Experience value varies across each faction's ships, in fact. Overseers, Subverters, and I believe even the Hoshi are worth only 20 points (these are support ships). Advent Drone Hosts are worth 100, other light carriers 80. Capital ships actually have experience values close to what you suggest. Level 1: 60 Level 2: 80 Level 3: 110 Level 4: 150 ... Level 9: 480 Level 10: 580 I don't have Entrenchment, so I can't provide arguments for SBs.</p
InfiniteVoid
Similar effect takes place between strike craft hit by the same upgrade for Sentinels.
Desert planets have 36 Logistics slots (or 9 logistics structures), which makes them great places to serve as research planets or mass production of ships. Next highest is Terran planets with 24 slots, then Ice/Volcanic with 20, Asteroids with 12, and Dead Asteroids 0.
Income rate. Credit income rate is influenced by planet population, alleigance, longest trade port chain, and number of trade ports. Resource income rate is influenced by alleigance, number of constructed extractors, number of captured neutral extractors, number of refineries (or trade ports using Resource Focus and what % bonus to extraction rate RF provides for the Advent), and researched increases. All income rate is decreased as your maximum fleet capacity increases (
Well, not exactly... It seems that culture simply reaching a planet from one phase lane and not expanding beyond does not give the full researched level of bonuses. I've played games as the Advent and on border planets with friendly culture on 3 of 5 lanes, neutral on 1 (due to enemy capitals on other side), and hostile on 1 (none overpowering the other), my ships don't have the full +6% shield mitigation bonus (it is more or less +4%). The times I see the full 6% being awarded is in
Unless Entrenchment changed this value, the Deliverance provides a 15% bonus to damage output (this goes for anything from strike craft to capital ships), not 25% as previously stated.
As for catching AI fleets as they attempt to leave what they think is a hopeless situation, a Phase Jump Inhibitor will slap on a 700% phase jump charge rate penalty. Combine that with abilities that can stop phase jumps (Vasari has the best abilities for this) or the Guardian's Repulsion to keep them away from the gravity well edge, fleeing ships won't go anywhere soon.
Dominated ships lose any hull/shield/armor/AM/DPS upgrades that their original owner imbued them with, but your researched increases in hull/shield/armor/AM (and for stolen Advent ships, DPS) will apply instead. Say you researched +15% to hull and +30% to shield and you stole a Hoshi with +30% to hull, +10% shield, and +3 to armor. The Hoshi basically has its 30% hull bonus replaced by your researched 15%, its 10% shield replaced with your 30%, and loses its armor bonus since you don'
With your scouts, make sure you capture any neutral extractors you find - they'll give you a big resource advantage that lets you get ahead of other players.
Light Frigates become marginally more useful once they gain their anti-support ship abilities. The Cobalt removes AM, the Disciple actually steals it, and the Skirmisher doubles ability AM cost and ability cooldown time. Even with these upgrades, their average lifetime in a fleet-to-fleet engagement is relatively short (although they have no particular weakness to fighters nor bombers).
For Vanilla Sins, the maximum alleigance of a given planet is determined by its shortest distance to your homeworld (in phase jumps). These values are starting alleigance values - they are the values the planet has immediately upon colonization (this can of course drop or increase in accordance to influence to hostile/friendly culture respectively). 0 Jumps (i.e. your HW): 100% 1 Jump: 90% 2: 80% 3: 65% 4: 50% 5: 40% 6 or more: 25% -1 jumps*: 25%
The 12% increase in range only affects bombardment weapons (the actual red beams), not ability ranges.
Partial compensation for their lower DPS is their cultural damage bonus (up to +15% damage). Shield bypass has the most significant effect on Advent fleets who are heavily shield dependent and their hulls are the most fragile of all the races we have in Sins. It gives Vasari players a method of mitigating the Progenitor's Shield Restore ability as the Advent do not have a repair ability that can adequately sustain their hulls. You also do realize that abilities
The closest technologies in Sins that "mitigates" bombing damage is the TEC's Shield Generator (reduces planetary bombing damage by 30% unupgraded, 50% with level 1 Superior Planet Shields, and 80% with maxed Superior Planet Shields) and an Entrenchment artifact.
The Antimatter Recharger recharges the AM reserves of ships, not structures. With Antimatter Multicasting researched, the amount of AM it recharges in total actually exceeds the amount of AM consumed by the Recharger.
RA requires spare fleet points (leave about 60 points for Level 1, about 100 for Level 2) since the ships you call for still occupy fleet capacity. Level 2 RA simply increases the amount of fleet capacity the called ships take (and therefore, more ships or more variety of ships). The actual ships also take a bit of time to jump into the gravity well, thought it isn't very long.
Some maps have interstellar wormholes which provide a stealthier way of sneaking into another star system (the phase jump detection techs do not reveal ships moving through them). TEC and Advent have their long range jump techs at Tier 3, wormhole at Tier 5. Vasari have their long range jump at Tier 2, wormhole at Tier 4.
Give the AI time and it will buy. Of course, they only buy resources if they need them, so capture some of their primary metal and/or crystal sources and they may start turning to the Black Market to meet their needs.
Leaving Perseverance on autocast usually has these outcomes: 1. Subjugator perseveres a capital ship 2. Subjugator perseveres another Subjugator 3. Subjugator perseveres a frigate (usually Iconus Guardians, but I've also seen them persevere flaks) The first outcome is the most preferable result, but they persevere other Subjugators just as frequently. They usually get to using it on frigates when they run out of capitals to use it on.
Iconus: 1. I think what you saw was someone using the word "micro" meaning micromanagement. Meaning you need to pick 3 Guardians and tell them to activate the ability. 2. The damage shared buff is not stackable, so 3 Guardians do not provide 99% damage shared. There really is no maximum benefit once you start talking about respectable numbers of Guardians. 4. Use Repulsion to exclude all ships except for strike craft and long range frigates from the battle (its a good way to pr
The Marza is the only capital with the word "dreadnaught" in its title, yes, but since the Marza specializes in planetary bombardment and offensive support (not quite a front line unit, however), it serves the same general purpose of the Desolator and (to a lesser extent, I might add) the Revelation. You could say its an extremely appropriate title for the Marza, since "dreadnaught" means "dreads nothing" or "fears nothing" due mostly to Missile Barrage.
Neutral extractors can support 4 refineries, once you capture them.
Dreadnaught capital ships are also the most vulnerable of all capitals to strike craft (they can only ever support 1). Players can also take advantage of the battleship's side weapon banks and rotate their capitals such that both the forward guns and one side are firing simultaneously at the same target (though this makes a rather small difference with the Kortul, whose side banks can already fire at targets in front of the ship - this makes it the battleship with the most forward-fac
Battleships arguably have the best survivability of their respective factions' capitals in both abilities (Kol has Finest Hour and Adaptive Forcefield, Radiance has Energy Absorptive Armor, and Kortul has Power Surge) and armor (which can be four points higher than any other capital). Their endurance is usually further increased by abilities of supportive capitals (Vasari seems to get the shorter end of the stick in this respect - its either Repair Cloud or Phase Out Hull - neither of which i
Militia forces will always be present in colonizable planets (except dead asteroids) and Pirate ships will be present in their base and some plasma storms (for storms, its usually one flak and light frigate). Even if you disable Pirates in the options menu, if the map has Pirate Bases, they will still spawn ships and defense platforms there: they just don't perform any raids.