Plus, the Junsurak Sentinel shares the Charged Missile ability with the Assailant, causing AoE damage to strike craft.
InfiniteVoid
Pirates don't behave in the same manner as other AI players - they do not build an empire and are indifferent to culture. The only time they acquire ships is if there are ships that survived a raid and managed to get back to the nearest pirate base. Even if pirates are active, bombing all existing pirate bases to neutrality stops any further raids from being undertaken.
I know the artifact label is always visible... but I don't think the capital one shows if you don't have a ship or a remote sensor there. There is no research required for these planet markings - they are there to denote planets with either of those special properties.
Ability points (denoted by a + sign on the ship in the Empire Tree) are points that can be used to acquire/upgrade abilities for your capital ship. Command points (denoted by > in the Empire Tree) are points used for strike craft squadrons (one point = one fighter OR one bomber squadron). Capital ships get one ability point every time they level, and once assigned, cannot be resassigned to another ability. Level 2 upgrades for regular abilities are unlocked at level 3, the
Just make sure the CB target is something that can take the 2000 dmg that CB alone does over its duration. Doing it on a frigate is mostly a waste as you won't get the full damage (CB does 250 damage per second over 8 seconds).
[quote who="goodgimp" reply="7" id="2241088"]Domina Subjugators restore hull.[/quote] Yes, but the cooldown on that ability (Perseverance) is one minute, so its not very practical to allow them to make up a large percentage of your fleet. What is good about that ability is that it renders the target ship immune to disablement for 40 seconds (or until the Subjugator itself is disabled).
Domination is the Rapture Battlecruiser's level 6 ability. The Revelation's level 6 ability is Provoke Hysteria, which drops a planet's health by 40% of its max and its population by 40% of its max over a time period of 40 seconds.
The achievement to win solely by culture? Impossible. Ships are required to acquire other planets in order to get enough space to research culture techs, let alone build the culture centres themselves.
The Rebel ships are a result of the TEC Civilian tech Insurgency. It must have been a long game for an AI to get Tier 8 technologies.
Asteroids (including dead ones) require only one upgrade to bring the underdevelopment tax rate to zero. All other planets require two Civilian Infrastructure upgrades to bring the underdevelopment tax to zero. One correction, Ovangkol: two upgrades on non-asteroid planets is sufficient to bring the planet to positive income. The third (Ice, Desert and Terran) and fourth (Terran only) CI upgrades increase maximum population at that point.
I'm guessing you've modded the game to give each player 30k fleet supply? All I can say is be prepared to watch a slide show... I don't know of any machine avaliable for private use that can handle 300k fleet supply's worth of ships.
Strictly speaking, Guidance isn't totally necessary, unless you want to repeat that combo in a shorter time. Amplify Energy Aura decreases Advent weapon cooldown (not abilities), so ships firing their standard weapons use this bonus. The Malice+CB combo is an old one, somewhat less effective since Malice's duration was shortened, but still has devastating effects against a tight cluster of ships. Optimal result is achieved when Malice is in effect during the time CB is being u
Pretty much the only good use for Dominas is to prevent caps from being disabled via Perseverance.
Don't forget that the Deliverance also grants a 15% damage bonus (in Vanilla Sins at least) to your ships in the gravity well of a planet under the effects of a Deliverance Signal.
The correct name of that ability is Karmic Retribution. It applies 100/200 bounty on the person who killed the trade ship (depending on researched level) and I believe is also subject to the Persuasive Offers research subject (increases bounty purchased by 12.5%/25%).
Perhaps disable auto-attack before you use MB? I've had an Evacuator ditch Drain Planet in favour of attacking a few enemy frigates desperately trying to delay their capital's destruction.
Probably the best faction to do Family Planning is the TEC, since they get these population increases with research: Terran +30% Desert +15% Ice +15% These planet types are also the top three planets in terms of maximum supported population. I completed an overwhelming majority of my achievements pre-1.1. It's lots easier to do the Fear of Icebergs achievement now that carriers are the new must-have unit and don't have to be replaced as often as other frigate ty
[quote who="Bravenue" reply="9" id="2171163"] I think that is because the path finding is calculated by absolute time, not number of jumps. If you have the faster-phase-jump artifact it might be faster to use a detour through wormholes.[/quote] Actually, I even had the Jump Drive Relic artifact (+50% interstellar Phase Jump speed) when that happened. Fleet still insisted on taking the wormhole.
Definitely tweak the pathfinding algorithm so that it will perform one jump from one star to another rather than taking 10 or so jumps through a wormhole to a different solar system and THEN jumping from its star to the intended destination. I don't think the Dunov's Shield Restore has to be reverted to pre-1.1 values... (at level 3, SR restores 1050 shield every 16 seconds, or 65.625 shield/second -- in contrast, the present level 3 SR restores 750 shield every 11 seconds, or 68.182
I've had cases where I attempt to perform a star-to-star phase jump, only to have the fleet constantly refuse to take one phase jump in favour of 8 or so jumps through a wormhole.
I believe the Go Big or Go Home achievement (capitals only) bars you from building any frigates and/or cruisers (which means no scouts unless you're already given them to begin with). I've completed this achievement as Advent even after I ended up Dominating about 20 Pirate Corsairs (plus, the Revelation's Clairvoyance can substitute for a scout).
Their research rate increases by 33%, which translates to a 25% reduction in research time.
8. Have Domina Subjugators Persevere both your capital ships to prevent them from being disabled.
If you want to see what 21% increase in survivability looks like... A ship with 5000 combined hull and shield taking a constant 100 DPS at 81% mitigation will take 19 DPS (ignoring other gameplay mechanics) for a lifetime of 263.2 seconds. Raise the mitigation to 85% and the ship's lifetime increases to 333.3 seconds, a difference of 70 seconds. You can find these values by providing values for the formula Lifetime = HP/(DPS*(1-Mitigation)) That formula has these impli
[quote who="crashmatusow" reply="12" id="2122039"]also advent also have a high level range upgrade, 12% i believe[/quote] The Javelis also can get a 12% range increase through research. Both of these upgrades are Tier 7 Military/Hostility and have missile/beam damage research prerequisites. The difference is that the Javelis has a longer base range, its range upgrade at level 1 allows the player to research the Novalith Cannon, and its prerequisite research topics are at Tiers 2, 4, a