This is the Twelfth in the Series;
Random Tips for Absolute Newbies
They are in no particular order.
Mid Game
Thirty Four
There comes a time when colonists dry up.
All of a sudden there are less than a
thousand willing to migrate.
Too many players do not appreciate this
day comes and, in Classic Games, there
will be only 750 cols generated per DAY.
If you've been wasting time and now
decide to start ferrying, you're doomed.
Hence, make it your duty to ferry colonists
for the first few weeks as if you're a
regularly scheduled flight.
When you have a Fed Com and a TWarp go for
Ten trips a day, that should be eighty
turns. (3 to warp, one to land, 3 to warp
one to land = 8 turns per shipload).
Load up your Earth type in Equipment, your
Volcanic & Mountainous in Fuel, drop a few
on your Oceanic planet or in Organics on
your Mountainous, then trade/fight whatever.
You'll be glad you 'wasted' so many trips
the day you have 18M in your sector, stop
to 'top' up and notice there are only nine
colonists available.
Further, when you move into End Game, the
next planets you create take nearly 2x as
many colonists and days.
Thirty Five
Trade is all haggling. You make points
by good trades, as well as a lot...
A LOT more credits.
Always offer less for what you are being
sold and charge more than is being offered.
If you do a good trade you will get 1 point.
If you do a great trade you will get 2 points.
If you hit the nail on the head, you get 5 points.
Usually about 7% more/less is accurate.
Thirty Six
If you're not sure what a Sector holds, you
can always do a 'Port Report'. Doesn't cost
a turn. If there is no information about the
port, and it's a sector you've already visited
it might be mines, fighters, two aliens and
two mines...be conscious.
Thirty Seven
When people put up one fighter begging
a 5c toll, pay it. Cheaper than losing
a 185 credit fighter.
However! When it's near your homeworld
or in a Sector you need to travel, pay
the toll and park about 13 mines (or
more) around that begger, expecting its
owner to warp in and get podded.
Mine Disrupters take out no more than
12 mines per shot, often about 7. Hence,
any number above 12 is good, save when
you want to impersonate a Port, then 10
is the number.
If a player scatters fighters every
Sector, (called fig 'clouding' or
'fogging') take them out.
It is an old strategy far past its
prime. It was effective when a player
was reduced to a pod and can't move
because he has no fighters and can't
get through the 'cloud' or 'fog' of
defensive figs.
Creating a Corporations and duals
was a matter of survival. One would
have their dual destroy the figs to
rescue the podded character.
(I'll deal with duals in another article.)
In today's world, if a player is podded in
those circumstances, he logs off never to
reappear until the Universe is rebanged.
Anyone who does fogging or clouding
is over forty and advertising it.