Strategy guide to Galaxy (Explorer)
Two turn trick
(key – upgrading takes pace before ships arrive from hyperspace)You can produce a multi turn ship and have it ready one turn faster (key - Upgrading takes place before ships arrive from hyperspace)
Building ships above max tech level
(key – production of ships uses last turns highest tech level)
Routing trick
(Key - Upgrading takes place before ships leave on routes.)If you put 1 cargo area on your attack ship, you can send it on a route to attack an enemy planet. Like routing EMPTY ships to your target. This way it can be upgraded before it leaves. Your enemy will never see what is coming, since your ship will be stronger. Quite a surprise!!
Combine Routing and Two turn trick and you can get a 2 turn arriving at a planet 1 hop from your HW on turn 2!! Woooow.
Winning Strategies
CAP up fast: CAP is the best investment. When you produce cap you grow at a rate of 20%. This means you can grow your tech or fleet 20% faster than your opponent.
Highest tech levels: Tech levels make the most difference. Winning players have the highest tech in the earlier turns. Always!
Earliest kills: Strong players usually take out their neighbor before turn 5. How?
After this attack the player will grab up all the newly captured worlds and spend a lot of time producing CAP. This way he can out produce all his neighbors. For example he can raise his tech levels while simultaneously creating an attack fleet!
PROTECTION
(AKA how to live to turn 20+)Stay aggressive. Don't let someone visit your worlds until you know more about them. They may trade the intelligence to an enemy, or just notice which planets are large so they can guess where to strike later to wipe out your production.
Avoid 2 turn hops. Ships in hyperspace are visible to all races near by so a smart player can look at these and guess where they came from. Once they know where your HW is you can expect a 500 mass incoming group.
Don't spread out too thin. It’s hard to defend 10 planets. You'll waste a lot of production building picketing forces while your enemy is build tech.
AUTOUNLOAD and ROUTE your COL. While this is a war game. The winners are the ones who have the biggest production base. COL are worth 2 production points per turn. CAP is worth 1 production point per turn. Don't let these sit around. Set all your planets to AUTOUNLOAD ASAP. It doesn't hurt unless you have a really junky planet you are working around to avoid 2 hop trips of cargo. AUTOUNLOAD and ROUTEs unload BEFORE production! This means you can route 200 COL to a planet and it will be able to produce a 40 mass ship on the SAME TURN the COL arrive!!
Don't make friends with your neighbors. You’re too close. You want to be friends with your neighbor’s neighbor. That way they can help you gobble your neighbor and share the property. You will actually want to gobble up your neighbors much sooner than you think.
Everybody has 3-5 neighbors, most of which they don't know and don't talk to. Don't be afraid to ask someone's neighbor to help you attack him. Chances are they were considering it too and the two of you will achieve better results.
Bad signs
(how to tell you’re in trouble)
Secure your system.
You must keep enemies away from your worlds. If I can put a fleet right next to your home world with out you knowing then I got you! To secure your system, you need to have ships at all the near by planets. You want to have ships on all asteroids too. Ships with out guns don't secure anything. By keeping a ship with guns on your nearby asteroids you can keep your enemies from discovering them. Asteroids are bad because I can send a 500 mass fleet to your asteroid in two hops and you will not get an incoming group message. You will only see a small ~ on the map view. By the time you discover the size and power of my fleet I've got you.
Disguise your Home World
You want to disguise your Home World for the first 10-15 turns at least. If you have a 99 mass ship with no drive at your home world I know where it is. Then I can send my planet bomber to get you. I prefer to keep 2-3 planets equally equipped so alien probes cannot determine which one is my home world.
Kill or be killed by turn 20
It is important to grow. By turn 20 most players either have taken out one of their neighbors or been killed. That's right. 1/2 of the players are gone around turn 20. Another 1/2 of the remaining players are killed by turn 40. Then things slow down as the remaining powers fight it out until turn 70 when only 1 or 2 strong races remain. I suppose if you played a game with more than 40 players this.
Growth is important
By turn 20 most players are out of space and generating surplus colonists. Players who have already expanded are continuing to grow while those who haven't expanded are getting desperate.
Strong players sometimes take out their neighbor by turn 10.
Moderate players take out their neighbor before turn 30.
Weak players try to take on their neighbors after turn 30 and fail.
When do you attack?
Don't make long term enemies. Your goal should be a surgical strike that wipes out your enemy in one hit with minimal losses. If you take too many loses then your other neighbors will be ahead of and eventually take you out while you try to rebuild.
If you see an enemy that has developed planets that are undefended you may consider attacking them. By knocking out his production you set him back and make him easier to take out at a later date, the problem is he may gather allies to help him extol his revenge on you.
Killing 200 mass of CAP on a big cargo ship is a major success, costing your opponent at least 2 turns of production. This is also a clear declaration of war, so only attempt this if your ready for an invasion.
Winning isn't everything
In fact nearly everyone will lose (all but one to be exact) Give your self credit for trying and for what you did achieve.
Notable achievements include: