The unit appears in your capital, and can move on the turn that it is bought. For example the Kir'ko have Brood Clusters building, which reduces the production required to build units by 50% of the colonies food income.Īmazons can get +10 production for every forest sector in a colony, effectively making it easier to make units (and building) Selective Breeding doctrine reduces the production required to make mounted units by 15%.Įveryone has access to the military engineering guild, and the advanced military buildings, which reduces unit production by 20% once the sector that building is in gets upgraded to level 3 and above.Īccess is limited by relationship level and influence. There are ways to reduce the production value required to build a unit. T4 units cost 700 production, so building this unit will take several turns. Can be sped up by rushing production, but that cost 2 energy per 1 production. You start with 60 base production, which means it will take at least two turns to build each unit. Scouts cost 130 prod, and t1 infantry costs 150 prod. Typically it will take a couple turns to build a units. Stacks really well when you attach multiple landmarks to a single colony. In this week’s video, I discuss producing units by building them in colony centers, buying them from NPC factions, and using operations to summon them.Īccessible from turn 1, somewhat useful in the early-game, and with the right colony setup, this option produces the strongest units in the end-game.Įxploitation buildings can provide massive bonuses to armor, shields, vitality or a number of other bonuses.
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