![]() ![]() Space combat takes a leaf out of the RTS book, ditching turn-based play in favour of a real-time system where the player can mess around with facing, engagement rules and movement. Thankfully the game provides several efficient templates for those intimidated by the sheer array of options. You can set up your battleships as long-range broadside specialists, or speedy cruisers that close with devastating EMP blasts. Laser cannons can be installed as turrets, with a wide firing arc, or set up as main cannons, which lack manoeuvrability but pack more power. There are thousands of possible combinations, with specialised versions of all the main weapon types. If you’re the kind of person who spends hours constructing the perfect battle fleet, you’ll find lots to like in StarDrive 2’s robust shipyard. In contrast to the cheap-looking land battles, naval encounters are exciting and full of spectacle It’s the opposition AI that’ll cause you trouble, not the basics of the game itself. Even when you’re controlling a zone that stretches from one side of the galaxy to the other, you never feel like the game’s forcing you to juggle a billion plates. It’s a great system that takes a lot of the frustration out of managing your empire. They’ll ship food to non-agricultural worlds, carry ground troops into battle, and trade goods with the space neighbours. Built in the same way as your regular ships, upon construction freighters act as a kind of automatic resource any utility needs that your empire has, these freighters automatically carry out. One feature I really, really love is the freighter system. I’m also not a huge fan of the way your unique racial techs are researched at random - sure, it’s nice every now and then to have a surprisingly impressive option pop up when you gamble at researching a racial tech, but in a game that punishes you hard for wasted effort, rolling the dice on potentially gaining something useful seems a poor gamble. The UI here does a poor job of informing you of the direction your research will take you, so it’s annoyingly hard to plan out a path for your tech acquisition. ![]() Research itself is a little more cluttered than it should be. If you’re desperate to unlock that new plasma cannon tech, you can shift workers into research roles temporarily at a hit to your production capability. Switching your civilians to different roles depending on your needs is simple. Alpha (Titan), in-game as of v1.Planetary governance is kept pleasingly simple, though it's always a good idea to specialise each of your main strongholds.Great ships for broadside mounts and frontal assalt. Type V cannot be launched from Raider Bay ( Listed as Corvette but considered Frigate) Largest corvette in the game, the Type V is larger then most frigates. any external module on the xii for example, will not leave room for armour if it is more than 3 slots wide(You could cover the whole right side with armour, then reserve the left side only to guns and only have the armour side face the enemy) ![]() Ship hulls Advantages and Disadvantages Advantageĭifficult to protect the sides(not the bow or aft) of the ship with armour. Haphazard Engineers: (-20%) HP Modifier.Pack Mentality: Ships have a (25%) damage penalty, but gain (5%) damage for every nearby friendly ship up to maximum of (50%).Naval Tradition: (-35%) Ship Cost Modifier.Militaristic: (Begin with Military Outpost, Armor theory and Corvette Hull Technologies).Industrious: (+35%) Production Modifier.Fertile: (1%) Minimum Population Growth.Vulfen see their destiny as lying among the stars, and will not tolerate anything preventing them from achieving their goals. Vulfar shipwrights and engineers are of below average competence, producing shoddy parts which often malfunction, but their people make up for this by being extremely hard-working and generally industrious. Vulfen have a long standing history of military conflict, which includes a strong naval tradition. Vulfen are highly social creatures, and their society is centered around the pack mentality and an individual's place within it. Vulfen are not particularly intelligent for a starfaring species, and are often outsmarted by other races. This means Vulfen consume an inordinate amount of food for their size. Ancient Vulfen hunted in roaming packs, so the natural Vulfar instinct is to consume as much food as possible when available. Vulfen, while possessing sharp teeth and lethal claws, are not particularly strong and have always relied more on sheer numbers and teamwork in a fight than on brute strength. They resemble Earth wolves or bats, are bipedal, have four limbs, two eyes, two large ears and white fur covering their bodies. Like Humans and the Kulrathi, Vulfen are a mammalian species. ![]()
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