The short answer is that the start world is able to give you a jumpstart toward one or more specific strategies (the military world is probably the best example), but you can still play a very successful strategy that does not revolve around (get it?) that world.
I often make the decision about whether to commit to the start world pretty early on. A very ...
No, the goods remain. Goods are only discarded if they are used to invoke a Consume power (or Traded). If you do not have enough Consume powers to use all your goods (or none at all), the goods remain.
Furthermore, although you may not decline to invoke a Consume power, you get to choose what order your Consume powers are invoked in. This may allow you to ...
You military in race for the galaxy is never spent. Not even in the two moments between playing two worlds with Improved Logistics.
Even when using Space Mercenaries and paying cards to increase your military, the new military score will apply to both worlds played, and does not need to be divided
The only exception to this is the Imperium Supply ...
It's a common beginner's mistake to pick a strategy too soon, and to stick to it, come hell or high water. Having New Sparta helps start a military strategy, but if playable military cards don't come your way early, you will have to take a different path.
So no, it doesn't determine your path. It gives you a jump on one path, but you determine your ...
Yes. The only difference between the player who plays "Produce" and everyone else is the free good on a windfall world. Every other effect applies equally to every player - there's no difference between Rebel Cantina and any other world with a "Produce" effect.
I'm not aware of any simplified rules. I suspect it'd be pretty difficult to remove significant things without throwing the game out of whack.
But the base game does have suggested starting hands for your first game, which is easy to forget. From the setup section:
[normal rules for dealing start worlds]
Your first game: instead, for two players, use start ...
Military power is not "used up" when you settle a world. All that matters is that each time you are settling a military world, you have enough military power to meet the requirement. So yes, even if you only have 1 military power, you can settle multiple worlds that each have a requirement of 1.
The rules say (page 6):
Players who chose Consume: 2x VPs double the number of victory point
chips — but not any other effects — that their consume powers provide.
The consume power on Pilgrimage World defines the number of victory points you get for consuming a number of goods. Consuming one good is zero points, two goods is one point, three goods is ...
The only situation that this happens in practice that you want to discard for the sake of reducing your hand size is with the Brink of War card Retrofit and Salvage, which allows a player to take all cards discarded at end of turn by other players into hand. If you preemptively throw cards away to avoid discarding, then you won't be forced to give an ...
You said it perfectly in your question "during the Produce phase".
When a player plays the V-Produce action card, he iniates that phase for every player, and he gets a bonus for that phase. All cards that have an effect in the V slot are activiated regardless of who iniated the Produce phase.
Yes, you can use the same military power bonus over and over again.
At any time, you can count up your total military power from what's in your tableau. For example, if you have Space Marines (+2) and Drop Ships (+3), your total military is 5. That means that you can conquer any military world with defense at most 5. It doesn't matter when you played each ...
To beat the robot you need to understand how it works and know how to minimize the chances of indirectly helping it. Knowing that sometimes it "copies" your actions, you need to think twice before selecting Consume x 2 if the robot's economy size is 5 (i.e. it would score 10VP if it also ...
Yes it can.
1) The robot treats the tableau as an abstracted stack, and ignores the abilities of cards it places. From the rules (PDF here):
The robot's tableau is a stack of cards, without any goods, where only the number of cards and their VPs matter.
What matters is the robot's economic development, which is independent of what the cards do. There ...
Yes, there are player-created simplified rules, you can find them on Board Game Geek. They are published by user Cathal. Unfortunately, due to their lengths, I cannot fully reproduce them here.
The main idea is, that there are 6 introductory levels, on Level 1 you are playing a vastly simplified game, and gradually you re-introduce concepts, until you get ...
The instructions in the rules are pretty clear if you read them and follow them directly. If it helps, it pretty much boils down to:
if there's a single prestige leader, and they gained prestige last turn as they became prestige leader or afterwards, they get 1VP and 1 card
if there's a single prestige leader, but they only gained prestige on earlier turns, ...
It does count. The Alien Artifact rules actually cover this!
Consume powers, such as Trade League’s power, can be used.
Trade League and Wormhole Prospectors do score for this world.
Similarly, the Brink of War rules explicitly state that Trade League does score for the can't sell power of Alien Oort Cloud Refinery (bottom of page 13)
Yes, it is important to your strategy what start world you get, but it doesn't dictate it. For example, if you get Old Earth, it makes it easier to start a Trade or Production strategy, but depending on what cards you get, you can do something that isn't connected to your start world at all.
There isn't a whole lotta depth to SJ. After playing many games digitally and IRL, SJ got bland for me, whereas, I still continue playing RftG. These days, the SJ exp needs to be included for me to play SJ, and this is still vs. base game RftG. On the plus side, SJ with the exp is still easier to teach than base game RftG, so I don't feel bad pushing SJ + ...
In addition to the scenarios rrenaud mentions, this can also be of benefit if you have Galactic Scavengers. This is another card from Brink of War, and it allows you to save one card from your payment for developments and black/civilian worlds.
You could choose to settle by card payment instead of by military strength in order to save a card for later, ...
When one player has more prestige tokens than any other player at the start of the round, he gets the Prestige Leader token. Any Prestige earned during the round goes onto that token. At the start of the round (before selecting phases), the leader removes the Prestige from that token (putting it with the rest of their Prestige/VP), earns 1 VP chip, and ...
The prestige bonus card applies only to one phase card:
In the 2-player advanced game, place the prestige/search action card and the action card for the other phase you selected, naming the phase receiving the prestige bonus as you flip your action cards over.
So... you get exactly the appropriate bonus for the phase you choose to apply it to. It's ...
According to the Rulebook, next to a picture of these markers:
Two counters are supplied to track a player’s total possible Military on
defense (for use with Rebel Pact).
These markers are for use on your military track to show you (and your opponents) your potential maximum defense if you count both your defensive bonus from Rebel Pact and all your ...
You are reading too much into this rule. “Fully used if possible” can also be understood as “used as much as possible”.
Now, let's assume your interpretation is the correct one. Using the boardstate you described minus the New Vinland. You could consume only one good (or even 0 by arguing that it is not more than 3), which is against the spirit of the ...
I usually give new players an Investment Bank (draw a card during the develop phase) in addition to their start world. It passively gives them extra cards throughout the game, without really changing strategic considerations (there is one less Investment Bank for anyone going for the Galactic Federation development superbuild).
Add the robot's VP chips and tableau VPs, scoring each 6-cost development card or counter as 6 or 9 VPs, depending on the selected game difficulty.
Galactic Federation, as well as any other such development card, will always count for 6 or 9 VPs. Don't try to count based on the contents of the tableau.
I haven't got the expansion (only the original game), but I've had a few ideas:
Duplicates. If there are existing cards in the deck which you find
are key and don't have a duplicate, consider making another of those
available. I'm specifically thinking of the cards that score 3VPs on a 6-development, but there's only one copy of it.
Copying but changing ...
I don't have stats, but the conventional wisdom is that production/consumption strategies are dominant in the base set, so ELC is generally thought of as the best. New Earth vs. Alpha Centauri seem like a toss-up to me for second.
There's no "negative interaction" in this game. Well, with Rebel Vs. Imperium and Brink Of War expansions, the Takeover mechanic can be optional, and even when it is on, players need the appropriate cards for the TO powers, opponents need to be vulnerable (have certain conditions), and the aggressor needs to have sufficient military strength.