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Sorry, I am getting back to the game as well. But my impression was that the Necrons are one of the strongest factions with oodles of over-powered late-game units. By the time the Eldar get Wraithknights, you should have units that are as strong or stronger to counter?
I feel like the tech tree being scattershot makes it really hard to know where to focus.
evasion activation, drive in, melter it, if the bikes survives escape next turn
For Necrons, I'm not sure honestly. Maybe the omnipresent Heavy Destroyers, since you'll have some packed anyway? I don't think C'tan are a good idea since they'll get blinded.
Maybe Doom Scythes otherwise, but they're still pretty squishy so heh.
Keep in mind your damage will suck anyway. Wraithknights are waaaaaaaay too tanky. You'll have to shave down their HP slowly.
A wraithknight can't scratch a chaplain (equiped). They don't do much damage either but they can block them. But again other units kill a chaplain quit quickly.
In the end a war walker is much more dangerous than a wraithknight (although they are pretty expensive).
However they can't be stomped, have 10 armor and are relatively cheap.
The basic goal is to pick two techs per tier and then move up to the next in an effort to get to a certain tech level and units that fundamentally change your options. With Space Marines I find this to be Apothecaries and tier five (used to be tier six). Quickly get to Apothecaries, make a handful and you can expand and conquer. Backed by Tac Marines, Devastators, possibly Assault Marines, Captain and Chaplain you can drop both cities and units.
Backfill some cheap techs and then push on to Terminators and then on to StormRaven Gunships.
With Necrons massing Annihilation Barges then Doomsday Arks before carpet bombing everything with your Doom Scythes works very well.
I have no doubt that me mismanaging the economy is part of the problem. I have 4X experience, but the combat and resources seem to be much more complex than Civ. Are there general tips that will help me with any race? There aren't a ton of Youtube help, outside of hours-long play throughs.
Food is for infantry units and general population
Ore is for buildings and mechanized units (IE Vehicles and walker infantry like Wraithknights)
Power is for aircraft and building upkeep
Influence is for Heroes and City Expansion
Loyalty is for population management
Population is for Building output
Space Marines combine the Ore and Food resources into a singular Requisition Resource
Tyranids do a similar action but combines things into a Biomass resource
if you control an outpost you get a small resource trickle for each outpost controlled. However if you include an outpost within your city boundries that city will get a percentage boost to that resource generation. For example if you have a city that produces 100 ore per turn and you add an ore mine within the city walls it will give you a 20% boost to all Ore gain and boost your output to 120 ore per turn. This only applies to resource generating buildings within the city.
Loyalty is a catch all resource that every point of positive loyalty gives you +1% increase to all resources produced by the city. And every negative point gives you -2%. Each unit of population reduces your city loyalty by 1 and you get -6 loyalty in each city for each other city you own
Population determines the resource output for your buildings. If you have more buildings than you do population you suffer from economic penalties for unstaffed buildings (excluding the population expansion buildings which don't need a person to run them)
Make sure you manage each resource proper and try to plan your army comp in advance to get the proper buildings in place ahead of time.
I'm not an expert, but this is what I've figured out so far:
(As already said) Pick only 2 techs per tier, race up the tiers until you unlock some good units (around tier 4-6ish for most races), then you can go back for other good early techs. You need a plan for what unit types you want and what techs+resources will support them.
A research building or two in your first city is usually a good idea, but don't overdo it (long run, other buildings are more useful). This is often the first thing I build on turn 1, especially if my race doesn't have a great starting unit. Races with a strong starting infantry (SM, Necron) may want to get an infantry training building up first instead.
Your starting units should focus on exploring and grabbing outposts, keep them safe and don't try to kill things unless it's an easy/certain win.
Don't build just one unit training building. Specialize your cities with 2-3 copies of the same unit building. No one wants to wait 8 turns to train that new unit you just unlocked. Exception is the settler building some races have, or the hero building, 1 each of these is usually enough.
To develop large endgame cities, you'll need both the building that raises pop cap, and the one that raises loyalty. These are a big initial cost (tech+build time+resource cost) that takes a while to pay off, think of them as a long term investment. Consider skipping them early on, without them you can have a couple 6-7 pop cities, with ~3-5 unit training buildings between them, and that's enough to churn out some troops and establish a good early game presence. Just don't forget to eventually research and build both the pop and loyalty buildings, you'll need them to ramp up your mid game economy.
More cities is obviously more resources/etc., but you don't want to infinitely spam them like in Civ, the loyalty penalty adds up fast. It's usually a safe bet to go for a second city ASAP. Three, four or more cities is more questionable, it depends - doing it too soon can stall your economy, watch your loyalty. On a small map you can win without ever doing that third city. For most races you'll need a certain tech unlock, usually somewhere in Tier 2-4, to settle new cities - this is a very high priority tech, if only to get that second city.
Space marines are special, one city only. Fortresses are more for your economy than your defense: spam them as often as possible, in 'safe' spots next to outposts you can defend, don't let them get destroyed. The population building is high priority, your main city needs to grow fast to offset the lack of a second/third city.
Don't ever let yourself run out of the resource used to maintain your buildings (energy for most races), as this can stall out your entire economy.
My first city usually builds something like.. 1x research building, 2x unit production building of choice (most races you want to choose between infantry and vehicles); 1x the building that produces your settler unit (if applicable); 1x hero building (optional, but a good idea for most races). Add in enough resource buildings to occupy the initial 6-7 pop, then decide if you can afford to expand further with pop/loyalty buildings yet. You may want to turn off the hero and/or settler building when not in use and put that pop into a resource building. Second city may want to include 2+ copies of a different unit building than first city, or it might just gather resources (depends on race and tech strategy).