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Post by muk on Oct 5, 2016 11:35:37 GMT -5
Hey, I'm having trouble surviving the beginning of the game in close proximity to aliens. If I stay away from the aliens until mid-game, I have no problems. But if the aliens start attacking me within the first ~75 turns, I keep failing. I can't get enough start-up cash to buy ships to protect my planets in the beginning of the game. Any thoughts on beginning of the game strategy? Help! Thanks!
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Post by fallen on Oct 5, 2016 13:08:08 GMT -5
What types of economy are you building?
What types of ship designs are you focusing on? Cheap ones?
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Post by tenbsmith on Oct 5, 2016 16:41:59 GMT -5
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Post by En1gma on Oct 5, 2016 18:52:01 GMT -5
Fighters are the best early option and should be deployed evenly to minimize political issues. Once your economy is stable and growing (don't forget that mines make up the very backbone of almost every economy possible), invest in one customized Railgun Cruiser per faction. It's OK that they're expensive, they need to be for the defense they provide. With a Cruiser and two Fighters for each faction you can defend yourself for quite some time while you fortify your economy
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Post by Cory Trese on Oct 6, 2016 16:03:07 GMT -5
I think in close proximity to Xeno you've got to spend your RP a little bit differently. I think En1gma's advice is really good. Eventually you want to augment with a Repair Carrier.
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Post by En1gma on Oct 6, 2016 17:09:33 GMT -5
Also dedicated Torp vessels. Don't go overboard, but they'll take a huge burden off your maintenance costs and help take down enemies who would otherwise survive the round.
If you're tight on cash, turn the Repair Cruisers into your light Torp boats, as they will have issues fitting themselves with bigger Torps. If you have the money, go for a dedicated Torp Cruiser for each faction and give them the best Torps you can afford. Again, start with one per faction and expand from there.
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Post by muk on Oct 6, 2016 18:50:52 GMT -5
Fighters are the best early option and should be deployed evenly to minimize political issues. Thanks for the help! Political issues? I usually build all my fighters with Cadar in the beginning. Thanks Cory Trese , I'm not sure how to spend my RP either. Usually I do in this order: - Starship Construction 1
- Planetary Construction 2
- Planetary Construction 3
- Faction Politics 1
- Faction Politics 2
- Starship Construction 2
- Faction Politics 3
- Planetary Construction 4
- Starship Construction 3
- Fighter research.... etc.
Too much planetary? Too focused on getting TP early on? Or is what I'm doing totally screwy... lol
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Post by En1gma on Oct 6, 2016 19:03:53 GMT -5
Looks like an OK RP spread from what I can tell. If you need more ship techs, do it, and just focus on building mines. The factions are a fickle lot. If you build too many ships for one faction, the others will begin to levy sanctions or other negative policies against Cadar in this case. -building ships evenly keeps the factions as equals, keeping them happy in that aspect. -this effect seems to be more powerful with capital ships like cruisers, as they represent far more power in one place than a fighter. -losing ships also affects morale and possibly political issues. Others know far more on the subject than I to be sure, but I sick to the important parts pretty well Hope I can be of help!
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Post by muk on Oct 6, 2016 19:04:26 GMT -5
lol... I have no idea what I'm doing...
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Post by muk on Oct 6, 2016 19:05:07 GMT -5
Looks like an OK RP spread from what I can tell. If you need more ship techs, do it, and just focus on building mines. Cool thanks!
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Post by En1gma on Oct 6, 2016 19:17:00 GMT -5
I've found it most effective to balance RP expenditure between the two sides. Shalun help us if they come up with a third. -My RP spread looks very similar to yours most games, but later on is where pacing becomes important. -You'll want to focus on one tech from one tree at a time for the majority of the game, the exception being later when you're trying to get ship techs as fast as possible and they're super cheap. -Go far enough to each branch early on to fill them out. If you're focusing on ship tech, finish out the entire branch so you have the most useful techs at your disposal for the ship creator. Reactors are particularly important. -For the faction side, set a goal. Research up to a certain point where you'll have enough techs and buildings to keep you busy while you switch back to ship research. -This will keep you going well into the game, balancing your two trees and getting you further into the game without tripping yourself up.
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