How to secure your empire against outside attacks.

Or what to do when your getting hammered by 5 enemy fleets.

I'm playing a game at the moment against the most amount of enemy AI's possible, on the biggest map I could generate. Now the problem is as my empire is expanding I'm running out of ships to defend my worlds. When the nearest fleet is 4+ jumps away how do you stop them killing all your fringe planets ?

I don't have entrenchment yet - I build 4-5 hanger defences backed up by Repair bays at each planet, this is enough to slow down the enemy - but often it's to late by the time my fleets arrive. What is a guy to do ?

5,746 views 10 replies
Reply #1 Top

Without entrenchment I doubt there's any better defense than the one you're already using. In case you're Vasari you might want to add Phase Stabilizers and Returning Armada, but even with entrenchment it's tough to completely seal your empire.

Reply #2 Top

if you get outflanked and hit by an enemy main fleet from a side of your empire that is very far away from the front-line there's almost nothing you can do.

 

as Azrak suggested, a Vasari empire can put up phase nodes everywhere and effectiveley defend the whole empire with just 1 defensive fleet. this is a huge lategame advantage for Vasari and the other races have trouble replicating it.

 

TEC and Advent basically have to build their defenders in response to an attack. i would recommend adding 2 frigate factories to grav wells that you intend to defend and leaving 50-100 fleet logistics open just for purposes of building defenders on location whenever you get attacked. if you repel the attack you can go counter-attack with the defenders you just built or you can scuttle them for some of the cash back. the main idea though is that you can sort of 'teleport' your defense forces by leaving them unbuilt. you only solidify their location at the last minute when you know where they are needed. 

Reply #3 Top

Bring a colony cap with your fleet. As you crush the AI, colonize his worlds. Relocate your homeworld to this new main battle line. Rinse, repeat.

Basically, accept that you'll lose worlds on the offense. With some culture tech, you can slow down the loss of the old worlds, while rapidly boosting the growth of new ones. Also, relocating your homeworld practically pays for itself, as most worlds will gain culture faster than the old ones will lose it.

Reply #4 Top

How many turrents do you build? You may find that turrents act as more of a deterrent than hanger bays. I focus on repair bays and turrents first. As a matter of fact I've not built hangers at all lately.

Here's a thread about playing against the AI that I've found useful.

https://forums.sinsofasolarempire.com/341840

Reply #5 Top

Not much you can do. It's part of empire management.

For me, I make sure to build a broadcast station on each world. Even if you loose the planet, they can't colonize it. Hopefully, with your defense forces, you can grind down the invading forces and re-colonize later. 

Reply #6 Top

Quoting mbaron888, reply 4
How many turrents do you build? You may find that turrents act as more of a deterrent than hanger bays. I focus on repair bays and turrents first. As a matter of fact I've not built hangers at all lately.

Here's a thread about playing against the AI that I've found useful.

https://forums.sinsofasolarempire.com/341840
End of mbaron888's quote

Pre-entrechment, this is pretty much the idea for deterring fleets.  Against a real fleet, an extra 10-15 fighters are going to get chewed up fast when the opposing will most likely field 20+ fighter squadrons + bombers.  Add in the fact that the fleet can easily focus on your hangars to shut down your fighters permanently.  On the other hand 20-25 turrets with repair bays can take a long time to kill with their high hp and armor.  I think vasari turrets have the best ability to actually take down ships due to their phase missles, but the TEC last the longest with their higher armor and better repair bays.  Advent also get 8 more tatical slots so that's good too. Ultimately though, no defense in normal SOASE can stop a fleet.  I recommend getting phase jump inhibitors on front line planets so when you do have a fleet arrive to defend and it can defeat the invading fleet, you can keep them there long enough to do some damage before they leave.

If you do get entrenchment in the future, that would really help alot defensively and in AI games I find it really changes the gameplay quite a bit.  A upgraded vasari starbase with turret and repair bay support can really rip a hole in a fleet.

Reply #7 Top

Thanks guys - I'm in south-africa - I haven't seen entrenchment in stores yet.

Reply #8 Top

Quoting Grifthin, reply 7
Thanks guys - I'm in south-africa - I haven't seen entrenchment in stores yet.
End of Grifthin's quote

It's not in stores.

There's been talk about the three expansions being bundled together in retail when they're all out, but it's not set in stone yet.

(Hi Annatar!)

Reply #9 Top

not in brick-and-mortar stores but it is on Impulse. pretty sure Impulse is accessible from anywhere in the world, including South Africa. i highly recommend picking up Entrenchment, its a great expansion. the single player AI upgrades are extremely good and the new defensive structure upgrades and starbases add alot of depth to the game. 

Reply #10 Top

Nice - Will check it out.