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Stardrive 2 a lot of research
Stardrive 2 a lot of research










stardrive 2 a lot of research stardrive 2 a lot of research
  1. #Stardrive 2 a lot of research upgrade#
  2. #Stardrive 2 a lot of research free#

Aim for a tiny amount of surplus power at warp, a small number of fuel cells on energy weapon equipped vessels, and an amount of ordnace storage roughly one-quarter the size of the ordnace-using modules on the ship.

stardrive 2 a lot of research

Researching the military technologies of your choosing will now have made meaningful ship design possible. Don't over-extend yourself with too many ships, it's easy to do and the lack of any warning until your treasury goes into the red can give someone a nasty shock quite abruptly. Using shipyards, especially in numbers as their effects are cumulative, can make a world with decent production already an industrial juggernaut- but remember those ships need upkeep. ensure you build subspace projectors everywhere between your worlds, they're quite cheap (even cheaper after the "Privatisation" technology is researched) and give you a large tactical edge in defense against whomever is being aggressive.

#Stardrive 2 a lot of research free#

Ensure you research are enough to maintain pace, though high-level agent technology theft missions are often highly successful, so feel free to take what you can't research yourself if you start falling behind. Keep your income around five to ten credits per turn, at most times. Try not to let the AI sweep them away if you can spare the forces to destroy them. These modules are god's gift to ship design in this game and are far superior to anything you can get for a long time, and remain useful right into the late game. If they leave you alone, use the time to annihilate as many Remnant ships as possible and take the high-value worlds they were orbiting, as killing enough (the exact amount seems to vary) unlocks a technology branch under the secrets tab of your technology tree, with exceedingly useful ship modules: the Remnant shield, reactor, and fuel cell. However, an Alliance victory is nigh impossible with everyone without some serious diplomatic flair, so be prepared for a harsh war to erupt at some point, almost universally between you and the strongest military power on the map. As you expand, continue to ensure ground garrisons and scouts are built and replaced as needed.Īfter expanding and solidifying your initial position, you can start down the road to whichever victory you wish. But two loads of production materials from any of the starting transport classes will provide enough to rush-build a rover bay on your colony, greatly expediting the growth process. A new colony will take an incredible time to grow unsupported, assuming it can at all. The AI for managing them is quite good, all you need to do is set them to either goods or civilian transport duties and they'll do the rest. Just remember it will take at least four troop units to stand any chance of capturing anything larger than an outlying, recently settled colony.ĭirect transports to your colonies as soon as you can squeeze them into your queue. If this is the case, a large portion of their economy was switched to war production which was wasted against you- it makes them ripe for a counter-attack before they have a chance to recover and start their economy back up. Often the enemy attacks with just a small force, and some quick management and well-fought defense can hold them at bay. Even if you do have war declared upon you, ensure that colony ships are being constructed behind your lines and sent to expand, unless you are heavily outmatched militarily and desperately require warships. If an enemy scout spots an undefended world, it will give them reason to invade, and the AI is surprisingly quick to construct an invasion force, often striking within minutes of the game beginning if you aren't careful.Įarly war is not a game-ending problem, but it can seriously hamper your efforts and prolong the game by forcing you to abandon rapid colonisation, which is key to the mid-game. Also, train trrops at your capital and use them to support your first colonies, even if you research military outposts early.

#Stardrive 2 a lot of research upgrade#

The starting fighter class available at the start of the game will be adequate for a short time, but upgrade to corvettes as soon as realistically possible, and use them to remind the other empires you meet that you have a standing military capable of holding a spatial assault. It is wise to expand as early as possible without sacrificing the construction of new warships. Unless you find lots of abandoned remnant ships it is unwise to start a war with any race whatsoever.












Stardrive 2 a lot of research