You can even specify where to send your growth population if your home system is or is not yet full. Growth can roll over its excess automatically to all sanctuaries evenly. Unlike every other race, you don’t have to worry about ‘wasted’ food. You’re not quite fully Vaulters.įurthermore, population growth from your home system (since all food gets shipped back home) is not wasted. As best I can tell, you only have one hangar at your home system, so upgrading ships can be painful. Everything gets produced in a batch and sent to the destination sanctuary you specified.
You cannot pick and chose which ships are shipped where. Ship are all built on your homesystem only you specify to have them assembled at a sanctuary. The ‘downside’ is that not all buildings benefit sanctuaries or the populations within. Instead, all their resources get pushed to the home system (where your crescents) like a Hissho, except without the 25% FIDSI penalty. They do get planet FIDS and boni from certain system improvements, but they are also unique in that they do not have production queues. Sanctuaries are also special in that they do not function as fully independent systems. You don’t take away the original colonization, and if the hacks weren’t traced, the original owner will have to guess that the three system compromised messages are for a sanctuary.
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If a planet (not an outpost) is fully colonized, you have to “waste” two additional hackings putting a full two sleepers on the planet before you should hack it a third time and colonize it for yourself. The UC are special in that they may colonize again already colonized planets. Once you successfully hack a system, you have the additional option to immediately place a Sanctuary, a hidden colony, if it is not fully colonized and you have the colonization tech for it. Think of it like Unfallen branches but via tech instead of branches. To claim (and thus colonize colonizable planets), you hack them. Remember, other major factions should have to infer your existance, especially if you randomed your race. UC have no influence and are thus immune to all its effects but can be attacked at cold war, even on your home system by an empire that knows of its existence. Systems, including special nodes, or not claimed via normal influence. Abandoning your starting position requires claiming another which can be done early for a cost. In vanilla, you do not get the benefits of this special node, but you can leave it for another one and then reclaim the now vacated node in order to claim its benefits: +50 science, +1 sciece & +1 influence per pop, etc. They do not orbit a star, but instead are in or around a special node: nebula, black hole, etc. They are call Crescents and do not require terraforming tech because they are not planets. The UC game affinity, “In the Shadows” gives a hidden home system with a unique planet type. This guide is going to focus on a few of their key elements: stealth, helpfulness, and inevitable slight to hefty harm. Except you’ll be forced into a much more passive-aggressive playstyle than is possible when the Scottish trees insinuate that they might go to war with you and wreck your influence and happiness. In a nutshell, imagine the unfallen, if they could hide all game and do whatever they want. For UC players, this is a good thing, as you will see They have a large amount of unique mechanics and play very differently than a lot of other races. The Umbral Choir were introduced in the third DLC, along with hacking. Guide to Umbral Choir General Provisions About the Faction A beginner to moderate guide for those who find Umbral Choir Confusing.