I've always thought that my combat strategy is more oriented for the TEC and Vasari...which is why I was interested in the Sova...the things is, I started with Turn-based strategy and games with victory conditions other than "Kill Everyone", so the culture and superior defenses of the Advent are very appealing to me...I will say I am very surprised the Sova could take that kind of beating...it would seem I have severely underestimated the power of TEC SC and the deployed missile launchers....
Seleuceia
Advantages of Factions: Advent - Most powerful fleet, most powerful defenses...their powerful culture means they are the only faction that can neutralize a planet without a single shot (save maybe a deliverance engine) Vasari - Highly mobile, can attack/defend anywhere on the map with one phase jump (two at most)...their mobility allows them to bypass any defenses and avoid any fleet... TEC - Superior Industry, best economy...they can build ships faster than anyone els
[quote who="unkn0wnx" reply="16" id="2167575"] Quoting InfiniteVoid, reply 8Their research rate increases by 33%, which translates to a 25% reduction in research time. You are right, I always forgot to check the math.[/quote] Mathematically speaking, you will research an INDIVIDUAL technology 25% faster...but, in a given time period you will research 33% more technology, so you are both right :-)
As a note for the Deliverance Engine...culture rate CANNOT exceed +-.07% per second, no matter the circumstances...
I'd say pacts are very important in any game that lasts more than about 2 hours...as TEC, you have really good pacts and good envoy bonuses...your envoys give you money simply for existing, and increase trade revenue for the planet they are at...in addition, you armor pact is immensely powerful for ALL factions, and the missile pact is very good for both you and Vasari (assuming it affects phase missiles)...the Supply Pact is UNGODLY...if you have it and your opponents don't, they don't have
The Vasari bomber is really only an issue for capital ships and starbases...like anything in SoaSE, they only become a real problem if they are spammed....and spamming can always be stopped... Lets look at the disadvantage of bombers: 1) Light carriers require antimatter, which can be stolen by disciples, depleted by EMP, and depleted by lots of phase jumping... 2) Strikecraft can't be used in Plasma Storms 3) Bombers aren't nearly as effectiv
Though I am an advent player at heart, I play the TEC fairly often...I am actually a huge fan of the "marauding" fleet that floats around in enemy territory, keeping them occupied at home instead of attacking me or my ally...and I'm curious, do you do a lot of marauding and using embargo with the Sova early on? It's hard for me to judge how effective it would be on MP since I play a lot of SP and unfair AI gets bonus resources while Hard AI can't react to anything a human does..
All 5 Advent capital ships seem to be pretty good...and all but the Rapture seem pretty good for your first pick. I've tried many games starting with the Progenitor, Halcyon, and Radiance, and Revelation....and I'm having a very hard time picking one that I'd consider being the best... Of course, the obvious response is "Well, it depends..." so here goes some conditions that I want to focus on... 1) I want opinions on MP only...I don't care about SP, you could buil
This is very true Xer07....which is why I have given up on spamming Halcyons or Illuminators+Repulsion...though twenty scouts can't disable a capital ship, and I find that Kortuls, Marzas, Vulkoras (lots of phase missiles), and Radiances can take down a Progenitor pretty easily...without a good one on one ship, like the Revelation, I find early battles to be rather difficult when the fleets aren't very large and support abilities aren't as useful..
Yes you are correct, my bad...perhaps I confused the revelation with the domina's abilities? No matter... I've played several different games, starting with a different capital ship each time and judging how the early expansion and first skirmish go... As of right now, I am most pleased with the Progenitor as first and Revelation as second....
[quote who="N3rull" reply="10" id="2620380"] the reverie is great against the fearsome kortuls (probably only surpassed by the detonate antimatter of a radiance or EMP charge of a dunov) No, you're wrong. The reverie is great - PERIOD. A single Revelation with Reverie is capable of keeping two or even three capital ships permanently out of the fight while you deal with their support fleets. Unlike a Marauder, which has to recast the POH after the target is back online (whi
I like naming my ships after people, that way, it makes me more angry when I lose them: Morgan Freeman Mandela Malcolm X Ghandhi Will Smith Morpheus As for planets, I don't much care about those... I have a friend who always names all his planets NotHere...then he builds novaliths and when the game is lagging it can be a real pain to try and figure out which planets he is building them on
If you move your ships up or down while in a gravity well, and then phase jump, your ships will converge back onto the normal plane of movement...you can't jump into a gravity well already above or below the mines. Personally, I agree with you...using underhand things like z-axis control (which depending on who you ask is seen as underhand) is really not how the game was designed...the current design for dealing with mines is scout ships...your fleet has to sit there in the gravity well
The progenitor is, of course, much better for expansion, no doubt. However, I don't find it to be that useful in combat. When I say that, I mean the ship itself. The shield buff is great, even against Vasari, early on in the game. And malice, though it runs you out of antimatter quick, is very good for fleet support. But early on, if two capital ships are fighting with just a few ships, I don't find it to be as good in combat. Though it has great fleet supp
@DesConnor Unfortunately, I do not have a replay since I tend to clean out files fairly often (Ironically, so its easier to find the files I want). However, I do remember the game fairly well. My ally and the other Advent player were only 3 jumps apart, with just two volcanic worlds between them. I tracked the Advent fleet and together we hit the opponent's freshly built 2nd capital ship before it joined his fleet. My ally left a front world plane
I have played the Advent and TEC significantly, and until recently I almost always built an Akkan or Progenitor as my first capital ship. My reasoning for this was purely for the colonize ability. Even with the few games I played as Vasari, I picked the infamous Space Egg, the Evacuator, as my first capital ship. I really like the colonize ability (though the Vasari one sucks), and on the Progenitor I felt I was getting two other really good abilities as well. I also h
There are major problems with the AI that make it vastly different from a human player. After much playing, I've noticed three of them that might actually be related...and have a rather simple solution. First, the AI does not use Super weapons. Well, clarification on that, they don't BUILD super weapons. I've played MP games where, once the other humans surrendered, I just finished the game with the AI as substitutes for the human players. The AI doesn't
Instead of using one fleet, create multiple fleets that only contain certain types of ships. This give you more control, and as mentioned earlier, is likely to encourage better "walls". It depends on your strategy, but I'd recommend grouping heavy cruisers with disable/repair support cruisers (Hoskikos, Subjugators, or Subverters). This helps heal the ships suffering the most damage and allows the disable abilities to be put to use. I'd stick your large
Mines are a mere inconvenience...as mentioned earlier, the cost of placing them generally is not worth it for the defender. However, some players do use them...more importantly, the AI uses them. Since high difficulty AIs have more resources than you, that mines aren't cost effective is really a moot point. There are many ways to get around a minefield, and many have already been mentioned. First and foremost, scout out where you want to send a fleet. You can u
And by the way... For those of you who think America is worthless and means nothing, shame on you for being ignorant... But for all of you American nationalists that cling dearly to capitalism and imperialism, may God pity your souls...
Particular governments/nation-states/dynasties may not last more than a few centuries, but history shows that powerful regions of the world remain powerful for long periods of time... China has been a unified culture for almost 4 millenia. On this time scale, only recently has China lost its edge as the premier center of technology and industry. Europe has also been a premier center of technology and power since the rise of Hellenistic culture...power simply has shifted from Greece to