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By Steve Petrick (Petrick) on Thursday, July 20, 2017 - 04:20 pm: Edit |
Everything in this topic has been cleared for processing. It remains open for new submissions.
By John Stiff (Tarkin22180) on Friday, July 21, 2017 - 09:51 pm: Edit |
Learn From Your Mistakes.
John Stiff, Virginia.
In "hind sight", the ISC Emperor should have Researched ESS (Enhanced Special Sensors) early on. Reviewing ESS, one gets 2 hexes of observation (instead of the normal 1 hex) and each sensor on the ship now counts as two sensors. The cost is 33% of the ship's base BPV.
Why has the ISC Emperor changed his opinion of ESS you ask? I learned the hard way.
In Galactic Conquest, combat is based on the statistical damage chart. There are six rows in the chart based on one's specified BI (Battle Intensity) and six columns (based on a D6 roll). Suicide BI (first row) has the best damage percentage. Evasion BI (sixth row) has the worst damage percentage. For the D6 roll, 1 is best and 6 is worst. When one has a sensor advantage, a downward shift (or upward shift) of the damage percentage occurs at the player's option.
For example, assume that both combatants used Suicide BI and my opponent has a big sensor advantage. For each sensor advantage my opponent gains a 1% shift in the combat damage percentage up to a max of 5%. He could increase his damage percentage or decrease my damage percentage. It is his choice. If we had roughly equal squadrons, statistically, he will win the battle. A player with ESS vs a player that does not have ESS will almost always have a sensor advantage.
For the next Galactic Conquest game, ESS is in my top 5 Research and Development projects.
By John Christie (John46) on Sunday, July 23, 2017 - 03:38 am: Edit |
Welcome to the real EW Universe.
By John D Berg (Kerg) on Friday, April 10, 2020 - 02:36 pm: Edit |
The following a small very detailed example of a combat in Galactic Conquest.
![]() combat_sample.odt (252 k) |
By John Burton Steele Sr. (Johnbsteele) on Monday, June 22, 2020 - 08:58 am: Edit |
Increasing your income over other empires your size:
1. A seldom used tech that can give your empire a serious Economic advantage is Efficient Economic Mining. Build Small Mining Stations (GMS's) on each system at a cost of 20 EPV and 16 Crew Units each, they give you 2 EPV bonus to your economy per GMS. Multiply this by 24 per planet and you get a 48 EPV bonus per system multiplied by the number of systems. At 10 systems (major or minor) you get a bonus of 480 epv per turn.
2. Put EPV in the GBC. If you have 10,000 epv saved in the GBC you get a Free Starbase worth of income Each Turn as interest.
By John D Berg (Kerg) on Monday, June 22, 2020 - 08:28 pm: Edit |
who has 10,000 to put in the bank lol?
By Kurt Byanski (Kurtski) on Tuesday, June 23, 2020 - 11:57 am: Edit |
U6: Tholians could have.
U7: Qixa don't have the spare cash.
U8: No GBC for a long time.
By John L Stiff (Tarkin22180) on Wednesday, June 24, 2020 - 04:40 am: Edit |
Let us not forget that EEM gives 2 EPV per turn no matter what your mobility status is.
By John D Berg (Kerg) on Wednesday, June 24, 2020 - 07:39 am: Edit |
EEM is great for the long game, but really expensive up front cost, and takes up ground base slots. Best for back water systems.
By John L Stiff (Tarkin22180) on Wednesday, June 24, 2020 - 09:41 am: Edit |
True, it does take 11 turns to make a profit. After that, it is all gravy!
By John Burton Steele Sr. (Johnbsteele) on Friday, June 26, 2020 - 12:33 pm: Edit |
In U6 the Federation did have over 10,000 epv in the GBC until I conquered the Orion system.
By Kurt Byanski (Kurtski) on Friday, June 26, 2020 - 01:41 pm: Edit |
EEM is a very solid tech for early in a game. Because it takes 10 turns to pay for itself, you don't want to use them late in the game. With 24 slots for ground bases at most systems, using 6+ of them for mining stations doesn't hurt that much...and they still add some DF for damage absorption. In the early game your choices are generally limited to GBDPs and non combat bases. The differences in DF between the GBDP and the mining stations isn't enough at that point to not build the mining station.
By Bill Phillips (Praetor) on Monday, October 05, 2020 - 11:43 pm: Edit |
If a Squadron conquers a system, is it suddenly back in supply ??
By John Burton Steele Sr. (Johnbsteele) on Tuesday, October 06, 2020 - 08:59 am: Edit |
As long as the conquering squadron sits on that system their "ticker" doesn't move. If they move off the system it does.
By Bill Phillips (Praetor) on Friday, January 29, 2021 - 12:04 am: Edit |
General Question:
If a SAM or MB is upgraded with ESS, and then is later upgraded to BS or BATS; does it retain the ESS in the upgrade, and where is this in the rules?
By Ryan Opel (Ryan) on Friday, January 29, 2021 - 12:13 am: Edit |
The answer is the same one you got asking on FB earlier today.
You make the choice. You can convert to either, but have to pay for the difference.
By Bill Phillips (Praetor) on Saturday, October 23, 2021 - 05:46 pm: Edit |
.
By John D Berg (Kerg) on Saturday, October 30, 2021 - 09:05 am: Edit |
Bill, Your comment did not seem to come out correctly.
By John D Berg (Kerg) on Friday, December 02, 2022 - 12:22 pm: Edit |
Advanced Tactics.
“Survey Waltz”
This tactic is designed to rapidly annex/survey space.
The idea is you use RX (GC-C2.0.V6) and surveying/annexing (GC-D15.20.V6) to complete hex ownership changes, resupply, and start another area.
For example:
H53A> SR G23:
Speed: 3
Sequence: Start G23- G22 (enemy space)- G21-G20
Orders: Begin annexing enemy hex in G22.4, use a RX-SS to stop in G22 on segment 4.
The Turn report will show:
H53A> SR G22.4(1):
on your next turn....
H53A> SR G22.4(1):
Speed: 2
Sequence: Start G22- G21 (enemy space)- G20
Orders: Resupply after completing G22.4 annexation. Begin Annexation of enemy hex in G21.6, use a RX-SS to stop in G21 on segment 6.
The Turn report will show:
H53A> SR G21.6(1):
on your next turn....
H53A> SR G21.6(1):
Speed: 1
Sequence: Start G21- G20 (enemy space)
Orders: Resupply after completing G21.4 annexation. Begin Annexation of enemy hex in G20.12.
The Turn report will show:
H53A> SR G20.12(1):
Much faster than a hex at a time.
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