Sid Meier's Starships : Tips and Tricks

Yes. In fact, you can stack two ships on the same tile too. But keep in mind that damage inflicted on a tile will apply to all ships on that tile. So, if the enemy does enough damage, they can destroy both of your ships in a single shot. Considering that cannons can often do 200-300 hp damage easily, that can be enough to destroy both ships if they are stacked. So, stacking can be risky.

Also: Don't stack fighters on the same tile as your permanently-cloaked ships. That's just asking for trouble.
 
Yes. In fact, you can stack two ships on the same tile too. But keep in mind that damage inflicted on a tile will apply to all ships on that tile. So, if the enemy does enough damage, they can destroy both of your ships in a single shot. Considering that cannons can often do 200-300 hp damage easily, that can be enough to destroy both ships if they are stacked. So, stacking can be risky.

Indeed, realized both those facts by myself. But after so much Civ V and BE, without stacking, it was something new to me!
 
I believe that this was how stacking was handled in Civ1 and 2. You were allowed as many units as you wanted on a tile, but if one died, they all died.
 
I think stacking also reduces the overall damage of attacks. But considering how powerful cannons are, it doesn't matter if it goes from 300 damage to 250.

Or that it's a stack of 15HP Fighters.

You were allowed as many units as you wanted on a tile, but if one died, they all died.

Not quite. Your 15HP fighter will die, but the 300HP Fast Battleship with Level 8 Shields will suffer some damage from the attack (if the attack did less than 300 damage). So after launching a Fighter as chaff, move it one tile off your cloaked ships to avoid unnecessary repair costs.
 
Another tip: there are battle maps that inflict auto damage on your ships every time they move. But this damage only applies to your capital ships, not your fighters. So, a good tip on these kinds of maps is not to use your capital ships but use as many fighters as possible to win the mission. That way, your capital ships won't take any damage.
 
Another tip: there are battle maps that inflict auto damage on your ships every time they move. But this damage only applies to your capital ships, not your fighters. So, a good tip on these kinds of maps is not to use your capital ships but use as many fighters as possible to win the mission. That way, your capital ships won't take any damage.

Unless you have to escort a ship to a location. Especially if it's your Flagship... [pissed]
 
Unless you have to escort a ship to a location. Especially if it's your Flagship... [pissed]

True, in that case, you will have to move your ship. But you should still move your ship as efficiently as possible and use fighters to chase down enemy ships.
 
- Add warp nexuses to your planets before you do anything else. Warp nexuses give you free movement but also link the bonuses of your planets. So add a warp nexus before you move your ships and before you add modules.

How does the warp nexus help you link bonuses for your planets? The tooltip doesn't clarify how and wich planetary bonuses apply.
 
The bonuses you can link are the ones that don't affect the planet. So not workbots or something like that. The discounts on modules, repairs, new ships, and technology all link. Also barter. It's mostly a time saver. If you have the warp nexus up you can travel between the planet's for free anyway, it would be a pain to fly to one to repair, another for a new ship, then for cannons, barter world to buy more science and to a network to get technology.
 
Warp Nexii also increase the influence cost of planets. So if you're planning on buying a planet straight up, don't buy a Warp Nexus until it's part of your Federation. Otherwise your 500 Credit buying price goes to 1500.

Also if you leave your fleet over a planet, the AI doesn't seem to want to engage it (even if you're not at peace with them) so if you absolutely need a Barter planet, stay there at the end of your turn.
 
I didn't know that's what increased the cost of influence. It seemed random to me. I've seen different costs though. 1000, 2000, etc. I wonder I'd the number of opponents the nexus connects the planet to is a factor.
 
It's definitely the Nexus. I'd fly to a planet, check the Influence cost, realise I have no money, so I connect it to my Barter Planet Network and suddenly it goes from 500 to 1500. And then I say "oh right, I should have travelled back.

It's always 500 to 1500 I've seen. I think the cost depends on how well-developed the planet is too. Adding several cities and improvements jumps it to 2000-2500
 
I really like using all the fighter stuff. Random modules, plus some fighter boosting wonders can turn them from cannon fodder into a low to mid level ship.
 
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