B-sting's personal favourite strategy
Ascendancy is not a hard game to beat. Even with the Antagoniser module, most will still find it too easy,
but at least entertaining. Still for those who want to improve their game, here's my personal tips.
Species: There's a lot of species with useless special abilities if you're planning on conquering and/or
expanding fast. Like the Shevar (drains all power in alien ships in their systems ... once every 90 days) or
the Dubtaks (if you're the most advanced species, there will be no research to steal). Instead I prefer species
like the
Minions (more invasion for less invader modules), the
Chronamyst (gets to new/hostile
colonies much faster) or the
Chamachies (more quickly get all the research you need to make an invincible fleet).
Star system expansion: Do everything you can to develop all the research you need to build medium ships,
stock them with colonisers and capture as many systems as you can before you run into other alien colonies.
Don't bother with small planets, unless there's an archaeological dig site on them. Go for the hugest, richest planets
possible in each system (unless they only have black squares). Build your coloniser on a black square, preferably next to a red and green square. In
the future, these huge planets will be your refitting and ship construction planets. You really want those
archaeological dig-sites too. Build your coloniser close to them and at most build one factory and then go straight to
the Xeno-dig. You might end up with a Nanomanipulator weapon straight from the beginning of the game.
Planet expansion: Keep the peace for as long as you can and improve your colonies as fast as you can. Find
a healthy balance between lots of production and lots of research. As soon as you have them build nothing but Industrial
Megafacilities, Metroplexes and Research Campusses on your planets. Build one Hyperpower Plant, Internet and Fertilization
Plant on each planet. Use Outposts only when needed, upgrade to habitats asap and switch to Metroplexes in the end.
You might even demolish a few Outposts and Habitats when you have enough Metroplexes and need the space for other useful
stuff. Make sure your
outer colonies have at least some orbital shields and weapons in case of an attack. Most
species are stupid enough to declare war at their least tactical moment (when they are still far away from you or have
their weakest ships next to a fully armed planet of yours). Make sure your strongest planets have shipyards and orbital docks.
Ships: In the beginning of the game I build a few medium ships for colonising, later in the game I usually make them into small patrol ships. I never understood what one would need small ships for. I might build a few large ships, but ideally my whole fleet is only enormous vessels. My usual config of an enormous ships is:
3 weapons
2-3 shields (if they're strong enough, 2 suffice)
1 recaller (if available, usually home planets are furthest developed to refit ships)
4-6 Starlane Hyperdrives (or regular if not yet available)
1 engine (really who cares how fast you can travel within a system?)
5 energy generators
1-2 Lane Magnetrons or Lane Destabilizers (if available)
3-9 Invaders and/or Colonizers
I bring along one lane magnetron for every red lane I plan to encounter (one way only, since I have a recaller). Alternately, if you're flying in a pack of ships, fit two ships with each one lane destabilizer. Send in all your ships in a red lane but one, make the remaining one destablize it, then jump into the red lane as well. On the next turn, you can use the pack to destablize the lane again so the last ship is through as well.
I never understood scanners by the way. If I'm gonna destoy an enemy vessel, I'ld rather bring an extra weapon instead of stuff to know what its armament is.
VilganRanos's planetary defence strategy
A reader of the website suggested his favourite defensive strategy:
Single enormous ship. 1 engine, no stardrive, 2 nanotwirlers for power, heavy wave scatter shields (no energy cost) Load up with smart bombs (4 at least, 6 if Snomedovas are in the game)
Smart bombs can go anywhere, damage every ship in the fleet. 3 are generally sufficient to annihilate ANY fleet regardless of size and class.
Return to shipyard, reload. Wait for next stupid fleet to engage you.
Send invaders while they're rebuilding.
Przemek's strategy
A reader of the website suggested his favourite strategy:
First of all as a species choose Orfa. It will be a huge advantage over other species in the game as you can build on every place on the planet which gives you a huge possibilities of expanding the Industry and research capabilities.
The ultimate ship is:
- Enormous of course,
- 2 Nanomanipulators,
- 2 Engines (You can use even the Graviton Projector, it's good enough),
- Nanowave Space Bender,
- No shields, no scanners,
- 3 Star Lane Hyperdrives,
- 6-7 Nanotwirlers (5-6 of worse power generators for worse weapons, but then you might need to install 3 weapons instead of 2),
- replenisher,
- Brunswik Dissipator - a MUST (I don't see how it might not be installed, as having it excludes the necessity to install shields - in most cases, where you have at least the same number of ships, even if you are 1:2, one hit per turn can be healed with remote repair facility after the battle),
- remote repair facility (if available),
- Accutron (for weapons with a short range when you want to deal with orbital defenses with a Nanomanipulator, where a long range weapon on the orbit is present),
- the rest you can fill with Invaders/Colonizers (usually 6-7).
- Also you would rather use a Lane Destabilizer than Lane Magnetron If you are planning to send multiple ships through a long red link.
- Also, don't bother to use any specials in the ship to move other ships. Accutron and Brunswik Dissipator will do the trick for all other Specials that you might want to install on your ship - just use them wisely.
- Also there is no sense in using most of the one time specials (except Lane Destabilizer and Invader/colonizer of course) as it will simply leave your ship less powerfull.
For planetary development:
- Try to have even number of the Research and Industrial quantifier at the begining, then in time when you have sufficient discoveries to invade planets and destroy ships without being destroyed (Brunswik Dissipator), decrease the number to 1:2 (research:industrial - bear in mind the increase that Hyper Powerplant and Internet gives you), then of course when discovered everything, abandon all research facilities, replace Metroplexes with Habitats and Industrial Megafacilities.
- On planets that you have with 9 or more Industrial quantifier build Hyperpower Plant. If invaded that planet and it has at least around 20 Industrial quantifier build docks and don't go back to your Home system to repair ships (no need for a recaller - besides, it will take much much longer).
- If you found a home planet of another species early in the game, make it your priority to destroy them ASAP, otherwise they might develop to a point where you will be competing for planets to inhabit making you slow down with research and productivity.
- On orbit build 4 long range weapons, 3 shields, shipyard, docks and leave one space for a ship to be build/repaired.
What other people have sugested in the past
Favorite battle techniques
- Load a ship with four Plasmatrons and a Replenisher. This is a deadly
long range combination that may be achived fairly early in the game.
- Use the Mass Condensor or Gravimetric Condensor to get all the target
ships close to you at once. Then use the Invulnerablizer to protect yourself.
Finally, proceed to use Disintegrators to wipe the lot of them out of existance.
Make sure you have a LOT of power available.
- The same effect as above may be achived when attacking a single ship
by using the Tractor Beam to pull him in and the Disintegrator to dispatch
him.
- Construct tiny hulled bomb ships with a Gravimetric Condensor, a Nanotwirler,
a Nanowave Space Bender, a Star Lane Hyperdrive, and a Destructotron. Use
the Gravimetric Condensor to get all the target ships close to you at once.
Then use the Destructotron. Make sure your bomb ship is the only friendly
ship in the system.
-
Here are two additional ship designs that are very nasty:
1) A ship with Plasmatrons and Positronic bouncers. Fire the plasmatrons,
and when the enemy ship comes to within its own weapons range of you, bounce
it away.
2) Once you have all the gadgets, put together a ship with a few powerful
shields (ideally the nanoshell), a tractor beam, a brunswick dissapator,
and whatever weapons you like. Put up your shields, tractor the enemy ship
in close, drop your shields, fire the brunswick dissapator. You can now
engage the powerless enemy ship at point blank range with whatevere awesome
arsenal you have seen fit to put aboard. I've never lost a ship using this
tactic, although it requires a bit of revision when you are facing 3 or
more ships at close range. Don't forget a remote repair facility, just
in case.
-
Build 2 or 3 awesome attack vessels with plenty of replenishers and weapons
and not much else (no scanners and few generators) Essentially floating
weapons platforms. Then build a support ship one with scanner, megagoggles
(or whatever) tons of generators, a remote repair facility, a sacrificial
orb, and the plasma coupler. You can then use this ship to repair
and re-energize the weapons platforms instead of each of them having to
have thier own repair facility and hyper fuel. For extra emergencies, your
tanker can be equiped with a canabalizer.
-
I have had difficulty with losing ships stationed as guards at other species
home worlds that I've conquered. When they use a Recaller they appear at
their former home world without any warning from the game. I've paid close
attention, and moved along one day at a time. The instant that I see an
enemy ship appear, I go right to that system. Most of the time Ive already
lost a ship. Sometimes the defending ship is almost dead. If I dont leave
a guard, the planets defenses are gone by the time I get there. So I must
cover the planet with mega shields. They still manage to erode them away.
They best solution I've found is to position the guard at an extreme altitude.
Then The new ship goes striaght up to get your guard, but it takes him
a couple days to get there.
-
The easiest way to defend a system from invasion is to position three ships
very close to the Star Lane entrance into the system (this is especially
effective if there's only one direction from which the invading ships can
approach). Each ship should have 1 Brunswick Dissapator, 3 weapons at least
as powerful as a Fergnatz Lens (this is usually pretty easy if you've gotten
a Xeno Dig or three under your belt), and at least 2 "bubbles"
worth of shields. Just park outside the Star Lane and it's almost a guarantee
that you can toast any ship that comes into the system, regardless of how
big or how many (within reason, of course...)
-
Use the positron bouncer to knock a ship away, then let him come back to
you. By the time he gets there he's down on power and you can destroy him
easily. Works best early in the game.