|
|
|
|
 |

October 29th, 2001, 11:20 AM
|
|
Lieutenant Colonel
|
|
Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
Thanks: 3
Thanked 0 Times in 0 Posts
|
|
Re: Beginners Guide, HELP!!! (Please Read And Post)
you know, this sounds a lot like the tutorial scenario that is included w/the game. Maybe it would just be easier to flesh this out some?
|

October 30th, 2001, 02:40 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 31 Times in 19 Posts
|
|
Re: Beginners Guide, HELP!!! (Please Read And Post)
Good point.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
|

October 29th, 2001, 03:34 PM
|
|
Private
|
|
Join Date: Mar 2001
Location: Honey Brook, PA, USA
Posts: 7
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Beginners Guide, HELP!!! (Please Read And Post)
I've probably spent more time reading this forum than playing the game.
I think the most overwhelming thing to a beginning player is deciding what to research(since it is so critical to successful play), and in what specific order.
Is there a visual representation of the tech tree anywhere Online? Like a line chart?
|

October 29th, 2001, 03:40 PM
|
|
Major
|
|
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Beginners Guide, HELP!!! (Please Read And Post)
What would be useful is a list of newbie FAQ and put easy to find links somewhere so we don't have to answer the same questions over and over.
|

October 29th, 2001, 07:55 PM
|
 |
Major General
|
|
Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
|
|
Re: Beginners Guide, HELP!!! (Please Read And Post)
Some random stuff.
- Exploration is vital. Sending a single unarmed ship w/ extra supplies (especially solar collectors, once available) works well. Multiple ships don't reveal more information, and single armed ships are both a) still rather vulnerable, and b) expensive. Find your neighbors before they find you.
- Don't build too many ships early -- watch the mineral count. It's easy to build too many pop transports and strangle your economy; if you do, mothball or scrap.
- Ditto for the build-n-construction-bases-at-start method for cranking out ships. It's fast, but gets pricey -- once you've got some colonies and need to build facs on them, consider mothballing until you can afford to keep 'em building.
- Missiles are nice early, with the longer range, slow ships, and relative rarity of large amounts of point-defense. Beams tend to work well later.
- Defend in depth. One needs recon layers (say, spy satellites in neighboring systems), some front-line defense forces, and reserves to handle breaches. Well, at least until the age of Warp Warfare...
Mining warp points is often a good idea. Thankfully, the mine minister does this decently well if you build the minelayers and keep them fed with mines.
- Track what your opponents have for tech. If you need it, maybe you can trade for it, demand it, steal it, or steal a ship with it.
------------------
-- The thing that goes bump in the night
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
|

October 29th, 2001, 11:00 PM
|
 |
Captain
|
|
Join Date: Sep 2000
Location: USA
Posts: 806
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Beginners Guide, HELP!!! (Please Read And Post)
Right away, get a cheap unarmed escort and send it on a one-way exploration mission to the far reaches of the galaxy. Use it to find as many alien empires as possible. Run it almost out of fuel, then either gift it to an AI ally or put it into a storm (either as a spy or to destroy it). It will quickly pay for itself in trade revenue.
__________________
Give me a scenario editor, or give me death! Pretty please???
|

October 29th, 2001, 11:32 PM
|
 |
Captain
|
|
Join Date: Sep 2000
Location: USA
Posts: 806
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Beginners Guide, HELP!!! (Please Read And Post)
If you send a ship out too far, don't despair. Bring it back as far as you can, and send another ship (or a fleet) to meet it. They can share supplies and all get home. This is a nice trick in the early game, before solar collectors and space yard ships.
Another good range-extending tactic is to get a military alliance with someone far enough away that you're not competing for the same systems. Then you can use their resupply bases. In a huge galaxy, you might use this to leapfrog across the whole galaxy, then trade colonization techs with those distant neighbors. (The heirs to your throne might regret that decision 100 years from now, but, hey, that'll be their problem.)
You often want a competing empire's planet mostly for its population (for instance, because they breathe a different atmosphere). So, after obtaining the planet (and presumably angering the other empire), take a bunch of the pop and then give the planet back. You may be able to avoid a protracted war, and still get what you really wanted. (BTW, I find it annoying that you can trade all sorts of stuff, but not population. With human players, though, you can sometimes make this kind of deal in advance. Related side note: Players with different colonization techs and different atmospheres who ally faithfully from early on will be very hard for outsiders to beat. Just watch out for mimic intel ops!)
__________________
Give me a scenario editor, or give me death! Pretty please???
|
| Thread Tools |
|
|
| Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|