Navigating The Queue

DISCLAIMER: This document will not guarantee wins and it is not a technical manual for the queues; however, it will give you a baseline for managing your empire under the umbrella of each system. Launch your galley here; adjust your heading for the stars.

VGA Planets Nu is a many-layered game and no single feature is more complex than “The Queue”. Nu has four: Priority Build Point (PBP), Production Queue (PQ), Planetary Production Queue (PPQ), and Planets Limit Ships (PLS). Navigating these coded nightmares is like finding your way through a hedge maze in the dark; if you manage to see the light, it’s still possible it’s out of your reach.

If you read the Mag’s post on Queue Jamming, you will have gained insight into how each system functions and when best to take advantage of it. In contrast, this article guides you on how to approach each stage of the queue and what to build.


Introduction

Before getting into the meat and potatoes of the queues, it is important to note that the empires of Planets each fall into one of two groups: Torpedo Races and Fighter Races. As their names indicate, the former depends on torpedoes and the latter uses fighters. Generally, each outfit has a polar-opposite style of gameplay. The first strategically builds torpedoes and swarms of small ships, while the second fabricates swathes of fighters and a few bulky carriers; also, their tactics vary from subtle and sneaky to bold and rude. Because there is such a great divide between the two brands, each one approaches the queues from a distinct perspective.

Following this point, you find advice on what to do with the four build systems. Each part discusses the approaches of both the Torpedo and Fighter Races.

INDEX

  1. Priority Build Point
  2. Production Queue
  3. Planetary Production Queue
  4. Planets Limit Ships

Visit the Planets.nu Docs to learn more about each queue.

Priority Build Point (PBP) or Classic

Torpedo Races

Main FocusPrevent carrier builds. Clog the queue.

In head-to-head combat, you will lose 2 of your best attackers to destroy 1 fighter-tug, and a second counter-carrier strategy is to place a sacrificial lamb before a defensive wall. In both cases, your armada endures severe damage. On top of your losses, there are intensive logistics behind setting up these types of kills. Due to this weakness, heavy carriers are your doom, the bane of your existence, and the source of all your grief, so remember that your life will be easier if you keep the beastly fighter-machines off the battlefield.

Before the Ship Limit:

  • Spam bases and ships. Aim for a steady production of the best ships you can manage, but try to maintain a balance between quantity of vessels and quality Tech. Small Deep Space Freighters are a last resort. Try for something better.
  • Unless you urgently need them, don’t build torpedoes, fighters, and defenses.
  • Build your alchemy ships now because they burn too many PBPs. (For an important note about the PBP, click here.)
  • Clone now because you cannot later.
  • Do not recycle any of your ships. You need the ship limit to arrive quickly.

After the Ship Limit: (around Turns 23-27)

  • Continue to spam bases and maybe even increase production.
  • Set all bases to build something, anything, whatever you can.
  • Stay ahead of the queue by talking with allies. Share the IDs of bases which receive builds.
  • Prepare bases 5-10 IDs ahead of the last one to construct a ship. At any point, the queue can suddenly jump ahead, so do not aim for only the next base up and miss out on a shiny new hull.
  • Prioritize Tech 10 beams over engines and torpedo launchers. When it comes to the Mine Sweep mission, no other weapon replaces Heavy Phasers.

Spending Your Points:

  • Always have 1-3 bases set with PBx codes. A big battle may produce a lot of points so be ready to quickly replace your ships.
  • Torpedo Races endure more ship losses and need to replace them sooner. Try to get the most priority builds as possible. You do this by keeping your PBP count near 20 and building only 4 or 5 point reinforcements. Your Tech 10 ships are often so expensive it takes you longer to get your points back up to 20. It’s like having a drought throughout your empire.
  • Build bases near the front lines so your PBx Friendly Codes pop out ships near the action.
  • Unless you require one, do not drain your resources on priority building alchemy ships.
Battlecarrier vs Battleship

Fighter Races

Main FocusPush out carriers. Bank some points.

Torpedo Races fear your thunderous bringers of doom. When they see one coming, they shout to allies, “Help! Bigguns!” Freighters scatter, cruisers converge, defenses bristle, and entire empires scramble to deal with it. This is what you want. You need them scurrying clumsily, hitting minefields, miscalculating tows, and getting squashed under the power of your battlecarriers. With that in mind, remember to avoid producing ships because you feel you should. Do everything you can to keep ship slots open and hasten carrier production.

Before the Ship Limit:

  • Do not flood your empire with bases and ships; instead, create construction yards which produce your best warship or fast economic ships (i.e. Large Deep Space Freighters with Transwarp Drive engines, Medium Deep Space Freighters with Nova Drive 5 or faster engines, Falcon Class Escorts). Push your freighters to supply these heavy-duty production facilities.
  • At low-Tech docks, build Small Deep Space Freighters to immediately recycle. Each recycled freighter stores up 1 Priority Build Point, up to a max bank of 20.
  • Unless you urgently need them, don’t build torpedoes, fighters, or defenses.
  • Avoid building carriers with only Level 1 Tech. Do it if you must, but try to get your engines to at least Nova Drive 5 and beams to Disruptor power.
  • Build your alchemy ships now because they burn too many PBPs. (For an important note about the PBP, click here.)
  • Clone now because you cannot later.

After the Ship Limit: (around Turns 23-27)

  • Before moving on to new bases, work to prepare your current ones with a carrier.
  • Pop up new bases in strategic and well-defended locations.
  • If your base cannot build a carrier – or fill a need – make sure it builds something. Even a small ship can be used or recycled. Don’t just give the slot away.
  • Stay ahead of the queue by talking with allies. Share the IDs of bases which receive builds.
  • Prepare bases 5-10 IDs ahead of the last one to construct a ship. At any point, the queue can suddenly jump ahead, so do not aim for only the next base up and miss out on a shiny new hull.
  • Prioritize Tech 10 beams over engines and torpedo launchers. When it comes to the Mine Sweep mission, no other weapon replaces Heavy Phasers.
  • Keep track of the total ships on the Scoreboard. Do what you can to slow down the Ship Limit so you can produce more big guns.

Spending Your Points:

  • Your battles often include numerous combatants and massive hulls. This means the Priority Build Points appear in droves. Because of this flood of points always have 3 or more bases ready with PBx codes.
  • Heavy Carrier builds are nice, but they do use a lot of PBPs. Because Torpedo Races love to target your economic and logistic ships, it’s most beneficial to keep your PBP count close to 20. Primarily, you will lose freighters, towers, and minelayers. These types of losses form disproportions in your battle groups and majorly slow you down. Use PBPs to round out your fleet by priority building lower-point ships with Transwarp Drive engines.
  • Build bases near the front lines so your PBx Friendly Codes pop out ships near the action.
  • Unless you require one, do not drain your resources on priority building alchemy ships.

Important Note About the Priority Build Point Queue

The PBP system has endured many years of player curiosity and tinkering. It’s been tried and tested, and the chinks and dents in its armour have been exposed and documented. While build point and clogging tricks occasionally provide an edge, they are circumstantial and your energy is probably better employed elsewhere.


Production Queue (PQ) or Pre-2021 Standard

Torpedo Races

Main FocusPrevent carrier builds. Bank a few points.

While it’s nice to be able to add a few post-ship-limit warships, Torpedo Races cannot afford to focus on stockpiling Priority Points. Trying to save a pile of PPs is like ignoring an open wound; you’ve got to stop the bleeding first. The longer it takes to fill the ship slots, the more carriers line up to crush you. When those heavy carriers come knocking at your door, your bank of a hundred points isn’t going to shield you. To make matters worse, PP supplies are far more valuable in the hands of the Fighter Races because it allows them to replace their lost support ships.

Before the Ship Limit:

  • Spam bases and ships. Aim for a steady production of the best ships you can manage, but try to maintain a balance between quantity of vessels and quality Tech. Small Deep Space Freighters are a last resort. Try for something better.
  • Mass production of starbases is very important in a PQ game because the builds are randomly assigned. At the early stages of a game your main goal is to manufacture starships, but you should also strive to keep your base count higher than your enemy’s.
  • Try to pop out an extra 2-3 bases to compile a small amount of PPs. Ultimately, you need to fill slots, but a few PPs is a lifesaver in the later turns.
  • If you’re really worried about the commanders of the Fighter Races, alternate a small ship build and a 2 point gain.
  • Unless you urgently need them, don’t build torpedoes, fighters, and defenses.
  • Build your alchemy ships now because they burn too many PPs.
  • Clone now because you cannot later.
  • Do not recycle any of your ships. You need the ship limit to arrive quickly.

After the Ship Limit: (around Turns 25-30)

  • Continue to pop up bases everywhere you can. Each planet must have a starbase.
  • Every space dock must have a ship ready to build. Some people think it’s a great idea to leave your bases empty and gain a couple of PPs, but don’t forget your main focus: You still need to prevent carriers from rolling off their stocks.
  • If your fleet is lacking a special unit (i.e. minelayer, sweeper, cloaker) and you’re low on points, allow some of your bases to remain empty. This risks carrier builds but it also gives you a chance to earn enough points to fill that gap.
  • Since you never know which starbase will activate, try to maximize Tech Levels and produce top-level Tech 10 warships. Despite the unsurmountable money demand, you have no choice but to follow this path.

Spending Your Points:

  • If all Torpedo Races tried to fill ship slots, PP totals should be low and your mission accomplished. Ideally, you forced the Ship Limit to end prior to Turn 25 like it does in Classic matches.
  • Be purposeful with your PBx codes. Accidentally using one is a huge waste.
  • Avoid draining all your points. Since the regular builds are randomly selected, it’s quite possible for you enter a dry spell where you receive 0 new hulls. If an emergency situation arises, the situation is alleviated by your PP reserve.
  • Take note that PQ builds cost 1 extra point.
  • Build bases near the frontlines so your PBx Friendly Codes pop out ships near the action.
  • Unless you require one, do not drain your resources on priority building alchemy ships.
When the Ship Limit drags on and Fighter Races are allowed to build up Priority Points

Fighter Races

Main FocusPush out carriers. Bank lots of points.

This queue punishes Fighter Races much less than Torpedo ones. Because you can easily prepare a useful heavy carrier to be towed into action with Star Drive 1 engines and X-Ray Laser beams, you won’t have to bump up Tech levels. While your MC cost is lower, PQ still calls for you to build many bases and prep them all with carrier hulls. There is still a lot of work to be done.

In a Production Queue game, you customarily have two choices: amass a balance of warships and PPs or go “all in” and concentrate on hoarding build points. In a PQ game, Priority Points are highly valuable to a Fighter Race because they counteract the loss of economic and logistic starships. Keep this in mind, make your choice, and stick with it.

If you go the route of storing heaps of PPs, be aware that you will be extra vulnerable for a longer period of time. The goal is to save up enough points to produce 15-20 carriers with the best Tech available. Because this takes a long time to gather the resources, stockpile the PPs, and prepare the bases, you may not get on the offensive until Turn 50+.

Before the Ship Limit:

  • Pump out bases and keep working towards getting a base on every planet. Mass production of starbases is very important in a PQ game because the builds are randomly assigned. At the early stages of a game your main goal is to manufacture starships, but you should also strive to keep your base count higher than your enemy’s.
  • Every idle base earns you 2 PPs so avoid filling construction yards with low Tech ship builds.
  • Don’t spam ships; instead, focus on producing fighter warships and fast economic ships (i.e. Large Deep Space Freighters with Transwarp Drive engines, Medium Deep Space Freighters with Nova Drive 5 or faster engines, Falcon Class Escorts). Push your freighters to supply these heavy-duty production facilities.
  • Unless you need them, don’t build torpedoes, fighters, or defenses.
  • Avoid building carriers with only Level 1 Tech. Do it if you must, but try to get your engines to at least Nova Drive 5 and beams to Disruptor power.
  • Build your alchemy ships now because they burn too many PPs.
  • Clone now because you cannot later.
  • Keep track of the total ships on the Scoreboard. Do what you can to slow down the Ship Limit so you can produce more bigguns.

After the Ship Limit: (around Turns 25-30)

  • Continue to produce bases as fast as you can. Each planet must have a starbase.
  • If you cannot set a base to build a carrier, then leave it open. The extra 2 points is very valuable to replace destroyed logistics ships.
  • Prepare every base with a carrier of at least Level 1 Tech. Unlike the Torpedo Races, you do not need to spend tons of money on Tech levels.

Spending Your Points:

  • Be purposeful with your PBx codes. Accidentally using one is a huge waste.
  • Avoid using all your points. Since the regular builds are randomly selected, it’s quite possible for you enter a dry spell where you receive 0 builds. If an emergency situation arises when you need to replace a vital ship in your fleet, the situation is alleviated by your PP reserve.
  • Take note that all PQ priority builds cost 1 extra point.
  • Build bases near the front lines so your PBx Friendly Codes pop out ships near the action.
  • Unless you require one, do not drain your resources on priority building alchemy ships.
When building ships was simpler.

Planetary Production Queue (PPQ) or 2021 Standard

Torpedo Races

Main FocusPrevent carrier builds. Bank some points.

You guessed it: The main focus never changes for any Torpedo Race. It always was and always will be to prevent carrier builds.

There’s a nasty trend going through League and PPQ competitions where the Feds, Lizards, Birds, Fascists, Privs, and Crystals think that the 2021 Standard design gives them the freedom to prioritize build points over filling ship slots. This is a delusion that plays into the hands of the Fighter Races. You stock up a few dozen PPs and pat yourself on the back, while the man with 20 carriers and 200 PPs laughs at you. The tricky thing about Planetary Production Queue is finding a balance between earning PPs and filling ship slots.

Furthermore, each time the ship total drops below 500, the Fighter empires secure extra powerhouse battlecarriers. It is the job of the Torpedo empires to keep the ship count high and the distributed builds low. Do not be fooled by the allure of PP banking. Fill those ship slots and do everything in your power to keep the monsters at bay.

Before the Ship Limit:

  • Spam bases and ships. Aim for a steady production of the best ships you can manage, but try to maintain a balance between quantity of vessels and quality Tech. Small Deep Space Freighters are a last resort. Try for something better.
  • Make sure to have an extra 2-3 bases compiling PPs. Keeping up with everyone requires you to have a reasonable bank of build points (see After the Ship Limit for more details). It’s a wise practice to forego two or three early Tech 10 warships to put out enough bases for 40-60 points.
  • If you’re really worried about the commanders of the Fighter Races, alternate a small ship with +2 points.
  • Unless you urgently need them, don’t build torpedoes, fighters, and defenses.
  • Construct some alchemy ships, but remember that PPQ allows you to choose what gets built. It is possible to build alchemy ships after the Limit hits.
  • Clone now because you cannot later.
  • Do not recycle any of your ships. You need the ship limit to arrive quickly.

After the Ship Limit: (around Turns 28-35)

  • Always have 3-5 bases set with RBx codes. This allows you to immediately replace lost ships and dictate where regular builds come out. PPQ build slots rarely make it to the random distribution stage, so most of the time you will only get a single hull; however, there is the odd time where several space docks are activated and you need to be ready to direct these slots to a base where your best ships are produced.
  • Maximize Tech Levels on the RBx bases and stockpile enough resources to make 2-3 consecutive builds.
  • Continue to produce starbases, but do not feel rushed. There is no need to pop up construction yards on every planet. It’s more important to keep your RBx bases stocked and ready to continually make your Tech 10 vessels.
  • Primarily focus on taking and holding territory. If you control more than 20% of the planets, you are well on your way toward victory.
  • Despite other priorities, it is still OK to steadily increase your defensive bases. On these bases, make sure you set them to produce any ship they can manage. As in PQ, you do not want those rare random builds going to your enemies. Always remind yourself that an extra 2 build points is not equal to 1 heavy carrier. (For an important note about PPQ, click here.)

Spending Your Points:

  • If all Torpedo Races tried to fill ship slots, PP totals should be low and your early-game mission accomplished. Ideally, you forced the Ship Limit to end prior to Turn 25 like it does in Classic matches.
  • Be purposeful with your PBx codes. Accidentally using one is a huge waste.
  • If you gathered a large chunk of PPs, start spending them as soon as you can and ask your allies to do that same. Drive the ship count as far above the Ship Limit as possible. Regular builds for the Fighter Races are always stronger than those received by the Torpedo Races. You do not want guaranteed builds reaching your enemies. For the rest of the game, try to keep the ship count above 500.
  • Spend most of your points on 4 or 5 point ships. Tech 10 warships are too costly.
  • Save a few PPs for emergencies. If you get behind in the planet count, you won’t be guaranteed any new hulls and a timely priority build could save your empire.
  • Take note that PPQ priority builds cost 1 extra point.
  • Build bases near the front lines so your PBx and RBx Friendly Codes pop out ships near the action.
  • Unless you require one, do not drain your resources on priority building alchemy ships.
The Temptation of Priority Points

Fighter Races

Main FocusPush out carriers. Bank a few points.

The new Nu queue is generally easy on Fighter Races. After the Ship Limit hits, there’s always a chance of a distribution of ten or more guaranteed builds. You can be certain you will receive at least one heavy carrier. Furthermore, as long as you are one of the top planet leaders, you will continue to gain Tech 10 hulls every time the ship count goes below 500. For you, it’s a blissful time.

Revisit your time in Classic games and the simplistic joy it brought you to fill your fleet with huge harbingers of doom. For 2021 Standard matches, return to those early-game strategies and construct many heavy carriers before the Ship Limit arrives.

Torpedo Races are going to use their power to keep guaranteed builds from circulating. To do this, they will spend PPs to push the Ship Limit above 500. This is bad news for you, but do not despair because there is an end to it. As war spreads across the sector, the total number of ships will gradually decrease until the space docks re-open their doors. With a little bit of foresight, you can survive to see this day by producing a significant number of early-game carriers.

A second option is to accumulate swathes of Priority Points and use them for post-Limit fully-equipped warriors. If you go the route of storing heaps of PPs, be aware that you will be extra vulnerable for a longer period of time. The goal is to save up enough points to produce 15-20 carriers with the best Tech available. Because this takes a long time to gather the resources, stockpile the PPs, and prepare the bases, you may not get on the offensive until Turn 50+.

Before the Ship Limit:

  • Create construction yards which produce carriers or fast economic ships (i.e. Large Deep Space Freighters with Transwarp Drive engines, Medium Deep Space Freighters with Nova Drive 5 or faster engines, Falcon Class Escorts). Push your freighters to supply these heavy-duty production facilities.
  • PPQ is different in that you also need to produce extra bases to amass Priority Points.
  • Do not build Small Deep Space Freighters to recycle for 1 point. Your reward is greater if you leave the base idle. You will need a deep pool of PPs to counteract the loss of economic and logistic starships.
  • Unless you need them, don’t build torpedoes, fighters, or defenses.
  • Avoid building carriers with only Level 1 Tech. Do it if you must, but try to get your engines to at least Nova Drive 5 and beams to Disruptor power.
  • Construct some alchemy ships, but remember that PPQ allows you to choose what gets built. It is possible to build alchemy ships after the Limit hits.
  • Clone now because you cannot later.
  • Keep track of the total ships on the Scoreboard. Do what you can to slow down the Ship Limit so you can produce more bigguns.

After the Ship Limit: (Turns 28-35)

  • Always have 3-5 bases set with RBx codes. This allows you to immediately replace lost ships and dictate where regular builds come out. PPQ build slots rarely make it to the random distribution stage, so most of the time you will only get a single hull; however, there is the odd time where several space docks are activated and you need to be ready to direct these slots to a base where your best ships are produced.
  • Maximize Tech Levels on the RBx bases and stockpile enough resources to make 2-3 consecutive builds.
  • Continue to produce starbases, but do not feel rushed. There is no need to pop up construction yards on every planet. It’s more important to keep your RBx bases stocked and ready to continually make your Tech 10 vessels.
  • Primarily focus on taking and holding territory. If you control more than 20% of the planets, you are well on your way toward victory.
  • Despite other priorities, it is still OK to steadily increase your defensive bases. Unlike the Torpedo Races, make sure to leave these bases idle. Like in PQ, you want the extra 2 build points or the chance for a carrier to be randomly selected. (For an important note about PPQ, click here.)

Spending Your Points:

  • Save your Priority Points to be used to replace the ships your enemy destroys. Prioritize your support ships: towers, minelayers/sweepers, and fighter producers.
  • Be purposeful with your PBx codes. Accidentally using one is a huge waste.
  • Save a few PPs for emergencies. If you get behind in the planet count, you won’t be guaranteed any new hulls and a timely priority build could save your empire.
  • Take note that PPQ builds cost 1 extra point.
  • Build bases near the front lines so your PBx and RBx Friendly Codes pop out ships near the action.
  • Unless you require one, do not drain your resources on priority building alchemy ships.

Important Note Regarding the Planetary Production Queue

With only one year’s experience, the PPQ is merely an infant. This means all its kinks have yet to be worked out. Within these quirks, there are ways to manipulate the system; in its third phase, for example, any remaining slots are distributed randomly and idle bases receive a bonus 2 Priority Points. The host continues to choose bases at random until it finds a prepared construction. If other bases have no ships ready, more PPs are given out and the search continues. In this scenario, a player potentially receives a bunch of points.

Such an outcome tempts players to leave their bases empty and/or attempt mass recycling. It’s often a gamble to see if they gain the most builds and PPs. Similar to the Classic PBP tricks, this behaviour circumstantially provides a benefit, but it’s better to direct your resources and energy to other areas of the game.


Planets Limit Ships (PLS) or Custom

The PLS Context: In a Planets Limit Ships competition, there are no Priority Points and there is no true division between Before and After the Ship Limit. Ship construction is only restricted by the amount of planets you control. However, there is a moment where everyone’s economy hits its stride and warships are flooding the battlefield. This document will refer to this period as the "Surge Point".

Similar to games with a Classic or Standard Limit, the Surge Point occurs within Turns 20-30. At this stage, most players have several docks pumping out capital vessels and have reached their personal quota. In a sense, this is the Ship Limit because your fleet size is defined by your current standings at the SP.

Torpedo Races

Main FocusThrow out an attack fleet. Keep it coming.

When your personal planet count restricts how many ships you can produce, you are required to kill and keep on killing. Until all 500 worlds are taken, you never want to encounter a moment where you are refused a build because you do not have enough planets. Torpedo Races cannot afford to sit back and wait for their economy to be “strong enough”. You must throw together the best attack fleet you can manage – preferably a fast one – and throw it at your enemy. This is Kamikaze-style and these pilots are not coming home. Beyond that, you’ve got to maintain a steady stream of ships and not let up the pressure. If you wait too long, a well-prepared carrier race will eventually overrun you.

Before the Surge Point:

  • Construct fast economic ships and quickly colonize as many planets as you can. Squeeze in a few armed scouts and try to control a vast territory. Persist in moving forward.
  • Spam starbases and warships with strong engines. Keep in mind that you are building a quick-moving attack fleet that is never coming home.
  • Have your construction yards continue to produce until you are restricted by your territorial growth. Weak colonies are acceptable as long as you continue to increase your fleet size. Later on, your planet count may drop, but you will be able to keep your excess ships.
  • Try to plan for your future attacks and build bases along your offensive routes. Feed these bases knowing that you will want a steady stream of warships heading off to battle the moment they roll off the dock.
  • Prioritize capturing planets. It is essential for a Torpedo Race to keep a higher total of planets than the Fighter Races. You need the extra ships to die taking out his carriers.

After the Surge Point:

  • Once enemy armadas start pushing back, you may lose planets but not ships. While you have an abundance of warships, push forward.
  • Continue to capture planets and build vessels to match your changing Ship Limit.
  • With your fast economy, create a “followers’ camp”. (see image below) Have your support ships drag resources along with the main fleet and raise production facilities closer to the battlefield. You will find more success the faster you can replace your losses.
  • Later in the game, you may need to slow down and increase your Tech Levels. At that point, you’ll be facing powerful groups of carriers and your chances of victory will be slim.
Throughout Earth’s history, followers’ camps trailed behind a foot army. These camps were filled with family members, support personnel, and various merchants making a living off the war.

Fighter Races

Main FocusEstablish production facilities. Develop steady supply lines.

Torpedo Races will be able to patch together large fleets of ships and replace them very quickly. They will not fear attacking your carriers or losing ships. Therefore, a Fighter Race’s first job is to consolidate well-stocked carrier manufacturers. The second appointment is to install factories which produce an unending supply of fighters. To be successful, you’ll need a strong economy and steady supply lines.

Before the Surge Point:

  • Develop a vast and powerful economy with numerous fast economic ships. Alchemy ships are a must.
  • Build carriers only when you need them and try to make sure they are good ones.
  • Avoid letting other races dominate the planet count. If you fall behind, stay close to them.
  • If you get attacked in this stage, you need to react appropriately by developing minelayers and defensive ships.
  • Designate bases for carrier production and others for fighters. Scrimp, save, and stockpile minerals and MegaCredits to insure your bases can always replace your losses.

After the Surge Point:

  • Once enemies start pushing on your fringes, you need to spam defensive ships. Get out whatever you can to hold back the onslaught.
  • If you’re not threatened, fill your personal Ship Limit with economic vessels.
  • Gradually recycle your lesser ships and replace them with your best. You can take apart some of your freighters, but be certain you have enough to maintain your supply lines.
  • When carriers are battle-ready, move to take territory. You don’t have to steamroll the enemy, but steadily move forward and take planets. Even if you lose newly-acquired worlds, you will not lose ships; therefore, immediately construct new battlecarriers as slots become available.
  • Don’t forget: It is vital to create fighter factories. Quickly loading replacement carriers will be your toughest task. Be prepared for it. Rapidly filling holds with fighters is the single most important job in PLS. Carriers will come but are useless without their little buddies.
  • If there’s a lull in ship production, use the time to bank fighters.

FURTHER READING ON THE QUEUE:


Final Thoughts

There you have it, folks: strategies for each of the four build systems. If you find yourself overwhelmed by the complexities of the Nu queues, try to stick with the PPQ because it’s the Standard for League and regularly-generated Host games.

Also, remind yourself that no single aspect of a game determines the outcome. There is a vast number of factors which propel a player to victory, so you will not lose the game if you miss a single build or accidentally spend points on the wrong ship.

Lastly, if you can’t find your way out of the maze, just call for help. Someone’s always there to lend a hand.


Thanks for reading. Enjoy the journey! – TS

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