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Pirates shadow artclip
Pirates shadow artclip






pirates shadow artclip

Once you have all the level 2 buildings, you're generally at about mid-game and should have maybe 4-8 colonies on a huge map. Superconductors to improved labs and then improved mines/factories. Guidance Systems (and/or boarding pods if human, and magazine bays if Phidi/Yoral)Ĥ. My general research strategy for all races in the early game is:ġ, Improved farms (humans start with those)Ģ. The place you want to be at for growth to really get cranking is being able to buy out a factory for every new colony.

pirates shadow artclip

Just a few turns of below-max trade fleets adds up to a lot of burned revenue. Keep up with your trade route fleets and build a market on every colony. Build one on every new colony when your factory is done and scrap it later if you need the space and have plenty of minerals.Īlso, don't run out $. With rapid fire lasers and duranimum armor (acquired just before improved factories) that HC is an absolute beast.Īll you need in the early game is lots of small ships with missiles or, if human, some light cruisers with boarding pods with your heavy cruiser acting as a PD shield.ĭon't run out of minerals. The HC you start with as humans can handle 6 harpies (with some risk if you have no other ships) if you move about 80% towards them on the first turn to get first strike. They're too slow (but check out the human assault transports, especially with powered armor doubling crew for capturing). Human light cruisers are fantastic for the price and they build fast. I don't think they can actually destroy a colony based on like 3 dreadnoughts + others not completely nuking a very young colony during one impossible game.ĭon't try to rush big ships. Pay those huge pirate fleets off or let them raid.








Pirates shadow artclip