Galactic Bloodshed FAQ Version HTML 1.0 - Part 2
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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
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...
Table of Contents
I. Setting up your race
1. Should I choose a metamorphic race or a normal race?
2. What type of home planet should I choose?
3. How should I spent my remaining points?
4. What sector preferences should I choose?
II. The Beginning of the Game
1. What should I do before the first update?
2. What is the first ship I should build? The second?
3. What can I do to increase my resource production on any given
planet?
III. 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?
2. What should I do when I see another ship other than my own?
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Editorial comment:
* These answers are not all necessarily right. There may be several
misleading and some totally wrong answers in here, so take these with a
grain of salt. These strategies are not foolproof.
* 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.
* A balanced view of the game, in light of all the different viewpoints,
is hopefully presented.
* The original responses were edited 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.
In sum...you have been warned.
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Legend of Shorthand Used by Respondents
GB Name Real Name GB Name Real Name
Feepness Christopher Fodor NB ???
Lestat Kevin Martin TheCulture Petri Wessman
Keskiolut Toni Kotinurmi Froos Jerry Liu
Neue Regel Derek Jewhurst Griffons Paul Daniels
Garfel Jari Koivikko Pillarian Scott Donavan
??? Rob Nesius Tao Jukka Sinisalo
Thing David Fernandez Empire Samuli Suomi
Muu Dan Andersen ??? Link Baker
Fnebish Legion Doug Ingram Greenies Mitch Ferguson
Microbians Jason W. Solinsky Zurgithian Mike Simmonds
Tribbles Shire
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I. -- SETTING UP YOUR RACE
------------------------------------
1. Should I choose a metamorphic race or a normal race?
Feepness -
Normal for me. With high IQ, and try to max out metabolism.
Lestat -
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.
Keskiolut -
Whatever, not too specialized race is the main point. If you
have a specialized race, you MUST know what you're doing.
Neue Regel -
Normal
Garfel -
I prefer normal 'cause i get lot of tech
Rob Nesius -
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'.
Thing -
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.
Fnebish Legion -
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.
Microbians -
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.
Tribbles -
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!
TheCulture -
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.
Froos -
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.
Griffons -
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.
Pillarian -
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...
Empire -
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...
Link Baker -
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.
Greenies -
Normal for the first games, it all makes much more sense.
Zurgithian -
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 as well, 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?
Feepness -
A high resource, low fertility planet (desert or airless) You
can always increase fertility later with resources.
Lestat -
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.
Keskiolut -
Pick a planet that is rather large ( desert,forest ) because
you are not likely to get many planets in your first game...
Neue Regel -
Class M / Earth
Garfel -
1. Desert 2. Forest 3. Earth (you need too many sector
preferences to use this planet effectively)
Rob Nesius -
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.
Thing -
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).
Fnebish Legion -
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.
Microbians -
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.)
Tribbles -
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.
TheCulture -
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!
Froos -
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.
Griffons -
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.
Pillarian -
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.
Empire -
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..
Link Baker -
Earth type planets. Their size can support a decent
population (Meso's need population for tech). They have pretty
good resources.
Greenies -
Desert, or Earth. Both are fairly large size planets, have
plenty of resources, and can be found in just about every system.
Zurgithian -
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?
Feepness -
Fiddle around, trying different things every game... that
makes it fun.
Lestat -
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.
Keskiolut -
Metabolism is great, at least 1.0, and fight should never be
below 3 or 4.
Rob Nesius -
IQ will take most of them. Good IQ is about 150-170, 200 if
you really want to spend the points.
Garfel -
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.
Rob Nesius -
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.
Thing -
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.
Fnebish Legion -
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.
Microbians -
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
Tribbles -
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.
TheCulture -
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).
Froos -
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.
Griffons -
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.
Pillarian -
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.
Empire -
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...
Link Baker -
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.
Greenies -
Desert, or Earth. Both are fairly large size planets, have
plenty of resources, and can be found in just about every system.
Zurgithian -
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?
Feepness -
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.
Lestat -
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.
Keskiolut -
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 Regel -
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.
Garfel -
with desert: land/mountain; with forest: land/mountain/water;
with earth: land/water/mount (mount is not important but has high
resource content).
Rob Nesius -
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.
Thing -
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.
Fnebish Legion -
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.
Microbians -
Similarly it's not a good idea to be compatible with every
kind of sector. MANY alliances are based on sector
incompatibilities.
Tribbles -
See comment to question 3.
NB -
Land, forest, and water are my favorites.
TheCulture -
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.
Froos -
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.
Griffons -
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.
Pillarian -
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).
Empire -
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.. :)
Link Baker -
Water is pretty abundant in the universe. Forest is rare.
Choose water, and then land or mountains. Stay away from rare
sector types.
Greenies -
Besides your planet type sector, definitely choose mountain.
There are mountains on every planet, and asteroid.
Zurgithian -
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.
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II. -- THE BEGINNING OF THE GAME
------------------------------------
1. What should I do before the first update?
Feepness -
Beg for an update. It doesn't make much of a difference to
unload people from the government center.
Lestat -
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.
Keskiolut -
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 Regel -
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.
Garfel -
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.
Rob Nesius -
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.
Thing -
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.
Fnebish Legion -
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).
Microbians -
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.
Tribbles -
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.
TheCulture -
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....
Froos -
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.
Griffons -
Unload your @ and spread the pop out, but don't forget to
load the @ back up after the update
Pillarian -
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.
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.
Empire -
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.
Link Baker -
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.
Greenies -
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.
Zurgithian -
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?
Feepness -
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.
Lestat -
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.
Keskiolut -
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 Regel -
Make a factory as soon as you can. Have it produce stripped
down shuttles so you can get to as many planets as possible.
Garfel -
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.
Rob Nesius -
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.
Thing -
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).
Fnebish Legion -
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.
Microbians -
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.
Tribbles -
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.
TheCulture -
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.
Froos -
If you're a morph, pods. :-) If normal, shuttle, then maybe
explorer.
Griffons -
Depends on what you can build pods are good for a meso. a
shuttle factory for all those who do not have pods.
Pillarian -
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...
Empire -
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...
Link Baker -
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.
Greenies -
A factory, for shuttles. Then a ground telescope, to check
out your system.
Zurgithian -
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?
Feepness -
Cover every sector.
Lestat -
Get a higher metabolism, get more population.
Keskiolut -
Build Y's. Nothing much else.
Neue Regel -
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.
Garfel -
You could use quarries, but i don't recommend it. They cost
res to build and make the planet more toxic.
Rob Nesius -
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.
Thing -
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).
Fnebish Legion -
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.
Microbians -
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.
Tribbles -
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.
TheCulture -
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.
Froos -
You could build quarries, or try to put your guys on high res
sectors.
Griffons -
Increase the average efficency(through doming) or increase
the pop through space plows etc.
Pillarian -
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...
Empire -
You can build Domes after tech-level 5, they increase your
sector efficiency on which depends your resource-production....
Link Baker -
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.
Greenies -
Wait. Quarries are overrated.
Zurgithian -
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.
------------------------------------
III. -- 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?
Feepness -
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.
Lestat -
Yes.
Keskiolut -
Because you are a beginner, take your own system first.
Neue Regel -
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.
Garfel -
Both if possible. Colonize only the best planets of your own
system, like those over 40% compatibility and go fast to the
nearest systems!
Rob Nesius -
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. :-)
Thing -
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).
Fnebish Legion -
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.
Microbians -
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.
Tribbles -
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!
TheCulture -
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.
Froos -
Do your own first. Easier and faster and it'll give you
additonal supplies to conquer other systems with.
Griffons -
The latter, the more territory that you can gain early the
more that you will not have to fight ovewr later
Pillarian -
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...
Empire -
IMHO, colonize your planets first before somebody else do
it...
Link Baker -
Everybody should have their own strategy regarding this.
Greenies -
Usually the competition for other systems doesn't happen for
a while. Definetly go for your own system first.
Zurgithian -
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?
Feepness -
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.
Lestat -
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.
Keskiolut -
Talk, negotiate. Do not shoot first, you'll be losing most
probably.
Neue Regel -
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.
Garfel -
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.
Rob Nesius -
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.
Thing -
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.
Fnebish Legion -
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.
Microbians -
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!!!!
Tribbles -
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.
TheCulture -
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 :-)
Froos -
This really depends on the individual context. Try to talk to
the owner, perhaps.
Griffons -
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.
Pillarian -
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!
Empire -
Try always negotiate first, you need allys to be good in this
game... And GOOD LUCK! ..we may meet sometime...
Link Baker -
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.
Greenies -
Send a message offering them one of the planets you don't
use, or tell them that you live there already.
Zurgithian -
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 as well. Always check the tactical report in your
home star !
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Comments, flames, and questions are welcome.
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History: Jan 27, 1997 - Converted to HTML - Evan Koffler