1 (edited by Kollop 22-Dec-2012 03:01:07)

Topic: Strategy Guide for new players

Randoming into a Family:
--------------------------

You will spend many weeks playing with them so communication will be essential.

-Ingame messages, family forum (where you write down your role/availability/experience) and Family chat (link can be found on family page) is the best way to communicate with your fam members.

It

'Success! The realm of Genesis has been reduced to dust! Our forces are leaving the planet though, as it is scheduled for demolition to make way for a new hyperspace bypass.'

2 (edited by Kollop 22-Dec-2012 03:05:56)

Re: Strategy Guide for new players

Banking:
----------

-This is a good role to play as a beginner. You will learn basics of economy and learn the game at your rhythm.

-There 2 main types of bankers; the ones building cash factories (CF bankers) and the ones building population with Living Quarters (also known as pop bankers or poppers).

-As a cf banker you will start the round building CF only (and lasers for defenses of course) for few days. Tax Offices produce no cash on their own but they boost the total income you produce by a percentage equal to 2 times the total tax office percentage. For example you own 1000 buildings consisting of 750 cash factories and 250 tax offices therefore you own 25% tax offices and your total income is boosted by 50%, in other words the 750 cash factories produce the same cash as 1125 cash factories.

-When you explore since you are likely to have no speed bonus you can prepare your travel time for your next waves of exploration by taking spread around your Home System so on your next wave you can have many 0-1 tickers. Never expo in a system alone (except at start and very close from HS) or with players from fams u have no agreement with (see relation page).

-When it's your turn to explore (according to family plan) explore 8 eships or whatever amount of eships you happen to have in stock and builds the planets with CF using the fam bank. Expo cost will grow and is dependent on the amount of planets you currently own, so above 20 planets it

'Success! The realm of Genesis has been reduced to dust! Our forces are leaving the planet though, as it is scheduled for demolition to make way for a new hyperspace bypass.'

3 (edited by Kollop 22-Dec-2012 03:13:27)

Re: Strategy Guide for new players

Defensive strategies:
-----------------------

The goal isn't to not lose a single planet during the round, the goal is not to lose too much and keep your income high. It's almost impossible to not lose any planets in a round(unless grandfather ic attacker parrot is your main attacker)

-don't expo in stupid places, watch your systems often. If an intruders portals on a share and attackers can't remove him, your planets are lost so don't give him the opportunity to kill all your fleet taking the planets in this system. Raze your portals and keep maybe one for retakes or if he is finally removed.

-You could have 1m soldiers, tons of agents and wizards all round and laser traps everywhere, your planets would be safe but your income would be bad.

-During time of peace have enough ground in order not to be raided, nuked or OH by a random player. During war you build defenses. After war it's better to kill some fleet.



Lasering:
--------

I always advise my bankers to never build the same number of lasers on all planets that would make the attacker job too easy.

What you want is to keep your good planets (big size ones), so u don

'Success! The realm of Genesis has been reduced to dust! Our forces are leaving the planet though, as it is scheduled for demolition to make way for a new hyperspace bypass.'

4 (edited by Kollop 05-Feb-2011 15:42:51)

Re: Strategy Guide for new players

Races to bank:
-------------

Revalons:

-The biggest income in the game 60%

-Their science is ok (30%) but a custom (race you made yourself) will have 20% more. That means you will have to spend more cash to have the same research points.

-They have -10% magic which is not bad compared to a custom race to defend better against enemy wizard oppers (magic applies for defense).

-The 10% pop growth makes them a decent popper. Note that the pop growth is 5% so ten % of that will make a pop growth of 5.5(not a lot but you won't have to pay for it which is not the case for a

custom race)

-They don't have all the useful info ops to prepare war and to help during wars. They don't have Space Amazement (SA) that reduces your expo cost by 40% (and it costs a lot when you have 300-400 plts).

-They can be useful for destroy cash and nuke (I don't like this op but they have it so u can use it wisely). They also have hypno but as a CF banker you won't have enough wizards to op an enemy but you can help when your popper is jumping to kill his pop (for empire size cost) or eventually to kill your food resourcer pop in order he spends less on his pop.

-Destroy iron can be very useful when you surprise attack a family that has saves or during a war if you notice an enemy resourcer didn't log for days and you don't want he sends a crazy amount of iron when he logs on.

-If you are popper I would advise to be very careful when you cast spells because failing one will kill 5% your wizard and your pop may become an easier target.



Partaxian:

-Their income % and science are low (30%)

2 reasons to play them as banker:

-During wars when you are jumped high on wizards you can pay your upkeep yourself without having to be stressed for upkeep.

-With your wizards and 70%magic you will be very well protected against other spell casters.

-Some people use it to pop bank for the security, if you are banker see yourself more as a free wizard opper than as a real cash producer.

-They are the best spell casters but be careful your planet count and NW may be a problem when opping smaller players.



Quantam:
--------

-Their income is low (30%) but their science is so high (70%) that it can be easily compensated, but at start when you have no science they will produce much less than a Revalons.

-They are the best oppers and even have some useful spells that they can use without needing too many wizards.

-They have a little bit of speed that will be noticable on long travels only. They also have droids and can be very useful for retakes.

-They are a decent CF banker race and a big plus for the fam.



Custom races:
------------

-Nothing under 50% income and preferably 50% science as well.

-Magic can be set accordingly. magic also count for defense but if a jumped partaxian really wants to OH you he will succeed. Having low or no magic penalty will protect you a bit better and make your space amazement easier to cast and cheaper.

-OPS: The ops to have in the order of importance are SA, PI, Infil, IP, DU, Sab, SOT, nuke


Sometimes I see players with tons of ops and when you contact them for the op they are never online. I would advise active players to go for many ops and less active one to take less and put their points in magic or speed.



Population growth: -30%
Income: 50%
Research: 50%
Attack: -30%
   
Spells
Space Amazement
Operations
Infiltrate
Sabotage Portal
Planetary Infrastructure
Specials
Tax Office


------------



Population growth: -30%
Income: 50%
Research: 50%
Attack: -30%
Magic: -20%
   
Spells
Space Amazement
Operations
Spy on Target
Infiltrate
Destroy Units
Sabotage Portal
Investigate Portal
Planetary Infrastructure
Destroy Cash
Specials
Tax Office

'Success! The realm of Genesis has been reduced to dust! Our forces are leaving the planet though, as it is scheduled for demolition to make way for a new hyperspace bypass.'

5 (edited by Kollop 05-Feb-2011 15:43:12)

Re: Strategy Guide for new players

Building:
-----------

-CF bankers usually build until they are 700% OB using 0>100>300>700 but you can adapt accordingly

-Some CF bankers don't use TO and  stay all round CF/RC 75/25 or 85/15 It produces less cash but it costs less iron to build and no need to fund science. With that you can even go beyond the 700% and once you estimate your eco and cons don

'Success! The realm of Genesis has been reduced to dust! Our forces are leaving the planet though, as it is scheduled for demolition to make way for a new hyperspace bypass.'

6 (edited by Kollop 05-Feb-2011 15:45:08)

Re: Strategy Guide for new players

Resourcing:
------------

Now you've played a round as CF banker it's time to try a new role which is resourcer


-Basically it's the same strat as CF banker, you just build resource buildings instead of CFs and you research resource% instead of eco%.


-You start with resources buildings only, OB 50 or 100% with resources building again, then you add RCs and work your cons%. After a jump it's the same, you work on your resource% then when it's decent you work on your cons% again to reach 40-50% to prepare your next jump.


-If you have many resourcers in the fam you can stay all round with 15-25% of your building as RCs. If it happens that you have only 2 or less resourcers in the family then each planet must produce the max amount of resources possible. That means all spaces should be for resource building. At start you will have RCs but i would advise you to raze them for your jump to 300% and to put only resource buildings on your planet and ask fam bank to fund your science. It shouldn't be a problem since if there are very few resourcers it will most likely means you have lot of bankers. This is

for rounds with around 12 fam members.

-You will likely be building your planets to 1000% or even more.


-Usually you have 1 or 2 resourcers making food (no more since you will also be feeding your own pop and fleet so better concentrate this loss on as few resourcer as possible). bankers love food producers especially if you send them the food personally instead of sending to the bank. (ask them to put in forum or send you their needs and reserves. Never send your food to fam bank if it's a jumped attacker holding it (you don't want millions to be wasted feeding his fleet).


Cash:
------

-This is the main thing you will be wanting all round. Cash to build your eships, cash to build your infra, cash for upkeep.

-A bad resourcer logs on, sell his resources at low price to other fams through the market and builds himself.

-It's only acceptable to build your 6 eships a day since it is a priority of priorities if no one happens to be online to send you cash for it.


Upkeep:
-------
If you don't pay your upkeep (have money to pay what you lose each tick, net income in "council" page) you will lose 1% of your fleet. You do not always have to pay for upkeep. At start you often have much more buildings than fleet, so it's much cheaper to rebuild daily units lost than to pay upkeep. After a war your family will need to do an infra period, it's good time to stop paying upkeep to save some cash for infra. (since under 100 fleet u don't lose units a trick is to station your most expensive fleet by 99 on some very safe planets).

When you have to pay upkeep, put in forum your net loss and fam bank will look after it if they know you are active. comparing to a bankers starvation, it's less of a problem to disband, also resourcers must starve, sending them food would be a waste.


Defending:
-----------

It's the same that for bankers, lasering, portalling, doing anti-raid planet. If you are active you don't really need to be wizzard heavy as long as you send your iron often to someone having big wizard defenses. You could be attacked on your food production but it rarely happen. You are less likely to be targeted by raids since enemy attackers often focus to cut cash income rather than resources income. Just try not to be a too easy of a target.

you must be very weary of nukes since a wise nuker will nuke a resourcer instead of a banker since he has more chances to hit his buildings so a decent agent count is nessesary.


Races:
--------


Partaxian:

-30% science isn't very high so you will need more RCs or fund more to reach the same level as a custom or Quantam.

-Your spells will be the best in the game and op defenses as well. They do good iron and food producers for the safety part.

-They have no speed and no droids so they are not good retakers, but there are always easy retakes to do. Just notice wich attacker never stations and razes lasers and focus on him.


Quantam:

-The best resourcer ever with their 70% science.

-They have little speed that is useful for long travels and droids for retakes.

-It's the best opper in the game, before and during war.


Big advantage for Pax and Quantam is that they can change role during round (preferably the earlier as possible in the round) changing from cash incomer to resourcer or the contrary according to fam needs.


Custom races:
------------

ALWAYS go for 50% science, 100% speed, -30% pop groth, -30% income.

After according to your style play, wishes, and in order to be complementary with other fam members, chose if you take magic + spells or agent ops, or both, or attack and droids. You will have lot of points to distribute so make the race that fits you.


Population growth: -30%
Income: -30%
Research: 50%
Attack: -10%
Magic: 50%
Speed: 100%
   
Spells
Vision
Hypnotize
No Fear
Electric Storms
Create Portal Force Field
Find Target Planets
Space Amazement
Destroy Iron
Operations
Infiltrate
Planetary Infrastructure
Specials
Droid

-----------------------


Population growth: -30%
Income: -30%
Research: 50%
Attack: 50%
Magic: -10%
Speed: 100%
   
Spells
No Fear
Space Amazement
Operations
Spy on Target
Infiltrate
Place Nukes
Destroy Units
Sabotage Portal
Investigate Portal
Planetary Infrastructure
Destroy Cash
Specials
Droid

-----------------------

Population growth: -30%
Income: -30%
Research: 50%
Attack: -30%
Magic: 50%
Speed: 100%
   
Spells
Vision
Hypnotize
No Fear
Reduce Food Production
Electric Storms
Create Portal Force Field
Find Target Planets
Space Amazement
Destroy Iron
Sense Defense Station
Operations
Spy on Target
Infiltrate
Place Nukes
Destroy Units
Sabotage Portal
Investigate Portal
Planetary Infrastructure
Destroy Cash
Specials


NOTE: Bankers and resourcers pass morale planets (the ones with a blue cross) to active attackers once they discover one.

'Success! The realm of Genesis has been reduced to dust! Our forces are leaving the planet though, as it is scheduled for demolition to make way for a new hyperspace bypass.'

7 (edited by Kollop 05-Feb-2011 15:48:11)

Re: Strategy Guide for new players

Attacking:
-------------


Now you've tried banking and resourcing it's time to try the best part of the game which is attacking.

Your fam will love you keep them safe and bring in lots of planets, but will hate you if you go inactive after they jumped you.

This means this role is reserved for the most active and experienced players and preferably players having a VIP (where you can see all fam positions on the map just typing their fam number).


There are 3 types of attackers: Small attacker(1), Secondary attacker(2-3) and Main attacker(1-2, and reserved to experienced attackers).

The small attacker:
---------------------
-He stays with a small amount of planets and a small nw.

-His primary role is to remove all the intruders too small to be attacked by other attackers and during war he goes in enemy core and jumps his fleet to attack bankers in shares as soon he is

portalled.

-Camaar is a good race to be small attacker since the goal is to remove intruders fast before they build laser traps, else you would have to build lot of bombers and that would make your nw go up.

Work with someone having DU and sab portal in order to keep a limited fleet.

-Keep your fleet at the minimum, your research points at the minimum as well have it funded to have good cons% and that's it.

-Have you planet built in order to be able to expo for family and infiltrate enemy core but never OB them.

-take spread in your core in order to be at 4 tickers maximum from all your family systems.

-You may have problems passing your expoed planets, you may stockpile eships and as soon a new player join the family during the round you can expo for him.

I would advise new players to try this role once they are already used to attacking role.

The secondary attacker:
-------------------------
-this is the perfect role for those wanting to try attacking.

-They build RCs and resources as well most of the time (except farms).

-They clean the core from intruders before they portal, they do retakes that bankers and resourcers can't do, they participate in raids with medium and small fleets.

-They must have a good spread in the core since the bankers and resourcers will expo the systems they are in in order to be protected. And they follow the main attacker in order to help him to secure out posts.

-Their science is on cons% and military% they can have little resource% if they have lot of resource buildings but i would advice to only have the cheap % to get. No more than 20-25%


The Main attacker:
--------------------
-He does the mano a mano with enemies main attackers, he cleans second attackers, he removes portalled intruders, he creates outposts, he puts his big fleet in raids to break grounds. he is very active.

-Some players like to have little planet count in order to spend as less morale as possible on attacks and force enemies to spends more while attacking. Others prefer to have lot of planets, incase

they lose a planet or are sabbed/CPFFed(create portal force field) he has another close portal. They must have many morale planets since they will lose more on each attack.

-Main attacker must be agent and wizard heavy in order to protect his portals and infos and in order to get others info. When your alarm rings at 4 am you don't want to ask for a PI or an infil update before triggering your fleet.

-He builds lasers and RCs. Once he has good construction he tries to put the maximum points in military. After a jump cons% will be less useful than military.

How to attack:
----------------
First of all you have to chose who to attack, who to gain position on. Talk with your leader about that as often as you can. Before attacking or gaining position on a new family you MUST talk with your leader as he has a global view of the situation as he gathers informations from all fam members and doing the diplomacy with other families. You don't want to ruin diplomacy or fail a surprise attack or that he may signs a non aggression pact (nap) because he doesn't know you have good positions on the family he is signing with.


Always have the fleet suited to the situation. This means don't have too much when it's not needed and don't build too few when it's needed. For this you need to be active and be aware of what the enemies do. I would advice to have 3500 bombers early in the round (ofc not first days) why this amount? because max size planets are ~320. So if an enemy just expoed near your core and you send fast he can't have more than that amount of lasers, you don't even have to pay for an infil or a PI before taking! Be weary of your own lasers, that means you should be able to take the amount of lasers you are building as if you lose the planet you will be in serious trouble because to retake you will have to wait 3 or 4 hours for more bombers then have a travel time by then the enemies could have added more lasers.

Always take the time to leave stationed units. each round you can successful defend 50 planet by leaving only 3 figs and 3 droids or soldiers. Most retakers send only 1 transport 2 soldiers. They fail and they message an attacker that they failed because of stationed figs. The attacker thinks it could be a fig trap so he send lot of figs and bombers (you may be portalling and laser trapping this "fig trap"). If the attacker isn't wise he doesn't send small ground with. Once he sees he can take, he takes. Enemies had to make 3 attacks, lost 3 times the morale, maybe even paid for PI and DU (since you are agent heavy maybe lost agents doing that). And you paralyzed an attacker fleet for nothing during some precious time.
You can be sure that the attacker is angry and tells his retaker to send more fleet next time and if you are lucky maybe you kill next time all this retaker transports and bombers on a real fig trap!

When you are doing the mano a mano with another main attacker and you remove him from a system with only bankers and secondary attackers left even if you know that you can't keep the planet it's good to leave your huge amount of figs waiting for retakes (no need to leave ground since your figs are already vulnerable to DU). When you do that you need to refresh your home page (HQ) often and as soon you see a failed retakes you recall. If you like to play, instead of recalling watch if the guy has DU, if yes and he is big, recall, if not wait ~1mn. Maybe he is sending more fleet thinking it's another of your false fig traps. After 1 mn recall, it's too risky he could asking for a DU.

Always get the infos:
----------------------
-Watch and copy rankings daily and compare the nw of the day before. You can guess lot of things like that. the family saves, who spent all on an infra jump. This other fam isnt active during the weekd ends etc etc

-When you plan to war a family create a thread in forum and copy each time you log their family page (ask help from other players especially the ones on a different time zone). You can see nw changes, planets passing, activity. Ask for infils, SOT, Planet list (plist), PI on key players. Prepare a list of planet you want to be CPFF or sabbed.

READ INFILS, do not only do a summarize and read only that. You will learn tons of things on who aids the guy you target.

Creating outposts:
------------------
If you are in a big family your area may start to be filled up really quick. The attackers must prepare a second safe expo area. At start it's not safe at all since other fams may be going for the same area. Explore many planets in the area put tons of lasers and once it's portalled, call your second attackers and small attacker there. And with them you clean clean clean. Be careful, the bigger the area you claimed the more conflict you will have with the fams around. Once the area is safe ask all players to send an eship and defend them well in the particular system (that will be you second Home system). you may also ask your leader if it would be a good idea to have DS(defence station) moved in this area to make it more secure. Once the area is safe you can give up some portals to bankers or resourcers. Give them the big size ones and keep the smallest ones for yourself. Try to give planets to every players in order to keep all the team interested in the round but give the big ones to the most active players and the smallest ones to less active players.

Who to target?
--------------
-You have to chose a fam and have a plan.

-At start of round if your fam finished portalling first and you see a high eco fam that is taking risks not portalling you can raid them just to slow them before they portal. Even if you don't keep the planets that will give you an advantage all round.

-usually you fight to gain planets and know what you are going to do. It can be a good plan to take a second area of expo from a fam. Especially if it's far from their home system. Gain position around a fam once you are portalled try to inch closer. Its better If you can try not to be noticed so don't come too close. When you attack don't make the mistake to attack bankers or resourcers first. Jump and surprise remove all the attackers planets. If you don't have time to remove all the planets before they jump as well. Ask for CPFF and sabs to remove them from all area. Now they have 15 or 20 hours travel you can portal easily and take all the other planets from bankers and resourcers.

-If you attack a fam in his primary core it's preferable to raid bankers and resourcers, and op their saves, in order to ruin their economy, then remove attackers and start some portals there to keep the planets. Don't be obsessed by top players when you chose a target in ennemy fam. Their pop banker can have 1m soldiers and tons of op defenses? Why not raiding his food resourcer that is a much easier target and force him to buy expensive food in market!

-If you notice that an attacker always has all his fleet out and has no soldiers to defend, just send all your bombers on him on max planets you can and like 4-5 times 500figs  on a portal. Once all arrived test his figs if they are out take all the portals, if they are in wait end of tick and test again. Make sure that doesn't happen to you, i see too many attackers with no soldiers.

-If you are 100% sure of 100% of your shares leave you figs in main fleet even if you have less figs than your opponent so he doesn't take your planets too easily. In any case leave some figs in your main fleet in order to force him to run them or lose lot of ground.

-Use ticks at your advantage. you send your full fleet 10s before tick and attack just after it, then recall, your fleet will have been out only 15s if you think your portal would be in danger with

your fleet out. If you think your portals are not in danger you can as well attack first second the leave a fig trap 59min and recall to resend during the count down.

-Always test DS with minimum of 1 fig 2 droids in order not to waste morale if planet was undefended.

Change your style of play, same as poker if you always play the same you are too predictable

'Success! The realm of Genesis has been reduced to dust! Our forces are leaving the planet though, as it is scheduled for demolition to make way for a new hyperspace bypass.'

8 (edited by Kollop 05-Feb-2011 15:49:16)

Re: Strategy Guide for new players

Races to Attack:
----------

Camaar:

-The fastest in the game(200% speed), it's a good race for any type of attacker but you better have an active fam to give you the infos (they don't even have PI, good race to hit a laser trap at 4am).
-If you  are not uberactive don't take this race. Their science is very bad. If your play style is to have lot of planets, just put tons of RCs everywhere. If your play style is too have low planet count you will need to be funded for your military in order for it to not drop too much once you are jumped.


Wardancers:

-They are excellent for secondary attackers with their 70% attack. Their speed (40%) may be a problem, especially to help on raids, and they have some important ops missing.

Custom Races:

-Always go for 100% speed, 50% attack, 50% research and have No Fear, SA, PI, IP, Infil and DU

-If you are secondary attacker you can add some ops and maybe some spells. If you are main add some magic to defend better against CPFF

Population growth: -30%
Income: -30%
Research: 50%
Attack: 50%
Speed: 100%
   
Spells
No Fear
Space Amazement
Operations
Infiltrate
Place Nukes
Destroy Units
Investigate Portal
Planetary Infrastructure
Destroy Cash
Specials
Droid


-------------


Population growth: -30%
Income: -30%
Research: 50%
Attack: 50%
Magic: -10%
Speed: 100%
   
Spells
No Fear
Space Amazement
Operations
Spy on Target
Infiltrate
Place Nukes
Destroy Units
Sabotage Portal
Investigate Portal
Planetary Infrastructure
Destroy Cash
Specials
Droid

'Success! The realm of Genesis has been reduced to dust! Our forces are leaving the planet though, as it is scheduled for demolition to make way for a new hyperspace bypass.'

9 (edited by Orbit 15-Feb-2011 12:19:14)

Re: Strategy Guide for new players

Using market:
-----------------
A new player can play market, he just needs to do it wisely.

-never sell your resources at low price to build yourself and bankers willl never buy at the highiest price. You are on holiday and have 2min to build 6 eships you can do it for the amount needed, but in normal situation, just ask bank.

-Resourcers and attackers, don't play the market before you started upkeeping or the cash you make will go to your upkeep.

-The cash on the market do not decay, the resources do  (decay is the 0.5%) and the market take 2% fee on sellers. The goal is to buy low and sell high. Some players put big bids for buy and sell and wait for it to comes in. If you are active its preferable to do lot of transactions at smaller amounts.

-lets say someone is selling around 50k urib. If you put an 1m bid you can be sure some players will overbid you because they don't want to wait for you to have bought your 1m so their turn can come. But if you put a 52435 bid they will think their turn will come soon and wont overbid you.

-Refreshing your HQ often, as soon your bid come in your reput a bid for the amount you bought or sold. All the transactions will be for you but other players will think there is no activity on the market so see no need to do bids. Sometimes some players will overbid you anyway. Having small amount in market will leave you with lot of possibilities to overbid yourself. If all is blocked on 1 bid your will be blocked till the time it comes in or you produced more. Before going to bed you can make big bids since you can't be active for hours. Hide them with small or medium bids in order to not be immediately overbid. And if you are lucky a bad resourcer or banker that didn't log in for days will sell or buy all without other noticing.

-Market can also be used to equilibrating your fam production. if your fam is producing too much cash and not enough iron, buy iron at cheap price with your income. In this case you won't have to sell or sell much less than you buy. If your family needs endo but it's really expensive. 20.00 buy and 30.00 sell. you can put a bid at 20.01 for what you need you will pay it expensive but if you resell half what you bought at 29.99 gc, the endo you bought will have cost you far less than 20gc.

-For a banker playing market on food is a good way to make sure to never starve. Only bankers and food resourcers can play on food otherwise the food bought will be lost in fleet needs. For a resourcer or an attacker it's a good way to be sure not to disband.

-Be aware that a destroy iron on you will destroy your buy and sell bids!

*a fine selection of cheese awarded for the effort.  *tag points*

'Success! The realm of Genesis has been reduced to dust! Our forces are leaving the planet though, as it is scheduled for demolition to make way for a new hyperspace bypass.'

Re: Strategy Guide for new players

Adapt these strategies to your preferences and experiences. Some players do different things, there is not only one way to play IC. I hope it will help you as  a new player.

'Success! The realm of Genesis has been reduced to dust! Our forces are leaving the planet though, as it is scheduled for demolition to make way for a new hyperspace bypass.'

Re: Strategy Guide for new players

Bravo! I'm not sure that I have ever seen a guide this in depth that covers all roles and areas of IC. Beginning will love this and I am sure even some experienced players can learn something from this.  Absolutely awesome! Thanks very much for taking the time to do this.

<&InSaNe> so for reference tco has a ticklish bumhole
<@SerialBusiness> good to know. I will make a note of this

Re: Strategy Guide for new players

Thanks to Remo for motivating me doing it and to Parrot for correcting it

'Success! The realm of Genesis has been reduced to dust! Our forces are leaving the planet though, as it is scheduled for demolition to make way for a new hyperspace bypass.'

Re: Strategy Guide for new players

awesome guide kollop, thanks for your input mate.

a.k.a Vladimir & Ariana
<Amar> are you a fail attacker that gives up quick or die hard hc attacker to the core???
<ThaMadDog> nither
<ThaMadDog> i'm a bitch that [BLAM] you while your asleep and rapes your bankers
*No "F" bombs in your signature. -Arby3

14

Re: Strategy Guide for new players

This is a very well put together and comprehensive guide.

Rehabilitated IC developer

Re: Strategy Guide for new players

I strongly recommended that this be STICKIFIED!

Proverbs 11:14 "Where there is no guidance the people fall,
But in abundance of counselors there is a victory."

Re: Strategy Guide for new players

Well written!
And with a good balance of hints and tips on the one hand and tactical background on the other without pressing the player in one playing-scheme.

Another old bloodstained Harkonnen.

Re: Strategy Guide for new players

good read!

Re: Strategy Guide for new players

very good one my friend nice job!

Come and get me!

19 (edited by Apollo7 12-Nov-2012 19:54:58)

Re: Strategy Guide for new players

Helped me a lot. wink

Thank you

"I was beginning to think you were afraid to fight."
"I'm just naturally lazy, but I will if I have to."

Retired

Re: Strategy Guide for new players

A way to pop bank, some use different strategy:

Race to chose:
-Revalons are good with 60% income but they only have 30% science and no space amazement. They only have -10 magic penalty and 10% pop growth that can help

-Partaxian are safe since they have 70% magic and your large amount of wizards will be used for other thing that defense. They only have 30% income and 30% science, which make them safe bad incomers...

-Quantam have 70% science, since you will have to work on eco%, cons% and welfare% that can be very useful. They only have 30% income but that can be compensated in big part by high science. They also have 25% pop growth which is usefull for faster growth, lot of useful ops and droids for better defense

-Custom can give you a good mix. Try not to make a race weaker that predetermined races, as I see often. You can't have all in custom, for sure go 50% income and space amazement, then make your mix between science, pop growth, and ops. You are nearly obliged to have -30% magic because you have no point left to make your race.

Exemple of race that you can take, some prefer less science and more pop growth for a faster start (they will use a different start that I will tell you)
Population growth: 10%
Income: 50%
Research: 50%
Attack: -30%
Magic: -30%
   
Spells
Space Amazement
Operations
Planetary Infrastructure
Specials
Tax Office

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Step1:
Start with CFs only, expo first, receive prebuilt planets first.
You will have 25-30 planets when some others will still have 1 planet. So you better be very active on sending aid because 75% of your fam income will be you.
Now you will stockpile 24 eships and let you population grow.
Try to never let your population stop growing. LQs take 8 ticks to build so try to build them in order they arrive just in time. Too late you would slow your growth, too early you would use some resources that could have been used somewhere else in you family.
If your planets has 10k max pop do the math 10000 divided by 600 (pop for 1 LQ). It gives 16.6666. Build 17 LQs. You have choice to raze 17 CFs in order not to have some overbuilding cost or OB over CFs until 10-15-20-30% then replace. That has the advantage not to keep ur income higher but that costs a bit more.
Now you max pop on this planet will be 20k so next time you add or replace you will have to build 34 LQs.
At start a gc is a gc so take the time needed to calculate what you must build planet by planet.


Step2:
Your CF bankers during the time you were stockpiling eships started to have decent income, that should make enough cash to send your eships.
Build research centers on them and set your science 100% economy. That will save iron for your CF bankers to OB 100%. Plus that will prepare your step 3.
If you receive empty planets build RCs on, if they are prebuilt ask RCs if it's close to day1 of step 2, maybe CFs if it's close to step 3.
Stockpile 24 eships. During this time bring your old planets to 100% full LQs. Your pop growing multiplied with eco% will start to give you decent income and catch up on CF guys 100% OB.
Replace RCs with LQs same as step 1.

Step 3
you have like 60-70 planets, 25-30% eco. Your income is decent, let's multiply it again without adding pop.
Expo 24 or 32, build TOs, receive planets, ask them empty to put TOs on.
If you did it well by the time they come in, your RCs will be all replaced by LQs.
You will have to start funding your science. Put back your eco at a good level since it dropped a bit, then work on cons%, that will make your plts step 2 cheaper to OB 100% with LQs (your empire size starts to be high with all this pop, so buildings cost a lot).

Step 4
Take the more planets that you can to reach 250 planets
Put TOs on, OB step 3 plts 100% LQs
Try to have 50% eco, then prepare 35-40% cons%. Have your familly to save 3-4 days iron income for your jump.
If your family needs iron elsewhere, you have another way to increase your pop without using iron: work on welfare. the first 20% will be easy to reach for a good payback. Above you will have to seriously invest on it. That will make your pop grow, so your NW will also do. As a consequenece your eco and cons% will go down. You will have to fund them again. Importance of good science in the race you have chosen.

Step 5
Jump 300%
You calculate the price of it multiplying the price of buildings on 100% planets by 2 and the number of buildings you want to add. Remove like 30% to total amount. That will give you an idea of what is needed.
When the saves are ready, raze all your ground, all your wizards (keep some if you want to be safe), keep good amount of agents (you don't want to be nuked).
Have your population hypnoed by your pax or a revalons 3-4 times (according to your saves).
Your NW will go down a lot, that means that your empire size cost will go down as well (100k nw=10% empire size cost) and your cons will grow
Build LQs first (they are more expensive), then finish with TOs.
TO rate after jump can be 30 to 50% according to what you plan and according to food prices in market.
Having 30% TO means that you will have to add less LQs next jump so it will be cheaper, but you will use much more food.
Rebuild fleet with good cons%.

Step 6
Let your pop come, that will kill your science, so work on it.
Put back asap your eco and welfare at 50% at least. Fund 25% your income, or better if your family is rich have it funded like 300m gc for a fast payback of your jump.
Let other bankers catch some planets, some may be fed up that all goes to you. let them go to 350 planets, grab some planets if attackers are moaning that it takes too long time to pass, expo when you have 32. Map should be soon full. U dont need to go above 300-350 plts.
Realize that with 10m+ NW, buildings cost 1000 times more than at start and it will take ages to reach pop size, so better leave the planets to CF bankers with only 2-4m NW, that will payback faster for your family.

Step 7
Jump between 500 and 700% according to saves that your fam prepared.
You prepare it and do it the same way you did the first one.
Have TO rate between 40 and 50%.
Work on eco and welfare
Don't take anymore planet
Wait for end of round
You won (if you didn't blame your attackers wink)

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Defenses:
You will be the guy to kill in the family, so have the ground and op defenses that fit.
Read ennemies infils and build ground that they can't take more than 5 planets at the same time, if you don't have the infils in the forum ask the fleet of your main attacker and adapt.
Some will try to nuke you, they have 2 chances over 9 to hit your buildings so keep a good amount. If they pass 1 or 2 the odds are for you, if they pass 7 the odds are for them...Do the same that for ground to know what you need.
You will probably lose your pop 1-2 times in the round, above you will be called noob!
Have a high amount all round, 1-2-3 estorms on you won't hurt, 10 will kill your income 2 days, more...

Don't kill your income having too much defenses, don't ruin your fam saves having too low defenses...
6 millions units is safe but it costs 144m gc upkeep and food a day...

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Activity

Lot of famous attackers go banking to relax, they pass from 16 hours a day to 30mn each 2 days...it's definitely not the good role for them.

You need to have lot of activity, because your fam invests a lot on you and need to receive cash back asap and as often as possible.
Plus you must be aware of what happens in the galaxy in order not to expo stupid places (since you will be target 1), have the fleet that feets to your relations and to react asap if you are attacked and opped.
You need activity to build your LQs in time, calculate what you need to build instead of just mass building without preparing anything.

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Some players don't start with CF and go pop straight away, it's another way to play it.

'Success! The realm of Genesis has been reduced to dust! Our forces are leaving the planet though, as it is scheduled for demolition to make way for a new hyperspace bypass.'

21

Re: Strategy Guide for new players

"Step 7
Jump between 500 and 700% according to saves that your fam prepared.
You prepare it and do it the same way you did the first one.
Have TO rate between 40 and 50%.
Work on eco and welfare
Don't take anymore planet
Wait for end of round
You won (if you didn't blame your attackers wink)"

sorry to say TO rate between 40 and 50% is not a good deal, your inkome is way better with a rate between 25 and 30%.  (28% to be ezzakt).

However, I'm atonished that Kollop after writing this good guide (in general) is only a Planetary Fighter, it is NOT FAIR.