Final Theory

Final Theory

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Final Theory beginners guide
By Craig M A
Step 1 - Starting ship FRIGATE concentrate on getting Mark III save your research points for Reserve Fuel so you can move twice in each combat round it is easy to get behind the enemy line and take out enemy Frigate's and Destroyer's. Focus you'r Adjustment point's in Armour and Attack put 3 point's into your shields just to give a little buff. So 3 point's in shield 6 point's in armour and 6 point's in damage do this each upgrade from Mark I > Mark II and from Mark II > Mark III by the time you reach Frigate Mark III you will have 6 points adjusted shielding and 12 points adjusted armour and damage. The best asset for the Frigate class is their main gun can fire 360 degree and is kinetic so it ignores about 90% of a targets shield rating. In your fleet you should have a minimum of 2 Mark III Frigate class ships.

Step 2 - Destroyers.
Priority is to get your Destroyers to Mark II after you have set your Frigate's up to Mark III. There are 2 reason's for this. Firstly and most important is Mark II Destroyer unlocks Macro Drive which enables you to teleport to another area to escape or to obtain a tactical advantage on an enemy trying to flank you. Secondly is the Macro drive enables you to teleport near a fleet ship which has depleted shields so you can use your shield boost to bring it back up. Note* Shield boost will not work on completely depleted shield.
You should focus your Adjustment points in armour rating and shields put 3 points into attack just to buff it. So the same as the Frigate class except you are putting 6 points into shields and armour rating and only 3 points into damage.

I will post intermediate ship set up in another guide as this is the first one i have written. I have played many hours in this game so i will list some GENERAL tips while playing.
Tip - 1
You only get to move one fleet per set-up turn so make sure you move your fleet to a star system that is circled. These always contain an asset. Create another fleet if you need to to move to an asset star system. If there is no circle around where you want to move your fleet then look for another fleet to move.
Tip - 2
Check all controlled systems for completed ships or Tacium to be mined. Tacium collectors have a 2 round cool down period and each one increase's the collection by 60 per round.
Tip - 3
Use Tacium Disruptor as much as possible if an enemy is in the next system or even the next one away it will stop them moving within striking range if the system between you and their fleet is Disrupted they cannot enter it and must find a way around.
Tip - 4
Save up your warheads you can bank them so if you are pressed by many factions you can create a 1 ship fleet near them and destroy them with a warhead these also create tacium deposites you can mine. You can create as many 1 ship fleet's as your fleet allowance dictates.
   
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6 Comments
moyang 26 Sep, 2021 @ 3:31am 
Frigates are really good, they can easily reach 100% shield penetration so their damage potential is actually quite high. Also their high mobility allows kiting.

I don't think destroyers are good. They damage shields when frigates just ignores them.
wespe___o=/;;;:* 16 Feb, 2020 @ 12:27am 
hey again.. yes.. Expert and higher is the real challenge.. Gryphon is partitially right with slight MK2 .. I´d call it optional.. depend son the map and difficulty as well as starting position ;)
I didn´t have time to write another guide.. but if you´re interested, check my review.. I tend to drop Playguides there.. even for myself - in case I play 1-2 years later^^ ..best cost effective ship is cruiser.. nothing beats a cruiser if you keep it Mark5+ .. only Empire.. when they have insane Mark6+ Battleships/Dreadnaughts.. esp. if there is 2-3 of those.. but those kill anything, so better hit hard and kill something to reduce overall power.. in Grandmaster Empire is between 1500-2300 from start.. cruiser is best since it can attack out of range, unless the Dreadnaughts get Mark3+ and instant-kill.. in 4.th turn >_>
Craig M A  [author] 15 Feb, 2020 @ 11:36pm 
excellent advice from both players i am currently trying to beat expert lvl and i am thinking i need to adjust my strategy however i do believe getting tier one units to mk3 is the best that goes for tier 2 units also i have noticed that on expert it is extreamely hard to gain resources. ship unlocks and tacium deposits.
Gryphon 14 Feb, 2020 @ 7:08am 
For the very early game, I feel like frigates are worth upgrading... very slightly.

Meaning, the Mk2 upgrade plus the +20% shield pierce upgrade. With those you will be able to always kill SOMETHING, enabling you to whittle down tier 2 garrisons with dirt cheap (=expendable) mono frigate swarms.

Haven't tried it on GM but this does work on Master.

Also, one thing that worked for me on Expert but haven't tried on Master is upgrading Frigates to Mk4-5, and make fleets of 6 frigates plus highly upgrades cruisers.
This fleet can't take on super powerful fleets, but it is super cost effective against "second tier" fleets. And because it's so cheap it's also no big deal if you eat a Tac-nuke.
wespe___o=/;;;:* 25 Jan, 2020 @ 5:32am 
Hi.. the idea is good, but I´d like to correct something.
While you can play arround in easier difficulty without any bigger problems, once you reach EXPERT all resources become scarce. So the player needs to think how to grow/expand fast and keep the tech-research up. You really need to get the most out of what you have at disposal.

Rule no.1 for Master/Grandmaster .. NEVER upgrade Frigate.
1. Start with Destroyer and get Jump Drive to win the first Skirmishes till you get Cruisers
2. Full Upgrade path ONLY on Cruiser and higher..

Also, regarding Adjustment-Points for Ship-Upgrades:
Damage > Shield > Armor

Well, now enjoy the spacefights^^
lordmoore1 5 Jan, 2020 @ 6:46pm 
Thank you