This guide is originally from Cosmic Supremacy Official Site, which was written by
uncountednose. This guide may not be exact. The game is under constant
development and these guides, therefore, grow more and more obsolete with time.
At this point, this guide can still provide you with very valuable information
on the more general subjects, but examples and values given are likely to be
UN’s New Player
It seems that quit a few people are having
some difficulty getting started and i thought i would try to write a plain
english guide covering the beginning of the game and a few principles to get
people going in the right direction. I am assuming that you at least browsed the
manual and played the tutorial galaxy. If you haven’t go do that now. I am going
to try to keep this guide from being to specific for three reasons:
having been in the military I am a big believer in the K.I.S.S. Principle (keep
it simple stupid)
2. I don’t want everyone to play the same way because its
boring. I think this game is designed well enough to allow multiple paths to
victory so I encourage new players to use this as a starting point, not a
3. I don’t want to give away to much about how I play.
Click here for full image
You are going to start with 1 planet and 2 colony
ships. The first thing is you need to get those colony ships moving and get your
planet doing something.
Pick the two most attractive planets in your
system and send your colony ships towards them. You want to pick planets with
good food, production, and science output with food and production being the
most important. Size is important but in the very beginning this is not a big
consideration because you are not going to have max pop planets. Eventually you
are going to colonize all of your home systems so pick the planets that are
going to give you the most benefit immediately. On turn 1 a planet with 4 food
and 4 production with a max population of 17 is more attractive than a planet
with 3 food and 3 production planet with a max population of 35. In the long run
the second planet is much more valuable but we are talking about turn 1 not turn
100. You also want one of those planets to have 4 science production because you
need to get your research going soon. Many players start researching on their
home planet from turn 1 so you need to get moving. Couple of tips:
- 3 food/3 production is greater than 2 food/4 production or 4 food/2
production at this point.
- make sure you set your ships to colonize planets, not to move to planets.(i
have done this)
You also need to get that home planet going. Set
up a queue of 3 farms. Make half your pop farmers the other half workers and
make a governor to maintain that. Once you colonize those other two planets set
them up the same way. Moving Along
you get those three farms built on your home planet its time to build ships.
Some players will build ships immediately, others will wait longer. Find what
works for you but for the purpose of this guide this is the time to start
building ships. You have a big choice at this point, build a scout or a colony
ship. Lets look at the advantages of each:
- scout ships allow you to explore surrounding systems sooner allowing you to
make informed decisions about where to send you colony ships. Even if you don’t
build one immediately you need to make one soon.
- colony ships allow you to increase your planet count sooner. More
planets=more economy=faster start=more likely to win. There is some risk
involved you may find a really poor system or you may find another players home
system. Colonizing someones home system is risky and slightly aggressive. Its
risky because they have at least one developed planet and you have a 2
population colony. One troop ship can end your stay in that particular system.
Your other option is to send your colony ship to another system which can be
very time consuming.