Chaos Galaxy 2

Chaos Galaxy 2

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Minor faction blueprints
By tvance52
A list of the unit blueprints from minor factions
   
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Introduction
This is a guide listing the unit blueprints you can get from defeating minor factions. I've also added some opinions on what blueprints can be useful to the different policy trees.

These independent minor factions are the one planet neutral factions spread across the galaxy. There is a random chance to get one of their unit blueprints when defeating them.
Tiers
I think of the units as 3 Tiers. Others may think there are 4 tiers (with "9" or "10 cost" units, or "Limit 1" units, being their own tier). I'm fine with either way, but there are no "Tier 4" (ie, 9 or 10 Cost, or Limit 1 units) that come from minor factions.

This is my own system, not a system within the game itself. I think of them this way as units within these "tiers" tend to have similar stats. I'm just listing them this way so you can see the relative strength of the units as compared to the other units you can get.

Tier 1 - starter units.

Tier 2 - first units unlocked in a policy tree by research.

Tier 3 - advanced units unlocked in a policy tree by research.
Tier 1 Unit Blueprints
Planet
Hero
Tier 1 unit
Unit Type
Qingwei
Wufeng
Carrack Battleship
Warship
Maoi
Makereti
Barbarian Battleship
Warship
Rawa
Ahilya
Barbarian Battleship
Warship
Quangnam
Nguyen Anh
Carrack Battleship
Warship
Malacca
Zayd
Carrack Battleship
Warship


Blackstone
Scheherazade
Old Union Battleship
Warship
Gedrosia
He Tianxiong
Doujian Battleship
Warship
Hegra
Khusro
Old Union Battleship
Warship
Ghost Sphere
Oldiron
Wraith Battleship
Warship
Salamis
Conon
Trident Battleship
Warship
Thessaly
Antigonus
Trident Battleship
Warship
Tier 2 Unit Blueprints
Planet
Hero
Tier 1 unit
Unit Type
Qingwei
Wufeng
Outlaw
Mecha
Maoi
Makereti
Ghost Drone
Fighter
Rawa
Ahilya
Ancient Artillery
Artillery
Quangnam
Nguyen Anh
Blowgun Submarine
Submarine
Malacca
Zayd
Fast Merchantman
Support


Blackstone
Scheherazade
Sandworm
Alien; Support
Gedrosia
He Tianxiong
Headwind Bombarder
Fighter
Hegra
Khusro
Windserpent
Fighter
Ghost Sphere
Oldiron
Iron Soldier
Mecha
Salamis
Conon
Javeline Submarine
Submarine
Thessaly
Antigonus
Sarissa
Mecha
Tier 3 Unit Blueprints
Planet
Hero
Tier 1 unit
Unit Type
Qingwei
Wufeng
Qinglong Battleship
Warship
Maoi
Makereti
Chiyou Titan
Titan
Rawa
Ahilya
Rattan Soldier
Mecha
Quangnam
Nguyen Anh
Shuinsen Transport
Support
Malacca
Zayd
Mameluke
Mecha


Blackstone
Scheherazade
Enlighten Bombship
Warship
Gedrosia
He Tianxiong
Black Rider
Mecha
Hegra
Khusro
Elder Battlecruiser
Warship
Ghost Sphere
Oldiron
Doom Starfort
Fort
Salamis
Conon
Helepolis Siege Gun
Artillery
Thessaly
Antigonus
Silver Shield
Mecha
Key Units to target
Here are some unit blueprints that should be targeted with specific policy trees in mind:

Chiyou Titan

Policy Tree: Black Khalif Jihad

Key Attributes:
  • Blackhole Gun
  • Power Shield
  • Auto Repair

In my opinion, the best unit blueprint available from neutral planets. All Titans are great but this one may be the best. Useful for any faction, but especially strong for the Black Khalif.

Permanent 50% damage reduction from Power Shield + Auto Repair. Blackhole Gun for area damage against multiple units and strong melee against single units. Transfer lets it teleport around the battlefield for easier flank and rear attacks.

Combined with Black Khalif's Blackhole Gun policies, a couple of these will quickly wipe out enemy armies.

Qinglong Battleship

Policy Tree: Emishi Pirates, Royalists, Eastgalaxy, any ammunition or missile policy tree

Key Attributes:
  • Missile
  • Magnetic Field
  • Loot

A 6 missile warship, the Emishi policy tree's missile bonuses can make this a very powerful unit. Loot also helps reduce supply needs. Downside is it's 7 Cost in fleet capacity.

This unit is really essential for the Emishi, their policy tree only has one advanced Missile warship (Yawata) which has a Limit of 1. Without it they are heavily reliant on their instakill and tempt mecha, which are great but it's good to have some surefire big missile damage as insurance in case of poor luck.

Royalists and Eastgalaxy could definitely put them to use as well, thanks to their ammunition policies. If you play a custom faction and can get it, Qinglong plays well with any of the policy tree with missile or ammunition bonuses.

Eastgalaxy has units (Magellan, Kraken) that are probably better for their policy tree since they're only 6 Cost and get the rail gun accuracy and energy reduction policies.

But the Qinglong is a much higher damage dealer than the Luna Battlecruiser for Royalists, trading versatility (Luna has both lances and cannons) for the higher missile damage from the damage + accuracy bonuses.

Rattan Soldier

Policy Tree: Any Mecha focused policy tree

Key Attributes:
  • Tier 3 Mecha
  • Power Shield
  • Indomitable

While I like Silver Shields and Black Riders better they're a bit tougher to target and tend to get rushed by other factions. Additionally, Mamelukes might be the weakest Tier 3 mecha and a more useful blueprint is available at Malacca with the Fast Merchantman.

I specifically point out Rattan Soldiers because they can be targeted together with several other units like the support ships below.

If you are playing a custom faction you can start at Granada and target several of these blueprints. Thanks to Power Shield, Rattan Soldiers are a great choice to be your front line fighters to absorb the first enemy attacks and bait enemies into counter attacks. Indomitable helps keep them alive longer than other units getting hammered by enemies, but only slightly.

Rattan Soldiers also have slightly higher Agility than some of the Tier 3 mecha.

These guys are really defensive specialists compared to their peers, survivors who can be the "tank" for your other units. Just like the historical Rattan Shields, these guys can take a lot of damage without splitting or shattering, protecting those behind the shield.


Shuinsen Transport

Policy Tree: Any

Key Attributes:

  • 5000 Energy
  • Cannons
  • Replenish

The most versatile support ship in the game (not counting the Parasite Carrier). Replenish allows multiple units to be resupplied, and with 5000 Energy it can keep your units in a fight for a long time if necessary.

Unlike other support units, this one is far from defenseless. 6 Cannons make this unit somewhat dangerous for enemies.

It can even be a useful attack ship in some situations, though this would be secondary function as they are not going to replace actual Warships.

One negative is it's 7 Cost, which may make it harder to fit into fleets than the next unit:

Fast Merchantman

Policy Tree: Any

Key Attributes:

  • 6 Movement
  • 4200 Energy
  • Overhaul

This might be the most valuable support ship in the game, (again, aside from the Parasite Carrier). It's the fastest support ship in the game, with 6 movement. This means you don't have the issue basic support ships have with only 3 movement. It can keep up with your fleet movements in battle, and escape dangerous situations that would usually destroy a support ship that gets too close to enemies.

It's also a 6 Cost unit, which enables it fit in better to a fleet than the 7 Cost Shuinsen Transport.

While it doesn't have a weapon and doesn't have Replenish, meaning it can only supply 1 unit at a time, the movement is just too good to ignore. Overhaul can be useful in some situations as well, especially nukes or other things that cause status afflictions to multiple units.
Other units to consider, Tier 3
Here are few other units to consider with specific policy trees, usually with custom factions starting close to particular neutral planets.

Enlighten Bombship

Policy Tree: Black Khalif Jihad

Reason:
  • Save research points and turns

This unit takes 1000 Research Points (RP) and 5 turns to get, 4 turns with Prophetic Words researched first.

Capturing it from Blackstone can save significant time and RP, letting you get to other policies faster. The amount of time and RP really make it worthwhile if you're able to capture Blackstone anyway, but I wouldn't go out of my way for it.

Black Rider and Silver Shield

Policy Tree: Any mecha focused policy tree

Reason:
  • Elite mecha

These two mecha units are pretty good. Silver Shields are amazing, arguably the best mecha blueprints in the game due to Chase and Power Shields.

However, both of these units can be difficult to target unless you move fast. Black Riders especially, since Gedrosia can get taken in the first few turns. Silver Shields can sometimes be available longer, but both Lycurgus and Aerie tend to get bounties on Thessaly and Antigonus, which can lead to 5 or 6 fleets swarming it very early in the game on some occasions.

I usually find more benefit for a mecha focused policy tree to get the Fast Merchantman, Shuinsen Transport, and Rattan Soldiers by starting at Grenada. Especially if you are playing with Westwastes policy tree, since they already have a Mecha with Chase and you can use the Power Shield boosts for Rattan Soldiers to use them as defensive units taking the brunt of enemy attacks and to set up your other unit's attacks.

Elder Battlecruiser

Policy Tree: Royalist, Eastocean, Black Khalif Jihad

Reason:
  • 8 cannon, 6 cost Warship

The ammunition policy trees that give a boost to accuracy can make the Elder Battlecruiser pretty good. Since cannons are low accuracy and low damage, I try to focus on other types of damage. But with the +10 accuracy from these policy trees (+15 from Royalists) and the ammunition bonus damage, these ships are much more valuable. When used with lock from a support ship, with the accuracy bonus you're looking at 90% accuracy (95% Royalists).

With ammunition damage bonuses of 10% or more for these policy trees and Lock from support ships, you're talking about an average of:

950.4 damage per attack for Black Khalif;
993.6 for Eastocean; and
1048.8 for Royalists.

That's above what Lances will average even for a fully researched Grand Armada (3 lances average with 10% damage and 10% accuracy bonuses average 891 damage, 990 with Lock). It's not even that far off Northsky's lance damage (3 lances with full Northsky bonuses averages 1026, 1140 with Lock).

And since Beam Field is far more common than Magnetic Field, the Elder Battlecruiser can be pretty dangerous to most of the factions in the game.

For a Black Khalif Jihad policy tree, this is really more about saving Research Points and Research turns since it's already in their policy tree... might as well get it so there's one less thing to research.

Heliopolis Siege Gun

Policy Tree: Free Stars, Eastgalaxy, any policy tree with ammunition damage bonus

Reason:
  • Siege Guns with Chase

Siege Guns are a guaranteed 900 damage unless they have Carapace, (670 damage to Carapace). With the 30% ammunition damage bonus from Free Stars and Eastgalaxy, these Siege Guns with 100% accuracy will do 1170 damage per attack.

Combining the guaranteed damage with Chase, now you have a unit that can wipe out multiple units per turn in the right conditions.

With Free Stars 20% ammunition energy reduction, they become even better as their energy usage drops to 216 Energy per attack instead of 270.

Other policy trees with ammunition bonuses like the Regent or Royalists help them, too.
Other Units to Consider, Tier 2
Ghost Drone and Blowgun Submarine

Policy Tree: Eastgalaxy, any ammunition policy tree

Reason:
  • Railgun (ammunition) units with low cost

These two railgun units are more useful for Eastgalaxy, but can help some other ammunition policy trees as well.

Blowgun Submarine especially benefit from not only the Rail Gun policies from Eastgalaxy, but also the strong Submarine policies. 30% damage, 10% accuracy, -10 Energy use per rail gun, 15% power, 20% Energy, and 1 movement... this sub is really strong for a 4 cost unit now.

Ghost Drones can fill a niche for Eastgalaxy as well, especially if they get the independent hero Bill who gives +10% accuracy to fighters in his fleet. But it's probably not going to be a unit you use in the end game.

Any ammunition policy tree will obviously improve these units as well, especially if they have fighter bonuses for the Ghost Drone. Wouldn't try too hard to get these units unless I'm Eastgalaxy targeting the Blowgun Submarine (since they already have a supply ship that can compete with the Shuinsen Transport), but they can be useful for some factions.

Ancient Artillery

Policy Tree: Any ammunition focused policy tree

Reason:
  • Artillery for ammunition weapon trees

If you're going to take Rawa and have an ammunition policy tree, there are obvious benefits to getting the mid-tier artillery here. Not a great unit, but still pretty useful for a 5 Cost unit when it gets damage bonuses.

Rattan Soldiers are probably going to be the better option, however, for the Mecha policy trees or someone like Northsky.

Headwind Bombarder

Policy Tree: Iron Wing, Eastocean, Free Stars

Reason:
  • good missile fighter at 4 Cost

If you're playing Iron Wing, this is the only neutral planet blueprint to target other than the support ships. It's stats are better than the Wildwolf fighter, but it doesn't have loot and has mildly more upkeep. Overall, I use it more than Wildwolf fighters, though it's not terribly important as they're marginally better and you're gonna focus on the Fenrir and Garuda fighters as the game does on.

Eastocean can really benefit a missile fighter with it's ammunition weapon policies and fighter policies. Free Stars could use the fighter, too, with it's 30% damage bonus and 20% energy reduction.

While any ammunition weapon type policy tree can benefit them, they generally aren't much help to fighters leaving this a sort of weak unit by the end game without some fighter bonuses.

Javeline Submarine

Policy Tree: Emishi, Eastgalaxy, Free Stars, any ammunition policy tree

Reason:
  • Surprisingly deadly 4 Cost submarine

3 Missiles + Emish policies = very deadly attack sub. For only 4 cost, you get a unit that can average 576 damage (648 when used with Lock from a support ship). That's pretty good, especially since most units have Beam Field and can't negate the damage. Even Magnetic Field can be bypassed by surprise attacks from subs in "diving" status. The movement bonus from Emishi help, too.

Eastgalaxy can give any ammunition sub a boost with their policies. Same for Free Stars, with their Ship policies applying as well as their ammunition damage bonus and ammunition energy reduction.

Other ammunition policy trees like Royalists, Eastocean, and Regent (among others) can use this sub, too.

Emishi is probably the only one who really should try for this unit, the other policy trees probably prefer the Heliopolis Siege Gun. But if you end up with the Javeline while using ammunition policy trees, it's still pretty useful.

Windserpent Fighter

Policy Tree: Free Stars

Reason:
  • 4 Cost Fighter with 6 Machine Guns at full strength

It's not bad for Free Stars, who can put it to use replacing their 3 Cost Duelists. But honestly the Elder Battlecruiser is the better option at Hegra, just like it is for everyone else.

Iron Soldiers

Policy Tree: Emishi, mecha policy trees

Reason:
  • Missile Mecha for the mecha policy trees

Maybe controversial, but I don't find the Iron Soldiers all that useful for Omnics. I prefer the Doom Starfort as a possibly useful unit in panic attempts to defend planets... I just don't use Iron Soldiers for Omnics.

But...

Policy Tree
Average Damage
Power
Energy
Agility
Movement
Base Unit
336
960
360
50
4
Emishi
576
1152
414
60
4
Pella
399
1056
414
65
5
Regent
403.2
1104
360
60
5
Eastgalaxy
436.8
960
432
50
5
Southern
336
1104
432
50
5
Northsky
336
1104
432
65
5
Lycurgus
336
1104
432
65
5
Westwastes
336, 403.2 flank/rear
1152
414
65
4
Omnic
386.4
960
360
50
4


They're very useful for mecha policy trees that can give them a solid boost. Also, the ranged damage from missiles can compliment the combat weapon (melee) heavy playstyle of some of these policy trees as secondary damage dealers to soften up enemies for the big hitters.
Other units to consider, Tier 1
Wraith Battleship

Policy Tree: Eastgalaxy, any ammunition policy tree

Reason:
  • 4 Rail Guns on a 5 Cost Warship with Beam Field

These monsters can absolutely devastate Imperial units.

Obviously this is perfect for Eastgalaxy policy trees, but hard to get from Ghost Sphere as Omnics rush the planet and you can't start too close to it. (Well, Casablanca is kind of close but it's a terrible starting point for a custom faction).

Any ammunition policy tree can make these ships very strong for a 5 Cost, Limit 5 unit.

Barbarian Battleship and Trident Battleship

Policy Tree: Pella

Reason:
  • Mithril Drill warships

If you're playing with Pella's policy tree, these ships can be useful. Especially if you're not using Mercenary Culture type, so you don't have any Ram ship until you get the Limit 1 Seleucus Megaship. So getting some more ships with Mithril drill is much more valuable than the other options on the Moai, Salamis, and Thessaly.

With Rawa, you probably still want the Rattan Soldiers unless you're just going to ignore mecha (and therefore half their policies).

While you could use Salamis and Thessaly to target Heliopolis Siege Guns and Silver Shields to save on research points and research time, I think getting Trident Battleships from one of them is more important. If you are using the Mercenary culture, then it doesn't matter since you'll already have Trident Battleships as a starter unit.

If you can get one of these blueprints, or both (if you're doing Mercenary culture and starting at Granada or Yizhou), then you can really bully enemies by setting up chain attacks to ram enemies into oblivion. Or at least pushing the most dangerous enemies off the map if they're close enough.
18 Comments
tvance52  [author] 4 Sep @ 10:54pm 
"By attacking the world you will have to kill some of them, which means you get a chance to unlock the blueprints due to their cultural trait."

You're right. I rarely play Omnic or robot custom factions and I didn't think to mention that.

"Actually you might want to add a section for blueprints they might want to seek out of they are using something besides a the OA policy tree."

I feel like Omnic or robot factions aren't really targeting blueprints the way other factions do. You can get anything you want with that culture, just attacking with starter unit fleets to unlock blueprints. With their special culture building, you can pretty much just insta-unlock every unit you want once they're available within the game, assuming other factions survive long enough to research their end game stuff.

The other factions actually have to make a choice and decide what to target, which was the point of this list.

(I really wish there was an edit button for comments.)
Bob of Mage 4 Sep @ 9:28pm 
Honest there is no reason for an Omnic culture to not go for the Doom Starfort over the Iron Soldiers. By attacking the world you will have to kill some of them, which means you get a chance to unlock the blueprints due to their cultural trait. They often don't have to make the same limited choices in general since they can just all of the options from fights, and maybe some RP.

Actually you might want to add a section for blueprints they might want to seek out of they are using something besides a the OA policy tree.
tvance52  [author] 26 Jul, 2024 @ 11:03pm 
it is one of the options for a custom faction to select as a policy tree.

No existing faction in the game has the policy, it's from a faction in Chaos Galaxy 1. So it can only be used by a custom faction. Same with Iron Wing and Pella policy trees.
basilabdef 26 Jul, 2024 @ 9:43pm 
Probably a dumb question, but how do you even play as the Jihad (and thus get access to the black hole boosting policy tree)?
Khan 3 Mar, 2024 @ 5:55pm 
I spoke to the developer, and he agreed that this would make sense and has added it to his list of "changes to make if there is an opportunity", though he is currently focused on his next game and hasn't done much with the code of CG2 recently, so this might not come soon, if ever.
tvance52  [author] 2 Mar, 2024 @ 11:52am 
no way that I know of, but I haven't played Omnic in a while.
Khan 2 Mar, 2024 @ 6:58am 
So it is not possible to obtain them directly from Meng as Cooperative OA? Obviously you cannot buy them the normal way, but there is not any special event which can trigger after Meng joins you (or maybe some added condition, like time passing or researching the "Cooperation" policy) which unlocks these blueprints? Story-wise it doesn't make sense that she would either refuse or forget to give you those blueprints once you have committed to the Cooperation path.

I have had some communication with the dev on other subjects, so maybe I talk to him about this.
tvance52  [author] 1 Mar, 2024 @ 11:48am 
But yes, you cannot buy the blueprints as the Omnic faction. Only as a custom Omnic faction, since they are not at war with the Mozi survivors in the Ark.
tvance52  [author] 1 Mar, 2024 @ 11:47am 
It is possible, but very difficult and not worth the effort.

You would need another faction to buy all the blueprints, and then get them from defeating their units in battle and using the Omnic ability to copy the unit. This would take a long, long time as you wait for enemy factions to finally get all Mozi units and relies on the random chance the Ark goes to the same faction frequently and they have the money to buy the blueprints.
Khan 1 Mar, 2024 @ 4:01am 
So you are saying that, ironically, it is NOT possible to obtain all of the Mozi units (other than whatever spawns in the Ark fleet) when playing as OA on the Cooperative path, because Meng joining your faction outright prevents you from buying her blueprints?