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Spaced Cowboy
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Dallas TX
Nov 2001 time: 23:26
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Okay, this is my current ship:
Ship Report
Player: Spaced Cowboy
Ship: Electric Steed
Credits: 36,867,172,098
Ship Component Levels
Hull Level 24
Engines Level 14
Power Level 26
Computer Level 27
Sensors Level 20
Armour Level 26
Shields Level 25
Beam Weapons Level 28
Torpedo launchers Level 25
Cloak Level 20
Average tech level Level 24.14
Armour & Weapons
Armour points 3,787,675 / 3,787,675
Fighters 5,681,513 / 5,681,513
Torpedoes 2,525,117 / 2,525,117
Energy 18,938,376 / 18,938,376
Devices
Space Beacons 0
Warp Editors 27
Genesis Torpedoes 8
Mine Deflectors 19887944
Emegency Warp Device 10
Escape Pod Yes
Fuel Scoop Yes
Last ship seen device Yes
The game has 3 phases:
The trade phase
The planet farm phase
The bank phase.
Pretty much over by the 3rd phase, cuz the leader will have more cash and get more interest making them a steamroller.
Chaos Theory almost has this game wrapped up.
RPM
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Chaos Theory

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Missouri / Misery; CC
Oct 2002 time: 04:26
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Attacks vs planets:
Beams destroy fighters, 1 for 1. Ships cannot lose more than 1/2 their fighters this way
Beams destroy shields, 1 for 1.
Beams destroy ship armor, 1 for 1.
Torpedoes destroy fighters, 10 per torp. Ships cannot lost more than 1/2 their remaining fighters this way. Planets can fire 5x the torps a ship of the same tech level can.
Torpedos destroy planetary shields or ship armor, 10 per torp. Note that ship shields are not useful for anything except soaking beams.
Fighters destroy fighters, 1 for 1. One side loses all its fighters here.
Leftover fighters destroy planetary shields or ship armor 1 for 1, but are not consumed by doing this.
If the ship has <= 0 armor, it is dead. If not, and the planet has <= 0 shields and 0 fighters, it is defeated. Else, both live, but since the attacker can restock and the planet cannot immediately, the attacker will eventually win.
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Chaos Theory

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Missouri / Misery; CC
Oct 2002 time: 04:26
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I noticed those 133M mines. Good thing they don't go off when you leave the planet 
Until the last couple of days, I did not think I had the game locked down, and even now sookoll isn't beaten, just losing. My secret is very, very simple. Calculations. Run the numbers, optimize the game, get the edge, run with it. I know exactly how many fighters I can take on, exactly what an opponent needs to capture one of my planets, and exactly how hard it is to kamikaze my bank. Incidentally, this is only my third game of BNT, and only my second game longer than one day.
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Elenius
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As far as I can tell never.
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Xentropy
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quote: Originally posted by Chaos Theory
My secret is very, very simple. Calculations. Run the numbers, optimize the game, get the edge, run with it. |
That's THE only secret to the game. Which is why I find it kind of boring. I mean, other than universe creation, nothing is ever random, and what little is random in universe creation only matters in the very first "phase", warp lane trading.
A game without rnd() is hardly a game at all. A spreadsheet game in the truest sense of the term. TradeWars at least uses some randomization in fights, and is a little more involved than "click trade route then click repeat 50 times". Plus it doesn't suffer from the geometric expansion problem which just causes whoever takes the lead to automatically keep that lead.
I guess you could call it realistic. Rich get richer... heh
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Chaos Theory

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Missouri / Misery; CC
Oct 2002 time: 04:26
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1. Warp-lane trading
Play this style from the start, naturally. Invest everything in hull.
2. Real space trading
Switching to this requires buying an engine of level >= 10. Paying for this engine diverts funds away from upgrading your hull, so the decision depends on how far away good port pairs are from specials. For 1M (engine 10) you can travel between a good number of sectors in real space for 1 or 2 turns. Pick up a fuel scoop for increased trade income around this time.
3. Colonization funded by trading
By now you should have an escape pod., but it should still be the first day. The precise point at which to switch to this depends on the max number of colonists per planet, the colonist growth rate, the credit production rate, the availability of profitable ports, how many fighters it takes to defend a planet against your strongest opponent, how many turns you start with and get per day, and other factors. I worked out that hull 20 was a good point for BNT2. Trade only as much as needed to pay for colonists and the fighters to protect them.
If you don't want to lose, PROTECT YOUR NEW COLONIES! Fighters alone are enough, so you only need to upgrade your ship's computer system. For the first day of BNT2, 15M colos and 2.5M figs per new planet worked well. That required 45 colo trips, or 180 turns, plus trading.
4. Colonization funded by colonies
Naturally, do this when you can. Upgrade your hull with excess income only when it won't prevent you from spending most of your turns on colonizing.
5. (Optional) Reinforce colonies and upgrade ship
2.5M figs per planet won't last forever. I bolstered all my planets to 4M, then 6M, then 8.5M at various points. Your ship should get weapons (besides fighters) around the time EWDs stop working, but the hull should still be the largest system.
6. Conquer
Sooner or later, while finding sectors to colonize, you'll find poorly defended enemy planets. Take them. The credits spend on weapons systems indirectly purchase the turns it would take to make those planets yourself.
7. (Optional) Reinforce colonies while banking
You will either run out of soft targets, or stop caring about taking them. Make sure you don't become a soft target yet, by further boosting your fighter count. Mine rose to 10M per planet. A high beam system helps keep out intruders, too. However, you need to save most of your money. Pretty soon, that money will become more profitable than your colonies.
8. Bank without reinforcing colonies
When your colonies produce less than it takes to defend them, stop bothering and sit on your cash. I hit a peak of 133 planets with at least 10M fighters each. To keep up with my opponents, I would have needed 15M fighters each in 2 days, which was not worth my while.
9 (if winning). Bank while losing colonies
Sit on your cash and continue to rise above your competition. By now, your planets are meaningless, except your bank. Always make sure it can't be kamikazed effectively.
9 (if losing). Conquer and kamikaze banks
Find other banks and kamikaze them. If you can't, you've already lost. Give all your credits to your strongest alliance member, if possible.
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