This article reflects my own opinion about what to build on the first turn. In a previous post, I asserted that a Large Deep Space Freighter (LDSF) with Transwarp Drives is always a safe choice to build. I reaffirm that it is acceptable to build the LDSF on the first turn.
In my opinion, however, there is a better choice for everyone. Every race should build a capital ship (a ship with weapons – also known as a warship) on turn 1. Continue reading →
Friendly codes can be set in the ship, planet, or starbase screen and can influence the behaviour of these objects. In ship combat they influence the battlevalue that decides in which order ships will fight. Matching friendly codes (e.g. starbase and ship) can be used as a key to beam up and down cargo and torpedos and to force enemy ships to surrender at a starbase. Matching friendly codes also prevent combat; the only exceptions are ‘nuk’, ‘att’ and ‘mkt’ and their variations.
Friendly codes are case sensitive: ‘bdm’ and ‘bDm’ will perform the same task, but will not be considered as a matching friendly code.
Beam transfer codes for ships
Beam all money down to the planet before movement
Beam money to foreign ships at the same location, split evenly
Beam torpedoes to foreign ships at the same location, split evenly
Beam fighters to foreign ships at the same location, split evenly
Codes used in conjunction with “Lay Mines” and “Lay Web Mines” missions
Convert N*10 torpedoes into deep space mines. N must be a number 0-9. md1 converts ten torpedoes, md2 converts 20 torpedoes, etc. md0 converts 100 torpedoes.
Convert half of the ship’s torpedoes into deep space mines
Convert one-quarter of the ship’s torpedoes into deep space mines
Lay minefield in another race’s identity. In a standard 11-player game, use the race’s standard number or letter (1=Feds, 2=Lizards, … a=Rebels, b=Colonies). In a melee or a game with duplicate races, each player has a unique identifying number or letter.
Friendly codes for use on ships with glory devices
Self-destruct after movement
Self-destruct when a cloaked ship is detected
Alchemy Ship Codes
Turn off the ship’s alchemy function
Produce only duranium (3kt supplies yields 1kt duranium)
Produce only molybdenum (3kt supplies yields 1kt molybdenum)
Produce only tritanium (3kt supplies yields 1kt tritanium)
Other ship friendly codes
Scoop up your own minefields within sweeping range. Requires mission=minesweep.
Make torpedoes from money and minerals on board.
Clone ship, at a starbase with the appropriate tech levels to duplicate the ship. All minerals and 200% the original cost of the entire ship must be present.
Give ship. Replace * with the race’s standard number or letter. In a melee game or a game with duplicate races, each player has a unique identifying number or letter. Requires the receiving player to have one ship with at least one clan onboard at the same location.
Ships with hyperjump capability travel 340-360ly with this code.
Load materials and build fighters (Robots, Rebels, Colonies only).
Disable tow capture.
Use only beam weapons in combat (launch no torpedoes or fighters).
Planet and Starbase Codes
Beam all money from the planet to foreign ships, split evenly.
Universal minefield friendly code. Replace * with any character.
Attack enemy ships that arrive at the planet.
Attack enemy ships that arrive, even if they are out of fuel.
Recycle old parts from starbase.
Use Priority Build Points to build a ship on this starbase. Replace N with a number 1-9. pb1 gets first priority, followed by pb2, etc.