Not taking prisoners by turn 4... maybe 6 or 7 unless I get real lucky.
Turn 4 is a dream... only get them that early if other player is
REALLY bad.
Don't attack the races with big ships... ally with them. Especially
the Priv and CoM. If they mess with you, give them what they want to
get em to leave you alone for a bit... them blast 'em later. That's
one thing I find lacking in VGAP diplomacy... the willingness of
players to submit to a stronger player and work for them. That's what
I'm liking about my current Invite game... lot's of diplomatic stuff.
Anyway, I digress...
Usually you start within 2 jumps of a weak race, 3 at most (this is why
the probe launcher is so important, to see far away fro prime targets).
Sometimes you do not attack your immediate neighbor (in fact, I
usually try to get non-aggression with BOTH neighbors... for a time...
*evil laugh*)
Take out the Fed, UA, PEEPS, Rats, etc... there are plenty of races you
can beat up. In fact, only the LIZ beat you in a ground fight. Or,
you can attack a stronger race played by a weaker player. I
I usually end up sac-ing my SD's and wings to clear their fighting
ships so I can GA at whim over the next few turns. By then I will have
pod launchers (Turn 5-6 at the latest... no games are so poor that
cannot happen).
Prisoners home by turn 10... cash flow begins.
If it fails... well, you're gonna lose. Then again... better to go out
with a bang than wither slowly as traditional economy based races out
grow you.
>> Stay informed about: For the EE which is better: planet or ship tech?