Behemoth

Behemoth-class ships are a special ship class added in the Supremacy DLC. Massive floating platforms, they can serve many roles, from combat to research to resource generation, depending on the modules equipped to them.

Behemoth techs aren't initially researchable. Instead, on Turn 10 of the game a cooperative quest (*Words In Private*) will start, asking the galaxy to research a large number of military techs (19 on Standard speed). As long as you research at least one military tech for the quest, the Behemoth techs will unlock for you. It is possible to skip this quest and have their research unlocked immediately through game settings.

The Behemoth Hull is unlocked by the Empire 2 tech Behemoth Blueprints. Several additional Behemoth techs, unlocking specialized modules and making your Behemoths more powerful, are scattered around the entire tech tree, at several levels and in all quadrants.

Unlike other ship types, you can only build a single Behemoth at once in your empire, and have a strict limit on how many Behemoths you can own in total. This limit starts at 1, and increases by 1 for every 2 Behemoth techs you research. You can also increase your Behemoth limit by building the Behemoth C3 Center system improvement (unlocked by the Empire 3 tech Citadel Blueprints), but each one of these increases the maintenance cost of all current and future Behemoths significantly.

## Unspecialized Behemoths

Your initial Behemoths are unspecialized, meaning that you can specialize them into different types such as becoming an Obliterator, a Juggernaut or a Citadel if the neccessary technologies are researched and you have the required resources.

They can also retain their unspecialized form and be equipped with modules to make different variants fit for different types of roles.

Upon researching the hull tech, the game gives you three different builds of the Behemoth frame. "Economic Behemoth", "Scientific Behemoth" and "Military Behemoth". Of which the "Military" type hull is unique and incapable of being deleted for intentional or unintentional reasons, as you can't create further designs that have the same amount and type of module slots as the "Military" type, for they will get the hull with the module slots of "Economic" and "Scientific" Behemoths instead.

**Cost to Build for each Behemoth Hulls:**

* 360  for 1st
* 1887  for 2nd
* 3868  for 3rd
* 6067  for 4th
* 8420  for 5th

(Welcome to add more if you have found out how much more are for each additional costs)

### The initial stats (without technology or modules upgrades) that both unspecialized types of Behemoths have are:

* 360  to build (increasing with each subsequent Behemoth)
* 20 / upkeep (increasing with each *Behemoth C3 Center* system improvement)
* 12000
* 600 Hull Weakness
* 2
* 0

### Standard Behemoth (hull)

* 2 / module slots
* 2  module slots
* 2  module slots
* 1 / module slot

### Military Behemoth (hull)

* 4 / module slots
* 3  module slots
* 1  module slot
* 1 / module slot

### Military Behemoth

A Behemoth is a big chunky ship hull with lots of module slots, and serves very comfortably kitted out for war. Notable downsides are that unspecialized Behemoths can't join into fleets with your other ships, and they don't carry any manpower by default. With all the support modules it can easily hold multiple engines, and serve well as a lightning-fast support craft.

### System-FIDSI Behemoth

The Trade 3 tech Mission Flexibility unlocks the *Regional Government Bureau* module. Each one of these adds +10  (no influence) and +5%  to the system it's orbiting. Fully filled, that's +50  and +25% , ideal for boosting a well-developed core world or helping a new colony get on its feet.

### Special-FIDSI Behemoth

The Science 2 tech Behemoth Analyzers unlocks the *Basic Node Analyzer* module. Each one of these generates +50 , +50 , and +20  while the Behemoth is orbiting a special node (asteroids, black hole, etc). Fully filled, that's +250 , +250 , and +100 .

### Strategic Resources Behemoth

The Science 3 Tech Behemoth Basic Climatology unlocks the *Advanced Node Analyzer* module. Each one of these adds either 1  and 1 , or 1  and 1 , or 1  and 1 , depending on what kind of special node the Behemoth is orbiting. Fully filled, that's +5 of both resources, easily rivaling a late-game planet's generation.

### Science Behemoth

The Science 2 tech Behemoth Analyzers unlocks the *Stellar Node Study* module, and the Science 4 tech Behemoth Advanced Climatology unlocks the upgraded *Stellar Node Study 2* module. Each SNS module lowers the cost of techs from one of the quadrants by -2% (-3% for SNS2), depending on the type of special node the Behemoth is orbiting, and generates a flat +80  (+160  for SNS2). Fully filled, that's -10% to techs from a quadrant (-15% for SNS2) and +400  (+800  for SNS2), rivaling an early/mid-game science-focused system's generation.

### Restoration Behemoth

The Science 3 Tech Behemoth Basic Climatology unlocks the *Climate Engineering* module, and the Science 4 tech Behemoth Advanced Climatology unlocks the upgraded *Advanced Climate Engineering* module. Each basic module adds +60  to the system it's orbiting when the system is performing a terraforming project, and +40  when it's performing an anomaly reduction; each advanced module adds +120  for terraforming, +80  for anomaly reduction, cancels 2 points of Depletion (from Craver pops) on each planet, and allows broken planets to be restored, adding +80  to the project. Fully filled, the advanced module thus adds +600  for terraforming, +400  for anomaly reduction and restoring planets, and cancels 10 points of depletion on each planet. This is a huge help for terraforming newly-colonized systems quickly, and can often completely negate the negative effects of Craver pops. (In particular, it will negate the negative effects of a Craver hero's final racial ability, which adds 8 Depletion/turn to each planet for massive bonuses.)

### Mining Behemoth

The Trade 2 tech Behemoth Exploitation 1 unlocks the *Fast Miner 1* and *Deep Miner 1* modules, and the Trade 3 tech Behemoth Exploitation 2 unlocks the upgraded *Fast Miner 2* and *Deep Miner 2* modules, in addition to the new *Core Miner* module. These grant mining probes to the Behemoth, which can be launched at a planet to exploit all the planet's strategic and luxury resources for a few turns. The level 1 miner modules only give you 75% of the planet's resources, while the level 2 give you 150%, and the *Core Miner* gives you 225% but adds 1 Depletion per turn. The only difference between the modules otherwise is a tradeoff between how quickly the probes regenerate (faster for *Fast Miner*) and how long they last on a planet (longer for *Deep Miner* and *Core Miner*). Once a probe is launched it operates independently, so the Behemoth can move on to the next deposit. Mining probes can only be used on uncolonized planets.

(TBD: Stacking miner modules obviously gives you more probe stock, but what happens when you equip multiple different kinds at once? Do you get separate actions? Or is it limited to only one kind?)

### Hot-swapping Behemoths

Generally, all the economic/scientific behemoth variants above want to fill *all* their support module slots with the corresponding module for their intended purpose. This leaves them with no engines, which means they can take quite a while to cross the galaxy from the high-Industry system they were built in.

It can be useful to give each individual Behemoth its own specialized design, allowing you to initially fill it with engines for fast transport, then when it reaches the target system, change the design to use all of the intended modules and "upgrade" the Behemoth into its final form.

## Specialized Behemoths

Once you've researched the appropriate Tier 4 techs, Behemoths can be specialized into several variant forms with unique abilities. To do so, select a Behemoth, and click the specialization button in the fleet panel, near the Upgrade and Heal buttons. This will bring up a screen letting you select from the specialization options.

### Citadel

Specializing a Behemoth into a Citadel transforms it into a System Improvement, which can no longer be moved. This option is unlocked by the Empire 3 tech Citadel Blueprints.

The Citadel initially partially protects your system from Obliterator Missiles, identically to the *System Shield* improvement. (And when combined with *System Shield*, offers complete protection.) Additionally, the system gets +20% , , and , and +10% .

The Empire 4 tech Citadel Basic Upgrade unlocks the *System Battery* system improvement, which allows the Citadel to fire a *Blast Effect Battery*, dealing 2000 damage to all enemy ships at the start of each phase of a space battle, in addition to adding 100  to the citadel. The follow-up Empire 5 tech Citadel Advanced Upgrade unlocks the *Advanced System Battery*, which allows it to fire an additional *Blast Effect Battery* and increases its damage by 50%; it also increases the healing of all friendly ships on the system.

The Empire 5 tech Citadel Extensions provides two additional Citadel-specific system improvements: *Scientific-Military Complex* which boost Science and Industry in the system by 20%; and *Weaponized System* which massively increases the system's defensive manpower and troop strength, and gives the system a +20% , but -15%  and .

### Juggernaut

Specializing a Behemoth into a Juggernaut massively increases its combat strength. This option is unlocked by the Military 4 tech Juggernaut Blueprints.

(TBD: details) Unlike other Behemoths, a Juggernaut can join into a fleet with other ships.

Military 5 presents two mutually-exclusive tech options expanding your Juggernaut: Juggernaut Module Upgrade, which adds additional generic module slots (with a  cost); and Juggernaut Battle Upgrade, which allows your Juggernaut to perform a special Ion Wave action which immediately destroys \*all\* ships in the system that are not in the Juggernaut's fleet (including your own additional fleets!), but leaves the Juggernaut unable to move or fire its weapons for three turns. After being fired, the Ion Wave cannot be fired again for 15 turns.

### Obliterator

Specializing a Behemoth into an Obliterator gives it the option to fire Obliterator missiles at a planet. This option is unlocked by the Military 4 tech Obliterator Blueprints.

Obliterator missiles take six turns to reach the target planet, and on impact completely destroy it, killing all population and leaving it a destroyed remnant that can't be re-colonized (but can be restored by another Behemoth with the *Advanced Climate Engineering* module). Obliterator missiles can only be fired once every 40 turns, scaling via Game Speed up to 80 turns on Endless speed. Alternatively, the cooldown can be avoided by paying 500 , 500 , 500 , and 500. The required resources decrease with each turn of the cooldown.

Military 5 presents two mutually-exclusive tech options upgrading your Obliterator: Obliterator Missile Velocity, which makes your Obliterator missiles travel 50% faster (TBD: reaching the destination in 4 turns, I guess?); and Obliterator Missile Frequency, which reduces the firing cooldown by 25%, to 30 turns, or 60 turns on Endless. Presumably this decreases the resource cost to avoid the cooldown by 25% from 500 each to 375 each.

## General Behemoth Upgrades

* The Trade 3 tech Mission Flexibility adds 2 additional  slots to non-Military Behemoths.
* The Science 2 tech Behemoth Generators adds +2  and +4 Vision to all Behemoths, and unlocks the *Behemoth Scanner* support module, which adds an additional +2  and +8 Vision.
* The Military 3 tech Behemoth Weaponization adds +14000  to *unspecialized* Behemoths, and adds a large weapon slot and one  slot to *military* Behemoths (TBD: does this just mean Juggernaut/Obliterator? Or all?). It also unlocks the *Tractor Beam* support module, which can only be equipped on Behemoths and Carriers, and prevents an enemy fleet from retreating from battle.
* The Empire 2 tech Efficient Shielding (which grants the Attacker and Protector hulls) adds +14000  to *unspecialized* Behemoths, and increases the Module Multiplier to x2 on all Behemoths.
* The Empire 3 techs Split-Second Ablatives and Applied Cryogenics (which grant the Hunter and Coordinator hulls) each add +7000  to *unspecialized* Behemoths, and increase the Module Multiplier to x4 on all Behemoths.
* The Empire 4 tech Liquid Composites (which grants the Carrier hull) adds +14000  to *unspecialized* Behemoths, and increases the Module Multiplier to x8 on all Behemoths.