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miconitro32423

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Hi guys,

I was playing around and wanted to have insystem defense battleriders without actually having a fleet in system. I looked through the manuels and could find some vauge references to it but there were still a few questions to be asked after that after a bit of searching i found that someone (credit to Exavier724) through the process of trial and error had figured it out. as the thread is quite long 6 pages with towards the end being very off topic i will highlight the major points that are off interest etc. if you are interested in the original thread : http://www.kerberos-productions.com...p=401406&sid=8e641b706d221ba1cea35bdaf8dce355

Defense:

when conerned with the increasing the defence of a system without tying down a fleet one needs to create platforms which are for all intents and purposes massive satellites that can furfill a couple of different roles. These include torpedo satalite, Battle rider (BR), drone platforms, as well some others. In order to utlise these different types of platforms one must research some common technologies but also some specific technologies (i.e. its is exclusive for that platform). copy pasted from the above thread:

Drone Platform: 1 Defense Fleet Command Point
Rider Tech > Drone Platforms

Battlerider Platform: 3 Defense Fleet Command Point (hold 3 BRs)
Rider Tech > Battleriders
Engineering Tech > Orbital Drydocks > Deep Space Construction > Deep Space Hangers

Torpedo Platform: 1 Defense Fleet Command Point
Torpedos Tech > Pick a torpedo lol
Engineering Tech > Orbital Drydocks > Deep Space Construction > Torpedo Satellites

Scanner Platform: 1 Defense Fleet Command Point
C3 Tech > Advanced Sensors > Scanning Satellites

from further into the thread credit to Profound_Darkness for the following


System Defense Boats: 3 Defense Fleet Command Points (Placed on planets, 2 per planet max)
Industrial Tech > Reflective Coating > Improved Reflective Coating > Stealth Armor
Rider Tech > Drone Satellites > Stealthed Structures

Asteroid Monitors: 6 Defense Fleet Command Points
Engineering > Orbital Drydocks > Deep Space Construction > Deep Space Hangars > Monitor Construction

Mine Field: 3 Defense Fleet Command Points (drag the ship from Reserve into the defense assets bar on the bottom, then drag and drop to place, doesn't count towards sector points).
Warhead Tech > Fusion Mine

Some notes about those:
SDBs required you to manually launch them from sensors last time I played with them (just click them when in sensors view).
Mine Fields are probably not all that great vs asteroid encounters but if placed right they can be quite handy vs an actual attack fleet.

Regarding planets, as was mentioned upgrading your missiles (ie heavy planet missiles) ADDS additional missiles that your planet fires (this is on top of whatever it had before that tech). For example Heavy planet missiles add 1 missile every 200 mil population (imperial and civilian added together) so if you have 400 mil your planet would now spit out 2 more missiles on top of the 4 it was already (standard planetary missiles are 1 every 100 mil if I remember right).

Some other planetary defensive techs you can research (and how much you get when based on tech descriptions)
1 Heavy Planetary Missile every 200 mil
Warhead Tech > Heavy Planet Missiles

1 MW Warhead Missile (MIRV) every 400 mil
Warhead Tech > MicroFusion Drives > Interceptors > MW Warheads

1 Heavy Combat Laser every 300 mil
Energy Tech > Reinforced Containment > Antimatter
Engineering > Orbital Drydocks > Heavy Platforms > Dreadnought Construction > Advanced Dreadnought Engineering > Turret Installations
Energy Weapons > Heavy Combat Lasers


Some interesting points by ForceUser


What static defenses ARE:
1) Force Multiplier/home field advantage Overrun - If you have a combat between two identical fleets you can expect to loose ships against a competent AI/Player. The static defenses allow you to basically overrun the enemy by multiplying your firepower and allowing you to take out the enemy ships faster and not loose any ships. Basically turning an even 50/50 fight into a rout.
2) Force Multiplier/home field advantage Equalizer - If you have combat between a fleet that is STRONGER than your fleet it allows you to potentially equalize the battle, making them pay DEARLY for every ship you loose, allowing you to whittle down the enemy forces, keeping your planet intact allowing you to build reinforcements and do repairs. This turns a potential rout into a winnable situation or allows you to delay them long enough to get forces to the system.
3) RANDOM defense - I cannot count the amounts of times 3 police cutters have saved 1 or even 2 of my freighters from death by pirates. This is nice as usually I stimulate build most of my freighters so they don't cost upkeep but are more expensive than regular ones. This means the longer they stay alive the "cheaper" they get. The system defense (police and naval stations) actually lower the chance of pirate attacks and hence later game hassle battles.
4) DPS - I have not played around with SDBs or Monitors but everything else I have played with screams DPS not tank. They are meant to do damage but they cannot tank incoming fire. Planets loose effectiveness fast when bombarded, sats die extremely quickly. If you have a tank fleet there system defenses can do stupid amounts of damage especially heavy planetary am missiles and the like but they need TIME and they need TANKS.

What static defenses are NOT
1) Replacement of cruiser fleet - System defenses, unless seriously beefed up (Multiple SDBs, lv3 or more naval yard, monitors, all missile beam tech, scores of BDs, etc.) can NOT replace a cruiser defense fleet and neither should they. The idea is to add another level of strategic thinking in how to manage your limited amount of admirals, also forcing you to use sub par ones or at least ones that doesn't have a negative for the task (like bad Shepard for patrol fleets) This in turn makes the good admirals more valuable and so making it a risk vs reward decision on whether you should deploy them in that assault you are not 100% is going to pan out ;)
2) Delaying enemy fleets alone - While I have on occasion turned back attack fleets with nothing more than 4 BR sats by just barely killing the CnC ship, I did loose sats and if there was 2 fleets I would most likely have lost the planet. They are not meant for this. This is the essence of force multipliers, they are useless alone but magnifies existing forces by more than would be expected (multiplies by 2 for example instead of just adding 2)
3) Tanks - They can NOT tank incoming fire. The biggest reason for this is because the ai can't help but apply focused fire as he doesn't have 9 cruisers to choose form, but rather only ONE sat, or ONE planet.




other points raised in other threads go below here:

scout battle riders require advanced sensors tech (for Tarka)
 
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The beginners guide was never meant to capture all the detail of the game. Just help new and experienced players get to grips with the game, esp. given the problems on release. For that its served its purpose and then some.

However thanks for the update. Im sure it will be read and used by those people getting into or returning to the game.
 
yeah i mainly posted this becauase it took a bit of time to find and paradox forums tend to show up higher in most searches than other forums, etc. about the beginners guide but could something be included with the full game guide as there i less detail on this topic in the main manuelf than the beginners guide !
 
I keep reading in the OP stuff like "Engineering Tech > Orbital Drydocks > Deep Space Construction > Deep Space Hangers" but my Engineering Tech > Orbital Drydocks > stops at Deep Space Construction and does not branch off to anything else. Is this another bug or did I forget to research something under another discipline?