I sailed through the Xenon Crisis with 100 Kats and a support ship. When its end game and moneys no object, huge fleets on M class ships are as good if not better than slugging about in asgards
@oldmankatan73832 күн бұрын
I use L traders in 6.x just because a giant trading ship with that much cargo is cool. I'm very happy they are getting some love to get their performance on par with the M traders, at least for non-highway routes. If the M remains better for highway areas, that's great because it adds depth and purpose for both!
@Thaumogenesis3 күн бұрын
Honestly S ships have way too much firepower in this game.
@jnssmnsn3 күн бұрын
Good short tips, love it !
@Yxar4 күн бұрын
Thank you for this. As a new player its a bit confusing. :)
@Olexrus4 күн бұрын
Good idea to test missile on destroyers.
@alejodavies5 күн бұрын
Great content once again. Thank you.
@jamoecw5 күн бұрын
take the control point from humanity first and that will shift things to be better for you. you want that control point anyway.
@dejanpavlovic55285 күн бұрын
extrem interessant danke für die detailierte analyse !
@thomasreilly35385 күн бұрын
Love you videos, thanks!
@04jeanpiero5 күн бұрын
I have two death stars in my fleet. Those Raptor carrier are ships armed with many heavy dumbfire mk2 missiles, , the will destroy anything, i happen to have a monitor and small fleet of traders to resupply missiles. Lots of fun clearing sectors with it. Thank you for the information and analysis.
@astornautti21665 күн бұрын
How do you get the auxilary ship to actually do its job? I tried to make a missile destroyer fleet some time ago with an Honsu auxilary and 4 Baldrics trading for that Honshu. However, those Baldrics constantly fail their trade orders and then just idle in space forcing me to use the auxilary ship itself to get the warers which kind of defeats the purpose. Even after I get the auxilary to get wares and join up with the fleet it is supposed to be supplying, it doesn't automatically supply missiles to anything. I have the right blueprints and restock global orders but it still seems to completely ignore resupplying missiles. Of couse I could do all this manually but that just gets so tedious I'd rather not use missiles at all.
@nitronic43775 күн бұрын
Sure.... why have an encyclopedia in game, if you can put all the actual useful information on a Website 😐
@egoaut5 күн бұрын
I use the interceptor missiles on my M turrets of my personal Asgard combined with Terran L Beams. I learned to love this missile @multiverse beta test. Btw nice Video❤
@silverarkangel8015 күн бұрын
La verdad solo uso misiles con los mods , uno salen dinero, dos el daño no es nada del otro mundo , tres el alcance tampoco , solo los misiles contra las naves s/m me parecen útiles.....como extraño los novadrone de x rebirth esos si que eran poder de fuego y podias con dos o tres reducir en mucho el daño que una nave capital te podía hacer
@khugansixtyeight5 күн бұрын
I've always just gone for the heavy dumbfire mk2 missiles and never considered the miss rate compared to the light version. This video was very informative and has given me much to consider. Thanks Immi.
@immi97485 күн бұрын
What surprised me was the performance of some of the tracking missiles. Especially how few of them I needed to take down the K.
@miravlix5 күн бұрын
If I try to sell you 100 empty holes and you don't buy them, those empty holes is worth nothing... If no one is buying Smart Chips, smart chips is not worth money. So the only thing worth money is the one thing that your part of the universe is short. Without an universal demand, you can't say that there is a high profit on empty holes, when everyone is buying filled holes that day.
@debott45386 күн бұрын
So what happens to public opinion for any unbound Control Point? I guess it does not change at all, does it?
@immi97486 күн бұрын
Hi, thats a good point xD I can't find a statement in the Wiki about that case. Maybe they count as undecided and therefore the ideology would be x=0,y=0? If I made no misstake on the flow, it should be easy to calculate. The public ideology is easily calculable and the game gives the public - elite Ideology, With this and the known public ideology we can calculate the elite ideology which would only depend on one unkown variable which is the ubound Control Point. I will check it out tomorrow or maybe later. And for the more content thingy, I'm planing right now to do more, since the game will keep me busy for a while. But I can't make any promise about the frequency right now. A hard shift to another game and ignore my current focus would be unhealty for the channel right now, I think.
@debott45386 күн бұрын
@@immi9748 I doubt it would shift to 0/0, else we would see many 'neutral' nations quickly developing a tendency toward the non-extremist factions. For the same reason I do not assume it shifts toward 'undecided'. Now that I think about it, I bet neutral CPs have a random ideology value attached to them that can change over time, just as their IP distribution is randomly generated from a template of ideologies. I swear this ideology stuff is such a great hidden mechanic in TI. It is very underestimated. Looking forward to see what you can find out, if you do. The research is very much appreciated. 👌
@immi97486 күн бұрын
@@debott4538 I don't know if they develop a neutral stance. Because any public ideology, should be representable by different combinations of faction ideologies. Means If in sum the ideology is neutral, to keep it neutral, we could let 1 person go into -1 direction and another into +1. Or 2 into +0,5 and 1 into -1. When I remember correclty, at some point, I have read that the game is able to represent the same public ideology with different combinations of public Opinions. But on the other side the game should weight the the faction that is the closed at the current public ideology the most. Otherwise it would feel odd when I push it into my direction and the game would represent my ideology with completely different factions.
@immi97486 күн бұрын
@@debott4538 Ok, to just assume 0 seems a bit off. I think I will push some Nations into coups and try to observe if there is a sudden elite ideology shift or maybe some relaxation.
@debott45387 күн бұрын
Please more Terra Invicta if you like. I think both beginners and experienced players can learn a lot from this. (heck, sometimes I think even the devs themselves no longer know everything about their awesome game)
@debott45387 күн бұрын
This is awesome, thank you so much! With many hundred hours into this game, I would think I knew about this already. However most of my knowledge actually stems from intuition rather than knowledge about the games mechanics (i.e. "unity is not as good when I am not controlling all CP") I was aware of the ideology matrix before, but not how it would affect unity. When controlling 2/4 CP I would have expected to gain twice as much PO as the other two factions. Thanks for the enlightenment. :)
@nolan43397 күн бұрын
So, don't run Unity for public option unless you own all the control points. Thanks. I was somewhat aware of this, but wasn't sure how it would steer public option towards an average value.
@immi97487 күн бұрын
There is still the possibility that the public ideology will shift away from the other groups and towards yours. But I think this is more an extrem case. I think mostly I will stay away from Unity too in the future when I share a nation with others. 🙂
@jamoecw5 күн бұрын
unity is good against unrest, public campaigns is used for public support, and taking control points is to take control of the country so you can shape it how you want and gain resources from it.
@catlovingtrio10 күн бұрын
-When Unity decreases public support That happened not so long ago.
@nitronic437710 күн бұрын
Oh my God this so much more complex that I thought. Thank you for explaining this ❤
@immi974810 күн бұрын
Yep, the game is definitely on the more complex side, and I love it for this! 😅
@khugansixtyeight10 күн бұрын
Thank you.
@nilsbernhard868110 күн бұрын
Thanks for your Video It helps a lot
@gallakailancer369210 күн бұрын
Dealing with pirates? Same way you deal with khaak, destroy their installations, pirate bases spawn pirates so destroy their bases.
@cdgonepotatoes42192 күн бұрын
Counterpoint: if you make yourself resistant to them but let them be, they'll drive down the competition's business.
@oldmankatan738311 күн бұрын
The output bonuses can compound too. Raw resource to refined gives a bonus, then you get another bonus turning it into intermediate products, then again turning it into final products. A 120% bonus at each step equals 172% final product volume, from 100% input resource. Get more from the same number of miners!
@prastagus311 күн бұрын
all 3 ship material fabs from Terran and Commonwealth generates massive profitssssss
@oldmankatan738311 күн бұрын
Once all of your S hangar space is full, adding M ships is more ships on the carrier. This is all bonus (except money). I think survivability in small scale, prolonged skirmish engagements is where M ships really shine. Kha'ak, pirates, sector security, etc. I'm glad you made a drones shout out! Having a couple frigates deploying last towers to control the battlefield while the S ships deal damage is fun too
@kermitthefrog117611 күн бұрын
My first factory is always hull parts, claytronics, energy. With closed loop i can build stations for free. Also all of these wares are always in need. Another cheese i found is building a shipyard, allowing all factions to buy. The hostile ones will kill eachother and the wrecks get turned into hull/claytronics for me again. Basically they pay you to recycle them
@MN-vz8qm11 күн бұрын
I also played a bit with the M turrets, I am playing right now a mercenary group helping against the xenons, I have a bunch of Peregrine gunboats (7 at the moment). Flak is indeed the most impressive by far, particularly because it melts M class just as well as S class ships, where laser turrets are useless against M class ships. However, I am using full laser on my Peregrines, 2 mk2 beams in front, and 4 argon laser turrets. First, because I simply like them like that, I find them cool lasering right and left :p And also because of accuracy. With the flak I tend to have a lot of friendly fire, particularly as my ships are bunched up (I have them all as wingmen with the order to attack my target). Now of course if I have to fight a Xenon K I have to replace my lasers by plasma, otherwise I will not dent the thing.
@alejodavies13 күн бұрын
Nearly all my medium military ships are for myself and not AI pilots. The AI can't make effective use of their features. However, I do jave one fleet of traders entirely comprised of captured Minotaur Raiders, which I use in low security space. Whenever I get an alert in those secotrs I can just select the raider fleet amd have it attack enemies in range of the alert. Perfect for cleaning up Kha'ak incursions or swatting down small/medium pirates.
@DaemonJax13 күн бұрын
Personally, I like the gorgons for spoecific roles. They're tanky. But they require micromanagement to get the most use out of them.
@C31c10n314 күн бұрын
I gave my Ray 4 Dumbfire Launcher for their forward pointing M slots and it's simply obliterating Ks. As long as you got Dumbfire MK2 your Ray will a K even it attacking it head on
@immi974810 күн бұрын
I was for a long time biassed towards missiles because restocking them can be very painful. But recently they got my attention back because of the bonus that large turrets give to the missile capacity and because missiles are definitely more effective against larger ships than any other "normal turret". Do you use the light or heavy dumpfire variant? I'm not sure which one is more effective. I got the feeling that the lighter is more reliable through its higher speed, which is compensating for the lower damage output, I think. Also, Scatter Missiles are very fun, but they require you to close in the distance below 3.5 km *cry*
@C31c10n310 күн бұрын
@@immi9748 I use Heavy Dumbfire MK2. Xenon Capitals aren't agile enough to dodge them. With the 4 forward pointing M slots i use on the Ray the ammunition lasts for 4-5 Ks
@Bobamelius14 күн бұрын
THANK YOU, I was having such a headache trying to create a supply chain that would carry goods from my production system down the line of several trade stations. My traders kept pointlessly running goods back and forth between trade stations and (and going out and selling to AI instead of moving my goods) and I was having to use tons of repeat orders to remedy it.
@04jeanpiero14 күн бұрын
I have a good solution but i requires a little bit of micromanage, get a dumbfire missile destroyer with long range mk2 missiles, set missile turrets to fire only on your target...get your destroyers into a safe range 10Km or more...select each graviton turret an unleash hell with the long range missiles...I normally prefer using a raptor or two with rockets and do the same...still is slow, but works like a charm
@MN-vz8qm14 күн бұрын
I read not so long ago a long steam review of the role of crew. Pretty sure turret usage was not on the list. Appart from hull repair, I remember it could affect certain scripts, for example the fire avoidance script (boosting when attacked) alongside the pilot (and even in those cases, the pilot skill was making 70% of the total weight). But the crew was involved in less actions than the pilot overall.
@immi974814 күн бұрын
I think opinions differ on this. But from what I have read is that the Captain has a much larger Influence on the overall performance than the crew. Do you think it is worth testing again with ships with very high crew numbers?
@aY22715 күн бұрын
This is just silly how easy and OP terran eco is. Later in 7.0 commonwealth is always missing Advanced electronics, Weapon components and Smart chips - lets say we want 4M/h profit station that will produce those + needed stuff. Cost? Around 25M in production modules + like 7 medium miners to supply (not counting blueprints) And now xenophobes - 1 computronic substrate module will give us around 4.5M/h Cost - 2.2M + ~10 medium miners That's fine.
@CptSnuggles0715 күн бұрын
Counterpoint: TER markets get saturated much faster because they're cowards who keep 95% of their military safe in their little corner of the universe, meaning they lose very few ships, meaning they buy fewer shipbuilding materials. The Commonwealth, on the other hand, is actually fighting on the front lines and therefore ends up buying way more materials than TER does. Classic economics, low volume + high margins vs. high volume + low margins. Plus, most games have an easy mode, whether they openly advertise it or not. TER being X4's easy mode isn't necessarily bad game design, although I do think Egosoft took it a little too far.
@aY22714 күн бұрын
@@CptSnuggles07 TER gets saturated? Like when? They send massive fleets all around map. Also are easiest one to drain for "assemble fleet" missions for other factions. Oh, and yes about that easy mode - interesting that's a paid DLC isn't it? :)
@CptSnuggles0714 күн бұрын
@@aY227 In my longest-running empire, I used to just have one medium sized factory complex in Saturn, plus a trading station in Getsu Fune, and although both made good profits they never sold out of anything. The Intervention Corps fleets just weren't active enough to increase Terran shipbuilding demand. But that was a long time ago. In that save, I conquered Earth back in 5.0 and just kept the Terrans as pets after that, and I don't interact with them much in my newer saves, so I really don't have very recent knowledge of their economy.
@khugansixtyeight15 күн бұрын
Thank you Immi, I always appreciate your analysis.
@Anomyos15 күн бұрын
Medical supplies also have unlimited demand after doing some terraforming projects, but that is a really late game.
@theshi315215 күн бұрын
Sheesh i knew Claytronics was bad but gosh that's TERRIBLE
@xzaratulx12 күн бұрын
I only use it to cover my own needs. saves a lot if you build like crazy
@moonraven839415 күн бұрын
I always had a hunch that energy cells are vetter then their reputation (far to many say they are not worth it).
@immi974815 күн бұрын
I think the problem with them lies in the logistics😅
@yamamuro174415 күн бұрын
Absolute amazing info. Thx u mate!
@davioliveira647916 күн бұрын
Great and informative content brother, keep it up!
@Ketraar16 күн бұрын
KET Industries appreciates the effort put into showcasing any trade or profit related content. May profits be with you.
@nilsbernhard868116 күн бұрын
First
@Marc7999916 күн бұрын
I like the idea but your BO could be much better. Let me give you some tips: 1. Multiple families on the same building has atrocious efficiency, you should get 3 logging camps at first instead of assigning 3 families. 2. It took you forever to build a hunters hut, and you had 2 idle workers and it's free, you should have built it right after the first logging camp. On the same note, you can move the animals by ordering a free building (like a hunter's hut) inside the radius and then deleting it before actually building it. You repeat that until you get them close to you. Finally, your hut placement is bad. If you don't have a granary, the hut goes next to where the stalls will go, because it's better to transport 1 animal in a trip than to make 3 trips for 2 meat and 1 hide. You also get it built sooner that way. Once you have storehouse and granary, you move the hut next to the animals, because the handcarts of those buildings can move 10 items at a time. 3. You built a well, which cost you timber, worker time and makes your workers slack off by fetching water. There is zero reason to have a well before upgrading to lvl 2 houses, it doesn't cause loss of approval. 4. You built a market well before fixing homelessness. This tied up a worker from the hut, which is 10% of your workforce for no benefit at all. 5. You built a church before getting firewood, clothes and fixing homelessness. Cold, lack of fuel, lack of clothes and homelessness have worse penalties than church and are way easier to provide. 6. You did not get a tannery for clothing, opted for buying very expensive clothes instead. I guess you didn't know you can turn hides into leather. You place the tannery close to where the stalls will go. 7. You fixed homelessness without having firewood and clothing. Those penalties are harsher than homelessness, there is no reason to upgrade the workers camp before fixing that. You should have at least 5 meat, 5 leather and 5 firewood before upgrading the tents, and you create the marketplace at the same time you upgrade so they stock the stalls right away (but not before). 8. You built a sawpit, stonecutter and a church before 5 burger plots. Each house increases your workforce by 1, so you missed out on 50% increased workforce. 9. If the stone deposit is far away, build a storehouse before you build the church. They will transport the stone much faster with handcarts. Improved BO: 1. Logging camp and hunters hut (1 worker until at least 5 hides). 2. Two more logging camps (at least 1 worker each). 3. Woodcutter (1 worker until at least 5 firewood). 4. Tannery (1 worker until 5 leather). 5. Upgrade tents and build a 3 stall market. Then man the woodcutter, tannery and hunters hut until they have a stall with 5 goods each. 6. Build 5 burgage plots with space for house extension and backyard, 2 of them with massive backyard for veggies. 7. Build sawpit and stonecutter (in no particular order). If not playing in the experimental patch, assign worker to sawpit only if a log is in storage, until you reach 20 planks. Get also at least 10 stone if the stonecutter is close (i would aim for 25/35 if it's very far, for granary, granary upgrade and Manor). 8. Storehouse (if the stone deposit is not very close). 1 worker, only allow stone to be collected, wait for 10 stone. 9. Church.
@immi974816 күн бұрын
Hi, ty. That the Hunters camp dont needs any ressources to build I didnt realized at this pont =). Also I was not sure If the Well had any impact xD. Yeah adding a Tannery instead of buying is the right call in the end. The Storehous must be build before the Sawpit because the Ox might be busy moving logs around and we need the storehous to hault the stones close to the Church building place from the stonecutter to save time while we wait for planks. Let me add some points why I gone for the Church first and left some options you would priotries. I tried most of the stuff which led to much randomness in the start and I'm a person that dont like randomness. I fixed the Homelessness Debuff before it appears, because at the used gameversion, where I made this BO, a Burgage Plot is the reason why the Homelessness debuff became so strong. Also without houses the need for Firewood was basicly no problem. Also, I saw no reason why I should build Burgage Plots that early and ramp up the debuff when I start with 0 Money (Nothing start) to invest in Veggies at this point or other backyard extensions Going for the Woodcutter that early, also blew up the Build Order because it occupied a worker that I needed elsewhere. I realy tried all the variations, and leaveing the Woodcutter and Burgage Plot until the church was built, was the most reliable BO for me.
@Marc7999916 күн бұрын
@@immi9748 Testing my BO would take you 30 minutes, why don't you give it a try? The issue with firewood is not that the houses need it, it's that the penalty for not having it on the market and the cold penalty are worse than the no church penalty. Also, you build burgage plots early not because of house extensions, but because you get one additional family member; which means you get 50% more workers. I just recommended to do them like that because they cost the same regardless, I know you won't be able to upgrade backyards for a while.
@immi974816 күн бұрын
@@Marc79999 I will try it out later. I forgot that the Tannery will probably help to keep the people in check. If this is the case, your BO makes absolute sense. Ok, the Tannery makes it extremly relaxing. It takes alot of pressure out of the first months. Even though I was not able until June to attract a 6th family.
@Marc7999916 күн бұрын
@@immi9748 June is not too bad, I got it on march with default challenging, but I had one more ox, 20 bread, 13 firewood, 10 stone and 6 more timber to give me a headstart compared to you. Did not play perfectly, and forgot to build the 6th house right away (but I think it didn't cost me the population). However, I did it on the experimental patch, where I don't get access to the tent upgrade.
@Marc7999915 күн бұрын
@@immi9748 I made a video about the BO for default challenging difficulty on winter start, in case you want to take a look. There is no voiceover but the description is very detailed and it has the relevant timestamps.
@JainZar116 күн бұрын
Especially in fights with many enemies, Lanchester's square law applies.
@immi974816 күн бұрын
First time I've heard of the law, thanks for mentioning it. 🙂 It's interesting to know about it.
@gregvw12320 күн бұрын
The most outstanding analysis of X4 on youtube. Thx!
@christianmellor602921 күн бұрын
How do you go attack without any starting militia?
@immi974821 күн бұрын
I don't attack at all in the starting phase of my settlement. But I build the manor as fast as I can to get the retinue which I can then use to loot camps which are either cleared by the enemy baron or from which I lured the bandits away, so I can loot them without a battle. And after I looted I run away and disband the unit which makes the enemy unit just leave the map.