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How to beat AI, the guide

How to beat AI, the guide

I've spent quite a while doing achievements and it was usually all against many hard AI players. I saw no quality guide on AI yet, so I thought some people could use one. It's for medium and big maps where you have time for at least 6 planets before you have to fight a war. Smaller ones are boring and i don't play them. Find a different guide telling you how to spam LRMs on those and you're all set.

Anyway, here it goes:

1. Knowing your enemy.

Try to remember against whom you're playing. Play all the races, get to know them. You need to know which AI ships are carriers, which have repair ability, which hit hard and which are most durable. Without knowing races and their ships, you've already lost. So do learn.

Scout ahead and see what planets they have, where they are, how hard they are defended, how many and what type of ships they have. It's funny how people neglect such basic stuff. With this knowledge, your offensive will be very easy. So go and scout.

Knowing their personality helps a lot too. The worst guy is called defensive. He expands slowly and keeps fortifying his interior planets. Do not waste time playing against this guy. The best AI (the most annoying one!) is aggressive. Researcher will have little but elite ships. Piece a cake. Cash guy will have loads of light frigates. Pick your favourite. Or go random, it's somehow more fun this way.

2. Building up.

This is a long one. But you have to DO IT RIGHT in order to get advantage over numerous AI players. If you don't, you're dead.

Start the game. Buy 200 crystal as fast as you can.

You have a green planet at the beginning. The first thing you do, you should upgrade taxes on it. AI won't do it and it means you have 40% more income for first 10 minutes. It helps.

Second thing, build cap ship factory and crystal extractor. Queue the capital ship with colonization ability. This is your second early advantage over dumb AI which 90% of time takes some other ship.

You need to know one thing. Colony frigates are damn slow at colonizing planets. Jumping burns their antimatter and they need to regenerate it for like 10 minutes. If you don't take a colonizing cap ship, your colonization will be damn slow. Trust me. Do not waste this early advantage for a Kol.

Next step, build scout frigates. I build as many as I have phase lanes from my home planet but never less than two. I send them in all directions and when they are on their way, tell them to autoexplore.

When the cap ship is ready, create a fleet out of it, build a squadron of fighters, tell it to jump with all the fleet, set the formation to close and jump to a nearby asteroid. There's always an asteroid.

When you're there, you will see two frigates. Kill the one that can bomb planets, the siege one. Your fighters excel in that. They make up for you not having a fancy battleship. They really do. When siege frigate is down, colonize the asteroid right away. Second frigate can be killed after you have the asteroid, saves like 2 minutes of time.

Build taxes, build mines. You've doubled your resource income.

2. Looking around.

By now you should have most of nearby planets explored. Build two civilian labs. You need to invent ice or volcanic colonization for your next planet. There's always an ice or volcanic planet nearby. Always.

After labs, build 5 to 10 light frigates and send them with your colony cap ship to take the planet. Send cap ship first, let them gather around it and start shooting at it. After that send in your frigates. This way they pound you capship's huge shield while your frigates stay safe. You save a lot of cash due to this trick so do use it. This is your third huge advantage over reckless and losing dozens of ships AI.

3. Colonization.

At this stage you should start thinking about having like 5-6 planets all with trade ports. This is one more thing AI fails to learn. The one who goes for trade earlier is the one who can muster bigger fleets in mid-game. AI doesn't do that and is sad and poor for a longer while.

Also you should invent better shields and your long range frigate. I like TEC one even despite overusing it is very lame. You should also get your second capital ship, this time it should be the best and toughest bitch you have in your fleet. I mean Radiance, Kortul or Kol. Two caps with a bunch of long range frigates in this stage is all you need.

Last thing to do, find your first victim.

4. Choke points, it's all about choke points.

See what route this AI will have to take to reach you. You need a point AI has to fly through to reach your home planets. When you find it, colonize it. It has to be close to that AI. If the map is sane and you're fast, it should be no more than 3 jumps from his home planet.

Build two repair bays there. They should overlap so they heal each other. Also build a crapload (3 to 5 at this stage) turrets. I know they have low damage and their range sucks. You don't use them to fight back. You use them to delay or scare away the AI.

Spread them and try to cover the whole half of the gravity well to which AI will be jumping.

And DO upgrade escape facilities on that planet/asteroid.

Of course research repair bay first. Research hangars to. Build one or two if you have enough cash, all fighters.

4. First victim. Coward.

Why did we secure that planet? Simple. When you attack AI, it jumps to the system you came from with siege frigates. If there are no defenses, they kill the planet and go further into your territory forcing your fleet to turn around and chase them. Now when they see you built a crapload of turrets, they turn around (80% of time) and fly away. If they don't, you should hope your turrets will hurt them.

This strategy is cheap but for a newbie player is deadly and extremely annoying. So plan ahead.

Do not turn back your main fleet. Start bombing his planet as fast as you can. Leave buildings and minor fleets to your frigates. If he has capital ships and doesn't run on seeing you, target them first with all you have. You kill his cap ship and he runs away. He runs away and the planet is yours. So instead of pounding frigates, kill his cap ship and you've won the day.

Proceed with this strategy until you have wiped him out.

5. What we have so far.

We have invented basic defenses, we have i don't know how many but a decent number of planets, at least two of them being terran ones. They are the ones that give real cash. Two or three cap ships. Better shields. A bunch of frigates.

6. Fortification.

Secure your borders. Every border planet should have max escape facilities, two repair bays, a hangar or two and a bunch of turrets. Move your capital to be somewhere in the middle of something you consider your future territory.

Move your firgate and cap ship factory there. Scuttle those on your home planet and build trade ports there instead. Invent and start spreading culture. Start thinking about resources inventions too.

Mass your ships together, add 3 or 4 new capital ships. I usually build one of each type and after that mass what I like. For Vasari I have 1/2 Kortul, 1/2 Sikantra, for TEC 1/2 Kol, 1/2 Sova Carrier, for Advent I usually go full carrier.

7. Mid-game offensives.

Here you have to remember that AI is a coward. It will run away if it's not his last decent planet and if it sees you have more cap ships and advantage in fighters and bombers. Use it. Do not spread you capital ships

Also, colonize and fortify each planet you take. Proceed slowly but in the fashion that ensures your rule over this planet for a while. Two repair bays, two or three hangars, a bunch of turrets and it's considered secured.

During battle, leave your cap ships on the wild but focus all frigate fire on his cap ships. Start with weaker, support ones. Dunov is my favourite first target. So is Advent mothership. They are soft but have powerful abilities you want them to stop using. So kill them first. And remember, AI will eventually run away even with a big fleet. It's just scared of capital ships of yours.

Invent max shields, improve your weapons too. Mass cheap frigates, especially light and long range ones. Quickly go towards 16 cap ships in your main conquering fleet.

Never think "i'll sit back and turtle for a while". Always stay on the offensive, always keep your fleet busy. You are safe when you're moving forward and reducing htem in size. WHen you let them to mass their fleets and come to you, you are dead. If they hit a planet far away, just build frigates and send them there.

8. Bombers.

For your main fighting fleet you need 40-60 bomber squadrons. I don't care how you do it. Can use capital ship carriers. Can use your little carriers too.

When a battle starts, alt+click them to get them all under your command and use ALL of them to hit one cap ship of teh enemy at the time. Start with soft ones, you should know which ones those are by now. This amount of bombers kills cap ships in one or two hits. Without cap ships, they run away 90% of time. So hit them with that much of bombers and the battle is over in half a minute. Of course stay sane and add some fighters to that fleet and some long range frigates too.

9. Late game offensive.

Now it's wild. You know what to do already, just use twice more ships for that. Have fun. Research everything.

10. Pirates.

Don't kill them in their base. Never. They are too useful. Keep sending them on AI that seems to be the strongest. And do not let others send them on you. Even if you can beat pirate fleet, it's better to have AI spend time and ships on it instead of you having to fight them for ten minutes.

11. Saving cash.

Do not explore your planets. Waste of cash. 90% of time you find nothing, 5% it's something useful a tiny bit, 5% it's something useless or a penalty. Most of artifacts are crap anyway and finding the one or two you consider useful is almost impossible. So do not explore planets, colonize more of them instead.

Do not build rafineries until late mid-game.
Do not build culture until you start bordering AI culture.
Do not invent faster mining until you have 6-10 planets.
Do not invent anything that raises bounty, waste of cash.
Do not invent culture spread bonuses.
Do not build propaganda everwhere. Build one for each two jumps, it will be enough.
Do not build defense on your inner planets, AI never jumps inside your territory anyway. It settles for border planets so keep those secured and you're fine.
Do not invent bigger fleet capacity until you really need it (ranked 10th in fleet is that moment).
Do not build super weapons. They cost too much and are worthless 90% of time.

12. NEW: Planet Defenses.

AI doesn't know anything about how to build them to maximize their use. Even defensive AI can't get it right.

It's one very useful area in which you can make up for their numerical advantage. Provided you know a few basic rules. Here they go.

The rule is that defenses aren't to kill the enemy. Maybe if turrets had bigger range and had some sort of anti-aircraft defense on them. But they don't. So most of the time your defenses aren't there to actually kill what jumps into the system. They are to scare it away. To deter AI from attacking. When you have decent defenses, it often happens that AI jumps in even with a substantial fleet but resigns from the fight and jumps out right away. So do build defenses, do not rely only on ships.

Enough theory. Now practical stuff.

First of all, repair bays are the best defense you might have. They are better than anything else you can build there. Always have two or three of them, preferably overlapping each other so they can heal themselves while enemy starts pounding at one of them.

Second, you need hangars. Preferably in the area where they can be healed by your repair bays. Hangars can produce two types of aircraft. Bombers are better for late game when enemy comes with more capital ships and cruisers.

For early game you should go full fighter. This is because fighters are deadly to siege frigates. And siege frigates are what you want to kill quickly as they kill your population and destroy your planet. I noticed AI is very unlikely to bombard with capital ships. So your planet stays safe after you destroy all siege frigates. So killing frigates should be your priority.

I build two or three hangars on my planets, sometimes go for four on planets that are choke points. Helps in hunting scout frigates and other travellers.

Rule three, build lots of turrets. They all have 3000 life, have decent armor and shoot back. Along with repair bays, they can survive a lot of pounding and slow down even huge fleets. Place them somewhere in the middle between both yellow circles around your planet to cover the half of the hemisphere where the enemy will jump in. In systems endangered by pirates, build one or two near your trade port and mines. You need many of those cause killing them takes a lot of time and you need time to bring reinforcements.

Four, culture. All civilizations get some bonuses in their own culture so make sure that border planets are influenced with your culture. TEC gets only antimatter regen bonus so is somewhat weak here. But Advent gets better shield mitigation bonus, making their ships twice more durable. Vasari are the best, 13% more damage in their culture. So culture hepls. Of course each of those needs research. Do it somewhere in mid-midgame before AI comes with some serious fleets.

Five, defensive fleets. For those I build lots of long range frigates (like LRM, Illuminator) and heavy cruisers (like Kodiaks). Kodiaks or other heavy cruisers come close to the enemy and thus take all the beating while long range frigates keep shooting from behind cruiser line dealing lots of damage and remaining safe. This fleet also should get one most supportive capital ship you have in your fleet. Preferably Dunov/Mothership type. The one that regens shields or repairs. For Advent I spare one carrier with repair cloud. It needs to be a support ship cause... it will be doing support.

I station this fleet where I think AI will hit me and move it around to where I'm hit. It usually happens to have enough time to get there before everybody is dead due to many turrets i build delaying enemy's offensive.

I don't have a huge defensive fleet. This is possible because I keep producing new ships and sending them to where the fight is.

Phase inhibitors, I build those in choke points to stop enemy from scouting. Along with additional hangars. Other special buildings I don't really do much, and usually late in the game. I quite prefer to build more turrets. I also don't do superweapons, they are costy and not that useful.

Last thing, scout ahead and check what capital ships are going to attack you. It is is very important. You need to know if they have many carriers. If they do, you need flak frigates or you're dead. So check this thing out.

END of update

Take care. Comment oin the guide. I'm open to suggestions. I will be updating it.

If you want to steal the guide, i have nothing against. Released under CC-SA 2.5.
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Reply #26 Top
That all makes sense, and it's true that a colonizer capital ship doesn't have to be babied as much, but when I tried it, the fact that the colonizer capital ship was slower than all others overshadowed everything, especially in the early battles:

You want your capital ship to be on the scene of all the early battles, whether vs. rebel militia, pirates, AI or MP opponents, so that (1) you're likely to win instead of lose, and (2) you harvest all the XP to level up your capital ship.

After playing with a non-colonizer capital ship, trying to start with a colonizer capital ship meant I couldn't defend the same size early empire or carry out offensives while still being able to get back to defend against pirate/counter/other opponent attacks. I found the slower speed tactically crippling.

You note that "choke points" are critical, tactically. I'd add that "reinforcement points" are also important: If from one spot, you can jump to/reinforce multiple front line planets, especially if the multiple phase lanes are within 30 degrees of where you position your defense/rapid deployment fleet at the edge of the gravity well, you have a readily defensible position.

And for TEC, I like how the Kol capital ship capabilities work with the Durov support ships better. For me, the Akkan is a late-game addition to avoid your ally taking the vacant colony you've just bombed to extinction, or not at all. Since I typically take out the defensive fleet before bringing my colonizer frigate in, I often don't have a delay. I also hate leaving capital ships at the bottom of the gravity well longer than necessary--it limits their mobility and leaves them vulnerable to a large force jumping in capable of causing complete destruction before they can retreat.
Reply #27 Top
Hi one question, how do you upgrade taxes,like the below statement. Do you mean just upgradeing a planets infrastructure? Page 26 of the manual says you can not adjust taxes. I obviously do not understand this bit.

"You have a green planet at the beginning. The first thing you do, you should upgrade taxes on it. AI won't do it and it means you have 40% more income for first 10 minutes. It helps."

I am slowly getting the hang of this game. Trying to understand these good guides first as I go. Never played a game like this before so everything is new.

Thanks for the guide, it is giving me a start to learning the game.

Cheers MarkL
Reply #28 Top
The first thing you do, you should upgrade taxes on it. AI won't do it and it means you have 40% more income for first 10 minutes. It helps.
End of quote


thats incorrect.

only after 18 minutes after upgrading at "fast speed" (takes time for the population to reach max) does the population reach the maximum value and thus the credits from population upgrade get to their maximum value. Which is 14.3 compared to the starting 11.4, under 26% benefit to income from taxes for that planet.

is it worth it, yes it is, but its no where near 40% for the first ten minutes.

the upgrade pays for itself only after around 13 minutes, if you did spend 300 credits to get the crystal.


Do you mean just upgrading a planets infrastructure?
End of quote


yes he meant the population infrastructure.
Reply #29 Top
I've become a huge fan of the Akkan cruiser over the past week or so. I think the "colonizing ability is a tad overrated, but the "targeting uplink" makes the ship worthwhile in and of itself imo. By the time I get my 2nd Cap ship (Kol) my targetting uplink on the Akkan is usually maxed out. Hitting what I aim at is of utmost importance to me as well as extending my weapons range. Then theres that Ion bolt ability that allows that fleet slowed by the Akkans presence to catch that fleeing Cap ship. Nothing like offsetting a weakness (Akkan speed) with a strength (Ion bolt). Add in up to three fighter/bomber wings and you have pretty good bang for the buck/crystal/metal.

BTW, I gotta say that I consider the Kol the most impressive Cap ship in the game. It commands a 360 degree firing arc. With maxed out armor research, it is the most survivable ship in the game imo. Its adaptive shielding capability negates the Vasari phase missle advantage and with max armor research can take a pounding like nobodys business. Paired with the Akkan (targetting uplink) and a few Cielos, the Kol can sit in the middle of an opposing fleet and rip it to shreds. Furthermore, it is the only Cap ship capable of tackling fighters/bombers while simultaneously dealing with frigates and caps. Lastly, there is nothing like watching Advent motherships and Halcyon carriers go "pop" when struck by level 3 railguns.

Edit:Research increased turning speed for even better Kol performance.




Reply #30 Top
I've become a huge fan of the Akkan cruiser over the past week or so. I think the "colonizing ability is a tad overrated, but the "targeting uplink" makes the ship worthwhile in and of itself imo. By the time I get my 2nd Cap ship (Kol) my targetting uplink on the Akkan is usually maxed out. Hitting what I aim at is of utmost importance to me as well as extending my weapons range.
End of quote

I could be wrong, but I dont believe that the targetting uplink helps your Kol hit things. Isn't your chance to hit always 100%, except vs strike craft?

Reply #31 Top
I've become a huge fan of the Akkan cruiser over the past week or so. I think the "colonizing ability is a tad overrated, but the "targeting uplink" makes the ship worthwhile in and of itself imo. By the time I get my 2nd Cap ship (Kol) my targetting uplink on the Akkan is usually maxed out. Hitting what I aim at is of utmost importance to me as well as extending my weapons range.I could be wrong, but I dont believe that the targetting uplink helps your Kol hit things. Isn't your chance to hit always 100%, except vs strike craft?
End of quote


yep it helps vs strikecraft for fighters/flaks or in cases where specific things/abilities reduce the chance to hit for your fleet (however these are few and will barely occur). Basically its quite a weak ability.

Reply #32 Top
I've become a huge fan of the Akkan cruiser over the past week or so. I think the "colonizing ability is a tad overrated, but the "targeting uplink" makes the ship worthwhile in and of itself imo. By the time I get my 2nd Cap ship (Kol) my targetting uplink on the Akkan is usually maxed out. Hitting what I aim at is of utmost importance to me as well as extending my weapons range.I could be wrong, but I dont believe that the targetting uplink helps your Kol hit things. Isn't your chance to hit always 100%, except vs strike craft?
End of quote






+15% chance to hit and 20% longer range for all nearby vessels at lvl 3. Some don't consider it worthwhile, but I do and I have seen the qualitative difference in my fleet due to it.
Reply #33 Top
Good info, thanks, putting it in "My Replies".
Reply #34 Top
What a joke. Any monkey can beat the ai. Just build a fleet and attack head-on. Doesnt matter if they have a huge fleet..theyll just run like stupid cowards anyway and you can then just destroy anything in your paths.

NICE AI.
Reply #35 Top
3. Colonizer ships, for the most part, are not the most combat capable capital ships. (At least that's true for TEC.)
End of quote


Not true for the Advent. Granted, the DPS, hit points, and shields of the Advent Mothership are ho hum and it has the maneuverability of an overweight whale. However, the Mothership's special abilities are extremely lethal if used in conjunction with other Advent cap special abilities. Also, the Advent caps colonize ability grants you a significant reduction in cost when building initial infrastructure on a newly colonized world. Early game when money and resources are tight, this is significant.

I tried both methods and I discovered it is far more comfortable for me to just use a colony cap ship instead of having fun with those little frigates.
End of quote


I find that you can get your first asteroid colony set up much faster using colony cap. Getting that little jump on the enemy can give you a small but useful economic advantage, IMO.
Reply #36 Top
Started playing this game a few days ago and this guide really helps but a few things im not getting.

1.I click om my planet but where do you upgrade taxes?
2. By the time i get around to moving to other planets the ai is already all over them. Do i bypass making a fleet and just expand asap?
3. Alot of the capital ships seem the same. I never know which one to build early in the game.
4. Do most of you even bother with defenses like platforms?

Any help is appreciated.
Reply #37 Top
1. Click on your planet. Click on the first pane in the left-hand corner (white wireframe on green background). Click on the first pane in the left-hand corner. Terran planets can get 4 up to four upgrades. Also remember to research techs that give you more population (at work so I don't know the names of the things to click). Mo' people = mo' money.

2. If I'm playing the computer I assume that I'm not going to get attacked in the first ten or so minutes. During this time I've colonized two or three worlds and I've scouted out more. Get that capital ship out fast and start pounding skirmishing ships and colonizing ASAP.

3. I go with Akkan (TEC) and put a point into the Colonize ability. I don't have to fool around with a colony ship then (well, you do later, but not early game). And the Akkan - any cap ship really - can handle most forces in the surrounding systems. Later I'll build the Dunov and Kol, and then follow those later with the other two - normally. It all depends on what's going on but I start with the Akkan.

4. Heck yes. Each of my worlds gets a hangar. My border worlds get two repair bays, at least two hangars, and many, many gun placements. A choke world gets three or four repair bays and hangars. A very small fleet parked into an overlapping repair bay array can hold off a much larger fleet. Defenses are very important.

Or course, tailor this advice to meet your own playstyle. Good luck!
Reply #38 Top
Step 1: Spam units and attack the AI
Step 2: When they retreat instantly like they always do siege their planet and colonize.
Step 3: Repeat step 1 and 2.

Whoever makes the AI for this game must either really suck at the game or never play it at all. If it gets tested at all before release the people who test it must suck too or they would have said something and it wouldn't have been released this way.
Reply #39 Top
Ha ha...

What is wrong with artifacts...?

Double in system jump speed?
Double speed between stars ?
Increase all ship damage?


Are you insane...???

Those artifacts are priceless and could mean the difference between life and death...

Sure some are stupid and useless....but for the cheap price...why not?

You only need to explore 50% to find anything...

I start exploring planets after I have 3 or 4 planets under my control....


And I could go on....( about your guide)

But this is your strategy guide....I just hope newbies read more then this one...
Still it has a few good tips...
Reply #40 Top
Personally I disagree with the OP in principal.

I like to turtle, and research the full tree, then attack. Fundamentally I disagree with the rush, I like games that take a long time to play. My first small map, on normal, took 9 hours at which point I surrendered as I could see that I was going to lose in the next few hours. My second game, again, on a small map on normal, took 14+ hours, (in one sitting) and I beat it fair and square. In this way you tend to have much more satisfying fights, with large numbers of ships, if you split your fleet, or have two or more large fleets you can strike two or more systems at once, which brings about the end game faster, but I find it helpful to just cripple the AI's infrastructure, so as to keep them at a decent fighting strength going into the last battles.

It's no fun beating the enemy with massively overwhelming force, it's cheap. Just as it's great fun and decent challenge to try to defend against just such a force. You've paid to play the AI, you may as well give it a fighting chance. Clutching victory from the jaws of defeat is always much sweeter, IMO.

There are doubtless many ways to win quickly, but I don't see why you'd want to in a game, that just mean the game ends quicker too.
Reply #41 Top
When the cap ship is ready, create a fleet out of it, build a squadron of fighters
End of quote


Could you explain why you recommend fighters over bombers please?

Reply #42 Top
Nice guide, thankyou

I am pretty much a noob and have ended up doing something very similar by trial and error and from reading about the uses of colony caps in the forums.

The only thing I would add to the guide is "pirate control". It took me a while to realize as a noob that there was a "pirate planet" that the attacks came from (so you need to defend against it as you would a frontier. I was also slow to realize that I could set a bounty on the other empire so that they would get most of the attacks.

I used colony frigates and they were always getting trashed or (blush) lost... I use the Akkan now and it is very capable, especially with a Maz.
Reply #43 Top
I did get the 4 AI achievement last night using similar strategy as outlined here. (maelstrom, 4x hard AI). TEC seems to be uniquely suitable to deal with multi AI opponents as their tendency to gang on you is mitigated by bigger cash income that lets you to sic pirates on AI guys most of the time with ease and even start a bidding war.

Some exceptions were that I do not take Akkan as the colony frigate can jump in anyway while the Kol is finishing up last of the defenders. Kol is much better in terms of dealing with the early game independents that have Kodiaks for example. I also do not use resources to buy turret + repair combo on planets that are already screened by a fortified planet except in the direction I'm expanding. I also do not burn money on buying logistics update until having a position of strength in midgame and want to build network of trade ports. Spreading your research labs around saves quite a bit on resource cost as opposed to concentrating the labs in one planet with multiple logistics upgrades. Every little bit saved on $$/m/c helps. And not so little bit in this case.

For dealing with AI counterattacs I usually make mixed fleet of garda/lrm in about 1/3 portion. Tell them to hold position and park them inside the turret killzone where they're covered by repair bays and they can easily beat AI raiding with capship support.

I also go after an AI player home planet ASAP as crippling their homeworld effectively takes one threat out of the picture even if you cannot keep the place. TEC nukes make short work of planetary pop..

Reply #44 Top
Good guide.

I'm still torn between the Colony Cap Ship and the frigate. I find that early game the Colony cap ship does pay off, but depending on the enemy I wish I had a Kol. I think both strategies are good, depending on the map.
Reply #45 Top

I like the tips about the point defense structures. I found them useless in my first game and stopped building them. Just used them again in the last game after reading your tips and you are right, they do scare the AI.

I agree that the artifacts are useless. Its only useful looking for them when you have money to burn and by then their effects are usless or close to usless, but I stil haven't seen all 9 artifacts.

I disagree about the culture. I played my 3rd game as Advent and I converted 3 worlds mid-game, 2 of them choke worlds that I was too slow to colonize first, when I cocentrated on culture from the get go (though cocentrating on culture is probably why i was too slow to beign with, so you might have a point).

Personally I like the Vasari big gun, but its only usefull on big maps where you can build over 15 of them in 1 system. 15 of those warheads will start to destroy ships and make killing capitals only a single 20-30 bomber run.

I find the normal setting to not need any tips but they are very helpful on the harder AI settings. Thanks.

Reply #46 Top

a few quibbles:

For TEC, even before 1.09, the Marza is so much better than the akkan that it's worth not having the colonize ability.

Also, wait until the price of crystal drops before you buy it. Prices start out very high, wait a few minutes and save ~100 credits.

If you upgrade your planet ASAP, someone has done the math on this, you will have LESS credits than someone who did not for the first 26 minutes. Not to mention you'll be slower at getting those LRF's.

 

Overall very good.

Reply #47 Top

Nice. I have left my n--bness behind because of this

 

*gives karma*

Reply #49 Top

THE ULTIMATE NOOB STRATEGY GUIDE!!!***

Play online.

Reply #50 Top

I have to agree with both aspects, colony caps and colony frigates.  I found that the TEC colony cap is a great addition to the big fleet early though late in the game.  How many times has an opponent's cap ship gotten away just before you can finish it off?  That Ion bolt ability to disable a ship (or installation) has allowed me to finish off many a damaged enemy ship.  Great support with fighters (bombers) and colonization after bombing a planet.  What more could you ask for.  Sure, you don't want to go one on one with a battleship or dreadnought but with some LRM and close support frigates it is very effective. Later, your second cap ship, a heavy combat cap ship, can take over the lead.

Having the colony frigates as back up with a hand full of mixed frigates to take the additional lightly defended astroids/planets is a great way to expand your empire.  It's cheap and I make this "colonizer fleet" right after the the main fleet is up and running.

Great game!