Huge Multi-star Map Strategy

Hi, does anyone here have any strategy on playing in a huge multi-star map for single player free for all? I was thinking something like conquering a star then after I have fully upgraded everything, going to other stars and conquering them individually. But one fault I see happening is that the computer AI also starts getting huge and I feel it might be a tough battle in the end. Also, just throwing it out there, does anyone play on hard or insane levels (I just play on the easy level b/c im a n00b and this is only my 2nd game)?
P.S. I have been playing for 4 hrs. and still haven't completely conqured even one star, do I need to be more agressive (I play in 1x mode)?
6,566 views 23 replies
Reply #1 Top
Lock the AI's on their own teams or they will all gang up on you.

Those Multistar maps actually start with 2 stars occupied, 3 stars empty....so if you spend all your effort trying to conquer your star, the others are probably going to be owned by someone.
Reply #2 Top

check what you should do take only the planet around your star in your system to be sure than the ia or player try to rush in your system so you continu to expand and your system an try to rush in the orthers system and you got reason be more agressive in 1hour30 i have 2 system solar owns

Reply #3 Top

Quoting daedric63, reply 2
check what you should do take only the planet around your star in your system to be sure than the ia or player try to rush in your system so you continu to expand and your system an try to rush in the orthers system and you got reason be more agressive in 1hour30 i have 2 system solar owns
End of daedric63's quote

Can I get that in English please - I cannot understand what was said

Reply #4 Top

As far as I can tell: Take the planets around the star first.

 

:fox:

Reply #5 Top

My $0.02... I'd be interested in hearing what others do. This works for me though, so I'll probably stick with it until I learn any better strategies...

 If it's FFA, you must, must, must watch your and other faction alliances. Concentrate on taking factions out one at a time, because when the other factions ally against you it takes a while to get back in the game after they rush you en masse.

 One of the strategies that I've seen on the boards here is to keep a large primary force and a secondary strike force. I typically keep my large force within 1-2 jumps from the nav lanes from system to system. The AI isn't that smart (in my experience) and they tend to concentrate on a particular planet / path. When you have secured your first system, the AI strategy and paths should be pretty predictable...

 I use my primary force to keep them occupied around their strike path and then move my strike force around the enemy core (usually undefended) planets. It's kind of a balancing act... They will pull their forces back mometarily and jump back to their system to defend it. when they do that, move your primary force into their system and start mopping up their nearest planets. I kite my strike force around the undefended planets until they break chase and go after my primary force. Then I continue harassing with my strike force (zerg). Eventually you can start to cap planets and use the choke points to gain a foothold in their system. You'll need to move your primary force around alot between systems, especially if you are fighting mulilpe hard / insane opponents, but the battles (once again) becomes predictable.

 I tend to go after a single system at a time and upgrade it to the max. I'd like to hear what others do. It might be faster not to upgrade, but then you'll have to deal with rebel attacks on your undefended outposts. The strategy above might take longer, but it almost always works.

Any thoughts or other strategies?

~ Scards

Reply #6 Top

In huge star systems, make sure you haev a kick butt economy.

I usuaully take my hoem star first, then fortify the planets an enemy can phase jump to via the star.

This way, while my fleet is away my home worlds (best allegances, most money, reaserch centers, ETC) are all relitivly protected once I go to the other stars.

 

 

Reply #7 Top

Yes, be more aggressive. I took a 20-30 planet star system in less than an hour and a half (look ma, no spammin'!)

Just quickly colonize planets. Once you get 4-6 planets, scuttle unimportant ships and structures on your home planet and build them on your borders. Once the game is about 20-30 minutes in, declare where your borders stand and build 3-7/8 defense platforms and 2 or so hangars (plus a small defense fleet, see thread Problems, in General because I'm too lazy to post here).

Once a system is totally yours, declare peace with another powerful empire. emember, keep an eye on their fleets. Once the systems are yours, plan a massive large-scale assault on their borders and crush them as fast as possible.

Reply #8 Top

A strategy that has worked well for me against the AIs I have faught (I have no experience against human opponents yet as playing a full FFA on a huge map against 9 human opponents would basicly require me to spend the whole day at it, I think.  Not that that wouldnèt be a fun day, I just have not had the time) is actually NOT to focus on your home star.

As others have noted not all of the stars are occupied at the start of he game; some of them are unclaimed territory.  I generally expand to the stars that are one... MAYBE 2 pahse jumps away from my homeworld at the start of the game, and fortify those worlds withs tatic defences.  Then I set up two fleets.  ONe stays home to defend against attacks, and the other takes off for another star with severla missionary vessels (I play Advent - the concept of the empire is just plain cool, and say what you will about the lameness, Illuminator Frigates pwn faces hard when properly managed and supported).  As I expand across the other star I ve more and more moneybfor research and and expanding my unit cap.  Thus both my fleet at home and my forces in the other star are getting bigger and more dangerous, allowing me to defend better and role over star systems faster.

I try to make friends and sign trade alliances with others in my home star (multiple trade ports per system FTW).  If I am attackd I defend and rarely respond unless scouting tells me that no one has a remotly threatening fleet within striking distance of me.  Whater star I have decided to colonize though, I consider MINE and aggressively drive anyone else out who tries to found a colony there, which generally allows me to make friends with whatever other AIs they have antagonized since I tend to complete a lot of teri destroy sip and civilian infrastructure missions i the process.  Once the other galaxy is fully colonized I move my capital to a system near the center.

When controlling huge territories its important to remember your culture generating structures.

Generally my fleet is split into 3 or 4 groups, depending on how many access points I am worried about.

Once you have a whole star under your control its no problem to tech up to max, get your unit cap up to max, build a metric ton of frigate factories (which you will be able to produce from more or less forever due to your massive income from all those trade ports through all that territory) and star steam-rolling over your enemies.

You must keep a keen eye on other empires getting more powerful than you that you may not ahve encountered or had any extended interaction with.  If that starts to happen, you may need to go after them and start trying to get other AIs to go after them as well.  at the lower difficulties the AIs tend to banwaggon with you when you get to be a bigger fish then them, but will kick you if they ense weekness.  At higher difficulties, it may be different (IE they may gang up on you if you are in danger of growing too powerful to be defeated unless stopped).

 

Thus far this has workd on easy and medium AIs.  I intend to try Hard just as soon as I have time to sart a new Hug FFA game.

Reply #9 Top

I agree with Mr_Fernandes, jump to the farthest star system as fast as you can and fortify. Also, you can never have too many trade ports, economy is the key in the long run. I also play as the Advent, usually in 13 star systems w/9 opponents on hard. This strategy has worked very well for me but it isn't for the impatient, you have to be willing to hang in there for the long haul. Another strategy I use is to make my Capital ships Rapture heavy, usually 2/3rds or more. Once you get Domination you can exceed your maximum fleet size by Dominating ships on non aligned worlds as well as your AI enemies. It is also fun to Dominate a bunch of Pirates and send them against your foes.

Ghost

Reply #10 Top

I have come to prefer the (apparently classic) Mothership/Vengeance (I think thats the right name - the one with Cleansing Brillaince) combination, but there is no quesiton that a rapture or two can be useful if you have tha patience and skill to use thier dominate ability effectively (though I don't think you need any more than 1 or 2 to do it).  Unfortunatly I don't, really. have either XD

Reply #11 Top

You were right in that the Mothership is involved: its Cleansing Brilliance and Malice (used by the Radiance and Progenitor, respectively).

If you have a Rapture at the same time, cast Vengeance on the Radiance after it uses Animosity. Ships that are forced to attack the Radiance will suffer a multiple of the damage they dealt to the Radiance in accordance to Vengance's level.

A Halcyon in the vicinity of a Rapture with Concentration Aura will have all her strike craft's damage put increased.

If you've got a Revelation hanging around, use Guidance to shorten the cooldown times of abilities.

See how much the abilties of Advent ships complement each other?

Reply #12 Top

True, but I would rather ditch the Halcyon and Reveation out fot hat erquation and have two more Cleansing Brillainces.  I do love the Halcyons enegy weapon enhancements wiht massed Illuminators, but a single ship that has to remain physically dead center of your formaiton to give its boost is too easy to obliterate with focused fire.

Reply #13 Top

On this subject of capital shops, somehting else of note: not EVERY fleet needs a capital ship.

 

Lets say you ahve 5 fleets.  Having two or three fleets with a Prgeonitor, a Rapture, and a several Radiances is more useful than ahving 5 fleets with one or two fo the above.  The odd fleets out just make due without an "anchor".  If you need a big beat-stick that can take punishment and deal with many times of opponents, then a few heavy crusiers will probably get the job done.  I haven't looked into the other races, but I would suspect that eh same holds true there as well.

The disadvantage is, of course, taht without a capital ship you would have to build siege frigates to capture planets.  The solutiosn tot his rpbolemn are two-fold.  One: leave your non-capital fleets at home to defend (which is a goo didea anyway, really), and Two: capture Siege frigates from planetary militias with Dominate.

Reply #14 Top

I recently played a 3 star campaign and it played out like this, all in all it took about 3 days at about 4 hours a day to complete. 

I started with myself and 1 normal AI and 1 hard AI on my team, I was TEC, and my team was Advent and Vassari.

We were playing against 3 hard AI, 2 normal AI and 1 easy AI.

It was a 3 star system so I ended up with my 2 teammates in the other 2 systems.

Well it didn't start out so well, I wound up starting out with 2 of the hard AI as my neighbors (ouch) but I quickly struck up a cease fire deal with one and swarmed the other all the while. After I got my only hostile direct neighbor I spent time building and researching (didn't increase fleet size to quickly) and shored up my defense.

My planatery defense worked out like this,

4 repair platforms in tight formation, like sitting on top of each other.

4 hanager defense platforms in tight formation next to the repair platfroms, I mixed it up with a couple of bombers but it was mostly fighters.

And the rest was turret defense, but they were very tightly packed in and around the hangers and repair platfroms as well.

Not flawless, but you can toss a handfull of LRM friggets or carriers or maybe a captial ship and just have them hold thier ground. This setup held my main defense (gateway) world the entire match.

After I established myself in research I then built up my fleet and started working on the politics, I even wound up turning on my own team mates (I don't know why but they had allready built trade alliances with him) in order to build an alliance long enough to assault the other hard AI. 

After that part, (it was the hard part) I aquired enough worlds to get enough income to finance a novalith cannon on almost every world I own, I fixed my allaince with my team and the game fell into a partern of.

1. Get a cease fire with almost everyone.

2. Nuke the unlucky person who didn't agree with my terms.

3. Take his planets.

4. Rinse and repeat.

Reply #15 Top

I have played a FFA match with 7 AI and myself, its really difficult considering how the AI works in SINS.

The AI has to be at war with someone at any given time and since you can't talk at the speed of the AI you usualy end up the odd man (or woman) out before you know it.

My advice for that is try to make friends with someone not close to you so you don't have to compete for worlds right at the start.

AND BUILD THAT CHOKE POINT!!!!!! very important. You can keep you fleet at somewhat small size so you don't get the huge income penalty with a massive fleet. That will allow you to research, research, research, till you get the doomsday weapons.  

Reply #16 Top

Ahh, Novalith Cannons.  I always feel so depressed that the TEC get an actualy superweapon, as in "if youb uild a few of them it can win you the game", and advent get... basicly a big sink-hole for credits and not much else.  But the suckiness of culture as a tool is a whole other thread (literaly I think - I could swear I saw it the other day).

Reply #17 Top

Just one other thing I want to mention about using alot of Raptures w/Domination. I stop my Fleet logistic research at the max for Capital ships and my Fleet Upkeep at 47% (I forget what level that is exactly) This gives me an extra income of 33% which means I can Upgrade and build-up planets at an accelerated pace and still build past the fleet cap.

Really the best strategy depends on the way you like to play the game. If possible I would love to have a never ending game with a large amount of peace and prosperity with just enough war to keep it interesting. I'm just weird that way. Well thats one way at least.

Reply #18 Top

Iv'e used a similar stratagey with the Advent and Vassari. As for the Advent super weapon, it does lack raw power compared to it's counterparts but since credit income scales with planet loyalty, you can really hurt the opposition's recovery time by hurting thier income. Factor in that Advent have (arguably) better high end fleets than others, you can do really well.  

Reply #19 Top

Quoting Jedmonds24, reply 18
Iv'e used a similar stratagey with the Advent and Vassari. As for the Advent super weapon, it does lack raw power compared to it's counterparts but since credit income scales with planet loyalty, you can really hurt the opposition's recovery time by hurting thier income. Factor in that Advent have (arguably) better high end fleets than others, you can do really well.  
End of Jedmonds24's quote

I really doubt it can possibly hurt their economy worse than killing the bloody planet.  In the context of this discussion, novalith cannons are something of an "I win" button in the late game on large maps (where you can just build a whole ton of them and oblierate your enemy's planets 2-dozen at a time).  At the very least they will break a stalemate most effectively.

Reply #20 Top

In a way, the superweapons are also a crude method of recon, as in the case of the Novalith and Kostura, where only hostile planets are valid targets, which instantly tell you which planets are colonized by a hostile faction. The Deliverance's only restriction is that the planet must have population, so it can be fired on self, friendly, and hostile (though its only bad for hostiles). Really, the only valid targets for the Novalith should be known hostile targets (that is, planets that have been hit at least twice cannot be fired upon again until it is known the enemy has recolonized it).

However, your opponents also recieve details of exactly where these superweapons are being built, which would prompt them into counterattacking you, either with fleets progressively moving in or rushing the weapon with scouts (this process is sped up for Arcovas with Timed Explosives and Seekers with Martyrdom).

Reply #21 Top

If you are fighting computer opponents on the easy difficulty you should try and recognize what makes them easy.  One of the big differences I have noticed between hard and easy opponents is how willing they are to fight.  Opponents on easy will only fight outnumbered if it is their last planet, will almost always run from offensive attacks when you have similar numbers, and are quick to run when they start taking losses while defending.  If they seem ready and willing to fight then go after their capital ships.  Capital ships are expensive to replace, and for the Vasari or trade federation capital ship experience is very valuable, while the advent just lose most of their fighting capability in a battle if their capital ships go down.

 

One thing I didnt see mentioned as a possible strategy above for defense: having empty fleet spots.  I use this when playing as the TEC, since they can build very effective defensive networks.  It sounds kinda crazy but it allows for a very versatile quick response to attacks.  You put enough turrets and tactical structures at your choke points to preoccupy any attacking fleet long enough and build a small fleet in that solar system and use it in conjunction with your defenses.  Again go for the capital ships, or more importantly if they are sieging your planet go for the bombardment cruisers.  This strategy again seems to work better against the TEC and Vasari especially in endgame scenarios.  It can work against Advent to though, since the advent is more likely to have a weak economy and wont be able to support a war of attrition.  With Defense in general you should remember that the computer can be sort of dumb and will just throw their fleet at a concentrated line of defense where a human player might have a little more discretion.  Use this to your advantage!  25 turrets between the warp in point and bombardment range of the planet is sometimes the most effective defense and I have turned back medium sized fleets without the intervention of a single ship by simply rebuilding turrets as the computer destroys them.

 

I like Conquering everything system by system, but if you just wanna win do what others have suggested.  Find a way to own a single solar system.  Defend the chokepoints, and save up enough to build a bunch of superweapons.  Blast away one civilization at a time until they are all dead.  (sadly this doesnt work with vasari), It works consistently with the TEC superweapon, but takes more micromanagement then the Advent weapon.  The advent weapon works best against Vasari and TEC, and can take longer but is a bit easier to manage.

 

Good luck fighting, and you will get better as you learn how the AI fights.

Reply #22 Top

THat is certainly all true.  Especaillly theb it about the AI.  One thing that annoyed the hell out of me with easy was the tendency of the computer to run away and never stand and fight me.  Ever.  Granted, this DOES make the game easier in an over-all sense since you can then capture their planets without a fight and weeken them that much more before the final confrontation, but its irritating as hell.  In the late-game I actually foudn medium oponents easier, or at least much less tedious, to destroy since when I started rolling through their territory, they would actually fight, rather then retreating their fleat and thus forcing me to fortify as I went or else leave captured planets vulernable to counter-attack when my fleat moved on to conquer the next world.

Reply #23 Top

ok here's what you want to do,

1) secure yourself a foothold or system

    this is a sure fire way that everyone above is talking about. this will give you the economy you need to initiate full war production

2) NO SUPERWEAPONS!

    sure, you have a novalith, but what the hell are you gonna do with it? even if you place one on a planet in a neighboring system, they can always retailate with a fleet of ships that gets more bang for the buck.

3) Sacrifice

   build a "scouting fleet" thats not really meant for true fighting (i.e. Cobalts, Gardas,etc), but for hit and run tatics. undoubatly your opponent will have a superior force getting ready to fight this fleet you have, so while he's blowing up your guinea pig fleet you can bring in your (MUCH LARGER) main fleet

 

:borg:  :borg: :borg: :borg: :borg: :borg: :borg: :borg: :borg: :borg: :borg: :borg: :cylon: :borg: :borg: :borg: :borg:

"there is a SPY in our midst"