Is at its best playing as the TEC, preferably Rebel. While all AIs generally tend to perform poorly playing as Advent due to the importance of ability synergies which are mostly beyond the AI's sophistication level for this race, Aggressor AIs may do better than some other personalities, particularly as Loyalist. Essentially a variant on the Aggressor build that pays more attention to area control and empire development.
For this reason, tends to be very strong in the late game, when it has a sound economy and also uses starbases extensively. Despite the name, does not tend to "turtle" fortify a small empire without further expansion ; in fact, Fortifiers expand no slower than Aggressors.
Tends to be weak in early to mid game due to lower ship construction and more spending on fortification and empire development. Focuses on research extensively, to the detriment of expansion speed and fleet strength.
Also, its strong bias towards combat researches means it rarely improves competitiveness in the late game, as its economy will be lacking.
Usually, Researcher AIs will get overrun by other AI types before their research can amount to much, due to general neglect of the rest of the economy. Researchers are mostly a B-choice for the builds where Fortifiers are strongest, i. Conversely, either faction of the Advent does not seem to do very well with a Researcher personality.
Despite the name does not actually achieve the strongest economy, as it expands the slowest of any personality often to the point where it almost doesn't and neglects combat-related research. Has strong income in early game, but curiously spends most of it on ships which it commands poorly and fortifications rather than on empire development. As a result, is usually among the first AIs wiped out along with the Researchers. From the player impressions above, it seems that the Fortifier preset comes closest to simulating the behavior of a human player, as it tends to achieve a relatively solid balance of expansion, development, area defense, research, and economy, which ultimately allows it to survive into the late game and develop sufficiently to field large, strong fleets.
If Fortifier is the most balanced of the AI personalities, then relative to it as the measurement standard, the Aggressor AI focuses more on fleet sorties and less on development, while the Researcher and Economist AIs mostly do the opposite.
Of the latter two, Researcher is biased towards research and Economist nominally towards empire development; however, Economist curiously fails at this, its stated specialization, in later game, making it possibly the least well-balanced of the AI personalities.
Despite that, Economist is not necessarily worse in terms of results than Researcher -- although it is hardly better -- as the latter tends to neglect shipbuilding so badly that it is often the first to be defeated. On level 2 of the ultimate, all those percentages are basically doubled. And not happy with that, the frigging ship will remain alive, when killed, for 4 minutes with all active bonuses. It can tie enemy fleets to defend while your allies are breaking havoc on other systems.
A dreadnought ready to snipe and inflict as much damage as intended. One of the easiest to play and heavy hitters in the game. This ship is the simplest you can find out there. Its job is one: cause a lot of damage. Just be careful not to leave its back facing your enemies. Why is this ship so simple? All its skills are for doing damage or self-improving those damage skills.
The first one is Scattershot, a skill that damages all enemies in the frontal arc of the titan, doing some nice damage and reducing their armor too. The second one is the ugliest one: Snipe. A longshot that deals great damage on a single target on level 1 and has a ridiculous cooldown of just 11 seconds. Sadly, you need to manage these shots well as spamming 70 antimatter will drain your reserves pretty fast.
The third one is perfect for AoE with decent damage and the chance to disrupt the enemy fleet: Explosive Shot. This does a nice amount of damage and also pushes ships near the objective you shoot to one ship and the explosion affects those nearby aside, like mini-stunning them.
Now, you must be expecting an insane ulti that deals thousands of damage, but the answer is no. Overcharge has a cooldown of 60 seconds on level 1 and lets you do this: double the damage of your next skill, as well as distance. This makes the Ragnarov one hell of an opponent, despite being so slow and having a point-blank on the back.
It can kite buildings and other titans pretty well in a safe distance and may be accompanied by some Javelis frigates to add some more long-range missiles to soften enemies way more.
Skip to main content. Level up. Earn rewards. Your XP: 0. Updated: 29 Sep am. Huge spaceships that cause havok and suffering. Fortunately, in pc games you can hear the screams! BY: Christopher Alba. Durham To start up, we have the coffin-like Coronata titan, a ship capable of dealing heavy damage with is Unity Mass skill based on friendly ships near it, as well as taking control of both ships and planets in the blink of an eye.
Ankylon TEC loyalists The space fortress Ankylon is a ship designed for turtling in your territory and supporting your fleet to survive and disable enemy ships. Durham The jewel of the Vasari rebels, often called by players the Space Broccoli space veggies on the loose , is a really great ship, especially when dealing with big fleets composed of cruisers and frigates and well supported as well.
Vorastra Vasari loyalists The mighty Stingray can strike almost any part of the galaxy and bring death with its Phase Stabilizer technology. The antimatter cost is low and the cooldown can be lowered to ridiculous 30 seconds Desperation, its second ability, grants three effects and helps this ship being able to deal with large enemy fleets, as well as tanking a little bit: splash damage for a certain time, reduced weapon cooldown, and reduced incoming damage.
Ragnarov TEC rebels A dreadnought ready to snipe and inflict as much damage as intended. Titan Strengths Great damage dealer Excellent for 1v1 or destroying starbases Scattershot reduces enemy armor to compensate TEC lack of power Titan Weaknesses Slow as hell, especially for maneuvering No weapons on the back bank making it vulnerable Choose This Titan If More on this topic: Sins of a Solar Empire: Rebellion.
I'm a wanderer of worlds and tales, from hyperreality to real war scenarios in a house. Always reporting from the front and backline.
Especially fortify choke points. It's more RTS than it is 4X. With the main focus being more on eXterminate and eXplore. This game is stupid Originally posted by McGarnagle :.
Given these percentages, it is apparent that high-level AIs have a massive income advantage compared to a human; so much so that at the highest levels their fleet- re building capacity is virtually limitless and they can rush a human early on with several times the human's fleet strength.
Last edited by GoaFan77 ; 21 Nov, pm. On the other hand, low-level AIs, i. Some sources suggest Hard is the first level that uses the full AI, while others hold that only Easy uses sub-par AI and the observed difference in gameplay quality as opposed to quantity between Normal and Hard is due to Normal being hamstrung by an inefficient economy, with the result of it hardly ever using some of the AI programming's "higher functions".
Stardock has said that the normal AI is the full AI without any extra cheats or handicaps. It's using the same programming as the harder AIs, but no AI can be as good as a human player, so it is not too challenging to defeat. Hence why the harder AI modifiers are necessary.
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