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 IGNGs guide to everything

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I'm Good Not God
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PostSubject: IGNGs guide to everything   IGNGs guide to everything I_icon_minitimeSun Dec 27, 2009 9:58 am

==================
Planets
Structures
Defenses
Units
==================

Planets

What does it all mean?

IGNGs guide to everything AEPlanet

Position
Position refers to how far left or right the planet is (the further left the closer to the sun) The further left the higher the solar energy the planet will receive. The further to the right the higher the gas energy. Fertility is the highest in positions 2 & 3.

When considering what planets to get you will need to know whether you plan on upgrading your account. If you are upgraded you should be most concerned with the planets energy resources. If you plan on staying as a free account you should try for high fertility.

Arid
Pros: high area & fertility
Cons: average metal

Planets: Only useful for non-upgraded players 2-3 (for a research focused bases) may be a decent investment for a free account, but Gaias are better.
Moons: The only reason to get a arid is for the area, if you want cheep defenses buy an asteroid. Arid moons are pointless.

Asteroid
Pros: high metal & cheap defenses
Cons: low area

Asteroid: You may want one of these for a fortress/jumpgate world but there are better options.

Craters
Pros: high metal
Cons: average fertility and area

Planets: Good planet for building your navy but there is a better option.
Moons: If you want cheep defenses buy an asteroid.

Crystalline
Pros: high crystal (and therefor high economy)
Cons: average fertility, low area & fertility

Planets: Good planet if you want to compete for a top 500 eco base, useless otherwise.
Moons: If you want cheep defenses buy an asteroid.

Earthly
Pros: high fertility
Cons: average area & low metal

Planets: 2-3 (for a research focused bases) may be a decent investment for a free account, but Gaias are better.
Moons: If you want cheep defenses buy an asteroid.

Gaia
Pros: high fertility & area
Cons: low metal

Planets: 2-3 (for a research focused bases) may be a decent investment for a free account.
Moons: If you want cheep defenses buy an asteroid.

Glacial
Pros: Nothing
Cons: Almost no metal

Planets: Never build them, I'm serious.
Moons: Just no.

Magma
Pros: high gas
Cons: low metal

Planets: Not worth it.
Moons: if you find one in a fifth position (one with 5 gas) it may be worth turning it into a fortress/jumpgate world. The rings will be a bit more than they would be on an astroid but the 5 gas more than makes up for it.

Metallic
Pros: high metal
Cons: average fertility and area

Planets: Good planet for building your navy but there is a better option.
Moons: If you want cheep defenses buy an asteroid.

Oceanic
Pros: Nothing
Cons: Almost no metal

Planets: Never build them, I'm serious.
Moons: Just no.

Radioactive
Pros: high gas
Cons: low metal

Planets: Not worth it.
Moons: if you find one in a fifth position (one with 5 gas) it may be worth turning it into a fortress/jumpgate world. The rings will be a bit more than they would be on an asteroid but the 5 gas more than makes up for it.

Rocky
Pros: high metal & good fertility
Cons: average area

Planets: By far the best planet for fleet production, probably the best planet in the game.
Moons: If you want cheep defenses buy an asteroid. That being said they aren't bad.

Toxic
Pros: high gas
Cons: low metal

Planets: Not worth it.
Moons: if you find one in a fifth position (one with 5 gas) it may be worth turning it into a fortress/jumpgate world. The rings will be a bit more than an asteroid but the 5 gas more than makes up for it.

Tundra
Pros: high area & fertility
Cons: average metal

Planets: 2-3 (for a research focused bases) may be a decent investment for a free account, but Gaias are better.
Moons: The only reason to get a arid is for the area, if you want cheep defenses buy an asteroid.

Volcanic
Pros: high gas
Cons: low metal

Planets: Not worth it.
Moons: if you find one in a fifth position (one with 5 gas) it may be worth turning it into a fortress/jumpgate world. The rings will be a bit more than on a asteroid but the 5 gas more than makes up for it.

General rules of thumb
Free accounts: As a free account your greatest limitation is area and the need to maximize area should be your greatest concern. with this in mind High fertility and area are a must, as a result free accounts should only grab planets not moons or asteroids. I recommend 2-3 research bases (Gaias, Earthlys or arids/tundras, in that order of preference) and the rest (probably 6-7 but I managed to get 12 almost 13 in the first week) should be high metal planets (rockys, metallic or craters in order of preference) in order to increase production: the most important stat in the game. I recommend second position planets as the extra fertility more than makes up for the lower energy later in the game.

Upgraded accounts: Upgraded accounts have a lot more freedom in choosing planets than free accounts. I recommend 4-5 research bases (Gaias, Earthlys or arids/tundras, in that order of preference) and the rest should be high metal planets (rockys, metallic or craters in order of preference) in order to increase production, how ever it is possible to grab only high metal planets to increase your production even further. This requires most of your planets to have 20 research labs and a higher level of Tachyon Communications.

Things NOT to do: Build on Oceanics or Glacials.

Structures

Solar Plants/Gas Plants: While necessary at account start up free accounts should be aware that they will need to eventually disband them if they don't give 4 or more energy when you're scrabbling for every last shred of area later in the game.

Economic Centers: Unless you plan on having the base compete for a top 500 eco slot don't build them as they are a waste of area and energy. Worst of all they add nothing to research or production. Building 1-3 early in game when your eco is low is fine but remember you will need to disband them late game.

Crystal Mines: Unless you plan on having the base compete for a top 500 eco slot don't build them as they are a waste of area and energy. Worst of all they add nothing to research or production. Building 1-3 early in game when your eco is low is fine but remember you will need to disband them late game.

Defenses

Rude Dog Rob wrote:
It has come to my attention that many of our players need tips and pointers to help them out a bit.

Ask and ye shall receive.

First order of business will be about base defenses.


BUILD THE FUCKERS!!!!!

Defenses

There is no such thing as a perfect defense. No matter what you have protecting your base, eventually someone will bring enough guns to bare to take it down. It is not a matter of if, it is a matter of when. So you MUST have defenses. They are there for 3 reasons:

1) Deterrent. Given a choice between attacking a base with no defenses and one with some (if few), an aggressor will almost always go for the undefended base first. It also prevents random scout and recycler raids.

2) Victory. Utterly destroying the attacking fleet. A sweet victory indeed.

3) Punishment. If you can't win, you can at least make them pay for the victory. This is the ultimate goal, regardless of what happens: Make it so the pillaging of your base and the recycling of the combat debris is less than the total amount the enemy lost. It's a phyrric victory for them, and a few more like that and they'll lose the war.

So, what goes into a great defense? Let us start with the single most important element of any defense:

The Command Centers

They don't shoot, they can't move, but they're more vital to your defenses than you can imagine. Each command center gives a 5% increase in your fleet's fire power over that base. Doesn't sound like a lot, does it? Ah, but it can make all the difference in killing the other guy faster than they can kill you. Since the attacker will often have more ships than the defender, every little bit extra helps.

You should have, at bare minimum, 5 command centers on every base. Bulldoze buildings, build power plants, terraform, whatever, just get at least 5 of them. That 25% increase in fire power is completely worth it.

That said, while 5 is bare minimum, 10 should be standard, giving you 50% increase in power. At 15, your base shifts from being merely a decently defended base into being a fortress of doom for whoever crosses you. At 20 or more, as long as you have ships NO ONE will screw with you without bringing millions of points of fleet.

Free accounts should only build Command Centers on their fortress world, upgraded accounts should not bother with CCs off their fortress world except (perhaps) for production worlds

So for reference:

5 = minimum
10 = Standard
15 = Outstanding
20 = Insane

Red = Edit by IGNG

Turrets

Barracks - Barracks are worthless. that being said his should be the FIRST thing you build on a new base to prevent scout taps if you can't be bothered to park a battleship or dread on the base for defense. One level is the same as putting 5 fighters in orbit.

Laser - Slightly better than barracks building one level is the equivalent of putting 5 heavy bombers into orbit.

Missile turrets - Building one level of these is the equivalent of putting 7 frigates in orbit.

Plasma turrets - Building one level of these is close to putting 5 cruisers into orbit. How ever this turret lacks shields and is therefor very vulnerable to enemy fighters just like all the other low level turrets.

Ion turrets - Building one level of these is the equivalent of putting 5 cruisers into orbit. This is also the first turret to have shields and is there for very useful for fending off enemy fighters early in the game.

Photon and Disruptor turrets - Heavy Cruisers and Battleships, respectively they are the big guns of the turret world

Planetary Rings[b] - Building one of these beasts is the equivalent of putting 3 titans into orbit. Having one of these bad boys on your planet for every 50 economy that planet has should be your ultimate goal.

[b]Shields
- While shields deal no damage to an attacking fleet they are far from useless acting like a HP battery for your turrets if your defenses survive the first attack allowing them to fire more effectivly at the second wave.

Defensive fleets - Once one has 2-3 rings on the base the best defense fleet one can have is one dreadnought per ring max 3 dreadnoughts. Until you get planetary rings a few hundred to a few thousand fighters and maybe a battle ship or two will suffice.

Units

Fighters (FT): Fighters are cheap ships which in great masses can soak up huge amounts of damage that would kill capital ships, which makes them valuable in saving money. this is because fighters have the highest armor to cost ratio in the game. Some older players get more than one armor for every credit they spend on fighters. Having more fighters then your opponent is nothing less then imperative. Can not move on its own.

Bombers (BO): Bombers are twice as expensive as fighters. While they have the same damage to credit ratio as fighters they have half the fighters credit to armor to credit ratio. Can not move on its own.

Corvette (CV): Corvettes are good meatshield and have a bit more punch than Fighters.

Heavy Bombers (HB): Heavy Bombers destroy Cruisers and Heavy Cruisers and in sufficient numbers up to Battleships. They are great for taking out the most important ships of your enemies fleets, the CR and HCs.

Ion Bombers (IB): Do not build

Destroyers (DD): Destroyers are great as meat and help to chew through enemies Cruisers and Heavy Cruisers

Frigates (Frig): Are bad.

Ion Frigates (IF): See Ion Bombers.

Cruisers (CR): One word for these; lots. Second only to Heavy Cruisers for sheer destructive power, these (or Heavy Cruisers) should make up the majority of your fleet.

Heavy Cruisers (HC): Heavy Cruisers are the ships that win battles. Being able to smash in battleships without a problem as well as being able to mow down small ships they are right where the money is. They are absolutely devastating.

Battleships (BS or BB): Battleships are a useful though not strictly necessary ship. They chew up small sized ships and are good for taking out enimy capital ships (Dreadnought and up), but are too vulnerable to HCs and Cruisers to be a real powerhouse. You do need a good number though if the enemy has lots of large ships.

Dreadnoughts (Dread or DN): Dreads are a tough ship that will hit anything below Cruisers and Titans and up hard. They are also extremely useful as base defense ships/

Titans: Titans are superb against the entire middle tier and below, yet BSs and DNs will utterly destroy them.

Leviathan (Levi): Referred to as "newb bashers" by those that have them. If the enemy has rings or a well balanced large fleet they will die.

Deathstars: STFU newb.


Last edited by I'm Good Not God on Sun Oct 03, 2010 8:18 pm; edited 3 times in total
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PostSubject: Re: IGNGs guide to everything   IGNGs guide to everything I_icon_minitimeSun Dec 27, 2009 10:05 am

Combat

How it works

All ships have power/armor(shields). Power is the amount of damage a unit deals in combat. Armor is the amount of damage a unit can sustain before being destroyed. Non shielded units are ether dead or alive you can hit a destroyer with fighters one at a time until the sun burns out without destroying it. Shielded units can be damaged (it is possible to have .51 dreadnoughts for example) the damaged unit will deal damage and has armor equal to the amount of the unit left (.51 of a dread would deal 51% of its damage and has 51% of the armor of an undamaged dread) the units shields are unaffected by the amount of damage the unit in question has suffered.

Shields - Shields work by blocking a certain amount of damage. To figure out how much damage will be blocked subtract the shield strength from the attacking units power. If the attacking units power is greater than the defending units shield the remaining goes through damaging or destroying the unit. If the defending units shield is greater than the attacking units power the attacking unit still deals 1% of its power through the defending units shields in what is known as "bleed through". This prevents a lone Heavy Cruiser from destroying millions of unsupported fighters.

The Fleet

There are innumerable ship combination that one could have in their fleets. In this section I will discuss the most common.

Fighter Swarm - This fleet is all about getting as many fighters from point A to B.


Last edited by I'm Good Not God on Sun Oct 03, 2010 10:11 pm; edited 4 times in total
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CHERUB
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PostSubject: Re: IGNGs guide to everything   IGNGs guide to everything I_icon_minitimeMon Jun 28, 2010 11:35 pm

I made a really good website that has a collection of guides for almost everything u can think of, from the first week guide to what to do if u bcome the Trade Minister lol. some I wrote myself, some I found on the internet, some have been snet to me on request. I edited them all and clarified things that would be confusing for newer people.
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http://video.google.com/videoplay?docid=4689717947890475769#
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PostSubject: Re: IGNGs guide to everything   IGNGs guide to everything I_icon_minitimeTue Oct 05, 2010 8:24 pm

updated
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