|
Hull
Types are plentiful with a good balance between weapon mounts
and shields. |
|
Shields
are good and get better in Era 6. |
|
Propulsion
systems are excellent for all vessels. |
|
Astro-Navigation
is excellent. Crypholites enjoy the best hyper-jump values
in the galaxy. |
|
ECM
is okay. It gets a little better in Era 6. |
|
Offensive
Projectiles are reasonably good. There are some Military Improvements
late in the game. (Era 8). |
|
Defensive
Projectiles are adequate. |
|
Beam
Weapons are limited to Disruptor Beams. These beams have excellent
close range and planet attack capabilities. |
|
Military
Improvements are modest; rate of fire, interception, penetration,
deflection, evasion, planet attack and ECM can be improved. |
|
Colony
Improvements are limited but fairly useful, particularly for
R&D. |
|
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. |
|
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. |
|
Base
Rate of Fire is 35. Below average. |