|
Facility
costs are high, though somewhat reduced by Era 5 and 9 Colony
Improvements. |
|
Hull Types are restricted and Shields few. Weapon mounts are
plentiful |
|
All
Shields are strong and improved by Era 2 and 4 Military Improvements. |
|
Propulsion
systems are excellent, and two helpful Military Improvements
are available (Eras 2 and 8). |
|
Astro-Navigation
is weak in early Eras but soon improves. |
|
ECM
systems are average. |
|
Offensive
Projectiles are excellent, inexpensive and have the added
bonus of compatibility across most Hull sizes. Era 10 has
an excellent Military Improvement. |
|
Defensive
Projectiles are good, and made beeter by Era 3 and 10 Military
Improvements. |
|
DD
Beam Weapons are about the best in the game. Larger Beam Weapons
are particulary powerful at Close Range. Valuable Military
Improvements become available in Eras 4 and 8. |
|
Military
Improvements are many; rate of fire, evasion, interception,
penetration, propulsion, deflection and planet attack can
be improved. |
|
Colony
Improvements are extensive. The decreases in Industry and
R&D facility costs make a big difference. |
|
SP
costs for Era jumps are low for Eras 1 through 5. They become
more expensive for the later eras. |
|
Warlike
nature may restrict diplomatic opportunities in multiplayer
games. |
|
Poor
trade capability means alliances will prove more beneficial
to your ally. |
|
Base
Rate of Fire is 80. Excellent. |