Difference between revisions of "Territories"
(Add categories. List Guns types. Light cleanup of Conquest types.) |
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==[[Starfleet Hired Guns]]== | ==[[Starfleet Hired Guns]]== | ||
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+ | There are six types of Territories in Hired Guns: | ||
+ | *[[Advanced Factory]] | ||
+ | *[[Alien Experiment]] | ||
+ | *[[Alien Space Dock]] | ||
+ | *[[Labor]] | ||
+ | *[[Missile Silo Territory|Missile Silo]] | ||
+ | *[[Resource Vault]] | ||
+ | |||
You can capture one Territory from each planet at a time. | You can capture one Territory from each planet at a time. | ||
While the Territory is in your possession, the benefits of that Territory are linked to the planet that it is connected with. | While the Territory is in your possession, the benefits of that Territory are linked to the planet that it is connected with. | ||
− | If you lose possession of a Territory and then regain the same type of Territory, you’ll still have the building level and tech level benefits that you previously obtained. | + | If you lose possession of a Territory and then regain the same type of Territory from the same planet, you’ll still have the building level and tech level benefits that you previously obtained. |
Territories will have some Territory specific buildings. | Territories will have some Territory specific buildings. | ||
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==[[Starfleet Commander Conquest]]== | ==[[Starfleet Commander Conquest]]== | ||
− | + | Five different territory types appear in Conquest. | |
− | + | (Technically, there are seven types, because Industrial territories come in three flavors, but they all appear as "Industrial Territory" in the Galaxy Screen.) | |
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− | Industrial Territory | ||
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+ | *Building Territory: provide building bonus (faster builds) for Capital, Shipyard, and Factory | ||
+ | *Research Territory: provide research bonus (faster research times) | ||
+ | *Mining Territory: provide mining bonus (increased production at your mines) | ||
+ | *Industrial Territory: provide two of the three above bonuses ([[Espionage|probe]] territory to see which two) | ||
+ | *Military Territory: provide all three bonuses | ||
In the absence of other production bonuses from droids, commanders, or synergists, each territory held reduces corresponding time (build or research) by a factor of 0.9. | In the absence of other production bonuses from droids, commanders, or synergists, each territory held reduces corresponding time (build or research) by a factor of 0.9. | ||
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You cannot hold, attack, or GD a territory while in P mode. | You cannot hold, attack, or GD a territory while in P mode. | ||
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+ | [[Category:Game Mechanics]] | ||
+ | [[Category:Hired Guns]] | ||
+ | [[Category:Conquest]] |
Latest revision as of 18:58, 17 September 2014
Starfleet Hired Guns
There are six types of Territories in Hired Guns:
You can capture one Territory from each planet at a time. While the Territory is in your possession, the benefits of that Territory are linked to the planet that it is connected with. If you lose possession of a Territory and then regain the same type of Territory from the same planet, you’ll still have the building level and tech level benefits that you previously obtained. Territories will have some Territory specific buildings.
Starfleet Commander Conquest
Five different territory types appear in Conquest. (Technically, there are seven types, because Industrial territories come in three flavors, but they all appear as "Industrial Territory" in the Galaxy Screen.)
- Building Territory: provide building bonus (faster builds) for Capital, Shipyard, and Factory
- Research Territory: provide research bonus (faster research times)
- Mining Territory: provide mining bonus (increased production at your mines)
- Industrial Territory: provide two of the three above bonuses (probe territory to see which two)
- Military Territory: provide all three bonuses
In the absence of other production bonuses from droids, commanders, or synergists, each territory held reduces corresponding time (build or research) by a factor of 0.9.
We put “% faster” in quotes because, although that is how the game refers to it, it is actually the percentage of the full time reduced. A 50% reduction in time, what the game calls “50% faster,” is actually doubling (2×) the rate of activity, which would more typically be called “100% faster” in other contexts.
Territories Held (n) | Time factor 0.9n | “% faster” |
---|---|---|
0 | 1.00000 | 0.00% |
1 | 0.90000 | 10.00% |
2 | 0.81000 | 19.00% |
3 | 0.72900 | 27.10% |
4 | 0.65610 | 34.39% |
5 | 0.59049 | 40.95% |
6 | 0.53144 | 46.86% |
7 | 0.47830 | 52.17% |
8 | 0.43047 | 56.95% |
9 | 0.38742 | 61.26% |
10 | 0.34868 | 65.13% |
11 | 0.31381 | 68.62% |
12 | 0.28243 | 71.76% |
13 | 0.25419 | 74.58% |
14+ | — | 75.00% |
Commanders, Synergist, and droids will add to the bonus up to 75%. So for instance, suppose two Building territories are held (“19% faster”) and a planet has Capitol 9 populated with four standard (2%) Build droids (normally “8% faster”). The total bonus will be listed as “27% faster” because 8 + 19 = 27, and new buildings started will take only 73% as long as they would without droids or territories.
The mining, research, and building territories are for the smaller player, as they only offer one of the bonuses, they have the smallest fleets. Next up is the industrial, as they offer two bonuses, they have more fleets then the mining, research, and building territories, but less than the military territory. The military territory has the biggest fleets defending them, making them harder to hold. Which makes sense because they offer all three of the bonuses.
The script runs approximately every 5 minutes with a chance for an NPC fleet to attack your territory. If you intend to hold a territory you should send a sufficient fleet to ensure its safety from the start. Otherwise, it is intended that the territories change hands frequently between players and NPCs.
The largest territories spawn is around the RSP value of the 90th percentile rank player. So if you're considerably higher in RSP than the players in that range, you likely won't have any territories to attack
Newbie protection still applies to attacking Territories, both "n" and "N"
The territories move within the system they are in. If they are within two hours of moving they'll indicate 'spatial instability' in the espionage report. Fleets on the territory when they move will remain there.
When the territory moves, Fleets that are GDing the territory will move with it
Territories function just like NPCs that move. If you sent an attack at a Territory and it moves, the attack should bounce.
The script runs approximately every 5 minutes with a chance for an NPC fleet to attack your territory.
You can attack a territory that you are defending, you will not receive any dsp for blowing you own fleet though.
The other players GD will not show up in the fleet page, but you can see them on the ESP report.
You cannot hold, attack, or GD a territory while in P mode.