The Crystal Guide to the Echo Wide Web
By Curieus, Leftie & Tweetybird
Introduction
Experienced players are probably more interested in the Strategy and Tactics section.
First time Crystal players or Newbies are advised to read also the first chapters. Advise
to ALL players: When in doubt set up a game and test (more experienced players should
already know this :-) )
Credits
I would like to thank the people that have contributed in creating this guide, even if
more often than not unbeknownst to themselves :-). Their contributions to discussions in
the newsgroups, to discussions on IRC (#vgaplanets) and last but not least the few crystal
guides, enabled me to improve my strategy and tactics when playing the crystal people. The
following list is not comprehensive and if I have forgotten to mention someone who clearly
sees his ideas in this text, I apologize, and in a possible upgrade of this guide I will
(try to remember :-) ) to add his name to the credit list.
- Mark Wilmot for sending me his collection of articles and guides
- Mike L. Maurer, Glittering Webs: A guide for playing the Crystals in VGA planets, V1.0
- Bondservant, Crystals 101
- Loki
- Bob King
- Pheboglobi
- Bane
- R. van Rees and W.E. Kooiman for beta-reading and some constructive criticisms.
Special thanks to Tim Wisseman for creating this game
The Crystal People
1. Playing Style
Go around in a "if I see it I kill it" manner and you will lose greatly. Fleet
composition, web mine management and economical development must be judiciously
considered. If you dont want to do that and still want (must) play the Crystal
people then do so, but expect to be massacred by any opponent worth his salt. If you just
want brute force go look somewhere else.
2. Race Characteristics
Grow best on hot planets (host option default, may be switched off!)
More planets are inhabitable for the crystalline then for any other race, depending on the
host version and host settings one of the following situations is valid (Crystal Desert
Advantage is assumed in both cases)
- Linear temperature dependency
Max population = T/100 * 100.000 clans
Max growth = T/100 * 5 %
Only planets with a temperature of 0 degrees are uninhabitable for you. On all planets
(even arctic ones) you get some growth, provided that it is 1 clan or more.
- Sinusoidal temperature dependency
Max population = 100.000 * sin (T/400 * pi)
Max growth = 5 % sin (T/400 * pi)
Planets with a temperature of 15 or higher can sustain a population according to the
formula above. On colder ones (the arctic planets) you can only sustain just as many
colonists as most other races can.
Can lay Web mines (next to normal space mines)
Web mines do less damage than normal mines (default 10%), but have a higher hit chance
(default 5% per LY). The hit chance is the same for cloakers and non-cloakers. Webmines
have the ability of draining fuel from ships. When a ship hits a mine it is stopped at the
location where it hit the mine and it loses 1/6th or 50 kt of its fuel (whichever is the
most). If a ship is in one or more web-minefield, it loses 25 kt of fuel per webminefield
it is in.
Can Tow Capture fuelless ships
Whereas the other races must tow a fuelless ship to a starbase to have it surrender, you
(AND the privateers) can lock a tow on fuelless enemy ship, and the next turn the ship
will be yours.
It is important to keep in mind that if you tow capture a ship the crew on the tow
capturing ship is halved (at most). Ships that are low on crew are easily captured in
combat, therefore restock the crew on both your tow capturing and tow captured ships (Use
the "Fix ship" mission of a starbase).
3. Shiplist
Important aspects of a ship will be mentioned. But a precise ship list will not be given.
That can be found in [The Firm, E. ten Brink, <[email protected]>].
Tech Level 1
Small Deep Space Freighter
Unarmed freighter.
Dont use this freighter, it is too small to be useful transporting cargo, it is
too heavy to use as a money transport. As an early game scout it is too expensive because
often it will be captured and used by the enemy. As a slot filler it has too little uses,
and you have a better one in the Opal Class Torpedo Boat
Tech Level 2
Opal Class Torpedo Boat
Scout, Webtender
19 cargo
1 engine
1 beam
1 torpedo tube
This is the ship of choice for an early game scout, cheap, expendable, stronger than
some other races scouts, and able to get away when warned (lay a small web). In this
role at least fit it with mk4 torpedoes. This ship is also very important in its function
of webtender, with a high tech launcher (mk7 or mk8) it is a highly efficient ship to lay
and maintain small web field. An added bonus is that it is a good guard ship against rebel
or fascist hyperdrive raiders (provided the fascist can obtain a HYP ship). If you need a
slot filler, this is the ship of your choice, you can always use one more.
Tech Level 3
Medium Deep Space Freighter
Unarmed freighter
Cargo 200
1 Engine
This ship has its uses, usually though the build turn can be used better. With
its cargo hold too small for colonization purposes, its main purpose is in
system mineral transport, from poor planets to a nearby starbase. This ship can be used to
increase the efficiency of your cargo transport by using it at the fringes of your trade
lanes. But remember, at cargo loads over 400 the Large Deep Space Freighter (Ldeep) is
more efficient
Rationale: for 200 - 400 kt you need to fly twice, thereby transporting 120 kt of hull
mass, if time is not of essence, this is cheaper than using an Ldeep. For 400-600kt you
need to fly thrice, thereby transporting 180 kT of hull mass. Note however that this makes
the Ruby and the Emerald on full load almost as effective as freighters as the Medium Deep
Space Freighter (figure this out yourself).
Neutronic Fuel Carrier
Fuel Carrier, Money transport, Tow (capture) ship
900 fuel
10 mass
2 crew
2 engines
When you need to transport fuel, over long distances, no ship does it cheaper than this
one. This ship is essential to keep your attacking fleets stocked up on fuel. Use this
ship also to store the excess fuel of attacking ships that run a great risk to be
destroyed. Because of its low weight it can travel 81 LY without burning fuel (1 kt
fuel required in the tanks), this makes it possible to transport money without cost. This
last fact is only a bonus but hardly ever a reason to build this ship.
Because of its two engines it can be used to tow capture enemy fuelless ships (I
wouldnt know what would happen at your second tow capture though)
Ruby Class Light Cruiser
Armored freighter, Low cost flagship for web operations, Tow (capture) ship
370 cargo
2 engines
4 beams
2 torpedo tubes
This ship is number two on your road to the Echo Wide Web. This ship is capable to lay
large webs. Its large cargo and fuel capacity enable it to operate several Opals for web
actions away from planets. Dont use the ship for combat operations, too light and
too lightly armed, it is easily outgunned. Keep it out of reach of the enemy and it will
do great. Because of its two engines it can be used to tow capture fuelless enemy
ships. When using the addon Fhost this ship can produce fuel when in orbit over a planet.
Topez Class Gunboat
Waste of resources
This ship serves only one purpose: to use your resources where you dont need
them. In a battle it will be captured. As a slotfiller you are better served by the Opal.
DONT build it unless the addon Aliens is used, then this ship can sterilize world
from aliens
Tech Level 4
Small Transport
Armored freighter, scout
Dont build this ship, the Opal is a better scout, the Small Deep Space Freighter
is a better freighter which you shouldnt build either.
Tech Level 5
Sky Garnet Class Destroyer
Web tender, Tow (capture) ship, Fighter killer, Slot filler
30 cargo
2 engines
7 beams
1 torpedo tube
Although this ship isnt as useless as some people claim, its uses indeed are
limited. It can be used as a guard ship against fascist and rebel hyperdrive raiders,
every turn over a planet it can lay and build 7 torpedoes. Those are only gradual
differences with the Opal. The main advantage of the Sky Garnet is that it has two
engines, i.e. it can tow. This makes the ship suitable to tow capture enemy fuelless
ships. It is questionable whether this function is reason enough to build it. Another
reason to build it is to use it as a sacrificial ship in a starbase assault. This ship
should destroy between 14 and 21 fighters, by first using two of these to strip a starbase
of its fighters you make the base soft enough to kill it with a Diamond Flame. If you have
the resources to spare and need a slotfiller, this ship would be a great replacement for
the Opal.
Tech Level 6
Large Deep Space Freighter
Unarmed Freighter, Tow (capture) ship
1200 cargo
600 fuel
2 engines
This freighter is the mainstay of you transport fleet. It will always be available,
even in times where your Emeralds and rubies are not (because of war). It can quickly
transport great amounts of colonists and minerals. (Almost always) Whenever you need a
freighter this will be the freighter of choice. Build lots of them. Because of its two
engines it can be used for tow capturing fuelless enemy ships
Emerald Class Battlecruiser
Armored Transport, High end flagship for web operations, Torpedo resupply transport for
rubies involved in web operations, Planet killer
510 cargo
2 engines
8 beams
3 torpedo tubes
This is the ship of choice when you need to transport goods through a contested area.
Most cloakers will refrain from attacking this ship: although they will damage or kill it,
chances are that they themselves will be killed or damaged. This ship is your heavy hauler
on the way to the Echo Wide Web. Like the Ruby it can perform sustained web operations in
conjunction with Opals and even for longer periods, or with more Opals.
This ship can resupply two Ruby web operation groups in one run. 265 torpedoes per Ruby
will allow those groups several turns of extensive operations. This ship is perfect to
restock the supply of your low cargo battleships (Diamond Flame). Any planet without a
starbase (possible exception some Borg worlds) is easy meat for this ship. Its 8
beams can easily destroy 16 fighters (256 Defense Posts) and its three tubes and
high mass make it practically invulnerable for the planetary defenses. When in doubt, just
put some 50 kT of supplies on board, instant 10% repair. This ship is the mainstay of your
men-o-war. When the addon Nemesis is used these ships can convert minerals to other
minerals or money
Tech Level 8
Onyx Class Frigate
Terraformer, Web Tender, Tow (capture) ship
10 cargo
2 engines
8 beams
1 torpedo tube
The main purpose of this ship is to heat up planets. Build them in pairs, one with
cheap low tech engines, the other with high tech engines (opinions differ from warp 7 to
9). When heating a planet it can build and lay 2 torps every turn, this is a reason to put
mk7 launcher on this ship. The high tech engine ones can be used to tow capture fuelless
enemy ships (the low tech ones too ofcourse, but first see that you get them on location
:-) ) When using the Addon Nemesis this ship can heat a planet by 50 degrees in one turn
by burning 1 full tank of fuel.
Tech Level 9
Diamond Flame Class Battleship
Heavy Hitter, Tow (capture ship)
90 cargo
2 engines
10 beams
6 torpedo tubes
This is the first of your heavy hitters, and (probably) the most common one. Whenever
you need to take out a heavy target (ship, base) use this ship first, sometime followed by
a Crystal Thunder. This ship can be used to tow capture fuelless enemy ships, beware
though, because your crew levels will fall and when in battle with diminished crew it will
often be captured.
Neutronic Refinery Ship
Fuel Production
10 engines
6 beams
This ship is essential to keep you economy on line. It can produce the fuel necessary
to move your minerals and naval vessels. If you dont build them you need to be very
lucky with very much fuel on your planets, or you are dead. Dont build them too
early though, for they are a drain on your minerals. The only alternatives for this ship
are in colonial hands (the Cobol Class Research Cruiser (ramscoop) and the Aries Class
Transport (advanced refinery). Dont skimp on the beams for it is a good guard
against light cloakers, or any hyperdrive vessel when equipped with proper beams.
Dont put transwarps in it, but lower tech, again opinions differ, some say warp 1 to
some, warp 6.
Tech Level 10
Super Transport Freighter
Unarmed freighter, tow capture ship
2600 Cargo
1200 fuel
4 engines
This freighter has the best cargo capacity/mass ratio, nonetheless you will not need
many, usually one is enough, often enough you dont need them at all. But with four
engines on this ship, the Ldeep often is a good and more versatile alternative. Only build
them when you have a specific task for them, for instance: quick colonization of two good
native worlds. It can tow capture.
Crystal Thunder Class Carrier
Medium Carrier, mop up ship
80 cargo
4 engines
6 beams
8 fighter bays
The second of your heavy hitters. Since you have to buy fighters at a normal price (100
MC), outfitting this ship is expensive. Not using this ship is more expensive, for when
fighting against a heavy carrier, a Diamond Flame/Crystal Thunder (in that order) combo
will almost always kill the carrier. If you do not use the Crystal Thunder up to three
(four if unlucky) Diamond Flames may succumb to the carrier.
Merlin Class Alchemy Ship
Mineral production
2700 cargo
10 engines
8 beams
This ship is a must in low mineral games, and even in high mineral games they can come
in handy. It can produce each mineral you want from supplies. Dont build it too
early for it is expensive mineralwise. However given enough supplies present it will pay
itself back in one or two turns. When you discover a good Bovinoid planet in a mineral
poor or normal game, consider building a Merlin as soon as possible, to get that second
base in the air. Later on in the game you usually have one Merlin per Bovinoid, unless the
bovinoids are close to each other, then less Merlins are sufficient. Like the Neutronic
Refinery Ship, dont skimp on the beams, and decide which engines you want.
4. Torpedoes and Minefields
Torpedoes are your main weaponry, you use them both for battle and for minelaying.
Therefore choose your launcher carefully. A short lay down will be given of the three
launchers most suited to your needs, their pros and cons will be explained and their
comparative cost of usage will be shown by computing the cost of laying a 1000 unit
minefield (normalized, e.g. if I must lay 13,23 torpedoes for 1000 units, I will lay 13,23
torpedoes).
- Mk4 - This is the most cheap torpedo moneywise 13 a piece and tech level 5, this torpedo
should be minimum equipment on all your torpedo ships. When money is low and minerals are
high this is the torpedo of choice for minelaying. In battle often better torpedoes are
required.
- Mk7 - This will be the torpedo you use most. It is the most efficient torpedo for
minelaying. Sometimes in battle more power is required, but mostly this torpedo will do
the job, or the ship is dead anyway. As compared to the mk4 a substantial increase in
starbase techlevels is needed to produce mk7 launchers (tech level 8)
- Mk8 - This torpedo is both the most expensive for minelaying and most expensive per
torpedo. It is a tech level 10 torpedo and therefore requires even 1700 MC more investment
in your starbases than the mk7. However it gives the most explosive power per salvo and
with a minelaying ability that is 23% higher than that of the mk7 it offers the most
concentrated power.
Torpedo usage costs per 1000 mine units
Please note that the number of mine units a torpedo produces isnt the square of the
tech level but the square of the slot number (just count where it stands in your starbase
build list)
Torpedo type |
Money investment |
Total minerals used |
Total equivalent supply cost |
Mk4 |
361 |
83,3 (3 * 27,8) |
611 |
Mk7 |
444 |
37,05 (3 * 12,35) |
555 |
Mk8 |
540 |
30 (3 * 10) |
630 |
Usually your mk 7 will be the torpedo of choice. The mk 8 only gives minimal extra
strength in battles. And it will be great enough a task to top of all your Rubies and
Emeralds using mk7 torps.
The size of a minefield is dependent upon the number of torpedoes you convert (How is
that for stating the obvious :-) ) The radius of a minefield (web or normal) is the square
root of the number of units that it contains. Our 1000 unit example minefield would be 32
LY radius. Any minefield you lay, be it web mines or normal mines will decay by a host
determined percentage. The percentage usually are the same for web or normal minefield but
can differ.
A separate sweeprate and range is given for both web minefields and normal minefields
(default normal:4, webs: 3). The number of units a beam destroys is the square of the beam
slot number times the sweeprate. Of course the sweeping beams (usually a on ship) must be
in range of minefields (default: normal mines within 25 LY, webs within 0 LY i.e. inside
the field)
It is important to know that mine decay happens before sweeping and sweeping happens
before web drain. So if you want a ship drained you should take care that you lay enough
mines to keep the ship inside the field. If you cannot manage that, then dont lay
those mines.
5. Allies
Allies are a must in order to be able to win a game against competent players. It is not
necessary that the same people are your ally throughout the game, however do not backstab
too often for you will get a bad reputation, which will lower your chances of ever winning
again......(Oh HE is my neighbour....) [Sounds of torture instruments being
sharpened.........]
The descriptions below are indicative of the worth of an alliance with such a race, all
things being equal. However usually you dont have as much choice as youd like
and have to take on what comes along. Also a good working alliance with a less favorite
race is MUCH better than a difficult one with a favorite. At least get a border agreement
and a non-aggression pact. It will allow you to develop economically.
Federation
The federation is not the best possible ally but not bad anyway. Each of you can help the
other but you do not complement each other enough to make it a stable alliance on race
properties alone. Both of you have mainly torpedo ships. The ships you are interested in
are the Diplomacy and perhaps the Missouri (cheap replacement of your Diamond Flame) or
the Nova. He will be interested in your Crystal Thunder and perhaps your Emerald.
He can clone for you (and keep a copy of it) any ship you capture, he has money to
provide both with an abundant supply of torpedoes, he can super refit any old designs of
yours, be it captured or own build. You can only provide webs. In this way it is a skewed
alliance, nice for you if it works out, but dubious whether the feds will want to stay
allied. The alliance becomes a lot more stable if the feds are neighbored by a strong
lizard (or bird with bird Loki immunity). Now you can offer him safety from cloaked
intrusions. If you both have invasion plans the alliance also becomes less skewed, because
you can offer his fleets passage, safe from intercepts of nasty cloakers or heavy
carriers, allowing you (two) to dictate the location of the battlefield.
However allying with him has also the advantage that he will not offer beam upgrades to
your enemies (see also the "enemies" section). When close to the ship limit an
alliance with the feds allows you to build empty hulls for refitting at a later time. This
can increase your ship output greatly in those turns.
The Feds and the Lizards have the Loki Class Destroyer. This ship can decloak cloaked
vessels that ore neither of Federation, Lizard or (host version dependent) Bird origin.
This can come in handy when attacking. Let a Loki accompany your fleet and make sure that
when you attack a planet (most of) the present cloakers are decloaked and killed. For
defense against cloakers your webs should be enough.
Lizards
An alliance with the lizards offers some nice advantages. The lizard can provide you both
with money and minerals for torpedoes, he can hiss your planets, and you can safeguard his
area from cloaked intrusions. But most importantly the lizards can provide you with a
*cloaking* minelayer (The number one item on your Sinterklaas wish list), while they are
interested in your Crystal Thunder. They also can clone captured ships for you (and keep a
copy).
The Lizards and the Feds have the Loki Class Destroyer. This ship can decloak cloaked
vessels that ore neither of Federation, Lizard or (host version dependent) Bird origin.
This can come in handy when attacking. Let a Loki accompany your fleet and make sure that
when you attack a planet (most of) the present cloakers are declared and killed. For
defense against cloakers your webs should be enough.
Birdmen
The birdmen are nice allies, next to the privateers probably the best, they are vulnerable
to webmines, and vulnerable to lizard of fascist groundattacks against which they do
almost nothing. You can offer him protection from those ground attacks, and yet at the
same time be reasonably safe from the effects of a cancelled alliance (backstabbing, when
done properly is a different story of course). Both of you will need to work hard on your
economy so no advantages there. If he has a good tax planet he most certainly will be
interested in the Crystal Thunder, you of course are interested in a resolute or fearless
wing, something that *cloaks* (again the top number on you Christmas list), has a big
cargo hold, and good legs. He can safely assault inside your webs. He can provide you with
cloaked heavies. The birds also can clone ship designs you captured (and keep a copy).
Fascists
The fascists are no great allies, their cloakers have to little cargo room and they have
no other ships you really want. Still, they do have cloakers, they can clone captured ship
designs, and do need protection from (especially bird) cloakers. They too could use your
Crystal Thunder, and you could use their glory ships to soften up bases you are going to
attack.
Privateers
The privateers are actually very good allies (perhaps even the best), between the two of
you, you have a monopoly on fuel drain and tow capture, furthermore he has cloaking
minelayers, with not to great a cargo capacity but very fast (MBR), you have the heavy
ships he needs to protect himself in case of attack. And attacking a privateer through
webs is something no-one should think lightly of. Sadly enough neither of you can clone.
And do insist on a reasonable share of any robbing spoils :-)
Cyborg
The Cyborg can be a great ally when co-operating closely, nay when intermingling your
economies, when even sharing Fireclouds (IMPORTANT: you get your own FCCs!) If he is
willing to work that close he is a great ally, no problems with colonist transport, any
natives worse than tribal (and not Bovinoid) become Cyborgs, all other natives exploited
by you (he organizes the colonists), business is booming! Your webs protect him from the
privateer (at all times his worst enemy) you can provide him with heavy ships early on, he
can provide you with Biocides. If he (or you) doesnt want to co-operate that closely
he isnt such a great ally. You can trade with him, clans for some webs, but there is
not much more in it for you. He can clone your captured ships for you (and keep a copy)
Evil Empire
A Carrier race that sorely lacks in the torpedo department. You can perfectly fill in that
gap. You can protect him from cloakers (esp. privateer) and he can give information on
where your enemies starbases are. He can provide you with a HYP ship for fast money
transport, a SSD for imperial assault and a Gorbie to please your fleet admiral, or
perhaps even with fighters. He can clone your captured ships for you (and keep a copy)
Robots
The robots make for a great ally, they can provide you with fighters, with heavy carriers,
and can cheaply lay mines (in his ID though) as an added danger to your webs. You can
provide him with some torp ships he lacks (Emerald, and Diamond Flame) and with webs early
for cloaker protection. If the host options Mines destroy webmines is ON, first shoot the
host :-) , then suck up to the robots (even if it is doubtful whether he will need you
then). He can clone your captured ships for you (and keep a copy)
The Rebels
Like the robots the rebels are good allies, because they too can provide fighters, they
have a HYP ship that is good, and have the heavy carrier necessary to kill what you only
could kill with heavy losses. You can provide him with anti cloaker protection and some
medium weight ships. He can clone your captured ships for you (and keep a copy)
The Colonies
The colonies too are good allies, again because of cheap fighter provision. Like the
rebels they need a medium level torpedo ship, Unlike the rebels they may see a use for
your Crystal Thunder (if you manage to sell it right). It is a somewhat downsized (less
beams, less cargo, less mass) but much cheaper Virgo. You are interested in their Cobol
Class Research Cruiser (preferred) or else their Aries Class Transport. They need your
webs for anti cloaker protection (who doesnt, it is getting boring :-) ). He can
clone your captured ships (and keep a copy for himself).
Since he can sweep with his fighters, his (and your) fleet cannot be stopped by normal
mines. You keep his home area safe against surprise attacks, allowing him to field more
ships for the attack. His fleets traveling in webmines can only be stopped by brute force
(or perhaps a smart and lucky privateer). If fighters destroy webs, be sure to punish the
host and to stay on their good side, or have them killed (I know difficult).
6. Enemies
Enemies are a nuisance that one cannot prevent. Yet in way they are your stepping stone to
supremacy. If everybody would be your friend you could not wage war and stay honorable.
Enemies provide you with a way to do both :-)
Federation
A dangerous opponent, his ships are better than your counterparts (Kittyhawk/Crystal
Thunder excepted). He has money enough to lay huge minefield in order to hinder you in
your web laying. This will force you either to put high tech beams on your ships
(expensive) or to blow those mines away with mines of our own (also expensive). He can
super refit all his ships with high tech beams, thereby making him more dangerous with
time. Perhaps even more dangerous, he can also upgrade the beam tech of your other
enemies ships.
Lizard
Whereas the lizard have (perhaps) an even greater advantage in the money department, their
ships are smaller and less dangerous. With the exception of the T-rex you can kill every
thing he throws at you with ease. Because of his 150% damage ability killing a T-Rex is
expensive, this ship will often first destroy your Diamond Flame before succumbing to his
100%+ of damage (host dependent, some hosts allow 100%+ lizard ships to survive after
battle). And his T-Rex is much cheaper than your Diamond Flame. Fighting the lizards also
has a possible rich reward, chances are you will capture a few Lizard Class Cruisers or
other torpedo carrying cloakers.
Birds
You are one of the birds worst enemies, he relies on cloaking to infiltrate undetected and
on Intercept Attack to pick enemy battlegroups apart. Your webs deny him both. He must
uncloak to sweep them, and an intercept attack through webmines is nothing if not
presenting a brand new ship for your fleet. Fighting the birds makes it really probable
that your will "appropriate" a cloaking minelayer. Still a well played bird will
be a formidable opponent, his Darkwings are dangerous opponents in combat. If your webs
fail, dont count on winning a head to head battle. His Resolutes have large fuel
tanks and many beams. This makes them excellent sweepers.
Fascists
The strength of their ships does not make them your most feared opponent. For most of
their ships, you have better. The use of his main weapon of softening up targets, using
glory ships as guided mines, is denied to him thanks to your web mines. Although not the
best of cloakers, he has them and may be persuaded to "relinquish" them to you.
However do not make a mistake of underestimating him, as his ships have a high beam number
count, he can very efficiently sweep your webs. If he starts doing this, kill his sweepers
with your heavies, dont try to capture them.
Privateer
You ARE the privateers NIGHTMARE. In a battle against an early privateer (one that
hasnt appropriated heavy ships and sweepers from other races) you control the
battlefield. Sure his ships are faster, but you deny him movement, sure he can rob, but he
needs fuel for that, and he has no sweepers of any name. Put a 100 LY web around his
homeworld and the death bell starts tolling for the privateers. MBRs with W7 engines
or better are a good addition to your fleet, with or without tubes. One point of attention
though, dont limit your web laying to the privateer border, also web your heart
land, those ships of his ARE fast, they may appear at the other end of your empire by
flying around, skirting the borders.
Cyborg
While any ship he has, but a Cube, is no match for yours; while your Emerald is the planet
killer of choice for those high population Borg planets, still he is very dangerous to
you. This is because of his ability to resupply his ships even in the middle of your webs
(Fireclouds). You need remove any Fireclouds from all webbed fleets, a difficult task,
especially against a seasoned player. His ships (but the Cubes) suck, but his cubes have
both large fuel tanks and many beams.
Evil Empire
Like the Cyborg Cubes, the Imperial Gorbie is a high beam ship with a large tank, making
it a great sweep ship. The Super Star Cruiser is also a good sweeper, but the Super Star
Destroyer has to small a fuel tank to be used in this role. If the Imperial player uses
his SSDs in a sweep role, be sure to web them quickly and heavily, then tow capture
them <EVIL GRIN>. The Imperial player hardly has any torpedo ships to hamper your
web campaigns, and no ability to resupply in your webs (unlike the Cyborg), this makes him
a lot less dangerous. He has the advantage though that he will know where to strike.
Robots
A war against an equally well developed Robot is likely to become the space war equivalent
of trench warfare. He has better combat ships but no good sweepers. He has his minelaying
advantage, but you have good sweepers. His minelaying will seriously hamper your web
operations. Therefore, despite their relative harmless appearance, hunt and destroy any
Cats Paw Class Destroyer you see. If you manage to keep his Cats Paws away from the
battlefields (difficult) you stand a good chance of winning, otherwise it is a matter of
the longest breath, and the robots have a slight but not decisive advantage in that
department.
Rebels
The Rebels have a good sweeper in the Iron Lady Class Frigate. At the same time that is
their weak point. The Iron Lady is unable to operate alone, it must be defended by better
ships, for in combat it usually will be captured. The Rebels rely heavily on battlegroups
for offensive and defensive power. Those groups must remain stacked, and a web mine hit
stops the ship that gets hit, thereby splitting the battlegroup. Furthermore every ship
more in a battle group is a ship more that gets drained. The Rebel strong-arm ships, the
Patriot Class Light Carrier and the Rush Class Heavy Carrier have few beams. They do have
a good minelayer (Tranquility Class Cruiser). Be sure to keep ships stationed over
important planets with primary enemy Rebels set, to protect you from Falcons on a Rebel
Ground Assault mission, an Opal with mk4 usually will do.
The Colonies
Like the Rebels the Colonies depend on battlegroups, however they have some advantages
going for them. Because of their Cobols and Aries they should have plenty of fuel.
Their heavy carrier, the Virgo Class Battlestar, has 10 beams and is a good sweeper. A
possible weakness of them is that often the colonial player economizes on beam technology,
because they rely on their fighters to sweep mines. Against the crystals (under default
host settings: Fighter Sweep Webs = NO) this is a fatal mistake.
7. Economics
Basic planet properties:
Planets can be found having various properties:
- Temperature: Too cold, medium and Lovely hot.
- Minerals: Hardly any minerals, some minerals, and much minerals.
- Natives: Amorphous, Low government, high government and Bovinoids
Basic economic use of planets
You should populate, or at least claim (1 clan) all planets in your area. If possible dump
at least 100 clans on every planet, that will mean 100 factories per planet minimum (Up to
100 clans there will be 1 factory per clan). Assume that an average empire will have 44
planets of which 8 planets will be good, 16 will be average, and 20 will be bad. If you
can build 100 factories on each of those 20 bad planets they will produce 2000 supplies
per turn. This is either 2000 MC per turn extra, or two 9 million Bovinoid planets (there
will be factories on that Bovinoid too).
If the planet you populated has few minerals, then only build about 20 mines, and with
increasing minerals increase the mines. Mineral rich planets should have a population of
200, to allow for 200 mines (up to 200 clans there will be 1 mine per clan).
Natives. Always have enough natives to collect your taxes. For low level government
natives but not bovinoids, dump just slightly more clans than the highest green level tax
(for people familiar with Randmax: Safetax). For High level natives with growth potential,
try to dump at least thrice the number of clans necessary to collect the highest green
level tax (Randmax: Safetax). But do not tax at that level. Tax as much as you can collect
without having the happiness drop below "calm" (70 happypoints). Then set the
tax to 0% and let the happiness regenerate to Happy (100-90 happypoints), now tax again.
In the turns you dont tax the native population will grow. This way is of taxation
is called Growth Tax in Randmax. For more information on the ins and outs of taxation,
read the Randmax documentation, or the article "The Joys of Taxation" by ?? (who
can tell me?).
For bovinoids, always use the Growth tax option, you want that population to grow because
you want those supplies!
Temperature: if you can maintain a high enough population for the tasks that need to be
done at a planet (see above) there is no hurry to increase the temperature of the planet,
sometimes though it can be more effective to raise the temperature of certain planets (see
below: Strategy and Tactics, Onyxes and temperature management of your planets).
Order of Colonization and what planets to concentrate your early efforts on.
While colonizing two goals should be kept in mind:
- Expand your empire, and bring far planets, (that is not immediately next to your HW)
into production as fast as possible.
- Keep your Homeworld in production, let it not fall short of minerals.
On the basis of those two needs the authors would define the following priorities:
- Bring clans and supplies to that good native planet nearby you just found
- Keep scouting (but not with your Ldeeps)
- Bring those nearby planets, all of them into production (i.e. minerals) so your base can
continue to produce, the medium mineral planets with high mineral concentrations (a.k.a.
mineral extraction rates) first.
- Concentrate your colonization efforts on a cluster by cluster basis, for example not 6
Ldeeps in 6 directions, but in three directions two Ldeeps each. This is intended to get a
cluster (and preferably a new base) productive as soon as possible. Clusters coming online
at turn 10, 20 and 30, have a much bigger impact than 3 clusters coming online in turn 30.
- Within clusters, go for a similar order: natives, good minerals, bad minerals
Where to build bases
Only build bases you can sustain. Do not go for that extra bases if it means that your old
base cannot build for several turns AND IF you actually only have the minerals to operate
one base.
Plan bases preferably on native planets, and fly in the minerals. But if you find a
planet with a lot of each mineral (say a large meteor impact) and no native planets near,
better build the base on mineral planet and fly in the money (Money has no mass, as
opposite to minerals).
Assign a supply area to a base, i.e. planets that are destined to deliver minerals to
that base. This will allow you to manage your mineral flow for each base individually,
without having to check whether you have conflicting demands for two or more bases. Also
it will allow you to estimate, how much minerals of a certain kind you might have to
import (fly in from outside the supply area) if you have need some special builds (Merlin,
Neutronic Refinery Ship) or rush jobs (I need two more Diamond Flames here ASAP).
As a crystal the need for Merlin Class Alchemy ships is even bigger the need for it of
some other races. All your ships require Molybdenum in great quantities. The Merlin will
allow you to produce them. A Cobol would be handy, but a Neutronic Refinery Ship is a MUST
to keep your economy and your war fleet under steam.
8. General game phases
Disclaimer
The advise on playing style given in this chapter is based on default host settings and
personal preferences.
First a general layout of the turns is given as envisaged by Curieus, then a more
detailed report of an actual game is given by Leftie. While these persons differ on the
point of scouts, they are in agreement on most of the important points. Interested readers
are advised to read first the general story and then the actual one.
General layout of a promising game.
Begin: Exploration and Colonization
The First Turn
In the first turn you raise the engine tech level to 10, the hull tech to 2 or 3, the
torpedo tech to 5. Your first build order will be a scout. Depending on the host settings
of your homeworld (HW) this should be a Opal or a Ruby. Personally, for scouting purposes,
I prefer the Opal, for not all of your scouts will return, and the Ruby is much more
expensive but still easily outgunned. Build them with transwarps and mk4 torpedoes
minimum.
The starting ships at your homeworld, if any, can be used for exploration. If you can
move undetected (planet hopping) from one planet to the next, use the Small Deep Space
Freighter for scouting else colonize it (mission 6). The Opal (with mk5 torps) can be used
for web management, but dont lay that webmine field yet. It will tell your
neighbours from far away where your HW is located. This is an easy way to put up a sign
HIT ME, BEFORE I GET TOO STRONG.
The Second Turn
Your first real scout (warp 9) has been built. If an Opal load it up with 3-6 torpedoes
and fill the rest with clans, set it on its way to go where no Crystal went before. When
it reaches an uninhabited planet, (without Amorphous natives) drop one clan and move on,
keep doing this until all clans have been used. Build your second scout.
The Third Turn
Your second transwarp scout has been built. Deal with it the way you dealt with your
first one. If the first scout has discovered a good planet build a Ldeep, else build your
third scout
The Fourth Turn
If you just built your third scout, well you know the drill. Now build an Ldeep.
If you built an Ldeep stock it up with 1100 clans, 100 supplies, and 300 MC and send it
on its way (precise cargo content may vary, but transport mainly clans and enough
supplies and money to build one factory from each supply). Now build your third scout or
build a Ruby (mk4).
The Fifth Turn
If you built an Ldeep, deal with it as described above.
If you built a scout, deal with it as previously.
If you built a Ruby (mk4) use it to haul mineral from planets, to build torpedoes in space
and to safeguard your budding planets.
Now if possible raise your torpedo tech level to 8 and build an Emerald with mk7
launchers. Only do this when it wouldnt impede ship building in the following
turn(s), otherwise build a mk4 Emerald, or a Ruby.
That Warp 6 Opal you received as a starting ship still is sitting at your starbase (if
you didnt have something useful for it to do, like money transport). It still has 19
mk5 torps on board. The moment you suspect a cloaker is in the neighborhood, drop those 19
torps in a webmine.
At turn 5 you should have built several scouts and at least one Ldeep and one medium
warship (Emerald) for damage containment. For damage containment it is also possible to
build a Ruby, and have it lay mines (pay for it from taxes from natives).
If you dont have the money to keep building those high tech engines and
wouldnt be able to build a ship with them, then it is also possible to build a W1
Ldeep, tow it to its destination by a Ruby or Emerald and colonize it there. Since you
wouldnt have built this turn anyway it isnt a lost build turn.
Turn 6 - 10/15
Was it in the first turns mainly the condition of your homeworld that was of
importance, now the condition of the rest of the Echo cluster becomes important. Is it a
rich or a poor universe, or something in between. Are there natives, and where, and which,
and how many, and what government, those are factors that become important now. Also look
at your map, and try to find strategically important planets or clusters.
The turns 6-10/15 should consist mainly of scouting and colonizing planets. Colonize
planets with good natives early, you need the money. Dont ignore the other planets,
just drop 100 clans, 30 supplies and 90 MC and let them develop on their own.
Aim your scouts to be at strategical important planets and clusters as soon as
possible, but always try to stay hidden (planet hopping). If that means that you bypass
some planets, so be it, you will get there later. The question remains, what are
strategical planets when you dont know anything about them?
Well you do know something about them, you know their location (unless playing with
explore-map) and thereby you can define their strategical importance. Once you have set
yourself some boundaries as a goal, look for planets that fulfill one of the following
conditions:
- If you own them, they screen other planets from attack, unless the attacker comes
through open space, where you can see him and have one turn of warning. If the enemy owns
it, he has a good starting point for an attack on you and the only warning you will have
is some heavy sweeper diving in your undersized webs.
- If you own them they give you a good starting point for an attack on the enemy. You can
mass a fleet undetected at that planet and select from multiple target planets where to
attack.
- A planet that no-one can get to undetected (unless cloaked).
Possession of this planet denies a cloaking race a fuelling point near your space. They
will have to bring their fuel from further away, and therefore have a shorter range.
Furthermore this planet serves as a forward observation post.
When you come into contact with your neighbours try to negotiate a border that
incorporates your projected area. Usually this will not be possible (if it is, your
projected area was too small), then you need to trade away planets for peace (and so will
he), however keep those strategical planets in mind, do not relinquish planets that
conform to condition 1. Preferably also not the other ones, but condition 2 planets are
more readily tradable than condition 3 planets (especially against cloakers). Of course
planets can fulfill several conditions simultaneously.
Your builds in these turns should be mainly Emeralds/Rubies and Ldeeps. If you find a
cold planet with good natives, consider building an Onyx (with high tech launchers, and
x-rays).If you expect no fighting then build mainly Rubies with only a few Emerald
interspersed. The Rubies are cheaper and as good in web laying as Emeralds. And 4 Rubies
can cover a greater area than 2 Emeralds. If you do expect war, build relatively more
Emeralds, at least they can fight.
You should aim to have your second base in the air (and operative) around turn 10, by
turn 15 you definitely should have that second base operative.
Between turn 10 and 15 you should start webbing your world, just drop 10 torps and fly
on. Your neighbours probably already know in what general area you live. Do it too late
and you will suffer for it.
Midgame
The early midgame consists mainly of creating an economy able to produce 300 mk7 (10000
MC/turn) torps per turn without impeding ship building. In later turns you are going to
need that ability sorely. In an invasion at least take 1000 torps with you, preferably
MUCH more. (I invaded with some 1800 torps (mk7) in the front line, and a resupply of 880
(1 Emerald, 1 Ruby) coming right behind that). You will not need all those torpedoes for
webs, you will also need them to blow up normal minefield to allow safe travel for your
ships quickly. THAT really eats torpedoes!
When your economy is rolling, start cranking out those Diamond Flames and Crystal
Thunders, do not fill the Thunders yet, unless you are at war and need them, or unless you
have access to cheap fighters.
Build the DF and CT only with Laser, or perhaps Plasma Bolts, usually they will only
shoot at fighters (depending on your neighbors of course). Build only a few DFs with
better beams for sweeping purposes, usually that task can be accomplished by your
Emeralds, either by sweeping mines, or by blowing them away.
If you can make a deal with someone to squish a third party, do so, and help him the
way you can do best, by webbing the said victim, let your partner do the fighting, he
probably is better equipped for it anyway.
If you have survived the first 20-25 turns without getting involved in a war,
congratulations! You will probably survive to the end, and collect some points on the
ladder, even if you do not win the game. It is almost IMPOSSIBLE to destroy a
well-entrenched Crystal player, unless 3 or more races combine in a war that will cost
them a lot. The fact that you are not at war means you have border agreements with your
neighbours. You might even have some allies. All this means your economy should be ramped
up to the max, turning out warships from all your bases each turn.
Endgame
Well, you survived this far, and if you survived intact and have the economy to produce at
least 300 mk7 torps per turn, you are a force to be reckoned with. You cannot easily be
dislodged from your position, at least two people need to gang up on you, but then, you
need help to efficiently beat up someone else. This is where your diplomacy can bring in
its ultimate reward (NOTE: Curreent diplomatic relations are based upon the
diplomatic acts you performed earlier) . Go offensive!
Colonization and layout of an actual game as done by Leftie
Settings:
Start with one HW and two ships (SDSF and an Opal)
HW has 30000 clans, rich minerals and 15.000 MC
Universe is poor.
Addons: Explore-map and Pwrap
Turn 1:
Great starting point: One ship can planet-hop across lots of planets (to North West). In
the South and the East few planets are visible (so developing must occur mostly to the
North and West).
Mines up to 200, Factories to Max. Defense to 101 (so no sensor sweep allowed).
Small Deep Space Freighter (SDSF) filled with 20 Supplies, 50 Clans and 150 MC and set to
fly on a NW-course.
The Opal flies south (It will take two turns to reach the closest planet). Drop all
Torpedoes and fill with 16 clans, 3 supplies and some money.
Building: Transwarp Large Deep Space Freighter (LDSF) 1
Engine Tech to 10, torpedo tech to 8 and hull tech to 6.
The taxation level on the HW is reduced to 0% to increase population growth.
Turn 2:
Found no Natives on the first planet the SDSF explored, so drop 1 clan to mark it a
Crystal planet. Sending SDSF one planet further.
Opal is now in deep space (without a heading point) and continues to fly south.
Sending LDSF 1 filled with: 300 Supplies, 900 Clans and 600 MC to the northwest (flying to
new explored planet).
Building Transwarp LDSF 2
Turn 3:
The Opal found a planet with Humanoid natives and lots of Molybdenum(!) at 82 ly of the HW
The SDSF has found Reptilian Natives.
Opal flies west now (heading west). She will be visible again next turn. Drops only 1 clan
at every planet she stops to mark the planet as crystalline territory.
SDSF drops everything and flies back to HW for another pickup. Reason for this is that it
is to costly to fly any further with this ship because the distances between further
planets are big enough to warrant overdriving the tech 7 engine.
LDSF 1 drops 20 supplies, 50 clans and 60 MC (to make 20 factories), flies on in north
westerly direction, but not via already owned Reptilian World.
LDSF 2 is filled with 300 Supplies, 900 clans and 600 MC and goes south to Humanoid world.
Building LDSF 3 (havent spotted a enemy ship yet).
Turn 4:
Found a dirt rock with LDSF 1, flying further after dropping one clan to claim it.
LDSF 2 is at Humanoid planet, drops enough for 100 factories and 100 mines in two turns
(tax natives) and is sent to a cluster in the southeast.
LDSF 3 is sent to a cluster to the southwest (at least three planets very close), at two
turns distance.
SDSF is flying back to HW with Duranium and Molybdenum (need that stuff at HW).
Building Transwarp Ruby 1 (with X-ray and 1 MK-7 torpedo tube to spare duranium).
Taxing homeworld colonists to Happiness 71 (were at 96). Do not need the money yet, but
very soon.
Turn 5:
Found two planets and colonizing with LDSF 1, 2. Also trying to find new planets with Opal
(remember the addon EXPLOREMAP does not show the complete map, you must explore it).
LDSF 3 is hanging in midspace without a waypoint and is given the order to continue its
journey southwest.
Ruby is towing SDSF (extra cargo and precise money-drop) to cluster northeast. At least
three planets are spotted there.
Building Ruby 2 (X-ray and 1 Mk-7 torpedo tube).
Turn 6:
Just colonizing with LDSF 1-3 and Ruby 1
Ruby 2 is flying to Humanoid planet (with clans) for gathering minerals.
Set the taxation level of the HW back to 0 again
Building Ruby 3 (X-ray and 1 Mk-7 torpedo tube)
Turn 7:
Colonizing with LDSF 1-3 and Ruby 1
Ruby 2 flies back to HW with stuff (especially duranium)
Ruby 3 is loaded with clans to colonize new planets but first it has to fly to the border
off course (currently it is on the HW).
Building Opal 2 (X-ray, M-5), because lack of material
Turn 8:
Colonizing with LDSF 1-3 and Ruby 1
Ruby 2 again going to pick up some stuff around HW
Found some good native planets, so have to fly around with clans.
Building LDSF 4
Turn 9:
First Contact: A Federation LDSF is at a newly colonized planet. The aim is to stay on
friendly footing with the feds and to colonize further in that area.
Colonizing with LDSF 1-3 and Ruby 1
LDSF 4 and Opal 2 fly to cluster with Avian, Bovinoid (and unknown planet), for clans and
Web-mine. This cluster is two turns flying from HW.
Building Ruby (with X-ray and Mk-7 torpedo tubes)
Turn 10:
Colonizing with LDSF 1-3 and Ruby 1
Federation LDSF is above an Amorphous planet (together with a LDSF of mine).She drops 250
clans in order to be able to beam up the fuel and fly further on.
Ruby 3 is also around this place (in the neighborhood), so she starts making some
torpedoes to stop further incursion by the Federation freighter in two turns or so.
Building Emerald (X-ray, Mk-7 torpedo tubes)
Turn 11:
The Federation has reacted, and they too do not want any hostility. Our freighters are
still at the same planet (Luckily with temp 98), so further colonizing with LDSF 1-3, Ruby
1,3.
Ruby 3 is dropping a small minefield (warned the Federation), so he retreats and the
planets are mine.
Ruby 2 is still transporting minerals to my HW.
I am spotting the Colonials to the west of my Empire.
Flying with Emerald and clans, to keep HW filled with stuff etc. I have a decent
money-planet nearby and am bringing 500 clans to that planet.
Building Ruby (X-ray and Mk-7 torpedo tubes)
Turn 12:
Colonizing further on with LDSF 1-3, Ruby 1 and 3
The rest of the ships are transporting clans to important planets. I am planning the
building of starbases while keeping the HW stocked with enough minerals.
Building Ruby (X-ray and Mk-7 torpedo tubes)
Turn 13-16
Just further colonizing.
Have contact with Federation about dividing the planets, so we agree on a border.
Building: Nothing, Emerald (X-ray,M-7) and two Emeralds (Disruptors, M-7).
Turn 17-20
Doing pretty much the same.
Colonizing, bringing clans to important planets. Figured out what planets needed
starbases. Built my first Onyx, to heat some planets.
Building Neutronic Refinery (Transporting clans eats fuel), Diamond Flame (for a rapid
reaction force).
Turn 21-25
Building Starbases and let those bases build whatever they can (to start with Onyxes),
Opals, Rubies, Emeralds.
General remarks by Leftie
Just colonize as much as you can and fly to any side of your HW and as far as you can.
Sometimes you have to leave planets uncolonized, colonize them with other ships, those
in the second wave.
Do colonize Amorphous planets, maybe not immediately, but you can use those planets to,
those 5 clans per turn are not a problem if you drop enough clans to outgrow these losses.
Do not forget your HW. It needs minerals for building decent ships.
Only Build Large Freighters (Medium freighters can be replaced by Rubies and Emeralds).
Do not start a war, but try to negotiate peace in the first stadium of the game. With
this in regard, dont be too greedy if a strange races scout is trapped in your webs.
More often than not it pays off to release the ship, so they get it back. And if it
doesnt pay off, well it was only a small loss for the diplomatic gain possible.
I think scouting is not necessary. You loose time building that crappy ship (i.e. an
Opal). Also a Ruby doesnt cost much in minerals and Money. So you can
"scout" and drop clans with that ship. The planets you have been will start
developing much faster and certainly better.
9. Strategy and Tactics
Definitions:
Strategy: The process of determining the place and time of combat.
Tactics: Devices used to maximize the possibility of combat resulting in
victory.
It is not always possible to clearly distinguish between the two cases, for often both
are present when deciding upon a course of action. However, it is necessary to distinguish
between them, for a player without a strategy is like a bullet without an aim: likely to
miss.
10. Ships
The Crystal cannot fight one-on-one with the big shooters. So you MUST use your webs to
break up fleets into easily managed units. This means you end up adopting a defensive
posture most of the time - it is impossible to attack a well-stocked base with several
carriers defending it. (Unless you have cloakers to tow out one ship at a time into your
tender embrace.) But if you can confine an enemy to his planets, you will win. He does not
have enough ships to defend each of his planets, so you end up picking up all his
"minor" planets. When there is nothing else for you to do, you can force his
surrender by brute force. (You might even have a few big ships yourself by that time,
courteously donated to you by your opponent :-). )
Preferably you have to make them to come to you. This can be done by the odd sneak
attack on a planet or freighter, or just old-fashioned insults broadcast over the subspace
band. A wise player will not fall for such bait, but you want the unwise to step into your
parlour first.
When preparing or just planing defenses you will be building Diamond Flames (with
Lasers, since they only ever shoot at fighters), Crystal Thunders (ditto the lasers), and
Emeralds with heavy blasters or better. The odd Fuel Tanker will be a good idea as well.
The Emeralds will always accompany the Carrier/Battleship combination, to supply fuel and
reload torpedoes, as well as webbing and sweeping. Build 2 Diamond Flames for each Crystal
Thunder, with at least 1 Emerald per carrier. If MC or minerals are tight, one of the
battleships has T1 engines, and is towed by the other.
If you obtain a two engined cloaker it can be used to tow enemy ships (deeper) into
your webmines. Make sure the cloaker is out of fuel after the tow, so it cannot be
attacked. Since he has to sweep mines in order to get back he probably will not tow you.
If he does tow you, you will get an easy drain. Be sure though to keep the warpfactor on
you cloaker at warp nine and the waypoint setting further away than 81 LY, so if he
transfers fuel and tows you to kill your cloaker, you will break free. Be wary to use this
tactic against the privateer, for he may try to tow capture YOUR ship
Another possibility is to tow the target ship with one of your cloakers to another
cloaked ship of yours. This would enable you to resupply the now fuelless towing cloaker
and reuse it immediately again. The downside of this tactic is that there is a severe risk
that your towing cloaker will end up with some fuel in the tank and therefore will be
killed by the towee.
11. Strategical use of Webmines
Lay a small web field around each of your planets, (say 10 torps mk4, mk7 or mk8). First
of all it makes all your planets almost impenetrable to cloaked intrusions, secondly it
denies the enemy knowledge on which planets are important. Thirdly if you get attacked, he
will have to stop and sweep that web for every planet he attacks.
Lay webs in midspace to provide safe stopover points for you freighters by making it
dangerous for other races to intercept you.
Let Opals do minelaying runs between planets that are further than 84 LY apart. Load
the Opal with minerals and money, and set the friendly code to "mkt". Set a
waypoint somewhere in the open space between two planets. When you arrive there, let it
drop all its torpedoes (mission 9) in a webmine field, and set the waypoint to a planet.
Once there, repeat the procedure. In this way you will make navigation in the open space
between your planets hell for those dastardly cloakers, or any invader.
In perceived threatened areas let those minefields overlap. Lay minefields just big
enough so that after a sudden sweep action (by the single heaviest sweeper your enemy has)
the field is big enough to shield your planets from a direct attack. Also alternate the
sizes of the fields, by having them grow (lay torpedoes) and shrink (minescoop). Have
several Emeralds or Rubies stationed in this area. If you discover your mines are being
swept, jump past the (supposed location of the) sweeper and web him with multiple
webminefields.
Try to prevent battles (except the ones you plan for by intercepting or towing single
ships). Those are not your forte, your webs are your strength.
When you are being attacked by to a large fleet for you to stop at your borders, then
do not try to stop him at the edges of your empire. Let him take the battle to you. But
you decide where he succeeds in sweeping your webs. Empty all planets in the path of his
attack of fuel, load up any colonists you can in Ldeeps and allow him to kill your planets only if needed of course. Once he is deep enough in your territory, spring the
trap, lay webs in his rear and front, on his left and right. Isolate his assault fleet
from resupply and web him in multiple webs. Drain him of fuel, "correct" the
owner status of his ships ( :-) ), retake your planets and repopulate them with the clans
you pulled of them previously.
Keep the following conditions in mind:
- You should have enough minelaying capacity to succeed at draining him.
- Only let him kill planets that you cant prevent.
- maximum incursion between 162 and 100 LY.
NOTE Beware of the Cyborg with their Fireclouds
When you are being attacked by groups of heavy carriers and you have enough strength
not to give up territory, decide which groups to kill and which to ensnare in your webs.
If you can isolate them from their supply and ensnare them all then do so, however if not,
kill a selected few with Diamond Flame/ Crystal Thunder combos, and concentrate your
webbing efforts on the rest. Watch closely their sweep efforts and determine which ships
are the best sweepers, target those with your combos.
Every player has to have a history of his game, and the wise ones use it. For a crystal
player it is imperative to know the sweep capacity of your enemies ships: what are his big
sweepers, and which beams are they outfitted with. Knowing these facts will reduce
enormously uncertainties when webbing your opponent.
Usually your webs are being swept by battle groups, stacks of ships, in which at least
one serves as fuel depot, and the other(s) will sweep. There are several reasons why your
enemy uses this tactic:
It is much more difficult to web three T-Rexes in one spot, than three T-Rexes in three
different locations (or any ship for that matter), because of the more concentrated
sweeping power
If all ships would carry fuel all would get drained 25 kt fuel per web they are in.
Even worse, if one hits a mine it would lose an extra 50 kT or 1/6 of his fuel (whatever
is most), and all ships run the risk of hitting a mine. When you let one ship tow another,
only one ship of both can hit a mine, thereby reducing the possible maximum fuel loss. You
can also put just enough fuel on the towing ship to let it arrive on it destination, if it
hits a mine, well, the fuel loss is minimal.
Depending on the tactics and ships the enemy uses there are several possible
countertactics, all differing in efficiency.
If your enemy uses a heavy ship to tow a sweeping fuel carrier (not the Neutronic Fuel
Carrier but a good sweeper with a large tank) and has the habit to let the heavy ship run
dry, intercept the sweeping group. You will only fight the ship with fuel, and the other
one is ripe for tow capture. This can be a very efficient tactic, but against a smart
player this will work only once (if ever). His countertactic will be to put enough fuel on
the towing ship that, barring a minehit, he has fuel left after webdrain. But hey, at
least you now get the drain you deserve.
If you note that the towing ship has fuel left after webdrain (note the difference in
mass when he does hit a mine), then create enough extra overlapping webminefields to suck
him dry, then intercept the group, and again the towing ship is ripe for capture, the
other must be killed. The key to success for this tactic is unexpected minelaying,
cloakers would help greatly. His only counter is to put even more fuel on the towing ship,
to counter possible extra web drain. But hey, if he hits a mine now, he loses a lot of
extra fuel.
Together with the privateer you will be the only races thankful that the ship limit is
reached. You no longer have build those (relatively expensive) ships anymore. You can
concentrate on webbing, creating the Echo Wide Web. Only really (do lay those smaller webs
to defend your planets) start webbing after the ship limit has been reached, for before
you do need those minerals to build your ships. After the ship limit you can have lots of
fun with webs, but try to be patient.
12. Tactical use of webmines
While it may seem smart to divide web tactics into defensive and offensive ones, it will
only create the false illusion of two different sets of tactics. The webmine is a mainly
defensive weapon that can be used offensively. Usually your battlefleet will be the weaker
of the two, be it weaker in power, or much more expensive (trading Diamond Flames
one-on-one with T-Rexes or Victoriouses is bad economy). When attacking you will first try
to isolate the battlefield and break it up in several sieges. Your aim will be the same as
when you get attacked. Isolate ships, drain them, capture them. Therefore no clear
distinction can be made on a strategical level between offensive and defensive actions
The key to successful web warfare is surprise, dont be too regular to allow your
opponent to guess your next move. Be regular (yes I say regular), but only just enough to
fool him into thinking he can predict your moves and just when he thinks that, change your
tactics. Cloakers can help you to achieve this surprise as he wont see them coming.
However, even with cloakers you can be predictable. Nonetheless do almost anything to
obtain a cloaker with decent torpedo launchers, so you can lay those unexpected webs.
When attacking, it can be useful to lay one or two big minefields, just to isolate the
target of your attack from the rest of the enemy empire. Within the isolated area proceed
with smaller webs.
Dont web an enemy fleet over its own planets. He will load up 1 kt of fuel
on all ships and set them to sweep. He will sweep your webs. If after sweeping the fleet
still is in your webs it will be drained of a staggering 1 kt fuel per ship. Lay them
always just 4 LY short of the planet. If the edge is closer than 4 LY to the planet he can
sweep your webs from the warpwell, thereby evading any intercept you could do on his
sweepers.
In one situation you can lay (multiple) webs over a planet. You need to know
whether the planet is almost out of fuel and it will therefore not produce enough fuel to
counter the fuel drain. Let your heavies trail their coats in plain sight of the planet
and closer than 84 LY. In this way he is forced to keep fuel on all his ships to defend
the planet, for fear that if he puts less than the webdrain on them you attack the planet
and capture a fuelless fleet over the planet.
There is one trick in the book that may prevent effective usage of this tactic. He sets
the planet to NUK and has the highest ID ship:
He loads 1 kt of fuel on each ship, he sweeps and gets drained of 1 kt fuel per ship.
You come in guns blazing and kill the planet. The planet is set to NUK and attacks every
(enemy) ship on the same location, starting with the lowest ID. Since the enemy has the
highest ID, he fights the planet last, and of course captures it. The planet is now his.
He can reload the fuel from the planet and continue sweeping. He also can maintain this
action until you remove all his ships that have higher ID than your highest ID ship.
WARNING: This tactic only works in HOST (Tim Host), and not in Phost, because Phost
resets the friendly code of a captured planet!
When dealing with isolated ships, lay webs just big enough to let them be drained after
minesweep. Do not lay too big ones, for all ships in the field will get a chance at
sweeping it.
Surprise your enemy sometimes by laying normal mines, as they cause more damage and
sometimes even destroy ships. The enemy expects to hit a webmine, but suddenly he hits a
normal one. He probably has not the supplies to repair in space, so he has to fly them in.
Alas, for him, you have webbed his resupply route. Dont try this to often, for
normal mines are swept much easier (default 33% easier) and dont try this against
the colonies.
Next to the standard web mine field, lay a smaller normal minefield around your
endangered planets. This makes it more hazardous for an enemy to sweep your webmines and
immediately go in with a cloaker or other ship. The normal mines have lower hit chances,
but larger damage. And when encased in webs he cannot get close enough to them to sweep
them.
Now some advise that seems to be contradictory: Try not to drain ship of all fuel by
normal webdrain........ Try to drain them by letting them hit mines. That is just MUCH
more effective. This means you have to lay your webs just in front of an approaching
battlegroup, so they will hit the mines without ever getting a shot at sweeping them. The
next turn you scoop the mines and restart the exercise.
The following conditions should be kept in mind:
- If you want to evade minesweeping all together you need to have the lowest ID sweep
capable ship. That way you can scoop the mines before other ships can sweep them. This way
the enemy loses fuel while you hardly lose any minerals in torps.
- A more effective variant of this approach is to scoop just as much as you need to let
the web field shrink outside their sweeprange. This can be done in (at least) two ways:
- Have two ships present, one ship laden with supplies and the other empty (it just laid
that minefield remember). Distribute the supplies in such a way that the ship that will
scoop the mines has just enough cargo space to allow the field to shrink outside his
sweeprange.
- In Phost this trick can be performed by a single ship for Phost allows a ship to scoop a
specified number of torpedoes.
13. Onyxes and temperature management of your planets
Next to the standard economic realities and problems for all races, you have the ability
to heat up planets to 100 degrees using the Onyx Class Frigate.
Build those Onyxes in pairs, one with low tech engines (tech 1) and one with high tech
engines (opinions differ, Warp 7 to 9) to tow the other one around. Dont spend any
money or minerals on good beams, just outfit them with 8 lasers or 8 x-rays or 8 plasma
bolts. Do put a decent launcher in them. In this way you can let them build torpedoes and
lay webmines over the planet they are heating.
Dont heat up planets indiscriminately:
If a planet is in an endangered area and has good natives, heat it. If you get kicked
out, your enemy wont be able to use it unless after much effort (using the Eros
Class Research Vessel to cool it).
If the planet is not endangered, has good natives and is warmer than 50 degrees, wait
till the natives have reached maximum population size and then heat it.
If the planet is not endangered, has good natives (especially Bovinoids!!) and is
colder than 50 degrees, heat it to 50 degrees, allow the natives to reach maximum
population size and then heat it.
All other planets can be heated at leisure, but no haste is warranted.
14. TKF combat
More and more hosts are using TKF (The Killing Floor) as a combat engine. This addon
greatly alters the way of combat as compared to single ship VCR combat. This difference
warrants a special section on TKF combat. This chapter is based on version Beta 9 of TKF.
Introduction
TKF is a combat engine that allows multiple ship battle. This means that finally you can
use to good extent that squad of Onyxes on climate duty to strengthen your defense fleet.
All ships in both fleets will fights each other on one great battle field. All ships can
fire on all enemy ships.
Basics tactic
The guy with the strongest fleet wins, surprising éh :-), however the bigger the overkill
the less damage he will receive. This is because the faster you kill the enemy the less
time he has to fire at you, the less damage you receive.
Does this mean that this is bad for the Crystallines? For your battleship costs at
least 50% more than another races battleship, therefore you usually will have the weaker
fleet. It would be bad if ship costs were all that comes into the equation. However you
have webs. Use them to split an enemy fleet in parts, and target the smaller partial
fleets, or even individual ships. By dividing one bigger fleet into two smaller ones, you
can establish local battlefield superiority.
Types of fleets and fighting them
Most fleets that will be fielded are of a mixed type. Usually though on type of ship
(torpedo/carrier) will dominate the power scales of the strikeforce. One can distinguish
Torpedo Fleets, Carrier Fleets and more rare Beam Fleets.
- Torpedo fleets:
Your fleet will be mainly a torpedo fleet since you have only one carrier and need to buy
the fighters. Nevertheless you need those fighters. The fleets of the races 1 to 4 will
usually also be torpedo fleets. Your best bet here is either to split their fleet and go
in with superior forces, or to add one or two Crystal Thunders to your force. While your
torpedoes drop the enemies shields the fighters will wear down the hull much quicker than
the torpedoes will. This is especially useful if you have to fight relatively heavy hulls,
say battleships, Missouri class and above.
- Carrier fleets.
Here you have two advantages: Almost all of your ships have a high number of beams and you
have a very decent carrier, use it, but use it with caution, do not engage in any one on
one carrier fights with a fighter race, TKF is a bitch in that regard, it doesnt eat
fighters: it gobbles, guzzles and even devours fighters For example: a fully loaded
Virgo/Golem fight (1 on 1) will cost at least 250 fighters on the winning side.
Well what should you do? You have a torpedo fleet with lots of beams, so most of the
incoming fighters of the first wave will not get through, and meanwhile your torpedoes
will be firing at the hulls of the launching carriers. However you will receive heavy
damage from those fighters that did break through. Therefore it is wise to place a CAP
(combat air patrol) over your own fleet as close in fighter defense. To do this place one
Crystal Thunder in a defensive frame of mind behind your offensive battleships. During the
battle the Crystal Thunder will usually launch all its fighters, but that is also 80 enemy
fighters less that are shooting at your battleships. By investing 80 fighters you will
greatly limit damage, probably save one or two battleships from destruction or perhaps
even stave off a catastrophic defeat.
- Beam Fleets:
Beam fleets are usually a last ditch defense, or a first try. Most ships with only beams
have a low hull mass, so the trick is here not to use fighters (shouldnt be too
difficult for you), but to use some heavy torpers, Emerald minimum, Diamond Flame
preferred.
Main differences in power of crystal fleets versus others.
Now that you can combines ships into fleets you will usually fare better against carrier
races. The high beam count on most of your ships will enable you to kill more fighters per
ship that most other races. Meanwhile your torpedoes will hammer on the other ships.
Against torpedo races you stand as good, or as bad as before, you usually have less
tubes per ship than them so youd need either more ships than them or split their
fleets.
15. Conclusion
If you have read this guide I hope you have enjoyed reading it. I hope it will set the
crystal on your map as an interesting race to play. Dont think that if you do all
the things that are described in this guide, you will win, Or that the tactics will be
infallible, for your enemies will read this guide too. If they are smart, that is. If they
are not, then you need not to worry anyway.
Your enemy find ways to thwart your honest attempts to rid them of the worldly worries
of material possession. If you have encountered such a devastating tactic, feel free to
mail it to one of the authors of this guide ([email protected], or see page
one for any other e-mail addresses), so that it might be incorporated (if the situation is
not too particular).
Any other helpful comments are also welcome, less friendly comments will be relocated
to /dev/null
J.P. van Bolhuis
15-07-1998
Delft, The Netherlands
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