![]() Weapon Groups are associated with one primary damage type: Each Race in the game gets access to 2 Weapon Groups, which each have their own tech tree (the middle 2 in the military line). The last 2 weapon groups are a bit inconsistent in their naming categories. Basically, if the ability is identified as being of that Weapon Group (see image below), then you can equip mods to it. Plasma is in parentheses this is to mark that their weapon groups don’t have tech trees. These tech trees provide mods and operations. The operations are usually themed around the weapon group’s concept, while the mods are designed to go on weapons of that group – NOT on weapons matching the channel. A weapon’s group will be specified in the bottom of its description: Some will not have a type this is fine, they just can’t get anything from Weapon Group mods. There are some Weapon Groups that don’t currently have a tech line. Its damage type is thermal, but it cannot accept mods from the Laser tech tree. For balance reasons, I suspect it will never get its own tech tree – that would likely make one race favor the Promethean secret tech too much. When you scroll out on the strategic map, you might see that sectors have a bunch of resource pips under them. If you’ve played literally any other strategy game, you might expect these to be tile yields or something – and in a way, they are. ![]() But these symbols Do Not Inherently Provide Resources at all. When you first annex a sector (we’ll get to colonization) its only resource income is from the resource nodes in the sector (farms, research stations, w/e), and from Rivers which provide a flat +10 food once you research the hazard removal tech, and Lava Rivers which provide +10 energy with some later economy tech. There’s one for water too which requires no tech these things exist, read the tooltips.Ĭlick on a sector center to view its Features and Locations and Upgrades:įeatures are things like rivers, Climate and Terrain. Climate and Terrain are what contribute those resource pips – listed next to them in this menu. Some examples are “Mountains” or “Arcadian” or “Fertile Plains”. ![]() Hovering over one of the Features shows you the tooltip boxed in red there. ![]() Locations are the resource nodes listed above, as well as the Sector Base representing the center of the sector. ![]()
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