In ancient times, the Sith were often ruled by two Dark Lords while many others existed at the same time. The masters demanded loyalty from their apprentices, but they sometimes betrayed them if they found one with more potential. The concept of the Rule of Two, the relationship between a Sith Master and a Sith apprentice, was part of ancient Sith doctrine since the time of the Great Scourge of Malachor.
Star ruler 2 tech tree full#
The Sith Eternal, a cult of Sith loyalists, revered the Doctrine of the Dyad, believing that the dyad symbolized the future of the Sith and was the key to achieving the full potential of the dark side of the Force. The Doctrine of the Dyad was inscribed on the walls of the Sith Citadel, an ancient Sith stronghold located on the planet Exegol, to remind the Sith of the dyad's significance in their quest to attain ultimate power. Ancient legends referred to the dyad as the source of unique Force powers such as Force healing and the ability to transfer objects through the Force. The Rule of Two was preceded by the Doctrine of the Dyad, which was based on the Force dyad, a rare type of Force-bond between two Force-sensitives that transcended space and time. The Doctrine of the Dyad revolved around an unbreakable bond between two beings who were strong with the Force. This pairing of two beings strong in the Force, linked together by an unbreakable bond, creates a power as strong as life itself." ―Darth Sidious But our Order's ancient prophecies speak of one fabled manifestation unseen for generations-a dyad. Just keep a fleet parked on the home end of them." There are few secrets of the Force I have yet to master. I wish you could manually collapse those wormholes, but alas. With the need to have such a centralized power base it comes rather in handy. I do actually like the FTL system Nylli start with for Star Children (can't remember the name, the wormhole one).
Star ruler 2 tech tree free#
You'll also need to keep a WIDE radius around it patrolled and free of long-distance sniping units that people might build (lasers that fire from 4 systems away and what not). It's convenient, honestly, but it also makes you supremely vulnerable - that system needs to be so fortified that if a gnat farts you'll shoot it instantly. You'll probably wind up with one super-critical star system with one max pop'd planet getting almost all labor and material imports sent to it. Little size 500 things that are mostly engine so that they actually somehow do sublight faster than hyperdrive, lol. you need 1-3 additional small, cheap, very FAST motherships to compete with Star Children. This uses its population to level up a certain planet that also unifies all production and exports that production to the shipyard in order to get the first big carriers rolling. Having enough money, I build a shipyard and the third mothership asap. By that time, I'm trying to get as much money income as possible and use the second ship to catch up with missing planets. I use the starting money to build the cheapest mothership i could build with my main ship and wait for over 10 minutes for it to finish. I wish the devs would crowdfund another huge patch/mini expansion so we could see them cleaned up :D I found my way around and such, but it's not really pretty. Like I said, they (star children) are my favorite approach to the game even with the flaws. All of that said - you can still win the game as them, and they still play in a unique fashion. There's also some useless techs in the tech tree for them unfortunately. Originally posted by Itharus:Nylli are my favorite, but they have a few outstanding, glaring, issues.