Sins of a solar empire 1.85 trainer4/5/2024 Originally posted by Fartikus:It's these debug text boxes that open up when loading or appear during gameplay. My Enhanced 4X Mod for example gives all Minor Factions a capitalship (one gets a Starbase instead) and hangar defense platforms to help make sniping an envoy somewhat more difficult. If you want beefied minor factions, mods can fix that easily. And hey, that's one planet you don't have to pay for defenses. If it's abilities are helpful for you, even better. The important thing about Minor Factions is that they can be captured with a single envoy cruiser, which is an investment that will quickly pay for itself. It has some potential if the devs rebalance them. Worst DLC for the game ever in it's current form. They just feel too weak, I've turned them off after 2-3 games. They also have sh*tty clump of orbitals with no focus on anything. It's just that the AI becomes dumb, when they are present, they only mean some extra feed for capitals in most cases and are actually a realy weak part of your defenses, especially if they're in the frontline. Of course, as they said, any new planets you need to dev them to a level where it does not cost more resources to maintain.Originally posted by Immortalits:As far as I know, the base map setup for minor factions is 1 minor faction/ player. But dont worry, as long as you keep building your defences up the whole time and adjust to building threats you scout out you will be just fine.most of the time. Ussualy in the highest difficulties 4+ AI beat me, granted I play on a full map and max difficulties by default. after this its a race for the first titan. scouting is huge, you have to know where and who is building agression to you and muster everything to counter it. Once you have a decent one built, build some ships, go out with your cap and start claiming other planets near by if possible and start building your econ. while building starbase research other defences such as repair platforms. Dont build anything else cause you will need the money for this assuming there will be at lest 2 choke points. Scout out, pick out the best local planets and chose a choke point you know the enemy will have to go through first. ![]() ![]() This works even on the hardest of difficultys. SoA2 makes static defenses a tenuous proposition at best, as starbases do not gain shield strength comparable to firepower increases) so be careful about step 2. Also, some mods change greatly the effectiveness of defenses (i.e. In stock sins it's important to not build too many capital ships too, since they kill your exp rate (capital ships share XP, so having several in the same gravity well makes them level up more slowly high-level capitals are what make them worth the cost). The cost to upgrade planetary development (although you typically want 2 upgrades) gives pitiful rewards compared to the They are ridiculously OP, especially if you can get a really long line of them (basically they make more money the longer your trade route is, which is based on the longest possible trade route without shortcuts such as a circle only being half as long as an equivalent-length line). In stock sins, if you're playing on a large map it's basically a three-step process for people who like researching and eco-building rather than rushing.ġ.) Build a fleet and grab a bunch of resource-heavy planets maintain a decent fleet in order to more-quickly seize planets and maintain a mobile defense force.Ģ.) Turtle up, building starbases/defenses in your territories and make sure you can adequately defend a territory while simultaneously launching an attack (this may require a second fleet, but ideally you should be able to at least hold out long enough to launch a successful attack before turning around).ģ.) Trade ports.
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