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Hull
Types are plentiful with a good balance between weapon mounts
and shields. |
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Shields
are good and get better in Era 6. |
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Propulsion
systems are excellent for all vessels. |
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Astro-Navigation
is excellent. Crypholites enjoy the best hyper-jump values
in the galaxy. |
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ECM
is okay. It gets a little better in Era 6. |
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Offensive
Projectiles are reasonably good. There are some Military Improvements
late in the game. (Era 8). |
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Defensive
Projectiles are adequate. |
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Beam
Weapons are limited to Disruptor Beams. These beams have excellent
close range and planet attack capabilities. |
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Military
Improvements are modest; rate of fire, interception, penetration,
deflection, evasion, planet attack and ECM can be improved. |
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Colony
Improvements are limited but fairly useful, particularly for
R&D. |
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SP
costs for Era jumps are low for early Eras, much more expensive
later on. R&D is fast for early era techs but really slows
down from Era 6 onwards. Make sure you research those Colony
Improvements which upgrade R&D just as soon as you can. |
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Crypholites
take a peaceful diplomatic stance which makes them receptive
to unity pacts (very desirable!) and alliances as well as
neutrality. Their ordinary trade rating can make diplomatic
relationships rewarding. |
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Base
Rate of Fire is 35. Below average. |