Some beginner questions - and answers

Thank you for all the folks who provided me answers (quickly too).

For all the other people seeking info - http://www.soasewiki.com has a lot of good info, following are my questions and the answers I got.

1- Still looking for good current replays.  Entrenchment replays from beta shouldbe out soon, and I'll hit google for some 1.12 replays.  As for build order, it was recommended (thanks psyck0) to buy 100 crystal, upgrade homeworld population, build cap ship factory and cap ship, build a few scouts, some frigates and colonizer frigate if you didn't get the mothership cap, scuttle cap ship factory when you have your cap (you won't need it again for a while), send your ships off to get new planets.

2 - Build many trade posts!  Each one provides one credit per second with a bonus for length of trade chain, and they are not affected by allegience.  http://www.soasewiki.com/index.php/Trade_Port has more info, including when NOT to build tradeports (to control your longest trade chain bonus).

3 - Comm centers increase the rate culture spreads from that planet. Spread rate of one broadcast centre is 10.0/sec (this can be increased through research, maximum 12.0 for TEC and Vasari, 13.0 for Advent), split evenly among each phase lane connected to that planet.  (Thanks inifinitevoid - info on this is scarce).

4 - Advent can't build refineries to extract extra metal/crystal, but we can research "Resource Focus" and toggle our trade posts to gather resources instead of cred.  This is affected by allegience and the number of resource asteroids in system so is best for homeworlds and other close places.  http://www.soasewiki.com/index.php/Orbital_Refinery

5 - Only Vasari can leapfrog planets, the Long range visualization tech just lets you travel between stars.

6 - The perseverence tech that subjugators have is their best ability, it repairs your ships and keeps them from being disabled.   

7 - Disabling a carrier ship stops it from firing and building more strike craft, but does not disable it's launched strikecraft.

8 - The AI/autocast is not terribly smart about abilities - if you have important ones (like capital ships) you should probably manage them yourself.

9 - How can I get my gaurdians and progenitors to stay close to my ships that need protection?

10 - Gaurdian repulse (researched ability) does not repel strikecraft, so it's mostly a waste of antimatter as our ships aren't any longer range than anyone else's.  Our carrier has a repel strikecraft ability that might be useful in 1.11+ strikecraft heavy fights.

That's all I've got for now.  If someone would be so kind as to point me to where I could find answers on that (any links to good/current information is fine, I'll dig it out) I'd be glad to type the answers under my questions for the next newbie.

7,932 views 14 replies
Reply #1 Top

5 - I researched the advent long range jump visualization - but still can only seem to jump along starlines from one planet to the next - isn't it supposed to allow me to jump directly from A -> D, and not A->B->C->D?

Long range jump visulization allows you to jump between stars.

3 - I read that building a second comm center at one planet helps spread culture, but not as much as having another one at the next planet you own - do trade depots work the same way?

For every planet that a comm center goes through it looses a certain percentage of its spread rate. So yes it is better to build them every couple planets. I like to build one at every planet on my front line to fight my enemies' push. Not really sure about trade depots

4 - I heard something about refineries - but didn't see them in my tech tree.  For advent is that just the resource focus thing?

Refineries are a TEC Tech. Advent or Vasari do not use them

 

Edit: The rest I am not sure about.

Reply #2 Top

Not too many playing online, unfortunately. Look for Entrenchment replays coming very, very soon (and get in the Beta! It's going to be a blast!). As for build order: buy 100 crystal, upgrade homeworld population, build cap ship factory and cap ship, build a few scouts, some frigates and colonizer frigate if you didn't get the mothership cap, scuttle cap ship factory when you have your cap (you won't need it again for a while), send your ships off to get new planets. Build order after that point is pointless, and very race-dependent anyway. I know very little about using the Advent.


2 - Yes, but always make a longer trade route when possible; that will get you more. You have to micro longest route a bit. Sometimes it is to your advantage to skip planets so that you get a longer route.

3 - Answered this in 2.

4 - Not sure what they are for Advent. They get extra minerals from up to 3 adjacent planets.

5 - No, that lets you jump between stars.

6 - Unsure. Check the Sins wikia (google).

7 - Also unsure, but I would assume yes.

8 - Not as smart as you are. If you micro abilities you will do better.

9 - Make sure they're assigned to the same fleet, and change their behaviour to only attack nearby ships.

10 - I think it only affects frigates and cruisers, not strikecraft.

 

That's all I've got for now.  If someone would be so kind as to point me to where I could find answers on that (any links to good/current information is fine, I'll dig it out) I'd be glad to type the answers under my questions for the next newbie.

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Reply #3 Top

All factions have refineries....

Vasari has relatively early access to refinery.

Reply #4 Top

Two tradeports at one planet will generate more income then one tradeport, yes. Each tradeport generates a certain amount of credits, that amount is determined by the longest trade route (and the TEC cargo hold technology). Far as I know, allied planets can count if you have the Trade agreement with them.

 

Advent don't have refineries, yeah. They use that resource focus. Stacking those in one system also increases the effect. I like refineries better, presonally.

 

The only way to jump from A > D directly in your example is with Vasari phase stabalizer nodes. Long Range Jumps lets you go between stars. :)

 

As was mentioned, multiple broadcast stations (Temple of Communion for Advent) boost culture output at the planet you have them. Culture spread slows down the farther away it gets, so you typically want to spread the broadcast stations out. You'd only want to stack them at one planet if its a border world and you want to push back enemy culture. Advent culture is actually really strong with the right research, doing that can let you conquer enemy worlds through culture. (If you have the dominant culture on an enemy world, it's allegience starts going down. When it hits zero the colony is overthrown. You can then walk in and colonize without firing a shot.)

Reply #5 Top

1.

youtube is your friend( or google)

2.

yes, the longest tradeline desides how much income you get pr tradeport., but you can have infinite amount of tradeports at one planet to bosst that income(if you mouseover the credits display in the top right corner you'll see)

3.

yes and no. the longer the tradeline the more each tradeport gives, so making the line longer is better than making multiple tradeports at each planet(as long as you can make the line longerdo so)

4.

only tec and vasari use refinerys, advent use resource focus. the technology that followes the tradeport. when reshearched your trade ports gain the abillity to stop being tradeports but boost crystal/metal gaterring at that planet(only do this at planets with 4 mines imo)

5.

No, it makes you able to jump from star to star.

6.

It is a heal - GET IT!

 

7.

it will be unable to use it's abillities - for a carrier that includes strikecraft building. butt the lunched squards will function untill shot down.

8.

dominas are not there to disable enemy ships -- RESHEACH THAT HEAL GOGOGOGO

as for vengence -->

Radiance Battleship

Animosity
Level available: 1 / 3 / 5
Antimatter cost: 65
Cooldown time: 35
Affects: enemy frigates, capital ships and structures
Range: self
Area radius: 3000 / 4000 / 5000
Max targets: 6 / 12 / infinite
Duration: 20
Effect(s):
Enemies forced to attack self

 

Progenitor Mothership

Malice
Level available: 1 / 3 / 5
Antimatter cost: 50
Cooldown time: 10
Affects: enemy frigates, capital ships and structures
Range: 8000
Area radius: 3000
Max targets: 8 / 16 / 24
Duration: 10
Stackable
Effect(s):
Damage propagation: 30%
Affects: other enemy frigates, capital ships, and structures affected by Malice
Area radius: 5000
Max targets: 8 / 16 / 24

Rapture Battlecruiser

Vengeance
Level available: 1 / 3 / 5
Antimatter cost: 75
Cooldown time: 30 / 35 / 45
Affects: friendly frigate, capital ship or structure
Range: 6000
Duration: 20 / 30 / 40
Effect(s):
Damage retaliation: 40% / 80% / 120%

 

Cast animosity-> cast vangence on the revalation -> cast malice -> win( keep them of aoutocast and micomanege them!)

 

9.

mke a fleet and set it to cloose formation (but it also make it easier to use aoe(area of effect) dmg on you- it's a tradeof

10.

no it pushes frigs away not strikecraft ( you capship carrier has an abillity called telecenetic push- thats for strikecraft)

it is a very good abillity but not all the time( if you have lots of longrange it is good if you don't it is not so good) and it is a very fast way to drain your guardians antimatter meaning no more shield!

 

tip, google soase wiki

 

anyway hope it helps

Reply #6 Top

All factions have refineries....

Vasari has relatively early access to refinery.
End of quote

 

no they dont. Advent does NOT have them!

plz don't post misinformation it screws ppl:) (i'm sure you just forgot^^)

Reply #7 Top

3. Multiple culture centres increase the rate culture spreads from that planet. Spread rate of one broadcast centre is 10.0/sec (this can be increased through research, maximum 12.0 for TEC and Vasari, 13.0 for Advent), split evenly among each phase lane connected to that planet.

4. More specifically, Resource Focus increases the extraction rate of the extractors in that gravity well only. Initially, RF provides an 8% bonus to extraction, but this can be researched to 17% and finally 25%. Just note that using RF on planets with higher alleigance will benefit more from RF than a distant planet in your empire.

5. Long Range Visualization, as already stated, only allows star-to-star jumps. The only faction that can bypass the regular phase lane network is the Vasari with their Phase Gates (search forums for details).

6. I'm assuming you're talking about Perseverance? It is the Advent repair function, repairing 25 hull per second. It also prevents the ship being Persevered from being disabled (this means Ion Bolt/Reverie/Distortion Field cannot disable the ship until the Subjugator itself is disabled or the buff expires). However, this ability has a 30 second cooldown, so it is not as easily spammable as the Hoshi's Repair Bots or the Overseer's Reactive Nanite Armor.

7. Suppression on a carrier (I presume) would simply stop it from building replacement strike craft. It has no weapons itself in the first place.

9. Alternately, assign a fleet leader and use the tight formation setting (click on the icon with the finger and click on the four-ship formation button until it shows a tight formation).

10. Replusion only affects frigates and capital ships. The Halycon Carrier's Telekinetic Push ability, however, does physically push away strike craft, dealing 20/30/40 damage to them and reducing their max speed and acceleration by 25%/50%/75%, depending on the level of the ability.

Reply #8 Top

1. Play with somebody who is good and save the replay, then watch what he/she was doing. Probably should do this myself :-)

Reply #9 Top

Oh yeah, Advent does not have them. I suddenly forgot that fact. XD

Reply #10 Top

one thing about the build order i am curious about - does it really pay off to upgrade the homeplanet population right at the beginning?

because, the planet is already developed so far, that you dont have to pay any underdevelopement tax and the upgrade is not exactly cheap.

i prefer to invest that money rather into further ships or research, thus being able to advance far more quickly and gain more credits faster (through new colonies or/and earlier trade ports) - so, does it only seem like that, or is it really not that urgent to use that upgrade right at the beginning?

Reply #11 Top

Quoting Enalt, reply 1


4 - I heard something about refineries - but didn't see them in my tech tree.  For advent is that just the resource focus thing?

Refineries are a TEC Tech. Advent or Vasari do not use them

End of Enalt's quote

Refineries are a Vasari tech, your much more likely to see a vasari use his refineries then a TEC wasting money on refineries where he couldve invested in trade ports, but even vasari rarely uses them on small to medium maps

Reply #12 Top

one thing about the build order i am curious about - does it really pay off to upgrade the homeplanet population right at the beginning?
End of quote

yes

because, the planet is already developed so far, that you dont have to pay any underdevelopement tax and the upgrade is not exactly cheap.
End of quote

does not matter, do it

 

i prefer to invest that money rather into further ships or research, thus being able to advance far more quickly and gain more credits faster (through new colonies or/and earlier trade ports)
End of quote

 

stop it and upgrade your hw first

Reply #13 Top

Quoting Kruppe, reply 12

one thing about the build order i am curious about - does it really pay off to upgrade the homeplanet population right at the beginning?


yes


because, the planet is already developed so far, that you dont have to pay any underdevelopement tax and the upgrade is not exactly cheap.


does not matter, do it

 


i prefer to invest that money rather into further ships or research, thus being able to advance far more quickly and gain more credits faster (through new colonies or/and earlier trade ports)


 

stop it and upgrade your hw first
End of Kruppe's quote

your not being very helpfull rofl

just saying hew should do it.. not implying why he should do it

 

yes you should upgrade your homeowlrd civilain infrastructure first, it pays off rly well, when population hits max you'll have an increase of olmost 4 cr a second, thats pays itself off pretty fast

having so much in start has no practical use, since you probably wont hae planets fast enough to spend on civilain upgrades, so paying for your homeworld civilain infrastrucutre in an extra investment wich is bought first ;D

Reply #14 Top

Quoting Shadow_of_Light, reply 13

yes you should upgrade your homeowlrd civilain infrastructure first, it pays off rly well, when population hits max you'll have an increase of olmost 4 cr a second, thats pays itself off pretty fast

having so much in start has no practical use, since you probably wont hae planets fast enough to spend on civilain upgrades, so paying for your homeworld civilain infrastrucutre in an extra investment wich is bought first
End of Shadow_of_Light's quote

Gave the economy side some proper thought today, and yeah. The whole deal is that only it's not a bad investment, but also you can make the investment right away! Any alternative spending would need like 1-2 minutes before you can do it or before you can expect any benefits, you'd just end up with some unspent money or a bit of waiting.

It's a bit different with subsequent civ infra upgrades. They are very important, but getting at least the last upgrade would often be only 2nd or 3rd priority, because of the very high cost. A better option may be a research station, some cheap economic tech or perhaps you can build a pair of trade stations. Don't upgrade unless the population is already approaching current cap!