![]() Don't send entire armies on "errands" to annex sectors or grab goodies. Split faster units off for scouting or collecting pick ups. Plan where you want to walk, in which order. In that vein, do as many quests as you can for the rewards and reputation. ![]() Keep in mind that you can annex neutral factions if you have enough influence. ![]() I generally start thinking about a second colony between turn 10 and 20. Always try to be expanding, and make a plan on which sectors you want to grab first. Armies more focused on range care more about cover, Overwatch and hit chances. Does your hero lead a force, or is he a secondary that "just" fights? What kind of force does the Commander lead? Frontliners want to get their units resistances and more health and have an easier time taking advantage of AOE moves. Most races have a set of basic mods that massively improve their initial units. Pretty much any army wants access to some form of healing (Pay attention to whether the heal only affects soldiers or also machines). ![]() You want to start thinking about designs and "What do I want this guy to do?" pretty much from the research screen all the way to when they do their first fights. Mods are a massive part of what makes armies powerful. In that vein, you want to manual combat as often as you can, quicksave before auto battles in case you want to redo losses. Levels massively improve units, and prime ranks frequently provide insanely powerful upgrades to certain soldiers. Following tips are what we do, if any of them strike you as "too much effort" you can probably skip them safely on lower difficulties: ![]() At that point you kinda want to be optimizing a lot. Buddy and me play with minimal starting resources and army, versus highest difficulty enemies and a max hazard world. It depends a little bit on the settings you play on, and how obsessive you want to be. ![]()
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