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Sid Meier's Starships : Tips and Tricks

Discussion in 'Starships' started by Blue Emu, Mar 30, 2015.

  1. Stylesrj

    Stylesrj Tabitha SEAL

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    Also: Don't stack fighters on the same tile as your permanently-cloaked ships. That's just asking for trouble.
     
  2. Daigotsu Max

    Daigotsu Max Chieftain

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    Indeed, realized both those facts by myself. But after so much Civ V and BE, without stacking, it was something new to me!
     
  3. Olleus

    Olleus Warlord

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    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.
     
  4. Stylesrj

    Stylesrj Tabitha SEAL

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    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.

    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.
     
  5. SupremacyKing2

    SupremacyKing2 Warlord

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    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.
     
  6. Stylesrj

    Stylesrj Tabitha SEAL

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    Unless you have to escort a ship to a location. Especially if it's your Flagship... [pissed]
     
  7. SupremacyKing2

    SupremacyKing2 Warlord

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    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.
     
  8. Gritf

    Gritf Chieftain

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    How does the warp nexus help you link bonuses for your planets? The tooltip doesn't clarify how and wich planetary bonuses apply.
     
  9. Minor Annoyance

    Minor Annoyance Chieftain

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    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.
     
  10. Stylesrj

    Stylesrj Tabitha SEAL

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    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.
     
  11. Minor Annoyance

    Minor Annoyance Chieftain

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    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.
     
  12. Stylesrj

    Stylesrj Tabitha SEAL

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    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
     
  13. Magma the Great

    Magma the Great Chieftain

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    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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