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A Guide to Playing the Colonies This guide is aimed at unregistered players, but registered players may find many parts useful too. Important note: If you are an unregistered player playing in a game with registered players, either get out now to save you wasting your time, or register quickly. These notes are aimed at games where all players are unregistered. Tactics vary immensely between the two types of game (I play both, and personally I think registered play is the easier of the two.) So why would anyone choose to play The Colonies? At first glance, they dont seem to have a lot to offer, but hopefully this guide will persuade you that this isnt the case. The first thing a Colonies player must realize is that their strategies must change as the game progresses. They start weak, but it is a mistake to attempt to gain fighting strength as quickly as possible. Watch a good Colonies players scores, and you will notice that they languish towards the bottom of the table until the mid-game, and then suddenly shoot up towards the top. This is because they are biding their time, consolidating and building a stable, well-defended empire. When the time is right, they will strike. Judging the right time is all-important. Let us first assume that you start with four planets, a Small Deep Space Freighter and a Taurus Class Scout. You will probably have the same ships in storage as hulls, along with a few low spec engines, beams, tubes, and torps. These will all have uses later, but lets forget them for now. Gameplan It is a good idea to have an overview of how you are going to run the game. This may obviously change depending on how aggressive other races are to you, but at the start, this could be your game plan.
Before you rashly step ahead with point 14, make sure you are ready for war, and also make sure you know who you are fighting against. But dont wait too long. The Colonies are an attacking race. Any war fought on your own territory will be difficult for you to win. Your main race advantages come when you are fighting a war in your opponents space - minesweeping, unlimited movement, free fighters built in space, bioscanning, the Virgo. Your defenses amount to very little, so dont wait for enemies to come to you. You will lose. (*) Some say it isnt necessary to have tech 10 engines on a Virgo. You can tow it around with a transwarp Cobol or Neutronic Fuel Carrier. I say have at least one involved in any attack against a cloaking race, and store excess fuel generated by your Cobol in the Virgos tank. A clever cloaker will do a suicide intercept on your Cobol, destroy it, and leave your Virgo to get home before the tank runs dry. The slower the speed, the easier it is for the enemy to organize resistance or drain local planets of fuel. Also, you cant tow and intercept at the same time, so a Cobol towing a low engine tech Virgo is incapable of intercepting. Further, a previously cloaked enemy can more easily tow a Virgo if it isnt set a Warp 9. Some also say it isnt necessary to have heavy phasers on a Virgo, because fighters do all the fighting. True, but if you get unwittingly stuck in a webmine, a Virgo with Heavy Phasers will sweep 3000 mine units per turn, a Virgo with lasers will sweep 30! Another good reason is that a Virgo deep behind enemy lines (where it is most useful) will eventually run low on fighters. 10 heavy phasers will hold off an attack by some fairly heavy ships, and your Virgo will still survive to build up its fighter stock. If you need such a Virgo, you dont want to have to wait 10 turns or so before you can build one. Have one ready as your flagship, and keep the transwarp engines and heavy phasers flowing to your Humanoid world. Once you have built your flagship Virgo, dont just sit back and relax. This will be your priority warship to build on that Humanoid world from now on. To that end, further steps should be added to your gameplan as follows:
If you are in receipt of a Transwarp Neutronic fuel carrier each turn, you should be able to build a Transwarp Virgo with heavy blasters, fully fuelled and with a respectable compliment of fighters every five turns. You may even be able to supplement that with the occasional Virgo with HeavyNova 6 engines. What to do on Your First Turn. First Visit to Your Homeworld Friendly Code: Set it to ATT (unless you are playing in a PHOST game). If a freighter/probe/scout blunders into your planet, you may just capture it. If you destroy it, your opponent will see it as his bad luck rather than an act of war. If you see a warship heading your way, do the SIM on VCR a few times (at least 5), if you cant build enough defense posts to kill him, set the friendly code back and pray hes just having a quick friendly looksee. Dont do anything else for now. You will visit your homeworld again before you finish. Your Other Three Worlds Taxing natives is a balancing act. They are a very good source of revenue, but be careful. Below 69 happy points and their numbers wont grow. Increase the tax level until no more can be collected. If this is less than 20%, set it to the lowest level that brings in the maximum, otherwise set it to 20%. This will probably cause their Happy Points to plummet, but from then on you can lower and re-raise taxes to keep them above 70 happy points in the early stages of the game - you can turn the screws a bit tighter later in the game, if you need the cash. There is a lot written about how to maximize native growth, and so return the maximum taxes over the first 40 turns. This is all well and good if you survive beyond turn 40. Temperatures: If clans are dying, give priority to rescuing the surplus clans before you start the exodus from your homeworld. Plan to leave just the maximum number there. Tax them from your first turn. The tax level should initially be set to the point where no more money can be made. In subsequent turns, try to keep their happy points around 50, but certainly dont allow them to drop below 40, because then they will start breaking things. In practice, you will be lucky to get 1mc from a arctic or desert world. Defense Posts: If there are already 15 or more, add one. If not:
Factories: Use every penny you have left to build factories up to the maximum level. Dont be tempted to build mines or extra defense posts until factories are maxed out. The exception here is for worlds where your clans are dying. In this case, maximum factory levels should be taken as 5 less than actual. Mines: Be careful when building mines. Use Echoview to predict how long it will be before all 3 minerals (other than fuel) are mined out (less than 10kt in the ground). If this happens less than 7 turns into the future, you are wasting your money, and unnecessarily making natives unhappy. Otherwise, max them out. Friendly Code: Set it to ATT (not in a Phost game). If a freighter/probe/scout blunders into your planet, you may just capture it. If you destroy it, your opponent will see it as his bad luck rather than an act of war. If you see a warship heading your way, do the SIM on VCR a few times, if you cant build enough defense posts to kill him, set the friendly code back to a random number, and pray hes just having a quick looksee. On Your Starbase Tech Levels: Only increase your tech levels as and when you need to. Primary Orders: Ensure that the primary orders are set to force surrender. This means that as your ships roll off the production line (with no torps/fighters), they wont be refuelled, and so cannot be attacked. Hulls: The time has come to build your first ship, and you want to know what to build. "Easy," you say, "I build a thundering great big Deep Space Freighter, pack it to the gunnels with colonists and sail off into the wild blue yonder to colonise every planet I can find." Wrong. Remember, your numbers will be growing faster on your homeworld than anywhere else. You need to carefully plan your colonisation, taking planets you need first, targeting the right number of colonists there, and putting an appropriate supply chain in place. So you build a Cobol. Torps: Plan to put at least 10 Mark 4 torpedoes on each Cobol you build. This means that if you anticipate problems with cloaking races, you have a fleet of ships, hopefully spread around your key planets, which can all drop a small but respectable minefield at short notice. Within one turn, your empire will become a place where Mr. cloaker would prefer not to be. It is unlikely that you have Mark 4 tubes or torps in storage, so up your tech level to the point where you can build Mark 4 tubes, and build two. Dont build torpedoes yet. In fact dont build anything to go into storage that you can build as and when you need. Remember, you may need to change to a strategy that would make it useless and you will have wasted your money and minerals. Beams: You should have 4 x-ray lasers in stock. Use these. This will save you the initial cost of increasing your beam tech level on your first go, and will also give you a ship with the capability of capturing freighters/probes/scouts without making toast of them (dont forget to use the ntp friendly code where appropriate.) A useful addition to your fleet. Engines: This ship is being created for a specific task: To shuttle between your homeworld and your nearest planet (or that where the colonists are dying). Nothing else. It will take colonists outwards (if necessary) and bring minerals (and eventually money) back. Whilst it is doing this, it will also be bioscanning, ramscooping, and protecting your homeworld when it is there, but these are a bonus. So, given that it will be doing this for most of its working life, dont waste money kitting it out with engines that are over the top for this task. Allow me to explain: Let us say that your target planet is 35 light years away. This is one jump at any warp factor above 6. One jump at warp 6 burns exactly the same amount of fuel for a HeavyNova 6 as it does for a Quantam Drive 7. So if your ship is never going to travel faster than warp 6, why spend 234 more megacredits (and precious minerals) giving it Quantam Drive 7 engines. Especially since you may have some HeavyNova Drives in stock at the beginning of the game. The same goes for distances of more than 83ly (one warp 9 jump). Calculate the lowest required warp to do the trip in two jumps, and then kit up with the appropriate engines. Jobs For Your First Two Ships What you do do with them very much depends on the layout of your nearby planets. Go to EchoView, and show all connections at warp 9. Hopefully, there will be several unowned planets joined to your homeworld by a chain. Hopefully, if you have a planet where clans are dying, that has a link to your homeworld as well. Why? Remember that even the best ships you can build early in the game (say a Patriot) are usually (if not always) beaten by the following ships (and many more besides):
All these are available to your enemies from turn 2. To summarise, there are seven out of ten races that could make your life miserable if they chose to do so at the start. Therefore, it makes sense to stay hidden if at all possible, at least for a few turns. If you are in a cluster of a dozen or so planets containing a Humanoid, a Gipsoldal, and an Amphibian world, so much the better. This gives you the potential to build a fully tech 10 Virgo without anyone other than the Evil Empire even knowing youre there. Imagine your opponents surprise as a Battlestar appears from nowhere, sweeps his minefields, and then takes out his homeworld (no matter how well defended a planet is, such a Virgo can take it out.) In such a cluster, the jobs for your scout and freighter are clear.
If you are sending your ships out to colonise on your first turn, you wont know what the temperature/native race of your target world is. Therefore, choose the first two based on the following priorities:
You may change your mind in future turns based on the following criteria:
If you are colonising, load your ships with cargo in the following ratio: 4 clans :1
supply :3 megacredits How much fuel you load very much depends on where you are going. If you are lucky, and have several planets connected at warp 6, you shouldnt need to take too much fuel. It is more likely, though, that your first jump will be a warp 8/9 jump which will burn up a ridiculous amount of fuel, and leave you stranded. If this is the case, consider reducing the cargo load. Two last things before you send out your ships. Always give every ship a mission. In most cases it will be Mine Sweep for fighter carriers, and Sensor Sweep for everything else. The Sensor Sweep mission will report back any industrial activity in the immediate area. Secondly, set your primary enemy. For all freighters it should remain as unknown. This will ensure that they dont accidentally go into combat (and obviously, lose). Any armed ships primary enemy should initially be set to Privateer, as this is the only race almost guaranteed to be aggressive from the very start. To the Privateer, accidentally knocking out one of his freighters is as much an act of war as simply being there. Back to Your Homeworld
A few quick questions to test that youve understood what Ive being saying so far:-
Therefore, you know how much cash you will need next go:
Tot these up, and then see how much money you will have available to you next turn from:
If you can build ten mines, do so. Aim to build ten mines each turn (only on your mineral rich homeworld) until they are maxed out (if funds are available.) However, this isnt a priority in the early stages when you still have a good mineral stock. What to do on Your Second/Early Turns. Firstly, do your factories/defence posts/mines/starbase/ "build and load 10 torps" that you will do pretty much each go. Then its time for your first strategic decision. OK, so far you havent shown your face to the other races, but worst case scenario is that you have no planets nearer than 84 light years (a warp 9 jump + a planets warp well), and so the time has come when you have no option. There are 2 possibilities: you can see another races ships or you cant. Just because you cant see them, doesnt mean they arent there, but many players will send out their small freighter and scout first go, so its a risk we must take. If you can see them, who are they? If they are Rebels, Feds or Cyborg, dont worry unduly, they are unlikely to attack you directly. Otherwise, assume the worst, and prepare to defend yourself by building a battlefleet and fighters. The Colonies Battlefleet. Always set the mission of the Patriot to Mine Sweep. Once a battle is over, get the remnants of the fleet back to a star base. A Patriot needs a full compliment of fighters to be useful, and a Cygnus needs 12 torps. For this reason, the battlefleet is best used to defend your empire. To be an attacking force, a swarm of the above ships would be necessary, with the numbers slightly favoring Patriots. In addition, three or four Cobols should be used to keep the ships well fueled up. It is important to get the Patriot fighting on the appropriate side of any battle. As an example, in SIM, put a Patriot against a Deth Specula, then swap sides and repeat. You will notice that the right side always wins. As a rule, if fighting a torp ship, keep your friendly codes as low as you can get them. Against a carrier, those in the know say that the left has an advantage, so keep them high. A small and very cheap addition to the battlefleet could be a Little Joe armed with six lasers. Send it in first against a fighter carrier, and it will strip off a good number of fighters before being destroyed. Worth building if youre a bit short of cash/minerals. Fighter Building - The Sagittarius/The Gemini The Gemini is a little over the top to use for this purpose - it can build 40 fighters per turn, but needs 200 supplies to do this. If you have a Bovinoid world near your starbase, then that is the place to put a Gemini (tow it there - it has low-tech engines.) Also, later in the game when the action starts, a Gemini is a handy mobile fighter builder. Fitted with higher tech level engines, it can travel with a battlefleet, and strip enemy planets of fighter minerals and supplies. If you cant get these fighters off, continue to build and store as per the table below. The job for the fighter building ship is to orbit your starbase and build fighters. Nothing else this early on. It is unable to launch fighters quickly enough to be a threat to any ship with beams or fighters of its own, and will likely be destroyed by a couple of volleys of torps. Therefore, save yourself money and only equip it with the lowest tech engine you have in stock. Even tech 1 beams (Lasers) will take fighters out, which is the only offensive job this ship can perform successfully, so if you have some very low tech beams (not x-ray lasers) in stock, equip it with these, otherwise equip it with lasers. Dont leave it totally defenseless, as then it will appear as a freighter on the scores table. Set its primary enemy to Privateer, give it an Alpha friendly code so that it will be the last ship into battle. (Setting the friendly code to lfm will automate the process, but you lose the control of how much you spend each turn, and also the battle order.) If there is no immediate threat, build ten fighters a turn. Fill your Patriot with the first ten, and the twenty from your starbase. Then, fill your starbase (up to sixty) with ten per go. Lastly, keep building them (as a very low priority) so you have a stock of around sixty on your Sagittarius, ready to top up other ships or your starbase, as necessary. This table illustrates how a Sagittarius can be loaded to build fighters:
Turn 2 - So Youre Still Alone in the Universe If you cant see anyone, or just the less threatening races, or you can planet hop, save the building of a battlefleet until after you have a good supply chain in place from your three original worlds. Then build (for example) Patriot, Cobol, Cygnus, Cobol, Sagittarius, Cobol, Lady Royale, Cobol. The Lady Royale You can set the friendly code of the Lady Royale to bdm. This saves you bothering to drop the cash down to the planet each turn, but because the host beams down money before the cash is generated, the cash is left on the ship until the next turn. NB This may be a friendly code only available to registered players, as I havent got it to work yet. Supply Chains Colonising The exception is Amorphous worlds. If the maximum is less than 150, it is probably a useless world, as the population is unlikely to last too long. Some time in the future, plan to drop 6 clans and strip all surface minerals (especially fuel) next go. Then pick up the remaining clan and leave it alone. Its no good to anyone. If the maximum is more, you will need to establish what size colony is needed to ensure growth outstrips the 5 clan reduction per turn due to hungry Amorphous worms. The best way to do this is with EchoView. During the LDSF wave of colonisation, drop 40 clans, close down the WinPlan ship window, reload the turn in EchoView (F4), and advance the turns in the planet window. If the numbers drop, add 10 more colonists, and repeat until growth is achieved. In the second wave, planets to concentrate on are
You will want to aim to have a growing (or maximum) population on all worlds within your empire, as this makes it difficult for cloakers to penetrate without you knowing about it. The next phase of colonisation is with Super Transport Freighters, but that is much later, when your homeworld population is about to reach 10 million. Laying Mines This torp supply route is all important for the following reasons:
If you have a Cygnus guarding a planet full time, use that as the mine layer, and only store between 10 and 30 defensive torps on Cobols servicing that planet. A Cobol will rarely use more than 10 mark 4 (or greater) torps in any battle before it either wins or loses. Later Turns It wont be long before your Cobol logistical supply chain becomes insufficient to cope with your cargo needs, and you need to supplement them. Anticipate this stage before it happens, and start to build the occasional Large Deep Space Freighter. These can be used to ship colonists off your homeworld, (which by turn 10 or so should be a priority task) and also to strip a mineral-rich planet clean. It is unlikely that each planet will need to be serviced by its own LDSF, more likely that one LDSF can cycle round a few, giving mineral stocks chance to build up between visits. Build your LDSFs with StarDrive 1 engines and team each LDSF with a towing Cobol. That way, any enemy capturing your LDSF will find it only of limited use. Keep each LDSF with a Cobol. Like swans, LDSFs and Cobols mate for life. Once the first or second shuttle LDSF is in place. Your next LDSF would be used for colonisation. You should already have Cobols out there scanning and putting small (but growing) colonies on planets. The LDSFs can follow these up and put sizable amounts of colonists on prime worlds, where their populations can grow quickly. Things to bear in mind with using LDSFs are that they are a prime target for your enemy to hit/steal. Use a zig-zag path at all times, to avoid attacks by cloakers or hyperjumpers. Also, bear in mind that a fully loaded Quantam7 LDSF (or Cobol towing a LDSF) cannot make a complete warp 9 jump, and a warp 8 jump nearly empties the tank. Therefore, you will often need to jump from your homeworld into open space. Your enemy will recognise a new ship, jot down which planet it came from, and attach a note saying homeworld. Be sure you are ready for this to be common knowledge. (Evil Empire would know it already). If possible, put them off the scent by jumping to a connected planet, and out into space from there. Defending Against Specific Enemies Because of your top ship (Virgo), its minesweeping ability, and your ability to run it around indefinitely, your race is one that is difficult to defend against. Therefore, a clever enemy will know that to defeat you, he will have to wage war on your turf. For this reason alone defense should be a priority. Early in the game, the backbone of your defence will be Cygnus/Patriot battlefleets, and the ability to drop mines quickly. For specific races, see below, and also read up race-guides on the particular enemy against whom you are defending. These are the tactics they will use. Before we start, Ill just go through a little tip that may help against cloakers. On the fringes of your empire, and on any other planet where it seems prudent, leave just one mc, and set your planetary friendly code to bum. This friendly code causes all cash on a planet to be beamed up to enemy starships in orbit (even cloakers). That way, if you suddenly discover that your 1mc has gone, you will know that a cloaker was at your planet. You may then be able to more accurately target your minefields. Ideally, your enemy will notice that he has suddenly gained 1mc, and reckon that the game is up. Further, a cloaking ship can only Intercept whilst uncloaked, so can only intercept you by predicting your next position. So make sure you zig-zag slightly if in open space. Make sure that you have at least one clan on every planet in your space. That way, fuel is unavailable to a cloaking ship without you knowing about it. Feds Lizards The other little trick the Lizards use is based on their ground attack advantage of 30:1. They drop a few clans on your non-homeworlds using cloakers (immune to ATT or NUK planetary friendly codes), and the planet is theirs. Minefields are the answer here, but no need on high population worlds. If he uses 3 Lizard Class Cruisers (and he would have to be pretty determined) he can take a planet of 3,510,000 soles. Also, to make his life a little more difficult, make sure you maximaise the number of defence post you have, as they will reduce his ground attack advantage using the following formula : (Defending clans * Racial Factor * (1 + (0.05 * Defense Posts)) Lastly, if you need to battle a Lizard ship, do it at a planet. Lizard ships receiving over 100% damage when in planetary orbit will fall apart AFTER the battle. In practise, this means that if you lose, you may take him with you over a planet, whereas in deep space he would have survived. Birds Fascists Also, be very careful of the Fascist Glory Device. When one of these is triggered, it will damage any of your ships to the value of one mine hit. One of these popped in the middle of a swarm of Patriots and Cygnuses will take out the lot, and leave any Cobols with 86% damage. Feigning attacks, and then retreating beyond 81ly of him is the best bet. Your only ship that has little to fear from them is the Virgo (16% damage). Even then, beware of being towed to one of his large fleets by a cloaker. The other Fascist attack strategy is to ground attack by dropping clans and taking advantage of his attack ratio of 15:1. Given time, he will probably reduce the number of clans first by using the Pillage mission. Whilst defence posts will not attack a pillaging Fascist ship, they will reduce his ground attack ratio according to the following formula: (Defending clans * Racial Factor * (1 + (0.05 * Defense Posts)) Privateers An MBR can only rob 284kt of fuel. This is more than enough to drain a Patriot or a Cygnus, so ensure that they are paired up. Calculate how much fuel will be left in your Cobol after a jump (Current fuel, less fuel used, plus 2x light years traveled) and ensure this is greater than 284 where possible. This will mean that he cannot disable it, and so it can retaliate. A Cobol doesnt often beat an MBR, but it will leave it very badly damaged and unable to cloak. You can then get another ship to the scene in time to finish the job. As discussed earlier, minefields protecting planets help a great deal. The Pirates will principally be after your ships, but in your case, the vast majority of your ships will be spending very little time in deep space. Lastly, you may decide offence is the best defence, and go on the attack early on while they are weak. If you succeed, you will become an instant hit with the other races, who will be happy to see the Privateers out of the game. Cyborg The Cyborg are another race that you may consider taking out of the picture early on, while they are weak. But watch out. There is an enduring legend that a Cyborg player escaped from such a rout with one clan on one probe, and went on to win the game. This may or may not be true, but if you give a Cyborg an inch, theyll take a mile. Dont hang around in taking out even his SDSFs. Crystals Always keep your eye on the mass of a Crystals ship. Early in the game, assume he has X-Ray lasers (4kt each), 1 kt of fuel, and that the rest is in mark 5 torps. That way, you will know the maximum radius of a webmine field he can drop. The only way to deal with a web mine is to top up with fuel, get stuck in it a short way, and sweep it with beams. A Little Joe with high tech beam weapons is the natural choice, as it is the cheapest minesweeper - but beware its small fuel tank. A Neutronic Fuel Carrier will be destroyed by one mine hit. A Taurus Class Scout can go in with the Little Joe to keep the fuel tank topped up. If you have two ships together in a web mine, keep transferring all but 1kt of fuel onto one ship. That way, only 26kt of fuel will be drained (25kt off one and only 1kt from the other), rather than the full 50kt. By the same token, if you can park the minesweepers above a planet, you can drop all your fuel to the planet, and only beam up 1kt per ship. Once you are in a web minefield, keep your speed at warp 0 to avoid running into further web mines. The Cygnus is also useful in this respect, due to the much larger fuel tank. Unlike the Little Joe however, they are useful elsewhere (to both you and the Crystals). If you find yourself stuck in a web minefield and are running low on fuel, lay a minefield - it will hinder any effort to capture your ship. Also, jettison cargo - why let the Crystals have it? Evil Empire
Robots Also, in the early part of the game when your minesweeping abilities are limited, beware minefields laid by a Cats Paw. Robot minefields are huge. Keep your eye on the weight of the ship to get an idea of the size of field he can drop. A Patriot is the natural ship to take a Cats Paw, with mission set to minesweep. Rebels You may consider changing the planetary friendly code of your starbase worlds to HYP and the starbase mission to Force Surrender. That way, the turn after he has performed his groundattack, if he tries to Hyperjump out again, you earn yourself a free Hyping Ship (very, very useful) Useful Facts about Cobols Here are some things you should know about Cobols:
Ships Here is a discussion of each ship available to you, and its possible uses to you. Small Deep Space Freighter (SDSF) You will also be given a hull in storage. If youre short of cash or minerals, you may as well use this hull as not. If you have a second supply route as described above, give it a HeavyNova drive and set it to work. Otherwise, give it a Quantam 7 and augment a longer supply route, or give it a StarDrive1 from stock and tow it perpetually behind another ship to act as increased cargo capacity and torp fodder (friendly code 000.) It is a good idea to build a SDSF with StarDrive1 engines if you cannot build anything else. There are two reasons for this: Firstly, when all the ship slots are used, you can colonise one, freeing up a slot and given you a priority build point. Secondly, it will at least take out a torp if your starbase is attacked. Thirdly, it is a slight advantage to transfer ownership of these to an ally. Then, if a Birdman Superspy mission changes your planets friendly code to (for example) bum, at least some of your money will be given to your allies. The only other possible use I can think of for a SDSF is to use it as bait for a trap, but few players will be bothered to go after such a small target unless it is owned by the Cyborg, or for priority build points. Taurus Class Scout Other uses would be to be towed around by Large Deep Space freighters as extra fuel/cargo capacity (though a Cobol escort is a better bet for this), and also, to drain Neutronium from planets, and so hindering attacking war fleets. It can tow a Little Joe into a web minefield to supplement a very small fuel tank and will help a little in the minesweeping. It will tow. Lastly, it makes a slightly better cargo carrier than the SDSF. Cygnus Class Destroyer Also, armed with Gamma Bombs and Disruptors, it is a very cheap ship to use to try to capture enemy warships. Do the SIMs to determine the appropriate number of torps to use (usually a full hold). One point to watch. A Cygnus is totally destroyed by a glory device/mine hit. You are unlikely to meet with minefields, as you will have a Patriot nearby with its mission set to Mine Sweep 99% of the time, but glory devices can be your worst nightmare. Allow me to illustrate. If you had a fleet of 50 Cygnuses, it would take a fleet of 5 Gorbies, each with 100 fighters, for the Evil Empire to take it out. It would take one (yes one!) Nefarious for the Fascists to do the same job. Little Joe Class Escort Neutronic Fuel Carrier Medium Deep Space Freighter Cobol Aries Class Transport Sagittarius Class Lady Royale Large Deep Space Freighter (LDSF) Tranquility Class Cruiser Teamed up with a Cobol of the same torp type, you may like to pack it full of torps, transfer them 50 or so at a time to the Cobol while the Cobol lays them. This way, you can lay 13 respectably sized minefields without the need to return for fuel. If you are rich, and in conflict with the facists, consider building this ship instead of a Cygnus, as it will survive a glory device. Patriot Class Light One Last point to watch. (I know I said this about Cygnuses, but Ill repeat it here). A Patriot is totally destroyed by a glory device/mine hit. You are unlikely to meet with minefields, as you will have its mission set to Mine Sweep 99% of the time, but glory devices can be your worst nightmare. Allow me to illustrate. If you had a fleet of 50 Patriots, it would take a fleet of around 5 Gorbies, each with 100 fighters, for the Evil Empire to take it out. It would take one (yes one!) Nefarious for the Fascists to do the same job. Gemini Class Transport Scorpius Class Light Carrier Iron Lady Class Frigate Neutronic Refinery Ship Super Transport Freighter Virgo Class Battlestar Even though it is an expensive measure, try to equip at least one with Transwarp Drive and Heavy Phasers (the latter is essential if you are attacking the Crystals). Remember, because of cloaked intercept, towing a low engine tech Virgo with another ship (other than a high engine tech Virgo) is a quick way to end up with a Battlestar that cant get home. Dont even consider engines less than HeavyNova 6, and those only when desperate. Set its mission to mine sweep, and dont forget that you can build fighters on it by simply setting it's friendly code to 'lfm' (while sweeping mines, for example). Merlin Class Alchemy Ship After the 500 Ship Limit Beware! You are a prime target for other races building up their priority build points (PBPs). This is due to the nature of your defenses (i.e. lots of expendable small ships). The Cygnus especially is a prime target, because its mass is just over 100kt (115kt). This will give the attacker 2 PBPs (1 PBP per 100kt or part thereof). It is not relevant to your enemy that the Cygnus may be part of a fleet of 20 Cygnuses and Patriots. He will gladly sacrifice one ship for the opportunity to build a much bigger one. So what can you do? Firstly, you must always have plenty of ships in the build queue to take advantage of any freed up ship slots. Unless there is a special need, these should be top of the range Battlestars. Therefore, switch the emphasis of your defence to mines where it can be done easily. The time has come to use your Cygnuses as minelayers, laying mines to protect your supply routes. Now more than ever, your Virgoes should be used for attack. Anticipate the ship limit approaching and prepare your tactics in readiness. The end of the game is fast approaching, so prepare for all out war. All Out War You are an attacking race, so once you judge that you are sufficiently strong to wage war, dont hesitate, or you may find your enemy takes the initiative first, and fights on your patch. But be prepared for a long and bitter battle. By the time youve built your first Virgo, any enemies left in the game are likely to be fairly strong. Do not underestimate the time it will take to beat him. Something would have gone drastically wrong if you wait for the ship limit to be reached before picking a fight with your neighbour. Diplomacy is all important here. I find a nice trick is to make peace with your neighbour, and then launch an all out offensive when he least expects it. Resist an alliance with the closest race just because they are closest. Best to just agree a mutual border. This is also important because you dont want to be fighting a war on two fronts. Try to work out which of your neighbours is the weakest, and where his strategic planets are:
It doesnt matter that they are a long way into his space. You have the power of indefinite travel, and so can reach any of his planets in time. Borders are often well defended, so remember that you are fighting a war of attrition. This is an especially useful tactic against big carrier races, where in chasing you, they will burn significant quantities of their fuel reserve. Prepare for war by massing plenty of Cygnus/Patriot battlefleets along your border worlds, then launch them all at the same time towards his nearest planets. This is to keep him occupied while your Cobol/Virgo combination(s) push through the front line to pick up the best targets deeper in. Once the fighting dies down along the border, you may have gained more territory or not. This doesnt really matter, as the real work is being done by the deep raiding Cobol/Virgo fleet. If you have secured a new area, try not to think of it as an extension of your empire. Strip it clean of fuel, and use the Moly/Trit/Supplies to rebuild fighter stocks. Following the initial wave with a Sagittarius/Gemini or two (accompanied by Cobols full of torps) helps in this respect. Also, think very carefully before moving colonists into the area and building a starbase. If it was a well developed area, there should still be plenty of factories around. These will produce supplies for fighter building (they only decay at one per turn). Building a starbase can be used as a tactic to strip minerals from a threatened planet. If all has gone well, you will now be in a situation where you have an area between you and your enemy with very little fuel and fighter minerals on them. There will also be the remnants of some battlefleets, some Sagittarius/Geminis, and some Cobols. If your enemy has retreated to deal with the more immediate threat of the deep raiding fleet, you can now enter a consolidation phase while your deep raiding Cobol/Virgo(s) do their work. Use the Cobols to reload Cygnuses with torps, and refuel in general. Use the Sag/Gems to top up Patriot fighters. If your enemy continues with the attack, do not despair. Keep moving new battlefleets into the area. Remember, you dont need that area of space, and Patriot/Cygnuses are expendable. You are merely keeping him busy while his infrastructure is devastated from within. Your deep raiding parties are still vulnerable. You will need to top up your fighters at every opportunity. Discretion is the better part of valour once the numbers of fighters on board your Virgo drops below, say, thirty. Obviously, strip any planet you take of fuel, cash, supplies and fighter minerals, and build fighters on the hoof, but dont be afraid to retreat for a rendezvous with your Sag/Gem, or stay at a planet 2 or 3 turns. Always carry a couple of clans on your Virgo or Cobol (or both, for flexibility), so that you can occupy planets which have been evacuated, and always take clans off planets you have finished with. He cannot then retake them without bringing clans, and few players will just happen to have a clan handy on a battleship. When resupplying the front line with battlefleets, spread out the routes they take as they move through your territory. This has a number of advantages. Firstly, they defend your empire whilst passing through. Secondly, an enemy will find it harder to locate your starbases when ships come in from all angles, and thirdly, fuel in your empire is used more evenly. A good tactic when towing a Virgo into your enemys space with a Cobol is to keep transferring excess fuel onto the Virgo. This is doubly useful when attacking cloaking races, because it allows you to use the following tactic that I have used successfully several times. When you get within range of your intended target (say a homeworld), transfer all fuel to your Virgo and tow the Cobol with it. A clever enemy will attempt to take out the Cobol with a cloak-intercept, hoping to leave you Virgo stranded. The Cobol will be fuelless and so immune to attack, while the Virgo mops up the hapless cloaker. I have also fought against cloaking races that leave empty ships in space. Presumably they hope to be towed away, and refueled by a cloaking companion at an appropriate time. This is a clever tactic, because if you take the bait, you have to split up your Cobol/Virgo team, and he escapes eventually. Dont give them the satisfaction. Fly your Virgo to them, transfer 1kt of fuel over, and take him out. Alliances Because you are a very independent race, alliances add less value for you than other races. They all have their own race advantages that could be useful, but here are other factors that you may consider when deciding to ally.
And finally Just remember that the above is not an instruction manual, but a guide. All games are different, and all opponents are different. In general, if youve survived long enough to build your first Virgo, youre in with a fighting chance. One last thing: dont play for points. You dont need the number of starbases that, say, the Cyborg or the Feds will be building. You need those minerals for fighter building. If you have anything that you could add to this guide, have seen any errors, or strongly disagree with anything herein, let me know. In fact, if you have any interest in playing the colonies, drop me a line anyway. Im always happy to discuss Colonial tactics with a fellow Colonies fan. Sammy. |
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