BlackNova Traders FAQ |
New Players | Strategies | Misc | Q&A |
Introduction: |
Welcome to the BlackNova Traders FAQ. This most recent update occurred on 01.10.2002 and is current for the version 0.3.1. Based on the original FAQ by Garrison. |
For Everyone: | ||
This is the section to read if you are a new player.
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New Players Guide | ||
This will take you to the New Players
Guide. Click here to find
out how to stay alive when you fist log on. |
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The Rules | ||
These are the official rules for the game. As this is a web based game it's fairly hard to enforce these rules.
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More Info | ||
You are going to have more questions. I say this with a fair amount of
certainty. There are two really good sources of answers I know of other
than this FAQ. First, you can always send a message to one of the top 10
players in the game. They should know the answer, but they may not bother
to reply. The second source is the official forum. This link is to
the forum on TheGeek.org. The creator of the the game,
Ron Harwood, runs TheGeek.org.
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Strategies: | ||
These are some generic strategies to help you get started. These aren't set in stone, and are very general. They should give you an idea of what works and what doesn't though. There are of course many more strategies, but these are the ones I thought up at 2 in the morning. :) Special Note: For all of these strategies I am assuming that you have
already survived your first couple of days in the game. If you are still a
newbie, read the New Player
Guide first. | ||
The Trader | ||
The Trader primarily spends his time trading. The best thing to do is find a goods port and an ore port in adjacent sectors. Trade back and forth until either you can afford a hull upgrade or the port's prices are no longer very good. Keep doing this. When you're engines are large enough to realspace (this varies on the galaxy size in each game, usually anywhere from 14 to 18) start doing trade routes between goods and ore ports. They don't have to be adjacent at this point. Be sure to buy a fuel scoop if you're going to realspace trade (trade route). Be sure to have the maximum amount of EWDs and an escape pod at all times to ensure survival. You don't have to upgrade any techs except for hull, energy, and engines. Everything else is good for combat or colonizing. Your military techs can be zero as the EWDs are your primary means of survival. PROS: Quick rise in score. Good to play catch up if you enter
the game late. |
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The Builder | ||
The Builder is mainly concerned in building a planetary empire. As such, he should build his hull to a level 15-16. Then start colonizing a planet. Colonize planets to about 25-50 million before moving on to the next planet. The reason for not fully colonizing a planet is that you want the colonists to procreate for as long as possible. They stop when there are 100 million people on a planet. I guess sex is boring at that point. Didn't think that was possible. My bad. :) Here's the deal on upgrading. When you hit a 15-16 hull level, upgrade everything to within 4 of your hull. Actually, forget about sensors. Builders don't need sensors. They don't need amour either for that matter. Always have full EWDs and an escape pod. Every time you upgrade your hull, upgrade the other techs. Quit upgrading engines when you can realspace anywhere in 1 turn. Upgrade as soon as you can. So far as colonizing is concerned, realspace to a special port. Pick up a full load of colonists, fighters, and torps. Realspace to your new planet. Drop off colonists, fighters, torps, and the energy you made from realspacing. On each new planet, set the energy production to 5% and all other productions to zero. You'll need the energy to power planetary shields and beams. Colonize constantly. Use the money made by your planets to buy the stuff to supply your planets. You don't really need to trade much in this strategy. PROS: You make lots of cash in the long run. |
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The Banker | ||
The Banker builds one planet to full capacity. Upgrade as though you were a builder. Be sure that the planet is completely well defended. Keep adding fighters. If you think that the planet has a ridiculously high number of fighters, then it's probably the right number. I'd recommend spending something like 5-10% of your turns adding more fighters and torps to the planet. Ok, here's the way the Banker makes his living. Put all your money on the planet and then land on the planet. It should be well defended enough to survive any attacks. Wait 600 turns, during which the money will earn interest. Play the 600 turns as though you were a Trader. At the end, put the new money on the planet and wait another 600 turns before you play again. The important thing is to let the money sit around and accrue interest for as long as possible. This strategy works fairly well if you combine it with a Builder, i.e.. Build a bunch of planets, but Bank on one of them. Harder to defend your empire this way. PROS: You can make a metric buttload of cash if you're patient.
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The Conqueror | ||
The premise here is that you build up your military techs (shields, armor, computers, torps, and to a lesser degree sensors) and use them to take other people's planets. You then use the money acquired from these new planets to upgrade even further. You end up with lots of ill gotten colonists and planets this way. They will make money for you and you will gain an empire similar to that a Builder might create. Be sure to stock every new planet acquired with plenty of fighters and torps to be sure that the former owner won't come and try to take the planet back. Trust me, that sucks. PROS: You can get a whole lot of colonists using a small number
of turns. |
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The Idiot | ||
This is more a list of what not to do. I've seen people do things that boggle the mind, but the truth is that they just don't know any better. Here's a listing. Don't...
If I think of more, or you email
me, I'll add them to this list. |
Questions and Answers: | ||
When people send me questions, I'll answer them here. I'll reprint the
question and answer it to the best of my ability. | ||
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