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Strategy / Optimal setup & fleet composition.
« on: January 01, 2013, 05:13:27 PM »

I quit some month back, but well, after playing three years 24/7, i do still occasionally check the forums. I think I learned a lot of useful stuff playing myself, and with some  great players in original, X1 and X2, so I want to share _my_ opinions and ideas about what is an optimal strategy for developing your game and which tactics to focus on in achieving maximum growth and success.

(I stress that I express _my_ opinions and ideas here. flame on if you want, but dont be dicks- contribute instead :))


Overall strategies:

Early game..

Dont make more temporary "mining planets" than necessary, just what is needed to fund the steady flow of gaias and transports needed to create nine planets with field counts high enough, and correctly spread out.
Spread your planets well, later in the game you will make huge scores from the targets of opportunity that your wide reach gives you. Min 200 planets between planets, preferably in different galaxies to allow cross-galaxy attacks.

Its a pain in the ass though, not only do you need high field count, you also want cold planets in the higher slots AND land in the systems you want. The more neighbors the better.

To handle this you need a lot of transports. Its more work, but worth it when you soar the ranks later in the game. Overnight deploys between moons are easy and helps with moving res around. You won´t need to do that a lot either, because...

Farm your ass off early game to fund your mine building and while building up an income-earning raiding fleet.

Mines & buildings...

Build and spend de-centralized...
Keep your planets setups as close to each other as possible. Your set-up is flexible and doesn't have weak points. If someone wants to seriously mess with you, they need to face you in multiple areas. When your gates are up you should shuffle your fleet around when fleetsaving and it also become harder to observe and decipher your schedule. Adding security and a "feel of mystery" to your planets which will scare the sheep.

Build mines after their ROI, which means high ore & hydro mines. There are spreadsheets out there, use them and follow the numbers that maximize profits.. This is a key point.

You will be low on crystal, trade ore to turtles (or convince them to be turtles to hook you up with crystal hehe  ;D) or better yet, when heph ready do weekly or bi-weekly large merchant trades. Its not a lot of credits.
Power mines with solar satellites and scale your defenses to protect them. As your mining income grows you will need the defense anyways. Solar array is something for the very early game.
Keep it as minimal as possible, but when feasible something like 1 plasma (with a defense ratio along the lines of: 4 gauss, 2-4 pulse, 8-12 pulse, 20-40 laser, 80-120 missile)  per satellite is good and will also let you do offline ship builds in peaceful times.

Keep infrastructure minimal. If it takes you days to afford more mine upgrades, then its not a problem that it takes 2-3 days to build a mine, wait with the foundry, capitol, shipyard etc until their costs are relatively low in comparison with the price of further mine upgrades. You dont need more building capacity than you have income for.
In fact, its counterproductive. Its tight spending that will build you a monster account in the endgame. Giving you a fleet larger than your peers and therefore also letting you profit on crucial profitable hits of opportunity.

Obviously developing moons/oracle is high priority, get it done and do long efficient builds aiming at high oracles.

Keep tech at a minimal, save the crystal for mines, moon and your fleet. This goes for AWS as well. Weapon and armor tech should be kept a level higher than your shield tech.


Continuously build up your fleet throughout your development, but don't spend more than needed to have a fleet that will supply kills and extra income while building up your mines and infrastructure. FORGET about proms and ares for the first several months of the game. Do not build more zeus than needed for fleet saving your planets/moons.
What you need first of all is dios and transports to handle your buildup. Your main transport ships should always be the atlas for speed, since your transports double as a res-raiding ship. There are targets out there with huge stockpiles and those "expensive" atlas fleets will earn their cost back when you are able to launch a kill fleet followed by five atlas waves within minutes of discovering a fat target. Not to mention farming… Atlas!!

Then a fast fleet for moon hunting. Athenas/hades, supported by poseidons, and backed by fodder. Cant stress this enough. The backbone of your fleet should be Athenas & Artemis. Not only is it the "fleet-style" that gives you the most power for the smallest price, it is also the crystal cheapest ships which you will need to focus on with a mine setup that follows ROI and therefore produces the most ore.

You need 15-20 fodder (artemis/apollo) per capitol ship (athena/hades). This was what I personally ended up at, but the details of this can be discussed endlessly and doesn't really matter that much. The main point here is that a fodder heavy fleet is cheaper and hits harder. The higher fuel costs is too small an issue to be a serious back draw.

1 prometheus 
(optional, or build later)
1 ares          
(optional, or build later)
3  hades          
(fantastic ship, but not worth the costs in large numbers compared to what else you can get for your res)
8 athena   
(the backbone of your ore heavy fleet)
16 poseidon   
(often they will not add to the profits of an attack, but they are needed when attacking targets which understands the role of fodder, or planets with lots of missile batteries. Build less than this if you don't use them enough)
50 apollo      
(apollos are awesome, best bang for the buck in the game, but range/fuel limitations means that in your moon-hunting setup they shouldn't constitute more than an auxiliary position to back up your artemis, deliver damage and lessen apollo rapid fire of your targets)
120 artemis   
(your new best friend. Awesome combo with the athenas due to the way the battle system of the game is constructed)

This is a fleet set up aiming at taking down large fleets and making epic kills, not getting fat from living of noobs and mid level targets solely. If that is the level of your ambitions, you can put more focus on the hades for cheap and fast no-loss hits.

The most important ship though, is the harvester.. I haven't had experience with the new harvester types, so I will just mention the dionysis.

Your absolute MINIMUM of dios needed is this:
The number of dios it takes to clear the debris field of a battle between your current attack fleet against an enemy 75% your size. Type your fleet into a simulator and add an enemy with the same ships.
That battle will give you a lot of DSP and a break even, excluding fuel, if you get the debris field. For my fleet ratio there it would mean about 4-5 dionys per athena.

More is always better though.. much more is strongly encouraged. Be ambitious!
Often you will find a target offline and launch on it while later discovering fleets on other idle planets of that player and will need to warp your fleet around to reach them as fast as possible. Only having to use gates for attack fleets (that are quick to return after an hit) and having dios on all planets will ensure you more profitable fun hits. Good times playing your favorite game.
Not investing in  enough dios is the second very common misconception most players have in this game, after dismissing the crucial role of fodder and building mainly capitol ships.

Hunt moon-based, think in profits, play aggressively, but don't be a dick and you will find plenty of buddies out there respecting you for doing just that and your progress in the game.

Thats something on an overall strategy from me. I can share some more thoughts on specific tactics or if anyone would like that I explain my opinion about something in this further, etc.

Fun game! miss it

/Luther Blissett

Battle Reports / Re: Krysst(DOGMA) vs Hercules(UFP)
« on: December 31, 2012, 06:58:18 PM »
Lol, nice one. Funny one that one. Remember that target from x1 too-

Still nobody gets it.. lol.. FODDER!!! :D

Nice hit. :)

So there went me ´ol fleet! lol.. damn


Extreme Universe 2 / Re: R.I.P. Capt Bp
« on: November 07, 2012, 03:06:06 PM »
Very sorry to read this. Capt Bp was a classy player. My condolences to those who were near him.


Extreme Universe 2 / Re: Biggest NPC kill
« on: September 24, 2012, 07:25:20 PM »
Conversion is cheap you ill informed.. something... if your smart, and plan ahead for your needs, you need only do it week or every second week. So 10-20K credits per month.

Your such a tease Goldie! :)

I am still looking for a return on those 10K possies of mine that didn't return from a visit to one of your moons last year...
Play dead a little too long one day, at the wrong time and who knows.. ;)

Nice work!

Moon hunting > heph hunting

Plus you need the ninth planet slot for mines + the hunting ground/galaxy coverage the moon give.

Lol.. thats what I get for recruiting  players that bought themselves into X2 at this stage and obviously couldn't handle it. What a failure! lol
This is the debris size of my other recruit going down, Toxic.

7,371,398,400 ore and 3,131,703,750 crystal are now floating at this location.

What the hell else am I supposed to try, nobody left to recruit. Everyone capable is already settled in their alliances, in too many months with people socially to change/drop their current.
Would like to stir up X2 a bit, but damn its hard. Its grown so funing stale, been seriously considering opting out lately..

Looks like a frs mistake with the heph.. all planets were nicely tucked away.
I wish you a speedy rebuild Captain!

Hephaestus Class Attack Platform Penny Blossom ‎[ ] has:

* ore: 0
* crystal: 16,500
* hydrogen: 14,220,837

* Hermes Class Probe: 5,470
* Artemis Class Fighter: 104,518
* Atlas Class Cargo: 6,016
* Apollo Class Fighter: 106,359
* Dionysus Class Recycler: 6,000
* Poseidon Class Cruiser: 10,000
* Gaia Class Colony Ship: 15
* Athena Class Battleship: 4,000
* Hades Class Battleship: 168
* Prometheus Class Destroyer: 10,040
* Zeus Class: 20
* Hephaestus Class Attack Platform: 1


Luther Blissett led an attack on Captain Bastard at Penny Blossom ‎‎‎[ ].
The following emerged from battle after 6 Round(s)

*****Attacker: Luther Blissett*****
Artemis : 538336 (Lost: 157591 of 695927)
Atlas : 1546 (Lost: 454 of 2000)
Apollo : 58455 (Lost: 8358 of 66813)
Poseidon : 42918 (Lost: 2636 of 45554)
Athena : 34187 (Lost: 726 of 34913)
Hades : 9855 (Lost: 202 of 10057)
** Resources lost: 615,279,000 ore, 216,816,000 crystal, and 8,302,000 hydrogen.
** Destroyed Ship Points Gained: 3,459,537

*****Defender: Captain Bastard*****
Hermes : 0 (Lost: 5470 of 5470)
Artemis : 0 (Lost: 104518 of 104518)
Atlas : 0 (Lost: 6016 of 6016)
Apollo : 0 (Lost: 106359 of 106359)
Dionysus : 0 (Lost: 6000 of 6000)
Poseidon : 0 (Lost: 10000 of 10000)
Gaia : 0 (Lost: 15 of 15)
Athena : 0 (Lost: 4000 of 4000)
Hades : 0 (Lost: 168 of 168)
Prometheus : 0 (Lost: 10040 of 10040)
Zeus : 0 (Lost: 20 of 20)
Hephaestus : 1
** Ship Resources lost: 2,111,330,000 ore, 1,142,937,500 crystal, and 205,270,000 hydrogen.
** Total Resources lost: 2,111,330,000 ore, 1,142,937,500 crystal, and 205,270,000 hydrogen.
** Destroyed Ship Points Gained: 840,397

After 6 rounds of combat: The attacking side acquired 0 resources.
Luther Blissett (ATTACKER) lost 836,218 RSP and gained 3,406,358 DSP.
(more) Captain Bastard (DEFENDER) lost 3,406,358 RSP and gained 836,218 DSP.
(more) 817,982,700 ore and 407,926,050 crystal are now floating at this location.


Luther Blissett led an attack on Captain Bastard at Penny Blossom ‎‎‎[ ].
The following emerged from battle after 3 Round(s)

*****Attacker: Luther Blissett*****
Atlas : 1500
Prometheus : 600
** Resources lost: 0 ore, 0 crystal, and 0 hydrogen.
** Destroyed Ship Points Gained: 50,000

*****Defender: Captain Bastard*****
Hephaestus : 0 (Lost: 1 of 1)
** Ship Resources lost: 20,000,000 ore, 20,000,000 crystal, and 10,000,000 hydrogen.
** Total Resources lost: 20,000,000 ore, 20,000,000 crystal, and 10,000,000 hydrogen.
** Destroyed Ship Points Gained: 0

After 3 rounds of combat: The attacking side acquired 8,250 crystal and 7,110,418 hydrogen.
Luther Blissett (ATTACKER) lost 0 RSP and gained 50,000 DSP.
(more) Captain Bastard (DEFENDER) lost 50,000 RSP and gained 0 DSP.
(more) 823,982,700 ore and 413,926,050 crystal are now floating at this location.

Extreme Universe 2 / Re: mine levels for x2
« on: May 10, 2012, 06:50:27 AM »
Yes.. The workers makes all the difference. I have a 56% bonus in my ore mines.

40/33/36 X 9, full 4% workers and geologist bonus.

Next is to take the ore mines to lv 42. Should only take me 6-7 weeks to a accomplish when I start.

Extreme Universe 2 / Re: mine levels for x2
« on: May 09, 2012, 11:24:55 PM »
7,001,476 ore per hour
1,460,124 crystal per hour
1,665,860 hydrogen per hour
Total: 13,599,718 converted resources per hour

168,035,442 ore per day
35,042,983 crystal per day
39,980,663 hydrogen per day
Total: 326,393,240 converted resources per day

Extreme Universe 2 / Re: Who has highest foundry lvl
« on: May 06, 2012, 10:39:12 AM »
"Either way you need higher foundries to reduce build times of you mines."

No. You dont need it for that, like I explained earlier it makes more sense (from a mining aspect only at least) to keep your foundry levels low and save the ressources for the mines themselves.

It doesn't matter if it takes a week or two for a mine to finish building, its more cost-efficient to wait a bit and just have several mines building at the same time than to waste res on foundry levels.

Extreme Universe 2 / Re: Who has highest foundry lvl
« on: May 04, 2012, 07:07:27 PM »
I have two F8´s and most other F7. Its also a question of being spread out or or not. If your planet is isolated, a high foundry level is practical for many things and needed more. Building eight foundry 8´s in the same system as a F10/11 as monkey plans too is just wasteful and will delay his building plans a great deal while the rest of us progress. I guess he like to be able to build a lot of nukes. We all have different priorities. I want a solid spot in the top ten of the overall/fleet/DSP.

I need the high levels for producing ships while I am online only, like krysst too. But the most cost-efficient is too keep them as low as possible and just slowly build ships 24/7.

Extreme Universe 2 / Re: Who has highest foundry lvl
« on: May 04, 2012, 06:39:21 PM »
Crystal mines are very expensive in crystal costs and the amount of extra output they give at each level are low compared to ore mines and synths.
ROI wise, you can build to ore lv 42 and synths 37 before even going as high as crystal mines 34.

Before crystal 36´s are the best investment, you can build as high as ore 45 or synths 39.

With this setup you need to spend 60-120 credits per year on heph merchant trades to balance out your crystal deficiency)

Whats important is your fleet composition and wether you use the merchant or not. Most people prefer fleet compositions that are crystal heavy and therefore tailor their mine production to that. Instead of doing the opposite and building their mine income after which mines gives the fastest growth (ore and hydro) and then focusing on a ore heavy fleet composition.

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