Hyperiums Info Stuff

July 29, 2017 | Author: Acaevia | Category: Trench Warfare, Profit (Accounting), Cruiser, Bomber, Sleep
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Info from FOTHN alliances forum....


Table of Contents War.............................................................................................................................................................1 Defence......................................................................................................................................................3 Hyps Economics 101 .................................................................................................................................7 Civilization investement/Accelerated pop growth ..................................................................................10 Basic Techs ..............................................................................................................................................12 Infiltration/Counter Infiltration ...............................................................................................................13 Hyps Acronyms .......................................................................................................................................14 Civ investment + Civ lvl/pop ratio ..........................................................................................................15 Government System ................................................................................................................................17

War I figured I would start a thread to generally tell you how strategy and tactics work on a larger scale in the game. This is what really makes you a valuable part of an alliance: understanding how it all fits together. Firstly, wars often begin through some chain of events--i.e. you attacked my friends, so I'm going to attack you. Often there are broken pacts and betrayal along the way and a lot of unnecessary calling foul. Remember, fleets arriving at their destination enter a period in which they are Not Available (N/A). The N/A period is 2 hours in Defend Mode and 4 hours in Attack Mode. An N/A period is also triggered when changing between modes (again 2 hours for Defend, 4 hours for attack), and when activating/deactivating camouflage (1 hour). Attacking fleets will suffer one uncontested Battle Tick during their 4 hour N/A period before they join regular combat. The N/A period prevents your fleets from doing anything, so they cannot even withdraw if Stasis is down. This makes it important to be online when your scouts or scans come in, so you can reroute or delay your fleet if necessary. You generally want to begin by obtaining a planet near the target alliance. You want to secure this secretly and prepare a hypergate (HG) and this will become your Rally Point (RP). The element of surprise is essential because you don't want to land in stasis or with an enemy at high upkeep with allies around to defend. You then bring in your fleets to this planet by HG, along with the rest of your alliance. Within a short time, you will all be expected to launch your fleets towards targets given to you by your HC / war leaders, generally builder planets or mineros or planets which they can EB (energy blast) thereby dropping stasis. They will generally give instructions for how to launch your fleets, and most importantly WHEN TO ARRIVE. They will generally choose a time like 00:24 for scout fleets and 01:24 for main attack fleets. These times are chosen because most of Hyperiums is asleep at that time (unless they have attacks going on ;p). A scout fleet is a small fleet sent to the planet to figure out how much fleet is there, generally 1M AvgP or less with a few GAs (an alternative is scanning, but that's expensive!). Make sure your scout and battle fleets arrive at the correct time by looking at your "Moving Fleets" page under the "Military" heading, and DELAYING the fleets to the appropriate times. This is done through the checkboxes on the right and the lovely delay feature.

You will have further instructions to send more fleet for the 01:24 arrival. You arrive at 01:24 because it leaves the shortest amount of time to the next battle tick (02:06) which gives you more battle tick opportunities in the time it takes the enemy to reinforce with defense fleets. Generally you should not land more than 3x the enemy fleet. Instead, keep the true size of your force a secret by delaying the rest of your fleets 1-2 hours away from the planet. This helps you in case you need to reinforce your allies elsewhere (your forces will not ALL be trapped in Stasis). Additionally, the enemy will be left to guess at your overall strength, either guessing too low and taking more damage or guessing too high and overcommitting to that one location. You generally want to reinforce NON-stasis attacks first and keep from sending too much fleet into stasis battles. Try to take any risks with getting caught in stasis at the start, because if any mistakes are to be made you want to make them when the enemy is not ready to exploit them so quickly and easily. If anybody would like to add other launching tactics, please do so! I know I left some stuff out as I am lazy ;p Maybe they could use some more explicit instruction on how to send fleets in small parts, arrive at the right time, delay at one hour, etc... Something asked now and then is what is the little graphic next to large forces that says "x5" or "x11" or "x24". This graphic is telling you how many multiples of 500k AvgP are in that fleet. 500k AvgP = x1. So you can quickly know that a fleet with x11 is roughly 5.5 million AvgP strong. This number always rounds down: 5,999,999 AvgP will read as x11 just like an even 5,500,000. ###WAR### 1. Don't charge into enemy stasis unless you are 100% sure you can take it, and that enemy reinforcements won't be enroute. Trapping the enemy in stasis whether you have advantage or not can be invaluable in war, because you keep fleets tied up indefinitely, allowing time for reinforcements to arrive. 2. Enemy fortification bonus will be high, so expect heavy fighting on the ground. If you take a planet that can Energy Blast, and if there are at least a few target planets in range, it is worth it to EB so you lose a lot fewer GAs. However, always check if there are untaken planets around. If not, it just wastes energy you'd use defending your acquisitions. 3. When you take a planet, be sure that it has at least 10 energy before enabling stasis. If the area seems safe enough, try to recharge more than that. Also, enable stasis after an energy tick. No enemy can arrive between two Move Ticks, so waiting for the Energy Tick saves you 1 point. 4. Leave a Static Defense at each planet taken if possible. Every planet with stasis enabled should have some decent Static D so that the enemy cannot perform "cheap" retakes. 5. Update the the war threads carefully. Use the new features to make threads easy to read and track info. For details on how to use these features, see the "Posting Threads" thread, under the "Military Thread Layout" heading. 6. Even if you don't have a strong military, participate 100% in the Attack. You can take neutrals and poorly defended planets all around which might provide very important energy blasts. Even if the enemy rebuffs your efforts, they'll likely put more resources into undoing your actions than it cost you.

Harassment in this manner is a valuable tool as well. 7. Try to prevent unnecessary GA losses. One method to do this is to delay your troop-carriers 1 hour behind your main battle fleet. If the target world proves to be too resilient, your GAs are not mired in a hopeless battle. Secondarily, they are not present to be destroyed in the initial battle tick at the target. It is stated elsewhere in the guides, but it bears repeating: GAs are not easily replaced; be cautious with them. 8. If you cannot be active enough to hover over your fleets when they arrive, send bomberless compositions to your targets, and follow those fleets with a group of bombers and cruisers carrying your GAs 4-8 hours later. I don't think you can expect to gain a lot by dropping GAs against a highly fortified planet before the first few Battle Ticks, so it is better to show up later and take fewer losses. Beware, however, that you will not be able to merge your carrier fleet with your main battle fleet before the first Battle Tick after their arrival. You should therefor carry your GAs with the advised 5-8x bombers + the Cruisers--the same AvgP of Cruisers dead means less carrying capacity loss than with destroyers (see point 1). 9. Stealth Scan targets for Stasis and Fleet 5 hours before you land so that you get the info 1 hour before you arrive. This will enable you to reroute fleets if necessary or appropriate. Scans can get detected and tip off the enemy, but scouting with too little AvgP of fleet still allows the enemy to raise Stasis (they can raise stasis even in-combat if they outnumber you 100-to-1). Stealth Scans therefor offer you at least the chance of an undetected scout of the location, and thus to possibly arrive before Stasis is enabled. A second approach is to send in blockade fleets--scouts of aroung 50k AvgP that you send before your main battle fleet. If stasis is down they usually won't have enough fleet there to raise stasis in spite of your scout, and you proceed with your main battle fleet; if stasis is up, and if your scout fleet is higher AvgP than their Static D, then it will drain stasis without committing the whole of your forces to that target. 10. Another good strategy is to identify and quickly take a few vital targets such as the enemy Shipyards (but preferably non-Dictatorial, as those are Black Hole risks) by concentrating your GA power. Subsequently, you blockade the rest of their cores, eliminate their fleets, and capture the other planets later on. 11. Always break up your fleets in small pieces (for example: groups of 250k, 1M, 2M and maybe some 5M). You can't divide your forces on the move, so it is important to have appropriately sized chunks ready for any size task. (Don't go too crazy on this though, because if you have too many groups your deployment costs will begin to skyrocket exponentially!) 12. Always send several individual dessies with gas along with each fleet (and name them, because your moving fleets page will be a mess). These will prove to be invaluable scouts, useful for checking for Stasis, target energy levels, and/or poking around for vulnerable targets without sending a sizable chunk of your forces into the unknown.


1. Static Defense It is essential to have a Static Defense at all of your planets. Static defense (or Static D), is a Fleet and/or Army that stays at a planet and does not move or participate in any offensive action. Having a Static D protects your income and production capability, preserving your strength. The purpose is to prevent enemies from blockading your planets and draining stasis with very small fleets. Instead, it forces them to commit a significant portion of their overall fleet to effectively shut down any of your planets, and thereby weaken their main thrust and/or overall offensive. For example, if you have no static defense, the enemy could blockade your planet and deny income and production with only a few ships. This could cost you tens of millions in lost income from that planet, while the enemy only paid a few hundred thousand for those ships. 2. Bombers Bombers should be part of your static defense in order to save you from losing GAs unnecessarily. While poor space fighters, the merits of the Bomber are in anti-ground capability and a high carrying capacity for GAs (they carry 5 GAs, while other ships can only carry 1 GA). If you are attacked by overwhelming numbers, sometimes the best course of action is to load up all your armies and leave to preserve your strength for a counter-attack or retake attempt later. It is important to preserve your GAs because, unlike ships, GAs cannot be produced on-demand. They are generated at a fixed rate based on your planet population. This makes them very hard to replace if they are lost. 3. Energy / Stasis • Energy. Your planets should pool Energy in proportion to their income. Once the necessary Tech is researched, you can increase the maximum energy storage on your planets from the Planet Management tab on the Planet Overview page. Recommended TI-to-Energy ratio guidelines are as follows: TI 20M: Energy 10 -- TI 60M: Energy 20 -- TI 80M: Energy 40 -- TI 100M: Energy 60 Allowing some fluctuation in your stored energy is normal; however, at the high end of the spectrum, try to maintain a minimum of 35 Energy and avoid pooling more than 75 Energy. Energy has many important uses. The most important function is to provide enough energy to hold enemy fleets in Stasis for a long period of time, thereby slowing their advance and giving us more time to react to the threat. Higher energy pools bring more flexibility in energy use, such as being able to scan a few planets or teleporting ground armies without dropping Stasis. • Stasis. Enable on all core worlds, except Shipyards that are actively building Fleets; keep idle Shipyards in stasis! Stasis is absolutely critical to any defense effort. Stasis slows down battles, allowing time to reinforce

and successfully defend the planet. If Stasis is enabled, enemy fleets arriving at your planet will be trapped there until energy runs out, so the more energy available the longer they will be trapped. This will buy us time to overpower them and wipe them out. If Stasis is disabled, you could be gone for ONE DAY and come back with no planets left. 4. Parano Enable on all core worlds. Paranoiac Mode is a setting that forces any foreign military arriving at or already in orbit around your planet to be in Attack Mode, unless they belong to one of your alliances. Essentially, this is a way to tell your military to shoot first and ask questions later. Parano ensures that no enemy can send a fleet to your planets in Defend Mode (waving a white flag) and then turn against you later after other enemy reinforcements arrive. This also prevents an old trick where attacking players (seeking only to blockade you, not fight) would switch into Defend Mode before a Battle Tick, and then switch back to Attack Mode after the Tick happened. IMPORTANT NOTE: Make sure the planet has the correct tags! Otherwise, friendlies will also be forced into Attack Mode and be fired upon! 5. Auto Warn Allies / Logout / Sleep Mode • Auto-Warn Allies Enable the option to "warn allies when attacked while away" in your preferences. If you are attacked while you are Logged Out (being logged out is important!), a thread will automatically be created to alert your alliance. Without this setting, your alliance has no way to know that you're under attack until you Log In and tell them, and that could give the enemy hours (or days!) to wreak havoc virtually unopposed. • Logout Never just click the X button on the browser window! Logout first!! There is no (reasonable) auto-logout. If you do not manually logout, Auto-Warn threads will not be created while you are gone. In addition, you will appear to be online when you're not. This is very frustrating for High Council or anyone managing a major alliance. We like to know who is actually online so we can talk to them. • Sleep Mode Sleep mode can be a very valuable tool; however, it can also be a double-edged sword. When you logout, you are asked whether you want to logout normally or engage Sleep Mode. Sleep mode lasts 6 hours, and does 2 things. First, any new battles on your planets that start during Sleep Mode are suspended. For new battles, no Battle Ticks take place until Sleep Mode ends; however, any battles that existed prior to engaging Sleep Mode continue normally! Second, Sleep Mode prevents access to your account for its 6 hour duration. Until it ends, you cannot log in, and your Backup Buddies cannot access your account either.

One important note about the battle suspension that occurs during Sleep Mode is that the Auto-Warn function will not be activated until 2 hours before Sleep Mode ends, regardless of what time the enemy fleet actually arrives. Generally this is okay, though, because the time would be equal or less between Warning and the first Battle Tick outside Sleep Mode. Sleep mode is great for defense, because you won't die in your sleep. On the other hand, if you are on the offensive and engage Sleep Mode, your Backup Buddies cannot log into your account and manage your fleets for you. This is not to say you should never use Sleep Mode when you're attacking; rather, you should weigh the risks and decide whether it is appropriate or not. Another important note about Sleep Mode is that there is a 20 hour cooldown period after you activate it. If you activate Sleep Mode one night at 22:00, you cannot activate it again until 18:00 the next evening. So, you can use Sleep Mode every night when you go to bed; however, if your sleep schedule is very erratic it is possible to run into a situation where you cannot activate it. 6. Beware of Black Holes! Black Holes are VERY powerful. The best way to defend against a Black Hole is to see it coming. Unfortunately, this requires a large degree of vigilance from you and your neighbors. After the necessary Tech is researched, any planet with Dictatorial Government can prepare a Black Hole. Preparing a BH at a Planet takes 72 hours, and broadcasts a warning to surrounding worlds that preparation of a BH has started there. Once a BH is prepared, it uses 1 Energy per hour and will cause Economic damage to all planets within a distance of 2. Setting off a BH destroys the planet that prepared it as well as all military units present and within 1 hour's travel, regardless of whether the fleets are coming or going. In time, perhaps a week or a month, any planets within distance 0 will also be consumed by the Black Hole. Black Holes are a large part of wars for several reasons. They can be used offensively after enemy planets are taken. BHs will damage surrounding eco and destroy enemy fleets engaged in Retake Operations (additionally deterring further Retake attempts), and eventually also destroy nearby planets. Black Holes can also be used defensively. If facing overwhelming odds, an individual or an alliance can strategically BH enemy fleets to quickly destroy them, slow the enemy's advance, and potentially deal a massive blow to the foe's overall numbers. Stasis and Energy Energy ticks happen every hour @ 00:40 Your planets generate 1 Energy unit/hour (Minero planets also have a 40-50% chance of generating an an extra Energy unit every Energy tick) Stasis uses 1 Energy unit/hour Prepped BH uses 1 Energy unit/hour Hypergates use 1 Energy unit/hour

Blockades: If you have stasis up and one of your planets is under attack with superior fleet AvgP to your own this will drain your Energy 1 unit/hour Stasis and Battles: Stasis will slow down battles, whether enemy fleet are trapped in your own stasis or you in an enemies stasis the chances of getting a BT are 33%. Energy blasts: You can use the Energy on one of your controlled planets to knock out the Energy of surrounding planets. The distance of the Energy blast or EB is determined by the amount of Energy you have. An EB will not disable stasis on it's own, stasis will remain up even with a planet at 0 Energy, it will only fall if there is a BH prepped, hg active or the planet is under blockade. Dist 0 = 40 Energy Dist 1 = 80 Dist 2 = 160 Dist 3 = 320 Dist 4 = 640 ============================= The energy tick is hourly and consists of 2 phases 1) Generate Energy -A planet naturally generates one energy every hour. -Mineros also have a 50% chance each hour to generate an additional 1 energy. 2) Use Energy -When stasis is activated, it automatically consumes 2 energy -While stasis is active it consumes 1 energy every hour -While an enemy is active and in attack around a planet with an active stasis field, the stasis field consumes an additional 1 energy per hour -While an HG is active it consumes 1 energy every hour -While a BH is prepped on a planet it consumes 1 energy every hour -While any number of teleportation trades are active on a planet, there is a 50% chance each hour that 1 energy will be consumed. Examples: The net change in energy per hour for... ...an agro planet = +1 ...a techno planet with stasis active = 0 ...a minero planet with stasis active and under blockade = 0 or -1 ...a techno planet with stasis active and under blockade = -1 ...an agro planet with stasis active and under blockade and with an active HG = -2 ...a minero planet with stasis active, teleportation trades, and under blockade = 0, -1, or -2 ...an agro planet with stasis active, under blockade, with an active HG, and a BH prepped = -3

Hyps Economics 101 Trading The trading system is best utilized by having planets in trading pairs. If you have a core(a group of planets) of 12 planets they need to be set up as trading pairs. ie. 6 technos(3 Mineros + 3 Agros) This is so you can

build up your exploits equally among the trading pairs and always have your trading capacity filled without relying on foreign planet owners. Also pay close attention to maximizing the distance between trading pairs as the distance increase the cost of the trading relationship. Exploits When starting to build exploits it is key to research the tech tree which decreases your building costs signicantly according to the civ lvl. As well always build exploits in dict. goverment build cost are much cheaper in dict. Civ. Investment I have followed a rule in the past where I didn't raise any civ until I built my first 100 exploits per planet. Civ. is important however for your research needed so it may be required to raise a couple planets to civ2 right away. It is very important to keep your civ lvl's below your tech tree lvl for cheaper exploit production. That is until you reach the infinite lvl's for which I do not at this point see a use to research those. Ecomonically your civ lvl's will need to far surpass the tech tree lvls to make it worth while. I also suggest taking one or two planets, builders that you won't be abandoning for anything and pump their civ up quicker than the others so you are able to research the important techs.

Population Very important to all aspects of your planets economy and to your ga generation. Population effects how quickly civ investments are processed, how many exploits can be built/cash tick and how much income you recieve for your exploits. Setting your WTR rate to minimum 40% early on is important to build your planets population enough to maximize your exploit returns. Later on, leeching is very effective way to raise the pop lvls on all your planets.

BANKING If you've played this game for a while you know that BANK means you're bored to no end...but for a good reason. For the new players, Bank or Banking means that you do not spend any money and try to save as much as you can. So why would you want to bank? There are a number of possible reasons for banking. It could be in preparation for war time activities. You'll need a large amount of cash when you go off and take enemy planets. The reason being is more then likely you'll go over the planet limit of 14. For each planet over the limit of 14 you lose 10% of your income as a penalty. If you hold a maximum of 24 planets you'd have zero income and the costs of supporting your fleet\GA's would be taken from your bank. Now the other reason for banking and also for this post, is that prior to coring you'll want to save as much money as you can so you can invest it in your new core. That investment could be in CIV level or maybe in exploits. The important thing is to have BANK to help you expedite the growth and development of your core planets. ==================== Over the limit = decreased pop growth ====================

If you are over the planet limit at the time of the planet update tick (03:00 ST), then your population increase is decreased by this formulae: (Number_of_planets_overlimit)*(rand(25-30)).

What does this mean? I happened to be at 18 planets (4 over) this night, and with WTR 35% (or more) on ALL planets, "growth" was from -7 to +45 ================================= Expoits and Building Pop. 1 Exploits are limited by population =========================================== The limit for exploitations that are used completely is population size divided by 10. For example a planet with 4322 pop can effectively maintain 432 exploits. Exploits that can not be supported will only generate income from the trading relation. What does that mean? An example: Own activity 15k, trade partner activity 15k, 4000 pop and 500 exploits. (100 exploits are not supported). The "net income" (without any upkeeps and without tax) is calculated like this: [Number_of_supported_exploits * own_activity] + [Number_of_exploits * trade_partner_activity] or if we insert our numbers: 15,000 * 400 + 15,000 * 500. We see that we "wasted" 1,5M of potential income! CONCLUSION: Any exploit that is buillt above the pop limit will bring VERY LITTLE income, usally a lot below 10k/exploit. If possible do not build exploits above the limit, use that money on other planets or invest into civ. #2 Civilization level and it's effects =========================================== a) Higher civ levels bring lower exploit production costs - about 1% for each civ level. b) Each civ level advance increases the planet activity by ~250 #3 Exploit cost reduction techs are not worth it (not yet at least) =========================================== Let's make a "short" calculation. For level 10 the cost for all 3 production types is 38.4M * 3 = 125.2M The techs reduce exploits costs by 1/3. So we need to build 375,6M of exploits to make the tech pay itself. How many exploits is that? It depends on the amount you already have, but let's take a nice average of around 400 / planet. You would have to build in excess of 100 units on EACH of your planets. Keep in mind that unless you have enough pop, these exploits will make almost no profit. It would also take 3 days + for most of you to acomplish this, by which time your planet would likely advance to the next civ. If we instead of this, invest the money for techs into civ, and again build exploits for 375,6M cash (1/3 less than with the tech), we will likely* even make more profit.

==================== Civ Levels Needed Investment ==================== 1 2 3 4 5 6


0 250,000 562,500 953,125 1,441,407 2,051,758

7 - 2,814,698 8 - 3,768,372 9 - 4,960,465 10 - 6,450,581 11 - 8,313,226 12 - 10,641,533 13 - 13,551,916 14 - 17,189,895 15 - 21,737,368 16 - 27,421,710 17 - 34,527,137 18 - 43,408,921 19 - 54,511,152 20 - 68,388,940 21 - 85,736,174 22 - 107,420,218 23 - 134,525,272 24 - 168,406,590 25 - 210,758,237 26 - 263,697,797 27 - 329,872,246 28 - 412,590,306 29 - 515,987,882 30 - 645,234,853 31 - 806,793,567 32 - 1,008,741,959 33 - 1,261,177,449 34 - 1,576,721,811 35 - 1,971,152,264 36 - 2,464,190,329 37 - 3,080,487,912 38 - 3,850,859,889 39 - 4,813,824,861 40 - 6,017,531,077 41 - 7,522,163,846 42 - 9,402,954,807 43 - 11,753,943,509 44 - 14,692,679,386 45 - 18,366,099,232 46 - 22,957,874,040 47 - 28,697,592,550 48 - 35,872,240,687 49 - 44,840,550,859 50 - 56,050,938,573

Civilization investement/Accelerated pop growth Civ Investment (Hope its still valid): -------------------------------------------Investment for reach to civ 1 : 0 Investment for reach to civ 2 : 250,000 Investment for reach to civ 3 : 562,500 Investment for reach to civ 4 : 953,125 Investment for reach to civ 5 : 1,441,407 Investment for reach to civ 6 : 2,051,758 Investment for reach to civ 7 : 2,814,698 Investment for reach to civ 8 : 3,768,372 Investment for reach to civ 9 : 4,960,465

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10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61

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6,450,581 8,313,226 10,641,533 13,551,916 17,189,895 21,737,368 27,421,710 34,527,137 43,408,921 54,511,152 68,388,940 85,736,174 107,420,218 134,525,272 168,406,590 210,758,237 263,697,797 329,872,246 412,590,307 515,987,883 645,234,854 806,793,567 1,008,741,959 1,261,177,449 1,576,721,811 1,971,152,264 2,464,190,329 3,080,487,912 3,850,859,889 4,813,824,861 6,017,531,077 7,522,163,846 9,402,954,807 11,753,943,509 14,692,679,386 18,366,099,232 22,957,874,040 28,697,592,550 35,872,240,687 44,840,550,859 56,050,938,573 70,063,923,216 87,580,154,020 109,475,442,525 136,844,553,156 171,055,941,445 213,820,176,807 267,275,471,009 334,094,588,762 417,618,485,951 522,023,357,440 ‡ => 100B more for each civ lvl.

Pop growth: Accelerated Pop growth: ==============wtr50================ demo: Agro: 330 - 415 Minero/Techno: 280 - 360

dict: Agro: 305 - 380 Minero/Techno: 270 - 315 ==============wtr30================ dict: Agro: 160 - 200 Minero/Techno: 130 - 165

Normal Pop growth: ==============wtr50================ dict: Agro: 200 - 250 Minero/Techno: 180 - 205 ==============wtr30================ dict: Agro: 105- 140 Minero/Techno: 90 - 110 Also for every planet over limit u get 13-15 less pop growth per day

Basic Techs Techs Energy Blast Costs EB dist / NRG / Costs 0 / 40 / 8m 1 / 80 / 32m 2 / 160 / 128m 3 / 320 / 512m 4 / 640 / 2050m 5 / 1280 / 8020m

Planet movement To be able to move a planet you need to hold it for 60 days or it has to be your start planet. Also you have to pay with time credits if it wasnt your starter. Fleet/GAs tech costs Fleet / GAs Lvl / Costs / Diff / Costs / Diff 1 / 10M / - / - / 2 / 40M / 30M / - / 3 / 90M / 50M / - / 4 / 160M / 70M / 40M / 5 / 250M / 90M / 100M / 60M 6 / 360M / 110M / 180M / 80M 7 / 490M / 130M / 280M / 100M 8 / 640M / 150M / 400M / 120M 9 / 810M / 170M / 540M / 140M 10 / 1,000M / 190M / 700M / 160M 11 / 1,210M / 210M / 880M / 180M 12 / 1,440M / 230M / 1080M / 200M

13 / 1,690M / 250M / 1300M / 220M 14 / 1,960M / 270M / 1540M / 240M 15 / 2,250M / 290M / 1800M / 260M

Fleet/GAs tech limit How much should I invest in fleet tech? Every tech lvl gives 3% additional AvgP => If you have 100m it would be as effective as 100m w/ tech0, 103m w/ tech1, 106m w/ tech2, 109m w/ tech3 ... Required information to know your suggested tech lvl limit: - Target upkeep - Fleet Composition: mainly ADs or mainly XCs? - Duration of war Example: Target upkeep: 1B/day Composition: Azterk Destroyers => AvgP: 73M Expected duration of war: 3 weeks / 21 days

Every tech lvl 3% bonus: => 3% of 73M = 2.19M AvgP => 30M/day upkeep / 225M build costs per tech lvl => Saving of costs per tech lvl: 21days * 30M/day + 225M = 855M What does it mean for our RoI (Return of Investment)? As long as your next tech lvl costs less then 85.5% (855M/1B) of your target upkeep you should invest in your tech lvl. (Not only because of the AvgP but also because of the psychological effect) Tech RoI has a limit. The limit is reached when you have 10 lvls more than your enemy because the tech level bonus is limited.

Infiltration/Counter Infiltration *Infiltration* - Infil all planets at 90% security till you get to 30% infiltrated. Unless it is your farm and you have secured it. then 10% security can be done. - Then guage what planet needs to be infiltrated at 90% and which ones at 10% (10% is cheaper) - Bea weary, if infiltrating planets in a combat zone or planets that are enemy, allways infiltrate at nothing but 90% security. You never know when someone will take it. - Once at 90% infiltrated: If it is a farm and you dont have it captive, resecure it and purify it. Then redo the process all over again. If it is not a farm then just let your infiltration stand. - All infiltrations take roughly 20 hours to get to next 10% level infiltrated. - If infiltrating to take over planet. have fleets land @ MT after Infiltration occurs (again, leave 20 hours from 90% infiltrated to 100% infiltrated) - Once a planet is captive, it will start to lose Civ/Pop/Exploits until it is completely worthless. At which point you can either just leave it, or build it back up. (Can someone put the ratio down?) *Anti Infiltration*

- If it is a taken enemy planet, put "block all infiltrations" on the planet, and send out as many infiltrations as you can. - If it is your core, purify once that is completed, put "block all" on until 120 days is up. After that you can put 30% security on. (unless you are indeed the first one to take it) - If it is a farm then Infiltrate it to captive, if you cant captive it, then take it over, purify, and redo. - allways have ally mates on your farm lands

Hyps Acronyms SC = SuperCluster MT = Move Tick BT = Battle Tick PT = Planet tick or Population Tick (Not used often. They are two different ticks, But they happen at almost the same time. You treat them as one tick, it's easier :P) CT = Cash Tick or Control Tick or Construction Tick CD = Cash donation PM = hypmail BR = Battle Report ST = Server Time AT = After Tax BT = Before Tax BH = BlackHole HG = Hypergate IRL = In Real Life noob/n00b = A player that does very stupid things or behaves in an immature way newb = newbie/New Player boulet = n00b (But in a french way ;) ) IDR = Inflicted Domage Ranking MR = Military Ranking FR = Financial Ranking IR = Influence Ranking IRC = Internet Relay Chat, usually reffering to the hyperiums IRC server. Many alliances have their own channels, and IRC is a primary means of communication and activity checks. Many alliances will not allow promotion to the higher echelons without IRC activity. Hyps = Hyperiums HD = Hyperiums Discussions (forum) GD = General Discussions (forum) EPC/EP = Eclectic/pointless chats (forum) MP = Military Pact NAP = Non Aggression Pact AC = Alliance Coalition or Avoid Conflict [] = Symbol for a planet without tag, ie neutral Prod = Production M/Min = Minero A/Agr = Agro T/Tec = Techno Tech = Technology H/Hum = Human X/Xil = Xillor A/Azt = Azterk Civ = Civilization Level Gov = Governement att/atk = attack def = defence syn, sync = To synchronize (like movement of fleets) Demo = Democratic Auth = Authoritarian Dict = Dictatorial Pop = Population Leech = Transfer Population (migration)

eco = Ecomark TI = Total Income DP = Daily Profit Up = Upkeep EI = Exploitations Income XI = eXternal Income (very little used. Often to define external sources of income, such as captive planets or other incomes which the player does not want to give the source) kick = Ejected. Used when an alliance ejects a player, usually as punishment bash = To attack a person completely and to reduce the players planets to zero

Civ investment + Civ lvl/pop ratio Key: /|\Map pop 2,000 - 2,400 1st figure is max pop for Technos/Mineros planet and second one is for Agros planet /|\Civ lvl's may fluxated depending on Goverment type , the one below is based on Dict goverment type. Other factors may fluxate your investment need to reach a civ lvl, depending on whether you leech or plunder _______________________________ Investment for civ 1 : 0 Max pop: 2,000 - 2,400 M _______________________________ Investment for civ 2 : 250,000 Max pop: 4,000 - 4,800 M _______________________________ Investment for civ 3 : 562,500 Max pop: 6,000 - 7200 M _______________________________ Investment for civ 4 : 953,125 Max pop: 8,000 - 9,600 M _______________________________ Investment for civ 5 : 1,441,407 Max pop: 10,000 - 12,000 M _______________________________ Investment for civ 6 : 2,051,758 Max pop: 12,000 - 14,400 M _______________________________ Investment for civ 7 : 2,814,698 Max pop: 14,000 - 16,800 M _______________________________ Investment for civ 8 : 3,768,372 Max pop: 16,000 - 19,200 M _______________________________ Investment for civ 9 : 4,960,465 Max pop: 18,000 - 21,600 M _______________________________ Investment for civ 10 : 6,450,581 Max pop: 20,000 - 24,000 M _______________________________ Investment for civ 11 : 8,313,226 Max pop: 22,000 - 26,400 M _______________________________ Investment for civ 12 : 10,641,533 Max pop: 24,000 - 28,800 M _______________________________ Investment for civ 13 : 13,551,916

Max pop: 26,000 - 31,200 M _______________________________ Investment for civ 14 : 17,189,895 Max pop: 28,000 - 33,600 M _______________________________ Investment for civ 15 : 21,737,368 Max pop: 30,000 - 36,000 _______________________________ Investment for civ 16 : 27,421,710 Max pop: 32,000 - 38,400 M _______________________________ Investment for civ 17 : 34,527,137 Max pop: 34,000 - 40,800 M _______________________________ Investment for civ 18 : 43,408,921 Max pop: 36,000 - 43,200 M _______________________________ Investment for civ 19 : 54,511,152 Max pop: 38,000 - 45,600 M _______________________________ Investment for civ 20 : 68,388,940 Max pop: 40,000 - 48,000 M _______________________________ Investment for civ 21 : 85,736,174 Max pop: 42,000 - 50,400 M _______________________________ Investment for civ 22 : 107,420,218 Max pop: 44,000 - 52,800 M _______________________________ Investment for civ 23 : 134,525,272 Max pop: 46,000 - 55,200 M _______________________________ Investment for civ 24 : 168,406,590 Max pop: 48,000 - 57.600 M _______________________________ Investment for civ 25 : 210,758,237 Max pop: 50,000 - 60,000 M _______________________________ Investment for civ 26 : 263,697,797 Max pop: 52,000 - 62,400 M _______________________________ Investment for civ 27 : 329,872,246 Max pop: 54,000 - 64,800 M _______________________________ Investment for civ 28 : 412,590,307 Max pop: 56,000 - 67,200 M _______________________________ Investment for civ 29 : 515,987,883 Max pop: 58,000 - 69,600 M _______________________________ Investment for civ 30 : 645,234,854 Max pop: 60,000 - 72,000 M _______________________________ Investment for civ 31 : 806,793,567 Max pop: 62,000 - 74,400 M _______________________________ Investment for civ 32 : 1,008,741,959 Max pop: 64,000 - 76,800 M _______________________________ Investment for civ 33 : 1,261,177,449 Max pop: 66,000 - 79,200 M

_______________________________ Investment for civ 34 : 1,576,721,811 Max pop: 68,000 - 81,600 M _______________________________ Investment for civ 35 : 1,971,152,264 Max pop: 70,000 - 84,000 M _______________________________ Investment for civ 36 : 2,464,190,329 Max pop: 72,000 - 86,400 M _______________________________ Investment for civ 37 : 3,080,487,912 Max pop: 74,000 - 88,800 M _______________________________ Investment for civ 38 : 3,850,859,889 Max pop: 76,000 - 91,200 M _______________________________ Investment for civ 39 : 4,813,824,861 Max pop: 78,000 - 93,600 M _______________________________ Investment for civ 40 : 6,017,531,077 Max pop: 80,000 - 96,000 M _______________________________ Investment for civ 41 : 7,522,163,846 Max pop: 82,000 - 98,400 M _______________________________ Investment for civ 42 : 9,402,954,807 Max pop: 84,000 - 100,800 M _______________________________ Investment for civ 43 : 11,753,943,509 Max pop: 86,000 - 103,200 M _______________________________ Investment for civ 44 : 14,692,679,386 Max pop: 88,000 - 105,600 M _______________________________ Investment for civ 45 : 18,366,099,232 Max pop: 90,000 - 108,000 M _______________________________ ======================================= Just a general reminder ...... *Agro planets slow down growth at around 2000x civ lvl. *Pop will be affected by Wealth Transfer Rate ( WTR) 25% is the average for most players. However i highly recommend 30-35 % as if offers an above average growth so you can just get that little bit extra growth per day .

Government System Dictator should be primarily used for controlled planets(Unless pop. building: see Whoring thread). It provides optimum planet income. Highest ground army generation, armies are one of the most essential commodities in hyperiums. It also enjoys faster fleet building. The only downside to dictator is a lower growth in population, which is very small price to pay for all the bonuses. Also you can only bh and plunder in dict. mode. Auth. Fairly useless government. Although can be used to reduce cost increases changing from a dict to

demo government. Democratic should be used for when you’re not in control of the planet(or when pop. building). All neutrals in core should be democratic so black holes cannot be made. It is easy to notice when a neutral suddenly switches to dictator and so you can react to a black hole. Also no one can plunder in your core if all neutrals are in demo.

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