Stars in Shadow

Stars in Shadow

Not enough ratings
Game Mechanics - WIP Stars in Shadow
By peddroelm
Population growth and management mechanics, food generation and management mechanics, production generation and management mechanics, science generation and management mechanics, ship fitting , space combat : damage calculations, turn order, tactics/strategies..

Since this is an very complex game the ambitious project of covering most of those mechanics is probably gonna take a long time, ASSUMING I don't lose interest along the way like I often do I decided to publish this from the begining as a WORK IN PROGRESS. This way - however little I uncover before I lose interest will be immediatly available to the player base.
   
Award
Favorite
Favorited
Unfavorite
Panet Type - Climate Zone size makeout table
(info from planet_types.lua)

Planets in SiS are, for the most part made up from multiple Climat Zones (vents, airless, arid, ice, forest, ocean, reef, metro) of different (hidden) sizes (the ingame UI lists the various Climat Zones of each planet SORTED in decreasing size but the actual size information which is a factor in calculating maximum planet population capacity is NOT shown but can be looked up from this table).

There is a very small subset of planet types in SiS (a planet's type defines its climat zone makeout

Planet size multipler to Climat Zone size:
Tiny = 0 ??, Small = 0.5, Medium = 1, Large = 1.5, Huge = 2,

Planet Type/CZ size
vents
inferno
airless
arid
ice
forest
ocean
reef
swamp
metro
Island
1
3
2
Coral
1
1.2
4
Ocean
1
3.5
Gas Giant
WarpNode
Garden
0.5
2
2.3
1
Paradise
1
3
4
Desert
4.5
Arid
3.5
1
Steppes
2
3
Glacier
1
4
Iceball
2.5
2.6
Hive
3
3.5
Supercity
6.3
Swamp
2
3
Inferno
4.5
Barren
4.5
YoralHome
1
4
2
PhidiHome
1.6
1.5
3
OrthinHome
3
2
TerosHome
0.5
2
1.5
1.5
1
TinkerHome
3
1
How many million population units fit in 1 unit of a Climat Zone (racial affinity table)
(info from planet_types.lua)

Race/CZ affinity
vents
inferno
airless
arid
ice
forest
ocean
reef
swamp
metro
bonus
Phidi
0.8
0.8
0.8
0.8
1
1
3
4
2
2
1
Thresher
0.8
0.8
0.8
0.8
1
1
3
4
2
2
1
Human
0.8
0.8
1
1.5
1.5
4
1
1.5
2
4
1
Teros
0.8
0.8
1
2
1
4
1
1.5
2
4
1
Haidur
0.8
0.8
1
2
1
4
1
1.5
2
4
1
Gaiad
0.8
0.8
1
1
1
4
1
1.5
2
1
1
Android
0.8
0.8
1
1.5
1.5
4
1
1.5
2
4
1
Gremak
0.8
0.8
1
1.25
1
3
2
3
4
4
1
Orthin
4
0.8
1
0.8
1
1
2
1.5
1
2
1
Yoral
0.8
1.2
1.5
2
2.25
4
1
1.5
2
4
1
Tinker
0.8
0.8
1
3
1
3
0.8
0.8
2
4
1
Pell
0.8
0.8
1
1.5
1
4
1
1.5
2
4
1
Viscid
0.8
0.8
1
1.5
1
4
1
1.5
2
4
1
Enfi
0.8
0.8
1
1.5
1
4
1
1.5
2
4
1
Lummox
0.8
0.8
1
1.5
1
4
1
1.5
2
4
1
Algorian
0.8
0.8
1
2
2.25
4
2
1.5
2
4
1
Spice_Monger
0.8
0.8
1
3
1
3
0.8
0.8
2
4
1
Scavanger
0.8
0.8
1
2
1
4
1
1.5
2
4
1
Wrem
0.8
0.8
2.8
1.5
1
4
1
1.5
2
4
1
Tarib
0.8
2.8
1
1.5
1
4
1
1.5
2
4
1



Total Planet Population Capacity Formula
Planet'sCurrentPopulationMaximum = 0;

For each CZ in the Climate Zones on the planet
{
temp += PlanetType(CZ).Size * Max(list of Affinity for CZ (ANYRaceONthePlanet))
}

Planet'sCurrentPopulationMaximum = Planet_size_Multiplier * Planet'sCurrentPopulationMaximum

------
PlanetType(CZ).Size are the values in the Panet Type - Climat Zone size makeout table.
Affinity for CZ (ANYRaceONthePlanet) are the values from the racial affinity table.
------
  • Total planet population capacity DEPENDS on what races are populating it.
  • Adding and extra Race in the mix via population transports CAN NEVER LOWER the max population capacity of a planet (by design).
  • Adding any race with better affinity than all the other races present on the planet for any of the climate zones of the planet WILL INCREASE the planet's current maximum population capacity.
In other words each Climate Zone will eventually be filled UP TO capacity by the race with the BEST affinity for it. (doen't mean only the best match will be present on that zone ! - problems BECAUSE THE GAME IGNORES pop MOD 1 million in some calculations and not in others).
The game game ONLY cares about current population TOTALS BY RACE PER PLANET and not how they are distributed per climate zone.

THE GAME's UI DOESN'T show the maximum planet's population capacity for the main race for UNCOLONIZED PLANETS (only rounded per million). The actual value is visible once there is population on the planet and one clicks (any) population's info screen (MAXIMUM ALLOWED UI parameter).

Numerical Example 1:
[Gremak] on [Small] [Glacier] planet.

Glacier is made of : 4 ice; 1 vents.
Gremak like: ice 1, vents 0.8 .
TotalPlanetCapacity = 0.5 * ( 4 * 1 + 1 * 0.8 ) = 2.4 (millions)

Numerical Example 2:
[Gremak, Enfi] on [Medium] [Swamp] // gremak homeplanet

Swamp is made of : 3 Swamp, 2 Ocean
Gremak like Swamp 4; Ocean 2;
Enfi like Swamp 2; Ocean 1;
TotalPlanetCapacity = 1 * (3 * 4 + 2 * 2) = 16 (millions)

Numerical Example 3:
[Teros] on [Medium] [Teros Homeplanet]

[Teros Homeplanet] is made of : 2 Arid, 1.5 Forest, 1.5 Ocean, 1 Reef, 0.5 Vents
Teros like Arid 2; Forest 4; Ocean 1; Reef 1.5; Vents 0.8.
TotalPlanetCapacity = 1 * ( 2 * 2 + 1.5 * 4 + 1.5 * 1 + 1 * 1.5 + 0.5 * 0.8 ) = 13.4 (millions)

Tech:
  • 'Planetology\Bionomics' 800 Science adds +1 Bonus Climate Zone on all planets.
  • 'Planetology\Arcologies' 9000 Science adds +2 Bonus Climate Zone on all planets.
  • 'Planetology\Space Habitats' 600 Science allows space habitat modules on space stations for extra 1 Million pop per Module (very not worth it)
Population Growth mechanics
info from pop_growth.lua

As in most any other 4X type of games total Empire Population is THE MOST IMPORTANT RESOURCE ( it has a circular dependecy with food) with empire population scales total empire food, metal, industry and research outputs and territory.

The actual mechanics governing per planet population growth during turns are quite complex and difficult to figure out completly. Here are some higher level observations based on observed gameplay and reading .lua files.

Asuming we are in positive growth case(no starvation) from 1 million population till the planet's current maximum population capacity: If we plot the amount of population of a race generated per turn on the planet vs the amount of population currently on the planet we get a BELL CURVE with the peak situated at 50% of the planet's (current) maximum population capacity.

Racial Maximum Growth Coefficient per Planet type
Race/Planet Growth Coefficient
Ocean
Arid
Glac.
Island
Coral
Swa.
Hive
Gard.
Para.
Supe.
Iceball
Barr.
Infe.
Human
Low
Med
Med
Med
Med
Med
High
High
High
High
?
?
?
Enfi
Low
Med
Med
Med
Med
High
Med
High
High
High
?
?
?
Gaiad
Low
Low
Low
Low
Low
Low
Low
Low
Low
Low
?
?
?
Android
none
none
none
none
none
none
none
none
none
none
?
?
?
Spice Monger
Low
Low
Low
Low
Low
Low
Low
Low
Low
Low
?
?
?
Tinker
Low
Med
Med
Med
Med
Med
Med
High
High
High
?
?
?
Tresher
Med
Med
Med
High
High
Med
Med
High
High
Med
?
?
?
Phidi
Med
Low
Med
High
High
Med
Med
High
High
Med
?
?
?
Orthin
Med
Low
Med
High
High
Med
Med
Med
Med
Med
High
?
?
Yoral
Med
Med
High
Med
Med
High
High
High
High
High
Med
Med
?
Gremak
Low
Low
Med
High
Med
High
High
High
High
High
?
?
?
Tarib
Low
Med
Med
Med
Med
Med
Med
High
High
High
?
?
High
Wrem
Low
Med
Med
Med
Med
Med
Med
High
High
High
?
Med
?
Haduir
Low
Med
Med
Med
Med
Med
High
High
High
High
?
?
?
Teros
Low
Med
Med
Med
Med
Med
High
High
High
High
?
?
?
Tinker
Low
Med
Med
Med
Med
Med
High
High
High
High
?
?
?
Pell
Low
Med
Med
Med
Med
Med
High
High
High
High
?
?
?
Algorian
Med
Med
High
Med
Med
High
High
High
High
High
Med
Med
?
Lummox
Low
Med
Med
Med
Med
Med
High
High
High
High
?
?
?
Viscid
Low
Med
Med
Med
Med
Med
High
High
High
High
?
?
?
The City Planning project enhances the growth coefficent by ?? steps (??%) for all races on the planet at the cost of double food consumption. Exra Nice on races that don't consume food !! (tinkers, plants)
  • Bellow 50% of a planet's (current) maximum population capacity. Even increasing population amount gained per turn.

    per Race:
    curPop += curPop * (1 + CONSTANTRateOfGrowthDeterminedByPlanetType) + 100k per pop growth Tech
    --
    values for CONSTANTRateOfGrowthDeterminedByPlanetType Preference = 0.8% Very Low; 1% Low; 1.8% Medium ; 2.5% High ; 3.5% Very High

  • Above 50% of a planet's (current) maximum population capacity.
    The population increase per turn SLOWS DOWN ( model overpopulation ? ).

    curPop += curPop * (1 + ever_DECREASING_COEFFICIENT) + 100k per pop growth Tech.

This means your largest planets should be kept around 50% filled to generate MAXIMUM population per turn AS LONG as you have the food for growth and planets with much lower population growth potential capable of receiving the population .. [THE DRAWBACK IS NOT USING AT FULL CAPACITY YOUR STRONGEST WORLDS WHILE SATURATING EMPIRE POPULATION..]

Pop growth techs (direct):
'Planetology\Cloning' 900 Science. +100k pop growth per planet per turn.
'Planetology\Longevity' 8000 Science. +100k pop growth per planet per turn.

Pop growth tech (indirectly):
Are the techs that increase planet maximum population capacity. They don't seem very effective since the Bonus Climat Zone type added by this techs has 1 affinity for all races (small increases).
'Planetology\Bionomics' 800 Science adds +1 Bonus Climate Zone on all planets.
'Planetology\Arcologies' 9000 Science adds +2 Bonus Climate Zone on all planets.
Tinker Manufacture Population Mechanics
Doesn't seem to work on all planets ( Maybe there needs to be ENOUGH room for the new guys) .

NOT FLAT + POP BONUS -> CODED AS GROWTH RATE (DEPENDS ON AMOUNT OF POPULATION PRESENT ON THE PLANET)

Metal_Consumption is Planet's Industry * 0.5 ; capped at 200 .
Growth Rate is .02 + .005 * Metal_Consumption.

So a planet with 400 industry achieves maximum manufacturing growth rate of 0.02 + 200 * 0.005 = 1.2 at a -200 Metal (staggering) cost. (WRONG !! way to low must check again !!)

?WHEN TO USE THIS MANUFACTURING ACTION ? keep in mind tinkers can also use FORCED LABOR and EXPERIMENTS .. Can't do it (too much) on forge worlds since forge worlds need to build ships. Then there is the issue of the HIGH metal costs - metal that is again NEEDED for ships.
The growth techs cloning/longevity are much better alternatives.
Maximum Population Production per TURN of the Home Planets and extra
Just for fun lets calculate how much population do the starting planets produce per turn when 50% filled with population (maximum population growth point) :

Tinkers start past 50% so bellow 1% growth. My table seems to wrong about them on their arid unique homeworld. What are the rules for their manufacture population project ?

Rastaban II 13.4 mil MAX. [Teros] // starts near 50% already
13 400 000 * 0.5 * 0.025 = 167 500
13 400 000 * 0.5 * 0.035 = 234 500 // with city planning

Yoral 13.8 mil MAX

Gremal (medium swamp) 16 mil MAx. [Gremak & Enfi]
16 000 000 * 0.5 * 0.025 = 200 000
16 000 000 * 0.5 * 0.035 = 280 000 // with city planning

Orthin again 16 mil MAX (medium iceball)

Tendao 17.78 mil MAX [Phidi]
17 780 000 * 0.5 * 0.025 = 222 250
17 780 000 * 0.5 * 0.035 = 311 150 // with city planning

Ashdar Prime (medium hive) 20 mil MAX [Haidur & Teros]
20 000 000 * 0.5 * 0.025 = 250 000
20 000 000 * 0.5 * 0.035 = 350 000 // with city planning

And a few huge world examples :

Gremak on huge Paradise MAX = 2 * ((4 * 3) + (3 * 3) + (1 * 0.8)) = 43.6 mil
43 600 000 * 0.5 * 0.025 = 545 000
43 600 000 * 0.5 * 0.035 = 763 000 // with city planning

Looking at the numbers it doesn't seem very feasable that 1 population production center can grow enough population for multiple planets.. Not even at at least 1 million per turn on the best case scenarios ..(the tech tree which I totally ignored thus far can probably help) ..
Overpopulation : GOING ABOVE MAXIMUM PLANET CAPACITY
Overpopulation causes morale issues :
-10 morale per million of population past the planet's current maximum population limit.
.. some races are immune to morale (tiker).. Some races(phidi) can generate a lot of morale.

How much can one go past a planet's maximum capacity ?
WOW - morale seems like the only issue ..

Going over capacity DOES NOT add extra planet improvement slots but it does help staffing improvemnents.

PHIDI HOMEWORLD FILLED WITH MARKETS NEEDS OVERPOPULATION TO FULLY STAFF ALL MARKETS. The markets supply the morale to overcome the overpopulation morale penalty.
Starvation Mechanics
Who decides who lives and dies ?

Depends on how much food is missing. So missing 1 or 2 food not catastrophic. But blokades that cause -10 food or so .. CATASTROPHIC population loss.
Planetary Improvement slots
Improvement slots Table (Nr of slots vs PlanetMax Pop required in millions)

3[0-3); 4[3,6); 5[6,11); 6[11,19); 7[19,infinity)
With lategame 'Sociology\Social Engineering' 4000 science Tech (+1 14+; +2 25+):
3[0-3); 4[3,6); 5[6,11); 6[11,14); 7[14,19); 8[19,25); 9[25,infinity)

Available improvements with population (milions) requirement for maximum output:
1 Mine, 2 Farm, 3 Lab, 4 Factory and Market.
Planetary Buildings
Factory, Market, Mine, Farm, Lab (and Planetary Defense)

Their industry cost keeps escalading when building multiple of the same building on the same planet.

Where N is the number of that building already on that planet:

Farm, Mine, Market cost = 50 + 35 * N
Lab, Factory, PD cost = 225 + 75 * N
(The NEED for) Planetary Specialization (what improvements go where ?)
Metal, Food, Science and Gold production are empire wide (global) stats (they ADD from all planets).

Production/Labor/Industry is a per planet (local) stat. THE BIGGEST PLANETS HAVE TO BE THE PRODUCTION CENTERS. It also perishable as in - IT GOES TO WASTE WHEN THE PLANET IS NOT BUILDING.

Extra reasons for specializing worlds (other than biggest = industry/labor):

PLANETARY SPECIALS:
+food per farm (supergrain) / + gold per market(oplil crystals) / + gold pe mine (rare metals) / + science per lab(artifacts)/ etc.. and planet fertility(best of all races present) and mineral 'richness' are also powerful indicators of the direction for a planet's specialization.

(SPECIALIZING) PLANETARY ACTIVITIES/PROJECTS:
  • Mining Activity: *1.5 planetary metal output! (try to fill those planets with only mines).
  • Research Activity : *2 planetary science output! (try to fill those [SMALLER] planets only with labs; add some farms on the bigger science worlds )
  • Trade Activity : *2 planetary gold output! (try to fill those planets only with markets - understaffed issues).

The population on a planet can help its specialization - extra gold spicemonger/phidi - trade, extra industry tinkers/etc - to the forge world, extra food threshers - farm world, extra science ..science.

Big planets and all labs don't mix well -> the lab stacking cost gets ridiculously high so most of the time on a smaller planet the new lab would be cheaper and more likely to be fully staffed.

Early game planet number availablity, blockade starvation posibility, immediate needs and potential population understaffing issues are some of the reasons some planets will deviate from the OPTIMAL improvement build until these issues are resolved. (one cannot superspecialize from turn 1)
Trade Routes Capacity and Income
  • Internal trade route capacity = [6 + 2 * NrOfPlanets(outposts count too) + NrMarketImprovements * (BEST of ExtraTradeRouteCapacityTechs)] * (1.5 if \Sociology\Interstellar Currency)
  • Trade Charter Routes = Max (2, Round(0.35 * Other's Empire Internal trade Capacity))* 1.5forPhidi.
Total Number of Traderoutes = Internal trade route capacity + Sum(Trade Charter Routes)

Each point of (available) cargo space from the trading ships in the 'cargo pool' NOT used to ferry food ACTIVATES 1 trade route.
  • Internal trade routes provide 1 gold per ACTIVE route.
  • External(charter) trade routes provide 3 gold per ACTIVE route.
ExtraTradeRouteCapacityTechs: (only the highest value of this parameter applies - NO STACKING! ) '
  • Sociology\Market Theory 200 science: +2 trade routes per Market Improvement in empire
  • Sociology\Alien Pshychology 480 science: +5 trade routes per Market Improvement in empire
  • Sociology\Interstellar Currency 700 science: +8 trade routes per Market Improvement in empire
*incomplete* slave usage mechanics
*Force Labor* grants Max 100/150/225 labor/industry and *Experiments* grant 40/80/160 science at the cost of slave population 'lives' on that planet (and Morale penalties empire (and beyond) wide):
  • a) 1 million slaves IF more than 2 million slaves on planet
  • b) N slaves IF 1 million < ( N + 1 ) < 2 million slaves on planet
  • c) ALL remaining slaves on the planet IF less than 1 million slaves on the planet
The morale penalties are THE SAME no matter how many you kill AND stack for multiple planets per turn ( they are temporary ? .. expire in 15 turns ).

You gain (Nr. Killed Slaves / 1 million) * Promised Amount of Industry or Science. So not really worth using with less than 2 million slaves/harmonized pop. Also if you get their numbers too low .. takes 29 !! turns to gain 1 million from down to 1 million pop ( 1 * (1,025^29) = 2.046 ) . DON'T FORCE LABOR in turn 1 as gremak !!

On the other hand TAKES 5 turns to grow 1 million from 4 to 5 with City Planning on fertile planet ( 4 * (1,0525^5) = 5.16). So one could Force labor every 5 turns on such a planet assuming enough food / no need to build anything in between / big enough planet / can deal with the morale issues, especially if done on multiple planets.

On the other hand there is no cooldown - one could force labor 10 turns in a row if 11 million slaves available on that planet in case of some sort of emergency (doesn't seem worthwhile otherwise)..

FORCE LABOR and EXPERIMENTS work well with the population generation techs - Cloning/Longevity since it allows one to relatively quickly regenerate the 'consumed' slaves. The bonus from those techs is spread accross the number of growing races on a planet so they work better for tinkers (can have only tinkers on a planet) than for slave owners. Can one have slave only planets ? (probably) .

MAKE SLAVE ONLY FERTILE PLANET - keep CITY PLAN\NING ALWAYS ON - cull when it reaces 50% and growth slows down. !!!
Ship Cost reduction mechanics
shipyards in orbit (\Construction\Shipyards 800 Science) ship industry cost * 0.7
(Information\Subspace Networking 1000 Science) ship industry cost * 0.75

Metal cost stays the same !

These techs stack MULTIPLICATIVELY !

Example: a colony ship costing : 634 industry
  • Would cost : 634 * 0.7 = 443.8 / on a planet with Shipyard
  • Would cost : 634 * 0.75 = 475.5 / (on ANY planet) after Subspace Networking researched
  • Would cost : 634 * 0.7 * 0.75 = 332.85 / on a planet with Shipyard and after Subspace Networking researched

OBS: double shipyards on the same planet discount DOES NOT STACK !
Boarding overview (from steam forums)
"Well, in theory any weapon can immobilize a target for boarding, but generally you won't hit the sweet spot between "not enough susbsytem damage" and "ship blows up."
IIRC there are EMP missiles(...)

Immobilized targets can be boarded by any ship - because of the issue mentioned above, that's mostly space stations.

To board a mobile ship you need any one of the following:
  • Boarding module. Just move your own ship into direct contact with the target.
  • Assault shuttles. These allow boarding at range, but are vulnerable to point defense when used that way. They also give you transport capacity, which is good - any unit in the ship is worth 50 crew, except human assault marines, those are worth 100.
  • Teleporter. Allows boarding at range, without worrying about point defense.

There are two boarding actions you can use - "capture" and "raid."
  • Capture means you try to take over the enemy ship - you crew will fight the enemy crew, if the enemy gets reduced to 0 you win and get the ship.
    However, usually the attacker will take heavier losses than the defender - you may need multiple ships to take over your target.
  • Raid does damage to the target - it's like a gun that ignores shields and armor. You will lose some crew in the process, though.
  • Note that there's a third option in the boarding menu - transfer.
    Transfer is for moving crew between your own ships - for example, if you have only one ship with a boarding module, but it's running low on crew, you can transfer some crew from another ship. "
https://steamhost.cn/steamcommunity_com/app/464880/discussions/0/1488861734112216455/
Ship's Maximum Crew Capacity (relevant for boarding actions)
[ base_hull_crew_capacity + Nr_marine_quarters * 10 * System_Slot_Size / 5 ] + Nr_Loaded_Brigades * 50_or_100 .

All ground combat units and colonists add 50 crew, the human 'assault marines' add 100 crew per loaded division.

Example Phidi Superdreadnout with 3 marine quarters and 2 assault berths :
[ 380 + 3 * 10 * 20/5 ] + 2 * 50 = 600 crew.

The capture resolution equation HEAVILY favors the one with the bigger number. ( 100 guys can beat many 50 + 50 + 50 + 50 + .. attacks )
Between turns Operation/Calculation order
dev quote :

" -- for each empire, first:
--
-- 0) move trade ships into the pool.
-- 1) apply metal /breaker production for all planets
-- 2) process production for all planets
--
-- 3) apply_morale_effects().
--
-- 4a) farming: calculate the starvation state.
--4b) farming: update each planet's population to account for growth/starvation.
--
-- 5) complete research projects

-- 6) do ship motion
--
-- note that this means that the galaxy state in which the starvation rules
-- are applied may be significantly different than the galaxy state at the
-- end of the year. buildings with eta 1 will have completed, and trade
-- ships with eta 1: will have finished moving into the pool.
--
-- however, military fleets will not yet have moved, thus, the blockade
-- state of any planets will not have changed. similarly, research
-- will not have completed, thus, any techs that might effect food
-- production won't yet be applied."
Ship weapon/offensive slots
Sort by Weapon Slot Type

  • 1x Light turret = 1x PD gun OR 1x PD missile
  • 1x Missile = 1x Missile OR 1x Launcher (viper/pulson) 2x PD missiles
  • 1x Medium turret = 1x Medium gun OR 1x Missile OR 2x PD gun OR 2x PD missiles, Blast Door, Boarding Module, Deep Space Scanner, Shield Generator
  • 1x Torpedo = 0.5x Torpedo OR 0.5x Vindicator OR 1x Missile
  • 1x Heavy Turret = 1x Heavy gun OR 1x Torpedo OR 2x Medium gun OR 2x Missile OR 2x Launcher (viper/pulson) OR 4x PDGun OR 4xPD Missiles, Blast Door, Boarding Module, Deep Space Scanner, Shield Generator
  • 1x Siege = 1xSiege OR 3xHeavy gun OR 5x Missiles OR 5x Launcher (viper/pulson)
  • 1x Hangar = 1xFighter/Bomber/Joint OR 0.5x Vindicator OR [1 Assault shuttle per hangar]

And now by weapon class:

  • PD gun : Light turret x1, medium turret x2, heavy turret x4
  • PD missile : Light turret x1 , Medium turret x2, Missile x2, Heavy Turret x4
  • Medium gun: Medium turret x1, Heavy Turret x2
  • Launcher (viper/pulson): Missile x1, Heavy Turret x2, Siege x5
  • Missile: Missile x1, Torpedo x1, Medium Turret x1, Heavy Turret x2, Siege x5
  • Vindicator: Torpedo x0.5, Hangar x0.5
  • Torpedo: Torpedo x0.5, Heavy Turret x1
  • Heavy gun: Heavy turret x1, Siege x3
  • Siege 'gun': Siege
  • Fighter/Bomber/JointFighter: Berth, Hangar
  • Assault Shuttle: Berth, Hangar

List of weapons per weapon type:

  • Missile: Nuclear T1, Fusion T2, EMP T2, Antimatter T3
  • PD Missile: Nuclear T1, Fusion T2, Antimatter T3
  • Torpedo: Nuclear T1, Fusion T2, Antimatter T3 (proton?)
  • Launcher: Viper T1, Pulson T3
  • Vindicator: Nuclear T1, Fusion T2, Antimatter T3
  • PD guns: laser T1, Coilgun T1, Ion
  • Medium guns: laser T1, Coilgun T1, Ion
  • Heavy guns: laser T1, Coilgun T1, Ion
  • Siege guns:
scratch pad
photosybtetic aliens ( NO food consumption) DO benefit from City Planning project.
works for tinkers too

DON'T buy too many science buildings on the same planet. Much cheaper on a new planet AND more likely to be fully staffed !!!

experiments BAD Morale takes 15 turns to expire

construction\industrial replicators turns 3/1 gold/industry to 1/1 .

"As a general rule, it takes about 8 mil transports with missiles to feed to the PD to capture the dreadnought special. Unless you're humans. Then about 5. And remember also that human carriers are light, cheap and have two slots, not one. When you have assault shuttles assigned, you also have as many bays to load tanks or PA or raiders...
Also if it's not clear, by "military transports" I mean the ships that carry assault shuttles, not transports with tanks. If you want to capture and you're humans, PA + assault transports is the way to go.
..
Light cruisers with a boarding pod and armor in the other turrets are also quite effective and you can have those out a lot faster.
"
https://steamhost.cn/steamcommunity_com/app/464880/discussions/0/1368380934283639090/

"Humanity does have some advantages: they start with the tech that allows refits without orbital infrastructure, they have a bonus to ship boarding and a special Assault Marines ground unit that can assist in boarding actions, and they get additional options for dealing with captured vessels." dev quote

"Once you learn to play humans are way OP. You just have to learn not to shoot weapons at ships, you just charge in and do a boarding action. Put in Boarding modules on all your light cruisers, make tons and tons of them and run them next to all ships and start taking them over. You'll end up at the end of the game with tons of human light cruisers and tons of OPS (other peoples ships)"

WOW killing star harpy steward is 6k SCIENCE !!! . Qunatum computer costs 8k !!! And there's more .. harpy nest, etc etc ..DON'T let the AI get it ..

Construct planet gives medium barren for 1.5 industry cost. As long as there are free planet slots in system. Different types of suns have different maximum planet per system capacity. Usefull I guess if one wan't to win with pop without expansion wars .. Can always terraform to havi/paradise after ..

The two systetize food perks have * 0.15 and * 0.3 industry to food ratios. Why bother ? Turn a forge world production from factories AND population into food ?.. And then replace farms in empire with .. mines/science ? Super food generation allows city planning for late game terraform/planet building filling
...[AND allows industry to gold ratio EXCESS FOOD SELLS POORLY compared to an extra market .. (probably not worth it)]

terraforming: some planet types cannot be terraformed,
useful terraforms (new built world) barren -> arid, island,coral, swap -> gaden, hive ..

Weapon's table ?

"Powered armor gets humans +50 more boarding crew than regular armor units. It makes a noticeable difference. I've taken the dreadnought special with 4 PA assaults and some missile cover whereas normally you need about 6 to be sure. Captured command cruisers with powered armor are awesome but the human's own military transport is one of the most well-armed and cheap for the spamming. They can also capture pirates without xeno-engineering super early in the game and it's easier than Gremak doing similar with mauraders because pirates never tech up. If you start off near a pirate carrier, all you need is a single boarding pod on your turbo laser PD HC to go grab it. Once you DO have xeno-engineering you can start grabbing Gremak ships to RE early cloaking and grab some more because their ships are awesome when you don't have to spend the minerals on them."


Military transports have to be carrying powered armor units to make the difference. You can see the soldier/boarding-crew count go up when you swap PA for tanks. Tanks are better at invading however so don't immediately retire them. So build a PA, then unload the tank, and load the PA unit. You can do all of that from the planet the transport orbits.


"2) A Dreadstar armed with Stellar Surge Beams can destroy a planet. There is no way to destroy a star." blow up tiny and gas giants and build braren -> hive/garden instead
couldn't make it work ..

"1. Scan is how far you can see. I don't know what the starting scan range is by it is affected by Tachyon Physics (4Pc) and Neutrono Scanners(8Pc).
2. Command is how far your ships can be from a friendly system and be able to recieve new commands during interstellar travel (starts with 0Pc). Affected by Subspace Communications (2Pc), Hadron Cohesion(4Pc) and Ansible (unlimited).
3. Strategic is how far they can travel (starts at 2.7Pc - boosted +1Pc by Warp Lanes Amp system module). Affected by Hyperspace Beacons(4Pc) and Warplane Stabilizers(5Pc). "