![]() There are other objects in the area Star-Lord can scan, like the missile directly in front of Rocket, that will trigger short, entertaining dialogue. Defend Rocket, and the device, against some of Guardians of the Galaxy's alien creatures to complete this part of the mission and fix the Thumper. Rocket will need time to fix the device, but waves of enemies will show up while he's working. Once it's scanned, Star-Lord can pick it up and bring it over to the Thumper. Without scanning the battery, players will not be able to interact with it. Tech trades continue until I can open up trade with an ally or two worth my trust for the remainder of the game.Before players can pick up the charged battery, it needs to be scanned using the visor. Ultimately I do need to send my ships to combat in one single direction.ĥ Whoever I border with initially also gets offers of tech trade. This allowed me to keep building and fortify my borders until the NAP(s) expire when I can decide to extend NAP expiration for another 2 production rounds on any particular border. I did not care where the ally was in this dark galaxy.Ĥ As I found borders with other players, I offered expiring non aggression pacts that had well stated terms of expiration. General rule of thumb is that I need 1 ally for every 8 live players that started up to 3 total allies. ![]() If there are too many playing my same style, I will have to decide which ally to go with. 5-5-1 EIS capitol.ġ hoard starting credits after buying 3-5 carriers.ĢA explore out to stars of 35+ resource value within the 8 hr jump window.ĢB then build Sci#2 (started w/ #1 on my capitol) on that newly claimed star, tick 8, keep exploring for stars to build Econ with the remaining credits before production on tick 24.ģ Tick 8, I viewed other empire stats to see who is reserving credits for favorable Econ builds before the production and introduced myself / offered alliance before Tick 16. The more scan you have, the more the game starts to finally feel and play a bit more like non-dark. It can be hard to convince someone to your preferred way of thinking when you cant even see them or their map position. This means you may find some of your skills like determining alliances (yours and others), grand strategy, and diplomacy are hindered because you no longer have access to all the knowledge that seeing the whole map affords. I know this sounds obvious, but it can still be easily underestimated or come as a bit of a shock in the game…To play a dark galaxy is to play a game where no single player has all the information about the map…which is the exact opposite of non-dark galaxies. Im not saying its the most important tech, or that you need to do it first or anything…just keep in mind that scanning now is your main access to more information. Scan is likely to allow you to expand further and/or along different avenues, or to fringe (otherwise inaccessible) stars, and also allows you to flank/surprise your opponents (esp when you have higher scan than them). The most benefit from terra is given to bad planets (low resources)…so i never worry about that as much early, even in a sparse galaxy – since at first, with so little cash, you should only be spending on your best planets (and they benefit from terra the least).Īlso, keep in mind scanning is of greater importance in the dark than it is usually…even in the mid-late game. ![]() ![]() you need hyper to expand, or start very near multiple aggressors, or you make an ally who is doing exp so you switch to bank/weps/hyper). Getting exp 2 asap is almost always a good opening strategy imo…to be changed only if the map forces it (i.e.
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