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talkbass-RHCP

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I played for hours, and never could make a fleet more than 1k without unbalance my credits. Only for experiment i declared a war to another faction, they have fleets with 60K!!!!! I am missing something. Any help
 

GC13

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You probably declared war on a fallen empire. If they only have a single ethic and it's fanatic, they're a fallen empire and you need to do a lot of building and teching to be able to fight them.

Fleet growth just happens naturally as your productivity grows and your technology improves.
 

OrigamiPhoenix

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  • Energy, minerals, and alloys to build and maintain fleets.
  • Research ship design, naval capacity, and fleet command limits to improve their quality.
  • Shipyards, anchorages, and their complementary buildings to supplement them.
  • Custom ship design will always be better than whatever the game auto-completes. (That means you need to replace those auto-best designs to get better ships)
 

talkbass-RHCP

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Dec 23, 2018
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  • Energy, minerals, and alloys to build and maintain fleets.
  • Research ship design, naval capacity, and fleet command limits to improve their quality.
  • Shipyards, anchorages, and their complementary buildings to supplement them.
  • Custom ship design will always be better than whatever the game auto-completes. (That means you need to replace those auto-best designs to get better ships)

The Energy is what gives me trouble to maintain fleets. If i haven't any fleet i have no problem to keep going. But to maintain fleets i need an amount of energy that i dont know where to get it.
 

AlanC9

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Well, there are three ways to get energy. Produce it in generator districts, create it with trade, or sell other stuff on the market for it.

Which of these aren't you doing?
 

talkbass-RHCP

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It's in spanish, i am Tecnocracia voor. Year 2268

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AlanC9

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OK. Trade value shows on the map as a ring icon. See, for instance, Aldebaran and Elthior in your game. It's sometimes found in systems, but most of it's going to be produced on planets. You get trade value from clerk jobs, so planets with a lot of city districts will produce trade value. You'll probably need to be a little further into the game to have a lot of it.

Trade is collected by starbases. Any starbase collects all the trade in its own system. Trade modules let a station collect trade from systems further away. Each module lets you collect from +1 jump away, so the maximum is 6 jumps away for a star fortress with all trade modules. I find it's most useful to convert my capital into a pure trade station and build a new shipyard someplace else.

You seem to be spending more energy on leaders than I'd expect at this stage.
 
Last edited:

talkbass-RHCP

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Dec 23, 2018
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OK. Trade value shows on the map as a ring icon. See, for instance, Aldebaran and Elthior in your game. It's sometimes found in systems, but most of it's going to be produced on planets. You get trade value from clerk jobs, so planets with a lot of city districts will produce trade value. You'll probably need to be a little further into the game to have a lot of it.

Trade is collected by starbases. Any starbase collects all the trade in its own system. Trade modules let a station collect trade from systems further away. Each module lets you collect from +1 jump away, so the maximum is 6 jumps away for a star fortress with all trade modules. I find it's most useful to convert my capital into a pure trade station and build a new shipyard someplace else.

You seem to be spending more energy on leaders than I'd expect at this stage.

Wich leaders will you supress?
 

Xeorm

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Which one is it with the large fleet? The marauders up top should have large fleets, but that's because they're special.
 

Jabby

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This far into the game you should have more designs than just corvettes. Maybe if you aren’t making enough energy you should change trade laws.
 

Steelpoint

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The corvette design seems a bit lackluster, you'd be better off sticking it with two coilguns and one laser, and sticking some afterburners to try and increase the evasion as much as you can, or a power booster if you don't have sufficient power.

People are torn on fleet compositions but a pure corvette fleet seems viable enough. If you want to go mixed fleet I'd suggest a 2:1 ratio of corvettes to destroyers. For a Destroyer I'd go with a similar design, sticking two lasers and two coilguns on it.