Ships

Ships are the main units in Endless Space 2.  Ships move in fleets along star-lanes, the white lines connecting systems, and have a limited number of movement points each turn.  Once Warp Drive is researched in Stage 2 of Science and Exploration, ships can move to any discovered system outside of star-lanes, but at a reduced speed.

Ships are outfitted and upgraded with Modules, which increase the cost of ship production but are necessary for the ships to be effective. More advanced ship designs have greatly increased military power, but are more expensive and require additional Strategic Resources.

## Fleets

A limited number of ships can be grouped into a single fleet. While a lone ship is technically a fleet, they become more powerful when grouped together. Fleets can engage in Fleet Combat, where they enter into a battle with an enemy fleet. Fleets have the same number of movement points as the lowest Ship in the Fleet.

The number of ships in a fleet is limited to the Empire's max Command Points, which can be increased by technologies in the Military tree. Small ships require only 1 command point, but larger and more powerful ships will require more.

## Roles

Each faction has access to the same set of ship Hulls/Roles, but each has slightly different module distributions, and completely unique hull names and visual design.

### Explorer

Players start with an Exploration ship.  It is outfitted with an engine,Probes, and a basic weapon.  It has multiple support modules, but limited room for weapon and defense modules. Only Exploration and Hero ships can equip Probe modules.

* 1500  Health
* Base Cost: 50  + 25  per Military stage above stage one
* Upkeep: 2  /
* Small (1 )
* 40 Capacity
* Bonuses
	+ Very Fast: +2
	+ Explorer: +100% Probe Recovery (probes "recharge" twice as fast)

### Colonizer

Most factions begin with some form of Colonization ship. It is outfitted with an expansion support module, and typically no room for weapon modules. The Unfallen's Vine Ships operate differently than other Colonization Ships, expanding Tendrils over time to adjacent Systems for automatic Colonization. Only Colonization ships can equip colonization modules (and can only equip one at maximum).

If a colony ship launches a colonization probe onto the planet it wants to colonize, the ship will be consumed too, unless it could be recharged.

* 1500  Health
* Base Cost: 50  + 25  per Military stage above stage one
* Upkeep: 2  /
* Small (1 )
* 40 Capacity
* Bonuses
	+ Fast: +1
* Mechanics may vary heavily between factions, see Colonization
* Riftborn's base cost is increased to 150 .
* Unfallen use  Vineship as substitution; costs 400 .
* Vodyani use  Ark as substitution; uses  Essence to build.
* Vaulters use (to add: icon) Argosy as substitution; starts with one and cannot be built.
* Lumeris and  Umbral Choir do not have Colony ships.

### Attacker

Attacker-role ships are unlocked by researching the Empire 2 tech Efficient Shielding.  Their slots tend mostly toward Weapon Modules.

* 2000  Health
* Base Cost: 75  + 37.5  per Military stage above stage one
* Upkeep: 2  /
* Small (1 )
* 100 Capacity (150 Capacity with Extreme Composites)
* Bonuses
	+ Focus: Focuses fire with the flotilla to quickly eliminate ships
	+ Offensive: +10% damage on weapons
* Priorities
	+ Primary Targets: Protector and Coordinator ships
	+ Secondary Targets: Carrier Ships

### Defender

Protector-role ships are unlocked by researching Efficient Shielding in Empire Development Stage Two. Their slots tend mostly toward Defense and Support Modules.

* 2500  Health
* Base Cost: 75  + 37.5  per Military stage above stage one
* Upkeep: 2  /
* Small (1 )
* 100 Capacity (150 Capacity with Agri Drugs)
* Bonuses
	+ Guardian: Attracts fire from the enemy to protect the other ships
	+ Defensive: +10% on Plating and Shields
* Priorities
	+ Primary Target: Attacker and Hunter ships
	+ Secondary Target: Protector and Coordinator hips

### Hunter

Hunter-role ships are unlocked by researching Applied Cryogenics in Empire Development Stage Three. Their slots tend mostly toward Weapon Modules.

* 7500  Health
* Base Cost: 5 , 300  + 150  per Military stage above stage two
* Upkeep: 6  /
* Medium (3 ,  x2)
* 300 Capacity (450 Capacity with Low Temperature Construction)
* Bonuses
	+ Focus: Focuses fire with the flotilla to quickly eliminate ships
	+ Targeting Systems: +20% damage on weapons
* Priorities
	+ Primary Targets: Protector and Coordinator ships
	+ Secondary Targets: Carrier ships

### Coordinator

Coordinator-role ships are unlocked by researching Split-second Ablatives in Empire Development Stage Three

* 9500  Health
* Base Cost: 5 , 300  + 150  per Military stage above stage two
* Medium (3,  x2)
* Upkeep: 6  /
* 300 Capacity (450 Capacity with Dependency Algorithms)
* Bonuses
	+ Guardian: Attracts fire from the enemy to protect the other ships
	+ Defensive: +10% on Plating and Shields
* Priorities
	+ Primary Targets: Attacker and Hunter ships
	+ Secondary Targets: Protector and Coordinator ships

### Carrier

Carrier-role ships are unlocked by researching Liquid Composites in Empire Development Stage Four

* 30,000  Health
* Base Cost: 5 , 5 , 1250  + 625  per Military stage above stage three
* Upkeep: 12  /
* Large (6 ,  x4)
* 900 Capacity (1350 Capacity with Far Halo Shipyard)
* Bonuses
	+ Squadron Technicians: +10%  Health on Squadrons
	+ Veteran Pilots: +10% Damage on Squadrons
* Priorities
	+ Primary Targets: Carrier ships
	+ Secondary Targets: Attacker and Hunter ships

### Behemoth

(Requires the Supremacy DLC.)

Behemoth ships are identical for all factions. They're massive platforms capable of filling many different roles.

Their technologies are not unlocked at the start of the game; instead, a cooperative quest (Words In Private) will trigger fairly early (Turn 10?) that requires the galaxy to research military technologies. As long as you research at least one for the quest, the Behemoth techs will unlock. The starting Hull technology is in Empire Development level 2, and the rest are scattered around all quadrants of the tech tree.

You can only build a single Behemoth at a time across your entire empire, and by default you can only *own* a single Behemoth. Every three Behemoth techs you research allows you to build another; the each (TBD: find name) System Improvement you build also lets you build another, but increases the maintenance cost of all current and future Behemoths significantly.

* 33000  (initially; several techs upgrade this)
* Base Cost increases with each subsequent Behemoth
* Upkeep: 20  /  (initially, each TBD improvement increases the cost)

#### Behemoth Types

* Economic Behemoth
* Scientific Behemoth
* Military Behemoth  - Extra Weapon mount not found on normal Behemoth
* Juggernaut
* Obliterator
* Citadel

### Logistics

Three types of civilian, or NPC ships may be found moving across Star-lanes in your galaxy. These include automated ships moving food to newly-founded colonies, passengers moving between Spaceports, and ships moving between Trade Companies. These ships cannot be manually controlled, and will automatically route across the galaxy. They can, however, be intercepted by enemy military ships who are defending a system. Destroying food and passenger ships just denies the empire use of those resources, but destroying trade ships nets the attacker significant amounts of Dust.

## Ship Level

Ship level increases the amount of HP it has, every next level requires more XP to unlock. Base experience is increased by Military tech levels and System Improvements.

\*Legendary ships will show 200 xp to the next level, though it's impossible to advance beyond that.

## Hull-Upgrade

Attacker, Protector, Hunter, Coordinator, and Carrier-role Hulls can be upgraded by researching the relevant facilitating tech in the Empire Development Tree, connected to the tech that unlocked the Hull.  When upgraded, Hulls receive additional module slots, but these slots require additional Strategic Resources.

## Ships By Race

Due to hybrid slots, usually (# Slots <  +  + )