Just some tips from using the interface, to habbits while playing.
Keep colonist happy, get natives, scout around, have insane amounts of
food on high population worlds, at the end of each turn leave some MC
and supply unused, have 1 high guard on everything of importance, better
economy = better war machine, and be aggressive.
|Efficient fuel use
The best way to conserve fuel is to open the ship's NAV
screen. In the bottom left corner there is a slider bar below
a graph. This is superior to the Speed Setting control on the
Ship Overview screen because, the graph indicates the efficiency
and you can see when to increase speed slightly.
Incidentally, the NAV screen speed control shows you estimated
fuel consumption for all way points, while the Speed Setting
control on the Ship Overview screen shows est. fuel to get to
just the next way point.
Zoom Out and hold the control key down to make the garbage(way
points, ships, etc) go away. While doing this, use the resource
rings, this is a quick way to find what is on planets with out
having to look at each individual one.
Have at least 1 High Guard on every ship, and bases of importance.
The first high guard is the most important. High guard help
stops spy missions, and ship boarding is the only time high
At one time, HG use to help ships fight better, that might
be put back in. But it is still the case for fighters.
||Use the Nav screen when you plot multiple points in space. It
will show fuel used and distance for all way points.
When sending pods of value, dock the pod into a ship and
have the ship take it to it's destination. This is also faster
for most people.
Pods full of colonist are very, very valuable.
Food is much more important than might be obvious at first.
It has become a key bottleneck to growth. You need large stockpiles
of food on a base to ensure decent population growth This is
a setting on the hosts. Default is 100 turns of food to get
the growth bonus.
Also food is needed for training, look at your planets military
||Unlike Real Time Stratigy Games (RTS), you have time to think,
and make deals. Make use of it, trade, and set up aliances, no
matter how fleeting they may be.
||To land pods on alied planets you need to tell it to doc with
When loading weapons on a ship, do you best to have one type
of large weapon, as you have better chances of overloading the
pointd of the other ship and scoring hits.
Force Beam, Fusion Cannon, Disrupter Cannon, and the Blaster
Cannon are good low level general purpose weapons. A note about
the blaster cannon, they are very slow firing, better used on
heavier ships with delay ship turned on.
Use Holo-decoys on ships in fleets, or against ships like
the Deth Spec using photon torps. They use a lot of ord, and
can be countered.
Use Flake Cannons early game anti-fighter and pointd, but Micro
Sand Caster are a much better pointd. I continue to use Micro
Sand Caster on most ships as point d rather than Intercepts
because of cost and speed.
Also for anti-fighter, a mix of Turbo Lasers and Micro Missile
Launcher seams to work best.
||Stick with Pulse Lasers unless you have exitocs.