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Tech Tree Guide Ship Overview Video Tutorials Game Abbreviations

Ship Overview

Below is a ship role guide for the 6 hulls available in the game.

Light Hull Role Description
Shuttle Scout, Colonyship and APC. The Shuttle is a primarily a scout ships and early colony ship.
Corvette Troopship, Assaulter, Fast APC, Colonyship. The Corvette is the first Troop transport and gamble fighter/bomber. You will be hard pressed to fit a cloaking device on-board.
Frigate Stealth / Assault. Troopship. The Frigate is the standard light class ship providing enough room for an acceptable arsenal. At present the only true stealth warship. Good advanced Troopship.
Heavy Hull Role Description
Destroyer Heavy Escort Warship. The Destroyer with its heavy hull, cuts light damage in half. Their advantage is relative low crew number and comparative economic production cost to Cruisers. Remember shields.
Cruiser Standard Heavy Warship. Cruisers have an ideal weapons hold with tolerable production and manning costs. However without effective engine research Cruisers have more moral /propaganda power than outmoding Destroyers.
Battleship Ship of the Line. The Battleship provides massive fire-power and propaganda influence. Very spacious but need top class engines.

Basically the more advanced hull the better, but Cruisers should be the maximum till you research better engines and weapons, such as Singualrity drive. Darkmatter is acceptable destroyer and frigate engine. Antimatter engine is a good intermediate. Early engines such as gravity are best kept to light class hulls.

~ Go view Full ship specs

Fleet Tactics

20K bombers is considered minimal to keep a fleet moving without taking unacceptable losses.

100-200 troops is a solid number to overwhelm ground defenses quickly.

25-100% Shield minimum based on light/heavy hull.

30 speed should be a minimum. Keep an eye on the speed of enemy fleets, having a fast fleet is good but needlessly fast has its shortfalls.

MAD - Mutal Anniliation Doctorate

Mutual Fleet Anniliation (UN is an advocate) is a valid tactic to minimize the threat of an enemy fleet. You plough your fleet into an enemy knowing both fleets will suffer critical loses, then rebuild a new better faster fleet. You best gauge any other threats as you will be temporaly weakened. Nearing the final endgame this is less valid as you will loose more points than you gain.

Asymmetrical Production

Asymmetrical Production, (best way I can discribe) is researching then building ships on near every planet in your empire. Although each planet will have poor production, because every planet is producing, you can grow a fleet quickly. This is the opposite of standard thought of a few high level shipyards. This is more commonly used in early stages to produce colonyships.

Virus Colonies

Often or not you can grab a planet in a system, grow it up to base size and produce 2-3+ colony ships. You can then thoerically send just one colonyship to a system and populate most of it, freeing up colonyships to search other systems. If others players are lazy or not using troopships, you can expand well. Best shown by adding production and travel time, often building a ship on a new colony is just that bit quicker than sending one from your HQ.

Bio Bombs

These are very useful against heavy troop defence. I wouldn’t advocate attacking planets under 28 population as you will likely kill the civilian population in the process. You must have a reasonable money/res stockpile as your empire will suffer rep and loyality penalities.

Available Space

One thing to consider is the space available in a ship for certain tech. Arc's Ship Design Calc (WIP) allows you to get an idea about space and speed. Its still a work in progress so I wouldn’t trust the wep specs too much.

Early Game Fleet

Although Destroyers are technically twice as effective as frigates, early game Destroyers are vunerable as you will not be in a position to produce enough to form a critical mass of ships. Adding a Destroyer to a fleet can however help intimidate opposition from attacking you. Its often better to even the odds by building a mass corvette fleet bolstered by Frigates. Destroyers do come into their own once you have ok engines.

A then common mistake is not to shield Destroyers effectively. Not putting shields on your ships especially Destroyers (and above) is costly mistake as most ships will be eliminated well before they can release thier payload.

Cruisers- When to switch?

Given Cruisers cost 60-80K cogs, I would advise researching Singuality drive or at least Darkmatter first. An advantage of getting Cruisers ealier is that it reduces overall costs although will slow production. Cruisers are considered the standard Heavy ship as they often trigger end-game before Battleships enter in vast numbers.

I tend to switch to Cruisers when I am producing a Destroyer per turn and quickly running out of troops. Slower production also can help boost research if you mix science and mines.

Battleships- When to switch?

At 120K cogs Battleships are likewise a hefty production cost increase. Opting for Battleships can bolster your fleet nicely. Tanking then exclusively producing Battleships can out strip Cruiser fleets. In Premium games, extra doctrines such as Titan make Battleships more favourable.

Credits

This ramshackle Guide was posted by jackjack.

 
guides\shipoverview.txt · Last modified: 2010/11/26 12:24 by jackjack
 
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