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Command - Tech Path Choice

The Garrison pathway can lead to strong scouts and bombers as well as good equipment for all kinds of ships. It is generally used in conjunction with any other tech pathway because you start the game with a garrison. It is rarely used alone. For example, one may research strong bombers from the Garrison, but also researching AB2/AC2 from the sup greatly increases your bombers' strength.

The Supremacy Center pathway provides fighters, versatile crafts, and equipment for bombers. The Tactical Laboratory pathway provides for stealth technology, useful in hitting the enemy's economy early, and then making stealthy assaults on bigger targets.

The Expansion Complex pathway combines the defensive strength of Interceptors to the offensive strength of HTTs, while providing the most GAs for all kinds of upgrades.

The Shipyard pathway is generally available only after other tech stations exist. Only IC may build a SY at the start of a game. Regardless, it provides the extremely powerful but costly capital ships, all of which have both strong offensive and defensive power.

Finally, the Palisade/Research Station pathway, exclusive to GT, allows the faction to use the powerful corvettes and mustangs, both of which are useful offensively and defensively. Note that a research station also provides equipment useful to every other pathway.

Remember, if a tech base is destroyed you lose all of that tech. (Exception is Belters) All tech research that had not finished its research time is lost. If you rebuild that base, you must spend the money again.

Since the choice is wide, one must consider the following factors: your faction, your opponent(s)' faction, the rocks available and their positions, and a specific plan you have. Note that none of these factors dictate your choice. They are merely suggestive. Almost any faction with any pathway can beat any other. Each faction has its strengths and weaknesses.

The Bios, for example, although having very strong pathways, have a particularly strong sup, but also have very low signatures, and can thus be lethal with TAC and exp.

The Rixians have an extremely strong sup rush, but very agile Ints and ingenious station pods. As such, if the rocks allow it, one could decide to build a sup and perform a Rix Sup Rush, but any other pathway can be great.

Conversely, your opponent's faction must be considered. Although the enemy's faction dictates in no way the technological pathway, you should take into consideration that a certain faction is more likely to use a certain pathway, and act consequently. If your opponent is Rixian, the expansion complex pathway would seem like a good choice because you could have good defense against their ripcording fighters and stronger bombers.

Rock positions are important when considering how secure your station will be and how fast it can be built. If you wish to go expansion complex, but the only U rock is 3 sectors away from your home, you should reconsider. Similarly, if your home rock is a C rock, and you wish to perform a Rixian Sup Rush, you have all the more reasons to do it. Finally, you may have a specific plan. For example, an IC commander can choose early on that he wishes to perform a Tacspansion pathway (Tactical Lab followed by Expansion Complex) in order to first cripple the enemy's economy, then gain high defensive power to surround and crush the opponent. Note that rock positions do not apply to SY and Palisade pathways because those stations are built on generic asteroids, which are widely available.

When your choice is made, you have to build it and keep it secure. If you build it at home, there is a good chance that it is threatened by an enemy forward station. Either mine/drone the appropriate aleph or build it somewhere else. It is generally good to build an outpost or teleport receiver in a sector between the one where your tech station is and a sector owned by the enemy, thus having a buffer sector which serves as gatekeeper. If you must build your technology station adjacent to a sector owned by the enemy, be sure to place mines and drones in the aleph leading to the enemy sector to make defense of your tech station much easier.

This tech base is located in a secure area.


A sector secured by the enemy is adjacent to the sector where your tech base is located, and thus constitutes a threat.

If you wish to build a tech station in a fairly remote area, send a teleport receiver first. This way, as the teleport receiver builds, your pilots and constructor can all ripcord there without having to travel in dangerous territories. It is also recommended to have a teleport receiver adjacent to a tech base, making its defense easier, but also and very importantly serving as a docking sector for all your team. If a ship wishes to dock, he can simply ripcord next to the station and dock. This is generally the purpose of the home rip.

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