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The most devious trap is skirting the line when your fleets are anchored. Once you deploy them, you won't believe just how fast your stockpiles start to drain.
But beware of that Ascension Perk. It's a flat bonus. Although it does synergize with the +10 NavCap Techs, and with the Grand Fleet Edict, it's a Perk that's very well suited to "Tall" empires, and very poorly suited to "Wide"-type empires.
To get more Naval Capacity, grow more POPulation units (including Robots, Droids, Slaves, etc), build and upgrade Space Stations, and build Habitats. And get those +10% Techs.
Not to mention, fleet power doesn't even show the real power of a fleet.
Hard caps are inferior IN ALL WAYS to soft caps. They’re bad game mechanics design.
Interesting. Why is it not really suited for wide empires? Is it cause it sort of a "waste" to pick that perk up when there are probably other perks that would benefeit more?
Also, does that exploit of getting a single corvette and going near the opponents capital world still work?
Even if that puts me in an energy deficiency.
Then when I get into a massive fleet battle my loses will drop me down to fleet cap
This raw NavCap is then multiplied by a multiplier value, such as the +10% Techs. I think there are five of those.
The Perk adds to your raw NavCap value, but the problem is that if you’re playing a “wide” empire then you might already have a raw cap of 500 or 600. Taking the Perk would increase that value to 700 or 800.
You spend something precious - you only get to choose *eight* Perks in a game *ever* unless you use mods - to gain a relatively small bonus.
A “tall” empire might have a raw cap of 300 or 350. For that empire, the Perks additional 200 is a significant boost. It’s worth it to gain a permant 33% or so boost to NavCap.
Even more so for a *very* tall empire, and extremely so for a One Planet Challenge empire.
I've been at ~1700/900 fleet cap when dealing with the onset of a crisis, and up to 2100/1500 when getting around to conquoring Fallen Empires/the galaxy for a victory condition on a 800+ star galaxy.
Go over as much as needed, if you can. A dyson sphere may be required for obsence overages though. 1700/900 worked out to about +130% to fleet upkeep costs. That is 1700 in ships, with 900 capacity. Once fleets left port I operated close to a deficit energy-wise even with a fully operational dyson sphere (and Machine empire), but losses quickly put me back into the positive. At that point late-game minerals shouldn't be an issue, the time to replace ships and get them with your fleets is more precious.