Rule #1) Most Importantly understand that you will not be able to attack, nor deploy ships from the moved planet, INCLUDING TO & FROM THE ATTACHED MOON! Make sure you have your ships and resources where you want them for the next 24 hours. Resources can be moved, but not if you don’t leave or can’t build ships to move it with.

#2) Plan ahead. Don’t start a build queue because you’re in a nice quiet neighborhood and everyone else has moved out. I did that and inadvertently moved it one hour after starting the queue.

#3) I don’t believe we saw a “land rush” effect of everyone trying to move their planets the first chance they got. The time we could start moving was staggered by 10% of the players added every hour. Don’t be in a rush to move. By staying behind after everyone moves you could have the opportunity making some nice hits.

#4) Don’t blow off the random move on compression day. Move your inbound colonies first and save 1 or 2 that will be forced to move for the random. Could be a choice spot, but if not, you’ve always got a free move afterward. (I’ll let you know how this pans out for me.)

#5) I worked it out that if you settle somewhere between systems 67-184 and between 316-433, in every 3rd galaxy starting with galaxy 2, nowhere in the universe will be more than 1 galaxy away.

#6) Should you chose to build systems full of alliance members, i.e. strongholds, try to keep oracles outside of them, with the stronghold being near the edge of the oracle range. By having one higher and one lower you’ve doubled your range.

#7) Speaking of oracles, with enough players with moons, it is conceivable to cover entire galaxies under alliance oracles. Ideal arrangements for galaxy coverage:

3 oracles:
levels 11-11-3. This exactly covers 499 systems and oracle 11 is 20M/40M/20M, i.e dam expensive.
10-10-8 allows more flexibility in locations.

4 oracles:
5-10-10-5 doesn’t quite cover 499 systems.
8-8-8-8 & 10-9-7-5 allow a little overlap, but no more than 10 systems. One more level than any of those works quite well.

5 oracles:
8-8-8-6-5, 8-8-8-4-7 & 10-10-5-4-4 work but with < 10 overlap.
9-9-6-6-5 has more, added levels give more flexibility

6 oracles:
7-7-7-7-6-5 gives < 10 overlap. The rest you’ll just have to workout yourself. Maybe an energetic someone (I mean bored) could work out which methods would be the cheapest?

Mon May 30, 2011 7:55 pm
Send private message YIM

Joined: Thu Jan 21, 2010 8:06 am
Posts: 179
Location: Atlanta, GA
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Post Re: Compression tips
A few hours after compression now. Things did not go as smooth as players or BFG would have liked. Game was back online and stable after 6 hours.

#1) Planets in upper G’s that were not moved prior to compression, were not moved randomly. Instead, they just started filling in from 1:1:1 on up. So now, 1:1 to 2:350ish are pretty full (nice inactive hunting for those that moved randomly or populated lower G’s), 2:350 up to G6 are half populated, while 7-9 are clean slates.

2) We learned today that U2 starts planet moves/compression today. Where as in X1, we compressed to G’s 1-6 before getting to repopulate 7-9 after compression, we compress to 1-9 with no post-compression expansion.

3) Does appear there was a bit of a land rush when the G’s 7-9 were reopened, mostly for the ends of universes. Moot point if there is no post-compression expansion.

4) Last minute rule change from BFG was that only inactives were attackable for 24 hours after compression. This lead me to believe I could use a free move on my heph and start attacking right away. Any moves done after compression still must abide by the no attack rule. However, this last minute rule change does mean that you can move a planet/heph just after compression and be safe from attack for the remainder of first 24 hours after compression. Be sure of the ruling for your universe.

5) Because of the last minute rule change, we saw a lot of activity going after inactives. Quite a few were well loaded too since they were out in the sticks for up to a week, while the hunters had been moving to the lower G’s. So, be sure to have plenty of hercs and atlas handy to attack defenseless inactives, and attack ships to handle the defended ones. You will see much more game activity just after compression then you’ve ever seen before. Either stay in the sticks and take advantage of lack of competition for resources, or move to lower G’s to get surrounded by incoming stagglers. Try to have a virtually empty area so to have as many move in as possible.