The biggest key to strength accrual in almost any long term game is activity level- and SL is no different-
SPs are there to be milked- if I'm actually being active then I can hit 3000 SP captures a month which provides me an extra 15M troops per month through the vital use- not to mention the additional U/H for energy building, I for assault building, S and G for building construction-
In addition to killing SPs- buildings and interest pump out plenty too, spread that 15M of non-def out to planets and in about 3 months all 49 planets will have 1M of each non-def- with 49 planets you get an extra 7M of each non-def per month from interest- which once again, means 7M extra troops-
then we tack on buildings to all 49 of those planets (need to accrue 15M T and E on at least one planet to be able to make the rounds on all the planets for upper level building construction, but once again, that doesn't take too long)
Crank most buildings up to level 3, because it is fairly cheap to do so and with master builder, can be done in a reasonable amount of time- then take hydroponics up to level 5, because V makes troops- which makes points- then could bump U mine up to 4 to help with the consumption of it-
I like to keep one tough planet- 15M E and a varying amount of T depending on gathering and capture consumption- but otherwise try to use up the Troops on a regular basis because if you lose a HW that has 15M troops on it- then you just lost the ability to gain points from those troops, so why keep them somewhere where someone can kill them- so any that you don't use up in regular captures, train up assaults with-
For additional cycling of the troop water you can sell assaults- keep an eye on nearbys to keep your weak planets safer- though with the rate that they build E- eventually they'll be stronger- use all those troops up to capture inactive HWs that provide a decent return-
But it all starts with lots of activity- which means a lot of time- which can be a bit of a hassle
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