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=Blitz=
=Blitz=


Blitz is a 1 on 1 short game (average 15-30 turns), with 16 planets instead of the usual 500. It can be played at [[Planets Nu]]. Blitz games will end when a player resigns, a player misses three turns in a row, or one player has 90% military score. Playing Blitz will not affect your [[tenacity]]. You can look at the current [http://planets.nu/#/leaderboard/blitz Blitz Leaderboard].
Blitz is a 1 on 1 short game (average 15-30 turns), with 16 planets instead of the usual 500. It can be played at [[Planets Nu]]. Blitz games will end when a player resigns, a player misses three turns in a row, or one player has 90% military score. Playing Blitz will not affect your [[tenacity]].  


It is a great way to learn the game for new players. This is because you get quick feedback for your decisions, instead of having to wait many turns (which can take weeks) before your learn if your decisions were good or bad. Because resources are limited, it also forces you to make the best use of resources that you can, which teaches you how to make ships in an efficient way. Blitz also lets you play more games, because the games are quite short. This gives you more opportunities to try different races and new strategies.  
It is a great way to learn the game for new players. This is because you get quick feedback for your decisions, instead of having to wait many turns (which can take weeks) before your learn if your decisions were good or bad. Because resources are limited, it also forces you to make the best use of resources that you can, which teaches you how to make ships in an efficient way. Blitz also lets you play more games, because the games are quite short. This gives you more opportunities to try different races and new strategies.  


==Features==
==Bugs==
*The race of each player is unknown until after the first turn has started. This is a change from earlier settings, where the first player's race was visible before the game started.
 
==Issues==
*Occasionally when you start a Blitz game, the map is uneven. In extreme cases, you will see 4 planets on one side of the map, and 12 on the opposite side. In this case, delete the game and re-create a new one. In general, it is best practice to check a game's starmap before another player joins, to make sure the map is fair. If it seems very uneven, you can delete the game (only before turn 2) and re-create a new one, with no penalty.
*Occasionally when you start a Blitz game, the map is uneven. In extreme cases, you will see 4 planets on one side of the map, and 12 on the opposite side. In this case, delete the game and re-create a new one. In general, it is best practice to check a game's starmap before another player joins, to make sure the map is fair. If it seems very uneven, you can delete the game (only before turn 2) and re-create a new one, with no penalty.




==Lodda Tips==
==Tips for Playing Blitz==
*Look at mineral density at start, it can differ from usual games alot and can influence strategies, ship buildings etc.
* It is usually best to stick with warp 7 engines. Upgrading to Tech 10 engines is very expensive (2400 MC), and warp 9 engines cost a lot more minerals and MC. When needed, you can always overdrive your warp 7 engines to warp 8 or 9.
 
* Economize! Only build what you need. Do not waste minerals on high-tech beams if you don't need them. Do not waste money on engines if you don't need them. (E.g. a defending ship can have warp 1 or warp 5 engines, which are cheap). Do not put Mk. 7 torps on your ships if you can't afford the MC.
*Develop planets away from your enemies, not in his path to your HW. Usually blitz is brutal, and many warships flying around. I often did normal game approach , sent 1000s of clans to good planets, just to have them wiped out by a strong attack quite early.
* Rush strategies usually work well.
 
* Avoid over-expanding and over-investing in planets. It is difficult to defend your planets in Blitz, so pick a couple planets that are important and defend them. You usually want to defend planets with good natives. To defend against ground combat races (Lizard & Fascist), defend your high-income native planets by putting a lot of clans on them or maintaining minefields. Expanding too far and building too many mines will cost you a lot of MC which could be used to build ships instead.
*Rush strategy seem to work often, no need for economic buildup with most races and in most games. Rebel and Colonies worked quite well for me.
* In general, you don't need a second starbase. There are exceptions to this rule, however. (E.g. Fascists can benefit from more starbases because this allows them to build many D19b glory device ships.)
 
* Every time a planet is conquered, the native population is reduced by 25%. To avoid losing too many natives, avoid re-taking a native planet with ship combat. Instead, drop clans on it, which will not reduce the native population.  
*don't over expand, planet count doesn't mean anything, military and developed planets near home is much more valuable.
* Don't delay transferring minerals/cash home. Next turn, the enemy might take your cash planet, and build torps with your MC. Every turn counts.
 
* Don't be surprised if an enemy tech 10 Warship arrives at your Homeworld by turn 7 and sometimes even earlier. Monitor the scoreboard to look at the military score of your opponent. This can inform you if your opponent has built a large ship that turn. (The [http://onebit.ca/cgi-bin/vgaplanets.py/Shipyard Military Score Calculator] can help you estimate what size of ship an enemy has built.)
*don't make warp 9, warp 7 and overdrive is fine on these small maps, i have not run out of fuel yet. (maybe there are exceptions on strange maps, I have one very strange now, 5 planet vs 11 planet cluster, separated by gap over 81 LY, first gap i have in blitz :))
* Plan ahead to have resources to keep building a ship every turn.
 
* If in doubt, a good default tech to use on your ships is warp 7, plasma bolts, and Mk. 4 torps.
*always beam up the stuff you need most, every mineral/fuel counts.
* If a native population is low, use the growth tax method (70-100 happiness). If the population is above 6.6 million, use a more aggressive tax strategy.  
 
*don't waste money and minerals on beams in most cases, other stuff seems to be more important, i go with plasma bolts. Exceptions maybe against crystals, or robots?
 
*set ntp if you tow freighters with torpedo ships, you like to capture them, not destroy them. Built slots are precious, usually you wont need/be able build second base, except maybe with lizard or other special cases.
 
*don't delay transferring minerals/cash home, next turn the enemy might take your cash planet, and build fighters/torps with your stuff, every turn counts.
 
*don't make too many fighters with free fighter races, 90 per big carrier is fine, you dont need 300 fighters and 1 carrier. observe your tritanium demand and supply.


*standart tech for me: warp 7, plasma bolt, mark 4.


==Lord Lancelot Tips==
==Suggested Opening Strategies==
*First if you the one creating the game, I would avoid the Privateer they can be easily beat by a few races Fed and Lizard for example.<br>
* Use your MDSF to go to a planet within one jump at warp 9. Try to go to a more distant planet (close to 81 LY), since your other ships will have warp 7 engines and can't explore as far as the MDSF. Load 100 clans, 100 supplies and 700 MC so you can build factories and mines as soon as possible. (Use BDM friendly code to drop MC on same turn as clans/supplies).
**When your creating the game, it would be wise to not click turn done, until you know what race your playing against and adjust your ship building.
* Consider an offensive rush by building an attack ship on your first turn.
*Expect an enemy tech 10 Warship at your Homeworld by turn 7 and sometimes even earlier.<br>
* If you do not rush, build an LDSF to find a native planet as soon as possible. If there are no planets within 49 LY, overdrive to warp 8 or 9.
*Warp 7 engines are your friends<br>
* On your homeworld, build max factories and mines. (If you are Lizard, you won't need as many mines; 200 is fine).  
*If you watch the Military score change inside the game, and use [http://onebit.ca/cgi-bin/vgaplanets.py/Shipyard Shipyard] you can get a pretty good idea what the enemy is building.
* On your first turn, tax your natives to -30 happiness. After that, let the population grow until happiness returns to 100. This will help your population grow, and increase your tax income quickly. In practice, you will need to tax whenever you need money, so it's OK to tax before happiness returns to 100.  
*Some Races tend to do poorly in blitz, the most notorious would be the [[Borg]].  
*For a list of Races (and players) who are doing great you can check the [http://planets.nu/#/leaderboard/blitz Blitz Leaderboard].
*Most of the Blitz games you will not need to make new [[Starbase]].


*Basic Turn one:
**Put 200 cargo: clans, supply and money into your starting warp 9 medium and send it to a planet 1 turn or less from your HW, one away from your enemy would be best.
**Build Max mines, max factory and set tax to -30 happiness.
**Build a ship, and plan ahead to have resources to keep building a ship every turn.


==List of Current Active Blitz players==
==Race Analysis==
Lodda<br>
* The best races in Blitz are Lizards and Rebels. Fascists, Robots and Feds are also good.
LordLancelot<br>
* Evil Empire and Cyborg are considered the weakest races in Blitz. Crystals are difficult to win with, but playable (build small webmine fields instead of big ones).
Crome<br>
* Avoid Privateer if you don't want a Rock-Scissors-Paper game. They are easily beaten by Fed, Lizard and Fascist.
mechnomaniac<br>
purebloodprince<br>


Feel free to add your name to the list.


=See Also=
=See Also=
*[[Planets Nu Client Add-ons]]
* [http://planets.nu/#/leaderboard/blitz Blitz Leaderboard].
*[[Planets Nu Tools]]
*[http://docs.google.com/spreadsheet/ccc?key=0AlIkgb1jJPu3dFFvNFRyZW54b0ZOaUU4cE4ydUhva0E&usp=drive_web#gid=2 Public Blitz Statistics]
*[http://docs.google.com/spreadsheet/ccc?key=0AlIkgb1jJPu3dFFvNFRyZW54b0ZOaUU4cE4ydUhva0E&usp=drive_web#gid=2 Public Blitz Statistics]
* [https://sites.google.com/site/csplanets/legacy/tournaments Past Blitz tournaments]


[[Category:NuHost Addons]]
[[Category:NuHost Addons]]

Revision as of 20:08, 20 November 2017

Blitz

Blitz is a 1 on 1 short game (average 15-30 turns), with 16 planets instead of the usual 500. It can be played at Planets Nu. Blitz games will end when a player resigns, a player misses three turns in a row, or one player has 90% military score. Playing Blitz will not affect your tenacity.

It is a great way to learn the game for new players. This is because you get quick feedback for your decisions, instead of having to wait many turns (which can take weeks) before your learn if your decisions were good or bad. Because resources are limited, it also forces you to make the best use of resources that you can, which teaches you how to make ships in an efficient way. Blitz also lets you play more games, because the games are quite short. This gives you more opportunities to try different races and new strategies.

Bugs

  • Occasionally when you start a Blitz game, the map is uneven. In extreme cases, you will see 4 planets on one side of the map, and 12 on the opposite side. In this case, delete the game and re-create a new one. In general, it is best practice to check a game's starmap before another player joins, to make sure the map is fair. If it seems very uneven, you can delete the game (only before turn 2) and re-create a new one, with no penalty.


Tips for Playing Blitz

  • It is usually best to stick with warp 7 engines. Upgrading to Tech 10 engines is very expensive (2400 MC), and warp 9 engines cost a lot more minerals and MC. When needed, you can always overdrive your warp 7 engines to warp 8 or 9.
  • Economize! Only build what you need. Do not waste minerals on high-tech beams if you don't need them. Do not waste money on engines if you don't need them. (E.g. a defending ship can have warp 1 or warp 5 engines, which are cheap). Do not put Mk. 7 torps on your ships if you can't afford the MC.
  • Rush strategies usually work well.
  • Avoid over-expanding and over-investing in planets. It is difficult to defend your planets in Blitz, so pick a couple planets that are important and defend them. You usually want to defend planets with good natives. To defend against ground combat races (Lizard & Fascist), defend your high-income native planets by putting a lot of clans on them or maintaining minefields. Expanding too far and building too many mines will cost you a lot of MC which could be used to build ships instead.
  • In general, you don't need a second starbase. There are exceptions to this rule, however. (E.g. Fascists can benefit from more starbases because this allows them to build many D19b glory device ships.)
  • Every time a planet is conquered, the native population is reduced by 25%. To avoid losing too many natives, avoid re-taking a native planet with ship combat. Instead, drop clans on it, which will not reduce the native population.
  • Don't delay transferring minerals/cash home. Next turn, the enemy might take your cash planet, and build torps with your MC. Every turn counts.
  • Don't be surprised if an enemy tech 10 Warship arrives at your Homeworld by turn 7 and sometimes even earlier. Monitor the scoreboard to look at the military score of your opponent. This can inform you if your opponent has built a large ship that turn. (The Military Score Calculator can help you estimate what size of ship an enemy has built.)
  • Plan ahead to have resources to keep building a ship every turn.
  • If in doubt, a good default tech to use on your ships is warp 7, plasma bolts, and Mk. 4 torps.
  • If a native population is low, use the growth tax method (70-100 happiness). If the population is above 6.6 million, use a more aggressive tax strategy.


Suggested Opening Strategies

  • Use your MDSF to go to a planet within one jump at warp 9. Try to go to a more distant planet (close to 81 LY), since your other ships will have warp 7 engines and can't explore as far as the MDSF. Load 100 clans, 100 supplies and 700 MC so you can build factories and mines as soon as possible. (Use BDM friendly code to drop MC on same turn as clans/supplies).
  • Consider an offensive rush by building an attack ship on your first turn.
  • If you do not rush, build an LDSF to find a native planet as soon as possible. If there are no planets within 49 LY, overdrive to warp 8 or 9.
  • On your homeworld, build max factories and mines. (If you are Lizard, you won't need as many mines; 200 is fine).
  • On your first turn, tax your natives to -30 happiness. After that, let the population grow until happiness returns to 100. This will help your population grow, and increase your tax income quickly. In practice, you will need to tax whenever you need money, so it's OK to tax before happiness returns to 100.


Race Analysis

  • The best races in Blitz are Lizards and Rebels. Fascists, Robots and Feds are also good.
  • Evil Empire and Cyborg are considered the weakest races in Blitz. Crystals are difficult to win with, but playable (build small webmine fields instead of big ones).
  • Avoid Privateer if you don't want a Rock-Scissors-Paper game. They are easily beaten by Fed, Lizard and Fascist.


See Also