Klingon Kommand Battle Manual - KKBM 101

Revision 3.2, April 2005. | Suggestions welcome | More VGAP4 tips

Part 1: Introduction

Part 2: turn by turn checklist

Part 3: Strategy

Part 4: Mechanics Part 5: Economy - how to make money / economic warfare

Part 6: Diplomacy

  • Negotiations; alliances; disrupting enemy coalitions
Part 7: Advanced diplomacy
  • Machiavellian techniques

Part 8: Philosophy and weird stuff


Part 9: Saving time
  • Top 10 tips to save time
  • Hotkeys
  • Top 3 ways of wasting time

Known bugs

The final lesson

Revision history (of this doc) (separate page)

New text is in red, to help people re-reading this document.

Part 1: Introduction

Because there are other guides available covering the really basic "what to do" aspects, I've rewritten this document. It is now a higher level "how to win" strategy guide. People interested in the basic mechanics of the game should check these sites:

  • Admiral Quixote's quick outline of how to set up the game and start playing (A small PDF file.)
  • Olly Harlow's "Idiot's Guide for Complete newbies" on VGAP4 International. (Select "Newbies Guide" from the left hand navigation bar on the left.) This document has attracted much praise from newcomers, particularly for the comprehensive explanatory screenshots. Unlike Admiral Quixote and myself, Olly was a complete beginner and wrote his own guide from a fresh perspective, covering the areas a real beginner finds puzzling.
  • Tim's online help files. Incidentally, there are no longer any on-disk Help files.
  • Mark Cowper's "How to Win" monograph
  • Cody Nelson's GRG Zone
    If anyone writes an alternative strategy guide mail me at mail me and I'll link to it.advertisement
  • Other useful references: This guide has been compiled by learning from literally thousands of mistakes since 1999 by myself and others on the VGAP4 mailing list and newsgroup. Some of the advice will be plainly wrong for weirder races like, say Borg (Happiness is Irrelevant, etc). If something looks wrong, do not treat it as a plan you must stick to rigidly. Because "what's best" varies from race to race, and sometimes with new Host releases, this is not a tactical guide.

    Many more tips have been sorted into various pages accessible from this site's main page - for example tactical guides for particular races, and a page specifically on combat tips. Another page, which is useful for VGAP3 players converting to VGAP4, is here. People interested in running (Hosting) a game will find this page useful.


    Rules of Thumb

    • You WILL mess up and destroy yourself many times. This is called 'learning' - Henry Leroy
    • Don't worry, all rules have exceptions, no one knows them all, that's the point!
    • There are always things which are unexpectedly interacting with each other (clever loopholes) and therefore are very hard to consider in the first instance. [Tim patches abuses when they are discovered, but leaves some he considers fair.Every time a new race is introduced, the rules are tweaked to ensure that balance is maintained. - Sparrow ]
    • "To crush your enemies, to see them fall at your feet - to take their horses and goods and hear the lamentation of their women. That is best." - Ghengis Kahn
    • All's Fair in Love and War
    • Do one thing and do it well. Only fight on one front at a time and strike hard, ruthlessly, ignoring lossses!
    • Complicated plans don't work. It's a complex game. Never rely on a complex co-ordinated attack with an ally. Don't bother planning things in detail more than 2-3 turns in advance (and this minimises micromanagement, too). Enemies often change tactics when they see what you're doing. [ Top level chess players only look about 5-10 moves into the future in detail, and chess is a simpler game. ]
    • Don't ally with someone on the far side of the galaxy. Lots of work and fuel expenditure, little return, no effective military help to each other.
    • The game is designed to force you to move colonists to your vulnerable periphery (to grow food), and explore with ships (to find resources). This will lead to friction, conflict, prisoner taking. Without taking risks, you will not grow and win.
    • Population is everything - Mark Cowper
    • A lazy or incompetent ally is much worse than no ally at all.
    • The only way to guarantee winning a fight is to use overwhelming force. There is a lot of chaos in battles so simulations sometimes mislead you.
    • Games with big maps (more than 25-30 stars per player) are long and boring.
    • If you don't go get your neighbor, he'll come to you.
    • I cannot emphasize this enough: everyone assumes the worst. Talking with players after games have ended, I invariably find rivals overestimated the others' resources. Just because someone can build an interesting tech 10 hull doesn't mean he's got many. Usually they are more cash strapped than you realise. A common mistake is to assume that you will find the enemy has concentrated all his forces in the most dangerous possible position. In practice, it takes many turns to move ships from all round his empire to one front, particularly if you have launched a rapid attack.. A related error is to assume that the ships you see have the best possible weaponry - but few people can afford to triple the cost of their ships with mega-weapons. The number of assaults I've seen which were aborted after a promising start is unbelievable. The attackers lost their nerve, not realising the defender was on the brink of collapse. A typical comment after a game is: "Why didn't you do X?" They cannot believe you ran out of fuel / thought they had more ships... most ships are sent to the front line as soon as possible, so if you've penetrated into an enemy's core, he's probably in deep trouble. Don't give him time to regroup.
    • Once you start fighting, don't despair because you've lost some ships / bases. You wouldn't expect to win a game of chess without losing any pieces.
    • I've seen a lot of games lost because people didn't trust each other enough to ally effectively against a common enemy. Sometimes you've just got to take a risk and trust folk. What's to lose? It's just a game!
    • Don't fight unneccessarily
    • Kill enemies as quickly as possible. It minimises losses, and gives other people a smaller window of opportunity to attack you while your forces are elsewhere. Speed is important.
    • Although experienced players may be good at "tactics" - i.e. they know some obscure rule interactions - I strongly suspect that we all settle into patterns and there is no outstanding genius amongst us. Despite the mass of rules, there's no particular reason why another Mark Heinrich shouldn't pop up (his insights revolutionised the Centaurs, previously thought too weak to play; some people have since asked for Centaurs to be reduced in power!)  Similarly, Drew Sullivan transformed the Scavengers from a minor race to one which often wins. As a new player, you bring fresh perspectives, so don't assume you're going to lose. If you find yourself up against someone really good, you can always use the newsgroup and mailing lists to ask for specific advice. Google the newsgroup to find their postings and study their psychology.
    • I don't think many experienced players re-read these strategy guides, because they "know it already".  Meanwhile, people keep sending me new ideas, and I keep thinking.
    • Don't play a duplicate race in a game: it reduces your unique advantages. And try to play a race with as many marketable abilities as possible, to offer an ally.
    • Don't trust a Privateer player.
    • Some people - usually younger players -  have "infinite" time for their turns and can spend hours tuning their moves to produce startlingly well-co-ordinated precision manouvers. Effects include boarding your ships without being counter-attacked, dummy battles to ensure your forces are split, etc. Beware players with hundreds of ships: they are probably very experienced, very dangerous. However, being young, they are emotional and easy to manipulate.
    • It's better to be good at one thing than try to do too many things at once,which dilutes your resources.
    • An average game has about 12 players. On average ou will win 1/12 games. A really good player will win maybe 1 in 3-4 games.
    • The social nature of the game inhibits some players from treating it as a wargame. Drew Sullivan writes: "The players in VGAP are all wimps (tell them that)" [I agree - Doc Devious] "who will try to make deals and negotiate and complain while you are removing their spleen though their nose.. and backstabbing, ...and think there is something wrong with that behaviour (not ever having read the biography of Napoleon or Winston Churchill). You would not hesitate to attack in chess! For "additional reading" I do not recommend Macchiavelli. I recommend The Godfather. You want to strike suddenly, violently and effectively (don't forget effectively) way before they are ready and way before they even suspect you are thinking about them."

    Basic idea of the game: choose a race to play with abilities which suit your style of play (aggressive, sneaky etc). Colonise the galaxy and exploit its natural resources. Team up and trample on other players.

    Some important basic concepts

    The official Help files are comprehensive but disjointed. Here are some key points which might not be immediately apparent:

    The 7 Deadly Sins

    Here are some tips on etiquette. Don't do the following, unless you want to get a bad reputation.
    One thing deliberately missing from this list is treachery. It's a valid strategy. See advanced strategy, below. The trick is not to get a reputation for it.


    Part 2: Turn by turn checklist

    Turn Zero: What race to play?
    A couple of words for beginners here. In my experience, races with low growth rates (less than 100) are trickier to play, because you are always short of money compared to other players. You need to pay attention to every detail to keep up with the high growth races. If you play a low growth race, (which tend to be powerful at the start of the game,) try to kill the high growth races - or ally with them - absolutely as soon as possible, because once their population booms with compound interest, they are like a runaway chain reaction.

    Read up about your neighbours' powers, particularly those who are likely to be enemies. Choose an enemy who has no defense against your special powers. Choose allies who can synergise well with your powers.

    Some races win more often than others. See Scytale's race rankings table (this is very illuminating!). Another table to check is at the beginning of my races page, where there's a chart to help choose races according to player ability and universe settings.

    Races with slow ships (like the University, Robots and Draconians: max hull speed less than 190, no hyperdrive) are at a big disadvantage. Not only are they easily outflanked if fighting begins, but they cannot grab territory as fast as others in the initial "I was here first" carpetbag stages.

    Don't play in a big galaxy unless it has wraparound (ie a wormhole ring). The game will last too long and lose its fun, because it will be difficult to bring to a conclusion.

    Shareware players: with limits to your tech levels, the best races in order for you to play are: Robots, Rebels, Stormers, and Lizards. Most or all of these races' ships have low shield ratings, two of them are fighter races with acceptable fighter counts on hulls below the shareware tech limit (besides Rebels have 400 LY fighters under their own power), and the other two are cloaking races with all their cloakers below the shareware limit. - Jon Nunn

    To ally or not to ally? Many players arrange alliances even before a game begins. But I must say, it is less work (more fun?) playing when you do not have to co-ordinate with an ally...

    Tips for early game (turns 1-6):

    Miscellaneous

    Illustration of some points

    Turns 16+:


    Part 3: Strategy

    For many more tactical tips see the combat tips page.

    Check the Guides for your race, and your co-players' races

    I have split discussion of different races to a separate group of pages. Includes strategy suggestions; and tactics usable against the race. Some special ship devices are dealt with in detail under the appropriate race page - for example the Borg page has detailed descriptions of how to use Chunnelling and Hyperdrive. There is also a page dedicated to hyperspace movement, gravitonic mines and other hyper-stuff.

    Key points - How To Win

    Use of Blitzkrieg
    (when you have an advantage in e.g. materiel or the target is tied up on another front)
    Attacking steadily over a broad front
    (when you and your opponent are equally matched)

    In my opinion, speed is 90% of an assault. I have seen a lot of games bog down in slow wars of attrition, where the guy with the upper hand feels he has to consolidate the territory he gains before advancing further. This leads to slow games which go on forever, because all this does is give the defender time to build up back at his core and lay more minefields.

    If there is no clear advantage on either side, then you shouldn't be fighting. You should instead concentrate on diplomacy, to encourage other players to attack the enemy on another front.

    If someone has had time to surround themselves with many layers of overlapped minefields, forget Blitzkreig. You will end up funnelled into killing fields as more and more cloaked minefields are revealed.

    The idea of speed is that you go ROUND or punch through the front line defenses, and knock out the industrialised core of your enemy before he can build a good fleet with the latest weapon techs, whilst the attacker's fleet is going slowly obsolete.

    If you are launching an all-out attack to gain territory, use ground assault on key worlds en route to the enemy's core, to capture fuel dumps and ord plants. Or take spare stuff along in pods. Otherwise your long supply lines become a big problem. Don't waste time, concentrate on the major threats, mop up his lightly colonised outer worlds last.

    Another use of rapid raids is looting. You may simply want to grab control of that amorph world long enough to steal them, or you may want to knock out a particularly troublesome base with a Gun Zero, or capture lots of prisoners with a ground assault from a cloaker.

    Some races like the EE are designed to be powerful at the start of a game but gradually fall behind the Fast Breeders. If they do not use their early relative strength to make opportunistic quick strikes, e.g. to capture an enemy homeworld (slaves) by turn 15 or so, they are probably dead.

    There is a difference between speed and hurrying. Hurrying wastes time, causes blunders. You need to be prepared to move in extra forces to replace losses as you press towards an enemy's core. Don't over-reach yourself, because you aren't properly prepared to follow through. An example in Planets would be going up against a minelaying race like Crystals with insufficient forces to sweep mines, and trusting to luck that you will blast through the minefields. A job done poorly is normally a waste of time. Speed is best for one-off opportunities which you notice.

    Blitzkreigs work partly because they demoralise the victim, unsettled by rapid change.

    Mark Heinrich writes:

    I have found in other strategy games, there is little to be gained throwing yourself against the wall.

    This may sound easier said than done, but slow steady pressure applied along the full front, punctuated  with quick bursts behind non-conventional attacks will be more efficient. In a land based strategic conquest game I used to play with conventional weapons (tanks, troops, bombers, fighters etc.) if you squared off toe to toe it would be a blood bath. The best strategy was to slowly crawl along, rarely attacking, just pushing against the weak spots. Periodically if there was a clear path to make a strike (due to some oversight or misfortune of the opponent), bombers would soften up a hard spot to advance into. In "Planets" you could crawl ahead below the mine trigger speeds and dash in following glory device pops and triggered minefields. Typically the entrenched defender has the advantage in most wars, so it is best not to address strength with strength. Economically, the slow moving component can be very cheap. Cheap engines + generators are less expensive than fast ones and are as hard in a fight. A light ship with gatling lasers still blows up in a minefield right?

    Mark is correct up to a point. Your attack needs to be well supplied and organised. But if you don't push the attack as hard as possible once it's started, but become hesitant, you are lost. Delays give the enemy time to improve defences. Don't give them time to react.

    Mark is a more thoughtful player than me. I tend to run out of Ord / Fuel etc at the end of long supply lines, and impromptu Blitzkrieg requires less attention to detail! (I lose more games than him...)


    In later years, I realised that the above arguments (broad front versus Blitzkrieg) are two sides of the same coin. The key element is, in fact, short supply lines. If you try to build ships in your core and fight several turns away, and cart loot all the way home, your opponent (fighting on his home ground) is in effect much more maneuverable than you - he takes less time to respond to changing situations at the front line. If, however, you take a risk and move lots of resources to near the front line, you can build ships etc with captured materials / income from captured prisoners, at the place they're needed. Successful Blitzkiegers use the stuff they capture right there, straight away.

    Blitzkreig versus Steady Pressure - another view:
    Change gears at critical times. Maybe a couple of  times in a game. It makes you difficult to predict.

    In general, here's how things go with your neighbours:

    1. Mutual expansion
    2. First contact as you stumble unexpectedly into each others' ships and outlying bases. Since you are almost certainly not yet allied, skirmishes occur and tempers flare.
    3. Mutual race for territory. Both seek to colonise as much as possible along the contested border since it's easier to negotiate favourable borders when you can argue "I was there first" (possession is nine-tenths of the law, etc). Lots of blustering and threats.
    4. Further border clashes as you test each others' resolve and try to find enemy homeworld
    5. Agree border [possibly ally with neighbour depending on level of trust] OR, an escalation to war.

    Escalation usually occurs if the sides are greatly imbalanced or one perceives an immediate threat from the other. For example, if I found my neighbours were Privateers I would be tempted to attack immediately because they will begin stealing things from my bases immediately. And the kinds of people who play Privateers tend to be untrustworthy, so alliance is not an option. And I might attack Borg because I know they're very weak at the start of the game and unstoppable later. But, attacking a race of similar power just because you're arguing over a couple of planets on your borders is a sure route to self destruction. Other players will encourage you both to attack each other, so you both waste resources and destroy each other, while they use the next 20 turns to build decent economies and fleets - then attack your rear.

    Morale and psychological warfare
    About 30% of empires which collapse do so simply because their players think they've lost. They then start to miss turns, only do minimal turns, and not surprisingly this accelerates their collapse and their morale drops further. Often they are in a better position than they think - for example their enemy may give the impression of vast resources - but in fact they are not seeing the tip of the iceberg, but the entire enemy fleet, stretched to its limit.  This kind of player assumes that if he cannot scan an area a long way away, it is full of the worst possible stuff he can imagine. In fact people put their best forces near their enemies!

    If you are lucky enough to find an enemy giving up like this for no obvious reason, the correct strategy is to take risks. He won't be micromanaging his forces and you will be able to count on him not realising, for example, that if he repairs his fleet they will be more effective; he will be fighting half heartedly. If you take risks, you seem even more powerful and he's even more likely to give up.

    A variety of fighting styles you may encounter

    Women
    Girls aren't usually attracted to the game. But when they play they are generally very deadly. One VGAP3 team game was deliberately set up as a girls vs boys game, after the girls got fed up with male bragging and challenged them to prove themselves. The girls thrashed the boys because they co-operated much better.
    Women are much better at spotting lies than blokes.

    Married blokes with kids

    Tend to be good players... who miss occasional moves due to family crises.

    The AI
    This automated computer player, is intended to
    When a player drops out and is replaced by the AI, there is no warning message. How can you tell? Alliances end?
    It can be a tricky opponent as it cheats a little. I don't think this is unfair as it seems largely unintentional, and it has to do so in order to have a chance against a human player.
    It was only introduced around the start of 2006 (at which point Tim got tied up in family responsibilities so development slowed for a while) and you should view the current version - Host 195 as I write this - as very much an early version. It has a core of basic strategies plus some special rules for each race.
    Beta testers have fed lots of suggestions to Tim on how to improve it, and you can expect many refinements to its play.
    The AI cannot be reasoned with though - it automatically ends any alliances and attacks its neighbours.
    It loves using pods to set up bases. Keep an eye out for "illegal" numbers of people in Life Pods. They make an excellent haul of prisoners, if you can capture them. (If the AI is going to cheat, you may as well take advantage of it right back!)
    It is a very poor player in most ways. It does not manage its economy well. Humans are much more dangerous when they attack.
    The AI is a bit of a plodder - it does not launch long range Blitzkreig attacks. It defends its area and gradually expands. It seems to build up for 2-4 turns, then (if there are nearby forces within 100 LY or so) it will strike, while laying mines. So don't assume it is ignoring you just because one ship got near last turn.
    Olly has summarised how to use the AI on his website here.

    Glorious death when losing
    Sometimes a player will deliberately go out in a blaze of glory (suicide attack) or ask the Host to put the AI in charge of his side, rather than spend weeks playing a hopeless cause.

    Fighting to the bitter end when losing
    Rather fewer people will fight to the bitter end, to cause as much trouble as possible for their opponent and give their allies a chance of revenge. I suspect a good indicator of this kind of tenacious fighter is given by their Drewhead statistics, assuming they play there. If they turn in 95% of their turns, they are not prone to dropping out when the going gets tough - prepare for a hard fight if you attack them. I think this will become less common now they have the option of asking the Host to let the AI play their side if they leave a game.

    Groups of friends
    Hmm... we seem to have three people from the same city in this game... might they perhaps be co-operating?
    Players who have other social links - all at same university, etc - tend to form unshakeable alliances. Some however (like the group I emerged from) have great internal rivalries. However in general, it's bad news when you notice several players have very similar email addresses! Beware of one acting as a "mole" in your alliance.

    Defensive players; Fence Sitters
    Sitting at home and building a huge fleet behind minefields doesn't usually conquer a galaxy. But it does allow high growth races like Crystals and Feds to win VP based games, simply by breeding.
    Assuming it is not a VP based game, but one where the winner is based on military prowess, there are generally three reasons that people wall themselves off and refuse to join in Wars of Mutual Advantage:
    On the plus side, defensive players are often loners, and not in any effective alliances.

    Noncombatants ("Sim City players") - give up when merely attacked
    Perhaps 10% of players are only interested in the "sim city" part of the game: building a powerful looking empire. They look dangerous, but these "ship polishers" are lost and demoralised when someone attacks them, and their apparently powerful fleet folds spectacularly. (Often they whine a lot about the unfairness of it.) These players usually huddle on a small number of worlds, afraid to expand. They often play games where you can win by simply sitting still and breeding (ie win by Victory Points).

    Morale collapse when losing
    About 30% of players put up a hard fight up to a point, then give up when they believe they can't win. This is more common in beginners. Usually they have no idea how stretched their opponent is, and don't consider other options like forming new alliances. They begin missing turns and become progressively easier to crush as they lose interest in the game, eventually dropping out. When conquering such players, it is essential to grab as many prisoners and other loot as quickly as possible, before their empire begins decaying (after 10 unplayed turns) or they ask the Host to get the AI to run their side.

    Scorched earth when losing
    This is becoming much more common and sophisticated. Denying resources to an enemy has a long tradition. When losing, why let your conqueror benefit from the acquisition of slaves, minerals, etc? There are ways to deny him his spoils...
    The best example of this I've seen was by Solarian. He was the victim of a Blitzkreig attack by the EE, who hyperjumped in and blockaded half his major worlds in one go. Rather than put up a stiff fight as everyone expected, he realised he would lose [he had no defenses against e.g. the Moscow boarding lasers, and the EE destroyed his main defense - fighters - with laser mines, and he'd not prepared for this kind of attack] and so he ruthlessly destroyed his own empire in about 3 turns - too quickly for the EE to change tactics: they could not blockade every world simultaneously. He realised this would do more long term damage to the EE than simply blowing up some ships.
    It was unexpected because most scorched earthers only use it as a last resort, not the first one! He writes:
    "There is another level to this which goes beyond the individual game, having a reputation for always having hidden reserves can be a big psychological advantage, and having it known that attacking you will always result in getting much less back than you lose is a good way of having somebody else picked as a target.
    "There is also a certain satisfaction in sitting back and imagining the expression on the opposition when you do something so outrageous that you just KNOW they don't have a contingency plan for. Which is something I'll lose in this case if this becomes a regular manoeuvre."

    I was very impressed by the
    stunning speed with which he imploded the EE's potential loot. Here are some of the tricks he used:
    Another trick you can use, for bases where you cannot save the population, is to deliberately make them super-unhappy with crime, lack of food, provoking attacks on the base etc. The population will start killing each other off, and destroying structures. I guess a Public Space Port might allow some to escape to nearby bases, too.


    Part 4: Mechanics - obscure things worth knowing

    When this document was written, the latest Host release was Beta 166. Keep an eye on Tim's VGAP4 website for changes since that release. Sometimes there are tweaks to the game when Beta testers find another loophole to abuse!Rum lot...

    Tip: read the Host Release Notes on Tim's site. These are also collected by subject by Clausimu and shown here, on Saarland Outpost, which you may find more readable. Skimming these you will notice lots of rule wrinkles you can take advantage of.

    Classic mistakes

    Building a Terra Class Starbase with my entire stock of metals on turn 5. And then finding that it has no engines, and I don't have a ship which can tow it until Hull Tech 8.

    Before sending yor turn in, make sure your homeworld Government Center is not set to suck out more cash than you've got on the base.

    Before laying mines, make sure your ship has enough ordnance on board. Otherwise the mine laying screen does nothing.

    Food

    Food comes mainly from farms, and is often the limit to your growth. It s gobbled up by Cities (2kT food per city per turn); you also need 1 food per 100,000 colonists; and most games are configured so that a large stockpile of food is required to keep a base happy (ie enough to feed it for 100 turns!). So a planet of 10 million people in 100 cities, will need:

    This is why farming colonies and terraforming are important. A planet can have up to 250 farms, depending on soil rating (average approx 100), and each farm will require 1000 colonists to run (or build) it. A recent Host change allows you, or your Ministers, to build them a quickly as you like; but you need 1000 colonists per farm you are building. If you have 100000 colonists on a planet and it has a soil rating of 100, go ahead build 100 farms. . .

    There are some other ways to get food: the Glory Device converts worms to food on planets at a rate of 20 worms to 1 food; agro-domes create 50kT food / turn. There are other ways to use food: some Devices; obscure racial powers; Chupanoids eat it if they can get it. Some races like Robots don't need it. The IMT Megacorp "race" can convert prisoners and natives to food.

    Planets drift in temperature a degree or so every turn. Hot stars heat them up. If the temp is marginal for farming, add 5 to the heat to get the temperature in the long run. It may not be worth building farms unless you can terraform them to a better temperature.

    Even small bases need a little food. If you beam down colonists to forma base, and suddenly next turn they are all gone, it might be because you forgot to bring food. I find even a small base needs >100 food to stop its happiness rapidly plummetting to -150.

    Miscellaneous

    It's worth pointing out to new players that Base refers to a set of buildings your race has set up on the planet. Whereas in VGAP3 "Base" meant a big orbital thing and "Planet" meant the buildings, in VGAP4 they are combined into a ground based thing; and over the course of the game, your colonists will gather resources from the planet's surface, of which Food, Supplies, Natives and Contraband are particularly interesting. And just to confuse the issue, there is also a kind of starship called a Starbase, which is huge, has no engines and needs to be towed.

    There is a build queue order: 1st factories and labour camps, 2nd cities, undercities, farms, smugglers cantinas, 3rd any others. Because you can queue structures, beware that if you e.g. order 500 factories: those vital cities you wanted for revenue won't get built for several turns until the higher-priority stuff is finished.

    Med Units are no longer used in the mainstream game; where they used to be used by Cities and Resorts, now you use Food instead. They are still used by a couple of obscure races / devices, but during Beta testing it was found they simply added micromanagement, but didn't enhance the game. So you can ignore these. Recent discovery from Mel Hadden : actually there are strong indications that forming a base with 100+ med units helps keep its happiness up.

    Base Attack Mode settings:

    Players who drop out - and every game has some - unbalance the game for the remaining people because the drop out's nearest neighbours can grab his Stuff. Fortunately Tim has coded in a decay rate for unplayed Empires, they gradually fade away if left unplayed for several turns, but their planets remain with their resources (natives, contraband, minerals). So, if you see a power vacuum next to you, get in quick and loot as much as possible before anyone else notices, or it fades away. Or the Host decides it would be good to let the AI control it.

    Efficient fuel use: One 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. However, unless you're a hyperdrive based race, you will save much more fuel by investing in Plasamfold Exotic Techs than by micromanaging the warp speed setting.

    Incidentally, the NAV screen speed control shows you estimated fuel consumption for all  waypoints, whilst the Speed Setting control on the Ship Overview screen shows est. fuel to get to just the next waypoint. Took me a while to realise they were both right, and were not disagreeing with each other!

    Most people play in universes starting with 5 million colonists. (This makes Rebels too powerful.)

    The Unlimited Minerals trick: ramping a planet's HD stress to extremes generates enormous amounts of ore. (Both positive and negative stress works, though positive has the disadvantage of blowing up the planet.)

    Mineral bonus: if ships fight and get destroyed over a planet as they defend it, they end up as metals on the planet surface if they are destroyed, which the winner can scoop up.

    More Mines are not necessarily better: Mining efficiency decreases as a square root for all mines over 100 on a base. (Only the excess mines will be squarerooted.) So 1,000 mines are really about as effective as you'd expect for 130 mines if it was a linear relationship!

    Mines need 100 colonists to run each one.

    Combat / VCR ticks are not the same as movement ticks. Game movement is split into 200 phases, sometimes called ticks.
    When Host.exe runs, it does things in a certain
    order. When it gets to moving ships, they move 1/200th of their speed every phase. It helps to think of one game turn really being 1 month.

    If a ship finds itself within combat range (5LY) of an enemy during one of these movement phases, a battle ensues. These are resolved in "more or less real VCR time" and you can see the results in the Visual Combat Record files that result.  These battles generally last from 200 to 2000 VCR ticks. A ship can have multiple battles (VCR's) in one turn. There are some special rules:

    These quirks have been used to cook up various cunning tactics., for example, boarding lasers still work in ticks 1-50 so you can capture ships before they can fire back!

    Ship names can yield useful info. Some players are busy (lazy) and encode useful information into them.

    Hammers and Anvils: read up about these in the on line Help files. Tim has improved the explanation of how to use the game's controls at www.planets4.com/v4notes.htm. Make sure you understand the concepts. It will avoid a lot of confusion. Sorry about all the bold type but it really is important!
    To set the anvil object using the space command list window: make sure the blinking green lights are traveling to the right. . . Click the item on the list.
    You may find it easier to think of the hammer / anvil concept thus: when you give a ship an order, it is like a sentence. It has a grammar. There is a subject (the active do-er, the hammer); an object (the anvil); and a verb (the action).

    Some useful pages on related topics:

    Minelaying tips: see the Mines page.
    Hyperdrive, Jumpoint Generators and Jumpgates (separate page)
    Combat tips (separate page)
    Diplomat combat simulation tool (separate page)

    Exotic Techs

    These were introduced as a way to burn excess cash which tends to accumulate during endgames. Thus, they are deliberately very expensive. However, some are cheap enough to be cost effective very early in the game. In particular I would recommend looking at the following ones:

    A few notes on Exotic Techs:

  • It is really easy to burn lots of money on Exotic Techs with nothing to show for it a few turns later. Few ET's have lasting effects or yield cash returns. Don't go mad at the start of a game!
  • All Exotics are additive. You can turn on a plus 10, and a plus 20, and a plus 30 bonus, and get a plus 60 total bonus.
  • If you can not pay the maintance cost for an exotic tech you will have to pay the full starting value all over again to get that tech bonus again.
  • Money is first spent on maintaining exotic techs that you already have.
  • Any left over money in the central bank will be used to buy new exotics.
  • Potential cash flow problem: The exotic tech spending is after all taxes are collected and before money is spent on normal ship and planet techs. But, Exotic Tech spending takes place before money is transfered from government centers to the central bank.
  • I tried Stealth Mines in my latest game. Pointless. Despite being cloaked, which reduces scanner effectiveness, and having awful scanners, the enemy danced round them, using relayed scan data from a Fed scout. We compared notes. He could see about 75% of my minefields.
  • Alien hull plans

    You can steal enemy hull plans with a Spy mission (or trade them with friends). As usual, players began taking this Too Far and started building warfleets consisting almost entirely of other peoples' hulls. Therefore, Tim introduced a few restrictions which don't stop you using alien hulls' devices, but you probably don't want to use them in a battle any more:

    Alien ship hulls repair at a maximum rate of 5% hull damage a turn
    Exotic Tech does not work on alien hulls in your fleet
    40% of weapons fail on alien hulls in your fleet
    Boarding lasers do not work on ships of alien hull design. Ie if you capture a Deth Spec its BL won't work for you.
    Alien hulls have defective scanners and make extra noise
    Related HConfig options to allow Hosts to tailor games:
    Option of turning off weak combat / slow repair of alien hulls (default = On)
    Option of forbidding the trading of alien plans (default = On)

    Trading for hull plans: this is covered in Tim's Help files, but note you have to erase any plan in a ship before transferring in a new plan.

    Capturing ships by Boarding

    Generally best with High Guard.

    Two important boarding rules:

    1. Defending CREW: x10 strength bonus defending.

    So Borg Biocide crew strength = 10x40x6900 = 2,760,000!

    2. Colonists attacking in boarding actions are worth 10% their combat value.

    Skill and experience

    Ship Skill is quite obscure, useful only during certain phases of Boarding mechanics. Basically, you get a slight bonus to your Crew's fighting ability when boarded or boarding... but as Boarding is normally done with massive overkill numbers of HG and so on, it isn't worth worrying about.

    Ship Experience is much more useful. It helps weapon accuracy and, more importantly, it helps when sweeping mines. Tim has said, cryptically: "most experience comes from combat".

    The weapon accuracy bonus only appears when a ship's Experience rises above 100 and maxes out around 700. There's a big bonus (+30% weapon accuracy) when you hit 100 experience, rising linearly to a 70% bonus at 700 expereince.
    But ships start out at 0 and it is very rare to see a ship with experience above 30! Although it is meant to be acquired by fighting, it is thought (from observation) that it only actually gets added by the use of Large weapons in destroying a ship. Missed shots, and hits on shields and armour don't seem to count, only hits on the hull itself. This implies that you're more likely to see experience accruing on ships with weapons that arc across armour / shields, and which have survived many fights, ideally against Swarms (ie large ships).

    I would suggest trying: Ion Cannon / IC Array (300 Armour Arc - next best is Force Beam, 150), or Plasma Bolt Cannon / Foce Beam / Blaster Cannon, which all have Shield Arc of >100. (This is all theoretical - it only occurred to me as I pulled this stuff on experience together, I would welcome any feedback on the subject!)

    When it comes to mine laying and sweeping, even a point of (skill?) + experience is valuable. Since Host 78, the order that ships take actions are based on the ship's skill, experience, and high guard on the ship. Ships with more skill, experience and high guard take their actions last. They will sweep mines last, they will lay mines last. This means a minesweeper with a point of experience is very likely to survive mine-trap-duels with, say, Crystal ships because it will sweep the traps before they can be detonated at the beginning of each turn. And since minefields which are remote-detonated explode before movement, you can drive up to an uncloaked minefield and sweep it safely before it is deonated.

    There is a little more info on Experience on this page. [that link might not work, that page is still being rewritten]

    Blockade

    Three or more ships over an enemy base stops them from launching any pods (blockade). Having one friendly ship over the planet after movement breaks the blockade.
    Blockade also stops the base below from buying or selling contraband.

    There's a bit more on Blockade on the Evil Empire page, blockade section. Prisoner-taking races like the EE use Blockade to stop enemy colonists escaping, while they bring up some forces to Ground Assault the base.

    Tim says: The blockade rule has been added to REWARD any empire with the power and the will to place its fleet over the planet of an enemy. It is a reward for being bold and taking enemy planets. I have seen too many cowards pod launch everything off of a planet just so my fleet would not be able to claim its prize. If you want to scorch the planets before me do so BEFORE my fleet parks itself in your sky. I favor things that make the game more agressive and bloody, blockades serve that goal. If you want to break a blockade all that you have to do is get one ship in orbit over the planet. You can send in a bunch of cheap high evasive ships set to flee. If just one gets away it will act as a screening ship for your pods the next turn and you can launch all the pods you want. Those blockade breaking ships are your heroic ones that rely on some luck to be successful. They are the ones that they will sing the songs about. Fortune favors the bold.

    How to use pods (Base Command screen - "POD PAD" button)

    Pods are the way you move large quantities of Stuff around for minimum fuel use. To move them quickly, dock them to a ship or use Exotic Techs. Pods are the only way to move ore or natives.

    A pod can move 1000kt of stuff or 400,000 life forms for 25mc. They can move in 3 ways -