![]() ![]() Early ships should be biased to missiles, which have greater punch against early pirates and the AI in general. Let the pirates alone while you build up your home system manufacturing and get techs for destroyers (Efficient Shielding) and at least Tier 2 weapons and defense (High Energy Isotopes, High Energy Magnetics). So when should you build your first combat ship? Early combat ships are very weak and expensive. If they do, then force movement.įirst combat ship: Pirates will be an early problem. Pirates! If your scout or colony ship approaches a system and you see there are pirates, wait before ending the turn. And you'll miss out on turns of colony growth. The longer your colony is out the more chance it has getting picked off by pirates. Instead, settle for a decent system - I look for growth potential of about 10. But don't spend many turns looking for the perfect location for your first colony. Staring Colony System: Send your scout and colony in opposite directions to search the maximum territory around your capital. #ENDLESS SPACE 2 TIPS FOR BEGINNERS PLUS#Building Cerebral Reality (see above) improvement makes most colonies a net plus for your economy. Establishing a colony costs Dust, so either have a nice bankroll or surplus or build structures that improve your economy. Manage your Dust: Dust is the currency of ES2. These are a solid base for a starting colony, and they are cheap to build (160 industry). Starting build at planets: There is likely different opinions, but I like building Drone Network (+5 food, +5 industry) followed by Cerebral Reality (+10 Dust, +10 research). Otherwise you'll likely be jumped by pirates. Instead, forgo the tempting Curiosity and jump to the warp line. Do NOT end a turn star system if you can help it. ![]() Preserve your scouts: In the early game protect your scouts, and the safest place you can be is in a warp line. ![]()
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