Suggested Strategies

Shadow Shack's picture
Shadow Shack
July 4, 2012 - 6:56am
Eventually you want to ween yourself of the RS and start building more SY. More SY means quicker fleet build times, not to mention more launching opportunities as you disperse your numerous SY to the four winds. The simple fact is if you start hunting (aliens) instead of (RS) you will fill up your silo stations much quicker. 

For example, if you have ten RS each with lv-8 collection rates, you're netting 4800 units per hour. Kill an Oberist and you'll net around 80-90K of a random resource.  Kill an Octo and you'll net over 100K. It would take a full day for those ten stations to collect the same amount that one alien yields.

Start dismantling RS and build more SY. Your goal should ultimately be 20 SY and 6-8 silo stations. If you have 20 RS and one SY, start one by one until you're down to about ten RS, and just keep adding new SY and the occasional silo along the way.

Another beneficial station to build multiples of is your research stations. More research stations nets shorter research times. I have five research statins each at lv-12 and my tech time is reduced by 52% of normal. This really comes in handy with those high level techs that take days to complete.
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Also, you might want to establish an alliance "training ground" for your fleets. Establish a specific area in your alliance and start dog fighting each other. This will raise your commander XP and better prep you for war. Basically group one SY for each player in a specified area and let the dog fighting begin...first person launches a fleet, next guy attacks said fleet. Pete and repeat until you have at least six well developd commanders...and by all means don't stop at six.
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

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