CyclopsSlayer -> RE: Shadows Game Strategy (2/2/2014 12:59:54 AM)
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Dull, but it works well for me. Pre-Warp Modify the Explorer to 14/15 Ion engines for speed 45+. Delete the Small Space Port design. Modify the Medium Space Port to 18/19 of Each Lab Modify Freighters and as size permits all other units to have 300+ Boarding strength to nullify Pirates Assault pods, 12-15 Hab Modules. Set up initial R&D queues; -High Tech: Energy Collector > Transport > Storage > Crew > Medical > Entertainment > Coordinated Control > Enhanced Commerce > Open Trade Networks > Medical and Entertainment Trees primary -Energy: Energy Collection > Shields > Space Construction > Warp Bubble (or Advanced Nuclear Fission) > Adv Fission (or Warp Bubble) > Gerax > Construction and Damage Control Trees -Weaponry: Energy Torpedoes > Star Fighters > Armor > Imp. Logistics > Imp. Defense Tactics > Imp. Assault Tactics > Armored Ground Assault > Advance these 4 trees as desired Build Medium Space Port, buying off Pirates if necessary. Build 2 Constructors and 2 Explorers, expedite 1 to the Warp Ruins (the one with the Wrecked Ship), run the other to the second ruins if there is one or explore the system. Cancel any Protection as soon as the Port is built. Drop Tax rate to the absolute minimum for positive cash flow. This will provide best growth rate. As soon as the Medical and Recreation modules are researched add them to the Port design. As they are developed and can be afforded replace all Pulse Blasters and Seeker Missiles with Torpedoes and Fighters. Add Shields as well. As well now design a Star Base trade Outpost (2 Reactors, 5 Fighter bays, 10 Shields, Energy Collector, Recc/Med/Commerce modules, weapons/armor as you need) I then set these bases to auto build on colonization. (Having the Modules in this order provides almost immediate Fighter defense even while still being built.) Have loaded Troop Transports ready to conquer any Independents discovered ASAP. Assimilate is better economically IMO.
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