So I've already made one forum to get help on pretty much the basics of the game. I think I have pretty much the early game basics down...I'm very good and quick and getting planets at the start of the game.
I think I do need help on a couple other things though that I haven't really found good answers for in the forums...the faction I've been sticking to is the TEC Rebels...so that's the ones I want to solely learn about right now.
The main thing I think I need to move on and learn about though is when it comes to TEC Rebels...what are the main techs I should be going for to have advantage in mid to late game...I've kind of been guessing and doing a little trial and error...but I kind of want some help towards what tech would really benefit me the most to have using TEC Rebels.
I'm not trying to copy other people's play-style...because once I have pretty much all the basic knowledge of this faction from start to end-game...I'll start changing things up on my own and mixing it.
I also know that probably certain tech could depend on the enemy faction and such...but just in a general kind of way I want to know what the best mid to late game ships and tech would be to start taking advantage of what TEC Rebels really have to offer.
And another noob question is I see myself falling every now and then to enemy culture...and I'm pretty sure I've read already how to counter it...but with TEC what's their way to counter enemy culture taking over my planets.
Sorry for the noob questions that are probably discussed somewhere else in the forums but I haven't been able to find answers about this when it comes to this particular faction...I probably just didn't look hard enough.
Truce Amongst Rogues is a good early tech if you have lots of room to expand and no nearby enemies....
Savage Thrill actually is decent but you need to remember to have a cap or something bomb the planet while fighting there....
Other than that, I don't think any of the TR techs are really game changers...
Dealing with culture is fairly simple. Building 1 culture buildings of your own can easily put out enough culture to defend against 2-3 enemy culture buildings(culture is a lot stronger per structures on defense then one offense). This is one of the chief reasons culture offense is considered inefficient- actually pushing through enemy culture is very cost ineffective as you need to spend far more then the defender, and they can't negate your efforts by turning that economic edge into a superior fleet that culture will do nothing to stop.
Additionally, your capitalships push back enemy culture when in friendly or neutral gravity wells(they push back culture most effectively when stationed in friendly gravity wells). So an easy way to buy time to put up a defensive culture building is to station 1-2 capitalships in the well that is being culture-pushed.
Once you get used to usign these tactics you'll see why most multiplayer players believe culture-offense to be a trash strategy- it takes a long time to flip a planet and the counters are extremely effective.
As for general techs: for most of the game you want to go very light on techs in general. Generally in the early through midgame you'll only really want to grab prototype techs(anything that unlocks an important ship, structure, or ship/structure abilities) and perhaps some early eco techs like modular infrastructure or expediated permits as needed.
If you are going pure eco early and aren't under much pressure you can also rush for Truce Among Rogues for massive expansion rate.
That said, most players typically go rather light on thing slike weapons upgrades for most of the game- Until the super later game it's generally a better idea to focus on increasing the size of your fleet rather then upgrading the stats of the ships you already have. or conversely if you're going heavy Eco you're usually better off building more trading posts for much of the game then you are actually purchasing expensive upgrades. If you get to the Very end of the civic tree, Pervasive Economy is a tremendously powerful tech, and since the TEC is all about winning a war of attrition with their superior economy in longer games you'll likely want to eventually grab some of their trade income upgrades.
Of course in long games there comes a time when your economy/fleet is large enough that it's more efficient to start actually upgrading, but in all honesty many games are decided long before that point. In truth while theres some degree of learning what to tech against a given enemy in play, most of learning to etch properly comes down t oelarning how to be frugal and makes do with only the couple of techs you really need so that most of your money can go to building tradeports or improving your fleet size.
Yeah I usually only concentrate on getting the Jav usually when it comes to military tech...I also get armor upgrades when I don't need much of anything else and hardly ever do weapon upgrades...they don't seem to make much of a difference.
I don't think I've researched Truce Among Rogues or even saw it yet...I haven't went through the trees entirely and looked at them...so I'm not even fully aware of what it even does. Usually the main things I research in military is a couple prototype ships and some armor upgrades.
When it comes to civ upgrades I usually only go for trading post and Volcanic and Arctic colonization whenever I need it...I haven't really went to far into the civ techs.
In defense I usually don't get anything there that I can think of...I can't remember what tree the starbase is in...I think it's defense...I usually get that though...still haven't fully figured out how to really take advantage of a starbase yet though.
With my fleet usually by the time I win a game it's made up of just a few cap ships (3 or 4) and sometimes a titan...the rest will be javs, flaks, maybe light frigates to fill some space, and corvettes when the enemy has a titan since I read that with the update they're supposed to be effective against titans I guess.
From what I've seen from playing all it takes as TEC Rebels to take out almost any force is a fleet of a few cap ships, javs, flak, and some light frigates and corvettes to fill space quicker. I also forgot to mention I do like going for the Kodiak Cruiser or whatever it's called too. By the way this is all against AI...I don't really play RTS's online anymore since Company of Heroes...I just play AI on this game for fun.
By the way in which tree is the culture building and what's it called?
Hi,
I'm not an expert and I only play singleplayer, but I do consider hullpoint upgrades great even in early game, in the end of that research the 30+ hull upgrades means you have ~30% more ships than a player who has not researched anything from here (sometimes AI doesn't do this type of research). or just think about capital ships, they get much stronger for every faction if you research hull, and especially the RAGNAROV TITAN, this ship must be alive for longer than the enemy's titan to kill everything around it, and hull research is extremely great for that ship. The same goes for armor.
I don't often research the truce amongst rogues but it's a good thing if you have pirates in your way or the pirates are on and keep attacking you. Pirate mercenaries, I don't know how good that is, any ideas?
Culture, just put 1-2 culture centers where you see your culture being pushed back, I usually prefer to have my culture dominate on all my planets without having to use capitals to push back enemy culture. Or if the problem is bigger try to kill enemy cultural platforms when you have time. They are in the civilian tree, where the trade ports are. Their name differs for each race, but their place among the logistical structures is the same (when you want to build one at a planet). They are level 3 research, for advent level 2, not hard to notice
As the TEC rebels (and against the AI) your big military advantages mid to late game are the Ragnarov titan, excellent repair, and Missile Barrage on the Marza (probably in that order).
Ragnarov - Snipe is a really good ability but the key here is Explosive Shot + Overcharge. You need to get the Ragnarov to level 7 to fully take advantage of this (4 levels of Explosive Shot + 1 level of Overcharge) but when you get it, you can kill large numbers of enemy frigate with a single shot. The key here is that Overcharge doubles the damage and doubles the AOE range over which it does this damage.
Repair - TEC in general have the best repair in the game. The key combination is Repair Platforms + Hoshikos + Docking Booms on the starbase. Together they will repair 75 hull points / sec with the bonus that Docking Boom also recharge the antimatter on the Repair Platforms and the Hoshikos so that they never run out of antimatter. This gives you a huge bonus when on the defense / fighting around a starbase.
Missile Barrage - This is the strongest AOE damage ability of any capital ship in the game. You have to be careful when you use it because the AI will interrupt it, but it can be used to severely damage enemy fleets.
It's in the Civilian tree and it's called a Broadcast Center.
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