[TA] Military Rating (Not Score)

I'm in my first game (well first somewhat successful game) and I control about 70% of a huge map (Krynn Influence baby). Anyway, I finally got off my kester and read how many ships the Drath have (The strongest military). They have 467 ships!.

 

I only have 40 ships in my entire navy (Can it be called that with such small numbers :D
 )

However, All of my ships have very high values of defense. A standard Drath ship has 10 missile attack. I have 50 missile defense and 8 rail attack (they have 0 rail defense). I take virtually no damage in encounters and wipe the floor with them but my military might is SOOOOOO low that i'm always at war.

 

How is military might calculated? How many ships should I have in a huge game (Difficulty is tough. I wanted a equal fight for my first game).

 

Thanks for the Help,

 

Jec

7,861 views 8 replies
Reply #1 Top

I believe this is calculated as (total attack + total defense) + (total hitpoints / 10)

Even ignoring the hitpoints piece, the Drath ships will have a combined attack of around 5000, whereas your total attack and defense add up to about 2320.

I can't give you "the right number" of ships to have in a huge game as it will depend on your number of planets, the AIs' fleets, which ships you use, etc.
Maybe helpful: your fleet should be sufficient to:
-  take on an enemy fleet (or more than 1, in case you get caught up in a war versus multiple AIs)
- defend your borders to prevent any of your planets being invaded. An example: put 1-2 defending ships on each planet, more on border planets and in addition have a few strong, big enough fleets at your most important borders
- as you noticed, give you a sufficient military rating: you won't be able to impress other races with a handful of super ships if they have huge fleets
In fact, if your economy can support it, the bigger & stronger your fleet, the better.

Some ways to improve your military rating:
- Build a spin control center (don't know by heart whether the Krynn can build this; you should research the Majesty tech all the way to the end to get access to the SCC) which multiplies the military rating of all ships on that planet by 10
- Build military starbases near your biggest fleets; with the right add-ons, these will give significant bonuses to the ships in that fleet
- Churn out a lot of decent quality ships with not-too-high maintenance. They won't harm your economy as much as ships with more expensive components. They can also serve as first defenders against small transport fleets that invade your space.

Reply #2 Top

Ill look and see if I can build a spin control center. I haven't put a lot of effort into starbases (they seem to pop even with lots of armor).

 

Thanks

Reply #3 Top

Actually, hit points is /4, not /10, and it's per ship, not totaled.  But you're right-we were told it was /10.

Then there's depreciation per ship...

Did you want an exact formula?

Each ship:
trunc (attack * (racial attack bonus + 1) / 100) * 1.25 if in orbit (round this part up) + attack from SBs
+ trunc (defense * (racial defense bonus + 1) / 100) + defense from SBs
+ trunc (hp/4)
*5 if in orbit of an SCC

Ship depreciation:
100/(number of ships with attack + 1) * 2 ^
(1 + 0.75 * (log (number of ships with attack +1),2) -1)
/ 100

Military might:
trunc ((sum of ships' might) * (ship depreciation) * 2.1022411)

I'm sure someone will let me know if I missed something.  ;)

And that's a log2, in Excel format.

SCC is available to the Krynn, from Total Majesty, but it only applies to up to 10 ships orbiting the planet in question, and it only increases the effect those ships have on your military might to 5x, not 10x.

Provided all 467 Drath ships are attack ships (i.e., no constructors, colony ships, transports, whatnot running around, and no ships with only defense, as the AI is sometimes apt to do, which don't contribute to military might -or- score), the Drath have a military might of 2761 (tinies), 3012 (smalls), 3765 (mediums), or somewhere in between (mixed).  Notice this is without any racial bonuses to attack or defense (military resources add -both-).

You, on the other hand, have a rating of 2529 (tinies), 2568 (smalls), 2687 (mediums), or somewhere in between (mixed)

You're competitive, you're just not competitive -enough-.  Furthermore, the AI tends to attack you unless you're significantly more powerful than them-it's good to have 3-5x their military might, but it's better to have 10x+ their military might.

You'll roughly double your MM by raising your number of ships to 100, and 125-150 is sufficient to get you to twice the Drath's MM, whereas you'd need a minimum of 200 ships to have triple their MM.

However, if you're able to pop their ships at least as fast as they're building them, then I wouldn't worry about it too much-just destroy their military might and you won't need too much more.  You'll probably need to reduce them to below 150 ships, though-provided you don't build any additional ships to raise your own MM.

But it's possible they'll get sick of it before then.

Reply #4 Top

I believe this is calculated as (total attack + total defense) + (total hitpoints / 10)
This is as good a baseline as any and it is what we've always been told but the reality of it is somewhat different as discovered by Soul Sole. The thing is that your military rating is depreciated by the number of (armed) ships that you have and so if you have large numbers of low value ships your military rating will be less than if you have a fewer number of ships that have the same total (attack+defense+(hitpoints/10)) value.

The bottom line is that it's the *relative* military rating that's important here not any particular absolute value so you need to check your civ manager under the stats tab and the bar graph reflects your relative military rating. If yours is at least 3 to 1 above anyone else then it's very unlikely that anyone will directly attack you although they will still complain and possibly go to war if you do things to provoke them like park a stack of transports near their planets.

If your relative military is less than an AI's that's when they'll start picking on you even if the reality is that your ships totally outclass theirs. If this is the case and you want them to stop bothering you then you can build a bunch of ships until your rating gets higher than theirs, or you can take either of the two shortcuts that Noctilucus suggested.

The quickest and easiest is probably the Spin Control Center and that's always a good suggestion. In that case you don't even want to build useful ships the best thing to do is to build a cargo hull full of nothing but the most powerful weapon you've researched and put 5 or 10 of these in orbit around the planet with your SCC. This pumps up your military rating however in a real attack the cargo hull based ships are really pretty useless. That's why most folks refer to these kinds of ships a "paper tiges".

However from your comment about starbases it's clear you didn't quite understand what his suggestion was there.

It's definitely true that putting attack and defense on any random starbase really doesn't protect it from attack. However that wasn't what Noctilucus was suggesting. Noctilucus was suggesting that you create military starbases and add starbase assist modules to them. Note there are two different kinds of weapons/defense modules that you can add to a starbase. There are starbase attack/defense modules that can be added to *any* starbase that are used when the starbase itself is attacked. As you say these aren't very effective because a decent fleet can almost always kill a starbase no matter how much weapons/armor you add.

But there are a different type of modules that can only be added to military starbases that don't affect the starbase itself but do add weapons and defense to any and all of your (armed) ships that are in their area of influence. These are the starbase *assist* modules and they can in fact be quite powerful. One military starbase outfitted with the max starbase assist modules can add 44 points of weapons and 9 points of defense to any ship as long as it has at least 1 point of defense and 1 point of weapons. So you can build 1/1 tiny fighters that look like 45/10 fighters as long as they are within the military starbases area of influence.

Note that a ship needs at least 1 point of weapons to receive the attack benefit and at least 1 point of defense to receive the defense benefit of a military starbase with ship assist modules installed.

This pumps up your military might as well as potentially provides a *real* benefit because if an opponents ship comes into the area of influence of the military starbase your 1/1 fighters fight like 45/10 battleships.

Reply #5 Top

Quoting Mumblefratz, reply 4


But there are a different type of modules that can only be added to military starbases that don't affect the starbase itself but do add weapons and defense to any and all of your (armed) ships that are in their area of influence. These are the starbase *assist* modules and they can in fact be quite powerful. One military starbase outfitted with the max starbase assist modules can add 44 points of weapons and 9 points of defense to any ship as long as it has at least 1 point of defense and 1 point of weapons. So you can build 1/1 tiny fighters that look like 45/10 fighters as long as they are within the military starbases area of influence.

 

1. So does this mean that the starbase assist modules provide a flat bonus, not a % bonus?

2. In either case, is it a common tactic to pop up Mil starbases in enemy territory to aid in the attack?

3. If I park a fleet on the same square as a starbase, will the fleet interdict attacks (or will the starbase get hit).

 

Thanks again,

 

Jec

Reply #6 Top

Ok I did try building a mil starbase and found the ship asst modules. However, I can only get +1 def assist. Didn't you say you could get +9 def? I couldn't find them in the tech tree.

Reply #7 Top

Quoting jecjackal, reply 6
Ok I did try building a mil starbase and found the ship asst modules. However, I can only get +1 def assist. Didn't you say you could get +9 def? I couldn't find them in the tech tree.

If I remember correctly, the extra (not specific to a weapon or defense tech) military assist modules, which come from the starbase mobilization/projection/etc tree, are placed after the starbase fortification trees-which means you must research the attack/defense modules for the starbases before you can research the assist modules.

1) Flat, yes.

2) Common enough, and valid, yes.

3) In my experience, the fleet will be attacked first, but every so often someone complains that the SB was attacked first.  I don't tend to arm my SBs, though, which may make the difference when the ships placed above it to protect it are only lightly armed.

Reply #8 Top

Ok I did try building a mil starbase and found the ship asst modules. However, I can only get +1 def assist. Didn't you say you could get +9 def? I couldn't find them in the tech tree.

Besides the tech requirements that SS mentions many modules also require other modules to be placed before they can be placed. Many of these are obvious like you can't place Battle Stations II until you've placed Battle Stations, others may be less obvious.

The following is a table that was pretty complete and accurate for DL. There may be some errors as well as some changes made for DA/ToA but as far as I know this is the best information available.

Note the distinction between modules that affect ships within the Starbase Area of Influence (AOI) that can only be placed on military SB's versus Starbase weapons/defense modules that come into play only when the SB itself is attacked.

Also in my experience if an AI attacks a parsec that contains multiple fleets/ships then the AI must first attack and defeat the most powerful ship/fleet first and then the next most powerful ship/fleet and so on. Therefore if you arm your SB's then you run the risk of having the SB attacked before the fleet placed to protect it. As SS mentions I also don't arm my SB's because I consider it a waste of time and constructor modules.

Military SB Module Effect (to ships within range) Required Module Required Tech
Stellar Wake Speed +1   Warp Drive
Inverse Tractor Beam Speed +1   Warp Drive IV
Interdiction Beam  Enemy Speed -1   HyperWarp
Protective Fields All Defense +1   Starship Defenses
Beam Interceptor Shield +2 Battle Stations Starbase Defenses
Missile Defender Point +2 Battle Stations Starbase Defenses
Energy Grid Armor +2   Starbase Defenses
Beam Multiplier Beam +1 Beam Interceptor Starbase Mobilization
Missile Bloom Missile +1 Missile Defender Starbase Mobilization
Omega Cannon Gun +1 Energy Grid Starbase Mobilization
Beam Multiplier III Beam +2 Beam Multiplier Starbase Projection
Missile Bloom III Missile +2 Missile Bloom Starbase Projection
Omega Cannon III Gun +2 Omega Cannon Starbase Projection
Beam Multiplier IV Beam +3 Beam Multiplier III Superior SB Defenses
Missile Bloom IV Missile +3 Missile Bloom III Superior SB Defenses
Omega Cannon IV Gun +4 Omega Cannon III Superior SB Defenses
Beam Multiplier V Beam +4 Beam Multiplier IV SB Conquest Strategy
Missile Bloom V Missile +4 Missile Bloom IV SB Conquest Strategy
Omega Cannon V Gun +5 Omega Cannon IV SB Conquest Strategy
Fighter Drones Beam +1 Battle Stations Space Weapons
Laser Equalizer Beam +1   Laser
Missile Launchpads Missile +1   Missile Theory
Sniper Turrets Gun +1   Miniballs
Hyper-Phasors Beam +2 Laser Equalizer Phasors
Subspace Warheads Missile +2 Missile Launchpads Photonic Torpedo II
Graviton Snipers Gun +2 Sniper Turrets Graviton Driver IV
Focused Disruptors Beam +4 Hyper-Phasors Disruptors
Blackhole Torpedo Missile +4 Subspace Warheads Blackhole Eruptor
Neutrino Snipers Gun +4 Graviton Snipers Neutrino Bullets
       
Resource SB Module Effect (to entire civilization) Required Module Required Tech
Resource Starbase Resource +5%    
Mining Barracks Resource +2%    
Mining Center Resource +3% Mining Barracks Xeno Engineering
Mining Headquarters Resource +4% Mining Center Xeno Industrial Theory
Resource Excavation Resource +5% Mining Headquarters Xeno Factory Construction
Extraction Center Resource +6% Resource Excavation Manufacturing Centers
Extraction Complex Resource +7% Extraction Center Manufacturing Centers
Resource Sector Resource +12% Extraction Complex Industrial Sector
       
Economic SB Module Effect (to planets/trade within range) Required Module Required Tech
Starbase Factory SP, MP, RP +3%    
Advanced SB Factory SP, MP, RP +4% Starbase Factory Xeno Industrial Theory
Massive Scaling Center SP, MP, RP +5% Advanced SB Factory Xeno Factory Construction
Smart Drones SP, MP, RP +6% Massive Scaling Center Advanced Computing
Interstellar Collectors SP, MP, RP +7% Smart Drones Manufacturing Centers
Orbital Replicators SP, MP, RP +8% Interstellar Collectors Industrial Sector
Trading Post Trade +10%   Trade
Advanced Trading Post Trade +20% Trading Post Advanced Trade
Trade Center Trade +30% Advanced Trading Post Master Trade
       
Influence SB Module Effect (to planets within range) Required Module Required Tech
Diplomatic Outpost Influence +5%    
Foreign Relations Influence +7% Diplomatic Outpost Universal Translator
Interstellar Embassy Influence +10% Foreign Relations Diplomatic Relations
Galactic Forum Influence +15% Interstellar Embassy Advanced Diplomacy
Supreme Forum Influence +25% Galactic Forum Expert Diplomacy
Interstellar Consortium Influence +20% Interstellar Embassy Xeno Business
Franchise Center Influence +25% Interstellar Consortium Cultural Domination
Franchise Headquarters Influence +30% Franchise Center Historical Assimilation
Cultural Maximization Influence +40% Franchise Headquarters Xeno Cultural Trends
Insurrection Coordinator Influence +60% Cultural Maximization Cultural Insurrection
Cultural Conquest Center Influence +100% Insurrection Coordinator Cultural Conquest
       
Any SB Module Effect (to Starbase itself) Required Module Required Tech
Battle Stations All Attack +1   Space Weapons
Battle Stations II All Attack +2, All Defense +2 Battle Stations Medium Scale Building
Battle Stations III All Attack +4, All Defense +4 Battle Stations II Large Scale Building
Battle Stations IV All Attack +6, All Defense +6 Battle Stations III Massive Scale Building
Subspace Blaster Beam +5 Battle Stations Starbase Fortification
Star Javelin Missile +5 Battle Stations Starbase Fortification
Ship Pounder Gun +5 Battle Stations Starbase Fortification
Ray Shielding Shield +5 Battle Stations Starbase Fortification
Missile Defender Point +5 Battle Stations Starbase Fortification
Combat Armor Armor +5 Battle Stations Starbase Fortification
Subspace Blaster II Beam +10 Subspace Blaster Starbase Fortification II
Star Javelin II Missile +10 Star Javelin Starbase Fortification II
Ship Pounder II Gun +10 Ship Pounder Starbase Fortification II
Ray Shielding II Shield +10 Ray Shielding Starbase Fortification II
Missile Defender II Point +10 Missile Defender Starbase Fortification II
Combat Armor II Armor +10 Combat Armor Starbase Fortification II
Subspace Blaster III Beam +30 Subspace Blaster II Starbase Fortification III
Star Javelin III Missile +30 Star Javelin II Starbase Fortification III
Ship Pounder III Gun +30 Ship Pounder II Starbase Fortification III
Ray Shielding III Shield +20 Ray Shielding II Starbase Fortification III
Missile Defender III Point +20 Missile Defender II Starbase Fortification III
Combat Armor III Armor +20 Combat Armor II Starbase Fortification III
Devastation Beam Beam +7 Battle Stations  
Matter Detonators Missile +7 Battle Stations Blackhole Eruptor
Atlas Sling Gun +7 Battle Stations Singularity Driver
Invulnerability Bloom Shield +16 Battle Stations Advanced Force Fields
Electro-Magnetic Surge Point +16 Battle Stations Aereon Missile Defense
Overload Armor Armor +16 Battle Stations Zero Point Armor
Perimeter Scanners Sensor +1   Sensors
Sector Scanners Sensor +2 Perimeter Scanners Sensors II
Sector Surveillance Sensor +3 Sector Scanners Sensors III
Ultimate Surveillance Sensor +4 Sector Surveillance Sensors IV