Good Aligned play is much easier than playing evil. I recommend all new people to play good aligned first. First of all, when playing good you must realize that you have fedspace protection up until 1,000 experience so you should take advantage of this. When you are playing good make sure you keep you experience below 1,000 for as long as possible. When playing good you should never haggle credits at ports because you may get experience for doing this. Over time this extra experience could build up and put you over the 1,000 exp. mark. Now that you know to keep your exp. under 1,000 I will move on to other topics. When you begin a new game I would highly recommend getting in a merchant freighter as quickly as possible. Then port-pair trade at ports at or near fedspace if possible. This is so because you don't have to waste turns to go get more holds or other stuff from your ship. After you have made a little money I would recommend buying a holoscanner and have 99 fighters on your ship. The reason to have 99 fighters on your ship is so the Fed's won't tow you away for having too many fighters on your ship. Next, you should shoot off a few eprobes to find more port pairs or possibly home bases for the future. Once you find a port pair put a toll fighter in the sector and begin trading. You should trade for as long as it takes to get you enough money to put you in an ISS. An ISS is the most important ship to have if you are good. For a basic ISS with foll holds, Twarp drive, and 99 fighters it costs about 650,000 credits. First of all, you need at least 500 alignment to get an ISS. Once you have the alignment you may apply for a fed commission. There are several ways of getting alignment: 1. Find a evil player and pod that person twice. 2. Capture or destroy an Alien's ship. 3. Upgrade ports. 4. Post on an evil player in the FedPolice Headquarters. By far I would recommend podding an evil player twice. To do this just ask an evil player if they want to pod. By a merchant freighter with nothing on it and go to a sector somewhere out of fedspace. Then let that person get in the ship and attack the ship with one fighter. You can do this once more but that is it. If you cannot find somebody to pod I would recommend posting on an evil player in the FedPolice Headquarters. The other two ways are way too expensive to even consider. Now that we have alignment out of the way I will discuss tactics after you get your ISS. Once you get your ISS you must now begin the task of starting your home sector. Pick a one-warp sector to put your planets in. You will also want a place where you can expand your empire so choose your homebase wisely. But remember, you should always have at least one sector that is a one-way warp so it is easy to defend. The only planets that you should keep should be a mountanous, Volcanic, and Oceanic. A mountanous planet is used for your home planet because it is the quickest planet to build a citadel on, a volcanic planet should be your sector's defense and will be used for attacks once it gets a Level4 citadel because of the high amount of ore it can have. An oceanic planet is your planet that you make money and fighters with. Now that you have some planets, you need to move ore onto your planet so you can begin colonizing. You should colonize your mountanous planet first. You should colonize using Twarp to get to Terra and go back to your planet. You should use all of your turns to colonize for a couple of weeks to get your planets going. Once your planet has a level4 citadel you can begin to mass colonize. If you are in a large corp this works very well but you can also use it by yourself. To mass colonize, simply find a sector adjacent to fedspace and near Terra. Put a few fighters in that sector and move your planet into that sector using the Planetary Transwarp drive in your citadel. Make sure your planetary transporter has enough strength to let you warp directly to fedspace. Now colonize your planet until you have about 150 turns left. Move your planet back to your homesector and move colonists from that planet you just colonized to your other planets. This way of colonizing is much more effective if lots of people are helping you. I would recommend having about 19,000 colonists on the Mountanous. I always put these on fuel ore production as this will be your first planet with a quasar cannon and you want to have fuel ore for that. I usually put up to 50,000 colonists on your oceanic planet to make fighters and organics. You may want to put more on your planet if the port regeneration rate is like 1 or 2 days. Oceanic planets take only two colonists to produce one organic. Use this to your advantage and have a port in that sector that buys organics and upgrade it all the way to 32,000 organics. Upgrading ports can be a little tricky to figure out. When upgrading a port, any number you put in is really going to upgrade that port by 10 times the amount you entered. Usually I put about 15,000 colonists on my volcanic planet. I always put these colonists on fuel ore production. Once you have a warpable oceanic planet, you are really ready to start making some money. First of all, you should put 100,000 colonists on your oceanic planet on organics production. Also you want to move lots of fuel ore onto this planet. Next, find some ports in an area that buy organics and upgrade them to their maximum. If you have a high port regeneration rate, this will work really well. Every few days or so, warp your oceanic planet to these ports and sell your organics buy using the port negotiate a planetary trade agreement function. If you want you can also buy the product that they sell at this port and put it on your planet and sell it at the next port to make even more money. Another thing with putting all these colonists on your planet is that your fighter production will be 3,733 fighters per day which can help you out a lot. After you have your planets set you may begin to attack other people. First, you have to find them. To do this shoot off e-probes into faraway sectors till you find someone. Then make a plan for your invasion. Make sure that if there are mines in that sector that you remove them using mine disrupters. You may think this to be costly and without reason but it pays off later on if you use photon missiles. Once the mines are cleared, you may want to get in a merchant freighter with nothing on it and warp into the sector. By doing this you find out if there are q-cannons on a planet in that sector and if so, how powerful they are. You will probably be killed but don't worry. Your escape pod will probably go into the sector you came from. Now that you have some information about the sector, you are ready to invade. Go to Stardock and buy a photon missile. Return to the sector you were just in and launch a photon missile into the sector you are invading. Warp into the sector and try to land on one of the planets or destroy the fighters in the sector before the photon missile wave duration wears off. If you get stuck in a sector and a photon missile explodes, you lose all of your turns. You do not want this to happen so be careful when using photon torpedoes. If there are multiple planets in the sector that you want to invade or one of the planets has an interdictor generator on it you may want a buddy to warp in your planet to that sector you are invading to get more fighters on your ship. If you have successfully invaded a planet and it has a transwarp drive on it, immediately use the planetary transwarp drive to get it out of there. If it doesn't, put a lot of fighters on it and make it tough to take it back over. As you may have noticed, playing good takes a while to actually begin making some money. Because of this, you may want to become allied with an evil corp who can help you get started creating your empire. Evils can make huge amounts of money right away but if you stick with it, a player playing good can make more than an evil player after a while. My suggestion when playing good is that you become allied with an evil corp. The extra money at the beginnning can be well worth it later on. Also, when you are playing good, it is wise to have a few corp members to help out with the colonizing and other things.