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in the guides is a drive chart; the ratings might be meant to "help guide you' i suppose but after a mistake or two myself, i just went to the horse's mouth
GLHF
https://steamcommunity.com/sharedfiles/filedetails/?l=swedish&id=2868559848
And Exhaust Velocity directly correlated with Rating. Engine with rating 4 has twice as much EV as engine with rating 3. And x0.5 of engine with rating 5.
b) Early game: Advanced Pulsar (Solid Fission line) OR Fission spinner>Pegasus (Molten Core line). Second is better but comes online a bit later. Your first real combat engines for orbital defenses - now you can build a beam/kinetic warship too.
c) Gamebreaking mid-game engine: Neutron Flux Torch (Advanced Fission line). Chew fissiles like no tomorrow but allow to technically win the game around ~2035 via strategic bombing of alien mines (as you can have ~3-4k dV and outrun anything aliens have).
d) Mid-game: Orion engine as part of NFT route. Again - consume Fissiles but now you can do some battles around outer planets.
c) Mid/late-game: antimatter up to Advanced Plasma Core. Near perfect engine but use AM for refueling.
d) Mid/late-game: Zeta Boron / Zeta Hellion fusion drive (Z-Pinch tech, Deuterium-Helium-3 / Proton-Boron and Magnetic Nozzles tech). First REAL fusion engine. Good enough to even try to win this game :)
e) Late-game: Daedelus Torch. Almost ultimate engine (not much better then NTR / AM Plasma Core but don't have issues with expensive fuel). ~550k RP to get it since game start :) So veeery late game tech.
Some engines around also could have some use, but not so good.
Thrust and delta V numbers are good & all, but you *really* must take into consideration:
1) Power requirements (mass of the reactor means mass of the ship means engine is useless)
2) Power plant efficiency (mass of the radiators means ...).
3) Propellant type aka fuel. Antimatter engines are great, but you need LOTS of antimatter for a fleet and you won't have LOTS of antimatter.
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So, most of the engines in the game are REALLY NOT GOOD.
Don't fight aliens in space until you have glorious *Zeta Helion fusion drive* tech. Then maybe upgrade to Daedelus Torch, but it may not worth it.
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And use Spikers! You need antimatter tech for Antimatter Spiker + Zeta Helion + Hydron Trap win combo.
Although I prefer to sell fissiles in the early game to gain money for implants and great orgs.
The Aliens have already made it clear that they're not going to tolerate me having an Earth orbit space station anymore. What exactly provokes the Aliens besides killing them? Burning out Xenoflora? Building mining settlements? Building ships? What can/can't I do, here?