PLIST tips

Some fundamental tips for PLIST 3.2, based on the corresponding PLIST 3.2 pconfig.src.

 

General

Engines


Beams


Tubes


Race Modification
- Combat Settings

Race modifications provides races with distinct advantages or disadvantages in the different aspects of combat (beams, torpedos, fighters, crew kill, and shield defense). The PLIST 3.1 modifications are chosen quite moderate (+/- 10%), but can be become important in special situations. Therefore, be aware about these race-specific modifications and read details at combat setting modification.


Experience

 

The beginning

In PLIST it is tougher, but important nonetheless, to ship colonists away from the home world to good (money) planets. Unfortunately big freighters need a lot of engines. A Hansa with Improbs still costs 1700 MC! That is with 15000 MC starting capital you won't build a lot of them. Still you need the capacity of about 4 to 6 Hansas (= 6000 to 9000 KT) in order to colonize successfully.

The Foundation Freighter is nice, but has a relatively small cargo room. So its better to build Talarians, Hansas and Ferengies. A resource saving trick is to move a Hansa or Ferengi hull with a two engine tow ship (Foundation, Dead Parrot, Constitution, B-Rel, C7 Qapla, Buccaneer ...) with Improbs/Bistromatics. To do this you shall quickly build a second star base next to your home base to build freighter hulls. In PLIST the Rebels have a Corellian freighter that can hyper jump.

Keep your budget tight in the beginning. Only increase the tube and beam tech if you can exactly predict when enough money will come to the home world!

For defensive measures almost every race can build a cheap fighter ship (no good engines are needed). This can help against the glorious Empire tactic of sending a Draklor (=SSD in the original list, Imperial Assault capable) early in the direction of another homeworld. To stop it from doing harm it just needs to be damaged.

Merlins are light weight and can move on their own with Enerpsi drives. Build at least two Merlins during the building phase, as PLIST ships are very expensive in minerals and up to 50 percent of the needed minerals must be converted from supplies!

You usually don't need to build a Miraculix (Neutronic Refinery) in the beginning.

Do build your top ships as a flag ship plus starbase will destroy almost all attacking flag ships.

Logistics are essential. You need to plan your freighter routes far in advance. Maybe skip ship building for a turn. Two mediocre ships are mostly not worth as much as a top of the bill battle ship. In extra rich universes a good player that isn't disturbed usually builds 12 well outfitted Mon Calamaries!

 

Race specific PLIST tips

(apart from the usual Phost/Thost strategies)

Feds


Gorn/Lizards


Romulan/Birds


Klingon


Orion/Privateers


Borg


Tholian


The Empire


Cylon


Rebels


Colonial

Borg and Galactic Empire have to be attacked from the beginning. If they get too big then it becomes very hard for a single race to stop them. Simulate how many top of the bill Mon Calamaries are needed to stop a Death Star!

The Fed should also not be allowed to live in peace. You need to force him to refit battle ships still in the building phase.

Don't forget to simulate battles beforehand. A ship going BOOOM because of lack of munition hurts even more in PLIST 3.2!

Degi and Heiko

 

Translation by Maurits van Rees. New tips added by Degi.