The Lumeris/Ships

Clever, greedy, and Epicurean, the Lumeris society is built on economic gain and diplomatic negotiation.

About
Gameplay
Traits
**Ships**
Strategy

This page lists all of the ships available to this faction, and lists what sort of equipment they're able to equip.

Each ship in the game has a set of slots it can equip armaments on; these are limited to only allow certain kinds of things in certain slots. This is indicated with a series of icons. If a slot includes more than one icon, then it can hold either kind of equipment.

 = **Attack**: slugs, missiles, lasers, beams, et al. Notably does *not* include fighters/bombers.

 = **Defense**: shields and armor.

 = **Utility**: engines, damage enhancers, targeting modifiers. Some items like probes are limited to explorer vessels, and some other modules can only be equipped on support ships.

 = **Squadron**: i.e. fighters/bombers.

 = **Heavy Weapons**: A weapon slot with doubled stats, which also can mount certain exotic weapons like Blast Effect Batteries, or on Carrier-class ships, can even mount Core Crackers.

Each ship comes with several  neutral slots, which are available immediately once the ship is available. Most ships have a second upgrade that can be researched which unlock a set of additional slots, but to equip an item in these slots, you have to pay a single unit of a strategic resource, such as  or .

Every kind of hull has a name to it, but every particular player-designed equipment loadout does as well. We list the default name the game gives for the equipment loadout in quotes after the hull class name.

Ships have a  size modifier which multiplies the cost of a piece of equipment, and the power of it. Ships also have a  command-points modifier which lists how many 'slots' a ship takes in a fleet. Neither of these vary from faction to faction.

To make the information easy to read, we tally up the number of different slot types available to a ship under the heading **"Available Slots"**. Quite a few slots are hybrid slots, so this number varies depending on what you commit the slot to being, since using a slot for one purpose means you're now *short* one slot for whatever the other option was. Because of this, these numbers are usually a "range" rather than a single value.

One thing noteworthy for the Lumeris is that they have a faction trait called "Efficient Explorer I" that directly benefits all  Explorer type ships with +1 maximum Probe stock.

Lumeris ships tend to be fairly balanced, with a slight tendency towards extra Squadron slots.

## Colonizer

The Lumeris do not have a colonizer ship. Outposts can be created on all unlocked planet types within vision. Once created, the outpost still goes through the normal  intake process to reach full Colony status. This isn't shown as an action on the ship panel, but will show up if you view the planets in a system.

**Strategic Implications**

The Lumeris save a good deal of  production (really relevant only in the early-game) by not having to build (and use up) colony ships. On the other hand, the tradeoff on this is that every early colonization effort hits your bank account during the point in the game where it's weakest. Because of this, you've got an extra incentive to invest in your economy, early.

You can also decolonize for full  refunds (scaling with the colonization price) at any point when the outpost/colony system is not under blockade and fully owned by you.

## Explorer

  Slots

**Available Slots:**

= 1 ~ 2,  = 1,  = 1 ~ 2

**Strategic Implications**

Can be outfitted as a fairly decent early-game fighter, due to a decent mix of defense, two attack slots, and an engine. Can only equip two utility slots, so it will be rather slow as far as exploration ships go.

## Attacker

  Slots

**Available Slots:**

= 3 ~ 4,  = 3 ~ 5,  = 1 ~ 3

**Strategic Implications**

Leans a little towards defensive slots, but unlike a lot of other "flexible" attacker ships this has a reasonably high max slot count for offensive modules, and only has one slot in contention between offense/defense. Even with engines, you've at least got the bare minimum of one engine without having to sacrifice firepower/defense.

It is, perhaps, telling that despite having contention on the slots, this can *almost* be outfit as powerfully as a Riftborn Attacker (which has no modular slots whatsoever). You'll be short an engine, but otherwise will have the same (impressive) firepower and defense.

t is also one of the Attacker ships to have a total potential of 9 module slots which is more than the slots of 8 of most other factions, on par with Vodyani and Sophons.

Oddly, this is the only Attacker ship that gives 4 modules slots when upgraded instead of 3 only when compared (excluding Riftborn) to all other factions.

  Slots

**Available Slots:**

= 1 ~ 2,  = 3 ~ 5,  = 3 ~ 5

**Strategic Implications**

Unlike a lot of other factions, this has a nice glove-fit with the "protector as tank role". You can field a ton of defensive modules, and still have decent engines, possibly a special module or two, and even still be able to fit a weapon (perhaps, for example, a kinetic weapon to provide flak cover against missiles).

Similarly to the attacker class, it is also one of the Protector ships to have a total potential of 9 module slots which is more than the slots of 8 of most other factions, on par with Vodyani and Sophons.

## Coordinator

  Slots

**Available Slots:**

 = 1,  = 1 ~ 3,  = 4 ~ 6,  = 3 ~ 6

**Strategic Implications**

6 Utility slots means 6 engine slots, potentially. 6 potential defense slots. 4 potential offense slots.

It's also noteworthy that this ship has 12 module slots in it's fullest potential, on par with Vodyani, Cravers and Riftborn which is higher than the module slots of 11 of (excluding Horatio) other factions. And similarly to their attacker ship, the upgrade gives 4 more module slots instead of 3 like most other factions, except that this time Cravers also follow the same pattern of 4 more as well. (excluding Riftborn)

It's a fairly balanced ship; there's some loadout contention, but it doesn't have any standout weaknesses. Because of the high number of defense slots on a coordinator ship, it can serve as an excellent "tank" to soak up fire.

## Hunter

  Slots

**Available Slots:**

 = 1, = 2 ~ 4,  = 4 ~ 7,  = 3 ~ 5

**Strategic Implications**

This ship has a surprising number amount of total module slots, with a total of 13 module slots outnumbering even the Riftborn's Hunter-class's total module slot of 12. Similarly to their Coordinator and Attacker ships, the upgrade gives 4 more module slots instead of 3 more module slots, in this class-type it is the same as Vaulters.

This leans a bit heavier into defense modules than offense, for an attacker; you'd be digging into the defense potential by about 2 slots to give it the full 4 attack slots, but you'd still have a very respectable 5 defensive slots. There are 3 totally uncontested utility slots, so you're probably fine sacrificing the other ones for more guns and defense.

## Carrier

  Slots

**Available Slots:**

 = 2,  = 2 ~ 4,  = 3 ~ 6,  = 4 ~ 7

**Strategic Implications**

6 potential offensive slots (2 of which require the upgrade). Can field a total of 4 potential squadron modules (1 requires the upgrade). Can potentially equip 6 defense modules (one of which requires the upgrade). Can potentially equip a whopping 7 engines, which really means you've got spare room for utility modules.

This is a fairly balanced ship, it has some contention between slots, but it's mostly between combat power vs. utility slots, not between attack and defense.