Looking for tips for a nub

Bought this game several weeks ago and played it intermittently, (not too often because the games usually stretched to something like, 4-6 hours?!)

 

Anyways, I'm still on vanilla version with the newest patches -

Currently I've done single player, moving myself up on AI difficulties on 2v2 locked teams medium size maps (like system of war) - AI on normal is pretty easy and I usually hit rank 1 in everything.  Last game was AI on hard but my ally ended up turning into some monster galactic empire with 1000000 ships...I didn't really have to do anything :/

So, my favorite civ is the Advent, (i forget why).  Usually start out a game by building a capitol ship, missionary, 4-5 of the um... disciple ships.  1 upgrade to civilian infrastructure, the mining things too. 

Move out to colonize some asteroids asap, once i colonize I'd normally do the 1 upgrade in infrastructure, build mining buildings.  I start colonizing planets once I get enough disciple ships to actually survive in a fight with 10+ enemy ships

 

My biggest focus as an RTS player has always been economy, so early on I always pop up a few temples of harmonies and research trade ports, population limit size, and mining efficiency asap.  I also try to colonize as quickly as possible.

So... what I think I do wrong/or badly-

1.  early on I always have the smallest fleet, since I figured that the AI's usually don't focus too much on attacking early.  The whole percentage thing for fleet upkeep really bugs me, ESPECIALLY because it's percentage wise, meaning that if I expanded my economy to offset costs the upkeep would go up too (which is totally not cool).  I usually start building temples of hostility like WAY later, usually when I actually get my butt kicked in a battle.  I normally manage to survive this later on when the resources start pumping in, I get trigger happy on the frigate factory menus >:D

2. I never separate my fleet, so all of my planets would usually be left all lonely and weak... I've relied on stationary defenses a lot whenever my fleet is too far away to get there in time.  I think this might be problematic in expansion since I normally just go planet to planet, rather than attempting to colonize several at once with a divided fleet. 

3. I suck at micro-ing battles.  I leave all of my capital ships' and frigates' abilities on auto fire, normally because whenever a battle starts I go into cinematic mode and start thinking about Star Wars.....  :D

4. I don't quite get how the economies quite work yet, last game I had the same amount of planets as my ally but his fleet was twice my size (literally).  In another instance an AI had a fleet as large as my ally's even though he only owned like...8 planets opposed to my 13.  I normally hit around 40-50 credits/second, 8 metal/sec and maybe 6-7 crystal/sec before upgrading fleet upkeep, but from what I've seen on the forums people can get much higher than that - HOW??!?!?  I upgrade mining efficiency to max, build trade ports in every colony, max civilian infrastructure.  I've never used resource focus in trade ports

Anyways, this is a rather large post but tips and advice would be greatly appreciated.  (even if you got bored after the first few sentences  :P)

21,745 views 9 replies
Reply #1 Top

(not too often because the games usually stretched to something like, 4-6 hours?!)
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Only on huge maps.  Once you get some experience, it's 3-hours tops, 1-hour typical for a normal-sized map.

Last game was AI on hard but my ally ended up turning into some monster galactic empire with 1000000 ships...I didn't really have to do anything :/
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The AI can be very unpredictable at times, often doing very well or very poorly seemingly at random.  Unless you're playing unfair difficulty or higher, there is a very real possibility that the AI is going to suck simply because it made a few very poor choices (for instance, trying to rush on a massive map, screwing over its long-term economy).

So, my favorite civ is the Advent, (i forget why).  Usually start out a game by building a capitol ship, missionary, 4-5 of the um... disciple ships.  1 upgrade to civilian infrastructure, the mining things too.
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Do you have the expansion pack?  If so, I recommend turning on quick-start.  This gives you several structures and upgrades, including civilian infrastructure and extractors, for free at the start of the game.  This gets things rolling much more smoothly.

I'd also recommend trying the Progenitor Mothership (especially if you're playing on non-fast game speeds).  This will save you money and time that a missionary will otherwise cost you.  You can also split up your forces and colonize in two directions at once, which is more useful on faster game speeds where you have the cash to do this efficiently.

The whole percentage thing for fleet upkeep really bugs me, ESPECIALLY because it's percentage wise, meaning that if I expanded my economy to offset costs the upkeep would go up too (which is totally not cool).
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I've never found a feature so universally reviled as upkeep, and yet I've also never found a feature that's had such universally positive effects on gameplay.  It's very annoying, to be certain, but this minor nuisance creates a great deal of strategic depth that adds to the game as a whole. 

Anyways, it's very easy to play defensively and out-economy the AI, and this will easily take you to the highest difficulties.  However, you won't get too much mileage out of these tactics online, since human players strike early and much harder, so you will be unlikely to survive if you don't have a sufficient defensive force. 

I think this might be problematic in expansion since I normally just go planet to planet, rather than attempting to colonize several at once with a divided fleet.
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This depends on the map; sometimes one large fleet is the way to go.  Other times, as you've realized already, you're better off splitting up.  This applies both to expansion, attacking, and defending.  Turrets work well against the AI, but human players simply go around them or attack them with long range units or strike craft.  This means they're not very useful in multiplayer and practically worthless if you don't have a fleet nearby to support them.

Your best defense is the scout; if you know the enemy is coming, you can redeploy your fleet accordingly.

I suck at micro-ing battles.  I leave all of my capital ships' and frigates' abilities on auto fire, normally because whenever a battle starts I go into cinematic mode and start thinking about Star Wars.....
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Well, you don't need Starcraft-style micromanagement to succeed in Sins battles, but you do need some.  There are many abilities that can be left on autocast, but there are many others that simply cannot.  As Advent, repulsion (the upgraded ability of the Iconus Guardian) is your ace in the hole, and you will need to manually use it to be effective. 

At very least, toggle the autocast of capital ship abilities between battles so you control antimatter usage.  A very common problem I see with biggers is they leave autocast on and their capital ship blows all its antimatter on little skirmishes and then all their special abilities are completely depleted when it really counts.

  I normally hit around 40-50 credits/second, 8 metal/sec and maybe 6-7 crystal/sec before upgrading fleet upkeep
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What constitutes "high" income is very situational.  If you've got a big fleet and are constantly fighting an opponent, 50 credits per second is a very high income and very good.  If you have zero upkeep and you've been playing expansionist (and the enemy hasn't managed to stop you) this is actually a very low income.  In an average-case scenario, you'd start building your fleet before this point, and your income and fleet levels would grow together.

but from what I've seen on the forums people can get much higher than that - HOW??!?!?
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Oh yeah, you can hit very high values if you manage stay out of upkeep.  This is going to be limited by the size of the map and how big an empire you can make.  However, 100 credits per second is definitely doable on a normal-sized map.

The key to truly monsterous income is trade.  Trade ports get more profitable as you grow your trade route, and are unaffected by loyalty penalties.  This means that very large empires can produce absolutely massive amounts of money from trade.  In a best-case scenario on very large maps, I've heard of numbers as high as 600 credits per second.  I've personally hit over 300 in multiplayer.

Reply #2 Top

Thanks for all of the info -

 

I started a new game on the same difficulty settings, split ships early on and colonized planets like mad :D

 

I got my income to about 85 credits per second with 16 planets or so.  Are trade ports the last thing to build for maximizing income?  I built one at every planet I own (cept dead asteroids, obviously)

Reply #3 Top

You want to build the trade ports in such a way that you get the longest possible trade route--it can't circle over on itself or it could short-circuit the trade route.  Older threads from a two years ago provided a visual demonstration of how to construct a trade route; but you'd have to search for them.  Note that that the rules for what makes a trade route are different between vanilla Sins and Entrenchment/Diplomacy because in the expansions you have the possibility of building starbases and putting the trade ability on them, which will also count as trade ports for trade route purposes.

Also, you should fill all excess logistics slots on planets with trade ports--not just one per planet.  If a trade port at a planet generates X-income, building a second one at that same planet will generate 2X-income,  three will give you 3X-income at that planet, etc.  A desert can support as much as 9 trade ports (and even 10 if you are TEC and research the logistics slot upgrade--very useful).  I generally build my labs in safer areas away from the front lines and put the trade ports near the front, leaving one logistic spot free at each planet so that I can build a trade line.

If you ever get bored with the AI, feel free to log onto Ironclad Online to try it against human players; there are still new people out there.  You can also play comp stomps (people v. AI) if you're squeamish about playing against real people.  Oh, and it doesn't take forever to play it online.  Your typical 5v5 on Diplomacy only runs for about 1.5 hours today.  (How is that?  Because we play with Quick Start on and "Faster" speed settings.  Also the players on the losing team quit the game once it becomes obvious that they have lost, so you don't have to do drawn out, boring mop-up jobs.)

Reply #4 Top

got my income to about 85 credits per second with 16 planets or so.
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Again, this is always context-sensitive.  That's a very good income if you've got a big fleet and are actively fighting the opponent, but if you're just building a superpower economy with no upkeep you can push it much higher than this.  

The key is to combine long trade routes with lots of trade ports.  Essentially, you want to build a "path" of trade ports throughout your empire.  Make this path as long as possible, and avoid creating short-cuts.  Each additional link in your trade route raises each trade port's profit by about 0.1 credits per second.  This isn't very significant for small empires, but for a big one with 20 or 30 trade ports (or a huge one with 50 or 60, which is entirely possible with 16 planets) that can really add up.

Think about it, a 10-jump trade route means each trade port produces an extra 1 credit per second.  If you have 20 trade ports, that's an extra 20 credits per second, on top of their base income.  And this is just the tip of the iceberg; those monster incomes I talked about might have 100 trade ports with a 25 jump trade network, or more.

Reply #5 Top

Ooohh, so, you can build more than one trade port in a planet?  I thought doing that would be redundant....

 

(unless people have 100 planets o.o)

Reply #6 Top

blah didn't see Sanchezz's post

 

So that's how it works lol.... I was building only one trade port at each planet up until this time

(goes into trade port building frenzy xD)

 

Erm, new question - been reading a bunch of forums threads and I got to wondering about the RPS relationships between the different ship types.  Is there a thread or a sticky for this?

 

Like, a flak frigate counters strikecraft, strikecraft counter long range frigates, erm...that's all I know at this point

Although I'm assuming that it might be somewhat like Starcraft where some units don't really have as much of an effective counter (or don't counter anything, but have a special function - like wraiths with cloaking)

 

And again, thanks for all the help :D

 

could try out comp stomps later on too - although I imagine there aren't as many vanilla players online?

Reply #7 Top

^Nope, building two trade ports will double the trade income for that planet, and so on until you run out of logistics slots. Refineries, on the other hand, do become redundant after enough of them are built.

Reply #8 Top

Ooohh, so, you can build more than one trade port in a planet?  I thought doing that would be redundant....
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Yup, trade ports stack linearly.  The logistics upgrades get a little more expensive, to the effective cost of building the trade port increases, but otherwise they stack.  Culture stacks up to 10 culture per second.  Refineries stack up to 3, which is their primary weakness compared to trade ports (note that refineries also affect adjacent planets, which means if you're building them on multiple planets you're bound to run into stacking issues).

One hundred planets is basically unheardof.  Maybe in an obscenely large 5v5 scenario I could see an entire team controlling 100 planets, but a single player?  That's simply unheard of.

Erm, new question - been reading a bunch of forums threads and I got to wondering about the RPS relationships between the different ship types.  Is there a thread or a sticky for this?
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I know it exists somewhere, but I can't remember where it is, so here let me spell it out for you:

*Scouts and fighters are effective against light unit types, and ineffective against non-light types.  The light units are the scout, colony frigate, long range frigate, siege frigate, and anti-structure cruiser.  Fighters are also effective against bombers, but scouts cannot attack these.

*Light Frigates are very weak to long range frigates and rely on speed for survival.  They are effective at chasing down support cruisers and carriers, and can also be used to clean up flaks.  They are highly resistant to most forms of damage, only weak to long-range frigates and to a lesser degree heavy cruisers, which unfortunately are the bread-and-butter you will likely encounter en-mass.  This makes the light frigate a relatively poor choice as a unit, and best serves to chase down "flighty" harassers.

*Long range frigates counter light frigates, and offensively have no particular weakness.  Defensively they suffer from light armor that leaves them vulnerable to fighters, flaks, and heavy cruisers.  Offensively this is your strongest unit type.

*Flak frigates are effective against fighters, but are also useful against any unit with light armor, including the scout, bomber, and long range frigate.  They're ineffective against other unit types.  Their low-cost and a high durability mean that they effectively don't have a hard counter.  Light frigates and heavy cruisers will kill them given enough time, but defensively this is definitely your strongest unit type.

*Siege frigates are extremely fragile and can be killed by anything very easily, but scouts and fighters are their greatest threat.  You should avoid deploying them if there are enemies nearby, and retreat them as soon as a threat appears.  They are too expensive and fragile to use in battle.

*The heavy cruiser has the best balance of damage and durability.  It's not quite as tough as a flak on a per-cost basis, nor does it hit as hard as a long-range frigate on a per-cost basis, but it's a close second in both categories.  It backs this up by being resistant to almost every damage type.  Its only real weakness is the bomber, but don't mistake it for an invulnerable tank.  It can be overwhelmed by larger numbers of low-tech units.

*Finally we have the capital ship.  It's fairly resistant to light frigates, flaks, and fighters.  On the other hand, it's relatively weak against long-range frigates, bombers, and heavy cruisers.  Technically speaking it doesn't have any counters (all units deal less than 100% damage against capital ships) but relatively speaking those are the top performers.

Reply #9 Top

Really appreciate all of those explanations, I can imagine it took you a while to write lol :X