First Diplo game, 30 minutes in, the Pirate HCs already have 2.7k hull. Luckily, they were headed to another empire's planet and just passed by. At that kind of growth of power, the only way to remove the Pirates late game without devoting exorbitant amounts of resources is to enlist the help of two Novalith Cannons.
InfiniteVoid
You can see where other players are getting their Diplomacy Points by clicking on their name on the list on the left side of the new Diplomacy window.
Diplomacy includes all the features of Entrenchment. It is in fact necessary to have Entrenchment to play Diplomacy.
Cautionary note on the (Entrenchment) Novalith: each warhead does 3500 bombing damage (before bombardment damage reduction techs) as well as temporarily reducing its maximum population by 40% for each hit (three successive hits will prevent ANY population from growing on that planet for some time). Also, the Kostura does not effect the ships of the empire that fired it. Ships and Starbases are disabled for about 10 seconds (or something of that magnitude) while structures are disabled
Resource Focus is virtually never worth it. You would make more credits per second if you left it as a Trade Port than the credit value of the extra resource extraction rate, save for the extreme cases of very high alleigance and 4 extractors.
You could say the Vasari are the best faction for "playing dirty" with all their tricks at their disposal.
I believe neutrals produce resources as if they were normal extractors at 133% alleigance (someone had pointed this out earlier on the forum).
Flak in general will kill bombers, but far less efficiently than they kill fighters.
Three words for Overseers: Reactive Nanite Armor. This ability gives the target an instant boost of 200 hull points and 2 armor, and is stackable (the hull repair is, not the armor bonus), so five Overseers using RNA on one target will instantly boost its hull by 1000 points. It's a good way to quickly save important ships or structures (capital ships come to mind, but also SBs when they're under attack from a force that has the potential to destroy it). The four second cooldown time essentia
Those indicators consider entire empires anyway, not just an isolated section. Things like defenses are not normally distributed evenly across one's empire. Say you had only one planet to defend. Even if you completely maxed out the possible defenses on that gravity well, you probably would not end up as number 1 in defense as quantity is the dominating, if not sole factor in the calculation of those indicators (I've had games where the AI spammed 12+ capitals and took number 1 for ca
I've never tried embedding something myself, but on the Quick Reply, immediately to the left of the smiley icon, there is an icon with lines surrounded by two brace brackets. It looks like it allows you to insert a code block in several different languages.
Only the Novalith's 40% (stackable) penalty to max population and the Kostura's temporary Phase Stabilizer Node are in Entrenchment.
At least with the Novalith and Deliverance, you can mitigate some of their effects (planet bombing damage reduction techs or lots of culture), but there's nothing that can do the same kind of thing with the Kostura.
All it does is reduce bombing damage by a certain percentage depending on the level of research done. The unupgraded SG reduces bombing damage by 30%, 50% after 1 point in Superior Planet Shields, and 80% after SPS is maxed. It doesn't actually stop ships from using planetary bombardment weapons if that's what you're trying to get at. Given time, the planet will still die to a prolonged bombardment, or if the AI destroys the SG.
In long and drawn out matches, the AI may research their superweapon, but regardless, will never build one.
For culture to deny colonization, it pretty much has to spread to almost all of the phase lanes leading out from the planet.
Since Resource Focus is a % increase based on current extraction, the benefit will depend on the planet's alleigance, any extraction bonuses the planet provides, and the number of extractors in the gravity well. Those ideal circumstances probably involve some combination of Allure of the Unity, close proximity to home planet, 4 extractors, and/or starbase with upgrades in Induced Reverence.
Holding the Alt key also shows hull/shield/antimatter bars, orders being executed (both movement and attack), attack and ability ranges, planet names, gravity wells (both the minimum distance required to enter phase space and the furthest you can order your ships to move) and the tactical grid.
Having an AI tank a pirate raid usually ends in two ways: 1. The AI loses all of its planetary structures (and possibly the planet itself to bombing) and the surviving pirate ships return to the nearest base, bolstering their numbers at the base, or 2. The AI destroys every single pirate ship that was in the raid. It looks like result 1 happened a lot for a few hundred ships to accumulate at the pirate base. As games go on, and pirate raids increase in severity, the proporti
This looks like a suggestion to create an MMO version of Sins to me...
The Shield Generator also seems to have an antimatter pool even though it has no abilities that consume antimatter.
With the Vasari, those resource upgrades (specifically the first 3) are necessary to build Refineries.
The SG gives 30%/50%/80% planet bombing mitigation (the additional mitigation is acquired through a Tier 7 research subject). It's a straight reduction in bombing damage taken (so with 80% mitigation, sieges, capitals, Novaliths, and presumably Meteor Storm will only have one-fifth of their normal damage - it would be as if a 6k HP planet had 30k HP).
On the interface at the bottom, just to the right of the portrait box, there are two buttons. The one on top has a few boxes (if my memory serves me right, three boxes arranged in a triangle) and an infinity symbol below it. Clicking that button toggles auto-place for non-extractor structures. I believe there is also a keyboard shortcut, but I don't know it.
Firing ranges are denoted with orange circles, ability ranges denoted in purple. Capital and structure weapon ranges are always visible as well as ability ranges for structures (PJIs and repair bays for example) when holding Alt. Frigate ranges are only visible when you select/mouse-over them, and abilities only when you mouse-over it on the bottom right.