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I, CYBORG By WarriorSol Cyborg. The name conjures images of planets laid to waste by fleets of cubes while natives are cruelly assimilated into the Collective. Most players loath going up against a well heeled Cyborg player because of the awesome combat power of the Cube ship. Yet, this race is by far the most difficult to play, since before the borg can ever become a threat the player must develop a superior economy and build an effective fleet. In the pages to follow Ill examine some basic strategies that will help the Cyborg player achieve dominance. Of Economics and Assimilation Probes
Either method will work and which one you use depends on the length of the game, proximity of your neighbors, and the quality of planets you find. Using both types can also be a good way to rapidly expand your empire. Probes should be built liberally and normally be equipped with only Nova 5s or HV 6 engines on them. Putting transwarps on probes should only be done when you are forced to move often without Hyperjumping. This can happen when you attempt to colonize multiple planets that are fairly scattered from your original hyperjump point. On occasion I will even arm them with blasters or disrupters to take undefended planets or freighters. Sometimes X-rays just dont cut it, especially when you have only two. One mistake I made when I first played the Cyborg was to recycle my probes later in the game. Keep them and use them for Intell gathering or harressing enemy shipping (or whatever else you can think of). You really dont want to build them later in the game, so keep the ones you have built handy. Freighters and Empire building Another reason for the heavy building of freighters is the voracious need for minerals, money and supplies to fuel the Cyborg War Machine. You have to constantly move these resources to your starbases from sometimes distant planets to keep cranking out ships. Also, since the Cyborg assimilate useful natives, such as Boviniods, you will have to rely on high factory and mine counts to make up the difference. Except in certain cases, I always max out the number of factories on every planet I own. Mines are a different story, as you should build mines to optimize the mine rate of the planet as well as the quantity of minerals in the ground. For example, if a planet has a 90 mine rate in all the available minerals, but has only about 300 of each in the ground, it would be a waste of money and supplies to build more then 100 mines on the surface. Conversely, a planet with a low mine rate and high quantities screams to have as many mines as possible. Use common sense and long range planning to find the optimal mine count for each planet. Pick planets that will hold your starbases wisely. Youll need at least two other planets to support one starbase, especially if that starbase is low in any of the elements (I usually use at least 4). You should be constantly hauling in minerals, money and supplies into your starbase, even if you dont need it at that very moment. All it takes is one or two cube builds to suck the resources out of even the best stocked starbase. Dont overlook climate either, since even the biggest assimilated population will die off in droves if the climate is lousy. Since the Cyborg do not have a fuel hauler in the normal ship build list, I use a Super Transport Freighter to haul fuel. These ships arent cheap, but they do have large fuel tanks and can be used for normal freighter duty if needed. Also, chunneling the STFs will eliminate a lot of fuel loss, especially when the fuel is destined for a waiting fleet (not to mention the fact that you can load up minerals, colonists and supplies too!) Normally though, I will go out of my way to trade for a Neutronic fuel carrier, since you will soon have a pressing need to keep those cubes ships fueled, especially when your opponent is using a scorched earth defense. They are cheap to clone and will allow you to move fuel more efficiently. The last basic tenant of Cyborg empire building is to never overlook a planet! Its easy to pass over a planet that isnt in a big cluster, but if you dont take it, your neighbor will. The Cyborg is a race who must constantly expand to survive and overlooking what could be a well stocked planet may come back to haunt you later. One last bit of advice: Avoid an early fight! When exploring beyond your sphere of control use a warship such as the Quietus or Firecloud (good cargo hold and good fuel tanks). The Cyborg need to concentrate on infra-structure and logistics first before they can deploy a fleet to strike fear into the hearts of inferior species. Getting into an early fight will only distract you from this, eventually paving the way for your downfall. Cyborg Ships (or lack thereof) A review of the list of Cyborg ship builds will reveal a very important fact: They have no warships below Tech 9 that pose an offensive threat. This is why I stress the importance of infrastructure and logistics in Cyborg strategic planning. Fortunately, the Cube ships are extremely powerful, albeit expensive to build. With this in mind, I will point our the low tech warships that are actually useful to build. B200 Probe Watcher Class Scout Iron Slave Class B41 Explorer B222 Explorer Quietus Class Firecloud Remember, a Firecloud is a mult-mission ship, including mine laying and mine sweeping. Dont skimp on beams and torpedoes if you can help it. Biocide and Annihilation (The Dreaded Cubes) The Annihilation is the largest torp ship available and though it is tech level 10, costs about half the price of a Biocide to fully equip. Ive noticed many Cyborg players who do not build Annihilations, choosing to concentrate only Biocides. To me this is a grave mistakes, since the Annihilation take out any other torp ship and all but the largest carriers (Automa, Rush, Virgo, Golem, and Gorbie) and is much more economical to build and use. Every race can build torpedoes from raw materials, which means you can restock you Annihilations on the spoils of war. Also, the Annihilation makes an outstanding platform to sweep mines (including webs) and should always be equipped with the best beams possible. Finally, the large cargo hold makes the Annihilation a superior minelayer. As a rule of thumb I build 1 Annihilation for every 3 Biocides. If minerals and money are tighter, then the ratio goes up to 1 to 2. In any case, you should always include Annihilations with your Biocide task force. Their mult-mission capabilities will only enhance your overall firepower. Fireclouds and Chunneling Coming in Part II: Assimilate your Neighbor for Fun and Profit The follow up to this Article will discuss various Cyborg strategies, including specific race strategies. Until then, start warming up you phasers and polishing your fighters. Feel free to send your comments and suggestions to me at [email protected] File originally hosted at Spacenet, posted at Donovan's with permission. |
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