Vasari Economy

I am having a difficult time maintaining a stable economy for vasari.  I am upgrading all of my planet's infrastructure, but I still find that the amount of credits is lacking.  With TEC able to establish trade at Tier 2, and vasari able to do it at tier 4, how can I keep up with the constant amount of credits that TEC is receiving?  Any thoughts would be appreciated.

 

11,672 views 19 replies
Reply #1 Top
vasari are balanced around having an easier time capturing extractors early game and getting metal/crystal research combined, however many maps have 0 captureable extractors.

anyway tech wise and for economy.
tec get trade at tier 2, culture at tier 3, refinery at tier 4
advent get culture at tier 2, trade at tier 3 and refinery upgrade for trade ports at tier 4
vasari get refinery and culture at tier 3 and trade at tier 4.
Reply #2 Top
I was once like you :) Not any longer
Reply #3 Top
oh do not understimate culture, as long as culture reaches the planet (even in the case of one broadcast center creating influence and its influences reaches a planet a few jumps away) it can increase the output (credits, metal, crystal) of the planet by 10% to 40% (by increasing allegiance by 10%: 25% -> 35% increase of 40%).
Reply #4 Top
I think Vasari is built for being a bit more agressive so you dont always have to produce your own resources when you can raid them from others. (evil and i love it)
So do not underestimate the power of the empire tier 3 savage tech. They do take a bit of resources to upgrade, but you gain resources by destroying things with cap ship around. It's a handsome bonus. If there are a lot of bounty wars going on, Vasari also have a tech to increase bounty yield. The warfare tier 1 assailant and overall toughness of Vasari ships should give you a bit of a military advantage early on.

When playing the AI with diplomacy, they give you offensive missions. Doing them selectivly is especially profitable for vasari due to the above upgrades too.
Reply #5 Top
As Vasari, the black market is your friend. You will almost always have more metal and crystal than anyone else, so make use of it. It also means that upgrading planets is usually easier than with anyone else. Get to the wreckage auto-salvage ability as quickly as possible. With that (and optionally expert bounty hunters), you can generate a lot of money and resources by going after enemy targets, especially those with bounties on them.
Reply #6 Top

I had to bump this topic cos playing vasari is tricky sometimes.

Anyone know how to get vasari economies running to the most effecient way possible.. e.g map storm front: home: planet is green, 1 ice planet, 1 desert planet and 2 asteroids with resources. 

 

 

Reply #7 Top

Vasari economizing is about rapid colonization combined with nabbing neutrals.  There's no magic way to get around that 4-lab trade port, you just got to suck it up and put your efforts elsewhere and hope to make up the difference.

Reply #8 Top

Economy for Vas is always a bit of a gamble. If the map is neutral heavy, then you can really be set. If not, you really have to be aggressive in your colonization.

Reply #9 Top

Vasari has more resource oriented economy. With 1 research you can upgrade mineral and crystal extraction rate.They also have tier 3 research which reduces credit cost of ships and structures....

With some neutrals vasari economy can start more potent than TEC. Reason being TEC buys resources at start vasari can sell them at 100% price if you are a little patient. 

Reply #10 Top

i go for the population boom research and try colonize planets as soon as possible.... find it difficult to defend neutrals but i try anyway. i also have to build 1 culture station at my homeworld. 

Reply #11 Top

Necromancy!

Reply #12 Top

The advise about vassari colonizing quickly seems at odds with the rule of thumb that you shouldn't expand too quickly.  Sounds like I am doing something wrong.

Reply #13 Top

Too quickly and too slow is based off how fast you should expand; just like you don't want to eat too much or too little; ideally for the first 20ish minuets, if you don't need to fight, you want to expand about as fast as you can build extractors and get the first 2 infrastructure upgrades.

Of course depending on the map who you're up against and what your plan/strategy is (early feeding, rushing, or trade asap) this is all prone to change.

Reply #14 Top

The advise about vassari colonizing quickly seems at odds with the rule of thumb that you shouldn't expand too quickly.  Sounds like I am doing something wrong.
End of quote

If we're talking about pure economics, then yes you want to expand as fast as you can.  If you're in a position where you'll have to fight early, then you'll have to temper yourself.  If you're trying to compete with an opponent who is spamming early trade ports and you can't rush him, then your only real option as Vasari is rapid expansion.

Reply #15 Top

Quoting elonin, reply 12
The advise about vassari colonizing quickly seems at odds with the rule of thumb that you shouldn't expand too quickly.  Sounds like I am doing something wrong.
End of elonin's quote

I've always tried expanding as quickly as technically possible as Vasari (given the limitation on colony antimatter), and it has won me a couple games against significantly more experienced players. If well-positioned I can get 5 planets 9 or 10 minutes into the game (and upgrade their infrastructure too of course). Quick, early expansion seems to be the key to winning, at least in 1v1 matches.

Reply #16 Top

Are you on random small maps?  Because those have lots and lots of room, which inherently places emphasis more on colonization and less on fleeting up early...if you play on a map where you're only 4 or so jumps from another HW, then rapid colonization doesn't always work...

Reply #17 Top

Quoting Seleuceia, reply 16
Are you on random small maps?  Because those have lots and lots of room, which inherently places emphasis more on colonization and less on fleeting up early...if you play on a map where you're only 4 or so jumps from another HW, then rapid colonization doesn't always work...
End of Seleuceia's quote

Just had my first 1v1 game where HWs were only 4 jumps away from each other and there was an empty asteroid field in the middle. I realized that the colony cap rush strategy is significantly less effective in these conditions. And then I came to this thread and your reply, heh.

But yeah, this would definitely not work in larger games. In 5s you probably have to build a carrier at the beginning or you'll be more likely to lose. (except if you're Auqia)

Reply #18 Top

The space egg actually ain't a bad lead even for frontliners because the nanites are a pretty good counter against capital ships and SB rushes...also, the extra constructor from its colonization can be invaluable in certain circumstances if you get to a choke point right before the enemy...

But otherwise, I'd agree that sovas or halcyons are going to be better than the colony cap...even as Vasari, skirantra is probably best 1st pick for frontliners and certainly the best 2nd pick if you lead with a space egg...

If you're in suicide, some would argue that a colony cap is better because you can use it to find a new HW near the map's center, but that is debatable and honestly I think it matters on how the teams are stacked...and expert player in suicide probably can keep two mediocre players busy long enough to justify bunkering down instead of sending the colony cap off to relocate the HW...

Reply #19 Top

Quoting Wrath89, reply 17


Just had my first 1v1 game where HWs were only 4 jumps away from each other and there was an empty asteroid field in the middle. I realized that the colony cap rush strategy is significantly less effective in these conditions. And then I came to this thread and your reply, heh.

But yeah, this would definitely not work in larger games. In 5s you probably have to build a carrier at the beginning or you'll be more likely to lose. (except if you're Auqia)
End of Wrath89's quote

 

Yeah Auqia could make some duct tape and a ball of lint work as an opening lead :)