舰队指挥官入门:太空战斗指南

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Some basic battle tactics everyone should know, and useful information about the game. Ship Hardpoints, and what they do Engines- Allow movement and Hyperspace Retreat, however ships can drift without them. Note that larger ships with multiple engine hardpoints will move at the same speed and be able to retreat so long as one engine remains intact. Shield Generators- Provide Shielding and regenerate shield HP. Ships with multiple Shield hardpoints will not loose shielding until all generators are destroyed, and shield recovers at the same rate and has the same maximum regardless of how many generators are still active. Hangars- Deploy Fighters, and on Starbases they allow free reinforcement Ships to jump in. Note that Starbases have an unlimited reinforcement capacity wheras carriers and other ships have a limited number of squadrons, but refill their hangars every battle; a Star Destroyer that looses all its TIE wings will have more in the next fight. Ion Cannons- Damage shields ONLY. They are a very low priority target. Ground-to-Space Ion cannons disable shielding completely and additionally slow down weapons fire rate. Turbolasers- Generic Weaponry of Star Wars. Duals & Quads are high priority targets. Turbolaser accuracy is also affected by the target, as it is easier to hit another Star Destroyer than a Corellian Corvette fleeing with power to engines active. Concussion Missiles- Tracking missiles, rather low damage, may penetrate shields. They can be effective against squadrons as they have a small area of effect and tracking, however in vanilla the projectiles are so slow they can barely hit them. Some mods alter this. Proton Torpedo Launchers- High Damage Torpedoes, usually penetrate shields. These are first priority targets (and the same weapons that Bombers have). Mass Drivers - Like Turbolasers, but penetrate shields. Not very common, only see them on some Consortium ships and in a couple mods. Harmful and annoying, but do less damage than proton torpedoes so they're to be destroyed after the torpedo tubes. Laser Cannons- Anti Fighter machine guns. Low damage to actual ships. Tractor Beams- Can latch onto and slow small craft. More of an annoyance than a serious threat. (Starbase) Comms Array: Your Minimap (Starbase) Resupply Dock: Your Non-Mining Facility income The master file for this stuff can be found at /Star Wars Empire At War/GameData/Data/XML or /Star Wars Empire At War/Corruption/GameData/XML. ===DO NOT EDIT THIS FILE=== The Ion Cannons Debate: Regarding whether Ion Cannons are a priority target, there are two camps: >They are a priority target, because they do huge damage to shields, and once shields are down you start loosing hardpoints, firepower and health, entering into a death spiral. This is good for a cautious play and will keep ships fully intact longer, potentially outlasting the enemy. >They are not a priority target, because they do 0 damage to hull and hardpoints: an enemy ship with only ion cannons remaining can't hurt you. This is the aggressive play and renders the enemy ship harmless in the brawling phase. 10 Laws of Space Warfare 1: Use the right ship for the right job. Some are Anti Fighter, some are Carriers, some Battleships. 2: Balanced Fleets are the ideal meta. Use Capital ships and support craft, not just the former. 3: Ships have range proportional to their size & class. Outranging the enemy (ie with a super star destroyer) is a tremendous advantage and forces them to react & adapt to your moves. 4: Priority targets- You control what hardpoints your ships shoot at. Win the DPS race by cutting at the source. Proton Torpedo Tubes > Shield Generators (if your weps can bypass it) > Hangars > Heavy/Quad > Dual/Normal > Ion & Laser Cannons 5: There is strength in numbers. Every ship is a divisor to incoming enemy fire, allowing your shields and therefore turrets to stay online longer. Works very well vs AI as they never focus fire. 6: When the enemy has numbers, focus your fire. This way you might actually kill something instead of scratching the shielding across the board. 7: Special Abilities, they're powerful when used correctly. *Power to ___ abilities are situational: Weps will drain your shields, Shields is when you need to tank, Engines is when you're moving. 8: Most ships have a blind spot behind their engines, and moreover every weapons hardpoint has a limited arc of fire. Eg. Guns on port won't target stuff on starboard. 9: Via Control/ Shift clicking you can set command groups and hotkey them to a #, 1-9. Its much easier to command fleets in battlegroups (#1 is fighters, 2 is corvettes, 3 is the big guns etc) instead of micromanaging each individual ship. 10: Never Surrender! Don't autoresolve, ever, its really quite atrocious. Play out the battle. Retreat is a perfectly viable option, however doing so forfeits your starbase and puts your planet at risk of invasion. Play a short defensive battle, use your fighters, starbase, and reinforcements to inflict some damage before abandoning the planet. Fleet Composition Depending on what faction you play, the individual units you have available will change as will their strengths and weaknesses, however; - If the enemy uses Carriers/ fighter-bomber spams, add more Corvettes to your fleets - If the enemy uses Capital Ships, buy a couple of Carriers/Bombers - If the enemy uses Corvettes/Frigates buy some Capital Ships - If the enemy has Super Ships, invest in Ground to Space weaponry (Hypervelocity Guns, Ion Cannons) Just play each faction in skirmish a bit, get to know their units & abilities, how they handle, what they're weak against etc. Find and use the counters. And again, I cannot stress the "balanced fleet" enough; Everything ties together. Fighters kill Fighters / Bombers Bombers kill Capitals Corvettes kill Fighters/Bombers Frigates kill Corvettes Capitals kill Frigates Deployment & Utilities of ships =Corvettes: They're fast and great at defending against Fighters & Bombers, but won't be much help against anything larger. Keep them near fleet and if they're taking damage, pull them back. Good for starting a match, pop power to engines, close in on the enemy and drop in the fleet. =Frigates: For Ship to Ship combat, plenty of Turbolasers & Ion Cannons and devastating in numbers. Outclassed in the late game but invaluable for their role in proving fire support, because they're not on the same layer as Capital ships - you can have Frigates directly "on top of" your capitals, allowing you to concentrate a lot of firepower in one place. Frigates are also faster and more maneuverable than a capital ship, better following the flow of battle and allow quicker reaction or exploitation of the situation. =Capital Ships: Heavy Battleships designed to deal damage to single targets. Excellent at destroying Space Stations & crippling Frigates, however they're expensive, slow, have limited arcs of fire, and are helpless against bombers. These will form the bulk of your fleet. Most capital ships will also carry some squadrons of fighters and bombers, launching most when they are first deployed but with 2 or 3 in reserve. =Fighters: Keep them close, don't waste them. Excellent for ensuring air superiority and scattering enemy anti starcraft weapons fire for bombing runs, and defending your own stuff against enemy bombers. They're also quite fragile, and do incredibly low damage to "real ships" unless they're massed in absurd numbers. =Bombers: Amazing for knocking out specific hardpoints, like shields or the hangar bay, but won't survive long in combat. Use them wisely, and watch for the enemy's. =Carriers: A Niche. Watch their health, and try to protect them as the enemy's going to want to shut their hangars down ASAP. That said, some carriers are quite capable of combat & work really well as capital ships, like Lucerhulks and Venators in Republic at War. Carriers, like capital ships, also have a limit to how many squadrons they can carry and deploy in battle, however it is much more proportionally than a standard capital ship. =Super Ships: Really, Really powerful Capital ships. Treat them as such, and remember that they're not invincible. As the ships get bigger, so do the blind spots, and mobility goes way down. For example, an Executor SSD is helpless against anything behind its engines and will take an extremely long time to turn around and return fire. =Starbases: Starbases / Space Stations / Your shipyard is a space unit in its own right, although it cannot move or rotate it is heavily armed with lasers, turbolasers, ion cannons, torpedoes and the lot, and can aptly defend itself. In Galactic conquest mode it'll spawn free reinforcement ships and fighter squadrons until the hangar is destroyed, and lets you buy small boosts to ships damage / shields / armor. You may want to manually order it to focus it's fire on priority targets although for the most part it will function autonomously. =Battlestations: (Not in Vanilla) Generally speaking, stuff like the Golan III / II / I even. These stations are solid battle platforms packing plenty of turbolasers and proton torpedoes with a large shield pool to boot. They will need protection against fighters / bombers but can hold their own and do heavy damage against Star Destroyers and the like. If you've got a fleet, best to position your ships around or in line with the platform so it can assist in the battle and tank some damage away from your weaker frigates and cruisers. =Satellite stations: The vanilla space build pad turrets. They can hold their own against fighters, stray bombers and even corvettes, but will need some backup against anything larger. They'll add firepower to your defense without cutting into your unit cap, and are quite cheap in Galactic conquest mode. Positioning The positioning of your ships is of utmost importance; Firepower is of no matter unless one is poised to use it. Common formations are: V Formation : A tactic used when you're unsure from where the enemy is going to attack and want forward firepower and covered flanks. Also used in offensives, starting from your own line of ships, if the enemy's line appears weak somewhere you push them hard and pull the rest of the fleet along, forming a V behind the initial push. DON'T literally make a V of star destroyers and send them into the enemy, destroyer 1 will take the entirety of the enemy's firepower all at once and be killed before 4 and 5 can provide fire support. "U" Formation : Also a reverse V, used for encirclement of the enemy or like a glove when/wherever the map has features that will naturally funnel the enemy into your trap. Line Formation : Used to maximize firepower in open spaces, staggered movements of the fleet maximize firepower while a straight line may be used for defense.

这是一个假设的战斗场景

指令 【单人模式下别忘了可以暂停游戏】 移动与攻击移动的区别 这是两种不同的单位指令,对战斗机尤为重要。 -当你命令单位移动到某个位置时,它们会在前往目标地点的途中射击沿途目标,但基本会忽略这些目标继续移动。到达目的地后,它们会攻击射程内的任何目标,且战斗机有较小的追击范围。 -攻击移动会让单位在前往目标地点的途中主动攻击遇到的任何敌人。如果在途中没有遇到敌人,它们到达目的地后会采用更大的仇恨范围。这能让单位持续移动并与敌人交战,而不是停在原地被机器人摧毁。=停止 当你的单位开始远离敌人、离开护盾范围或做出其他蠢事时,就用这个指令。 =守卫 你可以让单位守卫地点或其他单位: -守卫地点时,其行为基本与攻击移动类似,但拥有更大的仇恨范围。 -守卫单位时,它们会自动跟随目标移动,并在战斗中提供支援。虽然会比目标稍微落后一点,但对于指派护航护卫舰保护主力舰非常有用。 示例舰队 我们先从2个反面例子开始:

那就是所谓的【爆兵】。可以说,如果敌人对你选择的单位比较弱势,或者你打算用“狼群战术”来猎杀敌人,又或者尝试打游击,这或许算是一种战术,但肯定不会让你受欢迎。如果游戏到了只需狂按某个键就能获胜的地步,我会认为这是平衡问题,但每个人的玩法不同。

这简直是对超级战舰的可悲浪费,让它独自对抗整个敌方舰队,事实证明敌方舰队更强大。不要这么做,或者至少带上一些支援舰船。这里的结果是舰队的战斗机/轰炸机数量超过了超级战舰的战斗机数量,而且舰队中的舰船分布在前线,能够在护盾恢复后撤退并重新投入战斗。

这是一支配置合理的舰队,舰船都发挥了其应有的作用。(如果你好奇的话,这是《索龙的复仇》中的一张地图) 这是另一种我发现非常有效的舰队配置,虽然有点老了。对于那些不玩TR的人来说,每支舰队有四艘主力舰,辅以9艘巡洋舰、1艘护卫舰和几支相当于TIE防御者的先进战斗机中队。倾向于配备反战斗机支援的主力舰,以对抗敌方主力舰和轰炸机群。

遭遇战模式 强烈推荐阅读Reth撰写的关于遭遇战的指南,他对争夺矿场的重要性的解释比我更通俗易懂。 通常有3种游戏风格:进攻型、防御型、平衡型。

-Agressors aka Rushers actively take the offensive and hunt the enemy, attacking enemy mines to cut the supply lines. They usually rush a Star Destroyer or similar craft and throw everything they have at the enemy in a victory-or-death gambit. Even if that fails, they end up controlling most of the map's resources and can be very hard to defeat. This tactic can be countered with offensives of your own, like snipe attacks with bomber squadrons on their mines while they're not defending them. Don't let a fleet intimidate you if they don't have the economic base to replace losses; hit sensitive engine / shield hardpoints and gradually take them apart. Another thing to mention is that if the opponent is at their unit capacity, they can't call in reinforcements to counter you acting elsewhere; moreover if you take out important hardpoints on ships but don't actually destroy the ship then it sits there using full unit cap points, but running at 1/2 or 1/3 combat capacity. -Defenders aka Turtles wait for the enemy to make a move, drop their ships to halt the advance and then counter-attack. Defenders typically play cautiously and build up an overwhelming force before making serious moves. It works great in small skirmishes but is vulnerable on large maps with multiple fronts and a ton of mines. Remember to keep scouting and expand whenever possible, take advantage of enemy losses to push ahead, and use distractions or concurrent attacks. Don't literally idle and wait for the enemy to come to you; if you never attack their economic base while constantly suffering damage yourself you are in a losing proposition. -Balanced Players are very opportunistic and flexible for the current situation, taking advantage of unclaimed and undefended mines, and not uncue to defend their own. Most players can be considered 'Balanced'. -And if/when you are playing multiplayer, PLEASE communicate with your teammates. It is much better to have a rough battleplan than none at all and just assuming "well they are doing that so I'll go over there wait they turned around guess I'll go th- nevermind... uhm what even are you doing mate" ------Divide and conquer: You go there, I'll head here, we build the mines and both push mid ------Combine your forces into a single offensive rather than 2 weak attacks ------Help each other out. If someone's attacking an ally's mine, defend it! YOU ARE A TEAM! Satellite stations, basically space build pads, are another point to mention here. They don't affect your unit cap and can hold the line against stray bombers / fighters but will need backup against anything more. Unfortunately they're also a bit expensive, being 700-1200 credits depending on if it'll shoot lasers/missiles/repair ships and what faction you're playing; about the same cost as a corvette or half a frigate, and some mods neglect to adequately rebalance them for the ships they'll face. Lastly, during space skirmish modes it is possible to purchase access to hypervelocity guns and ion cannons, which can be handy to quickly counter or cripple something you otherwise cannot handle. Beware that these weapons are costly, will not always hit the target (greater chance for bigger ships, even higher chance if the ship isn't moving), and are usually purchased as single shots. Galactic Conquest 1: Minimize Borders & defend the few passages into your space well. NEVER leave your planets open & undefended. 2: Oppositely if a planet has several hyperlanes leading to it, it becomes a strategic chokepoint wherein one fleet's garrison power and threat potential is projected onto multiple enemy planets, requiring them to divide and weaken their defenses, sacrifice their position or formulate a counter-attack. 3: Build as many mines as you can on interior planets not bordering the enemy. More money lets you make more ships which let you take more territory... 4: Building multiples of the same ground production facility on a planet speeds up build times 5: Space is the Ultimate High Ground and your first Priority. Once you occupy the space above an enemy's planet you have as long as you can hold that position to prepare an invasion. What good is a massive ground army if you can't get it to the enemy? 6: You can build (2) Hypervelocity Guns/ Ion Cannons on your planets. Although expensive, they can cripple even the heaviest of Super Star Destroyers after a few shots. 7:Your Starbase offers a magnitude of tactical upgrades and will call in reinforcements as long as the hangar is intact. 8: See Image

9. 如果你将一艘舰船部署在上述所示的槽位中,它会在太空战斗中率先跃入战场,这样你就可以自由指挥舰队其他舰船的部署,最好是部署在靠近敌人的位置。你可以在视野范围边缘部署护卫舰,以快速扩大视野,从而获得更大的舰船部署区域或形成更宽的战线。 10. 如果你从防御性太空战斗中撤退,你会失去星港,但不会失去地对空武器。有时你可能会发现,撤退后立即掉头在你的星球上空重新与敌人交战会更好,因为防御方的舰船总是以固定阵型生成,你无法按自己的意愿进行部署,这在小地图或两支舰队生成位置非常接近的地图上是很容易被利用的。当然,这会带来他们发动星球入侵的风险,但如果你行动迅速,有时可以在轨道上拦截他们的舰队和上述部队…… 我还见过有人将己方阵营的英雄用作舰队指挥官。由于他们总是位于屏幕右上角,你可以点击他们,快速将镜头移动到他们“指挥”的部队,有点像快捷键的作用。 说到英雄单位,在《银河文明》中,英雄单位通常(受模组影响)会在几天后重生,这实际上让像阿克巴上将和皮埃特舰长这样的人物成为了免费的主力舰。通常情况下,最好让他们留在你的舰队中,但危急时刻可能需要采取极端措施。最后,再次说明关于英雄以及可训练的海军上将/将军单位,他们在参与战斗时可能会为你的单位提供作战加成,通常是对伤害、护盾、视野范围、速度等属性10-15%的增益。部分模组会显著增强这些加成的效果并提升其重要性,也有其他模组会完全移除该机制。 银河征服的太空战术与作战计划: 尽可能利用地图,并相应调整你的舰队位置;如果存在小行星带/星云,敌人很可能不会派遣舰船穿过这些区域。《银河文明》中的每场太空战斗都是独特的,但存在一些常见情况: 当防御压倒性兵力时:将你的舰船部署在星际基地后方,让其承受伤害,并利用其召唤的任何增援作为护盾。集中火力,尽可能摧毁敌方舰船。当你的星际基地几乎被摧毁时,启动撤退并重新集结舰船,准备再次防御或发动反击。

攻击防御严密的星球时: A- 尝试用双重夹击战术打防守方一个措手不及。先投放能吸引其注意力的单位,当敌方舰船转向应对时,再在其舰队的盲区投放其他单位。

B-部署大量的护卫舰、驱逐舰和巡洋舰,组成类似火力线的阵型,并尝试引诱防御方舰队出港与你交战。如果此策略失败,你可以命令它们前进,将其用于正面主力攻击。

=Raiding / Provocation / "Herd Thinning" A corvette with power to engines or other rapidly moving craft can reach the defender's ships (which spawn in whatever randomly generated formation) before they've re-positioned themselves properly (or if it's an AI, they've all turned tail and are moving towards the starbase: completely vulnerable). So it is very possible to drop in directly on top of the enemy and do some damage then quickly retreat before things get too hot, even with a strike force significantly weaker than the opponent's fleet. =Scouting: Like raiding, but mostly for gathering intel on the enemy, their fleet, the map, and any defensive structures + where those are. Best conducted with something that has a few squadrons of fighters to scout the map, see what the opposition is like and how quick they get shot down as a bonus gauge of the enemy venerability to bombers. = When attacking a lightly defended planet: Overwhelm the enemy with your superior numbers and firepower, but don't get too cocky. Be vigilant for any bombers they may have, and watch the shielding on your ships = If the enemy has a Gravity Well, and retreat is not an option, you do not have to commit all of your forces to the battle. You loose by default if everything currently in the world is destroyed, however whatever reserves that you did not call into the battle, retreat. Note that the AI is stupid and will always deploy its entire task force. = When Encountering a Super Ship: If defensive, best option is to retreat to allow for greater flexibility in the positioning of your ships, unless you've got an extensive ground to space weapon system in place to handle it. If attacking, be vicious, brutal, and unrelenting. Try to get in their blind spot and do as much damage as possible. If you're planning a frontal attack, best be prepared for casualties, but give 'em hell nonetheless. = When encountering Raider Fleets (Thrawn's Revenge Specific) Identified by the message "We've detected unidentified ships entering hyperspace" at the start of the battle. If you're attacking, thats great as they usually consist of a few Star Destroyers and will automatically move towards the enemy Starbase. Best thing to do is move your starting, scout ship to a corner and let them wreak havoc before actually attacking yourself. Now, if you're defending and this happens, don't give up all hope. Raiders are hostile to both players, and might just end up fighting the enemy off for you. Planetary Information & Land Battles: I know this is the "Admirals 101", however one cannot simply overlook Generals and land operations as a whole. -You can change where structures / units are placed on the land map by zooming in to the planet and viewing the map ( if you've got mods that change the ground unit cap (Republic at war) it might not work correctly, because its hard-coded for 10). Unfortunately you cannot move Turbolaser towers or Shield generators. -If you have a fleet in orbit you can call in bombing runs and/or turbolaser salvo attacks, varies a little bit but its generally safe to assume any frigates with hangar hardpoints are capable of bombing runs and any capital tier ships have lasers. If the fleet is hostile, expect to be bombarded. -Planetary Perks: Some planets give boosts to specific units and or allow special abilities. Ilum, for example, in Republic at War makes Jedi stronger, while Rhen Var (I think) allows the CIS to salvage space debris for $. These perks are galaxy wide as long as you control said planet. -Planetary Modifiers: Apply specifically to battles on that one planet. Some places don't allow hovercraft to be used, others are harmful to infantry units, etc. -"Civilians": Supposed Civilians units will appear on certain planets, but are always loyal to one faction or another and serve as free scouts / weak infantry units. Best used to quickly capture reinforcement points across the map and boost your cap. They will continually respawn so long as their "Civilian Dwellings" stay intact. -Factories on planets provide free units in the defense of said planet and essentially multiply the defensive garrison. Assaulting a major droid foundry or ATAT factory world might not be a good idea without proper preparation and tactical consideration. Highly defensible factory planets may as well be called fortress worlds, and quite honestly if the enemy has poured a lot of resources into the defense of a planet, they haven't invested the money elsewhere therefore it may be better to focus your efforts in a different sector. -Shield Generators will stop orbital bombardment in a small area, but are not impassible. Although they actually work really well as walls so long as you garrison your units directly behind the shield, letting it nullify enemy fire. *Use the STOP command to keep your units from leaving the shield*

-涡轮激光塔:威力极强,但由于射速缓慢,对付步兵效果很差。 -炮塔和建造平台:使用它们!在银河征服模式中,它们非常便宜。防空炮台特别有用,能够阻止轰炸行动,并且拥有相当远的射程,必要时可以手动瞄准地面单位,但造成的伤害较低。反步兵/反坦克炮台的作用不言而喻。 -对抗AI:如果你持续击退AI的地面入侵,它们将永远不会把舰队进一步推进到你的领土,甚至可能放弃并转移到其他地方。 杂项游戏机制 (暂定部分仍在完善中,*=并非100%确定/需要更多测试) 本部分内容是对指南中提到的值得注意的事项的汇总,此处信息可能存在冗余。=暂停 在单人游戏中可以暂停游戏,这能让你提前规划并在不同区域下达多项协同指令。尽可能利用这一功能,例如在银河征服开始时,你可以在星球上放置建筑。 =经济 《星球大战:帝国战争》的经济系统以 credits(信用点)为核心,可通过以下方式获取: -太空遭遇战中,星际基地的星港带来持续收入,建造小行星矿场也可增加收入 -陆地遭遇战中,指挥中心带来持续收入,建造矿场/资源站也可增加收入 -银河征服模式中,控制星系的行星收入、在受控行星上建造矿场以及赢得战斗均可获得收入 最重要的是提高收入并开始建造单位。=科技等级 《星球大战:帝国战争》包含多个科技升级系统,随着你的发展会解锁更强大的单位: -在地面/太空战场,你可以分别从指挥中心/星际基地购买科技升级。 -而在银河征服模式中…… --帝国通过建造研究实验室并从中购买科技升级 --义军利用C-3PO窃取科技,每次解锁下一级别的某项内容 --财团通过腐蚀行星或类似方式窃取科技(我认为是这样)* --部分模组拥有独特系统,例如《索龙的复仇》使用帝国领袖系统。 =英雄单位 -在遭遇战中,英雄单位基本上就是可购买的单位。 -在银河征服模式中,英雄单位变得更为重要,并且会在设定时间后重生。潜行/侦察与突袭 部分单位/英雄拥有潜行属性,在银河征服模式中,你可以让他们单独组成舰队并派往敌方领土,而不会触发战斗。这能让你在采取行动前收集更多关于敌人的情报。利用潜行英雄/单位不会触发战斗的特性,它们可用于对防御薄弱的星球进行秘密突袭。若突袭成功,还会摧毁敌方的星际基地。 反叛者阵营可以组建额外的潜行小队,最多包含3个任意类型的单位,包括T40b坦克和MPL火炮,用于突袭。 《星球大战:共和国战争》中有更多潜行单位,但根据我的经验,AI似乎不会使用它们。【增援/单位上限】 很遗憾,单位数量存在非经济方面的限制: - 在太空遭遇战中,你最多可同时部署价值20/25点的单位,但可建造无限储备单位。 - 在陆地遭遇战中,你最多可同时部署9个单位,但可建造无限储备单位。 - 对于银河征服模式,在《星球大战:帝国战争》中,你无法选择优先部署哪些单位,但如果有单位被摧毁,你可以超空间调入额外单位。《星球大战:帝国战争:堕落之军》及众多模组均采用此系统。

In Addition to this, Galactic Conquest also limits the total number of units you're allowed to have based on the number of planets you own, the number of buildings on your planets, and the levels of starbases on your planets. =Retreat, Engines & Landing Zones Engines allow ships to retreat from battle in GC so long as one engine remains intact. If the enemy tries to retreat sic all your firepower onto them. Land battles also have a retreat function, if you're defending the planet its more like a surrender button really, but if you are invading and having no luck you can retreat back into orbit by bringing troops back to their landing zones. =Vision Radius vs Engagement Radius Your ships have both a FOW clearing radius and a radius in which they will attack any hostiles, however the two are actually separate values and can be misleading. -Corvettes tend to have a long vision radius but medium attack range -Frigates tend to have both medium vision and attack range -Capitals tend to have attack ranges slightly larger than their FOW reveal -Super Ships tend to have insane FOW clearing and very high attack ranges. =Nebulae and Asteroid effects They're quite nasty space hazards, and you should plan your strategies with them in mind. Asteroid fields do damage to any ship >moving< inside their range. (stop command helps). Nebulae fields affect ships vision range and shields*, making them venerable. =Power A Land battle mechanic, Turbolaser Towers and Shield Generators require power from the Power Generator structure on the map in order to function, so it's another structure to defend. Also they're usually in really dumb spots, like the generator on Hoth being at the bottom of the map and nowhere near your base for some reason. =Shields An extra layer of health that absorbs damage, protecting your ships turret hardpoints. Generated by shield generator hardpoints on frigate tier ships and above. Proton Torpedoes bypass them and will directly hit your hardpoints. =Repair / Healing There are a couple systems here, basically once something is gone its gone. -Fighter Squadrons consist of about a dozen individual fighter units flying in formation which can be healed by being in range of a repair satellite, but destroyed fighters are not replaced. -Ships either have visible hardpoints or hidden hardpoints, in the latter case they use a simple health pool for the entire ship, which can be repaired to full. -Ships with visible hardpoints calculate their health by the sum of their hardpoints' health, which can also be repaired when in range of a repair satellite, however cannot be replaced once destroyed. -Your Starbase also uses hardpoints, which can be repaired for (a lot of) credits in Skirmish mode, but again cannot be replaced if destroyed. =The AI My current understanding from years of observation and what digging I've done into the code and source files, the AI basically generates "Goals" like "Take planet X" after certain intervals of time. The AI will then focus itself on trying to do its task. If it doesn't have the resources to achieve it, it can cheat them into existence anyways on certain difficulties. The AI's calculation of sufficent force seems to be made using expected Autoresolve results, and the target seems to be "defeat the enemy while suffering 30-40% casulties", but if the AI has deathstack fleets available then they will definitely be using them. The AI doesn't really think long term. Sometimes the goals it generates are economic, like "build 5 mines" or some factories, but it doesn't specialize planets into being vehicle foundries near the fronts, or fortress worlds at defensible chokepoints, and doesn't even put its mines on high-credit value worlds either. The AI doesn't plan multi planet campaigns like "conquer all enemy worlds in this sector" or "break through the enemy front here and take as much as possible". Also, the AI cheats. It can and likely will spawn in units from nowhere, and oftentimes gets straight out multipliers to all credits earned (how it spams capital ships with only 1 mine in skirmish mode). Anything I missed? If you have suggestions, questions, comments, criticisms, memes, anything of the sort, feedback is welcome & I will get back to you when I can. The intention of this guide was to give information about the core game mechanics- a sort of universal guide rather than one specifically for the vanilla game, Thrawn's Revenge, Republic at War, etc, which is why I did not go further in depth explaining each faction & their actual units. Alas, I will happily answer any question if you leave it here.