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Each "turn" is primarily made up of 2 elements:

Income gets added

Ships get produced at planets (automated - based on planet's production value)

With income you can:

- improve planet (specific to that planet, e.g. produces more ships) - instant since you pay $ to improve

- create fleets by buying carriers to transport ships from one planet to another

With fleets you can:

- initiate a move to a visible planet (ties in to scanning) on your star map - this takes real time depending on distance and speed of your carriers

a- to enemy/neutral planets = attack

b- to friendly planets = reinforce planet or increase size of fleet by "picking up" ships on the planet

With Civilization tech:

- tech points renew every hour and are assigned to the branch you've set to research

- you can change the branch you research at any time but already assigned tech points remain with the branch they've been assigned to

- you can also queue your researches so that once a branch level is completed, it auto switches a different branch (default is staying on a branch)

Turns are really "soft" turns since combat happens as soon as a fleet arrives at a planet (that's real-time based) and you can give orders to your fleet at any time. Just think of it as renewing your resources at specific times of the day.

An actual combat is 100% predictable as the algorithm is pretty straight-forward - damage is just based is on your total COMBAT RATING (civ's weapons tech + some basic mods) and not on the # of ships in a given fleet.

- Size of fleet/planetary defense = "hit points"

- Defenders always get 1st strike and alternates back and forth with attacker getting the next hit, and so on

- Side with last ship standing wins combat

Ex 1. I attack a planet with only 1 defending ship who's total combat rating = 6. I have a total combat rating of 4. If I attack with 6 ships or less, my fleet would get wiped out because defender would do 6 damage before I even attack. But if I attack with 7 ships, I would lose 6 and since I still have 1 ship left, I would counter and kill the defender (4 damage, only 1 defending ship).

Ex 2. Mostly same situation except the defending planet has 5 ships:

- Defender strikes at 6 (I have 1 ships left)

- I attack at 4 (defender has 1 ship left)

- Defender strikes at 6 (I have 0 ships left) - combat concluded, defender wins with 1 ship left.

So you can generally anticipate combat results (you can check opponent's current tech levels but you can't tell what their current research is and % of completion).

That's pretty much a run-down of the game. The other part is diplomacy and negotiations with other players.

Here's a vid on how the game works

Edited by Pandalsson 1st MRB

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