Tec-Start Discussion

Hi all i have been reading through the posts here and mostly the community seems mature so hopefully the words "discussion" wont start a flame thread. What I wanted to do is ask all you tech players how you command your fleet, particulary at the start of the game.

Now im still a "newb" and have made mistakes but learnt from them pretty fast as those are obvious, but for the moment my strategy usually consists of ignoring heavy-research early on. I will usually start by building 6 small attack ships and sending them off to clear planets with the free tec-colony-capital ship. I usually keep the fleet topped up while capping 4-5 planets near my homeworld so I can have enough places to get a strong eco going, but tight enough to defend as usual. The first things I do after capping a planet is putting resource collectors on every asteroid, to boost my resources that will pay off in the late game. After that I will create a frigate shipyard if I think the planet is on the frontlines and base most civilian structures between those planets and my homeworld. Once that is done and I am in a position to research I will create the missile frigates and make an army of those while making more of the ships I had before. research tends to go on resources for the first 4 points, and then into fleet logistics so I can defend... its only after that that my inexperience shows and people start to take over in fleet and tech (I think this is down to inexperience more than anything) but so far my early game has good sucsess.

So post your strategies and lets compare, after all we use the same team so any idea shared must be good!

34,729 views 11 replies
Reply #1 Top
I should preface this with "as TEC"... Personally, I start off by maxing my homeworld cap, building 5 light frigs, 1 colonizer frig (for capturing resources in asteroid belts or at gas giants, as well as a faster flight craft to zip around and grab free planets), then 2 scouts and send them off to auto-explore while I build my cap ship factory, and 1 each of a civ and mil lab. I'll then push out an Akkan for colonization of border worlds, and while I'm bringing it online, the scouts have found my best choke points. I fleet up the 5 light cruisers with the Akkan, head straight for the choke points and take them over first, while teching the gausse rail platform's first improvement, laser improvements, and trading post and the first level resource boosts.

Once I get the choke point border worlds under my control, I've already built up more light cruisers to fly around every planet behind them and clear out the local militias and am jumping my colony frig around to pick up those worlds and beefing first the population, then doing exploration on the worlds that show they may have artifacts. While doing that, I'm setting up a frig factory and a small contingent of defense platforms to protect the frig factory and help support some small craft that guard the border world. I then use this border world to actually level up my cap ships... Once this zone is established, I then and only then take down my cap ship factory and rebuild it at the border world, protecting it with another 4 defense platforms and 1-2 repair platforms. I'll sometimes also put in a couple fighter platforms as well as light carriers for harassing/killing any Pillagers the pirates send. One cap that's leveling up, as well as a decent contingent of light cruisers and defense platforms with complete bomber loadout (no strike craft to worry about with pirates) and repair platforms can usually eventually take out the Pirate raids until fairly late game and it makes for a great "Proving Ground" for the caps to level up at while they watch it. Build a new cap, send the one there off to the main fleet at level 4-5... Endless supply of cap ships ready for the front in better than fleet newbie condition.

I do other things in between, but this is my usual workout, as a "newbie" myself, as well as a non min/maxer. I'm sure I'm doing things the vets would say I should never do, but on all but Unfair AI setting, the above seems to work for me quite well as TEC. I should probably play the other races enough to find different ways of doing things, but...I'm old, so I don' care. lol

I then start building trading posts in the backfield as well as more labs and get repair platforms and improved repair up, then get a pair of those put up by the defense platforms at my border planets.

By this time, I've enough resources to tech up my missile weapons for the building of my main fleet, as well as getting teched to broadcast towers to help push my culture (thus eventually influence) to the worlds past my border worlds, then tech up my auto-cannon ammo. My fleets mainly consist of heavy on the missiles with secondary on the auto-cannons, as missiles can actually usually chase down scouts and fleeing enemy craft.

I also NEVER pay the pirates off. I find out what world they're going to hit most, build up defense platforms, trade posts, and other "targets of opportunity" to actually force them to go to these choke point worlds,
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Reply #2 Top
(note: huh...wow...the forum munged my post up and it won't let me edit....very weirdly... There was actually a paragraph break in the middle of that big one and everything from "I then start building trading posts" to the end was up before that last big paragraph. lol )
Reply #3 Top
A lot of posts have been made on standard opening moves, look around.

Using 1.09 patch, in single player games... note that you shouldn't wait for the first thing to complete before you do the next. You can do the most of these steps here before you run out of money/resources.

1: 3 scouts. Absolutely the first thing you should do. You need to knwo whats out there, and what to take first, and what direction to expand in. Wormholes, pirate base.
2: Crystal asteroid, you only have one to start, so get production going as fast as possible since this will limit your early development.
3: Cap ship factory ( near asteroids to minimize constructor travel time )
4: 2 metal asteroids
5: wait for scouts, set to auto-explore
7: build cap ship. This is the first big decision. Do you go for the fleet killing power of a 6th lvl Marza, or the colonizing Akkan ? In 1.09 I go for the Marza.
8: Get a colonizing frigate to let it charge AM while I clear planets.
9: Build a Civ lab. For my style, I look at a longer view. If you want Ice/Volcanic worlds, you need to be able to colonize them. buy a second as soon as you get a chance. I then switch to military labs exclusively.
10: order as 5 frigates.
11: start clearing worlds, starting with the adjecent asteroid. You can split the frigates and Marza, having each take a seperate planet/roid, unless it's a dessert/terran where you'll need everything you have with your initial fleet.

A lot has also been posted on whether to get a Marza/Kol or Akkan. In 1.09, I get the Marza. At level 6, it is currently a fleet killer. It can literally clear a pirate base in under 30 seconds by itself. This choice will slow your expansion a bit, but at level 6, you can decimate enemy fleets at will. I'll accept initially slower expansion for a later game ace in the hole when I need it.

You also might note I didn't upgrade the homeworld. It takes 20+ minutes to recoup that cost. I prefer to use that money on my early fleet, techs, or structures and will upgrade a little later. Money is tight at the start, and i'd rather have that cash doing other things.

After that, it's purely situational. Rush HC's ? LRM's ? Tradeports ?
Reply #4 Top
I generally use all the initial fleet capacity building cobalts, and and then after that rush heavy cruisers and then hoshikos.
Reply #5 Top
What Harada said but...
I go with Akkan b/c of the free extractors, I am sorry, but that's too nice plus the accuracy + range aura and nice fighters, personally I think Armistice is overpowered with Tec's speed+ production Tech, did I mention that you can further upgrade your repair bots as Tec? You can't touch that philosophy with Armistice.
Obviously I also get the phase lane detection tech asap.
And obviously I like trade ports and don't mind the pirates with my lane detection and Armistice and speed production program.
You need Kol as your second cap...just because it's the bomb, lol.
Please do group all your planet killers in another fleet or group, those things dies easily and could cost you a fortune.
Personally I think Marza doesn't like to live too long at a time, missile barrage? Ion bolts in your face, bitch.

P.S. Crystals are what I need, I am made of money as Tec, that's how I fly...hahaha...got to be cool than nerdy...then again, I am playing sins am I not?
Reply #6 Top
hi, i do a lot of what you do. i tyr to buy 3-400 in crystal right a way in the first minute ot 2. i like to also right away research out the civilian / engineering tree the icon that allows me to build ship yars at a 40% reduced price i belive it also incl;udes other structures. i only put 1 civ and mil reseach station here and another civ on the closes astroid so i can reasearch the ice and vol planets ant crystal. i also right away try to research the hull and armor plating so the 2-3 scouts last longer. i try to get 3 planets in a row then do trade post. then go for chok points. if i get a desert planet that is not at a choke point i put 2 -3 of each reasearch labs on it. if it is a medium to large map, meaning lots of planets per player - 15 or more i do more reaching early to help the cash flow and ship strength. after this i quickly up grade my fleet size and cap ships. i usually jump right to level that cost 39% of my income. at this point i can afford it. i usually 6-10 cap ships as well. this usually happens when i have 8-10 planets cap and producing income. at this point i have 2-3 fleets caping planets to consolidate and clean up and thing i left behind to get to the choke points. now its time to attack others.

in smaller games where you have fewer then 10 planets per person then building a fleet early is more important i have found.
Reply #7 Top
First off my strategy viewpoint is playing with friends against hard/unfair AI.

1. Build 3 scout frigates and send them off into the unknown. After the 3 scouts are done build around 5-10 light frigates to escort your akkan or marza

2. Build cap factory > Akkan (I love armistice to much to give it up) > Marza has a really nice lvl 6 ability but it is to easily counted by the AI.

3. Build extractors

4. Build 2 civ labs and research volcanic or ice planets because there is always one or the other at least 2 jumps away =)

From here its all about colonizing all planets and asteroids around your homeworld. Find choke points and prepare to defend them. After the 2 initial civ labs I build military labs exclusively to 5 for the Heavy Cruisers. Also worth a note is if you are playing against the AI to get a Kol or two out for the flak ability that absolutely rapes the AI's spam of fighters and bombers.

my 2 cents
Reply #8 Top
Usually first things I do are this in this order. (if someone said it already sorry I didnt read the replies.)

1> upgrade planet
2> buy 100 crystal
3> start cap factory
4> queue up whatever cap I want (for single player usually a colonizer)
5> queue up crystal
6> queue up the metals
7> start 2 scouts (well start one wait on cash for 2nd)
8>Send scouts out to two sites I choose, and let auto explore from there.
9> queue up 3 light frigates
10>Take your asteroid (there is always an asteroid)
11>While taking asteroid decide if I am gonna eco boom (single player) or head straight to 2 military (or one if vasari) for LRF's.
12>whatever
13>Profit

A lot has also been posted on whether to get a Marza/Kol or Akkan. In 1.09, I get the Marza.


In 1.09 you already have to know that a carrier spam of bombers is gonna tear that marza to shreds before it does jack.

Reply #9 Top
add

>Sac cap factory to the above list. It's a nice early game boost.

-ska

Reply #10 Top
Yeah I sac mine every game didn't realize I missed putting skuttle in my list. It should scuttled as soon as you cap is done. so I guess it should come right after 9 but before 10 in my list.
Reply #11 Top

First, I use my LEV's to build a Metal and Crystal Extractor. At the same time, I build 4 Cobalts. Once the Cobalts are done, I order my LEV's to create a Military Lab and Cap Ship Factory. At the same time I build two (or one) Scouts and scout nearby planets.

If they're ripe and don't have a crapload of units there, I build a Akkan.. I take the planet over. I then do the same there like my home planet.

I build 4 more Cabalts and I upgrade the Fleet Logistics a bit. I research two or so Frigate Prototypes.

I then make a Colony Frig and a Battleship. I use those extra Cobalts and Battleship to take over another planet. I move the Protev in for the kill.

By then, it should be about the end of the start of the game. Not a great strategy, but works good for me :D