You're sure about the allied bit? Because the extractor ships are described to only obtain resources from OWNED extractors, which doesn't mean allied extractors.
InfiniteVoid
The most commonly overlooked aspect of the Deliverance Engine: the Signal, upon impact on the target planet or asteroid, will grant any of your ships a 15% bonus to damage output. With large fleets, this becomes very significant as it not only make your ships dish out more damage, but you are also denying your opponents of their cultural bonuses. I do admit, however, that its effects can be nullified by building enough cultural centres (so that the total culture generation/sec is over 50.0/se
The Domina Subjugator is an Advent vessel. What you're talking about is the Stilakus Subverter. Their real power comes from Distortion Field (which did get nerfed in 1.1, though its still very effective) which completely disables enemy frigates leaving them open to attack. The Overseer, though it doesn't repair as much as the Hoshi in terms of hull repaired per cast, but its effects are instant and stackable up to the ship's normal HP + 200 (the armor buff is NOT stackable, ho
Amplify Energy Aura only works on frigates and capital ships. Strike craft can, however, get 10%/20%/30% extra damage output if their carrier is within the Concentration Aura of a Rapture Battlecruiser (this buff also applies to allied strike craft with their carriers also in range). The maximum theoretical damage bonus for Advent strike craft is 45% (30% from Concentration Aura and 15% from effects of the Deliverance Signal on the gravity well the strike craft is in).
Well, you just said the chain still goes through Ports using Focus, so it doesn't. What you do lose is that Trade Port's participation in the trade network, so if it earned say 1.4 creds/sec before, you no longer gain those credits. Theoretically, you could bypass this problem by building a second Trade Port and leave it on normal Trade activities.
Cooley: Since when did Sins have actual black holes? There are two ways you can gain the ability to traverse wormholes: research, or a particular artifact. For all factions, the wormhole travel research topic is located in their Civilian (or Advent/Vasari equivalent) research tree. However, the Vasari get their wormhole tech at Tier 4, where the TEC and Advent get this tech at Tier 5 (which makes sense, since the Vasari are more or less masters of Phase Space). If you
Well, of course Cobalts are different from Assailants - they belong to different factions! The key is to take advantage of the types of ships your enemy is building. It forms a sort of a rock-paper-scissors effect when you consider which ships are effective against which. For instance, Long Range Frigates are effective against Light Frigates Fighters, which are built by and dependent on Carriers, are effective against Long Range Frigates Light Frigates are effec
The repair ability has a 30 second cooldown, which though it outdoes the Hoshi by 5 hull/sec, the Hoshi still wins out because of its much shorter ability cooldown. The Achilles Heel of the Advent's shielding tech is the Vasari's Phase Missiles, however.
With actual physics implemented, the target ship would be pushed back rather violently. Do I smell a new idea or what?
Pirates will turn away if there are no more targets in the gravity well of the planet/asteroid they are attacking. So, you can simply colonize a planet/roid (preferably dead asteroids, since they don't support population anyway), don't build anything there, and when the Pirates come knocking, scuttle the Constructor. Once the Constructor Ship blows, all the Pirates, including Pillagers (their planet bombers) will turn around and fly back to the nearest Pirate Base.
I'd like to point out that the Dunov's Shield Restore had the restored amount dropped to 250/500/750 at 1.1, with cooldown time reduced to 11 seconds.
Provoke Hysteria (the Revelation's ultimate) works best on planets with max HP, being able to deal 40% damage in 40 seconds (or 2400 planet bombing damage on a 6000 HP planet in that time). Three Revelations is a strange choice... Progenitor and one other cap would probably be better as the other two caps. However, ships affected by Reverie should be knocked out of it if they take a certain amount of damage (the damage requirement increases with level). There is, howev
Providing a rundown on ALL the capitals would be rather lengthly for a post, but their details can be found in one of the four stickied threads in the Strategy section (link to a Google Spreadsheet). Another common combination of Advent capital abilities is the Radiance's Cleansing Brilliance with the Progenitor's Malice. For 8 seconds, CB will do 250 damage/sec to targets in a cone in front of it, while Malice will calculate the total damage taken by affected ships over a 10 second t
Culture also has the useful benefit of granting your ships bonuses.
"Physics is like sex. Sure, it may give some practical results, but that's not why we do it." -R. Feynman
From what I've read and experienced, one point increase in armor is like a 5% increase in "effective" hull points, which also means that repair abilities are 5% more effective with the same increase. The first armor research subject is in Tier 3, the second armor subject in Tier 4, and research times for any subject is the same as any other subject in the same Tier (simply put, subjects in Tier X all have the same research time, X being any number between 1-8), so its no different than resear
Are there hostile targets within range of the frigate factory? If so, then they're using Charged Missiles on those targets.
How many upgrades to fleet supply did you make? By that point, you should have at least the first upgrade to fleet supply (250 max supply, 9% lost income). Two military labs should be enough to research the Repair Bay and its associated upgrades. These, grouped with Hangar Bays and/or Gauss Cannons work well against repelling Pirate raids, or at least considerably slowing them down. As for your crystal problem, you should have at least 4 crystal extractors with the colonized p
Hostile culture can be countered in two ways - your own culture, or capital ships. Using your own culture, you simply need to build Broadcast Centres/Temples of Communion/Media Hubs at your planets. Each one provides 10.0 culture/sec from that planet, distributed equally among its outgoing phase lanes (this can be increased through researching culture spread rate). You can check the progress of your culture versus hostile culture by looking at the coloured portions of phase lanes. Pla
I don't remember the exact figures, but the Aeria Drone Hosts cost about 1260 credits, 230 metal, and 220 crystal each to build and each one takes up 20 fleet points. By comparison, the TEC and Vasari carriers use 14 fleet points. Essentially, TEC and Vasari use 7 fleet points per squadron, Advent use 6.67 fleet points per squadron.
Vasari ships are generally considered the toughest ships until upgrades are concerned. If you chose the Evacuator as your free capital (which is so common its almost unheard of to use a different one), hopefully, you've put ability points into Nano-Disassembler. Arguably, its the best anti-capital ability which inflicts an armor penalty of -2/-4/-6 on the target as well as dealing 30 hull damage per second (it ignores shields) for 20/30/40 seconds. I do realize that you are short on l
Trade ports send their ship to any other trade port you have constructed, as well as the ports of emipres which you have a Trade Alliance with. Refineries, however, only send their ships to extractors within the well the extractor is in and owned extractors 1 jump away.
Economically, make sure you take and hold onto neutral extractors so you can negate his economical advantage and deny him metal/crystal. Militarily, like others have said, use guerilla tactics (Antorak Marauder works quite well for this purpose) and upgrade your phase missile's ability to bypass shields. Although the shield bypass works less effectively on TEC than Advent (due to their emphasis on hull and armor), skipping the shield is still gives you a big advantage in that your fri
Well, if you consider individual strike craft, Advent ones are far easier to kill than their Vasari counterparts. However, if you look at it squadron versus squadron, Advent squadrons have more members than a Vasari squadron (9 fighters for Advent, 4 fighters for Vasari).
Alternately, declaration of surrender.