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- From: ingram@milton.u.washington.edu (Doug Ingram)
- Subject: Alt.games.gb (Galactic Bloodshed) FAQ [Part 2 of 2]
- Message-ID: <1992Nov16.175113.9756@u.washington.edu>
- Followup-To: alt.games.gb
- Originator: ingram@stein.u.washington.edu
- Lines: 1187
- Sender: ingram@milton.u.washington.edu (Doug Ingram)
- Organization: University of Washington, Seattle
- Date: Mon, 16 Nov 1992 17:51:13 GMT
- Approved: news-answers-request@MIT.Edu
-
- Archive-name: alt-games-gb/part2
-
- This is the second part of the alt.games.gb FAQ sheet v4.02.
-
- This posting serves as an appendix to the alt.games.gb
- FAQ sheet. It has a series of ten questions asked to several gb
- veterans by Mike Varney [and painstakingly edited by me :)] and
- their responses. These questions and their responses are designed
- for novice players. They don't cover many aspects of the game, but
- they can be very helpful. Unlike the first posting of the FAQ, this
- one is unlikely to change over time unless I get new submissions for
- answers to these questions. I am not exactly looking for new
- submissions, but...
- Please only submit answers to these questions if you feel like
- you have something new or different to say. Also, I will reject any
- submissions whose format does not EXACTLY match the format I already
- have in this posting. Even if I get a few more good sets of answers,
- I'm really tired of editing things to get them into the proper format
- to make this post readable.
-
- Contents:
- PART 1 -- Setting up your race
- Should I choose a metamorphic race or a normal race?
- What type of home planet should I choose?
- How should I spent my remaining points?
- What sector preferences should I choose?
- PART 2 -- The Beginning of the Game
- What should I do before the first update?
- What is the first ship I should build? The second?
- What can I do to increase my resource production on any
- given planet?
- PART 3 -- Later in the Game
- Should I colonize the planets in my own system first, or should I
- focus on arriving in other systems before opponents can?
- What should I do when I see another ship other than my own?
-
- Changes from last posting:
- none
-
- [Editorial comment: These answers are not all necessarily right. As
- you will see from the wide range of answers for each question, everyone
- has their own playing style and their own opinions on how newbies should
- proceed. In my opinion, there are several misleading and some totally
- wrong answers in here, so take these with a grain of salt. I'm not
- saying that all of my strategy tips are foolproof: I've tried to give
- a balanced view of the game in light of all the different viewpoints
- I've heard. Still, I may not have succeeded in presenting the whole picture
- accurately, and I don't want to pretend to know everything about the
- way the game should be played. In sum...you have been warned. Also,
- I have edited the original responses where necessary to make them more
- readable, either by slightly rewording a vague sentence, making the
- format more readable, changing grammar here and there, etc. ]
-
- Key: FEEP = cfodor@UCSD.edu (Christopher Fodor // Feepness)
- KJM = sigma@ipl.rpi.edu (Kevin Martin // Lestat)
- GVB = gvbraun@vipunen.hut.fi (Toni Kotinurmi // Keskiolut)
- NEUE = djewhurs@cosmos.acs.calpoly.edu (Derek Jewhurst // Neue Regel)
- GARF = jkoi@niksula.cs.hut.fi (Jari Koivikko // Garfel)
- RN = nesiusra@mentor.cc.purdue.edu (Rob Nesius)
- GURU = ccs003@fred.ucdavis.edu ( David Fernandez // Thing )
- MUU = danderse@sdcc13.ucsd.edu (Dan Andersen // Muu)
- FNEB = ingram@u.washington.edu (Doug Ingram // Fnebish Legion)
- MICR = solman@athena.mit.edu (Jason W. Solinsky // Microbians)
- TRIB = shire@ecst.csuchico.edu (Shire // Tribbles)
- NB = boutell@freezer.cns.udel.edu ()
- PW = Petri.Wessman@hut.fi (Petri Wessman // TheCulture)
- FGS = d86y@vax5.cit.cornell.edu (Jerry Liu // Froos)
- GRIF = pad@franklin.cc.utas.edu.au (Paul Daniels // Griffons )
- PILL = pad@tasman.cc.utas.edu.au (Scott Donavan // Pillarian )
- TAO = f33054r@kaira.hut.fi (Jukka Sinisalo // Tao)
- EMPI = s35327h@taltta.hut.fi (Samuli Suomi // Empire)
- LB = sbaker@eng.auburn.edu (Link Baker)
- CLAW = ferguson@lifesci.ucsb.edu (Mitch Ferguson // Greenies)
- ZURG = mikes@dcs.warwick.ac.uk (Mike Simmonds // Zurgithian)
-
- ******** PART 1 - SETTING UP YOUR RACE ********
-
- (1) Should I choose a metamorphic race or a normal race?
- --------------------------------------------------------
-
- FEEP Normal for me. With high IQ, and try to max out metabolism.
-
- KJM Metas are more work because they are able to send pods out fairly early
- in the game. Typically, they will have a large number of pods out at
- most times. Since they need to get ahead early, you really have to
- pay attention to them.
-
- GVB Whatever, not too specialized race is the main point. If you have a
- specialized race, you MUST know what you're doing.
-
- NEUE Normal
-
- GARF I prefer normal 'cause i get lot of tech
-
- RN The concept of a 'normal' race might be more comfortable for a
- newbie. There are a number of pros and cons to consider. The
- normal races, also referred to as 'techies', start out with their
- IQ at a high number. Their tech then increases roughly at the rate
- of IQ/100. Which means it grows at a linear rate. Morph's intel-
- ligence, on the other hand, is based on their population. So, before
- a Morph can increase it's tech, it must increase it's population.
- In consideration of this, Morphs have the ability to build 'pods'
- at zero tech, and launch them to other planets, thus letting them
- expand throughout their home systems at a comparable rate to the
- 'techies'. Morph's usually have a higher 'fight' than 'normals'.
- It is possible for Morphs and Techies to be allies. The game is
- not 'morphs' against 'techies'.
-
- GURU If you want to get the higher tech toys first, get a normal race with
- a high int; otherwise, a meta is a better choice. They start out slow
- but can catch up quickly.
-
- MUU Well, as a newbie, I would start as a normal race. They get a
- technological advantage over the meta's right from the start.
- They are also much more straight forward to play. Meta's can get
- get very complex and very time-consuming in the beginning.
- Also, Normal's tend to attempt to enslave Meta's as soon as
- possible. Therefore, if you are not very experienced, you will
- not be able to keep a Meta as a free empire.
-
- FNEB Choose metamorphs if you want to concentrate more on ground fighting
- and a more dynamic (and time-consuming) game. Choose a normal race if
- you'd rather experiment with building ship types, with the ultimate
- goal of finding a good metamorphic ally to do the "dirty work" for you.
- Both types of races can just as easily win the game, and they're both
- just as difficult to learn how to play well.
-
- MICR You can have fun with both types of races. I've always found the HAP
- racegen to favor normal races and the GB racegen to favor
- metamorphs, but the universe will always need a mixture of both. In
- my experience metamorphs have represented a considerably greater
- time consumption than normals, so you should take this into account.
- (of course any race will take a long time if you occupy to much of
- the galaxy). On the GB racegen you can create some interesting
- crosses between metamorphs and normals (like races with collective
- IQ's but neither pods nor absorb.) Most of these combinations are
- disastrous, but others (like a collective IQ, no pods Jovian) can
- be both interesting AND playable.
-
- TRIB I would suggest a normal race, they tend to have less ship to worry
- about, and a lot less complications. A meso to be effective must
- know about tech investiments, how to maximize population, and uses
- of pods.
-
- NB If you want to explore all the nifty ship types of the game, I would
- suggest you not be a metamorph. Also, being a metamorph successfully
- requires either tireless fingers or an understanding of macros!
-
- PW Depends on whether you want to side with the "Techs" or the
- "Morphs"... Metamorphs can build pods very early in the game, so they
- get a head start on the normal races, who have to wait until they can
- build a shuttle to get off their home world. Morphs have a collective
- IQ, which means that in the beginning their technology level will
- increase *very* slowly. Since your tech level determines what kind of
- whiz-bang stuff you can build, it will take a while until your average
- Morph race gets its first shuttle up in the air. Things even out later
- in the game.
-
- FGS Depends on your playing strategy. If you enjoy spending a lot of time
- playing with ships and fleets I'd choose normal. If you don't want to
- spend a heck a lot of time and don't mind spending your time on
- planet surfaces, choose morph.
-
- GRIF It really depends on the game that you are playing.. If you are
- playing in one of the clakson games it is a must. With the HAP
- games you really aught to start out with a tech race. Choosing a
- normal race will allow you to build better ships earlier, in general,
- while the meta races tend to allow you to have nice things like
- higher fighting capability, etc. With the clarkson enroling system
- the meta's are the strongest races, you can make a meta with the same
- characteristics as a top line normal cheaper, giving you more points
- to use for increasing your abilities.
-
- PILL This is entirely up to individual tastes, If you are just starting
- then flip a coin.. try that type then next game swap.. then perhaps
- make a decision as to what you will play...
-
- TAO I'd say normal. If for no other reason but because many don't
- like them...
-
- EMPI It depends of which tactics you are going to use: if you want
- to be good in man to man-fight, choose meta (because of absorption),
- if you want fast developing tech from the very beginning of the game,
- choose normal ( with iq like 170..) and so on...
-
- LB I have only played metamorphic races. I like the fact that they can
- send up pods immediately and don't have to wait for tech. They are
- more challenging. You don't have the technology of a normal race.
- Also, you can take a planet without having to destroy it (absorb).
- That takes skill. Anyone can bomb someone into the stone age.
-
- CLAW Normal for the first games, it all makes much more sense.
-
- ZURG Well I almost always go for meta, but I depends on the time you have
- to play or the number of friends you have to help play your race. Metas
- take time (you need macros aswell, but I have done well spending hours
- podding before I discovered macros), to come in the top 5 of a big game
- you will need 1-2 hours per update if you know how to use macros.
-
- (2) What type of home planet should I choose?
- ----------------------------------------------
-
- FEEP A high resource, low fertility planet (desert or airless)
- You can always increase fertility later with resources.
-
- KJM Consider the sector compatibilities which are easiest for a given
- planet type (they're usually marked with a * by racegen). Planet
- types such as iceballs and airless are more difficult because they
- tend to be smaller and have less resources, making your race slower
- in getting underway. Note - choosing Earth (Class M) planets may
- seem tempting, and it's not a bad idea. However, in some universes,
- there are many Earth inhabiting players. This means there will be
- more competition against your race for these planets.
-
- GVB Pick a planet that is rather large ( desert,forest ) because you are
- not likely to get many planets in your first game...
-
- NEUE Class M / Earth
-
- GARF 1. Desert 2. Forest 3. Earth (you need too many sector
- preferences to use this planet effectively)
-
- RN This primarily depends on the sector compatibilities you choose.
- Jovian planets (gas giants) are very large, and have the ability to
- fuel up ships (so I hear). Half of the sector space in a galaxy is
- gas. Jovians are few and far between. Their resource content is not
- very rich, but passable. Whether or not Jovian races should be allowed
- to terraform sectors to gas is being debated. Class M's are primarily
- like earth. Don't be fooled, they have LOTS of water...usually. If
- you have water as a compat, class M is not a bad choice. Water
- balls are usually small but not too bad for resources. Iceballs are
- few and far between (I think) but also not too bad for resources.
-
- GURU Picking planets is tough. I like to start on a Class M or desert
- since they are usually large. Large home worlds are good because
- they can be taxed, and a big planet has more res than a small one.
-
- MUU I would go for the generic M-type planet. They aren't the most
- common, but they are really useful. As another option, you could
- go for a desert planet. These are GREAT for resources, but are
- generally very rare. Forest planets are also good, as they produce
- decent amounts of resources and your population will explode. As
- for other planets, such as asteroids, airballs, iceballs, and
- jovians, I would not advise choosing any of these as they all have
- problems associated with them, such as smallness, lack of resources,
- and rarity (for the jovians).
-
- FNEB Choose either a Jovian, a desert planet, a Class M, or a forest
- planet. All the other types are too small to start with, and
- you'll find yourself having a hard time producing resources since
- production on a given planet goes as _the_power_ "number of sectors
- owned." Producing resources quickly on your home planet is crucial.
-
- MICR Personally, I like forest and desert planets. They have very good
- resource concentrations and despite much of the documentation, they
- are often quite large. To a certain extent, planet choice is moot
- because planetary size, and atmosphere have a much greater effect on
- the game than the planet type. Just make sure you are compatible
- with the vast majority of sectors that appear on your planet. (One
- reason I dislike class-Ms is because most races don't have enough
- sector preference diversity to colonize greater than 90% of the
- sectors, and the uncolonized sectors stick out like a sore thumb.)
-
- TRIB To start out with, use either forest or desert. Higher resources,
- and costs less in racegen; you can thus pick other sector pref's.
- I prefer a forest planet myself.
-
- NB I tend toward earthlike planets. Jovians are fun too if you don't
- mind being somewhat separated from the mainstream of the game.
-
- PW Again a matter of taste :-) I personally love desert worlds, since
- they have an extremely high resource content (i.e. you can build huge
- amounts of stuff from them). On the down side, desert worlds are low
- on fertility, so your population increses quite slowly. The "basic"
- home world is a "Type M" (Earth-type) planet, which is pretty even in
- all respects -- a pretty good choice for your first game. Other
- choices are the Water world (not that great), Iceball (avoid!), the
- Forest world (low resources, high fertility), and the Jovian. Jovians
- are unique in that they automatically make your race a gas-breather
- (which rules out any other sector preferences). This make for a
- division in the game between the Jovians and all the other races, as
- neither can use each other's worlds (although Jovians *can* terraform
- normal worlds into gas ones -- this could be considered a bug). You
- probably shouldn't choose a Jovian for your first game, although if
- you're feeling brave go for it!
-
- FGS Doesn't really matter too much. Just don't pick an iceball or asteroid
- since those usually are kind of small and puts a constraint on your
- earlier expansion. Don't choose forest worlds, either. There aren't
- too many of those.
-
- GRIF It really depends on what you want out of your home planet. For
- cheap compatibilites, you should choose a forest. For high populations,
- forest or water then earth. For resources, desert. The best way is
- to fiddle around with the enrol system until you have enough points
- to do what you want. You will find that the cost for compatabilities
- change as your home planets do. This cost has eliminated iceballs
- from being a viable starting planet.
-
- PILL Most choose a class M (All sector types except gas) simply because
- it enables the player to parallel their race against the thinking
- of a modern day situation.
-
- TAO Maybe earth or forest (if this is asked). Both have fairly good
- fert and resources. Not desert, because fert is so low there.
-
- EMPI In earth-,forest- and joviantype planet your population grows faster...
- In desert-type planet you have relatively greater resources...
- Of iceballs and Airlesses I have no experiences..
-
- LB Earth type planets. Their size can support a decent population (Meso's
- need population for tech). They have pretty good resources.
-
- CLAW Desert, or Earth. Both are fairly large size planets, have plenty
- of resources, and can be found in just about every system.
-
- ZURG Desert, Earth or Forest (Jovians are good too, but try the others first),
- as a meta you can have 1 guy live on any sector type so even if you are
- on an Earth type with incompatable sectors you can still mine resources
- there.
-
- (3) How should I spend my remaining points?
- --------------------------------------------
-
- FEEP Fiddle around, trying different things every game... that
- makes it fun.
-
- KJM Metabolism is important for producing resources at a reasonable rate,
- especially early on; many players recommend at least 0.95 or 1.0.
- Adventurism encourages your people to spread out without your help.
- IQ is useful for developing tech. They're all useful, of course...
- which to emphasize the most is your personal preference. Just be
- sure, in your first few races at least, not to cripple any one
- stat too greatly, or you may regret it.
-
- GVB Metabolism is great, at least 1.0, and fight should never be
- below 3 or 4.
-
- RN IQ will take most of them. Good IQ is about 150-170, 200 if you
- really want to spend the points.
-
- GARF Raise iq to at least 180 and metabolism to 0.9. Drop adventurism
- to 0.05, birthrate to 0.6 (or maybe 0.5; it's not important to have
- it high), and get a little fertilize.
-
- RN Metabolism is a good place to put points. This represents how active
- your race is. A race with a low metab(.8 is considered low) will
- build up fuel, and resources(res) at a slower rate than a race
- with a 1.0 metab. You don't absolutely need a high metab. Lower
- metab is still playable, but it requires shrewder planning and
- foresight on the part of the player. Birthrate should be high.
- Adventurism need not be high. It represents the chances of members
- of your race deciding to expand the 'frontier'. For techies, iq
- is usually a good one to boost up. Don't take more than 3-6 sexes
- required to reproduce.
-
- GURU Always try and get a metab of 1.00 or great. I like to have 1 sex,
- since it makes colonizing easier. Concentrate on either a smart race
- or a good fighter type race.
-
- MUU A high IQ is nice, as this allows your technology level to increase
- more quickly. Sector preferences are also really nice. For a normal
- race, the other stats aren't as important, in my opinion. A low
- mass is useful, and sometimes you can save a lot of points by
- reducing your adventurism to as low as possible. This has the
- effect of having to move all your population manually... They will
- not move on their own.
-
- FNEB Get at least three sector preferences, but don't go for the "common"
- choices. It's best to find an unusual mix. You'll work much better
- with potential allies since you won't be wanting the same types of
- sectors. Also, make sure your metab is _at_least_ 1.0 unless you're
- a Jovian race (in which case 0.9 is a good minimum). If you're not
- going to spend the points on a high iq, spend 'em on fight or metabolism.
- Don't try to max things out too much...at high levels of any attribute,
- then the cost rises much more quickly than the attribute, but you want
- something high to give your race a distinct edge, if possible.
-
- MICR It's up to you. Generally, its not possible to take over the
- universe on yuor own, so you should make sure that you have
- something to offer potential allies. A perfectly well-rounded race,
- may not have much to contribute
-
- TRIB For a first time player, try to only add sector prefs, go with the
- default setting for the most part. They're not great, but they're not
- bad either. I would try to have these sectors pref's: Forest, Water,
- Desert, and land. Also drop your # of sexes to 1. It make metabolism
- a little cheaper.
-
- NB Fight ability is good, but I tend to think reproduction (minimizing
- number of sexes) is more important.
-
- PW Hmmm... depends heavily on the type of play you're going to foll. If
- you're a "tech" then you can downplay the "fight" and invest in IQ,
- and vice versa if you're going to go for the "Wood Clubs & Brute
- Strength" -department :-) I personally like investing a lot in IQ
- (tech).
-
- FGS Make sure you have decent IQ (~150), reasonable birthrate (>0.6),
- good metabolism(1 or so), and try to be compatible with as many
- sectors as you can.
-
- GRIF Well that really depends. To pull out the maximum res you need
- both a high pop and a high metab (res is required for the building
- of ships). Also Birth is good and so are compatibilities to sectors;
- likewise, someone with fight 10 troops is really nasty to come
- across. The only way to really tell what you need is by your
- playing style. That only comes with experience... Go for a basic
- race that populates well and has 180 tech... it is a good start
- for a beginner.
-
- PILL Again it depends on what race you chose. If metamorph then fight
- would be useful followed by birth, then sectors (preferences).
- You may wish to sacrifice some of the iq tech level for other things.
- If techie, then perhaps higher iq. Fight is not highly required but
- a fight of one is a major loss. With such a low fight most techies would
- be (initially) at the mercy of meso pods. Then you can choose between
- birth and metab.
-
- TAO I usually drop my fight a little, buy metabolism and then just sort
- of spread the rest evenly (no use taking too much fertilizing or
- adventure though. If you won't be able to play in the start, then
- that advantage might help). Be unisex if you have the points.
-
- EMPI Take higher fight,metabolism and iq... IMHO don't waste your points
- to get better fertilization; after the tech-level 5, the Space Plows
- will have the same effect...
-
- LB Metabolism is very important. After that a meso should go for fight.
- Birthrate is fine at 50 - 60 %. Spend extra points on met and fight.
- Maybe sector compat. also, but it's expensive.
-
- CLAW Desert, or Earth. Both are fairly large size planets, have plenty
- of resources, and can be found in just about every system.
-
- ZURG Metas need a good fight and metabolism. In a blitz game you will need
- adventurism more than .25 (unless you have a population spread macro)
- otherwise have .1, a very high birth rate is needed to take planets
- quickly (metas like me are greedy, take all those sectors, ask Feep :-).
- If going for a low IQ meta then have some (.25) fertility, pods and
- absorb are a must!!! If playing HAP go for metab of 1.8-2.0, in one
- game I had 6 planets after only 2 and a bit updates cos I got some res
- and fuel after the first update! You can afford to be pretty heavy as
- you will not be using techie ships for a while.
-
- (4) What sector preferences should I choose?
- ---------------------------------------------
-
- FEEP Definitely water, desert, land, and mountain. When playing a "Jovian"
- race, you really can't go wrong since there is a very high percentage
- of gas giants out there.
-
- KJM Always choose the ones which are best for your planet type; those are
- cheapest. I don't recommend buying more than one other sector compat,
- if even that, since the *number* of compatibilities you have is a factor
- in point cost as well.
-
- GVB Main preference plus one or two another ( take 100%, because they're
- cheap after the first 30% or so... ). So, maybe a desert and forest.
- Or another good choise: desert, land and mountain.
-
- NEUE For a Class M planet, take land, water, and ice. These are very
- common to the other planets too. Forest can also be a good choice.
-
- GARF with desert: land/mountain; with forest: land/mountain/water;
- with earth: land/water/mount (mount is not important but has high
- resource content).
-
- RN Recommendations for these are plated, land, and water. You should have
- compatibility with these three sectors before you choose others. You
- don't need 90-100% on every secotr type you do choose. You can select
- 50% or lower so you can make use of the few odd sectors, or asteroids,
- forest planets, etc. . . Ice is a good one, since it shows up on
- iceballs and most classM planets on the poles.
-
- GURU Pick as many sector prefs as you can; get them to at least 25%. The
- best ones in my opinion are home planet sector, desert, mountain,
- land, forest, water then ice.
-
- MUU If you don't have a sector preference in a certain sector type, you
- effectively can't live on those sector types. So, if you can afford
- it, buy some compatibility in all, or most of the sectors. They
- don't have to be bought at 100%. 10%-20% should do for most of
- them. Be sure to get one or two sector-types at a high compatibility,
- such as 90%-100%. If you live on a Class M, I would suggest land,
- water, forest, and a little desert. Again, if you can, get at least
- a little in all the sector types.
-
- FNEB I mentioned this a little bit before. Land and forest have the
- highest fertility (I'm not mentioning gas since, if you take a Jovian
- race, gas is your only viable option), hence can support more population.
- This is good for races with collective iq. Mountain and desert have
- high resource content but low fertility, so they're good for races with
- high metab. Ice is useful since it is found on almost all the planets
- in at least some small amounts, and water is a good choice for a race
- starting on a class M, though it is generally poor in resource content.
- Select an unusual mix and you'll find working with allies much easier.
-
- MICR Similarly it's not a good idea to be compatible with every kind of
- sector. MANY alliances are based on sector incompatibilities.
-
- TRIB See comment to question 3.
-
- NB Land, forest, and water are my favorites.
-
- PW 100% for your "home" sector type (i.e. water for water worlds etc.),
- and at least 50% on a couple of others. "Land" and "Mountain" are
- pretty good choices, since they are quite common. Again, this depends
- on your play style. You can either invest a lot in sec. preferences
- and be able to utilize pretty much anything right at once, or you can
- invest in tech and build Terraformers as soon as possible (with
- Terraformers you can change sector types into your own preferred
- sector type.
-
- FGS Try to include either land or mountain because many of the asteroid/
- iceball type planetary bodies will have one of these two sectors on them.
-
- GRIF Totally dependent on your home planet. The more the better but you
- will find that some sector preferences cost too much due to you being
- on a planet that does not have the sector much. You will get the idea
- if you try having a desert home and water compatibility. Water tends
- to be one of the most common (generally supports high pop but low
- res production). Forest is the same as water but supports a higher
- pop and is very rare (throughout the universe, that is). Land,
- is incredibly common with average pop and res production. Ice is
- common, supports little population but high than average res. Gas
- is only good if you are a Jovian race: low pop/sector and low res.
- Mountain his high res and low pop. Desert same as mountain but
- generally more res.
-
- PILL Depending on what race gen is being employed will depend on you avenues
- of decision. These mainly being that you will require 100% of the main
- sector(s) of what ever planet type you have chosen. Ie class M land(*)
- or mountain (^) on the GB enroll system. Variances have and will occur
- in the 2 main race gens available.. (GB's { code, and Clay's port
- driven system).
-
- TAO I've had quite a good start with starting on earth and being able
- to use water, desert and land. Deserts could be changed to mount,
- maybe. That way you can land on most planets, get resourceful
- sectors (desert) and still can spread well on your home planet (water).
-
- EMPI As many as possible so you have wider basement when you start to colonize
- colonizeother planets..... Mountain is resource-rich and quite a non-
- rare sector type, but it costs points. If you take gas, you don't
- need to take any other sector types.. :)
-
- LB Water is pretty abundant in the universe. Forest is rare. Choose
- water, and then land or mountains. Stay away from rare sector types.
-
- CLAW Besides your planet type sector, definitely choose mountain. There
- are mountains on every planet, and asteroid.
-
- ZURG The primary sector type must be 100% i.e. on Water planets have water
- 100%, forest 100% on Forest planets etc. On Desert planets you can
- usually have desert, mountain or ice as 100%. For metas it is good to
- have some compat with forest as your population grows fast because of
- the high fertility. Always go for some on land ! If playing HAP have
- some mountain as there is lots around.
-
- ******** PART 2 - THE BEGINNING OF THE GAME ********
-
- (1) What should I do before the first update?
- ----------------------------------------------
-
- FEEP Beg for an update. It doesn't make much of a difference to unload
- people from the government center.
-
- KJM Unload a few people from your government center to join in the first
- reproductive pass. Be sure to leave at least one in so you'll get APs!
- Spend the APs you have moving a few people around diagonally from your
- starting sector, to encourage widespread colonization. Decide if you
- want a tax rate (lowers efficiency I believe) or mobilization (eventu-
- ally produces destructive capacity at the expense of resources). Chat
- some with other players.
-
- GVB Unload @, spread the ppl to next-to-@-sectors. Because you NEED as much
- ppl as possible and they do _not_ reproduce without you spreading them.
- Even if you have high adventurism this is recommended.
-
- NEUE Get your MIN-SEXES to as many sectors as you can. You will be limited
- by both AP's and total population. I tend to unload 4-6 people from
- my @ before the 1st update. Load them back in after the update though.
-
- GARF Unload your @ (load #number c -10). Depending on your number of
- sexes, that number of people to the highest fertility sectors so
- you have a lot of people after the 1st update.
-
- RN Move your people around. It's important to get your planet covered as
- much as possible. Move them around in small groups so you use fewer
- action points. Soon, your people will start making resources and fuel.
- HINT: Use the 'analysis' command to determine which sectors are your
- most resource rich. It's probably not a good idea to unload people
- from the government center. You need people there to maintain
- efficiency, which is a very important aspect of secotr stats. The
- more efficient you are, the faster you pump out res. And the more
- effecient your goverment, well. . . think about it.
-
- GURU On the first update, take enough people out of your @ and move them
- 1 space away from your @. This will help you spread out faster, but
- you will not get as many ap's as fast. After the first update, load
- the @ to full again.
-
- MUU The most enjoyable thing to do, and sometimes really useful, is
- to meet all the people. Potential allies and enemies always pop up.
- You should also look at your position and determine possible routes
- to nearby stars. That's about all I usually do before the update,
- except for unloading the @. On the very first update, I usually
- unload five(5) crew from the government center. I then spread
- them around to five nearby sectors. After the first update, one
- should always reload the center with crew, as an insufficiently
- manned center does not produce Action Points(AP's), which, as you
- will find out, limits the number of actions you can do. AP's are
- vital in the beginning of the game.
-
- FNEB Nothing, unless you want to try unloading your government center
- Raising tax rates and mobilizing should come after about the
- 6th or 7th updates, IMHO. If you will be on at the update so that
- you can reload your center after the first update, go ahead and do
- it. Unloading your center at the beginning, taking 4 crew out, is
- nice because it gives you a head start on your expansion at the
- cost of only a couple of AP's (this is not entirely clear to me
- due to conflicting information, but I'm told that centers probably
- _don't_ produce fewer AP's with less crew inside...still, you
- might as well keep it fully loaded after the first update).
-
- MICR If you are playing in a game where you start out with 1200 people,
- You probabally want to colonize the four sectors on a diagonal from
- your start sector. (I assume here that all races have six sexes or
- less) If your race has one sex move one person into each sector,
- otherwise move six. This will use your APs most efficiently. If
- you are playing in a game where you start with one person, you
- might want to unload the government center, but never unload more
- than 5 and reload it immediately after the first turn.
-
- TRIB Drop the # of civ's in capitol by half. Use extra population on
- the planet. Rember to load up the cap again later. Also, spread
- people over sectors, just put your # of sexes in each sector that
- you have ap for. ample. I have 1 sex, thus I move 1 pop into all
- but one of the surrounding sectors, I then move all but one in orig
- sector into the one empty sector, then I repeat the process again until
- planet is covered. If you have over 40 pop in a sector though, move
- only half. If costs too much ap to move more than 20 pop.
-
- NB Not much! Try out commands, read the help extensively, and try to
- communicate via broadcasting with other players. I've never tried
- to unload my @! Hey, maybe I'm not all that far from a newbie
- myself.
-
- PW Unload the crew of the government center (@), and move people to
- nearby sectors that look promising (high resources and compatible
- sector type). Chat with the other players. Try not to think of the
- million other things you should be doing instead of playing this
- (altogether too addictive) game....
-
- FGS Spread your people out. I usually unload my @. For a morph,
- dump off about 3 or 4. You only have 5 AP's to start out with,
- and it costs one to move one guy, so dropping off more really
- doesn't help.
-
- GRIF Unload your @ and spread the pop out, but don't forget to load the @
- back up after the update
-
- PILL First, unload 5 crew from your capitol (ship number of your capitol
- will be equal to your race number)...eg, "load @ c -5" or "load
- #shipnum c -5". Once you have done this, you spread out the 5 pop
- (one at a time as you have only 5 AP's before the first update. Make
- sure you don't move the pop onto imcompatible sectors. This is, of
- course only if you are a one sex race; you would have to modify the
- numbers for how many sexes you have. As long as you move a whole
- "breeding group" you are okay. The good point of this: It helps
- get your pop increasing faster; fert and eff on those sectors will
- already start to increase. Bad: You will get half the AP's that
- update, so I suggest after the first update you load your gov center
- back up. Remember that a capitol or gov center will only produce
- ap in relation to its current level of crew (ie. 100% crew gives
- you 100% ap, etc.). The next thing you should do is have a look
- at the number and distribution of the planets in your home system.
- Next, go to the global scope and have a look at where you are in
- the universe (this is important as your position will determine as
- a whole your further strategy). Other things you may consider doing:
- naming your governor, perhaps changing your password, appointing a
- second governor (more for your convenience than anything). I would
- also (if you are willing to, that is) place your email address in
- your "personal" this helps when you "run" into other races. It makes
- the politics much simpler. However in a HAP game this is regarded as
- a BIG nono. Next, I would think about the possible access to a
- postscript printer. If you have access to one, then I strongly
- suggest that you pipe a copy of the stars list to a log file, then
- generate a stars map (the program to do this is available all over
- the place. I think gb.dorm.clarkson.edu has a mail daemon that
- will send it to you [It does. -ed]. Then I would just wait.
-
- TAO Not much that you need to do. Talk to others and ask stupid
- questions... They'll help you. I usually unload people from my
- government center and spread them out.
-
- EMPI Use command: help and if theres still something unclear use broadcast
- and ask it from other players, theres always experienced players around.
- Unload people from your @ so you can start to populate more quickly.
-
- LB View the maps of your home planet, system, and your location in the
- universe. Unload @ and spread the people around. Find out how close
- neighboring systems are, which one's you want to explore 1st. Unload
- all but one crew from your @ so you still get some AP's. Spread 'em
- around. Load it back up after the 1st update. You should have
- plenty of pop unless you have a really shitty birthrate. Get that
- planet covered A.S.A.P.
-
- CLAW Get all but one of your people out of the Gov Center, and
- do spread them around it. Look to see where in the universe you
- are, just for curiosity.
-
- ZURG As a meta with 1 sex you can take 6 sectors on the first move, unload 8
- crew from the @ and move 5 pop 1 sector in different directions. Load
- up the @ again after the first update. No tax yet, but have mobility
- at 25 or so after the first update.
-
- (2) What is the first ship I should build? The second?
- --------------------------------------------------------
-
- FEEP If you are impatient and have lots of r, you can build a ground
- telescope and survey your system, otherwise wait and build a factory
- for shuttles.
-
- KJM If you are a meso, the first and second ship you should build is a pod ;)
- If you are a normal race, build a factory (F) as soon as you can afford
- it, and teach it to build shuttles (cs #factnum; make s). If your res
- production is going to outstrip your tech, use "modify" to make the
- shuttle lower tech. Put people in the factory, turn it on, wait for it
- to repair. Use the "fact" command (if present on the server) to keep
- an eye on the factories over the segs and updates. When it's finished,
- use "build #" to build # of ships while in that factory.
-
- GVB First to build is F. Modify it to make s's, as cheap and FAST as
- possible, maybe carrying nothing but 1 cargo (for upgrading later)
- and SEX-number of people plus as much fuel as possible.
-
- NEUE Make a factory as soon as you can. Have it produce stripped down
- shuttles so you can get to as many planets as possible.
-
- GARF One ground telescope as soon as you get tech 5 and 2 res then aim
- at the nearest planets, then a Factory to build shuttles with a
- modified speed of at least 6.
-
- RN A good choice for a first ship for a techie is a Factory. Use the
- factory to build a shuttle to send out to the other planets in the
- solar system. Also, while your factory is fixing itself,(it starts
- with 75% damage and needs time to repair.) build a ground telescope
- so that you can see what the planets in your system are like, and
- don't send your first shuttle to an incompatible planet.
-
- GURU The first ship you should build is a factory; do not build it,
- though, until you have enough res to turn it on. Wait until you
- have at least 33 res before building it. You want the shuttle to
- hold only the minimum number of crew, no guns, no destruct, and
- no resources. This will let you pay less per shuttle and spend
- more on speed. If you are a meta, just start building and launching
- pods as soon as you get the res and fuel to do it.
-
- MUU The very first ship I would build is a telescope. That way, you can
- examine the other planets in your solar system and see which ones
- you should target for colonization first. The second should
- probably be a Factory to build colonization shuttles. These
- should have 5-10 crew and 10 crew if possible. Remember, when
- you construct a ship design on a Factory, you don't have to be
- at the given tech of the ship until you want to build them, which
- is as soon as the Factory comes online (about 3-4 updates after
- activation).
-
- FNEB If you're a metamorph, build pods like crazy until you have the
- tech capability to build shuttles with speed 4 or so (you can
- experiment with a factory to find out what tech you need). Other-
- wise, build _nothing_ until you've built your factory and turned
- it on. Don't even build a little telescope. You want that
- factory turned on ASAP, even if you have to set it to building
- really crappy and cheap shuttles. Once you have something built,
- you can always modify it later (when you can afford it)...the
- important thing is getting that F turned on. Once you've spent
- your res doing this (it costs 23 plus twice the cost of the ship
- design to build and then turn on the factory), you can build a
- telescope to survey surrounding planets in your system.
-
- MICR Pods for a Meso, shuttles for a normal. A lot depends on your
- strategy, your race, your start planet, and (especially with Ts)
- the rules of the game.
-
- TRIB Hmmm.... This is questionable. It really depends on the race. For
- the normal player I would say shuttles and then explorers. Though I've
- designed races to skip shuttle production before. Remember shuttles are
- for in system exploration mostly while explorers are for other systems
-
- NB The first ship is almost invariably a shuttle from which the weapons
- systems and so on have been stripped that can carry your minimum number
- of sexes to another planet in your system for colonization. The second?
- Another one! Later you should build some shuttles with a bit of destruct
- on board, to give you a chance of snuffing out unwanted alien colonies
- at the beginning of their existence. Of course, if you're a morph,
- you'll build pods first.
-
- PW In GB a "ship" is anything that you build, so in GB terms the first
- ship you should build is (a) a pod, if you're a morph; (b) a ground
- telescope if you're a normal race. With this gadget you can view
- your solar system and get some picture of your position so you can
- send your shuttles to the right places. The second ship type you
- should build is a factory (F). When you have enough tech and res,
- you can order it to produce shuttles (for instance) and in a couple
- of updates, you can start spreading out.
-
- FGS If you're a morph, pods. :-) If normal, shuttle, then maybe explorer.
-
- GRIF Depends on what you can build pods are good for a meso. a shuttle
- factory for all those who do not have pods.
-
- PILL Again it depends on what race you are.. Meso .. You pod like crazy..
- if you are a techy then I suggest that you build a telescope (gives
- you something to do more than anything) then save up for a factory..
- the second for a meso.. (second type not the second ship) would be
- K's (Space plows..) at tech 5 ..
-
- TAO First ground telescope to see what planets there are in your system.
- Then shuttles...
-
- EMPI Perhaps the Ground Telescope would be best as a firts ship... With
- it you can survey other planets in your star system... Second would
- be a factory to produce shuttles to get colonization to start...
- Dont forget to set your tax to about 5 percent, 'cause maintaining of
- the ships takes money and if you dont have money your morale drops...
-
- LB 1st) For a meso, a pod. For a techie, a factory (To build shuttles)
- 2nd) Meso - pod. Techie - whatever you have the tech for while you are
- waiting on the shuttles. Domes help the planet and you.
-
- CLAW A factory, for shuttles. Then a ground telescope, to check out
- your system.
-
- ZURG Find out how many planets there are in your system using the explore
- command and build a pod for each one (only need 1 fuel) when you have
- the res. Send the pod to a planet, land it on a good sector (use
- analysis to find one and scrap the pod, hey presto another colony :-)
- As soon as you have the res and fuel send 5-10 pods to your 10 nearest
- stars (send them in waves, 1 update apart) you will need 1 fuel per
- ~8000 distance depending on your race's weight.
-
- (3) What can I do to increase my resource production on any given planet?
- --------------------------------------------------------------------------
-
- FEEP Cover every sector.
-
- KJM Get a higher metabolism, get more population.
-
- GVB Build Y's. Nothing much else.
-
- NEUE Build Y's or q's. Y's have an added effect of producing plated
- sectors which make it harder for any ships landed on that sector to be
- hit. q's produce extra toxicity but give more resources in the
- beginning. As your sector efficiency goes up, q's become less useful.
-
- GARF You could use quarries, but i don't recommend it. They cost res to
- build and make the planet more toxic.
-
- RN You can increase resource production with 'quarries'. Beware, you
- can generate 'toxicity' with quarries, but they will probably help
- you out very much. Also, I belive Domes can be helpful.
-
- GURU To increase res production, use domes (Y), and start out with a
- good metabolism. Make the domes on sectors that have the most res
- in them; use the analysis command to find out which sector has the
- most res. Also make sure you can live on that type sector.
-
- MUU Generally, get as much population as possible. Cover your
- homeworld as soon as possible. And build Domes (Y's) on a few
- sectors to get their efficiency up (which affects resource
- production).
-
- FNEB First, cover every single sector you are compatible with. Next, if
- you have spare resources, you can build domes to increase the efficiency
- of some sectors, which will increase your overall average efficiency,
- which will, in turn, increase production without hurting your planet.
- I've found that quarries are a real waste of time and resources.
-
- MICR Well, you are going to have to wait a while before you get any
- significant production. If you are a non-Jovian and you have the
- tech and resources to spare, you might want to consider domes.
- Either way, KEEP THE TAXES LOW.
-
- TRIB You can build quarries, though I never do. You can also increase your
- population using K's and build Y's(domes) to increase it's effiency.
- If your real brave you can design your race to have a real high metab,
- like 1.5. Thus you'd never have to worry about resources.
-
- NB Spread your population thoroughly (make sure you're compatible with the
- sectors you put people on however), and build domes when you have the
- available time and resources; domes increase efficiency greatly.
-
- PW Move people to the sectors with the highest resource contents, build
- domes (Y) on the best sectors, and possibly build a space plow (K) to
- increase sector fertility so that more people appear there. If the
- planet has the wrong type of atmosphere or temperature you can use
- atmosphere processors, space mirrors, dust canisters and greenhouse
- gas to good effect.
-
- FGS You could build quarries, or try to put your guys on high res sectors.
-
- GRIF Increase the average efficency(through doming) or increase the pop
- through space plows etc.
-
- PILL Well the bets way to increase r productio is to increase you effeciency.
- you can o this by Doming sectors.. Beleive me it is worht putting r
- into domes!!!!
-
- TAO Build domes, quarrys, terraformers, space plows...
-
- EMPI You can build Domes after tech-level 5, they increase your sector
- efficiency on which depends your resource-production....
-
- LB Get that entire planet covered! After that you'll have to increase the
- efficiencies of the sectors with domes. Other than that there's not
- much else you can do. That's why it's important to have metabolism.
-
- CLAW Wait. Quarries are overrated.
-
- ZURG Cover the whole planet, even sectors you don't like, build domes on
- these sectors as soon as possible so that you can plate them. I don't
- use quarries; they're nasty.
-
- ******** PART 3 - LATER IN THE GAME ********
-
- (1) Should I colonize the planets in my own system first, or should
- I focus on arriving in other systems before opponents can?
- -------------------------------------------------------------------
-
- FEEP Concentrate on other systems, except hit the high fertility
- planets in your system at the same time. An enemy could
- breed on a class M ten times faster than on an iceball.
-
- KJM Yes.
-
- GVB Because you are a beginner, take your own system first.
-
- NEUE Depends on how close the neighboring systems are. I try to go for the
- neighboring systems first and get a shuttle to my own planets after I
- have sent out 2 or 3 s's to the other systems. If systems are very
- close (< 10K) it would probably be better to get those first shuttles
- to your own planets. Don't forget to build a telescope and check out
- your own planets. This can save you a lot of time by not having to
- go to every planet.
-
- GARF Both if possible. Colonize only the best planets of your own
- system, like those over 40% compatibility and go fast to the
- nearest systems!
-
- RN Try to colonize your own system first, and estabilsh a good population
- base and fleet. Throughout the beginning, you may talk confidentially
- to other players, or publicly to everyone. If you can get a crypt set
- up with another player, feel free to ask questions. Also, God is an
- experienced player who can give advice, but don't run to him before
- trying to figure it out on your own. Otherwise he'd be swamped.
- It's good to establish friendly relations with other players, and even
- better ones with races who are in a position to mess with you.
- Try to get on peoples' good side. Even if you are going to backstab
- them. :-)
-
- GURU Do both. Use one ship to colonize the planets in your star. Use
- a telescope to save time by aiming it at the planets and seeing if
- you can live on them. Use your remaining ships to colonize the
- nearest stars to you.
-
- MUU Generally, get as much population as possible. Cover your homeworld
- as soon as possible. And build Domes(Y's) on a few sectors to
- get their efficiency up(which affects resource production).
-
- FNEB Use a telescope to check out the planets in your system if you have the
- tech to do it. Colonize those you are compatible with, but always send
- your first dozen or so ships out of system so they can get a head start
- on the race with the other players to arrive at and colonize unpopulated
- systems. If waiting to colonize your planets allows some other race to
- sneak in, odds are it will be quite easy for you to kick that player
- out since you will have the resources nearby to build the necessary
- ships to do it. This is a last resort of course, since you should
- always ally with your neighbors if at all possible.
-
- MICR Contrary to most of the advice I've been given, I ususally colonize
- my home system first. It costs less in time, and after you colonize
- your home, you can use the same ships to arrive at other systems.
-
- TRIB BOTH! You start off colonizing your planet until you get enough tech
- to build speed 6-7 shuttles. Then use upgrade (cs into ship scope have
- resources on ship and use "upg speed 7"). When you can do this then
- send some shuttles to other systems. When you can build explorers, do
- so and send them to other systems. An awesome race would have the
- ability to skip shuttles, go to explorers and thus explore out space
- the same time as it colonizes its home planets, but it's risky even
- for experienced players.
-
- NB Colonize your own system quickly! Arriving in other systems early is
- fine if you can build some speed 9 shuttles to zip to the nearest stars,
- but hyperdrive will arrive before your slower shuttles reach places much
- further than a star or two away. If you're a 'morph, of course, you
- should be firing off pods from the very first updates!
-
- PW I'd say focus on the other systems. The primitive ship types (pod,
- shuttle) move slowly, so you have to be fast if you want to make
- it to the best spots before anyone alse does. You'll always have
- time later to focus on your own system.
-
- FGS Do your own first. Easier and faster and it'll give you additonal
- supplies to conquer other systems with.
-
- GRIF The latter, the more territory that you can gain early the more that
- you will not have to fight ovewr later
-
- PILL Again everything is relative.. But my answer would be YES! You should
- colonize your system first. You must at least devote your first inter-
- scope ship to the task.. then work out from there.. if you have close
- neighbours.. and they get to you first.. and you haven't colonized your
- system, you could be inviting dissaster.
-
- TAO I'd say it depends on what kind of planets you've got. If you have
- great planets in your own system (the telescope!), send the first ones
- there. Otherwise sort of divide your forces...
-
- EMPI IMHO, colonize your planets first before somebody else do it...
-
- LB Everybody should have their own strategy regarding this.
-
- CLAW Usually the competition for other systems doesn't happen for a
- while. Definetly go for your own system first.
-
- ZURG Both at the same time, pods are cheap in res so if you have a high
- metabolism you can send out lots and lots. After the first 10-20
- updates you should have podded all the systems within 100000 dist of
- you, if you have the time !
-
- (2) What should I do when I see another ship other than my own?
- ----------------------------------------------------------------
-
- FEEP Talk first... don't give away too much. If it's named
- something nice like "Friendly" then you can assume it's going to
- be OK. Also, if it is a size 1 shuttle you don't have much to
- worry about in any case, but a size 6 d, you should definitely
- make friends if you aren't going to be able to destroy it
- immediately. Put yourself in the other peson's place (he is
- just trying to colonize and will be pretty pissed if you blow
- away his ship for no reason other than he exists.) Also keep
- in mind that this person is probably very near you as well.
- A close-in fight like that can be disastrous in a game.
-
- KJM Find out who owns it, try to communicate with that player if you wish.
- If you're aggressive or foolish, attack it. If it's a colonizing pod,
- blow it away. This is all more a matter of personal style than learning
- the rules.
-
- GVB Talk, negotiate. Do not shoot first, you'll be losing most probably.
-
- NEUE Don't try and destroy them right off. That person could be your best
- ally later on. If you see another ship early in the game, it means
- that someone else is close by. If you start into a war right away,
- you will have a really hard time building up at all. The other
- players who are not fighting right away have more time to expand to
- other systems.
-
- GARF Try to negotiate armistice if he is in a high place in power list,
- or if you have good allies near then splat that bastard.
-
- RN When this first happened to me, I pannicked somewhat. After I calmed
- my self down and thought it out, Irealized that the ships were not
- a major threat, and that they couldn't know I was here, so it's not
- a personal attack on me the player. Open up a dialogue. If there is
- a planet you can't use but they can, let them in exchange for
- permission to colonize in their own system. YOU CAN'T WIN GALACTIC
- BLOODSHED ON YOUR OWN. FIND OUT ABOUT 'ALLIANCES' AND BLOCKS.
- THESE ARE WHAT CAN BE DECIDING FACTORS IN WINNING THE GAME.
-
- GURU If you see another ship that is not yours, send a telegram to the
- ship's owner. If he is hostile, capture it. If it is in your home
- system, capture it no matter what.
-
- MUU That really depends on you. If you want a war, then by all
- means, do what you will. However, it can be REALLY profitable to
- team up with a Meta, if you are a norm. They generally produce more
- rapidly, and make great troops. Be careful, though, they are not as
- easy to supress as some might lead you to beleive. Thinking of him
- as "my Meta" might just get you into a nasty little fight. Again,
- its really up to you and the situation.
-
- FNEB Try to find out what player number owns it by using "tact." If it
- is your own pod and you see the other ship on a map, tact won't
- work, but there is a trick for seeing who owns other ships which
- appear on your map but are too far away for a tactical command to
- work on them: Use the "highlight" command to run through the list
- of players, generating a new map for each new highlighted player.
- As soon as the other ship lights up, you'll be able to see who
- owns it. It's best to talk to that person since he's probably a
- neighbor. If you want peace, don't start by making demands or
- claims of "I was here first." That gets you nowhere. Of course,
- as a general rule, I only let the _most_ trusted allies colonize my
- home systems. Players should understand that being allowed to place
- a colony in another's home system is probably a pretty big act of trust.
- A lot of full-scale and crippling wars have been fought simply because
- one player refused to leave another's home system. Deal with this as
- you see fit.
-
- MICR Diplomacy. Declare neutrality if you have the APs and start talking
- to the owner. Look for an alliance and try to ascertain the enemy's
- experence. Oh, and one other thing. I've done EXTREMELY well in my
- first two games and the secret to my success has been (with the exception
- the diety of course) NEVER EVER, UNDER ANY CIRCUMSTANCES, LET ON THAT
- YOU ARE A NEWBIE!!!!
-
- TRIB Talk first, shoot later. Besides, the first ship you see will most
- likely be in a place where you can't do much any way. Allies can be
- more powerful than enemies. *grin* Think about it.
-
- NB If it's in your own system, or one just adjacent to it, don't shoot right
- away (unless it's a missile - ALWAYS shoot missiles, and be sure to give
- their owners a hard time about it in the future!) Try to communicate with
- the owner. If you're seeing them relatively early in the game, then
- they're probably a neighbor, and you need to negotiate with neighbors to
- avoid counterproductive wars. You may have a planet useless to you that
- would be useful to them - and vice versa. When pods burst in your
- system, talk to the owners *quick.* If they don't respond, snuff out
- the one - man invasion that results on whichever planet it showed
- up, and do it quickly, because 'morphs reproduce like, well, 'morphs.
- Bunnies can't hold a candle.
-
- PW If it's a pod it might be a good idea to shoot it down (at least if
- its in your home system), otherwise talking is a *very* good idea.
- Making too many enemies too fast in the game can lead to your home
- planet being turned into a nuclear test site :-)
-
- FGS This really depends on the individual context. Try to talk to
- the owner, perhaps.
-
- GRIF Close to find out who owns it and then try to parley with them.
- Successful parleying can allow you to have a good relationship or
- give you time so that you can backstab later.
-
- PILL Find out who it belongs to (ie tact)! Then the best idea is to talk to
- the owner (ie email to him) or send him a telegram, etc., then decide
- between you two what you are going to do. Then progress from there..
- However you have to remember that generating a fair trust level in this
- game is difficult.. if you mess up explain the mess up.. else you could
- inviyte war at the drop of a hat.. this could be good.. but then again :)
-
- TAO Send him a message and say Hi!
-
- EMPI Try always negotiate first, you need allys to be good in this game...
- And GOOD LUCK! ..we may meet sometime...
-
- LB Do a 'tactical' on it to see what it is, who owns it, etc . . . If it's
- an enemy and you have an armed ship around, blast it (fire command).
- If you are close enough board the ship and capture it (Assault command).
- Any alien ship in your system is a threat. You might want to telegram
- the person and find out what his intentions are before taking action.
- A pod is trouble; it means a meso is looking to colonize.
-
- CLAW Send a message offering them one of the planets you don't use,
- or tell them that you live there already.
-
- ZURG As a meta there is not much you can do, arm up some military on each
- planet so that they can not kick you off (high fight is important).
- I usually go the diplomatic route send them some telegrams, you will
- need a techie ally and they will probably want a meta friend aswell.
- Always check the tactical report in your home star !
-
- ------
- Comments, flames, and questions are welcome and should be sent
- to me at ingram@u.washington.edu. This will be posted monthly or as the
- need arises, and I'll email it upon request. Copies are also available
- via anonymous ftp at morticia.cnns.unt.edu (login as the user "anonymous"
- and give your email address as the password when ftp asks for it). Also,
- you can get a copy of this via email by sending a null body message to
- "menu@gb.dorm.clarkson.edu" with the subject line "FAQ".
-
- Doug Ingram -- Fnebish Legion // ingram@u.washington.edu // "Carpe Datum."
-
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