With a single choke point you can make a Starbase that will hold, for a while, but it is heavily dependant on luck and if you have 2 or 3 chokepoints you are screwed. If we assume someone playing defensive would rather spend 2 points in unyeilding than finishing supremacy their ships will be weaker and more expensive, but atleast their starbases will be better, right? This is the problem, early/midgame all the defensive options are tied to Starbases and Starbases are not efficient enough. Target Uplink Computer / Disruption Field Generator / Communications Jammer / Command Center Starbase hull+dmg (requires 2 points in Unyeilding) If you want to play tall you need to use the defensive options to save on fleet so even if your neighbor is bigger than you, your economy is better due to having less upkeep.ĭefense in depth (requires finishing Supremacy) ![]() Using the fleet lead to expansion (or death) and you are no longer playing tall but playing wide. The issue is once you have a fleet, you should use that fleet. Once the fighting starts (usually year 30 in multiplayer) you need a fleet that somewhat matches your opponent or you are going to die. ![]() ![]() ![]() A lot of my argument is based on optimized multiplayer play, but the core point translates to all parts of the game.ĭuring the beta I have been trying to my hardest to get a "tall" empire build to work, but I repeatedly run into the same problem:
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