Final Theory – Beginner’s Tips and Guides

This video game guide covers the basics new players need to know about the Final Theory. In addition to this beginner’s guide, you’ll also get tips on how to easily win the game.

Quick start guide

In the beginning, this game can be very ruthless. Since you can only use one shot per turn, you have to make your decisions wisely. A few golden rules:

  • Conquer the surrounding regions and build up a fleet.
  • Turn 30-50 EXPAND and protect your limits.
  • Once you have 2 or 3 stronger fleets, expand and destroy the enemy fleets.
  • Don’t forget to protect your borders.
  • Build a cheap frigate to explore as a scout.
  • Now try to build a few ships in reserve to use them at the right time and place.
  • Try to find enrichment stations to increase the size of your fleet…. Once you have 5-6 ships/fleet, it gets easier.

Fight

Be smart, concentrate your fire to prevent enemies from retrieving the shield/repair. Use all your favorites and skills.

Priority killing:

  1. to bring out the battleship/combat ship
  2. Cruise ships / cruise ships
  3. Carriers
  4. Small fried food (Frigates/Corvettes)

Core competences

  • Booster shield(good HEALTH)
  • Hardening of the shield (to protect the flagship)
  • Harding Armor (only in Endgame, when the Empire has Mark5-7 ships).
  • Micro-jump (mobility is ROI, especially if you play the torpedo cruiser fleet).
  • Thermal missiles (360° range, 2-3 against shields)
  • EMP Barrier (AoE vs. Shields)
  • Thermal barrier (AoE against shielding when the shield is down)
  • Torpedo (plasma, antimatter)

Renovation

Some basic rules for a smart upgrade:

  • New extra capacity > Upgrading old capacity
  • Reduce charging time > Improve dmg

Best weapon

The early/medium plasma cannon (Battleship) and plasma torpedo (Cruiser) are the best in their class. Later antimatter becomes a thing, but only the cruiser can get the X3 and 2 bends to charge it.

Unless you’re playing with a highly mobile shark fleet, the antimatter is weak. But once improved, the Mark7/8 Cruiser is a beast and can kill enemy cruisers 80% of the time in one turn.

Best ships

There are many options to choose from. But in this guide we recommend:

  • Dreadnought: extremely dmg, but lacks protective capabilities.
  • Dreadnought: Plasma is king in the game world. The kinetic cannon is expensive and remains superior to the Dreadnaught M5.
  • Butter knife: Mark8 CRUISER completely modernized.

Fleet

Mark3 + Dreadnaught > Mark5 + Cruiser > Mark3 + Armadillo > …all others

Economic fleet ideal for EXPERT and more:

  • 1-2 Battleship/Dreadnaught (end of weakened vessels – heat drop)1-2 Battleship (as screen breaker + EMC drop, later EMC drop + screen hardening)
  • 4-6 cruisers (plasma + antimatter torpedo, then X3, subsequent hardening)

Even if you suffer a loss by the enemy using a warhead, you will recover in 10-15 turns. For an expert/master/major a quick recovery after a loss is absolutely necessary.

Enemies

AI carriers pump the corvettes every two or three turns, so kill them quickly. Dangerous if you don’t have dmg forts per turn (cruisers, battle cruisers, battleships/dreadnoughts). But the porters are rather upset, watch out for their rainy EMP. Circle or stay in a hex, because there’s not much they can do.

Clean the corvettes:

  • During the first 50 movements: 2-4 aircraft carriers, it’s painful, but achievable – just use 3-4 torpedo cruisers.
  • The middle/endgame: Battleship/Cruiser EMP Dam + Battleship Thermal Dam, they devour all the small fleets of ships this game offers.
  • This is especially important when playing expert difficulty.

Level of difficulty

The first two options: Easy for casual players. In fact, the difficulty of Expert+ is great, because a quick exploration is no longer rewarded with a free ship! This will make the game fairer and more competitive. Unfortunately, AI has many more advantages, which makes them wary.

For a master/grandmaster, the start-up environment is crucial. If after 10-12 years it turns out that the place is not satisfactory in terms of available resources/enrichments/navigation, you start again or the shortfall increases.

In Master/GM mode it is important to eliminate lighter garrisons in the first 10 towers with only 2 ships. Use destroyers and upgrade the Mark2 (jump drive) after the first battles. Be warned that the 40+ years of Master/GM are extremely difficult!

Notes to the consolidated financial statements

The frigate isn’t worth it. The destroyer is only a temporary solution, it’s not worth expanding your
fleet. Unless he gets better support. Once Dreadnaught is available, the battleship is quite expensive in relation to its effectiveness.

And that’s it for today’s final theory guide. We would like to thank Wespie for the presentation of this beginner’s guide.

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