Commanders
From Empire universe 2 - help wiki
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Commanders
There is the commander who is your alter-ego, which has your name and is assigned to your registration, and commanders NPCs, which are used for the fleet and the colonies. With the exception of the base, they cost you more money over time. You can see their cost in the "Commanders" menu of your fleet overview. You can dismiss them at this menu, too.
The "player" commander
It is therefore the only one that does not cost credits. The tutorial of the game showed you that you choose the skills of the commander. It is necessary to focus on its long-term objectives before placing items at random. If you plan to leave him permanently at the head of your mother planet or one of your colonies, there is no incentive to invest points in battle. E.g., choose construction and/or economy. A merchant should increase trade and navigation and a warrior combat and navigation.
Commanders "NPC"s
They cost 240 credits / level / day. Prices do increase as the rank improves, In contrast with the other type of commander - you can not choose to level up his skills manually. One that will be placed on a colony essentially improve the economy and construction. In case he will be placed in a fleet to discover new solar systems, he will have its navigation and research increased. Combat and navigation for a commander who will command your battle fleets. The "NPC" improve their statistics once a day, at the time of payment of their salary if they have acquired the necessary XP points. Furthermore, it is possible to sell these by auction if they are not needed. A commander properly developed is worth a whole lot of credits.
Neither of the two types can die or disappear in combat (for example). They stay in your command center and control your fleets from there.
Racial Differences
Differences in cultures and changes over time, the races have developed differently. This explains the differences in basic characteristics over others.
Impact of a statistical point of an attribute
- Trade
- Decreases in taxes purchases of 0.5% (minimum tax = 1%)
- Research
- Reduces fuel consumption of the fleet of 1%.(minimum fuel consumption = 5%)
- Increases the research speed by 1% for 2 points.
- Battle
- Increases the damage of 0.5% per point of damage.
- Construction
- Reduced by 1% in the period of construction of buildings, factories, vessels and components. The effect is less important as a measure of points invested in this statistic (Period of construction minimum = 5%)
- Economy
- Increases by 1% in the production of raw materials
- Reduces the manufacturing costs of the Mining extraction plants.
- Navigation
- Reduces the flight time of 0.3 M.(Flight time minimum = 5%)
- The gain in maneuverability that wins by a vessel is unknown. In fact the gameplay is influenced by many other factors.
Realloction of points
By clicking on the your planet, you'll see your commander and points allocation, You can use to reallocate your points at anytime by paying 10 000 Ikolium.
Final Thought
All that is attractive to the world concerning the commander of the planet. E.g., its research skill reduces the duration of the research. If the commander is placed at the head of a fleet, it will increase this bonus, and will reduce the fuel consumption of its fleet. The same applies to an admiral of the fleet, which will have no bonus points in its economy here, but will if it is placed at the head of the planet.
Gaining XP for your computer skilled commanders follows the same logic. The action taken by a vessel while gaining XP will auto train the commander at that attribute, when he gets a level up. For example... you fly all around the universe, he will level up navigation. The actions related to the functions of a planet lead to level ups in economics or construction.