
The Science 3 Tech Behemoth Basic Climatology unlocks the Climate Engineering module, and the Science 4 tech Behemoth Advanced Climatology unlocks the upgraded Advanced Climate Engineering module. Fully filled, that's -10% to techs from a quadrant (-15% for SNS2) and +400 (+800 for SNS2), rivaling an early/mid-game science-focused system's generation. Each SNS module lowers the cost of techs from one of the quadrants by -2% (-3% for SNS2), depending on the type of special node the Behemoth is orbiting, and generates a flat +80 (+160 for SNS2). The Science 2 tech Behemoth Analyzers unlocks the Stellar Node Study module, and the Science 4 tech Behemoth Advanced Climatology unlocks the upgraded Stellar Node Study 2 module. Fully filled, that's +5 of both resources, easily rivaling a late-game planet's generation. Each one of these adds either 1 and 1, or 1 and 1, or 1 and 1, depending on what kind of special node the Behemoth is orbiting. The Science 3 Tech Behemoth Basic Climatology unlocks the Advanced Node Analyzer module. Each one of these generates +50, +50, and +20 while the Behemoth is orbiting a special node (asteroids, black hole, etc). The Science 2 tech Behemoth Analyzers unlocks the Basic Node Analyzer module.

Fully filled, that's +50 and +25%, ideal for boosting a well-developed core world or helping a new colony get on its feet. Each one of these adds +10 (no influence) and +5% to the system it's orbiting. The Trade 3 tech Mission Flexibility unlocks the Regional Government Bureau module. With all the support modules it can easily hold multiple engines, and serve well as a lightning-fast support craft. Notable downsides are that unspecialized Behemoths can't join into fleets with your other ships, and they don't carry any manpower by default.

1.1 The initial stats (without technology or modules upgrades) that both unspecialized types of Behemoths have are:.You can also increase your Behemoth limit by building the Behemoth C3 Center system improvement (unlocked by the Empire 3 tech Citadel Blueprints), but each one of these increases the maintenance cost of all current and future Behemoths significantly. This limit starts at 1, and increases by 1 for every 2 Behemoth techs you research.

Unlike other ship types, you can only build a single Behemoth at once in your empire, and have a strict limit on how many Behemoths you can own in total. Several additional Behemoth techs, unlocking specialized modules and making your Behemoths more powerful, are scattered around the entire tech tree, at several levels and in all quadrants. The Behemoth Hull is unlocked by the Empire 2 tech Behemoth Blueprints. As long as you research at least one military tech for the quest, the Behemoth techs will unlock for you. Instead, on Turn 10 of the game a cooperative quest ( Words In Private) will start, asking the galaxy to research a large number of military techs (19 on Standard speed). Massive floating platforms, they can serve many roles, from combat to research to resource generation, depending on the modules equipped to them.īehemoth techs aren't initially researchable. Behemoth-class ships are a special ship class added in the Supremacy DLC.
