Battlestar Galactica Guide

Crisis & Fleet Management Guide: BSG Scattered Hopes

Master crisis and fleet management in BSG: Scattered Hopes. Learn to handle resources, Cylon infiltrators, faction politics, morale, and civilian ships.

Fleet Management Intermediate Updated 2026-05-12

Fleet management is where most runs in Battlestar Galactica: Scattered Hopes are won or lost. Combat looks louder, but the real collapse usually starts between jumps: a ship crosses a critical threshold, supplies disappear into the wrong crisis, a faction offer creates a bigger conflict later, or a Cylon infiltrator keeps sabotaging the fleet while you delay the investigation.

The best fleet-management mindset is:

Every action costs more than the listed resource, because it also costs time.

This guide explains how to prioritize situations, classify crisis types, manage resources, handle faction politics, investigate Cylon infiltrators, protect civilian ships, and prepare each sector without overspending.

Battlestar Galactica Scattered Hopes crisis and situation timeline showing expiring problems, fleet health pressure, and limited turn choices.

Fleet management priority table

Use this table whenever the sector gives you too many problems at once. It combines the three decisions that matter most: fix, ignore, or bypass.

ProblemPriorityWhat to doWhen to ignore or bypass
Fleet Health or Gunstar hull can hit zero1Fix immediately. Nothing else matters if the run ends.Almost never ignore.
A key ship will cross a critical threshold2Repair if it is the Gunstar, a resource ship, or a civilian defense candidate.Ignore only if the ship is low-value and not entering battle.
A crisis creates a multi-sector penalty3Usually solve, especially if it raises future repair costs or locks ship effects.Bypass only if the penalty is temporary and solving it would empty your resources.
Cylon sabotage is repeating4Continue the investigation before losses stack.Delay only if you have weak clues and no repeated sabotage yet.
A faction conflict threatens civil unrest or ship effects5Stabilize if the penalty affects several sectors.Accept a small relationship hit if the reward prevents a worse crisis.
You are low on Tylium6Take fuel POIs or use travel/fuel heroes before optional spending.Skip weak POIs that cost fuel but do not fix your route problem.
You are low on supplies7Save supplies for medical, food, repair, crisis, or infiltrator steps.Ignore small one-time Fleet Health losses if supplies are needed for a worse crisis.
A POI gives a resource you urgently need8Take it if the timeline is safe.Skip it if the turn cost makes an important situation expire.
A civilian ship can be trained safely9Train only if it produces useful resources and will survive long enough to pay back.Skip training if a battle, crisis, or repair need is close.
Optional reward or bar event10Take only when the fleet is already stable.Ignore if the reward does not solve your current bottleneck.

Do not fix problems in the order they appear. Fix the problems that would create the worst chain reaction.

What fleet management is really testing

Fleet management is not a shopping phase. It is a triage phase.

Every sector asks you to balance:

  • immediate repairs,
  • expiring situations,
  • multi-step crises,
  • Cylon sabotage,
  • POI rewards,
  • civilian ship training,
  • hero XP,
  • R&D upgrades,
  • faction politics,
  • morale events,
  • preparation for the next battle.

Your goal is to enter the next battle with:

RequirementWhy it matters
Enough Gunstar hullThe Gunstar dying ends the run.
Enough Fleet HealthFleet Health reaching zero ends the run.
Enough TyliumTylium keeps route and POI options open.
Enough suppliesSupplies solve damage, food, medical, and investigation problems.
Enough scrapScrap repairs ships and funds R&D.
At least one useful hero actionHero actions can replace expensive resource costs.
Healthy civilian shipsCivilian ships create long-term resources and absorb battle pressure.

Leaving a sector rich but damaged can kill you in the next fight. Leaving healthy but broke can kill you in the next crisis. Balance matters.

Crisis types and how to handle them

Not every problem should be treated the same way. The game presents many events as “situations” or “crises,” but they usually fall into a few practical categories.

Crisis typeTypical symptomMain riskBest response
Ship damage crisisA ship is damaged, malfunctioning, or near a threshold.New negative situations after the jump.Repair key ships first; ignore low-value ships if resources are tight.
Resource shortage crisisFood, medicine, fuel, supplies, or scrap are low.Forced bad choices later.Take matching POIs, use hero bonuses, avoid optional spending.
Faction conflict crisisWorkers, Military, or Underworld demand incompatible choices.Relationship loss, influence imbalance, follow-up unrest.Pick the side that prevents the worse long-term penalty, not the biggest instant reward.
Cylon sabotage crisisBombings, suspicious behavior, or repeated unexplained damage.Fleet Health loss, ship/system damage, escalating investigation pressure.Track clues, investigate once suspect pool narrows, do not let sabotage repeat unchecked.
Hero morale crisisA hero loses morale, health, or trust.Personal crisis or loss of useful hero actions.Protect key heroes when affordable; sacrifice morale only when fleet survival demands it.
Opportunity chainMulti-step event with a reward.Spending turns/resources before a real crisis.Take only if the reward solves a current shortage or advances a major objective.

The simplest rule

Situations are about avoiding penalties. Opportunities are about gaining value. Crises are about preventing disaster.

If you treat all three as equally urgent, you will overspend.

How the turn clock works

Every action with a turn icon advances time. As time advances:

  • situations move closer to expiring,
  • crises progress,
  • safe turns disappear,
  • the Cylon threat gets closer,
  • your chance to prepare for battle shrinks.

This is why a “cheap” action may not actually be cheap. Spending one turn to gain a small reward can cause a situation to expire or push you into battle before you repair.

Before spending a turn, ask:

QuestionWhy it matters
What expires after this action?You may trigger a penalty by clicking too fast.
Will this leave time to repair?A good reward is bad if you enter battle damaged.
Do I need this resource now?Optional gains can wait if the fleet is unstable.
Is a crisis about to start?Save resources and heroes before the crisis appears.
Does this POI cost Tylium?Fuel is route flexibility, not just a POI ticket.

Resource management in one table

Tylium, supplies, scrap, hero actions, and turns all protect different parts of the run.

ResourceMain useSpend whenSave whenCommon mistake
TyliumFTL jumps, routing, POIsFuel POI is strong, route is important, or the POI solves a shortage.You are low on fuel, crisis is coming, or reward is weak.Spending fuel on optional POIs and losing route flexibility.
SuppliesRepairs, food, medicine, investigations, crisis stepsIt prevents major Fleet Health loss, key ship damage, or Cylon sabotage.Penalty is small, hero can replace the cost, or investigation may need supplies soon.Spending all supplies before a medical, food, or infiltrator crisis.
ScrapRepairs, R&D, ship upgrades, tradeA key ship is near a threshold, or R&D solves a repeated problem.Gunstar/resource ships are damaged, Boss is coming, or repairs are likely.Buying upgrades while ships are about to create negative situations.
Hero actionsPOIs, crisis objectives, cost avoidance, XPResource cost is high, hero has a matching trait, or the step is urgent.Crisis state is unclear, later objective may be expensive, or hero is needed for assignment.Spending every hero on early POIs.
TurnsHidden cost of most actionsThe action prevents a worse penalty or gives a needed resource.A situation is expiring, battle is close, or the reward is optional.Treating time as free.

Resource rule of thumb

  • If you are dying in battle, spend on repairs and hull.
  • If you are losing to crises, save supplies and hero actions.
  • If you are running out of route options, protect Tylium.
  • If damaged ships keep spawning problems, spend scrap on repairs before R&D.
  • If your economy is stable, then invest in R&D and crew training.

Critical thresholds and ship damage

Battlestar Galactica Scattered Hopes ship critical threshold warning showing how damaged ships can create negative situations in later sectors.

Damaged ships are dangerous because they can create extra consequences after a jump. A ship near a critical threshold is not just low on hull; it is a future situation waiting to happen.

Repair a ship before battle if:

  • it is your Gunstar,
  • it produces a resource every jump,
  • it will be part of civilian defense,
  • it has an important fleet effect,
  • crossing a threshold would create a negative situation,
  • a hero is assigned to a weapon tied to that ship.

You can delay repairs if:

  • the ship is not entering battle,
  • the ship has no important effect,
  • the next fight is low risk,
  • you need scrap for an urgent crisis,
  • the ship is not near a threshold.

The goal is not to keep every ship perfect. The goal is to keep important ships out of dangerous damage bands.

Civilian ship management

Civilian ships are your economy, your buffer, and sometimes your liability.

They can:

  • provide resources per jump,
  • increase fleet survival,
  • take part in civilian defense,
  • trigger problems if damaged,
  • become stronger through crew training.

When to train civilian crews

Train a civilian ship when:

  • it produces a useful resource,
  • it will stay in your fleet for several sectors,
  • the timeline is safe,
  • no major situation is expiring,
  • the extra hull helps it survive defense duty.

Do not train when:

  • a crisis is active,
  • you need the turn for repairs,
  • the ship is too damaged,
  • you need Tylium or supplies immediately,
  • the payoff will take too long.

Civilian defense

Battlestar Galactica Scattered Hopes civilian defense selection showing two civilian ships chosen to protect the rest of the fleet during an escape battle.

When the game asks you to choose civilian defense ships, you are choosing which ships will be exposed in battle.

Pick ships that:

  • have enough hull,
  • are not near critical thresholds,
  • can survive enemy pressure,
  • are not your only source of a key resource,
  • can be repaired afterward.

Avoid selecting:

  • badly damaged ships,
  • fragile resource ships,
  • ships you cannot afford to lose,
  • ships that would trigger a severe negative effect if damaged.

Sometimes the best defense ship is not the least valuable ship. It is the ship that can survive the job.

Heroes, assignments, and morale

Heroes are not just story characters. They are part of your economy and tactical setup.

Heroes can:

  • resolve POIs,
  • handle situations,
  • improve rewards,
  • avoid supply costs,
  • gain XP,
  • unlock traits,
  • improve squadrons,
  • improve Gunstar weapons,
  • reduce upgrade costs.

Hero assignment rules

Assign heroes based on the current bottleneck.

NeedAssignment logic
More battle damagePut the right hero on a squadron or weapon.
More durable fleetUse defensive Gunstar or ship-related traits.
Cheaper upgradesKeep R&D cost reduction active before buying.
More fuelUse Tylium or travel traits on fuel POIs.
Better crisis handlingSave hero actions for expensive objectives.
More morale stabilityAvoid repeatedly sacrificing the same key hero.

Do not assign a hero once and forget them forever. Recheck assignments when your fleet problem changes.

Save one hero action when possible

A common mistake is spending every hero action on early POIs, then opening a crisis with no clean way to pay for its objectives.

Try to keep at least one hero action until:

  • the crisis state is clear,
  • expiring situations are handled,
  • you know which resource is most scarce,
  • you know whether a key POI needs a specialist.

Hero morale and personal crises

Battlestar Galactica Scattered Hopes hero morale explanation showing how hard choices can affect morale and trigger personal crises.

Hero morale is a delayed resource. It may not matter on the turn you lose it, but repeated morale damage can create personal problems later.

Protect morale when:

  • the hero is central to your build,
  • the morale cost is severe,
  • you already have enough supplies,
  • the event improves a key relationship,
  • a personal crisis would be difficult to handle.

Accept morale loss when:

  • Fleet Health or Gunstar hull is at risk,
  • supplies are too scarce,
  • the hero is not central to your current setup,
  • the morale penalty is small,
  • the alternative would damage several ships or factions.

The fleet comes first. But if you keep sacrificing the same hero, expect consequences.

Factions: Workers, Military, and Underworld

Battlestar Galactica Scattered Hopes faction overview showing faction relationship and influence.

Faction choices are not just flavor. Workers, Military, and Underworld can offer resources, help, or shortcuts, but their influence and relationship changes can create future problems.

How to judge faction offers

Before accepting a faction offer, ask:

  1. What resource do I gain right now?
  2. Which faction gains influence?
  3. Which relationship gets worse?
  4. Is this a one-time benefit or a long-term political cost?
  5. Is the fleet desperate enough to accept the downside?

Practical faction example

A common faction-style dilemma looks like this:

Choice patternImmediate resultPossible later problem
Side with WorkersYou may protect production, labor access, or repair capacity.Military approval may drop, and security-related events may become harder.
Side with MilitaryYou may improve order, lockdown, or battle readiness.Workers may become angry, reducing cooperation or creating unrest.
Side with UnderworldYou may gain quick supplies, black-market help, or risky shortcuts.Influence imbalance or future criminal leverage can become a crisis.
Compromise / spend resourcesYou avoid the worst relationship hit.You lose supplies, scrap, or turns that may be needed elsewhere.

If an event asks you to choose between dock access, lockdown, worker demands, military security, or black-market relief, do not evaluate only the immediate reward. Ask which faction will become harder to manage two sectors later.

When to accept faction rewards

Accept when:

  • the reward solves an immediate crisis,
  • the influence change is small,
  • your relationship is still stable,
  • the reward prevents ship or Fleet Health damage,
  • you can handle the future consequences.

Decline when:

  • the reward is not needed,
  • the faction is already too influential,
  • the relationship cost is severe,
  • you are creating future faction crises for a small gain.

“Free” supplies are not free if they make the fleet politically unstable.

Faction conflict crises

Avoid invented names for faction crises. The important thing is not the title; it is the penalty.

Faction conflict crises are dangerous because they can:

  • lock or weaken civilian ship effects,
  • damage faction relationships,
  • increase resource costs,
  • trigger unrest,
  • force you to stockpile or spend specific resources,
  • compete with ship repairs and Cylon investigations.

How to handle faction conflict

Use this process:

  1. Check the bypass penalty.
  2. Check which faction is involved.
  3. Check whether civilian ship effects would be locked.
  4. Check whether the objective is reachable before battle.
  5. Use POIs, emergency production, or saved scrap if needed.
  6. Avoid taking faction offers that worsen the same faction imbalance.

If a faction crisis threatens your resource engine, treat it as high priority. If it only causes a small one-time relationship loss, you may be able to ignore it.

Cylon infiltrator guide

The Cylon infiltrator crisis is not a normal one-step situation. It is a long-term investigation system. If you investigate too early, you may waste resources before the suspect pool is useful. If you wait too long, sabotage can drain Fleet Health, damage ships, consume supplies, or create new situations.

The goal is not to accuse everyone.

The goal is to reveal enough clues, identify the primary suspects, then verify guilt before sabotage becomes more expensive than the investigation.

How the investigation works

When the infiltrator system opens, use the security or investigation interface instead of treating it like a normal situation.

ActionWhat it doesCost / limitBest timing
InvestigateReveals random undiscovered clues in one clue category.Confirmed as free once per sector.Use every sector when available.
InterrogateReveals one undiscovered clue or verifies one suspicious clue.Expensive; one observed example cost 15 resources. Cost drops as investigation progress increases.Use after suspects narrow or when sabotage is becoming too costly.
Verify suspicious clueConfirms whether a suspicious clue proves Cylon guilt.Uses an interrogation-style paid action if offered.Best when one or two heroes have several suspicious clues.
Brig / detain suspectTemporarily removes or isolates a suspect if the game offers this option.Can cost hero availability, morale, or political stability.Use when resources are too low for clean investigation and sabotage must stop.

If Investigate is available, use it before spending resources. Free clue progress is the safest way to narrow the field.

How to read suspicious clues

Each hero can have multiple hidden clues. Some are suspicious, some are not. The important pattern is not one clue; it is concentration.

Suspicion stateWhat it meansWhat to do
One suspicious clue on one heroToo early to accuse.Keep tracking. Use free Investigate next sector.
Scattered clues across many heroesSuspect pool is still wide.Do not spend heavily unless sabotage is already severe.
One hero has multiple suspicious cluesThis hero is becoming a real suspect.Consider Interrogate if supplies/resources are healthy.
Two heroes stand out as primary suspectsThe investigation is becoming actionable.Spend to reveal or verify clues.
Two suspects have several suspicious clues eachThis is usually the best window to force a resolution.Interrogate, verify, or brig before sabotage repeats.

Do not tunnel on the first suspicious clue. Wait for the pattern.

Investigation timing: early, mid, or late?

TimingProsConsBest use
Early investigationMay reduce sabotage sooner.Paid actions are inefficient when the suspect pool is wide.Use free Investigate only, unless sabotage is already severe.
Mid investigationBest balance of evidence and cost.Requires saving resources.Best default timing: suspects are narrowing, but sabotage has not snowballed yet.
Late investigationMore evidence and cheaper paid actions.Sabotage may already have cost lives, hull, or supplies.Use only if you were too poor to act earlier.

The best default plan is:

  1. use free Investigate every sector,
  2. avoid paid Interrogate on weak evidence,
  3. save supplies/resources for the moment two suspects stand out,
  4. spend once you can verify a suspicious clue or isolate a likely suspect.

What sabotage can cost

Cylon sabotage can hurt more than one resource.

Sabotage resultWhy it hurts
Fleet Health lossRepresents casualties and moves you closer to game over.
Ship or system damageCan push ships below critical thresholds.
Supply loss or forced spendingMakes later medical, food, repair, or investigation crises harder.
New negative situationsAdds turn pressure next sector.
Hero disruptionA suspect may become unavailable, unreliable, or politically dangerous.
Morale/faction pressureAccusations and damage can worsen internal stability.

The true cost is not one sabotage event. It is the chain reaction: Fleet Health loss, repair costs, expiring situations, and fewer turns for normal preparation.

Investigation decision table

SituationBest decision
Investigate is free this sectorUse it. There is little reason to skip free clue progress.
You have low supplies and only one weak clueWait, but save resources.
You have low supplies and sabotage is repeatingSpend, brig, or isolate if available. Waiting is now more expensive.
You have two strong suspectsPay to reveal or verify clues.
A suspicious clue can be verifiedStrong time to spend resources. Verification can end the crisis.
The fleet is near deathStop the sabotage even if the cost hurts.
Another crisis expires this turnCompare penalties. Fix game-over risks first, then investigate.
A key hero is a suspectDo not ignore it because the hero is useful. Confirm or isolate before they cause more damage.

When to use Brig

Brig is the blunt option. It is useful when you cannot afford a clean investigation or when sabotage is already too damaging.

Use Brig when:

  • resources are too low for paid Interrogate,
  • suspicion is concentrated on one or two people,
  • sabotage is already costing lives or hull,
  • the suspect’s temporary loss is survivable,
  • you need to stop damage before the next jump.

Avoid Brig when:

  • suspicion is scattered,
  • the hero is essential for the next crisis or Boss,
  • the evidence is weak,
  • the morale or political cost would be worse than another investigation step.

Cylon infiltrator priority rule

Do not spend your entire economy on the first suspicious report.

Do not ignore repeated sabotage.

The best window is usually after the suspect pool narrows, but before sabotage has damaged multiple sectors.

How suspicion starts

The infiltrator thread usually begins after the fleet has made several jumps and unexplained damage, sabotage, bombs, or suspicious reports begin to appear.

Watch for:

  • sabotage events,
  • suspicious hero behavior,
  • repeated unexplained resource or ship losses,
  • investigation clues,
  • “suspicious blot” style records on heroes,
  • events that narrow the suspect pool.

One clue does not always mean guilt. Treat early clues as probability, not proof.

How to read suspicious blots

As the investigation progresses, suspicious records help you narrow suspects. A practical rule is:

Suspicion stateWhat it meansWhat to do
One suspicious clueToo early to accuse.Keep tracking. Do not overspend yet.
Multiple heroes with scattered cluesSuspect pool is still wide.Save supplies and keep investigating later.
Two or three suspects stand outInvestigation is becoming actionable.Prepare to spend supplies or use Brig.
Two suspects have several suspicious blotsThis is usually the best window to force a resolution.Investigate or brig before sabotage repeats.
Sabotage continues after high suspicionWaiting is now costly.Stop delaying even if the resource cost hurts.

If the game narrows the crisis toward two high-suspicion suspects, that is usually your signal to act.

Early investigation vs late investigation

TimingProsConsBest use
Early investigationMay reduce sabotage sooner.Expensive when the suspect pool is large; can waste supplies.Use only if you have strong evidence or repeated sabotage already started.
Mid investigationBest balance of evidence and cost.Requires patience and resource reserve.Ideal once multiple clues point to a small suspect group.
Late investigationMore clues, fewer guesses.Sabotage may already have cost lives, ships, or resources.Use only if you were too poor to investigate earlier.

What sabotage can cost

Cylon sabotage can hurt more than one resource. Depending on the event, it may cause:

Sabotage resultWhy it hurts
Fleet Health lossRepresents casualties; this can move you closer to game over.
Ship or system damageMay push ships below critical thresholds.
Supply loss or forced spendingMakes later medical, food, or repair crises harder.
New negative situationsAdds more turn pressure next sector.
Hero disruptionA suspect may become unavailable, unreliable, or politically dangerous.
Morale/faction pressureAccusations and damage can worsen internal stability.

If sabotage repeats, the real cost is not one event. It is the chain reaction: Fleet Health loss, repair costs, expiring situations, and fewer turns for normal preparation.

Investigation cost vs crisis cost

Investigating costs resources, but not investigating costs lives and stability.

Use this decision table:

SituationBest decision
You have low supplies and only one weak clueWait, but save resources.
You have low supplies and sabotage is repeatingInvestigate or use Brig if the game offers it. Waiting is now more expensive.
You have two strong suspectsSpend resources to confirm or isolate one.
The fleet is near deathStop the sabotage even if the investigation cost is painful.
Another crisis will expire this turnCompare penalties. Fix game-over risks first, then investigate.
A key hero is a suspectDo not ignore it because the hero is useful. Confirm or isolate before they cause more damage.

When to use Brig

Brig is the blunt option. It can be useful when you cannot afford a full investigation, but it has trade-offs.

Use Brig when:

  • resources are too low for proper investigation,
  • suspicion is concentrated on one or two people,
  • sabotage is already costing lives,
  • the suspect’s temporary loss is survivable,
  • you need to stop damage before the next jump.

Avoid Brig when:

  • suspicion is scattered,
  • the hero is essential for the next crisis or Boss,
  • the evidence is weak,
  • the morale or political cost would be worse than another investigation step.

Cylon infiltrator priority rule

Do not spend your entire economy on the first suspicious report.

Do not ignore the crisis after repeated sabotage.

The best window is usually after the suspect pool narrows but before sabotage has damaged multiple sectors.

Gunstar bar and fleet events

The Gunstar bar can provide once-per-sector opportunities, bonuses, morale changes, or special perks.

Use the bar when:

  • no urgent situation is expiring,
  • you have spare supplies or scrap,
  • the reward lasts multiple sectors,
  • it improves morale for a key hero,
  • it reduces losses or improves combat consistency.

Avoid the bar when:

  • a crisis is active,
  • you need the turn for repairs,
  • you are low on the resource it costs,
  • the bonus does not solve your current problem.

A strong bar event can be worth a turn. A random bar event before a crisis can be a trap.

Every-sector checklist

Use this once after every jump and again before starting combat.

CheckWhat to do
Critical thresholdsRepair Gunstar, resource ships, and civilian defense candidates first.
Fleet HealthAvoid optional Fleet Health losses if already low.
Cylon infiltratorCheck for new clues, sabotage, or narrowed suspects.
Faction stateLook for influence imbalance or relationship collapse.
TyliumMake sure you can still jump and route properly.
SuppliesKeep enough for crisis, repairs, medical, or investigation steps.
ScrapDecide between repair, R&D, or saving.
Hero actionsSave at least one if the sector is not fully understood.
Hero assignmentsMove heroes to useful squadrons, weapons, R&D, or POIs.
Squadron statusRepair or level your core squadrons.
Civilian defenseChoose ships that can survive exposure.
POIsTake only the POIs that solve a current shortage or advance a key objective.

Do not click rewards immediately after a jump. Check the fleet first.

Common fleet management mistakes and fixes

MistakeWhy it hurtsFix
Fixing every situationYou run out of resources before real crises.Compare cost vs penalty first.
Taking every POIYou waste Tylium and turns.Take only POIs that solve a shortage or advance a key objective.
Spending all hero actions earlyYou cannot handle expensive crisis steps.Keep one hero available until the sector is clear.
Ignoring ship thresholdsDamaged ships create new negative situations.Repair important ships before battle.
Overtraining civilian shipsYou spend turns while crises expire.Train only when the timeline is safe.
Ignoring civilian ship trainingYour economy never scales.Train resource ships when the sector is stable.
Accepting every faction offerInfluence and relationships become unstable.Accept rewards only when the downside is manageable.
Sacrificing morale repeatedlyHeroes may trigger personal crises.Protect key heroes when the cost is reasonable.
Buying upgrades before repairsYou enter battle with damaged ships.Repair critical ships first.
Investigating the Cylon too earlyYou spend supplies before the suspect pool is useful.Wait for stronger clues unless sabotage is already severe.
Investigating the Cylon too lateRepeated sabotage drains lives, ships, and resources.Act once suspects narrow or sabotage repeats.
Hoarding resources foreverThe fleet dies with unused supplies or scrap.Spend when the penalty would be worse than the cost.

FAQ

Should I solve every situation in Scattered Hopes?

No. Fix the situations that threaten Fleet Health, Gunstar hull, critical thresholds, or long-term resource generation. Ignore small one-time penalties when resources are scarce.

How do I find the Cylon infiltrator?

Use free Investigate actions every sector, track suspicious clues, wait until the suspect pool narrows, then spend resources to Interrogate or verify suspicious clues. If sabotage is already severe and resources are low, use Brig if available.

Should I investigate the Cylon early or late?

Usually neither extreme. Use free investigation early, but save expensive actions until the mid-stage, when two or three suspects stand out and paid verification is more likely to end the crisis.

When should I buy R&D upgrades?

Buy R&D when your fleet is stable and the upgrade solves a repeated problem. Do not buy upgrades while the Gunstar, resource ships, or civilian defense ships are near critical thresholds.

Continue Reading in the Battlestar Galactica Guide Cluster

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