How to beat AI, the guide

I've spent quite a while doing achievements and it was usually all against many hard AI players. I saw no quality guide on AI yet, so I thought some people could use one. It's for medium and big maps where you have time for at least 6 planets before you have to fight a war. Smaller ones are boring and i don't play them. Find a different guide telling you how to spam LRMs on those and you're all set.

Anyway, here it goes:

1. Knowing your enemy.

Try to remember against whom you're playing. Play all the races, get to know them. You need to know which AI ships are carriers, which have repair ability, which hit hard and which are most durable. Without knowing races and their ships, you've already lost. So do learn.

Scout ahead and see what planets they have, where they are, how hard they are defended, how many and what type of ships they have. It's funny how people neglect such basic stuff. With this knowledge, your offensive will be very easy. So go and scout.

Knowing their personality helps a lot too. The worst guy is called defensive. He expands slowly and keeps fortifying his interior planets. Do not waste time playing against this guy. The best AI (the most annoying one!) is aggressive. Researcher will have little but elite ships. Piece a cake. Cash guy will have loads of light frigates. Pick your favourite. Or go random, it's somehow more fun this way.

2. Building up.

This is a long one. But you have to DO IT RIGHT in order to get advantage over numerous AI players. If you don't, you're dead.

Start the game. Buy 200 crystal as fast as you can.

You have a green planet at the beginning. The first thing you do, you should upgrade taxes on it. AI won't do it and it means you have 40% more income for first 10 minutes. It helps.

Second thing, build cap ship factory and crystal extractor. Queue the capital ship with colonization ability. This is your second early advantage over dumb AI which 90% of time takes some other ship.

You need to know one thing. Colony frigates are damn slow at colonizing planets. Jumping burns their antimatter and they need to regenerate it for like 10 minutes. If you don't take a colonizing cap ship, your colonization will be damn slow. Trust me. Do not waste this early advantage for a Kol.

Next step, build scout frigates. I build as many as I have phase lanes from my home planet but never less than two. I send them in all directions and when they are on their way, tell them to autoexplore.

When the cap ship is ready, create a fleet out of it, build a squadron of fighters, tell it to jump with all the fleet, set the formation to close and jump to a nearby asteroid. There's always an asteroid.

When you're there, you will see two frigates. Kill the one that can bomb planets, the siege one. Your fighters excel in that. They make up for you not having a fancy battleship. They really do. When siege frigate is down, colonize the asteroid right away. Second frigate can be killed after you have the asteroid, saves like 2 minutes of time.

Build taxes, build mines. You've doubled your resource income.

2. Looking around.

By now you should have most of nearby planets explored. Build two civilian labs. You need to invent ice or volcanic colonization for your next planet. There's always an ice or volcanic planet nearby. Always.

After labs, build 5 to 10 light frigates and send them with your colony cap ship to take the planet. Send cap ship first, let them gather around it and start shooting at it. After that send in your frigates. This way they pound you capship's huge shield while your frigates stay safe. You save a lot of cash due to this trick so do use it. This is your third huge advantage over reckless and losing dozens of ships AI.

3. Colonization.

At this stage you should start thinking about having like 5-6 planets all with trade ports. This is one more thing AI fails to learn. The one who goes for trade earlier is the one who can muster bigger fleets in mid-game. AI doesn't do that and is sad and poor for a longer while.

Also you should invent better shields and your long range frigate. I like TEC one even despite overusing it is very lame. You should also get your second capital ship, this time it should be the best and toughest bitch you have in your fleet. I mean Radiance, Kortul or Kol. Two caps with a bunch of long range frigates in this stage is all you need.

Last thing to do, find your first victim.

4. Choke points, it's all about choke points.

See what route this AI will have to take to reach you. You need a point AI has to fly through to reach your home planets. When you find it, colonize it. It has to be close to that AI. If the map is sane and you're fast, it should be no more than 3 jumps from his home planet.

Build two repair bays there. They should overlap so they heal each other. Also build a crapload (3 to 5 at this stage) turrets. I know they have low damage and their range sucks. You don't use them to fight back. You use them to delay or scare away the AI.

Spread them and try to cover the whole half of the gravity well to which AI will be jumping.

And DO upgrade escape facilities on that planet/asteroid.

Of course research repair bay first. Research hangars to. Build one or two if you have enough cash, all fighters.

4. First victim. Coward.

Why did we secure that planet? Simple. When you attack AI, it jumps to the system you came from with siege frigates. If there are no defenses, they kill the planet and go further into your territory forcing your fleet to turn around and chase them. Now when they see you built a crapload of turrets, they turn around (80% of time) and fly away. If they don't, you should hope your turrets will hurt them.

This strategy is cheap but for a newbie player is deadly and extremely annoying. So plan ahead.

Do not turn back your main fleet. Start bombing his planet as fast as you can. Leave buildings and minor fleets to your frigates. If he has capital ships and doesn't run on seeing you, target them first with all you have. You kill his cap ship and he runs away. He runs away and the planet is yours. So instead of pounding frigates, kill his cap ship and you've won the day.

Proceed with this strategy until you have wiped him out.

5. What we have so far.

We have invented basic defenses, we have i don't know how many but a decent number of planets, at least two of them being terran ones. They are the ones that give real cash. Two or three cap ships. Better shields. A bunch of frigates.

6. Fortification.

Secure your borders. Every border planet should have max escape facilities, two repair bays, a hangar or two and a bunch of turrets. Move your capital to be somewhere in the middle of something you consider your future territory.

Move your firgate and cap ship factory there. Scuttle those on your home planet and build trade ports there instead. Invent and start spreading culture. Start thinking about resources inventions too.

Mass your ships together, add 3 or 4 new capital ships. I usually build one of each type and after that mass what I like. For Vasari I have 1/2 Kortul, 1/2 Sikantra, for TEC 1/2 Kol, 1/2 Sova Carrier, for Advent I usually go full carrier.

7. Mid-game offensives.

Here you have to remember that AI is a coward. It will run away if it's not his last decent planet and if it sees you have more cap ships and advantage in fighters and bombers. Use it. Do not spread you capital ships

Also, colonize and fortify each planet you take. Proceed slowly but in the fashion that ensures your rule over this planet for a while. Two repair bays, two or three hangars, a bunch of turrets and it's considered secured.

During battle, leave your cap ships on the wild but focus all frigate fire on his cap ships. Start with weaker, support ones. Dunov is my favourite first target. So is Advent mothership. They are soft but have powerful abilities you want them to stop using. So kill them first. And remember, AI will eventually run away even with a big fleet. It's just scared of capital ships of yours.

Invent max shields, improve your weapons too. Mass cheap frigates, especially light and long range ones. Quickly go towards 16 cap ships in your main conquering fleet.

Never think "i'll sit back and turtle for a while". Always stay on the offensive, always keep your fleet busy. You are safe when you're moving forward and reducing htem in size. WHen you let them to mass their fleets and come to you, you are dead. If they hit a planet far away, just build frigates and send them there.

8. Bombers.

For your main fighting fleet you need 40-60 bomber squadrons. I don't care how you do it. Can use capital ship carriers. Can use your little carriers too.

When a battle starts, alt+click them to get them all under your command and use ALL of them to hit one cap ship of teh enemy at the time. Start with soft ones, you should know which ones those are by now. This amount of bombers kills cap ships in one or two hits. Without cap ships, they run away 90% of time. So hit them with that much of bombers and the battle is over in half a minute. Of course stay sane and add some fighters to that fleet and some long range frigates too.

9. Late game offensive.

Now it's wild. You know what to do already, just use twice more ships for that. Have fun. Research everything.

10. Pirates.

Don't kill them in their base. Never. They are too useful. Keep sending them on AI that seems to be the strongest. And do not let others send them on you. Even if you can beat pirate fleet, it's better to have AI spend time and ships on it instead of you having to fight them for ten minutes.

11. Saving cash.

Do not explore your planets. Waste of cash. 90% of time you find nothing, 5% it's something useful a tiny bit, 5% it's something useless or a penalty. Most of artifacts are crap anyway and finding the one or two you consider useful is almost impossible. So do not explore planets, colonize more of them instead.

Do not build rafineries until late mid-game.
Do not build culture until you start bordering AI culture.
Do not invent faster mining until you have 6-10 planets.
Do not invent anything that raises bounty, waste of cash.
Do not invent culture spread bonuses.
Do not build propaganda everwhere. Build one for each two jumps, it will be enough.
Do not build defense on your inner planets, AI never jumps inside your territory anyway. It settles for border planets so keep those secured and you're fine.
Do not invent bigger fleet capacity until you really need it (ranked 10th in fleet is that moment).
Do not build super weapons. They cost too much and are worthless 90% of time.

12. NEW: Planet Defenses.

AI doesn't know anything about how to build them to maximize their use. Even defensive AI can't get it right.

It's one very useful area in which you can make up for their numerical advantage. Provided you know a few basic rules. Here they go.

The rule is that defenses aren't to kill the enemy. Maybe if turrets had bigger range and had some sort of anti-aircraft defense on them. But they don't. So most of the time your defenses aren't there to actually kill what jumps into the system. They are to scare it away. To deter AI from attacking. When you have decent defenses, it often happens that AI jumps in even with a substantial fleet but resigns from the fight and jumps out right away. So do build defenses, do not rely only on ships.

Enough theory. Now practical stuff.

First of all, repair bays are the best defense you might have. They are better than anything else you can build there. Always have two or three of them, preferably overlapping each other so they can heal themselves while enemy starts pounding at one of them.

Second, you need hangars. Preferably in the area where they can be healed by your repair bays. Hangars can produce two types of aircraft. Bombers are better for late game when enemy comes with more capital ships and cruisers.

For early game you should go full fighter. This is because fighters are deadly to siege frigates. And siege frigates are what you want to kill quickly as they kill your population and destroy your planet. I noticed AI is very unlikely to bombard with capital ships. So your planet stays safe after you destroy all siege frigates. So killing frigates should be your priority.

I build two or three hangars on my planets, sometimes go for four on planets that are choke points. Helps in hunting scout frigates and other travellers.

Rule three, build lots of turrets. They all have 3000 life, have decent armor and shoot back. Along with repair bays, they can survive a lot of pounding and slow down even huge fleets. Place them somewhere in the middle between both yellow circles around your planet to cover the half of the hemisphere where the enemy will jump in. In systems endangered by pirates, build one or two near your trade port and mines. You need many of those cause killing them takes a lot of time and you need time to bring reinforcements.

Four, culture. All civilizations get some bonuses in their own culture so make sure that border planets are influenced with your culture. TEC gets only antimatter regen bonus so is somewhat weak here. But Advent gets better shield mitigation bonus, making their ships twice more durable. Vasari are the best, 13% more damage in their culture. So culture hepls. Of course each of those needs research. Do it somewhere in mid-midgame before AI comes with some serious fleets.

Five, defensive fleets. For those I build lots of long range frigates (like LRM, Illuminator) and heavy cruisers (like Kodiaks). Kodiaks or other heavy cruisers come close to the enemy and thus take all the beating while long range frigates keep shooting from behind cruiser line dealing lots of damage and remaining safe. This fleet also should get one most supportive capital ship you have in your fleet. Preferably Dunov/Mothership type. The one that regens shields or repairs. For Advent I spare one carrier with repair cloud. It needs to be a support ship cause... it will be doing support.

I station this fleet where I think AI will hit me and move it around to where I'm hit. It usually happens to have enough time to get there before everybody is dead due to many turrets i build delaying enemy's offensive.

I don't have a huge defensive fleet. This is possible because I keep producing new ships and sending them to where the fight is.

Phase inhibitors, I build those in choke points to stop enemy from scouting. Along with additional hangars. Other special buildings I don't really do much, and usually late in the game. I quite prefer to build more turrets. I also don't do superweapons, they are costy and not that useful.

Last thing, scout ahead and check what capital ships are going to attack you. It is is very important. You need to know if they have many carriers. If they do, you need flak frigates or you're dead. So check this thing out.

END of update

Take care. Comment oin the guide. I'm open to suggestions. I will be updating it.

If you want to steal the guide, i have nothing against. Released under CC-SA 2.5.
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Reply #1 Top
MY guide to beating AI:

1) Start a game vs any number of AI's

At this point, you've pretty much won the game. Have fun. ^^
Reply #3 Top
Hey Krammer, thanks for the detailed strategy guide. There's lots of very useful info in there for us noobs. :)

On a side note, i see you've ended your guide with a number of "do nots". To me, each of these "Do Nots" represents a denial of the possibility of different, potential strategies. If a player is tied down to following, and repeating, the same strategy over and over to win the game, that doesn't bode well for replayability.

I'd like to think that this game offers other viable strategies to win. If not, then i think the devs need to make adjustments to allow for a wider variety of strategies to be viable or players will loose interest in the game.

They made a big deal about how they specifically designed the game to be playable on lower end computers to acquire the largest possible audience, yet, if only one or two core strategies are viable, they are defeating the purpose of trying to make a game appeal to the largest possible audience.

I think strategy gamers expect a variety of viable strategies to experiment with and if the game mechanics don't support that players will abandon this game for ones that do(MoO2, etc). What do you think?

Reply #4 Top
I updated it to tell you a thing or two about defenses. Thanks for your positive replies.

CalibanXXX: When it gets crowdy in later stages of the game, the truth is, you need every cheap trick you can figure out to get a win there. If not, you're just outnumbered and beaten badly. My advices are to tell people how to behave to get advantage over many hard random personality AI players.
Reply #5 Top
Yeah, his strats guarantee victory. It doesn't mean you have to use them. I play each game a little differently. I don't really have a formula. Granted, I'm no power player either and I've never played against a human opponent. Just do what works best for you.
Reply #6 Top
Good strategy guide. I followed it step by step like a benchmark and it worked really lol. Bring more, we want more! GJ.
Reply #7 Top
What exactly do you need? Fleet composition (aka LRM or Kodiak)? Colonization tips (aka Ice or Volcanic)? Fighting tips (aka target carriers or ships that fix others first)? :-)
Reply #8 Top
Very nice work, thank you indeed.

I have been getting my butt kicked with my old RTS turtle mode of operation that is a long formed habit.
Reply #9 Top
Nice guide, I've got a few things to add -

When I'm in a FFA game vs a lot of AI I'll try and get one of the AIs to ceasefire. This makes the game much, much less tough to win. Often the "missions" the AI gives you are fairly easy to complete, like "give 1000 gold". Without the ceasefire I find the AI tends to just gang up on the player, with just 1 friendly AI it will not only take that AI out of the game but because that AI will find other targets you'll also get respite from the AIs that it attacks because they're distracted.

With pirates, you can cheaply get the pirates to attack the AI by putting two bounties two different empires, those two empires will then have a bidding war over who gets the pirates and all you have to pay is the initial 500 credits for the two initial bounties.

Superweapons aren't as bad as you say, while I haven't tried the Advent or Vasaari ones yet, the TEC Novalith cannon is a game winner, especially in large maps. I found these especially useful in winning the "win without using frigates or cruisers" achievement, because my fleet with only cap ships just wasn't strong enough to break through the enemy lines.
Reply #10 Top
I can beat a hard AI by doing the following:

1 Scout (find the AI)
2 Start Colonizing
3 Get some research stations
4 research a couple ship limit upgrades (2 or 3 capital and 2 fleet)
5 Build 2-6 capital ships an race over to the AI's planet's
6 Destroy everything in your path
7 WIN!!!
Reply #11 Top
Ya, there's a thread or 2 I've read called something like "Super Weapons too powerful". You don't have to use them vs the AI, but it is a fun way to win sometimes. Vs humans, nothing breaks a stalemate more than turning on your 3-5 SWs at once, they either attack with all they have, or surrender.
Reply #12 Top
Thanks for the time and effort you put writing that up, very good read for a noob like me. It's really cool to see these different "guides" from people, the more the better I say..

I haven't played against a Human opponent yet however I'd like to see some sort of general guide with that. It'd probably go something like:

1. stay on the offense
2. by pass defenses
3. kill their economy
4. see 1

Reply #15 Top
Thanks for the guide, it definatly has good advice in it. Aside from the first couple times I played the ai realy hasnt given me much trouble, but I tend to turtle and take 5-10 hours to finish a match.

I will say that its a very TEC biased strategy of offense + economy strategy though. I highly recommend newbies who are frustrated with the AI to do just as this suggests, but i agree with caliban that it might be too repetative.

Here are my slight Racial modifications Advent/Vasari

Advent
"Do not build culture until you start bordering AI culture."
As advent one of your key advantages is your strong culture, that mixed with the ability to see nuetral and enemy planets within your culture is a HUGE bonus. Also, i find that the superweapon is worth it if they contest your culture, I blast a planet then jump in when its visable(hence under my culture).There by eliminating the enemy bonus they might have had for helping the defense(+antimater or +dmg) and giving you shield mitigation.

Vasari
"I don't have a huge defensive fleet. This is possible because I keep producing new ships and sending them to where the fight is."
I find as the Vasari its good practice to have a sizable defense fleet(often of equal size to my offense fleet) sitting somewhere close to your borders. Make sure to have the gates up at all your border planets(also usefull if you decide to use the much hated dark fleet). The best part of this is with a marauder in your offense fleet you can drop a gate and bring all hell onto someones last line of defense.

These are both mid to late game suggestions to which i may add more later.

-RR

Reply #16 Top
I am currently creating a massive guide which will show screenshots of every map and their planets, the planet's resources, every ship and their description & attributes, and an expanded tech-tree which shows the description of every technology.

It's going to take me all weekend to complete it, but I'm just not sure if I'm going to make it available to the general public or for clan members only at our website www.magogclan.com. The website should be finished by Monday updated for Sins.

I will probably make it available to the general public at our website.

Reply #17 Top
Thank you guys. I really appreciate your positive replies.

What I don't appreciate is clan guys spamming this thread with information that I don't care about. I won't become a member of your clan just to read a guide you promise. It's lame if you think I will. Please go away. :-)
Reply #18 Top
Thank you guys. I really appreciate your positive replies.What I don't appreciate is clan guys spamming this thread with information that I don't care about. I won't become a member of your clan just to read a guide you promise. It's lame if you think I will. Please go away.
End of quote


I hope this does not count as one... I would like to offer you a place to put up your guide, available to people without registering, that would be your "most current version". This would enable you to have one spot where everyone could go and read and download the most up to date copy of your guide.

there would not be any comment section at it so when people come they would not get confused by other peoples post and comments. If you are in a clan or have a website of your own you would like promoted there you would of course be able to do that as well.

We are planning on opening an entire section of gaming guides for people to use.. Yours would be a nice addition and I just don’t have time to run around constantly checking for updated versions at different locations to include.. (my reasoning for offering a single location so others also don’t need to do that)..

You can reach me here via pm if you would like...
Reply #19 Top
Thank you guys. I really appreciate your positive replies.What I don't appreciate is clan guys spamming this thread with information that I don't care about. I won't become a member of your clan just to read a guide you promise. It's lame if you think I will. Please go away.
End of quote


This is a public forum, not your private board. No one cares if you want to join a clan or not, but don't try to limit other people's freedom of choice.
Reply #20 Top
Really good guide!

Now I wait for someone to release the insanly long "FAQ" aka giant stratagy guide and walkthrough.

But this was relly good
Reply #21 Top
Ok, so how do I beat a map like Grindstone, which has zero choke points and is so crowded that I cant colonize more than 2 planets without fighting the AI?
Reply #22 Top
Take a Sova Carrier as your first cap and embargo them.
Reply #23 Top
Take a Sova Carrier as your first cap and embargo them.
End of quote


That might work in 1v1, but Grindstone is 8 player. I'll give it a shot though.
Reply #24 Top
In general, nice job Kramer 222, but I have one strong disagreement and a couple of qualifiers:

My disagreement: At least for TEC, don't build the colonizer capital ship, build a more combat capable cap ship (Kol--my preference--or Marza, unless you're using an embargo rush strategy at the start with a Sova carrier) and buy the colonizer frigate, instead.

In general, start build advice based on that from HuntingtonX for TEC is here:

https://forums.sinsofasolarempire.com/?forumid=404&aid=300907

Why not the colonizer capital ship?

1. To colonize, the cap ship has to climb down into the gravity well, and takes a long time to get back out of it, meaning it can't move on to take other gravity wells or assist you somewhere eles.

2. Other capital ships are 25% faster than the colonizing variety, and ships in a fleet move at the speed of the slowest ship in the fleet. Your choice means that your most experienced capital ship, in your most important fleet, is now late for every engagement for the rest of the game.

3. Colonizer ships, for the most part, are not the most combat capable capital ships. (At least that's true for TEC.)

4. The explained advantage, ability to colonize before (1) all opposing forces in the grav well are defeated, and (2) the colonizer frigate builds up enough antimatter are overstated or outweighed for several reasons, specifically: (A) you can jump your colonizer frigate in safely when there's one remaining defender, especially since you can now take out the siege frigate defender last, not first; (B) if you build the colonizer frigate right after your scout frigates, it already has built up a great deal of antimatter before jumping in, and can very quickly start that first colony; (C) colonizer frigates (at least TEC and one other) can also capture extractors in asteroid belts, so you need one; (D) the "five minutes" cited for a colonizer frigate to get enough antimatter is, of course, an exaggeration; (E) once your colonizer capital ship begins using special abilities that require antimatter, it too has to wait to build up antimatter before colonizing, and (F) between the fact that the colonizer capital ship is slower than all others, that climbing out of a gravity well takes a lot of time, that as a less combat capable ship it takes it longer to dispatch the defenders, and that as both the colonizer and the main combat ship it cannot do two things at once as well, the colonizer capital ship is actually likely to slow, not speed, your initial development.

Now, qualifiers:

The general advice is generally true, but depending on your map and what you're short of (credits, metal or crystal) you may have to speed some of your civilian research priorities (increase skill at metal mining or crystal mining, or build refineries) earlier than the general advice suggests.
Reply #25 Top
Thanks for your input. I was undecided about this first colonizing cap ship thing for quite a long time. Finally I decided to go for this strategy I wrote because:

- you have to babysit your colony ship because when they see it, they head straight for it
- it takes a few points of your precious at the beginning fleet limit, can have an LRM instead of it
- there aren't always neutral asteroids for the taking
- when you conquer AI, you usually bomb his planets with capital ships, so your colonizer is already at the spot to take it over and can do it right away instead of waiting for the colony frigate
- colonizing capital ships have all excellent skills that help your fleet a lot and make up for slower speed, Akkan you don't like (for example) increases range and shuts down enemy caps for periods of time, makes an excellent flag ship for your 2 caps + frigates early fleets. Advent colonizer is the best skill-wise ship in this game. Vasari giant egg is also very capable. You want at least one of those in your fleet anyway.
- you can turn those skills off, you don't need them to be on autouse, use them yourself and you will always be sure to have a reserve for the planet
- colony caps aren't that incapable in fight as you might think. Akkan has very decent skills and also a squadron of either fighters or bombers (which have great dps stats)
- you still can take your second cap quickly and add it to the fleet making it a great force to
take on rebels, colonize quickly and move on to another planet.
- you can level up your colonizing skill giving you bonuses frigates won't ever have

I tried both methods and I discovered it is far more comfortable for me to just use a colony cap ship instead of having fun with those little frigates. Especially when it has very high experience level, has its additional skills trained and is leading a fleet against enemy worlds.

Also, I am not discussing extreme maps. Extreme maps need extreme strategies. I wanted to write a general strategy guide against AI for medium/large/huge maps with pirates because I had great time playing those while I was doing achievements. It isn't meant for powerplayers, more for newbies who don't really know what to do to take off in this game. Like this guy who asked how to set the game to the easiest possible settings because he can't win even against one easy AI. I think my guide has helped him.