If you could give 10 tips to new players, what would it be?

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Peef
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Joined: Sun Jan 06, 2013 7:38 am

If you could give 10 tips to new players, what would it be?

Post by Peef »

I've been reading a lot on the forums, and getting increasingly puzzled to what to do first when I start a new empire.

Automation off, redesign ships immediately or not? manually explore, ...

So my question is simple, for all the more experienced players:

If you could give 10 tips to new players, what would it be?
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Arcatus
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RE: If you could give 10 tips to new players, what would it be?

Post by Arcatus »

Oh, good question, but I think you will see allot of tips depending on playstyle and preferences.

However, my list in no specific order:

1) Constructors, not colony ships.
- Colony ships are expensive, and colonies are not that useful in the early game. Finding and mining at least one of each resource is very important.
2) But don't let that 90% planet with lots of resources fall into your neighbors hands...
3) Redesign your mining stations so they have some weapons (latest version does this for you)
4) Explore! Find those ancient ships first. That way you can keep a decent war fleet (almost) without building warships.
- And those constructors in point 1 - very useful for repairing found ships.
- Keep most explorers on auto - and guide a few of them manually.
5) Research. On the planets that you do colonize - build a small space port immediately. It adds to your research.
- but how many is complicated. Read this : Click.
6) Kill pirates. Makes everyone happy, and less likely to attack while you are busy exploring.
7) Tax on new planets = 0.
- The revenue is tiny compared to your homeworld, and you want it to grow as fast as possible. And then you tax it
- So basically - most planets are just expansions of your borders with maintenance free mining and a ship/research yard.
8) Avoid the SilverMist. If you spot it - Get ion weapons on fast ships. (if it is early game - pray it goes somewhere else....)
9) Redsign ships. Good design will give a huge advantage over the AI.
- It might be overwhelming, but it's not that complicated. Use the forum if you need help.
10) The AI is very good at finding undefended targets. Get Long range scanners as soon as you can!



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StarLab
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RE: If you could give 10 tips to new players, what would it be?

Post by StarLab »

I will only add one point to the above post (all good points there!)

PLAY! PLAY! Then play some more. There is absolutely no substitute for experience in this game. [8D]
Peef
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RE: If you could give 10 tips to new players, what would it be?

Post by Peef »

thanks, that's a superb list :)

do have 1 question about exploring, if you tell an exploration ship to 'explore a system', will it also look for the ancient ships, or only explore planets?

also, is there a way to make the game pause when for example an exploration ship has finished its current mission?
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Arcatus
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RE: If you could give 10 tips to new players, what would it be?

Post by Arcatus »

ORIGINAL: Peef

thanks, that's a superb list :)

do have 1 question about exploring, if you tell an exploration ship to 'explore a system', will it also look for the ancient ships, or only explore planets?

also, is there a way to make the game pause when for example an exploration ship has finished its current mission?

It explores everything, but not always in a logical order.

Oh, and

11) Keep a keen eye out for "weapons testing range" and similar sites. These are located in deep space/nebulae and your explorers will not go there automatically. They will contain good ships - unless someone else has fund them...
Peef
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RE: If you could give 10 tips to new players, what would it be?

Post by Peef »

so basicly its best to manually really explore with your ships, and see what's around :)

is there a way to make the game pause after they finished their mission?
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ehsumrell1
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RE: If you could give 10 tips to new players, what would it be?

Post by ehsumrell1 »

Hello Peef. No, the game won't automatically pause. But I have a tip...
If you logically manually name your Explorer ships (I use Deep Recon 001, 002, etc.)
and if you regularly watch your scrolling message area at the top of the screen, you'll
see that the Explorer ships will notify you with a message that states they don't have
a current mission. You can then click on that message (it takes you to the ship) then you
can issue and/or queue new orders.
Shields are useless in "The Briar Patch"...
paShadoWn
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RE: If you could give 10 tips to new players, what would it be?

Post by paShadoWn »

1.Dont use autodesigns
...
10.Dont use autodesigns.
Do not hesitate to flee.
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Jeeves
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RE: If you could give 10 tips to new players, what would it be?

Post by Jeeves »

ORIGINAL: paShadoWn

1.Dont use autodesigns
...
10.Dont use autodesigns.

LOL

Lonnie Courtney Clay
Live long and prosper!

Lonnie Courtney Clay
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Plant
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RE: If you could give 10 tips to new players, what would it be?

Post by Plant »

Redesigning the roles is half the fun anyhow.

I guess the best tip is to leave all automaton on and slowly remove them as you feel more comfortable as time passes. You'll probably want to put diplomacy and intelligence operations on manual very quickly though.
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scotten_usa
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RE: If you could give 10 tips to new players, what would it be?

Post by scotten_usa »

With Shadows, I've tried partial automation of ship design. I got tired of redesigning EVERYTHING when a new tech came along & I didn't trust the AI to handle it. Now I control my main battle ships: DD, CA, Starbases, etc. and let the AI do everything else. I'll let you know how it works out [:)]
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Plant
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RE: If you could give 10 tips to new players, what would it be?

Post by Plant »

What is DD and CA? Is it the Destroyer and Carrier Subroles?
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scotten_usa
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RE: If you could give 10 tips to new players, what would it be?

Post by scotten_usa »

ORIGINAL: Plant

What is DD and CA? Is it the Destroyer and Carrier Subroles?

Sorry, using naval abbreviations. Destroyer and Cruiser.
w1p
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RE: If you could give 10 tips to new players, what would it be?

Post by w1p »

1. At the start of the game, manually pick your exploration targets. Selecting your explorer, right clicking and "explore unknown system"

2. Like ehsumrell said, looking at the scrolling message bar lets you know when a explorer is free, or alternatively just press I to cycle idle ships. Idle ships are wasted ships (unless military)

3. Design every ship yourself, everytime. Not only is it more efficient, but it will increase your understanding of game mechanics (I think!)

4. Manually control your constructors, ESPECIALLY at the start of the game.

5. Control every military ship manually. Flying around escorting ships is wasting fuel.

6. Make sure your military ships have energy collectors so their not wasting fuel while sitting around.

7. Arm your mining stations, will save you rebuilding them over and over with pirates.

8. Rush that first colonization tech that you don't have (Humans -> marshy). If you have neither (Ackdarians) then get both!

9. Efficiency is key. No nearby hostile races or independant aliens? Why build troop transports?

10. Probably the most important thing from my point of view. I think of Distant Worlds as a race where speed is unlimited and acceleration is exponential. A 2 second delay near the start can cause a 200 second gap near the end. Eg. having a colony ship destroyed by pirates because you didn't park an escort or frigate on a planet you explored 20 minutes ago, all that means is a 2 minute delay until your next one is build. But those 2 minutes now, means 2 minutes less of colony development. It also means another 2 minutes till your next colony ship is up and you have another planet colonized. etc. etc. Basically the stronger you are early on, the easier the game is near the end. Anybody else agree with this?
Trev_lite
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RE: If you could give 10 tips to new players, what would it be?

Post by Trev_lite »

every one says that it is better to design ships yourself.
when you design ships how should you design the ships differently than the auto design?
i do know that the autodesign leaves a large amount of unused power that could power more weapons.
the autodesign has a set amount of weapons and adds reactors as needed (wasting energy output) while a read on the forum that you should have a set amount of reactors for each design and add weapons to use that power.
could people tell how they design ships differently than the autodesign.
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Plant
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RE: If you could give 10 tips to new players, what would it be?

Post by Plant »

tm.asp?m=3366083

Of course, when you start designing for yourself, you usually find that since the auto designs are essentially static, they don't try to use up all available space, they may have an excess of reactors, or have way too little shields relative to the amount of weapons.
kheben
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RE: If you could give 10 tips to new players, what would it be?

Post by kheben »

some other tipps:

1: Pause once in a while and go through all ships without orders...in late game, watching a fight will let 100 messages scroll through unnoticed.

2: do not build other colonies in your starting star system, otherwise all ressources will get divided up and your space port with basura space yard wonder will not have enogh ressources for building everything at high speed. (Private sector is still unable to distribute ressources the right way with several colonies-you should be able to unautomize at least some frighters)

3: train your spies with easy missions until you can steal from the ancient ones every month...yealds technologies worth 960 k at once at ~100% espionage..more advanced techs will need several missions.

4: If possible, scrap every investigated ship for fast tech advantage. Keep only real good fighting machines.

5. If u have the money, pay the pirates in the beginning and build unarmed mining stations reduced to the max.
Later, design ships with higher weapon reach, add some escorts for the pirate ships and destroy the pirate station without losses to your economy, if there are several stations, pay for peace afterwords until your fleet is repaired.

6: Most important: refit/repair your fleets manually at a space port wwith enough ressources if you ever want to use them again.
DeletedUser1699101088
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RE: If you could give 10 tips to new players, what would it be?

Post by DeletedUser1699101088 »

Since you asked specifically for
what to do first when I start a new empire

1) Redesign ALL ships and bases manually as soon as you need them. In the beginning for example, make explorers and freighters faster. More cargo onto freighters. No weapons on private sector ships, even if 1 is allowed. No armor and minimal shields onto private sector ships (not attacked anyways and if so they can escape). Put energy cells onto ships and bases properly. Put weapons as appropriate etc. You basically want to know EXACTLY about WHAT kind of stuff you are building.

2) Sort out your research. Check what your total empire research potential is. Build labs accordingly. In the beginning you can only really put the labs onto your initial space port. Later on you can move them to locations providing bonuses if you want. It might make sense to focus on high-tech and energy first before researching weapons. Depends on your strategy and enemies though. Set the current research in every tree. Prime targets are colonization and increased construction size as well as maintenance savings. Note that advanced colonization techs also boosts population growth and that in turn will help your economy, construction speed and research speed. So basically you want to get all colonization tech as soon as you can afford it, getting only those other high-tech researches that you cannot live without on the way. Get Advanced Resource Exploration ASAP.

3) Build a bunch of explorers. If you are playing Age of Shadows you may want only a handful and wait to build more until better tech (hyperdrive etc.) is available. As soon as you have hyperdrive, build 6 or so explorers immediately. They should be designed to have enough fuel to be able to explore 4-5 systems into every direction. There's not much sense in building many more explorers yet because you don't have enough fuel to support longer range explorers.

4) Especially in the early-game, control your explorers manually. Order them to "Move to unknown system". Cycle trough your explorers using the X key. Don't wait for a "Mission completed" message. Pause the game OFTEN so none of your explorers is idle at any time. You will be MUCH faster that way and therefore will aquire important resources / tech faster. For closeby systems, you want to know what resources are available. So navigate your explorers nearby every planet / gas giant / moon to figure out the resources. I do this for all systems that are within my influence circle. This information will also help you to decide which planet you want to colonize first, taking into account availability of resources. Skip gas clouds altogether. There's nothing to see anyways. Once you are out of the your influence range, don't explore for resources any longer. Just move to every system and see whether there are any ruins or debris fields / abandoned ships. Abandoned colony ships are especially OP in the early game. At this point you should have Advanced Resource Exploration available. This way you are still exploring resources to a certain amount because your resource scanner range got enlarged.

5) Build at least 3 constructors and primarily aim for high Caslon and Steel percentages. Focus on strategic resources. Check the component summaries of your ship designs to see what you really need the most but always get as much Caslon and stell as you can. Basic goal in the early game is to get as many explorers and constructors as you can possibly afford. Build more explorers with higher fuel capacity. Check first whether you really have enough Caslon to support that undertaking. More explorers means faster exploration of the galaxy. The faster you explore the galaxy the better. More constructors means more mines and more repairs of ancient wrecks and that means more tech. Build mining stations within your own systems most of the time. Especially in the early game it's MUCH easier to defend these stations. I only really begin to build mining stations in foreign systems in the mid to late game or if I find some rare resource.

6) Don't build military ships. Only build a small fleet of 5 ships or so if you need to clear out space monters. Be aware that your ships are VERY weak. Pay protection fees if pirates cause trouble. Try to find abandoned military ships in good condition and use one of them for defense. They are MUCH stronger than your low-level ships and probably much stronger than the pirates as well. Retire all other ships you can find or repair to boost your tech. 1 retired ships usually provides 1 random tech.

7) As soon as you meet other empires, give them military refueling rights as well as mining rights. Basically you want to befriend everyone so they do not force you into a war. You want to choose when to go to war after all. Having good relations enables you to get free trade agreements which boosts your economy. So get as many free trade agreement as you possibly can. Be aware however that if your partner empire is very far away from you, you also need freighters with a lot of fuel capacity so that might not be a good idea in the beginning. Stay away from mutual defense pakts or protectorates. They only force you into wars you don't want.

8) Invade independents using troop transports and a handful of troops, send 2-3 escort ships with them to clear out potential pirates sitting around at the independent colony. Don't waste precious colony ships on independents. Try to maintain a good reputation by killing more pirate bases. Independent colonies are much better than raw worlds because they come with a certain amount of population which boosts your economy and research.

9) Build up a small fleet that is able to take out pirates as soon as you have 400-size ships. Add in abandonded ships if possible. Try to find pirates and take them out. This will boost your reputation thus improving your relations with other empires. Also it will bring peace to your colonies. As soon as you get more and more colonies, form defensive fleets and put them into key locations from where you can intercept incoming threads. Get explorers with long range scanners so you can sniff out pirate bases. They tend to hide in gas clouds. Equip your space ports with long range scanners so you can see incoming fleets. Put up monitoring stations with long range scanner in deep space as necessary to improve your vision.

10) Build a space port at EVERY colony. It helps colony development, acts as a hub for your mining ships and freighers and provides construction yards to the private sector. But in the beginning, only use small space ports (minimalistic I should say) only. Otherwise it will take forever to build. Build all your ships at your main space ports which you should have upgraded to a large space port by now. Get the Speed Highway Construction wonder (don't know how it's called exactly) ASAP at your home colony to boost up ship construction speed.

11) (Yeah I know it should be only 10 but this is also very important): Set tax to 0% at every colony at all times you can afford it. If you need money, only tax your home world (the smaller colonies don't provide money anyways). Lower tax boosts population growth so you boost production and research and you get higher tax income later on. If you need money, expand your empire and build space ports so the private sector needs to buy ships from you. Or upgrade your private bases and ships so they retrofit and give you money for that. Or consider selling techs to other empires (that's kind of an exploit though).
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Jeeves
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RE: If you could give 10 tips to new players, what would it be?

Post by Jeeves »

1) Money Will pay for troops and warships.
2) Troops conquer independents training up for better clones. Keep your best quality troop busy conquering - PROVIDED it is a warrior race cheap troop.
3) Make troop and cloning tech very high priority.
4) Make colonization of Fortress of Torak very high priority, build troop academy there first.
5) Train clones rather than armor or special forces. They cost much less and CAN be stronger.
6) While your cloning facility builds, build planetary defense troops.
7) About four years into game, when special forces troop tech is mid-level, start training them at strong military race colonies. That is Boskara, Naxillian, Ikkuro, and Mortalen. Building Teekan special forces for example is futile. That assumes of cource that you HAVE such colonies...
8) At the very start of a game, increase your homeworld spaceport research labs to utilize all of your tech potential.
9) After that is done, build constructors not colony ships until you have about 15 of them.
10) Very early in the game purchase Bakuras Shipyards, explorers, and state miners.

In my next game, I am going to play Wekkarrus. I am abandoning my current Sluken game at 9 1/2 years due to the delay in getting tech caused by the tech rewards bug that was fixed a couple of releases ago.

Lonnie Courtney Clay
Live long and prosper!

Lonnie Courtney Clay
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thebigpieman
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RE: If you could give 10 tips to new players, what would it be?

Post by thebigpieman »

I would like to point out one.

Make sure deep space research platforms have ample weaponry, I can not relate the number of deep space research stations I have lost and the scientists on board due to either having no ships there are not having enough weaponry to defend against 3 ships. It will take resources but I think it's worth having the stations be able to defend themselves until you can vector forces to it or the in system forces warp in to help.
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