Welcome to the Advent guide, closing the serious of guides with the most sophisticated race out of all. I will also try to prevent crossings, with already existing guides, aka Grimms guide or Goafans (which are really great guides, even if a bit outdated.) Especially for brand new players without any idea of the game, the Goafan’s guide will be most useful, as my guide will not explain “how to build a ship”, but rather how to use it, to become a good player.
Your first steps in outer space (1st Capital ship)
Your first capital ship will be for free, so it is important to chose the best one for you. And there are 6 to chose from. But oh dear is it much harder to make a choice compared to other races, as advent capital ships are much more unique.
Even the colonizer capital ship’s abilities are much more complicated to understand and use, while other capital ships have even more difficult abilities to comprehend. So for the beginning, you should totally focus on learning them one at a time. And the colonizer capital ship is the priority in this scenario. So I strongly recommend beginning with Progenitor every game, up until you master it.
Frigates and how to purge the heretics (Basic Info)
Tam są 7 frigates to choose from.
Seeker Vessel, is your basic scout unit. Weak on health, dps, but good in speed. They are even weaker than TEC counterparts, so usually you do not want them, even to clean the asteroid militia. Just use them for scouting and you will be fine. They also have a researchable ability, that whenever they die, they will give vision on that planet for a while.
Disciple Vessel, is your basic fighting unit. It is not only the basic fighting unit, but it’s also the most cost efficient in it’s class compared to other races. They are still slower than corvettes, which may lead to chasing issues, but in case you can force a fight, you will win every single fight in early game, with those shiny vessels.
Illuminator Vessel, I have mixed feelings about this one. On the one hand, it is the strongest long range frigate (LRF) out of all. It also has extremely valuable researchable ability, synergy with repulsion, high dps. BUT, it also has the shortest range, and it comes in tier 3, making just a 2 tier difference to heavy cruisers. Yet if you need some anti-frigate shipis, illums will be beasty.
Purge Vessel, is your planet bomber. Comparable to scouts in their weakness and vulnerability. However they are good for killing planets, especially since advent’s lack proper planet-bombing capital ships. But you will need to provide some heavy cover for them.
Defense Vessel, a dark horse of advent fleet, often ignored even by skilled players. However keep in mind that defense vessels are a direct counter to corvettes and LRF, making them really good for the current meta.
Missionary Vessel, is your colonizer frigate. Use it for faster expansion, but it will fail to fight even scouts.
Acolyte/Vespa Corvette, there is not much difference to those units. The Acolyte is somewhat more versatile, as it reduce “chance to hit” on every shiptype, while the Vespa Corvette has a stronger % premia, but it works only against energy weapons. Overall advent corvettes are the strongest early game, but in lategame they shift to be the weakest one, as their main gun has no upgrades in the tech tree.
Cruisers and how to roll even more (Basic Info)
Aeria Drone Host, is a somewhat unique carrier. While other race’s have carriers with just 2 squads onboard, Aeria drone host has 3 squads. However it does not make it really stronger comparatively, as it cost 20 supply as opposed to 14 for other races. So overall advents can achieve a slight air supremacy, but it is a very very tiny benefit you get. It’s real strength comes however from being a tier 2 technologia, allowing you to field them en mass earlier in the game. And it’s joker card are the homing mines, allowing you to deploy mines aggressively and from distance.
Iconus Guardian, is a very unique and styled support cruiser. While it’s default ability sounds cool on paper, the shield projection, which reduces the incomming damage by 33% is absolutely useless except one niche situation (which I will talk about later). However it’s researchable ability, the “repulsion” is an extremely powerful ability, which allows you literally to stop almost every fleet composition.
Domina Subjugator, another support cruiser, not as unique, and also pretty useless. Due to it’s high cost, it cannot be enmassed as Hoshikos, while the repair ability is just slightly stronger. While their primary disable ability is even questionable against heavy cruiser fleets. And since there are very few disabled in this game, the anti-disable on the repair ability will remain mostly unnoticed.
Destra Crusader, the heavy cruiser for advent fleet. The initial stats of this unit make it the only cost-inefficient ship once you research it. However if you are expanding into late game, all the abilities may make it one of the strongest heavies out there. This leads to a conclusion that if you need a brute force, better use disciples or illums, up until you are really far in technological progress.
Talion Savior, is your starbase constructor. It’s vulnerable, but actually not as much as TEC counterpart, due to it’s shield and shield mitigation.
Solanus Adjudicator, is an antimodule cruiser, which means, it is good against fortifications… Teoretycznie… w rzeczywistości, it’s cost and low hp, makes Solanus not worth the investment in most of the situations. There are a few niche situations, I will talk about later, but until than, you are much better off with anything else.
Herald Envoy, despite advents having all the futuristic technologies and psionic supremacy, their envoys are the weakest among all races in terms of boosts they provide to your ally. Niemniej jednak, you will need those to get ai to peace with you, and human players to pact with you. Do not be afraid of sending envoys into hostile territory, as they have a powerful ability to become invulnerable.
Advent structures
Trade ports: Provide you with credit income. Repay their costs in ca. 15 protokół. The income per trade port increases with a longer trade route, so sometimes it is better not to build trade at a planet, in order to get a longer trade route. Trade ports on the same planet do stack. It generates trade ships, which if destroyed, reduce your income for 25 towary drugiej jakości.
Compared to other races, a basic trade port has same yields. However as Advent you have 0 upgrades for credit gain, while both TEC and Vasari can boost their credit gain. In theory Advents have an alternative mode for trade ports to work as refineries, however in practice you will barely use it, due to it’s general weakness.
Temple of Communion: This is your culture building. Use it to increase your income (10% near capital, aż do 33% at distant colonies), or to deny your enemy possibility to colonize planets near you. If your culture is strong enough, you may even overthrow enemy government, making pushing into enemy territory easier. Advents also have various boosts in culture, depending on their faction. Both factions get higher shield mitigation and a chance to block phase missiles. But loyalists get additionally more damage, while rebels more regeneration.
Compared to other factions, advent have the strongest culture, however even with all possible upgrades, you will often struggle to push other’s culture, due to the mechanics of it.
Beam Defense Platform: The best out of all basic defences out there. While your turret does not differ in stats, when you just start the game, compared to other races, there are various technologies which boost turrets, and they also synergize with the hangars, making Advent the only faction, whose basic defences are stronger than their starbase.
Just to get you a bit hyped up – if you get to abuse every single possible thing, to get a max dps on your beam defence platform, each of those will have 194 dps per turret. Now this means, a stack of 5 of this monsters, will have more dps than any low level titan, while each turret costs only sligthly more than a light frigate.
Obviously it is unlikely to see numbers this high in any game, but my point is – they are strong.
Hangar Defense: Advents have best strike craft in the game, and their hangars extend this superiority even further. While costing just slightly more than counterparts of other races, they provide 1 additional squadron. And they can also get bigger squadrons, giving even better air superiority. However they are still weaker than the TEC counterparts, so you should not rely on the brute force of advent hangars.
What is however very strong, is their shield projection. With it, you grant all structures additional 750 tarcze, I 4 shields regen, giving a nice synergy with turrets and starbases.
Repair Platform: It has a mediocore repair of 30 hp/sec, but it costs a lot of AM (antimatter) so you should disable the autocast and use it manually. To compare with vasari repair bay, they get only 15 hp/sec repair, but the overall amount of hp their repair bay can heal, before it’s AM is depleted is twice as big. Also it is the only repair structure in tier 2, meaning that you wont be able to field those as early, as your enemies. And since repair synergizes with armour, your 30hp/sec are weaker than TEC’s 30 hp/sec.
Phase Jump Inhibitor: Increases the time a ship needs to jump by 7x, and since ships jumping are mostly incapable of shooting back, this is a big opportunity. In general you need 1 PJI on asteroids and 2 on larger planets. Also be aware of very long construction time.
Temple of Renewal: This is an extremly utility structure. It’s primary role is to restore AM, but as advent I cannot think of realistic situations, where passive ship regeneration will not be enough. Rebels also get a shield regeneration ability. Which is much more useful, in order to keep high value targets alive, but as it is a very late game feature, and you are advent rebel, if you find yourself on defence, than you most likely have done something wrong in the first place.
Deliverance Engine: Twój “super weapon” which is actually more of a “support weapon”. It allows you to spread your culture in far away planets, making culture shift much more likely. But it’s main purpose is to give your fleet a 25% zwiększenie obrażeń, along with all other boosts you get in your culture. Pamiętać o, that you can use it on your own planets as well, so you can get the boost even defensively.
Civilian Technology
Adopting the new format of technology evaluation, instead of describing technologies tier per tier, I am going to give technologies various rating points, for you to have a better vision, of what you should be prioritizing.
100/100
Planet for a planet (AL ONLY, szczebel 3) – gives you a 25% dmg output and 10% zakres, whenever you lose a planet globaly. This can be abused by capturing neutral planets with a colonizer, but not protecting it from militia bombing planets out. As it lasts 10 protokół, it will be more than enough to make vital pushes, just keep in mind, that the bonus does not apply to newly constructed ships.
Global Unity (AL ONLY, szczebel 5) – gives your planets passive culture spreading, but more importantly provides an additional 10% allegiance boost, giving 10% more economy at core worlds, I 33% more economy at distant worlds.
95/100
Fury of the unity (AL ONLY, szczebel 8) – gives you a 20% dmg boost, but only in your culture.
90/100
Terran planet population – will provide decent economy boost early on, but due to the requirement of desert population technology, will take double as long, to benefit you, compared to TEC
Unity Indoctrionation (szczebel 2) – allows you to construct culture buildings to boost your economy by 10% at core worlds, I 33% at distant worlds.
85/100
Metal extraction I,II – just as with terran population, getting a boost at higher cost, compared to TEC, will put you to a disadvantage.
Eyes of the converted (szczebel 6) – as your culture will spread, it will give you free vision over enemy worlds. Very strong scouting tool, which also synergizes with deliverence engine.
Assimilate populace (AL ONLY, diplo tier 4) – provides you with 15% dmg output on newly colonizer worlds, and gives you an income advantage. The technology will pay itself of, once you have grown ca 250 pops.
Deliverence design (szczebel 8) – gives you the ultimate support super weapon.
80/100
Lingering Presence (szczebel 2) – whenever your scout dies, it will provide you with some passive vision over a planet for a while
Forewarning (szczebel 2) – gives you vision and audio warning, when enemy ships approach your planets
Confluence of the unity, acclimatization of will (AL only, szczebel 2,3) – will significantly boost your culture spreading and impact
Augmented defence ring (szczebel 4) – will provide you with extra tactical slots, for more hangars/turrets. Very handy to save you the money for upgrades on low key worlds, but also helpful at high valuable worlds, for even more protection
Persuasive offers (diplo tier 1) – allows you to make better bounties for pirate raids, should pirates be active
75/100
Metal extraction III,Iv ; crystal extraction I,II – tak samo jak poprzednio, aka you will get those later than your TEC counterpart, stacking over time into a considerable economic disadvantage.
Wall of faith (szczebel 5)- gives your culture a slight edge over enemy’s one
Allure of the Unity (diplomacy tier 8) – gives you another 10% at core worlds, I 33% at distant worlds for economy output
Culture I – VI (szczebel 2-6) – gives you more hp on your ships and slightly better culture. Also at higher levels, you will gain phase missile block.
70/100
Divination (szczebel 3) – allows you a much cheaper artifact scouting. However as the technology is costly, while artifact scouting is cheap by itself, you will need to fully scout 5 planets, just to make up to the price of the technology.
Resource focus 25% (szczebel 7) – a very niche technology, which is weak in general, but has a place in current novalith spam meta.
Karmic retribution (szczebel 5) – will slightly help you, if you are playing with pirates on.
Wail of the sacrificed (AR ONLY, szczebel 7) – allows you to kill your population in order to damage everything in alligned worlds (including yours), with up to 10 damage per pop. But this will also kill your planet, and will require you to grow a big population in the first place. While recolonizing and regrowing of the population will take a lost of investments on your part, so overall it is more of a panic button, than a game changer.
Return of the fallen (AR ONLY, szczebel 2) – aż do 20% of your destroyed ships will ressurect at your capital. However for this technology to profit you, you will need to lose more than 31 disciple in the first place, making the use in early game limited. While late game you will struggle with rally points not going through the pirate base, killing your resurrected ships once again.
65/100
Phase jump inhibitor (szczebel 3) – allows you to slowdown enemies from jumping away. But as it is a military building in civilian tree, you will find it hard to get it when you actually need it.
Reanimation (AR ONLY, szczebel 3) – similar to the resurrection, but now you get enemy ships, however as the technology is even more costly, you will need to kill 46 disciples for it to profit you.
50/100
High efficiency jumps (szczebel 7) – a support ability, which may help to keep AM on long jumping distances, but usually it is not required.
40/100
Communal labor (szczebel 2) – will boost the structure construction speed, but this is a very niche thing to be useful, as you’d need several constructor bots in the first place to benefit from it, meaning that newly colonized worlds would not be able to get faster defences in anyway.
30/100
Recharge shields (AR ONLY, szczebel 6) – allows you to regenerate shields while on defence, but since shields do not benefit from armour, a repair bay is more efficient than this.
Mass Communion (AR ONLY, szczebel 3) – gives you a discount for culture buildings. But this is so insignificant it can be ignored even on big maps.
5/100
Knowledge aggregation (szczebel 1) – speeds up the researching rate. But as upgrades take very short in sins, this technology is not even a luxury but waste of resources. Maybe if you’d play with research victory option, it may change the tides, but otherwise simply no.
Barren population – even with multiple barren worlds and already maxed out population, this technology will take hours to pay off. So even on large scale maps with tens of hours campaigns, it will be a questionable investment.
Military Technology
100/100
Mass transcendence (szczebel 8) – provides your capital ships with a free lvl 4 aktualizacja, and gives a 50% experience boost, including for your titan.
Ancient retribution (AL ONLY, szczebel 6) – gives you various ships boosts, in one pack
95/100
Coronota Prototype I,II (AL ONLY, szczebel 1-2) – gives you
90/100
Shields/hp I,II (szczebel 1) – gives you decent boosts to ship performance, however despite advents being “shields heavy”, their hp to shield ratio is pretty much 1:1, making both upgrades being somewhat equal between each other, but since you do not have a strong side, in situations where you can get only 1 aktualizacja, you will be at a disadvantage, compared to other races.
Transcencia Star Base (Basic Info)
Transcencia starbase is immobile like the TEC one, but is not even closely as tough. And as I mentioned before, your basic defences will provide a better brute force, than even an upgraded starbase. However it does not mean, you should not build starbases as advent. There are uses for it, just in a more support orientated role.
First rule of any starbase, is not to waste resources. Do not upgrade them if they are not under attack, or enemy is not gathering fleet to push it. Do not build it, unless you have a specific mission for it, i tak dalej. Also do not get strike craft on sb, as it is pathetic usage of resources. Even with Transcencia being able to host entire 20 squadrons, you are still better of not getting the strike craft upgrade in 99% of situations. Just get hangars, should you have a greater need for fighters.
Placing your starbase at the edge of the gravity well in a hope that enemy will jump into it, and it will get a few shots at them, is not a reliable tactic. Even with fully upgraded weapons, ALL of the ships will manage to bypass the starbase. So your main goal is to protect the planet, and not to catch the fleet, especially considering a human would simply jump at other edge of the system, completly ignoring your starbase.
You should not build transcencia starbase early game at all, even if you are surrounded by enemies. It will be easily overwhelmed or simply ignored.
In midgame, you should focus on basic tactical structures for defences, while utilizing the starbase as a support unit. The support could be in a form of adding “mass disorientation” wraz z “meteors”, giving you nice AOE damage against smaller targets, and a disable to not allow them a retreat.
Or if you do not need that kind of fighting support, and have spare resource to boost your economy, you could get allegiance upgrades, to give you better tax and mining income.
In late game you could try to max your starbases, for full dps support, but do not expect to much from your starbase, as it is extremely fragile.
Transcencia Star Base (Zaawansowany)
Now let’s talk about more detailed situations.
1) You should get a starbase with “Enduring Devotion” at least at your main planets, whenever an enemy has built novalith cannons. As advent, you are lacking anti-bombing damage options, and unless you have discovered an artifact with bombing damage reduction, you are in a huge trouble. But even if you did, you are still in a trouble, as you do not have really effective means to counter the Novaliths, but to actually push all the way through an destroy them.
2) Induced Reverence will boost allegiance of a planet by up to 30%. This is extremely effective at your capital world, even if it’s just a 1/3 extra income. But it will be also good on far rim worlds, as their basic allegiance is just 35%, which will double the income from those planets. Should you be lucky and discover a world with 2 lub nawet 3 starbases possibility, get all of them, as the allegiance bonuses do stack.
3) As advent your trade income is genuinely weak, but should you be getting a trade line for one or other reason, you could use your starbase to close in a “gap” created by an uncolonizeable planet.
4) In mid game you will often face a threat of enemies simply bypassing your turrets and bombing the planet out from some far away side. By getting a starbase with enduring devotion you will force them to fight your starbase, but keep in mind that even if fully upgraded it’s extremely fragile, so make sure to get hangars and turrets around the starbase, to actually damage enemy’s fleet.
5) If you are up for some trolling and have somewhat unlimeted resources in your bank account, you could use your starbase in pushes. In midgame you could try to sneak a starbase with a few guardians (for repulsion) to enemies homeworld, get meteors on starbase, and bomb the planet with meteors. Just keep in mind that meteors are slow for that task, so your enemy most likely will be able to respond with a starbase of his own, or even get a decent fleet to kill your starbase even protected by repulsion
5.1) Other way of trolling could be in a scenario where you need to break through enemy lines, but your fleet cannot do it, or cannot do it without unforgiveable loses. If you managed to get your starbase within a range of about 12k from enemies fortifications, you will be able to slowly destroy all defences, including starbases, with your meteors.
Just keep in mind, that your starbase is still fragile for fleet frontal assaults. And on further note, meteors will tell you that they have a 15k range, but do not listen to those liers. As any man, they like to exaggerate their length. Their real activation range is around 12k.
Coronata Titan
Coronota Titan is available for Advent loyalists only. This is the second toughest titan in the game, after the Ankylon, but the difference is still significant, so you should not let it fly alone.
Titans are focused by any sentient being, due to them never losing their attained experience, and therefore even if killed, coming back only stronger. So having a titan with high surviveability, will often play a bad joke against your enemy. But if Coronota has less hp than Ankylon, it for sure has more dps with it’s main ability “Unity mass”.
Overall being much tougher, means you can accumulate experience much safer, and therefore lvl up your powerful abilities faster. And with the advents unique ability for 50% xp gathering, you will quickly find your titan a few levels higher than the one of your enemy, even if they have been constructed at the same time.
Coronota titan has 4 unique abilities and 3 passive upgrades, as any other titan.
Subjugation: this honestly should have been installed on the rebel titan, with all their ressurection/capturing stuff. But aye, world is not perfect. What this ability does, it gives every salvo of each of your guns to capture a frigate/corvette/cruiser. Now the calculation on this are somewhat complicated, but if I am right, at lvl 1, you will have be capturing a ship about every 2 towary drugiej jakości, at a cost of 25% dps. Not really worth it at lvl 1, but has some utility usage in theory at high levels. Yet I would not recommend getting it anyway, as there are much better options for your skillset.
Suppresion aura: this ability reduces incomming damage, and speed of enemy ships. While numbers look big, in fact the debufs in sins are weaker than buffs, so even at lvl 4, where it says 40% redukcja obrażeń, it actually means just an effective 20% redukcja obrażeń. But it’s still a huge difference, as it basicly denies your enemies weapon upgrades, while you benefit from all the various AL buffs. This is ability 1 at your priority list
Unity Mass: This one is a lot of fun. If you have enough units around your titan, you will get a higher alpha strike, and a higher dps from this one target heavy damage ability, than the “snipe” from Ragrnarov, up until Rag is lvl 6. You’d still be lacking in range, to abuse the low shield mitigation, ale mimo to, this makes coronota very strong against other titans and starbases.
Repossession: Your ultimate is more of a support ability. But it’s still fun, as it allows you to take control over enemy planets in a blink of an eye. It is most useful in stalemate situations, where you cannot overwhelm enemy defences. As even starbase cannot prevent you from capturing the planet.
And it is even more fun, to steal planets from TL, as they will lose their buffs of home system, pretty much cutting their forces power by 30%.
Passive abilities:
Hull upgrade is a logical extension of the titan’s surviveability, so grab it whenever you can, along with the suppresion aura.
Weapons upgrades are questionable as your titan is a mediocore dps dealer, but maybe you want to specialize it on supporting more than on actual fighting. Depends on your playstyle
AM regen upgrade is also questionable. On the one hand it allows you to spam “unity mass” more frequently, but it’s the only active ability benefiting from the shorter cooldown, so you do not get as much from this upgrade, as other titans do. As for AM supplies you should more than enough anyway.
Strategies:
Always keep in mind, that your titan is a support unit and 1v1 unit. Do not try to kill fleets with it, if you do not have a fleet of your own. Also it would be best, if you had some repulsion around, for emergency save.
Also even if your titan is a beast in 1v1, do not overestimate it’s abilities, and do not send it 1v1 TEC starbases. As if you are not high level, you will lose your titan.
Usually you want a capital ship fleet along your titan. While this will reduce the amount of xp gathered by your titan, it will give you an ultimate endgame fleet.
Eradica Titan
Eradica Titan is probably the only strength of advent rebels over their loyal brethren. Overall it is an anti-fleet titan, but keep in mind that your AOE ability will not work against corvettes, and carriers will often stay out of range, so make sure to bring some counters to that.
Eradica also has 3 basic abilities and 4 unique abilites to skill. However it is the only titan, where unique abilities are pretty much the basic abilities, but stronger.
Purification: This is basic hp upgrade but stronger. At least if you have some heavy cruisers or carriers in your fleet, you will be able to provide yourself with a more significant heal. But it will also require some micromanaging, so if you prefer looking at the battle, and taking screenshots over heavy microing everything around, you are fine with the basic hp upgrade. Also a funfact – Purification will get better as you research more hp for your ships, while the basic hp upgrade will not.
Chastic Burst: Overall it has higher dps than Ragnarov’s AOE abilities, but smaller alpha strike. This is your fleet killer ability, but keep in mind, that a focused low level titan, is an easy prey.
Strength of the Fallen: This is your basic weapons upgrade, but stronger. However for it to activate you will need some ships of yours to die near your titan, so it may be tricky. But the overall boost difference is significant even at lvl 1. If you get 5 ships to die near your titan, dostaniesz 40% zwiększenie obrażeń, zamiast 15% of the basic weapon upgrade.
Unyielding Will: Your ultimate makes your titan simply stronger, and it synergizes with all the active abilities. Grab it at first opportunity, as it will buff the speed at which you can use purification to heal your titan, and buff your AOE, with the Chastic burst. On top of it, you will also get better surviveability the lower on hp you get. I wreszcie, after your titan has been destroyed, dostaniesz 2/4 minutes to wreck havoc with the invulnerable ghost of your titan, dealing all the usual damage.
Passive abilities
Well generally you want active abilities over passive abilities. But should you max out the active abilities, you may get extra points in AM, as it will boost your AOE and heal all at once, i później, you could go for more damage, or even more hp.
Strategies
Your titan is a fleet killer – so kill fleets with it. But do not try to rush defences, or fight 1v1s with it. Even with all the dps boosts, Eradica will remain weak against dedicated 1v1 titans.
You will need support fleet to wipe out single tought targets, while repulsion will deal with corvettes and carriers/capital ships will deal with bombers.
There is not a lot of synergy between your titan and your fleet, but in general your AOE will transfrom every fifth ship you destroy into your ally, often flipping the balance of a battle, while having ships destroyed will boost the stats of your titan.
Your main goal strategically is to force your enemy build ships, which will die to AOE of your titan. So try getting repulsion, so that enemy does not build corvettes; try getting carriers so that your enemy does not build bombers. But also do not get bombers of yourself, to let him get heavies, or something alike.
Capital ships (Mediator)
Radiance Battleship: This is the only tough capital ship in the advent arsenal. If you feel like your capital ships die to easily, just try out radiance. But even this “toughest” capital ship, will be only on par with usual capital ships of other races, so do not dive with it too far. Overall it is a good capital ship, with it’s main role being survivability, and denial, as radiance has the best AM burn out of all capital ships.
Revelation Battlecruiser: Is officially a siege capital ship, but does not become such until lvl 6, and even than, it will be weaker than those of other races. It does has a few support abilities, but they do not really synergize with advent fleet, so you are better off ignoring this capital ship.
Progenitor Mothership: Is your colonizer capital ship as mentioned before. But it is also your assault capital ship, due to it’s offensive abilities. The shield regeneration will allow your fleets to engage starbases early on, while malice will give your already somewhat superior fleet, a huge advantage over anyone else. And with lvl 6, you will gain an ability, to never lose a capital ship ever again. Or at least the experience of your capital ships, as Progenitor can resurrect fallen crews, to newly built capital ships.
Halcyon Carrier: will boost your fleet with aircraft support, anti air abilities, and fleet wide boosting abilities. Halcyon gets more aircraft than anyone else, but it pays the price of being much more fragile. If anyone even tries to get into distance of opening fire, you are supposed to run away… tak jak 5 mins ago. But if your enemies do not focus it, Halcyon will be a beast. Compared to Progenitor, Halcyon is much stronger in late game battles, while Progenitor is still a much better choice for the beginning of the game.
Rapture Battlecruiser: This is another extremely valuable support ship. At high levels rapture can cut enemy’s fire power in half with it’s vertigo ability, or kill hundreds of strikecraft, if they focus fire, with it’s vengeance ability, or even boost the firepower of your strike craft. The only questionable ability is it’S ultimate, as it allows you to capture enemy ships, but the high cooldown does not make it any real difference for actual fights, and make it rather a somewhat niche ability. Combine it with the Halcyon carrier, for both fleetwide superiority and air superiority.
Discord Battleship: This is your AOE ship, but mostly against small targets such as corvettes. Fracture with Psionic scream will kill corvettes in 2-4 cooldowns, making big swarms vulnerable to it. However Discord is also just as Halcyon carrier in terms of hp, but requires to be closer in combat to affect it, making it often a suicide capital ship, even in scenarios when it meets the mentioned corvettes.
It’s lethargy is another fleet wide boosting (or rather deboosting for enemies) umiejętność. But it’s generally weaker than those of other capital ships, and you will need your AM reserves for other abilities. Also keep in mind that this ability stacks diminishingly with others, so there is even less reason to get it when you got other capitals in your fleet.
Frigates/Cruisers (Zaawansowany)
- Używać “focus fire” only against tough targets. The game engine will avoid any overkills by it’s own, as long, as you do not tell your ships to “focus fire”.
- Always be on the aggressive in the early game. Your fleet is most cost-efficient, and even vasari starbases should not scare you. The usual trick “enemy goes for a starbase at a choke, I go for economy” will not work with advent in most cases, as you are this inferior. And after the early game has passed, you will find yourself in a weaker position up until the late game.
- When having a disciple fleet and you are chasing enemy capital ship, make sure you micro them. It is not hard. Just tell them to fly in the same direction, and than tell them to attack the ship once again, in a short sequence. This way their speed will be reset, and they will not overfly their target, for next 10 towary drugiej jakości. Repeat it, once you see, they are about to overfly the cap once againt.
- If you have a Disciples/Destras fleet against a corvette fleet, and your enemy is flying in circles around you, instead of leaving your ships on autofire, tell them simply to fly in the direction, corvettes will be soon. Ships do not need direct orders to attack, to shoot their weapons. They need simply to face with their guns a target, and so, by simply turning your ships in the right direction, you will be efficiently shooting at enemy. While by telling to shoot at corvettes unfortunate enough to be infront of your ships, they will begin to freak out, as corvettes are fast, and change their position.
- If you face a corvette fleet with an illuminator fleet, do the same thing from point 3. But here it is even more important as illuminators have easier times finding a new target with their superior range. However if you tell them to fire at a specific corvette, they will hold their weapons, until they can do so, reducing their dps, and therefore making you loose hard. And overall you are better of retreating even if you have better technologies as corvettes counter illuminators.
- If you have a big Defense Vessel fleet, but your enemy no longer has corvettes, but instead lf (light frigate) or lrf (long range frigate), use the same trick, people use with corvettes. Defense vessel is one of the few ships, which has firebanks on 4 boki, so putting them behind enemy ships, will avoid counterfire, while you will still be able to shoot, and maybe even make all 4 firebanks to fire, instead of regular 1-2.
- While spamming corvettes, keep your fleet monogamic. And while fighting, try to focus fire, low life targets (ONLY while fleet supply is small). If you cannot do a full depth micro, due to too many clicks required, just make your corvettes flying in infinite circles around enemy fleet, and it will do the job. And keep in mind that you are faster. If you do not like this fight, disengage. Especially if enemy brings massed flak. Try to split his forces into flak and non flak. It will be easy against medium skilled players, as they will not be able to keep their fleet grouped, since all ships have different speeds. So you could pull his cobalts out of the flak fleet, shoot down a few, while flak follows, disengage, powtarzać.
- 95% of late game fleets are pure carrier spam. But it is not only about pumping more carriers, it is also about not letting enemy titan one shot those. So upon jumping to a battle field, make sure you spread your carriers at big distances. At best in smaller groups of 3-5. If that is too hard for you press “I” on your keyboard. This will group your units in the empire tree into bunches of 10. Now you can tell your carriers to spread out in groups of 10.
- If you went for Destra crusader spam, or not even a spam, but you built a few of those heavies do not research the “ruthlessness” upgrade for Destra. As this ability will cost you a few heavies on the battlefield, but will give you only like a 2 hp/sec AOE damage. And since the ability does not stack, it gives little effect.
- While with advent you usually want a capital ship fleet in the late game, going for a heavy cruisers spam is a good alternative, as long as it is not hardcountered – because in late game (like real late game), you have the best heavy cruisers out of all races. While with capital ships, they simply have good synergy, but do not stand out as much, compared to other races.
- Advent rebels have overall fewer boosts in the late game, than the loyalists, so as AR you want to end games earlier. Often the switch from disciple spam to heavies will not pay off. And unless you are playing on a map with very big distances, illuminators should be your endgame technology. If your enemy managed to repel your forces at this point, you will be only in decline in the upcoming phases of the game. I would recommend skipping heavies or carriers, and rushing capital ships in such a scenario, hoping that your enemy will somehow die to your synergized abilities.
Capital ships (Zaawansowany)
Progenitor: Let’s begin with the capitalship you should being your learning of the advents. Przede wszystkim, it is important to know how does your colonizer capital ship stands to other colonizer capital ships. Economy wise, akkan provides a much stronger option, than Progenitor, so do not try outeco a TEC player, unless you are much better at it.
The basic dps of Progenitor is 50. Jego 12 more dps than Vasari have, and just as much as Akkan has. And just as with Akkan, your dps is spread all across the hull, giving you only 22 dps at your main target, and often placing your capitalship into a situation, where it uses less than 50% of it’s dps. To use all of the firepower of your capital ship, place it between several ships of the enemy, as shown at the screenshots.
Your colonization ability provides a reduction to the cost of upgrades. If you have spare money, invest them as soon as possible, to queue the upgrades, and benefit from the discount. It’s handy but not crucial.
Twój “malice” ability is your main offensive ability. It propagates 30% of damage to 8-28 ships depending on the level of the ability. To oznacza, that at level 5 Progenitor, you are best of fighting fleets which are still under 40 statki. This is hard to achieve, unless you begin some early fights, not allowing your enemy to get a big fleet, but rather keep fighting with smaller fleets and their reinforcements.
Malice is extremely AM costly, so even with full stores, you will have them depleted very soon. To oznacza, that you should get most of it. Most people leave it on auto-cast which allows easy baiting of the auto cast, depleting the AM, and than engaging in a fight without this ability. The auto-cast is always used at enemy capital ship, if one is in range. Otherwise it will be used on ships close to the progenitor. However if there is too big distance between enemy capital ship and his fleet, the malice will affect only 1 ship, zamiast 28.
While it may sound like a lot of work, malice will pay off, as it provides you with 150-700% zwiększenie obrażeń (różne poziomy) while it is active.
To wszystko, co dzisiaj udostępniamy w tym celu Sins of a Solar Empire: Bunt przewodnik. Ten przewodnik został pierwotnie stworzony i napisany przez z|A|bik2. Na wypadek, gdybyśmy nie zaktualizowali tego przewodnika, możesz znaleźć najnowszą aktualizację, postępując zgodnie z tym połączyć.