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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.
150,920 views 65 replies +1 Loading…
Reply #51 Top

In my experience of playing against normal AI, i never seem to have a descent fire fight. As soon as the cap ships are gone he runs like a child chasing the ice cream van! Ive been trying to perfect my game against normal AI just wondered if hard AI stays n fights like a man?

Reply #52 Top

Quoting Vasarigod, reply 1
In my experience of playing against normal AI, i never seem to have a descent fire fight. As soon as the cap ships are gone he runs like a child chasing the ice cream van! Ive been trying to perfect my game against normal AI just wondered if hard AI stays n fights like a man?
End of Vasarigod's quote

Nope. Neither does Unfair. All AI is a coward.

Reply #53 Top

As far as I can tell, the AI always behaves the same...the Hard and Unfair AI's just have more economy to draw from. 

Reply #54 Top

The AI cannot grasp our sinister "human" plans, e.g. a hit-and-run tactic or a massive burst of bombardment-frigates which will always draw their fleet from where it SHOULD be defending :D

Reply #55 Top

The experience I have gained from playing against unfair - aggressive AIs is that on small and medium maps you have to build 3 to 4 capital ships at the beginning. The 4th one is ready when you get your 2nd or 3rd planet.

No need for dumbfire LRM/LRTs or the starting frigate.

Why is it so effective? Because the AI cannot nearly estimate the power of 3-4 caps with level 3 promotion. Once you encounter their fleet, go directly for their cap(s), and they will turn away from you if you do not attack their homeplanet. You will very lilkely not have any losses yourself. But the next thing the AI will do, is build a new cap, which is of course very weak in the beginning. You can repeat this all over and over again.

If you are using this strategy, build good static defenses around special choke points. And try to get 3 research labs for the hoshikos and a few flak frigates. This will round up your strategy nicely. No need to build percherons or kodiaks, well not until late game. But upgrade your military structure, esp. if you are TEC: hull uprades combined with armor upgrades just rock (i think a lvl 10 Kol with all the armor upgrades gets 13 or 14 armor and 6000 or 7000 hull points in the end).

Reply #56 Top

Nice guide.  I have a few disagreements though.

1. Colony frigates are good.  They can follow your battle fleet after a system is clear, and your battle fleet has moved on to the next.  I prefer to build battleships first and almost never build motherships.  Overall this strategy is faster for grabbing your first 4 systems or so, and you have a stonger cap ship when you run into the opponents.  Also, colony frigates can capture resource collectors in non-colonizable systems.  I always put my colony frigate in Ctrl-9 and manage it independently.

2.  Fortification is seldom worth the cost.  You could build ships instead and stay offensive.  Against the AI I use fortifications only in systems where the AI keeps sending purge vessels.  Turrets are enough for this.  Repair bays and hangers are only essential if you need to defend a planet against a superior fleet.  Fortifications are also good against pirates.

3.  Dividing your forces is sometimes a good idea.  It depends on the map.  The AI will attack through almost every avenue.  Also it helps to have 1 battle fleet, and 1 planet reducing/capture fleet.

4.  The weakest topic in the above guide is (7) mid-game offensives.  This phase of the game is the most critical.  You must keep pushing to have a larger economy than your opponents.  If you discover your fleet is superior, why not push faster?

5.  The 40-60 bomber strategy is viable but not mandatory.  If your fleet is superior at any stage in the game, use it.  Seldom do you have to build a super-fleet and tech all the way up.

 

 

 

Reply #57 Top

Thanks for the guide, when I lost my first game against Normal AI i switched to easy and even that took about 2hrs to win. If I have read the cowardly behaviour of the AI it could've helped me a lot back then, it just took me days to notice that they almost never let their fleet get annihilated, and also how they always put bounty on my head 0.0001 seconds before the timer runs out.

Most freaking annoying AI ever. It must die.

Reply #58 Top

Hi

I'm very much a "noob" to Sins, but I loved Masters of Orion.  I'm not quite sure what you mean by escape facilities in this statement:
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.
I'm not sure what you mean by this either.  If you mean "future" territory doesn't that imply that you don't have it yet?  And if so, how could you move your Capital there? 

Thank you in advance for your help :-)

Dada

Reply #59 Top

on the first point, he meant planet health. on the second, im really not sure. it may be exactly as you said, or maybe he just meant near it, in a good position to attack

Reply #60 Top

I move my Capital toward the "front".  Close to a safe central place once you're empire has expanded more.  So if

you start here X... and your attacking this way ----> put your new Capital here !X! and keep going ---->

That way you maximize your Cultural Influence (and income ) which is better the closer the colony is to your Capital.  You will see your Culture at your Capital at 100%+ and the further away the colony the worst it gets.  Moving the Capital so that it is the center of your Empire or center of your soon to be Empire can aid in income and faster cultural spread.

Max :thumbsup:    

 

Reply #61 Top

I use Marza as my first cap, beacuse you can solo a world with the marza (or kol) and get the beginning two worlds twice as fast, (not to mention missile barrage is a battle deciding power ;) ) The colony friggates start with enough anitmatter to jump and colonise quickly, plus Akkan just plain stinks it's not strong enough to solo a world and, it's only good ability is armstrice, and you don't get that till level 6.

If you were playing Vasarii, then I totaly agree the death egg is a great ship battlewise, and has cool abilities, which is worth it, and you don't need the colony frigs for nutrels anyways.

Advent is iffy, I don't play them much so it's hard to say whether the colony would be good.

Marza rule, Akkan is............bad....and slow.......lol

Reply #62 Top

Great guide.  I haven't stepped up to hard yet.  I'm just not there still learning. I find that early on the game if I ignore most other aspects and just mass up a quick fleet with the colonize capital ship for expansion I can usually play however I want after achieving a couple choke points and beefing them up.  But that is on only normal.

Reply #63 Top

I tried three times already and can't win a 2vs3 on hard. Me and my ally play Advent, our adversaries are TEC. A few things in the guide just don't seem to apply to my situation :

1. The guide recommends to kill capital ships quickly, which should make the AI flee. In my experience, that doesn't happen. Either the AI flees right when I arrive, or it fights to the death (usually mine). When the AI doesn't flee, it usually has 20 carriers and as many hoshikos, and I just can't kill these guys. Yes, I can destroy one or two capital ships before most of my bombers are down, but that doesn't win the battle. I then usually must flee or risk losing my own capital ships.

2. Getting 40-50 bombers means getting 15 carriers (each has 3 squads for Advent) dedicated to bombers. But I also need fighters to counter the enemy squadrons, so that means another 5 or 6 carriers at least. Each carrier costs 1280 credits and 220 crystals. I don't know how you do it, but I generate about 2 crystals per second so if we do the math that means it takes 36 minutes to generate the necessary amount of crystals. If there are no ice planets in my vicinity I make even less than that. In 36 minutes I will get attacked by pirates and maybe AI already, so I must spend a significant part of my income (including crystals) on defensive structures. I must also keep teching a bit (to get repair/flak cruisers, access to repair bays, hangars, trade ports, etc). LRMs also cost 380 credits and 55 crystals each, so gathering 40-50 of them also takes valuable time. Overall, I can't have a decent fleet in under an hour, and then I must face the combined fleets of my enemies. The result : humiliating defeat.

3. The guide mentions that the AI likes to send lone siege frigates when the player is pushing into their territory. I didn't play that many times but I've never seen it happening yet. I do build defenses as suggested however, if just to resist against pirates and etc.

Reply #64 Top

I thought it be cool if Iron Clad adding in the ability for AI to adjust strategy. Like if frigs or carriers of theirs were being minced, they adjust a fleet for taking out your fleet that is doing the damage. Like a fleet of Kol or heavy caps with heavy cruiser support.

ATM the AI seem to just repeat their strategies over and over until win. But if you adapt to their often drone.carrier spaming tactics they are poor.

Reply #65 Top

2. Getting 40-50 bombers means getting 15 carriers (each has 3 squads for Advent) dedicated to bombers. But I also need fighters to counter the enemy squadrons, so that means another 5 or 6 carriers at least. Each carrier costs 1280 credits and 220 crystals. I don't know how you do it, but I generate about 2 crystals per second so if we do the math that means it takes 36 minutes to generate the necessary amount of crystals. If there are no ice planets in my vicinity I make even less than that. In 36 minutes I will get attacked by pirates and maybe AI already, so I must spend a significant part of my income (including crystals) on defensive structures. I must also keep teching a bit (to get repair/flak cruisers, access to repair bays, hangars, trade ports, etc). LRMs also cost 380 credits and 55 crystals each, so gathering 40-50 of them also takes valuable time. Overall, I can't have a decent fleet in under an hour, and then I must face the combined fleets of my enemies. The result : humiliating defeat.
End of quote

well, for one, play on fast resources (available under game options when you start the game). secondly, 2 crystal a second sounds about right - for a small map. if you are playing a small map, then you shouldnt be building up a fleet. you should attack hard and fast, with cheap units. if you are playing on a large map, and you have only 2 crystal a second, then you have some problems with your strategies. try getting neutral resource extractors, they really help.