Antimatter, allegiance, and logistics (oh my!)

Antimatter is strictly an ability use thing right? If a ship runs out of antimatter, all that happens is it can't use any abilities. So if all I had was cobalts, and I didn't have sabotage anti matter, researching the extra anti matter techs would do me no good at all, right? In other words, anti matter is sort of like Magic Points in a lot of fantasy RTS's. The only reason I'm a bit confused is that ships use anti matter when they phase jump but they don't seem to need it to phase jump.

I think allegiance needs to be either nerfed, or better yet have a tech you can research that lowers it. I say this because I played on a medium galaxy yesterday, and a bunch of planets were on the other side of the star, and anywhere I put my home planet, a bunch of planets were going to have their taxes and production cut by 60%. That seems pretty harsh to me. A tech that cuts the losses say in half would be cool, or a couple more levels to the home planet upgrade slot that would lessen the allegiance loss before making the planet a capital, maybe make it a district seat of government or something, and then limit how many you can have? Also, does that 60% cut the income from trade ships and refinery ships?

I've heard a lot of people complaining about the logistics slots, that planets need more of them. I think they are just about right as they are. If you want more slots, take another planet. If you increase the number of slots on the home planet especially you'll have five or six research stations on one planet, and I don't think that's how the dev's want it to work. It should force you to make choices. Do I want another research lab, or do I want a trade post? The only place I could see adding some logistics is on dead planets, all you can do with them is fortify them, they provide no income at all that I can see. They are dead, so I can see not having people or asteroids, but at least let us throw up a trading post or something on them.
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Reply #1 Top

Antimatter is strictly an ability use thing right? If a ship runs out of antimatter, all that happens is it can't use any abilities. So if all I had was cobalts, and I didn't have sabotage anti matter, researching the extra anti matter techs would do me no good at all, right? In other words, anti matter is sort of like Magic Points in a lot of fantasy RTS's. The only reason I'm a bit confused is that ships use anti matter when they phase jump but they don't seem to need it to phase jump.

Yep, pretty much.
Reply #2 Top

Antimatter is strictly an ability use thing right? If a ship runs out of antimatter, all that happens is it can't use any abilities. So if all I had was cobalts, and I didn't have sabotage anti matter, researching the extra anti matter techs would do me no good at all, right? In other words, anti matter is sort of like Magic Points in a lot of fantasy RTS's. The only reason I'm a bit confused is that ships use anti matter when they phase jump but they don't seem to need it to phase jump.

I think allegiance needs to be either nerfed, or better yet have a tech you can research that lowers it. I say this because I played on a medium galaxy yesterday, and a bunch of planets were on the other side of the star, and anywhere I put my home planet, a bunch of planets were going to have their taxes and production cut by 60%. That seems pretty harsh to me. A tech that cuts the losses say in half would be cool, or a couple more levels to the home planet upgrade slot that would lessen the allegiance loss before making the planet a capital, maybe make it a district seat of government or something, and then limit how many you can have? Also, does that 60% cut the income from trade ships and refinery ships? 

1. Antimatter isn't used to make a Phase Space jump. The process of entering Phase Jump causes a drain on antimatter but the existence of antimatter isn't neccessary.

2.Trade and refinery ships are not subject to the allegiance penalties and I often use them to compensate for diminishing returns on my sprawling empire. The exact penalty amounts of allegiance will of course be reviewed regularly over the coming months.

Reply #3 Top
Also: the research subject Localised Marketing decreases the drop in revenue from allegiance.
Reply #4 Top
I thought that only caused culture to spread...?
Reply #5 Top
Also: the research subject Localised Marketing decreases the drop in revenue from allegiance.


Hmm it's not showing it if it does, and I'm almost positive it doesn't work for ship points. Do you mean that culture offsets the loss due to allegiance, or could this not be in beta 2? If it'supposed to be in beta 2, it could be a bug.
Reply #6 Top
With the limited logistics, you can't stuff research stations on one secluded asteroid.

But you can put six on one secluded desert planet, and that was really surprising. It was a shock, after all these low logistic planets, that I find one with 6! Spamming of research stations ensued.
Reply #7 Top
The problem with logistics is on small maps, you can't always "just get another planet" because they are all taken. And so some players are going to get the stiff arm if they don't colony rush, which shouldn't be the only effective starting strategy.
Reply #8 Top
If they cant seize at least 3-4 planets and asteroids theyre going to get the stiff arm regardless.
Reply #9 Top
If you dont have control of 5 systems regardless of planet type within the 1st 15 minutes of any game then your doing something wrong, or are taking way too long to take them. Without at least 5 systems in your control your economy will collapse, because you will be spending way more for ships upgrades, and research than you are making. You can turtle with less worlds, but as i said things will take far longer to progress which IMO makes for a boring game. Use your initial flagship, and colbalt. Build 5 more colbalts then go on a rampage in your local area while researching your lvl 1 combat. That starter fleet along with your scout, and colony ship will pretty much guarantee control of your local area (1st surrounding 5 systems). Just in time for the psycho pirate attacks.
Reply #10 Top
I agree with you reguarding the logistics slots - planets have enough of them, and if more were added the game would become too easy. Its a stratagy game, so its supposed to force you to choose a stratagy its not supposed to just give you everything.