Your units will automatically attack hostile targets provided they're in range and you have auto-attack on, whether they are executing a move, attack or ability order (and if that ability is non-channeling).
InfiniteVoid
RA never provides Overseers and Subverters, so its not like you can just build a bunch of Phase Stabilizers and use RA and expect a well rounded fleet (what you get instead is a highly brute-force fleet).
Imagine the surge of xp gain those Kols would get once all those bombers die off...
10. Construction frigates automatically respawn after a given interval, depending if enemy ships are present in the gravity well or not. The respawn time is VASTLY longer if there are hostile forces present in the gravity well. 11. Pirate vessels, unless they are on a raid, will stay put at their bases and only move to attack targets that enter the gravity well. Each time a raid is launched, a certain number and mix of pirate ships will appear in the base nearest to the targeted playe
Not to mention the Tier 1 Civilian tech the Vasari have that lets them reclaim 20% more resources from scuttled objects could make RA a money-MAKING technology.
Eh, I see several fighters in there trying to hide amongst the mass of bombers. Found 10 in a quick scan. Probably more though.
As long as there's nothing in the way, you can place a starbase anywhere next to the planet. Carrier capitals are, for the moment, the top performing capitals in Sins.
Vertigo works the same way as Radiation Bomb on the Marza - you need to select a target for the ability to affect, then it will work on the target and every other frigate nearby. Volatile Nanites requires the Kortul to turn to face the target. If you tried to use it on a target behind the Kortul, it would have had to turn around and then use VN.
Fighters remain the most effective way to kill strike craft outside of abilities. The problem is that they are killed by flak just as easily as they kill bombers. Vasari bombers are particularly nasty to Advent targets once the shield bypass rate starts going up. aaa11: Defense Vessels (and flak in general) are less effective against bombers than they are fighters - they will kill the bombers, but not as quickly as they would fighters. When you mention "9 fighters", do you mean 9 indi
Early in the game, asteroids are good places to grab since they can be cleared quickly and require less investment of time and resources to get them to contribute to your positive income flow. Terran and Desert planets have the potential to become valuable assets (Terran for population and credit income, Desert for logistical space), but also have the heaviest militia forces on them - always at least 1 heavy cruiser, sometimes as many as 3. Light frigates (Cobalt, Disciple, Ravastra)
I must disagree with your assessment of Auxiliary Government being worthless. This upgrade will force your opponent to deal with the SB if they have any intention of taking the planet rather than avoiding the SB entirely and bombing the planet on the opposite side. On a neutral planet, it will deny the enemy colonization rights. Safety Override Protocol, no question, will devastate an enemy fleet provided they are willing to enter the explosion range . The AI will glad
With Diplomacy, it has become a lot easier to gain allies through military operations. Unless I'm mistaken, the maximum relationship that one can get under "Military Actions" is 20, so simply pounding one or two AIs to nothing will often make most of the others quite happy with you.
Solution can't be simpler than the way Myles put it. Bring in as many bombers as needed and play keep-away with the enemy Orky. Do whatever you can to interpose objects between your fleet and the Orky to slow it down. Things might get hairy if you see minefields scattered in a way that inhibits kiting (such as a line of explosive/gravity mines from the planet to the edge of the well), a fleet keeping watch, or a bunch of well placed Hangars with Phasic Trap, but that's what scouting i
If that's the case, then they'll be sitting at their base fat and happy until you bug them.
Pirate raid severity is also affected on how many ships (particularly trade/refinery ships) and structures all the players have built. As the number of these ships and structures rise, the strength of pirate raids also increases. Simply expanding/developing your empire raises the strength of pirate raids.
Number two adds more tactical flexibility to an attacking force, which is especially important for post-Entrenchment games, given that one can dump mines directly on the edge of the well. Even if you place the mines a little closer to the planet, an attacking force still needs to deal with them by either flying around them, clearing them out, or plowing through them (the latter of which the AI is usually guilty of). I fail to see how this makes the game unfair. With the exception of t
Certainly, the Novalith's effectiveness has been blunted with Entrenchment through Auxiliary Government, Enduring Devotion, and Enforced Loyalty.
It may be that you're confusing a planetary bonus for an artifact if you don't see any in the Artifact list in the research window.
The icon itself appears as three boxes arranged in a triangle over an infinity symbol if I remember correctly.
I'm no modder, but I believe you may need to go to each planet's entity file and change the minimum available extractors.
That definitely sounds like the Voruntak's Mutual Threat ability. It temporarily boosts resource and ship production rates by 200%.
The Arcovas would get ripped to pieces before they could activate those explosives. TE was more designed for blowing up labs and the like that can't directly fight back (cause the scout has to, quite literally, park itself next to the target for 10ish seconds).
Resource giving has a limit (I think +1 or +2 relationship?), but each race can increase the maximum relationship gain from a particular resource (credits for TEC, crystal for Advent, metal for Vasari) after appropriate research. Locked teams will automatically put you at 10 relationship points, and resource giving won't change that. The only way to go beyond 10 is through Envoys, as Ryat mentioned. For 17.5 relationship, you'll need to have Envoys at five different planets (putting m
Pirates raid the person who had the most bounty at the time the raid is launched . If your bounty drops to 0 or someone else becomes the player with the most bounty after the raid is launched, then you're out of luck: the pirates will come after you anyway.
If I'm not mistaken, Z will do a close zoom on a selected unit/object, X is a mid-range zoom (enough to see the target's surroundings), and C for far. I don't use the zoom keyboard shortcuts much, so I could be wrong.