![endless space 2 ships hulls riftborn endless space 2 ships hulls riftborn](https://i.ytimg.com/vi/QH8WHKk-8qI/mqdefault.jpg)
= Utility: engines, damage enhancers, targeting modifiers. Notably does not include fighters/bombers. = Attack: slugs, missiles, lasers, beams, et al. If a slot includes more than one icon, then it can hold either kind of equipment.
ENDLESS SPACE 2 SHIPS HULLS RIFTBORN SERIES
This is indicated with a series of icons. This applies to new colonies.This page lists all of the ships available to this faction, and lists what sort of equipment they're able to equip.Įach ship in the game has a set of slots it can equip armaments on these are limited to only allow certain kinds of things in certain slots. Same for singularities to snag early wonders.Īnother very nice trick is the Pulsos usually have an assimilation bonus that gives you +1 industry on all systems based on how many curiosities you've ever explored that game. You get early strategics, so you can get machine bacteria early and get titanium probes to speed up that hero exploration. The AI Labor building is unusually effective (many sterile/hot planets). It also finishes the first faction quest. Within the first 10-20 turns, I can then assign him to a core system (for example, if I find a nice system with ice planets), and immediately get a big head start on poor production worlds. I always take e and assign it to the initial scout, and immediately explore as many curiosities as I can, to get him to about L5.
![endless space 2 ships hulls riftborn endless space 2 ships hulls riftborn](https://i.ytimg.com/vi/sv6KlQDhmXI/maxresdefault.jpg)
You get a L1 skill you can pump up that gives +30 industry. Make sure you're accelerating systems with your heroes for the bonus experience.īesides the "trick" of building the pops on a planet with almost none of them, one thing that's riftborn specific is that your starting hero. The singularities are awesome but the dust cost does go up every time you use one, so they can get a bit pricey. Even with upgrades it only has one utility and two defense slots, so keep some Coordinators with it to tank and provide fleet bonus movement.
ENDLESS SPACE 2 SHIPS HULLS RIFTBORN UPGRADE
Their Hunter class ship is an absolute monster it has a whopping 7 attack slots even before you upgrade it, and the upgrade gives it another attack slot and a heavy attack slot. It may be worth living your planets unterraformed the main advantage to terraforming is the +10 approval per pop on sterile from Biophobic. which is fine for your Riftborn, they don't need food, but you also can't benefit from the food -> industry conversion improvement in the late game. Just be aware that they're more of a midgame faction in some ways they terraform planets to sterile, and sterile planets have lower max populations. Works better on slower speeds, as you can only ever build one pop per turn per system. Then abandon the system if it stops being worth having. Just queue one up every turn and ship it off to your important systems. Once you get access to spaceports, you can settle some crappy systems and use them to crank out Riftborn. If there's none in the system, they're dirt cheap to build. The trick to Riftborn is that the cost to building Riftborn pop goes up with the number of Riftborn already in the system. Pretty soon one super production system will handle your manpower needs with production to manpower conversion (when needed)īuild empty hulls, use dust to add modules You'll need to mix riftborn with non-riftborn on planets to trigger the food to manpower mechanic. (build the singularities in your worst production cities)īuild main pops when the system's current production can build them in 1 or 2 turns (they cost 100 * Nr_riftborn_in_system +50 industry). Your top 3 systems should be perma buffed by titanium/dust fueled singularities 25% multiplicative bonuses to FIDSI. Surplus titanium and or hyperium can make them mature even faster They mature to colony super quick since you'll set them on lavas, ashes, deserts and the like. Their outposts DON'T draw anything from a main colony - so you can plop a bunch of those at once without stress They have a industry law that buffs 'outposts' and gives ( temp) super approval bonus Compared to how much I'm struggling with the vodyani the riftborn seem piece of cake :).