|
Facility
costs are very cheap, and output good. |
|
Hull
Types are adequate, and flexible. |
|
Shields
are good, especially for larger vessels. They don't get any
better. |
|
Propulsion
systems are plentiful and above average. Military Improvements
are available (Eras 4 and 9). |
|
Astro-Navigation
is excellent. |
|
ECM
is good, flexible and gets better in Era 4. |
|
Offensive
Projectiles are extensive, good and upgradable. |
|
Defensive
Projectiles are excellent, cheap and upgradable. |
|
Beam
Weapons are adequate with some upgrades. |
|
Military
Improvements are numerous; rate of fire, interception, penetration,
propulsion, deflection, evasion, ECM and Planet Attack can
be improved. |
|
Colony
Improvements are limited but mostly useful. |
|
SP
costs for Era jumps are high in later Eras. |
|
Arimechs
take a neutral diplomatic stance which makes them receptive
to alliances as well as neutrality
watch. Their excellent trade rating makes diplomatic relationships
very rewarding. |
|
Base
Rate of Fire is 40. A bit below average. |