Noob Haylp - Not Sure What I'm Doing

Tutorials Don't Go Far Enough

So, I've just got the game, played two games on a small map, one as TEC and the other as whatever the religious types are called. I've also played through the tutorials.

In both games I've been humming along quite nicely, only to get humped by big pirate raiders. The first game I was killed off by a pirate raid within about half an hour (I hadn't colonised anywhere, spent a long time building my planet up and orbital infrastructure, but no ships to speak of, so no wonder I died).

Second game, I thought I'll be a bit more aggressive in my expansion and ship building, so within half an hour, I'd colonised a planet and an asteroid, both with basic infrastructure and held of a pirate attack quite easily, only ten minutes later to have a pirate fleet double the size stomp all over me.

I don't really want to turn pirates off, that just tastes bad in my mouth (same as I'd never turn barbarians off in Civilization).

Maybe that's my problem, this is all new to me and I keep forgetting to research stuff for example. I can't build a capital ship as it sais I'm using something like 89 of only 11 fleet slots?!? How does that work then...it seems it doesn't matter how many fleet slots I have, I can build as many frigates as I like, but I can't build a Capital Ship? How do I up the fleet slots?

I think I'm too used to turn based strategy and need a bit of haylp for the early game and warding off the sodding pirates...should I just concentrate of building a large fleet and sticking to one or two planets in the early game?

I haven't even gotten as far as meeting my 1v1 opponent yet (single player)!

5,074 views 12 replies
Reply #1 Top

Hi, well pirate raids strengths arent that formidable in the beginning of the game. I always had them on when i first played and turned them off ever since. You can always place bounties so they attack the other opponent. But again i turned them off cause them attacking every what seven minutes is irratating.

Regarding cap ships, each one cost 50 supply and you get a free cap of your choice and the rest you pay for. But you have to build a cap ship factory in order to produce a cap ship.  Dont build so many frigates first hand so you have enough supply for you cap.

Reply #2 Top

Sins version would also help (Vanilla/Entrenchment/Diplo - Trinity is simply all of them in one package, maybe version number). If it's the Diplo Pirates we're talking about, they can be very brutal if they choose the wrong (or right?) upgrades. Entrenchment/Vanilla Pirates can be held off with the right mix of static defenses.

If you need more fleet supply (the initial supply is 100), you need to research more in the Fleet Logistics tab of the Research window. Logistics research doesn't require a particular lab type: it only requires x amount of labs to be present. Be aware that each increase in fleet supply has an accompanying increase in income taxation so as to limit how much upgrading you can do (otherwise your income becomes very small). Initial tax rate is 0%, second is 9%, and so on up to the 8th and final rate, 75%.

Reply #4 Top

I recommend turning pirates off when you're first learning the game.  The game generally plays better without them.  Unlike barbarians in Civilization, pirates will only attack one empire at a time, and for beginner players and lower-difficulty AI (note: hard is considered lower-level) this can usually clinch the game if multiple consecutive raids hit the same victim.  If you ever go for online multiplayer, virtually no one plays with pirates on.

For capital ships, you need both fleet command and capital ship crews, which are a separate research.  This means it's very expensive to amass large fleets of capital ships because of the up-front crew training cost.  Generally speaking 2-4 capital ships is considered the "sweet spot", though in longer games with larger fleets 6 can be pretty common.  The most caps I've ever had simultaneously in a serious match would probably be around 8.

should I just concentrate of building a large fleet and sticking to one or two planets in the early game?
End of quote

Sticking to one or two planets is suicide.  The benefit from early expansion is absolutely enormous from both a tactical and economic standpoint, and maintaining a large empire is the easiest way to win the game.  One or two in particular is so small that it's questionable whether you could even function effectively.

Expand quickly, and use a mobile fleet for defense.  Avoid spending too much on tech or infrastructure early and stay lean.

Reply #5 Top

All very helpful thanks. I'm playing Diplo which I believe is the newest version. I'll turn the Pirates off whilst I'm learning, see how far I get with that.

Thanks again all.

Reply #6 Top

Diplomacy Pirates are retarded. The game stops being a game about building a fleet, and starts being a game about building an economy so you can afford to keep bribing pirates.

Reply #7 Top

Quoting JesusOnEez, reply 5
I'm playing Diplo which I believe is the newest version..
End of JesusOnEez's quote

On the bottom right of the screen, you can find the version number (Diplo 1.011 is the most recent version).

In particular, if you are playing Diplomacy 1.00, there is a bug with Illuminators that lets them do triple their listed damage (which was fixed for 1.01).

Reply #8 Top

I am reeeeaally terrible at this game.

I do have the newest version v1.011 (I'm guessing Impulse keeps it up to date automatically).

I've turned the Pirates off, am playing a 1v1 small map (the included one that is randomly generated) as the TEC with a random opponent who I've set at the easiest level with a random personality. It seems whilst I was rapidly expanding, they expanded to three planets, build a massive fleet with a heavily upgraded cap ship, came along and for a while, it seemed my fleet was on par with theirs.

It wasn't...slowly, my fleet started exploding, but not to worry, I had some newly researched missile frigates being build (JAV I think they're called). 8 of the buggers, along with a few Cobalts.

I send them in just after my cap ship explodes, and their remaining rag tag, beat up fleet killed them all as well.

I am terrible at this game.

I think I'm just having balance issues and don't seem to be able to balance my expansion against my research...I don't think I'm doing things quick enough either. Probably a hold over from having plenty of time in games like Civilization, I keep researching/building things then forgetting to research/build something else for a few minutes...this may well be putting me behind.

Love it though, despite being crap.

Reply #9 Top

You might be suffering from a poor first capital ship choice. The two currently favoured capitals are the Colonizers (Akkan, Progenitor, or Jarrasul) and the Carriers (Sova, Halcyon, Skirantra).

Carrier starts are more favoured to aggressive tactics since you don't even have to allow the capital into weapons range to have its presence felt. Colonizer starts (obviously) are favoured towards rapid expansion as you are not constrained to the antimatter reserves and regeneration rates of a colonizer frigate. In general, Colonizer starts are better if you have some distance between you and your closest enemy (at least 7 or more jumps).

The other three capitals are pretty much unheard of as starting capitals.

On a damage-for-cost basis, frigates are better than capitals. The primary reason you should build capitals is for their abilities. Building Javelis frigates was a good idea (LRF have the best damage output for their cost until higher leveled techs are introduced), but 8 probably is not enough. LRF have one of the better damage multipliers against capitals out of all the damage types in Sins (I believe bomber and capital damage are the only two better ones) and a large group of them is the bane of any capital ship.

If you're trying to defend one of your planets, research Repair Bays - they are great for prolonging the lifetimes of your ships and structures and are one of the best uses of tactical slots.

Reply #10 Top

(I'm guessing Impulse keeps it up to date automatically)
End of quote

If you installed via Impulse, you were automatically patched to the most recent version during installation.  If there are patches in the future, you will be alerted via impulse and can patch from there, but it will not automatically patch without your permission.

I had some newly researched missile frigates being build (JAV I think they're called). 8 of the buggers
End of quote

Eight frigates is not a particularly large fleet.  In fact, that's quite a tiny fleet.  On the random-small map, I'd typically want to have 20-30 of them for my initial push against the enemy.

I send them in just after my cap ship explodes
End of quote

Sounds like the battle was already a lost cause and you needed to retreat much earlier.  Remember that Sins is a relatively slow-paced game, and that means it will take a while to retreat.  You need to think ahead and start your withdrawal before your capital ship has taken serious damage.

I think I'm just having balance issues and don't seem to be able to balance my expansion against my research...I don't think I'm doing things quick enough either.
End of quote

It's very common for people to spend too much on technology.  Unless you're playing on "fastest", you really don't have any business researching anything except unit prototypes and ice/volcanic colonization in the early-game and should be diverting all your cash towards military units and colonization.  Later on tech becomes very important (and on the faster game speeds it can pay off sooner) but early-game on lower game-speeds you need to prioritize military and expansion to the exclusion of everything else.

If you want specific pointers, you can post a replay and I'll critique it for you.

The other three capitals are pretty much unheard of as starting capitals.
End of quote

The Vasari Kortul is a suitable battleship, also the Marza and Vulkoras dreadnaught class capital ships are also viable (but only in the hands of master).  Kol, Dunov, Rapture, Revelation, Radiance, and Antorak however are indeed unheard-of as openers among experienced players.

Reply #11 Top

I'll give it another whirl with your pointers hopefully tonight and see how far I get.

The battle itself took place on an asteroid I'd colonised. It just so happened my fleet was already their to mount a defence. Because it seemed 50/50 I probably let the battle go on too long before thinking about building reinforcements.

I'll take your notes about concentrating on military and colonisation techs in the beginning and building something of a better fleet.

Thanks again for your patience with the noob!

Reply #12 Top

The battle itself took place on an asteroid I'd colonised.
End of quote

Build some repair platforms.  These will vastly increase the longevity of your ships and in the early-game the presence of a repair platform basically makes capital ships invulnerable; they'll heal faster than they take damage.  You can defeat AI forces that vastly outnumber you with these simple and inexpensive defensive structures, and even after the battle has moved on they make a great place to retreat and recover when injured.

Two repair platforms and a frigate factory built in close proximity is arguably the strongest early-game defense available.  This will keep your defenders alive even when outnumbered, while the frigate factory builds reinforcements to increase your fighting power.  It's relatively inexpensive and extremely difficult to overtake without decisive numbers or staging base nearby.