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Post by hlo on Jul 7, 2014 20:28:39 GMT -5
Normal difficult. Large world with 1 Alien. $600K+ in bank. Over $2K income per turn on average. I went for the money first before advancing to the other half of the map slowly seeking Aliens. Close by support systems were needed to have enough fuel for the slug fest.
For the last world I had to occupy all squares before those Bollish ships stop coming out.
Now the tough part begins. Instead of keeping the whole fleet at the front line, I need to keep enough local forces to deal with the random alien activities that Cory mentioned on another thread. I probably will scrap the transports and most of the ships. Build them where I need them make more sense.
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azedenkae
Consul
[ Star Traders 2 Supporter ]
Posts: 87
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Post by azedenkae on Jul 7, 2014 23:28:18 GMT -5
Nice.
How did you manage that much income?
For a while I was on 1.5k per turn, but one day it reversed into -1.5k. I still ended up winning, but can't imagine how that would have came about? I mean being able to maintain that sort of income?
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Post by phantombudgie on Jul 8, 2014 5:03:44 GMT -5
I have +3k per turn, heading north of 450k cash. I have a fleet size of 32 (2 ships per colony).
Make sure that you mine all minerals available (as long as this does not put you over Quality on any planets)
Keep morale at 10 to reduce Maintenance. I have some low Quality planets doing nothing but Spice Festivals ad infinitum. My maintenance rate is 87%.
Keep doing politics to push every faction towards trade alliances. Kill wars and bans ASAP.
Maximise Construction Points and leave some worlds idle.
Sudden drops happen because:
>Trade alliance/routes end. >Trade / Solar wars start. >you start building lots of ships and lose income from idle Construction Points. > you move a large fleet into red space where maintenance is more expensive.
Sent from my GT-I9300 using proboards
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Post by hlo on Jul 8, 2014 8:29:47 GMT -5
I played as the Great Houses for this one. Reasons: Thulun has that +2 CP or +2 RP thing. Steel Song has the free defence. Currently in my post Xeno expansion I have 40 colonies. 23 are of Thulun, Javat has 8, and Steel Song has 7. The other 2 are Independent.
Here are the initial build orders for colonization: 1. Mine. 2. Hab. 3. Factory.
Research for the Colony Ship asap.
Since I am in Normal difficulty with 1 Xeno in a Large 150 x 50 map, I know the Xeno are usually on the other side. Start small and expand slowly. Don't explore more than half way across for the first few years. You know Aliens are there but they can wait. Forget the fleet initially. For fleet building, stick with fighters and cruisers first and keep them close to the front line where the Xenos are. Who cares about the backwater for now.
Once you have more than $100K in the bank and growing, you can starting thinking about the aliens. Start sending ships slowly out that way, make it slow. Have a colony ship ready when you are building your invasion fleet. Invasion fleet IMO needs 5 transports so you can make quick work out of any system. You need at least 7 escorts, more if you can. It seems to me there is always a big gap between the 2 sides of the map with nothing much. Try to build a new system as a forward operation base up there if you can, bring the invasion fleet up to guard it. Who cares if it doesn't grow? You are using it for fuelling.
When it is time to attack the Xeno colony, you need to decide what is short term plan. You cannot kill all the xeno colonies in 1 go. If you want to keep them at bay, then just make it a Dead System after. Alien ships have fuel constraints as well so if you don't have gas when you get there, they won't have gas to come after you either. I exterminate the aliens by System Hopping essentially starting (I think) at around year 6.
Once all xeno colonies are gone, then and only then (according to Cory) the aliens will appear randomly everywhere. Only now you need to scatter your fleet to all corners for defensive purposes.
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Post by fallen on Jul 8, 2014 10:13:19 GMT -5
hlo - you've won at this point, and we are working on putting in a game victory turn event with a summary score. Coming soon. Great advice on the thread!
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Post by hlo on Jul 8, 2014 11:07:46 GMT -5
hlo - you've won at this point, and we are working on putting in a game victory turn event with a summary score. Coming soon. Great advice on the thread! Thanks. I shall enjoy my conquered sector for a bit longer before going on to the next fresh start.
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Post by phantombudgie on Jul 9, 2014 14:08:51 GMT -5
How does anyone manage to capture a planet (with no Quality damage) after the latest update? (1.1.21)
Invade now uses water fuel. And you can't refuel the transports.
So if you send 5 invasion ships out, you have a fixed number of attacks before you have to come home.
You can create a dead world with this number easily enough, but the statistics of invasion mean you now need 10+ ships to surround the planet and Scout every turn, with a fresh wave to take over once the first wave Run out of fuel and have to limp home.
I have upgraded the attack ships and the attacks are more likely to reduce population than before, but is there anything obvious that I am missing?
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Post by hlo on Jul 9, 2014 14:48:43 GMT -5
To phantombudgie: I'll tell you in few days. I am playing a new game (3 game years) of Normal difficult using the 64 x 64 world with 64 systems and 2 aliens. Current my bank is sitting around $6000 and growing about $500 per turn. I am still a while away before I have enough money for safety reasons.
I "think" I have to assemble my Invasion fleet before I seek out the aliens. Hopefully they are just beyond sight of the current hidden area. Otherwise I may have to colonize a forward operating base to get it done.
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Post by phantombudgie on Jul 10, 2014 7:19:05 GMT -5
I found one problem with my attack. Quite a whopper of an issue.
The captains of every single ship in my upgraded invasion fleet has been trained for invasion at level 0.
When the faction leaders find out I am going to be tied up and sent on a one way trip in a shuttle to Xeno space...
oops.
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Post by neveryours on Jul 10, 2014 7:37:36 GMT -5
I found one problem with my attack. Quite a whopper of an issue. The captains of every single ship in my upgraded invasion fleet has been trained for invasion at level 0. When the faction leaders find out I am going to be tied up and sent on a one way trip in a shuttle to Xeno space... oops. Sent from my GT-I9300 using proboards This made me laugh. Or send you to Templar Academy.
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Post by phantombudgie on Jul 10, 2014 8:40:46 GMT -5
I found one problem with my attack. Quite a whopper of an issue. The captains of every single ship in my upgraded invasion fleet has been trained for invasion at level 0. When the faction leaders find out I am going to be tied up and sent on a one way trip in a shuttle to Xeno space... oops. Sent from my GT-I9300 using proboards This made me laugh. Or send you to Templar Academy. "OK class, welcome to Command Tactics 101. In order to illustrate the importance of getting simple details right, we will first cover a famous example of how badly things can go wrong. Back in the 8th year of colonising this quadrant, our Templar commander ordered a massive invasion fleet built without allocating any training to Invasion skills. It took that muppet 2 years of repeat attacks to figure out the problem. Scrapping the fleet and rebuilding it knocked our economy back by years, and we lost dozens of ships in unnecessary battles. He was deposed shortly after the truth was discovered and tortured horribly." Sent from my GT-I9300 using proboards
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Post by fallen on Jul 10, 2014 9:26:51 GMT -5
I found one problem with my attack. Quite a whopper of an issue. The captains of every single ship in my upgraded invasion fleet has been trained for invasion at level 0. When the faction leaders find out I am going to be tied up and sent on a one way trip in a shuttle to Xeno space... oops. Sent from my GT-I9300 using proboards Lol ... that will do it
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Post by phantombudgie on Jul 10, 2014 9:44:37 GMT -5
I have tried again with 8 ships surrounding a planet. My captains are at level 8 on invasion skill with the Planetary Invasion 3 crew training, Heavy Troop Brigade (or similar) ship upgrade, and some sort of massive (>1000 tons) expensive Drop Pods as weapons.
I am trying to capture the planet using Scout.
I am STILL only reducing the population by 2-3 each turn. From 8 maxed out invasion ships. On Easy difficulty. Aaaaargh!
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Post by hlo on Jul 10, 2014 10:19:16 GMT -5
I have tried again with 8 ships surrounding a planet. My captains are at level 8 on invasion skill with the Planetary Invasion 3 crew training, Heavy Troop Brigade (or similar) ship upgrade, and some sort of massive (>1000 tons) expensive Drop Pods as weapons. I am trying to capture the planet using Scout. I am STILL only reducing the population by 2-3 each turn. From 8 maxed out invasion ships. On Easy difficulty. Aaaaargh! Sent from my GT-I9300 using proboards Before the current .21 patch and using Invade only, it took quite few turns to kill of the 20 population and mid teens quality. The grind slows down when there are less population and quality left. The problem I had with Bollish was the mass quantity of ships harassing my fleet. One thing I like to see very soon: In game settings that has more than 1 alien, the aliens should fight among themselves if they make contact with each other.
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Post by lixxx235 on Jul 10, 2014 16:54:44 GMT -5
I have tried again with 8 ships surrounding a planet. My captains are at level 8 on invasion skill with the Planetary Invasion 3 crew training, Heavy Troop Brigade (or similar) ship upgrade, and some sort of massive (>1000 tons) expensive Drop Pods as weapons. I am trying to capture the planet using Scout. I am STILL only reducing the population by 2-3 each turn. From 8 maxed out invasion ships. On Easy difficulty. Aaaaargh! Sent from my GT-I9300 using proboards That's better than I'm doing on easy- I've resigned myself to making dead worlds and changing out the invading ships every few turns
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