A quick guide to tricks everyone eventually learns (or should). Keep in mind there is no single right or wrong way to play the game, so your milage with these tips will vary. Do what works for you.
- The game updates frequently and any of this may become obsolete fast. This is valid for V.30 of the game. Cheslava does a great job letting players know about changes, and updates can be found on the forums or under the Game tab.
- Backup your saved games to text files, and keep several saves back. (This game is under heavy development, and now and then you'll run into corrupted files that you can't import at all.) Sooner or later, you'll be VERY glad you did. Don't fret it if the import fails, there is a 2nd import button under the first.
- The best cargo type for auto routes (and for manual management also if you didn't capture servants of the swarm yet) is the ZB50 Big Cargo. Don't hold back on making a lot of these unless an update added better ships.
- When you can make engines, put all your engines in one Servant of the Swarm fleet and re-load them after you drop any resources on a planet. With enough engines, Servants can go from one end to the other of the first map in one minute!
- Not sure what planet to conquer next? Send an ARK-22 to every enemy planets to see which are weak enough for you to take, then redirect to your war fleet accordingly.
- Some ships with very poor hit points/armor for their cost are actually awesome because of their low weight and high speed. They can survive a long time if you have lots of tank ships (those with high weight/HP/armor taking the damage for them.
- Suicide your AR)K-22/Auxilia beta using a few Alkatara for a cost-effective attack bonus (with some ammo and U-ammo, but not T-ammo, armor or engines). Do this to take out enemy fighters (mostly their Auxilia and Servants of the Swarm). While the suicide wave dies on round one from having so few hit points and no armor/engines, it helps your main fleet avoid massive damage from enemy fighters. Once the enemy fighters are dead or mostly dead (use the combat calculator to figure out how many ships and resources you need), send a second wave with everything you have except Auxilia Beta. Breaking your attack up into two waves this way will save you a huge amount of ships!
- Auxilia beta ships tend to die quickly, and damage will carry over to your re-engineered Servants of the Swarm (your best endgame ship, but with a high silicon cost) because of the ship stack order. This is a game design flaw, and as a workaround, attack with either Servants or Auxilia Betas, but never both in one attack.
- You have a chance to capture enemy ships if you lose, but you need to have double the total armor, hit points, and power of the enemy. With a little patience and savegame scumming you can capture a few Servants of the Swarm. They're very useful as cargo ships (speed 5.8 and 10 million cargo capacity). This makes the micromanagement more tolerable.
- Remember to have the engine in your war fleet during battles. Unlike armor and ammo, engines will not be consumed if your fleet wins.
- Quris Art of War helps T-ammo production. (The amount is not yet documented or verified, but it's there!) Surprisingly, Military Tech research does not help.
- Produce T-ammo primarily or only on Antaris for the x2.00 bonus.
- Buildings boosted by two or more types of science tend to be more productive than their earlier counterparts. Examples: Nanotubes domes, bioplastic synthesizer, floating greenhouses.
- You'll want all autoroutes to start and end at Ishtar's gate eventually, to simplify management; this planet is not merely well positioned, it's nearest to the New Babilo market as well. It's a good place to put your main shipyard.
- Your engine-making planet(s) will have autoroute issues due to engines speeding up the autoroute, so make a 1 ZB 50 Big Cargo route that transports only "as many engines as it can find" to Ishtar.
- You'll eventually have more than you ever need of some resources: oil, MK embryos, uranium, hydrogen, Osmium, Sulfur, and methane come to mind. These are great to sell on the market.
- Fuel and sand will seem useless for a while, but become useful again in the late game. Be sure to stockpile them as you go.
- Never melt ice if you don't urgently need water. Always freeze water if you have not reached at least 25 coolant factories on Vasilis being fed ice full time (the engines need coolant to make). Even if you can't make engines yet, start stockpiling coolant. You'll never be short of engines for combat or faster micromanagement purposes!
- Silicon is important, but ordinary sand smelters are eventually made obsolete by improved technology. Once you have more than you need, you can begin selling silicon back for resources.
- Unless you're heavily into trade and have not yet cornered the market, updating your hubs is a waste of resources. Discounts will become worthless when you are able to buy the entire market of worthy resources by selling your excess resources.
Other Tips Edit
- If you reach Xora Tauri, reset as fast as you can the first time (after of course conquering any easy planets for influence points first with the leftovers of your fleet). You'll be very glad you did. Tech point earned are awesome, and the first time you reset, you want them now!
- Lone Nassaus has a massive amount of solar energy available and very few buildings available to expend it, which lets you specialize the planet as a battery charger. Later you'll make/charge batteries at all gas giants until hydrogen (including bought from the market) runs into negative income and you're consuming your the large stockpiles created in your first few weeks in the game.
- Most production scales 12% to 25% with each research level, but Electronics scales 30%.