Nine increases of 20% (that is, 120%*120%*120%*...) would amount to a level 10 capital ship having 5.2 times the hull, shield, and armor of a level 1 in your proposal. You're looking at hull and/or shield figures that have five digits. Realistically, capital ships are mostly valued for their abilities, rather than direct combat.
InfiniteVoid
The OP specified level 6.
At 10.0 credits/sec starting income, it would take 275 seconds (or 4 minutes 35 seconds) to recoup the cost of the first two purchased levels. The calculations in the OP also do not take into account lab costs, logistical slot upgrade costs, or planet colonization and upgrade costs, making the level 3 to 4 upgrade more costly than what is shown.
Although undeniably powerful, superweapons aren't always a feasible strategy to undertake with the cost of labs, research (including prerequisite research), and planets (for logistical and tactical slots). On a related note, I did once build almost 20 Novalith Cannons spread in two systems and proceeded to bombard a third system with all the surviving AIs in it by enabling autocast on all of the Cannons. None of them lost as a direct result of this bombardment, but through the cost of
The victor will heavily depend on what abilities each capital has. A Radiance with Detonate Antimatter is far more effective in capital-to-capital combat than one without. A Kortul with Power Surge far outstrips another Kortul with Jam Weapons. A Kol with Experimental Forcefield will prolong its lifetime.
I believe If you only have a Cease Fire, they'll stay with you until you drop below 40% or around that percentage.
AIs DO form alliances with each other... you just don't know about it until you figure it out (like their ships not attacking each other, etc).
Then again, Energy Absorption on the Radiance is converting 15% of a Kortul's Pulse Beam/Wave damage into AM, which are the two highest DPS weapons on the Kortul. The random application of Disruptive Strikes may swing the battle in favour of one or the other (the ability cooldown penalty stacks, even with Inteference on the Skirmisher - its rather satisfying to see crucial enemy support ships suffer a 100% penalty to ability AM cost and 145%/190%/235% penalty to ability cooldown).
If you get a lucky break, one or more AIs may end their mutual alliance and turn against each other, usually because it has no more enemies (AIs almost always shuffle alliances so that they have at least one enemy if any other players are left). I saw it happen after I killed an Advent AI: the other Advent and a TEC AI ended their mutual alliances and turned on each other (and witnessed the Advent AI suffer an overwhelming defeat - lost 6 capital ships, three of them level 10).
[quote who="chris0101" reply="31" id="2364449"]Radiance - Highest shields, weakest armor[/quote] Well, given maxed armor research (yes, I know, that rarely happens) plus the passive armor buff from Energy Absorption will give the Radiance a total armor of 15, equal to the Kol, leaving the Kortul the lowest with 13 (again, with maxed research).
The Cielo probably would also have a portrait along the same lines as the Sova and Kol, since they are staffed entirely with experienced officers.
The Empire Tree doesn't move that much unless there are ships entering/leaving phase space (or loads of ships simultaneously disappear from detection). If you hold Alt while selecting one squadron, all other squadrons of the same type are selected (this also works for ships). Holding Shift at the same time will add ships/squadrons of another type to the units you have selected.
The Deliverance Signal increases the damage output of your ships by 15% in vanilla Sins. As for Entrenchment, I've heard its higher.
There is a number of entries in the Gameplay.constants file that describe the chance a damage type has hitting a certain target. For anti-verylight weapons (namely, the weapons flak frigates boast), the chance to hit either type of strikecraft is 75%. Anti-light weapons (the weapons which fighters have) have a 65% chance to hit other fighters, 75% chance to hit bombers.
[quote who="Jedmonds24" reply="94" id="2357160"]I put a little thought into the phase missles and I had this one, A reason for why the phase missles only bypass the shields and not say fly into the bridge and engine room is that they can only afford to be out of phase with the rest of the universe for only a moment. [/quote] That would make sense, given that entire ships require several seconds to perform a transition to phase space. A missile could hardly be expected
RA from my experience never sends Overseers or Subverters, so you'll have to build support ships yourself.
Neutral extractors (usually known as "neutrals") are perhaps one of the most valuable assets you can have in the game, especially in the early stages. These extractors operate independent of alleigance (the rate they provide resources is the same as a built extractor at 133% alleigance) so neutrals 10 jumps away from your HW will provide the same extraction rate as neutrals 1 jump away. These guys also can support refinery ships from up to 4 refineries, compared to the 3 a built extractor can
Advent technologies can increase maximum alleigance by 10%, but in Entrenchment, this can be much higher. Spread rates of culture centres stack linearly - that is, each culture center adds the same amount of spread rate as all the others. Culture spread rate is split evenly across the phase lanes connected to the gravity well they are built in (so planets with one phase lane will generally have faster culture spread rate compared to those with many phase lanes). Capital ships
Under most circumstances, accuracy only matters when you are attempting to attack strikecraft. All attacks against frigates and capital ships are already determined to have a 100% accuracy (except in asteroid fields and when the Rapture's Vertigo ability is concerned). The Akkan's bonus to accuracy would in theory make any flak you have more accurate against strikecraft and kill them faster.
Pirates mostly amount only to a nuisance rather than a serious threat unless you're caught unprepared. Most of the time, I just park a capital ship at a planet they are likely to attack and just feed the cap XP with each raid. Note that turning off the Pirates simply stops them from sending raiding parties out: their bases will still be out there (only a small number of maps have no Pirate bases at all). Asteroids require (their only) 1 upgrade to their population infrastructure to br
That would be the mini-underground menu. The button automatically selects a player you do not have a Peace Treaty with that has the highest bounty of all the opposing players, or, when there is more than one player with the most bounty, it selects a random one out of those players.
Fighters are the only thing bombers can't target, but given a large enough group of bombers, they'll chew up everything else in sight until your opponent musters anti-SC capitals, flak, or an equally large group of fighters. If you're Advent, a Rapture can increase the potency of your SC by 10%/20%/30% with Concentration Aura (the buff applies to the SC whose host is within range of the ability), so they'll eat capital ships/HCs/structures even faster.
Do you "own" your copy of sins? (don't be ashamed if you don't) Yes Do you own entrenchment? No Let say you were to divide you time between Vanilla and Entrenchment sins, what percentage of time do you play Vanilla or Entrenchment? No idea since I don't have Entrenchment, but if I did, probably all Entrenchment Roughly how many h
Sometimes, if you order a fleet to move across a star's gravity well, some may elect to fly over or under the star.
Pound for pound, frigates are more effective than capital ships for non-ability combat. The reason one would employ capital ships is primarily for their abilities, be it anti-strikecraft work, fleet support, or planetary bombardment (includes devastating attacks, but often such attacks require multiple capitals to maximize their effectiveness or cannot be employed constantly). And keep rebuilding scouts - having an idea of what your opponent is doing/building will make it easier to de