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Art of victory These notes are addressed mostly to the players who already have some experience in VGA Planets. Since playing in expgames in some aspects differs significantly from that in regular games, the main goal of this article is to help the players who consider themselves as experienced persons, and for a first time found themselves in a company where ALL (well, most of) players are as strong and experienced. I hope that the article might be also a helpful strategical guide for intermediate players, and entertaining for experts. Id like to express my gratitude to the beta-reader of this article, Tony Lambord (Blackbeard), Genya Tsentalovich (Siberian Snake), and Jan Klingele (Sirius). 1. GAME SETTING. Typical setting for expert games is the following:
2. ROLE OF DIPLOMACY. Skill in VGA Planets consists of three components: economy, fighting, and diplomacy. In regular games, all three components are equally important. If you are a good player, you can even win almost without diplomacy. At the expert level, the diplomacy plays the decisive role. You can find Bovi Unity at every second planet, you can build the strongest fleet and have the healthiest economy, but if you mishandle the diplomatic affairs, you dont have a single chance against combined attack of 3-4 players. Moreover, if you have the strongest empire and dont have strong allies, you should be happy to be attacked by 3-4 players only. The opposite is also true. A player with the limited economical development and fighting skill can hide behind the backs of his strong allies and come to a high place practically without fighting, at least without fighting at his own territory. Alliances in regular games are usually rather stable. If the alliance breaks, it often causes cries about backstabbing. Experts are more cautious. Very often, they prefer "temporary non-aggressive treaty" rather than "alliance". The typical sign of the ultimate trust is the rst-exchange. Without that, you can never be completely sure in the loyalty of your partner. Of course, the direct backstab is very rare - experts value their reputation, nobody wants to be enlisted in a "black book". However, treaties always have loopholes, and finding loopholes is the thing where experts are especially good! Just a couple of examples: in one game, FEDs and Colonies agreed not to attack each other. A bit later combined fleet of few players, including Colonies, attacked FEDs. Colonial ships didnt set PE=FEDs, they just swept MFs... In another game, FEDs promised to Privs never give away a Loki, and never attack them. They didnt. However, Lokis under FEDs ownership followed Rebels fleet on their way to Priv HW, and brought a lot of pain to Priv commander. The first diplomatic approaches start at the very beginning of the game. It is important to get access to alien technologies as soon as possible: at the expert level, the ship limit strikes very early, and you need time to clone the acquired MBRs, Fireclouds, SSDs. Besides, you would like to ally the most suitable races before they ally your possible enemy. A player who failed to make an early alliance is often a subject of the early attack. Somewhere around 10-15th turns, the primary alliances are already formed, and single players are already attacked. Ship limit is being reached at about 25th turn (that is with the normal-rich universe and typical setting! If the universe is high-reach, it should come even earlier), to this time there are usually 3-4 alliances, and 1-2 players have already left the game. Before ship limit, there is no major interalliance fighting: everybody is mostly concentrated on the economical development and shipbuilding. The real war starts right after the reaching the limit. Typically, if two alliances are fighting, the third does not participate in the war. They prefer to attack the fourth, or, even better, to wait and watch how their opponents weaken each other. The successful actions are very dangerous: if you or your alliance become too strong, the others can forget about their discords and unite to tow you down. Inevitably, that finally leads to the transformation of the individual game into the kind of a team game. Thus, many believe in necessity to decrease the impact of the diplomacy in expgames: veto on ship transfer, rst-exchange, and even the complete prohibition of the diplomacy. Analysis of players actions at the different stages of game shows that the criteria for starting hostility at the early stage and in the developed game are completely different. During first 25-30 turns, the rule of thumb is "The weakest must die!" No one wants to be in odds with the strong opponent. Thus, at that time a good score is your best protection against being attacked. Sometimes, it is prudent to build a heavy carrier instead of more logical Merlin or SB just to show to your possible enemy that you are not defenseless. Situation reverses at the middle game. Most of the players still have a good chance to reach the victory, which at the expert level is the main motivation of all players. The most obvious way to get closer to this goal is to pull down the most dangerous race. Thus, in the second half of the game the rule is "The strongest must go down". If you had a bad luck of being at the leading position at 30-40th turns, you have to apply maximum diplomatic efforts to direct the others hostility at somebody else, and to strengthen the relations with your allies. Tony Lambord (Blackbeard) wrote: Goals of diplomacy- i) To acquire allies (and/or trade ships) to provide a balanced fleet. Ideally, your overall fleet want to have some cloakers, some decloakers (at a push, web mines), heavy carriers (for fighting), and base killers (may also be heavy carriers, or SSDs). On top of this, some special ships are highly desirable to most any race - fireclouds, MBRs, cobols for example). Some parts of the fleet can be neglected for some races (or alliances), for example fascists, lizards and rebels can deal with at least some bases using ground combat or racial missions. No one race can provide all the desired assets, so deals must be struck with neighbours (or perhaps, with a distant race: Borg are best for this, though anyone with HYP ships can manage it to some extent). ii) To ensure all wars are fought away from home. No one wants to be fighting at home, having their own economic base eroded by losses. In general, its easier to defend than attack, but except in rare cases (privs attacking xtals, say), losses make it ultimately unprofitable. iii) To bring victory. The manner of victory will depend on the game setup - often, it is simple: an alliance must suppress all opposition, but it can be much more complicated. There may be an economic victory condition (some score at some specified turn), in which case being the strongest race may not help. Borg or Evils may have overwhelming strength, but lay some way from the lead in score terms (say, if the scoring system rewards past military activity, and they haven't fought much). Too bad! In score games, it is necessary to be very careful in selecting wars. If the score doesn't reward fighting, then fighting should be left to others (or pick a target unable to do much harm: say, privs, assuming you have a solid way to avoid robbery). For scoring systems rewarding combat, the opposite applies - fighting is essential, but fighting xtals or privs must be regarded as a last option: both cases will lead to a rather tactical war, with limited opportunity to make the kills needed for a competitive score. Far better to roast evils, or robots, or Borg - your own losses may be greater, but the kills scored on the opponents heavies will maintain superior scoring. 3. RACE CHOICE. The common opinion is that the Lizards are the strongest race, followed by fighter races. The Birds, Fascists and Xtals are considered as the weakest. Borgs are believed to be very weak at the beginning and invincibly strong at the end. All that is not correct at the expert level. Generally speaking, all races are equally strong. In the first expgame organized (by personal invitations) by Genya Tsentalovich (Siberian Snake), the winners were Lizards and Evils, in the second - Fascists, Xtals and Colonies (the rules allowed to declare an alliance as a winner). In the first game Borgs and Fascists were defeated within 30 turns, in the second the same disaster happened to Birds and Robots. By the way, in the second game Borgs were leading at 40th turn, and were completely defeated at the end. Some peculiarities of the different races are collected below: a) FEDs: b) Lizards: c) Birds and Fascists: If you succeeded in the initial part of the game, you are still in trouble. Odds are against you: three Vickies or three DWs for one carrier is a very bad balance. The truth is that Birds or Fascists alone can beat anybody, but they cannot beat everybody. Sooner or later, the war will come to your own territory, and carrier races will overrun your fleets, unless you allied one of them. If you did ally, your future is provided. In attack the mixed fleet of carriers and cloakers is awesome. In defense, DW or Vicki will drain the shields of the enemy carrier, and your partner will kill it for sure. Some Bird and Fascist players build special "battle" types of Victorious and DW - with one beam only. Indeed, in battle with carrier this modification of the ship gives more damage to enemy. However, the difference is very small, and the carrier has more fighters left after the battle. Besides, one beam makes your battleship completely helpless against SBs. d) Privateers: A special remark concerning to your flagship, Bloodfang. 4 bays, 80 cargo hold - an absolute boy for beating compared to other carriers. Indeed, against Colonies, Robots or EE this ship is completely useless. But what the heck? You know very well how to deal with the carrier races! The problem is how to fight Birds, Fascists, Lizards. The idea is that Bloodfang fights pretty well against torp ships; besides, usually enemy does not expect anything stronger than MBR in hands of privateers (except the captured ships, of course), so it might be a nasty opposition for sneaking on you Resolutes and D7s. e) Borgs: The economy of Borgs heavily depends on Merlins and FCCs. Cubes require a lot of minerals, and your assimilated planets produce a lot of supplies - for successful converting supplies into cubes you need an established transportation system. Borgs is an exceptional race which needs probably as many STFs as LDSFs - for supply and clan transportation. Very often, Merlins also should be used as transport ships. f) Xtals: Now, weve come to your relations with other races. Xtals, along with Privateers, are the most attractive ally for almost everybody. You give the safety jacket, the guarantee of the solid defense. No one race is especially dangerous for you, except, probably, FEDs: refit can significantly increase the number of Heavy Phasers on the board. (Note: as Blackbeard noticed, Borgs are also very dangerous for Xtals: using FCCs, they can bring a heavily equipped fleet right into heart of the Xtal empire, and continuously support it with fuel and new sweepers). At the same time, your alliance with almost any race can make wonders. Cloaking races: the access to cloaking weblayers is only the most obvious advantage. Xtals and Privateers - you drain ships out of fuel in space, he robs at the planets. Xtals and Lizards - access to unlimited cash and minerals for webs. Xtals and Fascists - for sweeping webs, enemy has to keep his fleet together - a perfect possibility to detonate a few glory devices. Xtals and Colonies or Xtals and Robots - complete control over mine fields. And so on... Just one warning: do not rely on Rubies and Emeralds only. Sometimes, you have to kill overfueled ships - combos DFlame+Thunder will do the job. g) Evil Empire: h) Robots, Rebels, Colonies: Very often Rebel and Colonies players build many Patriots. This ship is very good, but only at the initial stage of the game. At the second half, they become almost useless - most of the acting at those time ships will kill it without breaking the sweat. In this case, you can send Pats before Rush or Virgo against strong enemy SB. It will die for sure, but it will take into the grave a lot of SBs fighters and make the job of your main carrier much easier. Just the same, Pats might be used to defend SBs against heavy carriers - even if it just nicks enemy shields, a battle will be a lot easier for SB: base usually loses when it runs out of fighters. For Robots, an absence of base-killers (Golem fights perfectly against ships, but it has too few beams for fighting the fully-armed SB) is the strongest disadvantage at the late game. Sometimes, they should sacrifice an Instrumentality for killing the important base, but very often the best they can do is to bypass the strong points in enemy defense. 4. STARTING THE GAME. There are two main possibilities to start a game: The first approach looks better: first, you know where LFs should be sent to. Second, initially the natives have 80% of happiness, and before colonizer arrival they have time to become happier and allow heavy initial taxing. Third, you do not have problems with beaming down the exact amount of MCs from LF onto already colonized planet. Finally, a small scout with 20 clans can colonize 20 planets; 3 scouts will colonize 60 planets - you will have a lot of outposts, an exact knowledge on the most promising directions of your development, and on your neighbors. Very often, you can see that someone builds a second base at 3-5th turn, using the resources of the HW. It makes sense, especially for Lizards (they need a new base for hisser production, and they dont have problems with minerals), EE, Borgs and Rebels (for production the hyperdrive jumpers). For other races, it is not so obvious. For example, FEDs might want to have an early second base for building empty hulls, but the shortage of minerals can prevent it: Merlin looks like more promising invention. However, you should always look for this possibility. If Birds find a Gyps. planet 1-2 jumps from their HW, they should erect a base here at the soonest possible time and build a lot of SHs. In general, if you want to show the good result, the second SB should be built not later than around 10-15th turn. From the very beginning, you should start collecting the info on other players. Everybody tries to develop at the maximal speed. It means that nobody can afford building 15 DPs at every planet and move only planet-hopping. If one sees a Small Freighter with low ID moving at w=7 from one planet to the other, it is not too difficult to estimate the position of HW. This information spreads around the players immediately, and at about 8-10 turn the approximate positions of all races should be known to the most of the players. Knowing the others position is important, but not sufficient by far. During the whole game, you should seek the answers on questions: how strong is every player, and how strong is his empire? What are the relations between your neighbours, neighbours of your neighbours, and between races at the other part of the map (with Sphere, it is not an option - EVERYBODY can be considered as your closest neighbour)? What are the intentions of this player and that alliance? Which planets are the best at the territory of your enemy? For getting this information, you should use all possible ways. Watch the ship movement. Watch the score. For example, VGAPTS score system gives information on total ship mass. You can keep the log and calculate which ships are in possession of all players! Even usual score gives very valuable info on buildings, exchange of planets, bases and ships, and so on. The most efficient way to gather the information is the diplomacy. As soon as you learn something on your neighbour, you can trade this information, and you can do it a few times. For example, you determined that HW of Fascists is Rodu 9. You can tell it to Robots, and he will tell you that HW of Colonies is Antilia. Now, you can trade that to Privs and get the position of Birds and FEDs... Be sure that everybody acts the same way. Thus, if you have to reveal to your partner anything important about yourself, always set the confidential conditions. Generally speaking, at the early stage of the game one should avoid military activity, due to two main reasons. First, you must concentrate all your forces on development; second, the losses in one over one war are usually greater than winnings, even if you do win. One can say that while you are developing, the others do the same, so you cant become stronger than others by just peaceful activity. It is incorrect. The others WILL fight - I have never seen a game where the fighting wouldnt start at 8-12th turn. The best you can do - wait, build your fleet, watch the result of others fighting, and strike the right target at the right time - when YOU are ready to do that. The only excuse for an early attack is the good possibility to make a fast kill. For that, you should unite with at least two other races, and strike suddenly and simultaneously. The target should be carefully chosen: it has to be one of your "natural" enemies, and he should not have time to get help from his possible allies: the kill should be really fast. This style demands very accurate strategical planning. The most important is to determine how many resources you can deliver for a war, and how much will be left for development. Keep in mind, that your success will be a red rag for other players: an alliance of three players already killed poor Birds (Robots, Borgs...) and is getting too strong! Kill em!!! Dont even dream of lazy collecting the spoils of the successful war - a new one is already at your door. When one chooses his allies and his first enemy, the following "list of the natural enemies" might be useful. It shows which races are especially inconvenient to fight against for every specific race: FEDs - Lizards, Borgs 5. SHIP BUILDING Independently on race, all ships can be classified by their use: a) Freighters. b) Planetary ships. c) Scouts. d) Raiders. e) Minelayers. f) Minesweepers. g) Warships. Ship building program is probably the most difficult subject in VGA Planets. The typical mistake of newbies is building some strong warships at the beginning of the game, which leaves them without resources for the development. Im not going to explain some well-known statements (that w9 is the highest priority at most of the bases; that M5 and M6 torps are not worth building; that for most of the races Merlin should be built as soon as possible, and so on), well talk about more general point. The ship building program includes three stages: before ship limit, the first round after ship limit, and the second round. VERY IMPORTANT: after the second round, the game is usually over! It means that every base will be able to make only two regular builds after the ship limit. The building strategy at the every stage changes significantly. a) Before ship limit (1-25th turns). b) 25th turn - the ship limit struck! At that time, the struggle for ship slots is especially fierce. One should try to combine two things: develop his old SBs, and simultaneously build as many SBs as possible, preferable in front of the rolling queue. One should take into account that 25th-40th turns are the time of the first large battles. Weakests are going down, and lose a lot of ships - queue moves rather fast. You should try to erect new SBs just before queue passed the planet, and build here at least an empty hull (FEDs), a hisser (Lizards), a scout (Birds), a hyperdrive jumper (Borgs, EE and Rebels), or, at the worst, a Small Freighter with w1 - for colonization in future. With this tactics, you will eventually become an owner of a number of useless Small Freighters with low engines. Colonize them wisely. There are two good reasons to perform the colonization: a) you have 18-20 PBPs, and you desperately need a new warship somewhere. You should colonize as many SFs as you need to get 21 PBPs, and set the FC of the chosen SB to PB1. Building is provided. b) You want to push the queue, which stopped somewhere at enemy planets, and does not go to your prepared SBs. If you colonize a number of ships, it can be completely unexpected by others, and they would not prepare their SBs in front of the queue. c) 40-50th turn till end of the game: "riding the queue". The best you can do at that time is to switch to the tactics that I call "riding the queue". For simplicity, let the next planet in a ship building queue is a planet ID 1. Forget about SBs with the high IDs, and concentrate on planets between IDs 1-200. Try to build the best possible ships at planets with IDs 1-100, and prepare planets 101-200. An example: you are playing Robots, and have two neighboring planets; one of them (ID 350) is warm planet with bovi unity, has SB and enough minerals/MCs to build a Golem, the second (ID 59) is a desert rock populated by amorphous worms. Building a Golem at planet ID 350 would be a bad mistake; good player will move all resources to planet ID 59, quickly erect a base, and build a Golem (or at least an Instrumentality) here. You have a lot of time to restore the resources at p350 before the queue comes to it. At the same time, do not forget about priority buildings. Great battles take place from time to time, where you lose your ships, but gain many PBPs. As it was mentioned above, you would not like to spend them on heavy ships (unless your position desperately requires ones). SBs which are just behind the queue are perfect places for priority buildings: you recently invested a lot of money to rise the tech levels of these bases, and all you need is to add some modest amount of minerals and cash to build 2-4 PBPs ships, and set FCs of these SBs to PBn. If your stock of PBPs is near 20 (and it should always be near 20!), and you expect a heavy battle with many PBPs at the stake, youve got to charge the priority buildings at many SBs. If you cannot build the desirable ship - build Small Freighters. The main advantage of this ship is that it "stores" the PBPs: you spend 1 PBP on building SDSF, and you get 1 PBP for colonizing one. Summarizing the building strategy at the second half of the game: build SBs in front of the queue at every planet; use the regular building for making your best ships; build small to medium (below 200 kT) but useful ships with PBPs. Some examples for different races of the regular/priority buildings: Lizards - T-Rex/LCC; Birds - DW/RCB (or SH); Fascists - Victorious/D7 (or D19); Robots - Golem/CP; Colonies - Virgo/Cobol. 6. BALANCE. There is a famous Japanese game called Go. In this game, players put stones on a board. If the opponent stones surround a group of stones, they get captured. The main idea of this game is the balance: every time you put a new stone on the board, it should improve the connections between your stones, and weaken that of your rival. In most cases, player cannot calculate the best position for his stone - he has to absorb the current position, and be absorbed in it, and he will feel which place is the best. In VGA planets, the balance also plays a key role. When you build your fleet, your should balance your warships with the sufficient amount of non-combat ships. At the initial stage of the game, one should carefully plan which resources should be invested into development of the new planets, and which should go to the ship building program. When your empire becomes large, your freighters and moneycarriers should be distributed in such a way, so all needed resources (mins, money, fuel) could be delivered to the desirable points as fast and as safely as possible. When building a war fleet, you should balance the quality and the quantity of your ships, depending on resources available and on enemy in mind: against Birds, you would prefer to build two underequiped Virgos, whereas against Xtals a single Virgo with HDs is a better choice. All that is the economical balance. When you fight a war, you should always think about the tactical balance. Which ships should be sent in attack and which are to be left for defense? Are your battlegroups well balanced, do they have a sufficient amount of scouts, minelayers, minesweepers, battleships, fuel, torps, fighters? Do your attacking ships have enough clans to recolonize the new-acquired lands? Does the strength of your attacking fleet fit to the task set? It is bad if your fleet cannot override the defense lines of your enemy; but if you send the majority of your ships to fight over remote unpopulated cluster leaving your own territory bare, it might be even worse. At the expert level, the most important balance is the strategical one, and the only way to keep it is the diplomacy. You primary task is to win the game, and to do it you have to climb up yourself and to pull down your opponents. The best way to climb up is to fight the weakest enemy - you have a good chance to heritage his planets with already built structures and extracted resources for relatively small price, and to earn PBPs and TONS points. However, someone can do it even better than you can - because he had a better starting position, or weaker neighbours, or (very rarely!) because he played better. Moreover, this ugly fellow leads a pack of loyal allies, crushing the other races one by one. Now, it is a time to start a great diplomacy game: you should try to unite all survivors against the common enemy, and simultaneously to split the winning alliance. That is the only way to shift the strategical balance in your favor. It is not easy, but neither is it impossibly hard: the followers of the leader understand that if the game rolls as it did, the best they can pretend is the second place. After some while, the situation can be reversed: it will be you who lead, and others try to pull you down... During the game, the alliances are formed and abolished, the strategical balance shifts a few times from one group to the other. It is very rare in expert games that one player holds the lead from the beginning to the final victory. The winner is usually a person who manages to keep the proper balance in all three components - economical, tactical, and strategical. Absorb the position, and be absorbed in it - and you will know where are your weak and strong points, and what you have to do to reach your goal. |
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