How To Survive Space Bears And Cull The Weak
At the core of everything in Star Drive is PRODUCTION. The following strategies focus on your typical human-like factions; for the really weird ones like the cybernetics or the useless ones like the stupid wolves you will need to adjust strats so I don't suggest playing those races out the gate. Best is to play factions that have good food and production bonuses for a start until you get familiar with pacing and underlying mechanics of game through a few playthroughs.
First thing is tech up, without the first two techs you will languish and die. Once you have those two you want to focus PRODUCTION because it gives you both GUNS (warships, troops via infantry bases, starbases) and BUTTER (food via farms, research via labs, colony ships, etc).
---Numero Uno tech is PRODUCTION and has to be either be Automated Rover Bay or Xeno Mine. I personally think that Xeno Mine is the best choice long term, but which ever one you don't research, trade for the other one ASAP and build them both everywhere as a priority.
---Second you should research the Research Lab so that you are always pumping out 5 Research a turn PER PLANET. Build one on each of your planets so that even if everyone is working on PRODUCTION (which is your goal at ALL new colonies) as you are colonizing planets your research will expand apace. Focus primarily on production when considering potential colonies, with max population being secondary concern.
---Third, you want to free up more farmers to be factory workers, so you should get a good food tech. There are two models for food supply here.
#1 Decentralized: Most people suggest Aeroponic Farm at every planet (+3 Food -2 Gold), then ship food in to supplement once a colony surpasses 3 colonists. However, the upkeep can be prohibitive when you have a lot of colonies.
#2 Centralized: Research Soil Enrichment (+1 Food/Farmer, -0 Gold), which has no upkeep, but will only reduce # of farmers needed and not replace them, and will also require you to build freighters to take the food from your homeworld to all of your colonies.
Probably just go decentralized and stick with Aeroponic Farms for starts until you get more experienced. Always trade for Soil Enrichment when you can. A good mid game tactic is to find a good large farming world to be your breadbasket, focus food production there, and ship to all colonies so that you can take farming strain off of your homeworld and maximize production there.
---Fourth, now you balance building colony ships and warships at your homeworld. I like an alternating method. Occasionally build a freighter or two so that you can ship colonists, troops, and food, and trade routs when necessary. This whole time explore and expand with your early scout ships, colonizing the tastiest morsel planets.
Early War Strategy: build these on all colonies, all colonists are workers so no researching or farming until all of these are build (in order of production):
Auto Rover&/Xeno Mine
Aeroponic Farm
Research Lab
Infantry Base
Star Base
A great early game tactic is to use swarms of small missile boats (engines and missiles, no armor, thing TIE fighters with rocket pods). You get a number of fighters with free upkeep up to your command point limit, so spam them with corvettes, wave tactic your enemies with missile swarms. If you are maximizing production properly you should be able to churn out gobs of these craft. This should help you survive and defend your early colonies. If you are losing money increase tax rate to compensate. If too much money reduce tax rate as much as possible. Keep a good eye out for Leaders than can do amazing things for your core production needs. Some come with great techs, hire them and them fire them if their other attributes wont do you much good (Good leaders are often worth going 100% taxrate for a couple of turns to earn gold to buy them, then reduce tax to balance budget with minor surplus).
Mid War Strat: once you have a few planets with all of these (in order of production):
Auto Rover&/Xeno Mine
Aeroponic Farm
Research Lab
Infantry Base
Star Base
Use cash to rush build Auto Rover Bay at each new colony to get them jumpstarted.
Now you need to start building the largest ships possible because that is the most efficient use of your command points. A couple of the strongest builds are Cruise Missile ships and Cannon/Railgun ships, I favor Cannon/Railgun builds. Solar armor is your friend because it offers good armor protection AND produces power to run your ship. Armored ammo crates are also double as decent armor for your sides while ensuring your ships have enough ammo for sustained engagements. I find long range firepower to be the best offense, which doubles as the best defense as well, lol.
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=454783841
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