Try to buy carriers, e.g. from the Empire. In your hands, you get 3
more bays on it via the Fed-Combat-Bonus!
There are many rumors about the Fed combat bonuses. Here they are:
- 3 bays more on Carriers
- each ship has 50 kT more (virtual) hull mass (in combat, not
in movement)
- after each battle, surviving ships can still fire all weapons
- after each battle, surviving ships get 25% more shields
(e.g. if you end with 10% shields you will have 35%; if you end up with
20% damage, you will have 20% damage AND 25% shields)
Considering this, you should always try to build big ships instead of many small ones, because some valuable combat advantages only work if you survive the first battles in a turn. It is easier for you to build big ships than for others because you firstly only have to build the hull with tech1 equipment. Refit it later. This also helps a lot once the 500 ship limit is reached. Just put a good hull with bad parts into the queue and refit it once it has been built. In the meantime you will have time to gather the material. Tip: you can refit and clone in the same turn! Even the same ship. But the NEW weaponery will be cloned, so it will be more expensive than VPA prospects!
With the Loki/Constitution decloaker, you have a nasty cloaker killing race. Privateers, go home! You don't have to fight with Lokis, just tow them by your big ships or place them NEAR to a planet - they decloak 10 ly radius. But beware of the Lizards, their ships are not affected. This is obsolete only with the PHost AlternativeAnticloak feature.
PList2: The Nova cloaks!!! Puh. In Plist 2.3, it doesn't any more, but
is even stronger. There, a new cloaking Defiant Heavy Destroyer is introduced.
I do not see too much sense in Rigels (Thors). Better build multi-purpose
ships.
Use the Hiss-mission! Exactly calculate (VPA helps) on which planet
how many of your hisssers (Serpents/Lumberjacks are great for that!) could
work out the best results. Especially on planets with many cols and many
natives, which have but a bad government, each hissing ship allows to increase
taxes for about 5%! This makes the Lizards one of the richest races.
Offer GAs to your friends. Use Madonnzilas against Fighter Races, esp.
the Empire. Perhaps they are stronger than T-Rexes. T-Rexes: only with
Mark8. With their 10 beams, the are good minesweepers, too. But they lose
against every other battleship.
You will have enough money for fighters some day. But on pure
fighting skill other races do better.
The Reptiles aren't worth too much, but they can scout and surprisingly
tow out enemy ships.
Prepare yourself thoroughly. Hit several targets at once! Surprise is the key! For you haven't got the strongest medium ships, don't let them find out where your home is. If your starting smallie can't reach other planets by the end of each turn, recycle it. Or, if you haven't got reachable planets for your Warp9-Large Freighter (anymore), let it tow a cloaked warship, and wait for robbers.. (in many hosts, cloaked ships with a primary enemy set decloak for fighting).
The Resolute is a neat ship, equip it with at least Mark4. For heavier
enemy ships like Super Carrier, Ill Winds, Madonzillas and Starbases use
Dark Wings.
Compared to their cost, Dark Wing ships are the most effective vessels
in the universe. Eight Tubes! They shoot the hell out of nearly everything.
Cloaking! Many races can't even build non-cloaking ships with so many tubes.
Build them with Warp9, you only need two. And don't lose them, YOU decide
when they fight.
Already early in the game, you can hurt an enemy with half a dozen small
cloakers in the orbit of his homebase. Set a few to Super Spy and the one
with the lowest ID will hopefully change the planet's friendly code (fc)
to it's own. Other ships (with large cargo room) can be set to "gather
molly", for instance, while moving away a few light years, and voila, he
won't be able to build anything without any Mol left on the planet. Drop
the ore in space and cloak in again... The problem is: if the base-order
is surrender, your non-cloaking ships will surrender before they can gather.
Of course, you can set the base-fc to "bum" and you'll get his money
beamed up to your ships. Or (PHost) beam up clans, and next turn do a ground
attack with them! You can even change the FC of minefields, but setting
the universal minefield-FC of "mf." (only PHost) will cause all ships in
orbit to decloak!
Deth Specula is too light, with too few cargo; Victorious is cheap, but most other races get better ships. Saber and Nefarious are garbage without glory device. The Ill Wind is an impressive ship, with high tech beams it is a good minesweeper. As are the other fascist ships with plenty of beams. But most of them don't fight too good. You'll have to work with pillaging and ground attacks - and you will get really well.
Pillage gives you MCs and SUPs in the folowing amount (PHost):
((COL+NAT) / 10000) (COL and NAT population before reduction)
Some sources say, pillaging fills up your ship (in addition to the
pillaging effect) with MCs and Sups already present on the planet until
the ship is full and will even sell supllies for MCs. I am not too sure
about that.
Pillaging only really benefits in the earlier stage of a game. Later,
the Fascist player with a decent econmy doesn't need the money any more,
and most enemy bases are filled up with colonists, which makes taking over
bases a long-time struggle. Pillaging does NOT decrease Defense, DPs only
go down indirectly due to less colonists.
Earlier on, pillaging together with GAs is horrifying for your enemies,
you might even have worthless natives yourself to pillage, e.g. on bad
temperate planets or anarchic. Put 1 Clan on your planet, pillage, put
down another one etc. Build some glory ships to fight other cloakers and
to take the initiative of attacking battle ships. Also, you can kill all
Amorphs on your planet and get a bunch of MC with them. (But if you ask
me, losing any ship hurts.)
The glory ships aren't cheap and are most effectively used in offense. There, besides the mine-hit damage for your opponents, you decrease cols and natives to 60% (!) and buildings to 75%.
In a real PList game with GA 15, fascists are really strong. You have
very specialized ships, each being useful. BRels are cheap, Qaibes are
as well and serve as good ground attackers (you don't need to have cloakers
because planets can't attack your ships). You have reasonably priced big
ships and a really cheap medium carrier. Get the money for fighters from
pillaging your foes or fighters directly from a fighter-race friend. The
Vor'Cha is deadly when you use it for towing apart enemy fleets or prize
ships. The Wo'Qua doesn't cloak, but needs only 4 engines and is very strong.
Build Warp9-MBRs (they don't have to have good weapons at start, i.e.
Mark2, Lasers...), tow Large Freighters with them and have the largest
empire...
Don't fight. Steal. Read the "VGA-Hints".
Playing Privateers and against them is REALLY complicated. Play them
if you are a skilled player with much time. Playing them against less experienced
players is boring, though, for they have NO chance. But if you like beating
weaker people... I wouldn't.
There are many hints for Privs in the net and I won't try to invent
the wheel again here.
There are only a few useful ships. The B200-Probe, the Firecloud and the Cubes. First, build some freighters and Fireclouds, but mainly Probes. Start with Probes. Do you know the chessboard-effect? Because you multiply by two each turn, every turn you arrive earlier, you win much more. Load 11 cols and 4 supplies, jump to distant planets _unseen!_, drop one col on those without natives, one col plus one supply on those with natives. Jump again unseen to the next, with "gather fuel" you don't even have to wait one turn. When your cols are dropped, come back to refill the probe on one of the new planets. If you encounter a really good planet, send additional probes and drop more cols and supplies to enhance development.
Tax your cols at about 11%. Just don't let them drop under happiness
40%. If you have some near-by planets with many cols, build large amounts
of factories and buy a Merlin (or more). Have some freighters bringing
in supplies and make ores for your cubes.
Build several Fireclouds for chunneling and logistics. Don't build
B222, B41, Watcher, ISCB. O.K., B41 might be good for defending planets
against (Rebel) Probes, Iron Slaves might be good for transporting fighters
from bases to cubes. But I can't see any use for Watchers or B222.
With a cute logistic, you are one of the wealthy races. Probes for MC-transports,
chunneler for ore-transports throughout the galaxy. Though you could build
Merlins even without Bovinoids because of the many factories you can build,
you might leave them because with fine logistics you will have the ores
anywhere you want and can use supplies for MC (tech 10 Cubes everywhere,
plethora of torps).
Your capital are the fighters from your starbases (the host should grant
you 10 per month, don't play the Empire with much less). You can't have
enough fighters so you won't ever have too many bases!
The only way to stop fighter building is keeping all ore (e.g. molly)
on a ship. Otherwise, you might not have enough ore for a big new ship
because the automatic fighter building took 30 Tri and 20 Mol away. Imperial
Assault ships (SSDs or Draklors) are your goodies. They mustn't have any
damage to work. Planets cannot attack them. Arriving at any planet and
beaming down at least 10 clans, they will take over the planet - and it's
starbase! "Normal" ground attack (Liz..) is useless, for it comes before
the IA!
The EE is not too easy to play. A little slow, a roller. In PList, it
is even stronger. Here, 8 fighters/trn might be enough. In normal games,
only play it with at least 10 fighters a turn.
PList 2: you will need time to build your first
carrier. Build countless SIRIUSes (and bases to build them) and hyp around
everywhere. People tend to be careful with you because of the RGA threat.
You can build the mightiest economic power in the game with your hyps.
Send clans away, bring back resources. Build SBs far off soon. Look for
Tri planets. Kill your victims with Borallusses, Moncalamaris and simultaneous
RGAs. Better use Lumberjacks for RGAs than possibly losing Falcons to your
enemy. Travel with your carrier to your enemy, then spread them out explosively.
I cannot see too much use in the Falcon tube. Build them
to sell them, but leave the tubes away in your own ones. Reason: if you
send them out (for RGA), your victim might take them over. Of course YOU
do not attack with them, just RGA.
Do not build too many Gallofrees, they do not fight well
and are less useful than Sagittariuses. But the latter are expensive...
The Collies are a real killing race! Early, the Patriots will take
out everything else, later on those (too) bloody cheap Virgos will raze
your enemy's estates. They can't even be stopped by mine fields. Comparable
is only the Rush or maybe the Golem; Gorbies and Cubes are far more expensive
and hardly do better.
Read the Patriot section for the Rebels. Don't build good beams; Blasters
are enough. Only if encountering the Crystals, you have to have sweeping
beams. Your carriers will easily sweep the other minefields.
Use Little Joes only against non-fighter-race's carriers and bases.
If the Cobol has that fuel-RAMScoop and Bioscanners, go for it!
In addition, the Collies have advanced refineries an large fuel tanks.
If you ask me, the Collies race is just too strong and should only
be played by the weaker players in a round.
(to be continued - still under construction)
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