The Nakalim/Ships

Faithful to the Lost, the Nakalim seek to recover their ancient wisdom and bring back their departed gods.

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**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.

The Nakalim tend to have a decent number of hybrid slots; their ships also have a slight bias of offense over defense, and several of them have a high potential for utility slots.

## Colonizer

  Slots

**Available Slots:**

Total:  = 1,  = 3,  = 4

**Strategic Implications**

This has 3 utility slots, but of course, if it's going to colonize anything, you've really only got two.

This does have a defense slot, but as is usually the case with colonizer ships, it's hardly worth a damn, since almost any fight you'll get into is going to kill your colonizer before the fight ends, armor or no armor. The only time that's useful is if it's being escorted, since typically colonizers are a very low-priority target.

## Explorer

  Slots

**Available Slots:**

Total:= 2,  = 1 ~ 2,  = 1 ~ 2,  = 5

**Strategic Implications:**

This is a verbatim copy of the United Empire explorer. The same things apply:

As a "pure exploration" ship this has below-par potential, since you only have two slots. You will never be very fast compared to other faction's scout ships, and you'll be even slower if you equip any probes.

However, this ship has the potential to have up to 2 defense slots, and 2 attack slots. It's a very solid fighting ship you can field without having to research the actual combat ship technologies, available immediately at the start of the game.

## Attacker

  Slots

**Available Slots:**

Base: = 1 ~ 2,  = 1 ~ 3,  = 1 ~ 3,  = 5

Upgrade: = 2 ~ 3,  = 0 ~ 1,  = 0 ~ 1,  = 3

Total:= 3 ~ 5,  = 1 ~ 4,  = 1 ~ 4,  +  = 8

**Strategic Implications**

This is an extremely good ship overall. It has (potentially) a whopping 5 attack slots, though 3 require the upgrade. This is the highest a ship in this class can do, with many other races having to settle for 4, or 3 on their attacker (TODO: confirm this).

It could also (at the expense of 2/5 of its attack slots) go heavy on defense, and could potentially have up to 4 utility slots. Many of these come from optional slots, so the overall loadout will sacrifice something, but it's extremely flexible, and can specialize into being really strong in any direction you want it to be.

## Protector

  Slots

**Available Slots:**

Base:= 1 ~ 2,  = 1 ~ 3,  = 0 ~ 3,  = 5

Upgrade: = 0 ~ 1,  = 0 ~ 1,  = 2 ~ 3,  = 3

Total:= 1 ~ 3,  = 1 ~ 4,  = 2 ~ 6, +  = 8

**Strategic Implications**

This ship has a lot of slot contention. It's got enough slots to build a reasonable protector-as-tank role, with some modest firepower to back it up. It's got two utility slots open in that case, so it'll have decent engines.

However, you've got the potential to hold six utility slots, which is a really high count.

One critical use of these ships can be to equip  science salvage modules (see: The Nakalim/Strategy#Salvaged Science ).

## Coordinator

  Slots

**Available Slots:**

Base: = 2 ~ 3,  = 0 ~ 1  = 1 ~ 3,  = 2 ~ 4,  = 8

Upgrade:  = 1,  = 0 ~ 1,  = 1 ~ 2,  = 3

Total:  = 1, = 2 ~ 3,  = 0 ~ 1,  = 1 ~ 4,  = 3 ~ 6,  +  = 11

**Strategic Implications**

This has a solidly decent (for a Coordinator) number of offensive slots, and perhaps most importantly, none of them are contested with defense modules. The number of defensive modules is *slightly* on the low side, since many factions can do 5. The main source of "contested modules" on this ship lies in a choice between utility and defense modules - you can field a high number of utility modules, but you're stripping away the ships defense if you do so. One other oddity is that unlike the majority of Coordinators in the game, which have hybrid attack/squadron slots, this only has one of the attack slots able to field a squadron (which means that, like the Riftborn Coordinator, you get only one).

The upside with this ship is that with 3 uncontested utility modules, and with none of the attack/defense modules in contention, you've got a low imperative to actually sacrifice any of the combat power for them, so this is a solid addition to the fleet regardless.

## Hunter

  Slots

**Available Slots:**

Base: = 3 ~ 4,  = 1 ~ 3,  = 2 ~ 3,  = 8

Upgrade:  = 1, = 0 ~ 1, = 0 ~ 1,  = 1,  = 3

Total:  = 1, = 3 ~ 5,  = 1 ~ 4,  = 3 ~ 4,  +  = 11

**Strategic Implications**

This is a little light on the defensive side - critically, there are two slots where attack slots contend with defense slots. The upside is that tilting it in the offensive direction does yield something with considerably more firepower than the average Hunter-class ship, since most of them top out around 4 or 5 (non-heavy) weapon slots.

## Carrier

  Slots

**Available Slots:**

Base:  = 1, = 0 ~ 2,  = 0 ~ 2,  = 1 ~ 2,  = 3 ~ 4,  = 8

Upgrade:  = 1, = 0 ~ 2,  = 0 ~ 2,  = 1,  = 1,  = 3,  = 2

Total:  = 2, = 0 ~ 4,  = 0 ~ 4,  = 2 ~ 3,  = 4 ~ 5,  +  +  = 13

**Strategic Implications**

This overall is a lot like the United Empire carrier, except trading a fixed defense slot for a fixed utility slot. Because of this, several of the same comments apply, and this is also a pretty flexible ship, suited for a variety of different roles. Has 5 potential engine slots, with one requiring the upgrade. By leaning a little more towards utility, this ship will more likely be able to field some interesting modules like weapon amplifiers and such.