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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.
Keywords: GB, GALACTIC BLOODSHED
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Posted-By: auto-faq 3.3.1 (Perl 5.008)
Archive-name: games/galactic-bloodshed/part2
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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 !

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