Hello there
Since I had good success with my last attempt at gaining more insight into SINS2, I shall try again.
Exotics:
Why do Vasari, starting with a Cap and 2 of every Exotic (except Q) and a tech to get more exotics from surveying planets, get access to the normal AND mobile Exotics Refinery at T2 and Closed Cycle Refineries from T0 while all other races only get refineries at T3?
My best guess is that it's due to asymmetric balance (Vasari needs to push early game as they fall off in the midgame, I think). Even though it's against my own interest I think that at least the mobile refinery should be a T3 tech.
Fleet Speed
Also, I found out that the Antorak Marauder has both a distort gravity ship item and an ability, leading to harassment fleets being really fast. I haven't found counter play to it. Does anyone have recommendations (before phase inhibitors)
Advent midgame meat shield?
While playing the Advent my friend and I often struggle to think of a good midgame meat shield as Advent. They have missile ships and illuminators as dps ships, but nothing that seems to bridge the gap between Disciple ships and the Destra heavy cruiser in terms of soaking damage. What are we missing?
last and least importantly: exotics names?
Is it publicly known why the exotic recourses are called what they are?
my guesses are:
Tauranite: tauros pokemon or el torro in spanish, hence its offensive uses
Kalanite: ???
Andvar: Andvari's treasue (Norse mythology), hence the use for hypercompilers
Indurium: seems to stem from endure, hence the use for star bases
Quarnium: something quantum? hence the use in high tech stuff
Thank you for any and all help