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The Lost Colonies of Man Introduction Ships The Colonials can use fighters to sweep for mines. In the standard game each fighter can destroy 4 mines per turn, traveling 100 light years from the carrier to do so. If the ship doing the mine sweeping has beam weapons then the ship will also use the beam weapons to destroy mines simultaneously. Colonist ships that have fighters bays can build fighters in space using 3 tritanium, 2 molybdenum and 5 supply units per fighter. In common with any other race the only freighters worth building (except in rare circumstances) are the large and super freighters, medium and small freighters are good for nothing except recycling. Neutronic fuel carriers and neutronic refineries are, under Host V3.2, largely redundant because of the Cobol and its fuel-scooping capability. Few of the beam-based ("gun-platform") ships are of much use, except very early in the game, as the Torpedo based Iron Lady (with its 8 beam weapons) does a better job as a gun platform (and can be fitted with torps) and the patriot, with it's 30 fighters, does a better job as an escort. The specialist Refinery & Alchemy ships should be built early in the game as the type of warship's you'll need will be expensive in both minerals (construction) and fuel (movement). Whereas under earlier hosts the colonies best mine-laying ship was the Tranquillity because of its 360KT cargo space the Cobol now takes it's place ... mainly because it can go any distance without need for fuel since it scoops fuel as it flys! The best torpedo based fighting-ship is the Iron Lady. Fighters is where the colonies (like the Empire, Robots & Rebels) excel, but only 3 carriers are worth the effort. The patriot with 6 launch bays and 30KT cargo space can launch all, or nearly all its fighters in a very short time, this means it will take-out many torpedo based craft, on-paper, its superior. It is cheap (one engine, two guns), nasty and can be considered a throw-away craft ... it is particularly useful in the earlier phases of the game. Little needs to be said about the Virgo (except to re-emphasise it's specs, 8 launch bays, 290KT cargo & 10 beams) it'll take out any torpedo based craft even the Crystals' Diamond Flame. The only other fighter-based craft worth building, a life-expectancy of something only slightly greater than 0, is the Gemini. With its 400KT cargo bay & equipped with stardrive 1's it can be stationed at a starbase to build up to 40 fighters each turn. The Sagittarius is similar to the Gemini but has only 300KT cargo space so there's little it can do that the Gemini can't. Lo-tech Virgo's can also be used as fighter builders which allows them to occupy a key role as Planetary/SB guardian AND fighter builder .... in the light of the Empire's new Super Star Destroyer Assault craft this role becomes even more attractive. The Scorpious with 4 engines, 4 beams and 2 bays can hold its own against a freighter but very little else ... it isn't worth the paper it was designed on! Strategies Starbases Choose a Ghipsoldal (engines), Amphibian (beams) or Humanoid (hulls) world to build your starbase as it will save you another 4500MC ... of course, building it on an avian world ain't such a bad idea either. Up hull tech's to 6 and build Gemini's (two for each base, built with Stardrive 1's and cheap beam weapons). Once built set their mission, permanently, to "BUILD FIGHTERS", give them 1KT of fuel and load them with stuff (a full load for an empty Gemini is 200 supplies, 120 Tritanium & 80 Molybdenum) ... next turn you got 40 fighters. Transfer the first 60 fighters to the starbase and after that use one Gemini as a fighter storage facility and the other to manufacture 40 fighters every turn (believe me it's simpler that way, does my head in trying to calculate the exact ratios for the cargo space I've got left!) and use any spare room on your storage Gemini to build as well. Transfer fighters whenever possible to your Patriots and Virgo's. Next take engine tech's to 10 and build a couple of large freighters (the ideal is to build freighters first but unless you've done some serious forward planning you're going to have to compromise). Upgrade beam weapons to 10 and start building Patriots. Finally upgrade hulls to 10 so that, given sufficient cash & minerals you can build Virgo's. Think carefully about torpedoes. I'd estimate that you only need to upgrade torpedo tech's at, maybe, 1 in 5 starbases and every time you don't you'll save yourself 4500 MC (the colonies simply don't use torps that much!). The last set of ships you're going to need are Alchemy and Refinery ships. Again these only need Stardrive 1's and if the base itself is not the best place to use them they can be towed to a more suitable world. Planets Even amorphous worlds are necessary to the colonials. You'll find you'll need minerals wherever you can get them and if that means the loss of 5 or more (on desert, amorphous) clans per turn then so be it! Actually it doesn't have to be that bad! You can go to an amorphous world and if it's temperate drop 300 clans, they'll grow, slowly, but they'll grow. On desert & Arctic amorphous you can drop a heavy load of clans build the mines up (having bought the money & supplies with you!) then pull a large number of the clans off again so they don't die in such large numbers. You'll still have to keep topping them up from time to time but you'll appreciate the minerals. You should station a Merlin Alchemy or Neutronic Refinery (or both) at Bovinoid worlds and it has to be said that a Bovinoid SB world with a Merlin overhead is absolutely invaluable .... particularly at the 500 ship limit. If a Merlin is round a Bovie, non-SB, world then it's cheaper to convert the supplies to minerals & then (if necessary) to fuel, on-site, than to ship to a starbase and do it there, once you've got that a regular large or super-freighter run can come and pick up the required minerals, supplies (for fighter production) and cash (by converting the remaining supplies) for transfer to your nearest starbase. The advantages of the other worlds are fairly obvious (see closing statements). Warfare It is worth forming fleets ("wolf packs") when you plan an attack on your enemy/s and Cobols are great to extend the range of a fleet AND, with Mk. 8 torps, they are excellent for dropping minefields to prevent enemy escape and damage in-coming warships ... it is, however, worth pulling them clear of battles because to allow the enemy to capture one of these valuable craft is not good ..... I would recommend strenuous efforts to avoid these craft falling into enemy hands .... if the worst comes to the worst .... use the COLONIZE mission (that way ... at least you get the build points!). As a rough estimate I would recommend that 1 Cobol for two Virgo's is a good balance. Another interesting idea for early in the game is to tow around a Virgo using a Gemini ... keeping both craft half stocked with supplies and fighters ... this way the Gemini is protected by the Virgo but can supply the Virgo with fighters and supplies for battles and damage-repair. The Virgo will, almost certainly, be destroyed in battle and a Transwarp Gemini is really only any good in the hands of a free-fighter building race. Alliances As an alliance member there are a few things that you can provide:
The colonials appear to be a fairly up-front type of race, relying more on brute strength than any other attribute. They would tend to gain from alliances through ship swaps i.e. cloaking ships (which they can gain through alliances with races such as the lizards, birds, Fascists & privateers), hyperdrive ships (Cyborgs, Empire & Rebels), Gravitronics (Privateers), terraformers (Feds, Lizards & Crystals) and information (Birds & Empire). In addition they could make use of various planetary suppression missions such as those used by the Lizards and Fascists. In addition there are degrees of alliance ranging from the border-pact & ship-swapping alliance's right through to a full blown alliance where you act together through common mutual interest (e.g. the desire to defeat a common enemy) ... but be careful of the border alliance ... it is, basically, meaningless and in my experience is quite often the prelude to war! Summary The one final thing I would say to new (and maybe even experienced) players. Read the manual. Yeah! Yeah! I know we all have to read the manual (only a fool wouldn't), but have you re-read the manual after, say, your first 6 months of playing? I did and ... I didn't know I could do that!
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