In a small map go for military right off the bat for defense frigates / drone hosts / purge vessels (probably not) since the chances of you having a prolonged fight is fairly small - in other words you're probably better off rushing.
In a larger map, I would rather go econ thus triple harmonies and then triple hostilities, you'll want the econ as soon as possible so you can afford the things in the larger picture (as well as jumping to other systems) , the tier one units will carry you quite far.
Everything you do in this game is map dependent and also if you have teammates what you're overarching strategy is. On a map of 16 planets in a 2v2, don't even bother with econ because you won't have time. Multi system you will want to go econ and failing that, if you're paranoid, send scouts to make sure that your neighbors aren't in the same system so you can safely tech up. Really, it's basic RTS strategy.
Well the thing is that each race's Tech Tree is different as far as economy/military go. Some races get better ships right off the bat while others economize easier and more efficiently (like TECs getting their refineries and what have you).
Irrelevant, you're either rushing or teching. Never doing both at the same time.
It's not a question of depending on the situation, it's about starting off early on the right foot and not screwing up your strategy through Tech Trees or the inability to colonize other planets. Sometimes you just get that stupid dead asteroid right in front and you screw yourself when you venture into a Desert/Arctic/Molten planet that has 27 ships from a neutral faction. Plowing into those 27 ships with just your 1 cap and 4 Disciple Vessels is usually not a good idea, because starting off in the name of economy limits you, but tsarting off in the name of Military Prowess will kill your funds and make you a "late-bloomer".
Thank you for contradicting yourself: It is completely dependent on the situation. So what lesson do we have here? Learn2Scout.
Also, military prowess doesn't take you out of the picture very easily in the econ game. It takes at least one colony that isn't an asteroid and a few that are with population upgrades and trade ports at each one. You will be earning an average of 14 versus 10.1, less of a gap if the opponent is hitting the embargo button while rushing you. YEAH SUPER BIG ECON RIGHT THERE ! LOLOLOLOLOLOL. That is not to say the military player can't expand too while rushing you. The gap begins after the 25(?) minute mark in which case why were you going military to begin with? If you were rushing, you really need to learn how to execute a rush or micro better or analyze the map better.
That being said, due to random map generators you really have no idea what your surroundings are and the best way to do things is to commit one or the other: tech or rush and both require extensive knowledge of the map or scouting.
What is most effective for a race is effective for everyone -> Econ boom if you have the time, rush if you don't. In that case, as an advent player you need access to flak frigates and that's it which takes one military station.
Also mass neutrals are the easiest thing for Advent to deal with, it's called get a battleship first and is worth it in the long run to get to level six, the other ships can wait.
Anyways, don't invest so quickly in a lab unless you know what your opponent is going for on a small map, on a larger map you only have the choice of doing econ provided you aren't close to the enemy : say at least five jumps away.
They've asked how people start and so forth, but Ive yet to see a post where someone goes step by step into what is a most effective strategy for Advent players based on their tech trees. Thanks.
The tech tree doesn't matter, you will do whatever you can to get either your econ up or access to military units. That being said, what the tech tree says is highly irrelevant because you will leap through as many hoops as you can to get that tech.
Also the 2:1 advocates: It doesn't give you anything in regards to working with the econ save barebones - if you're going long game you might as well do 3 then 3 at least you get long jump + all the colony types + trade centers.
The 2:1 only works for TEC which gets the trade center at two civies.
and the mining techs outweigh most else
Are you ....... ........ considering that 30% upgrade of 2.1 is just a mere .63 and you're at least investing a lot of time + resources to even get to 30% . Yeah, REALLY HELPFUL ! You could spend that money and BUY the resources on the black market for cheaper early on. That being said, mining bonuses are never worth it unless you have nothing better to spend it on or the map you're on is just that starved that it is somehow worth SIX upgrades to pull through. Yeah and the first two upgrades eat crystal metal.. you get .2 on average. Gr8.
That being said, either go triple harmonies and spread them out through the colonies you conquer hopefully planets rather than asteroids since you will have to upgrade logistics or rush your opponent without one military until you see the need to begin counter LRMs thus requiring flak.