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ENDLESS™ Space is a turn-based 4X strategy game, covering the space colonization age in the ENDLESS™ Universe. You control every aspect of your civilization as you strive for galactic dominion.

At a Glance: Disharmony Affinity Ship Bonuses

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11 years ago
Jul 7, 2013, 3:47:15 AM
Looking to create a new custom faction but can't decide on which Affinity to use for your ships? Here's a handy at-a-glance look:



United Empire:

Transport: -40% Civilian Module Tonnage

Corvette: -25% Support Module Tonnage

Destroyer: -5% Industry Cost on Ship

Cruiser: -25% Weapon Module Tonnage

Battleship: -15% Industry Cost on Ship

Dreadnought: -30% Industry Cost on Ship



Sophon:

Hecto: +50% Weapon Module Tonnage, -25% Civilian Module Tonnage

Deka: +50% Civilian Module Tonnage, -25% Scout Module Tonnage

Kilo: +50% Civilian Module Tonnage, -25% Weapon Module Tonnage

Giga: +50% Defense Module Tonnage, -25% Support Module Tonnage

Peta: +50% Weapon Module Tonnage, -25% Defense Module Tonnage

Yotta: -20% Science on Star System while being built, -25% Special Module Tonnage



Hissho:

Kestrel: -40% Civilian Module Tonnage

Hawk: -20% Fighters Module Tonnage

Falcon: -20% Bombers Module Tonnage

Phoenix: -20% Industry cost on Fighters

Condor: -20% Industry cost on Bombers

Roc: -30% Fighters and Bombers Modules Tonnage



Amoeba:

Virus: -40% Civilian Module Tonnage

Methion: -30% Shield Module Tonnage

Adenon: -30% Flak Module Tonnage

Lysos: -30% Deflector Module Tonnage

Bactor: -30% Point Defense Module Tonnage

Proteus: -30% Defense Module Tonnage



Automaton:

Workshop: -40% Civilian Module Tonnage

Cutter: -25% Engine Module Tonnage

Culler: -25% Repair Module Tonnage

Sickle: -25% Power Module Tonnage

Thresher: -25% Armor Module Tonnage (+HP Modules)

Harvester: +10% Auto-Repair when under 33% HP



Sheredyn:

Transport: -40% Civilian Module Tonnage

Corvette: -20% Weapon Module Tonnage

Destroyer: -20% Industry cost on Weapons

Cruiser: -30% Anti-Population Bomb Tonnage

Battleship: -30% Anti-Improvement Bomb Tonnage

Dreadnought: -50% Power Module Tonnage



Cravers:

Vector: -40% Civilian Module Tonnage

Raider: -50% Invasion Module Tonnage

Marauder: -25% Fighters Module Tonnage

Predator: -30% Troops Module Tonnage

Reaper: -30% Bombers Module Tonnage

Annihilator: +15 Approval on Star System while being built



Horatio:

Marchio: -60% Civilian Module Tonnage

Baro: -40% Anti-Population Bomb Tonnage

Coms: -50% Troops Module Tonnage

Dux: -60% Civilian Module Tonnage

Archidux: -30% Troops Module Tonnage

Imperator: -50% Industry cost on Troops Module



Sowers:

Factory: -40% Civilian Module Tonnage

Surveyor: -30% Armor Module Tonnage

Hammer: -30% Repair Module Tonnage

Axe: -30% Industry cost on Armor Modules

Anvil: -30% Industry cost on Repair Modules

Piledriver: Used Tonnage is added to HP of Ship



Pilgrims:

Proselor: -40% Civilian Module Tonnage

Disciple: -30% Engine Module Tonnage

Vindicator: -50% Scout Module Tonnage

Reliant: -50% Industry cost on Engine Module

Valiant: -50% Industry cost on Scout Module

Paladin: -80% Engine and Scout Module Tonnage



Harmony:

Note: All Harmony ships half population growth while being built

Volcanic: -50% Tonnage on Civilian Modules

Cutter: -75% Tonnage on Engine Modules

Tectonic: -75% Tonnage on Fighters and Bombers Modules

Simic: -50% Tonnage on Defense Modules

Lithic: -50% Tonnage on Power Modules

Athenic: -25% Tonnage on Weapon Modules



I THINK I got everything correct, but if not, please let me know and I'll change it. Hope this helps!



Version for: Disharmony 1.1.9
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11 years ago
Jul 7, 2013, 4:27:52 AM
the sophon and craver dread naught effects are only applied during construction. The craver one does say "construction effects" I think the sophon one doesn't, but it should.
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11 years ago
Jul 7, 2013, 5:03:16 AM
Which is generally better (and why): Tonnage Module reduction or Industry Module cost reduction? Thanks in advance
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11 years ago
Jul 7, 2013, 12:53:06 PM
Affinity wrote:
the sophon and craver dread naught effects are only applied during construction. The craver one does say "construction effects" I think the sophon one doesn't, but it should.


Fixed



JetJaguar wrote:
Which is generally better (and why): Tonnage Module reduction or Industry Module cost reduction? Thanks in advance


I think it's personal preference, but I personally prefer Tonnage reduction since it allows for more stuff crammed onto the ship, and once you've got a well established system, Industry cost is nothing since you're putting out so much anyways and can pop out a dreadnought loaded for bear in a couple turns anyways.



However, the reduced industry cost allows for you to wage war a little bit better in the earlier days of a game.
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11 years ago
Jul 7, 2013, 2:30:22 PM
Tonnage reduction is better when you're building quality ships - for example, the ships you intend for your main fleet led by a powerful hero. Industry reduction is better if you're trying to build a lot of ships quickly, such as in a counterattack.
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11 years ago
Jul 7, 2013, 6:58:49 PM
It seems like Industry reduction modules rarely make any difference in my ship building times (and when they do, it's almost always by only one turn). I wonder if maybe they should reduce the production cost by more. Tonnage module bonus seems much, much better.
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11 years ago
Jul 12, 2013, 6:51:32 PM
Sadly the Surveyor and Hammer are strictly better than the Axe and Anvil for the Sowers.



Reduced Tonnage >>>>>> Reduced Cost. Nevermind the fact 1CP ships are better than any other ships.



Too bad the dreadnought got nerfed :/ needed it but still, only dreadnought in game worth using isn't worth it anymore.
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11 years ago
Jul 13, 2013, 11:04:37 AM
I thought they changed all the industry discounts for specific modules. Last I checked, for example, the Horatio dreadnought didn't have 50% cheaper troops any more but instead had a 20% population growth increase on system during construction. Did they revert those changes?
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11 years ago
Jul 13, 2013, 8:50:26 PM
real quick check, Fore Sowers:



Factory: -40% Civilian module tonnage

Surveyor: -30% Support Module Armor Tonnage

Hammer: -30% Support Module Repair Tonnage

Axe: -30% Support Module Armor Tonnage

Anvil: -30% Support Module Repair Tonnage

Piledriver: +Tonnage as HP



So yes it went through. Though that still leaves the 1CP ships better than the lower higher CP ships because of the way damage is dealt (and the way fleet modules work).
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11 years ago
Jul 19, 2013, 8:47:02 PM
Noob question what does +50% x tonnage vs -50% x tonnage mean?



Is +50 more room on the ship or less room?
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11 years ago
Jul 19, 2013, 9:52:59 PM
I would think that +50% would mean it adds 50% to it and -50% would make the module smaller.
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11 years ago
Oct 25, 2013, 7:06:41 PM
It looks like the Sheredyn corvette is the best ship out there. (-20% weapon tonnage with no downside)

In my limited experience, they have been highly effective.
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10 years ago
Dec 16, 2013, 12:47:59 PM
Wow, did not realize that the different ships had different bonuses based on affinity now... been playing the same affinity for far too long I guess, had my own custom race for the last year or so.



The vaulters:



Nadjne: 3x Hull weakness on ship, -40% support module tonnage on ship

Anjka: 3x Hull weakness on ship, -25% support tonnage module on ship

Ylona: 3x Hull weakness on ship, -5% ship cost on star system

Ljdya: 2x Hull weakness on ship, -25 % weapon module tonnage on ship

Erszebet: 2x Hull weakness on ship, -15% ship cost on star system

Yldjko: -30% ship cost on star system
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