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If you have a Metallurgist +2 Alloys and 1-2 Tetryons you will be in the money for a successful run. If not you can make do but they do help. Alloy stacking early game will help a LOT in both building a defensive fleet and building the Enterprise. Your goal is to get to 20-30 alloys a month in the next few years which means you'll get the Enterprise in 9.75 years from that point aside from expanding territory which is 100 alloys each. Personally I'd shoot for 40-50 which is easier done with the Metallurgist bonus. I would suggest Industrial zones over Forges for the simple reason that Industrial zones give additional resources that offset the specialty of Forges, free forges like from the Betazoids and other homeworlds I'll take but I'll never build them. To get there you want to identify where your mines need to be, if its not on one of your three starting planets build them on Earth and in fact I would build at least one on Earth anyway and make it a priority for pops. You'll need those minerals for building space stations, improvements and converting to alloys.
You should get a near 100% occurring scripted event about some kind of trees on one of the planets, go with the harmonious route since there's no reason to go the aggressive route with penalties, this will become one of your main research planets later on hence the Tetryons since thats the level 2 building upkeep.
When you absorb Betazed you can keep the small default ships if you wish and assign an admiral to them, they still work a little bit if you have Greatest Inheritance and Admiral bonuses, if anything you can add 300-350 attack power on top of your Mirandas early game but expect to be deleting these flying police cars going forward as even a Miranda is better but does cost Alloys.
You will probably want to build a Military base on both Vulcan and Cygnus for defense and more importantly Starfleet officer generation. The sooner you do this the better your officer reserves will be and you'll need them for purchasing Admirals. You might be tempted to wait for Graphene Cities but you should be good enough on Minerals that you can purchase two of these and it won't hurt so much. You'll be getting Graphene cities soon enough and that'll help cut the cost down on buildings in the future. Just suck it up to officer generation investment that you'll need, keep your eyes on the goal not the mineral efficiency here.
Around 2351 to 2352 the Cardasians will start a war of Humiliation like the bullies they are, this is going to be hard.
2) Fight a defensive war that you'll probably eventually lose because they'll slowly get war score on you.
3) (My personal favorite) Take your lumps and roll over legs up as soon as you can so you can get back to expansion/research and outpace these fools, there's really nothing gained by winning this other than lost resources that you can move forward to bigger better fleets.
Around 2365 Cardasia will start looking to potentially integrate Bajor and if you are doing the middle left side of the tree you'll want to get Bajor liberated, this can happen a little earlier or even later but this is a soft goal mark for getting your fleets up. If you are lucky you'll be getting Intrepid class ships around this time but also at this time your research should have some delicious upgrades for your Miranda fleet survivability. Your goal is going to be jumping into Bajor asap when you declare the Liberation war and I would suggest staging the fleet near Bajor and not around Earth for this, that way you get their quicker and have a little more time to take out the starbase. Take out the starbase with your 1k fleet or multiple fleets and have your ground troops already enroute from Sol. Your goal is to take out the starbase and land on the planet asap. If you do that the liberation war is over and might not even have to deal with the Cardasian fleet if they are slow to move. The enterprises ability to tank and dish out damage is handy here and if you got your alloy production started off to a good start you can have a strong fleet plus the Enterprise and having both will probably ensure success.
If Bajor becomes Liberated quickly you'll be good, if you fail the first time and get repelled you might want to just restart, chances are they will be wise to your moves and repairing and rearming you'll be on the backfoot. If it is liberated immediately do the Liberate the Oppressed mission tree and get 400 opinion and start integrating them, consider keeping an ambassador or the Ceritos to make sure they stay happy while integrating.
At this point the only hangups you'll probably have early-mid game will be Nausican and Ferrengi raiders at 1.8k fleet power, so do a fleet buildup and have 2-3 fleets ready as reaction forces. The enterprises ability to tank and dish out damage is also handy here but the enterprise likes to roam a bit so it can take awhile to get where it needs to be to do defensive actions. These DO count to Worfs mission achievement, if you didn't get it when Liberating Bajor you can get it fighting Nausicans and Ferengi and its the only hard one of the 5 missions to unlock the Enterprise-E. Just proceed to take advantage of 250 influence every time you colonize and keep expanding, make sure you prioritize habitable planets if anything to prevent one of the other 3 powers scooping it up but watch the terrain blockers, don't colonize anything with more than 2 blockers or you'll have planetary issues. When you start to spike your research especially with Tetryons (claim these mining station points as well as colonize planets that have Tetryon wells, this is where you will outpace your competition in both economy and research. Keep passively increasing your fleets so that you have 2-4 decent fleets. When you get the Enterprise-E this will be an absolute perfect opportunity to split up your Miranda Ships to 3-4 per Admiral and put 5-10 Defiant Class ships in each fleet, your combat power will skyrocket. The Defiant is a better Miranda. What I like to do with Miranda ships is make them into point defense anti-torpedo ships for defense and leave the damage to the Defiant and Intrepid classes until about 50-60 years in the game when you unlock the Excelsior class cruisers. I personally like 3 Intrepid, 4 Miranda, and 10 Defiant per fleet but find what works for you. If anything Alynna Nechayev makes a good Intrepid specialist since she has only one Admiral trait and its a long distance trait, you could possibly take shields off your Intrepids and turn them into armored glass cannons and use that shield energy for better weapons at long range.
This game could have been a lot better with a few patches and a few DLCs that fixed timelines and added color. The Intrepid class is an odd choice to have so early in the game but still be waiting another 50 years for the Excelsior class to become available for research, should have probably put in the constitution class after 5 years instead which just tells you have odd the timeline is even for ship research. Critical scripted event wise things are kind of slow but I think they did that in case you go on the offense or defense with the other powers. In my opinion even on Grand Admiral they are not aggressive enough and other than the occasional minor quick war with a minor power they don't do much too often, rarely do they fight each other. Later on the 3 powers will start getting really political and you'll see treaties and agreements constantly. I know there have been some canonized maps that make the game map better but they also feel like they slow the game down a lot and not in great ways. Someone could do a real good makeover to the game at this stage since the code and events are basically locked in, otherwise the Stellaris New Horizons mod supposedly does a very good job but is also a little odd to get started.
I find the Romulans pretty much ignore me in the early game, so I set my starting envoys Improving Relations with the Klingons and the Cardassians - because I like the Klingons and to slow down the inevitable Cardassian aggression. I also don't support Bajoran Independence or ask the Cardassians to release them until the last possible moment (the better to keep the spoonheaded bullies away for longer, as they consider both to be grave insults).
That last possible moment being when they declare war on me.
Rather than accept right away, I hit pause, select 'Support Bajoran Independence', select 'Request Subject Release', and unpause.
As soon as the Cardassians say no, which unlocks the Liberation War option, I pause again and use that to accept the war... I then immediately surrender unless the Enterprise is ready and I have something resembling decent firepower. Why? Because the Cardassian fleet hasn't reached any or my planets yet - no battles taking place means the war technically didn't happen, so the Humiliation penalty doesn't kick in.
After all, there's no point getting any of my stuff wrecked when the outcome is inevitable and they aren't actually stealing any or my systems.
Big piece of advice for anyone else reading this. Do not under any circumstances send a Science Ship to explore a Black Hole because, if that Black Hole is a Highway Node, it triggers the Borg chain.
If the Black Hole in question is right on your border, get a Construction Ship to check it - if it's a Node, leave it alone until you have the Enterprise. If it's a named Black Hole then it's safe to send a Science Ship.