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Facility
costs are cheap, especialy R&D facilities, and output good. |
|
Hull
Types are plentiful with a good balance between weapon mounts
and shields. |
|
Shields
are good and get better in Era 3. |
|
Propulsion
systems are excellent for smaller vessels. An Era 3 Military
Improvement helps. |
|
Astro-Navigation
is excellent. Hyper-Jump ratings are particularly high. |
|
ECM
is adequate. Improvements from Eras 3 and 9 make a difference.
|
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Offensive
Projectiles are varied and reasonably good. Military Improvements
will make them competitive. DD weapons are few. |
|
Defensive
Projectiles are robust and benefit from Military Improvements
in Eras 2 and 5. |
|
Beam
Weapons are are limited to Particle Beams which are only valuable
at long range. |
|
Improvements
are numerous; rate of fire, interception, penetration, propulsion,
deflection, evasion and ECM can be improved. |
|
Colony
Improvements are limited but fairly useful. |
|
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 7 onwards. |
|
Polyphim
take a peaceful diplomatic stance (except with the Arimechs!)
which makes them receptive to unity pacts (very desirable!)
and alliances as well as neutrality watch. Their good trade
rating can make diplomatic relationships rewarding. |
|
Base
Rate of Fire is 35. Below average.
|