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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