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[Starbase attack]

Playing With Yourself! - Final Bits

"Nunc terminus Britanniae patet, atque omne ignotum pro magnifico est."
(Now the boundary of Britain is revealed, and everything unknown is held to be glorious)
                    Tacitus
                    AD c.56 - after 117
(often transposed in Latin, to read 'For everything unknown is held to be wonderful; but now the boundary of Britain is revealed')

And no! I don't know what he was trying to say!!! 8)  - doesn't complimentary tho!(Olly)


What to Colonise, And Why

You colonise for

1. Simple territory

To deny resources to others, by being there first.  For this reason, it is a good idea to settle 1 colonist or crewman from exploring ships on any planet you can reach. Then you can claim it is yours. Often this will frighten other players away, as they do not want to start wars they are not ready for. It is generally a good idea to establish borders a long way away from your homeworld - it gives you a buffer warning zone if an enemy fleet draws near. If someone refuses to accept a border and wipes out your 1-man bases, it is little loss, and you have learnt there is an aggressive neighbour to keep an eye on.

However!
Whilst it is worthwhile dropping 1 colonist or crewman on a world you pass, if you have nothing else. (As this at least stops nervous players from claiming the world if they see you have a "base" there)...

The minimum size of a colony which you intend to grow, (for example to farm) is probably 50 people.
(Semi-interesting maths? ----Because the maximum number of supplies that factories can make is the square root of (2 x population), per turn. So you need 50 colonists to make 10 supplies a turn, and thus build farms at max allowed rate.)

And you need 100 colonists to run a single mine.

2. Natives

Natives pay taxes and can be useful in other ways. If you see natives on a planet, it moves up the priority list for establishing a colony. Apart from Amorphs, you can gather natives with just a 1-man colony. Once they have migrated into your base from the planet's surface, they can be shipped elsewhere in Native Pods (base Pods screen, if you build a pod launcher.) It is generally a good idea to ship these home to your core worlds rather than leave them vulnerable to attack and capture on your fringe. That way the taxes are generated where you want them, etc.

For a more detailed description about Natives take a look at
www.furfur.demon.co.uk/geop/v4startup.htm#natives
Summary...
Best type overall: Amorphs, because they generate lots of contraband Spice and thus cash. Downside: you need to use about 100,000 colonists per base on an amorph world to replace people eaten by Amorphous Worms each turn (think of the film/book "Dune").
Next best: Amphibians, who produce free weapons; and Ghipsoids, who produce free engines. These can be any tech level up to level 20, so they can give you a real advantage at the start of a game. And some of those high tech weapons are normally incredibly expensive and use loads of minerals.
One other type of native stands out as Bad: Chupanoids. Try not to collect these!

Natives don't join your bases every turn. Once SOME have joined a base, the others begin pouring in, maybe 10% of the planet's population per turn. There are some tricks to entice them in. You will find Amorphs join much faster if you have a bit of Spice in the base. Ghips won't join at all unless you have some Kierra Crystals. You can "seed" bases with a native pod to get a starting population of, say, Bovinoids who entice other Bovinoids on a planet in.

3. "Contraband"

Contraband is probably a confusing misnomer. Some planets have abundant natural resources: Spice; Kierra Crystals, Illegal Music CDs, etc. these can be gathered by colonists, and either shipped elsewhere in a Gold Pod, or sold on the spot. The price of "contraband" fluctuates slightly throughout the game. You can hoard it and sell it when the price is high. You can even BUY it (up to 10,000 units of each type per base per turn) when you think the price is low to sell it later. Many players leverage this into their main source of income after a dozen turns or so.
You need lots of colonists in a base to gather contraband at full rate. If you have less than 400,000 they will only gather a fraction of the contraband per turn. You don't gather contraband every turn - it is pretty random - a normal race has a 1 in 4 chance of gathering SOME every turn on each base. It depends on the race's "Psi" rating.
Planets with thousands of contraband are one of the most important type of planet to settle and loot.
For more info on Contraband look at
www.furfur.demon.co.uk/geop/v4startup.htm#contraband

4. Minerals and fuel

Important in most games. But don't worry about severe lack of minerals in an average game until turn 50. I would tend to look for particularly rich mineral worlds and build up to 99 mines on them over the course of a few turns, this reduces the number of planets you need to worry about defending. [There's no point building more than 99 - mine efficiency falls sharply above 100 mines.] You may have to import food if they are unfarmable. Send the minerals / ore home in pods or ships. Each mine will need 100 colonists to operate. I also tend to build 10 mines per world near my core, and send the occasional freighter round them to pick up stuff.

Mines produce ore and smelt it into metal. You used to have to build smelters too, but they are essentially obsolete now.

5. Special purposes

You need a couple of worlds apart from your homeworld for specialised purposes. This one may need a bit of explaining:

  • You will want to train up crew, troops and HG in large numbers. The best way to do this is by building 50-200 training centres (!) on one world near your homeworld. This many training centres cuts the breeding rate dramatically so building them on your HW is a bad idea. Put a population of, say, 400,000 colonists on this world and they will rapidly get trained up. They can be sent home in ships or pods as required. You will need to supply this world with plenty of food so it should be farmable.
  • You may be a race which can use prisoners. Don't build prison mines / camps, which generate cash, on your homeworld as the prisoners sometimes riot and destroy things. Put them on nearby useless worlds.
  • You will get short of food in mid game. Farm anything you can.



other stuff....

Pods

Pods are described in Tim Wisseman's Help files at
http://www.vgaplanets.com/v4doc/podcmd.htm
What Tim's help files don't mention is that Pod Launchers are a cheap, low tech structure which can be easily set up on colonies. They fling pods of minerals, natives etc at a slow, constant speed into space for 25mc per shot. They are an excellent way to strip peripheral worlds of stuff, but a pod is reasonably visible and is like an arrow pointing at its waypoint: "Hey! I'm shipping ore to an important world here!" or "Hey! I am sending colonists out from this direction!" They make it easy to track down an enemy homeworld.

Some people (like me) like Pods and use them a lot; others prefer to move stuff with ships. I like them because I never have enough ships. Also pod launching can be semi automated with some Minister functions.

Another use for pods is: if you have a strong world near enemy ones, you can launch assault pods at enemy worlds and land troops and maybe take over their base. Of course, they'll probably have several turns to see the slow pods coming but it is sometimes worth a go.

Ground Assault

This is a technique for capturing enemy bases (complete with natives, structures, minerals and, hopefully, prisoners). It consists, in short, of landing troops and high guard and maybe "mechs" on an enemy world, and they set up a base. Two enemy bases on the same planet will fight if either is set to something other than "Peaceful".
When doing this, one problem is that your ships will destroy the enemy base unless you switch "Attack Ground" OFF on your ships. It is best to use them for killing enemy ships etc in orbit.
This is such a complex subject, and not a situation which is likely to occur in the early stages of a game, that I will not cover it here. If you want to know more, I suggest you read:
The official Help files (the on line version is more up to date)
http://www.vgaplanets.com/v4doc/startf.htm
also
www.furfur.demon.co.uk/geop/vgap4combat.htm#groundassaults - I tried to make this simple, and it has a nice explanatory diagram.
www.furfur.demon.co.uk/geop/gcexplain.doc - a fairly technical explanation by David Bandy.


EDITORIAL NOTE!!! From Olly and Paul

That's about all for now - I'm sure we'll have a few things to tweak here and there - and I'd like to add some links to good places to learn more....?

<Olly>

Paul has been brilliant in setting out this scenario - my deepest thanks to him. He'll probably say that was the easy bit. So we're going to share credit - and blame - for this equally.

If you have any comments - please feel free to e-mail us at

VGAP4_Int@twoflower.fsnet.co.uk



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