
Want
to write for the
Official VGA Planets
Newsletter? Click Here
|
*VGA
Planets - HINTS - version 9 NOV 94*
HINTS begun by Roger Burton-West <ubte30e@ccs.bbk.ac.uk as part of the alt.games.vga-planets FAQ.
Previously Continued by Gary Grothman <grothmag@vax.cs.hscsyr.edu.
Continued by Gordy Pine <gordy@compumedia.com
This is a collection of submissions
& strategy hints nabbed off Usenet. It is posted to
alt.games.vga-planets approximately biweekly. Its main
purpose is to help novice players avoid common pitfalls
& allow them to play competently in games with more
experienced players. It may also contain some tips of
value to relatively advanced players. Players/hosts are
also directed to the alt.games.vga-planets FAQ, also posted
approximately weekly. Newcomers to Usenet may wish to
peruse the bulletins available in news.announce.newusers
(& other "news." groups...) for information on net-etiquette,
as well as explanations of such net.critters as IMHO,
FYI, 8), RTFM, and so on. I [Gordy] am not appending contributor
names/siglines at this time, as I’m pulling these hints
out of my files, which are nameless... But thanks to ALL
those that have (and will) contribute to this work.
##############################################################################
CONTENTS:
GENERAL
PLAYING/HOSTING TIPS
A. Hosting, General Tips
B. RTFM
C. Conglomeration of thoughts, Playing/Hosting
II. PLANET-SIDE/STARBASE TIPS
A. Planetary Defense
B. Starbases
C. Conglomeration of thoughts, Planetside/Starbase
III. SHIPS, GENERAL TIPS
A. Alchemy Ships
B. Dealing with Cloakers
C. Conglomeration of thoughts, Ships
IV. MINE FIELDS, GENERAL TIPS
V. RACE SPECIFIC TIPS
A. The Solar Federation
B. The Lizard Alliance
C. The Bird Men
D. The Fascist Empire
E. The Privateer Bands
F. The Cyborg Collective
G. The Crystalline People [Tholian]
H. The Evil Empire
I. The Robotic Imperium
J. The Rebel Confederation
K. The Lost Colonies Of Man
VI. NATIVES
VII. ANTI-xxx WARFARE
A. Anti-Federation
B. Anti-Lizard
C. Anti-Birdmen
D. Anti-Fascist
E. Anti-Privateer
F. Anti-Cyborg
G. Anti-Crystal
H. Anti-Evil Empire
I. Anti-Robot
J. Anti-Rebel
K. Anti-Colony
##############################################################################
##############################################################################
I. GENERAL PLAYING/HOSTING
TIPS
******************************************************************************
A. Hosting, General Tips
1) DON’T!! I.e. don’t be
a newbie and try to host a game at the same time. Play
in at least one game to the end before you decide to host
a game.
2) KEEP BACKUPS AT LEAST
3 DEEP. Keeping backups that are more than 7 turns old
isn’t very helpful because most people aren’t going to
want to back up that far if something goes wrong with
the game. However backing up and redoing 1 or 2 turns
will be ok. (And things do go wrong.)
3) Convince everybody to
do their UUENCODE/DECODE on the PC using the same version
of the program (recommendation: Richard Marks’ v5.21,
available on SIMTEL {if you don’t know what that means
you are crazy to even consider hosting a game.}) Having
some people doing UU on the PC and others on various mainframes
is a recipe for trouble.
4) DON’T PLAY IN YOUR OWN
GAME. This has several advantages:
a) I play to win. I don’t
want some less skillful player saying that the only
reason I won was because I used my special advantages
as host. I assume that you feel the same way.
b) If necessary it allows
you to look at players’ files without feeling guilty.
c) If someone drops out,
you can play their empire for a couple of turns while
you arrange a replacement.
d) There are plenty of
games on the net for you to play in. I would recommend
that all hosts give other hosts special consideration
when it comes to getting into a game (but not necessarily
first choice of race.)
******************************************************************************
B. RTFM (Read The F*%$ing
Manual)
READ THE DOCUMENTATION!
"When I first started to play, I thought the only way
to colonize planets was by building ships and setting
them to ‘colonize’. Naturally enough, I fell pretty far
behind in those first few games."
******************************************************************************
C. Conglomeration of Thoughts,
Playing/Hosting
There are two secrets to
success. The first one is really no secret. Fighters!
"But I play the Feds", you might say. Fear not. Rescue
is here. Mines. (not the ones you build on planets, stupid).
As noted earlier I will not say anything of tactics with
space mines, but just dropping some in enemy territory
is NOT the best idea.
Teams. Try teaming up with
someone. Exchange ships. Think of it. Privateers &
the Cyborgs. Unstoppable.
Even though you cannot cloak,
you can semi-cloak. Orbit planets as often as possible.
Always defend planets so they can’t be surveyed.
Watch the scores. They often
tell you more than the deep space scan.
Don’t just watch you neighbors,
watch your neighbor’s neighbors. What’s going on on the
other side of their empire can impact your side.
Your number one goal in the
opening phases (assuming your neighbors leave you a little
bit of breathing room) is MAXIMIZE PRODUCTIVE CAPACITY.
This means (1) exploring new planets quickly, and (2)
develop enough shipping capacity to get reasonable numbers
of colonists onto the planets and regular shipments of
minerals and cash back to your starbase. IMHO this calls
for the highest engine tech you can afford and hull tech
sufficient to build the larger freighters. Obviously,
if your neighbors are hostile, local defense becomes a
top priority and economic development takes a back seat.
[Re: Should you be building
a ship per turn?] This is not a bad idea in the beginning,
provided the ships are useful in accomplishing the goals
described above. Later in the game you are much better
off building the highest quality ships you possibly can
(though small, cheap gunships also have their uses, especially
against fighter-based races). I like to think of the overall
goal of the game as converting as many minerals and resources
as you can obtain into the most powerful battle fleet
possible. It’s a simple idea, but it helps you to keep
your strategic focus.
Cash is probably most scarce
at the beginning of the game when you are trying to get
your tech levels cranked up and keep your manufacturing
going. The next thing to go, in my experience, is neutronium.
After that, if you haven’t paid attention to your mining
and supply networks, everything starts to get scarce and
you can find yourself in real trouble.
Combat only takes place
if both ships end their turn in the same location. In
practice, this generally means you only have combat when
at least one of the players wants a battle to take
place. But don’t worry—this will happen soon enough!
##############################################################################
##############################################################################
II.
PLANET-SIDE/STARBASE TIPS
******************************************************************************
A. Planetary defense
Defense posts have
critical values, where you get more fighters/beams/tech,
and increases are only valuable at these points. So buying
D from (say) 7-12 is worth nothing, but 12-13 gets you
an extra fighter (4, now) and tech 2 beams. So, build
factories and save until you go 7-13 in one hit.
Planetary Defense has wildly
varying effectiveness. 1 DP can keep a planet from being
taken over by starting ships with only 1 or 2 lasers or
x-ray. (1 DP means the planet has shields, at 0 DP it
has no shields).
But the value of planet
defense above one is highly questionable. Unless the defense
is VERY high, any half-decent ship with 4 or more beams
and either some decent torpedo tubes or a goodly number
of fighters, will be able to take it with little trouble.
Adding a starbase (with
60 fighters) makes a planet MUCH more difficult to kill.
For testing purposes I used an Empire SSD with 8 x-ray
lasers and 68 fighters, not until I cranked the planet
defense up to 271 did the planet win consistently. Adding
a starbase and 60 fighters, the planet won consistently
with only 20 DPs.
Keeping this in mind, below
are the ‘breakpoints’ for planetary DPs. Raising DPs to
a number not on this list increases shield strength, which
is of fairly minor significance; it also increases the
Ground Combat Defense multiplier, which can often be more
useful.
Formulas:
# of planet fighter: SQR(DP) + .5
# of beams: SQR((DP + base defense) / 3) + .5
Beam Type (not TL): SQR(DP / 2) + .5
Shield strength (untested): (DP + base defense + 100)
gives ship KT equiv.
(Defense Posts, Fighters, Beams,
Beam Type)
| DP |
F |
B |
TYPE |
DP |
F |
B |
TYPE |
| 1 |
1 |
1 |
laser |
85 |
9 |
5 |
heavy blaster |
| 3 |
2 |
1 |
|
91 |
10 |
6 |
|
| 5 |
2 |
1 |
x-ray laser |
111 |
11 |
6 |
|
| 7 |
3 |
1 |
|
113 |
11 |
6 |
phaser |
| 13 |
4 |
2 |
plasma bolt |
127 |
11 |
7 |
|
| 19 |
4 |
3 |
|
133 |
12 |
7 |
|
| 21 |
4 |
3 |
|
145 |
12 |
7 |
heavy disruptor |
| 25 |
5 |
3 |
blaster |
157 |
13 |
7 |
|
| 31 |
6 |
3 |
|
169 |
13 |
8 |
|
| 37 |
6 |
4 |
|
181 |
13 |
8 |
heavy phaser |
| 41 |
6 |
4 |
positron beam |
183 |
14 |
8 |
|
| 43 |
7 |
4 |
|
211 |
15 |
8 |
|
| 57 |
8 |
4 |
|
217 |
15 |
9 |
|
| 61 |
8 |
8 |
disrupter |
241 |
16 |
9 |
|
| 73 |
9 |
5 |
|
271 |
16 |
10 |
|
In short, if you REALLY want
to defend a planet, put a stocked starbase in orbit above
it! If that’s too expensive you can always post a picket
ship or two at the planet. Of course, picket ships can
be robbed, or towed away, while starbases can’t...
There are a variety of utilities
that also give you your planet(s)’s current defensive
strength (such as, Crystal Ball, Informer, VPUTIL...etc...)
******************************************************************************
B. Starbases
[Re: choosing suitable planets for starbase construction...Ed.]
IMHO, mineral content is more
important than a large population; you can always ship
the cash there from a cash-cow, cheaply with a scout ship,
as long as it’s not too far away. You will want lots of
colonists at the base though, in case those sneaky cloaked
types try to capture the base by beaming down colonists
for a ground attack (esp. lizards!).
The one tech worth building
at a base even if you don’t need it for ships is beams;
they may boost the starbases beams used in its own defense,
if the SQR (.5 * (starbase defense + planetary defense
posts)) is less then the starbase beam tech.
A good justification for the
strategy of building as many starbases as you can [is
the 500 ship limit...see FAQ]. It’ll pay off in spades
if you survive long enough to reach the 500 ship limit.
******************************************************************************
C. Conglomeration of Thoughts,
Planet-Side/Starbase
Planetary defense can be a
bitch. A Strong Planet is worth the investment.
Build factories first and always.
Try to have maximum factories on all planets all the time.
Exception is Bovinoids, where one aims for maximum defense
and spends the change on mines.
Put about 10-20 mines on a
poor-mineral planet. Up to 100 mines/factories is a good
max, as over that amount is usually detrimental, as your
taxing rate will be compromised.
Unregistered players better
hunt out (1) Ghipsoldals for tech ten engines, and then
(2) humans for tech 10 hulls. Engines are vital, and give
you a big advantage over slower people. The FAQ on alchemy
ships is useful, but note that you need 625kT Deut. to
make one, so don’t get too excited until you have the
minerals to make the ship. And, unless you are really
rich, only put tech 4 or 5 engines in it. Tow it if it
has to be moved. And, it’s cheaper to move minerals than
supplies, so put it over a Bovinoid planet not a starbase
(unless you have both...), and then build a starbase there
if you feel like it (or someone attacks you).
##############################################################################
##############################################################################
III. SHIPS, GENERAL TIPS
******************************************************************************
A. Alchemy ships
One alchemy ship should be
constructed early in the game. No need to use extra cash/minerals
on engines/weapons. Have it as a stationary builder. If
anyone can grab something at your home world they can
surely beat the shit out of you anyway. (Best placed at
a good Bovinoid planet—supplies...)
******************************************************************************
B. Dealing with Cloakers
The Situation is fairly common.
You are less experienced in planets, and you get attacked
by one of the cloaking races. How to react now?
In most cases you first have
to define your general strategy. It is a fairly good assumption
that the your first step is re-gaining control about your
territory and ensure your expansion. If you can sufficiently
ensure those conditions, then you can start attacking
the enemy actively.
Your main strategy against
cloaking intruders is therefore mining. By that I don’t
mean one huge minefield covering your whole territory,
but several small to medium minefields placed strategically.
Your territory is not simply a place but is defined by
supply points and transport ways. Therefore mine important
planets and waypoints.
Your second strategy is to
secure transports. You effectively have to make it that
expensive for your enemy to conquer or destroy your transports
that you win more than he does. The usual way of doing
this is Freighter Escorts. The necessary strength of escorting
ships there depends on your enemy - Birdmen cloakers are
slightly more dangerous than those of other races are.
Good escorts are light and very offensive. They should
at least have Mark 4 (TL5) Torps, later I would use Mark
7 or 8.
An alternative can, in rare
cases, be heavy armed freighters. Examples are the Nebula,
Tranquility, Firecloud, Emerald, Cat’s Paw and, perhaps,
the Gemini.
Your third strategy is selective
territory protection. Find out the important stars in
your empire and place ships and mines there. Never try
to protect everything you own. Said empire for example
tried to hunt a tiny Serpent escort, which broke into
his domain by a Super Star Destroyer. He burnt enormous
amounts of fuel and bound a major ship he needed elsewhere
urgently in order to hunt down a ship that couldn’t cause
much real damage.
A rule of thumb I made with
respect to intruders is: They won’t be allowed to cause
more damage than they are worth, and they may get in but
they won’t get out. And they are never, Never, NEVER allowed
to keep planets they conquer. Their lack of fuel supply
points inside your territory is one of your best weapons.
******************************************************************************
C. Conglomeration of Thoughts,
Ships
Be extremely careful what ships
you construct. Be even more careful to only use your ships
to what they were meant to do. Hurling small escorts with
many beams against large carriers, is the absolutely WORST
tactic I’ve ever heard of!
You only need lasers to shoot
down fighters. (Even on battleships). Small mass ships
don’t stand a chance against torpedoes. Flee to fight
another day.
If two good ships won’t do,
five intermediate and one good will. Ships with less than
Transwarp Drive aren’t worth diddley.
If you want to overload a ships
engines for part of a trip, do it at the very end. This
way the engines are running inefficiently when the ship
is lighter so less fuel is wasted. It also gives you the
opportunity to change your mind.
Watch the mineral content of
ships when you build them - low tech ones are heavy and
expensive, with low cargo capacity. For scouts you want
light, cheap, lots of cargo. They don’t fight except against
planets. Leave that to ships with torps and fighters who
follow once you have a few good planets.
Find planets by sending a light,
fast ship full of colonists out to put 1-10 colonist clans
on each planet, without stopping. This tells you what’s
there, and you can follow it up with a bigger ship to
fix the colony. The idea is to make 4 or 5 good colony
planets with minerals or natives, rather than 20, half
of which are arctic or mineral-poor. Aim for 1000 clans
and a strong defense on good planets. Probably a ship
with disrupters, to capture enemies, backed by a planetary
defense around 60-100 to trash anything big enough to
kill the defender ship. I usually have my colonizer tow
this out as I only put low tech engines in it. Little
Pests and Little Joe’s are great for this-cheap, lots
of beams, but one hit and they’re history. Usually they
capture two or three other ships before they go though,
so are worth the extra cost.
##############################################################################
##############################################################################
IV. MINE FIELDS, GENERAL TIPS
Mines: They are
great for discouraging said sneaky cloaking types from
paying you a smashing surprise visit; but you need LOTS
to make the trip hazardous enough to feel "safe". Note
they are VERY slow to sweep; this makes the colonies’
ability to sweep with fighters (and from outside the minefield,
I believe) a better deal than it first appears.
##############################################################################
##############################################################################
V. RACE SPECIFIC
******************************************************************************
A. The Solar Federation
Build Neutronic refinery ship(s)
early. You have no fuel carriers, so your supply will
be limited.
Build an alchemy ship early
- preferably before the N. refinery. Keep it at your home
world until you can build a Nebula or Missouri to escort
it to a Bovine (supply-producing) planet.
You are going to have to trade
to get fuel carriers, fighter ships, and respect. Form
a stable alliance with a stronger race. Offer them use
of your Super Refit capabilities.
Despite the lack of fuel carriers,
you have a good balance of ships, mostly leaning toward
torpedo-based weapons. Crank up your torpedo tech level,
and concentrate on tech 7 and higher torpedos.
Nebula - carries 350 torpedo's.
Good for torpedo transport, or can use on long treks through
enemy space dropping 50 mines 7 times to form a wall.
Sweet ship to offer in trades but be careful whom you
give it to.
Missouri - good torp &
beam ship, high mass, can take some hits.
Kitty Hawk - holds 65 fighters,
reasonably priced. You can build a couple of these, and
send them out with other ships in a fleet.
Nova - Not bad for a tech 10
ship. I haven’t had the chance to battle test mine yet,
so I can’t give good advice on Nova Vs T.Rex, etc.
Nocturne - Don’t overlook these!
They hold 50 torpedo's - not much in a battle, but can
be loaded with torps and distributed across your territory.
In times of emergency, they can cover your planets with
small minefield's (beware cloakers!), and be used to trigger
planet defenses if/when attacked.
A previous hint said that Feds
lose in the long run. Without fuel carriers, you will
lose quickly.
You are the poor guy who probably
will not win by the course of time and simple surviving.
Use your money advantages to outrun your enemy early -
they will loose much of their value later. You can use
your Refit mission to overcome temporary supply shortages
- simply build the ship and refit it later when money
or minerals are plentiful available.
Your Escort of Choice is the
Loki. You can equip it with slow drives and tow it by
the freighter, if money is rare. The Vendetta does it
as well but it is a little short on Crew and tends to
get conquered by the Enemy.
They can Super Refit ships,
for profit.
That’s why the Solar Federation
is sooo powerful! ;-)
(Another "ally" tip)
(Meaning? --- Ally w/ the Feds, send them your old ship
, have them "REFIT" it with upgraded
stuff. They return it to you. Work out the $$ yourselves
a great alliance tool)
******************************************************************************
B. The Lizard Alliance
Go out, find enemy planets
you want, and land 1000’s of clans to take them over and
defend them. You’ll probably want 2 or 3 warm planets
to grow lizards on, and remember not to build more mines
than you need. Use that defense bonus on ships by using
small, cloaking ships to steal ships off other people.
Normally the Lizards are lousy
(or so-so) cloakers. The Reptile isn’t heavily enough
armed, and the Lizard Cruiser is too massive - it needs
too much fuel. But they have their Lizard Ground attack,
which can cause horrific damage to your planets. Additionally
this can be used while cloaking.
Two countermeasures: Develop
Planet defenses to max, and place well armed ships around
endangered planets. If the Lizard conquers the planet,
you will take it back immediately. And that Planet Defense
reduces his ground combat ratio. Once one of these Lizard
Cruisers loses its Colonist load, it has lost most of
its destructive potential.
Your Escort is the Vendetta.
Since you have the 150% advantage, it is more impressive
in your hands than with the Fed.
If you had a Lizard ship orbiting a planet and you upped
the tax rate to 100% and the Lizard ship had the HISSSS
Mission set would that mean that you’d get major $$$ without
any risks at all or would the population riot? I know
the HISSSS mission will stop civil wars, but will it stop
people from rioting?
Nononononononononono.
Don’t raise taxes to 100%.
Dumb. Civil war for turns & turns, even with 3 or
4 ships on HISSSS orbiting the planet. HISSSS only decreases
unhappiness a little bit. You’d need multiple ships Hisssing!
To manage 100% taxes I have one planet with 15 mil Ghipsoldals
at a 40% tax rate and 7 ships Hissing! and they’re stable
at ‘Unhappy.’ (host 3.11)
The number of ships needed
to keep your planets not rioting is not directly proportional
to your tax rate. Unhappiness is more like geometrically
related to tax rate (I dunno what the exact deal is).
HISSSS! does not stop riots immediately. You can have
a planet rioting while ships HISS! at it. Such planets
will just stop rioting quicker. You can also HISS! at
planets you don’t own and it’ll work. HISS! at your allies
in exchange for better ships... ...
Nope, sorry. I tried that,
ONCE. It took two turns with taxes at 0% and two ships
in orbit with the HISSSS Mission going, to recover from
bumping taxes up to 100%. Thank God I did that early in
the game so it didn’t hurt me. (FYI: This was on version
3.0d) So for all you Newbie Lizard players out there,
Do NOT set your taxes up to 100% and think the HISSS mission
will make everything o.k. the following turn.
For all you Lizard People out there that have played for quite
a awhile, How are we supposed to beat anyone?? This is
my first game, my ships suck, I’m over extended in planets,
because my lizards mine too fast then get angry, I have
to build all freighters to send them back to my two starbases
which are already sucked dry. This means I have a few
escorts, and my biggest ship is the size of the Robots
tech 6. Not only that they are about to attack me, and
they can at any given time, because I don’t have any mines,
all my Mo are in my freighter’s hulls, and the freighters
just ship Supplies back and forth. Meanwhile I have to
let the ULS Patrick (Merlin) to rune seven or eight times
just so I can build another one, and build torpedoes.
How am I supposed to beat a swarm of fighters from the
Robots anyway??
As a successful Lizard player,
there is one thing you have going for you: Money, Lots
and Lots and Lots and LOTS of it! If you’ve got it, and
Alchemy ships, build starbases to defend your planets.
If you haven’t had time to set up a strong intimidation
based economy (Love that hiss mission), I cant help you
much..
For all you Lizard People out there that have played for quite
a awhile, How are we supposed to beat anyone?? This is
my first game, my ships suck, I’m over extended in planets,
because my lizards mine too fast then get angry,
Mining faster then everyone
else is GOOD. The reason your natives or colonists are
angry is because you are taxing them to high. The lizard
HISSS mission will help solve this problem.
I have to build all freighters to send them back to my two starbases
which are already sucked dry. This means I have a few
escorts, and my biggest ship is the size of the Robots
tech 6. Not only that they are about to attack me, and
they can at any given time, because I don’t have any mines,
all my Mo are in my freighter’s hulls, and the freighters
just ship Supplies back and forth. Meanwhile I have to
let the ULS Patrick (Merlin) to rune seven or eight times
|just so I can build another one, and build torpedoes.
How am I supposed to beat a swarm of fighters from the
Robots anyway??
From your description you probably
going to die if the Robots want to kill you. You have
to be careful with your minerals from the start of the
game all I can say is think ahead several turns. Your
ultimate goal is to find Bovinod planets and put Merlin
alchemy ships in orbit around them for an unlimited supply
of minerals.
How do you kill someone with the lizards?
Build lots of lizard class
cruisers with high tech torpedo tubes. Put lots of torpedo's
and clans on board, go into enemy territory cloaked, drop
clans off on his worlds. It takes over 900 clans to get
planetary defense up to 80 so most worlds will have 60
or less defense which will make the lizards ground attack
ratio 30:4 instead of 30:1. So 200 clans can kill 1500
enemy clans. That's 2 or 3 well developed worlds or as
many lightly populated worlds as you can reach. Since
the lizard cruiser cloaks the only way to stop this attack
is with mines. That's why the cruisers have high tech
torps to lay mines to destroy enemy mine fields. Its a
bitch for the enemy to take back the planets because lizards
can take 150% damage (yes even the planets) and if they
don’t build up the planetary defense then it makes it
that much easier for the lizards to take.
Unfortunately the Robots are
the lizards worst nightmare only the lizard battleship
(and alchemy ships) have more than 4 beam thus fighter
races have an advantage. And the robots mine 4 times better
than everyone. The only thing the lizards can do to stop
a direct attack is build lots of battleships with x-ray
lasers and high tech torps.
What kinds of ships are best at Hissing? And how much over amounts
can I get per turn, safely?
Build Escorts. Lots of them.
With 6 or 7 in the air you can get taxes up to about 75%!!!
The T-Rex is small but only requires 2 engines. It is
therefor cheap to build. Build a fleet.
Use the LCCs as planetary attack
ships. Cloak and drop colonists. Even captured freighters
can be used as assault ships by Lizards. Capture the freighters
and then drop the colonists (if that is what they are
carrying on a planet. If you have enough you get the planet.
If not you dropped his population by a big margin.
Do the Lizards have to be offensive early on?
I’ve never played the Lizards,
but they are oriented reasonably well for defense: with
your 30:1 ground combat ratio when attacked, it’s darn
hard to take your planets away from you. For offense,
I think you’d do well to slowly advance your borders outwards,
crushing enemy frontier worlds by dumping massive numbers
of colonists onto them.
The 150% is only really important
in the battle where you get to that figure; but it’s quite
impressive there. I have taken on many Rushes with T-Rexes
and it generally requires 2 T-Rexes lost and the third
damaged; that’s 1 less than the usual number of Victorious/Diamond
flame b-ships usually lost. This carries over into the
other Liz. ships as well. The Lizards real problem is
the lack of ships with many beams, which makes them vulnerable
to carriers; they fare well against torpedo races like
the Feds and Fascists. But that’s symptomatic of the greater
strength carriers have against all torpedo ships. A 1-1
kill ratio is nothing to sneer at! The Lizard cloakers
are generally light in combat potential, but cheap in
minerals, tech levels for the hull, and credits. Thus,
you can crank T-Rexes at old established starbases, while
making cloaking ships at the new frontier bases. They
do have good cruising range, and excellent cargo capacity
for assault troops, supplies for repairs (important when
penetrating minefields) and torpedoes (for extended raiding
campaigns and mine laying). 2 of the cloakers can survive
a mine hit (the Liz cruiser 2 hits). When loaded with
supplies, they can be in pretty good shape after that
hit. They are not intended to be heavy combat ships, but
are quite adequate at planet-busting and convoy raiding,
as well as planet-taking ground assault. The Reptile is
strictly a scout; but it’s fine against freighters, and
can take a small frontier world with 50 colonists in the
cargo hold. They have cloaking and that is nice. The ground
attack is also nice.
Take them on the offensive
and conquer new worlds by hand-to-hand combat! But, do
it early in the game.
Agreed, be quick out the gate.
But not only the ground assault - the double mining and
HISS mission give them the cash and minerals to build
starbases and reach high tech levels early.
On the defensive Lizards suck.
Why? Lot’s of other races won’t
have their cash to lay minefields, or a ship to match
the T-rex, and they never have to worry about ground assault.
They can afford starbases to toughen their planets better
than most, as well. Sure they don’t have huge ships, but
can’t you think of something to offer a neighbor (or a
neighbor’s enemy) from their stock of goodies, to get
a ship in trade?
To do well you probably need a good starting position and build
lots of starbases quick so you can get massive numbers
of the pathetic ships.
The ships are not pathetic-they’re
as good as most Fed except the high-end, which with 70%
mining the Feds have trouble building; are comparable
with Birds (except their B-ship doesn’t cloak); better
than Fascist, Privateer (except the speed), Cyborg (except
the cubes), Crystal (except the expensive Crystal Thunder),
and not too shabby against the Rebels and colonies, except
the Pat, Rush and Virgo - and as I said, you just have
to sacrifice some T-Rexes. The 500 ship limit is their
biggest enemy; fight it by building lots of bases, and
destroying the bases of your enemies (or capturing them!).
That demands either treachery, or a little homework. They
aren’t any good at simply walking over the enemy, like
the Cyborg in the end-game, but what fun is that?
If you concentrate overrun
type missions on key enemy planets, it can be very successful.
Imagine being able to take the enemy’s starbase just with
an overrun (possible in games where all sides start with
very low populations)! Being able to do it from a cloaked
ship means you’ve got deep penetration on your side, except
against the Privateers (who can anticipate where you will
try to strike, and Rob you blind) and people who build
minefields.
The FAQ suggests finding warm
planets to breed lots of Lizard colonists. Sounds like
a good idea.
On the defensive Lizards suck.#2
One thing in your favor is
that your planetary defense is boosted by that 150% bonus.
A "depth" defense where you build up a lot of well-defended
planets and wait for the enemy to attack works best for
you than for any of the other race.
Lizards - Have pretty good
ships. The 150% damage ratio can help, but only if you
can get a few more torpedo's off in those last few seconds
of life. The Lizards need LOTS of cruisers and LOTS of
colonists, as that is they’re only defense against the
big fighter races. They just don’t have the Fascist plethora
of beams. All-in-all, a good race if played properly.
They’re mining ability and HISS mission make finding natives
and good planets essential. In a bad position, the Lizards
will find it tougher than most to be strong. In a good
position, they can be dominant.
Yes- the Lizards can arrive
cloaked, drop colonists, and leave, without ever uncloaking.
The only defense against this type of attack is to lay
mines and hope he hits one. Web mines are especially good.
The Privateers have the option of leaving ships in orbit
set to "rob", although this won’t catch the lizard ship
until after it’s dropped its marines.
The best defense, of course,
is not to let the lizard get close enough to do this to
many planets at once. Don’t keep much fuel on the ground
at any border planets.
In my game as the Lizard (in
turn 130 something, with 103 ships ‘ruling’ the space
lanes), I can confirm this, more or less. Lizard ships
will survive battles if they are damaged 100%. If they
are involved in multiple battles, they will go on to fight
the next battle even if damaged 100%. However, they will
have negative shields for this battle. e.g. a 130% damaged ship will
have shields of -30%. A neat bug. I’ve never had a ship
with negative shields survive a battle, though, so I don’t
know what happens. However, after all battles are done,
the ships 100% damaged do indeed seem to disappear. This
stuff is more than likely host-version dependent.
Lizard ships who hit mines
to be damaged 100% do not disappear, though. So
this would be the way to test the capture scenario. Since
the scenario mentioned involved the Crystals, this is
probably what happened. This is one of the things I love
about the Lizards- the Lizard Cruiser can survive two
mine hits (damage of %124) and still move off at about
warp 6. One hit (62%) and it can still do warp 9. [If
a Lizard ship, at 99% damage, if captured by another race,
WILL blow up., Ed.]
What is the best way for the Lizards to counter a Gorbie? What
about a Super Star Carrier (or whatever the name was).
I have plenty of resources and was going to through T-Rexes
at them, but the thought just hit me to use Escorts to
take out fighters, since they are dirt cheap. I will also
be mining quite a bit shortly. What are the best Lizard
ships overall? Someone had suggested the Madonzilla carrier,
but I always thought they had too few bays for a carrier.
The Lizard Class Cruiser also looks very good for mine
laying. I believe it held something like 290 mines.
Generally given equal strength
empires, The Empire will cream the Lizards, so your best
options would either to surrender or try and placate the
Empire player. If you have plenty of Credits, offer 10-30
thou to him, maybe he will attack someone else instead.
Note: If the Empire has purchased bulk Meteors
from the Privateers, and is towing his Gorbies from deep
within his Empire into battle using them, then he will
have substantially lower fuel costs than normal and can
also counterattack with rapid and deep thrusts at your
starbases. If he also owns half a dozen bovine planets
with starbases then he can turnout a couple of Gorbies
each turn, which could make life considerably more difficult
and a prolonged war futile.
The LCC is a good ship to lay
mines and dump colonists on enemy planets, but your main
battleship is the T-Rex. Since you have to play against
a fighter race you should fix them with X-Rays and Mk7
or Mk8.
The fighter production is slow
for the Empire and the Gorbies are expensive. Assume a
T-Rex takes out 35 fighters on a Gorbie, so if you have
an average of one battle per turn he needs 7 bases to
reproduce the fighters. If you add some Escorts he will
need even more bases. (Of course never, ever attack a
Gorbie with just one T-Rex).
Use wolfpacks of T-Rex, 3 T-Rex
should kill a Gorbie. One T-Rex should also beat a SS
Carrier/Cruiser. Go for his planets with LCC’s full of
colonists so he will need 2000+ clans on every planet
to hold them (esp. his bases). Go for his bases with T-Rex
if he has many colonists on his bases. He will have a
tough time to move his Gorbies to defend the bases (and
he will need lots of fuel). He will need also 60 fighters
at every front base to defend the base. Capture his freighters
(stay cloaked at planets and wait for his freighters,
tow them away and capture them). The Empire needs lots
of minerals (for the expensive ships and all those bases),
so capturing or destroying freighters is an effective
way to weaken him. The Empire is strong if it has 10+
bases and lots of ships, otherwise the torpedo ship is
too light and fighters are rare (so it would be a good
idea to use some Escorts to take out fighters).
If they have comparable starting
positions the Lizard is clearly superior to the Empire.
(This of course changes quite a bit if the Empire produces
more free fighters per base, say 10+.)
******************************************************************************
C. The Bird Men
Birdmen are monstrous
cloakers. They can cloak nearly all, one occasionally
wonders that one can still see their planets.
Also they can, via the super
spy mission, find out your friendly code in order to steal
fuel and other stuff from your planets.
Two strategy hints: change
your friendly codes on endangered planets each round,
and mine, mine, mine to keep the Birds off your territory!
Your Escort is the Bright Heart.
Want more power? Use the Deth Specula.
Now that planets can have friendly codes of ATT and NUK, what
good is the Bird Men Super Spy Mission? Is there still
anyway to steal from planets?
Well, since when a Bird Man
is on a Super Spy mission, cloaking is part of the mission,
it is kind of hard for a planet to NUK or ATTack something
that for all planetary sensors that is not there...
Birdmen - The strongest race
in the game by far. The new hosts have brought the Robots
off of the throne with the limits on minefields (a welcome
change). People talk about the cheap Fascist battleship,
but the Birdman battleship costs a few dollars and a few
moly more for two more tubes and CLOAKING. This ship can
decimate any race’s defenses if used properly. In addition,
all the little ships have good cargo space, torps, and
cloaking which makes them great explorers/colonizers.
They don’t have a carrier worth crap, but who needs carriers
when you have fleets of Darkwings? The greatest weakness
of the Birds is finding that big money planet so they
can boost their technology. Once the economy is strong,
this bunch will take over, Golems and Gorbies aside...
One thing about this is that if you Super Spy, then aren’t you
open to being attacked by the other player’s warships?
Surely you lose any element of surprise? If you attempt
it on a planet with a...
No, you are still cloaked while
you Super Spy, which makes it one of the more useful race
capabilities in the game.
How many DarkWings can a task force of two Biocides, with about
110 fighters each, expect to beat? Best case? Worst case?
For my 2c, I reckon the two
Biocides will take out 5 DarkWings. I know a Virgo can
take out two and still be only about 50% damaged, so a
Biocide might take out three, hence a second Bio will
take out numbers four and five (assuming number three
is badly wounded by the first Bio, even if it isn’t destroyed).
Sorry about that .....
******************************************************************************
D. The Fascist Empire
Your Escort of Choice is the
Thorn, or the Deth Specula.
kill the ships, then take over the planet with your sabotage
mission still set, you will lose the planet because of
sabotaging your one token clan. I’ve (as the Fascists)
pillaged to death a single clan before. And purely because
I didn’t bother to simulate the situation first. Simulation
is the best answer to these sorts of questions.
Actually Rebel sabotage is
somewhat more predictable than Fascist Pillage. In a recent
game of [3.11d] I have found that Pillaging an Amorphous
planet is highly unpredictable. In one case I had 20 clans
and after pillaging had 7. In another case I had 50 clans,
but they were all wiped out and I had to re-colonize.
This has continued and I have found repeatedly that the
number of clans you need to start with in order to survive
pillaging varies all over the map.
It isn’t explained by the disposition
of the natives, they have remained "calm" for 15 turns.
I know Amorphous natives tend to eat 5 clans per turn,
but on some turns it seems they have a smorgasbord.
pillaging had 7. In another case I had 50 clans, but they were
all wiped out and I had to re-colonize. This has continued
and I have...
Are you dropping the clans
in the same turn you pillage? The only other factor I
can think of might be climate. I have been using pillage
more of ten recently, and was hoping to do something like
"drop 10 clans, pillage (and lose 6 clans), drop 6 clans,
pillage, etc" to wipe out unsavory native populations.
The pillaging I’ve done so far seems to have been fairly
consistent, but I haven’t tried an intense pillaging cycle
yet.
Sell D7 Coldpains to the Privateers
for their Meteor class Gravatonic ships. You get good
ships while they get something with a 425+ fuel tank to
rob other people with.
What good is the Fascist Pillage mission? What do other people
use the pillage mission for? On which planets does pillage
work? I tried it on an Amorphous world, where I had no
colonists, and nothing happened on the first turn, so
I left. Is pillage any good, or should I ask the Rebels
to use their ground attack
You can’t pillage unless the
planet has colonists on it (yours or someone else's).
What I use it for is to help the Fascists expand faster.
When I find a planet with a native population I beam down
15-20 clans and pillage the planet. You get 100 supplies
and 100 MC for every 1 million natives, you also kill
off 20% of your clans and 20% of the natives. Next turn
beam down more clans their should be plenty of money and
supplies to build factories and mines. Beam up excess
money and supplies to use on planets that don’t have native
races. Plus you can offer your pillage skills to the Cyborgs
since they often have an over population problem.
on which planets does pillage work? I tried it on an Amorphous
world, where I had no colonists, and nothing happened
on the first turn, so I left.
There must be colonists on
the planet. For example, you could unload 6 colonists
onto the planet and Pillage in the same turn (all the
colonists will be killed), and then repeat the procedure
the next turn, systematically exterminating the Amorphous
natives. Unless there were very few natives to start with,
you can’t really hope to clear the planet entirely. But
since you don’t usually build on Amorphous planets you
don’t care whether the natives hate you, so you can happily
build up several thousand units of supplies and money
with repeated Pillages.
For offense, the Rebel Ground
attack is superior, but Pillaging is by NO MEANS useless
for offense—it just can’t be used as well on a hit and
run basis. On a planet that has no starbase, plundering
will give the enemy money and supplies, but since the
population is dying, the defenses, factories, and mines
will SLOWLY dwindle (dependent on the structural decay
factor), and there will be nothing to spend the money
on (unless he has enough minerals to make a starbase).
You can detail a little ship to do this that couldn’t
hope to beat a planet with D10! Strategically, this forces
the enemy to come to the rescue, and to claim all that
cash. This can make minefields put in his way a very useful
strategic option.
It can also be used for besieging
a starbase with heavy defenses but few minerals. You put
your fleet on pillage, with a couple of troop-laden freighters.
(This works unless starbases are allowed to ATT/NUK fascists
in orbit). The enemy can now attack only with his ships,
which you can hopefully handle. He will have quite a few
turns to reinforce, so you have to plan this well. If
he has enough minerals, you may be forced to fight some
of his heavies—he’ll have plenty of money. If his struggles
fail, once his population is below a thousand clans or
so, you should be able to land your troops, and capture
a starbase loaded with cash and supplies, although the
population will take a while to calm down. Easier said
than done, but it is one of the few ways a home planet
starbase can actually be captured.
In a game in which population
is more important than cash, hit-and-run pillaging on
a home planet may also have some limited success.
Recently people have been referring to incidents where mondo
carno warships have been destroyed by smaller ships like
the Victorious. Does anyone have VCR files that show this
happening?
It depends on what you mean
with taking out big ships. It’s quite easy for Fascists
(for example) to destroy an Instrumentality. I did it
yesterday: two Deth Specula's with light beams and Mark
8 Photons. The Instrumentality has about 20 per cent damage.
The last attacking ship was a Victorious. No more baseship.
I was initially depressed, but after the recent discussion about
strategy vs. powerful ships I’m hopeful that there is
a way to kill such heavy enemy ships. Using a carrier
myself (like the Valiant Wind) seems to be the most useful
approach, but how long would a small carrier last against
10 torpedo tubes?
Do not use Valiant Wind. Victorious
is much better. No baseship with only three bays is no
good in battle.
3) Fascists - Good in a bad position and excellent against fighter
races with all those cheap beam platforms. Pillage can
get a lot of goodies out of those worthless amorphous,
and the Deth Specula is one of the best first-strike
planet busters available, especially with good torpsedo's.
The Fascists will win by numbers and not with quality.
Not the best race, but not the worst race. Robots hate
these guys cause they kill fighters so fast and the
Robots best fighter maker is the Golem.
I had a ship in orbit with PILLAGE PLANET mission plus movement.
Since special missions come before movement, the foreign
planet must have been plundered. But I didn’t receive
a message. What happened?
Pillage planet definitely does
not happen before movement. Sad thing for the Fascists
and what a relief to the other races.
I thought I once heard someone mention pillage un-owned planets,
but I tried pillaging an amorphous planet, and I didn’t
get any pillaging message. Is it only possible to pillage
a planet that is owned by another player?
You cannot pillage a planet
which is has not been colonized. However, you can pillage
an amorphous planet if you drop a clan every month.
PILLAGE comes after movement,
so does the Rebel GROUND ATTACK (sabotage).
You can PILLAGE planets owned
by anyone, but there must be at least 1 clan of colonists.
You can’t PILLAGE an un-owned planet.
Also (here’s one for free)
you will get unpredictable results pillaging Amorphous
planets. Nominally you should kill 20% of the colonists
and 5 clans should get eaten. However, more colonists
die in this situation than you anticipate. Sometimes.
For example, if you PILLAGE an Amorphous planet with 45
clans you would expect about 30 clans to remain. Psych.
They are ALL killed. Sometimes. Sometimes about
20 clans survive.
D7a Painmaker Class Cruiser
- DOES NOT CLOAK
D7 Coldpain Class Cruiser - CLOAKS
******************************************************************************
E. The Privateer Bands
Meteors are for towing, and attacking far off planets. BR4’s
explore, and BR5’s steal ships in the early stages,
Meteors steal them later, until both are redundant.
Build little pests to wear down carriers, and use
one with tech 5 engines to tow another with tech 1
engines into battle. These take out 10 or so fighters,
and provided you follow up in the same turn with a
solid capital ship you can expect to trash most other
newbies. (like me!) A meteor can tow a large deep
space freighter at warp 9, whilst a BR4 can’t as the
fuel tank is too small.
Limitations.
A ship can perform only one mission at a time. This
means that you can choose to cloak, rob, tow, or intercept;
but, for example, you can’t intercept a ship and arrive
there cloaked.
The 3 cloakable and accelerated ships are low mass.
This means that they should not fight anything but
scouts and freighters.
Even your "big" carrier is useless against anything
with 8 or 10 beams and 2 tubes.
Advantages.
Cloaking and the gravitonic acceleration are obvious
advantages.
The low mass of the accelerated ships, the extra speed
itself, and the fact that you use only half as much
fuel/LY when you are towing with an accelerated ship
make these ships perfect for towing.
An MBR equipped with just x-rays is capable of doing
everything except planet raiding. This means that
new SBs only have to be tech 10 in engines (and even
tech 7 is useful) and tech 5 in hulls. This means
that productive starbases are much cheaper for Privateers
than for anybody else.
General strategy.
STAY OUT OF SIGHT If the rest of the empires find out where
you are early they might just decide to eliminate
a pest. A 100 LY radius mine field dropped near you
home world can put a crimp in your expansion.
Don’t ignore the necessity to expand. Your first 3
ships should probably be MBRs with x-rays and either
0 or 1 mark 4 torp. For these exploration ships warp
7 engines are probably good enough. After that you
will mostly want to build MBRs with warp 9 engines.
After the first 3 MBRs you should build ships in pairs
of an MBR with good engines and a large freighter
with poor engines. Use these to develop other SBs
as quickly as possible. You may not be the first empire
to get 2 SBs but you should be the first to 3 and
should have 5 or 6 before anybody else has 3.
Tactics.
Don’t fight - ROB. We will see occasions
when a ship will be used as a Sacrificial Lamb (SL)
but other than that you should never fight anything
even close to your size. A cloaked, undamaged MBR
is much more useful than the benefit from eliminating
an enemy’s medium size capital ship.
Play the fuel game. You will always need less fuel
than they do. Strip un-owned planets of fuel with
"gather" and whenever you can’t steal a ship at least
steal its fuel.
Steal ships. (Now we get down to the meat of the problem.)
The following tactics are all based on the problem
that in order to steal a ship’s fuel, so that we can
tow it to a SB, we MUST be at exactly the same coordinates
as the enemy ship. We can’t use intercept to get there
because the turn order is steal - move - combat. If
the enemy capital ship has enemy set to Privateer
(if he doesn’t have it set to Privateer the first
time he will from then on), you will die at the end
of movement and before you get a chance to steal.
You have to be cloaked when you arrive at the same
place as the enemy ship.
1) Wait at a planet (yours or un-owned) from which you have
removed the fuel. If you are sure that you have
more fuel capacity than he has fuel then just set
ROB SHIP and wait until the next turn to begin towing
him back to your SB. You can’t do this at his planet
because he might transfer fuel up from the planet
and that happens AFTER you rob. Lo and behold, you
end up with a very angry capital ship on your hands,
he has fuel, you are not cloaked, and you get blown
away.
2) Use a sacrificial lamb (SL) at one of his planets to capture
capital ships. Get a cloaked ship to one of his
planets where you know ships to be. Pick the ship
you want and tow it out to a waypoint where you
have one or more MBRs waiting. Make sure you pick
a waypoint position so that if one of his other
ships is set to intercept the one you are stealing,
the other one won’t be able to make it that far
(also see tactic #5.) This is called the SL gambit
because the ship doing the towing gets pasted at
the end of movement (you haven’t stolen the enemy’s
fuel yet, that’s what the other, cloaked MBRs are
there to do.) You can try to set it up so that your
ship just runs out of fuel at the end of the tow
but this is a little dangerous. What happens if
the ship takes on cargo and is heavier than you
thought?
3) Projecting a ship’s course. (Your opponent has to be very
inexperienced for this to work.) If you see a ship
moving toward a planet that is more than 1 jump
away, you can try to project where he will be on
his next jump if he continues to move at the same
speed. If you try to do this much, you will start
to appreciate the Pythagorean Theorem.
4) Bait and switch. Send a nice target, a full large freighter
or uncloaked captured capital ship, toward enemy
space. Unfortunately, for the enemy, it is accompanied
by a couple of cloaked MBRs. Make sure that the
freighter is out of fuel at the end of each jump.
That way you don’t loose it when some capital ship
arrives with weapons cocked.
5) The intercepted freighter gambit. If your enemy is "protecting"
his freighter by having a capital ship continually
intercept it, you can easily get both. Have a cloaked
ship waiting at a planet when they arrive. Tow the
freighter with your ship but tow it in a known direction
and tow it further than the jump range of the enemy
capital ship. Have a second MBR waiting at the position
where the capital ship will end up. Example: Both
freighter and capital ship have been moving at warp
9. Tow the freighter 90LY north. Have the 2nd MBR waiting, cloaked, 81 LY north. The capital ship
will try to follow the freighter but won’t keep
up. You capture the freighter with guns (You DO
put only x-rays or disrupters on your MBRs, don’t
you? After all, MBRs are NEVER supposed to fight
anything but freighters.) The enemy capital ship
is in deep space, at a known position, where it
is easy to ROB and then TOW.
6) The pirates nest. Privateers have real trouble defending
a specific planet against a large fleet. The best
defense is that they shouldn’t know were the SB
or rich planet is. Second, you can spread cheap
ships (they don’t have to cloak) around your empire
that always have ROB set. These will rob enemy cloakers
that are exploring your empire (this can be disabled
by the host in ver. 3.1). But assume the worst.
Your enemy knows where to do you damage and has
a fleet on the way. Don’t fight back. Set up a pirates
nest at a planet they are likely to pass through.
This is a collection of cheap BR4s with warp 5 engines
and some MBRS. The BR4s wait at the planet until
the fleet arrives. Each one then tows a ship out
to waiting MBRs, to deep space, and maybe one to
the SB (if the SB is capable of handling that one.)
This breaks up the fleet and gives you a chance
to handle the ships one at a time.
- P’s can use ‘packs’ of MBRs more effectively than described
above, for example, to rob fuel before towing ships
in the same turn, very often preventing counterattack.
Nevertheless, it is good to tow to a remote point
where other MBRs can ROB, if only to prevent a towing
P-ship from being captured in a counterattack.
- Note that P-ships can also drag alien ships to be destroyed
by more powerful allied ships. This is a good way
to dismantle massive opposition in parts with little
risk.
- Note that Robbing proceeds from low ID to higher and act accordingly.
- As noted by D.P. above, you can tow ships to known locations,
where you will end up without fuel. But you should
be careful about this, and use simulations or an exact
formula for fuel consumption (because there are program
bugs).
- P’s can ‘intercept’ alien ships which move predictably, shuttling
to the same location between worlds, or to locations
which can be predicted exactly by simulation. (In
the first case, a cloaked P ship simply waits in deep
space to ambush.)
- MBR’s can tow massive allied super-carriers with devastating
effects. This combination is virtually unstoppable
if played correctly even if there are large minefields
(if there are several cheap MBRs as there usually
are). The super-ships should have their own Transwarp
engines, though; and sometimes they should tow the
MBR’s (for their ‘air-lift’ capabilities).
Just a few more things to note. With Mark IV (or higher) torps
a MBR can kill most planets easily and in version
3.11 you can disable torpedoes with a friendly code.
This means you can now put Mark IV torps on the MBR’s
and use them to intercept freighters with out blowing
them to itty-bity-bits and capture planets that don’t
have a capital ship defending them.
If you start taking planets this way and will not be able to
keep the planet beam up all the fuel, money, AND YOUR
ONE CLAN. If you beam up the clan when your enemy’s
capital ship comes back seeking revenge you will deny
him a VCR and delay him a turn since he will now have
to beam down colonists. Or if the planet has a native
race you can up the taxes to 100%, the native race
will riot for many turns.
The main problem with Privateer attacks is that they can rob
ship’s fuel and thus immobilize them. The only available
counterstrategy is movement and superiority. Robbing
occurs before movement and fighting. Therefore P ships
have to join your place in Space. This only works
by Intercept mission (in which case you can defeat
them the round before) or by waiting for you at known
target points.
This means: Stop only on safe planets, and keep moving. Also
traveling by one-planet-hops is always a good idea,
as long as you can make it to those planets for certain.
The main disadvantage of the Privateers is their lack
of heavy ships. This means that, more than with other
races, that time works for you. This means also that
you do suffer damage than usual if you lose those
big ships to them.
******************************************************************************
F. The Cyborg Collective
Well, as far as the Cyborgs
go, their ships are garbage. The best solution I have
found is to build one or two good ships, and lots of B41s.
They cost almost nothing to make, and even if they are
outarmed by anything with torpedoes, you can literally
saturate an area with them. They make good cannon fodder
to soften up large ships or planets too.
Fireclouds can’t fight enemy
ships. Sure they can take out an all beam ship, but they
will fail against much lighter ships. So what do you do
when that Cygnus is following you? Lay mines and stop
at the far edge. Most of the lightweight ships that can
beat a Firecloud are in the 100 KT range. If your opponent
has his ship set to intercept he will be traveling through
the full diameter of the minefield. Even if he makes it,
it isn’t like you could have survived. You can scoop the
mines and move again next turn.
What if his ship is 100 KTs?
Well, either hope he hits two mines or is damaged enough
to be taken out. Usually these ships don’t beat the Firecloud
though, they totally annihilate it. So unless you can
beat the ship fair and square, your better off facing
it with just beams and (hopefully) damaged than with lots
of torps you never get to fire.
You are quite lost (without
altlist3). Use your money advantages from assimilated
Natives, and maximize your planet defenses. Secure your
space with mining, and if you absolutely must, use Fireclouds
with good torps as Transports.
I’m playing a game where I’m the Cyborg. The birdmen are sending
their ships and mining the area around my starbase and
planets. They are also tracking down my freighters. Now
I've played with the sim program, and basically I don’t
think I have a chance. Except perhaps for the Firecloud
ship. Any suggestions?
Lay your own mine fields, register
its only 15 bucks, build some cube ships, and start looking
for another game because your probably toast.
Well, if you can build any
cubes, you might want to try a frontal assault. Otherwise,
it sounds like you’re hosed. You may want to see if you
can become friendly with whoever is on your other border
and see if they will lend assistance. (Once you’re fallen
to the Birdmen, they may be next).
Why don’t you mine your own
space, to discourage free movement of cloakers. And use
Fireclouds as freighters, at least temporarily, or organize
your freighters into escorted convoys? One advantage the
Cyborg have is that planets where natives were assimilated,
with lots of defense posts, are hard to take, so you needn’t
waste ships defending those worlds...
Well, as far as the Cyborgs
go, their ships are garbage. The best solution I have
found is to build one or two good ships, and lots of B41s.
They cost almost nothing to make, and even if they are
outarmed by anything with torpedoes, you can literally
saturate an area with them. They make good cannon fodder
to soften up large ships or planets too.
Hello... I’m currently playing my first game as the Cyborgs.
It’s very early in the game (<10 turns), and I’ve found
a humanoid world. I frantically shipped minerals to it
(poor minerals on the planet), and it is now constructing
a starbase. I’ve already seen empire and reel ships flying
around, mostly freighters though. My question is, where
should I go from here? (btw, I also have another planet,
no natives though) I think I should go find some mineral-rich
worlds, and start some heavy duty shipping of minerals
to that humanoid starbase, so I can make some tech 10
hull ships. (cubes this early in the game should be nice
to have). What do you more experienced players think?
If you are unregistered or the game is unregistered then
you are doing well.
If you are registered then
you wasted your minerals building a starbase because you
only need 3000MC to get from tech 6 hulls to tech 10 hulls.
You’ll waste that much building the new starbase and getting
some decent torpedo and beam weapon tech on the new base.
The problem with the Cyborg is it takes huge amounts of
minerals to build the cube ships. The solution is to build
an alchemy ship or two to make supplies. Once you have
assimilated several planets with large populations you
should be able to make lots of factories to keep the alchemy
ships well supplied.
I have two worlds that have reached the eating supplies point
(Cyborgs assimilating 8-9M natives). Two questions: Exactly
what happens, do they eat all supplies produced on the
planets? (That seems to be what is happening) or is there
some formula for how much gets eaten?
They will eventually eat all
of your supplies. There is no way to stop this unless
you can have someone kill off your population. A downfall
of the Cyborg race .. one of the few :-) They won’t riot
or anything .. unless you tax them too much. BTW you can
tax them all you want ... they still grow. Even at 20-30%
What's the best way to get the pop. back under control? I have
already asked my friendly Fascist neighbor to help but
I haven’t gotten a response as of yet.
Ask your friendly neighborhood
lizard to crush your planet for you if the defenses are
low enough.
If there are not enough supplies will the pop go down?
NO
I really don’t want to cause a riot since I’ll lose all my factories
and mines...
Your mines will still operate,
unless you throw them into a riot. Basically, on high
native planets get the max mining you want out of it and
don’t worry about the factories since they will eventually
become useless.
I have already set taxes to "Hate You" in hopes of stopping growth...
Forget it. Let them be happy
or at least accept you as their leader.
This is a problem that I frequently run into with the Cyborg-
seems that I can pretty count on half my planets not producing
any supplies after I’ve owned them for any length of time.
The only solution seems to be to make friends with the
Fascists and get them to pillage your planets.
Look, when the population hits
7 mil set taxes at 25-40% (depending on their original
mood and the climate) and wait ‘till they get "Very Angry".
Then set taxes to max green value. Sometimes they still
grow, but it’s pretty slow. If the planetary temp is 50
you can get up to about 10 mil. If you stop a little over
the limit you can pull off some colonists and dump them
on amorphous. The real problem is when you assimilate
10 mil natives on a desert world (or similar situations).
The only cure I know is to start a riot.
Now, if the Cyborg only had an even half-decent warship other
than the cube, I’d be happy. The Fire Cloud makes a nice
armed transport, but hardly counts as a warship. Even
something like a Cygnus-class destroyer would be highly
useful to them.
Yep, the Fireclouds aren’t
that good. But, they do make descent escorts and the quietus
makes a good minelayer. It has good range, and withstand
a meteor impact with ~50% damage, and carries plenty of
torps. Plus it is rather cheap.
< |