Have a Question?
| What you can do with old ships | 100% | |
| You can scrap old ships for extra money, send them to new colonies to help fight pirates when newer colonies are building their defenses, or add them to your reserves and build strong expedition parties. | ||
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| Double Agents | 100% | |
| Remember that if the spies are captured and demoralized they might become double agents. This isn't in the game materials, but trusting a double agent will be a costly mistake under the right conditions | ||
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| Best way to defend against spies | 100% | |
| The easiest thing gamers can do is set the oppression meter to the highest level. Your measurement will be called heavy-footed government. Create spies from the very beginning of the game. When your opponents defenses are at a low rating remember to send in your spies. They will be highly unprepared. Look for messages in the Sitrep. They will warn you if spies are being sent by your opponents. Although your population will not like having the oppression meter set the maximum level, they will get used to it if you set it at that level for a long period of time. | ||
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| Research stategies | 100% | |
| Due to the advancements made in the game you will need to employ 2 or 3 schools which work well with your particular race/game plan. | ||
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