All these comparisons with WWII surface ships are ridiculous. But then the game physics are ridiculous too. I was disappointed in this game because I wanted a space war simulation. But, then I forgot realism and put it in the same category as a game with wizards and goblins, and I like SINS as a fantasy game. I'd give 99% odds that for real spaceships armor will never hold a candle to firepower, everybody will try to move at very high velocity relative to their targe
Mangudai
Loyalty affects tax income. Make sure to build broadcast stations and build extra in worlds far from your capital.
Even in 1v1 games you are better off selling at 98% (or lower) than using quicksell.
In a slow game using TEC I think it is impossible to win an equal fight. Planetary defenses with repair bays should provide an edge if you are the defender. I recommend positioning your fleet at either the front edge of the jump well, so you hit them piecemeal at poing blank range. Or at the back of the jump well so you can get more use out of Gauss guns. Or 1 jump away. Fighters are better than bombers if the enemy is using lots of strike craft IMHO.
Healthcare is definitely the left's most important issue right now. I will grant you that countries with national healthcare systems are better than the system America has right now. However, I am severly critical of any notion that anyone can plan adequately looking 50 or more years into the future. We are going to end up with a system which is harder to change than social security, however in contrast to social security, the
I'm curious about TEC's supposed economic advantage. Yes they get some technologies at a lower tier and lower price, but... on small or medium maps, most of the economic techs are not worth getting. Trade ports and the first metal extractor boost are worth it, but the slight advantage in these techs hardly offset TEC's overall weakness. Many of the other techs would be worth it on a huge long game, otherwise not. Generally speaking, the military power to
[quote who="Prowlinghazard" reply="11" id="1856887"]Just to add my $0.02 to the mix, I usually play Advent and illum spam is definately something I do a lot, so I'll offer up what my fleet is usually composed of, as well as a response to some of the counter-strategies already posted. My fleet is usually composed of (just to give an idea) 120-200 Illuminators 30-50 Defense Vessles (anti-fighter/bomber) 30-40 Guardians 20-
Nice guide. I have a few disagreements though. 1. Colony frigates are good. They can follow your battle fleet after a system is clear, and your battle fleet has moved on to the next. I prefer to build battleships first and almost never build motherships. Overall this strategy is faster for grabbing your first 4 systems or so, and you have a stonger cap ship when you run into the opponents. Also, colony frigates can capture resource collectors in non-colon
I have a tactic for flak frigates. I detatch 1/2 my flak frigates from the fleet and jump them into battle before everybody else. The rest of my fleet follows about 10-15 seconds later. All the opposing strike craft attack my flak frigates and take damage. Usually his strike craft make 3 passes or so fighting only vs flak. Opposing light frigates race toward my flak. If the timing works right, his light frigates are outside the radius