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More Random Tips for the Absolute Newbie Playing Trade Wars

Tips on planets and planet building.

Ten

The Best Planet is (outside of those specially created by the Sysop) the Mountainous, (L).

An Earth type, (M) is second best. If you are on a game in which you begin with a planet, regardless of the type, if it is not in a dead end sector, ABANDON IT.

It will be discovered and captured. It doesn't matter if it has colonists, even a Citadel. If your world is not in a safe sector any other player can stumble upon it, capture it, and all your work is for naught.

Usually, you get planets by firing Genesis Torpedos you buy at the (H)ardware at the Stardock. If your first planet is an Earth type (M) in a low turn game, build it to a Level 3 Citadel; Quasar cannon.

Once it has the Q cannon use as many Genesis Torpedos as it takes to create a Mountainous (L) World beside it.

Don't blow up an Oceanic or a Volcanic, have one of each, if that's the way the Genesis explodes. But more than one of each is a waste.

Also remember, never blow up a planet without creating another one to clear the debris. You blow them with an Atomic Detonator. (Also purchased at the Stardock)

If you have turns and want to trade en route to Terra to collect Colonists, fine, but it might suit you to leave your planet and travel via the (E)xpress option.

Many players, to hasten Citadel building, don't wait for the colonists to provide the necessary amount of goods, but buy the fuel, organics and equipment required.

If you have an (M) planet, you use it as a supermarket from which to stock your (L) Getting an (M) first has it's benefits.

a) players are not going to knock themselves out to capture an Earth type. A brand new mountainous is irresistible.

b) a Quasar cannon on an (M) Planet is some protection for your Sector. You would set the Q cannon to 20% sector, (depending on how much fuel was there).

The (M) planet with the Q cannon would protect everything in the Sector, especially the Brand New Mountainous.

c) (M) planets create equipment and organics at a faster rate. Loading it with cols means that when you create your (L) you have all the colonists and goods you need to go from Genesis Torpedo to Citadel in one set of turns.

Regardless of the kind of ship you have, it is one turn to land, take colonists and goods from the (M) and release them on the (L).

This means that with even a 65 hold Freighter it is Fourteen turns to go from zero population to four hundred thousand cols plus all the goods to build a Level 1 Citadel on the (L).

In One day,(actually one minute past midnight) you have a Citadel on your Mountainous planet. By loading the (M) Planet with colonists in organics and equipment, leaving 1k in fuel, you build all the goods you need, hence you don't have to purchase them.

Eleven

Keep ferrying colos and goods to your planet while it is building to enable you to go from one Level to another as the previous completes. To go from Level One to Level Two on an (L) takes five days.

During those five days you ferry colonists from Terra. If you have an (M) put the cols there in organic and equipment. Keep moving finished goods to the Mountainous.

You should have the necessary goods loaded on your (L) long before day five.

On day five, move cols to the (L) planet.

As Level 2 completes it is a simple keystroke to begin Level 3 Citadel.

Twelve

One of the side reasons why you take cols every day from Terra is to deny them to others. With everyone grabbing cols in the early days, there will come a time when there are no more colonists available.

A classic game produces only 750 cols a DAY. It begins with a Million.

During the first weeks seems the number of colonists remain at A million no matter how many you take.

Then, suddenly you'll notice something like, "1265 colonists are willing to leave Terra" and when you take 65 and return you'll see: "1200 colonists willing to leave Terra."

This means, if you take those 1200 no one else can. Other players can't build. You CAN! I can't emphasise this enough.

Newbies who have loaded their planets with colos and keep loading them every day are more likely to win than the expert whose spent his early turns gathering fighters, getting a Federal Commission, spending his money on a snazzy Imperial Starship, and flying around looking for trouble.

When colonists dry up that expert can't get enough to move a planet from a Level Three Citadel to a Level Four.

Thirteen

Once you have the Mountainous Planet building a Level Five Citadel, that is shielding capacity, you want a Volcanic Planet at Level Three; Quasar Cannon.

Few things are as terrifying as a Quasar on a Volcanic.

As it demands four thousand and four colonists, heaps of equipment and organics and takes eight days to build, you need to have "overpopulated" planets with stacks of goods, to go from 1600 at Level Two to 4400 to build a Level Three.

First move all equipment and organics.

Then move colonists and put them in Ore.

As soon as you've clicked to begin building the Level Three, begin returning colonists to the M or L or even O planet, and stack them in equipment/organics.

You want commodities to sell.

And a space station to sell them to.

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