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                                     Andrew Roller presents

                              How to Win at Galactic Frontiers


         Galactic Frontiers is a game like Risk.  Instead of conquering 
countries, you conquer planets.  The game is free, and available for the 
Macintosh.  (Yet another reason to buy a Mac!)  I have found no bugs in this 
game, after playing it repeatedly.
         Galactic Frontiers looks pretty dorky when you first boot it up.  But I 
have found it to be a very absorbing game.  Essentially, you are Emperor 
Palantine in Star Wars, and it�s your job to conquer the galaxy and tax the 
hell out of planets you�ve gotten hold of.
         The game defaults to the intermediate level.  However, your main 
enemy in Galactic Frontiers will be �Insecta�.  Insecta runs riot in the 
intermediate game, because there�s only three players:  you, Insecta, and 
the Simians.  I highly recommend switching to the advanced level as soon 
as you get the hang of the game.  Having four players holds Insecta in 
check a little longer, allowing you to build up your forces before the 
inevitable battle with Insecta.
         Insecta is a ferocious builder.  It builds forts and industry on its 
planets faster than you can build them on your own.  Simian is reputedly a 
tough fighter, but I�ve had no trouble wiping them out very quickly.  
Amphibian I�ve never seen, they die before I ever encounter them (wiped 
out by Insecta).
         It�s fun to do battle in Galactic Frontiers, but the key to winning is 
to build up your production.  At the start of every turn I do the most boring 
(but most important) thing first:  I check the tax rate of each of my 
planets, and increase it as quickly as possible.  The tax rates are as 
follows:  light, fair, medium, heavy, cruel.  The underlined tax rate will 
neither increase or decrease the possibility that your planet will rebel.  
However if you�re scared of your planet rebelling, you can lower the tax 
rate.  My advice is to always go for the underlined rate.  Don�t go above it.  
Cruel will never be underlined.  I experimented with increasing the tax 
rate to cruel when rebellion on a planet was listed as �impossible�, but in 
the end, especially in the advanced game, you have too many rebellions on 
your hands, at all times throughout the game, to give yourself more 
headaches by trying to raise the tax rate to cruel.  So, my advice is, leave 
the tax rate at the underlined rate, but always go for the underlined rate, 
even if that planet is likely to rebel.  Handle the possibility of rebellion by 
building more forts on the planet, or putting more of your starships into 
orbit around the planet.
         You can only build a maximum of three forts on a planet, one turn at 
a time.  After that you�ve got to quell the possibility of rebellion by 
putting more of your starships into orbit around the planet.
         In the early game, build a fort and move on.  Don�t leave any 
starships behind.  Just keep conquering planet after planet, building one 
fort, and moving on to the next planet.  When a rebellion occurs, that is 
when you will see how many additional forces you need to garrison a 
planet you�ve conquered.  If the rebellion musters two ships, your fort may 
handle that.  Build another fort at that time, as the rebellions will 
increase in power as time goes by.  Early in the game a rebellion will 
consist of only two ships, necessitating that you build one or two forts (in 
advance).  Late in the game, a planet that�s likely to rebel will require 
that you have three forts, and five starships (all built before the rebellion 
breaks out).  If you fail to build enough forts and put enough starships into 
orbit around a planet, a rebellion will cause you to lose the planet!
         Don�t worry too much if you lose a planet to �native forces�.  You can 
quickly reconquer them.  However, since it�s a pain in the ass to have 
planets in your rear rebelling as you attempt to march forward, I always 
try to keep enough troops on each of my planets so that no (successful) 
rebellions can occur.  Check each of your planets� rebellion status each 
turn.  Planets that are peaceful one turn can become more rebellious as 
time goes by.
         In the early game, most enemy planets you encounter will be owned 
by �native forces�.  They are easy to conquer.  In the late game, most 
planets will be owned by Insecta.
         You have the option to customize Galactic Frontiers to your heart�s 
content.  I recommend the following:  Four players, and play to win.  (The 
game wants to declare a winner at a specific turn.  That�s bad news since 
Insecta can easily win by points, even if you conquer the galaxy!)  Change 
the tax rate so that it increases the longer you own a planet.  (The game 
wants to default to a medium tax rate, but I prefer having the opportunity 
to increase the tax rate to heavy.  It gives you more ships.  Of course, this 
gives the enemy more ships too, on the planets he owns.)
         A variety of crises occur in Galactic Frontiers, besides the endless 
hordes of Insecta that keep attacking your planets.  We�ve discussed one of 
these crises already:  rebellion.  Another crisis is plague.  A plague will 
slowly kill off your starships and your forts.  There�s nothing you can do 
to stop it.  Don�t be a dummy and add more ships or forts to a plague 
planet, the plague will kill everything in it�s path.  It also reduces your 
Industry from whatever level it�s at to zero, within a few turns.  Since 
Industry plus taxation allows you to build starships and forts, a planet 
with no industry will contribute nothing to your empire.  Here�s what to do 
in case of a plague:
         1.  Abort any incoming ships.  The plague will kill them.
         2.  Watch your ships and forts slowly die.. too bad!
         3.  Reduce your industry to zero on a plague planet... you can use the 
starships that creates (despite the fact that they�ll die within a few 
turns.)
         4.  Now... what to do with the starships stranded on a plague planet?  
Increase that planet�s class.  This will allow you to make even more ships 
on that planet when the plague has passed.
         Another crisis that can hit a planet is rioting.  Riots are unrelated to 
the possibility of a planet rebelling.  To quell a riot, send in ships.
         Yet another crisis is Nova.  If you get a nova warning for a planet, 
immediately dismantle all the industry on that planet.  This will give you 
an additional number of starships.  Turn by turn, lower the planet�s class.  
This will also give you more starships.  Fly your starships away as fast as 
you can.  If the planet does indeed go nova, it will destroy everything on 
that planet.  Sometimes a planet doesn�t go nova, despite a nova warning.  
In that case, you can rebuild both your planet�s industry and class.
         In the ordinary case, when you are conquering a new planet, don�t 
worry about increasing that planet�s class.  It will increase your 
production of starships, but at a cost of the starships that you currently 
have.  The only time I increase a planet�s class is when the planet has 
succumbed to plague.  In that case, I may as well use up the starships, 
since they are going to die of plague if I don�t use them.
         In Galactic Frontiers you have the opportunity to build radar.  This 
will warn you of enemy ships on nearby planets.  However, my advice is 
not to bother with radar.  After you play the game a few times you�ll get a 
feel for what your enemies can throw at you at each stage of the game.  If 
you want to have �el cheapo� radar, send a single ship to the nearby enemy 
planet.  That will tell you how many enemy forces are on that planet.
         If you send in just enough starships to conquer a planet, without 
sending everything you have, you can learn whether or not a planet has 
plague.  There�s nothing more disappointing than to send a huge invasion 
force to a planet that has plague.  All you can do is watch them slowly die.  
You win the planet, but lose all your ships to plague.  Don�t move starships 
that have landed on a plague planet.  If you fly them off to another planet, 
you will spread the plague from one planet to the next.  I�ve stupidly 
infected half a dozen of my planets doing that.
         Try to get out and about in the galaxy as quickly as possible.  If you 
just sit in your little corner of the galaxy, building up each of your 
planets� class, you will eventually find yourself inundated by a huge force 
of Insecta.  You must get out and find Insecta, especially since you can 
only see that part of the galaxy that is near to planets you own.  The rest 
is darkness, where no human has gone, and I guarantee you that out in that 
darkness Insecta is building up its forces, faster than you can!  Your only 
hope is to take the war to Insecta, while keeping enough of your troops on 
the planets you own to quell rebellions.
         It�s said that the real universe is flat, and this is true in Galactic 
Frontiers.  Since you�re playing on a square, flat game board, try to use the 
edges to your advantage.  Go for a corner of your own, then for half the 
game board.  If you can get that far, you�re almost sure to win.
         Don�t ignore an attack by Insecta.  You may have your own plans, but 
Insecta is relentless.  Once it focuses on a planet, it doesn�t give up until 
it owns it.  Then it proceeds to attack your next planets, one by one.  
Whatever you may have decided for taking the war to Insecta, regard an 
attack very seriously.  You must stop the attack by Insecta before 
resuming your own plans.
         Stall your starships in flight until you�ve built up a sufficiently 
large invasion force.  You will have ships coming from all parts of your 
empire.  You should collect them together before you launch an attack.  You 
can either collect them on a planet you own, or in outer space.  The benefit 
of collecting them in outer space is that they�re hidden from the enemy 
while they�re in flight.  Another benefit is that they can move to the 
planet you wish to attack a little faster, if they fly directly, rather than 
�planet hopping� from one of your planets to the next. 
         Galactic Frontiers gives you the opportunity to build a Stargate.  
Don�t bother.  It may seem quicker, but it is very expensive.  Even when you 
have one built, it�s useless until you build another.  You need two 
Stargates to move ships between them, and Galactic Frontiers is too fluid 
and fast-moving a game to make any use of your expensive Stargates.  By 
the time you�re ready to move ships quickly to the front (via a Stargate), 
the front has passed to another region of the galaxy.
         The key to building a huge fleet of starships is to move them 
forward in �drips�.  It will seem silly to bother moving one starship 
forward from each of your planets, especially when it takes many moves 
to cross the galaxy.  But believe it or not, those little �drips� of starships 
will soon equal a huge invasion force.  With a big force, you can go about 
winning the game.
         Now I will summarize this game to make play quicker for you:
         Class - It makes a planet bigger.  It costs one ship per turn to build 
class.  If you dismantle class, it will go down quicker than it goes up, 
which makes it sort of expensive to do.  Build class when the planet has 
plague, dismantle class if the planet threatens to go nova.
         Industry - It makes a planet more productive.  The bigger your 
planet�s class, the more industry you can build on it.  It costs one ship to 
build industry.  Build industry up to the level of a planet�s class.  
Dismantle all industry if a planet has plague, or threatens to go nova.
         Tax - The key to making starships is class plus industry plus tax.  A 
planet with no industry will produce no tax, and hence no starships.  
Increase the tax rate to the underlined rate.  Don�t go to cruel, and don�t 
lower the tax rate unless the planet�s likely to rebel and you have nothing 
on the planet to stop it:  no forts, and no starships.  In that case, decrease 
the tax rate to light, to (hopefully) keep it from rebelling.  If a planet gets 
plague, you may as well drop the tax rate to light, since you�re going to 
dismantle the industry anyway.  (If you don�t dismantle the industry, the 
plague will wipe it out.  If you do dismantle the industry, you can create 
starships which you can spend to increase the planet�s class.)
         Starships - These are the �money� of the game.  You need starships 
to conquer the galaxy, or to build forts on your planets to prevent 
rebellion.  You can also spend starships to build a planet�s class or 
industry.  (You can also waste starships building Stargates and radar, both 
of which I deem unnecessary.)
         Forts - A fort costs one starship to build, but provides more than 
one starship worth of protection.  A fort starts off being worth two 
starships.  After awhile the fort is worth even more, up to five starships!  
(Unfortunately the enemy�s forts increase in value too, as time goes by.)
         Stargates - a waste of �money�, in my opinion.
         Radar - a waste of �money�, in my opinion.
         Insecta - a computer-owned player.  Formidable.
         Simian - reputedly a tough fighter, but always dies off early in the 
game.
         Amphibian - reputedly a tough defender, but it has always died off 
before I could get to it.  (Killed by Insecta.)
         Native forces - the original owners of a planet.  These are easy to 
kill off, and easy to kill when they rebel.
         You can alter many things in Galactic Frontiers.  I�m toying with the 
idea of making Simian and Amphibian more powerful.  
         Have fun playing emperor.  May you win the galaxy!  (Now if only I 
could make slave girls out of all the captured females...)

30

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