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主力舰模块指南

2026-02-13 16:00:19

AI智能总结导读

这是《太阳帝国的原罪2》主力舰模块指南,介绍了主力舰模块的作用、各种族的独特模块,以及人类、圣临使者、瓦萨里三大种族的主力舰模块详情,包括模块功能、适用场景等,主力舰最多可安装4个模块,合理搭配可提升舰队战力。

《太阳帝国的原罪2》进一步强化了主力舰的独特性与重要性。游戏中存在多种机制确保主力舰成为舰队的核心,本指南将重点介绍全新的主力舰模块。 合适的模块不仅能拯救单艘舰船,更能挽救整个舰队。每个种族都拥有独特的模块,因此了解己方模块并对抗敌方模块变得尤为重要。 一艘主力舰最多可安装4个模块。人类(TEC)和圣临使者(Advent)的首艘主力舰会初始携带一个能返还其异域资源成本的模块。这是我游戏中首艘搭载免费模块的“阿卡恩”级主力舰: 人类(TEC)模块

Name Function Comment Strength Tech Tier Radiation Bomb 2 uses Small AOE dmg Negligible impact, but cost is also extremely low, which makes it usable in niche situations. 4 - Rapid Autoloader Weapon reload speed decrease Has passive and active boost. Can be really good on Kol and Marza. 6 2 Mil Targeting Array Weapon range buff for self and fleet Niche item. Use it with Javelis and Orgrovs for first strike or out-range specific static defenses. 2 3 Mil Missile Guidance Computer Missile damage buff for self and fleet Extra good on Marza, but true benefit comes from the fleet buff. A must have if you are going to surprise your enemy with a Javelis fleet. 7 4 Mil High Yield Warheads Planetary bombing dmg buff Can be useful in a capital victory snipe, but otherwise you’ll find better modules to build. 2 4 Mil Reserve Squadron Hangar (Sova, Dunov only) Gives extra squadrons and instant build ability Quite a decent addition to your strike craft strength. 5 2 Mil Armor Patch Kit 3 uses Minor repairs Negligible impact but can provide that tiny bit of extra health which may save your capital ship. And comes at low cost. 3 - Flak Burst AOE dmg against strike craft and missiles A very strong tool when used properly to stop swarms of strike craft or missiles. 8 2 Mil Combat Repair System In-combat repairs Significant boost to repairs of your high value cap ships 9 2 Mil Reactive Armor Extra Armor and missile damage reduction Missiles counter capital ships. With this, you will significantly decrease their effectiveness. 5 3 Mil Backup Shield Generator Adds a weak shield burst Good for a tanky build, but keep in mind, that TEC have low shields to begin with. 5 4 Mil War Reporter +1 Influence point You may have enough Influence points from planets, but good to have a plan B. 3 2 Civ Exotics Salvage Policy Returns exotics spent, once ship is lost Niche tool. Try rather not to lose your capital ship in the first place with the help of other modules. 1 - Antimatter Engine Increases AM capabilities of a capital ship Core item on any capital ship with active abilities. 8 2 Mil Deploy Argonev Starbase - You face an impenetrable enemy starbase? Just drop one of your own! 7 5 Mil Volatile Accelerants Drastically increases speed of your ship at cost of hull A race car upgrade for your capital ship. If you think you are good at micro, this module will keep your capital ship alive. 6 3 Mil Heavy Gauss Slugs (Kol, Marza only) Gauss damage buff Makes your Kol/Marza the bane of enemy capital ships. 6 4 Mil Vasari Modules Vasari Exodus (VE) has a much stronger lore focus on capital ships with them trying to abandon this part of the galaxy. This is also represented in gameplay, as their capital ships get some extra interesting modules. Name Function Comment Strength Tech Tier Nano Attack Swarm 3 uses Solo target dmg Minor damage, which can be used to deal with enemy capital ships faster. Can be useful in early game. 3 - Beam Modulator Increases beam damage Has an activation for an even bigger buff. Beams are your Pierce damage, so it’s an anti-capital ship tool. 4 2 Mil Wave Modulator Increases wave damage Wave cannons on capital ships represent a small portion of DPS, so use it only if everything else is upgraded. 2 2 Mil Phase Missile Augments Increases missile damage Missiles have high Pierce and damage. If they can get to the target through PD, it will cause gigantic damage with this module. 5 3 Mil Nano Repair Swarm 6 uses Minor hull repair Provides a better repair than the TEC counterpart module, but still only a minor one. Very useful in early game. 5 - Phase Attenuated Shield Buffs the shield burst Decent module to increase survivability. 5 3 Mil Self-Repairing Armor Helps to restore armor Armor is the strongest type of hull, which makes it a nice addition to your survivability. 6 2 Mil Bomber Armor Buffs life of bombers Could be interesting for Skirantra carrier. For other capital ships you will likely find a more interesting module. 2 3 Mil Nano Catalyzer Swarm 6 uses Restores antimatter A decent early game item to get another round of some ability going. 3 - Gravity Stabilizer Increases speed Can be good if your entire fleet uses this. Not much sense if only 1 ship flies faster (except when you are trying to run away). 4 3 Civ Resonance Amplifier Increases length of Resonance An interesting module for late game, where battles last longer and the resonance buff is significant. 6 3 Civ Deploy Orkulus Starbase - Not only you can deploy a starbase at an enemy gravity well you can also research tech to do it faster! An absolute must have for late games. 9 3 Mil Antimatter Recharger Buffs AM regeneration Good on ships like the Kortul, which will quickly run out of antimatter. 7 2 Civ Deploy Phase Gate - A niche tool, but extremely powerful in certain situations. 7 5 Civ Mobile Exotic Factory (VE only) Creates exotics Allows you to create exotics directly on a capital ship. Can be useful with STTC. 3 3 Civ Mobile Fleet Beacon (VE only) Builds ships A weaker alternative to phase gates to get reinforcements. Well, unless you used STTC on all planets and this is the only way to build ships. 4 4 Mil Mobile Resonance Capacitor (VE only) Increases Resonance level Resonance is extremely strong, but this module costs a lot. In situations where you cannot get more planets, this will shine. 7 5 Civ Mobile Empire Lab (VE only) +1 civ research point Extremely good to tech up and save planetary slots. 8 1 Civ Mobile Warfare Lab (VE only) +1 mil research point Same as previous. 8 1 Civ Mobile Adjunct Lab (VE only) Increases research speed Decent upgrade, if you used STTC on all of your planets. 5 2 Civ Mobile Rulership (VE only) No need for planets Prevents you losing when all planets are lost, as long as you have a ship with such a module. 6 4 Mil Advent Modules Name Function Comment Strength Tech Tier Plasma Nova Generator Small AOE damage (2 uses) Akin to TEC radiation bomb, use against light targets, like corvettes 4 - Plasma Agitator Boosts plasma damage and planet bombing Plasma has high pierce, this will allow your capital ship to deal even more damage to enemy cap-ships 5 2 Mil Vex Amplifier Boosts weapon reload speed Faster dakka = more damage. This is also boosted by your psi power 7 4 Mil Energy Accelerator Boosts all weapons This also increases damage of plasma 6 2 Mil Shield Battery Restores shields (2 uses) This restores a significant bulk of your shields. Excellent for early game! 5 - PsiKinetic Platting Increases your armor strength and armor value Boosted by your psi power, can become extremely strong. 6 - Synchronous Shield Boosts your shield burst and shields in general Shield burst makes it quite hard for a human opponent to predict how much firepower he needs to kill your capship. This magnifies this effect, often keeping your valuable ships alive. 7 3 Mil Antimatter Pod Restores Antimatter (2 Uses) Niche early game item, use corvettes in later game stages 2 - Psintegrat Choir Boosts Psi Power Psi power is responsible for increasing effects of some other modules, but really shines in buffing your abilities 6 - Guiding Mentor Boosts experience gained This can give you an edge over your opponent when rushing for a level 6 capship 4 2 Mil Harmony Circuit Boosts Psi Power (Can boost 1 friendly ship as well) A stronger version of Psintegrat Choir 8 3 Mil Psionic Dynamo Boosts Psi Power, based on frequency of abilities The more abilities you spam, the stronger this gets. Passive abilities do not count. 7 2 Mil Essence Reservoir Boosts Psi Power for ships lost nearby This scales good into late game, but requires too many ships killed for mid game. 5 3 Mil Brilliance Array Increases antimatter regeneration based on Psi Power AOE antimatter regen can be quite good, especially if enemy hard counters your corvettes 4 3 Mil Deploy Transcencia Starbase - Advent can use starbases not just for entrenchment, but for sneaky strategies, like spreading culture on enemy planets. 6 4 Mil

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