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Feedback Unlock the Space Hub: A New Galactic Era Begins!

In SAAB: Mars Ore Synthesizer requires coins, supplies, prometheum and orichalcum. No Mars Ore.
In SAV: Asteroid Ice Synthesizer requires coins, supplies, mars ore, orichalcum and processed materials. No Asteroid Ice.
In SAJM: Venus Carbon Synthesizer requires coins, asteroid ice, mars ore and sugar crystals. No Venus Carbon.
In SAT: Unknown DNA Synthesizer requires hydrocarbon, red algae, biocreatures and advanced DNA data. No Unknown DNA.

It was always possible to proceed with 0 special goods to the next era and you had the chance to rebuild your stock with synthesizers. But not this time. I think this is not intended. Because if this hits live, many players will hit this wall in the years to come. What can support say? "You must pay 9,000 diamonds if you want to continue in the game."? That would be terrible.

Edit: "Or powerlevel a Space Carrier and hope you hit Hydrocarbon often."
I guess that we'll learn soon enough if this was intended. The "best practice" has been to accumulate enough of each era's special good before aging up. This makes synthesizers unnecessary. Maybe INNO is throwing a curve ball? If so, players that jumped immediately to SASH without having enough Crystallized Hydrocarbons are going to struggle (which, given past practice, seems unfair).
 

estrid

Baronet
true

but that is since it was released last year
higher age blueprints = current age or higher
But i doesn't SAY so! It says "10 Higher Age Blueprints". As long the Titan was the last age, so no higher age existed, it was okay to get bp's for Titan GB's. But I really awaited getting SASH bp's now that the higher age exists. And I suspect, they have just overlooked this
 

CrashBoom

Legend
But i doesn't SAY so! It says "10 Higher Age Blueprints". As long the Titan was the last age, so no higher age existed, it was okay to get bp's for Titan GB's. But I really awaited getting SASH bp's now that the higher age exists. And I suspect, they have just overlooked this

but it was from the beginning of this building. you can check the announcement from last year
*Blueprints will be from one Great Building from your current age or above.

Fall Event 2023

. And I suspect, they have just overlooked this
yes it is bugged --> see bug section
even in SASH players get Titan BP

but that doesn't change the design of that building and in Titan you can get Titan or SASH BP
 

xivarmy

Legend
Perk Creator
recurring quests
30 incident / 15 antiques dealer
motivate 100 buildings
defeat 250 units / 37M coins
defeat 250 units / 25 4h
35 battles
30 battles / 3500 goods
25 battles / 4000 goods
recruit 110 units
500 FP
500 FP
25 x 24h prod
...
Is the random reward the same?
 

estrid

Baronet
but it was from the beginning of this building. you can check the announcement from last year


Fall Event 2023


yes it is bugged --> see bug section
even in SASH players get Titan BP

but that doesn't change the design of that building and in Titan you can get Titan or SASH BP
Yes, I can see it now. Never got anything but Titan because of being on Titan. But there is still some hope getting SASH while staying on Titan
 

estrid

Baronet
I have advanced to the SASH-map. In my Titan map the one of the worlds is still red and claims that 21 of 57 provinces acquired. This is a bug!!
The number of Titan provinces has not increased
 

Aerendil

Farmer
colony expansions cost dark matter (100, 300, 500, 700, ..?)

goods production options in aerofusionplant are
8h: 20 goods for 11 dark matter
8h: 32 dark matter for 5956 credits
1d: 96 dark matter for 17568 credits
2d: 192 dm for 35136 credits

Can we have a 4h and 1d options for goods productions as well, please?
When we are finished with dark matter some people may want to produce goods in the colony and goods production is required in rival quests
 

Aerendil

Farmer
Another request
since 2 recurring quests require huge amount of goods:
30 battles / 3500 goods
25 battles / 4000 goods

Can we get the trade limit raised to 2000 please? Now we have to accept 4 trade offers instead of 2.

(Thanks to improvements in setting up trade offers its no longer a pain, you just need enough gooods )
 

blueskydwg

Steward
Because fast have titan-level movement they're not going to be top tier - have a hard time getting two hits on the same unit on turn 1 sometimes. But they'll work of course.

2 Ranged + 6 Rogues should be "most general". There's not a lot of high-artillery defenses in order to avoid flying getting too many free wins in ages without powershot so being outranged isn't an issue. And if there's many enemy ranged, most of them will shoot one of your rogues and get retaliated so when your ranged steps up to hit them it finishes them off and *doesn't* get retaliated.

Artillery + Rogues should be "good enough". Probably worse vs most, better vs some. Number of rogues would ideally be matched to the fight. Absorbing T1 hits good. Sitting around waiting to be turned a waste.

Artillery + Ranged + Rogues is just cracked :p Like adding in an extra diceroll yourself as to whether any given rogue will turn into what you want in that fight or not.

But with the fast unit immune to hits from Artillery, doesn't that eliminate the Artillery + Rogues option? At least for auto battles.
 

blueskydwg

Steward
I guess that we'll learn soon enough if this was intended. The "best practice" has been to accumulate enough of each era's special good before aging up. This makes synthesizers unnecessary. Maybe INNO is throwing a curve ball? If so, players that jumped immediately to SASH without having enough Crystallized Hydrocarbons are going to struggle (which, given past practice, seems unfair).

Agree, that was the first thing I checked before deciding to move on. According to the info on the tech tree we will need 2,800 Crystalized Hydrocarbons to complete the Tech Tree.
 

blueskydwg

Steward
The new artillery has power-shot. Which enables it to attack also flying units. Similar to SA:V's artillery power dragons and FE's ability rail guns flying units ain't safe from them.

Ah, OK - what I'm finding to be effective right now is 4 ranged and 4 artillery. Seems to work a little better than 3 artillery and 5 rogues.
This is against SAT units - I haven't moved up yet.
 
Another request
since 2 recurring quests require huge amount of goods:
30 battles / 3500 goods
25 battles / 4000 goods

Can we get the trade limit raised to 2000 please? Now we have to accept 4 trade offers instead of 2.

(Thanks to improvements in setting up trade offers its no longer a pain, you just need enough gooods )
Why 2000, it should be at least 4000 since thats the requirement of a recurring task.

And also ain't no way anyones even doing those two tasks due to the goods requirement. Innos gotta knock off with these tasks that are absurd and unrealistic.
 
recurring quests
30 incident / 15 antiques dealer
motivate 100 buildings
defeat 250 units / 37M coins
defeat 250 units / 25 4h
35 battles
30 battles / 3500 goods
25 battles / 4000 goods
recruit 110 units
500 FP
500 FP
25 x 24h prod
...
500 FP twice? So each time you hit 500 you've resolved two recurring quests! If true, not too bad since SAT has 200 and 250 for a total of 450.

No Buy FPs/Pay supplies?
 
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