There are a number of viable stratgies to counter this. For example, go slow and colonize the planets you took from AI and SLOWLY expand your front. Chasing AI fleet is not a good strategy. You need to let the AI comes to you. Set up a bait and lure trap, split your almighty main fleet to raid weak AI planets in response while bring colony ships or that colony cap ship to colonize it and build up only defense structures for a war of attrition. These are viable tactics that can bypass the hassle
Prastagus
The reserve fleet can be used as BAIT (don't need a cap in that fleet) to tie down the AI fleet. If AI move toward the reserve fleet, jump in your main fleet behind it. If AI runs from the reserve fleet, keep you main fleet on the other end to wait for it. One important factor is that your planet must be well fortified to buy time for your main fleet if the AI took the BAIT. Draw the AI near your planet with your reserve fleet. Throw in some gun platforms/hangers/repair to boot.
I have nothing against the pirates. It's just that when time is flashing red, I have to open the bidding screen and keep looking at it while couldn't do nothing else. The bidding screen covers quite a big portion of the main screen. Other than that, I don't mind having mercenaries do my biddings or getting experience for my fleets. I'l keep some colony ships in reserve just in case though. I wonder if the devs can make a check option for random map creation to turn on and off the pirat
Clever AI. Nothing wrong with this strategy and if you plan one step ahead of them with some reserve backups, you'll pin them in between jumps.
In ancient times, big long range weapons was called a siege unit because it's sole purpose was to attack fortified defenses. It has long been evolved to attack mobile targets as well, thus are now called artillery units. Seige units, beside the artillery element, usually comprised of short range weapons such as ladders and rams. Siege units can withstand some punishment but definitely cannot handle an assault by direct combat units alone. It's defense and health should be between an artille
The manual provide hints of their abilities in its description of the ships. For Capital ships, I ran into the same problem. Only way so far is to build one and read the action info for each ability. You can save before building one.
The AI is TEC, but when I quit the game for the night and look at the military tech ratings, mine was higher than the AI and I only have 5 military labs. What is the range of the Novalith Cannon? And won't I get a warning if it fires on my planet? It could be alliengence, but my capital is 4 phase lanes behind the choke point and I have a few broadcast towers on nearby planets as well. Anyway, I'll check out these two theories tonight.
I'm currently playing my first game on a random small galaxy that looks like the symbol Infinity in which the only choke point between the AI and I was a pirate planet. My civ capital is in the rear and during the game, it suddenly was depopulated with the only explanation "We lost contact with the planet [name]". It wasn't a pirate raid or the AI since there was only 1 phase lane of mine leading toward to this choke point in which I also stationed my 2 fleets there (it's a plasma field). So I h
Here is my impression about this game after 2 hours of playing. The Tutorials was semi-helpful in learning the controls and the mechanics. The free Cap lession was particularly helpful in my first game. I went online first and I couldn't get into most games (no passwords) even though there was an available slot (for observer mode?) and 0 for Player slot. So I went single and played my first game with 1v1 random map w/ normal/random AI. Boy, I wish I had a encylopedia