The Rebel's Handbook
By Pavlos Chatzis
Final Edition
March 1999
Introduction Host-types
CHAPTER 1 : The Rebels
1.1 Advantages
1.2 Weaponry
CHAPTER 2 : Basic techniques
2.1 When the game starts
2.1.1 The isolated homeworld
2.1.2 Colonizing guide lines
2.2 The game in progress
2.2.1 Ship building guide lines
2.3 Fighterbuilding (selling)
CHAPTER 3 : Advanced techniques
3.1 Combat
3.1.1 Two combat basics
3.1.2 DEFENSIVE WORK
Planetary defense
Movement
Defensive fleets
Mine fields
Active areal defense
3.1.3 OFFENSIVE MEASURES
Rebel Ground Attack
Patriots and the early war
Two fighter fighting rules
The Rush and heavy battles
Massive attack
3.2 ESB (Engine Shield Bonus)
3.3 The Falcon
3.4 About
- Small ships
- Single ship attacks
- Useful ships
- The experimental game
- The aggressive game
CHAPTER 4 : Dealing with the others
4.0.1 General behavior
4.1 Federation
...
4.11 Colonies
SUMMARY CHAPTER 5 : Tables / Equations
5.1 Advantages
5.2 Ship list
5.3 Planets
Credits
INTRODUCTION
Goal of this file is, to convey basic thoughts which for the Rebel are essential, so that
you know who you are when your choice hits race no 10.
HOST TYPES
Since the portable host system has been developed , scenarios can have ships with up to 20
beams/tubes/bays, so there's a great difference in playing either with TimHost or Phost.
Though basic techniques like exploring, colonizing and keeping an economy are still the
same. Once you got familiar with the ships from PList, which usually is in use when you
play with the alternative host, you will have to transfer your battle tactics to these
more differentiated ship types.
CHAPTER 1 The Rebels
1.1 Advantages
The Rebels' main advantage is, to build fighters wherever they want. "They have many
small friendly robots on board all their fighter carriers that build fighters when ever
they can find 2 kt Tri, 3 kt Mol and 5 kt Supply units, whatever the ship's mission is set
to". They can support up to 60 clans on desert and 90.000 clans on ice planets and
they can clone captured ships. Their Falcon Class Escort has the capability of traveling
in hyperspace, crossing 350 ly in a single turn. The Rebels can land small groups of
saboteurs on a planet's surface to destroy facilities and reduce planetary defenses. This
mission called Rebel Ground Attack can be performed by any of their ships. They are immune
to planetary friendly codes NUK and ATT, so they can orbit a hostile planet as long as
they want, without being touched by planetary defense.
1.2 Weaponry
A first overview of the Rebel fleet and best use of the single ships.
- SMALL DEEP SPACE FREIGHTER
This small fellow is mostly meant for the very early stage of the game, to get your first
colonists on another planet. The 70 kt of cargo space are not useless at all, but not of
great importance. You could have one or two of them in areas with a high density of
planets to quickly get credits to a near base.
- TAURUS CLASS SCOUT
The Taurus needs two engines and has a huge fuel tank which allows exploration very far
from home. But on unexplored planets nearly always Neutronium can be found, that you
should not spend the 600 MCr (for Transwarp engines) or even 400 MCr (for Nova 8 drives)
to equip a Taurus. It has only 20 kt more cargo space than a Falcon. But, its large fuel
tanks and the two engines make it a very good towing ship.
- CYGNUS CLASS DESTROYER
It has a balanced amount of beams and torpedo tubes. Having some of them inside your area
will keep it clean from hostile hyper probes and small cloakers. The Cygnus is your first
escort ship.
- FALCON CLASS ESCORT
The Falcon is not the strongest but it is the most useful ship in the game. It is cheap,
it has the capability of Hyper Jumping and it is able to carry 120 kt of cargo. The Falcon
can scout your opponent's empire, colonize planets very far from your base, and is the
best money courier if your territory grows over your head (see CHAPTER 3) Do not use it in
combat at all, except for hunting enemy probes or cargoes, because it gets easily caught
and do not waste its abilities by escorting freighters with a Falcon.
- NEUTRONIC FUEL CARRIER
You will need the fuel carrier when your area expands and you start building heavy
battleships. These consume a lot of fuel when armed with fighters, and often it is a very
long way from a starbase to the borders. The fuel carrier is also important for supplying
your freighter routes with Neutronium, once the colonized planets report depletion.
- MEDIUM DEEP SPACE FREIGHTER
Good for colonizing and shipping minerals in the early game and in mineral poor games
(which you only should play as Rebel when you want a real challenge). Do not build it
anymore, once your economy works fine. You will need a lot minerals to produce fighters
and the 200 kt just are not enough.
- DEEP SPACE SCOUT
A mass of 30 kt and crew size of 10 does not make it very effective even with 4 beams.
Spend the necessary 29 kt Mol to build fighters. Perhaps you could use it as armored cargo
ship near a base, or as explorer in safe areas.
- GUARDIAN CLASS DESTROYER
This is your response to the shields of large enemy battleships. Armed with Mark 7
Torpedoes it removes the shields of any capital ship and can even cause some points of
damages - before getting destroyed. The Guardian often is the ship you sacrifice to
succeed in a special task.
- ARMORED TRANSPORT
Two engines, one beam, 200 kt of cargo pace. If you need an armored medium sized
freighter, build the Deep space scout instead.
- SAGE CLASS FRIGATE
As interceptor : Build the Cygnus instead. More tubes, crew members and only one engine.
As minelayer : Build the Tranquility instead.
As towing ship : Build again the Tranquility instead
As anything else : You should not.
- SAGITTARIUS CLASS TRANSPORT
The Gemini is you better choice.
- LARGE DEEP SPACE FREIGHTER
This is your preferred freighter size. Create a good network of cargoes to supply your
fighter factories with minerals. For longer distances, a Cygnus or Patriot escorts, to
keep small cloakers and probes away.
- TRANQUILITY CLASS CRUISER
The Tranquility, having 380 kt cargo space, is your mine laying, and towing ship. Two
torpedo tubes are not very effective, so avoid medium sized and large enemies. The
Tranquility is a very part of your attacking fleet.
- PATRIOT CLASS LIGHT CARRIER
The all-round soldier. Whenever you don't know what to build, build a Patriot, arm it with
fighters and launch. Having a Patriot cruising is better than having none. But do not
build too many, because when the game comes near the 500 ship limit, you are lost, if 3/4
of your ships are Patriots. This is your second escort ship.
- GEMINI CLASS TRANSPORT
Your glamorous fighter factory. Outstanding in capacity it produces 40(!) fighters per
turn. Don't use it for anything else. When you think of an armored freighter, better think
of the Tranquility. With only 20 kt less cargo it is a much better armed and so better
choice. The Gemini is no fighting ship.
- IRON LADY CLASS FRIGATE
The Iron lady has 8 beams, that means she is your mine sweeper, your fighter killer and
your planet taker. Equipped with mark 7 torps it is capable of taking a planet with up to
150 defense ports and more, getting only slightly damaged. The Iron Lady does not fight
against ships, for the simple reason, that 99 crew are easily killed and so she gets
captured.
- NEUTRONIC REFINERY SHIP
You will need at least one in the advanced stage of the game. Your Rushes consume much
fuel until they move into position. The best place for your Refinery is a Bovinoid planet,
and it is much more effective when it works together with a Merlin. Don't waste money and
supplies in mounting something better that Stardrive engines, and only arm it with better
beams when it is placed near your borders.
- SUPER DEEP SPACE FREIGHTER
When you need more cargo.
- RUSH CLASS HEAVY CARRIER
This is one of the strongest ships in the game, and it is yours. It will cause a lot of
headache and there are only 4 ships, which really endanger a Rush. Build as many as you
can effort.
- MERLIN CLASS ALCHEMY SHIP
The Merlin is important. To build large numbers of fighter you need much Tritanium and
Molybdenum. Place the Merlin on a Bovinoid planet and keep it continuously producing
minerals. As the Refinery the Merlin does not require expensive engines or high tech
armament. You can find a data list in CHAPTER 5.
CHAPTER 2 Basic techniques
You cannot run if you cannot walk
2.1 When the game starts
When a game starts the most important is, to explore and expand quickly. When later the
big wrangle starts, you must know which planets are worth and which are potential enemy
bases, if they have not been in colonizing range. So your first goal is, to explore as
many planets as possible. The better you know the area, the better you choose your way.
This is a possible way to start the game as Rebel: Usually you get two free ships. A
Small freighter and the Taurus with Blasters. Both equipped with Heavy Nova 6 Drives. If
you cannot reach a next planet within one month, try to overburn the engines to get there
in a single turn, and if this also is not possible, decrease the tax rate to 0, improve
your planetary facilities, increase the engine tech level, build the next Taurus and wait
until next turn. The reason is, that you want to stay hidden the first turns, and not only
in the initial phase but during the whole game. You do not need to increase planetary
defense and starbase tech levels (excerpt of the engines) right now. The second Taurus now
is ready. Store 100 clans, 120 supplies and some Credits, do the same with the other one,
set its mission to tow the first and make your way to the next planet.
Your next ship is the Gemini with Stardrives and Lasers. Now the Taurus has reached the
planet. If the towed Taurus(with Nova6 engines) now is able to reach planets within a turn
by itself, then release it, drop a clan and move on. Whenever you pass a mineral rich and
or native planet drop some more clans on the surface. When no natives are present wait the
turn until the planet gets colonized and beam down the credits for the first small
factories. The Gemini now gets a friendly code (fc) of 'lfm' to start your Rebel fighter
production. Your next ship is the Patriot. The scouts proceed in exploring new worlds and
the Patriot is finished. Arm it with fighters and wait. Your next ship is the Medium
freighter. Now, that the Gemini has produced another 39 fighters, stop the production, arm
your base, load the medium freighter with colonists and ship them to your best known and
near planet, escorted by the Patriot. Now increase beam weapon technology to level 3 and
build your first Falcon with Blasters.
Now it is turn 6. If your neighbor is not a Bird or Privateer you already have a
foreign ship on the charts and must think about a sensible relation. You stayed invisible,
so nobody knows, where you are. Should you send a message and let out that you are
neighbors, to offer a treaty, or should you continue hiding and secretly gather a fleet to
start the Rebellion? Well this is open to you. Your goal, exploration and colonization
must not be deflected by any hostilities, so only if you really can effort and still
continue concentrating on your exploration, then equip a small fleet and do what a fighter
has to do. Which races you better not contact through an early elbow drive you should read
in chapter4. Freighter and Patriot have reached their destination. Now you can
either divide the colonists and travel to the next planet, or drop them all and repeat the
flight, it just depends on the planets around your home, where the minerals and natives
are.
The Falcon now is ready. Load the Falcon with 80 clans and 40 supplies, aim on a planet
at the edge of the map (or any planet) and jump there. The Falcon explores a small area,
looks for a little cluster with good planets and starts shipping colonists to your new
"outpost". At home you build the next medium freighter, ship the colonists and
supplies where they are required and so slowly start with the mineral extraction.
Don't build the Gemini in mineral poor games that soon, exchange it with a Falcon to
find the rich world. The Patriots aren't necessary, when you start in good relations with
your neighbor. You will need at least 3-5 turns to get a first planet extracting minerals,
so you should carefully plan each ship you build. If the increase to tech 10 engines foils
the construction of a ship for this and next turn remain at a lower tech level to build
exploration ships instead. Always optimize the construction of ships with your current and
future needs.
2.1.2 The isolated homeworld:
You finally got that first RST file you have been waiting for a week, and after the first
look on the map you cannot believe what you see. Rodu 9. So, the Falcon is your first
ship. Not one, but two or three of them. Send them all in the same direction and find the
very good planet with minerals and natives. Keep the Falcons carrying colonists. This
planet will be your first source of minerals and money and later your next base. During
this exploration build the Gemini, your Patriots and do not build the Taurus. Send a LDSF
directly to nearest planet escorted by one or better two Patriots. When you send them out
"walk like an Indian" (see CHAPTER 3). Don't hurry, and never leave your
freighter without escort. When you loose it, you need one turn to rebuild it, and two more
turns to get to same point you've been before. It will take some more time to get
resources shipped to your base, when it is isolated, but you are not so money dependent
and the minerals on the homeworld will allow you to build several Patriots to secure the
area your freighters travel through.
2.1.3 Colonizing guide lines:
Colonizing planets, there are some guide lines you should follow:
- As Rebel you are able to support up to 9.000.000 colonists on ice planets (temp below
15). (Colonists don't grow in extreme climates)
- Find early a Bovinoid planet, and carry a lot of colonists there.
- On mineral rich planets with no natives drop a maximum of 200 clans. The formula
MaxMines = 200 + sqrt(clans - 200) explains why. Up to a number of 200 clans you can
effort 1 mine for each.
- Do not colonize mineral poor planets with low or no natives in the early game. Once you
got a working economy there's enough time to pass the planets and drop some clans for
mining the few minerals. But set a clan on them.
- Never build more than 14 factories or 19 mines unless you got at least 15 defense posts.
But once everybody knows where the others are located there is no need anymore to proceed
this way.
- Only tax colonists you just dropped on a planet when you really need money. This will
keep them growing faster, until they reach a tax rentable number (2.000.000 and above)
- Do not max out the defense posts of a planet too early, and save the money to build your
first Rush. An orbiting Patriot is a much cheaper and better defense. Once you have enough
credits, maximize their number.
2.2 The game in progress
Now it is turn 20 and you have several Patriots, two or three Falcons and some freighters.
Your economy works and freighters ship the resources and credits to your base. Your
starbase technology levels should look like this: Hulls: 10 - Engines 10 - Beams 6 - Torps
5. What comes next strongly depends on how you get along with your neighbors. If there are
no fights to resolve, concentrate in improving and expanding.
Think about your next base. Where? Preferable are planets with Ghipsoldal or Humanoid
natives. Siliconoid and Amphibians are not as well, you are not in need of Heavy phasers
and Mark8 photons. If any conflicts, started by you or any other, disturb your expansion,
you must think about the Rush. Your first Rush has medium tech engines like the Heavy
Nova6 Drive, and Blasters and you tow it into the pool of your conflicts. Guess why. Now
that you have two bases the things proceed faster and you should continue building Rushes
and Fighters continue to claim and expand. Note: The turn 20 mark is a quite common
border to close the exploration/colonizing phase and start the fight for territory.
You should always try to get your economy working as soon as possible, to get up the
ships quickly. If you notice that the explored planets around you are really rich in all,
then you possibly will be ready in turn 15 or even turn 10 to defend yourself or to plan
an attack against your neighbor.
2.2.1 Ship building guide lines:
GENERAL
- Always know which task a newly built ship will have.
- Geminis. Many. But If you can effort take Stardrive Rushes instead (for better defense).
- Put Lasers or X-Rays on them. Best solution if you can effort are Disruptors, to catch
up smaller ships getting lost at your bases.
WARSHIPS
- A Patriot's weapon is the Laser (or the Blaster if you live in a bank).
- The Heavy Blaster is your standard beam. A Heavy Phaser has only 5 points more
destructive power than a Heavy Blaster. Spend the difference of Mol and Cr. in new ships
and fighters. Compared to your fighter power the 5 extra points are nothing. The Heavy
Blaster has the best cost-efficiency destructive rate. If you are low in money use the
Blaster instead, but you should know that the simple Blaster is not a very good mine
sweeper. - Build only Mark 4 and Mark 7 torps. Watch the prices. There's a big step from 4
to 5 and 7 to 8, without increasing the destructive power enormously.
- If the EngineShieldBonus is off Heavy Nova 6 drives for the Rushes are far enough. Spare
the difference of 1482 MCr compared to Transwarp for another Rush. Tow them with a Taurus
or Gemini into battle. Another aspect is, even with no ESB Transwarp Rushes are much more
flexible due to their greater intercept range.
- Your Tranquilities are equipped with Mark 4 torps, until you get the money for the Mark
7 tubes and torps. Increase your Tech as fast as you can: 50 Mark 4 torps cost 650 Cr.They
will make minefield of 35 ly 18 Mark 7 torps cost 648 Cr. They will make minefield of 34
ly (and you save a lot of minerals) The one ly less is nothing compared to the saved cargo
space (and so saved fuel) .
- Equip small torpedo ships (Cygnus) only with Mark 7 torps. Don't build Mark 8 tubes, if
you do not have huge amounts of money, that you don't know what to do with it, nor equip
them with Mark 4 in the late game. As Rebel you are able to build very cheap, so very fast
effective fleets, leaning on your ability to get the Free Fighters, so don't play in games
where the "Free Fighters" option is turned off. If you did that mistake, then
read "Rebel without clue" an essay about playing fighter races ... without
fighters!
2.3 Fighterbuilding (selling):
The amount of fighters a ship can build in one turn is limited by the size of its cargo
space (what a genius). Each fighter will cost you 2kt of Tritanium 3kt of Molybdenum 5kt
of Supplies When you set a fighter carrier's friendly code to "lfm" it will
automatically load the necessary resources to build as much fighters as possible. Thus,
you need at least 10 kt of free space to start fighter construction. The two minerals are
the most important to you. Large amounts of Duranium you will only need for Rushes and
Refinery ships to produce fuel. This is what your carriers can build with a free cargo
space: Patriot : 3 fighters Sagittarius : 30 fighters Gemini : 40 fighters Rush : 39
fighters When you build Rushes and their way to the borders get very long, don't overload
them right from the start, because on your route you can pass some planets with Geminis to
get the fighters aboard. This saves much fuel.
Fighter selling
So the natives all have emigrated from the planets around you, and you hold a million ton
of minerals, then you start selling your fighters for the cash you need. See in chapter4 how it works. When they want to haggle, you start at 99Mcr per fighter. But you must not
sell more than 300 to max. 600 fighters to any one, except to your close ally, who
personified by your little brother never will betray you. Your advantage is, that you can
build fighters without any special mission. This means, you can have an empty Rush on a
planet with enough resources, and direct it to intercept another vessel having 39 fighters
aboard when combat starts. The right number for a capital torp ships.
CHAPTER 3 Advanced techniques
We do not wait for enemy mistakes but rely on our own skill
3.1 Combat
The great ancient cultures did not survive the centuries for their cultural goods, but for
their military strength, and most of their records are about great battles and war.
Deciding about raise and fall of a culture, technological improvements were the necessity
to survive. The harder steel, the better sword, the more dead enemies. Improvements were
not only technological but also technical. Alexander the Great improved his army
technically by escorting the Greek phalanx with horsed men, to prevent the slow moving
phalanx from being attacked on the flanks. This simple technical improvement, replacing
single weapon typed armies by differentiated cooperating troops, enabled him to conquer
nearly the whole ancient civilized world. When technology ends in a patt, like in
VGA-Planets, then the technical improvements come to the fore.
These are the right consistence of fleets, the right battle order and the right tasks
for the right ships. Also, you know it, surprise and concentration of forces is a very
part of victory. The Rebel is no spy or thief, he is a warrior. His eye is the Falcon and
his fist the Rush. He is able to crush an enemy fleet with a single ship, leaving the
battlefield alive. But he is not invincible.
3.1.1 Two combat basics:
1. Beams for fighters, torps for shields, fighters for ships.
2. Choose the "right" side
When two ships fight, one comes from the left and one from the right; the behavior of the
ships changes with their side. Torpedo ships on the right side have a chance of 60% to get
extra 360kt of battlemass. In battles carrier versus carrier the ship on the left side
gets an advantage. On which side side your ship appears in battle is determined by its
battle order. Ships with lower battle orders get the right side.
Battle order is determined 1. Friendly codes 2. Ship ID A non numerical FC is equal to
1000. If two ships have equal FCs, the lower ID ship has a lower battle order.
Here's a remarkable dialog from the IRC conference logs:
- (Greg Guiher) I'm playing the Lizards and it seems like I'm always the left side.
Though, I never really paid attention. How do you decide who's left and whose right side
in combat?
- (Cocomax) The Left Right side is decided by a friendly code "100" to
"999" the lowest gets the right, in the event of a tie the lowest ID number ship
gets the right.
- (Greg Guiher) is it 100-999 or 1-999?
- (Cocomax) Friendly code numbers 001 to 099 do not always work correctly.
- (JD [Auxhost] cocomax) so FC's 001-099 aren't safe to use for combat, right ?
- (Cocomax) Right, start with code "100"
Here Tim (Bovinoid1) explains why this is so (from IRC conference logs):
- (Lavos) Why does the ship on the left gets the advantage? Is it intentional? .....
- (Bovinoid1) The left advantage is an flaw in the random number generator, that takes
place when two ships with fighter bays fight.
This means: Your torp ships (Cygnus,Guardian,Tranquility) fight best with low numbered
FCs and low IDs (due to the 60% chance). Your carriers (Patriot, Rush) against torp ships
fight best with low numbered FCs and low ID (so the torpers don't get the 60%). Your
carriers against carriers fight best with non numerical FCs and high ID (due to the left
side advantage). These configurations of course are no guaranty that you get the
"right" side, because your opponent will also do the same, but you always should
try it.
3.1.2 DEFENSIVE WORKS:
Your offensive power depends on Tritanium, Molybdenum and supplies to build the fighters.
Therefore you must have a good working economy to constantly extract minerals and ship
them to your fighter factories. This economy must be protected, or will be disrupted by
cloaking or crushing surprise attacks from other players. Your good planets are mineral
rich and / or inhabited by Bovinoid natives for the use of a Merlin. You are not in need
of huge credit amounts like the torp races, but of course will also need money, to build
your Rushes. One heavily colonized planet with good natives near a base, usually produces
enough credits to effort a heavy fighter carrier every turn. These planets are your
defensive nodes. Be ready from turn 1 on to defend yourself. Do not wait until somebody
captures your first freighter to remind you that this is a game of war. Be ready. Always.
Planetary Defense
The following table illustrates the amount of beams and fighters you get at a special
number of defense posts, and how many clans you need to build the number.
DP |
Fighter |
Beams |
Clans |
Tech |
|
DP |
Fighter |
Beams |
Clans |
Tech |
1 |
1 |
1 |
1 |
1 |
|
85 |
9 |
5 |
1257 |
7 |
3 |
2 |
1 |
3 |
1 |
|
91 |
10 |
6 |
1710 |
7 |
5 |
2 |
1 |
5 |
2 |
|
111 |
11 |
6 |
3740 |
7 |
7 |
3 |
1 |
7 |
2 |
|
113 |
11 |
6 |
3987 |
8 |
13 |
4 |
2 |
13 |
3 |
|
127 |
11 |
7 |
5940 |
8 |
19 |
4 |
3 |
19 |
3 |
|
133 |
12 |
7 |
6897 |
8 |
21 |
5 |
3 |
21 |
3 |
|
145 |
12 |
7 |
9027 |
9 |
25 |
5 |
3 |
25 |
4 |
|
157 |
13 |
7 |
11445 |
9 |
31 |
6 |
3 |
31 |
4 |
|
168 |
13 |
8 |
14151 |
9 |
37 |
6 |
4 |
37 |
4 |
|
181 |
13 |
8 |
17145 |
10 |
41 |
6 |
4 |
41 |
5 |
|
183 |
14 |
8 |
17672 |
10 |
43 |
7 |
4 |
43 |
5 |
|
211 |
15 |
8 |
25890 |
10 |
57 |
8 |
4 |
95 |
5 |
|
217 |
15 |
9 |
27855 |
10 |
61 |
8 |
5 |
165 |
6 |
|
241 |
16 |
9 |
36435 |
10 |
73 |
9 |
5 |
567 |
6 |
|
271 |
16 |
10 |
48780 |
10 |
More defense points just increase the colonists' combat ratio. 20 Defense points
increase the ratio by 1. So if you're groundpounded by Lizards on a planet with 100
defense points they will not attack your colonists with 30:1 but 30:5 and so 6:1.
Planetary defenses are not very useful, when the attacking ship is a major one, that
means more than 6 or seven beams and 3 and more tubes; best example is your Iron Lady. 50
Planetary bases will destroy any smaller scout or light ship, 200 of course will do more,
but if you really want to defend a planet, put a starbase on it and fill it with fighters.
You have them. Have an additional Patriot with Tech 1 engines in stationary orbit to do
best. Always try to have your planetary defense maxed out to block any surprise attacks by
cloakers. Never set the friendly code to NUK or ATT, if you do not have enough defense
posts or have an own orbiting battleship.
Movement
Defense not only is parry or block a strike, but also the agility in movement. Two rules
you must keep in mind:
Hide
Choose planets in 81lj range and if not present set your way point below 81lj, so your
heading is not visible.
Deceive
Sometimes you must set a wrong way point to escape or fly a feint. You set the way point
beyond 81lj, so it becomes visible next turn, so whoever wants to catch you, will wait at
the end of the red line (or intercept you. Hope). But you change your heading on your next
turn and fly somewhere else. Another way to deceive is "walk like an Indian".
When you choose a planet "A" to place a defensive ship at, and its distance is
greater than 81lj from your location "B", set your way point exactly 81lj away
from A, even if you only travel 10 or 20 lightyears this turn. Your opponent might believe
that B is your destination, and if he does not spot the ship again, he will not expect it
at A. This of course only works one or two times, and if he spots the ship again, he
immediately will know you tricked him.
Defensive fleets
Planetary defenses are easy overwhelmed, so most of the defensive work will be done by
ships, grouped to small defensive fleets. They are no real "fleets", but small
groups of two or three ships each, placed and cruising along your borders. A small
defensive group consists of:
- a Patriot
- a Guardian with Mark 4(7) torps
- ( a Cygnus with Mark 4(7) and Disruptors)
Patriot with Lasers and Transwarp will cost about 400 Cr. Guardian with Blasters, Mark
4(7) tubes, and 20 torps about 600 Cr. This group will stop any medium sized vessel.
Against carriers the Guardian goes in first to get down the shields, followed by the
Patriot to do the rest. Evade larger targets, they will knock out your small ships one by
one. In this case you should have a Rush ready to block them.
Minefields
Especially when you get in conflict with cloaking races, you must lay minefields, to
harden unallowed movements inside your territory. Minefields will not prevent all cloakers
from sneaking through, but will slow down their movement and often, when laid at the right
time they can even stop approaching fleets of small ships. Sensible locations for
minefields are worthy planets, amorphous planets, bridge planets and worthless planets.
Ehm..., yes, all planets.
The worthy and bridge planets are self explanatory, the amorphous and worthless ones to
prevent enemy ships from moving and hiding there. You should mine these first, to have a
couple of dummies, an enemy runs inside in believe to find a worthy base. Choose
Tranquilities with low ID's for your borders. When you spot the enemy approaching your
area and none drop a minefield he will be caught in next turn. Mine dropping takes part
before movement and his smaller ships could get blasted by moving inside the field. Scoop
it up next turn. Here's the formula for the radius of new minefields: radius=sqrt(number
of torps * tech^2). Easy to see, that the minefields grow enormously with raising tech.
The higher your torpedo tech the lesser cargo you use to create a mine filed of an aimed
size. This is important when moving inside enemy space.
Active areal defense
Imagine a castle, where the guards do not patrol, but remain at several points. It's easy
to find these points, to avoid them, to sneak into the chambers and kill you, the king.
Whenever your defensive fleets stand still, they can be located and recognized by cloakers
and so be avoided by following stronger forces with a single task to destroy your base.
Keeping your defensive ships in move of course needs fuel, but Patriots and Guardians are
low in mass and don't need much, so they should not run out of it along your border. Let
them patrol between 81lj planets and if a planet is really worth, place a stationary
defender there.
Keep your ships invisible. If you want to frighten, you can later do it with a Rush.
But, showing the same ship from time to time you could lure an enemy to your location and
block his ship(s) with your awaiting fleet. Awhile attack his borders on other locations.
Also, do not only place ships along the line, place some single Patriots several
lightyears deeper in your territory, that an enemy still faces resistance, when he
successfully sneaked trough. Place a Patriot upon Amorphous planets, so nobody can hide
there. If you need credits fit it with a Tech 1 engine and tow it there. Deceive your
enemy whenever you can, equip a Falcon, send it away and build an outpost on a worthless
planet very close to his territory. Build 15 factories. Withdraw again, when a ship
approaches. Repeat it. There will be no assurance about the shape of your territory.
The best defense of all is putting an enemy himself in defensive mind. How to do? Three
or four Falcons continuously visiting his empire will do so. Don't run for freighters now
if you are not 100% sure not get close to a battleship. You could hit some planets with
RGA. Keep moving, deceiving and doing until the time has come for the real attack.
3.1.3 OFFENSIVE MEASURES:
And the time has come now. When you start this, moralities die, and you must be tough and
cruel to survive. Now, two things are part of your goals: Destruction and Extinction. Oh
my god; but if you don't, you will be dead soon. The harder you hit an enemy the faster
his empire gets destroyed, and the greater your change to survive, and this is what you
want. To do so, you must know, when to attack, where to attack and you must know what
defense is waiting for you. Thus, before you start any fleet movement send Falcons to
observe the area and get an overview of your opponent's strength. When the Falcons cannot
spot any major ships, don't conclude that there are none at all. They are hidden in orbit.
Wrong conclusions turn your enemy to the most dangerous of all: the underestimated one.
When the game is in progress and your opponent has several bases, be sure that his
warships are equipped with best weapons, that means be ready to fight against Novas, Cubes
and whatelse with Tech 10 beams and torps. For now it's not the time for freighter
hunting; just observe them. Scout their routes and calculate where he could have a base.
Once your Falcons appear in his area, he will set his ships' primary enemy to
"You", to catch your scouts jumping directly on his worlds. That's why you
should not do it. Hyper jump takes part before regular movement, and when he commands his
ships to intercept you in empty space, the Falcon will have disappeared in hyperspace
again.
Rebel Ground Attack (RGA)
You have the ability of landing saboteurs on a planet to destroy the planetary facilities.
Any of your ships can do this by setting its mission to "Rebel Ground Attack".
Performing the mission
- 30% of the planet's money
- 40% of the planets supplies
- 20% of the defense outposts
- 60% of the mineral mines
- 30% of the factories
- 20% of the colonists get destroyed / killed.
RGA is not cumulative, so if several ships perform this mission on the same planet,
only one will do the effect. It takes part after movement so don't forget to set another
mission on the way home. It also takes part after combat, so you cannot RGA a planet if an
orbiting ship has set you as PE or its mission to "kill", unless you destroy it.
RGA is awful to your enemy when combat starts. Deleting 60% of his mines will slow down
the mineral extraction and gets his colonists very angry, if they were happy before. You
can also get them into civil war by hitting the planet only one time, if he taxed them too
high. Choose the right targets after having observed his freighter routes. Reducing his
resources is equal to reducing his power. Using RGA on planets you want to occupy is waste
on facilities, credits and supplies, which could be yours, if the enemy does not beam
everything up before you arrive. Remember that the Iron Lady with Mark 7 can take Planets
with up to 150 defense ports. RGA will also make natives happy. If you got a run out
planet with good natives and a lot of mines, beam up your colonists except of one clan,
sell the supplies, get the credits aboard and RGA yourself to reduce the number of mines.
Next turn re-colonise it and tax the natives again.
You also can offer the RGA to other players (see CHAPTER 4) in exchange for something
you need. RGA is a very nasty weapon when combined with a cloaker. You can imagine why.
When dealing with the Privateer, the ability of sabotage plays an important role. When
time unfortunately has come to retreat from an area, try to destroy as much facilities as
possible on the evacuating planets using RGA, so your opponent must rebuild them again. In
THost any of your ships can do it, even freighters. PHost has a configuration option to
allow armed ships only, so be sure to have a look into the PHost configuration file,
before you hopelessly try to RGA with captured freighters.
Patriots and the early war
There are two fine descriptions for the Patriot: "a round of ammunition"
(H-Files) and "a deadly killer" (Dreadlord's Battle Manual). This is what you
need, when hostilities start very soon in the game. Playing another race, the Patriot is
the ship you avoid, as long as you do not have high tech torps and a good couple of beams
and in shareware games, where those torps rarely are available, the Patriot is THE ship.
If you are a newbie don't mistake it, just because of its none see-at-first-sight
advantages and its awful bitmap. The Patriot will launch from its 6 fighter bays rapidly a
large number of fighters, which an enemy vessel has to face before it can spit torps. At
normal recharge rate (which can be changed in Phost) the undamaged enemy vessel will fire
two banks of beams, before the fighters arrive, so multiply the vessel's beams by two, to
get a first overview of your own losses.
Here's a statistic of what can be destroyed by a Patriot when torpedo techs did not get
too high:
- A Death Specula (113kt - 6 Beams - 4 Tubes) Blasters and Mark 4 - will launch about 4
banks = 16 torps COST: 1228Mc - 67D - 161T - 185 M
- An Arkham Class (150kt - 6 Beams - 3 Tubes) Blasters and Mark 4 - will launch about 4
banks = 12 torps COST: 946Mc - 58D - 140T - 158M
- A D7 Coldpain Class (175kt - 4 Beams - 2 Tubes) Blasters and Mark 4 - will launch about
4 banks = 8 torps COST: 904Mc - 91D -138T - 147M
COST for you: 392Mc - 50D - 81T - 130M
ESB at 0%, opponent on left side
The listed costs of course aren't a great thing, but when war comes in the early stage,
every credit counts, and it's a difference, if you spend 1200 Mc loosing a ship, or 400Mc
surviving combat. The fewer tubes a ship has, the greater can be its mass to be destroyed
by the "deadly killer". At a number of 6 or 7 beams and below there always
remain enough fighters which get close to the enemy vessel, to drop its shields, cause
damage and destroy it, if it is not armed with more than 4 low tech tubes or two high tech
ones. Above These numbers a Patriot should not engage, if not grouped in pairs or triples.
For a mark4 Resolute as example you need two Patriots.
Your carrier becomes much more dangerous when the shields are supplied with extra
power, the ESB. At a rate of 25% your Transwarp Patriot fights like a ship with 170kt. You
can take more torps so your fighters have more time to fly their attacks. Here is what
your opponent will need to knock out your ship with view on the shield bonus: ESB 0% : 8
mark3, 4 mark4, 4 mark5, 3 mark6, 3 mark7, 3 mark8 ESB 25% : n mark3, 10 mark4, 9 mark5, 8
mark6, 7 mark7, 6 mark8 ESB 50% : n mark3, 18 mark4, 16 mark5, 14 mark6, 12 mark7, 10
mark8 As you see, with an ESB of 50% the cheap little Patriot kills most of the medium
sized torp ships and if not the first, then the second ship will do it; and don't forget,
you should try to get the torpers to the left side (see 3.1.1).
The "round of ammunition" is a single use ship. Its fighters are easily gone
and if it survives the battle you will have to redraw for refill and repair. With two
beams and a mass of 90 kt it is even a target for small ships like the Opal class or any
other one tube scout. Without a full hangar the Patriot is the most useless ship inside
your fleet, so you must never run out of fighters on it. One battle, against scouts two or
three, and the Patriot must be refilled by traveling back to a base, or by a near Gemini.
You also can have distributing Geminis. In the early war your attacking forces are very
similar to a defensive fleet with Consistence of a Patriot, the Guardian and a Cygnus,
both with at least mark 4 photons. When you find the location of an enemy base within the
first three days, then a fleet of two Patriots a Guardian and Cygnus can even take a base,
in case that no protecting ships are in orbit, just because in the early stage players
cannot effort additional 100MCr. starbase fighters.
Whenever you do not know what ship to build, build the Patriot, fill it with fighters
and go ahead. The Patriot even kills battleships like Darkwings and Cubes(!); under
two conditions:
- Those have at least a damage level around 10%
- Those have no torpedoes/fighters left Entering a battle with damage the enemy vessel has
to recharge the beams first, and will fire them only once against your fighters, until
these get close enough to open fire themselves. Now this is a very special situation, and
you rarely will encounter heavy battleships without torpedoes. But it is possible.
Two general fighter fighting rules:
Beam Tech
does not count at all against fighters, when enough fighters are present and not get
depleted during combat, that means it does not play a role if e.g. the Death Specula is
armed with X-Rays or Phasers. The beams will be busy shooting down fighters and will not
come to touch the hull of a carrier.
Beam number
will decide, if all of the fighters can be killed before combat ends, to use the primary
weapons against the carrier itself. More beams more "We just lost Jones!".
The Rush and heavy battles
Now the game has proceeded, the ship masses and techs have increased. Credits aren't the
problem any more, and so it is time to change a Patriots' place on the battlefield, and
replace it by the Rush. Until now your ships had a more defensive function, protecting
your routes, and with easy depleting fighter numbers they were limited in their activity
range. The Rush enables you to change this. Now you can enter the Rebel's natural way.
Fighting. The events in full scale war are unpredictable. Cloakers can appear where you
never expected, bases can fall by single strikes, your enemy can approach from several
directions, and you will meet his ships where ever you attack.
Like your own ones, enemy ships differ in mass and fire power. Although there are
countless techniques you can develop to engage an enemy there are some general rules you
should follow. A crushing attack is done in by a fleet of different ships. Each ship has
its own task, and their abilities combined are your key to success A major fleet is meant
to break the enemy lines, take some planets, kill several ships, head for a starbase and
destroy it.
Consistence:
- The Rush with about 200 fighters and Blasters (Hv. Blasters)
- A Gemini having 300 Colonists and 100 supplies aboard; Lasers and Transwarp.
- A Guardian to bring down the shields of a major ship; Lasers, Stardrive, Mark 7).
- [A Tranquility with Disruptors and about 30 Mark 7 torps. ]
- [An Iron Lady with Heavy Blasters and Mark 7 tubes. ]
Credits |
DUR |
TRI |
MOL |
SUP |
2837 |
194 |
398 |
457 |
* |
749 |
52 |
46 |
118 |
* |
907 |
74 |
29 |
59 |
* |
[1032 |
83 |
128 |
133 |
* |
[1378 |
39 |
156 |
245 |
* |
Add
* |
* |
600 |
400 |
1000 |
for 200 fighters |
1800 |
50 |
50 |
50 |
* |
for 50 torps |
These are minimum configurations. Increase engines, beams and torps if you can effort
it. Have a look on the minerals. Duranium is what you do not need in large masses. Use
Duranium to produce Neutronium in a refinery. Merlins should only produce Dur, when you
need it next turn. You build the ships at several points spread through your area.
Essential are the Rush, Gemini and Guardian. The other ships can be deleted, when your
resources are low.
Battle Order: Border planets usually don't have that mass of colonists to build large
defense posts, so take them with the Iron Lady and don't waste fighters on the planetary
beams. When warships cross your way, face them with the Rush. When you passed the first
border planets and get some closer to your object, start taking the planets with the Rush.
You never know, perhaps you hit a base with many fighters. You have more. The Iron Lady
can't stand a base. Once your Rush gets damaged, stop at a planet, drop 20 mines with the
Tranquility and repair the carrier with the supplies on the Gemini. Do not drop the mines
in Colony space.
Build fighters with captured planetary resources in the free cargo, when the planet has
not been cleaned up. If you are sure, that you do not want to hold it, raise the tax rate
to 100, scoop up the minefield and fly on, until you reach the target base. Yes, it sounds
too easy. Your opponent does not sleep, he had the same time like you to build heavy and
well equipped ships.
Let's see how a Rush will look like after battle with a single major ship, one-on-one:
- Nova Class Dreadnought : Average damage of 60%, using about 40 fighters.
- T-Rex Class Battleship : Average damage of 30%, using about 40 fighters.
- Darkwing Class Battleship : Average damage of 50%, using about 40 fighters.
- Victorious Class Battleship : Average damage of 30%, using about 40 fighters.
- Annihilation Class Battleship : Average damage of 50%, using about 40 fighters.
- Bloodfang Class Carrier : usually no damage, using about 50 fighters.
- Biocide Class Carrier : Average damage of 50%, using about 100 fighters.
- Golem Class Baseship : Average damage of 50%, using about 90 fighters.
- Gorbie Class Battlecarrier : Average damage of 70%, using about 100 fighters.
- Virgo Class Battleship : Average damage of 15%, using about 100 fighters.
Against torpships Rush on right, against carriers Rush on left side.
ESB at 0% - all ships max tech/armament
There are only 4 ships, which can be dangerous to your carrier, the other heavy
carriers. Do not put more than 120 fighters on a Rush, when you face the single Biocide,
Gorbie, Golem or Virgo. If you loose the ship, any additional fighter was built to get
blasted in a hangar. If you win, alright. Your chances against other big carriers are:
Biocide: Rush on left wins 50%
Rush on right wins 10%
Gorbie: Rush on left wins 50%
Rush on right wins 10%
Golem: Rush on left wins 60%
Rush on right wins 20%
Virgo: Rush on left wins 75%
Rush on right wins 50%
You see, it is very important to you to get the left side against Bio, Gorbie and
Golem; given they have enough fighters aboard; and you will do much better against these
killers if you first send a Guardian in. A capital torp ship like an Annie or Darkwing,
will launch a maximum of 4 full banks, which are at worst 40 mark8 torpedoes. The ten
beams will do nothing than toasting about 40 fighters. But the Rush needs 40+ mark8 hits
to be killed, so a single capital torp ship rarely will destroy an undamaged Rush.
Massive attack
Imagine the big nasty dude, who wants to have your jacked, without knowing that you not
only have two hands but four. When he comes for you, two hands will punch, two parry and
your legs will kick. Knock out. In reality of course, you don't have additional hands and
cannot do all the things at once - because you are not in a group. So you better run for
your jacked and life. In the group one punches, one parries and one kicks, to get that
dude to the floor. Punch and kick are done at different points. The dude is your enemy and
the group your ships.
To knock out an enemy you must do several things simultaneously and combine the
abilities and locations of several fleets to one tremendous attack, or he will have time
to recover to launch an attack himself. You got Falcons, Patriots and Rushes spread along
the borders and, if you started soon enough building those outposts with Falcons, a base
far from your regular space. Even when your fingers now burn, to click your opponent to
death, you must not start a headless attack, but should first think about the right
timing.
Start a first crushing attack with a Rush and escorts. Enemy forces obviously will
concentrate to block you. Now launch Falcons, many, to catch up freighters. Watch for
freighters in empty space and rarely touch those being less than 81lj far from the planet
they are heading on. You set the Falcon's PE, set your mission to intercept the freighter
and get caught at the planet. Even if you do not hunt anything, just frequently show your
presence in the heart of his empire to slow down the freighter movement. The freighters
you capture now get a completely different task: to ground attack his own worlds. If
protecting ships are orbiting, your opponent must destroy "his own" freighters
to prevent his planets being ground attacked. Further, if you succeed in capturing three
or four freighters, he must start hunting them in his own space.
Start interrupting the freighter routes now, when the heavy fights begin. Launch the
next fleet at another point. His defensive ships have gathered around your first attack so
the way will not be free at all but much easier. Build missile Falcons with Stardrive, tow
them to a jumping point and launch them to ground attack. Jump back, if they survived and
repeat it, until they get lost. Build new ones. Launch a fleet from an outpost. His
freighters get caught by your Falcons, and his planets hit by ground attacks - his economy
slows down, so lost ships cannot be replaced that fast. He now is being attacked inside
his own empire and from outside at three different points. A very difficult situation. Use
all of your weapons, combine them, each one at the right location by right time. Don't let
him breath a second and attack as hard and as often as you can. You want his knock out.
3.2 ESB (Engine Shield Bonus)
The ESB increases the effective battle mass of a ship by a value deduced from the host
settings and the cost of the mounted engine type. Think of a Patriot. A mass of 90 kt.
Now, your host configures the ESB to 100%. If your Patriot is mounted with Transwarp
engines, which have a cost of 320 Cr. it fights like a ship with 410 kt(!). But 100% are
quite unusual. In common you have no ESB at all or about 25%. The ESB is very important
for one of your ships, the Guardian. Without, you hardly will be able to fire more than a
few torps against other torpedo ships, because the Guardian, as low in mass, will be blown
by just three Mark7 hits. So don't try to use a Guardian the same way you use it
against the major carriers (as lamb), if there is no ESB. At a bonus of 25% the Guardian's
(Transwarp) effective battle mass will increase from 80kt to 160kt which will ensure that
you can fire at least one full bank, and which should be enough to reduce the enemy
shields to an acceptable level.
3.3 The Falcon - some kind of hero
Exploration:
The regular map is 2000 ly from side to side. This means you can cross it with a Falcon in
six jumps, equal six turns. This advantage is amazing during the exploration and
colonizing phase, because you can expand faster and grab planets in the edges of the map,
which often are forgotten.
Economy:
Once your planets have grown to a number of more that 30 or 40, you territory is that big,
that freighters would run out of fuel before crossing it. You will have some planets
bursting of credits, and other ones counting the coins. When you play with the Star base+
Addon there's no problem, but usually you don't. Use the Falcon to distribute credits
among the star bases. Have it carrying small amounts of minerals to bases, where you want
to build a ship but need e.g. 80kt more Tritanium. Keep a Falcon moving. If it has no
actual task fill it with colonists and colonize a far planet. When you use the Falcon this
way, think of it as an armored, hyper jumping cargo ship, which enables you to organize a
big economy better than any other race.
Far assistance:
Use the Falcon to jump supplies to your fleet deep behind lines. Imagine you fell under
attack in open space behind the lines and the Rush got damaged, so your movement slows
down. Your supplies are gone and you cannot quickly reach a planet for occupying, to
repair the carrier with the captured supplies. A Falcon carrying 120 kt and permanently
moving relative to your attacking fleet in a distance of 350 ly will directly jump to your
damaged ship and repair 24 points of damage. So the tiny Falcon often prevents a Rush from
being destroyed.
War:
The uncatchable observer. The quick hunter. The hyper jumping missile. Need more? Think of
it and do it. When you don't use Winplan, you will need a calculator and an equation term
(see below) to navigate your Falcon. Alright, you already have the ONLY hyperspace utility
you ever wanted.
About
SMALL SHIPS
The Cygnus isn't a deal for any medium ship. Don't waste resources by attacking with a
single one. But, equipped with Heavy Blasters and only 10 Mark 7 torps it can occupy
outposts with up to 70 defenses, without taking damage. Add the Patriot and you take
planets with heavy defense. Don't use it against ships with more than 130 kt mass and a
couple of tubes. With its own mass of 90 kt it will not stand the fight. Add the all round
fighter Patriot. You can not make war with only large carriers. You will need the small
ships to stop your opponent expanding near the borders, and you will need them for
patrolling in areas you did not colonize every planet to watch for movements and outposts.
The fighting power of small ships grow enormously when there is ESB (see 3.2)
SINGLE SHIP ATTACKS
Your preferred attack is done in crushing fleets. But often you will have to launch single
ships for a feint. A single Cygnus of course will not frighten your enemy, a single Rush
will. If you have a lot, place them along your borders and if time has come, launch one
for a feint. The single ship attack is very effective, when your opponent has to defend a
large area and if it is done by a Rush. Do not use anything else for it, or the damage
you've done isn't worth.
USEFUL SHIPS
You do not have any cloaking ship. Adding an invisible ship to your forces is the best
thing you can do. The best cloaker for you is the Swift Heart. Very cheap to clone and a
large fuel tank to fly deep inside enemy space to RGA some planets. A Reptile class
destroyer does similar work, but its two engines make it more expensive in cloning. Once
you get one of these, choose a base and start to clone it. Or even better when you get a
BR4 or BR5.
THE EXPERIMENTAL GAME or About the efficiency of your ships
What you should do at least one time, is joining an ongoing game in about turn 40 or 50.
If you survive the first turns, after the others noticed you, then you start building
warships and when you're satisfied, you send a message to all the players, that now their
last day has come. Now, count the turns and watch the battle closely to see how your ships
resolve it.
THE AGGRESSIVE GAME
Now all the techniques described above are the common way to start a game, to build a fine
economy and to produce heavy ships ... to kill your opponent. But this is only the
standard way, a guideline how it works basically. As Rebel you don't have to wait until
you get a necessary firepower to attack an enemy. You can do it from turn 3 on, and the
key to this is the Falcon. When you want the real aggressive game, then your first ship is
a LDSF, you load it with all needs for a second base and you look for a fine planet. From
now on the only ships you produce are Falcons - clouds of Falcons. You send them wherever
you think, and you watch for freighters.
Contact the Empire and trade for the locations of other homeworlds. Go and Ground
Attack them. Disturb the others in their expansion and force them to escort every single
freighter, force them to park a war ship over every worthy planet. Until they get aware
what you are doing, it might be too late (for example: you RGAd a base on turn 5), and
anyway, what else should they do, than to slow down their steps? Being that aggressive
from the very first turn on you also can break the moral of everybody who is not strong
enough to recover from an early loss of freighters or even a ground attack at his only
base. Yes, you get many many enemies through this, but if you ruin them, they cannot
strike back.
CHAPTER 4 Dealing with the others
You are not alone
Diplomacy has three different states: the alliance, peace and tension. When you don't
speak anymore, you simply fight. In each game, all the time your relation to another race
emerges in one of the three states; or in explosions on your screen. What you know from
you neighbor, your knowledge, is casting. Knowledge becomes most important in case of war.
You cannot fight an enemy you do not know. Thus, information is one of your greatest goals
during the whole game. You can gather it by yourself or get in trade for it with races
accessing more information in shorter time, like the Empire and the Birds. An alliance
with at least one race is your next goal, because two and more are stronger than one. Like
combining the abilities of different weapons to a strong force, combine your resources and
different ships with an ally, to gain more power.
Cooperation is of much greater sense than any plain "give me that falcon I give
you that swift heart" deal. Cooperation is permanent and so improves your whole game.
In general, trust your ally but rely on yourself. And when you hear "...psst,
listen... Lizards do this and do that" then do not expect that every Lizard player
really does it. Not every "Bird" knows smart Bird tactics and not every player
reads docs. So you should do it. Further, never forget that your opponents are human
players, with human brain, imaginative and unpredictable. Now that you made it trough the
basics, here comes the finer piece of the cake. Let's see what to do when you get in
contact with the others:
4.1 The Federation
The Federation gets the double amount of credits, when they tax colonists and natives.
They can Superrefit their ships, they have Terraformers, the tachyon emitting Loki Class
Destroyer and the Bioscanner.
ON YOUR SIDE
An interesting race. On your side the Federation can improve your economy by cooling down
desert planets, and they can heavily improve your defense when you get in trade for a
Loki. But what can you offer? The Federation accumulates during a game more money than a
Rockefeller ever saw, and so can build the fighters they need by themselves. Your Falcon?
No, don't do this, except for the Loki. Wake up, the cluster is YOUR market, so offer the
fighters not for 100 but for 90 MCr. With 200 fighters the Federation saves 2000 MCr. the
half of a Nova!. Over a long range the Federation saves a lot of money, buying your 90Mcr
fighters, instead of ordering them at local sellers. In times of peace you are
Fighter-Ferenghi no 1!
AS ENEMY
The Feds have a wide range of medium sized ships, with a good balance of beams and tubes.
You need the Guardian inside your defensive fleets, to drop shields before the Patriots do
their work. Mark 4 does good work. This technique should destroy any medium Fed ship. If
they do not come in groups, what they always do. Then you must think. What is deadly for
any small ship? The minefield. Try to use it somehow. The Federation is not your easiest
opponent, you must improvise a lot. The Federation will mostly have Mark 8 torps aboard
which they easily can effort with the 200% tax advantage, so the Patriot gets a very hard
life. The Nova is deadly for anything but a Rush, so you should not attack it with
something else. Especially for the Federation you need the outposts, to attack from
different sides, and to interrupt their economy at several points by the same time. The
hook namely is, that your "infantry", the Patriot cannot stand two mark8 hits.
You need the Rush as soon as possible, to absorb the many torpedoes Federation ships can
launch, and you must use ANY advantage of place and time you can obtain. Find with your
Falcons the mineral rich planets, that means a high concentration of freighters, equip
your fleet and crush. A recovery phase for the Federation passes very slow, because they
ore at only 70%. This disadvantage causes a hole in the early ship production, which you
should use, if this is what you need.
4.2 The Lizards
They are the best ground fighters, they mine the planets at a rate of 200%, they have
cloaking ships, also the Loki and Terraformers. They fight up to damage of 150%, and the
Hissss mission stops civil war.
ON YOUR SIDE
Fine Lizards. They have exactly what you like. Minerals and cloakers. This race possibly
is your most Useful ally. They usually take planets by dropping other Lizards. Offer Rebel
Ground Attack to help them in their task. Or, wouldn't a couple of bulbous Madonzillas be
a nice improvement for their fleet? Isn't the friendly Gemini over a Lizard base a
welcomed guest?
AS ENEMY
Nasty Lizards. They sneak through your borders and drop their lizards on the surface of
your worlds, without decloaking their ships. One by one they can take your planets this
way, and you will never see them. Minefields. As much as you can. Over the planet, under
the planet, behind the planet, and if you could, you should even mine the surface.
Maximize the defense posts on every planet, and kill them as fast as possible. Find their
warm planets and destroy the lizard breeding worlds. Their ships are immune to the effect
of a Loki, so the only protection you have are minefields. Ground attack Lizard planets as
much as possible, to kill the eggs. The Hissss mission will reduce the effect, but not
everywhere and every time.
4.3 The Birds
Nearly all of the Bird ships are cloakers, the Resolute and Darkwing can stay invisible
without using fuel, they can control planetary friendly codes and finally are immune to
the Loki tachyon emission.
ON YOUR SIDE
The Birds are nice combat fellows, especially when you dislike a mine laying race. The
Bird superspy can find as many friendly codes as a heart likes, and even control all
minefields of a race. Now, imagine a Robot, who takes cover behind some huge red circles
on the chart, biting fingernails as he spots six Rushes walking by. But he is save. Some
bad day the Robot wakes up, and he finds all of his minefield friendly codes set to
"ass", to spot minutes later the Rushes again, knocking at his door. (Yes, the
minefield fc is mf[X]). Or, your freighters, immune to NUK and ATT beam up the minerals
from a hostile planet to share them with the Birds, after the Birds got the planetary fc
under control. To speak clearly: You get the minerals an other one ores. hehe, an alliance
with the Birds is a game with much fun.
AS ENEMY
You minefields, many, and if you have a lot, the Rush, better two and more on your planet
with the highest ID. The Bird tries to change your general minefield fc, by setting a
planet's friendly code to "mf[X]". He tries this your at your planet with the
highest ID, because this is the last one being processed by host. Protect this planet, in
case that his super spy fails and the ships decloak. A bird likes abusing you as cash cow,
through setting your planetary code to "bum", to beam up your credits.
Distribute these between your ships, and only beam them down, to build the next. Once you
notice that your fc changed, reduce taxes to 0, not to give him any of the new taxed
money, if you don't have the orbiting ship. Get the credits from somewhere else, possibly
with direct hyper jumps. The Bird tries to tow your Geminis off the planet, to destroy
them in open space. A protective ship with a permanent mission to intercept the Gemini and
"Birdmen" as primary enemy, will help you to proceed building fighters. The best
way to get rid of a bird is, to attack very soon, or to have a close look inside the
"Birdmen Guide to the Galaxy", which should now contain nearly every possible
bird tactic.
4.4 The Fascists
The Fascists have cloaking ships, they are advanced ground fighters and they can pillage
planets for money and supplies. Their ships are, like yours, not affected by planetary
defense.
ON YOUR SIDE A Death Specula would be a nice addition to your fleet. And you
really don't want to see the planet, which got both pillaged and ground attacked in single
turn. Hmmm, cooperate somehow. The Glory Device can be useful, if you plan to take a base
and need to weaken the orbiting ships. As with the Lizards, you can reduce the population
on a planet, so the Fascists can take them more easily by dropping clans. The Glory Device
is also very effective against Privateer wolfpacks, or any other cloaking ship.
AS ENEMY
Fascist ships have many beams, so they kill many fighters. But they lack of tubes. The D7a
Painmaker and the Little Pest Class are what a Patriot's Captain dreams of, and even the
D19b Nefarious sometimes gets beaten by one (usually you need two Patriots), if the Glory
Device does not get activated. You should carry supplies on your attacking ships. A small
fleet of D19b's will enormously reduce your number of fighters, and if the Victorious
Class follows, this might get a dicey trap for your Rush. The Victorious never comes
alone, so fighting the Fascist you must especially care for an abundance of fighters. Not
to forget the minefields, for these pillaging barbarians.
4.5 The Privateers
A Privateers is master in stealing your ships. If he is played well, the Privateer will be
your enemy no 1 when you do not ally him. He can rob your ships off fuel, and board them
by simply towing them away. Three of his ships have Gravitonic Accelerators do they travel
162 ly a turn. He gets very easy and unseen deep inside hostile space and by towing his
freighters he will expand faster than anyone else. Wonder if Tim knew what he creates,
when he thought of the Privateer.
ON YOUR SIDE
The Privateers don't really need anyone - except against the cloaking races, especially
Lizards and Birds. The Lizards equipped with both Loki and cloakers can take Privateer
worlds by dropping clans and can even directly attack a Privateer base. The Birds anyway
can throw in a fleet of Darkwings and knock out the Privateer bases one by one, never
decloaking and never getting robbed. But the efforts for the Privateer's enemies raise
enormously, when a Rush guards the important planets, and with Bloodfangs full of
fighters, he also can defend himself up to a certain grade. As exchange your ally can tow
your battleships twice as fast to a conflict, can supply you with cloakers and can even go
out and ruin your opponent's economy, to get him faster down. If you don't want to fight
the Biocide that comes along to kill you, and your relation to your ally works on 120%,
then you surrender a Rush to him, he places it without fuel (so it will not fight) on a
planet the Bio could pass, and robs it dry in a single turn with the fuel tank of your
carrier. There are much more similar things you can do in a game with Privateers, like
moving a single Rush close to a enemy empire, so the one you evidently want to attack
might want to stop you with some heavy battleships, when you are close enough. But once
you reached a dangerous distance the Rush "runs out of fuel" and your enemy's
vessels get trapped by the wolfpack, cloaking behind (or in front of - who knows) your
carrier.
AS ENEMY
The worst of all. When the Privateer succeeds in stealing one or two Rushes, you have a
problem. Minefields. Align the fuel of stationary ships to 1 kt and their mission always
is on "Beam up fuel". All of your ships are on warp 9; it is hard to escape an
MBR tow, but you could be lucky, when he tries to do it. The Loki is what a Privateer sees
only once in his life and the ship you must get. And once you obtained this nice vessel
clone it as much as you can, and do not fight with it. The Loki will just escort your
fleet and will do nothing else. It is too worthy to loose it in a fight. When you do so,
be careful which way your fleet will take to attack this enemy. If you have to go through
a passage greater than 81 ly, you first must send in advance a minelayer to your next
waypoint and follow with the fleet into the minefield you dropped and you will do the same
near the planet you are aiming on. The reason is, that the Privateer could sacrifice an
MBR to intercept the Loki and destroy it. Cloakintercept-fights are done before any others
and no matter how many of your ship intercept the Loki themselves, it will be lost. In a
TKF game you don't have this problem, because an intercepting ship anyway has to fight all
of your battleships and the Loki can stay in background. If you don't have the Loki you
must have an ally with cloakers. Your ally escorts your ships and whenever you could get
robbed (e.g. you just took a Privateer planet), your ally transfers some fuel into your
ships, and after they got robbed and towed away, they still will have fuel. But if he tows
you into a wolfpack, well... this just depends on how skilled the Privateer is.
A small tactic which could help you:
- Turn A: You engage a planet destroying the defenses. The Privateer was waiting for you.
- Turn B: You cloaker inside the fleet distributes fuel among the ships (e.g. X gets 12kt
fuel, Y gets 7kt of fuel ...) The Privateer robs you.
- Turn C: He gets his message and compares the robbed amounts with his fuel tanks. They
still have space. He believes that your ships are robbed empty. He returns or decloaks
another ship to tow you off. Meanwhile your cloaker refueled your ships.
- Turn D: He towed a ship, which now has fuel, and his own gets destroyed. However be
careful. If he has enough fuel capacity, he could try to rob and tow in a single turn.
Also don't do this, playing against experienced privateers. So when you do not have that
Loki or a cloaking ally, you NEVER (never) orbit the Rush at a Privateer planet inside his
empire, when he has enough ships to rob you dry. Exceptions are Rushes with a fuel tank of
one billion kilotons.
4.6 The Borg
The Borg reproduce by assimilating natives, they have a hypership and the Chunneling
Firecloud which, working in pairs, can be used like a wormhole.
ON YOUR SIDE
A Biocide is an impressive ship, isn't it? After about turn 20 the first one appears, and
the Borg needs a friendly neighbor, who is so kind to arm it with fighters. The problem
is, that he has nothing to offer for you in exchange. Borg money anyway is nothing else
than assimilated cowpat, and persons with ugly plastic eyes are not allowed on the fighter
market. The Chunnel perhaps, but nothing really else, and you never give the Falcon
to a Borg. For nothing. Alright, they are not that worse and you and the Borg really are
very strong. The Bio is one of the strongest ships in the game, and with a good load of
fighters it sure will kill a lot. The Borg can also supply you with many colonists and
also many credits which they get for example from a planet that once was inhabited by
10000000 natives. But be sure, if you ally a good Borg player you will not win the game,
because at least after turn 50, he hopelessly starts to outproduce you, and if you do not
watch he also might eat you.
AS ENEMY
The Borg has survived until turn 20, and caught enough planets to infect with his own
kind. Then, your horizon gets dark and the cubes come. Now what to do, when these hosed
monsters come to build a highway right through your lovely little Rebel home? The Biocide
has 5 more beams than a Rush, that means usually, one-on-one, the Rushes death. Mistake a
Biocide and attack it without escorts; sacrifice a Guardian to reduce the shields. Same
thing with the torpedo cube. The snag is, that the Borg always survives.
Hyperjump,assimilate,hyperjump,assimilate... this way he infects planets all through the
cluster and can attack you from completely different directions. Your Falcons are always
open eyed for Borg probes. Assimilation facilitates a high amount of planetary defense, so
you need many RGA ships to safe fighters for the major threat, the cubes. First Borg goal
is, to survive the initial turns(!).
4.7 The Crystal People
The very extraterrestrial race. The Crystal people are known for their web mines. These,
when you hit them drain the fuel of your ship, so they can similar to the Privateer,
capture it by a simple tow. They have a special terraformer which heats a planet up to
100.
ON YOUR SIDE
Web mines are extremely useful against cloaking races. Cooperate with the Crystals, build
fighters for the Crystal Thunder and get some nice web mines at your homeworlds. The deal
is very easy, and of great use for both of you.
AS ENEMY
You will play "kill the big boss" and "crack the nut", when the
Crystals move to your black list. The good Crystal leader is patient and waits for a
stolid like you, who cannot but break a wall with his own head. What do you want from the
Crystals?! Yes, you will not sit and watch, while the Crystal takes planets you want to
have, but else there is totally no reason to attack them. The planets you capture will be
desert rocks and you cannot move a single turn without permanently sweeping web mines. But
if they attack you, which rarely should happen, then you need many Heavy Phasers. Arm the
Iron Lady, many nice Ladies, to sweep the webs he comes trough. Comes to your borders,
lays web,moves,sweeps,lays web.... and so slowly he surges inside your own home like an
invulnerable tank, when you do not have those Iron Ladies. If you anyway want to attack,
the all of your ship should be armed with Hv.Phasers for the minesweeping capacity, and be
sure that your fuel tank are full, because you will not be able to sweep all of the webs,
and you will hit many. You also need supplies aboard to instantly repair the minehits you
get.
4.8 The Empire
The Empire usually gets 5 free fighters per turn and starbase , depending on your host
settings. They can Dark Sense the socks under your bed, and their ships mostly are medium
and heavy carriers. The empire has a hyper chip. The Super Star Destroyer can perform a
mission called "Imperial Assault", and so take planets by dropping ten clans, if
the ship has no damage.
ON YOUR SIDE
Friendly empire. The Empire knows a lot. For example where the Borg root around. In a
single turn the Empire detects more home worlds than others in a whole game. Get in trade
for this information. Although fighting with carriers, the Empire cannot produce the
fighters "manually", so there are 7 more star bases to build, until the
production has reached the level of a Gemini: 40 fighters per turn. Get in trade with
fighters. Also, when you ally, you could get a fine medium sized carrier for the Falcon,
like an SSC.
AS ENEMY
Unfriendly empire. A Super Star Carrier has 4 fighter bays, the Destroyer only 3 and the
Cruiser also 4. This says: even a Patriot can launch the fighters more rapidly. Slow
empire. And usually, imperial ships are not full of fighters. At any point by any time you
always have more fighters than the Empire. A Rush can take up to four Cruisers with 80
fighters each, getting no or little damage and using about 200 fighters. It is the Cruiser
broom. Reduce the fighters on the imperial ships, and add some more explosions. The SSD is
a dangerous ship, not because of its firepower, but because of its special ability: The
imperial assault. When it happened that an SSD came close to one of your bases, be sure to
have a ship ready to cause at least one point of damage. The Guardian with mark7 will do
so, and followed by a Patriot you will give those unfriendly assault troops the rest. Have
a close look at the mineral costs for a Gorbie. Until the Empire builds one you have built
two Rushes with that much fighters, that the Empire gets gray from envy. Gray Empire. The
Empire habitually knows everything, but habits can grow to a trouble, when you cannot
apply them any longer. So, the Empire Dark Sense is completely worthless against you, the
Rebel, and the Empire player must rethink his whole strategy, which, designed on knowledge
is not very effective against you. You have the fighters and you are invisible, so you
must not loose against the Empire! The starbases are the key.
4.9 The Robots
The robots always will lay the greatest minefield, and even if you could use the
freighters for the job, the Robots would laugh on your spots on the map. Just because the
value every mine unit is multiplied by four. They can build free fighters and have the
Bioscanner.
ON YOUR SIDE
What they need is what you have: Duranium. Who does not like it, the assurance to travel
safely through the biggest minefields on the map and the assurance to somehow have an
emergency exit, when your ships better run. You and the Robots in an alliance are like the
tiger and the bear, two fearceful warriors, you better avoid when your alone. Two powerful
tools, fighters and minefields, are one of the many usable keys to success.
AS ENEMY
The Robot is very crude. He needs a lot of time to develop, and a lot of Q-Tankers to arm
his ships with fighters. The Instrumentality is the first ship you meet (beneath the Cat's
Paw) and always the first remarkable carrier you fight. The Instrumentality has three
times the mass of the Patriot, one more fighter bay and two more beams. So, you need at
least three Patriots to destroy one Instrumentality. The Iron Lady always is inside your
fleet, when you tackle the Robot, and especially for the battle described above. The Lady
and two Patriots, that's an expensive fight. Only one Patriot, if you got those mark8
torps. You could also take a Guardian instead. Your primary weapon against the Robot
always is the Heavy Phaser, to keep the minefields off your skin. The mines. Get rid of
them. Best with the Colonies or many Iron Ladies. The Q-tankers, where the Robot fighters
come from, then the Golem, oh dear; with your Rush and one or two sacrificed Guardians
only. Killing a Robot is a slow and arduous way. Don't let the Robot come to you, you go
to him, so your area stays clear from mines.
4.10 The Rebels
For more information about this formidable race, read "The Rebel's Handbook"!
4.11 The Colonies
The Colonies get the free fighters like yourself, and they posses many special ships. The
very special is the Cobol class.
ON YOUR SIDE
Now, what can the Colonies do for you? Whenever a minefield crosses their way, they send
out their Starbucks and clean the map. You, especially when dismantling of Robots comes to
your mind, you should try to offer any- thing the Colonies lack of, to get a Colony
carrier inside your fleet. The Cobol is the best exchange for a Falcon (beneath the
Cloaker and Loki), and you should even give two or three, which does not make any sense,
just reduces cloning time for the Colonies. The Cobol will pull the Rush as wide as you
can see, and never runs out of fuel.
AS ENEMY
Fighting the Colonies somehow is, like fighting yourself. Colonial ships are very similar
to your own ones and now that you know what a Patriot is, you know how to resolve a
combat. Use your own Patriots and the Cygnus with Mark7 and 8 photons. The Virgo Class has
5 beams more than a Rush but two less bays, which almost are more important. The Colonies
tend to mount low level drives onto the Virgo to tow this reinforced rock wherever
they want, using the Cobol. This is the ship you somehow should smooth out, so these
fighter carrying rocks run aground, and you have the time to care for them. The Colonies
will also never run out of fighters, when your fleets do not include the Iron Lady (many).
So, like fighting any other race, by switching off the advantage, you must look for the
Colonial special ships and capture or destroy them. Further, the Colony player builds
exactly the same outposts like you do. Track the Cobols you spot in open space, to know
from which directions the Colonies could attack. The Colonies are the strongest race of
all, if they have enough time to develop. They carry and move whatever they want and
operate inside your own house without the need of fuel. Their ships are completely
"planet- independent" and when you must spend the minerals for a refinery, they
build a Virgo instead.
So, why don't you play the Colonies? I tell you why: YOU ARE A REBEL !
SUMMARY
There is always a big discussion about what is better: torps or fighters. When you play
the Rebels, fighters are the sugar on your cake. Produce them in a huge mass to arm your
cheap and effective ships. You cannot survive, if your fighter production gets interrupted
or your economy in general does not work. Resources gone, ships gone, Rebel gone. Very
easy conclusion. This not only is valid for you, but also for the other races. Without a
good network of cargoes, nobody can stand war over the long period, and usually not the
one with the biggest and most threatening ships comes to success, but the one who
continuously can keep his empire producing and expanding, the one who knows when to fight
and when to retreat and the one who develops the best ideas will be the winner.
CHAPTER 5 Tables / Equations
5.1 Advantages
Hyperjump: |
Xreentry = Xpos + round (cos ( |
5/2pi - |
2pi / 360 * HEADING) |
*350 |
|
|
Yreentry = Ypos + round (sin ( |
5/2pi - |
2pi / 360 * HEADING |
*350 |
|
|
|
|
|
^^^^ |
Hypotenuse |
|
|
|
^^^^^^^^^^^^^^^^^^ |
to get a RAD value |
|
|
^^^^^ |
to make it anti-clockwise |
(For the mathematicians: this is the trigonometric way. This is the formula used in
"Hyperspace Navigator". It calculates the jump not by using additional
coordinates, but by accepting a simple heading. To get a gravity field add / subtract the
requested value to / from the hypotenuse)
A mini Hyperspace utility in Pascal:
program hyperjump;
uses crt;
var Xpos,Xreentry,Ypos,Yreentry,Heading:integer;
begin clrscr;
write('Current X-Locatrion:');
readln (Xin); write('Current Y-Locatrion:');
readln (Yin); write('Heading:');
readln (Heading);
Xreentry = Xpos + round (cos( 5/2pi - 2pi / 360 * HEADING ) * 350);
Yreentry = Ypos + round (sin ( 5/2pi - 2pi / 360 * HEADING ) * 350);
writeln('You reenter at :' + Xreeentry +' / ' + Yreentry)
end.
RGA: ColonistsHappines: = ColonistsHappines - 50
NativeHappiness: =
NativeHappiness + 30
Remaining: = OnSurface
- OnSurface/100 * n
[ n(Credits)=30,
n(Supplies)=40, n(Defense)=20,n(Mines)=60, n(Factories)=30, n(Colonists)=20 ]
MaxCol on Temp <15 : 9000000
MaxCol on Temp >84 : 6000
FreeFighterCost : 2 Tri + 3 Mol + 5 Sup
5.2 Shiplist
Rebel Ships |
Tc |
Bm |
T/F |
En |
$ |
Dur |
Tri |
Mol |
Mass |
Carg |
Fuel |
Crew |
Small Deep Space Freighter |
1 |
0 |
0/0 |
1 |
10 |
2 |
2 |
3 |
30 |
70 |
200 |
2 |
Taurus Class Scout |
1 |
2 |
0/0 |
2 |
50 |
20 |
40 |
5 |
95 |
140 |
590 |
180 |
Cygnus Class Destroyer |
1 |
4 |
4/0 |
1 |
70 |
25 |
50 |
7 |
90 |
50 |
130 |
190 |
Falcon Class Escort |
2 |
2 |
0/0 |
1 |
50 |
5 |
5 |
12 |
30 |
120 |
150 |
27 |
Neutronic Fuel Carrier |
3 |
0 |
0/0 |
2 |
20 |
10 |
2 |
20 |
10 |
2 |
900 |
2 |
Medium Deep Space Freighter |
3 |
0 |
0/0 |
1 |
65 |
4 |
4 |
6 |
60 |
200 |
250 |
6 |
Deep Space Scout |
3 |
4 |
0/0 |
1 |
190 |
1 |
1 |
29 |
30 |
200 |
450 |
10 |
Guardian Class Destroyer |
4 |
3 |
6/0 |
1 |
180 |
10 |
60 |
11 |
80 |
20 |
120 |
275 |
Armored Transport |
4 |
1 |
0/0 |
2 |
35 |
14 |
14 |
16 |
68 |
200 |
250 |
126 |
Sage Class Frigate |
5 |
4 |
2/0 |
2 |
170 |
12 |
63 |
27 |
100 |
50 |
150 |
79 |
Sagittarius Class Transport |
5 |
2 |
0/1 |
2 |
75 |
14 |
12 |
38 |
99 |
300 |
450 |
226 |
Large Deep Space Freighter |
6 |
0 |
0/0 |
2 |
160 |
85 |
7 |
8 |
130 |
1200 |
600 |
102 |
Tranquility Class Cruiser |
6 |
4 |
2/0 |
2 |
140 |
42 |
71 |
43 |
160 |
380 |
460 |
330 |
Patriot Class Light Carrier |
6 |
2 |
0/6 |
1 |
90 |
5 |
45 |
35 |
90 |
30 |
140 |
172 |
Gemini Class Transport |
6 |
4 |
0/1 |
2 |
145 |
14 |
42 |
48 |
140 |
400 |
350 |
326 |
Iron Lady Class Frigate |
9 |
8 |
2/0 |
2 |
290 |
22 |
23 |
47 |
150 |
60 |
210 |
99 |
Neutronic Refinery Ship |
9 |
6 |
0/0 |
10 |
970 |
125 |
150 |
527 |
712 |
1050 |
800 |
190 |
Super Transport Freighter |
10 |
0 |
0/0 |
4 |
220 |
125 |
13 |
18 |
160 |
2600 |
1200 |
202 |
Rush Class Heavy Carrier |
10 |
5 |
0/10 |
6 |
987 |
242 |
171 |
242 |
645 |
390 |
1550 |
1858 |
Merlin Class Alchemy Ship |
10 |
8 |
0/0 |
10 |
840 |
625 |
250 |
134 |
920 |
2700 |
450 |
120 |
MaxBuiltFightersPerTurn =
Patriot : 3 (9t/6m/15s)
Sagittarius : 30 (90t/60t/150s)
Gemini : 40 (120t/80m/200s)
Rush : 39 (117t/78m/ 195s)
5.3 Planets
Max. defense posts 50 + sqrt(clans - 50)
Max. factories 100 + sqrt(clans - 100)
Max. mines 200 + sqrt(clans - 200)
Below these numbers of clans, the ratio is 1 structure/clan.
Credits
WHAT YOU SHOULD DO:
is reading "Dreadlord's Battle Manual" (Internet sites)
is reading useful comments about any race (Internet sites)
is getting a battle simulator (Internet sites) is getting a file with game formulas
(Internet sites)
is avoiding everybody who wants to kill your fun
VGA-Planets:
Science fiction PBEM graphical strategy game
Author : Tim Wisseman e-mail : [email protected]
Thanks to:
Tim - Fun
Bane, Robobob - Game knowledge
All others - Ideas
Pythagoras - Brain
Resources:
Usenet
"The H-Files"
"The Firm"
Various other docs
IRC
The Rebel's Handbook:
Ok, an old analogy says: Never write something, if you don't want to place your name
under it.
Pavlos Chatzis
albatross
[email protected]
July 31st 1998
Internet sites:
Tim's own page : www.wilmington.net/vgaplanets and www.vgaplanets.com
VGAP-Newsgoup : alt.games.vga-planets
Galactic Traveller : www.jacobean.demon.co.uk/vgaplanets/start.html
This file : http://www.albasoft.de/vgap/rebel.html
Last word: Imagine to have a dream and 50000 pay to share it
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