The Strategy of Mark Cowper

(as told to Peter Chambers, February 2003)

Mark says: I think my strategy is not really suited to the majority as I play very aggressively.

Afterthoughts added in red, 2005

1)  Colonise as rapidly as you can in all directions - usually 1 colonist per planet (Ed: see the Mark Heinrich "rock" tactic).  Find the natives and contraband planets.  The first wave of ships then continue outward and usually never come home.  Send a second wave of ships to add more colonists when you can.  Maximise farms and build usually 10 mines - no smelters - ship ore back to Ship-building bases asap. Later thoughts following Host changes:
colonising rapidly in all directions is now essential especially as if you don't have access to bioscanners - you can only find natives by having a ship in orbit or base on the planet. How do you now find decent contraband planets?  Pot-luck.  Colonise Farming planets as top priority - food is now essential commodity as it limits your high guard production.

2)  (Usually):  Keep as many colonists on your homeworld as possible - no smelters, training centres, etc... breed asap - build cities to max out Income.

3) Pod crew to nearby planet - build as many training centres as possible and develop lots and lots of  troops and high guard.

4)  Send as much money to central account over everything else - 1000MC on a 'fodder' ship that will take 10 turns to arrive is an absolute No-No. If your Homeworld is safe then avoid building unneeded extra Mechs or Fighters.

5)  Build only the ships you really need - every single spare MC to the Central account and Tech Levels. Don't build 1,000 factories on your
HW - you don't need them.  You don't need lots of minerals either as you are building so few ships.

6) When you bump into another race attack ASAP. This usually leads to a truce or war.  Take out their forward bases as this puts 80% of the players into retreat mode.  Focus all your attention on killing that race unless they give in to your bullying. Make deals with others to avoid fighting on too many fronts at one time[1].  Try to capture their ships instead of killing them. (You can do this with the Borg, Birds or Xtals, but not really with the Aczanny and its crap for the Scavengers, so I'm currently trying to develop a less confrontational style by playing these races). Later thoughts:
I wonder now [following new Host changes making alien hulls useless at combat] if its worth capturing enemy ships - it might be best to blow them up and salvage the wreckage.

7) Longer term spread out colonists, develop clusters of planets that support a central ship building base, don't be afraid to lose ships and/or retreat, it's also more fun when life is on the edge.  Lay lots of mines, this deters many players.

8) If you can 'see a planet' (appears yellow on your main screen), set any ship to transfer to it and at least you can see the 'surface items'.  This should indicate if it has been visited by others

9) If you have a local wormhole put a ship or even better a fighter wing over it set to attack - this will avoid uninvited guests sneaking in the backdoor - even if you lose, you'll at least know what is incoming.

10) If you have Privateers in the game, set your initial fighter wings to autointercept anything within 50LY - they should be able to take out the starting MBR which (if not refitted) is usully poor against fighter wings - protect your Food as you need it for High Guard Production.  If you are the
Privateers and your MBR starts producing High Guard, retire it to your homeworld and use it only in very low-risk operations.

11) If you have a ship with bioscanners, build it asap (even with rubbish engines and other parts)

[1] Londo Mollari advised that "only a fool fights on two fronts and only the heir to the kingdom of fools fights on twelve fronts".