It's often wise to send Scouts ahead of Transport ships with a Seed Module to check for Pirates beforehand. Losing your initial colony ship is a dangerous early game setback.
Transport ships receive a Seed Module discount, which makes the module cost only 48 Tonnage , thus making them a vessel for rapid expansion. Nevertheless, these ships aren't forceful since their and HP isn't abundant. Transport ships are able to carry a handful of weapons, but they are by no means a Ship used for combat. A good strategy would be to install some Defensive Modules along with the Seed Modules for some survivability.
|United Empire||25 (40)||630||80||Transport|
Hull-specifications in DisharmonyEdit
|Faction||Other modifiers||Construction effect|
|Harmony||-50%||N/A||-100% on population growth on star system|
|Sophons||-25%||+50% weapon module on ship||N/A|
A warning to players switching to Disharmony: Due to Disharmony mechanics, a commonly used strategy of putting engines on to Colony ships no longer works. While most factions, provided they did not have 'wasted space', were able to put an engine into colony ships to ensure that their empire expanded faster. However, due to increaced seed module tonnage, only factions with the 'optimal structure' trait, Harmony affinity, or Horatio affinity may do this before upgrading total tonnage capacity.
|Classes||Fighter • Bomber • Transport • Corvette • Destroyer • Cruiser • Battleship • Dreadnought|
|Modules||Weapon Module • Defense Module • Support Module|