Bingeling
Posts: 5186
Joined: 8/12/2010 Status: offline
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Fleet composition: This is a matter of taste. Some have fun doing fancy stuff. Me? Keep it simple. At the start (in a start setting) big ships are not available, but apart from that. Main battle fleets. In my latest AAR, 13 cruisers and 3 carriers. Maybe they should have a carrier or two more, and if I played on I would replace cruisers gradually with capital ships when they became available. And probably go down a bit in ship count when very many capitals are in the fleet. In addition some smaller protection/kill fleets can be useful. Things to keep an eye on pirates, or kill enemy mines. 4-6 frigates or destroyers work well for me here (I prefer destroyers). In early game of shadows you can need significant defenses against pirates. You won't have cruisers, so somewhat larger frigate/destroyer fleets. Other players may have all kinds of ships in their fleets, trying to emulate what they imagine a space fleet should be with escorts, frigates, capitals... Pirate defense: In Shadows... Try to get spaceports on colonies of value (all should have value). They need defense so park a good fleet there while building. Once it is up it can repair defenders, and help keep the colony "clear". Ships can take a lot of damage against pirates early on, it is hard to keep them clear. With a spaceport on the target, it is much easier to keep the defenses up (local repair). Bust their bases if you can. Last night I started a new quick game, and it was 26 160-size Haakonish frigates (with graviton beams) against a pirate large spaceport nearby. Early on just amass a massive fleet and bust it, later a main fighting fleet or two should do the trick. If they got another base, it may not help much, but if the other base is far away, it is harder for them to operate in your area. If it is their only base, they are gutted. Just keep an eye out for new base builds, and kill all mines you can find. Colonization: This one is not obvious. I will only colonize for "territory gain" early on. That nice little prospect right next to my capital can wait. It won't extend my sphere of influence at all. A new shadows issue is anti pirate defense. Finding the balance with what you can afford raided and how often, and the number you can defend... is not obvious. Until they grab a lot of cash raiding, I will accept some raids on some colonies, and be aware of pirate structures and bust them early with a garrison. I am not sure how hard the structures are in the latest patch, though, but I will try with 3 garrison and early attacks. 3-4 worked in beta, though, as long as I got them while they were building. Early game Get through pre-warp somehow. I just tend to turtle quite badly, and it is dead boring. Grab nearby independents. I invade them Keep in mind that pirates will likely be there, so send a fleet ahead of the troop transport. Get fuel sources, and to make things simple 1 source for each strategic. You need more of the common ones (steel and friends), watch your stores a bit for trends. Keep in mind that mines in systems that the pirates raid will not survive. I think early mines are better off in the capital system, and in nearby systems with no colonies. If you can't keep pirates out of the capital system, consider more 'home defense'. Losing a mine to a pirate attack now and then is not a massive problem, and hard to prevent. Another trick for "what is needed the most" is to peek at the component summary of spaceport and warship designs. The ones with high counts are the ones you may want more than 1 source of. Some strategics are only used in later tech. Otherwise "empire's most needed resources" in the planner is the AI's opinion, and usually not way's off. But if you already got 5 fuel sources and 0 for other strategics, maybe ignore the "fuel, fuel, fuel" advice that may be there. Otherwise, the sticky on the main forum about easy shadow game, may help with the environment.
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