Ships

Traits

Unfallen Affinity Celestial Vines: Can use their ships to expand their «tendrils» to adjacent systems. When a system is «anchored» this way they can colonize it, or let it provide bonuses ( and population growth) to friends.
Unfallen +2 , +5 on Fertile. Ideology.
Guardians Allows discovery of Guardians on planets. Guardians provide benefits to their owner and their friends while penalizing enemies.
Harmonious II +16 per Alliance on systems, +8 per Peace on systems.
Mutual Understanding I +10% Troop Damage per Friendly Factions on Empire, +10% Ship Damage per Friendly Factions on Empire.
Off-World Agribusiness Start with the Off-World Agribusiness technology researched.
Planetary Landscaping Start with the Planetary Landscaping technology researched.

Lore

Leadership

The Riftborn’s highest authority in the Endless universe belongs to the Grand Viceroy of New Coroz. Although ultimately answering to the Communion back in the home dimension of Coroz, the Grand Viceroy wields singular executive power, and is invested with the authority to make unilateral decisions as the situation demands. Given the blight spreading through Coroz, the hostile environment, and the presence of unknown enemies, it is no surprise that the Communion’s choice for Grand Viceroy came from what could be considered the Riftborn’s closest thing to a peaceful race’s military elite–a High Custodian. Tenacious and capable, the Grand Viceroy doesn’t know how the Riftborn will find salvation, but they will do everything in their power to make it so.

Homeworld

Technically, the Riftborn do not have a homeworld, as their universe has nothing that resembles the Endless universe’s planets. The Riftborn’s home universe is called Coroz. A pristine place, free of shadows, where the Riftborn drifted and lived simple, happy lives as odd-looking white shapes floating in the endless grey void, meditating in peace. Unfortunately for the Riftborn, some of Auriga’s survivors tried to escape their dying world on a wrecked Hissho research vessel called the Grey Owl. When the ship engaged its warp drive, a Dust artifact of immense power that was hidden in the ship’s cargo bay exploded, tearing a hole between Coroz and the Endless universe. The rift began to consume Coroz and its inhabitants, due to incompatibilities of the physical laws of both universes, forcing a small group to flee through the very tear that was destroying their home, into an unknown and incomprehensible place for their minds. There was no cure for the blight, which ravaged Coroz until it was a blackened waste, devoid of life and light. The surviving Riftborn abandoned their homeland en masse, never to return.

Upon their arrival in the galaxy, the Riftborn settled on a snow-covered world that they named Vanguard. Like the rest of the universe they find themselves in, they have little love for the planet, yet in its pristine, white snowfields they find an echo of their own universe, Coroz. Less a home, and more a staging ground for further explorations, the Riftborn inhabit a small corner of the world with order and vigor, which they named New Coroz, after their old home.

Society

The Riftborn who have ventured from their home dimension of Coroz and sheathed themselves in quasi-robotic forms are composed of a mixture of the race’s most capable thinkers, engineers, and fighters. On Vanguard they are organized in what might be recognized as a semi-military structure, and their day to day life reflects this reality. Unlike Coroz, where Riftborn life used to revolve around serenity, contemplation, and the higher arts, in the Endless universe every Riftborn is striving to contribute to the effort to understand and eradicate the blight. Construction, exploration, and investigation feature heavily as the Riftborn build the foundations for further scrutiny of the Endless universe.

Военные действия[]

Отношения, начинающиеся с «холодной войны», которая позволяет сражаться только в нейтральной части галактики, скоро перерастают в мирные или в войну. Нейтральный дипломатический статус позволяет торговать, обмениваться технологиями, редкими ресурсами. Альянс даёт более выгодные условия сделок, но игрок обязан вступить в войну при любом конфликте союзника, иначе же альянс будет расторгнут.

Войны также связаны с развитием технологий, открывающим новые типы кораблей и оружия для них

Существуют три вида орудий нападения и защиты, из-за чего их правильный подбор в соответствие с возможностями врага становится важной частью стратегии. Дополнительные модули позволяют увеличить запас жизни, дальность передвижения, количество полезной нагрузки и возможность колонизировать планеты.

Космические и наземные бои проходят автоматически, игрок может определить тактику боя и построение.

Potential Unique Faction Quest Rewards

These are the unique rewards (as opposed to ones which are just randomly-chosen strategics/luxuries/one-time-FIDSI-boosts/etc) which only this faction has access to, earned by completing their faction quest. Rewards in different columns are mutually exclusive, only accessible on their branch of faction quest.

Chapter Militarists Scientists
1.2 *Hellraiser Torpedos: (Weapon Module) 50dps, 15% critical hit chance, salvo heath: 90, cost: 40 , 1 . *Tiryak Drive: (Support Module) 4 move speed, 5% ship evasion, 1 .
2 *Underground Citadel: (Building) +300 , +100 deployment limit (def), -50% pop/building loss chance during invasions. Cost: 840 , 16 Upkeep. *Geological Vault: (Building) +20 per Strategic Deposit, +10% on System. Cost: 840 , 16 Upkeep.
3.1 Heroic Hull: Armor Module, Hero-ship only. 360 Health Bonus, 53 Projectile Defense, 10% Fleet Health Boost.

Champion’s Pod: Boarding Pod, 25 Crew killed per hit, 10 DPS, 5 Duration of Boarding Engagement, 350 Boarding Pod Health.

NAL Module: (Support Module, Hero Only) 2 xp/turn on fleet.
3.2 Conscription Complex: (Building, Unique) +50% on System, +600 on System. Cost: 60 , 60 , 10 , 10 , 3510 . OPBOT DV-8: (Hero — Counselor, Primitives, ). Unique Starting Skills: +4 xp/turn and +1 vision if on Ship. +5 /turn, and +1 /Turn per hero level if on System.
Ecologists Militarists Ecologists Scientists
4.1 Open Source Defense Systems: (Empire Improvement) +5 per defensive building on Empire. Anti-fighter kinetic weapon system: Weapon Module. 21 damage, +25 against missiles/squadrons.

Auriga 2.0: (System).

Auriga 2.0: (System).

: (Population Units)

  1. Compared to the «Improved Fusion Torpedos» you can get in the L3 tier of the tech screen, these are quite competitive in almost every way, except damage; the ones in the tech tree give 90 dps, these give 50. (However, they cost 3 per slot, and have only a 5% crit chance). The main attraction of these is that you can get them early without drilling into the military tree — if you nab a few other decent military items from searching curiosities, you can field a pretty decent military without the compounding costs of delving into that quadrant.
  2. Compared to the standard drive you get — it’s stats are 4 move speed, 2% evasion, and it costs slightly more than the Tiryak Drive in (50 rather than 40). The prime reason therefore to get the Tiryak Drive is to stack multiple instances (3, perhaps) on a ship so you can achieve 15% evasion rather than the hypothetical 6% you’d get from standard drives. Note also that Vaulter T1 ships have an unusually high number of empty support slots; 4 and 5 respectively for the attacker and the protector.
  3. This doesn’t replace the primary defensive buildings; it just adds another one. Note also that the Vaulters have a slightly better ‘unique replacement’ for the Impervious Bunkers building, and that once you hit 50 pop (of the Vaulters type), Vaulters get bonus for .
  4. The benefit is mostly aesthetic. Securing 50 of these will give a free +2 move speed boost on all empire ships which doesn’t require a law slot, but the work required to cultivate this is so prohibitive that this is more of a novelty than any real strategy.

Science and Exploration

These technologies provide further improvements in science generation, curiosity exploration, ship movement, probes and Luxury Resources. It also contains a large portion of the Planet Colonization technologies and specifically the ability to make ships travel between star systems without starlanes.

Tier Name Unlocks Base Cost
Science and Exploration Tier 1
1 Xenobiology
Rare Earth Foams
Science and Exploration Tier 2
2 Machine Bacteria
Eukaryotic Sap
Baryonic Shielding
Pev-scale Accelerators
Behemoth Generators

(Supremacy DLC)

Behemoth Analyzers

(Supremacy DLC)

Science and Exploration Tier 3
3 Vacuum Protection
Wave Function Control
Compact Warp Methods
Graviton Research
Autonomous Materials
Evaporation Inhibitors
Behemoth Basic Climatology

(Supremacy DLC)

Science and Exploration Tier 4
4 Adaptive Colonies
Applied Casimir Effect
N-Dimensional Topologies
Climate Engineering
Low Kelvin Sciences
Ultra-Deep Habitats
Dimensional Folding
Tendrils of the Church
Sophonic Noosphere
Tachyon Physics
Behemoth Advanced Climatology

(Supremacy DLC)

Science and Exploration Tier 5
5 Quantum Evasion
Interstellar Wind Shields
Supralight Aerodynamics
Anomaly Framework
Ontological Rev-Eng
Advanced Non-Baryonics
Radioactive Essence
Pious Timekeeping
Unified Tachyon Theory
Hyperfolding

Deuyivan Law

Good Science — Science for the Good of All Act

Much can be learnt from the Deuyivans when it comes to matters of organizing technological research, especially within the sphere of empire development. With this law in place, the usual cut-throat, narcissistic pursuit of technological breakthrough by individual groups is improved by a more community-focused research program which can slash the scientific costs of empire development-focused techs.

Effects -30% Research Cost on Empire Development Techs
Required Political experience Functional
Upkeep None

Editor’s Notes: This only affects techs in the Empire Development quadrant — the one facing towards the left (focused on influence techs, a few terraforming techs, food production, and ship hulls). However, 30% there can help rush some of those lategame techs like «Power of the Endless» — it kicks in right when the most expensive ones are relevant.

Carrier

Class

Meos, aka «Line» 4 6
Slots 1×1×1×1×3×1×2×
Slots 1×1×
Slots 1×2×

Available Slots:

= 2, = 2 ~ 4, = 3 ~ 6, = 4 ~ 7

Strategic Implications

6 potential offensive slots (2 of which require the upgrade). Can field a total of 4 potential squadron modules (1 requires the upgrade). Can potentially equip 6 defense modules (one of which requires the upgrade). Can potentially equip a whopping 7 engines, which really means you’ve got spare room for utility modules.

This is a fairly balanced ship, it has some contention between slots, but it’s mostly between combat power vs. utility slots, not between attack and defense.

Technology Victory

Main article: Victory: Science

By discovering the four advanced and unique technologies at the farthest edges of each quadrant of the Technology screen, you will have a depth of knowledge and technical power that makes you the unquestioned leader of the galaxy.

Once you’ve researched all 4, you’ll immediately win the game, as long as the science victory condition is enabled for that match, and you are not in an alliance (in an alliance, additional members up the requirement count beyond the 4 you, yourself are allowed to research. This makes this victory condition a bit difficult within an alliance, because unlike e.g. a wonder victory, which similarly increases the number of «obelisks» you need to build to win, you’re not able to complete the task, yourself, on behalf of your team. You have to research 4 of the technologies, and then simply wait for your allies to finish the additional ones on their own.).

Part One

Your scientists have detected a heavily-damaged ship of unknown design entering your home system. The ship is unresponsive to hails, and sensors have detected that the engines are in critical overload and it will son self-destruct! Scanning the ship, you discover that it contains not only a dense computer core containing untold secrets, ut also passengers in stasis who have been infected by an unknown plague. You can only save the core or the passengers before the ship explodes…

Choose an Objective

SAVE THE CORE

  • You will need to increase your Industry and Science to create the special tools and machines to extract the core.
  • In the System , produce at least 120 Industry and 120 Science.
    • Reward: Random Technology

SAVE THE INHABITANTS

  • The pursuit of science and knowledge is important, but sentient beings come first. You will need to increase Industry and Food to be able to extract, house, and feed the aliens.
  • In the System , produce at least 120 Industry and 120 Food.
    • Reward: Random Technology
    • You are content to have taken the morally correct action, and the aliens are even more content to be alive. They are eager to share what they know about their world, and the strange situation in which you found them

Observances

A unique mechanic available only to the Hissho are periodic religious cycles, during which a population can be sacrificed (similarly to usage of the Chain Gang Program), for benefits specific to that observance. The observances change each time an election cycle comes up, and they proceed (and repeat) in the order listed below.

Each observance will either give an immediate reward or cause an effect-over-time. Those which do an effect-over-time cannot be stacked (you can’t re-perform them once they’re providing their bonus to the system). The one which does provide an immediate reward (5 ) can be repeated every turn for another reward.

Sun God’s Ritual

Also known as Kapak Rayumi, this offering to the primary god of the Hissho converts ordinary citizens into warriors.

Effects

Causes a system to convert +50% of its into , for 10 turns (on normal speed).

Strategic Implications

This effect is something you’ll rarely want to use, since the Hissho usually don’t have problems with . However, in the event you are suffering a serious shortage, a single use of this on a core world will give you a massive influx of — because this scales with the already produced on a system, the ideal place to use this is a core system where the system is already full of population.

Blood Ritual

Also known as the Ezukiza, it is a giant public sacrifice to the gods and ancestors. Citizens, criminals, and prisoners of war are often among those who sacrifice themselves voluntarily in return for prestige, family honor, gifts to their kin, and a brief moment of glory.

Effects

Creates +5 .

Strategic Implications

This is probably the most attractive observance for the Hissho, since is very hard to come by, and the amount of granted by this is relatively high. Because this gives a flat bonus that takes no account of how developed the system is (and because pop-sacrifice annuls any production on a system for a full turn), this is ideally performed on undeveloped fringe planets with low population counts.

Diligence Ritual

Also known as Chawa Harkiz, this act of blood sacrifice is done by the Hissho to exhort the population to work harder and live more frugally.

Effects

Awards a bonus +50% income on the system, for 10 turns (on normal speed).

Strategic Implications

Like the Sun God’s Ritual, this is ideally best performed on a well-developed core system. Unlike the Sun God’s Ritual, it’s a relatively attractive proposition to use on a regular basis. It will tie up the system’s production for 1 turn, but gives an extreme bonus to income.

Lore

The United Empire developed from a fleet of Mezari settlers on a temperate, resource-rich world. For decades, commercial and industrial effort went into the conquest and development of the planet. Once the planet was largely colonized and controlled, a more or less inevitable event occurred: The Great Continental War. This planet-wide military conflict occurred at a technological level that might have led to total extermination of life, and the rulers were wise enough to pull back from the brink of this collective suicide. The dominant force at the end of the war, known as the Alliance of Nations, imposed its will across the entirety of the planet through a mixture of rebuilding loans, military threats, and moral persuasion.

Advanced space technologies have thus been developed under a single body that put a great deal of effort into it, and space exploration occurred at a rapid rate. The Mezari–now calling themselves Raians–launched manned probes to distant bodies within their solar system, and as technology advanced, the next steps back to the stars were inevitable.

Leadership

The current emperor is Maximilien Zelevas, and the unification of diverse national entities into the Empire as it is today can be attributed to his visionary, if brutal, leadership.

During this process of consolidation, a number of powerful family groups formed in support of Zelevas’s project. Deeply entrenched in Empire society, they built up economic and political power bases to the point where they could declare themselves as Dukes, Barons, and Counts. For decades, they have constituted an unofficial court that acts as a check and balance on the power of the Emperor. One critical right that they have wrested from the government is to have their appointees act as governors, with full imperial backing, on star systems that they develop. They can therefore create, ex officio, small empires of their own. As the Empire grows, as new systems are discovered, and as the dominion of the Empire expands, these nobles are in a position to create viable, competing mini-empires.

Homeworld

The first Mezari starships arrived millennia ago, landing on a green, virginal–and empty–planet of breathtaking, fecund wildernesses. Today, Raia proudly shows its pioneering, frontier past as it tamed the wild lands and storm-wracked seas, its landmasses now brimming with mighty industrial swathes and vast urban powerhouses. On the oceans stand huge mining platforms, Raia’s riches now the United Empire’s riches. Above, half-built starship yards orbit the conquered world, as the Empire prepares to take its glorious civilization to the rest of the galaxy.

Ancient legends mention that the Mezari originated in the long-lost planet of Mezan.

Society

The pursuit of wealth and the belief in science and industrial development have replaced most traditional forms of religion. Forms of meditation–stemming either from mysticism or martial arts–still exist, though they are not widely practiced. Frankly, the government of the United Empire prefers that it be worshiped, not some imperceptible deity.

The Empire’s society is oriented towards creating ever more powerful machines of conquest and control. The reasoning is that, within a given arm of a galaxy, viable planets and available resources are limited. If the Empire doesn’t seize them, another race will, thereby gaining the upper hand and putting the future of the Empire at risk.

Рецензии[]

Endless Space была положительно воспринята критиками, в настоящее время с общим счётом 77/100 на Metacritic. IGN — 8/10, хвалит игру за её доступность, в то время как критики не оценили саундтрек и инструменты подсказки для новых игроков. GameSpy дал Endless Space рейтинг 3,5/5, хваля пользовательский интерфейс, но критикуя галактики за отсутствие индивидуального стиля.

Рецензии
Сводный рейтинг
Агрегатор Оценка
GameRankings 79,54 % (23 обзора)
Metacritic 77 / 100 (36 обзоров)
Иноязычные издания
Издание Оценка
GameSpot 8.0 / 10
GameSpy 3,5 / 5
GamesRadar 3.5 / 5 
IGN 8.0 / 10
Русскоязычные издания
Издание Оценка
Absolute Games 90 %
Игромания 9 / 10

Mechanics

The Hissho have several unique mechanics which make their gameplay considerably different from other factions.

Keii

They have a special resource called Keii (represented by an icon of a red feather ) which replaces per-system approval . The two major changes it has are that, first, it consolidates the notion of per-system and averaged-over-the-empire into just a single empire-wide value. Secondly, it is gained and lost in a completely different manner than the values used for all other factions — other factions generally boost approval with buildings, laws, and luxuries, and particularly have to be concerned about planet types when thinking about approval values. For the hissho, their Keii represents less of a concept of personal happiness, and more of a concept of respect towards their authorities; Keii is increased by prestigious/glorious/honorable actions (at least, according to their cultural values), and is decreased by either dishonorable actions, or by special boosts than can be performed with it which essentially represent a «calling due» of the duties of the citizenry/soldiery. Keii is also consumed by colonizing new systems.

Расы для продвинутых игроков

Непадшие

Трудная в освоении раса, так как для колонизации систем вам вначале придется распространять своеобразные виноградные лозы и отправлять в них особых юнитов, предназначенных для захвата других миров. Хоть эта раса и обладает широкой зоной влияния, однако жить она способна лишь на колониях (можно будет также контролировать отдельные космические объекты, например, астероидные пояса или туманности).

Непадшие обладают большим бонусом к производству пищи и доступам к Стражам, уникальной расе, с которой у них крайне тесные отношения (что-то вроде симбиоза). Для повышения одобрения в звездной системе игрок может пожертвовать представителями своей фракции. После выполнения всех сюжетных миссий эта раса получает возможность реализовывать проекты терраформирования планет.

Необходимо грамотно применять область, сформированную вокруг столицы, ведь под вашим контролем могут оказаться лишь те звездные системы, которые находятся внутри сферы влияния непадших. К родной системе необходимо «привязать» даже малые фракции. Без этого ассимилироваться с ними не удастся. В результате геймплей за эту расу в основном связан с мирным расширением, а не с постоянными войнами.

Властелины времени

Представляют собой расу, пришедшую в галактику из иного измерения, поэтому игровой процесс за них кардинально отличается от других фракций. Они способны осуществлять колонизацию практически любых миров, вне зависимости от их климатических условий. Более того, они получают бонус к одобрению при заселении бесплодных планет. Разумеется технология терраформирования действует у них по-другому. Благодаря открытию новых технологий властелинам времени удастся заселять и гостеприимные миры с океанами, джунглями, лесами и так далее. У их представителей имеются бонусы к науке, производству и пыли (+5 единиц).

Рост популяции у этой расы происходит иначе, чем у остальных. Дело в том, что им не нужна еда – новые властелины времени создаются так же, как корабли или улучшения для планет. На первых этапах вам будет сложно повышать популяцию, но с течением времени данный процесс упростится и вам будет легче контролировать рост населения.

Колонизация тоже происходит по-другому – нужно отправить специальное судно и создать поселение, в котором жители будут создаваться автоматически, поэтому неважно, насколько далеко находится колония от основного мира, ведь дополнительная пища для роста им не нужна. Повысить рост популяции в поселении можно путем использовать двух стратегических ресурсов

К особенностям властелинов времени относят также возможность создавать сингулярности.

При игре за данную расу нужно не ассимилировать малые фракции, а заключать с ними союзы, чтобы получить бонус к рабсиле. Если вы решите выбрать данную расу, то мы советуем вам вести себя мирно и расширяться не спеша, постепенно обгоняя другие фракции в плане производства.

Economy and Trade

These technologies focus on the exploitation of Strategic Resources, in addition to System Development upgrades, dust and industry improvements, and allows access to Trade Companies and the Marketplace. It also includes some Planet Colonization technology.

Tier Name Unlocks Base Cost
Economy and Trade Tier 1
1 Xenolinguistics
Plasma Metallurgy
Economy and Trade Tier 2
2 Galactic Commodities
Multi-Thread Management
Astrofinance
Atmospheric Filtration
Behemoth Exploitation 1

(Supremacy DLC)

Economy and Trade Tier 3
3 Impactless Sites
Neural Robotics
Commercial Frameworks
Extreme Atmospherics
Maximized Exploitation
Chameleon Spaces
Behemoth Exploitation 2

(Supremacy DLC)

Mission Flexibility

(Supremacy DLC)

Economy and Trade Tier 4
4 Dust Micro-Loans
Ultratough Materials
Quantized Economics
Crust Engineering
Galactic Security Charter
Gamma Absorbtion
Mineral Manipulation
Optimized Logistics
Economy and Trade Tier 5
5 Reidite-7 Catalyzation
Megarisk Containment
Exa-Volt Beam Focus
Xeno NLP
P.O.W.E.R. Armor
Autonomous Mining

Системные требования Endless Space 2

Минимальные системные требования:

  • ОС: Windows 7/8/8.1/10 (только x64);
  • Процессор: Intel Core i3-4XXX, Intel Core i5-2XXX или AMD серия A6;
  • ОЗУ: 4 ГБ;
  • Видеокарта: Intel HD 4000, Nvidia GeForce GTX 550Ti c 1 ГБ видеопамяти или AMD Radeon 58XX с 1 ГБ видеопамяти;
  • Жесткий диск: 8 ГБ;
  • Версия DirectX: 11;
  • Звуковая карта: совместимая с DirectX 9.0с или выше;
  • Интернет-соединение: необходимо для сетевой игры;
  • Разрешение экрана: 1280×720.

Рекомендуемые системные требования:

  • ОС: Windows 7/8/8.1/10 (только x64);
  • Процессор: Intel Core i3-5XXX, Intel Core i5-3XXX или AMD FX-4170 4,2 ГГц;
  • ОЗУ: 8 ГБ;
  • Видеокарта: Nvidia GeForce GTX 660 c 2 ГБ видеопамяти или AMD Radeon 8XXX с 2 ГБ видеопамяти;
  • Жесткий диск: 8 ГБ;
  • Версия DirectX: 11;
  • Звуковая карта: совместимая с DirectX 9.0с или выше;
  • Интернет-соединение: необходимо для сетевой игры;
  • Разрешение экрана: 1920×1080.

Part 2 (B) [Saved the Inhabitants]

After working out how to communicate with the aliens, you learn that their homeworld was attacked by a hostile race of extraterrestrials who conquer planets, quickly strip them of their resources, and then move on. The aliens were trying to reach a certain habitable system that would both provide a new home as well as a resource to cure their plague when their ship was attacked. Although they desperately want to save themselves, they are also concerned that if you don’t deal with the hostile extraterrestrials quickly they will move on to destroy other planets

Choose an Objective

RECONQUER

  • Help the aliens settle in a new home and cure their illness—before their nemeses arrive!
  • Set up an Outpost on the System.
    • Reward: 60 Bluecap Mold
    • It is a good thing you moved quickly, as it seems the hostiles were about to leave and seek new prey

INTERCEPT

  • Teach the hostiles a lesson-the civilizations of the galaxy don’t put up with that kind of behavior!
  • Reach

    Reward: 50 Titanium

    in less than 10 turns to intercept the evil guys

Description

The Vaulters left the planet of Auriga when potentially cataclysmic geo-atmospheric problems were detected.  Having left their homes, gods, and many of their people behind them, the dream of regaining these things has gained an almost mythical status.

They are a stubborn, resilient people that have spent centuries seeking a home. Stranded on the world of Auriga, they had to survive the harsh climate and even harsher neighbors. In a years-long effort, they managed to repair their ancient colony ship, the Argosy, and once again depart before the dying planet became their grave. Once more among the stars, the people that now call themselves the Aurigans still seek traces of their past as well as a safe place to build their future.

Economic

Economic Victory is one of the six Victory Conditions in the game.

Economic Victory involves earning a certain amount of dust throughout the entire game. This amount of dust required depends the speed of the game and the size of the galaxy.

The Lumeris faction is especially suited to attaining this victory as they have a number of extra methods of generating dust. However Industrialist and Militarist factions can also attain this victory quite easily if they have a good early game.

Dust Required for Economic Victory

Tiny Small Medium Large Huge Colossal Exceptional
Fast 253125 286875 337500 472500 607500 675000 843750
Normal 337500 382500 450000 630000 810000 900000 1125000
Slow 506250 573750 675000 945000 1215000 1350000 1687500
Endless 1350000 1530000 1800000 2520000 3240000 3600000 4500000

Dust Modifiers for Economic Victory

Total dust required is calculated by the following formula: Economic Victory = 450000 x Speed Modifier x Size Modifier

Game Speed Modifier
Fast 0.75
Normal 1
Slow 1.5
Endless 4
Galaxy Size Modifier
Tiny 0.75
Small 0.85
Medium 1
Large 1.4
Huge 1.8
Colossal 2
Exceptional 2.5
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