Difference between revisions of "Moon"

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== Build Order ==
 
 
This all depends on personal taste. Some people advocate that you should build only Lunar Bases and Capitol until you reach lvl10 on both, and then build a Oracle to lvl 6 or more, and a warp gate.
 
 
If you are an active crasher, or aspire to being one, then you should be thinking of getting the Oracle up and running ASAP. If you are a more cautious player, then you may think about getting some defense on the moon. Typically most gamers see defense on a moon as pointless, as it is ever so easy to fleetsave/resource save with a moon, due to it not being able to be scanned by another moon's Oracle.
 
 
Below you will see two short build orders. These are by no means a definitive answer. If you are still unsure about what to build after reading this, politely ask someone near you who has a moon for their advice.
 
 
''Defensive Build''
 
 
:Empty Moon(0/1 fields used)
 
:Lunar Base level 1 (1/4 fields used)
 
:Capitol level 1 (2/4 fields used)
 
:Capitol level 2 (3/4 fields used)
 
:Lunar Base level 2 (4/7 fields used)
 
:Capitol level 3 (5/7 fields used)
 
:Capitol level 4 (6/7 fields used)
 
:Lunar Base level 3 (7/10 fields used)
 
:Shipyard level 1 (8/10 fields used)
 
:Shipyard level 2 (9/10 fields used)
 
:Lunar Base level 4 (10/13 fields used)
 
:Shipyard level 3 (11/13 fields used)
 
:Shipyard level 4 (12/13 fields used)
 
 
Using a moon in a defensive capability includes wanting to fleetsave from it and having some defense to protect any res on the planet and the ships a little if you do get caught out.
 
 
''Offensive Build''
 
 
Empty Moon(0/1 fields used)
 
:Lunar Base level 1 (1/4 fields used)
 
:Capitol level 1 (2/4 fields used)
 
:Oracle level 1 (3/4 fields used)
 
:Lunar Base level 2 (4/7 fields used)
 
:Capitol level 2 (5/7 fields used)
 
:Oracle level 2 (6/7 fields used)
 
:Lunar Base level 3 (7/10 fields used)
 
:Capitol level 3 (8/10 fields used)
 
:Oracle level 3 (9/10 fields used)
 
:Lunar Base level 4 (10/13 fields used)
 
:Capitol level 4 (11/13 fields used)
 
:Oracle level 4 (12/13 fields used)
 
 
''Nuts Build:''
 
 
This is how I build my moons up after already having one built up.
 
 
:Empty Moon(0/1 fields used)
 
:Lunar Base level 1 (1/4 fields used)
 
:Capitol level 1 (2/4 fields used)
 
:Capitol level 2 (3/4 fields used)
 
:Lunar Base level 2 (4/7 fields used)
 
:Capitol Level 3 (5/7 fields used)
 
:Capitol Level 4 (6/7 fields used)
 
:Lunar Base level 3 (7/10 fields used)
 
:Capitol Level 5 (8/10 fields used)
 
:Capitol Level 6 (9/10 fields used)
 
:Lunar Base level 4 (10/13 fields used)
 
:Capitol Level 7 (11/13 fields used)
 
:Capitol Level 8 (12/13 fields used)
 
:Lunar Base level 5 (13/16 fields used)
 
:Capitol Level 9 (14/16 fields used)
 
:Capitol Level 10 (15/16 fields used)
 
:Lunar Base level 6 (16/19 fields used)
 
:Warp Gate level 1 (17/19 fields used)
 
:Oracle level 1 (18/19 fields used)
 
:Lunar Base level 7 (19/22 fields used)
 
:Oracle level 3 (20/22 fields used)
 
:Oracle level 4 (21/22 fields used)
 
:Lunar Base level 8 (22/25 fields used)
 
:Oracle level 5 (23/25 fields used)
 
:Oracle level 6 (24/25 fields used)
 
:Oracle level 7 (25/25 fields used)
 
:Deconstruct Capitol level 10 (24/25 fields used)
 
:Oracle level 8 (25/25 fields used)
 
:Deconstruct Capitol level 9 (24/25 fields used)
 
:Shipyard level 1 (25/25 fields used)
 
:Decon Capitol level 8 (24/25 fields used)
 
:Shipyard level 2 (25/25 fields used)
 
 
From here you get the idea: Deconstruct Capitol while building up Shipyard until Capitol is at level 2.
 
 
Note that it's not until you hit level 4 Oracle that you begin to really see how useful of a weapon it is. I personally recommend raising it to at least 7 (which is 48 systems EACH way so 96 systems total) which is the point where the hydrogen cost of sending your fleet there as well as the cost of upgrading it further become quite high.
 
 
Also note that, in the "Nuts build", I constructed the jump gate as soon as I hit my Capitol goal. This is so that I can gate my fleet there instead of spending the millions of hydrogen traveling there. All I do is send my transports on a moon-to-moon deploy with the resources I want to bring, and then jump my fleet there once the transports arrive. If it's your first moon there's no point in constructing the jump gate until just before you start to deconstruct your Capitol, as the resources are better spent elsewhere until then. I also build up my moons one at a time as it costs a lot of crystal and hydrogen to do so, and is difficult to do efficiently when spreading yourself between more than one.
 
  
 
==See Also==
 
==See Also==

Revision as of 21:59, 25 February 2010

Moon.png

A moon is a celestial body formed from the debris of a large fleet that has been destroyed. For every 150,000 debris left behind after a battle, there is a 1% chance that a moon will be created. The maximum chance that a moon can be created is 20% (3m debris).

Since moons have no atmosphere of their own, a Lunar Base must be developed before buildings can be built on a moon.

A moon is the only place that two very special buildings can be built, the Oracle and the Warp Gate.

In addition to these, two planetary buildings may also be built. The owner of a moon may build a Shipyard where both ships and defenses can be built. He may also build a Capitol.

Moons act much like a planet. Players can deploy ships to or from moons, and can launch any mission they could launch from a planet. Moons have no resource production of their own, but can be used to store resources.

Moons can be espionaged by Hermes Class Probes but cannot be scanned by the Oracle.

Obtaining

Probability of moon formation from ship debris
Ship 1% 2% 3% 4% 5% 6% 7% 8% 9% 10% 11% 12% 13% 14% 15% 16% 17% 18% 19% 20%
Hermes Class 500 1000 1500 2000 2500 3000 3500 4000 4500 5000 5500 6000 6500 7000 7500 8000 8500 9000 9500 10000
Helios Class 250 500 750 1000 1250 1500 1750 2000 2250 2500 2750 3000 3250 3500 3750 4000 4250 4500 4750 5000
Atlas Class 125 250 375 500 625 750 875 1000 1125 1250 1375 1500 1625 1750 1875 2000 2125 2250 2375 2500
Hercules Class 42 84 126 168 210 252 294 336 378 420 462 504 546 588 630 672 714 756 798 840
Artemis Class 125 250 375 500 625 750 875 1000 1125 1250 1375 1500 1625 1750 1875 2000 2125 2250 2375 2500
Apollo Class 59 118 177 263 295 354 413 472 531 590 649 708 767 826 885 944 1003 1062 1121 1180
Charon Class 63 126 189 252 315 378 441 504 567 630 693 756 819 882 945 1008 1071 1134 1197 1260
Dionysus Class 32 64 96 128 160 192 224 256 288 320 352 384 416 448 480 512 544 576 608 640
Poseidon Class 19 38 57 76 95 114 133 152 171 190 209 228 247 266 285 304 323 342 361 380
Gaia Class 17 34 51 68 85 102 119 136 153 170 187 204 221 238 255 272 289 306 323 340
Athena Class 9 18 27 36 45 54 63 72 81 90 99 108 117 126 135 144 153 162 171 180
Ares Class 7 14 21 28 35 42 49 56 63 70 77 84 91 98 105 112 119 126 133 140
Hades Class 8 16 24 32 40 48 56 64 72 80 88 96 104 112 120 128 136 144 152 160
Prometheus Class 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100
Zeus Class ---> 1
Hephaestus Class ---> 1

Probability

The probability of getting a moon is always 20% on any given chance. The more attempts you make however, the greater the likelihood you will succeed in creating a moon. Unfortunately five 20% attempts will not guarantee you a moon; the odds of probability are closer to 67%. The same can be said with 21 20% attempts. Even though the odds of probability state you have a 99% chance of gaining a moon, every attempt still has a 20% chance of creating a moon.

Keep in mind that the chance is always random. The game doesn't keep track and calculate how many attempts you've made in the past. Below is a chart that outlines the odds of probability.


Probability of gaining a moon on 'n' attempts
Number of
20% attempts
Probability of
gaining a moon
Probability of
not gaining a moon
1 20 80
2 36 64
3 49 51
4 59 41
5 67.23 32.77
6 73.79 26.21
7 79.03 20.97
8 83.22 16.78
9 86.58 13.42
10 89.26 10.74
11 91.41 8.59
12 93.13 6.87
13 94.50 5.50
14 95.60 4.40
15 96.48 3.52
16 97.19 2.81
17 97.75 2.25
18 98.20 1.80
19 98.56 1.44
20 98.85 1.15
21 99.08 0.92
35 99.96 0.041
n ( 1 - (0.8)n ) * 100 (0.8)n * 100

See Also