ENDLESS™ Space - Definitive Edition

ENDLESS™ Space - Definitive Edition

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Cravers
So how to cravers properly on endless difficulty? Factional bonus is good at start but then in middle-game i'm trying to mass population in system and bam! it's emaciated already. So i can't rely on it and i can't turn system into forge world because of the same. Any suggestion?
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Sloan 14 Agu 2020 @ 7:34am 
можно по-русски ответить?
Ну попробуй.
MTB-Fritz 14 Agu 2020 @ 8:19am 
They work if you can keep a forward momentum. Cease Fires are a death sentence for the cravers because once their planets start to deteriorate they start to fall behind and in endless difficulty most craver NPCs usually become the underdogs quickly even tho they have the best early game available.

Also never bother with empire building with the cravers. All the effort is for nothing due to the special rule. Just keep invading and taking over.
Hehe, 700 points me vs 3600 points hissho.
Sloan 14 Agu 2020 @ 9:02am 
Diposting pertama kali oleh Да, я на коне:
Ну попробуй.

Diposting pertama kali oleh Да, я на коне:
Hehe, 700 points me vs 3600 points hissho.
Это на каком ходе?
Крайверы как пущенная стрела, никаких остановок. Как уже написали, ни какого мира перемирия, получают баллы науки за уничтоженные корабли. Планеты истощаются? С истощенных тоже доход есть, строй системные улучшения. Захватывай месторождения роскоши (дают разнообразные плюсы). Технология есть у крайверов (Планетарный ландшафт/ 680 Науч.баллов) - позволит чуть отсрочить истощение. Выбрать возраст галактики чтоб было больше земноподобных(водяных) планет.
Кастомизировать Крайверов дав им нужные особенности.
Terakhir diedit oleh Sloan; 14 Agu 2020 @ 7:51pm
130й ход
Пущеная стрела пущеной стрелой, толку от бесконтрольного расширения мало, если негде корабли делать. Доход тут вообще роли не играет.
Gilmoy 12 Agu 2023 @ 6:33pm 
I mildly necro this thread to merge it into my new Cravers discussion!

First I describe a mainline strategy that works with every faction.
This is how I play on Disharmony, Endless/Normal, Huge 7 Spiral.
It works with Amoeba, Automatons, Harmony, Sophons, Sowers, UE, and Vaulters.
It works very well with Cravers.

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Appendix A. The Usual Military Rampage
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Patiently amass strength, enter Core, see who refuses Peace, invade their spiral arms.
Siege 3-6 planets concurrently, capture the entire arm.

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Early (Turn 01-30): 1 Ship at a Time
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A0. Explore your spiral arm

A1. Hire a governor hero ASAP. Soon hire an admiral hero, and go for Pilot.Harvester.
You can park the admiral on a planet for 20+ turns, and leave her skill points unspent.

A2. Research techs in a breadth-first spiral. All tech trees are useful.
Within each cost-tier, I prefer to research +Industry and +Science first, for recursion.
Then usually Economy, then Expansion.
Warfare I do in chunks, none at all for X turns, then beeline to all tier-2, etc.

A3. Colonize systems and planets efficiently
Early on, lower tax rate to 10% - 20% to keep planets happy.
* Later, Cravers can run at 100% tax and keep 40+ systems Ecstatic. Cravers are OP.

You do want to eventually colonize-grab every system in your spiral arm.
Within each system, colonize from least -Approval penalty to most, in the usual way.
For 1st of each strategic resource, grit teeth and colonize at any penalty.

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Early/Mid (Turn 30-60): 1 Fleet at a Time
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Optimal fleets have 3 forms:

B1. fighting fleet = { 3 tanks, (CP - 3) glass cannons }
* tank = +Armor, +Repair, all 3 defenses, no guns at all
* glass cannon = all Long Kinetics, no defense at all (later you can add a +Power module)
This counters the AI's hard-coded preference for the Guillotine targeting strategy.

B2. siege fleet = { all-siege ships } with all siege modules, nothing else
I hold out for tier-4 Geosynchronous Sniper with 375 +15% siege.
Skip the junk tiers on the right side of the Warfare tech tree.

I can build 30-100 individual siege ships, and later fleet them however.
However, see #B3 next.

B3. assault fleet = { repair/trooper ship } with Engine, Repair 1, Trooper, the rest all siege
You could even beeline to Assault Troopers, skip #B2 entirely, and build only these.

The #B3 synergy is quite deadly, and great fun.

+ Their early #1 job (before Assault Trooper) is to repair your damaged ships.
Rotate damaged ships back to a friendly system, and fleet them with 2-8 Repair ships.
A CP1 destroyer can have 600 hp. At 5% default repair per turn, it can take 15 turns.
Each Repair 1 gives +60 fleet HP per turn. With 3-6 Repair 1 ships, it can take 1-2 turns.
Repair 2's +2% is only +12 HP per turn, so Repair 1 is far superior for tiny ships.

+ When they're not repairing, they join sieges.

+ Midgame, upgrade them with 1 Assault Trooper each.
Thereafter, upgrading or building a new one deducts -1 Pop from the local system.
Use this as a steam valve to drain off your excess population.

+ as you capture the Core, transition your spiral arms to all Ind => Sci Conversion
+ and set all of their exploitations to +Science (= tier-3 Global Tech Park)
+ when any system fills up to max pop, queue 1 Trooper ship to drain off -1 Pop

This keeps each system's +Food production relevant, all game long.
Most systems will settle into a cadence of 1-3 turns other, 1 turn Trooper.
By lategame, you can be building 8-15 Trooper ships per turn, in 8-15 full systems.
You never lose any ships, so you'll eventually have 100 Trooper ships, then 200, then ...

+ after they invade and lose their Trooper module, they repair themselves :steamhappy:

B4. You don't need to be 1st into the Core. Let Endless AIs squabble like seagulls.
+ If you get early Pirates, design a CP1 tank and build exactly 3. Otherwise, wait for CP2.
Research tier-1 Lasers and Missiles for the defense.

+ Design a CP1 glass cannon. These last all game long.
+ Build ships in the right proportions to assemble 1 full fighting fleet.
+ Switch your admiral to your 1st fighting fleet.
+ Research Applied Casimir Effect for wormhole travel.

You might enter Core with only scouts, or a partial fleet.
Avoid combat until you have 1 full fighting fleet.

B5. With all factions except Cravers, ask every faction you meet for Peace.
Research the Peace tech early, usually before Applied Casimir in case an AI visits you first.

+ Some will accept. Promptly send 1 Scout down their spiral arms to visit their systems.
This creates +trade routes for +Dust and +Science.
Trade routes exist only in Peace, and only between systems you've seen.

- Some will refuse Peace. These are your 2nd target-candidates.
If nobody invades you first, pick one of these to be your 1st victim.

* Some will declare war on you first, and maybe even invade your outermost system.
Amass 1 fighting fleet + 1 siege fleet, and overwhelm it faster than it can reinforce.

B6. Every fleet combat goes the same way. The AI isn't smart, and never learns.
Autocalc every fight, don't sit through the 2012 animations.

Targeting strategy:
+ Spread Fire (the default) is fine vs. many chaff with low Deflection, for fast kills.
+ vs. endgame CP2s with 250 - 420 Deflection, switch to Guillotine or Nosebreaker.

Battle actions:
+ (Adaptive or Overclock), Short Circuit, Short Circuit -- until you unlock better actions
+ Camouflage, Nano-Repair, Nano-Repair -- to avoid LR Missile damage spikes
Your tank designs generally don't fear kinetics or beam.

Use other actions as needed.
Typically, you should deal 15k damage, take 300 damage, wipe the fleet, and lose 0.
Repeat repeat repeat, etc. The AI never learns, so this can work 300 times in a row.

B7. Hero-swapping for multiple combats per turn
- You can switch the admiral to a new fleet. This locks him for a 5-turn cooldown.
+ This is OK if you teleport the admiral halfway across the galaxy.

+ The grindy trick is to switch the ships, while the admiral sits :steamhappy:
0) you just attacked with this fleet, all of its ships have 0 attacks left
a) Ctrl-left click on any 1 ship to unselect it (the admiral will stay on this ship)
b) click Create to export the other N-1 ships to a new fleet, with 0 attacks
c) merge the admiral + 1 ship into a fleet that still has 1 attack (remember the ship)
d) click on the admiral's ship, click Create to boot it out
e) now admiral's new fleet has 1 attack, attack with it
Repeat, etc. This allows 1 admiral to cycle through k local fleets per turn, every turn.

Bonus: After you kill all of 1 AI's fighting fleets in 1 system, you can mop up its siege fleets.
Rotate the admiral into a fleet of 1 glass cannon per attack.
No point wasting 90k damage on 5k worth of enemy ship hulls.

B8. To invade 1 system, first use your fighting fleet(s) to kill all enemy fighting fleets.
Then bring enough siege ships to attain the maximal +13% progress per turn.
The AI highly prioritizes building every +Defense building, for 3k - 13k defense.
If it has 6,043 defense, you need 13 * 6k = 78.5k siege to attain 13%.
If each siege ship has 6.6k siege, a fleet of 12 siege ships suffice.

Later, you'll do the same math over several systems concurrently, every turn.

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Mid (Turn 60-90): 1 Spiral Arm at a Time
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
C9. To invade multiple systems safely, you generally need multiple fleets.
+ 1 fighting fleet on every contested system, with Blockade clicked on, to trap AI fleets
+ 1 siege fleet generating +13% progress (or sufficient that you're not losing -1 turn)

When you get to 3-4 fighting fleets + 80 siege ships, you can cover 1 full spiral arm.
Spread out your 2-3 fighting fleets on chokepoints to intercept every warp lane.
Endless AIs will run out of fleets, and thereafter go 10-20 turns with 0 ships in flight.
After you kill their visible fleets, you can send your fleets inward to blockade strategics.
That can completely disable their ability to build any current ship designs.
The AI will (eventually) design new ships with 0 strategics, but they are to laugh at.

Concurrently siege each AI's last 4-6 systems, generating +13% on each.
This unwinds all of the AI's systems, taking 8 turns per system.

C10. Or, instant-capture systems using Assault Troopers
Alternatively, it's much faster and somewhat more fun to use Assault Troopers.
I use the #B3 multi-role design of Repair, Siege, 1 Trooper.
The siege portion might be superfluous, and you might win more efficiently without it.

+ Roughly, you need Troopers equal to the system's current Population.
You can't see actual population, but you can see max pop. Assume it's nearly full.
If you care, you can move 1-Trooper ships 1-3 at a time into the system,
and check the Invasion% after each new batch. It goes 0%, 5%, 50%, 80%, then 100%.

+ Any invasion attempt eats all MPs from all of your local fleets.
Before you click the button, move out all non-Trooper fleets, if you care.

20% - 40% of your Trooper ships will lose their 1 Trooper module, and list as 0/1 Troops.
The rest of your ships are intact, and next turn they can move on and invade again.
The captured system will lose a few pop, e.g. -4 of 11 or -5 of 24, but no improvements.
This is the cost of quick invasions.

Promptly browse the system's improvements, and scrap whatever you don't need.
I scrap all +Defense, but I keep all +Control Recovery% until my Control is 99%.
As Cravers, I scrap all +trade routes and +trade bonus%, because of the no-Peace thing.

C11. Repairing damaged Trooper modules (and Fighters/Bombers)
My Repair/Siege/Trooper ship repairs itself (and each other).
I prefer the Repair 1 module because it gives the fastest +0.3 modules/turn repair rate.
Repair 4 is better when you get there, but I probably win the game first.

Browse your invasion fleet, hover over every ship, ctrl-click on those with 0/1 module,
and Create to move them into a fleet of their own.
They stay in, or move to, any friendly system.
Over 1-3 turns, some or all of them will repair to 1/1, and be ready to invade again.
Repairing in this way is free, and does not cost -1 or -2 Pop from the local system.
Your repair ships will also repair your carriers' Fighters and Bombers this way.

Or, you can use the Ships screen and pay Dust to refill a used Trooper module instantly,
which drains -1 Pop from the local system.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Late (Turn 90-120): 2-3 Spiral Arms at a Time
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
For when you have 12-18 fighting fleets, 4 admirals, 150 siege ships, and 200 troop ships.
Some Endless AIs have CP4s with tier-3s, but Nosebreaker suffices.

Expansion victory comes into play.
Gilmoy 12 Agu 2023 @ 10:43pm 
Cravers' faction traits and techs dovetail with the rampage strategy, speeding it up.

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1. Big Fleets (+3 CP) and +25% FIDS for the first 40 Locust Points
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This gives Cravers a huge early-game fleet advantage.
Their fleets are larger, and their economy can afford to fill them.
Since most fleet actions use 3 tank + (CP - 3) glass, having +3 CP all in extra glass can make a huge difference in your kill rate.

* All factions start with 5 CP = 3 tank 2 glass at CP1. That fleet sucks. We add:
+3 CP: Improved Fleet Management (300 Science)
+2 CP: Autonomous Construction (225 Science)
+2 CP: Basic G2A Systems (225 Science)
====
12 CP with tier-2 = 3 CP2 tank + 6 CP1 glass. That's a typical human fleet.
Most factions get this around the same time as Applied Casimir Effect (300 Science).

- Automaton (Anarchists -2 CP = 3 CP) lags everybody by 1 tech's worth of CP.
It cannot build #B1 fleets early because 3 CP = 3 tanks 0 guns :steamfacepalm:
If Automaton must fight early pirates, I build half-tank half-guns, out of necessity.

Later, during the standard rampage, Automatons has a slightly higher rate of stalemate due to insufficient total damage to wipe the other side, which is correlated with slightly higher ship losses from enemy LR missile barrages and melee kinetics that lived to shoot.

+ Cravers leads everybody by 1 free tech's worth in CP.
5+3 CP = 8 CP = 3 tank 5 glass. That's already a competitive fleet, on turn 10.
Cravers can immediately build the standard 3 tank + many glass, bit by bit.
It can beat early pirates, and enter the Core with a battle-ready fleet.
Even vs. Endless AIs' tech lead, Cravers' first fleet wins with sheer numbers.

Later, Cravers gets a +4 CP tech earlier than other factions, and a bonus +2 CP.
Properly played, every single fleet combat is unfair in Cravers' favor.
Combined with optimal fleets and decent battle actions, you win every fight.
Press your advantage down some #1 AI's spiral arm, and that's your 1st rampage.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2. Groupthink (1,800 Science) for +50 to +400 Approval
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This 1 tech lets rich Cravers get richer, in a positive feedback loop.
In Diplomacy & Trading, research:

(0,130 Science) Relativistic Economics -- meh, but the -15% Upkeep is OK
(0,680 Science) Xenominerology -- the luxury FIDS bonus is OK
(1,800 Science) Quantum Swarming -- Efficient Slaves gives the bonus +2 CP
(1,800 Science) Groupthink

It gives Hive Mindcast: 0.5% of Military Power becomes bonus Approval on Systems.

It's perhaps not obvious how OP this is, in your favor.
Military Power is the fist rating of your fighting fleet(s).
At 25 CP, a decent fighting fleet has 3,000 MP. With an L25 admiral, they reach 8,000.
You might have 20 fighting fleets, plus 4 admirals. That's a total of 60k + 20k = 80k MP.

1% of 80k is +800. 0.5% is half of that, or +400.
That means every single system in your Empire gets +400 Approval each.
You could have 2 gas 2 asteroid 1 lava, with 3 greater anomalies, and still be Ecstatic.
You could own 60 systems in 5 entire spiral arms + most of the Core, all Ecstatic.
Expansion disapproval, overpopulation disapproval, and tax rate mean nothing to you.

Hover over any system's Approval bar.
Chuckle at the tooltip showing +384.2 from Hive Mindcast.
If it's less than that, build more fleets :steamhappy:

The craziest part is that this tech closes a grand feedback loop.
+ Your spiral arms build more, more, more fleets ...
+ which adds more, more more Approval to keep your conquests all Ecstatic
+ which gives maximum +FIDS bonus
+ and lets you set tax rate to 60%, then 75%, then 100%, to afford even more fleets
+ while your fleets rampage and capture more, more, more spiral arms

That's Cravers' solution to Locust Points depletion.
Go capture spiral arms faster than your home system's planets become Depleted.

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3. Extreme Extraction (25,000 Science)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
It gives High-Tolerance Reactors:
+5% Damage and Invasion Power per Depleted Planets on Ships

Meh. I captured 4 spiral arms and 78% Expansion victory before I researched it.
It might be great, but it's too late to contribute much.
Terakhir diedit oleh Gilmoy; 12 Agu 2023 @ 10:46pm
Oh, dude, shall i reinstall the game again? To feel that fail again, huh?
Well, this ship manipulations and fleet compostions look interesting. I should invent it by myself back then.
Ok, i'm going to try this on weakend.
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