MOST STRONG AND EFFICIENT BUILD ORDER

What would be a good build order for the Advent faction on a 1 star map with 25 to 30 planets?  For example:

1.)  Start out build 1 cystal extractor 2 metal extractors.

2.)  Build one Capital Ship factory.

3.)  Produce (1) Progenerator Mother ship.

4.)  Produce (5) skirmishers (or whatever you know what i mean).

5.)  Produce (1) explorer, set to automatically explore.

6.)  Take entire fleet, Capital ship as well and hit the first planet you can colonate.  Skip Artic and Volcanic planets for last.

ect...ect...ect....

This is just a sample build order to give you experts an idea what I'm talking about.  What are some of your build orders for 1 star, 25-30 planet map for the Advent race?  I have been looking over the boards and have yet to come across anyone discussing this topic yet.  I'll diffinetely read over serious replies and sh*tcan the fluff.  Thanks in advance for your help.

 

23,937 views 19 replies
Reply #1 Top

Personally I do the following:

Build cap ship factory,

Build 1 crystal then 2 metal extractors

Buy 100 crystal, upgrade homeworld infrastructure to maximum

Build 2-3 scouts, explore

Queue capital ship.

Take capital ship out to take nearest asteroid.

From there, everything varies.

Enjoy

--BB

Reply #2 Top

I make a cap ship factory, build the 3 mining things, then make a Kol, 5 cobalts, 3 scouts and a colonizer frigate. Then go to the nearest planet and kill everything, then colonize. Etc etc

Reply #3 Top

Easy answer, whatever counters what your enemy is doing. Eh?

Reply #4 Top

Quoting Lord_Dark_Cloud, reply 3
Easy answer, whatever counters what your enemy is doing. Eh?
End of Lord_Dark_Cloud's quote
Cant really counter anything with a starting build order, can you..

You should do as the other two said, make your cap ship factory first. Reason is that lack of economy (mines) isnt what is holding you back in the start, its the lack of a cap ship, so get it asap. You should also get the scouts before any other ships; you want to know which way to send your fleet to expand.

I always sell 100 metal and buy 100 crystal at the start too.

Reply #5 Top

a lot of people scuttle the cap-ship facility, because it isn“t needed for the next time and the extra credits come in handy

Reply #6 Top

I make a cap ship factory, build the 3 mining things, then make a Kol, 5 cobalts, 3 scouts and a colonizer frigate. Then go to the nearest planet and kill everything, then colonize. Etc etc
End of quote

Um...We are talking Advent, not TEC.

Reply #7 Top

This is what I like to start out with (Advent)

 1.Build Cap ship factory

2.Build 3 resouce extractors

3.Build two-three scouts (Most people prefer to build more than one scout so they can map out the system faster)

4.Build 5-10 skirmishers ( The more the better, but don't overdo it, those ships are weak, and the other races will soon be able to destroy them easily)

5.When Cap factory is done, build a Progenitor mother ship

6. build hostile tech stations (You usually need to get those illums fast, but it depends on your location of course)

7.Research illums

Now, you dont have to do no.7 that fast, but, like I said, most people who play as Advent usually want to get illums ASAP (As Soon As Possible)

Reply #8 Top

Sometimes it can be more beneficial to build a colony ship instead of a colony cap ship.It would still be a good idea to build both, if there are alot of worlds you dont need to research to colinize around.and the guy who sells 100 crystal, your an idoit.selling 200-300 metal and buying 100 cyrstal works out much nicer for all races.

Reply #9 Top

oh sorry i misread what he said he buys crystal. sorry. but really you can sell quite a bit of metal without a downside.and one more tip,build the crystal extracter first then the metals.

Reply #10 Top

I wouldn't always sell the metal, if you're playing as Advent/TEC then you may need large amounts of metal to build some basic frigates, hence the reason I said "From there, everything varies."

Reply #11 Top

I would avoid early sale of metal, you'll likely run out of minerals before you run out of credits when you build up your early fleet regardless. Do scrap the capital shipyard, many minutes of the game will go by before you build your second cap, and the credits you recoup from scrapping it will pay dividends more than sufficient to cover the cost of another capital shipyard later in the game.

Reply #12 Top

is a  good  strategy  and work   with  all  races  depending  the  cap ship  but  the  2 are  good,  if   i am  right   the  bonus  of the races are

 vasari = combat

tec = culture

advent = tecnology

Reply #13 Top

Quoting thalatos, reply 12
is a  good  strategy  and work   with  all  races  depending  the  cap ship  but  the  2 are  good,  if   i am  right   the  bonus  of the races are

 vasari = combat

tec = culture

advent = tecnology
End of thalatos's quote

 

I think it's:

 

vasari= combat

tec = economy

advent = culture

Reply #14 Top

Here is my preferred build order, regardless of faction. I do believe it is the most efficient build order at the moment. Each line shows a number of actions that can be done all at once, the order you perform the actions on each line doesn't really matter as long as you do them all as quickly as possible.

 

1. Build capital ship factory / Buy 100 crystal / Upgrade home planet population / Build crystal extrator / Build scouts (Usually 3)

2. Build 2 metal extractors / Build capital ship / Build colony ship (If not building the colony capital ship)

3. Scuttle capital ship factory / Build light frigates or reserach stations (Depending on early game strategy)

 

From then on it depends on a lot of factors including the type and size of map, opponents and neighboring planets.

Reply #15 Top

Build the scout (I build as many as I have phase space lanes) and a cap facility right away. The sooner you start colonizing the better. I wouldn't skip arctic and volcanic for too long. My first colony is usually an asteroid but I shoot for a planet after that. Research whichever is closest if you can't get to a better planet. I also try to stake my territory early on by grabbing good choke point colonies first and then grabbing everything on the inside afterwards. Remember, population is the base number (taxes) for how you get your money, so try to upgrade planets to keep pops rising. If you're finding too much of the same resource (metal vs. gems) focus upgrades on the one you have most of first. You can sell the excess and buy whatever you need of the other. Otherwise you have a pretty logical build order there. I'd say 5 disciples for typical neutral lava and arctic worlds assisted by a mothership kills reasonably fast. You usually need more to crack an arid or better.

Reply #16 Top

upgrade planet infrastructure

build 2 scouts

build 1 crystal extractor 

buy 100 crystal

build 1 capital ship factory

que up a colony frigate (vasar and advent,   marza for TEC)

send scouts to neighbouring planets, build a third scout if there 3 or more lanes

buil 2 metal extractors (crystal should olmost be done now)

wait til you have 150 credits, then buy 100 crystal

sell 100 metal and build / wait for colony frigate

 

capital and colony should be done around the same time

start capturing a nearby planets,  let the colony frigate wait at your homeworlds edge

 

Reply #17 Top

Quoting Tkins, reply 13

Quoting thalatos, reply 12is a  good  strategy  and work   with  all  races  depending  the  cap ship  but  the  2 are  good,  if   i am  right   the  bonus  of the races are

 vasari = combat

tec = culture

advent = tecnology

 

I think it's:

 

vasari= combat

tec = economy

advent = culture
End of Tkins's quote

 

Couldn't resist.

 

Vasari = Generally higher quality but more expensive ships. Research topics that tend to cover a wider array of stuff. Strong armor/structural defenses. Not as many fleet-wide bonus abilities. Earlier new frigate types.

TEC = Decent, well-balanced ships for the price. Weakest of the races with fighter craft. Strong economy and resource benefits. Great cap ships for fleet boosting. Early armor improvements.

Advent = Strong shielded but weak armor/structured ships. Very strong strike craft. Huge culture bonuses. Early cruiser/carriers.

Reply #18 Top

Responding to the OP.

 

I think it really depends on the map.

 

If there are lots of colonizable planets available:

  • You might want to invest in two colonizing frigates, or perhaps the mothership + colofrigate.  Waiting for the 90 antimater to recharge takes a long time.  If you have 2-3 planets you want to colonize, using 1 colonizing frigate will hold you back.
  • Keep in mind though that developing planets is a large investment, so you have to balance that with your active army size and the defensibility of the system's layout. how many other players are out there, etc. 
If it's a small map:
  • If it's a small map, I heavly favor rushing.  Build the brilliance cap ("revelation"? I forget) and max out on your begining assault ships asap. This includes getting the fleet cap upgrade and keep pumping!  Most players seem to always try to expand early, which works great for med-large maps. but for a small map, you can catch players w/an extra planet or two, tech buildings reseraching, and a fleet much smaller than yours trying to defend it. 
     
  • This is essentially a timing push.  If you can get to your opponents homeworld w/a fleet *before* a normal player can 1. build his military reserach structures 2. research advanced ship tech 3. actually *build* those ships.   Then you've won.
     
  • If you're too late, you've lost.  You'll arrive only to see your ships torn apart by higher tech ships.  The window is pretty large though, I'd say about 3-5 minutes really.  In my experience, if his base is w/in 3-4 normally defended jumps, and especially if he clears one out ofr you trying to expand, this strategy is the best. 
If it's a larger map:
  • Scout. Know what your opponent is doing.  If they're trying to rush, try to judge the size of his force and his aggression level.  Expand to the farthest reasonable choke, if one is available.  Build *defense* at that choke.  Defensive strucutres are *very* worth it if you know your opponent will have to attach a specific planet to get to you.  If you're defending 2 chokes.. consider just building more fleet.. 3 chokes.. well.. then it really depends on each situation.. how far.. timing.. etc.
  • With the speed at which ships move in Sins, I personally think it's really hard to really to raids.  I know some people are fans of the planet-bomber-raiding, but IMHO, since the 1.09+ betas those ships are too expensive to be worth sacrificing in a kamikaze planet killing run.  but to each their own. 
  • Certainly, always harass.  With a few assault ships, you can keep your opponnet guessing as to where your fleet is, and potentially lure them into hostile "neutral" fleets.
     
  • If you know your opponnet isn't rushing, skip the early ships, abuse the survivability of your cap ship to expand as fast as possible.  sinse is a very macro-heavy game, imho.  There isn't *much* you can do w/micro play.  The stronger economy will always win. 

  • People seem to like not building ship frigate factories, and just slowly building up a fleet.  I'm not sure why.  Frigate factories are cheap, upkeep is expensive.  Tech up, and establish your economy. and your fleet making power. 
  • scout, scout, scout, you need to know what your opponent is doing.
  • When you need to, build your fleet according to what you know, or sometimes guess, your opponents fleet is comprised of.
  • If he's out-expanding you, maybe switch to building a mass fleet and punish him for over-extending.


  • IMHO, everything is about timing, and macro play in Sins. 
  • What is the most efficient build?  the one that takes advantage of what your opponent is doing. 
  • Scout, scout, scout! and build accordingly. 
  • Have fun! 

Reply #19 Top

Its Revelation Cap.  Provoke Hysteria is percentage based; which means it does wonders on planets with massive HP.  It is my favorite siege ship of all three races.