A few questions from a new player

Hi; I'm a new player and I have a few questions (by the way, I'm playing Diplomacy; but with the diplomatic victory condition turned off):

- what happens to an AI's planets and fleets once it surrenders?

- can you please offer some tips for proposing missions to the AI?

- is it generally best to keep all (or most) of your ships in a single fleet? it seems like they're both safer & more effective this way.

- what's generally better: to have more shield points or hull points? I know that shield points are subtracted first and that both shield and hull points regenerate. So is a ship with 70 shields points and 30 hull points better than a ship with 30 shields and 70 hull?

- how do I get an allied victory?

- on the diplomacy pacts screen, it says you must have at least a relationship of +11.5 to make a pact. I can't seem to get relations beyond +10.

- and lastly: are credits better to have than metal or crystal? or is the opposite better? since you can buy or sell on the black market, does having a lot more of one of these matter? Thanks in advance

14,708 views 6 replies
Reply #1 Top

cant answer all but will do what I can

1 nothing, you still need to bomb/destroy and take over (yes I know lame)

2 haven't yet expanded beyond 1v1 (do a lot of testing/modding for Distant Stars)

3 this varies based on personality, game style, and circumstance

4 um, don't think there is really any difference

5 dont know

6 use envoys, do missions, give gifts, play nice

7 credits, you can buy more metal/crystal

Reply #2 Top

Quoting Ryat, reply 1
cant answer all but will do what I can

1 nothing, you still need to bomb/destroy and take over (yes I know lame)

2 haven't yet expanded beyond 1v1 (do a lot of testing/modding for Distant Stars)

3 this varies based on personality, game style, and circumstance

4 um, don't think there is really any difference

5 dont know

6 use envoys, do missions, give gifts, play nice

7 credits, you can buy more metal/crystal

1. plus they do not develop further or build

4. Most definitely a difference with Vasari, don't forget they have missiles that have the ability to pass through shields, especially with the DS mod, Advent high shield mitigation is useless against Vasari missile high shield pass %.

Reply #3 Top

Quoting Ryat, reply 1

7 credits, you can buy more metal/crystal

but if you have lots of metal and crystal, you can sell them on the black market for lots of credits. So is it any better to have a higher than average percentage of credit income than metal or crystal income?

Reply #4 Top

In terms of credits v. the other two resources, you don't need to prioritize one over the other. Try to get as much as possible of all of them. However, later in the game you will find that it's a lot easier to gain credits than the other resources, as trade ports are far more efficient and far more productive than refineries. In that respect, yes, creds can be most valuable, as it is generally (I believe, haven't done the math myself) better to build a good trade chain and buy resources (late game) than it is to try to keep resource production on par with credit income.

With shields, yes, there can be a definite bonus to having hull points when you're up against a Vasari. However, the most important upgrade is armor, which reduces the damage done by enemy fire, rather than just giving you more points to soak it up with. This makes support cruisers/healing capitals more effective, as every point they heal lasts longer. When your cap ships are being focus fired, this can be invaluable. Otherwise, usually the best strat is to take whichever upgrade comes first, or prioritize based on what they lead to. As advent, I usually take shields over hull, because shield tech is required for Iconus Guardians, the first advent support cruiser.

Allied victory requires you to have alliances with the other players/AI. This is done either by having locked teams (I.e. "Locked allied victory") or by forming alliences in game (in a Free For All - abriviated FFA - game).

I believe envoy cruisers are the key to getting relationship bonuses over 10.00, though I'm not sure. When I have the time to play, I usually play multiplayer, and if I play single player, I usually go for a strait military win in order to practice for multiplayer. There should be something in the game manual that talks about that, or you can look at the list of new features in diplomacy.

In terms of ships in a fleet, it depends what you mean by fleet. If you're referring to the "form fleet" function in game, it's rather useless, as it generally leads to incoherent and unintelligent ship behavior, and is hard to work with. If you just mean a group, it can be beneficially. Usually, running just a few ships around for a long time is a good way to get them killed. On the other hand, sometimes a small group is what you need to either protect your planets from AI siege frigate raids, or to raid the enemy's planets. Overall, having one or two major ship groups is the best thing, especially when on offense.

Reply #5 Top

- and lastly: are credits better to have than metal or crystal? or is the opposite better? since you can buy or sell on the black market, does having a lot more of one of these matter? Thanks in advance

My recommendation is to avoid using the black market as much as possible, especially early game except when it provides a strategic advantage or you have large amounts of excess metal or credits mid to late game. I personally find that crystal is more valuable than metal due to scarcity of resources and will tend to favor early colonization of ice planets over volcanic IF presented the option. I also tend to not sell crystal for the same reasons.

Here's a simple scenario on avoiding the black market. I just colonized a nearby asteroid but only have enough credits to upgrade the colony to avoid taxes but don't have enough to build the resource extractors. In this case I will simply wait until I can build the extractors. Considering I can only build one at a time there is no reason to sell resources to get the 250 credits. I'll just wait for the voice telling me the construction is complete and then build the next with credits that have likely accumulated by then.

The same can be done for building ships. Simply hot key the planet with the frigate factory and build the ships you can afford. Credits increase faster than metal and crystal so it is quite likely you will have the credits you need when the ships in queue are completed versus selling metal and crystal to simply queue up ships in advance.

A trade line of atleast four planets is a good starting point for implementing trade, but consider how close the enemy is and if those credits and resources would be better spent building a fleet versus building trade. A single trade port (fast settings) takes 18+ minutes to payoff*. A trade port line of 3-4 planets takes approximately 14+ minutes to payoff.

*Most use the conversion rate of 1 resource = 4.5 credits as a basis when calculating payoff on investments.

A great way to see how you did is review the end game stats for credits, metal and crystal.

Reply #6 Top

With shields, yes, there can be a definite bonus to having hull points when you're up against a Vasari.

Actually this is false.  Run the numbers; unless you have superbly high shield points, phase missiles don't make a difference.  They're basically a 30% chance of dealing a "critical hit", but the other 70% of blows are more than enough to clear your shields.

As mentioned, hull is better, because shields do not get the benefit of armor damage reduction, whereas hull does get shield mitigation.

The sole exception is Advent, who gets a lot of mileage out of their shields by combining a Progenitor (or two) with Iconus Guardians to create "super-shields".


and lastly: are credits better to have than metal or crystal? or is the opposite better? since you can buy or sell on the black market, does having a lot more of one of these matter? Thanks in advance


Typically one metal or crystal is valued at 4.5 credits.  Even in the worst of situations you can usually dump resources on the black market for about 2.5 credits a piece, and you can buy them up for no more than 5 credits a piece.  Since you usually do more buying than selling, our typical conversion rate for an "average case" is 4.5 credits per resource.

Just FYI, if you were to sell all the resources produced by an extractor on the black market, it would produce more credit income than a trade port.  This means that acquiring new planets to build more extractors is more profitable than building trade ports at existing planets.