The
main purpose of these notes is to provide an Intelligence Dossier
on the various species to help first time players make good
initial decisions and investments. If you are the kind of
person who would prefer to find these things out for yourself,
then read no further.
Species are fundamentally different so that what works in one
circumstance won't work in another. Even species with similar
biologies, such as Humanity and The Combine, have very different
emphases in their technological development which lead to divergent
strengths and weaknesses.
When starting a new Space Empire, expand your population base
with new colonies, the more the better. Try escorting your colony
ships with 1 or 2 DDs unless the destination system is already
garrisoned. There are two reasons for this; colony ships are
expensive (especially at the beginning when RPs are at a premium)
and you never know when a less cautious opponent's unescorted
colony ship might stumble into your starship. Leave 1 or 2 DDs
as a picket in every system you visit (whether you start a colony
there or not). This will deter enemy colonists from homesteading
in your neck of the woods.
There are only two ways to evict aliens from their colonies.
Bombard them to oblivion or hit them with a Space Marine invasion.
It takes quite a while to acquire the military hardware for
an effective bombardment. Marine invasions can be put together
earlier but as your attacks are restricted to planets your species
can colonize, this may not be an option.
You'll need to know about the battle system; firstly to help
you with ship design and secondly to help with tactical combat
decisions. Species strengths and weaknesses are under individual
race details, click the images. ( I
=Industry, R=Research and Development, D=Defense, S= Shipyards,
M=Marine Training Centers, C=Colonist Training Centers.)
You'll find ship design hints in the ships section of this site.
Tactical combat is generic, each race has a 'Base Rate of Fire'
(BROF), typically between 20 and 85. This number gives the percentage
chance that a given weapon will fire in a particular combat
round. It can be increased by researching certain Military Improvements
(permanent) and by out-guessing your opponent in the battle
system (temporary). It can be increased to more than 100%. For
example, a value of 120% means one auto shot plus a 20% chance
of a bonus shot. There is no upper limit.
When evaluating opponent's weapon systems, don't forget to take
into account their ROF. Information Reports will tell you the
BROF for known races.
The Combat Advisor is a useful summary of capabilities and you
should consult this before making formation decisions. Decide
your next round range to maximize your firepower, unless you
know for a fact that your opponent is very weak at a particular
range. What determines the range for the next round is a combination
of the range choices made by the antagonists and the performance
(propulsion) ratings of their fleets. Since all ships are considered
equally when evaluating the average performance of a fleet,
having plenty of fast DDs will make a big difference in ensuring
the next round range is to your liking. Fast DDs will also aid
evasion from nasty battle situations.
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ends.