TheAlliance TheAllian
TheAlliance
Hierarchy:
Alliance Policies:
General Policies:
- New members are always welcomed, but to help protect our members we do not accept new members that have not been invited by one of current members.
- Please let officers know that you will be inactive and consider going in to vacation mode. Players being inactive for more than 21 days, after their status has changed, will be removed from the alliance.
- Don't abuse diplomacy mode, the game is more fun when you can your able to use all the games functions. If your going into diplomatic mode, state why so that we all know what is going on with you and so we can help you if needed.
- Any member may request a policy change, to include name change of the alliance, and a change of leadership.
- Any member wishing to help more with the alliance need to apply to the AL or GL of the Galaxy that you are in.
Diplomatic Policies:
- Alliance members should NOT send threatening or offensive messages to other players. This may only cause them to be more aggravate and cause more attacks on you and alliance members.
- if you are contacted by a Alliance Leader in regards to an attack that you did on there member please forward it to the AL or GL of the galaxy that the attack happened in.
Rules of Engagement:
- Inactive planets are fair game, even if they belong to a NAP.
- Attacking Alliances that we have NAPs with, is NOT allowed!!!!!! unless they are inactive planets. If they mail about the attack you are to call it off if you can and inform the AL or GL of where it happen.
- Being attacked by any alliance or player is not acceptable unless you leave you fleet and resources out to be taken. If this happens then there is nothing that we as an alliance can do if you did not Fleet and Resource Save (FRS).
- Before attacking any alliance or player you need to make sure that you know how to FRS. happy hunting.
Merger request:
It has been determined that merging in to another alliance offer nothing that we do not have already and in some cases it will hurt our members. In order to protect our members we have come to the conclusion that all mergers will be done in to our alliance. If you truly wish a merger with TheAlliance, then this is the basic process that we have come up with to ensure that such an event is done smoothly and effectively.
- a list of your members, officers and the current NAPs will be provided to us. NAPs will be reviewed when all the new members have joined and then asked for what reason to establish the NAPs with these alliances.
- accepting all the new members and rank placement. All your offices will be made cpt regardless of there rank points and those that have the points to have better rank will be placed in the corresponding ranks as well as the rest of the new members in there ranks spots.
- Identifying galaxies and setting up GL for the galaxies that have none.
- setting up defense and support for members in all the galaxies
- address all grievances that members have. this may happen at any time in the merger process or after.
NAP: Non-Aggression Pact:
Is an agreement between two alliances not to attack each other unless given specific permission. Players who belong to an alliance in a NAP with our alliance are highlighted in green on the Galaxy screen. If by chance a member attacks an Alliance the following will be done:
- Inform the AL or the GL of the area of the attack and copy them the battle report.
- A formal apology will be made to that alliance leader and there member with a reason for the attack.
- The cost to replace all there ship, defenses, and resources losses will be payed by the attacker to the one attacked.
- Training for the member that did the attack.
if one of our members is attacked then we expect the same as above. We consider all Inactive planets open for attack. Any member may request a NAP they will be the one responsible for the talks with that alliance and finding out answers to question of other members of our alliance.
Being Probed:
- Probing is part of the game. If we declare war on everyone who probes us we will always be in a state of war.
- Raid them if you have the opportunity and assist friends with group defenses but do not threaten war with another alliance. That is the purview of TheAlliance Leaders and such decisions would be put before the entire alliance for consideration before we ever went to war.
- Dealing with probes:
- Increase your Espionage Tech, so that you can use Counterespionage values of the Tech.
- The higher the number of probes sent, the more likely the counterespionage.
- The number of defending ships in orbit around the planet. The more likely the counterespionage, this is where Helios Class Solar Satellite are use when you are FRS.
Helios are the key to the problem when your fleets are gone. you need just enough to intercept the probes and not to many make your self a target because of them. defense is the key for this
Basic Training
wiki is the manual for this game it has many of the answers to the question that you might have. Start with Quick Start Guide and then read the 8 Rules to Live By these are the wiki basic training guild for the game.
If you are not fleet saving, you are going to lose your fleet and there is nothing that anyone can do for you other then say did you fleet save. The biggest fleet is small when there are many against you.
1st rule in this game is FLEET SAVE.
2nd rule is take you resources with you when you FLEET SAVE. if you don't have the ships to take your resources with you in a fleet save then build more cargo ships and/or buy defense with the left over resources.
Fleet and resources saving (FRS) is you best defense learn it, do it and live it. The importance of fleet and resource saving cannot be overstated, the biggest fleet is still small when you are attacked by many.
Operation Manual: WIKI is the operation manual of this game. There is a link to it at the bottom of every page in this game. read the wiki!, there a lot of good information there and a good reference source. 8 Rules to Live By is a good start for your reading in the wiki.
Balance: Try to find a balance between how you are progressing. for example, try to build evenly. build a couple new buildings one day, some ships the next and research a new tech as often as possible.
Research:The following research types do nothing after there level listed:
- Laser Tech beyond Level 14
- Particle Tech beyond level 10
- Plasma Tech beyond level 9
- FTL Tech beyond Level 9
- Expedition Tech beyond level 8
- ARCNet beyond Level 8
Factory: Don't build past level 4, anything after that just shorten the time of the building of droids. the time is short anyway and it just a waste of our resources.
Droids: build mine droid, they pay for themselves in the long run. Anything after 42 Crew Points is a waste of your resources in crew droids.
Monitor The Game: By having two windows opened at the same time you can monitor your planets on one and do other things on the other. VERY handy sometimes. this will allow you to see incoming espionage, and if you don't want that player know how many ships and resources you have, you can do a quick fleet save (an orbit around your planet). it usually takes a couple minutes for your fleet to get back, but you'll deny their probes your fleet information.
Fleet Travel Time:Pay attention to fleet travel time, this will help you plan and coordinate your attacks and also avoid them. Planets in galaxies one up or down from you do not take as long to travel as you might think.
Incoming attacks: when you are being attacked the planet that is being attacked will be highlighted in red. If you go to the FLEET link you will be able to see who and with what they are attacking you, that will also be highlighted with red too.
Colony Development
Types Colonies
Farm Colonies: Used mainly for providing resources for other planets in the same system. They have level 20 mines, at least 1 harvester and 20 Hercules cargo ships or 100 atlas cargo ships. These planets do not have many build field and are the rank of all caolonies.
Developed Colonies: Are planets that you have been developed like your first planet. They have capital, shipyards, labs, and so on, but they do not have the build fields to make the planet a super colony. These types of planets are turned in to farm colonies after the player have created a super colony. there mines should be of at least level 20 so that you can use them as farms. These planet are good when you have extra resources for building ships.
Super Colonies: This type of planet should be your main planet. A planet with 280+ build fields so that you can build on it mines that are level 40, level 10 capital, level 13 shipyard, level 4 factory, level 10+ lab, level 10+ silo, level 13+ storage and level 5+ foundry.
Were To Put Colonies
Tactics
Starfleet wiki Strategies pages and Tools: There is a lot of information there enjoy.
- Advanced strategy guide
- Attack fleet construction guide
- Battle Tactics
- Battlecalc
- Fleet/Resource Saving
- Killswitch PAGA
There are many different types of tactics and strategies in this game, below are some more that you may be able to use.
Defense Tactics
Defense Cluster
The best defense is always to fleet and resources save, but to help protect our members we are trying to setup them were other members system to form a defense clusters. When all the systems planets are controlled by our members this forms a stronghold for our alliance. These strongholds help in each others defense for attacks and Mobile Attack Colony (MAC). The primary idea for a MAC is speed in the attack of a given planet and with the stronghold defense the speed factor is reduced to other attacks.
The guild line for defense cluster are as follows.
- We are prioritize building such systems around existing strong points. Planets with greater then 250 build fields that have moon, and around planets with greater then 250 fields. These planets will allow for maximal development.
- we are striving for member to develop there planets in these clusters to have more then 250 build fields allowing for maximal development of the cluster forming the stronghold.
- Such defense cluster should try to be 100 systems apart for harvesting of inactive and raiding possibility. This is a suggestion there may be clusters closer depending on prioritize building areas.
- By far getting a planets that has build fields greater then 300 is the hardest to get and i would NOT abandon it myself. The ideal cluster is to have member of the alliance by each other in the same system so that we can help each other in defense and on raids. Not everyone wants to be or can be in clusters for this defense and raiding, to think so is not wise or practical, there will be members that are outside of these clusters and the only thing that we can do is try to support them with what help that we can give them. The defense clusters help us but the best defense is still to FRS, and if your are actively playing the game you all know if you don't FRS you make yourself a target and will get hit in do time.
- On a side note. Our goal is to dominate individual systems and sometimes people find this objectionable and will try to prevent it if for no other reason than spite. For that reason, it is important that the slots we work so hard to fill REMAIN FILLED AT ALL TIMES. If you colonize a spot and get an undesirable field number DO NOT abandon it until it is ready to be filled again. If you plan to abandon ANY slot in a fortress system, contact your local commander FIRST to make sure someone can fill it. All our efforts will be for naught if someone with a high rank or grudge against us pops a MAC into an open Fortress System spot.
An Attack On You:
- Ninja Defense:
- If you have friends or alliance members that are by the colony that is being attacked, see if they can help in a group defense. if they can, have them arrive at the colony being attacked a MIN to 30 sec before the attack lands.
- If there is no help stopping the attack:
- Mail them stating that you are online and that they are not going to get any resources. Also that they are wasting there time. Do not take an attack on you personal and keep a good attitude in the mail that you send them no threats and no attitude.
- If there is no help and they do not call off a attack on you then FRS.
- Counter Attack
- Attack the one that is attacking you, This tactic is a risky, you need to pay close attentions to what is going on.
- Probe the attacker to see what they have there defending there colony and what they can take with them if they can FRS. If they can take all there resources with them, you can not win the attack, or if there slowest ship speed is faster then yours then this is a waste of your time and you should FRS.
- If they left there colony with out means to FRS or you can win the attack you need then to plan for the attack.
- Timing is impotent in the counter attack, if you don't know how much time it will take to get back after his attack lands then you want to abort this action.
- The idea is to attack them 1 to 2 MIN before there attack lands on you. Then you FRS so that the attacker get nothing. That way there is not a chance for them to get back to there colony before they get attack by you.
- Have someone else counter attack
- Sometime our members or friends are not able to help in group defense and Counter Attack for them is a option.
Defense Weapons:
Before building your defenses you should have a level 2 missile silo with at least 10 Anti-Ballistic Missiles. Interplanetary Ballistic Missiles (IBM) can wipe out any defenses you have without a problems. Defense are a good deterrent but they are easy to remove with IBM. The more defense that you have the more Anti-Ballistic Missiles you should make to prevent the destruction of your defenses.
Oracle Defenses:
Do to the creation of a Oracle on moons it has become more of a problem for the safety of our ships. Here are some good ideas and basic strategies that can counteract the oracle for your ships and fleet missions, to prevent a MOON LOCK:
- Be aware of moons around your planets and make fleet movements cautiously in areas where there are moons.
- Check for activity of the players with a moon prior to launching an attacks.
- Make deploy times as short as possible (i.e. do not deploy fleets slowly overnight).
- moon to moon, harvest, and colonization efforts do not show up on moon scans so use those as often as possible (e.g. if moving a fleet a long way move it most of the way with a colonization then the last bit with a normal deploy).
- Run raid mission from your moon.
- Leave 1 of fleet slots unused so if you are attacked you can FRS if attacked. If they know your A.I. tech they will know how many fleets you can use.
- Use 2 planets that are not close by each other to run your raid missions, splitting up the raid between the 2 planets it is a good chance that one person will not be able to see what both of your planet are doing.
- Separate the times of your attacks, allowing one or more of your fleets to be back in a 45min window at any time, so if you need to FRS you can.
- Oracle Scans shows the following type of movement on a planet:
- Deploy
- Attack
- Transport
- Espionage
- Group Attack
- Group Defense movement to and the defense of the planet.
Remember if a fleet is recalled from any fleet movement the oracle will not see that action.
Offense Tactics
There is more to raiding planets then what one would think. You can rely on luck to land a raid on a planet or you can plan the raid out to make sure that the raid on the planet and you are not wasting your time, resources, and ships.
There are 6 basic types of planet attacks:
- Inactive planet Raids:
- Always probe the inactive planet.
- You can only take 1/2 the resources so send cargo ships as needed.
- Check for defenses. Use the Battlecalc to see what ship you might need to send(once you figure out what your doing you will know what you need to send on the little defense planets)
- Attack only inactive that have more then 50k total resources and use Atlas for the attack when there is little or no defenses.
- If you find that the planets were you are raiding do not have the resources for an attack, you might want to drain all the planets of that area of all there resources. Make other player think that the area is not a good for raiding.
- Inactive Planet Defense:
- If you find a newly inactive planet, that you can do group defense with, and your fleet is close by. You might want to send your fleet there to help defend it, for the kill points and the debris.
- Oracle, would be helpful but it is not necessary, to see when ship are arriving at the planet.
- A large fleet is needed for this action.
- The Piss off:
- This is were the one that you want to attack just has to many defenses and you would loose if you attacked him, so you attack all his farms, nuke him and in general piss the player off to get him to attack you.
- Before you play Piss Off with this player you should setup a ninja defense for him.
- If you do use this tactic you might create a enemy for life in this game.
- Group Attack:
- Solo Attack:
- MAC (Mobile Attack Colony):
- Is when you put a colony in the same system as your target. Giving you the ability to strike fast in the raid before they have time to react or fleet save. This allows you get a lot of resource fast before you move on. If you have 2 colonies spots open then you can leap frog up or down the galaxy costing less in overall Hydro for your MAC attacks.
- MAC attacks do cost lots of hydro for the movement of your fleet and you must keep a eye on your hydro at all time. if you don't then you can turn your fleet in to a target with no way out for them. You need cargo ships for resources transport and to FRS if counter attacked. Transporting resources can giving your planets location away to a moon's Oracle.
- Attacking for resources:
- Inactive planets that have no defenses or fleet guarding the planet.
- Farms for active players that have no defense or fleet guarding the planet.
- Attacking for there ships:
- Destroying a good size fleet can help your rank.
- The debris fields that is left over can be huge amount resources for the taking.
- You have to have harvester ready for this type of attack to get the resource rewards.
- Attacking for there resources and ships:
- A combine of the 2 other attacks can cost you the most cargo ships.
- To prevent high loses of cargo ships this is what you should do, use a 2 prong attack.
- 1st attack takes out the fleet and defenses.
- 2nd attack take the resources and defenses, depending on the resource amounts you may want more fallow up attacks.
- if you don't get there fleet on the 1st attack then you will want to abort the following attacks.
- The Exchange
- This Attack is were you lose over half of your fleet and they lose all of there fleet, it is a fleet on fleet attack that you are looking for the debris fields.
- You must have lots of harvester to make this work to take all the debris field.
- This best done at your planet, provoking your attacker into attacking you with out thinking.
Planning Phase:
Finding a target is the easy part, you want a complete probe report with the research levels. Now to exploit that target is a different story. The following are some ways to do this:
Ship Overview
Hermes Class Probe:
What you can do with them:
- Spy on foreign worlds for tactical information.
- The more that you send:
- The more information you will get from them.
- Resources
- Ships
- Group Defense Ships
- Defenses
- Buildings
- Mines
- Techs
- Intercepted Percent
- The better chance that the probes will be caught and destroyed. The Intercepted Percent is the chance for the probes to be attacked on there ESP mission.
- If it is 0% then send 3 x the normal amount of probes and you will get all the information that you will want or need with out losing your probes.
- If it is > 0% then sending more probe will your increase the chances of them being destroyed.
- if you only need there tech information try one of there other planet that have 0%
- The more information you will get from them.
- The more that you send:
- Cargo Missions:
- When you have high amounts of probes you are able to do cargo transport mission. This is not very cost worthy but for fast transport of hydro or other resources to a colony can be helpful and some time life saving.
- Slow Down Attack:
- Cannon Fodder:
- When attacking an opponent, a number of hermes probes are sometimes sent out along with the invading force. As the defenders randomly fire at the attackers a fodder screen of Hermes might save a larger ship (such as an Athena) from a plasma cannon. The cost is a lot of crystals lost from the probes, but as they cost little, and can be rebuilt fast, the net result may be worth the loss.
Also see:Being_Probed
Atlas Class Cargo
Are great ships fast and great for harvesting inactive planets, but make sure that there are no defenses or these ship will be wiped out by them.
Pulse Drive Level for Altas | 1 Planet | 2 planet | 3 planet | Time Factor | 1 Systems | 2 Systems | 3 Systems | Time Factor | 1 Galaxy | 2 Galaxies | 3 Galaxies | Time Factor |
---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? |
6 | 39:36 | 39:42 | 39:48 | :06 | 1:05:56 | 1:07:02 | 1:08:07 | 1:06 | 2:56:03 | 4:08:55 | 5:04:49 | 56:54 |
7 | 37:55 | 38:01 | 38:07 | :06 | 1:03:08 | 1:04:11 | 1:05:14 | 1:03 | 2:48:34 | 3:58:19 | 4:51:50 | 53:31 |
8 | 36:27 | 36:32 | 36:37 | :05 | 1:00:39 | 1:01:41 | 1:02:41 | 1:02 | 2:41:58 | 3:48:59 | 4:40:24 | 52:35 |
9 | 35:07 | 35:13 | 35:18 | :06 | 58:27 | 59:26 | 1:00:24 | :58 | 2:36:05 | 3:40:39 | 4:30:12 | 49:33 |
10 | 33:56 | 34:01 | 34:06 | :05 | 56:29 | 57:26 | 58:22 | :36 | 2:30:47 | 3:33:11 | 4:21:03 | 47:52 |
11 | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? |
12 | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? |
13 | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? |
14 | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? |
15 | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? |
Hercules Class Cargo
Jet Drive Level for Hercules | 1 Planet | 2 planet | 3 planet | Time Factor | 1 Systems | 2 Systems | 3 Systems | Time Factor | 1 Galaxy | 2 Galaxies | 3 Galaxies | Time Factor |
---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? |
7 | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? |
8 | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? |
9 | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? |
10 | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? |
11 | 46:46 | 46:53 | 47:00 | :07 | 1:17:53 | 1:19:12 | 1:20:29 | 1:19 | 3:28:03 | 4:54:09 | 6:00:13 | 1:06:04 |
12 | 45:42 | 45:49 | 45:56 | 07: | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? |
13 | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? |
14 | 43:46 | 43:52 | 43:59 | :07 | 1:12:52 | 1:14:05 | 1:15:18 | 1:13 | 3:14:37 | 4:35:10 | 5:36:58 | 1:01:48 |
15 | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? |
Hades and Athena Battleships
Warp Drive Level for Hades and Athena Battleships | 1 Planet | 2 planet | 3 planet | Time Factor | 1 Systems | 2 Systems | 3 Systems | Time Factor | 1 Galaxy | 2 Galaxies | 3 Galaxies | Time Factor |
---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? |
7 | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? |
8 | 31:53 | 31:58 | 32:03 | :05 | 53:04 | 53:57 | 54:50 | :53 | 2:21:39 | 3:20:15 | 4:05:13 | 44:58 |
9 | 30:35 | 30:39 | 30:44 | :05 | 50:52 | 51:44 | 52:34 | :50 | 2:15:48 | 3:11:58 | 3:55:05 | 43:07 |
10 | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? |
11 | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? | ?? |
Hephaestus Class Attack Platform
Fuel Cost at 100%: G40:100:3 to G40:100:4 cost: G40:100:3 to G40:101:3 cost: G40:100:3 to G41:100:3 cost: