Einhander Sn0m4n wrote:Somehow I doubt these Klingons'll be the one-note barbarians TNG is infamous for. Watch your homeworlds, Trog.
Aye, another good strategy is to have about 100 or so troops on every single planet in your empire to keep happiness up to perfect all the time. Usually these are police troops with no weapons so that they're really cheap, but adding in a gun or two, especially ground cannons, will give your empire a ready "militia" to draw on when you need ground troops fast and quickly. Units don't cost maintainence either which is the advantage. Units are really advantageous in the very early to early game where a satellite stack on a warp point can destroy an early fleet, and a hundred mines are difficult to sweep unless the opponent has five or six ships (a lot in the early game) to sweep them. Weapons platforms too with their large mount are pretty good early game. Stick a point defense gun, two direct fire weapons and a shield generator, and keep pumping out. In a few turns you'll have a ton of them. Only good for outposts though, because if you're building weapons platforms on your homeworlds, you've probably already lost.
The overall strategy is to build as many colony ships as possible on your homeworlds, and rather than colonize the planets in your home system early on, send out the colony ships as far as they can go without running out of fuel. You can worry about forming a perimeter later, in the beginning try and expand as far as possible to get as much influence as possible. Once you meet the enemy's front lines, plop down a colony and build weapons platforms in it. The second wave of colonizers will colonize the system behind it and use it as a staging ground for invasion. If the enemy tries attacking you and doesn't bypass your forward outpost, he'll have a few weapons platforms to contend with. If he does, you'll have a forward refuelling base.
Even if you see a green planet in your home system, it's not worth it to colonize it right away, at least in my experience. Take your first wave of colonizers and send them out as far as possible without running out of fuel, then your second wave to fill in all the systems bhind the front lines, and your third wave behind that, so on, so on.
<edit>Usually I do not build warships until I at least get the destroyer hull. Warships take up maintainence which is a killer, and smaller ships just aren't worth it except for the occasional scout. Stockpiling up 50 escorts is a really stupid idea. At the minimum, you need decent minesweeping capability (Mines II or mines III, usually you use dedicated minesweeping ships), a decent weapon, either armor/shields, ECM, combat sensors, point defense. Add this onto bridge, life support, engines, and a supply module (you need a supply module because of engine destroying weapons, if your engines get destroyed you can't fire because your supplies are stored in your engines!!), and you need at least a destroyer hull. To defend myself early on I usually form a large satellite stack on a warp point, and research mines. Of course this is all for stock, but in general it's a bad idea to have a shitload of warships sitting around doing nothing. Escorts and Frigates don't have enough tonnage to take on a planet with weapons platforms and win.</edit>
<edit>I made up a jpg to illustrate the strategy,
I can't over emphasize the importance of establishing yourself early game. In the beginning of the game, you're sending out your colonizers as far as possible to establish this "red" zone. If you see a green planet of yours, don't stop and colonize it! Keep going until your fuel is low, then plop down a colony. Doesn't really matter if it's a red planet or a moon, just as long as you have a forward base. If you see the enemy, try and plop down a colony as fast as you can before he attacks you. With a supply module you extend your range by 20%.
In the yellow zone your second wave of colonizers will come. These will be the shipyards, refuelling points, and so on to assault the enemy from. Meanwhile you can build up your research if you're not preparing to invade, and defend warp points in the red zone with satellite layers on warp points. Satellites really are only good for warp point defense anyway. Fighters too (it seems ST Mod has tier 1 fightercraft in shuttles) might be good for this. Units don't take up maintainence, and less maintainence means more resources to research and mineral production. Stockpile a large amount of resources, build mineral housing facilities and so on, because during a war you'll need the extra resources when the enemy starts capturing your worlds.
When you finally do start making warships with destroyer hull, rally point them to a single location and have them trained and in one large fleet. Many smaller fleets are stupid, and if you're smart you've made treaties so you only have one front or a couple fronts to attack. Once your fleets are trained +20% ship experience and +20% fleet experience, you're ready to hit the road.
The further out you form your perimeter, the more territory you're denying to your opponent, and the larger your empire will be when you finally start consolidating all the worlds behind your front lines and pumping out warships.
Note "rushing" really doesn't work against this strategy, because you have a huge buffer zone. You'll see their "rush" coming a mile away and hopefully have satellites on warp points guarding entrances into your home systems. If worst comes to worst you can use weapons platforms. And I haven't even mentioned mines yet, which are a staple of this super-aggro strategy. You can even emergency build warships as a last resort. Ships on a warp point have a 2 : 1 advantage assuming similar technology level. All these factors go against the "rusher". I don't know how this works in ST Mod though. If there are tier 1 troops, rushing may very well be a viable strategy.
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<edit>Intelligence is difficult to gather because of warp points, but if you want to cause some havoc build small escorts and frigates (just not a lot of them) and use them to harass worlds in the opponent's "red zone" before they have a chance to establish a weapons platform. Usually, these are missile boats, one missile, as many engines as possible using the "fire at maximum range" strategy. In the stock game it takes awhile to research point defense, so the enemy may have no defense against a single ship with a missile that stays outside range of the weapon platform's large mounts. I think ST Mod has tier 1 point defense guns too, so this tactic might be done.
If you want to attack and not just sit back for a long time though, to throw your enemy off balance, this is the way to do it. Don't stock up on a fleet of 50 escorts, use maybe 10 escorts, maybe spread them out, attack from multiple locations, isolate colony ships, send a few harassing messages in game, and hopefully he gets angry and starts wasting a lot of money on building escorts for defense while you're researching crucial technology to make real warships. Even frigates are not large enough, although a few frigates might be good for the harasser, a fleet of 50 frigates is kind of stupid except in games where research takes a long time or where the galaxy is really small. Mines, satellites and weapons platforms will stop anything up to and including destroyer cold, so destroyer is the minimum. Sometimes in very large games I wait until light cruiser to make warships.</edit>
Brian