| Space: General Strategies | |||||||||||||||||||||||||||||||||||||||||||||||
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| Phase I: Startup | |||||||||||||||||||||||||||||||||||||||||||||||
| The initial phase for most races is fairly similar. First make sure to explore all adjacent planets as soon as possible. Then once they are all discovered colonize the two with the best habitation, one at a time. Therefore colonize the first planet, explore any unclaimed grey planets beyond, then do the same for the next planet. Also make sure to start building on the homeworld immediately and never halt this construction until the planet is filled. Normally try to build only mines and production factories on the homeworld to begin with until the amount of megapolis is equal to the number of mines plus production facilities. Then at that point build the planets so the ratio of megapolis to mines to production facilities is 2:1:1. | |||||||||||||||||||||||||||||||||||||||||||||||
| When colonizing a planet there must be at least one sensor present on the planet. Only one is required so only one is used. In the beginning the more buildings towards resources early on the better, therefore do not build any shields or minefields on the first few planets. Instead concentrate on megapolis and bioformers to ensure the maximum growth of population and the ability to bioform the planet quickly. Depending on the available resources after the first two colonies are founded, attempt to build on as many planets as possible. However ensure that construction on the homeworld is not halted due to lack of resources. One strategy is that on planets with ore concentration of 75% or higher to build only ore mines and megapolis and on planets with less ore concentration to build megapolis and production facilities, along with laboratories when ready. The exact percentage for this switch will depend on the planets that are currently available overall. Try not to build anything on a planet unless it is 70% hab or better, otherwise this will be a waste of resources that could be used towards colonizing another planet. Also to conserve resources do not build any ships. Ships utilize resources and increase the total upkeep of a colony, wasting credits that are desperately needed in the beginning. Especially since it is highly unlikely to encounter a hostile emire in the first few days of the galaxy. |
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| Homeworld Final Building Ratios Megapolis 45% Mines 25.3% Production 25.3% Research 50 buildings Colonization First 100 Buildings 70 Megapolis 29 Bioformers 1 Sensor |
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| Phase II: Peaceful Expansion | |||||||||||||||||||||||||||||||||||||||||||||||
| Once three colonies are founded and all visible grey planets are explored it is time to work on increasing the empire's economy and population in order to colonize the fourth planet, and beyond. In the beginning resources will be the limiting factor, as quite a bit of ore and production are required to colonize any planets. Therefore for the next day or two one is limited to the three initial colonies. After the fifth colony is founded the building priorities will change. At this point resources will no longer be the limiting factor, but instead a surplus is to be had. Instead population will be the main limiting factor, so all planets beyond the fourth should build purely megapolis until that ratio is fulfilled, then move on to the resource gathering buildings. One needs an additional 2.5 million population to colonize any planets beyond the first three. Since population is so precious in the beginning of the galaxy the homeworld population is higher than that of any other planet. Afterwards one can reduce the population per planet by 5% to increase total resource income. With Economy resarch at level 15 one is still able to support the eventual fleet without being in the negative credit income level at all. Many players will use a lower ratio of megapolis per planet and instead build a few planes that are pure megapolis and no other buildings. I see this as a waste. |
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| When building on these secondary planets, make sure to build megapolis in an even ratio with the other buildings. By this I mean ensure that if megapolis is equal to 150, the other buildings should equal 150 as well. This will ensure a steady population growth that can support the new resource generating buildings. If at any time the efficiency of the planet drops below 80%, switch to building pure megapolis until the efficiency increases back above 90%. Since the galaxies have been increased to 10,000 planets, speed is not the most important thing when expanding anymore. There is no need to stop building on the planets unless rushed or some other unforseen occurance appears. This is the strategy for initial expansion in a nutshell. Common thought states that one should never stop building on planets for the entire game, unless one runs out of planets to build on. The average amount of planets one will get before being boxed in can be anywhere from 30 planets to 100. It all depends how active the other empires in the area are. Along with economy, a good research strategy plays a very important part in a colony's survival. To begin with research the economic topics of production, ore mining and economics a few levels each to give a boost to economy. These will help increase the colony's economy and provide a good setup for the military technologies. Once these economy side technologies are set, around 10 for each, it is time to begin research for the war machine where research levels of 15-20 will be the maximum one can achieve. Researching all parts up incrimentally is a fair strategy to use, each technology shold be increased by 5 then all to 10 and so forth. Normally engine technology is better to gain a higher research level as it is essential to the quick reaction of the fleets. The slower the fleets are the less effective they are to any hostile actions. Sometimes it takes a good day or so to cross one's alliance space and the faster the ships the easier to protect your borders. |
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| Non-Homeworld Building Ratios Megapolis: 40% Sensors: 1 Ore ratio above 75% Mines: 60% Ore ratio below 75% Production: 30% Laboratories: 30% |
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| Phase III: Militaristic Expansion | |||||||||||||||||||||||||||||||||||||||||||||||
| Of course the name of the game is "Glory Through Conquest", so eventually fleets must be built to try and conquer the galaxy. The new 10,000 planet galaxies are large enough that wars have been delayed a bit. Therefore in the beginning most empires are concentrating on their economy and therefore find no need for ships as long as grey planets keep appearing on their map. Therefore it may be a few weeks before any fighting occurs and normally it will be between lone players and a 4-person alliance. As a result most wars go one of two ways early on, one alliance wipes out small incomplete alliances or inactive empires with very little resistance. Once an empire becomes boxed in by other empires a fleet is needed to expand. The initial targets of this fleet will be the inactive one planet players. These players will have the homeworld space station and two starting scouts on their planet, and should have no mines at all. The space stations are relativily powerful and require a fleet of 12-14 beginning tech destroyers to eliminate them without losses. However the fleet itself does not have to consist of such ships, but the power of the fleet must be comperable. The weapon of choice depends on the species choosen of course, as well as the type of ship created. Ensure a fleet is ready a few days before you run out of planets to colonize and build on. Otherwise you'll find yourself with little to do while you wait for your ships to conquer the inactives. Use your own judgement in order to determine when to begin building ships. Keep an eye on how crowded your area of space is getting, along with the other factors that may cause ship building to start quicker than expected. |
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| Ensure that any ships built have a speed greater than 24, to keep older ships from slowing down any fleet when combined with newer technology ships. Normally several levels of each military tech will be researched before any ships are built, therefore these ships will be fairly powerful and should be able to easily deal with any inactive empires. Recall that these ships may be available for use for the entire game, therefore design them accordingly and do not build ships simply because others have built ships. Only create a fleet when necessary, do not keep up with neighbors as a war early on will eliminate both parties from surviving the galaxy. As the game progresses fleets will become more and more powerful and eventually all of the easy deleted players and lone empires will be eliminated. When this happens true alliance battles will commence. Normally a larger opponent will engage a much smaller alliance to ensure an easy victory and fast expansion. However even smaller alliances have a way to fight back against larger opponents using a wide variety of tactics and fleet designs. Therefore if one is found on the small end of a war, do not delete immediately, fight back and victory can be won. |
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| Race Specific Information | |||||||||||||||||||||||||||||||||||||||||||||||
| One final note before the information is split by species. The above information and startup hints are only that, hints. I can not forsee if a newbie is going to rush you, if you get terrible starting habs on discovered planets, or if you start on the edge of the galaxy map. So the above information must be viewed as a fluid guideline that must be altered depending on the situation one finds themselves in. Now, on to the race specific information. | |||||||||||||||||||||||||||||||||||||||||||||||
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| Sirnef | |||||||||||||||||||||||||||||||||||||||||||||||
| Oomarii | |||||||||||||||||||||||||||||||||||||||||||||||
| Kreel | Ji | ||||||||||||||||||||||||||||||||||||||||||||||
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