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SotS 2 Info

That's a rather broad question. First off, I'll point you in the direction of some of my game writeups, which should give a good feel for the kinds of paths I tend to pursue. Plus you'll probably hear a fair bit about this sort of thing in the SG once we get started. smile

Here's a wiki page with links to several game reports, the ones on this page are all good reading. Mine are at the bottom of the page. (There's more to be had in the Kerberos TAR forum, some better than others.) There's also several links to posts designed to help new players, and the wiki itself is of course a great resource.

http://sots.rorschach.net/Strategy_And_T...um_Archive

Now, regarding tech paths, there is no one magic formula, as it depends greatly on what race you are playing and what your situation is in the game in question. Each race is more likely to be able to progress in certain fields rather than others, and your situation tells you how much you should be concentrating on guns versus how much on butter.

Generally speaking, though, technology is not nearly as important as many new players assume, especially at the start of the game. What is really important is economy, because that's what drives everything else. So near the start of the game I tend to de-emphasize tech while I am busy getting my initial expansion effort going. Early game is all about the land grab and making sure you have a viable amount of territory to build from; I tend to research only what I need for minimal self-defense (a small mount weapon and CnC) and to maximize my expansion effort -- mainly this means early industry/drone techs, certain biotechs, possibly power/drive techs, and eventually FTL Economics for trade. While I'm doing this my military goals will be focused on scouting denial and raids on weak targets of opportunity more than full-fledged assaults on enemy strong points.

Later on, once I have a well-developed freighter network and many colonies to trade between, I'll have plenty of money for researching all the cool toys. That's when I start looking to invest in the techs and ships needed for a serious warfleet to start kicking my rivals' teeth in. What weapons I choose for my initial warfleet will vary from game to game depending on what race I'm playing and what I feel like using that game. Once I've got a couple warfleets put together, I'll start sweeping up a bunch of nice-to-have cheap techs I likely skipped earlier and also grab megafreighters, then I'll start working towards either stations or upgrades for my fleet if I need any.
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Thanks for that. Unlike Civ4, technology comes from the same pool as production. I've been building X ER ships for the nearest group of stars, put 100% research onto Waldo Units and Expert Systems, build a few more tankers and ERs, and then build colonisers and send them at the nearest low-hazard systems (with a high RoI). I'm a fan of Sniper Cannons for early small mounts, but I haven't been prioritising DE CnCs.
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Are there any AAR's where they say what they do in more detail (and why they do it) game play-wise? With civ4 SGs you get to see what people do and hear from other people when they do it wrong, but AAR's seem more concerned with RP from what I've seen.
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You'll often see a little bit of that in my AARs, but it's usually not a primary focus. I tend to help folks learn more by answering questions than by describing my actions in great detail in AARs, though in a SG format I do discuss the nuts and bolts more as I want succeeding emperors to be able to follow through on my plans if they see fit.

There are some AARs on the Kerberos forums at go more into the nuts and bolts, but they are in the minority. From the strategy forum archive page on the sots wiki you can get to the collected TARs page. I'd suggest looking at Buatha's Empire of Noobs on the forum archive page, then look for Why by ivra and the first couple Tarka SGs on the collected TARs page. There's also a good "read me first" primer by ivra linked on the strategy forum archive.
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A little more SotS2 info:
http://www.gamespot.com/pc/strategy/swor...e=previews
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There very interesting details, but the game sounds like it's getting a lot more complicated. Hopefully it doesn't turn into a MOO3 redux. smile
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Very doubtful that anything like what happened to MOO3 will happen here; these guys are big believers in not over-complicating things and trying to get the AI to do the work for you like happened in MOO3. wink
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Some good info from Strategy Informer regarding their hands-on preview of SotS2, plus a developer interview:

http://www.kerberos-productions.com/foru...37&t=20005
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Just got the game, and am having fun playing around with the tutorial game as the lizards. smile

After following the SG as the humans, I feel like my ships are just unbelievably slow. lol It is nice to be able to go anywhere I want, but the (lack of) speed is agonizing. The lack of range for non-ER ships is also painful, 2 turns of travel exhausts all fuel. rolleye Need a tanker along to get a colonizer anywhere.

It did not help that the first 4 planets I explored had hazard ratings over 1000. Real welcoming galaxy, this one. lol

But the area I am having the most trouble with is the combat. One on one fights aren't too bad, and I am winning about 50% of these. Although I am probably making all kinds of noob mistakes without even realizing it. smoke But I am not sure what to do when the other side just runs -- I don't have the speed to catch them, but am not sure what else to do. Just sit out the 4 minute clock? huh I recall a mention in the SG about the difference between retreat and backing off from combat, but I do not understand how to choose between the two. I do not want to retreat from the system, but can I break off the combat early without doing so?

Any tips or hints would be greatly appreciated! bow And thanks to the players in the SG for getting me into this game. I am having fun, even if I have only the vaguest idea what I am doing so far. smile

Oooh, just found a 28 hazard, size 5, 7100 resources planet. jive I need some colonizers out here quick. Although with my drive tech, "quick" is not really even remotely the right word....
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Well Tarka are not the fastest around, but their speed in the Fission era is fairly average actually. They just don't have any tricks to make things go faster like some other races do.

Lack of range is indeed an early game weakness of the Tarka, but they do have some of the better tankers in the game as far as firepower and fuel storage goes. You can offset this to a degree with Pulsed Fission and Recombinant Fissionables, both of which will extend your range (and tactical speed, in the case of Pulsed Fission.)

If the other side runs and you can't catch them, you have a few options:
- Autoresolve (or autoresolve peacefully.) This prevents either side from running away or using any sort of tactics.
- Get a faster ship -- armour is faster than ER, hammerhead is faster than standard. Overthrusters tech off pulsed fission if you really want speed, but it's a bit more expensive.
- If the other side is running, they probably don't want a fight; check in the bottom left corner of the tac screen for a little green dove icon. If you see one for your enemy and agree to peace, then click your own similar icon over to dove.
- For making combat go faster in general, you can use time compression; check the wiki for the keys (I think it's ctrl-pgup.)
- You won't be able to break off from combat without a CnC and it doesn't really end combat; it's more for switching which ships in your fleet are currently on the field of battle. You break off to get damaged ships out so they can be repaired later, or to switch (say) from direct combat ships to planetary bombardment ships. Checking the wiki would be helpful here as well, and IIRC the manual should also point the buttons out on the tac screen.
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