Borg:
Collective Strategies
by Noysh
Contents:
Introduction
Ships
Strategem
Starbases
Planets
Warfare
Alliances
Summary
Introduction
I recently got in on a game of planets as the Cyborgs. Since
I usually favour the Birdmen point of view, I began to search
the Internet for strategies, hints--anything that might help
me dominate the Echo Cluster quickly and efficiently.
The information
that I found was a different sort entirely.
The only
real strategies that I found on how to play the Cyborgs were
advisories not to play them. There were those few who admitted
to playing them, but the best they could give me was: "The
Cyborgs really aren't that bad." They continued to explain
how the Cyborg's local space could be saturated with B41s.
Others argued that the Quietus class cruiser was the saturation
ship of choice. There were passing references about cubes
and Fireclouds with no explanation as to why they were good,
just that they were.
I left
my college's computer lab utterly discouraged. How was I to
trample the other ten players with such a mediocre race? A
race that had initially shown so much promise.
I finally
gave up on web sites somewhere around turn five. I was not
going to lose just because others before me had not succeeded.
That was not an option.
I sat
down at my computer with an empty notebook and my finger on
f1, determined to create my own strategy guide.
Ships
The Cyborgs do not have the most well rounded out of fleets.
As a matter of fact, if you surf the web looking for key stratagem,
you will hear this harped on over and over again. You will
hear countless reports of how the only real ship that the
Cyborgs have, other than the cubes is the Firecloud Class
Cruiser. Don't bet on this ship to see you through a battle,
with a ship of any sort of mass to it.
When putting
together a probe, don't bother to load the beams with anything
higher than x-ray lasers because although it is a possibility
that you might take a smaller warship with a probe' there
is even more chance that more heavily arming it will allow
it to be captured by opponents rather than be destroyed. If
you do this, you will be peddling off your racial advantages
to the. Because of this, it is best to make a probe as fragile
as you can. This way, you can deny the most careful of attackers
a hyperjumping vessel at the advantage of discovering the
other race's location.
It would
also be wise to find out if the engine/shield bonus has been
activated in the host configuration, because to give a disposable
ship extra shield strength would be counterproductive. Since
you will be primarily planet hopping using hyperjumps, it
isn't really worth loading up the ship with transwarp drives
anyway. Merely work up a routine of hyperjumping to planet,
beaming up fuel and moving on with the primary mission on
sensor sweep.
A final
thing that took me some unnecessary trial and error to realise
about the probe is that under host version 3.2, hyperjumping
is a mandatory 350 light years, no more, no less. No matter
what your documentation tells you, make sure that you don't
set a waypoint that is any less than this. It is not advisable
to come out of a hyperjump in the middle of nowhere, but in
view of everyone. Your model can only perform one jump per
load of fuel.
The next
ship with any advisable advantage is, of course, the Firecloud
class cruiser.
There
are many advantages to a Firecloud . The primary advantage
is accessibility.
If you
have a fleet of Fireclouds at your command, you are capable
of being anywhere that you have another Firecloud stationed
due to the wonderful art of chunneling.
Chunneling
is a supreme advantage because of its utter versatility. Whereas
hyperjumping will send your ship a mandatory 350 light years,
a chunnel will send you 50 to 5000 light years as well as
any ships at that same point in space that aren't moving away.
This gives you similar advantages to hyperjumping with the
added convenience of bringing a much more sizable force than
a simple probe to practically any point in space. The real
advantages of this are discussed later on in the entry on
alliances.
Your final,
and most commonly mentioned advantage are the cubes: The Annihilation
and Biocide class warships. The Biocide is powerful to mop
the floor with a Gorbie. The resource requisites are steep,
though.
Most strategy
guides will stop at this point and tell you that there is
no use in building anything besides these ships. That is part
right and part way off.
None of
the other ships have much uses form a conventional point of
view, but the possibilities are endless if you are creative.
All the
Cyborg starships (excluding the probe) have massive fuel tanks.
This is an issue for planning ahead.
If you
still have any delusions of remaining quiet while colonising
in your corner, out of sight until you are powerful enough
to strike at anyone else, forget about it. The Cyborgs were
not designed as a subtle race, so it is important that you
abolish that idea before I go any further.
When you
are getting started, it is imperative that you find out who
your closest neighbours are and let them know how much they
need you as an ally, and one of the best ways to find out
who your neighbours are is to load up a one of your small
warships (Preferably the Quietus class cruiser) with the highest
tech level engines possible and send it out planet hopping
with no other purpose than to sensor sweep and find out who's
next door.
Try not
to make any enemies until you know who's inhabiting the nearest
star clusters, because you will probably have little in the
way of military might in the initial stages of the game.
This end
of the starship discussion brings me to the point of cubes.
The Annihilation and the Biocide are the two ships that will
put you on the starmap when you have the resources to build
them. That is the real issue when worrying about cubes: resources.
One cube has the potential to cost you more than three starbases
in both capital and minerals.
The only
real difference between the two different models of the cube
is that one is a carrier and one is a torpedo boat. Although
the Biocide class carrier has the potential to be the more
powerful of the two ships because of its ability to launch
fighters, that may be the less economical of decisions, because
you have to build each, and every fighter for your ship. Unless
you have an ally that can build free fighters for you, this
ship is best saved for later stages in the game when the 500
ship marker has almost been reached and you know that you
won't be able to build any more ships for a while. In any
other case, the Annihilation is your best bet.
Try to
make sure that your Annihilations travel in lances of two
or more. By doing this, you may intimidate a lot of would-be
attackers. You also insure if the first one doesn't get it
the second one will.
In the
first issue of the Planeteer, a technique called sacrificial
lambs is outlined to enhance your interstellar navy. I will
quickly summarise that technique to those who haven't read
the first issue.
The technique
known as sacrificial lambs consists of a player setting up
lances of his biggest ship, one with tech level 10 engines
the other with tech level 1 engines and using the ship with
the tech level 10 engines to tow the ship with the tech level
1 engines around and using the friendly codes to set the weaker
ship first in order of battle. This, would generally be a
good idea, but there are some considerations to think about.
When I
play the Birdmen, I send out my cloaking ships in battle groups
and strike my opponent's ships one at a time. To see two of
an enemies big ships, just moving along together would be
a temptation for me to send one of my Dark Wing battle groups
out to strike it. What happens when the towing ship is the
one targeted by the cloaking battlegroup?
Answer
is: you have a massive ship sitting alone and immobile (effectively)
out in the middle of nowhere, waiting for someone else to
see it and swoop in to finish it off. Thus, you loose two
ships to bad luck.
At this
point that ship with the stardrive 1's becomes a marooned
gun platform, until you can manage a rescue, or someone else
destroys or captures it. A cube can eventually be captured
if allowed to sit, because it regenerates damage at 10% a
turn, but not crew members.
Mainly,
I pointed this out, because it is just plain irritating when
something like that happens. And by Murphy's Law, it's bound
to happen to you sooner or later and at the most inconvenient
time.
When you
begin sending out cubes and Fireclouds, be sure to not fill
them completely with their appropriate payload, however. I
state this because it will make blowing up someone else's
ships a lot more fun.
When a
Cyborg ship destroys an opponent's ship, the victorious ship
beams aboard the debris. With the cargo space of the larger
warships, this victory can end up being as profitable as it
is a loss if you are in dire need of minerals. Mainly it is
just a perk, though, because it this racial ability rarely
yields a significant amount of minerals unless you are just
a few short of those minerals at a nearby starbase.
These
ships aren't the only ones to be considered, however; they
are merely the more practical ones. There are plenty of uses
for the smaller models at the Cyborgs' command.
The other
practical of the small ships are the B222 and the Watcher
class. These ships may appear nearly pointless at first glance,
with their exclusive payload of beams and only moderate sized
(40-50kt) cargo capacity. However each of them has a sizable
fuel tank, and loaded with a transwarp drive, they can really
be worthwhile investments as scout ships.
In the
case of the Iron Slave and the B41, you will be hard pressed
to find jobs for them that the other ships aren't more efficient
for. Just think of them as light freighters with guns. Later
on in the game, you'll probably want to do away with them;
but, these ships can be handy for colonisation. The Iron Slave
is really quite useless as a carrier, though.
Stratagem
Advantages of the Cyborgs' include the ability to assimilate
native races; their ships regenerate as well as beam aboard
the debris from vanquished enemy craft; they can clone captured
enemy ships; hyperjumping and chunneling starships; and the
fact that the Annihilation and Biocide ships are some of the
biggest craft in the game. All these advantages make up a
descent list of credentials. The key behind success with the
Cyborgs is patience and quick thinking: an unlikely combination.
Starbases
Starbases always tend to be a problematic issue, no matter
which race is concerned. Managing them as the Cyborgs is no
less subjective in execution.
One thing
that cannot be emphasised enough is the necessity of freighter
networks. When dealing with a starbase, it is not going to
be capable of living on its own in the production of minerals
and megacredits. It is going to need support from the surrounding
planets. This will make it wise to build a starbase where
it is directly accessible to other planets without starbases.
You should have support coming from about 5 planets for each
starbase. In this way you can milk one planet at a time and
have one large or super transport freighter to "run the
loop."
Another
thing to look at is the native life. This is less of an issue
with the Cyborgs as other races, because you will eventually
have so many colonists that you don't know what to do with
them. When you find a planet with a native race that will
give you a tech-level advantage, such as Ghipsoldal, Humanoid,
Siliconoid, or Amphibious, build the starbase as soon as you
can and worry about the repercussions later. It is well worth
the 4500MC savings. You will be amazed how quickly natives
disappear with your colonists assimilating natives every turn.
Take advantage of the a native race's advantages while you
can, because they won't stick around long.
Technology
levels are another issue to be aware of when setting up a
starbase. Some technologies should take priority.
Hull technology
is more important to the Cyborgs than it is to other races
due to your lack of medium sized ships. There are only so
many probes, watchers, B41s, and Quietus Class Cruisers you
can put in your service before they become utterly redundant.
Because of this fact, you need access to all your hulls as
soon as possible.
Engine
technology, however, should be in priority slot 1. The reason
for this being: How do you dominate a galaxy that you cannot
get to. Tech level 10 on engines is not a luxury for any race
in this game. It is a requirement.
Beam technology
is more important in the long run because that is what most
of your ships are armed with. X-ray lasers or blasters have
better kill to damage ratios than larger weapons if you intend
to take a freighter or capture opponents' warships. Your race's
nature is to use beam weapons. Do not go against your nature,
it will weaken your fleet.
Torpedoes,
by and large, are more versatile a weapon. However, you will
find that you have a serious shortage of torpedo boats in
your fleet, aside from the Annihilation. However, torpedoes
should be priority in building up of the two offensive technologies.
the reason for this is that this will make sure that your
normally easy target Fireclouds will be well-protected this
way. If you feel the need to take out a freighter with a torpedo
boat, set the friendly code to NTP and hope your massive beams
don't do them in. It should be okay for larger freighters.
Planets
Planet management is somewhat less problematic and yet more
so for the Cyborgs. This is because of the assimilation rate.
Since you can assimilate natives, there is no real reason
to drop a lot of colonists on a planet. However, you will
run into problems when colonising a world with no natives
if you run by this system of managing the colonisation methods.
There is also the problem of loosing the natives racial advantages
as well.
In the
early portions of the game, you will want to build several
probes and send them all out in different directions loaded
with 5 clans, 10 units of supplies and about 30 megacredits.
Then, hyperjump to a remote planet and drop the entire cargo
onto the planet. If there are already natives there, begin
to tax them and build five factories to produce the supplies
that the planet will need to get going. If the planet is uninhabited,
check the mineral survey, it may still be worth taking, but
you will need a few more loads of colonists hyperjumped out.
Also search the outlying for other races ships. if you can
watch their movements from the planet, it may be worth setting
up an outpost at for strategic reasons. Be aware, however,
your version of hyperjumping ship is the only one in the game
that has to refuel between every jump. Plan your hyperjumps.
Do not
bother to drop the aforementioned types of colonies on amorphous
populated planets. That is a waste of resources.
For your
local empire, you will need several large freighters to establish
a local galactic ecology. You need to organise your planets
in a way that you can deliver colonists and supplies to your
colony worlds and bring back minerals and megacredits on your
return. Each freighter should service about 3-4 planets before
returning to your starbase with the motherload. Eventually,
when you get your satellite empires you founded with your
hyperjumping probes off the ground, you need to send a Firecloud
out there. Make sure that the candidate has transwarp drives.
There
are several reasons for having Fireclouds stationed at your
satellite empires. the most obvious is that this makes your
satellites much more accessible by your larger ships via chunnel.
There is also the chance that you will need to get out of
harm's way at the beginning of the game. When you are just
starting, for the first 20 turns, the Cyborg tend to be the
most vulnerable of races. If you begin within striking distance
of another race, you are most likely toast unless you can
exodus to another location. Sometimes, you have to cut your
losses and run to survive. This is especially true in the
invasion scenario of ref.
Warfare
All is fair in love and war. Especially war with two of the
biggest warships in the game at your command. Your problem
is that their price is proportionate to their effectiveness.
Since the Biocide could face a Gorbie and still limp away,
you have quite an advantage if you can ever find the resources
to produce Biocides and Annihilations. In the beginning, for
warships, stake your money on lots of Quietus and Fireclouds.
Both make passable, medium size fighters if you have Mark
8 torpedoes and tubes (which can be shut off to attack freighters).
Dropping lots of mines in you territory is not such a bad
idea either. The point is. Keep them all away until you can
make your cubes. An easy way to do this is bluff. It doesn't
always work, but if you do it well, it cannot hurt. Since
you will be cranking out little ships (probes, Quietus, Fireclouds)
in the initial stages of the game, your score should be at
a healthy level, despite the fact that you could not really
stand up against a serious assault. First of all, use your
probes for what they are for and probe the outlying star clusters
for your neighbours. Find out who is next door and then start
sending them misleading messages. It is imperative that you
do not threaten, or implicate danger to them because that
kind of strategy could blow up in your face and have them
all sending in attacks together. What you need to do is negotiate
an alliance with them that would profit them and don't let
them know that you intend it to profit them. When you send
out a message. Never beg either. Your race could conceivably
wipe everyone else's out with a several cubes up its sleeve.
Act like it.
The art
of combat does not suddenly become simple once you have your
cubes to move about. In fact, it becomes all the more complex.
Assuming that you've read the first issue's stratagem about
the Missing Colonies of Man (if you have not, do so; know
your enemies) and read about sacrificial lambs. To you, this
is a threat. Make your own sacrificial lambs and play the
same game. That happens to be a good idea and would serve
you well.
Another
thing that you should actively worry about is being baited
by those who find your cubes intimidating. Use a tow beam
to drag a Firecloud with supplies and a full fuel tank along
with your cubes. This is why:
Let's
say that one of your fringe worlds was struck by the Feds.
You send your Biocide and Annihilation (which is the sacrificial
lamb) out to defend and, and perhaps even strike a return
blow to those darn Missouri Class Battleships. Then about
5 turns later, you engage a Missouri left as a planetary garrison
and eat it for lunch. You garrison that planet with your cubes,
watching for retaliation and to lick your wounds. This very
turn, 2 triads of Dark Wings uncloak and each triad takes
out one in an identical pair of the cubes that you have watching
the other end of your empire which is now over 8 turns away
at Warp 9. On the other side, there are 3 Fireclouds littered
amongst the planets. As two fully operational Dark Wings cloak
once more and a crippled Dark Wing heads slowly out of sensor
range, you begin to wish there was a Firecloud that you could
use to get over to the other side and wipe out that last Dark
Wing.
This is
why you make sure that every cube or group of cubes is escorted
by a Firecloud.
Alliances
Due to the nature of the Warp Chunnel that your Fireclouds
can perform, you have the potential to be important in any
alliance- especially a multi-racial one. You can offer the
quick and silent transportation of a chunnel directly into
a common foes territory to several allied races if you play
your cards right. Just choose a rendezvous point and sneak
a Firecloud into orbit around a planet behind enemy lines.
Then chunnel in the biggest, most dangerous fleet that the
poor sot has ever seen. And crush him.
This marks
your primary gift to an ally. You have power and mobility
if you plan ahead and are patient enough to wait a few more
turns before acting on a plan.
Feds:
Other than firepower (I'm not discrediting that), the Feds
have little to offer you. if you plan your shipbuilding
well, you'll have little need of their refitting abilities.
They can provide you with some much needed currency while
you provide them with some much needed minerals, though.
Especially if you have several mineral rich planets.
Lizards:
The Lizards are one of the four races in the game to have
cloaking ships. You do not. Therefore, if you're the type
that trades ships, this is a good ally to have. You can
also profit from the Lizards' hiss missions as well. This
is another solution to the looming currency problem. The
lizards can also extract loads of those precious minerals.
In case you had not noticed, a cube takes 550 Kt. of Molybdenum.
Their Ground Attack is convenient against a planet with
lots of defence as well.
Birdmen:
Having command of half the designs of cloaking ships that
are distributed amongst the cloaking races, the Birdmen
tend to get around without anyone else knowing it. They
generally know where everyone is by the 30th turn of the
game. Be that as it may, the Birdmen pose little use to
you as allies aside from the fact that this keeps them off
your back.
Fascists:
The Fascists' Glory Device is great to get rid of Amorphous
on planets that would be darn nice if it wasn't for the
fact that you can't keep the planet stocked for colonists.
They also have cloaking ships. They get a bonus to start
a ground war with enemy colonists like the lizards, but
its not as powerful.
Privateers:
Because of the Fireclouds chunnel, the Privateers' gravitronic
accelerators are not quite as useful to your race. The Privateers
are the fourth race that has cloaking ships, however.
Crystals:
The Crystals have little to offer you that you do not have
the same thing, only better. Except for mines that is. In
the early parts of the game, they can lay web mines around
your perimeter and intercept invaders. They profit from
this as much as you because they get other people's ships
out of the deal. This arrangement eventually outlives its
usefulness, however.
*Note-
All of the following races can build fighters for free.
This advantage would relieve you an immense financial burden
of building fighters to fill a Biocide. A fighterless Biocide
is hardly worth the effort to build.
Empire:
Dark Sense gathers some useful information that you could
use for constructive purposes. Although the Empire produces
free fighters, it is only at a set rate. The default in
HCONFIG is 5. It would take a while for them to stock their
own carriers, let alone your 320 capacity Biocide.
Robots:
The final three races all can produce masses of free fighters
in a given turn. What the Robots have for you that the Rebels
and Colonies do not is a 4X mine laying rate. If they lay
mines in your identity and you sweep them, the net gain
is that you have 4X the torpedoes that were dropped.
Rebels:
Of the free fighter builders, the Rebels are the least useful
as allies. They have a Ground attack that is very similar
to the Imperial Assault, or the Fascists' Pillage Planet
mission. The other 4 races offer more along the lines of
advantages to compliment you than do the Rebels.
Colonies:
The Missing Colonies of Man are the most useful allies of
the free fighter building races because of their ability
to use their fighters to sweep mines. The default setting
allows them to clear 20 mines per fighter. Thus they can
make short work of a minefield, even one that the Robots
dropped.
The important
part of making allies is to look at what you cannot do that
someone else can. If it is an insignificant drawback, then
don't bother. If you ally with everyone, they may proclaim
your treachery to everyone when you betray one of them. Then
you are screwed.
Watch
other races movements for strategic strength. No matter what
race they are, if their player is a good strategist, they
will make a good ally.
Summary
The Cyborg, despite popular opinion, are a sound race to play.
They may be a bit ponderous to get off the ground, but remember:
you are dangerous. So don't let other's opinions sway you
from playing the Cyborgs. They are definitely one of the more
challenging and, in turn, rewarding races to play.
See you
on the other end of a cube.
Noysh
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