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Mostly, fusion age or below will not glass to badly.
Antimatter warheads, antimatter cannons, mesons beams, etc., tend to slag a world in record time.
You can use invasion ships - use your main line to clear resistance & satts (and use the "don't shoot at planet toggle to avoid shooting at planet) - and then choose a separate fleet of invasion ships on the following turn and have them invade the hell out of it instead of glassing it.
Surrender options are hit & miss - mostly - the more powerful the enemy & the specific world - the more likely they'll spit in your face.
thank you for you're comments i've see both of you before on other disscussions and i think it cool you guys help so much.
The first is fleet strength compared to planetary toughness. I had a game where I heavily nerfed most energy weapon's damage to planetary population in order to encourage proper siege warfare ie. use assault shuttles & biowar sections or use ballistics & missiles with huge associated inf/ climate penalties. The changes were pretty nice, but the surrender rate went way down - planets just looked too tough to the autoresolve formula to let it consider surrendering.
The second is defence sats. I've NEVER seen an enemy world, even a small weak one faced with a stack of dreads, to surrender whilst a single satellite is in orbit.
One thing I tried which works pretty well, especialy with reduced damage to planets, is to build a dedicated siege fleet of destroyers. Send in your main battlefleets of dreads to clear out the enemy capital ships & move on to the next world, then send in a swarm of war or spinal mount destroyers with a dread CnC to mop up the leftovers, then switch them out with assault ships to finish off the planet. Even a size 10 world will melt like butter if you drop a couple of dozen shuttles on them simultaneously & the sheer weight of fire a specialized destroyer swarm can put out will overwhelm any cruisers still hanging around, even if it's more than just a couple of them.
2) Assault shuttles or advanced assault shuttles. Advanced is better
3) Bio weapons. Does not work on Zuul. They are wonderful. Plaque is the only one I don't like.
4) Surrender by overwhelming number. You have to have to be two or three times larger than defender.
5) Lower morale and get them to rebel by using propaganda ships(-5), fighting (-5)
Bioweapons (-5). Does not work on Zuul.
Understand which weapons do climate damage.
Zuul attacker can also convert the planet by infecting them with slave disks or abductors, and then kill off as many imperial as possible. Wait a couple turns for the Zuul infestation to kill imperials. Then ownership will switch to you next turn with 100 population. I usually do this by looking at how much population is left and then launch slave disks. One disk will capture 50 million, if you lucky you can get it down to maybe 5 million. And then next turn bombard the planet with impactors. Don't kill all of them though. Hold fire if it gets too low.
Avoid the weapons that do more climate damage. For example, Emitters don't do any damage to the climate. But you kind of need heavy emitters to be able to do enough damage to the planet to destroy it in less than a few turns.
Setting up weapon groups on your ships can help, so you can turn off the weapons that do more climate damage when it comes times to bomb.
I'm usually using AP rounds and Antimatter cannons and rarely have a planet uninhabitable after battle unless the race I'm fighting already has a very different climate than what I do. The medium mount version of these weapons do minimal climate damage.
I've not seen a table with all the weapons, but you can find the climate and infrastructure damage in the individual weapons here:
http://wiki.swordofthestars.com/sots1/Category:Weapons
Or it's handy to get an ally that has a very different climate than you do so you aren't competing for planets.
Or as a last resort, you can always mine the planets left behind and use the resources to boost your planet's industry.
3) Use assimilation virus. If you didn't roll it, you can still reverse engineer from someone that has it. It instantly turn enemy climate to yours. Also work on independent colonies.
And yes, do not auto resolve fighting enemy colonies. You can use auto after you killed the imperials on next turn.
Auto almost gurantee to turn it into wasteland.