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Summary: This is a Frequently Asked Questions posting regarding the game 
         Galactic Bloodshed. In it you'll find questions most-often posted 
         to the alt.games.gb newsgroup and their answers.
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Last-modified: 11/15/2006

Subject: 48. Advice from Veterans

Galactic Bloodshed FAQ Version 4.4 - Part 2 of 2

This posting serves as an appendix to the alt.games.gb FAQ sheet. It
has a series of ten questions asked to several gb veterans by Mike
Varney and their responses. These questions and their responses are
designed for novice players. They don't cover many aspects of the
game, but they can be very helpful. Unlike the first posting of the
FAQ, this one is unlikely to change over time.

Editorial comment:
* These answers are not all necessarily right. There may be several
  misleading and some totally wrong answers in here, so take these
  with a grain of salt. These strategies are not foolproof.
* As you will see from the wide range of answers for each question,
  everyone has their own playing style and their own opinions on how
  newbies should proceed.
* A balanced view of the game, in light of all the different
  viewpoints, is hopefully presented.
* The original responses were edited where necessary to make them
  more readable, either by slightly rewording a vague sentence,
  making the format more readable, changing grammar here and there, etc.
       
  In sum...you have been warned. 

Legend of Shorthand Used by Respondents:

  GB Name         Real Name              GB Name         Real Name
  -------         ---------              -------         ---------
  Feepness        Christopher Fodor      NB              N. Boutell
  Lestat          Kevin Martin           TheCulture      Petri Wessman
  Keskiolut       Toni Kotinurmi         Froos           Jerry Liu
  Neue Regel      Derek Jewhurst         Griffons        Paul Daniels
  Garfel          Jari Koivikko          Pillarian       Scott Donavan
  Cylons          Rob Nesius             Tao             Jukka Sinisalo
  Thing           David Fernandez        Empire          Samuli Suomi
  Muu             Dan Andersen           ???             Link Baker
  Fnebish Legion  Doug Ingram            Greenies        Mitch Ferguson
  Microbians      Jason W. Solinsky      Zurgithian      Mike Simmonds
  Tribbles        Shire

------------------------------

Subject: 49. Should I choose a metamorphic race or a normal race?

  Feepness -
          Normal for me. With high IQ, and try to max out
          metabolism.

  Lestat -
          Metas are more work because they are able to send
          pods out fairly early in the game. Typically, they
          will have a large number of pods out at most times.
          Since they need to get ahead early, you really have
          to pay attention to them.

  Keskiolut -
          Whatever, not too specialized race is the main
          point. If you have a specialized race, you MUST
          know what you're doing.

  Neue Regel -
          Normal

  Garfel -
          I prefer normal 'cause i get lot of tech

  Cylons -
          The concept of a 'normal' race might be more
          comfortable for a newbie. There are a number of
          pros and cons to consider. The normal races, also
          referred to as 'techies', start out with their IQ
          at a high number. Their tech then increases roughly
          at the rate of IQ/100. Which means it grows at a
          linear rate. Morph's intelligence, on the other
          hand, is based on their population. So, before a
          Morph can increase it's tech, it must increase it's
          population. In consideration of this, Morphs have
          the ability to build 'pods' at zero tech, and
          launch them to other planets, thus letting them
          expand throughout their home systems at a
          comparable rate to the 'techies'. Morph's usually
          have a higher 'fight' than 'normals'. It is
          possible for Morphs and Techies to be allies. The
          game is not 'morphs' against 'techies'.

  Thing -
          If you want to get the higher tech toys first, get
          a normal race with a high int; otherwise, a meta is
          a better choice. They start out slow but can catch
          up quickly.

  Muu -
          Well, as a newbie, I would start as a normal race.
          They get a technological advantage over the meta's
          right from the start. They are also much more
          straight forward to play. Meta's can get get very
          complex and very time-consuming in the beginning.
          Also, Normal's tend to attempt to enslave Meta's as
          soon as possible. Therefore, if you are not very
          experienced, you will not be able to keep a Meta as
          a free empire.

  Fnebish Legion -
          Choose metamorphs if you want to concentrate more
          on ground fighting and a more dynamic (and
          time-consuming) game. Choose a normal race if you'd
          rather experiment with building ship types, with
          the ultimate goal of finding a good metamorphic
          ally to do the "dirty work" for you. Both types of
          races can just as easily win the game, and they're
          both just as difficult to learn how to play well.

  Microbians -
          You can have fun with both types of races. I've
          always found the HAP racegen to favor normal races
          and the GB racegen to favor metamorphs, but the
          universe will always need a mixture of both. In my
          experience metamorphs have represented a
          considerably greater time consumption than normals,
          so you should take this into account. (of course
          any race will take a long time if you occupy to
          much of the galaxy). On the GB racegen you can
          create some interesting crosses between metamorphs
          and normals (like races with collective IQ's but
          neither pods nor absorb.) Most of these
          combinations are disastrous, but others (like a
          collective IQ, no pods Jovian) can be both
          interesting AND playable.

  Tribbles -
          I would suggest a normal race, they tend to have
          less ship to worry about, and a lot less
          complications. A meso to be effective must know
          about tech investments, how to maximize
          population, and uses of pods.

  NB -
          If you want to explore all the nifty ship types of
          the game, I would suggest you not be a metamorph.
          Also, being a metamorph successfully requires
          either tireless fingers or an understanding of
          macros!

  TheCulture -
          Depends on whether you want to side with the
          "Techs" or the "Morphs"... Metamorphs can build
          pods very early in the game, so they get a head
          start on the normal races, who have to wait until
          they can build a shuttle to get off their home
          world. Morphs have a collective IQ, which means
          that in the beginning their technology level will
          increase *very* slowly. Since your tech level
          determines what kind of whiz-bang stuff you can
          build, it will take a while until your average
          Morph race gets its first shuttle up in the air.
          Things even out later in the game.

  Froos -
          Depends on your playing strategy. If you enjoy
          spending a lot of time playing with ships and
          fleets I'd choose normal. If you don't want to
          spend a heck a lot of time and don't mind spending
          your time on planet surfaces, choose morph.

  Griffons -
          It really depends on the game that you are
          playing.. If you are playing in one of the Clarkson
          games it is a must. With the HAP games you really
          aught to start out with a tech race. Choosing a
          normal race will allow you to build better ships
          earlier, in general, while the meta races tend to
          allow you to have nice things like higher fighting
          capability, etc. With the Clarkson enrolling system
          the meta's are the strongest races, you can make a
          meta with the same characteristics as a top line
          normal cheaper, giving you more points to use for
          increasing your abilities.

  Pillarian -
          This is entirely up to individual tastes, If you
          are just starting then flip a coin.. try that type
          then next game swap.. then perhaps make a decision
          as to what you will play...

  Tao -
          I'd say normal. If for no other reason but because
          many don't like them...

  Empire -
          It depends of which tactics you are going to use:
          if you want to be good in man to man-fight, choose
          meta (because of absorption), if you want fast
          developing tech from the very beginning of the
          game, choose normal ( with IQ like 170..) and so
          on...

  Link Baker -
          I have only played metamorphic races. I like the
          fact that they can send up pods immediately and
          don't have to wait for tech. They are more
          challenging. You don't have the technology of a
          normal race. Also, you can take a planet without
          having to destroy it (absorb). That takes skill.
          Anyone can bomb someone into the stone age.

  Greenies -
          Normal for the first games, it all makes much more
          sense.

  Zurgithian -
          Well I almost always go for meta, but I depends on
          the time you have to play or the number of friends
          you have to help play your race. Metas take time
          (you need macros as well, but I have done well
          spending hours podding before I discovered macros),
          to come in the top 5 of a big game you will need
          1-2 hours per update if you know how to use macros.

------------------------------

Subject: 50. What type of home planet should I choose?

  Feepness -
          A high resource, low fertility planet (desert or airless) You
          can always increase fertility later with resources.

  Lestat -
          Consider the sector compatibilities which are easiest for a
          given planet type (they're usually marked with a * by
          racegen). Planet types such as iceballs and airless are more
          difficult because they tend to be smaller and have less
          resources, making your race slower in getting underway. Note
          - choosing Earth (Class M) planets may seem tempting, and
          it's not a bad idea. However, in some universes, there are
          many Earth inhabiting players. This means there will be more
          competition against your race for these planets.

  Keskiolut -
          Pick a planet that is rather large ( desert,forest ) because
          you are not likely to get many planets in your first game...

  Neue Regel -
          Class M / Earth

  Garfel -
          1. Desert 2. Forest 3. Earth (you need too many sector
          preferences to use this planet effectively)

  Cylons -
          This primarily depends on the sector compatibilities you
          choose. Jovian planets (gas giants) are very large, and have
          the ability to fuel up ships (so I hear). Half of the sector
          space in a galaxy is gas. Jovians are few and far between.
          Their resource content is not very rich, but passable.
          Whether or not Jovian races should be allowed to terraform
          sectors to gas is being debated. Class M's are primarily like
          earth. Don't be fooled, they have LOTS of water...usually. If
          you have water as a compat, class M is not a bad choice.
          Water balls are usually small but not too bad for resources.
          Iceballs are few and far between (I think) but also not too
          bad for resources.

  Thing -
          Picking planets is tough. I like to start on a Class M or
          desert since they are usually large. Large home worlds are
          good because they can be taxed, and a big planet has more res
          than a small one.

  Muu -
          I would go for the generic M-type planet. They aren't the
          most common, but they are really useful. As another option,
          you could go for a desert planet. These are GREAT for
          resources, but are generally very rare. Forest planets are
          also good, as they produce decent amounts of resources and
          your population will explode. As for other planets, such as
          asteroids, airballs, iceballs, and jovians, I would not
          advise choosing any of these as they all have problems
          associated with them, such as smallness, lack of resources,
          and rarity (for the jovians).

  Fnebish Legion -
          Choose either a Jovian, a desert planet, a Class M, or a
          forest planet. All the other types are too small to start
          with, and you'll find yourself having a hard time producing
          resources since production on a given planet goes as
          _the_power_ "number of sectors owned." Producing resources
          quickly on your home planet is crucial.

  Microbians -
          Personally, I like forest and desert planets. They have very
          good resource concentrations and despite much of the
          documentation, they are often quite large. To a certain
          extent, planet choice is moot because planetary size, and
          atmosphere have a much greater effect on the game than the
          planet type. Just make sure you are compatible with the vast
          majority of sectors that appear on your planet. (One reason I
          dislike class-Ms is because most races don't have enough
          sector preference diversity to colonize greater than 90% of
          the sectors, and the uncolonized sectors stick out like a
          sore thumb.)

  Tribbles -
          To start out with, use either forest or desert. Higher
          resources, and costs less in racegen; you can thus pick other
          sector pref's. I prefer a forest planet myself.

  NB -
          I tend toward earthlike planets. Jovians are fun too if you
          don't mind being somewhat separated from the mainstream of
          the game.

  TheCulture -
          Again a matter of taste :-) I personally love desert worlds,
          since they have an extremely high resource content (i.e. you
          can build huge amounts of stuff from them). On the down side,
          desert worlds are low on fertility, so your population
          increases quite slowly. The "basic" home world is a "Type M"
          (Earth-type) planet, which is pretty even in all respects --
          a pretty good choice for your first game. Other choices are
          the Water world (not that great), Iceball (avoid!), the
          Forest world (low resources, high fertility), and the Jovian.
          Jovians are unique in that they automatically make your race
          a gas-breather (which rules out any other sector
          preferences). This make for a division in the game between
          the Jovians and all the other races, as neither can use each
          other's worlds (although Jovians *can* terraform normal
          worlds into gas ones -- this could be considered a bug). You
          probably shouldn't choose a Jovian for your first game,
          although if you're feeling brave go for it!

  Froos -
          Doesn't really matter too much. Just don't pick an iceball or
          asteroid since those usually are kind of small and puts a
          constraint on your earlier expansion. Don't choose forest
          worlds, either. There aren't too many of those.

  Griffons -
          It really depends on what you want out of your home planet.
          For cheap compatibilities, you should choose a forest. For
          high populations, forest or water then earth. For resources,
          desert. The best way is to fiddle around with the enroll
          system until you have enough points to do what you want. You
          will find that the cost for compatibilities change as your
          home planets do. This cost has eliminated iceballs from being
          a viable starting planet.

  Pillarian -
          Most choose a class M (All sector types except gas) simply
          because it enables the player to parallel their race against
          the thinking of a modern day situation.

  Tao -
          Maybe earth or forest (if this is asked). Both have fairly
          good fert and resources. Not desert, because fert is so low
          there.

  Empire -
          In earth-,forest- and joviantype planet your population grows
          faster... In desert-type planet you have relatively greater
          resources... Of iceballs and Airlesses I have no
          experiences..

  Link Baker -
          Earth type planets. Their size can support a decent
          population (Meso's need population for tech). They have
          pretty good resources.

  Greenies -
          Desert, or Earth. Both are fairly large size planets, have
          plenty of resources, and can be found in just about every
          system.

  Zurgithian -
          Desert, Earth or Forest (Jovians are good too, but try the
          others first), as a meta you can have 1 guy live on any
          sector type so even if you are on an Earth type with
          incompatible sectors you can still mine resources there.

------------------------------

Subject: 51.  How should I spend my remaining points?

  Feepness -
          Fiddle around, trying different things every game... that
          makes it fun.

  Lestat -
          Metabolism is important for producing resources at a
          reasonable rate, especially early on; many players recommend
          at least 0.95 or 1.0. Adventurism encourages your people to
          spread out without your help. IQ is useful for developing
          tech. They're all useful, of course... which to emphasize the
          most is your personal preference. Just be sure, in your first
          few races at least, not to cripple any one stat too greatly,
          or you may regret it.

  Keskiolut -
          Metabolism is great, at least 1.0, and fight should never be
          below 3 or 4.

  Neue Regel -
          IQ will take most of them. Good IQ is about 150-170, 200 if
          you really want to spend the points.

  Garfel -
          Raise IQ to at least 180 and metabolism to 0.9. Drop
          adventurism to 0.05, birthrate to 0.6 (or maybe 0.5; it's not
          important to have it high), and get a little fertilize.

  Cylons -
          Metabolism is a good place to put points. This represents how
          active your race is. A race with a low metab(.8 is considered
          low) will build up fuel, and resources(res) at a slower rate
          than a race with a 1.0 metab. You don't absolutely need a
          high metab. Lower metab is still playable, but it requires
          shrewder planning and foresight on the part of the player.
          Birthrate should be high. Adventurism need not be high. It
          represents the chances of members of your race deciding to
          expand the 'frontier'. For techies, IQ is usually a good one
          to boost up. Don't take more than 3-6 sexes required to
          reproduce.

  Thing -
          Always try and get a metab of 1.00 or great. I like to have 1
          sex, since it makes colonizing easier. Concentrate on either
          a smart race or a good fighter type race.

  Muu -
          A high IQ is nice, as this allows your technology level to
          increase more quickly. Sector preferences are also really
          nice. For a normal race, the other stats aren't as important,
          in my opinion. A low mass is useful, and sometimes you can
          save a lot of points by reducing your adventurism to as low
          as possible. This has the effect of having to move all your
          population manually... They will not move on their own.

  Fnebish Legion -
          Get at least three sector preferences, but don't go for the
          "common" choices. It's best to find an unusual mix. You'll
          work much better with potential allies since you won't be
          wanting the same types of sectors. Also, make sure your metab
          is _at_least_ 1.0 unless you're a Jovian race (in which case
          0.9 is a good minimum). If you're not going to spend the
          points on a high IQ, spend 'em on fight or metabolism. Don't
          try to max things out too much...at high levels of any
          attribute, then the cost rises much more quickly than the
          attribute, but you want something high to give your race a
          distinct edge, if possible.

  Microbians -
          It's up to you. Generally, its not possible to take over the
          universe on your own, so you should make sure that you have
          something to offer potential allies. A perfectly well-rounded
          race, may not have much to contribute

  Tribbles -
          For a first time player, try to only add sector prefs, go
          with the default setting for the most part. They're not
          great, but they're not bad either. I would try to have these
          sectors pref's: Forest, Water, Desert, and land. Also drop
          your # of sexes to 1. It make metabolism a little cheaper.

  NB -
          Fight ability is good, but I tend to think reproduction
          (minimizing number of sexes) is more important.

  TheCulture -
          Hmmm... depends heavily on the type of play you're going to
          foll. If you're a "tech" then you can downplay the "fight"
          and invest in IQ, and vice versa if you're going to go for
          the "Wood Clubs & Brute Strength" -department :-) I
          personally like investing a lot in IQ (tech).

  Froos -
          Make sure you have decent IQ (~150), reasonable birthrate
          (>0.6), good metabolism(1 or so), and try to be compatible
          with as many sectors as you can.

  Griffons -
          Well that really depends. To pull out the maximum res you
          need both a high pop and a high metab (res is required for
          the building of ships). Also Birth is good and so are
          compatibilities to sectors; likewise, someone with fight 10
          troops is really nasty to come across. The only way to really
          tell what you need is by your playing style. That only comes
          with experience... Go for a basic race that populates well
          and has 180 tech... it is a good start for a beginner.

  Pillarian -
          Again it depends on what race you chose. If metamorph then
          fight would be useful followed by birth, then sectors
          (preferences). You may wish to sacrifice some of the IQ tech
          level for other things. If techie, then perhaps higher IQ.
          Fight is not highly required but a fight of one is a major
          loss. With such a low fight most techies would be (initially)
          at the mercy of meso pods. Then you can choose between birth
          and metab.

  Tao -
          I usually drop my fight a little, buy metabolism and then
          just sort of spread the rest evenly (no use taking too much
          fertilizing or adventure though. If you won't be able to play
          in the start, then that advantage might help). Be unisex if
          you have the points.

  Empire -
          Take higher fight,metabolism and iq... IMHO don't waste your
          points to get better fertilization; after the tech-level 5,
          the Space Plows will have the same effect...

  Link Baker -
          Metabolism is very important. After that a meso should go for
          fight. Birthrate is fine at 50 - 60 %. Spend extra points on
          met and fight. Maybe sector compat. also, but it's expensive.

  Greenies -
          Desert, or Earth. Both are fairly large size planets, have
          plenty of resources, and can be found in just about every
          system.

  Zurgithian -
          Metas need a good fight and metabolism. In a blitz game you
          will need adventurism more than .25 (unless you have a
          population spread macro) otherwise have .1, a very high birth
          rate is needed to take planets quickly (metas like me are
          greedy, take all those sectors, ask Feep :-). If going for a
          low IQ meta then have some (.25) fertility, pods and absorb
          are a must!!! If playing HAP go for metab of 1.8-2.0, in one
          game I had 6 planets after only 2 and a bit updates cos I got
          some res and fuel after the first update! You can afford to
          be pretty heavy as you will not be using techie ships for a
          while.

------------------------------

Subject: 52. What sector preferences should I choose?

  Feepness -
          Definitely water, desert, land, and mountain. When playing a
          "Jovian" race, you really can't go wrong since there is a
          very high percentage of gas giants out there.

  Lestat -
          Always choose the ones which are best for your planet type;
          those are cheapest. I don't recommend buying more than one
          other sector compat, if even that, since the *number* of
          compatibilities you have is a factor in point cost as well.

  Keskiolut -
          Main preference plus one or two another ( take 100%, because
          they're cheap after the first 30% or so... ). So, maybe a
          desert and forest. Or another good choice: desert, land and
          mountain.

  Neue Regel -
          For a Class M planet, take land, water, and ice. These are
          very common to the other planets too. Forest can also be a
          good choice.

  Garfel -
          with desert: land/mountain; with forest: land/mountain/water;
          with earth: land/water/mount (mount is not important but has
          high resource content).

  Cylons -
          Recommendations for these are plated, land, and water. You
          should have compatibility with these three sectors before you
          choose others. You don't need 90-100% on every sector type
          you do choose. You can select 50% or lower so you can make
          use of the few odd sectors, or asteroids, forest planets,
          etc. . . Ice is a good one, since it shows up on iceballs and
          most class M planets on the poles.

  Thing -
          Pick as many sector prefs as you can; get them to at least
          25%. The best ones in my opinion are home planet sector,
          desert, mountain, land, forest, water then ice.

  Muu -
          If you don't have a sector preference in a certain sector
          type, you effectively can't live on those sector types. So,
          if you can afford it, buy some compatibility in all, or most
          of the sectors. They don't have to be bought at 100%. 10%-20%
          should do for most of them. Be sure to get one or two
          sector-types at a high compatibility, such as 90%-100%. If
          you live on a Class M, I would suggest land, water, forest,
          and a little desert. Again, if you can, get at least a little
          in all the sector types.

  Fnebish Legion -
          I mentioned this a little bit before. Land and forest have
          the highest fertility (I'm not mentioning gas since, if you
          take a Jovian race, gas is your only viable option), hence
          can support more population. This is good for races with
          collective IQ. Mountain and desert have high resource content
          but low fertility, so they're good for races with high metab.
          Ice is useful since it is found on almost all the planets in
          at least some small amounts, and water is a good choice for a
          race starting on a class M, though it is generally poor in
          resource content. Select an unusual mix and you'll find
          working with allies much easier.

  Microbians -
          Similarly it's not a good idea to be compatible with every
          kind of sector. MANY alliances are based on sector
          incompatibilities.

  Tribbles -
          See comment to question 3.

  NB -
          Land, forest, and water are my favorites.

  TheCulture -
          100% for your "home" sector type (i.e. water for water worlds
          etc.), and at least 50% on a couple of others. "Land" and
          "Mountain" are pretty good choices, since they are quite
          common. Again, this depends on your play style. You can
          either invest a lot in sec. preferences and be able to
          utilize pretty much anything right at once, or you can invest
          in tech and build Terraformers as soon as possible (with
          Terraformers you can change sector types into your own
          preferred sector type.

  Froos -
          Try to include either land or mountain because many of the
          asteroid/ iceball type planetary bodies will have one of
          these two sectors on them.

  Griffons -
          Totally dependent on your home planet. The more the better
          but you will find that some sector preferences cost too much
          due to you being on a planet that does not have the sector
          much. You will get the idea if you try having a desert home
          and water compatibility. Water tends to be one of the most
          common (generally supports high pop but low res production).
          Forest is the same as water but supports a higher pop and is
          very rare (throughout the universe, that is). Land, is
          incredibly common with average pop and res production. Ice is
          common, supports little population but high than average res.
          Gas is only good if you are a Jovian race: low pop/sector and
          low res. Mountain his high res and low pop. Desert same as
          mountain but generally more res.

  Pillarian -
          Depending on what race gen is being employed will depend on
          you avenues of decision. These mainly being that you will
          require 100% of the main sector(s) of what ever planet type
          you have chosen. Ie class M land(*) or mountain (^) on the GB
          enroll system. Variances have and will occur in the 2 main
          race gens available.. (GB's { code, and Clay's port driven
          system).

  Tao -
          I've had quite a good start with starting on earth and being
          able to use water, desert and land. Deserts could be changed
          to mount, maybe. That way you can land on most planets, get
          resourceful sectors (desert) and still can spread well on
          your home planet (water).

  Empire -
          As many as possible so you have wider basement when you start
          to colonize other planets..... Mountain is
          resource-rich and quite a non- rare sector type, but it costs
          points. If you take gas, you don't need to take any other
          sector types.. :)

  Link Baker -
          Water is pretty abundant in the universe. Forest is rare.
          Choose water, and then land or mountains. Stay away from rare
          sector types.

  Greenies -
          Besides your planet type sector, definitely choose mountain.
          There are mountains on every planet, and asteroid.

  Zurgithian -
          The primary sector type must be 100% i.e. on Water planets
          have water 100%, forest 100% on Forest planets etc. On Desert
          planets you can usually have desert, mountain or ice as 100%.
          For metas it is good to have some compat with forest as your
          population grows fast because of the high fertility. Always
          go for some on land ! If playing HAP have some mountain as
          there is lots around.

------------------------------

Subject: 53. What should I do before the first update?

  Feepness -
          Beg for an update. It doesn't make much of a difference to
          unload people from the government center.

  Lestat -
          Unload a few people from your government center to join in
          the first reproductive pass. Be sure to leave at least one in
          so you'll get APs! Spend the APs you have moving a few people
          around diagonally from your starting sector, to encourage
          widespread colonization. Decide if you want a tax rate
          (lowers efficiency I believe) or mobilization (eventually
          produces destructive capacity at the expense of resources).
          Chat some with other players.

  Keskiolut -
          Unload @, spread the ppl to next-to-@-sectors. Because you
          NEED as much ppl as possible and they do _not_ reproduce
          without you spreading them. Even if you have high adventurism
          this is recommended.

  Neue Regel -
          Get your MIN-SEXES to as many sectors as you can. You will be
          limited by both AP's and total population. I tend to unload
          4-6 people from my @ before the 1st update. Load them back in
          after the update though.

  Garfel -
          Unload your @ (load #number c -10). Depending on your number
          of sexes, that number of people to the highest fertility
          sectors so you have a lot of people after the 1st update.

  Cylons -
          Move your people around. It's important to get your planet
          covered as much as possible. Move them around in small groups
          so you use fewer action points. Soon, your people will start
          making resources and fuel. HINT: Use the 'analysis' command
          to determine which sectors are your most resource rich. It's
          probably not a good idea to unload people from the government
          center. You need people there to maintain efficiency, which
          is a very important aspect of sector stats. The more
          efficient you are, the faster you pump out res. And the more
          efficient your government, well. . . think about it.

  Thing -
          On the first update, take enough people out of your @ and
          move them 1 space away from your @. This will help you spread
          out faster, but you will not get as many AP's as fast. After
          the first update, load the @ to full again.

  Muu -
          The most enjoyable thing to do, and sometimes really useful,
          is to meet all the people. Potential allies and enemies
          always pop up. You should also look at your position and
          determine possible routes to nearby stars. That's about all I
          usually do before the update, except for unloading the @. On
          the very first update, I usually unload five(5) crew from the
          government center. I then spread them around to five nearby
          sectors. After the first update, one should always reload the
          center with crew, as an insufficiently manned center does not
          produce Action Points(AP's), which, as you will find out,
          limits the number of actions you can do. AP's are vital in
          the beginning of the game.

  Fnebish Legion -
          Nothing, unless you want to try unloading your government
          center Raising tax rates and mobilizing should come after
          about the 6th or 7th updates, IMHO. If you will be on at the
          update so that you can reload your center after the first
          update, go ahead and do it. Unloading your center at the
          beginning, taking 4 crew out, is nice because it gives you a
          head start on your expansion at the cost of only a couple of
          AP's (this is not entirely clear to me due to conflicting
          information, but I'm told that centers probably _don't_
          produce fewer AP's with less crew inside...still, you might
          as well keep it fully loaded after the first update).

  Microbians -
          If you are playing in a game where you start out with 1200
          people, You probably want to colonize the four sectors on a
          diagonal from your start sector. (I assume here that all
          races have six sexes or less) If your race has one sex move
          one person into each sector, otherwise move six. This will
          use your APs most efficiently. If you are playing in a game
          where you start with one person, you might want to unload the
          government center, but never unload more than 5 and reload it
          immediately after the first turn.

  Tribbles -
          Drop the # of civ's in capitol by half. Use extra population
          on the planet. Remember to load up the cap again later. Also,
          spread people over sectors, just put your # of sexes in each
          sector that you have AP for. ample. I have 1 sex, thus I move
          1 pop into all but one of the surrounding sectors, I then
          move all but one in orig sector into the one empty sector,
          then I repeat the process again until planet is covered. If
          you have over 40 pop in a sector though, move only half. If
          costs too much AP to move more than 20 pop.

  NB -
          Not much! Try out commands, read the help extensively, and
          try to communicate via broadcasting with other players. I've
          never tried to unload my @! Hey, maybe I'm not all that far
          from a newbie myself.

  TheCulture -
          Unload the crew of the government center (@), and move people
          to nearby sectors that look promising (high resources and
          compatible sector type). Chat with the other players. Try not
          to think of the million other things you should be doing
          instead of playing this (altogether too addictive) game....

  Froos -
          Spread your people out. I usually unload my @. For a morph,
          dump off about 3 or 4. You only have 5 AP's to start out
          with, and it costs one to move one guy, so dropping off more
          really doesn't help.

  Griffons -
          Unload your @ and spread the pop out, but don't forget to
          load the @ back up after the update

  Pillarian -
          First, unload 5 crew from your capitol (ship number of your
          capitol will be equal to your race number)...eg, "load @ c
          -5" or "load #shipnum c -5". Once you have done this, you
          spread out the 5 pop (one at a time as you have only 5 AP's
          before the first update. Make sure you don't move the pop
          onto incompatible sectors. This is, of course only if you are
          a one sex race; you would have to modify the numbers for how
          many sexes you have. As long as you move a whole "breeding
          group" you are okay. The good point of this: It helps get
          your pop increasing faster; fert and eff on those sectors
          will already start to increase. Bad: You will get half the
          AP's that update, so I suggest after the first update you
          load your gov center back up. Remember that a capitol or gov
          center will only produce AP in relation to its current level
          of crew (ie. 100% crew gives you 100% AP, etc.). The next
          thing you should do is have a look at the number and
          distribution of the planets in your home system. Next, go to
          the global scope and have a look at where you are in the
          universe (this is important as your position will determine
          as a whole your further strategy). Other things you may
          consider doing: naming your governor, perhaps changing your
          password, appointing a second governor (more for your
          convenience than anything). I would also (if you are willing
          to, that is) place your email address in your "personal" this
          helps when you "run" into other races. It makes the politics
          much simpler. However in a HAP game this is regarded as a BIG
          nono. Next, I would think about the possible access to a
          postscript printer. If you have access to one, then I
          strongly suggest that you pipe a copy of the stars list to a
          log file, then generate a stars map (the program to do this
          is available all over the place. Then I would just wait.

  Tao -
          Not much that you need to do. Talk to others and ask stupid
          questions... They'll help you. I usually unload people from
          my government center and spread them out.

  Empire -
          Use command: help and if theres still something unclear use
          broadcast and ask it from other players, theres always
          experienced players around. Unload people from your @ so you
          can start to populate more quickly.

  Link Baker -
          View the maps of your home planet, system, and your location
          in the universe. Unload @ and spread the people around. Find
          out how close neighboring systems are, which one's you want
          to explore 1st. Unload all but one crew from your @ so you
          still get some AP's. Spread 'em around. Load it back up after
          the 1st update. You should have plenty of pop unless you have
          a really shitty birthrate. Get that planet covered A.S.A.P.

  Greenies -
          Get all but one of your people out of the Gov Center, and do
          spread them around it. Look to see where in the universe you
          are, just for curiosity.

  Zurgithian -
          As a meta with 1 sex you can take 6 sectors on the first
          move, unload 8 crew from the @ and move 5 pop 1 sector in
          different directions. Load up the @ again after the first
          update. No tax yet, but have mobility at 25 or so after the
          first update.

------------------------------

Subject: 54. What is the first ship I should build? The second?

  Feepness -
          If you are impatient and have lots of r, you can build a
          ground telescope and survey your system, otherwise wait and
          build a factory for shuttles.

  Lestat -
          If you are a meso, the first and second ship you should build
          is a pod ;) If you are a normal race, build a factory (F) as
          soon as you can afford it, and teach it to build shuttles (cs
          #factnum; make s). If your res production is going to
          outstrip your tech, use "modify" to make the shuttle lower
          tech. Put people in the factory, turn it on, wait for it to
          repair. Use the "fact" command (if present on the server) to
          keep an eye on the factories over the segs and updates. When
          it's finished, use "build #" to build # of ships while in
          that factory.

  Keskiolut -
          First to build is F. Modify it to make s's, as cheap and FAST
          as possible, maybe carrying nothing but 1 cargo (for
          upgrading later) and SEX-number of people plus as much fuel
          as possible.

  Neue Regel -
          Make a factory as soon as you can. Have it produce stripped
          down shuttles so you can get to as many planets as possible.

  Garfel -
          One ground telescope as soon as you get tech 5 and 2 res then
          aim at the nearest planets, then a Factory to build shuttles
          with a modified speed of at least 6.

  Cylons -
          A good choice for a first ship for a techie is a Factory. Use
          the factory to build a shuttle to send out to the other
          planets in the solar system. Also, while your factory is
          fixing itself,(it starts with 75% damage and needs time to
          repair.) build a ground telescope so that you can see what
          the planets in your system are like, and don't send your
          first shuttle to an incompatible planet.

  Thing -
          The first ship you should build is a factory; do not build
          it, though, until you have enough res to turn it on. Wait
          until you have at least 33 res before building it. You want
          the shuttle to hold only the minimum number of crew, no guns,
          no destruct, and no resources. This will let you pay less per
          shuttle and spend more on speed. If you are a meta, just
          start building and launching pods as soon as you get the res
          and fuel to do it.

  Muu -
          The very first ship I would build is a telescope. That way,
          you can examine the other planets in your solar system and
          see which ones you should target for colonization first. The
          second should probably be a Factory to build colonization
          shuttles. These should have 5-10 crew and 10 crew if
          possible. Remember, when you construct a ship design on a
          Factory, you don't have to be at the given tech of the ship
          until you want to build them, which is as soon as the Factory
          comes online (about 3-4 updates after activation).

  Fnebish Legion -
          If you're a metamorph, build pods like crazy until you have
          the tech capability to build shuttles with speed 4 or so (you
          can experiment with a factory to find out what tech you
          need). Other- wise, build _nothing_ until you've built your
          factory and turned it on. Don't even build a little
          telescope. You want that factory turned on ASAP, even if you
          have to set it to building really crappy and cheap shuttles.
          Once you have something built, you can always modify it later
          (when you can afford it)...the important thing is getting
          that F turned on. Once you've spent your res doing this (it
          costs 23 plus twice the cost of the ship design to build and
          then turn on the factory), you can build a telescope to
          survey surrounding planets in your system.

  Microbians -
          Pods for a Meso, shuttles for a normal. A lot depends on your
          strategy, your race, your start planet, and (especially with
          Ts) the rules of the game.

  Tribbles -
          Hmmm.... This is questionable. It really depends on the race.
          For the normal player I would say shuttles and then
          explorers. Though I've designed races to skip shuttle
          production before. Remember shuttles are for in system
          exploration mostly while explorers are for other systems

  NB -
          The first ship is almost invariably a shuttle from which the
          weapons systems and so on have been stripped that can carry
          your minimum number of sexes to another planet in your system
          for colonization. The second? Another one! Later you should
          build some shuttles with a bit of destruct on board, to give
          you a chance of snuffing out unwanted alien colonies at the
          beginning of their existence. Of course, if you're a morph,
          you'll build pods first.

  TheCulture -
          In GB a "ship" is anything that you build, so in GB terms the
          first ship you should build is (a) a pod, if you're a morph;
          (b) a ground telescope if you're a normal race. With this
          gadget you can view your solar system and get some picture of
          your position so you can send your shuttles to the right
          places. The second ship type you should build is a factory
          (F). When you have enough tech and res, you can order it to
          produce shuttles (for instance) and in a couple of updates,
          you can start spreading out.

  Froos -
          If you're a morph, pods. :-) If normal, shuttle, then maybe
          explorer.

  Griffons -
          Depends on what you can build pods are good for a meso. a
          shuttle factory for all those who do not have pods.

  Pillarian -
          Again it depends on what race you are.. Meso .. You pod like
          crazy.. if you are a techy then I suggest that you build a
          telescope (gives you something to do more than anything) then
          save up for a factory.. the second for a meso.. (second type
          not the second ship) would be K's (Space plows..) at tech 5
          ..

  Tao -
          First ground telescope to see what planets there are in your
          system. Then shuttles...

  Empire -
          Perhaps the Ground Telescope would be best as a first ship...
          With it you can survey other planets in your star system...
          Second would be a factory to produce shuttles to get
          colonization to start... Don't forget to set your tax to about
          5 percent, 'cause maintaining of the ships takes money and if
          you don't have money your morale drops...

  Link Baker -
          1st) For a meso, a pod. For a techie, a factory (To build
          shuttles) 2nd) Meso - pod. Techie - whatever you have the
          tech for while you are waiting on the shuttles. Domes help
          the planet and you.

  Greenies -
          A factory, for shuttles. Then a ground telescope, to check
          out your system.

  Zurgithian -
          Find out how many planets there are in your system using the
          explore command and build a pod for each one (only need 1
          fuel) when you have the res. Send the pod to a planet, land
          it on a good sector (use analysis to find one and scrap the
          pod, hey presto another colony :-) As soon as you have the
          res and fuel send 5-10 pods to your 10 nearest stars (send
          them in waves, 1 update apart) you will need 1 fuel per ~8000
          distance depending on your race's weight.

------------------------------

Subject: 55. What can I do to increase my resource production on a given planet?

  Feepness -
          Cover every sector.

  Lestat -
          Get a higher metabolism, get more population.

  Keskiolut -
          Build Y's. Nothing much else.

  Neue Regel -
          Build Y's or q's. Y's have an added effect of producing
          plated sectors which make it harder for any ships landed on
          that sector to be hit. q's produce extra toxicity but give
          more resources in the beginning. As your sector efficiency
          goes up, q's become less useful.

  Garfel -
          You could use quarries, but i don't recommend it. They cost
          res to build and make the planet more toxic.

  Cylons -
          You can increase resource production with 'quarries'. Beware,
          you can generate 'toxicity' with quarries, but they will
          probably help you out very much. Also, I believe Domes can be
          helpful.

  Thing -
          To increase res production, use domes (Y), and start out with
          a good metabolism. Make the domes on sectors that have the
          most res in them; use the analysis command to find out which
          sector has the most res. Also make sure you can live on that
          type sector.

  Muu -
          Generally, get as much population as possible. Cover your
          homeworld as soon as possible. And build Domes (Y's) on a few
          sectors to get their efficiency up (which affects resource
          production).

  Fnebish Legion -
          First, cover every single sector you are compatible with.
          Next, if you have spare resources, you can build domes to
          increase the efficiency of some sectors, which will increase
          your overall average efficiency, which will, in turn,
          increase production without hurting your planet. I've found
          that quarries are a real waste of time and resources.

  Microbians -
          Well, you are going to have to wait a while before you get
          any significant production. If you are a non-Jovian and you
          have the tech and resources to spare, you might want to
          consider domes. Either way, KEEP THE TAXES LOW.

  Tribbles -
          You can build quarries, though I never do. You can also
          increase your population using K's and build Y's(domes) to
          increase it's efficiency. If your real brave you can design
          your race to have a real high metab, like 1.5. Thus you'd
          never have to worry about resources.

  NB -
          Spread your population thoroughly (make sure you're
          compatible with the sectors you put people on however), and
          build domes when you have the available time and resources;
          domes increase efficiency greatly.

  TheCulture -
          Move people to the sectors with the highest resource
          contents, build domes (Y) on the best sectors, and possibly
          build a space plow (K) to increase sector fertility so that
          more people appear there. If the planet has the wrong type of
          atmosphere or temperature you can use atmosphere processors,
          space mirrors, dust canisters and greenhouse gas to good
          effect.

  Froos -
          You could build quarries, or try to put your guys on high res
          sectors.

  Griffons -
          Increase the average efficiency(through doming) or increase
          the pop through space plows etc.

  Pillarian -
          Well the bets way to increase r production is to increase you
          efficiency. you can o this by Doming sectors.. Believe me it
          is worth putting r into domes!!!!

  Tao -
          Build domes, quarries, terraformers, space plows...

  Empire -
          You can build Domes after tech-level 5, they increase your
          sector efficiency on which depends your
          resource-production....

  Link Baker -
          Get that entire planet covered! After that you'll have to
          increase the efficiencies of the sectors with domes. Other
          than that there's not much else you can do. That's why it's
          important to have metabolism.

  Greenies -
          Wait. Quarries are overrated.

  Zurgithian -
          Cover the whole planet, even sectors you don't like, build
          domes on these sectors as soon as possible so that you can
          plate them. I don't use quarries; they're nasty.

------------------------------

Subject: 56. Should I colonize the planets in my own system first, or should
             I focus on arriving in other systems before opponents can?

  Feepness -
          Concentrate on other systems, except hit the high fertility
          planets in your system at the same time. An enemy could breed
          on a class M ten times faster than on an iceball.

  Lestat -
          Yes.

  Keskiolut -
          Because you are a beginner, take your own system first.

  Neue Regel -
          Depends on how close the neighboring systems are. I try to go
          for the neighboring systems first and get a shuttle to my own
          planets after I have sent out 2 or 3 s's to the other
          systems. If systems are very close (< 10K) it would probably
          be better to get those first shuttles to your own planets.
          Don't forget to build a telescope and check out your own
          planets. This can save you a lot of time by not having to go
          to every planet.

  Garfel -
          Both if possible. Colonize only the best planets of your own
          system, like those over 40% compatibility and go fast to the
          nearest systems!

  Cylons -
          Try to colonize your own system first, and establish a good
          population base and fleet. Throughout the beginning, you may
          talk confidentially to other players, or publicly to
          everyone. If you can get a crypt set up with another player,
          feel free to ask questions. Also, God is an experienced
          player who can give advice, but don't run to him before
          trying to figure it out on your own. Otherwise he'd be
          swamped. It's good to establish friendly relations with other
          players, and even better ones with races who are in a
          position to mess with you. Try to get on peoples' good side.
          Even if you are going to backstab them. :-)

  Thing -
          Do both. Use one ship to colonize the planets in your star.
          Use a telescope to save time by aiming it at the planets and
          seeing if you can live on them. Use your remaining ships to
          colonize the nearest stars to you.

  Muu -
          Generally, get as much population as possible. Cover your
          homeworld as soon as possible. And build Domes(Y's) on a few
          sectors to get their efficiency up(which affects resource
          production).

  Fnebish Legion -
          Use a telescope to check out the planets in your system if
          you have the tech to do it. Colonize those you are compatible
          with, but always send your first dozen or so ships out of
          system so they can get a head start on the race with the
          other players to arrive at and colonize unpopulated systems.
          If waiting to colonize your planets allows some other race to
          sneak in, odds are it will be quite easy for you to kick that
          player out since you will have the resources nearby to build
          the necessary ships to do it. This is a last resort of
          course, since you should always ally with your neighbors if
          at all possible.

  Microbians -
          Contrary to most of the advice I've been given, I usually
          colonize my home system first. It costs less in time, and
          after you colonize your home, you can use the same ships to
          arrive at other systems.

  Tribbles -
          BOTH! You start off colonizing your planet until you get
          enough tech to build speed 6-7 shuttles. Then use upgrade (cs
          into ship scope have resources on ship and use "upg speed
          7"). When you can do this then send some shuttles to other
          systems. When you can build explorers, do so and send them to
          other systems. An awesome race would have the ability to skip
          shuttles, go to explorers and thus explore out space the same
          time as it colonizes its home planets, but it's risky even
          for experienced players.

  NB -
          Colonize your own system quickly! Arriving in other systems
          early is fine if you can build some speed 9 shuttles to zip
          to the nearest stars, but hyperdrive will arrive before your
          slower shuttles reach places much further than a star or two
          away. If you're a 'morph, of course, you should be firing off
          pods from the very first updates!

  TheCulture -
          I'd say focus on the other systems. The primitive ship types
          (pod, shuttle) move slowly, so you have to be fast if you
          want to make it to the best spots before anyone else does.
          You'll always have time later to focus on your own system.

  Froos -
          Do your own first. Easier and faster and it'll give you
          additional supplies to conquer other systems with.

  Griffons -
          The latter, the more territory that you can gain early the
          more that you will not have to fight over later

  Pillarian -
          Again everything is relative.. But my answer would be YES!
          You should colonize your system first. You must at least
          devote your first inter- scope ship to the task.. then work
          out from there.. if you have close neighbors.. and they get
          to you first.. and you haven't colonized your system, you
          could be inviting disaster.

  Tao -
          I'd say it depends on what kind of planets you've got. If you
          have great planets in your own system (the telescope!), send
          the first ones there. Otherwise sort of divide your forces...

  Empire -
          IMHO, colonize your planets first before somebody else do
          it...

  Link Baker -
          Everybody should have their own strategy regarding this.

  Greenies -
          Usually the competition for other systems doesn't happen for
          a while. Definitely go for your own system first.

  Zurgithian -
          Both at the same time, pods are cheap in res so if you have a
          high metabolism you can send out lots and lots. After the
          first 10-20 updates you should have podded all the systems
          within 100000 dist of you, if you have the time !

------------------------------

Subject: 57. What should I do when I see another ship other than my own?


  Feepness -
          Talk first... don't give away too much. If it's named
          something nice like "Friendly" then you can assume it's going
          to be OK. Also, if it is a size 1 shuttle you don't have much
          to worry about in any case, but a size 6 d, you should
          definitely make friends if you aren't going to be able to
          destroy it immediately. Put yourself in the other person's
          place (he is just trying to colonize and will be pretty
          pissed if you blow away his ship for no reason other than he
          exists.) Also keep in mind that this person is probably very
          near you as well. A close-in fight like that can be
          disastrous in a game.

  Lestat -
          Find out who owns it, try to communicate with that player if
          you wish. If you're aggressive or foolish, attack it. If it's
          a colonizing pod, blow it away. This is all more a matter of
          personal style than learning the rules.

  Keskiolut -
          Talk, negotiate. Do not shoot first, you'll be losing most
          probably.

  Neue Regel -
          Don't try and destroy them right off. That person could be
          your best ally later on. If you see another ship early in the
          game, it means that someone else is close by. If you start
          into a war right away, you will have a really hard time
          building up at all. The other players who are not fighting
          right away have more time to expand to other systems.

  Garfel -
          Try to negotiate armistice if he is in a high place in power
          list, or if you have good allies near then splat that
          bastard.

  Cylons -
          When this first happened to me, I panicked somewhat. After I
          calmed my self down and thought it out, I realized that the
          ships were not a major threat, and that they couldn't know I
          was here, so it's not a personal attack on me the player.
          Open up a duologue. If there is a planet you can't use but
          they can, let them in exchange for permission to colonize in
          their own system. YOU CAN'T WIN GALACTIC BLOODSHED ON YOUR
          OWN. FIND OUT ABOUT 'ALLIANCES' AND BLOCKS. THESE ARE WHAT
          CAN BE DECIDING FACTORS IN WINNING THE GAME.

  Thing -
          If you see another ship that is not yours, send a telegram to
          the ship's owner. If he is hostile, capture it. If it is in
          your home system, capture it no matter what.

  Muu -
          That really depends on you. If you want a war, then by all
          means, do what you will. However, it can be REALLY profitable
          to team up with a Meta, if you are a norm. They generally
          produce more rapidly, and make great troops. Be careful,
          though, they are not as easy to suppress as some might lead
          you to believe. Thinking of him as "my Meta" might just get
          you into a nasty little fight. Again, its really up to you
          and the situation.

  Fnebish Legion -
          Try to find out what player number owns it by using "tact."
          If it is your own pod and you see the other ship on a map,
          tact won't work, but there is a trick for seeing who owns
          other ships which appear on your map but are too far away for
          a tactical command to work on them: Use the "highlight"
          command to run through the list of players, generating a new
          map for each new highlighted player. As soon as the other
          ship lights up, you'll be able to see who owns it. It's best
          to talk to that person since he's probably a neighbor. If you
          want peace, don't start by making demands or claims of "I was
          here first." That gets you nowhere. Of course, as a general
          rule, I only let the _most_ trusted allies colonize my home
          systems. Players should understand that being allowed to
          place a colony in another's home system is probably a pretty
          big act of trust. A lot of full-scale and crippling wars have
          been fought simply because one player refused to leave
          another's home system. Deal with this as you see fit.

  Microbians -
          Diplomacy. Declare neutrality if you have the APs and start
          talking to the owner. Look for an alliance and try to
          ascertain the enemy's experience. Oh, and one other thing.
          I've done EXTREMELY well in my first two games and the secret
          to my success has been (with the exception the deity of
          course) NEVER EVER, UNDER ANY CIRCUMSTANCES, LET ON THAT YOU
          ARE A NEWBIE!!!!

  Tribbles -
          Talk first, shoot later. Besides, the first ship you see will
          most likely be in a place where you can't do much any way.
          Allies can be more powerful than enemies. *grin* Think about
          it.

  NB -
          If it's in your own system, or one just adjacent to it, don't
          shoot right away (unless it's a missile - ALWAYS shoot
          missiles, and be sure to give their owners a hard time about
          it in the future!) Try to communicate with the owner. If
          you're seeing them relatively early in the game, then they're
          probably a neighbor, and you need to negotiate with neighbors
          to avoid counterproductive wars. You may have a planet
          useless to you that would be useful to them - and vice versa.
          When pods burst in your system, talk to the owners *quick.*
          If they don't respond, snuff out the one - man invasion that
          results on whichever planet it showed up, and do it quickly,
          because 'morphs reproduce like, well, 'morphs. Bunnies can't
          hold a candle.

  TheCulture -
          If it's a pod it might be a good idea to shoot it down (at
          least if its in your home system), otherwise talking is a
          *very* good idea. Making too many enemies too fast in the
          game can lead to your home planet being turned into a nuclear
          test site :-)

  Froos -
          This really depends on the individual context. Try to talk to
          the owner, perhaps.

  Griffons -
          Close to find out who owns it and then try to parley with
          them. Successful parleying can allow you to have a good
          relationship or give you time so that you can backstab later.

  Pillarian -
          Find out who it belongs to (ie tact)! Then the best idea is
          to talk to the owner (ie email to him) or send him a
          telegram, etc., then decide between you two what you are
          going to do. Then progress from there.. However you have to
          remember that generating a fair trust level in this game is
          difficult.. if you mess up explain the mess up.. else you
          could invite war at the drop of a hat.. this could be good..
          but then again :)

  Tao -
          Send him a message and say Hi!

  Empire -
          Try always negotiate first, you need allies to be good in this
          game... And GOOD LUCK! ..we may meet sometime...

  Link Baker -
          Do a 'tactical' on it to see what it is, who owns it, etc . .
          . If it's an enemy and you have an armed ship around, blast
          it (fire command). If you are close enough board the ship and
          capture it (Assault command). Any alien ship in your system
          is a threat. You might want to telegram the person and find
          out what his intentions are before taking action. A pod is
          trouble; it means a meso is looking to colonize.

  Greenies -
          Send a message offering them one of the planets you don't
          use, or tell them that you live there already.

  Zurgithian -
          As a meta there is not much you can do, arm up some military
          on each planet so that they can not kick you off (high fight
          is important). I usually go the diplomatic route send them
          some telegrams, you will need a techie ally and they will
          probably want a meta friend as well. Always check the tactical
          report in your home star !

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