinorossov armed with rockets\lasers dps, kinetics and beams at tanks. Plus there are court баffеры with a bunch of contributed modules and a minimum of weapons.
How's the army?
russia234
Generalists that's what I called the ships equipped in such a way that they seem in the middle that can and far, but basically not fish not meat, because that would start to score slots weapons, to the detriment of the armor and Vice versa. People making their fleet of such terpenes...I don't know what to say, for me, is just not interesting.
About nazemi: I system really, and not precipitated, it only leads to the increase of militarists among the people. According to this if I try and capture system, through the influence and purchase of points of culture, I think it's even more humane, + send the hero, whose top. ability = happiness on high, and revolt is automatically no. As they say, and the sheep are safe and wolves are fed.