| Silverbolt's Notes | ||||||||||||||||||||||||||||||||||||||||||||||||||
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| Game Information | ||||||||||||||||||||||||||||||||||||||||||||||||||
| Planets | ||||||||||||||||||||||||||||||||||||||||||||||||||
| Toxic = Cs Neutron -- Mechanoid (gray) [torpedo] Desert = Ti Tachyon -- Bellico (red) [fighter] Aquatic = Ar Quantum -- Acron (purple) [beam] Terrian = Li Plasma -- Shrewdo (green) [cannon] Size: Tiny = 1751-2250 Small = 2251-2750 Medium = 2751-3250 Large = 3251-3750 Huge = 4001-4500 Optimum use of planet: [home planets] Nutrition Suppliers: 15% [450] Energy Generators: 45% [1350] Quarries: 5% [150] Military Factories: 20% - 1 [599] Defense Turrets: 10% + 1 [301] |
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| --When Building defense turrets, make sure to have a percentage + 1 turret to gain maximum defensive advantage --5% Quarries per planet is best to continue to gain resources while doing other things --Every 10 morale greater than opponent gains 1% evasion and 1% damage to all weapons --5% defensive turrets does almost nothing against missiles, need at least 10% to be semi-effective --For General research, the Defense concept gives evasion and Offense gives accuracy --Rich/Abundant/Poor planet type affects Energy generators and Quarries. Rich =200% Abundant = 150% Poor = 100% |
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| Environment efficiency affects Nutrition Suppliers, Military Factories and Research Labs. | Terrain | Aquatic | Toxic | Desert -------------------------------------------------------------------------------------------------------- Shrewdo | 200% | 120% | 100% | 150% -------------------------------------------------------------------------------------------------------- Acron | 120% | 200% | 150% | 100% -------------------------------------------------------------------------------------------------------- Mechanoid | 150% | 100% | 200% | 120% -------------------------------------------------------------------------------------------------------- Bellico | 100% | 150% | 120% | 200% -------------------------------------------------------------------------------------------------------- |
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| Ships | ||||||||||||||||||||||||||||||||||||||||||||||||||
| Ratios: 1 Mothership = 1 Battleship = 1 Destroyer = 1 Cruiers = 4.5 Battleships = 4.5 Destroyers = 4 Cruisers = 4 Scouters 20.25 Destroyers = 18 Cruisers = 16 Scouters 81 Cruisers = 72 Scouters 325 Scouters |
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| Defensive: --Four defensive devices, resistance for Motherships/Battleships and evasion for Scouters. Either for Cruisers/Destroyers depending on race. --Cannons attack slowest fleet, Torpedos attack fastest fleet. This does not include unique weapons such as Blizzard and Vortex cannons and Fission beams. --Fighters/Beams attack highest API fleet, except for Fission beams. --3:1 ratio of API fleet to remaining fleets --Defensive fighter fleet uses fighters as weaons to restrict the fighter limitation factor. Offensive: --Each fleet specializes in one weapon type: either beam, cannon, fighter or torpedo. --Four offensive devices, unless worried about Fisson beams in which case a beam defense device is warranted. --Neither fastest nor slowest fleet may be offensive oriented. --Start with two or three fleets when have one planet, but once have two planets move to four-six fleets, depending on strategy. |
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| Species | ||||||||||||||||||||||||||||||||||||||||||||||||||
| Acron Bellico Shrewdo Mechaniod --------------------------------------------------------------------------------------------------------------------------------------------------- Research | +30 -10 -30 --------------------------------------------------------------------------------------------------------------------------------------------------- Production | -10 +30 --------------------------------------------------------------------------------------------------------------------------------------------------- Attack | +30 -10 --------------------------------------------------------------------------------------------------------------------------------------------------- Defend | +10 --------------------------------------------------------------------------------------------------------------------------------------------------- Economy | +30 -10 --------------------------------------------------------------------------------------------------------------------------------------------------- Population | +20 --------------------------------------------------------------------------------------------------------------------------------------------------- Adaptability | -30 +20 --------------------------------------------------------------------------------------------------------------------------------------------------- Diplomacy | +20 +20 -30 --------------------------------------------------------------------------------------------------------------------------------------------------- Espionage | +10 -10 +20 -10 --------------------------------------------------------------------------------------------------------------------------------------------------- Missile | +10 --------------------------------------------------------------------------------------------------------------------------------------------------- |
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| Hit Points from greatest to least: Acron, Mechaniod, Bellico, Shrewdo Speed from greatest to least: Shrewdo, Acron, Mechaniod, Bellico Capacity from greatest to least: Bellico, Mechaniod, Shrewdo, Acron |
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| Spies | ||||||||||||||||||||||||||||||||||||||||||||||||||
| Squad: 300-700 Platoon: 1000-2000 Battalion: 4000-6000 Regiment: 8000-10,000 Corps: 15,000+ |
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| When sending spies always send the minimum amount first to test spy defense. Then when sure will get through, send either the maximum amount, three times the maximum or five times the maximum amount for best results. Anything beyond five times is useless and does not add any damage to the mission. For detonating/stealing energy/gold, thirty million is the maximum amount per mission. | ||||||||||||||||||||||||||||||||||||||||||||||||||
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| Random | ||||||||||||||||||||||||||||||||||||||||||||||||||
| Bugs | ||||||||||||||||||||||||||||||||||||||||||||||||||
| --Maximum astronests per planet is: (Planets size / 200) +1 --Calculations for battles, defender subtracts values, then attacker adds modifiers --Speed 100 is the base rate where evasion is zero. --Speed 145 equals 45% evasion to all weapons without modifiers. |
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| --When have one or two planets, can't lose a planet due to a lack of cosment as a war debt. --The Gold General research topic is inoperative. Instead Gold General research is incorportated into the Energy General Research topic. --Cannot receive support nor give support after submitting for trusteeship, even though trusteeship has not taken effect yet. |
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| Advanced Game Information | ||||||||||||||||||||||||||||||||||||||||||||||||||
| --Fisson Beams: Attack according to the API value of the fleet. The damage is spread out so that the largest fleet is hit by the largest amount of firepower. If the fleets are the same size, each receives equal damage. Energy Shield generator (+30 beam defense) is better than Shock Absorber (-3 damage) as a fission beam defensive device on offensive fleets. --Vortex Cannons: When vortex cannons pierce, half of the weapons will hit the secondary target. Normal resistance rules apply but there is no chance of evading the piercing. The faster the secondary target the less chance that a piercing will occur. --Commander specialties add 30% and characterisitics add 10%. --Evasion: Speed fof100 is the base speed where evasion due to speed is zero. Accuracy number on weapons is out of 100 points. Speed of offensive fleet is not a factor for determination of accuracy/evasion. --Devices: Accuracy enhancements are pure addition for formula, as do evasion enhancements. Arsenal will save energy consumption per weapon over a fleet without arsenal. --Missiles: Hurricane misslies destroy 20.9% of the buildings present on the target planet. --Research: General Defense research does seem to add some bonus to defense. Regardless of attacking or defending the fleets seem to receive 1% resistance per 1% research and 1% evasion per 2% research. --Cannons: Limited by speed only, not by hull type. Target the fleet with the most used capacity, if both fleets are the same speed. Percentage filled is not a factor, only raw size. --Torpedos: Target the fleet with the least amount of Hit Points, if all fleets are the same speed. Best defensive fleet (non-Acron) is 35% torpedo resist and Shock Absorber over 45% torpedo resist (not including commanders). --Fighters: 20% less hit ships with equal fighters than with zero fighters. Damage follows same progression. Fighter type does not affect limitation, only affected by fighter numbers. --Defense: The greater P of a planet, the less ships total that are reduced to zero Hit Points and the greater the percentage of disabled to destroyed ships, less being destroyed rather than disabled. In other words planet defense adds resistance and - fatality to all ships. --Turrets: The amount of defense turrets on a planet does not affect the percentage of ships that need to be disabled/destroyed in order to lose a battle/raid. --Spy: Spy operation reduced the planet life by a fixed amount, about 508 per successful attempt. Could not lower life less than five. --Energy: Energy generated up to 70% of a planet's total space. 0-30% gives 205 E per generator. 30-40% gives 153.75 E per generator, or 75% efficiency. 40-50% gives 102.5 E per generator, or 50% efficiency 50-60% gives 51.25 E per generator, or 25% efficiency. 60-70% gives 25.625 E per generator, or 12.5 efficiency. All values determined on a rich type planet. --Weapon damage does accumulate from one round to the next. |
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| Hall of Fame | ||||||||||||||||||||||||||||||||||||||||||||||||||
| Quantum Acron Labs Mriswith Tcol Bragor Cauldron Spasm Cesspool Vu Ultima Reavers Anything SirRaven Yaj Nevilia Androgar Shaguar Camper |
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| Ultra Mega Corp. Plektonis Trick Silo Cumbre Ching Wu Todesknight Zizon Droidkiller Astro Earth Mentak Gondor Hrothgar Dragon's Den Death Wish Shaodawg Falcon's Nest Walker Mentak |
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