Ship numbers...

Hey just wondering say late mid game how many ships total would generally be under your command? i know it would vary wildly with ship types etc but im just looking for general numbers. E.g would it be like dozens, scores, hundreds etc...

Im considering buying GC2 and the thing I loved most about the last stratergy game i bought (MOO3, Yes I actually like that game...) was how you got to controll your own designs in combat. I realise you cant do this in GC but what would be considered a "big" battle. In MOO3 I really liked how you could measure your ships in thousands lol.
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Reply #1 Top
Of course, that varies very much, because it depends on the mapsize and how many colonies I have,but in early game I usually build 1-3 small/medium sized ships to protect my planets (but at least one per planet) plus an attack force of lets say six fleets. But you said late mid-game, so at that time I usually have a new attack force with better hulls etc. ant have the older ships protect my empire. In numbers: I'd say about a hundred all together, but in actual battle just about 20 to 30 battle ships plus transporters plus survey ships.
Reply #2 Top
0 by planets, 3 to 10 big ships by fleets. It's way under MooX fleets in terms of numbers. In fact, fights don't really exists. Just try to have the biggers numbers in attack & defense.

For defense planets, don't bother with defense fleet (Planets look as in Ascendancy, minus the defense grid. Planets in GC2 are just factories without souls). Put a ship here is withot use, even for the most importants planets : You just separate your armie into littles groups really simples to destroy. It's more use to build big ships, put them in fleets, in garrison them in fronts : Strong fleets with a good speed can always defend you planets BEFORE they are attackeds.

The numbers of fleets depend of the size of my empire and the size of the fronts. I have always two fleet capables to defend the same zone and intercept incoming troop transports.

I don't really put fleet in the core of my empire, just in the front, because the penetrating factor of AI is null (they can't pierce a front without be engaged by one of my front fleet). Just use front fleet for cover each other.
Reply #3 Top
I was never a fleet kind of person. Depending on the political landscape I'll project power in one of two ways. I'll either go with the Only-Ship-In-The-Quadrant (TM) style (with a single ship on patrol) or I'll just harrass the enemy and whittle them down with a couple of small raiding groups consisting of three to four Small or Tiny hulls supported by Military Starbases to boost their stats.

I rarely ever field a Big Kabuki Celestial War Host (TM). It's just not cost-effective.

Reply #4 Top
yep, no point in defending planets since ships can't do anything to them like MOO series.
i like to have about 3-4 fleets, maybe 5-6 on the largest map sizes.
1 per flank, 2-3 per front.

EASY solution: CARGO hull with 1 Lasr MKV, 2pc sensor, and the rest engines. with the 'eyes of universe' mod you max out 15pc sensor range, and with 20+ movement you can pop troop carriers easily. doubles as a great scout too

farms up to 20-22m population to be fine for defending planets from the occasional enemy troop carrier. also helps w/ economy. the AI, with exception of dread lords, doesn't build them with more than a few engines, so they are generally easy to take out.

NOTE: orbiting ships don't contribute to sensor range, ie. if u dock a scout ship for repairs it doens't scout anymore
easy, safe way to expand sensor range and protect a scout is to dock it to a starbase.

Reply #5 Top
In games where I have 350 colonies, I can crank our 60-80 ships a turn. I sure as hell don't want to count them. But by that point of the game I only use em for show. I proably have excess of 100 transports floating around and about 5-6 fleets I use for combat, rest just keep my military raiting up while I mop up whats left. With military raiting so outrageous I can declare war and demand peace every turn taking usually 5 planets in the peace settlement hehehehe
Reply #6 Top
EASY solution: CARGO hull with 1 Lasr MKV, 2pc sensor, and the rest engines. with the 'eyes of universe' mod you max out 15pc sensor range, and with 20+ movement you can pop troop carriers easily. doubles as a great scout too


Hey, that's kind of what I do. I generally have two ship categories: Regular Navy and Continuum Guard.

Regular Navy uses the primary hull designs that were intended for combat and perform combat functions. My "Continuum Guard" ships are made using Cargo Hulls and are loaded down with all the engines I can fit on them and the cheapest beam weapon I can fit it with. In the end game formula, these CG ships will have a speed in excess of 32 and can zip around anywhere. Since they're for "alien management" within my own realm, they don't need life support on them. Troop carriers. Trade ships intersecting my realms and not giving me income. Etc. If anyone tries to stop me, I send my Regular Navy ship or ships to deal with them.

It would be sweet to loot the freighters or to have boarding parties to take ships...