Put refineries on planets with lots of phase lanes going to them. Put trade ports everywhere else.
CaptainAlias
Pirate base asteroids have to be captured.
"2. Capital ship supply cost triple vanilla." So you won't be able to get your first capital ship until after you've researched the first supply upgrade? 150 supply is huge.
My start is as follows, no matter the race: -upgrade home planet -buy 200 crystal -queue up cap ship factory, crystal extractor -2 scouts -metal extractor(s) as you can afford it -first cap ship (I usually take the colonizer and head for anything with less than 5 or 6 pirates, asteroids first) -demolish cap ship factory for 300-75-30 (or thereabouts). This is important because you're not going to be building any new cap ships for quite a while and it also frees up a l
I've played a few games with this so far and here's what I've noticed: -Trade ports and refineries are kinda ridiculous. The opening part of the game is really a rush for TPs and 2 or 3 planets, meaning TEC is even better than it is normally. Refineries are even more important, as having 2 or 3 can easily bump you into the 3-4 metal/crystal per tick zone. I find pre-TP I've got barely any resources, then I'm very cash heavy after getting TPs, and for the rest of the game if I'm limited
[quote] You know your game is balanced, when the fan-base can't agree on what is overpowered or not. [/quote] Either that or it means the game has been out a week and the strategies haven't been refined...
[quote] You don't need a bachelor's degree in spaceship command to beat the AIs in this game, just work through your strategy logically. [/quote] You don't [I]need[/I] a bachelor's in spaceship command, but it sure helps. Also, when expanding you're better off developing planets in sequence rather than in parallel. That is, expand to a planet and build it up a bit, get it cash positive, and THEN move onto the next system. You'll have a much better cashflow if