![]() Natural population growth depends upon the number of people already on the planet so it is very slow for a planet to grow from 2 people to 9. Once you have landed your colony ship, transport some people from your home world to the new world. Some players like their second world to concentrate on research, once it is full of factories, and they concentrate their home world on building colony ships - which makes Artifacts worlds very good second worlds. (It's also nice if your second world is just 3 or 4 parsecs from a few likely habitable stars it gives you more choices for your third world, and you can get more colonists out that way later.) Ties or near ties may be decided by where your colony ship is right now, or which choice will open up more star systems for exploration. worlds that can take more people are better.If you find two or more, then factor these into the decision as to which world to colonize first: If you find only one habitable world within range, clearly that is where your colony ship should go. It can either remain in the home system until the scouts find it a suitable place to colonize or it can be used as a scout ship itself. The use of the colony ship, though, is more complex. It is hard to argue that any other course of action has any merit whatsoever. In efficient play this will always happen first turn. ![]() The scouts should unquestionably sent out to survey the surrounding worlds first turn. The player begins the game with 2 scout ships and 1 colony ship and no knowledge of any outside systems.
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