my map pack at https://forums.sinsofasolarempire.com/index.aspx?AID=178375
random teams replacement ideeas(until we get random teams in game:) https://forums.sinsofasolarempire.com/303788
the only chart i use is ship counters: https://forums.sinsofasolarempire.com/177602
Race strategy axiom:TECmajor advantage:their advantage peaks(contrary to general opinion i believe) on smallest of maps, although proficient in all map sizes that is not the point. This is due to their development mandate wich when fully upgraded gives every planet +4(got nerfed from +8) logistic slots wich is 1 buildings. Medium military start, fast economy start.economy(probably the best):has good industry wich allows them to be competitive on medium and large maps.military:normal hit points and shield pointsbombers and LRM seem to be particulalry efficient, and their upgrades also unlock novalith cannon(probably the best experimental weapon of the 3 races)my fav capital: dunov(heals large quantity of shields, and with 2+ of them enemy wastes a lot of time bringing them downAdventmajor advantage:none that i could see, better culture rates makes them efficient on small and medium maps and they seem to lose on large maps due to their lack of economy traits, they seem to need medium maps no more no less to be maximally proficient. Slow military start, medium economy start.
now i regard advent more of a support race, like TEC destroys worlds and advent fills them with culture to be unable to be taken back, otherwise i dont' see what advent has on TECeconomy(versatile):trade port has a special ability that toggles between resource extraction instead of credits incomemilitary:low hit points and high shield points wich means research shield tech first
has best capitals in my opinion, i'm speaking of:progenitor mothership, shield regeneration, colony(cost reduction for planet upgrades) and stores level for capitals that died in battle to restore to new capitalshalcyon carrier, passive weapon fire rate buff, kicks the hell out of enemy fighters/bomberssecond best experimental weapon in the game, the deliverance engine not only brings down planets but can hold your culture on them making it impossible for enemy to retake the lost planet, and also is AOE
best culture in the game opens a "culture/colony ships/siege ship" gambit wich works like this: take enemy planets before he can take yours(wich he can't because of your high culture, works best while having some deliverance engines and this aids raiding at least and can win the game too if enemy is unaware of this
another strategy is that they can hold off enemy with guardians losing little to no ships while using cannons, won't work if the enemy raids the cannons thoughVasarimajor advantage:their advantage peaks on largest of maps, although proficient in all map sizes that is not the point. This is due to their Returning Armada and Phase Stabilizer. Slow economy start(except resources) and fast military start.also very versatile on my maps(+10% planet bonus chance) and their salvaging tech
IMO this race is overpowered, if it gets to Returning Armada only another RA vasari can counter it or a lot of TEC cannons, probably 2TEC vs the vasari otherwise it's either a heavy job of raiding or it's impossible, relative to number of planets in game, the more planets the better is the vasari(more phase stabilizers that it can hold). Returning Armada needs a serious nerf, as in only one returning armada ability allowed per system not 3 as much as you can get.economy(good resources):all their advantages don't come cheapgood resourcesgood income(late game) + free ships(Returning Armada)military:good defence(Phase Stabilizer)high hit points and low shield points wich means research hit points firststurdy shipsworst experimental weapon(better after 1.03)my fav capitals:Vulkoras Desolator who seems to pack a punch with skills and specialSkirantra carrier, hp repairGame dexterity check:You don't need to see all those pinned things so disable:autopin planetsautopin capital ships
use menu top left(or shorcuts wich are posted there) to find colony capital asteroids or other things you requireuse ALT+F to select factory planets(counts for all factories at a planet)then use TAB to cycle through themnote: setting rally point on your flagship is generally a good ideea at the beginning of game so you have reinforcements join you right away, but afterwards incoming reinforcements don't check if flagship still where they pointed out to go at first, so you end in a lot of ships jumping back and forth as you maneuver in the face of the enemynote: building factories all in one system isn't quite a bright ideea when enemy has experimental weapons, when you lose planets your factories won't be able to buildmicro with:*ALT+click to select ships of same type*ALT+shif+click to deselect a certain type of ship from a larger selection*ctrl+click focus*hold ctrl while zooming to zoom to center, x&c are usefull predefined zoom levels*keep in mind that ships have certain multipliers that i haven't researched on but they do best damage against certain type of ships, wich is told in description most of the time or feels natural, also most of the time *fleets are good for keeping fleet togheter but they waste a lot of time "reforming" instead of fighting so be carefull with that*it's good to concentrate forces while attacking but when concentration yelds too much damage against too small a target is best to split concentration of force*ships take long to turn so sometimes is a good ideea to run towards past them than retreat away from them*retreating and microing targeted ships brakes enemy concentration of force queues bad, use them*capitals also seem to bump into ships, you can try slowing it down with this i believe(not tested)
Good guide. A nice one for beginners, but it lacks any advanced strategy techniques. I like it though, it helps beginners get started, and explains race benefits.
This thread is two years old, a great deal of the information contained in here is outdated now. For instance, Returning Armada was nerfed heavily, and the Kostura has been buffed through the roof to the point at which it's wickedly overpowered.
Advent is now by far the strongest military brute force faction, eclipsing both Vasari and TEC for sheer potency in battle (throw yourself carelessly against a well-built Advent fleet of equal size and you could get wiped out without even getting through their shields). TEC is practically hopeless if it goes late game against the Advent, though Vasari has underhanded tricks to superpass Advent if they're played well.
On the economic front, gameplay style has changed over time and most people don't regard any faction (except Vasari with their scouts) as having an early-game economic edge. This is because fast economy is about fast expansion, something that Advent is at no particular disadvantage. Until mid-game, you can match most TEC and Vasari just by expanding as fast as possible and getting trade ports online.
Many capital ships have been fundamentally changed since that post. The Sova, Skirantra, and Halcyon have been dramatically improved, for instance. Between the buffs to Akkan, Marza, and Sova from one patch to another have made them the dominant TEC capital ships.
Oh, and the Vasari Kostura absolutely blows away all the other superweapons now. Nothing else even comes close to its power.
Yeah.. Darvin said everything I was going to... This is accurate if you play on Vanilla 1.00, but if you play anything else much of it is moot...
I'm going blank though... How much damage does the Kostura deal to ships in the grav well or does it do a % of health?
It's not %-based, since I've lost a whole bunch of LRF where my heavies and capital ships survive. I'm pretty sure you get mitigation, too, so the actual damage is different on the first and successive shots. The actual number, though, I'm just not sure of.
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