If I get Entrenchment, what are the S.B.s like?

I know that there are mines, siege ships, and other general defensive things in entrenchment, but what are the S.B. like?  What I'm asking about is:

 

a. The cost in resources and fleet supply

b. Is there a limit?

c. How do upgrades work? Is there a build button like the planets or do you target specific hardpoints?

c1/2. How many upgrades are possible per s.b.?

d. The differences between the 3 races in terms of use (I know the Vassari's moves, so it's offensive) and (possibly) a list of al of the upgrades?

 

ANY help is greatly appreciated. :pout:  

5,467 views 6 replies
Reply #1 Top

Okay, haven't been playing for too long, and don't know everything, so I won't answer everything. I'm also a TEC player, so I'm pretty sure about their stuff but not the other races'

A.) For TEC (and I think advent) there is a researchable cruiser costing 2000 credits and somewhere around 350 metal and 200 crystal (or maybe the other way around). The TEC one at least has no shields, and only around 1250 health, making it very weak (it also has no weapons). The TEC one takes up 10 fleet supply. For Vasari, the colonizer ship can build starbases (with research). Then, there is the ability of the cruiser that can make a starbase. For TEC and Advent, it costs 1000 credits and I dont know the metal and crystal. The vasari one costs 3000 credits, along with anywhere between 200 and 400 metal and crystal. The cruiser or frigate turns into the starbase, returning your 10 points.

B.) No limit on building the cruisers, only fleet supply limits it. One starbase per grav well. 3 per star grav well.

C.) Upgrades are listed in the area in the bottom right hand corner (whatever it's called). There are weapon upgrades (2 for tec and advent, 3 for vasari), shield and hull upgrades (3 for each? maybe), hangar upgrades (3 again i think), and then special upgrades depending on the race. You just click on a button to the upgrade. Each one costs 1800 credits and some more metal and crystal. But if there is a third one, it costs 2700 credits and some more m/c.

C1/2) 8 upgrades

D) best ask others for this.

Hope that helps.:grin:

Reply #2 Top

I will take a crack at D

TEC: has greatest range for standard weaponery, Can build two, yes two trade port upgrades turning it into an uber-tradeport, can be developed with a frigate factory that is almost twice as fast as regular (175%) which is great for forming a beachhead at a star grav well which you can put four starbases not three, the greatest/worst upgrade the self-destruct button, you can gut a fleet with this ability even low-level caps are brought down to 100 hp, but you lose the starbase, and you can resupply antimatter to whatever fleet you have.

Advent: The best fighter upgrades (you start with two and can upgrade to 20 vs 14) can strongly effect culture both as an uber-culture tower and can increase your planet loyalty by 30% (that is huge) can also rain down meteors on ships (which is great) and planets (which is lame and bugged, second upgrade drops range to nothing) and can disrupt all ships within a certain radius, this almost breaks the game, almost

Vasari: It can move and has the strongest standard weapons upgrade and shield/hull/armor upgrades, can put an extra 100 units of people in system increasing your income taxes, can create a frontal shield that laughs at damage, and can suck in the debris of destroyed ships and repair itself, and can be used as a phase gate

oh and you can put 4 starbases in a star gravwell. That is a mean thing to do.

PS there are other upgrades in the tech tree

Reply #3 Top

a: 10 fleet for tha TEC and Advent construction cruiser, Vasari's comes from colony frigate. Once you turn the ship into a starbase it no longer uses supply howerver.

B. 1 starbase per side per well. 4 starbases per side per star well.

C. Its like planets, click on the starbase and you are presented with options. Each starbase has 8 Upgrade points, there are a lot of upgrades, you can choose 8. No going back. Some are tiered, so you need lvl 1 weapons upgrade to get lvl 2 weapons upgrade. The more unique upgades+ the tradeport upgrades, must be researched first. There are also global starbase defence and attack researches that make all your starbases better once researched by offering extra weapons banks or percentage defence increases; these are high lvl research though.

 

D. Lots of stuff, ill skim the highlights , all starbases have: weapons, defence, fighter bay, trade port and planetary government upgrades.

Weapons tier 1 is essential, as it gives the starbases their 'bite' in combat they are very poor without it.

Planetary government means that a colony cannot be destroyed (it could potentially be lost through culture still) while the starbase stands.

Advent upgrades:

culture generators

A max allegiance increase (very usefull more allegiance means more money and resources)

Mass disorientation (screws up all enemy ships in a large area, for a long time, allowing the starbase to annihilate attacking fleets.)

Meteor control (fun, but less usefull aoe damage at range or can be used to bombard the planet)

 

TEC:

Super repair Bay

Super frigate factory (very quick builds at higher levels)

Self destruct (BOOM!)

 

Vasari: (this is mobile in its grav well, no phase jumps)

Frontal deflector shields, (used for assaulting heavily upgraded starbases coz they cant flank it)

Debris vortex (sucks up debris and repairs hull)

Phase stabiliser node (temporarily creates a phase node.)

 

I think both TEC and Vasari can get colony pods witch offer a taxable population.

As with all of sins their are a lot of subtleties in the balance, so TEC can get more trade income, Vasari can get more guns on their starbase etc.

 

Hope some of that is of interest.

 

 

Reply #4 Top

I think both TEC and Vasari can get colony pods witch offer a taxable population.
End of quote

Only Vasari get Colony Pods. Each race get upgrades in the tech tree that effects all SBs.

Vasari get Assualt Deployment which reduced SB build time. Intelligent armour gives a health and armour boost to all SBs that you own. Maximised Firepower gives a DPS boost and also gives all SBs that you won an extra targetting bank.

TEC get similiar upgrades, but instead of Assualt Deployment, they get an upgrade that increases the damage dealt to all enemy ships that leave a SB occupied grav-well.

Instead of 3 universal SB upgrades, the Advent get 2. They have one just like Maximised Firepower but called something else. They also get an upgrade that increases the shield strength and shield mitigation of all SBs that you have.

Reply #5 Top

Quoting JuleTron, reply 4


TEC get similiar upgrades, but instead of Assualt Deployment, they get an upgrade that increases the damage dealt to all enemy ships that leave a SB occupied grav-well.

End of JuleTron's quote

 

Which reminds me, if you try and jump out of a well with an enemy starbase in it, the jump looks red and you take significant damage and antimatter damage. So, even though you can fly past an SB, it will inflict big overall fleet damage to you, significantly weakening your attack force.

Reply #6 Top

kostura cannon creates a phase stabiliser node at the target planet

each starbase has the ability to stop novalith cannons and siege frigates from taking out your planets

vasari starbase has the unique abilities

can move

fastest build time in enemy/neutral grav well (this can be ungraded via research too)

able to create a phase node at parent planet

able to gain hull points by sucking in debris of blown up ships

has the ability to generate an extra foward-direction shield