Your first time playing the game
Verfasst: Mittwoch 15. April 2020, 06:27
I suggest the first time you play BotE that you read through the manual. Then load the game with an idea which empire to play. I suggest the Khaoron. The Cartare are easier but they are without honor.
Click and hold down on each empire that you do not want to play And they will turn red. I suggest that only the one you wish to play is turned on for the first three games. Then play all the way through to at least 400+ turns. More is better so you understand the game mechanics.
Create a massive map of 40x40 with 100% star systems (it won't be as it's misleading). Then use 30% as the minor races meaning 30% of the systems will be populated by them. Turn down the stellar anomalies to 5%. Set the anomalous entities to zero as some are overpowered and so the game is very unbalanced. Leave the goals and the random events so they say disabled. That is misleading. It means click this to disable it, so they are already enabled.
I would play on the highest rate of expansion and the easy level. That will allow you the greatest range. Green is short range. Yellow is medium range. Red is long range. Your ships have various engines and so ranges of travel from your home sector.
The default is to have 2 minor races as neighbors. One you can diplomatically negtiate with. The other will hate you. If you send low powered colony ships into their system, it might annoy them, but not anger them. As your long range scanning improves you will understand what I mean.
Use your scouts to determine what systems have class M planets and make colony ships to colonize them.
Now your range is frustrating but realize every sector of space is 20 light years away, so an enormous distance. Make some transports and send them out to the edge that they can travel. Then click on them on multiple turn, and create an outpost. This takes awhile.
It's very frustrating at first as you lack enough credits to build what you want. Famine is always a problem. Make sure you have surplus in case of this. Make more farms than you think you will require.
This next part is an exploit, but so what! The point is to have fun in the beginning, not play strictly and in my opinion unfairly. After colonizing past the range due to the outpost, save your game. Now scrap an outpost. A small fortune will be in your treasury on the next turn. Use that to accelerate your building program. Rinse repeat.
Slowly your range will increase as you: build transports, then outposts, then colonize further, then scrap outposts, etc. To me this is teaching you wrong, but the point is to play without the unfair sabotage, the AI exploiting the very same process, and to understand what the program can do. BotE has a steeper than normal learning curve.
You then have some breathing room to accelerate research, create resource routes as you will be constantly short of titanium, and will start diplomatic negotiations to start trade. This means finding the systems that have abundant titanium by building up mining. Then you make a small profit.
Meanwhule you are making extra colony ships and setting new systems. But also learning how to terraform. And you terraform your own systems, but to improve diplomatic attitude with your neighbirs who trade with you. Eventually you offer friendship, then cooperation, then alliances, then membership.
Every time you have a system, click on manager,then click the enable buttons to turn these off to disable. Now the manager will redeploy workers to the right area so you won't have to micromanage which is very annoying at the start. You are trying to build up from the home system to ten systems, and organizing everything, getting new members in your empire, and not fighting...yet.
Your first battle will be with the neighbor that just won't get along. They probably declare war, and you pick one that has no yellow circle with a black question mark icon. That means they have a fleet in orbit, likely very overpowered, and you stand no chance whatsoever to defeat them. Instead you build several cruisers, and the one with the better experience you should designate as the flagship. Then have the other cruiser join them. Now make about 4-6 transports. Now make 2 stronger troops per those transports so 12 stronger troops, hopefully level 3+. Then load two per transport ship.At that point you form a big fleet of all of all of the cruisers and transports. Then invade that system of that irritating warlike neighbor. And attack.
You likely conquer them on the next turn. The Khayrin don't like naked bombardment UNLESS ground troops are involved to take the planet.
There's a lot more to it, but that is what you do in bold strokes playing as the Khayrin. You try to absorb the malleable one and fight the warlike ones.
It will get harder and harder, and you are just learning how to deploy vessels and troops over longer and longer distances as your range improves.
That is nothing like what you do when you have real enemies as when the major races are turned on, they will declare war, probably about turn #300+. You got to work up to it. The difficulty is moving to intercept them and making sure they don't successfully build outposts by sending LOTS of transports into your borders.
Moving to intercept is guessing where that rascal opponent is headed. If it's a transport, then he's there to build an outpost and try to keep doing so until it's a starbase. They are way way overpowered and hard to get rid of.
For most people, this methodology will best benefit them learning how to play. The sabotage is just insanely hard unless modded. Winning then is intentionally NOT playing as the Khaoron but as the Cartare or Omega Alliance or the Rotharians. They get nearly insurmountable modifiers on espionage and sabotage so it's very unfair. I would only play with one opponent so probably pick the Khaoron as they stink at espionage and sabotage.
You could even just leave the intelligence points alone the first 5 times you play at least 600+ turns. That would be more fair as they don't stand a chance sabotaging you.
Click and hold down on each empire that you do not want to play And they will turn red. I suggest that only the one you wish to play is turned on for the first three games. Then play all the way through to at least 400+ turns. More is better so you understand the game mechanics.
Create a massive map of 40x40 with 100% star systems (it won't be as it's misleading). Then use 30% as the minor races meaning 30% of the systems will be populated by them. Turn down the stellar anomalies to 5%. Set the anomalous entities to zero as some are overpowered and so the game is very unbalanced. Leave the goals and the random events so they say disabled. That is misleading. It means click this to disable it, so they are already enabled.
I would play on the highest rate of expansion and the easy level. That will allow you the greatest range. Green is short range. Yellow is medium range. Red is long range. Your ships have various engines and so ranges of travel from your home sector.
The default is to have 2 minor races as neighbors. One you can diplomatically negtiate with. The other will hate you. If you send low powered colony ships into their system, it might annoy them, but not anger them. As your long range scanning improves you will understand what I mean.
Use your scouts to determine what systems have class M planets and make colony ships to colonize them.
Now your range is frustrating but realize every sector of space is 20 light years away, so an enormous distance. Make some transports and send them out to the edge that they can travel. Then click on them on multiple turn, and create an outpost. This takes awhile.
It's very frustrating at first as you lack enough credits to build what you want. Famine is always a problem. Make sure you have surplus in case of this. Make more farms than you think you will require.
This next part is an exploit, but so what! The point is to have fun in the beginning, not play strictly and in my opinion unfairly. After colonizing past the range due to the outpost, save your game. Now scrap an outpost. A small fortune will be in your treasury on the next turn. Use that to accelerate your building program. Rinse repeat.
Slowly your range will increase as you: build transports, then outposts, then colonize further, then scrap outposts, etc. To me this is teaching you wrong, but the point is to play without the unfair sabotage, the AI exploiting the very same process, and to understand what the program can do. BotE has a steeper than normal learning curve.
You then have some breathing room to accelerate research, create resource routes as you will be constantly short of titanium, and will start diplomatic negotiations to start trade. This means finding the systems that have abundant titanium by building up mining. Then you make a small profit.
Meanwhule you are making extra colony ships and setting new systems. But also learning how to terraform. And you terraform your own systems, but to improve diplomatic attitude with your neighbirs who trade with you. Eventually you offer friendship, then cooperation, then alliances, then membership.
Every time you have a system, click on manager,then click the enable buttons to turn these off to disable. Now the manager will redeploy workers to the right area so you won't have to micromanage which is very annoying at the start. You are trying to build up from the home system to ten systems, and organizing everything, getting new members in your empire, and not fighting...yet.
Your first battle will be with the neighbor that just won't get along. They probably declare war, and you pick one that has no yellow circle with a black question mark icon. That means they have a fleet in orbit, likely very overpowered, and you stand no chance whatsoever to defeat them. Instead you build several cruisers, and the one with the better experience you should designate as the flagship. Then have the other cruiser join them. Now make about 4-6 transports. Now make 2 stronger troops per those transports so 12 stronger troops, hopefully level 3+. Then load two per transport ship.At that point you form a big fleet of all of all of the cruisers and transports. Then invade that system of that irritating warlike neighbor. And attack.
You likely conquer them on the next turn. The Khayrin don't like naked bombardment UNLESS ground troops are involved to take the planet.
There's a lot more to it, but that is what you do in bold strokes playing as the Khayrin. You try to absorb the malleable one and fight the warlike ones.
It will get harder and harder, and you are just learning how to deploy vessels and troops over longer and longer distances as your range improves.
That is nothing like what you do when you have real enemies as when the major races are turned on, they will declare war, probably about turn #300+. You got to work up to it. The difficulty is moving to intercept them and making sure they don't successfully build outposts by sending LOTS of transports into your borders.
Moving to intercept is guessing where that rascal opponent is headed. If it's a transport, then he's there to build an outpost and try to keep doing so until it's a starbase. They are way way overpowered and hard to get rid of.
For most people, this methodology will best benefit them learning how to play. The sabotage is just insanely hard unless modded. Winning then is intentionally NOT playing as the Khaoron but as the Cartare or Omega Alliance or the Rotharians. They get nearly insurmountable modifiers on espionage and sabotage so it's very unfair. I would only play with one opponent so probably pick the Khaoron as they stink at espionage and sabotage.
You could even just leave the intelligence points alone the first 5 times you play at least 600+ turns. That would be more fair as they don't stand a chance sabotaging you.