- The best faction to play when learning the game is the TEC. This faction is easy to understand, has good economic strength and is pretty straightforward to play. If you tend to be a defensive player use the Loyalists since they specialize in defensive structures, like having the ability to build two starbases in a gravity well. If you like offense use the TEC Rebels. They hate everyone and have the weaponry and economic base to expand rapidly.
- Set the AI to an easy difficulty setting on a tiny map with no pirate faction in the game. This will allow you to really focus on your faction and get familiar with it.
- Don’t forget to build your first capital ship, which is free. If you’re following these tips you’ll be playing a TEC faction, so the capital ship of choice is the Akkan Battlercruiser (even though the Kol Battleship looks awesome!). Use the available ability point to enable colonization. Take a few frigates with you and concentrate fire any enemy militia siege frigates while the Akkan focuses on colonizing the planet. If you don’t the enemy siege frigates will wipe out your new colony almost as soon as its established. One advantage to not destroying the other militia ships is that once colonized they will still protect the planet, even though it now belongs to you. It’s also a good idea to build at least one colony frigate so you can colonize planets in the opposite direction of your Akkan Battlecruiser.
- Set your Scouts to autoexplore by right clicking on the Explore ability. Not only will this prevent you from having micromanage exploration, it will also prevent your Scouts from being destroyed if you forget about them after moving them into a hostile gravity well. Set the initial destination for each Scout so they don’t end up scouting the same area.
Is STA3 Final frontier a continuation of Call to arms or something different? I was wondering as it is not very clear, it could just be changing names like a new patch or is this something different. If it is different what is the latest call to arms. Star Trek Armada 3:Uprisings is a great, Star Trek based strategy game. Choose your race, build your fleet, research technical advances, expand your empire and always be on the lookout for enemy forces! The AI we play against in STA3 is challenging to say the least and we have developed lots of great stellar maps to choose from.
- R/STA3: The official Star Trek: Armada III subreddit.
- Star Trek Armada 1 and 2 for PC. 2 was great, hence why they made a Armada 3 mod for Sins, but yea like others stated I think you are confused.
- Star Trek Armada 3: Uprising is a total conversion mod. It’s current version as of 1/6/2020 is 1.0. The most noticeable thing about this mod is that almost everything in the game now represents something in the Star Trek universe.
Star Trek Armada 3 Uprising Minidump
- Gain control of the jump points connected to your capital world! Don’t let the enemy gain a foothold in your territory or you’ll spend precious time and resources trying to drive him out! One viable strategy to identify “choke points” and build solid defenses in those gravity wells. Another option to keep exploring and colonizing until you meet stiff resistance. In either case, establish defenses at those outer fringes of your empire by using starbases and then start colonizing those gravity wells within your borders. You’ll need to research the Raloz Heavy Constructor in the Defense category before you can build any starbases. Remember that wormholes and stars can be used as choke points as well.
- Although you shouldn’t neglect your fleet it’s best to build up your economy so you can support that war machine it’s destined to become. At the start build two civic research stations and then start researching trade ports. This will provide a lot of badly needed additional income for your empire and will allow it to live long and prosper. Build trade ports at every planet, the longer the trade port routes the better (long trade routes generate more income) just remember to leave a logistics slot open for that future trade port.
- Use pause liberally. There is no menu icon for pause but it’s easy enough to remember, just press the pause button on the keyboard. This will allow you to issue orders if things start moving too fast.
- Once you colonize a planet improve the infrastructure as quickly as possible. If you don’t the planet will be a drain on your economy instead of an asset.
- When colonizing skip the planets or asteroids that are low in value. Terran planets should always be your top priority, then you colonize the ones of lesser value later.
- As a beginner you could research all tier one items first, then tier 2, etc. Not the best tactical approach but against an easy AI it. This allows you to become familiar with the different technologies and how they affect your empire.
You can read about the SINs faction differences at our Factions page, and if you like SINs you’re bound to like Stellaris too. Check out the 101 tips we have for that game!
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- Shields and shield mitigation are confusing. Since shields already have their own rating, what exactly is shield mitigation? Shields are an energy barrier (think Star Trek) that protects the ship from hostile weapons fire. Once reduced to zero, they no longer protect the ship. Shield mitigation, on the other hand, is the amount, or percentage, of damage that is absorbed by the shields.
- Fighters are for offense, bombers for defense.
- Culture is spread through culture centers.
- Diplomacy is good but providing military help to an ally is just as good. Help him out with his fight.
- Ships and planets can be renamed.
- When retreating turn group movement off; otherwise, your fleet will take a pounding while it waits for stragglers. Better to lose a few ships, that are probably lost anyway, than to suffer heavy damage to your fleet.
The United Federation of Planets is one of the playable Factions in Star Trek Armada 3.
History[edit | edit source]
The Federation is a peaceful amalgamation of races across the Alpha and Beta Quadrants. Founded in the 2161's after the devastating Earth-Romulan War, the Federation expanded outwards absorbing new races and cementing its place as a galactic power.
Strengths[edit | edit source]
The Federation is the economic powerhouse of the Alpha Quadrant, early game economic research ensures the Feds early dominance of the markets. They can easily expand and the economy can easily support this, as a result they only get bigger in size and benevolence. Fed diplomacy is also incredibly persuasive as is their culture and can spread rapidly across the stars. This form of indirect warfare can cause havoc behind enemy lines allowing your ships to easily waltz in. Spread the Fed, build up a strong infrastructure and you’re bound to be successful.
Weaknesses[edit | edit source]
Whilst you may have plenty of money your ships are not going to be up to par weapons wise with the other races until mid to late game. Average construction times in comparison to other's can leave you with ship deficit, forcing you to dig in with Outposts and Starbases until you have a large enough fighting force. Not only that but if you have been constantly raided by opposing forces you could find yourself running out of money fast. Expanding too quickly could also result in many systems undefended allowing raids behind your lines, gutting you from in the inside. Also their reliance on call-in ships which are much weaker than build-able ones for defence means planets on the front lines can be very tempting targets for opponents, also their weak defence structures mean they are very likely to be destroyed in quick succession.
Starships[edit | edit source]
Dreadnoughts:
Capital Ships:
Cruisers:
Frigates:
Call-in Ships:
Strikecraft:
Advanced Strikecraft:
Star Trek Sins Mod
Constructors:
Other: