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- Frequently Asked Questions (FAQS);faqs.148
-
-
-
- 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
-