*Space Empires IV* overview FAQ v1.1 by PantheR Last update: 26/09/2001 Table of Contents ***************** 1. Legal Stuff 2. Notes 3. FAQ History 4. Game specifications 5. Starting a new game 5.1 QUADRANT 5.2 EVENTS 5.3 TECHNOLOGY 5.4 PLAYER SETTINGS 5.5 PLAYERS 5.6 VICTORY CONDITIONS 6. In-game menus 6.1 GAME MENU 6.2 DESIGNS 6.3 PLANETS 6.4 COLONIES 6.5 SHIPS/UNITS 6.6 CONSTRUCTION QUEUES 6.7 RESEARCH 6.8 EMPIRES 6.9 LOG 6.10 EMPIRE OPTIONS 7. Hotkeys 8. When the game is started... 8.1 PLAYING IN AN ANCIENT GALAXY 8.2 MAIN STYLES OF GAMEPLAY 1.Legal Stuff ************* You may distribute this FAQ freely, but nor may you change any or all of this FAQ. I would appreciate that you send any questions,suggestions and updates on my e-mail . Also, if you going to post out this FAQ somewhere: large request to e-mail me about it, though it is not necessary. Space Empires IV Copyright 1998-2000 Malfador Machinations www.malfador.com 2.Notes ******* This FAQ was written for the game version 1.41. Make sure you have the latest patch as it adds many features and corrections. You can download it from www.patches-scrolls.de 3.FAQ history ************* NEWS: ތ FAQ' DLH :) www.dlh.net v1.1 - Fixed many discrepancies in this FAQ. Added *Hotkeys* section. Added gameplay sections. v1.0 - First version with a bunch of bugs =) 4.Game specifications ********************* Space Empires IV has a minimum requirement of a PC running Windows 95, 98, NT, or 2000. It requires a 100% IBM PC compatible with a pentium class microprocessor or better and a SVGA monitor running in 800x600 or better. The color depth for the resolution should be 24bit color or better (you can get by with 16bit if you have to). You will need about 120 megs of hard drive space for the game. 5.Starting a new game ********************* This game really shocks by a diversification of pregame adjustments. Many options are accessible to the player, so that I shall be attempted to describe the majority of them. So, press New Game button at the main menu and let's go! 5.1 ---QUADRANT--- *Galaxy type* Allows to choose type of the galaxy. Different types have not only different appearance but also components of systems directly depend on them. As an example: if you select "Ancient" type - majority of systems will be black holes, storms or just blasted apart,"mid-life" systems will be full of planets to colonize. *Quadrant size* option The size of the galaxy affects on the quantity of systems. *General options* All warp points connected - you moving between systems by warp points that linkes different systems. This option allows to connect all systems with each other by using warp points,no stand-alone systems allowed. If this option unchecked systems will be randomly connected. No warp points - systems are not connected by warp points. To move between different systems you must research Stellar Manipulations and create warp points by yourself (What an amazing feature!) Warp points located anywhere in system - determines the type of the warp points placement. If checked warp points will be randomly placed in the system, overwise they will be placed on the edges of the system. All systems seen by all players - all players can see contents of all systems. No enemy colonies or ships can be seen. Omnipresent view of the systems - all players can see contents of the systems as it in the present (including enemy colonies & ships) Finite resources - planets will have finite resources.You will fight for an every new planet. All players planets are the same size - ensures that all players homeworld planets of the same size. This one is balancing the game. When all options configured click on "Generate map now" button to see the preview of the galaxy. Click again to generate a new one with selected options. 5.2 ---EVENTS--- *Event frequency* option Adjusts random events frequency for the game. *Max event severity* option Adjusts the "strength" of events. An example: with "low" type of severity earthquake can kill 5m colonists while with "catastrophic" severity 30m. 5.3 ---TECHNOLOGY--- *Technology cost* option The global level of prices on the research projects. Higher the cost - more time you need to develope technlogy. *Tech areas allowed* option Allows to select which tech areas will be present in the game for research. With this one you can easily get rid of tech areas that you don't like or create your own game conditions that depends on wich techs are allowed. 5.4 ---PLAYER SETTINGS--- *Starting resources for player* option You can choose between 2000,5000 and 20000. That options can determine how fast your empire will grow in the beginning. *Home planet value* option Determines homeworld value (bad,average or good). Planet value combines in itself atmosphere and weather conditions of the planet. *Number of starting planets* option Pick the number of planets you want to obtain in the beginning of the game. *Empire placement* option Allowed to start in the same system - some empires can start their game in the same system. Competition is inevitable! *Evently distributed through the quadrant* option Epires evently distributed through the quadrant otherwise they are placed on game-predefined locations. *Score to display* option Allows to choose whose scores to display in the game race info. Consists of 3 variants: view own score, view own and ally scores, view all scores. The last one is my default choice. *Technology level for new player* option Allows to set tech level for the starting of the game. Consists of 3 options: low,medium,high. Slightly differ from each other with researched projects. *Racial points for new player* option Determines an amount of racial points for race creation. Can choose between: 0,2000,3000,5000. I prefer the last one as it allows to tune created races more effectively. 5.5 ---PLAYERS--- At first i'll describe available options. *Random computer controlled players* option Generates random computer controlled players - randomly generates opponents according options below. Uncheck it if you want to create opponents manually. *Random computer controlled Neutral Empires* option Generates random computer controlled Neutral Empires - randomly generates empires with neutral AI and one-colored flags. Uncheck it if you don't want to play with this empires. *Number of computer players* option Choose between: low, medium and high. I think it it would be better to make in a numerical kind but nothing i can do. *Computer player difficulty* option Choose between: low, medium, high. Adjusts the strength of computer players. *Computer player bonus* option Gives different bonuses for computer players at startup. And now lets review what we can create =) Press *Add new* button to start creating a new race. Press *Add existing* button to add earlier saved race. Press *Edit* button to edit already added race. Press *Remove* button to remove a race from the list. Press *Save to file* button to save added race to a file. So we want to create completely new race. Press *Add new* button. --GENERAL DETAILS-- *Empire name*,*Empire type*,*Empire title*,*Emperor name* Write here that you want. Just a simple details about empire. *Password* Write here password if you want to protect your race from editing by other players. *Race portrait* Just choose predefined race portrait. *Design name file* Choose file with default names for unit and ship designs for the game. If you want to use your own predefined names: create "*.txt" file in "./Dsgnname" folder of the game and then choose it by this option. *Minister style* Choose a computer controlled minister for you empire. Minister allows you automate controls of your empire till the complete automation! Choose predefined types or create your own. Create a new folder in the "./Ai" and copy there all files from any other folder of the "Ai" folder. Then just modify copied files and select your type of minister from this option. (The name of type - the name of created folder) *Computer controlled* option Check it if you want to make this race computer controlled otherwise it will be player controlled. *Use race minister style* option Don't check it if you want to use a style from above. This option allows to use predefined style according the race. *Experience points*,*Race age* This two displayed stats i still don't understand. Please e-mail me if you know what is it and how it varies? --ENVIRONMENT-- *Atmosphere breathed* option Choose suitable atmosphere for your race. It will influence on overall colonists conditions on the planet. *Home planet type* option Choose type of home planet: Rock, Ice and Gas Giant. It will influence on overall colonists conditions on the planet. --CULTURE-- Different culture types gives bonuses or disadvantages to specific areas: Culture Prod Res Intel Trade SC GC Happy Maint SY Repair 1. Neutral 2. Berzerkers -5% -5% -5% -5% +10% +10% +5% -2% -2% 3. Warriors -2% -2% +5% +5% 4. Traders +5% 5. Politicians -5% +5% +2% +5% 6. Artisans +10% 7. Scientists +5% 8. Workers +5% 9. Schemes +5% 10.Zealots -2% -2% -5% +5% +10% 11.Engineers -2% -5% -5% -5% +2% +5% +5% 12.Merchats -2% -2% +5% -2% -5% +5% 13.Renegades -2% -2% -2% +5% +2% +5% -5% +2% 14.Xenophobes +5% -5% -5% Legend: Prod - Resourse production GC - Ground combat bonus Res - Research points Happy - Population happiness bonus Intel - Intelligence points Maint - Maintenance bonus Trade - Trade resourse bonus SY - Space yard construction rate bonus SC - Space combat bonus Repair - Component repair rate bonus --CHARACTERISTICS-- You can adjust some race bonuses in percents. Don't forget about an amount of racial points you have =) (check it in the right upper corner) Physical strengh - ground combat bonus (from 50% to 150%) Intelligence - research bonus (from 50% to 150%) Cunning - intelligence bonus (from 50% to 150%) Environmental Res - tolerate bonus (from 50% to 150%) Reproduction - reproduction rate bonus (from 91% to 130%) Happiness - happiness bonus (from 50% to 150%) Aggressiveness - ship attack bonus (from 75% to 125%) Defensiveness - ship defence bonus (from 75% to 125%) Political Savvy - trade bonus (from 50% to 150%) Mining aptitude - minerals production bonus (from 50% to 150%) Farming aptitude - organics production bonus (from 50% to 150%) Refining aptitude - radioactives production bonus (from 50% to 150%) Construction apt. - space yard construction rate bonus (from 50% to 150%) Repair aptitude - repair rate bonus (from 50% to 150%) Maintenance apt. - maintenance reduction bonus (from 80% to 120%) --ADVANCED TRAITS-- Here you can choose global race abilities. However don't forget that it uses racial points too! Advanced power conservation - reduces supply usage of all ships by 25%. Supplies needed to all ships, it needs to perform stellar manipulations and ship movement. If supplies is out of stock ship movement will be reduced to 1 parsec per turn until resupply. 1000rp Mechanoids - planets not affected by plagues. I think it is useless stuff because you can build planetary-wide and system-wide MedLabs in a short time. 1000rp Lucky - halves the chance of bad event. If you set event frequency on a high state then it may prove itself as needed otherwise it is useless too. 1000rp Natural Merchants - systems do not require spaceports to get resources to the empire. Sorry, nothing i can tell about this thing though it may allow resource transition in empire treasury for each system. 1000rp Propulsion experts - one extra movement point to each ship. Nothing special i can see in this feature. There are more interesting features exists in this game. 1000rp Ancient race - empire has seen entire galaxy at the start of the game. Make your choice. Personally I love to investigate a galaxy independently. 1000rp Advanced storage techniques - planets can store 120% of their capacity. This feature is quiet useful especially if quadrant type is "Ancient" because of the lack of good planets and abilities to construct many storages. 1000rp Hardly industrialists - space yard construction rate 125%. Useful feature if you want to build faster. 1000rp Psychic, Deeply religious, Temporal Knowledge, Crystallurgy, Organic Manipulation - allows to research one of this special projects. Very useful because you can receive some interesting techs. Each costs 1500 rp. Emotionless - population do not grow angry or happy. Very useful and very expensive thing! 3000rp --DESCRIPTION-- Here you can describe your race specifications and also select empire type: Psychotic, Violent, Agressive, Impulsive, Neutral, Friendly, Honorable, Serene. Sorry, but i'm still do not know what exactly it does. Happiness type - select one of three happiness types for an empire: "Peaceful" - population will actively respond on good events and poorly on bad; "Bloodthirsty" - populations love wars and destructions and poorly responds on combat defeats and peace treaties; "Neutral" - populations respond poorly on any unusual events. So, press *Create empire* button to add created race. 5.6 ---VICTORY CONDITIONS--- The will end if one of the following conditions checked and complete or one empire left in the galaxy. First player to reach a score of - sets the score, after achievement which one the game finishes. The following number of years elapsed since game start - The game finishes after will pass the indicated year limit. Player has a score of this percent of the second place player - the game finishes if the player occupying the first place has the score to the equal indicated percentage ratio from the scores of second place player. Player has this percentage of the total tech area researched - the game finishes if the player has elaborated indicated percent of total of technologies. The quadrant is completely at peace for this many years - the game finishes if the quadrant is in a peace during the indicated quantity of years. Victory conditions take effect this many years after game start - the conditions of victory enter into force on expiration of the indicated quantity of years. 6.In-game menus *************** In this section I shall try to describe game menus, where what to be and as it to use. 6.1---GAME MENU--- (F2 key) This main menu of the game, where the following options are accessible: *New* button To begin the new game, thus the current game is dumped. *Load* button To load the earlier saved game. *Save Map* button To keep a current map of a quadrant to the file. Is accessible only if you have included an option in adjustments of the new game. With the help of the editor of maps, which one is appended together with last patch it is possible to edit a map as you wish. *Save Empire* button To keep a profile of your empire in the file. Basically too most it was possible to make at attachment of empires in adjustments of the new game. *Players* button This very interesting menu. Here at any moment of the game, any player can be selected to undertake his control, also it is possible to return empire under the computer control , and other to take to itself. *Options* button Some options of the game, such as actuation both switching-off animation and display trajectory of motion of the ships. *Delete Game* button Here it is possible to delete the earlier saved game. *Quit* button This push button responds for, whether you want to remain in the game whether or not =) *Close* button Shuts down Game Menu window and return to the current game. 6.2---DESIGNS--- (F3 key) It is the menu, where you can create own models of units and ships, which one in a consequence can be plotted in space docks. Clicking on push buttons " Ship Designs " and " Unit Designs ", it is possible to be relaid between lists already existing designs for the ships and units accordingly. The push buttons " Enemy Ship Dsgn " and " Enemy Unit Dsgn " will be used for review of models of the ships and units of the opponent, if your spies have stolen them from the last one. *Create* button Enter in the menu of creation of the ship or unit. (We shall consider below) *Copy* button Pattern selected design of object. *Edit* button Edit design, if it is still prototype. *Upgrade* button Upgrade selected design of object. *Make Obsolete* button Designate selected design as obsolete. The ministers will not use it anymore. *Hide Obsolete* option Not demonstrate obsolete designs. Here I think all is clearly. *Simulator* button It is the menu allows to stage duels between selected objects. Sorry, but here I have not disassembled yet. ***And now lets review object designing menu*** First of all you will offer to select type of object, which one you want to model. Possible types: Ship, Base, Fighter, Satellite, Mine, Troop, Weapon Platform. Each of these types differs from each other by capacity, trafficability and usage of the miscellaneous equipment. First of all it is necessary to select the size of the ship from drag'n'drop menu with a title *Size*. Than more size of the ship, is more its capacity and more chance of the opponent to don't miss in it, accordingly to the contrary with more small ships. Then it is necessary to select type of design from the menu *Type Design *, it is as a matter of convenience sorting of lists of construction. And at last it is necessary to set a name to design. At construction of the ship, you can assign separately a name to it. In a window from below warnings on current design (too many components injected, there are no components etc.) For each design there is a set of components, which one necessarily should be present. All of it also is demonstrated in this window. To add a component to design, simply click on it. In a window from above in center it is possible to see how much remained of a free place (for example 300kT/800kT means, that 300kT is held), there it is possible to see how much resources it is required on creation of design and some its main characteristics shown. *Comp Type* button Here it is possible to select what group of components to image or to image all at once. *Weap Mount* button Here it is possible to increase a destructive force of arms, but the more force, the the greater class of the ship is required. Variations: Normal Mount, Large Ship Mount (X2 damage), Heavy Ship Mount (X3 damage), Massive Ship Mount (X5 damage). *To hit Modifiers* option If is included, in the upper window allows to see killing and protective force of design in percentage. *Condenced View* option If one design contains some identical components, they are imaged by one picture with usage of digits. *Only Latest* option To demonstrate only latest equipment if is of an aged same type. *Weapons Report* button To view the killing characteristics of arms. *Create Design* button To finish simulation of design. 6.3---PLANETS--- (F4 key) Here it is possible to view any information on planets. The push buttons of sorting sort all known planets by the conforming parameters. I shall not enumerate them, there so all is clear. *No Sys To Avoid* option If this option is selected, the ships will not bend any more systems marked as Avoid. *Send Colony Ship* button From here it is possible to select a free planet and to send on it the colonial ship. 6.4---COLONIES--- (F5 key) Here it is possible to view any information on colonized planets. The push buttons of sorting sort all known planets by the conforming parameters. I shall not enumerate them, there so all is clear. *Scrap Facil Types* button From here it is possible to select any your colony and to sell on her facilities. *Set Colony Type* button Here it is possible to establish other profile for selected colony. 6.5---SHIPS/UNITS--- (F6 key) This menu serves for a fleet management. Here it is possible to view all your ships and units pursuant to selected sorting. Three option buttons: Show Ships, Show Units, Show Fleets - allows to view them in the list accordingly. 6.6---CONSTRUCTION QUEUES--- (F7 key) This menu almost equivalently menu Colonies, except for the push button "Upgrade Facility", which one upgrades possible buildings on a selected planet. 6.7---RESEARCH--- (F8 key) This window responds for technical discoverings of your empire. Here you can put on researching technological zones. For researching are demanded research points, than it is more of them - that there is researching faster. To add a project for research simplly select it from a list and click on a nem. To eliminate a project simplly click on its mapping in a window of selected researches from below. The first three option buttons "Projects" allow to view given projects: 1-4, 4-8, 8-12. *Repeat Project* option Allows to repeat researching of projects area given in that order, in which one they preset earlier. *Divide Pts Evently* option If is included, research points given are distributed equally on all projects. If not included, all points go on first project in a list. *Reorder Projects* button Allows to interchange sequence of given projects research. 6.8---EMPIRES--- (F9 key) This screen serves for diplomatic communications with other empires. The contacts to empires are established if between empires there is a connection in 3 systems and one of the ships finds colony of other empire. Races, with which one the contact is established, are rotined below. Also there it is possible to see the pacts, actual with the given empire, percent from trade and level of relations to each other. *Treaty* option Overall diplomatic info about empires. *Trade* option Detailed info about trade benefits. *Tariff option Detailed info about tribute. *History* button Shows history of all previous global events. *Treaty Grid* button Shows treaty pacts between all known empires. *Intelligence* button Allows to perform intelligence operations against known empires. Principle of operation with projects here same as well as in a window "Research", so that I shall not esteem explicitly this window. Intelligence and tech projects I plan to describe later. *Borders* Very interesting window! On a card of a quadrant it is possible to click at a system, to assign it diplomaticaly to yourself. If the system is indicated by a large green circle, there now there is an opposition for diplomatic possession of this system by races (territorial). Select All - Shows all info at the quadrant map at once. Allies - Shows systems that your allies possesses. Enemies - Shows systems that your enemys possesses. Us - Shows systems that you possesses. *Scores* Shows scores of races by different statistics (according pre-game settings). *Victory Conditions* Shows victory conditions stats for all non-neutral races. *Comparsions* Demonstrates statistics of all races graphically, according to miscellaneous options to select. *Our Race* View info about your race. 6.9---LOG--- (F10 key) View events log for current turn. There are many quick features. You also can view messages by type (Research, Construction etc.) *Send Reply* Send replies on diplomatic messages if it is not an answers on your messages sended in the last turn. *Combat Replay* You can see replay of the combat viewed in message. *Construction Queues* Just a quick link to a window. *Goto* Go to a place, where there was an event. 6.10---EMPIRE OPTIONS--- (F11 key) Main empire info and config center =) Here you can see an info about empire resource profit and insuffition. Ministers are described below. Sorry no info by this time. ---END TURN--- (F12 key) 7.Hotkeys ********* The keys listed below are shortcuts which provide additional functionality during game play. *** Tactical *** Shift + click Allows you to select multiple ships for movement in the list section of the Main Window. M MoveTo W Warp Alt 0 - 9 Set Waypoint # in sector Ctrl 0 - 9 Move to Waypoint # C Colonize A Attack F Fleet Transfer S Resupply R Repair Backspace / Del Clear Orders Q Set Build Queue T Cargo Transfer U Launch\Recover Units L Load Cargo D Drop Cargo I Launch Units Remotely O Recover Units Remotely Y Sentry E Explore P Set Patrol K Repeat Orders B Stellar Manipulations V View Orders G Scrap / Analyze / Mothball H Change Formation \ Strategy N Change Name J Jettison Cargo Z Cloak X Decloak Ctrl M Sweep Mines Ctrl T Add Tagged Minefield Ctrl R Remove Tagged Minefield Ctrl A Abandon Planet Ctrl V Convert Resources F1 Help F2 Game Menu F3 Designs F4 Planets F5 Colonies F6 Ships \ Units F7 Construction Queues F8 Research F9 Empires F10 Log F11 Empire Status F12 End Turn Spacebar / Ctrl N Next Ship Ctrl B Previous Ship Ctrl F Next Fleet Ctrl D Previous Fleet Ctrl C Next Colony Ctrl X Previous Colony Ctrl P Phase Replay Full Ctrl O Phase Replay Reload Ctrl I Phase Replay Single Step Ctrl U Phase Replay Follow Ship Ctrl L Toggle: Show Ship Movement Lines Ctrl S Toggle: Sound Ctrl H Show the Tutorial \ Scenario Window *** Combat *** Alt 0 - 9 Set Group # Leader Ctrl 0 - 9 Set Group # member L Launch Units T Drop Troops R Ram Ship C Capture Ship Spacebar / Ctrl N Next Ship With Movement Ctrl B Previous Ship With Movement Ctrl F Next Ship Which Can Fire Ctrl D Previous Ship Which Can Fire 8.When the game is started... ***************************** In this section I shall try to describe, that is necessary to make not bad beginning of the game. Versions can be uncountable therefore I shall consider only some of them. Much certainly depends on a type of a galaxy, complexity and quantity of the players. Also considerable role is played by the specification of your race. From global tunings I at once retract a dialogue window of turn transfer, cancellation of research and intelligence queues, which one is fast annoys me. To make it, go in the menu of Empire Status indicated by a corona, and there go in the menu Empire Options. Options in this menu on my view do not introduce the special complexity, therefore I shall not describe them. Following global step - setup of the ministers of automatic control. From the very beginning of the game you need to be defined - that you want to take under the control, and what to keep for the ministers. Usually for the ministers I abandon following zones: expenses, production output, troops. A zone such as design put on your discretion. If you always want to have near at hand last models of the ships and troops without the special efforts, keep design to the minister. If you need something especial you certainly can design it yourself. Zone such as Facility Construction also put on your discretion. For the beginning you can set lists of constructions, but when you get bored or planets becomes too much, you can transmit the control to the minister. The list, which one minister will offer will be varied depending on that what type of colony you have selected for just colonized planet. At colonization the capability will be given to you to select a profile of the new colony. Also there is an excellent capability to give planets and units under the control of the ministers particulate. If you want, that all new units and colonys automatically should be subject to the ministers select an option "Automaticaly use ministers for newly built vehicles". To disconnect the control of the minister for any selected object also it is possible having clicked on for the panel of icons an icon about the picture of a head. When the ministers are customized, it is possible to click the push button "Indiv. Ministers On" to include the ministers for all your objects. The push button "Indiv. Ministers Off" disconnects the ministers for all objects. 8.1--- PLAYING IN AN ANCIENT GALAXY --- As I already spoke earlier, Ancient type of a galaxy differs by rather small quantity of systems suitable for colonization. It means, that in the game the rapid motions of technologies and aggressive expansion will dominate. More planets - fleets there are more, the above technological level - is better fleet and distance of its removal. Also to you there will be a set of black holes and space storms, be warn! The black holes attract the ships to the center on 2 parsecs in tour and, if the ships fall in center - they are destroyed. The storms affect scanners, the guidance systems and shields - there are many types of storms. Also there is a set of unstable Warp Points, which one cause damages to the ships at removal through them. 8.2--- MAIN STYLES OF GAMEPLAY --- I appeal for you to note, that as soon as your empire has achieved stable political, military and economic position, start researching technologies on colonization of other types of planets. It only business of time - who first will seize planets, so that if you would not like to divide the systems with aggressive alien expansionists- take the initiative in your hands. Certainly it is impossible to describe all optional versions of events, but it is possible to secure a fundamentals always. So that how to use this text is decide to you, there can be you want to mix some of described by me strategies and will make exact selection. If the type of a galaxy with closed systems or disorderly coherent was selected, there is a probability that you will appear selfcontained in one or several systems. If it has taken place, make the main emphasis on development of technologies, but do not forget also about a mining of resources. First of all it is necessary to research the greatest possible improvement for Research Centers, then for capacity of storages and mining of resources. As soon as you will adjust a circulation of resources and technologies in your empire, start researching weapons and new types of the ships, in passing start to research branch Stellar Manipulations to have a capability to open Warp Points and to initiate with seizure of new systems. If the type of the game was selected, where all systems connected you should give large attention to protection of the colonys and construction of fleet, though a key to victory as always are the technologies. Try to hold for new colonys a pair of the ships, by the way research of the first two new types of the ships takes away not so a lot of time. If in above described policy you did not have problems with selection "What planets to colonize?", here it is necessary to select planets first of all with the best climatic conditions. Better conditions - are more a population and maximum accessible quantity of buildings for construction. The worst version of development of the game, it when you start in one system with the computer. Here it is necessary to pay attention on fast construction of protection, as at any level of complexity there is 90 % probability that the computer player soon will attack you. Here there are 2 versions: To use all diplomatic dodges and to live in a pattern, dividing planets, or to attempt to erase the opponent. The second version is extremely combined but is most effective, as early or is late interquartile to you all the same will come to war, and furthermore, if the galaxy is rather great that probability that near there is one more race is extremely insignificant and there is a capability for valuable development.