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Home » Stars! 2.6/7 » Game stories » Fledging Admirals IV
some classical beginner mistakes Tue, 03 February 2009 19:36 Go to previous messageGo to previous message
Altruist is currently offline Altruist

 
Commander

Messages: 1068
Registered: August 2005
Location: Berlin

As usual I've made some maps.

Since the Fledging Admirals serial is mainly for beginners to learn the as thrilling as difficult task of galactic conquest, I've tried to write down one single hint for every player, things I noticed when from time to time I was taking a look at the game. Instead of mentioning the player and situation, I'll just list the hints. All situations did happen in this game:
  • attack decisively and not with 2 bombers while waiting for the enemy to put up a base to kill your fleet off
  • after the initial scouting of your close neighbourhood, there comes a time when it is necessary to establish a watch (an orbiting scout or single chaff) on empty planets otherwise suddenly and without warning you might find your HW under attack by a fleet which sneaked into your territory hopping unseen from one empty planet to the other
  • putting defenses in the production queue at every planet is a horrible ressource- and mineral killer... imagine what you could had researched or what big a fleet you could had built with it
  • putting mineral alchemy into the production queue eats up all your free ressources which otherwise could had spent for research... alchemy is a late game tool when mineral concentrations are down to 1
  • early on stacked frigates are very powerful especially in space battles... but their low armour makes them very vulnerable to torps especially when slow laser-frigates are used to attack planets
  • having only 3 scouts out there in space at year 2432 makes you blind and ignorant of what goes on
  • a factoryless race must expand, 9 planets at year 2432 aren't enough
  • to chose a WM as your first early prey is... tricky
  • early on it doesn't make much sense to colonise more than 20 red planets... it eats up urgently needed ressources and pop better used for expanding through finding and colonizing good green planets
  • privateers with beta torps are reserved for stupid AIs, smart humans use a proper warship hull instead
  • equipping laser-ships with armour makes them not only expensive but often enough they become as slow as not being able to catch their targets
Mmmh, somehow the 1 hint per player adds up to 11 hints for 9 players...

Once again, a fine game with a steep learning curve. Many things were learned the hard way, uusually the best way, and often enough an already doomed player got a 2nd chance due to a beginner-mistake on the attacker-side and that, I had the impression, seemed to be quite some thrill and fun for both sides.

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