


They don't need to waste industry on in system colonization. Later in the game you could refit to one of each to activate multiple % bonuses for industry/influence/essence/science/dust.

The +15 stacking, 5% non stacking industry module is available early in the tech tree. The arks only modules can provide extra production/influence/essence/science/dust/versatility. Low population numbers - cheap luxury boost and ability to run 'expensive' laws cheaply/early. Low population number - will take a long time to enable the population collection bonuses. (on the positive side it saves some industry) (IT DOES however provide willing thrall subjects to leech essence from, some passive, non-scaling MANPOWER, DUST and essence generation !)Ĭannot use planet specializations. Īquiring minor races provides NO extra colony, NO extra ships and NO extra population. So you either retreat the ark or you lose it vs pirate/other types of fleets other factions could easily shrug off (ya sure - blockade this, bring troops. Early you will lack the luxuries to perform them past level 2. As seen - Arks get their fighting power from system development. Their colonies are very vulnerable to early-mid game aggression. That would be 40 manpower per leecher an 40 manpower per scout ships because you should know they need a few of those too. They need multiple (at least early-mid game) fleets of leechers to sustain their essence generation needs. They are also colonies so they start at 200 manpower capacity and can get it higher via system improvements/development/etc. Meaning they generate 50% LESS food to manpower from colonies than any other faction.Īrks are ships and they hold/draw 220/320/420/520 manpower according to level. This is applied before the food to manpower factor. They have and extra *0.5 multiplier to system produced food. Not relevant at construction if you don't use strategic based modules since it insta-builds on essence - but is is relevant when the inevitable retrofits need to be performed. The weapon and defense module multiplier fallows the ark level (x1/x2/x3/x4). The ark modules industry cost times 4 (abrv x4) regardless of the system development/level of the ark. Their first 'colony' in my experience will come much slower than the most of the other factions - fewer colonies means - less strategic and luxuries than the other factions for the early - mid game ( sad thing considering how much this faction benefits from luxuries/system upgrades. All others start with 3 population working higher tier planets. Starting system is random but it can start (often in my experience) just with the equivalent of 1 population unit on a tundra planet. Mechanics wise the vodyani are the most different/unique faction released thus far in endless space 2.
