Any ships that prioritize using armor as a defense will be easily destroyed. What might be most dangerous about fighting this God, however, is that the system it resides in has a unique environmental effect that completely nullifies armor. Empires will likely need a fleet with at least 100K to 150K power to have any chance of success. In combat, the Toxic God uses multiple extra-large energy weapons, a complement of strike craft and point-defense cannons. While it has no armor, its shield and hull more than make up for it, so kinetic weapons should be used to bring down the shield as quickly as possible. The Toxic God is extremely powerful and one of the toughest Guardian creatures to be added to the game. Once the final event has been completed, the Situation will end and a new star system will appear in the galaxy with the Toxic God. If a hundred years have passed before completing the quest, players will receive an event where they must choose to either increase their funding to motivate the knights, demotivate the knights (which decreases their output) or abandon the quest and disband the Order, removing the Order's Keep building and all Order's Demesne districts for a large amount of energy and alloys. Policies include Questing Knights, which focus on surveying star systems quickly, Knight Commanders, which increase the overall effectiveness of fleets and armies, Courtly Knights, which improve diplomatic weight and available envoys, and Herald Knights, which reduce Edict costs.įinding the Toxic God is no easy feat, however, and this Situation can take in-game centuries to complete. The Origin also enables the Knightly Duties policy, which can determine what role Knights play in galactic affairs. If a player empire is an overlord to another empire, an Order's Commandery holding can be built on the subject empire's home world to provide an additional Knight Job and increase naval capacity. Pops don't usually start off as Knights but must work up to that position after first working as Squires. They also function as part of an Empire's military, generating defense armies for the Habitat and increasing naval capacity. For starters, they're able to provide Unity and Research points, giving empires a boost toward ascension early on and freeing up colony worlds to focus on producing raw resources. One of the biggest advantages to this Origin is that it has Order buildings, which in turn provide Knight Jobs that come in three tiers: Lord Commander, Knights and Squires.
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