Another newbie questions thread

Help me out so I can improve! ...Please?

Greetings folks, and hooray for another newbie questions thread.  I've had the game for a little under a week now and have played about 4-5 matches vs the AI (My schedule was so hectic, I didn't have time to play more. I've probably actually spent more time browsing these forums from work looking for info than I actually have playing...)  Hopefully you guys can answer a few of the questions I still have.  I'll probably spend most of my time with SP, but I'd like to get into MP as well, so a view in both contexts would be nice.  (Or at least MP, as I'm fairly sure I know what adjustments to make to a given strategy when fighting the AI.)

I waited a few days to post this to see what I could glean from my own experience and from other threads.  Thus the list is much shorter than it originally was.   ;)   Anywho, here be the questions!

1. Trade ports:  Is it worth building more than one per planet?

2. Culture structures:  I'm still a little iffy on culture.  In my games thus far, I've mostly relied on military power, (In fact, in my first 2 matches, I never built any culture structures at all) but I've recently started playing around with culture a bit.  Should I build one in every system and is it worth building more than one in the same system? 

2b. Does this change depending on whether or not I'm playing Advent?

3. Purchasing cap ship upgrades: Is this a good investment in the early game, or should it only be used later on when you have a rolling economy and you're trying to help your newer caps catch up to your older ones?  Or should it be used "never?"

4. When people mention the "Space Whale" are they referring to the Vasari colony cap?  :d 

5. What's a good 'hangar-to-gun' ratio in regard to orbital defenses? 

6. I noticed in a game when playing as Advent (my only game with them so far) and I had maxed out the fleet cap toward the end of the match that my fleet would not fire on orbital structures without being ordered to, even if one of those structures was shooting at them.  (And yes, my fleet was set to engage anything in the grav well)  Would this have something to do with the Advent, or did I just encounter some sort of bug?

7. Can I adjust the order in which items appear in the empire tree without undoing and re-pinning everything I've pinned previously in said order?

Any help with this stuff would be appreciated.   :CONGRAT: 

5,278 views 6 replies
Reply #1 Top
1) There are no diminishing returns on tradeports, so each one will increase your credit income by the same amount as the previous. In short - if you want lots of credits fast, get lots of trade ports :)

2) You don't need one in each. Culture spreads across multiple phase lanes for numerous jumps, but slows down after each. It's usually important for your border worlds to have their own so they fight back enemy culture better and have a higher chance to incite rebellion on the nearby enemy planets.

2b) Not really, they get more culture spread speed bonuses, so stacking them is more effective, but still don't need one on each planet :)

3) Purchasing upgrades is very good once your economy is rolling. When you're just starting, the money is usually better spent elsewhere (unless you have teammates feeding cash). But once you get tradeports up, getting a capital to level 4 before it jumps into battle is a big advantage over a level 1 capital.

4) You bet :P

5) Subjective, I like guns when playing AI and if I know where they're coming from. Cheaper, can get lots of them, and the AI just runs straight into them. Hangars are great for shooting down LRMs/Siege frigates, but bombers and fighters can get shredded if there are enough attacking flaks, so they're not always as reliable. The plus for them is you can't avoid them, since fighters/bombers cover the whole grav well.

6) There are a few known bugs with ships not auto-attacking.

7) Nope :(
Reply #2 Top
I'm replying to expand upon a couple of Annatar11's statements.

1. Trade ports:  Is it worth building more than one per planet?
End of quote


It's worth more to build 1 each on 5 planets, than 5 on one planet because the longer a trade route you can make, the more each individual trade port will earn. (exponential-ish)

More than one on each planet will add the same income per trade port as you are already earning. (linear)

In general, it is best to fill your logistics slots, so go ahead and build more trade ports if you have the room and don't need a lab or factory or something.

2. Culture structures:  I'm still a little iffy on culture.  In my games thus far, I've mostly relied on military power, (In fact, in my first 2 matches, I never built any culture structures at all) but I've recently started playing around with culture a bit.  Should I build one in every system and is it worth building more than one in the same system? 
End of quote


As Annatar11 said, you don't need one on each. One every other system is plenty to get the Alliegence boost from culture, and I space them out a little further than that, usually every third system if the phase layout allows, so each strucutre is supporting the planets around it.

5. What's a good 'hangar-to-gun' ratio in regard to orbital defenses? 
End of quote


This one is trickier. Hangars and guns have roughly the same DPS, but hangers cost 4x the tactical slots and 2-3x the material costs, but also cover the entire grav well and can change their damage type to suit their opponent (fighter or bomber), while turrets only defend their little section and are static in every respect. I think they are perfectly balanced for their roles, and so I build them on an equal slot use basis. Repair Bays too. Therefore, on a 15 slot asteroid, I'll have 1 hangar, 2 repair bays and fill the rest up with turrets. For 25 slots, I get an additional hangar, and another repair bay or two, plus a few more turrets. Make sure that some turrets cover the planet to shoot at siege frigates, and that the repair bays are covering as much as possible, but also protected by the turrets too.
Reply #3 Top
1. They stack, you can build as many as you like. The trade ports on planets in your "optimal trade route" get bonuses though so you should build extra ports on those planets if you can. The optimal route will be displayed if you mouse-over your credits at the top right of the screen, the phase lanes of the route will become highlighted in a bold white color.


2. Culture is very very hard to use offensively but very easy and important to use defensively. The first benefit is it increases planet alliegance by 10%, meaning effectively every planet within range of your culture receives +10% credit and resource income. Note that in extreme cases where hostile culture overruns friendly culture the decreasing planet alliegance will suppress income on that planet. For some reason the way the game is coded has it so that its much easier to push hostile culture off one of your plaents than to push your culture onto an enemy planet, therefore the most efficient investment is to build culture structures sparingly. They each have a very long range (its something like 2 or maybe even 3 phase jumps away) so you only need a handful scattered through your empire to provide full coverage. Later in the game when you're empire is blanketed in your own culture the defensive benefits become very important. You can research technology to give your fleet a bonus while in culture (anti-matter regen for TEC, shield mitigation bonus for Advent, weapon damage bonus for Vasari) and your enemy cannot colonize a system blanketed in your culture, which is important because it prevents him from setting up a base within your territory.

2b. I dunno, i don't play Advent. Their culture stuff is available sooner and more cheaply, but this game is really so much about military conquest that I'm not sure i would even try for offensive culture as Advent let alone one of the other factions. Defensive culture always, offensive never, in my opinion.


3. I take it you mean experience levels for your cap ships? I use it whenever it is cost effective, even in the early game. For example you can take out the militias on 2 asteroids (which will be 2 siege frigates and 2 light frigates) with your first cap ships and get it halfway to level 2. The next planet probably has considerably more resistance so I almost always pay 650 credits to finish the level and then go attack the planet once i've reached level 2. Later in the game I won't even bother to build a new cap ship unless I can promote it up to level 3 before it sees the front lines.

5. Zero guns. Zero to 2 hangars. The best defensive structures are (in order of importance): Frigate Factories, Repair Bays, Hangar Defense. Remember to leave some fleet logistics and resources stockpiled to build your defenders when you get attacked. Turrets are useless don't ever build them anywhere. Hangars with fighters are decent at scaring off siege frigates, LRM frigates, and bomber squadrons (all 3 of which are a significant threat to your colony) so they can be worthwhile if you've got extra money to invest in defense after you've got your factories and repair bays in place.

6. Slightly buggy. Bombers and cap ships seem to figure it out but most of the frigates don't for some reason. just gotta keep a closer eye on the battle i guess.


7. In terms of drag/drop empire tree stuff? No i don't think so. You can however go into the settings and determine what gets auto-pinned and what doesn't to prevent clutter from building up there. At the moment I only keep fleets set to auto-pin and i manually pin the planets i care about.
Reply #4 Top
So then culture is kind of a you have it or you don't thing? That is to say, rather than having degrees it's either yours is present or theirs is based on proximity of structures and research/race?

Or is it just that you don't need a lot of it for defensive purposes?

And thanks for the replies and advice. ;) I'm hoping to get some time to get on ICO this weekend and try some multiplayer.
Reply #5 Top
I have used culture for the purely economic purpose of raising allegiance to its maximum. All planets start 10% lower than their maximum allegiance, so that is potential extra money and resources being squandered if you don't build any culture buildings at all.

From an offense/defense perspective, I have never used culture in that way, so I too look forward to the responses. ;)

Edit: A couple specific questions:
Where do you find info on a planet's culture in-game?
How is culture tracked? % like allegiance, or points?
At what point do your ships receive the culture bonus for combat effectiveness?

I've only seen the Allegiance % in a planets tooltip box, so I wasn't aware if culture was a seperate item from that, and would be interested to find out, along with the OP. :)
Reply #6 Top
the way culture war works is like this:

the cultures clash in the phase lanes until eventually the stronger one reaches a system. if it is a friendly system it will raise the allegiance of that colony (by up to 10%). this takes a certain amount of time based on the culture rate entering the system. once the culture has saturated the system it moves down the outbound phase lanes. i'm not positive what the maximum range of culture is, and how exactly its potency is effected by jumps. it certainly seems to dissipate (gradually) with distance though.

if the culture reaches a hostile system instead of raising the allegiance it will lower it. i don't think there's a minimum to how much it can be lowered (i've seen planets go all the way down to zero and then defect and become neutral colonies). it does seem to take ALOT longer to lose allegiance from hostile culture then to gain from friendly though.

i think the main reason it is so hard to get hostile culture onto someone's system is because of the distance factor. the distance dissipation means that unless you have culture buildings in systems directly adjacent to your enemy it is very easy for him to repel culture with just 1 or 2 of his own culture buildings (elsewhere in his empire) because his culture is from a much closer source than yours.

if you've already established a colony directly adjacent to your enemy though it seems redundant and wasteful to try to attack with culture when you could just be sending in ships at that point. thats why i only ever use culture defensively, never offensively.