
Phase ships of all classes should be used with hit-and-run tactics and not be sent into exposed positions. The current version is still 0.9.1a-RC8, so you are up to date.
#Current version of starsector game download
As for updates, the latest version of the game can always be found using the download links on the preorder page.

Frigates should be used generously as both strike-craft (Tempest, Hyperion) and defensive Flankers (Monitor, Brawler, Centurion). You can check which version of Starsector you have by looking at the top right corner of the game while it's running. I'd say stay clear of most destroyers except the super-good ones like Medusa or Sunder. If you're going for military might I'd say 1 ship-of-the-line Capital ship (Onslaught, Odyssey, Conquest ect.) and one super-carrier (Astral, Odyssey, Legion ect.) Most crusiers should be ship-of-the-line fitted, but throwing in some pure carriers can work.

Put officers on the crusiers if you're not commanding and the rest on the Mules. Frigates are not transport efficient enough and Capital ships are overkill for these kinds of missions, with the exception of Promepheus supertanker and Atlas Hauler, which are really efficient if you have a large fleet. Fill out with Colossi and tankers as needed. If you're going for trade/exploration/questing, Destroyer class Combat Freighters (I.E Mules) and either Apogee or Venture as a bonus depending on mission/taste/availability as a foundation. Really depends on what your objective is. They either train ALL the carrier skills or NONE. Also, I tend to separate my officers into carrier pilots and non-carrier pilots. It's also important to not put aggressive officers into "glass cannon" ships. (they give you significant advantages)Īs for officers, I tend to prioritize them into my most expensive ships. You cannot skip carriers or you will get overwhelmed by enemy fighters, and you cannot skip frigates if there are nav / com points to capture. 1 cap, 4 cruisers, 4 carriers, 4 frigates. The idea being that I can sweep through them efficiently since i know how they behave and am specially fitted to handle them.įor taking on bounties, I want a linearly balanced fleet. If I'm farming AI chips in a infested system, I will often only take 2 capitals and maybe a couple carriers. The idea is to be cheap, a fuel sipper, and fast enough to get away from a death-ball fleet. If i'm out exploring I will often take a couple buffalo freighters, salvage rig, medium fuel tanker, and just a few favorite combat ships (mostly frigates and maybe I'll fly a sunder). You should only be flying with what you plan to use. Fleet composition often comes down to economics, don't spend more than you expect to make. Bigger ships often reduce your maximum burn which can force you into more battles.

Large ships without small ships to cover their flank are often overwhelmed and destroyed. Key things to remember are that bigger ships cost more to fly around, deploy, and maintain. Arcadia, Eos Exodus, Magec, and Valhalla are added.Fleet composition changes based on what you are doing.Aztlan, Duzahk, Hybrasil, Penelope's Star, Samarra and Yma are added.Al Gebbar, Canaan, Galatia, Isirah, Kumari Kandam, Mayasura, Naraka, Thule, Tia-Taxet, Tyle, Westernesse and Zagan are added.Procedural Generation, Outer Systems and Constellations added.After the Collapse, powerful, organized groups seized whatever UACs they could acquire, often by force.ĭue to the Collapse and the First AI War, most of the Persean Sector's surviving Humans live clustered in the center of the sector, a 12 light-years tall, and 18 light-years wide rectangle known as the Core Worlds. Only a minority of colonists had the expertise needed to even start the nanoforges. In response, several factions such as the Hegemony formed to restore some semblance of order.Īt the time of the game, most manufacturing was done by Nanoforges reading from Blueprints on a Universal Access Chip (UAC). Cut off from the stability and economic support of the central government, the Sector was soon hit by a range of calamities including famine, brigandage, technological regression, and a general breakdown of society, and that's without mentioning the First AI War that ravaged much of the outer reaches of the sector. About 206 Earth years (known as "Cycles" in the Sector) before the time of the game, the gates connecting the Sector to the rest of the galaxy failed mysteriously, in an event known as the Collapse. The Sector was settled by people from the Human Domain, a galaxy-spanning human superpower.
