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Species - Lsls
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The Lsls are an ancient intelligence now completely dependent upon prosthetics and robotics. Economic efficiency is the keynote of their society. They do their best to stay neutral but have the weaponry to make tough opponents when crossed. R&D is slow.

Strengths and Weaknesses
Lsls prefer methane atmosphere worlds with a temperate climate and standard gravity. They are reasonably tolerant of slight variations. They face competition from Polyphim, Trogarchs, Klaa'Keen, Arimechs and, of course, The Hive for prime living space.
R&D Facility costs are high, others low to moderate. Industrial output is very good, R&D output is average until Colony Improvements from Eras 3 and 7 click in.

Click the Lsls for a closeup.
Hull Types are numerous and offer the choice between weapons or shield orientation.
Shields are good, particularly for larger vessels.
Propulsion ar average but become more powerful in the later Eras. An improvement from Era 6 helps.
Astro-Navigation is good.
ECM systems are very flexible and improve dramatically in the later Eras.
Offensive Projectiles are good, especially for larger vessels.
Defensive Projectiles are good, and can improve in Era 6.
Beam Weapons are average.
Military Improvements are not too numerous; rate of fire, Propulsion, Planet Attack, Evasion and Interception can all be upgraded.
Colony Improvements are more extensive and are particularly directed towards R&D output and Facility Build Cost.
SP costs for Era jumps average.
Lsls take a neutral diplomatic stance which makes them receptive to alliances as well as neutrality watch. Their high trade rating makes diplomatic relationships very rewarding.
Base Rate of Fire is 55. Above average.

Default Production Queue
The first couple of times you play the Lsls, I recommend you configure the default production queue as follows, especially in the early game.
I1 / R1 / D1 / I2 / R2 / D2 / S1 / I3 / R3 / D3 / I4 / R4 / S2 / M / C / S3 / D4 / S4