Rather than make a new one, I thought I'd revive this old thread.
Things I learned in my Last PBW game (Devnull Mod, but I don't think that matters for any of these):
1 You can open multiple warp points in one sector, even on top of a planet, star, or asteroid (or sphereworld, for that matter)
2 If you put two Space Yard component on a ship, you get a single queue that can build with twice the speed.
3 Replicant Centers (organic) are COOL! A single Level III Replicant Center gives every planet in the system 40M extra pop per turn!! (VERY nice if you populate every planet in the system with native-breathing population!)
4 Religious Talisman is NASTY! 100% hit rate is HUGE. At the end of a 130 turn game, the ships with Talisman could take out my best ships about 3 to 1. (Good thing I had 5x as many ships
)
5 Plague Ships are NASTY, too. Especially L5, when I had basically ignored that research area.
6 Never let your Counter Intelligence projects finish!!
7 You can give your ships fairly complex sets of orders, including Stellar Manipulation. Like this:
Move to Fenves Coordinates (3,4)
Open Warp Point
Move to Fenves Coordinates (9,9)
You can EVEN open a warp point, and send an attack fleet through ON THE SAME TURN IN SIMULTANEOUS. You can't give a "Warp" order for a location without a warp point, but if you simply give the fleet a "move to" order to the far-away system, IT WORKS!!
You just give your Warp Opener the orders to open the point, and then give the fleet the orders to "Move to" the far away system. The fleet will move a couple of squares toward an existing warp point to start its (normally) long journey, then it will notice the new warp point, turn around, and go through!!! The only thing you can't determine in advance is where in that other system the warp point will appear.
Unfortunately, I discovered this one AFTER the game was over. Opening a warp point normally gives people a 1 turn warning to muster their troops.