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Author Topic: FTGU Strategies  (Read 17927 times)

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May 15, 2013, 09:43:28 PM

Offline Revanchist

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FTGU Strategies
« on: May 15, 2013, 09:43:28 PM »
Hello everyone. Recently (today) I began a FTGU scenario as the IR. As such, I am interested in some basic strategies for each faction in this scenario. Although I am playing as the IR, I would like to hear about strategies for all factions. I will also be documenting my progress on the game as I go along.

PLAY SESSION 1: upon beginning the game I built a Tax Collection Agency, a light factory, and began pumping out Novatroopers. In space, I built an MTC and a squad of Defenders, then attacked the leftward planet with my starting forces and these and easily took the space. Meanwhile, I began construction of another Defender squad and a Strike cruiser. Then I began a ground assault with my starting forces and two squads of Novatroopers.
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May 15, 2013, 10:36:00 PMReply #1

Offline exwarrior 2015

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Re: FTGU Strategies
« Reply #1 on: May 15, 2013, 10:36:00 PM »
I have found it very difficult to play as it. Because it seems like you are focused on by every other faction and get bottled in.co have found it much easier with Mr and eoth

May 16, 2013, 09:47:58 PMReply #2

Offline Lord Xizer

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Re: FTGU Strategies
« Reply #2 on: May 16, 2013, 09:47:58 PM »
Attack attack attack!
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May 20, 2013, 09:20:34 PMReply #3

Offline Corey

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Re: FTGU Strategies
« Reply #3 on: May 20, 2013, 09:20:34 PM »
Yeah, based on the majority of the feedback we've been getting, I'm pretty happy with where the scenario is for the NR and EotH, but I'm going to look into some stuff to make it more forgiving for the IR in the openning stages.
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June 16, 2013, 01:59:21 AMReply #4

Offline frogoverlord

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Re: FTGU Strategies
« Reply #4 on: June 16, 2013, 01:59:21 AM »
wold it be feasible to change starting location as IR? more sooner than later you get surrounded by NR, you can not advance through yevetha ground because of SSD and you get blocked by swarms of bothan assault cruisers

June 16, 2013, 02:04:31 AMReply #5

Offline Corey

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Re: FTGU Strategies
« Reply #5 on: June 16, 2013, 02:04:31 AM »
I've been looking at some changes to the IR for it, but haven't decided anything concrete yet.
I also have a YouTube channel where I talk about mod development and gaming, do tutorials, and Let's Plays. If you like the content, consider supporting it on Patreon


June 16, 2013, 04:36:41 AMReply #6

Offline Crisiss

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Re: FTGU Strategies
« Reply #6 on: June 16, 2013, 04:36:41 AM »
I've been looking at some changes to the IR for it, but haven't decided anything concrete yet.

Corulag. Please. I will love you 5ever.
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June 16, 2013, 03:57:07 PMReply #7

Offline Corey

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Re: FTGU Strategies
« Reply #7 on: June 16, 2013, 03:57:07 PM »
What's the advantage you guys think Corulag has over Carida?
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June 16, 2013, 04:49:44 PMReply #8

Offline Crisiss

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Re: FTGU Strategies
« Reply #8 on: June 16, 2013, 04:49:44 PM »
What's the advantage you guys think Corulag has over Carida?

Economy and location are my main reasons. It still maintains the frigate shipyard aspect and has a reasonable amount of ground building spaces. The hardest thing about the IR is that you start in a pretty poor region of the galaxy, and losses are expensive. The NR and EotH at least have a decent economy when they start. The IR's ships are fairly expensive, and 240 credits a week doesn't exactly meet that requirement. If you felt like raising Carida's income I'd be fine then, but it's just horrible starting as them. I've honestly waited up until the late 70s for money, so I just get closer to the freeze and have to start over. Maybe giving the Remnant more starting forces seeing as they had the most resources canonically (until like 9 ABY anyways) would help fix the problem. Once you get rolling you're fine, but if you end up like me and find yourself fighting Viscounts on the 30th week, you're going to get crushed. My only real drive for change is the amount of credits you pull in each week.
« Last Edit: June 16, 2013, 04:52:39 PM by Crisiss »
"Honor is a fool's prize. Glory is of no use to the dead." - Revan

"The object of war is not to die for your country, but to make the other poor bastard die for his." - Winston Churchill

"Earth to earth, ashes to ashes, dust to dust."

"We have drones and satellites and missiles that can pick a mosquito off a target's nose from three thousand miles away. Why do we have these things? Because the military gets an obscene budget every year and they spend it finding the best possible way to kill every living thing they can fit in a blast radius."

"May God have mercy upon my enemies, because I won't." -General George S. Patton

June 16, 2013, 05:00:39 PMReply #9

Offline Corey

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Re: FTGU Strategies
« Reply #9 on: June 16, 2013, 05:00:39 PM »
What I was thinking of was increasing Carida's base income to 60 (from 40) and adding a Dreadnaught and extra AT-ST company to their starting units. Corulag otherwise has the same basic stuff, the only difference is that it's farther from Bilbringi and closer to Byss, which isn't really a good thing.
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June 16, 2013, 06:22:47 PMReply #10

Offline frogoverlord

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Re: FTGU Strategies
« Reply #10 on: June 16, 2013, 06:22:47 PM »
The dreadnaught would actually be very helpful in the start for IR and in my opinion Bilbringi is a lot of a less pain of capturing than byss, side note, oh god the Viscounts early when your hardest hitting ship is a Victory II :(

June 16, 2013, 07:43:41 PMReply #11

Offline Eclipse

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Re: FTGU Strategies
« Reply #11 on: June 16, 2013, 07:43:41 PM »
Yeah the rebels build their Viscuounts extremly fast, not to mentio they are the ones who start with more planets. You get sorrounded by rebel and you basically can't move. That's when they attack you with Viscount, bothan cruiser and all their stuff. I think that if they are going to star with more than one planet, they should all be specific planets and close to each other to avoid this rapid expansion
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June 16, 2013, 07:51:49 PMReply #12

Offline Crisiss

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Re: FTGU Strategies
« Reply #12 on: June 16, 2013, 07:51:49 PM »
Yeah, for some reason in my other posts I forgot entirely about the fact that Byss' defenses are extremely powerful compared to Bilbringi's ISD and Dominator and their support ships. I don't really prefer dreadnaughts since their armor is horrific, but really anything would help in the beginning. The only real problem that the Remnant has is their lack of money, if they had more I would be able to fend off against against a lot more than I'm currently able to. I have to have a decent defense fleet for each of my border planes and then a substantial attack fleet. I'm not even equating ground force costs into this.

Another alternative would be instead of increasing Carida's economy (if it proves to be unfeasable) would be to drop Bilbringi and add Kuat in. Kuat provides KDY which would decrease most Imperial ship costs, and make combatting the New Republic MUCH easier. I understand that deciding against this would be a better idea though. I just feel that the odds are stacked against the Remnant for the majority of the first phase of the GC.
"Honor is a fool's prize. Glory is of no use to the dead." - Revan

"The object of war is not to die for your country, but to make the other poor bastard die for his." - Winston Churchill

"Earth to earth, ashes to ashes, dust to dust."

"We have drones and satellites and missiles that can pick a mosquito off a target's nose from three thousand miles away. Why do we have these things? Because the military gets an obscene budget every year and they spend it finding the best possible way to kill every living thing they can fit in a blast radius."

"May God have mercy upon my enemies, because I won't." -General George S. Patton

June 16, 2013, 07:54:16 PMReply #13

Offline Crisiss

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Re: FTGU Strategies
« Reply #13 on: June 16, 2013, 07:54:16 PM »
Yeah the rebels build their Viscuounts extremly fast, not to mentio they are the ones who start with more planets. You get sorrounded by rebel and you basically can't move. That's when they attack you with Viscount, bothan cruiser and all their stuff. I think that if they are going to star with more than one planet, they should all be specific planets and close to each other to avoid this rapid expansion

That's the point of From the Ground Up. The AI has more, you have one. Besides, the AI will quit trying if it has too few planets, and just pretty much shut down. Making the NR and EotH start on complete opposite sides of the galaxy would give me more time to build up, though.
"Honor is a fool's prize. Glory is of no use to the dead." - Revan

"The object of war is not to die for your country, but to make the other poor bastard die for his." - Winston Churchill

"Earth to earth, ashes to ashes, dust to dust."

"We have drones and satellites and missiles that can pick a mosquito off a target's nose from three thousand miles away. Why do we have these things? Because the military gets an obscene budget every year and they spend it finding the best possible way to kill every living thing they can fit in a blast radius."

"May God have mercy upon my enemies, because I won't." -General George S. Patton

June 17, 2013, 12:14:32 PMReply #14

Offline Fuwious

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Re: FTGU Strategies
« Reply #14 on: June 17, 2013, 12:14:32 PM »
In my opinion,Carida is just fine for imperial remnant as a starting location.

you start in the core surrounded by easily defended cluster of worlds

>Subjugating worlds from Carida to Gravan VII will give you free credits and a Light Factory,without any need to buy units( other than the starting units)

>Chokepointing your fleets at Hakassi and Gravan VII will give you more than enough credits/time to prepare for the coming invasion from Viscounts/godknowswhatelse

>Bilbringi easily defended if it comes to that eventually (only one way to reach it)

>Even if you are forced out of orbit by the viscount you can still chokepoint at worlds such as Champala,Borleais,Corulag and Gravan VII due to their easily defended ground maps (Abandoned factories/Civilian support/Natural elements of the world)

all this information is based on Admiral difficulty
its matter of using your time correctly,pressing the attack and "predicting" the AI movements to some extend.

however if there was one request/change i would like to see,that would be starting out with [Dreadnaught Heavy Cruiser]+2 [Escort carriers] instead of [Lancer Frigate],[Vindicator Heavy Cruiser] and a [Escort carrier]


June 17, 2013, 12:28:13 PMReply #15

Offline Crisiss

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Re: FTGU Strategies
« Reply #15 on: June 17, 2013, 12:28:13 PM »
In my opinion,Carida is just fine for imperial remnant as a starting location.

you start in the core surrounded by easily defended cluster of worlds

>Subjugating worlds from Carida to Gravan VII will give you free credits and a Light Factory,without any need to buy units( other than the starting units)

>Chokepointing your fleets at Hakassi and Gravan VII will give you more than enough credits/time to prepare for the coming invasion from Viscounts/godknowswhatelse

>Bilbringi easily defended if it comes to that eventually (only one way to reach it)

>Even if you are forced out of orbit by the viscount you can still chokepoint at worlds such as Champala,Borleais,Corulag and Gravan VII due to their easily defended ground maps (Abandoned factories/Civilian support/Natural elements of the world)

all this information is based on Admiral difficulty
its matter of using your time correctly,pressing the attack and "predicting" the AI movements to some extend.

however if there was one request/change i would like to see,that would be starting out with [Dreadnaught Heavy Cruiser]+2 [Escort carriers] instead of [Lancer Frigate],[Vindicator Heavy Cruiser] and a [Escort carrier]



That's about the only thing I like about the IR at the moment. They have lots of chokepoints. But the problem is once you start expanding you start taking more casualties. I barely take any as it is but they can be damn expensive. I feel like starting every faction with a Star Destroyer (Ascendancy, ISD I/II, Nebula) would be a nice boost to their power early on and would allow for better defense, although it kind of takes away from the 'ground up' feel. The only problem is that I have to fill most of my planets with taxing facilities to build my fleets only to get crushed in orbits by armadas of Viscounts and Nebulas and those damned Endurances. The IR just needs one of their local starting worlds to have a nice economy.
"Honor is a fool's prize. Glory is of no use to the dead." - Revan

"The object of war is not to die for your country, but to make the other poor bastard die for his." - Winston Churchill

"Earth to earth, ashes to ashes, dust to dust."

"We have drones and satellites and missiles that can pick a mosquito off a target's nose from three thousand miles away. Why do we have these things? Because the military gets an obscene budget every year and they spend it finding the best possible way to kill every living thing they can fit in a blast radius."

"May God have mercy upon my enemies, because I won't." -General George S. Patton

June 17, 2013, 01:18:29 PMReply #16

Offline Fuwious

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Re: FTGU Strategies
« Reply #16 on: June 17, 2013, 01:18:29 PM »
But the problem is once you start expanding you start taking more casualties.
High casualties are to be expected in this galactic conquest type,casualties are the price you pay for expanded territory.
However it is up to you choose what you will put in line and against what odds,there is no shame in retreating from superior force.

I feel like starting every faction with a Star Destroyer (Ascendancy, ISD I/II, Nebula) would be a nice boost to their power early on and would allow for better defense, although it kind of takes away from the 'ground up' feel.
Starting out with a ISD/Nebula/Ascendancy,would certainly ruin the balance in lower difficulties.
resulting in single star destroyer subjugating many worlds before facing equal/superior force and personally iam fond of "older"ship designs put to use in the earlier stages of the conquest,before having the luxury of Imperial star destroyers.

it would also result in awful lot of re-design/re-work of this galactic conquest mode.but i can see where you are coming with this suggestion,i used to think the same way few months back

as for the Economy,it is quite sad situation indeed that empire faces financial crisis in the core while new republic can fund their fleets and troopers with profits gained from Nal hutta(125? credit base value) with up to 5 mining facilities being possible on the planets surface.

June 17, 2013, 03:51:27 PMReply #17

Offline Crisiss

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Re: FTGU Strategies
« Reply #17 on: June 17, 2013, 03:51:27 PM »
High casualties are to be expected in this galactic conquest type,casualties are the price you pay for expanded territory.
However it is up to you choose what you will put in line and against what odds,there is no shame in retreating from superior force.
Starting out with a ISD/Nebula/Ascendancy,would certainly ruin the balance in lower difficulties.
resulting in single star destroyer subjugating many worlds before facing equal/superior force and personally iam fond of "older"ship designs put to use in the earlier stages of the conquest,before having the luxury of Imperial star destroyers.

it would also result in awful lot of re-design/re-work of this galactic conquest mode.but i can see where you are coming with this suggestion,i used to think the same way few months back

as for the Economy,it is quite sad situation indeed that empire faces financial crisis in the core while new republic can fund their fleets and troopers with profits gained from Nal hutta(125? credit base value) with up to 5 mining facilities being possible on the planets surface.

You aren't aware of 'The Freeze' huh? I can't wait around until week 2000.
"Honor is a fool's prize. Glory is of no use to the dead." - Revan

"The object of war is not to die for your country, but to make the other poor bastard die for his." - Winston Churchill

"Earth to earth, ashes to ashes, dust to dust."

"We have drones and satellites and missiles that can pick a mosquito off a target's nose from three thousand miles away. Why do we have these things? Because the military gets an obscene budget every year and they spend it finding the best possible way to kill every living thing they can fit in a blast radius."

"May God have mercy upon my enemies, because I won't." -General George S. Patton

June 17, 2013, 10:38:43 PMReply #18

Offline Fuwious

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Re: FTGU Strategies
« Reply #18 on: June 17, 2013, 10:38:43 PM »
You aren't aware of 'The Freeze' huh? I can't wait around until week 2000.
ive had my share of "The Freeze" in larger galactic conquest scenarios,but yet to meet it in FTGU.

June 20, 2013, 01:48:48 PMReply #19

Offline pincuishin

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Re: FTGU Strategies
« Reply #19 on: June 20, 2013, 01:48:48 PM »
Yeah, based on the majority of the feedback we've been getting, I'm pretty happy with where the scenario is for the NR and EotH, but I'm going to look into some stuff to make it more forgiving for the IR in the openning stages.

I started as the IR and currently I'm holding a nice size of land with some Praetors, the biggest problem I had was money.

 

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