Efficient Builds: Learn how to play here
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General Build Strategies: ALWAYS buy the crystal at the beginning IF you can at 300. Usually buy at 350. Never buy at above 350. IF you bought 2 crystal at the beginning, ALWAYS upgrade your capital (+3 income). It's a better investment than any other source of income.
ALWAYS colonize asteroids first. They are, by FAR, the best planet type. This is due to the ease in which you get them "operational" -> no negative upkeep. Deserts are better than Terran, both are better than Ice, and Volcs are the worst.
ALWAYS scuttle your cap shield yard unless you need it in the near future. It takes up a logistic slot and gives you back a lot of cash/resources.
Tec:
TWO viable builds
Kol or Mazra. If Mazra, either radiation bomb or incinerate first skill, raze second. If Kol, SAVE skill point. If the opponent has a carrier, use the flak ability. If he has a battleship, Gauss ability.
Build 1: 2 Civil, Trade post spam, get to full pop with cap ship + Cobalts, THEN 2 Military, possibly add a second cap ship for tanking (Kol if you have Mazra, Akkon if you have Kol), then spam LRMs, upgrade supply as needed.
Build 2: 2 Military, spam cobalts for early map control. Once LRMs are available, spam LRMs, using cobalts as tank/screen/scout. No second cap ship, hit outlying colonies, ff their cap ships or light frigates. Build 2 is the best build on smaller maps.
Advent:
TWO viable builds
Mothership or Radiance first. Radiance is a better capital ship fighter, mothership is a lot better in team fights. With Radiance, antimatter burn first. With mothership, either colonize or shield buff first (larger maps, colonize first is good, otherwise, shield regen).
Build 1: 3 Military, spam disciples to full pop, upgrade pop, spam illuminators and hope opponent quits. If you can afford it, a second capital is useful, but you're going to be broke all game.
Build 2: 3 Civil, spam disciples to full pop, up pop, 2nd cap ship, take colonies, 3-5 military, Guardian cruisers + defense frigates + DPS (whatever you want).
NOTE that Advent needs at LEAST 3/3 research, while Tec should NEVER go above 2/2 research.
Vasari
Vasari is either really bad (but unbalanced...), or I'm terrible with them
They have 2 advantages: The scouts take mineral extractors (WOW), yeah that's REALLY REALLY good, and Dark Fleet. Dark Fleet is by FAR the most powerful tech in the game.
Let's abuse it with the cheapest (most ridiculous) strategy ever
Take 1 asteroid near you. Build a cap ship (whatever you want, I usually get evacuator for its armor burn). Up logistic in both your home and expansion while taking every neutral mineral extractor you can get your hands on. Research tech 5 phase stabilizer, then tech 7... then dark fleet. You can do it amazingly fast. Turret up your asteroid so it's a pain breaking through. Once darkfleet 1 is researched, game is already over. Poor them.
I'll update the post if anyone posts new strats, with explanation, and after some discussion. This will be a good place for newbies (and otherwise) to learn how to properly play this game.
ALWAYS colonize asteroids first. They are, by FAR, the best planet type. This is due to the ease in which you get them "operational" -> no negative upkeep. Deserts are better than Terran, both are better than Ice, and Volcs are the worst.
ALWAYS scuttle your cap shield yard unless you need it in the near future. It takes up a logistic slot and gives you back a lot of cash/resources.
Tec:
TWO viable builds
Kol or Mazra. If Mazra, either radiation bomb or incinerate first skill, raze second. If Kol, SAVE skill point. If the opponent has a carrier, use the flak ability. If he has a battleship, Gauss ability.
Build 1: 2 Civil, Trade post spam, get to full pop with cap ship + Cobalts, THEN 2 Military, possibly add a second cap ship for tanking (Kol if you have Mazra, Akkon if you have Kol), then spam LRMs, upgrade supply as needed.
Build 2: 2 Military, spam cobalts for early map control. Once LRMs are available, spam LRMs, using cobalts as tank/screen/scout. No second cap ship, hit outlying colonies, ff their cap ships or light frigates. Build 2 is the best build on smaller maps.
Advent:
TWO viable builds
Mothership or Radiance first. Radiance is a better capital ship fighter, mothership is a lot better in team fights. With Radiance, antimatter burn first. With mothership, either colonize or shield buff first (larger maps, colonize first is good, otherwise, shield regen).
Build 1: 3 Military, spam disciples to full pop, upgrade pop, spam illuminators and hope opponent quits. If you can afford it, a second capital is useful, but you're going to be broke all game.
Build 2: 3 Civil, spam disciples to full pop, up pop, 2nd cap ship, take colonies, 3-5 military, Guardian cruisers + defense frigates + DPS (whatever you want).
NOTE that Advent needs at LEAST 3/3 research, while Tec should NEVER go above 2/2 research.
Vasari
Vasari is either really bad (but unbalanced...), or I'm terrible with them
They have 2 advantages: The scouts take mineral extractors (WOW), yeah that's REALLY REALLY good, and Dark Fleet. Dark Fleet is by FAR the most powerful tech in the game.
Let's abuse it with the cheapest (most ridiculous) strategy ever
Take 1 asteroid near you. Build a cap ship (whatever you want, I usually get evacuator for its armor burn). Up logistic in both your home and expansion while taking every neutral mineral extractor you can get your hands on. Research tech 5 phase stabilizer, then tech 7... then dark fleet. You can do it amazingly fast. Turret up your asteroid so it's a pain breaking through. Once darkfleet 1 is researched, game is already over. Poor them.
I'll update the post if anyone posts new strats, with explanation, and after some discussion. This will be a good place for newbies (and otherwise) to learn how to properly play this game.