Ship Designs

Has anyone got any good ship configurations if playing as Terran Alliance? If you've got any good all round ones then please share them with me.

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Reply #1 Top

Do you mean designs as in hull templates, or as in weapons/defense/engine configurations?

Reply #2 Top

The best ship design is the one that blows up your enemies at the lowest overall cost. As the enemy generates different ships each games, your ships need to be customized to fight them off, there is no magic formula that always works.

It can be useful to rush Medium Hulls though, Frigate-sized ships are significantly better than fighters and make researchding defenses much more useful. Basically equip your ships with defenses aimed against the weapon your (most likely) enemy is using and overpower them with superior firepower, defenses and/or numbers... Whether your ship needs engines depends fully on the situation (they can often be left out as they take up a lot of space).

 

Edit: Also: https://www.galciv.wikia.com/wiki/Ship_combat

Reply #3 Top

Agreed. I usually try to aquire frigates asap (though not straight away as it takes a lot of time really early on) As Terran Alliance I generally research armour and missiles, as the evil civs seem to generally go for mass drivers and eventually I have my main conflict with them for some reason or other. AS for engines, I've found fleet warp bubbles can take care of that problem, as long as I can aquire some logistics skills.

However, in my last game I built up loads of fleets of a particular ship type, but then the Drengin learned how to defend against me and developed better weapons for their Super Dominator Corvettes, which I had previously torn apart with my frigate fleets and fleet suppot ships (using reinforced hull points and fleet warp bubbles) However, they could now roll out a lot of cheaper ships than mine that could match my fleets in numbers. So, would it be best to design my ships with reinforced hull points to counter all damage instead, as frigates can naturally take more damage?

Also, I can now build battlecruisers (large scale ships) I also have the option to build firgates which have pretty much the same firepower and defence (not including hp obviously)

So, Frigates or Battlecruisers?

Reply #4 Top

Larger ships can take more punishment.

Reinforced hull points work great when paired with on-type defences (in other words, shields against beams, armour against railguns, PD against missiles) as they prolong each ship's survival in battle.  But I wouldn't put more than two hull points on a frigate or three on a battlecruiser, because it does increase the cost quite a bit.

Reply #5 Top

I've always found on-type defenses to be more economical in the long run than more hit points.  Never gotten to have to face real end-game weapons, but in the frigate-phase of the game, defense rules.  

Frigates vs battlecruisers; what's your strategic problem?  Are you having trouble penetrating heavy enemy defenses to get to critical battlezones due to attrition of the attack force?  Then battlecruisers.  Are you having trouble getting enough ships in place to cover all your vulnerable planets and starbases?  Then frigates.  Are you twiddling your thumbs endlessly waiting for your forces to cross space to get to the battlefield?  Then you can put more engines on a battlecruiser and still have a viable warship.  

Answer depends on the problem.  

Reply #6 Top

Quoting nerdymidgetkid, reply 3
So, Frigates or Battlecruisers?

Honestly, I generally use both, and tend to keep using small hulls in some roles as well (tiny hulls are largely worthless, and my games rarely reach the point where massive hulls become common).

Reply #7 Top

I do tend to put engines on Battlecruisers because as SCamb said, they can still be good warships even with bulky engines on them. However, coupling them with one of my fleet support ships is always nice as well. I've never got to massive hulls, (I will call them capital ships even though in Galactic Civ frigates up are classed as them.) Battleships then. My question is this: Is there any point getting them? When I start seeing the AI develop Battlecruisers of their own, should I go to capital ships?

Reply #8 Top

Massive Ships are pretty much what you expect from an end-game ship.

Basically, you really want to have them by the time the attack levels breached the 300 attack mark per fleet. Because by that time, battleships won't cut it.

Me, once I get Massive Ships, I start producing them as my main ship. They will serve me well even after the enemy start using the ultimate weapons!

Reply #9 Top

lol, it was probably a problem when I was using fleets of 3 frigs against yor nightmare torps. I just quit that game.

Reply #10 Top

3 Frigs (Logistic=15) will get slaughtered against a nightmare torp! I balance research between hull sizes and logistics whichever is shorter to do I research that one. I've had fleets with 9+ Frigs in before I unlocked large hulls and the reverse is also true (had 2 Huge hulls with 25 logistics)

Reply #11 Top

Is anyone doing an AAR which will sort of give me a kind of guide to playing this game properly, and making good use of my research to produce a fleet to beat em? Every time I've tried normal difficulty so far I've just been overwhelmed by a fleet that either vastly outnumbers my own (that's usually our friend Kona) or is vastly superiorly technology (glances at the collective)

Reply #12 Top

You could try this, but it's a modded GalCiv 2 game so things are slightly different.

Reply #13 Top

Started an AAR which pretty much shows you how I tend to play. If anyone would like to check it out that would be great!

Reply #14 Top

I'm a noob. (Somehow I missed out on discovering the best Civ game ever made until, like, three weeks ago. My wife hasn't seen me since. I think she's going to shut off power to the house.) So take these observations with a large helping of sodium chloride.

The AI which gauges the relative strength of your military seems to pay a lot more attention to how many ships you have than how good they are. If I have a relatively large fleet of Tiny 0/0/1 ships with the starting weapon and nothing else, they start treating me with respect even though I'm pretty sure their ships would slaughter mine in an actual fight.

The ship designer is WAY too much fun. Like, I say, "OK, I've teched up some, time to design new ships" and two hours later I'm still tweaking the third port-side antenna from the stern to make it look just right.

Ships with good defense last longer and can blow up more enemies before needing to run away and repair.

Engines take up a lot of room and are strictly optional unless you're specifically designing a fast "hunter" type craft. The speed boost from teching up engines is sufficient. ("Our engines are so awesome they make you go fast without even needing to install one!")

Reply #15 Top

Generally speaking ship design is, as you know, highly situational.  I will pass on commenting on the rock/paper/scissors analogy for the the beam/missile/driver weapons and shield/point/armor defense.  Instead, I will concentrate on the knowledge of how your weapon/defense values (not types) match up against your opponents ships.  I then use this info to gear the current research plans towards gaining the best time optimal combination and then get them into production ASAP. 

To put this into an example, if I need a minimum of 20 points of weapons with at least 12 points of defense for a given ship and I can only get up to 17 and 12 currently then I need to know what is the least research cost solution.  Sometimes it is in another level of weapons/defenses i.e. making them better or smaller but sometimes it is faster to research the next miniaturization tech or a engine tech (making it slightly smaller).  

I tend towards using larger ships in fleets so that it can survive multiple battles.  The old saw "what doesn't kill you make you stronger" is my motto.  In the mid-game I regularly have medium ships with 160+ hit points which isn't too shabby in my book.  I usually use the Super Ability of Warrior so that I get the first strike shot and use it as best I can.   

IMHO

 

Reply #16 Top

I only play DL's, so take this advice with a healthy dose of sodium chloride......

I go for as much mini bonus as I can afford to research. This allows me to pack as much firepower on my "smalls" as most others "mediums". Heck, I don't even build a "medium" until well into the game.

When the "ultimate weapons" begin to appear in numbers, I slide to my kamikaze to decimate enemy fleets before I send in the "regulars". By this I mean a cargo hull packed with nothing but weapons and engines. I expect none to survive, but there won't be much left for me to mop up after they've done their job. :cylon:

Reply #17 Top

The problem with zero-engine ships is that they take a lonnng time to get anywhere when playing the larger galaxy settings.  That is, such are fine for defenders, say of mining starbases, but zero-engine ships may not be able to respond to an oncoming fleet heading for some target not nearby.

Of course, one could always build a mega-slingshot spot, but that is very expensive.

Reply #19 Top

Quoting nerdymidgetkid, reply 18

Mega slingshot? What's that?

Several Military Starbases fitted out with speed-enhancing modules. The best spot for them is the corner of a sector. This way, you can build 16 of them close by, increasing the speed of your ships by 32+.

Reply #20 Top

Yes.

In a few games I did it just for fun.  If you arrange them right, there will be a square or four where all over-lap for the full slingshot bonus.  They are most effective in smaller galaxies, of course.  Get the bonuses from engine tech, the linear one, and add maybe one hyperwarp and I think you get something in the low-40s.

For example, I think I once conquered the entire map in one turn.  I simply stacked all my attack fleets and invasion fleets on the key square(s), declared war, and whoooosh!

Reply #21 Top

I normally go with a combo of beam and missile weapons with a combo of shields and armour for defence until ecms become smaller or a enemy is using missiles only.

Reply #22 Top

How can you fit all that on a ship? Do you rush the larger ship sizes?

Reply #23 Top

This is at beginning of a game and for basic ships toget you going:

Techs needed:

Titanium armor 3,basic miniturisation,general life support,laser V,stinger IV,Mass driver 4?,superior deflectors,(logistics at any level you want)

tiny Hulls: 1x impulse engine,1x general life support,1x either beam or mass weapon?

small hulls: 1x impulse engine,1x gen life support,1x beam/mass/miss weapon and 1x armor or deflector if using beam or mass weapons as missile will take too much room.

Medium hulls I tend to have between 3-4 types of frigates all with 1x impulse engine,1x gen life,1x deflectors,1x armor and with the weapons I do a all beam (4x laser V) a all missile (2x stinger IV) a railgun frigate (3x mass driver) and a combo frig (2x laser V + 1x stinger V)

Large hulls I tend to do 3 types 1 all beam,1 all missile,1 all railgun

Huge hulls I tend to do combos either beam and missile or railgun and missile or all missile I also use huge hulls to put warp bubbles and bonus modules on.

As for design ideas for templates checkout ship designs 2007 through to 2012 or google images of gal civ 2 ships or mods