Garrisons are a new mechanic in Sins 2. A planet can have its own logistics supply for the sole purpose of building ships for planetary defense. When your factories are idle, they will produce garrison ships at no cost to you. The ship factories will continue to build ships so long as there is garrison supply and you aren't using them. Garrisons can be used to protect the home planet or attack or defend planet 1 just out. You can get garrison supply by building the garrison planet component.
DivineWrath
I liked how research worked in tech preview 1. You could use the screen to sort techs by group or even use a search bar on the top left to search by name. For example, if I wanted to see all ship prototypes, I could do that. I hope this makes a come back.
I was having a talk today with some friends about internet scams. My point was that there so many scams that mistakes will happen to the best of us. I know I accidentally clicked on a few things I didn't mean to.
Overall, the game feels good to play. However there are a few points that I want to address. 1. I liked the previous research screen. It made it easy to search by different categories, and there was even a search bar. I also like how you can reorganize the techs you have queued. However, both the new and the old suffer from a problem where you can queue a lot of techs, and the list goes offscreen. No way to reorganize those techs except canceling a bunch of techs or wait until
There is a game option that disables orbiting planets. The cobalt ships that seem to produce themselves and act on their own is your planet's garrison. If a planet has garrison supply and idle shipyards, then they'll produce ships. These ships will attack planets 1 jump away. Garrison supply can be obtained by building a specific planet structure. Currently, all homeworlds start with 25 supply. I agree that there needs to be some way to give standing orders to the garrison. Ge
As of Tech Preview 1.5, the hold position command seems to be working. The AI needs to form fleets better. They seem eager to send a stream of freshly built ships. This makes it easy to kill them as they can't do much damage with so few of them arriving at a time. This also makes it easy to kill them if they happen to travel through hostile territory with strong hanger defense. Happens often when the planets orbit and a hostile asteroid or two becomes the only way out of their
I don't think the ships look cartoonish. Mind you, I don't care about the looks or style as much as other people.
Try holding ctrl when telling them to jump somewhere. This will get the ships to jump when they are ready, not when the fleet is ready.
I have been writing down some things I've noticed while playing. Most were encountered when I was playing tech preview 1. I present them to you in no particular order. There is a bug when trying to remove multiple ships from the build queue. If you hold shift and then right click a group of ships in the queue, only 1 ship is removed. If you try this using the icon where you first ordered them, it removes 5. Its when its app
I heard that too. For now, its very early early access.
I realized that it might be easier to simply ask the devs what causes the infrastructure costs instead of trying to figure it out by experimenting.
I played a game where I didn't build any trade ports. I got high infrastructure costs anyways. I now suspect this expense is tied to planet development, not buildings I built. Next I'll try to keep my planet development to a minimum to see if there is any impact.
I have not ran into limits to the number of buildings and ships I could produce. Well, not any limits not tied to the fleet logistics or planet development. I have a high end PC so I doubt I'll run into any memory or processor problems.
I think the devs are trying to make sure the game engine works fine. I recall reading that the devs intend to add all the content found in rebellion to this game before adding new content.
I've noticed that the infrastructure costs kick in about when you start building trade ports. So I think there is a link. I've found that after I have over 30 planets with trade ports, my infrastructure costs exceed my trade income. +60.1/s vs -87.9/s. I'll be testing this more in my next game.
Well, I find that garrison defense ships are grouped on the bottom bar, along with you planet defense structures, while your fleet is grouped in the left bar. Its far from perfect, but for now it allows you select your fleet without selecting any of you garrison. I'm on the edge of whether garrisons are over powered. I like the idea that garrisons can hold their own. However, 800 logistic (fully upgraded) points for a terran class world is a lot. Its nearly half the max fleet size. If
Thanks. That works. Still, I'm not sure why it works that way. It doesn't seem intuitive.
I can't seem to remove planet component slots. For instance, after growing my empire quite a bit, I find that planet research labs to be not so useful as I now have plenty of room to build in orbit. Now I rather replace them with something else; maybe some garrison improvements.