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20:4:4:1 Round Robin I Round Robin II Organized to the boot! Pairs are Par

20:4:4:1 Method

Researched by Robot27


Before I used this strategy, I had no strategy. Big time major newbie I was. But, in the present, I'm still learning, altering, and improving. There's always room for improvement! So here's the tale of my original strategy:

  1. First, you take a planet. (No brainer)
  2. Build the following:
    1. Facility needed, explained later
    2. 20 sloops, repeating
    3. 4 corsairs, repeating
    4. 4 rangers, repeating
    5. 1 frigate, repeating
    6. 1/20 of industry needed to maximize industry, repeating
  3. Repeat processfor all planets, except cores, and Old Earth (you leave those alone when taken)
  4. Facilities needed:
    1. First 25, Merchants
    2. Next 25, Star Docks
    3. Next 20, Beacons
    4. Next Infinite, A mixture of Star docks and merchants
  5. Take about 60 to 120 planets
  6. Collect Guns
  7. Charge OE
  8. Protect OE, and hunt darts

Analysis of this strategy

Robot27: My orginal strategy, too slow, not really good facility structure; however, I only advise this strategy to newbies, because it gets you used to the basics of the game. You can win with this strategy, but honestly, this strategy is not the best one for going for wins. I needed speed, I got it, in the next strategy.

Single Ship Round Robin, Type 1

Researched by Robot27


Robot27: This strategy was used to combat the lack of planet taking speed that the 20:4:4:1 strategy had. I judged the amount of guns I needed and/or industries according to the number of industries needed to maximize them.
Note: Assume in this strategy that you repeat everything, but facilities, unless specified otherwise.

  1. First 5-15 planets: build like the 20:4:4:1 strategy. Reason: get a few merchants to build more merchants when you leave the planet.
  2. Next planet: Facility, 20-60 sloops, and 1 industry
  3. Next planet: Facility, 10 corsairs, and 1 or 2 industry(s)
  4. Next planet: Facility, 1-5 frigates, and 1 industry
  5. Next planet: Facility, 10 rangers, and 1 or 2 industry(s)
  6. Repeat steps 2 through 5, unless you reach core or Old Earth
    • Cores, you only change the facility to what you need and change the stations to industries.
    • Old Earth, you only change the stations to industries.
    • Remove the building of industies on planet that are maxed (when/if you collect), but on OE and core, change them to stations.
  7. If you are going for Old Earth, take at least 100 planets minimum! Personally, I prefer 120+.

Facilities

  1. First 60 planets, build merchants
  2. Second 60 planets, build star docks
  3. Next 20 planets, build beacons
  4. The Rest, build an assortment of merchants and star docks, a ratio of 3:1 respectively.

Analysis of this strategy

Robot27: My second major strategy, fairly successful in wins, but I realized it wasn't optimal when I dueled someone, and lost. Normally, this wouldn't cause alarm; however, with the beating relating to the other party being faster, I relized I needed to alter my strategy. Which is the next strategy I present to you.

Single Ship Round Robin, Type 2

Researched by Robot27


Robot27: I needed an even faster strategy, a few slight modifications, and this is what I got. Again, I may change my strategy to improvement my performance. Again, I judged the amount of guns I needed and/or industries according to the number of industries needed to maximize them.
Note: Assume in this strategy that you repeat everything, but facilities, unless specified otherwise.

  1. First 5-15 planets: build like the 20:4:4:1 strategy. Reason: get a few merchants to build more merchants when you leave the planet.
  2. Next planet: Facility, 20-60 sloops, and 1 industry
  3. Next planet: Facility, 10 corsairs, and 1 or 2 industry(s)
  4. Next planet: Facility, 1-5 frigates, and 1 industry
  5. Next planet: Facility, 10 rangers, and 1 or 2 industry(s)
  6. Repeat steps 2 through 5, unless you reach core or Old Earth
    • Cores, you only change the facility to what you need and change the stations to industries.
    • Old Earth, you only change the stations to industries.
    • Remove the building of industies on planet that are maxed (when/if you collect), but on OE and core, change them to stations.
  7. If you are going for Old Earth, take at least 100 planets minimum! Personally, I prefer 120+.

Facilities

  1. First 30 planets, build merchants
  2. Next 20 planets, build beacons
  3. Next 30 planets, build merchants
  4. Next 60 planets, build star docks
  5. The Rest, build an assortment of merchants and star docks, a ratio of 3:1 respectively. Also, throw in maybe 10 more beacons. If you're pushing liek 400 planets with facilities

Analysis of this strategy

Robot27: My third strategy, I currently find it too slow, I'm now working on a strategy that will change the deffencive lack the round robin strategies have.

Organized to the boot!

Written only by Robot27


Robot27: I was cleaning my room, and I found some old index cards with a strategy I never used. I thought I'd post it and see if anyone liked this strategy. (Note, this is a pre-non-repeating industry strategy, I don't do that anymore... saps production) And everything is repeating except facilities.


There are 7 types of planets in this strategy, you may want to print out this section of the web page to remember what they all are...

Type 1: Essentials


  • 10 Sloops
  • 3 Corsairs
  • 3 Rangers
  • 1/40th of the industries needed to max out.

Type 2: Big Guns


  • 2 Corsairs
  • 2 Rangers
  • 1 Frigate
  • 1/40th of the industries needed to max out.

Type 3: Extremes


  • 20 Sloops
  • 1 Frigate
  • 1/40th of the industries needed to max out.

Type 4: Mines


Build nothing on it,
but a doomsday device.
For a more of a "mine"
effect, build doomsday
before any stations are
built onto the planet!

Type 5: Ye Olde Style


  • 20 Sloops
  • 4 Corsairs
  • 4 Rangers
  • 1 Frigate
  • 1/20th of the industries needed to max out.

Type 6: Cores & OE


  • 20 Sloops
  • 4 Corsairs
  • 4 Rangers
  • 1 Frigate
  • 10 Industry, or if maxed out, then 10 station.
Facilities: Leave as is, unless dd on core, maybe.

Type 7: Declares


Planets that ally
with you after you
conquer OE
  • Build facilities you need!
  • Someone being a pain? dd the planet!
  • Need guns, build a type 1, 2, 3, or 5!

The first 10 or 15 planets should be type #5 planets. Then the rest until Old Earth should go #1, #1, #2, #3, rotating in that order. If someone's being a pain, make #4's within your planets. Faclities, pick one of the previous strategies' facility patterns, and you should be fine. Change the #7's to what you need and leave the #6's alone! As I said, you might want to print this to remember all of what's going on in this strategy.


Note about this strategy, Robot27: I've never used it, I was going to, but I did the Round Robin strategy instead (at the time). I don't know what the out come of this strategy would be, but if you try this, contact me, or post your oppinion of it in the Star Dart forums. Good Luck ;)!

Pairs are Par

Researched by Überbot27 (a.k.a. Robot27)

Überbot27: I'm seeking retirement soon. I may play once in a great while; however homework from college is going to reduce my chances of getting on. So, here it is, my current strategy I'm using. Defencive, and still descently productive. It goes as follows:


Note: Assume in this strategy that you repeat everything, but facilities, unless specified otherwise.
Also: A handy note, it's easier to click for 10 ships instead of one... the bar is much bigger the click than the little "up" button. ;)

  1. First Planet: Merchant, 10 ranger, and 10 corsair with 30 non-repeating industries...
  2. Next planet: Merchant, 20 sloops, and 1 frigate, with 30 non-repeating industries...
  3. Next 23 planets: Merchant, Alternate 10 rangers and 20 sloops every other planet, Alternate (don't mix and match by the way) 10 corsairs and 1 frigate every other planet with 30 non-repeating industries
  4. Next 25 planets: Beacon, Alternate 10 rangers and 20 sloops every other planet, Alternate 10 corsairs and 1 frigate every other planet, with 30 non-repeating industries
  5. Next 25 planets: Star Dock, Alternate 10 rangers and 20 sloops every other planet, Alternate 10 corsairs and 1 frigate every other planet, with 30 non-repeating industries
  6. Next 25 planets: Beacon, Alternate 10 rangers and 20 sloops every other planet, Alternate 10 corsairs and 1 frigate every other planet, with 30 non-repeating industries
  7. Next 25 planets: Merchant, Alternate 10 rangers and 20 sloops every other planet, Alternate 10 corsairs and 1 frigate every other planet, with 30 non-repeating industries
  8. Next 25 planets: Star Dock, Alternate 10 rangers and 20 sloops every other planet, Alternate 10 corsairs and 1 frigate every other planet, with 30 non-repeating industries
  9. Next 5 planets: Beacon, Alternate 10 rangers and 20 sloops every other planet, Alternate 10 corsairs and 1 frigate every other planet, with 30 non-repeating industries
  10. Repeat steps 7 through 9, unless you reach core or Old Earth
    • Cores, you change the facility to what you need, remove the stations, and have to boxes of non-repeating industry that sums up to 300.
    • Remove the building of industies on planet that are maxed (when/if you collect), but on a core, change them to stations.
  11. If you are going for Old Earth, take at least 100 planets minimum! Personally, I prefer 120+.

Analysis of this strategy

Überbot27: Well, this is my current strategy as of September 8, 2003. It's better than the round robin strategies due to the better defence, and about as quickly executed. Have fun with this strategy, and good luck!