SPACE - GLORY THROUGH CONQUEST

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TIPS ON SHIP-DESIGN


Expansion Phase
- Do NOT build ships.
- Not even a scout!
- All resources are to be directed at colonising and establishing your empire.
- The risk of a hostile invasion is MINIMAL! Everyone is trying to build an economy, and even if someone does attempt to invade, at most he can advance at the rate at which he can colonise (once per day?)
- A few shields on a planet will hold off ANY starting fleet.
- Once your income passes 500/500, you might find that you have sufficient resources to build 1 or 2 fast grey grabbers. These are 1 or 2 engined or frigates (no hull, shield, weapons)
- Anything over 40 speed will do, though some players go up to 150 speed. - Your starting scouts have speed 14, and will soon be unable to cross your empire in the minimum ticks.

Eating Inactives and Food
- To capture uncolonised and undefended planets anythign with a weapon will do.
- If you have to bomb colonised planets, then the ideal ship is a light destroyer with mixed weapons (beams and missiles).
- RAIDING planets is a reasonable source of income, and the ideal RAIDER is an Escort Carrier. Capturing a planet by raiding 9as opposed to bombing) takes longer.
- Sensors are optional on starting ships. They aren't used in planet bombardments, but if you run into resistance (enemy ships), sensors are invaluable.

Mid-Game
- As your tech advances, build heavier ships like cruisers, carriers and battlecruisers.
- Heavier ships do better in combat than small ships (damage and accuracy bonuses).
- Personally, if I can't get a ship moving at 24 speed or better without sacrificing half the slots to engines, then I know I don;t have the tech yet.
- Again, it is better to use weapons like beams and missiles, since most of your effort will still be focused on conquering planets from mid-ranked players.
- Your first war is likely to be fought with both sides using primarily ships of the line (carriers, cruisers, battlecruisers).

End-Game
- Once you get sufficient tech to build a species unique, switch your shipbuilding to pure combat ships.
- Pure combat ships do heavy damage, have lots of sensors, and must be able to hit anything that moves.
- Some species (Kreel, Oomari), are able to build escort ships that have massive stealth or evasion, but such fleets suffer in damage-dealing and accuracy. Leave this tactic to more experienced players who can best exploit the strengths of such fleets.

Ships