OUCH!
Early game space monsters and pirates really put a cramp in your early game progress. The survey ship you start with is very vulnerable to these attacks.
Early game space monsters and pirates really put a cramp in your early game progress. The survey ship you start with is very vulnerable to these attacks.
Yeah, but I think it helps make the early game more interesting. Invest in some sensor upgrades early on. It should help you avoid systems that have pirates or monsters. Their range isn't very far. It does mean you need to micromanage the survey ship until you can provide some escorts though.
After you add a few things to it from surveying anomalies results, the Discovery can become good enough to take on the "lightly defended" anomalies, from those you can sometimes get some small or tiny warships or warship designs to rebuild in your shipyard to add to the fleet. You particularly want to choose the Field option for the 3 way defense item choice as an upgrade. It adds 4 to Shields of ALL ships in the fleet, including any cutters/gunboats/etc. that you add from the lightly defended. You have 10 Logistic Points and the Discovery uses 6 of them, that means you can add 4 Points worth of warships, probably 2 two point ships. You can also get Small Ship Designs that you can rebuild (one of) in your shipyard, that will have weapons that you can reinforce Discovery with. Once you have 1 or 2 Field upgrades you can also start taking the +6 to Armor option also. You will also need to add some more weapons to the Discovery as well as defenses.
It is also not too hard to add another 4 Logistics Points via Tech for another 2 small warships. After that and 2 or 3 of the Field Upgrades to +8 or +12 (Shields) and +6 or +12 to Armor to all Ships, and you have a fleet (Discovery + 4 Small ships) that might be able to take on the "heavily defended" anomalies.
Once you can Build Small Hull Warships, you can design a Fleet Support Ship that gives a 4 to Shields AND a +6 to Armor to ALL ships in the Fleet in ONE Small Hull. The +6 s to Armor are needed against Space Monsters and Precursor Ships.
You can also rather quickly at the beginning of the game, design and build TINY Hull Fleet Support Warships that give either a +4 to Shields OR a +6 to Armor to ALL Warships in the Fleet. They can make other ships a lot more survivable when they join them.
So they ARE ways to help yourself against those random Pirates, Space Monsters and Precursors. It will take some time but it can be done.
Do NOT forget to add the Infinite Range Mercenary component to ALL designs, it does NOT use a SLOT.
P.S. When you win a space battle sometimes you will get a piece of equipment for your ship. In fact when I have had multiple ships fighting multiple ships, I have had 2 ships get something after the battle was over.
P.P.S Rename ALL of your ships so when you get a message about something happening to a ship, you know WHICH ship it was/is. I just add a modifier to the design name, e.g. add a 1,2,3, etc. or a,b,c, etc. The IS matters when you have to make a choice to keep or sell something, or which of several options to choose from, such as shield, point, or armor on the defensive item your get fairly often. Some items I tend to sell rather than keep.
P.P.P.S I like to design and build (a lot of on the larger Map sizes with many Sectors to explore) a Cargo Hull Surveyor that has weapons and defenses so pirate snipers can not kill them.
Until you can get rid of them, better speed and sensor range will help you avoid them. But you will have to do a lot of active manual control of the movement of ships in certain areas, i.e. micromanage them, rather rely on the auto path movement routines. The pirate snipers are the fastest and longest range, but they are the easiest to kill off. Th e Space Monsters and Precursors are much harder to get rid of but the areas they affect will be smaller.
I agree there should be a minimum number of turns before they could appear like in galactic civilizations 3.
It does seem odd, that if the Humans have just invented the FTL drives, that the universe is already infested with pirates.
Auto-exploring comes under the heading of a very bad idea.
I have never in some twenty-five years of 4X gaming found an AI that could find its fourth point of contact with both hands and a dozen spotters when it came to auto-pathing.
My conclusion because of this, is that anyone who auto-explores in a game deserves to lose their units.
Micro managing can be tedious but it is not always bad and sometimes the smart thing to do.
I agree that we need to make sure Pirates, Space Monsters, Precursor Sentinels and other players are placed as close to the human players starting location.
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