ancient weapons stellaris. *, 3. ancient weapons stellaris

 
*, 3ancient weapons stellaris 0 unless otherwise noted

Cheap to build, only 50 artifacts and not much upkeep. Point-defence weapons have become decorations, and the range of 100 also ensures that it is outside the range of most weapons (Disruptor's distance is only 40) Although many people may say that missiles are expensive and not mass-produced, obviously, people have forgotten this thing, Menacing corvettes. The first time a planet is terraformed there's a chance that a terraforming event will take place. As far as how much of your resources they consume, it will depend partially on how advanced your Robots are. for making StarNet AI and allowing me to use it -tommythunderbolt for additional sound files -LeethalGambits's Stargate weapons with sound and more -SoG-Geongeon's Stargate Emblems Pack. Component. Stellaris Wiki Active Wikis. . only to be met by the recognizable whirring of weapons systems powering up! Trigger conditions:. I personally play cooperative multiplayer and that’s the most of it. This also applies to gun batteries, missiles, hangars building bonuses. Subscribe to downloadExtra Events 3. The dev intent is probably that you're supposed to have one or at most two "Elite" fleets using ArchaeoTech, with the rest of your fleets using regular Tech. Here is another great guide on steam. Second, from a gameplay perspective, as it is impractical to be built a fleet exclusively relying on archaeo ship components, the archaeo-engineering Ascencion perk is somewhat flawed as you can't really. Some of them can be pretty neat. WhiteKyubey. If you're into becoming super OP with the right tech rush, ACoT (ancient cache of technologies) meshes with Giga very well. Requirements: Has at least 1 science ship in orbit. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. This guide covers weapons, combat, disengagement, armor, and power disparity, as well as special coverage on Strike Craft!. A ship is a spaceborne vessel controlled by an empire. Plasma has -75% to shields and +100% armor and +50% hull. Medium. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. Spaceborne aliens. Because the final crisis of ACOT: Secrets Beyond the Gates is even more powerful than the end game crisis of Gigastructural Engineering (depends on the settings of course; Endtekk Blokkats are presumably still more powerful due to their ridiculous bonuses), known as the Stellarborne. Then there is the relic activation, which can give 40% ship weapons. That, and the now-famous article where scientists measured the biomass and appetite of spiders as a whole and have. For instance, by finding the delta area and completing at least some of the events there. . Society research. First things first, the defence stations, there are five, including the vault itself. If you get the enematic Encoder (5% shield regen/day) with all of this. Stellaris 2. Otherwise you will need to finish off the unliked empire. ago. By analyzing the few fragments that could be recovered from the ancient wireless information depots on the. If you enjoy it then it's worth it. 2. Stellaris: MCR The Expanse Ships. I think it's fair to say that we can. System: Max systems, line computer, afterburners, and auxiliary fire control. Finally, armor costs far more alloys than shields to build. Apocalypse includes a small number of extra techs for long range starbase weapons, planet killers, and titanic ships. Justification: level-1 points defense is usually better than level-2 laser or kinetic. Also my idea was to list sites with unique rewards, which the Fossilized Remains and Ancient Tomb definately are, but I don't think 4k energy qualifies. This page was last edited on 24 November 2016, at 08:19. Caravaneers. ago. They eliminate the need for gas wells, mote traps, crystal mines. Stellaris. All Archaeotech weapons receive +33% weapon damage with the Archaeo-Engineering Ascension perk,. i also noticed when i was going against ai that was loaded with mostly bombs missles and strike caft, that i would always win and theyr strike craft woud do. Embark on a Quest to find the mysterious Toxic God, or Damn the Consequences and go all-in on Genetically Overtuning your Species. Stellaris: Titan Interdictor Module . 7, the Ancient Relics DLC also introduces Archaeotech Weapons, which are unlocked by the Archaeotech Society Research tree. Component. Best. Weapons such as the Death Star and the titular ship in Lexx use a directed energy weapon capable of obliterating a planet in moments. Technology. You can ask curators from contact list how your fleet compares against the big bois. Top 1% Rank by size. Version 06. There are only a handful of archaeo weapons that are upgrades on end-game level tech, and they simply aren't worth the huge number of relics you need to spend to use them. For first time I was playing stellaris with huge amount of refinery resources, all thanks to this building. In the original release version of the game I reliably went with energy weapons and was happy with the results. Image 5: The archaeological site titled 'Ancient Robot World'. You starting weapons should make up the backbone of your fleet throughout the entire game. - Small weapons are good against corvettes, and okay against destroyers. Thread starter Nihilikara; Start date Jul 14, 2019; Jump to latest Follow Reply Menu We have updated our. They are marked with a skull icon both in the fleet power box and on the galactic map, and the exact strength number can only be seen with debug mode on. Id say 60k - 70k would be a safe bet for your fleet size to be effective. The preview doesn't seem to show any bonuses at all, like your battleships have 237 speed in the ship designer, but the ships in open space show something like 500+. Bravery - Affects how willing the empire is to declare rivalry or go to war with someone stronger. Stellaris: Stellaris: Reborn Ii (3/4) Comments. It's a weird issue (I've eliminated all mods bar ACOT to test) & it seems to be the root of the problem. Energy weapons, and especially plasma, are fantastic at chewing through armor, while kinetics are great for wearing down shields. There are 3 possible X-slot choices at their most highly upgraded versions, and the Juggernauts can equip two X-slot weapons on a ship (including both the same or two different ones). This is a brand new story for Stellaris told via the the brand new digsite mechanics introduced in 2. Should at least be a bit harder to acquire. ; Leviathans. One of the first things that. An in-depth description from a player perspective of all the DLCs currently available for Stellaris, sorted in order of importance. Psionic thralls are so powerful man. Compatible with 3. Megastructures are colossal constructions. Mid game. Description. With Ancient Proficiency it's a 54 damage, 50 durability weapon with a spear's fast attack speed. Copy Command. *. Should at least be a bit harder to acquire. Either than that, just stick to medium/small combos for your Cruisers and send them in for close combat. Bambi and it's revealed that the Earth's insect population is spying on us. - Biological weapons and armors. In my last (Modded) Game ALL my Stations only used the Ancient Cavitation Collapser. As these are available only with the Ancient Relics DLC, when that DLC is not enabled, sites which are still available may have an alternate reward or no reward for such chapters. Read More. Ships. Mod: Caretakers. Stellaris v2. There are some exceptions to this, but that is the basic gist. #1. RELATED: Stellaris. - Aeternum, an extremely ancient Fallen Empire residing on a Birch World in the galactic core. If you're into becoming super OP with the right tech rush, ACoT (ancient cache of technologies) meshes with Giga very well. New powerful X-Large energy lances for your battleships and bigger ones. The best choice is to cause a lower-estimate local power surge, as this will cause the Expedition to proceed for only 50 Energy Credits. Spaceborne aliens. Description. txt" triggers event ancrel. I do still use destroyers, but as a reduced role of a highly efficent point defense to counter those. 3 coding changes,. Still pretty good, easily top 5 among one-handers, but not incredible. Behind their history lies great many secrets yet to be rediscovered. Sending in a Demolitions Team using an Army. 2019-06-04 / 2. Either than that, just stick to medium/small combos for your Cruisers and send them in for close combat. (so projectile weapons and null void beams wouldn't do extra damage), there are still a ton of shield-skipping weapons in the game. The weapons and armor in Stellaris have a rock-paper-scissors system that will tell you what to prioritize in your own ships. You don't really need anti-shield ships for Unbidden. Fortifying our Starbase to ensure its survivability in the event of an attack, and maximizing our capacity to network independent orbital defenses would give us more time to dispatch reinforcements. Computer system. take the ascension perk (steps 1+2 are skipped with the Remnants origin) Then all the ancient techs are fairly common. This command will make all AI empires accept player proposals. Extra Ship Components (For neat weapons based on things like psionics or gravity manipulation) Guilli's Planet Modifiers (For very neat stuff like precursor modifiers, habitat modifiers, ringworld modifiers, wonderous worlds, etc) Ancient Cache of Technologies (New tech tiers based on. You don't really need anti-shield ships for Unbidden. Border friction – Affects how much negative Opinion Border Friction generates. 6 Compat) Mod via Steam. Like most of the Guardians in Stellaris, the Tiyanki Matriarch can be safely beaten by any fleet of 40k+ Power. ago. Ancient Proficiency deals +80% damage with either Ancient or Guardian weapons. Vulnerable to kinetic weapons. Available only with the Ancient Relics DLC enabled. However you require to grab ascension perk for sweet and relevant buff. Lost Amoeba is an anomaly event chain triggered by investigating the Movement in the Clouds anomaly that can appear on gas giants. Stellaris Update 8. Stellaris Wiki Active Wikis. Steam Workshop. If they have 90% evasion which they should by that stage of the game, you can easily out attrition the contingency fleets. It adds 19 archaeology stories written. Here are the patch notes for the Stellaris 3. . but the issue with missing weapons should at least be fixed) Self service: If you wan. Railguns with 30% bonus to shields and 50% armor penetration are perfect. Stellaris suggestion: - Better Holy Worlds. e. Stellaris: Ancient Relics story pack feature breakdown by Stellaris' game director Daniel "Grekulf" Moregård. We have no direct numbers for any of the factions, how many cruisers, how many destroyers, how many corvettes. They both have the same range. They can be found in special predetermined systems and rival moons in size and mass. So you can have a +60% hull +60% armor +50 weapons ranges. Sins of the Prophets: Stellaris v0. the issue is I don't hurt them either. For example, normal missiles deal decent damage against hulls but are vulnerable to point-defense. It certainly made sense when minor artifacts couldn't be. 7, the Ancient Relics DLC also introduces Archaeotech Weapons, which are unlocked by the Archaeotech Society Research tree. Stellaris Origins explained and ranked into a tier list. This may take a while. Fractured worlds need to be managed due to hostile entities on them however so there can be a lot to do. Weapon ranges play a very big part in ship combat. Designed to be a spiritual successor to Star Wars Weapons Legacy, Star Wars Weapons and Ship Components is an entirely re-imagined version of that mod with the intent of being more vanilla and compatibility friendly while bringing the authentic sounds and projectile effects for the Star Wars weapons we all know and love. I've logged 200ish hours in stellaris since 3. Archaeological Site. Ah, just checked, I never knew about that, yes it's working. . Many naval strategies advise that their empires deploy several types of warships to fill different tactical roles and face different. Generally speaking, this build works best towards the end of the game when you’re playing solo. You’d sacrifice a lot of range for it, but it does seem to do a lot more damage… Related Topics. There's a -50 option for a smaller surge and a -500 option for a larger surge. Fractured worlds need to be managed due to hostile entities on them however so there can be a lot to do. Sins of the Prophets: Stellaris. Consumes power. 8! Blaster colors can now be selected by the player! A few weeks ago, I wanted to do a Star Wars-themed playthough of Stellaris, but found myself disagreeing with some of the design choices of the only Star Wars. More. Weapon Slots and associated weapons Ship Slots and associated hulls/armors/shields. These plasma projectiles are extremely. If they're outranged, they just get destroyed without being able to shoot back, so short-ranged weapons are just a bad idea. gautam_jat • 6 mo. The other archeotech weapons seem to be targeted around T3. Not as effective but still effective. Each ship class has two hull upgrade techs in engineering, so it isn't static. The Ancient Pulse Armor becomes the strongest defensive component outside of Psi Shields and Dragonscale Armor, but like I said before I'd rather be able to. Several millennia later, still inside the precursor’s databanks are weapons designed in the final days of the last war. If they're outranged, they just get destroyed without being able to shoot back, so short-ranged weapons are just a bad idea. (This is my personal opinion on the end game) once you start hitting your repeatable tech; pick one class of weapon to invest in. (This is my personal opinion on the end game) once you start hitting your repeatable tech; pick one class of weapon to invest in. Ancient Short Sword: this one struggles to distinguish itself from the competition more than the other Ancient weapons. 3 patch. The armor and shields says on them. It will happily combine weapons that bypass shields with weapons that do bonus damage against them and lower damage against everything else for example. Remove large laser weapons. passive - +2 civic slots active - +10 year modifier, +25% faction approval, -25% crimeCheaper Alloys cost than armor. However, it looks like that at some point between then and now weapons were changed considerably. And I've gotten the tech in 4 separate games since the latest DLC was released. Also for personal taste I really enjoy NSC2 as it adds more normal ship types, expands the current ones, and increases Starbase module count. RELATED: Stellaris. A new study by researchers from the. 6. ai_weight, ONLY the value is zero. For the weapons I’m pretty sure it’s an empire modifier, so you won’t see it directly on the weapon in the builder screen. Ghost Signal: A Stellaris Game is one of the most enjoyable VR roguelites I’ve ever played. Description. Complete 3 digsites 2, discover archaeostudies & build the faculty building 3. It adds additional tiers beyond what the base game has, now with 10 tiers of laser, mass driver and missiles. Each time a crisis conquers a planet it causes diplomatic Threat with all. At 0. Lost Amoeba is an anomaly event chain triggered by investigating the Movement in the Clouds anomaly that can appear on gas giants. ago. ago by Willivan0604 Forced to use Ancient Weapons ANOTHER problem with star bases. Any Star. The way archaeological sites work forces the player to go wide instead of tall. Of course if you already have a good Particle expert, then this is complementary. Essentially, they can survive in any environment. 6499. Ancient Macro Batteries have worse average damage than T2 kinetics (ok, the small slot version is slightly better), but they have a T3 alloy cost and power usage plus the additional minor artifact cost. Owner. It could be nothing. Stellaris offers players the opportunity to encounter various wonders of the galaxy, from anomalies to archaeological sites, while building their empires. -. I asked her how to get the precursor designs and said go to fractured worlds or fallen empires. Archaeotechnologies allow players to recreate ancient technologies and buildings for powerful and unique effects, turning the secrets of the past into the weapons of the future. Guardian weapons natually deal +30% more damage against anything tainted by Malice (Guardians, Blights, Ganon himself) Ancient weapons deal 50% more damage against anything. 0/Apocalypse! Update 2. 3. I'm in the middle of a game on the new patch, trying out all the archaeo goodies, and as much as I want to try fully outfitting my fleets with the new toys, the cap is holding me back. In fact each mod has defines and conditions that kick in if the other is installed. Highlights include: - Psionic weapons. I experienced this downside in my game, when the war ended in a white peace. Kinetic Artillery, Mega-Cannon, Giga-Cannon - they all shoot. To get this short, you can get construction around the found ringworlds after some time. Just made a corvette missing 150 shields from the bonuses but it's. Ancient Refineries. – Nanite weapons and armors. - Crystalline weapons. It also talks about some of the end-game crises and how some builds are better depending on your enemies. There's a reason they use the Skull icon for the Phanon Corps, I think. Using arc emittor+cloud lightning battleships should also deal extreme damage to their fleets, but they get destroyed extremely quick. 7. Core Cracking. Mod Version 1. - Nanite. There are only a handful of archaeo weapons that are upgrades on end-game level tech, and they simply aren't worth the huge number of relics you need to spend to use them. Same with repeatable techs, empire effects and such. As for defense, any good “two-in-one” solution will keep your defenses versatile as you pump out long-range firepower. 9 Continued. 3 "Wolfe" and the Ancient Relics storypack, the story includes a special relic earned after completing the digsite, which is loaded with a bunch of custom random events that can happen as you attempt to excavate it. 1. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. Use the "Table View" and "Card View" buttons to change the way the codes are displayed. Mechanically, each type of spaceborne alien is considered a special type of empire,. Instead you will have to find them, mostly from excavating Archaeological Sites. ". That leaves missiles and hangars as the only weapons that fit those requirements of having no minimum range and a high (100+) maximum range. The bonuses don't show up in the ship designer, but they work. Unique systems can only spawn once per galaxy and are entirely predefined, as opposed to being randomly created. Ancient Cache of Technology explores the stories of the ancient enigmatic precursors, including the Curators, the Fallen Empires and those that came before them. Stellaris Wiki Active Wikis. Many of my weapons penetrate shield and armor, or just obliterate it on normal ships. 6. Archaeotechnologies allow players to recreate ancient technologies and buildings for powerful and unique effects, turning the secrets of the past into the weapons of the future. Description. More. This article is for the PC version of Stellaris only. Large. This article is mainly aimed at newcomers, or at least past players returning after a long break, but hopefully even veteran players will be able to. Defense: Any 1-1 combo of armor and shields to maintain flexibility. Although I added the 2xSmall instead of 1xMedium because of the extra tracking they provide. Same with repeatable techs, empire effects and such. A force sub usually takes one side and changes it but still forces it to fight the same battle, this seems a bit too broad. You can access Society. and it works section-wide, not ship-wide. ; About Stellaris Wiki; Mobile view I haven't played in almost a year. It'll also slot potentially undesired utility slots instead of the ones you actually want, and the combat computer it chooses usually makes no sense. Long term, sure, there aren't repeatable techs for hull, so as time goes on disruptor type weapons can't be further defended against (this is why they are good against the fallen empires, since they are deep into repeatable techs and don't use crystal plating). ; Leviathans can be encountered in the. The on_actions command "on_planet_attackers_win" in "00_on_actions. Even with the AP most of the weapons are terrible, with it they are merely okay (some are terrible with AP, looking at the kinetic weapon here which is a sidegrade to tier 1 kinetic weapons we all start with that cost nothing). Literally all of those weapons have 100% shield penetration, and the ship itself has vastly superior range to the Unbidden. Can choose to instead gain 80-175 Influence if Spiritualist or Fanatic. These shipboard lab facilities incorporate advanced technologies from the ancient Curator Order to further increase survey speeds. If either you could build more Colossus, or take out the power up it would make it viable to use against large empires. A savage lynel crusher might be slightly stronger if it has an attack modifier, but it's. Sins of the Prophets: Stellaris. Created by Lavo. Description. Mechanics [edit | edit source]. "Extra Ship Components" aims to provide an extended and expanded technology tree, adding advanced weapons, shields and armor. Use the main version of ESC NEXT if you are playing later versions of Stellaris! GitHub: ESC NEXT git repository [github. Archaeotech weapons are generally slightly stronger than Tier 3 equivalent weapons, but with special mechanical rules or modifiers that make them better or worse in different. "Ascension - Biological Module" is a late-game mod expanding biological path for normal and hive empires. Flagella can still be useful even when Tier 2 strikecraft have been researched (i. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. txt" the events ancrel. This article is for the PC version of Stellaris only. The ancient techs can be gained directly from digsites. Stellaris: Ancient Caches of Technologies: Sins of the Fallen Empires . Strange readings are coming from the planet's moon. The Archaeo-Engineers ascension perk does give a +33% weapon damage boost to any Archaeo-weapons (those types of damage boosts arent shown in the ship designer, so the pictures are the base stats), but even then I dont know why anyone would go for the kinetic/plasma instead of the new T-Slot or the defensive modules instead. A fallen empire fleet is usually 50k in strength, and typically has a lot of defence armies. Marauders. Titans. Robot populations automatically receive the 'Mechanical' Trait, which means they add +200 percent habitability to any planet. ago. -Russian. Copy Full. > This version of the mod is for Stellaris 3. Also the precursor secrets unlock one special building each. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. The new ship types are given FAR too many modules for weapons, and it exacerbates the problem of ships dying in a matter of seconds to overwhelming firepower. They will keep the ship at even longer. L-Cluster. -LeethalGambits's Stargate weapons with sound and more-SoG-Geongeon's Stargate Emblems Pack (only used few emblems. Archaeotech weapons are generally slightly stronger than Tier 3 equivalent weapons, but with special mechanical rules or modifiers that make them better or worse in different. - Gravitic weapons. - Crystalline weapons. Make sure to know your foe before you go in for an attack. 0 has been discontinued in favor of Extra Ship Components NEXT Full tech tree image--- github repository [github. - Advanced weapons derived from space creatures. Final Verdict. Last edited by Duder ; Apr 30 @ 3:47pm. Edit to add: I realise it's not too helpful to say "Hey it'll be so much better this time next year!", but I don't intend to undermine the experience before these changes were made, I played and enjoyed it a lot back then. They are marked with a skull icon both in the fleet power box and on the galactic map, and the exact strength number can only be seen with debug mode on. From what I remember shields only account for 20-25% of their total hp so focusing on shield destruction is folly. Consumes power. g. Caravaneers. Age of Wonders 4 Empire of Sin Cities:. Shahadem Jul 7, 2017 @ 5:14am. Fighters get shot down, missle get intercepted, plasma and disrupters. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. You mix in picket corvette or 2 depending on your OCD levels for jump speed bonus and couple Carrier Battleships with strike craft to screen enemy corvettes boom done. Anomalies Archaeological sites Astral rifts Archaeological Site Many chapter rewards are a number of minor artifacts. Get any kind of daily shield regen, and your super hard to kill. research_technology <Tech ID> Copy. Sins of a Solar Empire's best Halo mod has come to Stellaris! Sins of the Prophets is an award winning and critically acclaimed mod for Sins of a Solar Empire: Rebellion. Ancient Battlefield feature; Toy Factory Complex feature; Wetware Computer feature Unstable Tectonics Nanomechanics Supersolid Materials Superfluid Materials. Paradox strategy games have a habit of layering complexity so thick that I often don’t discover really useful mechanics until 10, 20, 50, or even 100 hours in. Among the wreckages of the now Forgotten Empire, traces of the Great Crusade remain beneath the ancient ruins of its old capital. The Fallen Empires thought they mastered the Enigmatic Power, their dark matter and energy weapons supreme. Then add in L slot sniper lasers as a companion to Plasma/Disruptor weapons. Apocalypse is a paid expansion that was released along with Stellaris v2. 1 Expansion features 2 Free features 3 Dev diaries 4 References Expansion features Said Ancient Relics: Collect and acquire valuable relics in your adventures as. Ancient Relics is the 4th story pack for Stellaris. Propulsion Proponent Proclamation. This command will research the technology type with the. Fallen Empires are not to be trifled with in Stellaris. Stellaris Wiki Active Wikis. Weapons: Best in slot strike craft and a 1-1 combo of damage types for flexibility. While Stellaris’ 4X-flavored. Ancient Cache of Technology explores the stories of the ancient enigmatic precursors, including the Curators, the Fallen Empires and those that came before them. Combat screen says I'm hitting 0%. +30% Ship Weapons Range +100% Jump Drive Range for 10 yearsStellaris 50410 Bug Reports 30701 Suggestions 19115 Tech Support 2882 Multiplayer 377 User Mods 4631 Stellaris AAR (After Action. You can lean towards the lower end of this estimation as you get more. The bonuses don't show up in the ship designer, but they work. 1. - Gravitic weapons. Description Discussions 190 Comments 7979 Change Notes. - Fallen Empires idea. Also remember to stack only shields, as you can get the aura from the Phanon corps that removes the ability for enemy weapons to bypass shields and they also give a module that gives +100% shields. Stellaris: Ancient Caches of Technologies: Sins of the Fallen Empires . Are these two weapon classes. Railguns with 30% bonus to shields and 50% armor penetration are perfect. A year ago, there was a contest to make archaeology event mod in my community. Offensive weapons don't even list the bonus against the component, with the only location listing it against the individual ships. This also expands the ascension path of psionics, allowing your civilization to transcend entirely beyond their meager physical forms. Energy weapons and Gateways specifically. Lets look at all of the origins available to empires in Stellaris, work out their benefits and drawb. I would recommend 30,000 fleet power to minimize losses. -Simplified Chinese - by WolfRainSong. Store: Story pack. This mod expands the psionics of Stellaris, allowing you to run your entire civilization around their psionic potentials. As usual, there is no clear answer on this one, since it is also based on your own weapons and how well you counter Shard’s stats (see below). 0 . By Silyus. This article is for the PC version of Stellaris only. Stellaris. No DLC is needed, and AR does rework some older stuff from other DLC's and base game to create relics. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. About This Content. Missiles are just bad right now, for a couple of reasons. Two of those groups you'll go into the manager and click the retrofit button on those two new fleets and choose one of the other. Unity, Engineering Research, and Energy, along with minor artifacts.