Help in Strategy

Okay well hi. I played this game for a while now but I have been loosing a lot. So I need a starting strategy for any race to help me win. Every little bit helps. Even if it is pointless I will give out one karma to anyone who replies. If it is usefull you will get two karma. Thank you for replying.

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Reply #1 Top

What level diff are you playing on? SP or MP? Pick a specific race and learn them. I am great with Vasari and no too hot with the other two. What size map? small maps you have to have a quicker strat, larger maps you can go in a diff dircetion. Are you playing with allies or by yourself?

 

edit: if you are a tech fan, check this post out:

 

https://forums.sinsofasolarempire.com/331065

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Reply #2 Top

 In a  large game, you should expand quickly, than fortify everything you have captured and then develop your economy. All the while you should be doing research. Warning: This only works on larger maps and will work against AIs. Not sure if it works against humans. Probably works against new people.

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Reply #3 Top

Here is my preferred build order, regardless of faction. I do believe it is the most efficient build order at the moment. Each line shows a number of actions that can be done all at once, the order you perform the actions on each line doesn't really matter as long as you do them all as quickly as possible.

 

1. Build capital ship factory / Buy 100 crystal / Upgrade home planet population / Build crystal extrator / Build scouts (Usually 3)

2. Build 2 metal extractors / Build capital ship / Build colony ship (If not building the colony capital ship)

3. Scuttle capital ship factory / Build light frigates or reserach stations (Depending on early game strategy)

 

From then on it depends on a lot of factors including the type and size of map, opponents and neighboring planets.

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Reply #4 Top

nOObinator5000,

You are not giving us much to go on.  How are you losing?  Her are some ideas:

Maybe you are only playing small maps, which I think are more difficult than a little larger maps.

Lock the ai so that they can not align formally against you.

Turn off pirates if you find yourself getting beat up by them all the time, however they can be a great allie and source for experience level for your caps.

TEC is likely the easiest race to play with the least microing.

Don't turtle, expand, but be conscious of planets that will likely become kill zones for the ai.  Resist the temptation to occupy these and let the ai spend it's production rebuilding its fleets as the continually war over the same spot while you build your fleet.

LRM spam.  Nothing the ai will ever field will withstand 160 LRMs

Are you doing this?  I hope this helps.

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Reply #5 Top

In a large game, you should expand quickly, than fortify everything you have captured and then develop your economy
FYI - Fortifying only works in MP if the planet is a choke point and is hard to go around. Also, turrets are generally useless in 1.05/1.11 as you can go around their area of effect. You need hangers since the fighters/bombers can go anywhere in the grav well. Also, repair bays are important to keep said hangers and other structures (e.g. frig factories) from going down quickly when being attacked.

At the end of the day, the best way to defend a planet is either

1) Have a fleet there  to repel the attack and/or

2) attack your enemy so they are defending (best defence is a good offence!!!!).

However, on those rare occasions that you have a planet next to another player's planet (like me last night), and you KNOW that one of you will have to attack the other (due to map layout, plus the fact that if one moves, the other will blow through), then you want lots of repair bays where the enemy will jump in and your fleet there waiting. It will keep your ships alive a bit longer. And a PJI on the far side of the grav well would be good to make it hard for them to flee... PJI plus Vassari egg is nasty when trying to retreat!!!

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Reply #6 Top

Quoting EBITAD, reply 4

LRM spam.  Nothing the ai will ever field will withstand 160 LRMs

I'd like to see this work in 1.11 against a fleet with a significant number of carriers with fighter squadrons, especially Advent carriers.

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