empirecitizen

empirecitizen

Joined Member # 3067833
2 Posts 22 Replies 370 Reputation

I haven't investigated the matter thoroughly but I guess it works like other things in the game A lot of 'decreasing X by 20%' effect in sins are not based on a direct subtraction. Instead it work by dividing X by (1+20%), sort of like how upgrading armor reduce damage done on the hull. So I guess 100% speed decrease is halving the speed.

4 Replies 3,052 Views
Reply to Marza in Strategy

I wish this thread was slightly more serious... I hope I am making the right assumption that the Missile barrage ability is now destroying ships extremely quickly (10 - 15s is quick in this slow paced game) without the need of other supporting ability. (Namely, it outclasses most of the other Lv6 abilities) The logic observed backing the Marza's unmatched power is that the TEC fleet overall is much weeker. Therefore, a unit with an uber abili

180 Replies 426,378 Views

They do get refineries earlier. If you can secure some good location connected to several gravity wells with extractors (don't forget about neutral ones), refineries can be exceptionally profitable. Earn cash by selling extra resources.

9 Replies 7,259 Views

Thanks for the fix. [quote quoting="post"] 3. Changes - Gameplay 1. Radiation Bomb and Incendiary Shells skills slightly changed for better visual represent. Efficiency is almost same. 2. Charged missile ability silghtly changed for better unit control. 2. Overall Culture efficiency doubled. 3. Fighters maneuverability doubled.<br

770 Replies 2,171,218 Views

@cripple_x Because it doesn't matter due to 2 reasons. 1. All trade post will benefit from the 'longest trade route bonus' regardless of the location of the trade post. The route doesnt have to go through you Terran Planet. 2. Obviously, with empires coming in all shapes and sizes, there can be more than one 'longest route' at any given time. The game will pick one (more or less randomly) just to show you where the route is. Ya, the route can also go through the TP but

7 Replies 5,242 Views

Do trade ships fly along the longest trade route? Since the only meaningful disruption to trade income is destroying the trade station on the trade route, trade ships may give you a clue where that route is.

27 Replies 49,068 Views
Reply to Subverters in Strategy

Just an ovbservation, it seems the stunning effect has to be maintained by the Subverter through out the entire duration. ie. destroying the subverter breaks the stun. At least that was what I observed, were I correct or not? I am not saying it is OP or not (powerful it sure is) , just want to make something clear.

26 Replies 12,293 Views

Strike crafts ,in the long term, may deal a smaller amount of damage but they can draw fisrt blood. I use bombers to criple important capital ships and structures such as repair platforms and phasae gates. Flaks are not that good at intecepting the first strike of bombers if your engaement route is well planned. Although it is common to suffer heavy losses afterwards but they have done their job and are expendable anyway. Fightes are used to intercept the enemy bombers and fighters. How

118 Replies 144,610 Views

The AI can never replace mircomanagement and I am not asking for that. I'll still have to micro my bombers to focus fire on, say, the capital ship that may escape while avoiding a group of flaks. My major problem is the current targetting priority of civilain ships are too high. I try to guess the reason behind the change, which is to suit particular raiding situations. (btw, i noticed the there are some new 'tips' text at the loading screen. One of them is 'Destroying trade ships decr

8 Replies 19,052 Views

It is only in 1.03 that I spot this problem so I assume it is related to the 'improved' unit AI. In 1.03, the targeting priority of trade ships and refinery ships are raised higher than structures for both fighters and bombers. As a result, the strike craft I brought in my attacking fleet did nothing but chasing civilian ships that are constantly zipping in and out of the gravity well instead of destroying labs, trade posts, refi

8 Replies 19,052 Views

This obviously depends on the situation. The main reason to move the capital should be for the increase in mineral income. Credit is not as much as a concern because you can always build trade posts that give lucrative income without limit. Refineries, in contrast, are not as effective. But there is a map that i always move my capital. In Entanglement where you always start at the end of an arm of the solar system, players are forced to expand quite linerly,so alligence drop by al

11 Replies 6,264 Views
Reply to Pirate Base in Strategy

There are often more than 1 pirate bases. All pirate raids will cease if u kill the pirate 'player' by destroying all bases. The countdown would stop and the glass of the pirate portrait in the bounty screen will be shattered just like those of defeated players.

26 Replies 15,950 Views

As your post is mostly concerning about the AI, I assume the way you deal with pirates is also about dealing with AIs. The AI are sometimes very rich and would go ridiculous length to outbid you. Putting 10x amount of credit is a bit risky. There is a more cost effective way to keep the pirates off you. The AI with the highest bounty always bid on the second highest one. When a pirate raid is imminent, what you have to do is keep yourself from being in the first 2 places of the bounty

2 Replies 3,434 Views
Reply to Vasari Economy in Strategy

I think Vasari is built for being a bit more agressive so you dont always have to produce your own resources when you can raid them from others. (evil and i love it) So do not underestimate the power of the empire tier 3 savage tech. They do take a bit of resources to upgrade, but you gain resources by destroying things with cap ship around. It's a handsome bonus. If there are a lot of bounty wars going on, Vasari also have a tech to increase bounty yield. The warfare tier 1 assailant and o

19 Replies 11,728 Views

The planet eating space whale is just awesome. Sieges on plnates have never been easier than having a Lv6 Evacuator (well, except for a pair of Lv6 space whales). I use it pretty much the same as Snipafist. However, I'm torn between the Evacuator and the Devastator(battleship). Ya, it is not as flashy as the others but i wouldn't call it boring(at least twice as interesting as the TEC Kol). It's powerful and the Lv6 volatile nanite can do some extreme things especially when you have so

49 Replies 29,593 Views
Reply to Pirate Base in Strategy

I absolutely love bashing these pirate bases. The AI could never build fleets this big. Of course you would need a considerably powerful fleet to deal with them. The large bases i typically find are around 250 ships strong, they sure make nice firework when they explode together. As Vasari, my normal fleet composition would be around 5 Lv6 cap ships + around 60 frigates + cruisers. The more important caps to bring along when facing pirates are the Kortul devastator (battleship) and the

26 Replies 15,950 Views

I was so tempted to tell you the space ponies' secret :p .But i dont want to spoil the fun. It's a probability thing, given that you have done a certain action. The chance is not too low so either you are very unlucky or your playstle is always overlooking some aspect of the game. Hint: you have to FIND space ponies.

42 Replies 22,691 Views

In those huge maps of multiple star systems(usually for comp stomp games), it may be a good idea to build broadcasting centres to speed up your conquest of new systems. Instead of expanding my production and fleet cap, which can push the upkeep so high. I like to spam broadcasting with planetery defenses in new planets i occupy for the sake of denying my opponents from recolonzing them. Once you have taken full control of one star system, you should have multiple fleets,research labs an

31 Replies 17,552 Views

If you have viewed the images i posted, the trade worked exactly as i said. In my case, the stablizers had greatly shorten the distance between my previously furthest plants so my chain of trade station are in fact in a loop rather than a single line. The game recalculated the trade routes and find that the furthest planets can only be 4 jumps away. In fact, they do not have to be the 5 planets highlighted in the screenshots. Any other 5 connected planets (taking into account of the gate-cre

33 Replies 21,044 Views

Thanks for the tests. As no one had the same result of mine. I'm going to post some screenshots. At the same time, I hope some dev can comment on this. My experiment was very very simple. I had a linear empire with an equally linear trade route of 8 planets without any stabilizers. As it was an 2v2 AI I was winning a lot, nothing could have interfered and harmed my trade. In fact, nothing flew in or out of my systems with trade except my ally's ships and ,of course, trade ships during my te

33 Replies 21,044 Views

Further testing have yielded interesting results One important thing to note for anyone who wishes to test the effect of phase stabilizers on trade, as I have probably found out the reason for them to make no differences. The order of building a stabilizer or a trade centre first matters. Trade routes (white lines) sometimes do not change unless one of the trade centres on the route is destroyed. Building stabilizers after the trade route is established may not change the trade rout

33 Replies 21,044 Views

I am absolutely sure that phase gates affect your trade route. Logically, providing direct connections are most likely to reduce the number of jumps between any given planets. Therefore, they will always reduce your trade income. I should clarify: You may not notice a big difference at first because the new longest trade route will not be a lot shorter at first but reasonably they should always be shorter the more gates you build. Please do some tests by yourself, as I cannot possibly

33 Replies 21,044 Views

According to the discussions in this forum, the formula of trade income seems to be: constant A * No. of trade ships * No. of Jumps of the longest direct trade route (shown when you mouse over your credit' or constant A * No. of trade ships + constant B * No. of jumps of longest direct trade route. Either way, No. of jumps of the longest trade route affect the trade income whether as a direct multiple or a added bonus. Ever sinc

33 Replies 21,044 Views