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Author Topic: GC strategy tips for share  (Read 24609 times)

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January 26, 2014, 09:22:31 PM

Offline kucsidave

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GC strategy tips for share
« on: January 26, 2014, 09:22:31 PM »
If u have any ideas for GC's to make things easier for others here you can write em

my one for IR:
at the very beginning of the game you have a very small credit pool most of the time, so my 1st task is always is to create a stabile economy. First of all, pause the game, and find all the planet of yours what have 100 or more standard income, and start to build up as many tax collect agency as possible. Do not spare your credits, it will worth it. The second step is to unpause the game, and if u have any planets what do not have a border with enemy planets, then send your fleet to the borders, and make an unbreakabble defence in those worlds.If it is done you just have to wait. It is important to DO NOT LOSE ANY PLANETS!
After that is done under 3-4 weeks you will experiance that you will have a lot of credits to spend.
Create a suitabble attack fleet and a land attack force with at least 3-4 AT-AT. if all of theese are done, start conquering the galaxy the following way:
Wach out that if you gain a new planet make sure it will remove at least one of your planets from the border, so you shall not have to split up your defences.   :P
HAVE FUN!  ;D


I didn't checked this thread I started for quite some time, and now that I rereaded the whole stuff something got my attention:
There were absolutely no mention of strategies about ERA change tactics!
This gave me the inspiration to do one for every single side.
As a PA fav. player I start it with PA
Sign explanation:
RED GLOW: Hard Era, you have to be careful.
GREEN GLOW: Easy Era, you should use your time to strengthen your forces as much as you can before changing Era.
ORANGE GLOW: Medium to Hard Era, but should not have too much difficulty if you can use good tactics.
YELLOW GLOW: Something really important in the current Era. Pay attention to these informations, and always keep them in mind.
Pally is Palpatine, and not Palleon. just wanted to make sure there will be no misunderstanding...




Pentastar Alignment

Era 1
-First thing to do is to use the Kaine-Jerec duo to go from IR planet to IR planet to find and kill Issard ASAP(means:as soon as possible). Warning: DO NOT AUTORESOLVE! Jerec's autoresolve stats sucks. I don't take over those planets, just kill of everything in space, and then go to the next one until I find my target.
-In the meantime build up a massive economy and a solid border with the neighbors. I mean if there is an enemy planet what can attack 3 of mines, then I take it and build up the normal defensive structures I use. I don't tell specifically because I don't want to affect your own gameplay style and form it to mine, however I think it is not a surprise to anyone that all border planets must have at least one HV.gun(Hypervelocity Gun) on it.

Era 2
-This is your time to retreat with Kaine and Jerec to your own territory. Primary task: do NOT kill Thrawn, and hope the AI will not be an idiot, and get him killed.
-Now you have a good economic, and a solid frontier, and as an addon you don't have to fear from an Executor popping up out of nowhere, so it is time to strike. You really should start it with Zsinj. His empire can be reached from Anx Minor, and can easily be defended after taking it out(I mean both all of his starting planets, and even every single one after conquering it in case you have to redirect your forces suddenly. You will get a border planet with the NR, and 1-2 with the IR, but you will have some very important planets including the Corporate Sector, so you will be able to build those Lucrehulks if you can finish conquering it.
-After you have the Zsinj planets, it's time to regroup your offensive fleet to Borosk, and start to do exactly the same thing with the EotH... the other reason to finish off Zsinj first is because the EotH will be much harder to be destroyed, and Zsinj's planets can be much easier defended than the Eoth's.
-IMPORTANT: If there is an Era change to Era 3 stop whatever you did in your conquering, and focus on the defenses again.

Era 3:
Almost the exact copy of Era 1, with the exception of you have to be more careful this time, as Pally's and the Sovereign's Superlasers are quite deadly to Jerec and Kaine, so add a small amount of expendable ships to their fleet. I use Lancers for example. It is important to make those ships are the first ones to enter the battle instead of your heroes(the first small box of the fleet if you didn't knew). This is important because those will be the ones which gets those damn superlaser shots from Pally. Make sure tough to call in the reinforcements about 2 seconds after the start of the battle(or you lose), and try to finish off Pally or the Sovereigns BEFORE they could reload their superlasers.
Also be careful with the NR because of Wedge, and his Executor...

Era 4:
Pally is finally gone, and with him the IR's capability to build Sovereigns too, but the existing ones will still remain, so you will have to stay on your guard from now on. As an additional problem, you will have to face Daala's Knight Hammer, and the IR's renewed ability to build Executors again... aaaagh... *sight*
No matter. When you reach this point you will have a huge amount of credits to spend, and proper defenses what you can still bolster, so it will not be a problem anymore. It is highly recommended though that if you have only 1 HV. gun on a planet, build a second one in your frontier planets. It will provide you with a faster recharge rate, and it really matters when you can send only 2(with one you can shot it twice as I experienced it) or 4 rounds(this is just a guess to be honest) to an Executor before it even reaches your defensive line. Also you can shot it even after that bastard reached it, so you will weaken it. You can say that one round only takes down about 9.66-11,04% of it's hull, but it means you destroyed 7-8 of it's hardpoints, so it will have less firepower when it reaches you. If we count with 4 rounds until it reaches you, then you killed 28-32 from it's 138 weapon systems. that means a 38,64-44.16% weaker Executor, what can decide the fate of the whole battle. Good luck with it.
-If you couldn't conquer completely the starting planets of Zsinj and the EotH, you should start to finish what you started in Era 2. It will be much harder now, but that's why you have to hurry up with it in Era 2
-If you have done with your conquers in Era 2, or just catch up to this point your new priority is to take out all of the IR's Capital Shipyards, so they will be unable to build new Executors, and you will have some extra source of Preator IIs
-With all of these done you only have to hunt down Daala with Jerec and Kaine.

Era 5:
-If you could do everything from Era 4 before killing Daala this era should not have any difficulty at all. The only reason I highlighted it Orange is the possibility of what if you could not, and the IR is still able to build those damn Executors. If this is the chase, you should continue what you started, but from now on even the NR will mean some trouble with those Viscount-class Star Defenders... Do the same with them what you already did with the IR(alias take control of all capital shipyard planets), and you already won the game.




Imperial Remnants

Era 1
What should I say? Easy. The IR is still in it's power. Your only problem is the lack of income. Build up your income as fast as possible. Very important that the NR have lots of planets "within your borders". You should take those planets ASAP to make a solid frontier with your enemy. You will still have planets deep within enemy territory like Thyferra in ICW or AoW(Imperial Civil War and Art of War), but those are not your first priority. If you feel you can defend that planet you can try to build up defences there too. For example I was just ably to finish the ICW in admiral difficulty with only 1 lost battle, and even that was a retreat from Qat Chrystac(the planet where you only control the space, and the planet itself is the NR's. It was too far from reinforcements, so i decided to hand it over to them).
This is your Era where you can bolster your forces. You can easily win, even without Era change.
If you want to change Era by all means make sure to have those 3 Executors first. It really means a lot

Era 2
No more new Executors... Do I have to tell anything else? Personally I make sure to kill Thrawn ASAP.(I know you hate me now...)
Send him in as the first ship of the fleet, and when his hull reached the red level send in those Executors remained from Era 1

Era 3
With the proper economy behind you, and if you are clever you made sure to all of your Executors survive Era 2, so the only thing you have to do is to build those Sovereigns next to them, and steamroll everything...

Era 4
I never made it to Era 4, so i don't really know what to do...

Era 5
If you changed to this Era, there is only three options:
1) You are not good with tactics, and accidentally lost both Palpatine and/or Daala, or
2) You are the most idiot ever born.
3) You only want the challenge what the NR's Viscount-class Star Defenders bring in.

The IR is the easiest side to play because of the Executors and the Sovereigns. This is why it's summary is so short. The only real difficulty in it is that your borders are quite large, and you can be attacked by every single fraction from the very beginning.




New Republic
OK, I have to admit that I barely play the NR, as I don't like it's play-style. I will try to do my best to give a proper help though.

Era 1
The Hardest part of the game. The NR's character is that it will be stronger and stronger with every single Era. It starts pretty weak, but will be able to make a punch though.
First, just like always the Economy. You will need every single credit if you even want to dream about victory. Your first priority in the first part of the Era is to survive, and make ONE huge fleet, far larger than that 40 pop cap limit. I always make one somewhere about 160 when I start my second phase.This doesn't mean you don't need defense fleets over your border planets. You also have to know which planets even worth to consider as: able to be defended, or worth to be defended at all cost, and which are expendable. It is only dependent on you, and your playstyle. Playing this Fraction forget even the idea of defending every single planet. It will not come true, and you will only throw your credits and ships/troops to the trash can if you try to defend those not worthy planets.
As soon as you have your gigantic fleet it is time to start the hunt for Issard. Find her, and kill her. If she comes for you in a well defended planet, where you can kill her then you just hit the Jackpot.
IMPORTANT!!!!!!! : Make sure Uwlla Iillor survives! I know you lose her in the end of the Era, but she returns in the 3rd one, and she will have a MAYOR part

Era 2
Maybe the IR don't have the ability to build new Executors, but they still have the ones they built in Era 1. Just like in PA prey for the god, that Thrawn will stay alive for a long time. This is your time to replenish your much weakened strength, and build up your much needed reinforcements for Era 3. This is the calm before the storm. This is also your time to expand your fraction with a few planets. I recommend to retake some lost planets from the IR, and go into Zsinj's starting locations, because of it's defendabbility. If the PA taken them already you will have a hard time, but it worth both the time, and the credits to do so. You may come across with Kaine and Jerec, so be careful though.(for jerec there is only a very small chance, 'cuz of his poor space Autoresolve stat.)
IMPORTANT: If you meet Jerec in space make it an AUTORESOLVE by any means necessary. Even if it means to lose lots of ships, or even some heroes(will be from the task force, not from Jerec).
As soon as Thrawn dies, you have to go to the defensive again, so expand as much as you can during this Era.

Era 3
Here comes the hard part. Pally, and the Sovereigns. You have an advantage over Era 1 though. Wedge and the captured and repaired Lusankya. Combine him with your rebuilt gigantic fleet, and go hunt down Pally ASAP You can not let the IR the luxury of building up those Sovereigns. If you act swiftly, and have some luck too, you will be able to kill Palpatine.
As I said before in PA, make sure that an expendable ship is the first one to enter the battle. I know i said it, but I repeat it just to make sure. It is important to make those ships the first ones to enter the battle instead of your capitals and especally Wedge(the first small box of the fleet if you didn't knew) This is important because those will be the ones which gets those damn superlaser shots from Pally. Make sure tough to call in the reinforcements about 2 seconds after the start of the battle(or you lose), and try to finish off Pally or the Sovereigns BEFORE they could reload their superlasers.
Make sure that Wedge and Uwlla Iillor stays alive until you have to fight Pally or you are a dead man(not really, but you will have a hard time with him).
If you killed him, you will be finally able to breath up... Of course it means that you lose the Lusankya one way or the another, so you don't have to make sure Wedge survives the battle against Pally, but also make sure that even if he dies he makes some serious punches for the IR fleet. Do not get him killed without him at least weakening Pally to the limit of almost death. Also make sure that Pally shall not able to flee, or your sacrifices will be worthless. Here comes the role of Uwlla Iillor. Her immobilizer 418 will be the key to stop Pally if he tries to run away. This is the reason why you have to make sure she survives by all means.

Era 4
If you were fast enough the IR shall not have any Sovereigns, but you have to stay on your guard if one pops up. Also they will be able to build those annoying Executors again. Try to build up a large fleet again, and hunt down Daala ASAP. Otherwise it is just like Era 1

Era 5
Your redemption came! Viscount-class Star Defenders.
You have to be careful not to lose them, as you can have only 1 currently, and a lifetime of 3...
This is your time to kill Ardus Kaine, Warlord Zsinj, and Jerec(If they survived this long, however i doubt it. Especially Jerec.) Have a good hunting. Also the IR is slowly, but steadily losing that lifetime of 10 Executors, and if you are good you can still have those 2 Viscount-class Star Defender as replacements while your first one can kill whole fleets. Endgame is here... Kill em all.




Empire of the Hand
Ok, I know the whole Thrawn's Revenge team will hate me now, but I played EotH just as much as NR... almost not at all. only a few hundred hours...  ;D

Era 1
This fraction is just like NR with the exception of the fact it have ABSOLUTELY NO SUPERCAPITALS at all!(sorry for my messy english, but it is 3:17 am, and i am working in this since 10 pm yesterday. I wanted to make everything accurate, so i often started a game with my other PC so that I could check out what I was writing down is accurate.)
In Era 1 you have to focus on the defenses, and the Economy. If the Era runs long, and if the IR leaves you alone then you can try to kill the PA. It is important to conquer at least a few of their planets.

Era 2
Your job here is to overrun the PA by all means, and conquer Zsinj's starting planets. If you can, try to conquer as much NR planets as possible before the AI loses Thrawn, and Pally comes for you.
It is very important to weaken the NR as much as possible.

Era 3
Here comes the hard part. Pally and the Sovereigns. DEFENSE! NR have Wedge and his Lusankya too so you can forget the expansion for quite some time... Try to kill Pally ASAP as always. This Era is the hardest for everyone, except for the IR.

Era 4
If the NR still exist, kill them all! you can not let them reach Era 5, because if they do so, they will have those Viscount-class Star Defenders, and the IR will have their Executor-class Star Dreadnoughts, and you can start digging your own rip.

Era 5
Just kill everything what remains... I think you already know what should you do from all what I written down already.




Final words for you, plese read.
Thank you if you were that kind to read everything I written.
I worked really hard to make this as accurate as possible, and i played multiplayer with myself to see if that's really that way. Of course there were thing i couldn't check out for 100%, cuz i didn't had time. I only started the game for 5-10 minutes, and I think about 4-5 times totally, and it still took me more than 5 hours to write down all of these. I hope I could help everyone with this "small" information.
I wish you all good game,  and have fun. :D
I certainly had fun to write all of this down...
Local time:3:39 AM...

« Last Edit: February 21, 2015, 04:08:39 PM by kucsidave »
"He who fights with monsters should be careful lest he thereby become a monster.
And if thou gaze long into an abyss, the abyss will also gaze into thee." - Friedrich Nietzsche

January 27, 2014, 05:18:29 PMReply #1

Offline kucsidave

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Re: GC strategy tips for share
« Reply #1 on: January 27, 2014, 05:18:29 PM »
22 view and no additional comments???
nobody want to share his tips or tricks?
i am very disappointed :(
"He who fights with monsters should be careful lest he thereby become a monster.
And if thou gaze long into an abyss, the abyss will also gaze into thee." - Friedrich Nietzsche

January 29, 2014, 12:37:02 AMReply #2

Offline turtle225

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Re: GC strategy tips for share
« Reply #2 on: January 29, 2014, 12:37:02 AM »
Blitzing planets in the very beginning can make some conquests a cakewalk. For example, the Thrawn Campaign and Operation: Shadow Hand as the New Republic. You start with so many safe planets that you can just stack a massive fleet and immediately start stomping apart stranded Imperial Remnant planets before they even get a chance to build anything.

Afterward, you can combine everything you own into just 2 or 3 fleets because the IR will be stuck in the upper left of the map.


Also, just as a general tip, hypervelocity guns or ion cannons are a must just about everywhere that is vulnerable to attack. They are just too good.

January 29, 2014, 01:51:42 AMReply #3

Offline Lord Xizer

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Re: GC strategy tips for share
« Reply #3 on: January 29, 2014, 01:51:42 AM »
22 view and no additional comments???
nobody want to share his tips or tricks?
i am very disappointed :(

I prefer a tactic I call "Forging the Sword" with the PA and Remnant

Jump either Jerec or an interdictor ISD into the map and clear fog of war. As the enemy ships turn to defend the Space station jump a praetor to their right rear flank)This is the Hammer), you get a few free salvos at little risk. They will then turn to this new threat. When they do Jump in a second Praetor to the left flank(The Anvil) when the defending fleet splits jump Kaine or an SSD into the middle(Thus forging the "Sword") You will have enough pop cap left to jump in another ISD and two Venators point blank behind the golans to destroy the station, the your fighters mop up the Golans.

Horn's of the Krayt is another good one. Jump in a few heavy sips(ISDs, Praetor or SSD) to get an enemy fleet to focus on that orce, jump in two forces of Crimson command VSDIIs on the flanks and envelope the enemy force then blast through with speed fro the crimsons to the enemy flanks to destroy the station.
"I do not intend to be the Emperor's servant forever..."-High Inquisitor Jerec

"The New Order has never fallen. Only the Emperor."-Grand Moff Ardus Kaine

January 29, 2014, 02:52:18 AMReply #4

Offline Thuellai

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Re: GC strategy tips for share
« Reply #4 on: January 29, 2014, 02:52:18 AM »
Blitzing planets in the very beginning can make some conquests a cakewalk. For example, the Thrawn Campaign and Operation: Shadow Hand as the New Republic. You start with so many safe planets that you can just stack a massive fleet and immediately start stomping apart stranded Imperial Remnant planets before they even get a chance to build anything.

Afterward, you can combine everything you own into just 2 or 3 fleets because the IR will be stuck in the upper left of the map.


Also, just as a general tip, hypervelocity guns or ion cannons are a must just about everywhere that is vulnerable to attack. They are just too good.

One of my favorite things is to build a couple hypervelocity guns on a frontline planet, while constructing my main fleet behind it.  Use a few mobile freighters like a VSD-II as a defensive line, and you can generally kite anything big enough to threaten them long enough for the HVGs to do their work, while the VSD-II is strong enough to punch up with most medium ships.  It's a good way to deplete enemy doomstacks.

January 29, 2014, 09:14:33 AMReply #5

Offline kucsidave

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Re: GC strategy tips for share
« Reply #5 on: January 29, 2014, 09:14:33 AM »
i also like the "twin sword" tactic with PA or IR!

bring in an interdictor alone, wait for the fog to lift, than 2 SSD on the base :)
if they want to retreat, than there is the interdictor  ;D
"He who fights with monsters should be careful lest he thereby become a monster.
And if thou gaze long into an abyss, the abyss will also gaze into thee." - Friedrich Nietzsche

January 29, 2014, 03:26:53 PMReply #6

Offline tlmiller

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Re: GC strategy tips for share
« Reply #6 on: January 29, 2014, 03:26:53 PM »
I prefer to do it with an Acclamator, that way if you have a raid fleet come in, you lose an Acclamator, not an insanely expensive Immobilizer-418.  Then you drop your interdictor in a corner somewhere so that it gets ignored except a few fighters that it's Interceptors and laser cannons can take care of.
People should not be afraid of their government...governments should be afraid of their people.

January 29, 2014, 04:41:15 PMReply #7

Offline jordanthejq12

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Re: GC strategy tips for share
« Reply #7 on: January 29, 2014, 04:41:15 PM »
Speaking of that, I remember my first raid. I was playing 2.0 unpatched, having just gotten the mod. I was NR facing the Remnant. I had Uwila Illor in my fleet. I kept her in the corner and sent everybody else off on their merry way. Of course, back in the 2.0 pre-hotfix days you only got about five seconds after the notification, as opposed to a minute now. So...yeah, not my fondest memory of raids. To this day I avoid Interdictors unless there's an SSD involved.
"Show the same loyalty you have in the past, Mandalore. If there is a Mandalorian crusade, let it be for something that will carry your people's memory into the future, so when the time comes when there are no more Mandalorians, than at least their honor will remain."
--Kreia, Knights of the Old Republic II: The Sith Lords

March 13, 2014, 05:44:18 PMReply #8

Offline kucsidave

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Re: GC strategy tips for share
« Reply #8 on: March 13, 2014, 05:44:18 PM »
Maybe u guys are right...
I'll think about it.
"He who fights with monsters should be careful lest he thereby become a monster.
And if thou gaze long into an abyss, the abyss will also gaze into thee." - Friedrich Nietzsche

March 13, 2014, 08:15:02 PMReply #9

Offline Lord Xizer

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Re: GC strategy tips for share
« Reply #9 on: March 13, 2014, 08:15:02 PM »
I always place my Interdictors between two ISD IIs for safe keeping.
"I do not intend to be the Emperor's servant forever..."-High Inquisitor Jerec

"The New Order has never fallen. Only the Emperor."-Grand Moff Ardus Kaine

March 19, 2014, 10:04:52 AMReply #10

Offline jthompson333

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Re: GC strategy tips for share
« Reply #10 on: March 19, 2014, 10:04:52 AM »
Cool tips, but, I have one question...

How can you control how many ships go into battle at the very start?
For example, if I have an Interdictor and 3 ISD's in a fleet, aren't they all going to warp in at once, thus filling up the 40 pop cap?
(I realize that math doesn't add up, but you get the idea).
« Last Edit: March 19, 2014, 10:31:18 AM by jthompson333 »

March 19, 2014, 02:26:37 PMReply #11

Offline Slornie

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Re: GC strategy tips for share
« Reply #11 on: March 19, 2014, 02:26:37 PM »
@Jthompson333: You can do it manually using the pathfinder slot:

2) The players talking about hyperspacing individual units into battle instead of relying on the auto-fleet are using the pathfinder slot in their space fleets (top left with a gold border).  If there is a unit in that slot then only that unit will hyperspace in at the start of the battle; allowing the player more control over what other ships they bring in, when they bring them in, and where the put them.  This was a feature introduced in Forces of Corruption (see page 9 of the FoC manual).
Quote from: RonMaverick291 (Gametrailers)
why do u hate america? if it were not for us u guys would be lost. i mean we invented the tv, we invented the internet, cars and we even went to the planet moon. we won all the wars and we always help the little countries who cant fight and we give food to poor people.

March 19, 2014, 02:35:27 PMReply #12

Ye

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Re: GC strategy tips for share
« Reply #12 on: March 19, 2014, 02:35:27 PM »
I don't know if I'm the only one who's noticed, but enemy AI seem to get 20k free credits per week but never build any mining facilities. Why is this so?

March 19, 2014, 03:27:17 PMReply #13

Offline jthompson333

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Re: GC strategy tips for share
« Reply #13 on: March 19, 2014, 03:27:17 PM »
@Slornie  Thanks.  All this time and I don't think I've ever known that feature was there... Either that or its been so long since I played, I forgot.  ::FacePalm::  Its like a whole new game now.   :)

March 19, 2014, 03:52:52 PMReply #14

Offline Slornie

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Re: GC strategy tips for share
« Reply #14 on: March 19, 2014, 03:52:52 PM »
I don't know if I'm the only one who's noticed, but enemy AI seem to get 20k free credits per week but never build any mining facilities. Why is this so?
This is a deliberate design decision on our part to try and encourage the AI to play nicely (i.e. not just sit there and do nothing).  Essentially, they get free money so don't need to build mining facilities.
Quote from: RonMaverick291 (Gametrailers)
why do u hate america? if it were not for us u guys would be lost. i mean we invented the tv, we invented the internet, cars and we even went to the planet moon. we won all the wars and we always help the little countries who cant fight and we give food to poor people.

March 19, 2014, 05:03:15 PMReply #15

Offline jordanthejq12

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Re: GC strategy tips for share
« Reply #15 on: March 19, 2014, 05:03:15 PM »
The problem with this is that it's possible to just outlast the AI until you have enough cash to steamroll it. For example, play BFC as NR. If you can survive the waves of Yvethan ships (and this is a pretty big if, granted), you can essentially rampage across the map with relatively little trouble (especially with the NR being in TL 5).
"Show the same loyalty you have in the past, Mandalore. If there is a Mandalorian crusade, let it be for something that will carry your people's memory into the future, so when the time comes when there are no more Mandalorians, than at least their honor will remain."
--Kreia, Knights of the Old Republic II: The Sith Lords

March 19, 2014, 10:41:23 PMReply #16

Ye

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Re: GC strategy tips for share
« Reply #16 on: March 19, 2014, 10:41:23 PM »
I imagine the cash supplement the AI gets is just to make sure it's not super duper easy. Knowing this, it rules out 'attrition strategies' like, "blow up all their space stations so they'll have to rebuild them and run out of money," or "let the New Republic attack them for me so that they'll be weakened" or "replace all my factories with mining facilities so I can build ships quicker." In multiplayer, I imagine these are valid, and especially effective against EotH.

Keep in mind that even on Admiral, the AI is stupid enough that you can beat BFC in 6 weeks. Just put all your forces in one fleet carve a path around N'Zoth. When they send the Intimidator to Coruscant, send your fleet to N'Zoth and take it. Then, they have no planets, you win and you never face off with the Intimidator - or Nil Spaar. If necessary, you can just blockade N'Zoth and then send a fleet of Corvettes to Coruscant in order to destroy any ground forces the Intimidator brought with it.

You can do the whole thing without building a single ship, and perhaps without losing one either (I think this nets you a perfect score).

April 06, 2014, 05:06:07 AMReply #17

Offline Cdodders

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Re: GC strategy tips for share
« Reply #17 on: April 06, 2014, 05:06:07 AM »
I prefer to build up border defences while increasing income and working out what planets are most likely to be attacked. Then when my border planets are secure, I start building strike groups. Typical strike groups consist of 1 Preator, Executor, Sovereign or Eclipse class SSD, 2-3 ISD, 2-4 Lancer class corvettes, a Interdictor class (not with sovereign or eclipse), a couple of Victory-II class and sometimes some Carrack cruisers.

Light planetary defence fleets consist of 1 or 2 heavy cruisers, some Carracks and Lancers. Sometimes an escort carrier
Medium adds some Victory class ISD (not II class, they are defensive so I don't need the speed boost)
Heavy adds ISD-I or -II

Vindictive strike group is a Sovereign class, Preator class, 2x ISD-II and 2x Lancer class. For the lolz.

April 06, 2014, 03:33:18 PMReply #18

Offline Carnivore Jacques

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Re: GC strategy tips for share
« Reply #18 on: April 06, 2014, 03:33:18 PM »
I prefer to build up border defences while increasing income and working out what planets are most likely to be attacked. Then when my border planets are secure, I start building strike groups. Typical strike groups consist of 1 Preator, Executor, Sovereign or Eclipse class SSD, 2-3 ISD, 2-4 Lancer class corvettes, a Interdictor class (not with sovereign or eclipse), a couple of Victory-II class and sometimes some Carrack cruisers.

Light planetary defence fleets consist of 1 or 2 heavy cruisers, some Carracks and Lancers. Sometimes an escort carrier
Medium adds some Victory class ISD (not II class, they are defensive so I don't need the speed boost)
Heavy adds ISD-I or -II

Vindictive strike group is a Sovereign class, Preator class, 2x ISD-II and 2x Lancer class. For the lolz.

But what are your border planets? In almost any scenario as the IR, you end up with all these holes in your territory. In Imperial Civil War, all but seven of your planets border enemies! Planets like Garos IV and Ord Mantell are all cut off from the Empire. You need something more efficient, or everybody will have larger fleets ready to grab your insufficiently defended systems.
The first thing to do is conquer lightly defended planets until your border worlds are few. The Pentastar Alignment and Empire of the Hand are in very good positions to do this, since the PA can have as few as three or four planets to defend by the third week.
What use are those 'light planetary defences' anyway? Say the PA sends both its star destroyers and an Immobilizer your way, which it can do fairly early on. For every single world it attacks, you lose the fleet and the thousands of credits you sunk into frigates and escort carriers. I never do any such thing as a 'light planetary defence.' It's wasteful. If any of my worlds can't defend itself from whatever the enemy can send, I don't defend it.

April 08, 2014, 04:18:26 PMReply #19

Offline jordanthejq12

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Re: GC strategy tips for share
« Reply #19 on: April 08, 2014, 04:18:26 PM »
Sometimes a small defense is better than no defense at all. For my defensive fleets I tend to load up on carriers. This is still me not having fully adjusted from 2.0, where you could pretty much fighter-spam your heart out, but anything with a solid carrying capacity that will hold up under direct fire for longer than five seconds is good for me.
"Show the same loyalty you have in the past, Mandalore. If there is a Mandalorian crusade, let it be for something that will carry your people's memory into the future, so when the time comes when there are no more Mandalorians, than at least their honor will remain."
--Kreia, Knights of the Old Republic II: The Sith Lords

 

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