S: I mostly play 11-player campaign games with the possibility to form an alliance. I like the variation that comes with the campaign upgrades and the diplomacy that comes with negotiating alliances.I also enjoyed a game called Paranoia (http://planets.nu/#/sector/136394) hosted by SMN (http://planets.nu/#/account/smn) very much. It was a custom design where each player had a secret mission to kill a specific other player. This evolved into very interesting diplomacy and intel-gathering.
I was especially impressed by the Privateer Mas Se Perdio En Cuba (http://planets.nu/#/account/mas+se+perdio+en+cuba), who lost his homeworld to the Rebels (a point where many players resign) and decided to engage in guerrilla warfare against the Rebels until the end of the game. In spite of his weakness, he became a strong pillar in the Anti-Rebel coalition.
PN: Name a memorable friend and/or a memorable foe, and what made them stand out.
S: I had many excellent allies and I feel a bit bad singling out only one. But I think it’s fair to say that I had the steepest learning curve in a game where I made an alliance with Mentar (
http://planets.nu/#/account/mentar). He mentored me a lot. For example, he advised me to change my economic development approach to a more targeted and intelligence-led strategy.
A memorable foe certainly was Codol (
http://planets.nu/#/account/codol). He played the Privateers and had the mission to kill me (playing EE) in the Paranoia game, and he almost succeeded - almost.
PN: Give an example of excellent tactics you've used or seen (w/ details so readers can view it, if possible).
S: I would like to pick something from Chort Sector turn 57 (
http://planets.nu/#/sector/80408). I detonated four glory devices in the same place and thereby severely damaged seven Rebel Rushes. My Gorbie had enough supplies to instantly repair the damage and then kill the seven damaged Rushes. That tactic was excellent with regard to priority points, which is very important in high-level games. I also enjoyed other tactics where I blew up planets and caught several ships in the planetary explosion or the debris disk, but that does not get you any priority points, which is a very important downside of the destroy planet function.
PN: What do you think is the most important skill for a Planets player to succeed?
S: It is a complex game that requires many skills. But if I had to pick one, I would say that diplomacy is the most important one. If you manage to form a good coalition of several players, you can even defeat a much stronger player.
PN: Describe the process you use to make a turn.
S:
A) Checking the news: VCRs, reports, map, scoreboard.
B) Communication: with ambassadors this can happen at any point during a turn – also several times.
C) Planning: also this is not strictly in the order of playing one turn, as many plans cover several turns. If everything proceeds as planned, I go straight to executing the next steps, otherwise the plan may need to be changed.
D) Execute plans that do not require (further) coordination with other players.
E) Wait for messages and then execute those plans that require coordination.
PN: What is your favorite thing about Panets Nu?
S: It is the interesting diplomacy in a complex environment with limited information about what is going on.
PN: Is there anything else you would like to add?
S: I would like to thank Tim, Joshua, the Planets Nu Team, and all the players!
Thank you to Strangelove007!
You can view Strangelove007's profile here.