- NND ---------------------------------------------------------
Visit my FTP site:  ftp://ftp.asstr.org/pub/Authors/Roller/  <--click
Click, or put the address into your browser.  All my stories are there.
---------------------------------------------------------------

                        How to REALLY win at Galactic Frontiers

         This is a follow-up essay to my previous one.  Read the other one 
first for basic information.
         There is a bug in this game.  If you repeatedly stall a fleet of ships, 
tossing more in after them and stalling them too, eventually the game will 
lose track of some of the ships.  
         Let�s say you�re in the Custom mode.  You have only your home planet.  
You begin advancing on a second (unconquered) planet.  You get worried you 
don�t have enough ships yet, and so you start stalling the ones on the way, 
while sending more after them.  Eventually the game will lose track of 
some of your ships.
         Try this:  send two ships from your home planet.  Send two more.  
Send two more.  Keep stalling them, up to turn six.  Then, send yet more 
ships after those.  You will find that 2 plus 2 plus 2 plus 2 will equal four, 
not eight.  So you wind up landing four ships on the unconquered planet, 
instead of eight! 
         The lesson from this bug is, don�t keep stalling ships in flight or 
some will be lost in space, forever.
         �Edit/Undo task force� seems to be erratic.  It sometimes does 
nothing.  Other times it pulls back some ships, but not all of them.  Still 
other times it pulls back all my ships. 
         Another problem, probably not a bug, is flying directly through a sun 
on your way to a planet.  I have found that ships sometimes get turned to 
toast and sometimes they don�t.  It�s erratic.  It would be nice if this game 
would tell me if my ships get toasted, instead of just having them 
disappear forever.
         Another notice problem occurs with black holes.  This isn�t a bug, 
it�s just poor game design.  If your ships get lost in a black hole, they 
disappear from the game.  Unfortunately, no note appears saying:  �Contact 
has been lost with the ships travelling from Naos to Uranus.�  (Or 
whatever.)  The ships just disappear.
         A good note to pay attention to regards a planet�s likelihood to rebel.  
If a planet is listed as �likely� or �possible� to rebel, I immediately 
lower the tax rate, often down to �light�.  This gives me a lot less 
problems with rebellions, and I can raise the tax rate back up the very 
next turn.
         Currently I am playing a four-player game.  I raise the build rate for 
the Simians from 95 to 105 percent.  I raise the build rate for the 
Amphibians from 95 to 100.  Nonetheless I am consistently winning this 
game.
         To give my opponents a better chance of winning, I don�t use radar.  
It�s a waste of money, in my opinion.  But I let my enemies use radar, and I 
don�t require them to inform me if they detect the presence of my fleet on 
another planet.  (I still like being able to hide my fleets in space, though.)  
However, here�s a question:  does radar work?  I�ve experimented with 
building a few radar stations and didn�t get anything from them.  There 
needs to be a button that allows me to send out radar signals and get a 
report.
         Another way to give your opponents an advantage is to let the game 
center you on the map.  This means that when the game starts, you don�t 
know quite where you are.  It�s a bit disorienting to have the map readjust 
later, but I�ve found I can handle it.  Note that this is how the game is set 
up, without adjustment, in �Options/Exploration�.  So this will be 
happening to you automatically unless you turn it off.   
         What should you do when your planet catches the plague?  In my 
previous essay I said that you should dismantle the planet�s industry to 
zero.  This will give you more starships, which you can use to build the 
planet�s class.  (Class isn�t affected by plague.)  However, there is another 
approach.  You can attack other planets with your plague-infected fleet!  
This will usually spread the plague.  But it�s a great way to ransack enemy 
planets.
         Try this next time you get the plague:
         1.  Dismantle all the plague planet�s industry.
         2.  THEN dismantle the plague planet�s class.
         3.  This process will give you more starships.
         4.  Lower the plague planet�s tax rate to light, since you have no 
industry there any more.
         5.  Attack an enemy planet with your plague-infected fleet.
         6.  If you conquer the enemy planet, plunder it.  First dismantle the 
industry, then plunder the planet�s class.
         7.  Now, despite having a plague-ridden fleet, you can attack still 
other enemy planets.
         8.  On your original plague-ridden planet, plunder the planet�s class 
again.  Fly those ships off to attack other planets as well.

         Note:  Let�s say you plunder the plague planet�s class, and then 
dismantle its industry.  You will not get as many starships.  This is 
because as soon as the planet�s class falls below 1 (one), its industry will 
automatically drop to zero.  So, the lesson is:  Always dismantle all the 
industry, then start in on the planet�s class.  You�ll get more starships 
that way.

         So let�s say your plague-ridden fleet is rampaging through the 
galaxy.  You can actually get a lot of mileage out of it.  Each time you take 
a new planet, dismantle it�s industry and then plunder it�s class.  
Remember to plunder the planet�s class some more next turn.  This process 
will generate lots of starships, and there�s another treat too:  when your 
enemies attack and take the planets you plunder, they get worthless 
planets.  Not only do they catch the plague, but since you�ve plundered that 
planet its class is something like 0.4.  The planet has no industry, and it�s 
class is worthless.
         Plague fleets can be a lot of fun.  The only problem is, you will want 
to keep track of which planets your plague fleet has visited.  Those 
planets will have plague for about ten turns.  If you foolishly attack them 
with good ships before the plague passes, you will give the plague back to 
yourself!

         Here�s a tip:  Use nearby planets, occupied by native forces, as free 
sentinels.  They can�t attack you.  Until they are conquered by the enemy 
you don�t need any forts on your home planet.  (Or any ships either.)
         Now we come to the point of this whole essay:  how to REALLY win in 
Galactic Frontiers.  You start off with a home planet.  As soon as you see 
those nearby planets, occupied by native forces, your instinct is to attack 
them.  Don�t.  Instead, begin piling up ships on your home planet.  When you 
have about ten of them, send them all off to the (unconquered) planet that 
is farthest away from you.  Don�t leave any ships or forts behind on your 
home planet.  (But remember to increase its industry as high as you can, so 
your home planet is cranking out lots of ships.)  
         Am I sending you on a wild goose chase?  What idiot would leave his 
home planet undefended while going to the farthest star?  Let�s go over 
the facts again:  the planets nearest you, occupied by native forces, are 
serving as sentinels.  Until they get overrun by the enemy, you don�t need 
to worry.  Let them just sit there and live on their pitiful little planets.
         Meanwhile, your nice big fleet is in search of an enemy home planet.  
The first planet you conquer will probably not be it.  But in just a few 
turns you will have found and conquered another home planet!  Yes!  It will 
either be the planet of Insecta, the Simians, or the Amphibians.  Now you 
will have two home planets, yours and one of your enemies�.
         What if your original home planet suddenly finds itself facing an 
enemy?  Not to worry.  Your original home planet is busy cranking out lots 
of ships each turn.  (By which I mean, of course, about two ships per turn.)  
Just build a fort if you get scared.  Build another fort if you�re still 
scared, and a third fort as soon as you can.  Your home planet can easily 
take care of yourself.  Let it.  Meanwhile, your big attack fleet will have 
gotten you a second home planet.  For a number of turns your job will be to 
continuously feed this second home planet.  With luck, you will soon own 
more planets around your second home planet than your first!  But don�t 
worry, many of those native forces planets surrounding your home planet 
are not only small, they�re easily conquered later.
         Now what do you do, with two home planets?  Why, you go for a 
third!  Yep, that�s your job.  To locate and conquer all four home planets, as 
quickly as possible.
         You�ll find yourself losing some planets with this strategy.  The key 
is to let the little class one planets go, while keeping your grip on the 
class two and class three planets.  Of course, your grip should be tightest 
on those tasty home planets.  There�s only four of them in the entire 
galaxy.
         You will notice that if all your opponents are computer-controlled, 
they pick the same boring strategy each game.  They hang on to their home 
planet while conquering the ones nearby.  They aren�t smart enough to skip 
the nearby planets and go for enemy home planets.  Plus, they often have 
an addiction to building forts.  Their home planet will almost always be 
defended by three forts and three ships.  That�s no match for your growing 
attack fleet, that you can build by skipping the little planets and shooting 
for home planets.
         Another problem with having only computer opponents is that they 
can never �throw the long bomb�.  They are utterly unable to do something 
screwy, like plundering all their planets and sending everything they have 
at your home planet.  They just predictably build, and conquer nearby 
planets.  You�ll never hear from them until their tidy little strategy has 
stretched all the way to you, planet by planet.
         So, as a human player, welcome to human tactics:  Avoid dinky 
planets and go for big planets and home planets.  If a plague strikes, use it 
to build a big plague-ridden fleet that ravages its way across the galaxy, 
leaving wasted planets in its wake and giving your enemies the Galactic 
equivalent of AIDS.  It�s fun to pee on your neighbor, especially if you have 
the plague!  And it�s fun too to wipe out his home planet early in the game 
when he�s not expecting it.

30

----------------------- Dreamgirls! -----------------------
-- More stories at:  http://groups.google.com/     Search by typing:
     roller666@earthlink.net     Click on �Power Search�
     Change �standard� archive to �complete� archive.
-- Other providers:
     IFLC:  http://assm.asstr.org    and    http://asstr.org
     Anya�s Lil� Hideaway:  http://www.insatiable.net/
     Silver:  http://www.mr-yellow.com/goodies
     The Backdrop Club:  http://www.backdrop.com
     Usenet Newsgroup:  alt.sex.stories.moderated
-- Great art books by David Hamilton and Jock Sturges are at:
     http://www.amazon.com  http://bn.com (photos of naked little girls)
-- Naked little girls/politics:  http://www.AlessandraSmile.com
     Man/boy love:  http://www.nambla.de  Politics:  http://www.lp.org
     http://www.isil.org  http://www.fear.org  http://www.fija.org
     http://www.aclu.org
-- Naughty Naked Dreamgirls (Library of Congress ISSN: 1070-1427)
     is copyright 2001 by Andrew Roller.  Dreamgirls, Naughty Naked
     Dreamgirls, and NND are registered trademarks of Andrew Roller.
     All rights reserved.
-- Visit me at:  http://home.earthlink.net/~roller666/index.html
     Or at http://www.asstr.org/~Roller/index.html
     (It is case sensitive, i.e. type Roller, not roller).
    

galacticWin2