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Cain's Guide to Playing the Colonies Introduction The Colonies Overview Since the Colonies are a carrier race, that leads us into their special abilities... the use of fighters. The Colonies use fighters for more than just shooting up other races' ships. They use them for a myriad of other tasks, both in the regular "vanilla" games, as well as in games with certain addons, Like Raceplus (which I won't discuss here), and Starbase Plus (which I also won't discuss here). So the Colonies main abilities pretty much revolve around their most valuable commodity.. the fighter. Many races value the Colonies friendship for this reason. So lets not bother with getting into the Colonies special abilities. If you want a run-down on all of their special abilities, then you should leave this section and go look at "THE RACES" section of the website, where all of their abilities and characteristics are looked at in detail. I am writing this with the hope that the player is somewhat familiar with their special abilities already. Starting Out Ok, now you have your first ship being built, and your taxes set, and your empire is beginning, so lets go into the later turns... after you first start. When you get into your second turn, you have built your Cobol, so now you load it. It has a cargo of 250, so load it with a combination of Clans and Supplies. This first Cobol will be one of your early Colonizing ships. Send it to distant planets, that is uses it's Bioscanner to detect good native planets, and colonize them for later upgrading. You will be bringing in more colonists later with your Large Deep Space Freighters (hereafter referred to as LDSFs). Here is where your personal preference comes into play as to what your next ship to build is. You pretty much have a choice depending on how you want to play your cards. Do want a military build up or do you want to expand your empire further? If you want a military build-up, if worried about hostile neighbors, then I prefer at this point to build a Patriot Class Light Carrier. This is a very versatile ship, and sometimes neglected, but I build lots of these. (You will find out later). The Patriot only holds 30 fighters, but this early in the game it is a good homeworld defense ship. Plus you should already have some fighters on your Starbase (and you build fighters in space) so 30 fighters isn't a big problem right now. If you want to expand your empire, then I suggest you build another Cobol, just like your first, and use it for the same thing you are using your first one. To colonize. (These two ships are also very good bargaining or trading tools also.. Since they can be traded or sold, and you aren't giving them Cobols with high tech beams or Torps.) Ok, now lets jump ahead a little. You have gotten colonizing started, and you have yourself a little force of ships that are colonizing and defending.. I wouldn't even think about being in a position to attack much before turn 20.. unless you have a hostile neighbor breathing down your neck. For your first 20 turns, you should build your Cobols, a couple of Patriots, and a few Lady Royales. The Lady Royales are built at your homeworld (since that's where your clans are), and load them with 160 clans each, this will give you 160 mc every turn per ship... this is where our money comes from since your aren't taxing your clans... REMEMBER? Ok, now the Lady Royales I usually build with low tech Engines, and low tech beams.. And low tech torps.. these ships only have 1 tube each anyway... and why waist money and minerals on a ship that all you are using it for is a money maker anyway? You might say since the LR has a cargo of 160, why not use it as a Torp ship? Well, let me tell you why. Because you have a Cruiser called the Tranquility, which will fill that function. You should have at least one of these Tranquilities built by now, with at least Tech 7 Torps on it. (Tech 7s are better yield for the money/minerals) . The Tranquility is your ULTIMATE torp ship, with 2 tubes, and a HUGE gas tank (460) and can carry up to 380 cargo, so you can carry a mixture of torps/supplies/clans, or whatever. This baby is very valuable, because it is your minelayer. Use these for this purpose.. they come in really handy. So you should have at least one built, and thats what he has been doing, laying protective minefields around your area. Lets see.. what else? Oh, ok.. I would hope that you would have at least one more starbase, if not two, built by now. Also by now you should have found a good Bovinoid world to colonize, and there is a reason for this, its called the GEMINI CLASS TRANSPORT. Find a Bovinoid (remember the Bioscanner?) world, and colonize the hell out of it. Then build a Gemini at one of your starbases, and tow it to the Bovinoid world. Why do this? Well, your GEMINI isn't used as a transport... its used as a Fighter builder. The Gemini can hold up to 400 fighters.. since its armed with 1 fighter bay. Take this ship to a bovinoid world, which is generating supplies every turn, and set its friendly code to "lfm" LOAD FIGHTER MINERALS... then every turn the Gemini will build you its maximum number of fighters which will supply your carriers. The Gemini has the capability to build 40 fighters a turn, provided you unload the 40 it builds every turn onto a Starbase or a carrier. So imagine what this does for your fighter production... very nice. Oh, and don't forget to set the Gemini's mission to "Build Fighters", that would help too. Ok, so you have a good fighter production going, you are making money every turn, and have a good economy, and you should have LOTS of clans on your homeworld. So lets talk about what you need to be thinking about later on. Further into the Game Small Deep Space Freighter: Don't build it! Taurus Class Scout: With two beams and no tubes, I really don't see a function for it. Cygnus Class Destroyer: This ship only has a 50 cargo room, thus it doesn't due for laying mines, and with only one engine, in most games it can't tow.. so why have it? Little Joe Class Escort: same as above, but it doesn't have torps.. the only thing I may build this ship for is transporting money back and force in my homeworld areas. Aries Class Transport: This ship is basically a transport with beams.. Has a medium (260) cargo hold, so it has some use as an armed transport.. and it also generates gas from minerals... so it has some minor uses.. I don't build a lot of them though. The Cobols are much more efficient at making gas, and have just as much cargo room. Sagittarius Class Transport: Has good cargo room, (300), and has 1 fighter bay and 2 beam weapons, so it has some use, it can make fighters for you in a pinch... and it has some uses in other Addons, but I don't make many of these either. Scorpius Class Light Carrier: The only thing this ship has going for it is that it has a higher mass than the Patriot. But three patriots have just as many fighters, and aren't as expensive.. This ship with 4 Engines is just too expensive to make to justify its existence. You are better off saving the money and making a Virgo. Gemini Class Transport: The Gemini is one of the best Colonial ( and Rebel) starships available. This ships power is derived, not by is ability in combat, but for its ability to make large amounts of fighters very quickly. The Gemini can be built cheaply and generate a huge fighter stockpile. If a Bovinoid world can be found that generates a great deal of daily supplies and minerals, the Gemini could be built with tech 1 engines and weapons, and be towed to this planet, and once there, could survive the game over this planet and never move. The Gemini will generate 1 fighter for every 3 Tritanium, 2 Moly, and 5 Supplies held on the Gemini a turn.. for a maximum of 40 fighters made a turn... if the fighters are offloaded to another ship. With this ship, there is no reason why the Colonies should ever need to spend a single MC on a fighter. Iron Lady Class Frigate: With 8 Beams weapons and 2 tubes, this ship would make a good minesweeper.. however being the colonies, a Patriot can sweep just as many, if not more mines per turn than this ship. It has a very low mass (150), and low cargo, (60), so it really doesn't serve a function unless you want an expensive escort for your freighters. Virgo Class Battlestar: Here is the workhorse and backbone of your fleet. These ships with their large cargo bay to hold up to 290 fighters, and their 10 beams, are very valuable to you. You team a Virgo up with a Cobol and you have an excellent attack force. Now that I have talked about the ships, by the time you are into the mid-point of the game you should have built a Virgo or two. The Virgos play an important role in your conquest/defense. The Virgos can make fighters in space and do very well in combat. The Virgo however doesn't have a good combat record against other Races' heavy carriers. The Virgo is best used with right around 190 - 200 fighters, and use the empty space to store supplies to repair damage. A Virgo can use its fighters to sweep mines up to 200 lys away, which can really damage someone like the Robots or other minelaying races. You get a Virgo equipped with good mid-level beams and it's a good attack force. Early in the mid-point of the game, Virgos should be set with your Gemini's, and the Gemini's and Virgo together can "Build Fighters", with the Gemini transferring its fighters to the Virgo every turn... in a few turns the Virgo is ready to go. Later Stages of game Late in the game, since you have not been taxing your homeworld, you should get the maximum population on your homeworld quickly. By this time you should have built some Super Transport Freighters. They serve the function of taking your 2600 clans off your homeworld every turn, and populating your surrounding planets with them. You can do this every turn and come back and find your homeworld full of clans again. You can even tax them a little and get some extra cash. Couple the Super Freighters with a Cobol to keep them in gas... and you will see your homeplanets populating very fast. Be sure to keep some ships, like a couple of Patriots or Tranquilities in your rear area just in case a wayward cloaker shows up to try to disrupt your supply lines or other stuff... they can handle it. With you populating your other planets, (the Bovinoid planets are good to populate)... you can build a massive supply of fighters for your Virgos, and have money to build torps for your Tranquilities to lay minefields for defense. By this stage of the game you should be a very awesome military power... and can project your power similar to the great Aircraft Carrier Task forces of the United States Navy... where they go they rule. Its very good for diplomacy too. General Information and Strategy Another ability that the Colonies have is the ability to build fighters in space. They can use free space in their carrier's cargo holds to build fighters. To do this the starship needs at least 3 Tritanium, 2 Moly, and 5 supply units for each fighter they wish to build. The primary mission for the ship must then be set to "Build Fighters", and the next turn the resources will be replaced with fighters. Grand Strategy Overview In the beginning of the game, the Colonies.. ( like everyone else) is pretty week. The first ship you should build is the Cobol. Load him up with Colonists and supplies and send him out. Use the ships Bioscanner to look for good native worlds to colonize. If you are starting out with a lot of money that is good.. If not, then I suggest building a Large Deep next.. Load it with Colonists and send it out also, following the Cobol with colonists to boost your colonies. Then build a couple of Lady Royales.. It is not necessary to build tech 10 engines or beams on them.. All you will be using them for is money.. So put 160 clans on each of them and leave them where they are... if you build 4 or 5 of them, you will have enough money generated every turn for whatever you want. I say this because you SHOULD NOT be taxing your homeworld at all... Set the tax rate to 0% and watch your clans GROW. In a matter of several turns you will be maxed out on population and sending clans out at 2600 per turn to other planets.. This is where your other ships come in. Build groups of Super Transport Freighters.. And couple each freighter with two Cobols. These groups stay together.. The Cobols providing fuel for the Freighters.. And the freighters taking your colonists out to other worlds. Now task groups are important for the Colonies... I am not talking about task forces of destroyers and cruisers and carriers. I am talking about task forces consisting of Cobols and Virgos. Here are your heavy hitters. For each Virgo you build.. You should be building one or two Cobols. These Cobols stay with the Virgos everywhere they go. It won't hurt to put a Gemini in there too. Have one of the Virgos tow the Gemini if you want... but this task force has an unlimited fuel supply and a big , steady supply of fighters. Thus these task forces can run independently and be used to harass an enemy's rear areas and supply lines without you worrying about having fueling locations. Usually a group of Two or three Virgos is good to have. It isn't a bad idea to have one of your Cobols loaded with torps too.. That way as they travel they can lay mines behind them.. To discourage any following cloaked ships. Don't bother building those smaller ships, like the Cygnus or the Little Joe Escort. They don't really serve a function in a protracted game, and you could spend your resources on better ships. A couple of Patriots around your home worlds is good.. Just for the occasional cloaked raider or spy floating around. It is good to have a couple of Tranquilities also.. these ships would be the main mine laying ships of your fleet, with their large cargo hold, and torp tubes they can travel around your home area and lay massive mine fields. Another note.... use the Virgos to their best ability... they have the ability to sweep mines from a distance of 100 lightyears using their fighters... with 290 fighters this is awesome... especially with two or three Virgos together... they take down a minefield with little effort. So don't go putting Virgos into a minefield to sweep it.. It isn't necessary, and too big a risk.. Sweep them from afar.. This really irritates other races when they see their nice big minefields reduced to nothing in one turn!! Keep in mind. All the other races will wish an alliance with your or in the least a trade. They want your Cobols. Be careful how you give these away.. They are one of your most valuable tools against other races. Use them wisely. This is just the tip of the iceberg when it comes to strategy for the Colonies.. but it should give you a head start. Good luck. Feel free to copy this or use it however you want, just give me credit. Thanks Copied from Ed's VGA Planets website with permission |
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