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** Alien hate mechanics are build as a tug-of-war system. Overbuild (on default setting more MC than 50) or simply hunt down too many alien ships and agents and they ''will' retaliate - but that will also placate them, as they have shown your faction its place and it's no longer so dangerous to them. But ''retaliate to their retaliation'', and your faction gets quickly trapped in a particularly nasty CycleOfRevenge that will keep alien hate both high enough to perpetually raid player's installations ''and'' also continuously rising up, until it snowballs to the point where the aliens simply declare war on the player, destroying everything they can with their superior numbers.

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** Alien hate mechanics are build as a tug-of-war system. Overbuild (on default setting more MC than 50) or simply hunt down too many alien ships and agents and they ''will' ''will'' retaliate - but that will also placate them, as they have shown your faction its place and it's no longer so dangerous to them. But ''retaliate to their retaliation'', and your faction gets quickly trapped in a particularly nasty CycleOfRevenge that will keep alien hate both high enough to perpetually raid player's installations ''and'' also continuously rising up, until it snowballs to the point where the aliens simply declare war on the player, destroying everything they can with their superior numbers.
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* ''VideoGame/TerraInvicta'' has them in a cascading fashion, where people routinely come to the same conclusions and suffer dearly for doing so:
** At first glance, it looks like a game about global politics with the goal of TakeOverTheWorld, with various projects, economic settings, country unifications, and a basic warfare system. Except it really isn't. The whole point of the game is to reach the faction-specific end game condition, and, most importantly, build up your presence in the Solar System, for which Earth is but a mere springboard that can be safely ignored quite early on. The core of the gameplay is about either fighting against, resisting, [[ScrewThisImOuttaHere escaping]] or ''[[VichyEarth helping]]'' an AlienInvasion one way or another. Trying to build an utopian society on Earth or realising some political projects for the sake of themselves is an excellent way to get conquered by mid-2030s (which is the end of the early game) by an alien force that the player will be utterly unable to resist, [[GodzillaThreshold not even with nukes]].
** Another beginner mistake is to go crazy with the space colonisation, since obviously, staying on Earth was a dead end and time to take over the Solar System. This brings three separate problems: (1) establishing bases takes precious Mission Control, which is best used early on for the most profitable spots, rather than trying to take them all, (2) AI isn't so pig-headed about space exploration, so there is no real point in trying to play a denial game; and, probably worst of all, (3) the aliens are supervising human presence in space. Build too many stations and ships and they will take notice. And by "taking notice" we mean "sending a punitive expedition to blow things into oblivion". Which ties directly to ''another'' common mistake...
** Alien hate mechanics are build as a tug-of-war system. Overbuild (on default setting more MC than 50) or simply hunt down too many alien ships and agents and they ''will' retaliate - but that will also placate them, as they have shown your faction its place and it's no longer so dangerous to them. But ''retaliate to their retaliation'', and your faction gets quickly trapped in a particularly nasty CycleOfRevenge that will keep alien hate both high enough to perpetually raid player's installations ''and'' also continuously rising up, until it snowballs to the point where the aliens simply declare war on the player, destroying everything they can with their superior numbers.
** All of the above leads to ''yet another'' of the beginner's traps: since trying to stick to Earth is doomed to fail and aggressive space expansion is a recipe for disaster, new players who have learned their lessons so far routinely decide to stick to a "safe" range of alien hate (usually >40 on the default difficulty). Which is all fine and dandy, except for one problem: the aliens are colonising the entire Solar System and they don't have to play under any sort of restriction in fear of retaliation attacks. Which means they will simply outproduce human player by such a huge margin, once the fight becomes inevetable, they will have 10:1 or even greater numerical advantage, with enough reserves to lose most of their battles, yet still simply wither the human player into oblivion. The proper course of action is to accept the inevitable and prepare for it...
** Which brings us to the final trap. New players build ships that they don't use. Ships don't produce anything, they just have steep production costs ''and'' upkeep, part of which is the MC (so building a fleet is seen as an obvious sign of aggression by the aliens, adding to hate levels), which is a double-whammy to decrease profits for the space economy. While proper space fleets will be ''eventually'' useful, short for early game sniping of an alien patrol ship (which can be done ''[[RockBeatsLaser with the starting technology]]''), there is no point in building any kind of ships until preparing to actually bring the fight against the aliens head-on.
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Contrast SkillGateCharacter -- the difference between one of those and a Beginner's Trap is that the Skill Gate Character will perform well at low levels, while the Beginner's Trap sucks even there.

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Contrast SkillGateCharacter -- the SkillGateCharacters--the difference between one of those and a Beginner's Trap is that the Skill Gate Character will perform well at low levels, while the Beginner's Trap sucks even there.
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* ''TabletopGame/BrokenCompass'' is a curious case where people new to the hobby have easier time playing the game than seasoned grogs due to said grogs having counter-productive habits from other games and resolution systems. Other than that:

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* ''TabletopGame/BrokenCompass'' is a curious case where people new to the hobby have easier time playing the game than seasoned grogs due to said grogs having counter-productive habits from other games and resolution systems.systems when starting with ''Broken Compass''. Other than that:

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