View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0022350 | AI War 2 | Suggestion | Dec 10, 2019 5:26 pm | Dec 10, 2019 8:12 pm | |
Reporter | Peter Ebbesen | Assigned To | BadgerBadger | ||
Status | resolved | Resolution | fixed | ||
Product Version | 1.013 Menacing Messages From The Machine | ||||
Fixed in Version | 1.014 High AIP Playstyle Viability | ||||
Summary | 0022350: Updates to beginner objectives per request | ||||
Description | I was asked to make a suggestion for the Science beginner objective and ended up writing updates for engineers and lack of energy too as I felt they lacked important information newcomers should know. I'm afraid the science objective ended up rather long - perhaps too long. ENGINEERS: Engineers are very important to building units quickly, and to repairing ships damaged in fights. You can Auto-build engineers on all planets or Auto-FRD engineers on all planets via the Settings -> Automation menu. At mark 3 engineers gain cloaking making them much less vulnerable. SCIENCE: Spending science on tech is very important to strengthening your ships and turrets. It is recommended that you initially focus on one or two weapon techs that several of your ship-lines use and later on support that with hull tech if you need more offensive power, turret tech if you need more defensive, or other weapon techs if your focus have changed based on the ship-lines and turret controllers you've discovered. Forcefield 1 grants you an extra forcefield on each planet and makes all forcefields stronger, which gives you more time to act when a planet is under attack. Engineers 1 makes all engineers work much faster, which can save a lot of time. Both are strong early unlocks. It is also possible to invest science directly into a planet or fleet to increase its mark; Unlike spending science on tech this affects only the planet or fleet in question, this is something to be used sparingly. Your homeworld is a good candidate for an early upgrade to mark 2 as it increases its income and defenses. You get more science by capturing planets or hacking AI planets. You don't have to spend all science at start. It is fine to keep some in reserve until you have taken a few planets, scouting more of the galaxy and getting a better feeling for what ships are available to you and what you need based on the opportunities the map provides. NEED ENERGY: The best way to generate more energy is to build Economic and Logistical Command Stations. You may want to capture more planets to do so, or convert some Military Command Statinos over. If you need more energy than those provide, you can build matter converters to convert metal to energy. You can also scrap unneeded ships for a temporary boost in energy. Increasing the mark of a station also increases its energy production. | ||||
Tags | No tags attached. | ||||
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Is it the current thought that Hull upgrades are better unlocked later once you see what synergies you want to play with for the long term? |
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Partly. With some starter fleets you may know that already at start what hull tech will be most important to you (e.g. if you play parasite fleet, you want heavy, Raid fleet you'll want light, Consumer fleet - unless you don't find any other melee, you'll want heavy) Irregardless of whether you know or not it doesn't pay off mathematically to invest in a hull tech until you've got at least 2 tiers of weapon tech for several important ship-lines. Taking hull techs early is a clear strategic mistake. In the simplest terms: For one hull tech you can get two weapon techs to tier 2, and unless you have a lot of distinct ship-lines with different weapons techs but the same hull tech, gaining one mark for all of those ship-lines is greatly inferior to gaining two marks to some of them as well as any turrets that share the weapon tech. (As higher marks grant both increased individual performance and more ships). Take an example, the Raid fleet. All four ship-lines use light hull. Two use Raid weapon, one Technologist, one Ambush. This is the best case for early investment in hull. Default strength is 4. Spend 10k on 1xLight hull benefiting all ships and it is strength 6. Spend 8500 on 2xRaid and 2xAmbush instead and it is strength 8, and you've got 1500 spare, and your ambush turrets are better (as are your station-keeping watchmen frigates at mark 3 vs 2) I think hull techs are well priced for the huge power they grant once you have many different ship-lines with same hull but different weapons, or once you have a lot of ships with the same weapons and want to perfect them, but I would never, ever, invest in a hull tech before I have at least 3/4 in one or two weapon techs because the hypothetical situations where they would be better choices before that point of weapons development don't arise in practice. |
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Note this is actually fixed in 1.015 |
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Fixed (technically in 1.015) |
Date Modified | Username | Field | Change |
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Dec 10, 2019 5:26 pm | Peter Ebbesen | New Issue | |
Dec 10, 2019 5:29 pm | BadgerBadger | Assigned To | => BadgerBadger |
Dec 10, 2019 5:29 pm | BadgerBadger | Status | new => assigned |
Dec 10, 2019 5:30 pm | BadgerBadger | Note Added: 0054914 | |
Dec 10, 2019 5:52 pm | Peter Ebbesen | Note Added: 0054917 | |
Dec 10, 2019 8:10 pm | BadgerBadger | Status | assigned => resolved |
Dec 10, 2019 8:10 pm | BadgerBadger | Resolution | open => fixed |
Dec 10, 2019 8:10 pm | BadgerBadger | Fixed in Version | => 1.014 High AIP Playstyle Viability |
Dec 10, 2019 8:10 pm | BadgerBadger | Note Added: 0054921 | |
Dec 10, 2019 8:12 pm | BadgerBadger | Note Added: 0054922 |