KroganElite
Posts: 2
Joined: 5/19/2014 Status: offline
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1. Pirates - They're really not that bad once you know how they work. I pay off the first few pirates as it will cost you more to defend yourself than pay them off, both time and credit-wise (opportunity cost). I spend that time and credits saved on economic pursuits. First off, I lower my taxes since I won't need much of a fleet or defensive bases. This helps grow your homeworld population faster and gives you much more income in the long run(set taxes up when planet populations are maxed though). I say economic pursuits but if I see an opportune homeworld near me I beeline armor troops and invade them. It's a huge boost to your economy. Next I prioritize friendly independent planets to colonize. They already have much more population than any empty newly colonized planet. Go for high quality or far away planets so you can colonize/conquer much further and serves as a forward operating base. Near the end of this, you will want to start sending intelligence agents to "steal territory map" from the pirate factions. You can tell when you're rolling in credits and you don't know what to do with it. Start making defensive bases in all your colonies. It just needs enough power to defend against 2 or so frigates so it will be cheap. Start making ships as your economy allows. This is the time to strike back at the pirates. Check each pirate faction's firepower, number of bases, number of controlled colonies, and how much you pay them. You prioritize firepower first, if their firepower is much larger than yours, they're off limits for now. Next you want proximity. The closer you are, the quicker your strikes/reaction and the closer your refueling stations. If those criteria are still even at this point, you want to take out the one you pay the most to. You systematically take them out 1 by 1. You may notice they haven't fully been destroyed yet. They may have or are starting to set up new bases and still have a steady income. Steal operations map - it will show you everything they own for a few days. Note where their constructors and starbases are and destroy them all. To cut of their income, gather your fleets+troop transports+troops and destroy each hidden pirate base in your colonies. Station 2-3 normal troops in each colony and send them to attack the hidden bases as they are being built. With this strategy pirates are a non-factor in my games. This is with all pirate settings normal. They may launch a few punitive attacks on bases or raids at my colonies, but it will be the last death throes of their dying breed. 2. Colony growth/economy - I lower taxes in my homeworld to just get enough income to get by. Lower taxes = more population = better economy in the long run. Take homeworlds first if one is nearby with armor troops. Next colonize friendly independents. Next invade hostile independents. Only when the above 3 are unavailable or too far is it time to colonize empty high quality planets. Build a small spaceport for every planet above 6m pop and add a recreation centre and a med bay. When population is maxed out increase taxes to +16 happiness. Keep up to date passenger ships as they will move population from your high pop worlds to low pop worlds. I always have more than enough credits than I know what to do with by doing this. I believe even if tax is set to 0% the colony screen will show that some worlds are still generating income. Also don't settle on less than 65% quality worlds. Only as a last resort or you need it for the colony range. edit: if you can try, to build +% colony development or +% income wonders on your biggest planets also. More colony development = more income. 3. Invasions - I almost always rush armor troops. They are just too good giving +25% armor bonus. Early game you need maybe 9 armor troops to take a homeworld. Relocate good troop generals to your troop transport fleet as they will help in the battles and bonuses stack(not sure if additive,multiplicative,or diminishing). Always move your fleets above the target planet, this gives +25% space control. After your normal weapons tech, rush the armor tech that gives +25% attack. Again this makes invasion much easier(you will have to train new armor troops to get the bonus though). The next tech for power increase is too expensive at this point, so research -10% and -30% upkeep as you will need to make more. If you've gotten this far you should be rolling in credits and can field a large army.
< Message edited by KroganElite -- 5/19/2014 8:58:23 PM >
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