planets


Merchant Tips




green globe I'm a merchant. ZERO attack bonus. I need a generator even at the beginning, but my nav bonus helps, so I don't need the extra drive. But I buy it, and the warp first.

I load my shuttle with 2 drives, the warp, and the cargo bay, and leave my home system for the next one. Unless I have planets on stars I already have a planet on that I want to colonize. I DO NOT colonize stars in my home sector until I have killed a pirate there, or if there was already a planet colonized by the game for me (KEA II starts with certain planets, and we don't have any choice). Pirates do not invade systems with a colonized planet. Until the new "improved" alien came along, anyway.... but she is another story....

As I go into new sectors, I only colonize one star system, although at times I will colonize 2 planets on the same star if they are worth it. I usually go for a mountain with JUST a resource colony and starport. You already have an electronic plant, and chemical plant, and just keeping them supplied is hard for awhile....

I like to get 3 jungles going as quickly as possible. They have the most resources, and coal is continually a problem. Carbon fiber is invaluable, and many players say they cut the factory from producing comp structures, but those are too valuable to cut, in my view. By the time I build my first big plant, it is the weapons, and I usually get 7 twin lasers from my first crop. I can sell them for more than you guys can, but they are always a valuable trade item.

Import settings on home planet. These are very important. I set my ship structures at 150 immediately, even if this isn't needed for a long time. BUT the others are important. I set Carbon fiber at 75, Aluminum at 75, steel at 50, advanced and electronic at 35. Aluminum is critical to so many things you need to produce!!! If you only have 9, your production bonus (if you have one) is unable to help. You have to have stuff with which to work, and that's what the colonizing is all about. Do it smart. Wait to colonize a gas giant until you can kill a pirate there, and then add the gas station. Just 5 structures and not 10 that way...

Also, if I know I will be killing several pirates in a turn (as often happens when you save up movement and have over 3 sectors colonized), I carry my aluminum and steel from one captured planet to the next, and then off load it and export it when it is near 20, to save freighters. NEVER let your freighters get too far behind. They are too valuable, and I make lots of them. They pay so NICELY!!!! Nothing like have 3 ship structures captured, and no fleet can get there for MONTHS !!!!! Pay close attention.... learn to use your reports, and see what is going on. The freight report is where I spend LOTS of time. The first tab, for fleets, is what tells you what is actually loaded or about to be. The in / out is tricky, and not much use to know what will move quickly. Unless you have many more freighters than active routes. Pay attention to the active routes on this screen. If you are 1 or up to 3 freighters behind, that is okay as many things you move aren't very often. NEVER get more than 5 active routes behind. The stuff on planets that sits there is useless, and you can build ship structures with those materials if you have the freighters working.....

I check EVERY planet before building a resource colony. Jungles are ALMOST always safe, but mountains are very much different. I don't colonize a mountain unless the titinium is average at least. Iron is of no consequence at this point. I have usually built a resource colong and starport on a volcanic other than what I get. I NEED DIAMONDS!!! They are rarely more than little, but I have extraction and production, and they are nice to sell also. Then, you need them for weaponry.

By ColtNavy51



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