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Endless Space: Disharmony - My hints and tips for other newbies

(sorry about the formatting, I typed this in notepad)

I've recently picked up Endless Space: Disharmony, and right now it's the only thing I play. I love it. I glanced at ES2 and honestly I'm put off by all the DLC I see there. Maybe sometime in the future I'll get it.

There's a lot of depth to the game, and I've found that it's important to understand everything that's happening. Since I've learned how things work, the game has become much easier and more fun for me.

Thing is, for some of the things I didn't know, I tried googling them to find out and hardly found anything about them. So I decided to make this list of things to help any other newbie players. There are many other guides for newbies, so I recommend you read those proper guides first, these are just my hints to fill in the gaps I couldn't find easily elsewhere.


- SHIP DEFENCE AND HULL WEAKNESS


There are three grades of ship. Increasing in size they take more command points (CP) in your fleet and each have a different "hull weakness" value.

3x = hull weakness 300 (1 CP)
2x = hull weakness 200 (2 CP)
1x = hull weakness 100 (4 CP)

Larger ships have naturally tougher armour (lower "hull weakness").

In another recent post in this subreddit, a more experienced player told me that damage to your ship is calculated as follows:

Incoming damage / ( 1 + ( Defence / Hull Weakness) ) = Actual damage deducted from your ship hull HP value

Although there doesn't seem to be an official source for this formula, it definitely seems to be correct.

So let's take for example 1000 incoming damage to one of the small "3x" ships with 200 defence:

1000 / ( 1 + ( 200 / 300 ) ) =

1000 / 1.67 =

600 actual damage (60% of the incoming damage)

What if we add 400 more defence?

1000 / ( 1 + ( 600 / 300 ) ) =

1000 / 3 =

333 actual damage (33% of the incoming damage)

What if we stretch to 1200 defence?!

1000 / ( 1 + ( 1200 / 300 ) ) =

1000 / 5 =

200 actual damage (20% of incoming damage)

Clearly, adding more defence modules appears to result in diminishing returns, meaning each one you add gives you less % damage reduction. Thing is, the diminishing returns effect is not as steep as it first appears.

Comparing the last two examples, 200 is 60% of 333 which means doubling the amount of defence modules reduces the actual damage by an extra 40% (close to the 50% if the rate was flat). Therefore, you're still getting close to double the protection with very little diminishing return effect. Add to this the basic number of projectiles deflected, laser beams absorbed, and missiles shot down - More defence modules means less shots actually hit you in the first place. With these two factors in mind, I consider the diminishing effect to be completely negligible.

I used to put around 400 defence on my ships (normally around 2-3 modules), then add armour modules to multiply the hull HP value. This worked fairly well, because I got the most benefit out of the defence modules by multiplying the amount of hull HP they have to defend. From what I've seen online, I think this seems to be the way most players build their ships.

Thing is, in my last game I was stuck with absolutely no access to titanium whatsoever, meaning I couldn't add any armour modules. The best I could do for defence was to stack up on defence modules. To my surprise, my ships were able to take a ton of damage once I got their defence above 1000, usually 1200 and sometimes even higher. The toughness of my larger 2x and 1x ships was incredible. I ended up winning the game without ever using titanium at all.

It's worth noting that the number of defence modules is irrelevant. What matters is the total defence value they give you. For example, to get 1200 anti-missile defence without using titanium, I stacked 20 basic flak defence modules!

Bigger ships take double the CP of the lesser size, but taking into account their lower hull weakness, higher HP, higher tonnage for stacking more defence modules, and the fact that a single support module counts for the whole ship instead of more smaller ships each having to repeat the same module, the larger ships are generally a lot more effective than the equivalent CP amount of small ships. Thing is, the industry cost scales up with ship size, so this needs to be taken into account.

I generally always add a repair module, so having ships with higher defence and lower HP means the Adaptive Glue version gives you more benefit, since the repair amount is a fixed amount of HP: 180 HP for your ship, plus 60 HP for all ships in the fleet. From what I can tell, these "fleet" values stack, so for example if you have 5 ships with that module, each of them gives the "fleet" benefit to all 5 ships in the fleet, so each ship is getting 5x the benefit!

Many times I've wondered "why did the AI block those two specific systems of mine?" then when I realise those were my only two sources of titanium / hyperium / anti-matter, it became obvious: The AI will blockade your strategic resources to stop you from building ships with those resources. You know when this happens when your production counter jumps to "999". To get around this, I've had to modify the design of my ships to use the more basic modules that don't require the blocked resources.

Conclusions:

- Bigger ships take more space (CP) in your fleet, but they are generally a better choice if you can wait long enough for them to be built.

- Stacking defence modules has a diminishing returns effect, but if you include deflections/absorptions/anti-missile, the effect is basically negligible. Often this is a better choice than simply adding armour modules for increased HP. Pay attention to the actual defence value and understand how it reduces damage.

- Some modules have a "fleet" value as part of their effect, meaning they affect all ships in the same fleet as the ship in question, and these "fleet" values stack between all ships in the same fleet.

- Don't be surprised if you need to build ships using basic modules that don't require strategic resources because the AI will try to blockade your resources. Sometimes you simply won't have access to some resources, especially early on or in small galaxies.


- WEAPON CHOICES AND BATTLE ACTIONS


There are three types of weapon and corresponding defence type: KINETIC/DEFLECTORS, BEAM/SHIELDS, and MISSILE/FLAK.

When adding each type, you choose whether to add long range (LR), medium range (MR), or melee (M). At a glance you'll see that kinetic does more damage at melee, beams do more damage at medium range, and missiles do more damage at long range.

I've seen strange accuracy values scattered around online, and those don't seem to match the values shown in-game and it's not clear to me how choosing a weapon at a certain range changes its accuracy at other ranges. From what I've experienced, the accuracy value shown in-game is simply "as-is", meaning that accuracy 1.0 is 100% accurate. I also don't quite understand how the target ship's dodge value works against accuracy. Overall I "just try to be as accurate as possible" and this seems to work well.

By using battle actions, I've gotten good results from my weapons at multiple ranges. Regardless of the percentages shown, generally speaking a battle action makes the correct weapon type re-usable at a different range either by increasing the accuracy (meaning more shots hit) or increasing the damage output (meaning the few shots that hit do more damage). The two main "weapon re-use" battle actions I use are:

WEAPON OVERCLOCK: +40% kinetic "efficiency" (damage?) and +15% melee accuracy

- Makes melee weapons viable at other ranges.
- Makes kinetic viable at all ranges.
- Makes melee kinetic absolutely tear through enemy ships at the melee phase.

SHORT CIRCUIT: +10% long range accuracy

- Makes long range weapons viable at other ranges.

I could try to cite complicated examples, but put simply, using battle actions that increase accuracy or damage means that weapons can do effective damage outside of their selected range.
Accuracy and ranges aside, another of my favourite battle actions is NANO-REPAIR SYSTEMS. This action repairs your ship's HP at the beginning of the selected battle phase (long/medium/melee) and it appears to stack with your ship's repair module that also repairs your HP at the beginning of each battle phase. Using these two together makes a huge difference in your ship's survivability. As mentioned earlier, this is improved even further with defence-stacked low-HP ships using the "adaptive glue" version.
Most of my battles are fought using those three battle actions, only deviating to other battle actions in niche situations.
One nasty trick I've noticed the AI perform is to go triple-ADAPTIVE STRATEGY to counter my nano-repair... I'm not sure if this is clever AI, predicting that I'll repair damaged ships, or sloppy AI where the game gives it "insider knowledge" of my selected battle actions.
Conclusions:
- Weapon types aren't locked to their highest damage ranges. They can be re-used at other ranges using battle actions.
- Accuracy is a big deal (although I still have no idea how it works).
- Repair modules combined with good defence stats and the repair battle action is extremely effective for keeping your ships alive.

- RESEARCH, ECONOMY, and EXPANSION

There's plenty of guides on what to research, so I won't try to cover all of that. However, I have noticed a few things that seem to help a lot:

It's important to hover your mouse over literally EVERY SINGLE LITTLE THING you see in the management screens. There's so much useful information hidden in those tooltips.

N-WAY FUSION PLANTS and ISOLATION SHIELDS are my go-to first and second choice, because that makes everything a little faster to research and build.

XENOLOGY is a great third choice because that early dust can make a huge difference by lowering taxes to increase industry output - essential for those early scouts and seed ships. For so long I had no idea that you could colonise a planet directly from another planet in the same system. I was building seed ships for no good reason. Now I know you only need seed ships when colonising a fresh new system.

Once I've got my early "exploration and production" research done, I'll research HE BATTERIES and UNSTABLE ISOTOPE MANIPULATION to get basic shields and flak. Normally I'll only go further into the warfare research tree after getting everything else up to scratch. If anyone starts attacking me early on, in my experience the basic defences and weapons are adequate to counter this, but then it's a good idea to start pushing for better warfare tech before the enemy improve their strategy. NEURAL ROBOTICS is an excellent early tech to research, to enable repair modules.

BOTANICAL SCANNING, OPTIMIZED LOGISTICS, and INTER-SPECIES HR are close together and not too deep into the diplomacy tree. Their associated system improvements are absolutely critical to build as your empire expands to keep approval high. The expansion disapproval reduction bonuses are buried deep in the exploration tree, so the only impactful way to keep approval high during early expansion are these "pink improvements". The exception to this is VAULTER APERTURES. These completely remove the system's expansion disapproval, although unlocking the approval tech will still help offset planet anomalies.

Keeping approval high is absolutely essential. Many times, while adjusting the tax rate I've noticed my income increase as taxes decrease... counter-intuitive, but it makes sense. High approval means higher productivity, which can translate to higher dust-per-turn, despite your taxes being lower! Dust-generating improvements are key to keeping approval high, because they enable you to lower taxes without losing dust. If I remember correctly, low approval also reduces food production, which in turn results in less population and therefore even lower productivity.

I discovered to my horror that each planet's approval rating is simply added to the system approval. Same for planet anomalies. This means that some planets are best left alone. It's not worth having that extra bit of population if it's going to drag the approval of the whole system down.

Overall, if most or all of your systems are "ecstatic" (>80% approval rating) and you're making a dust profit each turn without converting industry to dust, then your economy is in perfect health.

I learned the hard way that it's better to colonise your existing systems' planets first rather than trying to develop many different separate systems. Put simply, each new system means you're waiting for population to grow there and you have to wait and pay for the same buildings over and over again in each system. Also, if an enemy is trying to invade you, a lot of the system defences are multiplied by the system population, so having all your eggs in one basket makes that basket a lot harder to drop. In all aspects, I've found that for example owning 12 planets in four systems is far more effective than 12 systems each with only one planet. In special situations, land-grabbing a key system is essential if you want the geographic advantage, but be prepared to defend it if necessary.

As mentioned earlier, strategic resources are vital for effective combat production, although you can make do without them for your early navy. The only resources I'd say are absolutely vital is hyperium early on to enable the use of repair modules, and orichalcix later on if you want to bomb the crap out of enemy systems. Pay close attention to the luxury resources, as they can provide excellent empire-wide bonuses, especially if you can get an early monopoly (own at least 4 of them).

Conclusions:

- Start off researching production, dust, and science. Then unlock the two basic weapon techs and the basic repair module, enough for an effective starting navy. Focus the rest of your research on the three early approval techs and science/exploration/dust.

- Approval is key to everything. Low approval means low FIDS and therefore poor combat capabilities.

- It's better to colonise within your owned systems instead of just grabbing new ones for the sake of it.

- Hover your mouse over literally every little thing on the screen; So much useful information there that will help you.


- BOMBING


When up against a larger enemy, I've often thought the only way to dent their production was to continuously kill their ships, causing them to spend resources replacing them, or of course capturing their systems. Both of these strategies are an uphill struggle against a more powerful foe.

There is another option: Bombing using CLUSTER MUNITIONS and BUNKER BUSTER ship support modules. These absolutely wipe enemy populations and buildings clean off the system, often in a single turn for each. I was utterly surprised at how effective they are.

To use them, they need to be added onto your ship along with at least one BOMBER special ship module. These require at least one module of bombers on the ship to "deliver" these special bombs to their target. When capturing an enemy system, two small buttons appear above the invasion action button. One of them is to invade using troops, the other is to bomb the system. A sub-menu appears allowing you to choose either to bomb population or buildings.

Every time I did the population bombing action, it completely wiped out the entire system population (except it leaves 1 population on each planet).
Every time I did the building bombing action, it completely destroyed every single building in the system, even the system defence buildings... Everything!

If you want to send your overpowered opponent back to the stone age, one or two ships with bombers hopping around their back yard will do the trick. Imagine having your main production systems reduced to 1 population per planet and no buildings - Do that to your enemy, especially the one that's about to control the entire galaxy. It's truly a game-changer.

One restriction to note is that high-defence systems require a certain minimum bombing force to be able to use either of these bombing actions. I don't understand how this is calculated, but from what I can tell, enough bombers will overcome the restriction. If a system was too well-defended, I would simply skip to the next system and bomb that instead, dealing with the "tough" systems later.

Conclusion:

- CLUSTER MUNITIONS and BUNKER BUSTERS are fun and effective, a great way to push back against a stronger enemy.


Okay, that's all I can think of right now, and this was A LOT longer than I expected. I hope this helps other newbies, cheers!
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