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outpost limits how many ppl the planet has.
my suggestions are start on tech 3 and rush tanks, turn on easy logistics, start with 1 or 2 armies, if you have the dlc play on one of the small island maps so theres a good chance youre alone and can build up, alternatively if you dont have the dlc try for a planet with a lot of mountains.
if the minors around you arent raiders, natives, or territories try using strats to make peace with them so they will leave you alone long enough to build up.
tanks are broken, its actual bs how quickly you can roll over the enemies even on higher difficulty with light tanks.
It's really hard to develop with the low population setting.
To get a good start, do not try to expand, defend what you have. Do not push the borders of minors, it will trigger them to attack.
Build industry up to level 3 and like level 2 metal mine. You'll need energy production to power it up. Defend with militia while you're upgrading it all. Once this is setup you have a good economy so you can start attacking neighbours though upgrading even more metal mines and industry should be your aim. If you have emergencies while building up your economy, deploy independant machineguns or more rarely independant anti tank guns (if you are facing sentinels). Do not attack with them, let the enemy do it; if it doesn't all the better as it's buying you time to upgrade more your buildings.
For now, it seems to be working. I haven't even seen an AI in 30 turns.
I am doing this for the first time. 30 turns and I haven't even seen the AI.
That is what I was doing the last game. The AI came out of no where with a powerful motorized unit and just bulldozed me.
This was always my intentions. But was always getting attack and having my mines destroyed or taken over.
Even then basic infantry should hold.
Are you sure it is a normal minor regime? Not a rogue AI or one of the others that don't actually have a zone city but aren't marauders?
No, I am not. Just assumed there were major and minors.
Rogue AI/Nomads/Slavers/Arachnids/Sapient Xenos are the non-standard ones, Slavers have very similar units to Raiders.
In any case the unit card should state what kind of unit they are and what type of minor they are, e.g. raider battalion = raiders. Exception is the Shadow regiments, who are event troops, had that event trigger on a raider minor faction before which was unpleasant but a good light tank design beats them all.
As others have said, rush tanks, but not singlemindedly, make sure you have the oil and metal sources necessary to support them. Also, on some maps if you're not on a lvl3 tech start, you might need to rush RPGs and Anti Tank Guns instead if there's big nasty critters you can't kill with buggies and infantry, or a major regime beats you to tanks and zerg rushes you. Don't forget you can build up an independent tank battalion if you desperately need them yesterday, so you don't need to wait on unlocking the formation type or having the resources saved up. It's a rough balancing act, but after a few attempts it'll click.
That is exactly what I did for my current game which is running the smoothest for me so far. Still a lot to learn to get better at this.
Thanks. I am doing so much better this current game. I just grow impatient with myself in learning these games. I then get mad and lash out against the game although I know it is me, not the game due to it's popularity.