2 questions

1) During my last play as vasari I played a large map (hyperion gates) and I noticed that my jumping through phase gates (or by using the marauder's ability) I could only jump through planets I had culture on . Also, I only noticed it after I left my home system.

Meaning: Capture planet -> build phase gate -> doesn't work (can't jump directly to it)

Capture planet -> build phase gate -> culture spread from nearby planets/build broadcast center -> does work

Is this how it's supposed to work?

 

2) How many caps should I have?

I usually play Advent, having 4-6 caps in the early-mid game. Although depending on the map, I tend to build the full 16 caps in late game (with the experience upgrade offcource). This gives me 4-6 high level caps and the rest as medium level. 

Is this really is better than investing in more frigates? Do you guys have any tips as to how many caps to use?

1,617 views 2 replies
Reply #1 Top

2) Caps can be very effective versus AI but not so overpowering against humans, since the latter typically focus fire heavily and can also counter your capships with their abilities. Cruisers and frigates are very useful for their complementary properties. For example, as advent you get very strong tanking for your fleet if you build some guardians (+shields) and subjugators (+hull with Perseverance); disciple vessels will help you recover antimatter, keeping your abilities going. Some players find frigate or strike craft swarms very effective - you probably need to build a lot of cruiser class carriers for the latter. Illuminators I take are almost the best DPS in the game, but they may be fragile if you run into enemy fleets.

I think as a minimum you should aim to get 3-4 caps running, which is about what I get in the late game - should probably get more vs. the computer.

Reply #2 Top

1) Phase Gates don't immediately become operational when their construction is finished, they activate some time after. To my knowledge, the time required for them to become fully operational is independent of how far your culture has spread.

2) Although capitals and their abilities are powerful, 16 caps may be overdoing it (unless you're trying to get the max capitals achievement). Taking 800 fleet points out of a maximum 2000 is quite a bit. I tend to play with 4 caps in the end-game, though sometimes 6 when I want one of each capital.