The unofficial Icehouse wiki is found at http://icehousegames.org/wiki/?title=Homeworlds. Any ideas for variants and other general Homeworlds discussion should probably be posted there also, for the sake of consistency. There's lots of pyramid colours out there! Any ideas for new powers?
construct keyword to build. You may continue to use construct as an alias as long as you enter at least the letters con.homeworld y1 - g3. This will generate a warning unless followed by an asterisk(*) to override the check. So, if you're sure you know what you're getting yourself in to, type homeworld y1 - g3.Any time you ad a new ability to the game (any game)you change the basic balance of the game. Your homeworld repair ability would make it harder to kill players,which would not only lengthen the game, it would favor the player who knew to take advantage of it. Thats not all. Adding any ability lengthens the game because you have more pieces in the global stash to go through. And players would use them because there is an advantage to having more options in your turn in any game. Lastly, Homeworlds is hard enough to teach to newbes as it is. I speak from experience because I am still new to it (I just happen to have experience with 4x games and games in general). Adding complexity to any game makes it harder to teach. If you've ever had to teach someone Magic; The Gathering, you would know how hard it is to teach a complicated game (worse if you've tried teaching a role playing game) All three of these things aren't unique to Homeworlds either. They are natural issues in TCG's where new abilities come in every set in droves. Lastly, a few notes. I refer to abilities not colors. Remember that its the abilities that count, and the color only distinguishes it from the rest of the abilities. Its only convention that green is Build and red is Attack. Also, if you do make new abilities you don't want them to only be useful in your Homeworld or it won't be very important. Your purple ability is like that.
I've seen a number of players here making newbie blunders right from the first move. That's okay; we all go through much the same discovery process. I would, however, like to set down a few tips that will help sidestep a few of the common blunders. – Jesse
There is now also a page for discussing strategy in Homeworlds at the (unofficial) Icehouse games wiki. – lambda
One of the biggest problems beginners face is knowing what they need to do at any given point in the game. The eventual objective is to capture or destroy the opponent's homeworld, but the early game doesn't seem to be about that at all. The game may seem to lack direction. “Okay,” a player might say, “I'm building ships and moving them around, but to what end? Clearly, I have to destroy the opponent's homeworld, and building new ships is the only thing I can do at first, but how are these connected? What do I do in between?” Let's take a look at that, starting at the end.
The final goal is to wipe out the ships at your opponent's homeworld. You can do that by capturing them, destroying them with catastrophes, or causing catastrophes to destroy the system itself. Whichever way you choose, it's going to take a lot of resources. Your opponent should, if they have any sense, keep a large ship at their homeworld for defense. If you want to capture it, you'll need a large ship. And not just one, oh no! You still need to guard your own home system, and odds are if you send just one ship in your opponent will be able to capture it. That's no good. You'll need to send in enough large ships that they can't all be captured at once, and be able to capture back more ships than your opponent. That's a tall order. If you want to cause catastrophes to destroy either your opponent's ships or stars, you'll probably still need to send multiple ships in. They won't have to be large, but you'll need at least two, and usually three, plus a sacrifice to get them into the system. And then – here's the kicker – you'll typically need to do it again, but now your opponent has more resources than you do because you just blew up a bunch of your own ships (likely including a y3 to get your ships into the system). The short version: You need a lot of ships to take out your opponent, preferably large ones. So, your intermediate goal is to get more and bigger ships than your opponent.
When I say “more and bigger ships”, I should perhaps say “bigger and more ships”. Given three large ships against one large and a half dozen others, I'd typically favor the large ships. Large ships are power! So, you want to get more large ships than your opponent. But just how do you do that? Well, that's the meat of the game, building and manuevering ships to manipulate the stash in your favor, to get more and bigger ships. (More later…)
The text that follows is not mine. These are comments made by Zoltar in game #4222 in response to a request for information on openings: What are their names and what one should be doing after each of them? [Keith citing Zoltar]
The strongest is “the banker” which is a small and medium star. It allows you to go to large stars first, and you can 'invest' in a large star by placing a g1 or g2 on it. When the color is used up, (e.g., suppose you had a g2 on a y3 star), you could sack the g2, and build the y3 somewhere you have a yellow piece, and rebuild the g2 at the same time, somewhere you have a green piece. Because large pieces are next to your homeworld and easy to 'invest' in, small-medium systems are called “The Banker”.
I'm playing “The Fortress” which is the best defensive position later on, because only small stars are connected to my homeworld, and you run out of small pieces in the middlegame, so it's harder to attack the homeworld. The disadvantage is that I have to use small pieces to expand, and my opponent can more easily calculate so that he will get the first middle-sized piece in a particular color.
You're playing the third kind, called “goldilox” because your homeworld is adjacent to middle-sized pieces. Some players prefer this one most of all, but I don't know yet the advantages or disadvantages.
The top player of all time, Andy Looney, swears that the banker is the strongest, and gives a strong advantage; the second best player in the world, who goes here by TwoShort, disagrees and doesn't think the banker gives anyone more than a minimal edge. However, the banker is the easiest for beginners, so I used it for all my first dozen or so games, and recommend you get familiar with it.
Usually any ybg color combo is good to start, which ships usually being y or g, but recently the top players are using red stars. I'm trying them out (as in this game). It's harder in the opening, but later on, you have a strong defence, as you don't need a red ship in your homeworld to defend, but it is tougher for beginners because red is used least in the opening, so you have to build more ships before you can use the other three color powers, all of which are used in the opening.
(TwoShort) For the record, I think the banker is the strongest opening. I would always take small and medium stars as first player. My only disagreement was with the idea that one might as well give up when a strong opponent chooses it. The banker is an advantage, but not insurmountable.
(TwoShort again) It's now some number of months since I wrote than last comment, and I'm entertaining the idea that the 1-3 (Goldilocks?) opening is the best: moving out to 2 pointers lets you influence the availability of 3 pointers, which is what the early game is all about. If you're on top of things, you can mess with the bankers investments more easily than he can overcome your additional control of stash timing. Maybe. I guess. Perhaps it is important to note that Homeworlds is a young game, don't take anyone's strategy thinking as gospel.