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# System prepended metadata

title: Infinite Lagrange Guides EN

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---
title: 'Infinite Lagrange Guides EN'
lang: en
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Infinite Lagrange - Guides EN
===
Last updated on 28.06.2022

:::info
:bulb: If you have ideas, extensions, wishes, etc. or find errors, please send me a PN in Discord: Tobla#5117
:::

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[TOC]

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## 1. Tips for the season start
* Fully focus on resources first. Only build battleships when there is a surplus of resources.
* Metal is most important at the beginning, as it is needed most for buildings.
* Exchange resources for others only in an emergency. This is a huge loss.
* Only redeem quest rewards when you need them for an important expansion.
* Don't fully upgrade every building, only till you can start the next base zone or complete the missions. These missions usually give you more resources back at the beginning than you originally needed (later they don't).

- Use speedups in such a way that some are always produced.
- Speedup the collectors' production with prefabricated modules and send them off as soon as possible.

* Small and medium collectors can and should also be reinforced with destroyers (AC721), which brings another good resource boost.
* From base level 4, build an outpost at a good resource location and move the base there - the shorter the routes of the collectors, the more resources you get.

- Start attacking pirates early to level up your ships. However, make sure you don't lose any ships in the process, otherwise it will be expensive.
- Ideally, save the chips for cruisers+ and only use them from level 30 onwards. Otherwise, the chips pay off especially with fighters and corvettes.

---


## 2. Fleet Composition
As it is a very extensive topic, there is a separate page with a guide for putting together fleets (currently only available in German): https://hackmd.io/@Tobla/Hk6h7quc5

---


## 3. Warping
There are 2 ways in which a fleet can move:

1. sailing
> As soon as a fleet sails, it is much slower and can be attacked or is affected by blockades, radiation, etc.

 2. warp
> If a fleet is in warp, it is not affected by anything, it is virtually invulnerable. However, the warp can be interrupted at any time, when and how this can happen is explained below.


**How is the warp activated?
* When flying to allied bases, outposts and platforms (at the bottom left, where you set Auto Return, you can also choose from 2 different warp points).
* When flying to own operations in which there is at least one ship.
* A fleet enters warp as soon as it leaves the operation (if a fleet is at the very edge of the operation, it enters warp immediately and you save some time).
* Do not reinforce a fleet before it enters warp, otherwise warp may not be activated.
* If the fleet has been reinforced by allies, the ships will fly home as soon as the warp is activated.

**When will the warp be disrupted:**
* The allied base, outpost or platform is shot down.
* The ship in the operation is shot down and thus there is no fleet or ship left in the operation.
* When the outpost becomes a base because the player has teleported there (usually only happens during hive building).


### 3.1 Scout-Warping
There are a few special features to consider when scout warping:
* There must be at least one own ship in the operation, but can be any number of ships/fleets.
* Fleets can also move as long as they remain within the same operation.
* As long as there is at least one fleet in the operation, fleets can also be shot down or withdrawn and incoming fleets remain in warp.
* If enemy or allies build structures, you must remember that the operation will change.
    * if your operation touches a structure, then the whole area of the structure is also considered an operation (if it blinks).
    * if you extend your own operation in the direction of the incoming warp fleet, then you can cancel the warp earlier.

The following picture hopefully helps making the whole thing more understandable (the red X marks the place where the fleet flies out of warp):

![](https://i.imgur.com/0ru3bLu.png)

---


## 4. Action points and their importance
In Infinite Lagrange, besides fleets and their strength, there is a possibly even more important factor: action points.

### 4.1 Why action points are so important:
* They are limited for each player, which is why we urgently need every action point of every player.
* Whoever has more action points or whoever uses them better wins a war.
* For example, during the war against BA we always had to attack one of BA's fleets with several fleets, which meant that we always used up more action points than they did and therefore lost.
* It is not only important to use few action points yourself, but to let the opponent use as many action points as possible, especially dragging the action points of enemy whales can make a huge difference in fights.

### 4.2 How to save action points:
* Reinforce fleets only when it makes sense (i.e. when you want to actively fight).
* Let others reinforce your fleets.
* Only place blockades if you want to hold an offensive or defensive position for a longer period of time.
* Only attack enemy outposts, platforms and especially scouts if it is necessary or if you have enough action points (and ideally kill 2 or more scouts in a line with one attack order).
* Before attacking, zoom out to see if fleet(s) are already approaching and also coordinate in the union chat.
    * Especially if you want to attack several enemy fleets/bases, let your union mates know early and don't just fly off.
* When killing enemy scouts, place the operation right on top of the enemy's and expand your own operation when the scout moves, so you only need to react and use 10 action points to wipe the enemy scout.
* Little to no operation changes -- Use of ghost platforms/outposts:
    * **You create them by sending a collector off with a build order. It doesn't matter if it is withdrawn or not, the platform/outpost operation can be immediately approached with any other fleets.
    * Ghost structures are platforms or outposts that are invisible to allied and enemy players (only you can see them).
    * Optimally, you use the structure to save action points when changing operations and let the collector fly during the change, thus taking another 10 action points away from the opponent later.
    * When changing operations you need at least 20 action points, when transferring from operation -> platform/outpost or platform/outpost -> operation you only need 5 action points.
    * A ghost platform is only cancelled if a platform is placed exactly on it (a ghost outpost is always cancelled if a structure is placed on it).
    * You cannot warp to or place a blockade on these Ghost structures (you can, but it is not activated until the structure starts to build and is visible to anyone).
    * Fleets cannot retreat to Ghost structures.
    * You can use them not only for attacks, but also to save operations by putting a ghost platform on many resource nodes in the hive.

### 4.3 How to help with little time:
* Distribute scouts around the opponent's hive (they should stand so aggressively that the opponent has to attack and thus uses up 10 action points in exchange for 5).
* Distribute outposts/platforms around the enemy hive.
* Attack enemy scouts/structures with smaller fleets at the same time.
* Block or "protect" platforms/outposts with cheap fleets when afk to intercept scouts and smaller fleets (can also be done with full combat fleets, but you might lose everything).
* Especially after getting up, you usually have full action points: Take a quick look in and do one of the things mentioned.
* Also before going to bed use the last action points by sending out scouts/builders.


### 4.4 How to use action points more effectively with plenty of time:
* Have someone else reinforce the main/second fleet.
* Don't always ride solo actions, but attack the opponents with 2+ people.
* Be patient, if your own fleet is standing around somewhere, sooner or later an opponent will come by or an ally who you can then help.
* use transfers to get in the way of attacking fleets instead of actively attacking them (always use this especially when defending structures).
* Set blockades sensibly, i.e. at very aggressive points or tactically important points (enemy warp-ins, bases, etc.).

---


## 5. Blockades
Since the keyword blockade has been mentioned several times now: Here are the essential things to keep in mind:
* You need at least two! fleets for a blockade.
    * always pay attention to whether a blockade has really been triggered.
    * it can happen that only one fleet is in the blockade and therefore it doesn't work (due to bugs and also due to good game design)
    * every now and then there are pros who send only one fleet for a blockade, then you can pick it up easily
* Since the fleet on the client is displayed somewhere else than it actually is on the IL server, it can happen that you trigger a blockade sooner or later (completely random now and then).
* Blockades are only triggered on structures that are visible to everyone (i.e. construction has already started or is completed -- no ghost structures!).
    * You can also set blockades on structures that have not yet been built, as soon as the collector starts building, the blockade is also activated.
* Defensively they are still a very good tool to intercept many uncoordinated attackers, offensively currently rather less useful as they cost so many action points (mostly only needed for offensive warp points).
* Never assume that blockades work the way they are supposed to, they are always bugged or whatever.

### 5.1 Breaking Blockades
Currently, the best way to break a blockade is to send in a lot of scouts so that the fleets criss-cross and then either send in combat fleets with attack command! or attack enemy fleets that fly along the edge of the blockade through pathfinding and thus kill them in 1o1.

Otherwise, "drawing blockades" still works:
* You need two good fleets and at least 65 action points.
1. you create an operation that partly overlaps with the enemy blockade (but there must not be an enemy blockade fleet in the operation area)
2. you now send 2 fleets (with transfer) into this operation, but they must not yet fly into the enemy blockade.
3. the fleet that should shoot the first dragged enemy fleet from the side, is placed on blockade outside the enemy blockade.
4. the fleet that must tank the first fleet is sent into the enemy blockade with a blockade order, the own blockade must already be shown as active for it to work.
-> as soon as it enters the enemy blockade, one of the enemy fleets is moved to that tanking fleet
-> After that, either the own 2nd fleet is also drawn into the fight and it comes to 2o1, whereby the second enemy fleet will also enter the fight and shoots the own 2nd fleet from the side, or it remains at 1o1.

![](https://i.imgur.com/GHe2ABI.png) 

---


## 6. Hiving
To concentrate your forces, you hive, i.e. you build as many bases as possible in a certain place and attack from there. In order for the whole thing to start, however, here are some brief instructions and information:
* Before the first construction begins, there should already be many scouts and some combat fleets as well as collectors in the area.
* Several people should start building outposts/platforms at the same time if possible.
    * Picture-perfect, it would be best to set several platforms as a front line, where strong players can possibly place blockades on them.
    * In addition, it would be very cool if everyone can defend their own outpost with at least one fleet.
    * In reality, however, everyone has to look out for each other and defend what they can, but also keep a few action points in reserve in case of a major attack (always keep an eye on the Union chat).
* Bases are moved at the same time at a certain time after the construction is completed, so that you are not picked up alone if it becomes an outpost hive after all.
* Those who do not have fleets/scouts etc. on site at the start of construction send fleets and a scout via bases (or via platforms if there are no bases yet) and only in an emergency via an outpost.
    * If you send fleets via an outpost, the fleet may drop out of warp, because of a base relocation.
* The fastest way to build an outpost is to send it via a scout and reinforce it with a large collector and 4 tank ships (Carillion Special/Reliat Stealth or Cruiser).
* No one should fly with a collector on build order, but into an own operation, so that one then has as short a way as possible to the build (otherwise someone else builds on the place in the meantime and the collector flies home again).

### 6.1 Outpost Hive
Always pay attention to whether we are talking about a (base) hive or an outpost hive. Every now and then it can make more sense to only create a hive of outposts and not to teleport bases there, in order to either have places of retreat or to open up a second front for the enemy.

---


## 7. Battle management
It is always quite difficult to assess if and when you should retreat, so here is some input:
* Basically, you should decide before the fight: Do you want to fight properly or do you only want to draw action points from your opponent?
    * If you only want to draw action points, then retreat as soon as you see that you are losing (usually within the first 30 seconds).
    * If you want to fight, then try to force a 1o1 at all costs (by flying away from an opponent) and the opponent should also burn some action points. Only stay in the fight if you win AND your ships do not necessarily have to survive.
* Look at the fleet details and HP of the fleets at the beginning of the fight:
    * if it is two identical fleets (for example, carrier fleet vs. carrier fleet), then pay attention to who loses more HP and who wins the airfight by looking into the fight -- decide accordingly whether to bail out or not.
    * if it is an anti-carrier fleet against a carrier fleet, then you should sacrifice a maximum of 3 carriers (two out of three carriers often survive) or a maximum of 2 Constantines. 
    * However keep in mind to retreat earlier, if the opponent uses Vitas A, Stingray, Mare Serenitatis and/or Reliat Stealth, because they possibly destroy the propulsion system and your carrier/battlecruiser won't survive at all.
    * if it is a Carrier/Battlecruiser fleet against a destroyer/frigate fleet, it can make sense to stay in the fight with the destro/frigate fleet, as the opponent needs more time/resources to rebuild or vice versa that you run off with your big ships to protect them.

:::info 
**In general:** If you win a battle you were looking for, fight. 
If your Union wins because you take out a fat whale, fight.
If you get completely shredded against a Whale or multiple opponents, then bugger off as long as you see no benefit to the Union.
:::

:::info
And also it is important not to attack platforms or outposts where fighting is going on, otherwise everyone will fly back to the starting point of the operation **(destroy fleets first, then structures)**.
:::

---


## 8. War and Attack tactics
The following specific tactics can and should be used individually and should therefore be applicable throughout the Union:

### 8.1 Scout Attack
* You distribute scouts at a certain point or place and then warp there with the battle fleets.
* The advantage of this tactic is that you can gather close to the enemy without them noticing (provided the scouts are not visible to the enemy).
* It can and should be used for attacks and also for hive building.

### 8.2 Platform warfare
* Platform warfare involves gaining space platform by platform by repeatedly building and defending a platform forward (with blockades, guarding or placing a fleet in the flight path), while repeatedly building other platforms/outposts to repeatedly trade 5 for 10 action points and have safe warp points.
* Advantage is that opponents have to launch a major attack to stop you, as well as they need many action points to clear the platforms/outposts again -- this pools resources and attention from them.

### 8.3 Blocked Platform
* A blocked platform (or platforms) is placed where everyone sends fleets (with blockade if you go afk for longer, otherwise with transfer). Optimally, this platform remains there all day (and night).
    * Actives either try to pull opponents who want to gather into the blockade (with own blockades or fast fleets outside the blockade) or help afk people if the opponents attack.
* The advantage is that you pool a lot of resources and fleets of the opponent and thus put them under a lot of pressure. At the same time, however, you go all in as well (if the block is overrun, you lose a lot, but you also take some with you).
* Similar to platform warfare, except fleets are more bunched (and more offensive).

### 8.4 Outpost/Base Hive
* See point 6.

### 8.5 Optional: Warp Drop

The warp drop tactic is risky (without spies) and requires good preparation and very advanced members with good communication and a good leader.
The advantage of this tactic is that you can quickly move behind the enemy's lines to inflict significant damage.

1. Establish an outpost far behind the lines (not too far away, but far enough so that it is not shot down directly) - the construction must not be completed.
2. Set up an operation on the target behind the lines, in the hive so to speak. At the target ALL war fleets should arrive relatively simultaneously, but there is no concrete ETA, so everyone must estimate how long it will take based on Warp Speed. 
3. The slowest fleet starts to fly to the destination and warps over the specially built outpost behind the enemy lines. (So you warp over the enemy blockade fleets).
4. When all fleets are near the target operation, dismantle the outpost. All fleets go out of warp and fly to the endpoint.
5. RambaZamba in the enemy hive.

**Fleets begin to warp:**
![](https://i.imgur.com/rcwOmrO.png)
**The outpost is cancelled, so everyone falls out of warp:**
![](https://i.imgur.com/xQmZQhr.png)

---

## 9. Retreat to Allied Structures
It is possible for a fleet to retreat to its own or an allied outpost or platform, but it is sometimes very random whether it works.
Basically, transferring a fleet to an outpost or platform should work. Once the fleet is on the structure, you can send it to another operation and retreat back to the structure instead of the base (if you are working with an allied structure and not your own, then you must not delete the operation on the allied structure under any circumstances after you have left it).
But as I said it is partly random if the fleet does not retreat to the base. Most of the time the fleet does retreat to base if:
* the fleet is in combat when you retreat (after a battle, however, you can usually retreat back to the original structure).
* you fly to or from the same outpost with 2 fleets.
* you have changed the operation again

**Generally, don't count on the fleet retreating to the outpost/platform, but always count on the fleet retreating to base when retreating**.
I'm trying to get a little smarter about the retreat rules, but it's still taking time.

## 10. Useful Links

Lagrange Encyclopaedia: https://docs.google.com/spreadsheets/d/1SGEVzrV0ydSZhhj29g0ELU2aPt2Kr0qwimxfAng1gB4/edit#gid=1646736625

Research agreement:
https://docs.google.com/spreadsheets/d/1ij5KR9YgrgBzRJ9jCc4f05MoJk0hqo4rjhMjZHo75bw/edit#gid=733054669

Ships:
https://infinite-lagrange.fandom.com/wiki/Ship

Ship Modules:
https://infinite-lagrange.fandom.com/wiki/Module_Summary

Hit rates of ships:
https://docs.google.com/spreadsheets/d/1YVpMh1tS80BF_jbCqJKD855ezPTkn7k7Dnn6ZF_EQ-k/edit#gid=0

For more detailed info on resource extraction: https://drive.google.com/file/d/1nNidXJCIklhqQ73c8NIvlMb8nNVvPHrQ/view