Colonization Tips and Tricks

So, recently I've been noticing that a lot of players really don't have good colonization technique, even if they're solid in other aspects.  I want to write a quick and simple guide on colonization technique to help those who might not know some of the tricks.

Let's start with some basics:

 

Krosovs First:

In almost every case your first targets should be the Krosov siege frigates in the planet militia. These are the most fragile of the defenders, plus they give a lot of experience. But that's besides the point, the fact is that once they are dead you can colonize the planet even if the other defenders are still alive. This saves time and money... and opens up other strategic possibilities as well that I will discuss in the more advanced section.

 

LRM's Second:

The second most fragile of the defenders is the LRM. It also has some wicked damage output, second only to heavy cruisers. You'd think it would be obvious to take them out early, but I keep seeing people leaving these for last (probably because of the range). You take so much damage if you leave these guys alone. Flaks and light frigates won't even dent capital ships, and heavy cruisers will take a mighty beating before going down. Take down the LRM's second; it's just a good move.

 

Double-Team

Three light frigates are sufficient to take down the militia that guards an asteroid. If your asteroid is a dead end or you have another promising colonization target next to your homeworld, why waste time backtracking with your capital ship? Send three light frigates to secure the asteriod while your capital ship heads elsewhere. You'll get more planets sooner.

 

Micro those fighters!

With the exception of asteroids, all militia will have at least one flak frigate present. You can potentially lose your fighter squad on your capital ship if you let them meander about. However, flak frigates chase fighters like a magnet, and you can lure them to the other side of the gravity well. Now, ditch those flaks and get those fast fighters back into the battle! If you don't want to micromanage your fighters, dock them so they're not wasted.

 

Shoot from both sides!

The progenitor and the akkan are both side-shooters... so position them so all their gun ports get to fire. Try to get militia on either side of them. If only one side is firing, you're wasting half of your damage output. This doesn't apply to the Marza and Evacuator, which are forward shooters.

 

 

Now, let's move on to some more advanced goodies:

Hostile Colonization:

Sometimes the militia guarding a planet is too strong for your capital ship to handle on its own. However, if you bring in frigates to help it, you'll lose a bunch. It's a lose-lose situation, but there are other ways. Remember, once you've killed the Krosovs in the militia, you can colonize the planet. Once you colonize the planet, you can build defenses there. You'll need to buy some time to put up some turrets and repair bays (see below for some distraction tactics), but these will take down those pesky militia no problem. For some reason, militia prioritize construction vessels very lowly, so they will never attack one so long as you still have combat units in the gravity well.

 

Ninja Colonization:

This one is very similar to the hostile colonization. Once you've killed the Krosovs, colonize the planet, and buy your basic population upgrades. Now, just leave. The militia will kill the builder, but who cares. You control the planet (plus any tax income it may provide), and the militia will protect it from any enemy that tries to capture it! This is a great way to "claim" a planet for later without having to fight off the militia now.

 

Starbase Colonization:

Similar to construction vessels, militia apparently don't prioritize constructing starbases very highly. If you've got a choke point you want to colonize and secure, a starbase can be a very acceptable solution. You'll need to distract the militia, but once it's done a starbase will clean even the toughest mobs without a problem. This is a particularly mean one to use on a planet near the enemy. Often times players will wait too long to take on heavy militia, and this is the best-case scenario for starbase colonization, enabling you to lock down a planet that the enemy was counting on owning. Works best for Vasari, for obvious reasons (fewer labs, your colony frigate becomes your starbase constructor, and you don't have to worry about constructing it in a bad location!)

 

Clean up those Flaks

Flak frigates are one of the toughest militia units, but they deal almost no damage.  You can spend a long time sitting around killing the last flak.  Why not move on with your capital ship and use a few light frigates to clean up the remaining flaks (or build a turret if you already colonized the planet).   Keep your momentum, don't get held up on these minor delays.

 

Bypass

Don't have the time to deal with those nasty militia? Are there valuable planets on the other side of that heavily defended desert? Just bypass it. You'll need a colony capital ship to do this (obviously since you'll need colonize capacity on the other side), but you can now capture the planets you want and leave that heavily defended planet for later. Often it's a good idea to do this after a ninja colonization.

 

Colony Frigate Aggro:

Planetary militia hate colony frigates. With a passion. So much so that they will abandon everything they are doing to hunt them down if they enter their gravity well. You can use this strong behavior to your advantage. Any time you want to distract or delay the militia, just warp in a colony frigate. Watch them run to the other side of the gravity well to attack it, then warp it out. They will then return to trying to attack you. Rinse and repeat until you don't need to delay anymore.


First Come, First Serve:

When faced with two equal priority targets, militia will keep attacking their current target. This means that if you warp in all your fleet at once, the first frigate to arrive will be the militia's target. So... if you warp in one specific unit first you can control which unit will be the militia's target. The most obvious application is to warp in a tough capital ship (such as the Kol) first so the militia will focus fire on it, then bring in the support frigates afterwards so they don't get attacked. You could also use a scout to lure the militia into a wild goose chase before warping out the gravity well. Remember that strike craft are considered high priority targets for flak frigates!

 

Kill those Krosovs.... with Scouts:

Seriously, scouts kill Krosovs very well. You'll need 5-10 of them, but these units are dirt cheap. Use the first come, first serve principle to ensure your fragile scouts aren't the target of the militia (or else warp one in ahead of the group as a decoy to distract the rest of the militia), then use them to quickly kill the siege frigates.

 

Minimalist Colonization of Adjoining Asteroid:

Just send the colonizer frigate alone to the Home World's adjoining Asteroid.  As soon as the roid is colonized, build a turret, and have the colonizer frigate attack the krosov seige.  (Or put it on auto-attack. A new frigate will have sufficient anti-matter to immediately colonize the adjoining roid, and will usually survive [except Vasari maybe]. Can scuttle turret later to recoup some cash).

~Credit: SageWon

 

 

Above all else, try to get a sense of pacing, and learn to keep your momentum. Try to plan out your capital ship's colonization "tour" as your scouts uncover new planets. Avoid spending time needlessly flying around and focus on doing what you need to do: defeating militia and taking their planets. I've won more than a few games because my empire is bigger and stronger before the first shots have been fired. I've also lost a couple on similar grounds. The key is to learn from your mistakes and acquire an improved sense of pacing and timing. I hope people will find these tips useful!

 

PS: anyone got their own tricks they'd like to share?

 

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Reply #1 Top

yes use the shift click to plan out you attack in advanced (ie, click attack siege frig, shift+click colonize planet, shift+click attack LF, shift+click jump to next planet for asteroid)

this will allow you to multitask and keep track of your spreading empire

Reply #2 Top

Minimalist Colonization of Adjoining Asteroid:

Just send the colonizer frigate alone to the Home World's adjoining Asteroid.  As soon as the roid is colonized, build a turret, and have the colonizer frigate attack the krosov seige.  (Or put it on auto-attack. A new frigate will have sufficient anti-matter to immediately colonize the adjoining roid, and will usually survive [except Vasari maybe]. Can scuttle turret later to recoup some cash).

The technique can be used on other roids, if you let the anti-matter build up before you jump in.

Starbase Colonization:

a starbase will clean even the toughest mobs without a problem.

End of quote

I like using this one, and didn't think anyone else had figured it out yet!  Is also very good for that rare adjoining Desert or Terran.  A quick way (esp. as Vasari) to secure those heavily militia defended worlds, when you probably don't have enough fleet yet.

Reply #3 Top

Although I don't want to encourage it (I see too many "our allies have lost a planet" messages during the initial colonization period as it is) you can actually colonize planets while the Krosovs are still alive.  The planet starts with about 250 health, and provided you can kill the Krosovs quickly enough the planet will survive.  A single Krosov will actually kill the planet very slowly, and can be killed by a lone capital ship before it does the job.  I didn't know you actually had time to get a turret up, though.

I like using this one, and didn't think anyone else had figured it out yet!  Is also very good for that rare adjoining Desert or Terran.  A quick way (esp. as Vasari) to secure those heavily militia defended worlds, when you probably don't have enough fleet yet.
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It's not something you use every match.  Most of the time this one gets used when I'm pocket and I don't want to fleet up, but my capital ship can't take the desert or terran planet on its own.  Of course, the other cases to use this are when you have an opportunity to snag a planet near the enemy's homeworld or a critical choke point.  In either case the enemy could descend on the location before you get repair bays up, but having your starbase done will keep you safe.  I don't recommend this one against Vasari, though, since nanos absolutely wrecks havoc on unupgraded starbases.

Reply #4 Top

Even with colonizer with no antimatter (for example 2 nd asteroid after you colonized 1st), jump colonizer to 2nd asteroid then move it around asteroid very tightly in circles or zig-zag. If you do it right colony ship will restore AM for 2nd colonization and will have enough HP to survive and jump our of gravity well to safety.

Learned this while watching replay of JJ eco spot

 I didn't know you actually had time to get a turret up, though. 
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I use this one all the time the only thing I noticed just recently though is that when you colonize planet has population 5. So if siege frigate isn't killed before that population is lost and it takes some time to be restored to 5.

So now I'm trying to learn how many scouts will kill that siege before my colonization of the planet. Assuming they jump in gravity well at the same time as colonizer does.

If you've got a choke point you want to colonize and secure, a starbase can be a very acceptable solution.
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Excellent suggestion which works best with vasari. If you can be fairly sure that another player wont join the fight there is no chance militia will kill that SB before it builds. Just build SB where migrator jumped in and with those heavy defended planets once SB is up and running jump in cap ship to collect experience (I usually jump in Skirantra because of repair cloud. That way u can be sure SB will have full HP just in case your opponent joins the fight plus you have fighter cover since SB can be destroyed fairly quick with bombers. Especially if it already is reduced to 1500HP.

Reply #5 Top

Even with colonizer with no antimatter (for example 2 nd asteroid after you colonized 1st), jump colonizer to 2nd asteroid then move it around asteroid very tightly in circles or zig-zag. If you do it right colony ship will restore AM for 2nd colonization and will have enough HP to survive and jump our of gravity well to safety.

Learned this while watching replay of JJ eco spot

End of quote

Just when I thought this one couldn't get any more cheesy :\

 

When I originally wrote this, that strategy was brand new and very few people actually knew about it.  It quickly became very popular and well known, but I didn't maintain the thread because it got buried due to lack of interest.

 

Reply #6 Top

It's a shame you cant stack colonist abilities to create a higher start population on colonization.  That would help a lot.  This isn't possible in any way is it? FYI--good job on this post.  One of the clearest, most thorough and helpful ones here.  Worth reviving.

Reply #7 Top

When I originally wrote this, that strategy was brand new and very few people actually knew about it.  It quickly became very popular and well known, but I didn't maintain the thread because it got buried due to lack of interest.
End of quote


Saw this is old post yeah but after I posted replay.

PS.  Since of influx of players perhaps it should be revived

 

 

Reply #8 Top

Have a carrier cap ship, have a planet you need to colonize with maybe "too" many npc ships protecting it.

 

Send your cap ship in, deploy strikecraft, send you ship in circles, sic-saz or square movements around the planet...

you cap will not be hit much at all.

Enemy flaks are slower and will not be able to hit your strike craft.

 

Meanwhile your strikecraft attack the other enemy vessels,

Send bombers first on -> heavy cruisers -> long range frigates -> light frigates ->then planet bombardment ships

Send figthers first on ->long range frigates -> light frigates ->then planet bombardment ships

When there are only flak left, send your cap ship to kill them and they doesnt do much dmg so youre fine.

 

You can attack enemies as usual with your cap ship until you maybe lose your shield or maybe some hull, then do as above.

Reply #9 Top

Thanks for the tips!