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3. Friendly Codes Sub-Menu   9. Ion Storm Sub-Menu   11E. The Lizard Alliance    
4. Planet Information Sub-Menu   10. Misc. Information Sub-Menu   11F. The Empire of the Birds    
5. Starbase Information Sub-Menu   11. Strategy and Strategy Guides   11G. The Fascist Empire    
6. Ship Information Sub-Menu   12. Add-on Information   11H. The Privateer Bands  
  11I. The Cyborg  
  11J. The Crystal Confederation  
THE EMPIRE OF THE BIRDS (RACE3) STRATEGY GUIDE(S):  
 
  A Bird in the Hand Is Worth…   
  By Conrad Lesnewski   
  clesnew@tribeca.ios.com  
  In this, the third installment of "The Races of VGAP," we'll examine those masters of cloaking, The Birdmen. If you're   
  hoping to find playing tips that will turn the Birds into a powerhouse race capable of running roughshod over your   
  opponents, I'm afraid you're going to be disappointed. The Birdmen, in my humble opinion, have a firm hold on the title,   
  Weakest Race in VGAP. That's not to say that you can't have fun with the Birds and perhaps even annihilate an opponent or   
  two with them. However, in a contest of competent rulers for ultimate control of the Echo Cluster, the Birdman leader will   
  usually find that he's playing at a disadvantage throughout the game.   
  The problem with the Birds, is that they have neither the military power of the fighter races nor the economic power of the   
  other torpedo races. In addition, their primary native advantage, stealth through cloaking, is now easily defeated by a number   
  of methods (e.g., Lokis, Glory Devices, Ion Storms, and Web Mines). Once their cloaking is negated, their other race   
  specialty, Superspying, goes with it. This leaves the Birds as a torp race with no significant special advantages to offset the   
  inherent weakness of their fleet as a whole.   
  While the Birds have a great number of cloakers, most are not very combat worthy. A Lizard Cruiser or Fed Nebula, for   
  example, can handle the bulk of the Bird cloakers, up to and including the Resolute. The Swiftheart is an effective long-range   
  scout but its tiny cargo capacity limits its effectiveness as a colonizer. The White Falcon is used mainly as a cloaking fuel   
  carrier. The Fearless can be used to capture freighters and non-Borg planets as well as serve as a cloaking Medium Deep Space   
  Freighter, but it will get toasted by most mid-level ships if it engages them. The Redwind is fairly useless to the Birds but   
  may have some value as a trading ship to the Colonies and/or Feds. The Brightheart is also usually not worth building unless   
  the RacePlus add-on is being used and even then, the Egg mission is among the weakest of the RacePlus abilities.   
  This leaves the Deth Specula and Resolute to serve as the mid-level combat ships of the Birds. The Deth Specula packs a nice   
  punch against planets and mid-level ships but don't expect to recloak it after combat. Its light weight means it will usually   
  take some significant damage in the battle. The Deth Specula also suffers from limited fuel and cargo capacities so it's usually   
  only good for a couple of strikes before needing to be resupplied by a supporting cloaker (e.g., a White Falcon or Fearless).   
  Given the choice (i.e., a base with tech level 7 hulls), the Resolute is a better choice than the Deth Specula.   
  The Resolute costs just slightly more than the Deth Specula in terms of cash and minerals, but gets rid of the Deth Specula's   
  limitations. With the largest fuel capacity in the Bird's cloaking fleet, ample cargo room, and the ability to remained cloaked   
  without burning fuel, the Resolute is a well-rounded ship that can handle a variety of roles in the Bird empire. It can fight   
  planets and mid-level ships, resupply and refuel other ships, colonize, lay large mine fields in enemy territory, take a mine hit   
  itself, stay cloaked in Ion Storms, and spy. The Resolute is also desired by every other race, so if you're willing to trade one,   
  they usually command a premium price. About the only thing it can't do is handle large ships and/or bases. For that you   
  need the ultimate cloaker, The Darkwing.   
  While the Darkwing is the ultimate in cloaking technology, it has one major flaw which keeps it from reaching its full   
  potential. It, along with the Victorious, has the smallest fuel tank of any heavy warship. This seriously hampers the   
  Darkwing's ability to launch surprise attacks deep in enemy territory. While the Darkwing no longer burns fuel to cloak   
  (previously, cloaking a Darkwing was the equivalent to sitting one in a web field), it still burns enough fuel while moving to   
  limit its range to 4-5 turns before needing to be refueled. Against an inexperienced opponent, this may be enough to strike at   
  the heart of his territory, but a competent player will usually have the borders of his territory extending 5 or more turns   
  from his homeworld. This means that either the Darkwings have to strike outlying planets in the hopes of refueling, thereby   
  warning the prey of Bird presence, or a large support fleet (White Falcons or Resolutes) has to accompany the strike force to   
  refuel the Darkwings in transit. If the strike force fails in its mission, the support fleet is often also sacrificed because it   
  doesn't have enough fuel left (having fed the Darkwings) to successfully retreat from the area. Not only do fuel logistics hurt   
  the Birds stealth potential, but often they find that their "stealthy" mission, Superspy, also works against them by revealing   
  their presence to a potential target race.   
  The Superspy mission comes in two parts, one that gives detailed information about an enemy planet and one that attempts   
  to change the planet's friendly code. The difficulty for the Birds lies with the second part, namely, that there is no way to   
  turn it off. Each Superspying ship over a planet has a 20% chance of changing the planet's friendly code to match that of the   
  ship. Unfortunately, if the change is successful, it generates a message to the enemy announcing the Bird's arrival in the area.   
  To make matters worse, if the planet has 10 or more defense posts there is a subsequent 20% chance that an ion burst will   
  occur and all ships orbiting the planet will decloak. This means that a ship set to Superspy has a 4% chance of decloaking   
  every time it passes over an enemy planet with more than 10 defenses. This is in addition to the normal cloak fail rate set in   
  the Hconfig (default = 1%). Since most experienced players will have at least 20 defenses on the bulk of their planets, to avoid   
  sensor sweep/bioscanning as well as adding a point to their ground defense ratio, this gives the Birds an almost 5% cloak fail   
  rate when planet hopping with a mission of Superspy. The result is that while a Lizard Cruiser sneaking in for a cloaked   
  ground attack has a 1% chance of decloaking and alerting the enemy prematurely, a Superspying ship is twenty times more   
  likely to alert the enemy and five times more likely to decloak. This is hardly conducive to a "stealthy" race. A special   
  friendly code (e.g., nfc) that would prevent the ship from attempting to change the friendly code of the planet below would   
  go a long way to restoring the Bird's sneakiness.   
  The other reason for a "No Friendly Change" code is that there really aren't that many situations in which the Birds actually   
  want to change an enemy's friendly code. The most popular changes to make are "bum" -- to have the enemy planet beam up   
  it's cash to the Birds as well as any other foreign ship in orbit and "dmp" -- to cause an enemy Starbase to recycle its stored   
  components thereby wasting the enemy's money and a percentage of the minerals used to build the components. This is   
  always good for laughs against new players, but against real competition it's usually a one-trick pony. After being burned   
  once (if at all) the enemy will simply start storing his cash on ships (preferably his own cloakers or heavy warships) where   
  bum can't reach it and stop building components in advance rather than simply waiting and building the entire ship at once.   
  bum can work once or twice for some quick cash, but when compared to the Fed's taxing, Lizard's Hiss, or Fascist's Pillage   
  it's way down on the list of economic advantages.   
  Some Birds use the code change ability in an attempt to control their enemy's mine fields and grant safe passage to their ships.   
  This is easier said than done. To ensure that the ships will not hit a mine, the Birds have to dedicate 5 ships to each   
  controlling planet. Once that is done and the Bird strike fleet starts navigating the field, an ion burst decloaking the   
  Superspying ships (with subsequent attack by orbiting enemy ships) has the potential to strand the fleet in the field. It's   
  usually far more efficient to simply sweep the fields (possible exception Robots and/or Crystals). The Birds could instead   
  attempt to control all enemy fields through the use of the "mf*" code. For this to work, however, the Birds must find and   
  change the codes on the enemy planet with the highest ID number. If they enemy later takes a planet with a higher ID, the   
  Birds lose their control and must start the search for the new controlling planet.   
  Another use of friendly code changes is to steal minerals and/or supplies from an enemy planet. Five Superspying ships   
  change the code while the 6th matches and set's its mission to beam up the desired item. Again, it sounds better than it works.   
  No bird ship has a big enough cargo capacity to make this worth while as either a source of minerals for the Birds or as more   
  than a mere annoyance to the enemy. If you bring more ships to do it with, it begs the question of, "Why not just shoot the   
  planet and take it all, rather than tie up so many ships stealing small quantities?" If the answer is, "Because it's a fortified   
  Starbase," the Birds are faced with a new problem. While a ship set to Superspy will not surrender to a base by matching   
  friendly codes, a Bird ship with any other mission will. If you attempt to rob minerals from an enemy base and that base has   
  its Primary Objective set to "Force Surrender," The Bird ships set to beam up minerals will be owned by the enemy on the   
  following turn.   
  Finally, there is a Bird tactic that is still being bandied about in the newsgroups and on BBSes. This is offered as a devastating   
  attack on a well-guarded and fortified enemy Starbase. The tactic is to have five Superspying ships set the Base's code to   
  NUK while two Darkwings arrive without fuel (either through careful planning or being towed in by sacrifice ships). The   
  Base will then attack the Darkwings and be destroyed while the enemy ships guarding the base ignore the Darkwings because   
  they're out of fuel. The problem with this tactic is that it doesn't work. Any Bird capital ship that is out of fuel is immune to   
  the "NUK" code and therefore will not be attacked by the planet/base. What will work, however, is giving the two   
  Darkwings to an ally (other than Fascists or Rebels) and having them arrive empty. Note that the Darkwings, or any other   
  heavy warships being used, have to arrive at the base empty the same turn that the five Superspying ships change the code to   
  NUK. If instead, the Darkwings arrive early and drop their fuel, and the enemy has the Base set to "Force Surrender," the   
  enemy will take control of the empty ships before they can attack the base.   
  The difficulties faced by the Bird commander can either be lesser or greater than detailed here, depending on who the   
  immediate enemy is. The Birds are in for a nightmare ride when faced with the Feds, Lizards, or Fascists. All three of those   
  races have the ability to decloak Bird ships as well as economic advantages that will let them build fleets both more numerous   
  and more powerful than the Birds. The Crystals and Empire are probably the next level of difficulty faced by the Birds.   
  Crystal webs can shut down the birds as easily as they do any other race, so Bird cloaking is of no particular advantage when   
  dealing with them. The Empire has a better fleet than the Birds and can use Darksense to locate the Birds territory and bring   
  the fight to them. Robots, Rebels, and Colonies are fairly neutral, The Birds have no more significant advantages or   
  disadvantages when confronting them than do any other torp race. Surprisingly, the two best targets for Bird aggression are   
  the two races with the most fearsome reputation in the cluster: The Privateers and The Borg.   
  The first Hconfig setting to check when considering leading the Birds is "Cloaked Ships may be Robbed." If it's set to yes,   
  don't play the Birds. Should you ignore this advice, don't be surprised when your ships enter orbit with a Lady Royal and   
  never come back out. If, however, it's set to no (which is default), the Birds have the opportunity to reign destruction on the   
  Privateers. The Birds are probably the race best suited to going on the offensive and taking the fight to the Privateers. While   
  Lokis and Glory Devices are good defensive weapons against the Privateers, they're much harder to use on the offensive. The   
  Privateers can use feints, mines, cloaked intercepts, etc. to destroy an invading Loki/Saber and then steal the   
  Missouri/Nova/Victorious it was protecting. The Privateers should find it almost impossible to steal a Bird combat ship. If   
  Cloaked Ships can Attack is set to yes, the Birds can take out most Privateer ships without decloaking. The Birds can decloak,   
  hit a planet, and recloak before the Privateers have an opportunity to rob them. The Darkwing/Resolute team can strike and   
  vanish and there's little the Privateers can do to stop them because cloaking now occurs before robbing.   
  The Borg are a slightly different story. The Birds, like most other races, have to wipe out a nearby Borg infestation quickly   
  and ruthlessly. Once the Borg get a toehold in an area, the Birds are in trouble. One of the main advantages of the Birds is   
  the ability to turn a Borg advantage against them. Since the Darkwing and Resolute no longer burn fuel to cloak, they can   
  afford to sit quietly in orbit with a Firecloud and wait for it to chunnel home. When it does, the Birds will go for the ride   
  and the Borg will have no knowledge of it until the Bird ships decloak and start destroying Borg holdings deep behind his   
  front lines. Once the Cubes arrive on the scene, the Birds simply recloak and wait for them to go away.   
  By now, you're probably wondering "Why would I want to play the Birds?" Well, that's a good question. One suggestion is   
  to use them as a handicap for a good player in a game with weaker or less-experienced players. The Birds have problems, but   
  they are by no means an unplayable race. A good player who can manage his economy well would be on an even footing   
  with a weaker player playing a stronger race. They can also be an asset in team games when their weaknesses can be overcome   
  by other members of the team. Finally, there is one situation that changes everything for the Birds. If the game contains an   
  add-on with the "GPn" code, the Birds become a fearsome threat! "GPn" stands for Give Planet to race n. It is the equivalent   
  of the Host code "GSn" (Give Ship). With this code in the game, five Swiftheart Scouts can capture an enemy homeworld   
  intact simply by showing up there and changing the code to GP3. This one code alone changes the Birds from one the   
  weakest of the VGAP Races to a threat to be feared by all.   
 
 
  T h e   B I R D M E N   G U I D E   t o   t h e   G A L A X Y  
  by Timo Kreike  
           =============================================================  
                            (version 1.0 - March 1997)  
  <============================================================================>  
  0. Introduction  
  1. The Birdmen: an Analysis  
  1.1 Strong points  
  1.2 Weak Points  
  1.3 How to overcome your weak points  
  1.4 Birdmen DOs  
  1.5 Birdmen DON'Ts  
  2. Playing the Birdmen  
  2.1 Your game  
  2.2 Your ships  
  2.3 More on Scouts  
  3. About Super Spy  
  3.1 The ship mission  
  3.2 Notes about the spy info  
  3.3 Advanced Super Spy  
  3.4 Using (Advanced) Super Spy  
  4. Useful host settings  
  4.1 Cloaked ships attack  
  4.2 Cloak Prevent Damage  
  4.3 Odds of cloak failure  
  4.4 Privateer rob cloaked ships  
  4.5 Cloak fuel burn per 100 kT  
  4.6 Cloaked mine odds  
  4.7 Ground attack ratio  
  4.8 Free fighters  
  5. Interacting with races  
  5.1 Useful Allies  
  5.2 Useful Ships  
  5.3 Trading your ships  
  6. Eliminating other races  
  6.1 Dealing with Lokis  
  6.2 Dealing with Glory Devices  
  6.3 Notes on the Federation  
  6.4 Dealing with the Lizards  
  6.5 Dealing with the Privateers  
  6.6 Dealing with the Cyborg  
  6.7 Dealing with the Crystal People  
  6.8 Dealing with the Empire  
  6.9 Dealing with the Robots  
  7. Sneaky Combat Tactics  
  8. More than host alone  
  8.1 PHost  
  8.2 RacePlus  
  8.3 Borders  
  8.4 FHost  
  8.5 Nemesis  
  8.6 Starbase+  
  8.7 Tachyon  
  8.8 Jumpgate  
  8.9 Portal  
  8.10 Tantalus Machine  
  8.11 Alternative Shiplists  
  9. More information  
  10. About this guide  
  10.1 Credits  
  10.2 Questions  
  10.3 Additions  
  10.4 Updates  
  10.5 Complaints  
  10.6 Distribution  
  11. Famous last words  
 
  Chapter 0  
  INTRODUCTION  
  <============================================================================> The Guide and its History  
  The idea of compiling a Birdmen FAQ was developed in the high-days of the  
  Galactic Guilds. The initial idea was to create a file that should be the  
  first help for newbie Birdmen players and that should answer their first  
  questions, and by doing so removing some of the workload from the feathered  
  shoulders of the Birdmen Guild Master.  
  However it was not until six months after the sudden extermination of the  
  immortal Guilds by evil forces in the Battle of Krell that I, Alistair  
  MacBird, started writing this guide to help the early Birds through the first  
  stages of their existence.  
  The opinions about the Birdmen are quite in contradiction. Some will say it's  
  a perfect race to start with while others will tell you it's a race for  
  experienced players. The truth is always simple: you can play any race you  
  want as long as you know how. That's where the Guide comes in.  
  The Quest through the Galaxy  
  At 35% of the current size of the Guide I realised that the Galaxy was too  
  large - there were just too many dimensions I didn't know (enough) about to  
  get all important information covered. Messages were sent on several  
  bandwidths, reaching out to the edges of the Galaxy searching for those  
  Birdmen Admirals operating in the outer (unknown) dimensions.  
  The High Council  
  And thus the Council of Ten was formed. Ten of the most experienced Admirals  
  became Member of the High Council of the Birdmen and contributed their  
  knowledge of the outer dimensions and their experience in Birdmen strategy to  
  this evident act of Birdmen superiority: The Birdmen Guide to the Galaxy.  
  The Guide and Beyond  
  The Guide and the formal existence of the Council of Ten will probably live  
  forever in this Galaxy. The ten Counsellors will return to their own  
  dimensions to continue doing whatever they did before they founded the High  
  Council - increasing their knowledge, improving their strategy, enlarging the  
  Birdmen Empire and spreading the Birdmen Doctrine among the worlds.  
  The Counsellors may or may not be reached again using the spaceways I used to  
  contact them - it all depends on the interstellar rifts, but then, maybe  
  another experienced Birdmen Admiral may decloak his/her flagship near your  
  residence.  
  One thing for sure: the Counsellors might get lost in the outer dimensions,  
  the Guide may get obsolete by the invention of newer technology, but the  
  race of the Birdmen will never get exterminated.  
  Sailing off to the edge of our Empire,  
  Alistair MacBird of the clan MacBird,  
  Founder of the Council of Ten  
  Chapter 1  
  THE BIRDMEN: AN ANALYSIS  
  <============================================================================>  
  <============================================================================>  
  What exactly are these Birdmen guys anyway?  
  <======   1.1 Strong points   ===============================================>  
  <============================================================================>  
  * Cloaking ships.  
  Most of the ship types you can build are able to cloak. You've even got a  
  cloaking battleship!  
  * Mineral Balance.  
  The minerals you need to build ships are pretty good balanced, maybe more than  
  any other race. You won't get stuck with this enormous pile of surplus mineral  
  of type x.  
  * Small ships  
  Your ships are relatively small. This gives you an advantage early in the game  
  where other players are struggling to put out a decent ship using the  
  resources on their homebase and nearby planets.  
  <============================================================================>  
  <======   1.2 Weak Points   =================================================>  
  <============================================================================>  
  * Big ships.  
  You don't have any *big* battleships. You're missing decent fighter carriers.  
  * Fuel usage   
  As most of your ships you have can cloak and cloaking costs fuel, it is very  
  likely that you will end up with large fuel shortages. The fuel a ship needs  
  to cloak is dependent of the host settings. Default is 5 kT fuel per 100 kT  
  hull. Since host 3.22.005 and phost 2.13a the Resolute and the Dark Wing  
  don't need any more fuel to cloak.  
  * Cash  
  You're not that heavy on cash as many other races. The Federation have their  
  double tax profit and the Lizards can use HISS to increase the %% tax till  
  over 50%. The Fascists can occasionally Pillage a native population for MC or  
  set off an Glory Device to turn an entire Amorphous population into supplies.  
  The Cyborg can assimilate natives and they will have almost an unlimited  
  supply of colonists (tax!), cash and supplies (Bovinoids!). The Empire, the  
  Robots and the Rebels have HYP ships they will use to expand their empire (and  
  economy) very, very fast.  
  The Privateers and the Colonies have their Lady Royale pleasure ship, although  
  the maximum of 160 MC per turn per ship they get is almost nothing when  
  compared to the income of the Federation and the Lizards.  
  The Fascists, the Robots and the Rebels have climate advantages to withstand  
  barren climates. Other races (Federation, Lizards, Crystals) can change the  
  climate to their liking. Those six races will use their planets to a higher  
  rate than you!  
  And the Privateers don't need that much money: they will only build MBRs, they  
  won't fight but ROB, so they don't need to spend their money on the  
  techlevels of starbases.  
  You've got none of it all: you're basically screwed. So believe me when I say  
  that you will have to pay much attention to your economy!  
  <============================================================================>  
  <======   1.3 How to overcome your weak points   ============================>  
  <============================================================================>  
  * Big ships  
  You don't have any real big battleships, the biggest ship you can build is the  
  Dark Wing. The Dark Wing needs about three times less minerals than such a big  
  ship. However you'll need three Dark Wings to be sure to destroy a big  
  battleship.  
  (Take these three Dark Wings as an average; you'll need to find the right  
  combination of Resolutes and Dark Wings for each large enemy battleship. You  
  will certainly need a battle simulator like BSIM by Sean Martens.)  
  * Fuel usage  
  Use your Super Spy abilities, get the FC of an enemy planet and beam up the  
  fuel from the planet. Serves two purposes: you will have fuel, and your enemy  
  will have less.  
  This, however, is nearly impossible if your opponent uses a tool like RandMax  
  to change the FCs every turn.  You must rely on your Resolutes to transport  
  fuel : their cloaking is free (in newer hosts) and they have a much larger  
  fuel capacity than the Dark Wing.  Supplies can only be refilled in enemy  
  territory by capturing an unprotected or weakly protected planet, or from an   
  uncolonised planet (read: amorphous).  Note that Resolutes to support the  
  fuel-hungry Dark Wings are truly critical.[8]  
  Use freighters and Neutronic Fuel Carriers inside your territory - where your  
  opponents can't see them.  
  * Cash  
  a. Use your Super Spy abilities and set the FC of an enemy planet to 'bum'.  
  This will cause the planet to beam up its megacredits to all ships in orbit -  
  including own and enemy ships. It's a pretty a ship can't carry more than  
  10,000 MC....  
  (Watch out for ion pulses! Only use Swifties for this!)  
  b. You'll need to put extra attention to your economy. Try to squeeze the most  
  tax out of your natives, maximise the number of factories on your planets etc.  
  In Eden Tans Infolist you can find formulas to make optimal use of your  
  planets. Use them.  
  Use the Growth method (high/low tax) to make your colonists grow quicker while  
  getting the same or more tax.. Keep colonists HP over 70 at all times!  
  RandMax can do that for you - it sure is a valuable tool.  
  <============================================================================>  
  <======   1.4 Birdmen DOs   =================================================>  
  <============================================================================>  
  * Try to have at least one starbase operative early in a game (near turn 15 -  
  20) on a Ghipsoidal planet. This starbase  will be operative from the first  
  turn: on this base you will be able to build Swift Heart Scouts with  
  Transwarp drives and x-ray lasers. These ships with only an engine will be  
  capable of capturing freighters and spying in the enemy worlds. [1]  
  * Two words: freighter hunting!  
  * Attack, attack, attack! Think and be aggressive from turn one, never ever be  
  put on the defence. This holds true for all cloaking races, and extremely so  
  for the birds. Because you don't have big ships you shouldn't wait until your  
  opponent can build his large carriers. Move in, capture planets before they  
  are productive and kill supply lines. This is where you're good at, you can  
  move into enemy territory and snipe freighters with dirt cheap scouts. The  
  cloaked intercept makes this even more fun, even if your opponent escorts his  
  large freighters you can take them out first. If it's empty follow a LDSF or  
  a stf to a planet and intercept it the next turn when it's full. Make a good  
  estimate of the odds you can fly it into your own territory (use x-rays) or  
  whether your enemy will capture the freighter back (deep in enemy territory.  
  Use something that destroys the ship).  
  * Don't be afraid of building Starbases, they can always be used to build  
  scouts (warp 6 or higher engines, or only to take up shipslots/gain PBPs).  
  Also good for defence later (if needed...) [6]  
  <============================================================================>  
  <======   1.5 Birdmen DON'Ts   ==============================================>  
  <============================================================================>  
  * Don't use any non-cloaking ships. You've got the most different types of  
  cloaking ships of all races so use them. [It is however hard to run a  
  productive economy without large freighters.] And if you do want to use  
  non-cloaking ships, like LDSF, make sure they planet hop, and NEVER show your  
  heading!  
  * Don't trade your large capital ships. The Dark Wing is so terrible that it  
  is a big threat for you. One of the best combos I have found it's a Meteor  
  towing a Dark Wing. Be sure that the Privateer never gets one. Don't trade  
  Resolutes either!! In privateer, Robotic or Crystalline hands, they're much  
  more lethal than a Dark Wing...  
  * Don't play in games where Privs robbed cloaked = ON, cloak failure >5% or  
  games where cost of cloaking is high (>5N/turn) Birdmen are also favoured by  
  low mineral settings. Some hosts give Birdmen 5x ground att/def bonus, which  
  is fine! [6]  
  * Don't build anything but Resolutes, Dark Wings and Swifties after 20-30  
  turns.. They can accomplish everything you want!  
  Chapter 2  
  PLAYING THE BIRDMEN  
  <============================================================================>  
  What should a 'typical' Birdmen game look like?  
  <============================================================================>  
  <======   2.2 Your game   ===================================================>  
  <============================================================================>  
  * You'll try to stay cloaked/hidden for at least the first 10 - 20 turns. If  
  you get the two free ships, fill the Swift Heart Class Scout (tech 6 engines,  
  X-rays) with 20 clans and send it away to drop a clan on every planet. The  
  Small Deep Space Freighter... if you can't planet-hop to keep the ship hidden  
  you won't use it. (Maybe you could tow it to get 70 kT extra cargo hold.)  
  Increase your engine tech to 10 and send out 2 - 4 Swift Hearts filled with 20  
  clans. When you find a good planet, build a Fearless Wing Cruiser as a  
  cloaking transporter and start expanding your economy.  
  * Check if you can move between a couple of planets that are < 81 LY's away  
  from each other, then use a LDSF, much quicker expansion in the beginning -  
  IMPORTANT for Birdmen!  
  * Your money will be gone soon - your cloaking ships (except the Scout) need 2  
  engines and that is very expensive in the first 10 - 15 turns. Don't buy  
  fighters or starbase defence for the same reason. You'd better find a nice  
  planet with a large native population. Tax!  
  Just like in any other game, start thinking about your second starbase at turn  
  10-15 and build it between turn 15-20. A tech 10 hull or tech 10 engines base  
  is useful - you really don't need tech 10 beams/torps yet. Depending on your  
  neighbour you'll have to start thinking about some defence. Think about the  
  Deth Specula, the Resolute and the Dark Wing.  
  * Find that Bovinoid planet fast. As you search for it put the SB to build  
  mainly Swift Hearts. When you find the Bovinoid planet put all resources into  
  building 1 Merlin to place lots of clans on the Bovinoid planet. Build a SB  
  there and with the initial Merlin build another 2. This way you'll have  
  hundreds of each mineral each turn. Don't forget to place enough clans to  
  receive all those supplies. (Divide no of Bovinoids with 10000 to find out  
  how many clans you need!)  
  With this you will have lots of minerals and so distribute them to all the  
  nearby planets and build SB on all of them. Start building ships as fast as  
  you can. Mainly Resolutes, Dark Wings, White Falcons, Fearless Wings, Swift  
  Hearts and Freighters. [2]  
  * Early on the game, players don't have the resources to lay enormous  
  minefields, or to build Lokis or Glory Devices so take advantage of that and  
  scout their territory looking for valuable planets and ships. Use Swift  
  Hearts for scouting and White Falcons for smaller ships.  
  * About starbases: Generally, unless its a long game, don't build them. They  
  use an incredible amount of resources which could be shipped to your  
  HomeWorld to make Dark Wings. I do think there is one great point about  
  starbases in a short-medium game and that is on a Ghipsoidal planet. You  
  have an instant Swift heart factory! New starbases are also hard to defend  
  and you generally won't find that perfect planet in which there are a lot of  
  natives, a lot of minerals, and a nice temperature. [7]  
  * You should be building Swift Hearts throughout the entire game, sending  
  them off into your opponent's territory.  As the Birdmen, you should know  
  where every planet of every opponent is located.[8]  
  * Remember to use scouts when exploring ANY new territory, remember the movie  
  Aliens - what kind of bozo sends civilians to examine unexplored territory?  
  Hopefully not you. Moral: Resist the urge to "get there first".  It's very  
  rare that you will discover a tropical 15 million Bovinoid unity planet.  
  Don't use large freighters to explore new clusters.[9]  
  * This race is possibly the most "human" when it comes to advantages, no tax  
  or mining help, just good old fashioned "crazy-like-a-fox" strategy and  
  planning.[9]  
  <============================================================================>  
  <======   2.2 Your ships   ==================================================>  
  <============================================================================>  
  This is the standard shiplist. Alternate shiplists will be described in Chapter 8.11.  
  Small Deep Space Freighter   Too small for most of your needs. Use it at your  
  own risk.  
  Swift Heart Class Scout      The ultimate scout. Equip it with 2 X-ray lasers  
  to capture freighters and unprotected planets.  
  Build lots of them: 20% of your fleet may not be  
  enough, because you will lose lots of them   
  performing their dangerous spy mission in   
  minefields finding Glory Devices and Loki's.  
  It may seem silly to use Heavy Phasers on Scouts,  
  but as your Scouts will in most cases operate in  
  teams, such a team could need heavy beams to   
  sweep an enemy minefield when trapped inside.  
  When equipped with Transwarp drives it will never  
  get obsolete in a game.  
  It's low mass and relatively large fuel tank will  
  let you take the Scout deep into enemy territory.  
  Neutronic Fuel Carrier       A dilemma...  
  You will certainly need ships to carry fuel, but  
  this one doesn't cloak. When you use this Fuel  
  Carrier you will expose the location of your  
  starbases, important planets and your ships.  
  You'd better not.  
  Use White Falcons (430 kT), Fearless Wings (360   
  kT) or Resolutes (480 kT) to transport fuel.  
  Those ships are heavier and their cloaking  
  devices will need fuel. :-(  
  (Except for the Resolute of course.)  
  Medium Deep Space Freighter  They won't cloak. Believe me, I've tried it very,  
  Large Deep Space Freighter   very hard, but those damn bastard ships won't  
  Super Transport Freighter    cloak. So only use these freighters when you can  
  planet-hop.  
  If not, you'd better use the White Falcon (140  
  kT), Fearless Wing (240 kT) or Resolute (280 kT).  
  [1200 kT (LDSF) vs. 280 kT (Resolute) = 4.2 times  
  worse economy!]  
  White Falcon Class Cruiser   Needs just one large tube to lay large   
  minefields.  
  Cheap ship to tow enemy battleships.  
  Bright Heart Cls Destroyer   Cheapest ship to tow enemy ships. Has a very,  
  very small fuel tank which makes its use very  
  limited.  
  Cheap mineral cost and four tubes make this a  
  good defender  
  Small Transport              Worthless.  
  Fearless Wing Cruiser        Needs just one large tube to lay large   
  minefields.   
  Perfect minesweeper. Use it as a freighter.  
  Skyfire Class Cruiser        Doesn't cloak. Don't build it.  
  Valiant Wind Class Carrier   Doesn't cloak. Don't build it. Maybe for  
  defending starbases? Excellent for trading.  
  Deth Specula Class Frigate   Nice ship, nice ship indeed.  
  Multi-purpose: excellent minesweeper with high  
  tech beams, prefect mid-size destroyer. It's only  
  large (!) disadvantage is it's small fuel tank. A  
  fully loaded Deth flying cloaked will run dry  
  within 5 turns. Use it as a short-range defender/  
  attacker/patrol ship.  
  Use it to soften up large torp ships for your  
  Dark Wing.  
  Some Birdmen players won't use the Deth: it's  
  mass is to low to be of any good use, and the  
  fuel tank is too small.  
  Resolute Cls Battlecruiser   One of your best ships. Perfect minesweeper,  
  great minelayer. A Resolute can take out a medium  
  starbase stocked with 30 fighters without taking  
  any damage.  
  Large cargo hold, large fuel tank. Perfect for long  
  range missions in enemy territory.  
  Since host 3.22.005 and phost 2.13a it's cloaking  
  device doesn't need any fuel any more. Resolutes  
  and Dark Wings also stay cloaked inside Ion-storms!  
  Very good once you have a huge storm over your   
  territory!  
  Use it to soften up large fighter carriers for  
  your Dark Wing.  
  Red Wind Class Carrier       Right. Two beams and two fighterbays doesn't make  
  it a very useful ship.  
  But... with access to free fighters it is a  
      perfect fighter transporter. Exactly 60 fighters  
  fit in the cargohold: a complete starbase fighter  
  (re)fill.  
  Very useful in teamgames!  
  Dark Wing Class Battleship   Remember you'll loose two good ships to a large   
  fightercarrier - only the third ship (a Dark   
  Wing) will kill it.  
  The Dark Wing is cheap - build lots of it.  
  Since host 3.22.005 and phost 2.13a it's cloaking  
  device doesn't need any fuel any more. But   
  remember, every 3 or 4 turns will need a full   
  cargo of fuel.  
  It's probably the most hungry ship of the game.  
  Resolutes and Dark Wings also stay cloaked inside  
  Ion-storms! Very good once you have a huge storm  
  over your territory!  
  Neutronic Refinery Ship/     In a mineral rich game you probably won't need  
  Merlin Class Alchemy Ship    any: build one when you need one. (Simple eh?)  
  * The White Falcon makes a real good towing ship (warp 9)! Build a LDSF with  
  low-level engines (5), fill it up with for example 1150 colonists, 50  
  supplies and enough money (600 MC), tow it to a star-cluster and start  
  colonising. Use the LDSF to colonise the nearer planets (planet to planet -  
  moves). Use the White Falcon (cloaked) to colonise the planets more far away.  
  Don't waste your colonists! 100 clans on a normal planet is sufficient. Build  
  up one planet (having a temp near 50/Temperate-Warm) as "breeding"-planet.  
  Advantages:  
  Towing will burn less!!!! fuel than the LDSF would have burned! Its a way to  
  spread out quickly and it's not that expensive. It's a real quick way to build  
  up a couple of stars. [3]  
  * If you've got freighters, set their missions to Mine Sweep, or Sensor Sweep.  
  Your capital ships will be cloaked most of the time and can't perform  
  Mine/Sensor sweeps at the same time, your freighters can't sweep mines but  
  they can detect them and keep you up-to-date of the current status of your  
  minefields and the enemy minefields near your empire. [1]  
  This way you can update the datafiles of your EchoView and/or Informer game  
  aids. It gives you valuable information.  
  This is particular useful when you capture an enemy freighter in enemy  
  territory: your raider can cloak again whilst the captured freighter will  
  update your enemy minefield info.  
  Same to any non-cloaking ship you might possess: the Merlins and Neutronic  
  Refinery Ships in orbit of your starbases make great minesweepers.  
  * About freighters:  
  Nonetheless you'll need those ships, 280 kT cargo space is way too little,  
  large populations of natives can be taxed so much sooner when you drop large  
  loads of clans, making expanding so much easier. Plus, you'll need clans in  
  the front-line, because one of the hardest parts of playing planets is still  
  how to occupy newly conquered territory. If you moved out lots of clans early  
  in the game, you'll have huge stocks next to the places where you need them.  
  Too bad enemies may guess where you are, once you are the one that's doing  
  the attacking all this knowledge is nothing compared to the advantages you  
  have with a good freighter fleet. And where you can use the freighters in a  
  safe zone this frees up the cloakers for spying and sniping at your  
  neighbours. [4]  
  <============================================================================>  
  <======   2.3 More on Scouts   ==============================================>  
  <============================================================================>  
  I am constantly amazed at the attitude of players regarding scouts. Sure, they  
  are great in the beginning when you can't build anything else, but let's take  
  another look at these wonderful little vermin.  
  Scouts are light, cheap and have a long range.  Combine a cloaking device  
  with that and you have a great intelligence ship.  
  My experience comes with working with the Archaeopterix class scout, a  
  single-engine 3-beam PList ship, but the standard Swift Heart works just as  
  well.  
  Things to do with your scouts:  
  SCOUTS IN EXPANSION:  
  Exploration:  
  a full fuel tank and a few colonists to use as markers.  Put Transwarps on  
  them and Heavy Blasters (Birdmen scouts have more beams and mass than other  
  scouts ships, i.e. Borg or Rebel hyper-warp ships)  Set a waypoint, and as  
  Picard says, "engage!".  Vital in games with Exploremap.  
  Couriers:  
  A cloaking cash vault. Send one to that far away insectoid unity planet,  
  and shuttle your cash home with peace of mind.  
  Minefields:  
  Found a minefield? Find the owner's planet closest to the center of the field,  
  send in 5 ships and change the friendly code, neutralising it and letting  
  your warships cruise on in. Just set all the f-codes the same value, and set  
  your fleet all to the same code as well.  
  Only got a few scouts?  Enter orbit and spy anyway and read the code, just  
  make sure to check it daily. Some players will use RandMax to change their  
  codes after each turn. note that NUK, ATT etc. will not work - you will need  
  to change the planet code with 5 ships if that's the case.  
  SCOUTS IN COMBAT:  
  Too often a game will proceed as follows:  
  turns  1 - 20 expand, colonise, establish starbases and supply routes.  
  turns 21 - ?? pump out Resolutes and Dark Wings and prepare to invade  
  others.  
  You will almost never see a scout from any race ever again. This is bad.  
  Why? read on...  
  Scouts as advance warning for the fleet:  
  Planning to invade enemy space? Build 3 scouts and send them out 2 turns  
  before your main fleet is ready to go. This is _essential_ to a successful  
  invasion.  Not only will you get advance notice of enemy fleet movement, but  
  once your main fleet shows up your scouts will probably already be deep  
  inside enemy lines, and can snipe away at support vehicles (fuel carriers and  
  freighters) once the battle gets really heavy.  
  Scouts as part of the assault:  
  Dark Wings are great for killing starbases and capital ships, but they can't  
  be everywhere. And what's the sense in sending a resolute after a freighter?  
  Kind of like sandblasting a soup cracker... Mop them up with those little  
  guys!  
  ** Host 3.22.05 allows Dark Wings and Resolutes to cloak without extra fuel,  
  so disregard the following advice if you're playing in a newer host game. **  
  It is not always necessary to cloak every ship leaving your HomeWorld. There  
  is a 200 LY scan range for ships and planets, so if you can guarantee the  
  safety of your immediate space, don't cloak your main ships until your scouts  
  make contact with the enemy (either via seeing enemy ships, entering orbit  
  over an enemy planet, or driving through 81 LY of mines :))  
  Decoys:  
  In one game I played in the Privateers managed to sneak two Blockade Runners  
  behind the Colonial minefield lines, and managed to wreak havoc just by  
  decloaking in full view and then hiding and running all over the place.  
  It threw my ally into a state of panic because he assumed there must be more,  
  and stopped an invasion in progress to mop up these little ships.  
  The same can work for you - 3 or 4 small ships appearing at once in a pack or  
  apart can cause a player to split up a defensive fleet to take care of you,  
  or at least lay a minefield to try and slow you down.  The minefield laid is  
  that many torps less that will hit your warships (just make sure to sweep as  
  you go!) And the ship that breaks off of the main group to intercept you is  
  one less your ships will have to fight that turn - these things can make or  
  break a battle.  
  Note:  
  Scouts typically have small crew - if at all possible, try to avoid capture  
  (drive through a minefield at warp 9, cloak and stay still, run like hell if  
  you can). [9]  
  Chapter 3  
  ABOUT SUPER SPY  
  <============================================================================>  
  (What to do with your special mission.)  
  <============================================================================>  
  <======   3.1 The ship mission   ============================================>  
  <============================================================================>  
  * All your ships can perform a Super Spy. This is a special ship mission, just  
  like other missions like Lay Mines and Sensor Sweep.  
  * Every ship that can cloak, will cloak when its mission is set to Super Spy.  
  A ship that needs fuel to cloak, will use fuel.  
  * The Super Spy mission will give you certain information of enemy planet. You  
  will get this information in two messages. The first message is exactly the  
  same as you would get when your ship has the Exploration mission:  
      +---------------------------------------+  
      | (-z0180)<<<Sub Space Message >>>      |  
      |                                       |  
      | From: BSC Cyborg Tracker              |  
      | At:Tera 9                             |  
      | Temp: 57 ( Temperate - warm )         |  
      | There are enemy colonists             |  
      | living on this planet.                |  
      | The colonists are part of the         |  
      | Colonial race.                        |  
      | Sensors show that there are           |  
      |  283 enemy clans.                     |  
      | They have a starbase.                 |  
      |                                       |  
      |                                       |  
      |                                       |  
      +---------------------------------------+  
  Needless to say the last line only appears when your ship (in this example the  
  BSC Cyborg Tracker) is orbiting a planet (in this example Tera 9, ID #180)  
  with a starbase.  
  The second message includes the extra spy info:  
      +---------------------------------------+  
      | (-z0180)<<<Sub Space Message >>>      |  
      |                                       |  
      | From: BSC Cyborg Tracker              |  
      | At:Tera 9                             |  
      | The planet has 0 megacredits          |  
      |  68 mineral mines                     |  
      |  114 factories                        |  
      |  65 defence outposts                  |  
      | The planetary friendly code is : D12  |  
      |  Minerals on/in the planet            |  
      | N: 1415 M: 1214 T: 1422 D: 1239       |  
      |   Supplies :  0                       |  
      |                                       |  
      |                                       |  
      |                                       |  
      +---------------------------------------+  
  <============================================================================>  
  <======   3.2 Notes about the spy info   ====================================>  
  <============================================================================>  
  * The Friendly Code you get is the FC of this turn, and there is no guarantee  
  it will be the same next turn. Your opponent might change it. Scouting an  
  enemy territory to make a collection of his Friendly Codes is rather  
  senseless.  
  * You can't scan enemy planets for natives, but you can be pretty sure that  
  when you've found this planet with a large amount of MC you've found yourself  
  a planet with natives. Selling all supplies on a regular planet having about  
  100 factories for four turns results in 400 MC. When you find a planet with  
  2000 MC or more you can be for almost 100% sure it will have natives. (Or a  
  starbase: your enemy might accumulate money for new ships. Easy to check: the  
  starbase should be mentioned in the first message.)  
  * When you see a planet that has a far lower number of factories and/or  
  defence units than the maximum number that would be allowed by the number of  
  clans, you've found an enemy planet that is still in development. Decide  
  whether it is an outpost at the edge of your enemies territory of an minor,  
  unimportant planet. In any case: if it has megacredits it has natives.  
  * Planets with an extreme amount of supplies will have a Bovinoid population.  
  Same could apply to planets with orbiting Merlins/Refinery ships.  
  * You will get some info about the minerals on and in the planet. You can't be  
  sure how much minerals of type X there are on the surface ready to be beamed  
  up by you. It will however give you the odds: the more kT mineral of type X  
  there are, the more kT mineral there will probably be on the surface. Don't  
  forget to look how many mines there are to make an estimation of your future  
  bait.  
  To state clearly: the 1415 kT Neutronium of the example above means that the  
  combined amounts of Neutronium on the surface and the Neutronium buried deep  
  in the core equal 1415 kT.  
  * Since host v3.22.010 the last line mentions the number of supplies. For host  
  v3.22.009 and earlier (v3.14!) this line shows the number of megacredits (for  
  the second time.)  
  <============================================================================>  
  <======   3.3 Advanced Super Spy   ==========================================>  
  <============================================================================>  
  * Since host version 3.22 the Super Spy mission is slightly enhanced. Next to  
  the functionality described above, a Birdmen ship with its mission set to  
  Super Spy has 20% chance to change the FC of an enemy planet to match its own  
  ship FC. This can't be turned of.  
  * This FC change only applies to enemy planets, not to unowned or own planets.  
  * Advanced Super Spy happens before all other missions and after all other  
  missions. So you have a chance to change the FC of a planet just before you  
  leave its orbit (i.e. before movement), and just after you've entered its  
  orbit (i.e. after movement). However you will get the regular Super Spy info  
  only after movement.  
  * If you change the FC you will get a message like this:  
      +---------------------------------------+  
      | (-p0180)<<< Spy Report >>>            |  
      |                                       |  
      | From: BSC Cyborg Tracker              |  
      | Our spy team has                      |  
      | changed the planetary                 |  
      | friendly code on:                     |  
      | Tera 9 ID #180                        |  
      | to: bum                               |  
      |                                       |  
      |                                       |  
      |                                       |  
      |                                       |  
      |                                       |  
      |                                       |  
      +---------------------------------------+  
  In the same turn your enemy will also get a message:  
      +---------------------------------------+  
      | (-p0180)<<< Planetary Message >>>     |  
      |                                       |  
      | Distress CALL!                        |  
      | From: Tera 9                          |  
      | We have found Birdmen                 |  
      | spies on the planet.                  |  
      | They have CHANGED the planet's        |  
      | friendly code!                        |  
      | The code is now: bum                  |  
      |                                       |  
      |                                       |  
      |                                       |  
      |                                       |  
      |                                       |  
      |                                       |  
      +---------------------------------------+  
  * Every ship has 20% chance of changing the FC, so if you've got more ships  
  with the same FC in orbit, you've got more chance. Five ships will have 100%  
  chance of changing the planetary FC.  
  * If you succeeded in changing the FC of a planet/starbase, this  
  planet/starbase has 20% chance to strike back if it has more than 30 defence  
  units. If so, the planet will destroy 10 defence units. The blast of those 10  
  exploding defence units will decloak all ships in orbit. You will get a  
  message like:  
      +---------------------------------------+  
      | (-p0180)<<< Spy Report >>>            |  
      |                                       |  
      | From: BSC Cyborg Tracker              |  
      | Our spy team has                      |  
      | changed the planetary                 |  
      | friendly code on:                     |  
      | Tera 9 ID #180                        |  
      | to: bum                               |  
      | Enemy defence outposts                |  
      | are using an ion                      |  
      | discharge overload                    |  
      | to decloak all ships in orbit!        |  
      | They sacrificed ten outposts.         |  
      |                                       |  
      +---------------------------------------+  
  In the same turn your enemy will also get a message:  
      +---------------------------------------+  
      | (-p0180)<<< Planetary Message >>>     |  
      |                                       |  
      | Distress CALL!                        |  
      | From: Tera 9                          |  
      | We have found Birdmen                 |  
      | spies on the planet.                  |  
      | They have CHANGED the planet's        |  
      | friendly code!                        |  
      | The code is now: bum                  |  
      | Defence outposts using an             |  
      | ion discharge overload to             |  
      | decloak all ships in orbit.           |  
      | Ten outposts sacrificed.              |  
      |                                       |  
      +---------------------------------------+  
  This is not cumulative: no matter how many ships you've used to change the FC,  
  the chance of a counter-attack is always 20%. * When you succeeded changing  
  the FC of an enemy planet/starbase to 'mfX' to manipulate his minefields (see  
  below) and that planet has more than 30 defence units, the chance of such an  
  ion discharge is not 20% but 100%! You'd better know what you're doing.  
  Remember that if you decloak for the ion discharge the planet will not attack  
  you because you both have the same FCode. But enemy ships in orbit will.  
  Your ship will not surrender to the Starbase even if it has been set to Force  
  Surrender, because your mission is still Super Spy.   
  <============================================================================>  
  <======   3.4 Using (Advanced) Super Spy   ==================================>  
  <============================================================================>  
  * Few people know that SS and SSD are separate missions, and occur at  
  different times in the host processing. As always, information is power. If  
  you are in deep space and end your turn in orbit over an enemy planet with  
  your mission set to "super spy" you will only get the Super Spy part of the  
  mission.  The Deluxe part doesn't occur until next turn BEFORE movement. So,  
  if you don't want to risk having an ionic pulse short out your cloaking  
  device, set your mission to "cloak" instead of super spy.  
  If you WANT to try changing the code, just leave it on super spy. This is  
  particularly useful if you want to steal everything and leave in one turn,  
  just bring in 5 ships with the same code with mission CLOAK, next turn set  
  fcode to 'bum' (or, if using AHost: BMM, BUT, BUD, etc) and set a waypoint  
  for a few LY away. You change the code, beam it up, AND leave all in the same  
  turn. Now make a run for it.[9]  
  1. Beaming up minerals from a starbase can be risky: when you set your ship FC  
  to the FC of the enemy planet and the starbase has its mission set to Force  
  Surrender you'll lose the your ship the moment you'll change the ship mission  
  from Super Spy to another mission! Planets however can't force a ship to  
  surrender...  
  2. Use a couple of Scouts to lock the FC and use Fearless Wings and Resolutes  
  to beam everything off the surface: fuel and minerals! You could combine this  
  with tip 3.  
  Don't bother to return the minerals to your planets when you're deep in enemy  
  territory. Use the minerals to build new torpedoes, and jettison the remaining  
  minerals in space.  
  3. You could use 'battle'groups of 5 Swift Hearts be sure to lock a FC..[7]  
  4. Keep a couple of your ships in orbit of an enemy starbase/planet with their  
  mission set to Super Spy and their FC set to 'bum'. This will force the enemy  
  starbase/planet to beam up its megacredits to _all_ ships in orbit. Every ship  
  will get an equal share of MC... Success guaranteed!  
  5. Of course you're not messing around with enemy planet at random: your spy  
  info will guide you to the key planets of the enemy. Scout for starbases. Look  
  for possible starbase locations and rob them blind before they get built.  
  Search for natives (see 3.2 notes above) and milk the cash cows of your enemy.  
  Remember which enemy planets have an high concentration of minerals and a lot  
  of mines, and use that planet to refuel your ships. Use his supplies to repair  
  your ships.  
  6. Annoy your enemy.. Same as 3 but with another FC: 'dmp'. The starbase will  
  now dump all its unused ship parts. You never know what the damage is you've  
  done, but some players do build lots of ship parts they won't use immediately.  
  Works perfectly for the Federation: their Refit mission tends to stock lots of  
  ship parts on starbases.  
  7. Remember that lowercase FCs like 'bum' and 'dmp' only work for registered  
  players. If your enemy is not registered, you'd better find yourself a better  
  cash cow (i.e. a registered player).  
  8. When fighting an enemy that makes heavy use of his minefields you will can  
  change the universal minefield code. if you put a "mfX" being x a number of  
  your choice in a planet that is own for his race, all the minefields will not  
  attack to your ships that have this code. A universal mf code will be  
  overridden when a planet with highest ID have a different mf code. The best  
  way to make use of this feature is to find a planet with no starbase and  
  recently colonised. If you send five ships to change the fcode to a mfcode the  
  automatic ion discharge will not affect you. Also if the planet have defence  
  posts but there is not a ship to attack you in the nearly planets you will can  
  change the fcode of the planet during several turns. Also, if this planet is  
  the planet with the highest ID of this player he will can do nothing to evite  
  your control over his minefields.  
  * A dangerous toy, but may be a serious option. It has been tried and proven  
  worthful in special circumstances. If you have many ships that have to move  
  through many different minefields (webs!!) owned by the same race you can try  
  and lock the FC of a planet with five ships, but make sure they are either  
  cheap (scouts) or can win a battle (Dark Wing with lowest ID# plus 4 others).  
  It all depends on the question if the fast progression you can make by free  
  movement through the minefields outweighs the cost.  
  Remember if there are more planets with mfX as a friendly code the planet with  
  the lowest ID# will determine the universal minefield friendly code. Your  
  enemy may know this too, so try to pull off this trick at the planet with the  
  lowest ID# within reach. [4]  
  9. This advanced Super Spy mission makes it more risky to spy on your allies  
  and friendly neighbours...:-( If you SuperSpy and set the first letter in  
  your FC to x or X (Example "xF1") your ships will NOT try to change FC, and  
  therefore will NOT be decloaked if unlucky! This will work for the latest  
  versions of host (v3.22.10) and phost.  
  Chapter 4  
  USEFUL HOST SETTINGS  
  <============================================================================>  
  What to check if you're looking for a new game.  
  <============================================================================>  
  <======   4.1 Cloaked ships attack   ========================================>  
  <============================================================================>  
  Default: YES  
  This will let you attack enemy ships while you're cloaked. You simply fly in  
  with your mission set to 'Super Spy' or 'Cloak' and your Primary Enemy set to  
  race XXX. If there is a ship of that race your ship will engage combat. If  
  there are more ships of race XXX, you will engage them all.  
  If your ship has survived combat and it didn't get too much damage to prevent  
  cloak, your ship will cloak again. If it has too much damage, it might also  
  attack the planet if the FC of the planet is set to ATT or NUK.  
  A cloaked ship with the Primary Enemy set will only attack the ships of your  
  primary enemy but not their planets.  
  It is easy to imagine that the default setting YES gives you some great combat  
  tactics - more than any other cloaking race. You've got the largest cloaking  
  ships in the game!  
  <============================================================================>  
  <======   4.2 Cloak Prevent Damage   ========================================>  
  <============================================================================>  
  Default: 1  
  This number is the maximum percentage of damage you ship can have before its  
  cloak fails. For example when the cloak prevents damage % is 15, you'll  
  decloak when your damage is 15; you will still be able to cloak when your  
  damage is 14 %.  
  So the higher this percentage the better!  
  Note: if your ship carries supplies they will immediately be used to repair  
  the combat/minehit/glory device damage.  
  <============================================================================>  
  <======   4.3 Odds of cloak failure   =======================================>  
  <============================================================================>  
  Default: 0%  
  Title says it all.  
  Don't play in a game where this %% is too high, or you'll get screwed. Your  
  strong points make use of the cloak option. If this fails, your only  
  advantages are gone.  
  <============================================================================>  
  <======   4.4 Privateer rob cloaked ships   =================================>  
  <============================================================================>  
  Default: NO  
  If this option is YES than this means that the Privateers can rob your ships  
  from fuel and cargo even if he can't see them. This can make it very hard to  
  beat the Privateers. See $6.4 (Dealing with the Privateers).  
  <============================================================================>  
  <======   4.5 Cloak fuel burn per 100 kT   ==================================>  
  <============================================================================>  
  Default: 5  
  This means that your ships need fuel to cloak. The amount of fuel that is used  
  for cloaking is depending on the mass of the ship. Lucky for you your ships  
  have a low mass. The Deth Specula, the Swift Heart and the Red Wind all use 5  
  kT fuel in the default host settings.  
  The lower this value is the better!  
  Since host v3.22.005 and phost v2.13a the Resolute and Dark Wing don't apply  
  to this setting any more: their advanced cloaking devices won't use fuel.  
  <============================================================================>  
  <======   4.6 Cloaked mine odds   ===========================================>  
  <============================================================================>  
  Default: 0.5 %  
  This means you've got less change to hit an enemy mine when you're flying  
  cloaked. Nice eh? The setting could vary between 0.2 and 0.9.  
  <============================================================================>  
  <======   4.7 Ground attack ratio   =========================================>  
  <============================================================================>  
  Default: 1 : 1  
  You're a cloaking race, and you have cloaking ships with usable large  
  cargoholds - it would be very welcome to play in a game where you get a  
  ground attack advantage of say 5 : 1 to 10 : 1. (Using default game settings  
  the Lizards get a ground attack advantage of 20 : 1, the Fascists get  
  10 : 1.) Use this advantage to conquer low-populated enemy starbases without  
  having to destroy them.  
  <============================================================================>  
  <======   4.8 Free fighters   ===============================================>  
  <============================================================================>  
  Default: 0  
  Your economy is quite bad, so 1 or 2 free fighters per starbase per turn  
  wouldn't hurt you. In fact it would save you lots of MC you can use to buy  
  the techlevels for your Dark Wings. The number of free fighters doesn't have  
  to be high, 2 free fighters is OK because you will only use those fighters as  
  defence on your starbases. (The Evil Empire get 5 free fighter by default,  
  but they need the fighters in their assault vessels.)  
  Chapter 5  
  INTERACTING WITH RACES  
  <============================================================================>  
    About alliances, trading and getting what you need most from your allies.  
  <============================================================================>  
  <======   5.1 Useful Allies   ===============================================>  
  <============================================================================>  
  * Every player would like to make some kind of agreement with you. Your  
  cloaking capabilities together with the information you will gather about your  
  enemies will be regarded formidable. When you're attacking you are a fearsome  
  opponent. Every player would like to have spy info about their enemies. Every  
  player would like to have the cloaking minelayers, minesweepers,  
  battlecruisers and battleships you have. So _you_ will be the one to choose  
  your ally. Pick the one you like most.  
  * Remember: you don't have to ally. You could always sell or trade spy  
  information. Other players may hire your ships - the ships will still be in  
  your possession.  
  * You don't need ships of other players to fight: fighting is not your special  
  ability. Choose your ally wisely, and try to fix one or more of your major  
  problems.  
  * A free-fighter race would be a nice ally. Hammering again on your bad  
  economy, your free-fighter ally could provide you with fighters that are at  
  least 95% cheaper. You will have to buy your fighters, but the Robots, the  
  Rebels and the Colonies can make a fighter from 3 Tritatium, 2 Molybdenum and  
  5 supply units where you will need the same minerals and 100 MC. Filling a  
  starbase will cost you 60 x 100 MC == 6000 MC. With a little help from your  
  ally it will cost you 300 supplies.... Very good deal: trade info for  
  fighters.  
  Use cloaking Red Winds to carry the fighters to your starbases, they can hold  
  exactly 60 fighters. Why tell your ally where your starbases are?  
  Example: Drop your minerals on a Rebel planet. The orbiting Gemini will use  
  the minerals to make fighters. The FC of the Gemini is set to 'btf' - your Red  
  Wind will fly by cloaking and will be loaded with fighters on the fly.  
  (Transfer Fighters happens before Movement.)  
  * Ally to the Empire or the Cyborg to overcome your lack of big carriers. Get  
  him to send you some decent carriers to defend your empire.  
  * Ally to the Federation or the Lizards to solve your economy problem. Borrow  
  some climate changers and extract some cash from your ally.  
  * Ally to the Privateers to provide you with meteors. A meteor will tow  
  a Dark Wing without fuel problems.  
  <============================================================================>  
  <======   5.2 Useful Ships   ================================================>  
  <============================================================================>  
  * HYP ships. Very useful to expand your economy fast. HYP ships are easy to  
  capture but hard to find. In decreasing order of usefulness: Rebel Falcon,  
  Empire Probe, Cyborg Probe.  
  * MBRs. For their speed. MBRs can serve you in two ways: the first being a  
  very, very fast Super Spy ship, the second a way to tow large freighters 162  
  LY a turn. (for planet-hopping large distances.) Are also very easy to capture  
  but you'll be lucky to hit one.  
  * Aries. To solve your fuel problem. The Aries needs minerals to make fuel but  
  it functions cheaper than a Neutronic Refinery Ship. You can put the ship on a  
  starbase to keep it hidden.  
  * Cobol. To solve your fuel problem. The Cobol makes fuel dirt cheap but it  
  will reveal the position of your planets. A cloned Cobol with Transwarp drives  
  and low tech arms will repay its total costs within 5 turns use. (Compared to  
  the standard supply/mineral conversions of the Merlin and the Refinery Ship.)  
  Can't be captured in combat.  
  * Fireclouds. This solves your fuel problem like no other ship can, and makes  
  you more versatile. Only 50 kT of fuel and many ships can be ported to  
  anywhere in your empire. Remember, the turn you chunnel you won't have  
  shields, so make sure you won't be attacked that turn. A detailed course on  
  chunneling is out of the scope of this manual, but it can serve many purposes,  
  transferring whole battlegroups, large stocks of minerals and clans at  
  relatively low cost, so if you can get your hands on one of these babies do  
  your most to get them.  
  <============================================================================>  
  <======   5.3 Trading your ships   ==========================================>  
  <============================================================================>  
  * [More than everything else written down here: this is my opinion. Take it as  
  you want it.]  
  Every player would like to get one of your cloaking ships. Cloaking  
  minelayers, minesweepers etc. You'll have to think twice before trading a ship  
  with a cloaking device to a race that doesn't cloak. You'll give him something  
  he/she doesn't have: Invisibility.  
  Trading a cloaking ship can have devastating effects: other than non-cloaking  
  ships you won't see it coming when it comes your way again.... Imagine your  
  former ally, now your backstabbing opponent will use your ex-cloakers as the  
  first strike fleet.  
  * You can build a few ships that are 'safe' to trade: the Skyfire Class  
  Cruiser and the Valiant Wind Class Carrier. Why anybody should want a Skyfire  
  I don't know, but the Valiant with its 7 beams and 3 bays can be very useful.  
  There are a couple of races that lack a decent mid-size carrier. The Lizards  
  for example only have their Madonzilla with 4 beams and 5 bays. They can  
  afford the fighters and their 150 % damage will turn the carrier into a  
  dangerous weapon.  
  Same to the Cyborg: they have a lot of money but they've got no carriers...  
  Just their Biocides.  
  You can even sell your Valiant to the Rebels and/or the Colonies. Yeah, right!  
  Next to their tech 10 battleships (Rush and Virgo) they only have their  
  single-use Patriot Class Light Carrier. The Patriot has 2 beams, a mass of 90  
  and a cargohold for 30 fighters. It will explode when entering any minefield,  
  it's beams won't do nothing and after one combat the number of fighters will  
  have to be replenished. Your Valiant on the contrary weights 180 kT, has 7  
  beams and it will hold 80 fighters! I'm sure you will be able to convince your  
  ally the Valiant is the one ship he/she is missing!  
  * There are ships that you NEVER must trade. The first one is the Swift Heart.  
  This ship is very cheap to clone and you, with your strategy of not build  
  freighters, will have many planets without enough defences to defend from a  
  cloaked attack. Never let the Privateer get his hands on a White Falcon - with  
  its fuel capacity of 430 it will rob almost any ship making him too strong.  
  Neither a Dark Wing. Think on what you would do against a Privateer Dark Wing  
  towed by a MBR.... [1]  
  Chapter 6  
  ELIMINATING OTHER RACES  
  <============================================================================>  
  Some of them just won't cooperate!  
  <============================================================================>  
  <======   6.1 Dealing with Lokis   ==========================================>  
  <============================================================================>  
  * Loki's aren't that heavy, they're just annoying. A Loki can carry 4 tubes  
  and two beams, but the hull weighs only 101 kT. Use a Deth Specula or a  
  Resolute with high tech torps to intercept and destroy a Loki in mid-space.  
  Because your ships have cloaking devices they will attack before all other  
  ships without cloaking device. This is the so called 'Cloaked Intercept'. Take  
  note: the word is very misleading, because you're not cloaked at all.  
  * The trick is to spot Loki's before you start spying on a planet. If you do  
  fly to a planet protected by the 20 LY radius Tachyon wave of a Loki you will  
  be decloaked. If you decloak orbiting a planet the results can be devastating  
  for you...  
  So don't fly to the planet directly, but warp to a location 5 - 19 LY from a  
  planet. If you don't get decloaked it's safe to fly to the planet. (Beware of  
  planet-hopping Loki's.) If you do get decloaked it's time to move on. By  
  careful probing you'll know how many Loki's there are, and where they are...  
  * If you find a Loki in this way, be almost sure that the mission for this  
  ship in the next turn will be Lay Mines. If you flee you will be decloaked  
  and more vulnerable. Remember that Decloaking happens before and after  
  Movement. [1]  
  * If you receive a Loki from an other player remember that this ship will   
  decloak all your cloaking ships. The tachyon device can not be deactivated.  
  The only way to deactivate is to leave the Loki without fuel.  
  [However, in older host versions even Loki's without fuel will decloak you.  
  This is a very annoying bug, but it will be fixed. A player can tow a fuelless  
  Loki with a battleship. The Loki will always decloak you, and when you try to  
  destroy it by Cloaked Intercept, your interceptor will be fried by the  
  battleship.]  
  * An example of the message you'll receive when one of your ships gets  
  decloaked by a Loki:  
      +---------------------------------------+  
      | (-s0025)<<< Cloak Failure Report >>>  |  
      |                                       |  
      | From: BSC Cyborg Tracker              |  
      | ID # 25                               |  
      | We have been detected                 |  
      | by a Loki class ship.                 |  
      | They found us with a                  |  
      | tachyon field. Our cloaking           |  
      | device has failed                     |  
      | Loki Ship ID# 136                     |  
      | Name: V'Karr                          |  
      | Race: Lizard                          |  
      |                                       |  
      |                                       |  
      |                                       |  
      +---------------------------------------+  
  <============================================================================>  
  <======   6.2 Dealing with Glory Devices   ==================================>  
  <============================================================================>  
  * When you're flying in Fascist territory (or any other race with Glory  
  Devices) you will lose ships. So it goes without saying that the ships you  
  will use to scout such an secured empire are cheap ships: the Swift Heart  
  Class Scout.  
  Each exploding Scout will send you its last greeting by sending this message:  
      +---------------------------------------+  
      | (e0296)<<< DISTRESS CALL! >>>         |  
      |                                       |  
      | BSC Fascists Spy                      |  
      | SWIFT HEART CLASS SCOUT               |  
      | ID # 296                              |  
      | Glory Device!                         |  
      | We have been hit by                   |  
      | Level 6 shockwave!                    |  
      | At: ( 2595 , 1527 )                   |  
      | Damage is at 100%                     |  
      |                                       |  
      |                                       |  
      |                                       |  
      +---------------------------------------+  
  * A Swift Heart with 2 X-ray lasers and a Transwarp Drive costs   
  22 Duranium, 25 Tritanium, 40 Molybdenum and 364 MegaCredits.   
  The cheapest ship with a Glory Device - the D19 with X-ray lasers and 2  
  Transwarp drives costs  
  64 Duranium, 66 Tritanium, 135 Molybdenum and 794 MegaCredits.  
  Or the Fascist player could cut the costs by using low tech engines and thus  
  decreasing the mobility of their Glory Devices. With no weapons and Warp-1 drives:  
  34 Duranium, 63 Tritanium, 65 Molybdenum and 182 MegaCredits  
  This is still more costly than the Swift Heart, but you will need an adequate  
  money supply.  
  The Fascist player will continue to build Glory Devices to protect his empire.  
  You will be sending him new Scouts to spy on his planets. It's a match, but  
  you're winning because your costs are lower. In many cases the Fascist player  
  doesn't have enough Glory Devices to cover all his planets, so you won't have  
  to sacrifice one ship for every planet.  
  The Fascist player has just one advantage: his supply lines are shorter. This  
  is easy to overcome: make sure you've got enough new Scouts on their way to  
  his territory.  
  * The shockwave of a Glory Device will also damage the ships of your enemy.  
  His cloaking ships will be forced out of cloak... nice target eh?  
  * Supplies will repair your ships (at 5 units per % damage) so take some extra  
  with you to repair between glory-device explosion and combat, just in case he  
  had two of them present (or a new one just flew in). Another good tactic is to  
  load a Dark Wing with supplies and move in cloaked. The glory device will  
  trigger and damage your hull, but the damage will be repaired, you will stay  
  cloaked and the glory device is gone.  
  * Now, we can use these basic elements to make a one-two punch.  For example,  
  move in a Dark Wing with 110 supplies (enough for 40 torps, and enough to  
  repair the Glory Device Damage).  With Glory Device will explode, but you'll  
  repair yourself. His other ships will be damaged (10% or 20% of normal mine  
  damage, and he may have supplies too).  Now your ship will attack.   
  Alternatively, throwing Swifties at his starbases will usually set off a  
  glory device, and frequently take out a Neutronic carrier or SDSF.  Finally,  
  if you ever do get a good ship in to his starbases, simply sit there with  
  primary enemy set : he may build glory ships, but you'll take them out before  
  he can set their FC.  
  * If you are more cautious, you can throw Swifties at him, then follow with  
  cruisers. After blowing up two GD ships, he'll probably build something else,  
  giving you a chance to slip in.  
  * There are certain problems : glory devices do not damage his planets, but  
  they do damage yours.  Keep him away!  Be offensive, as always.  Glory  
  Devices will knock your shields out even if you do use supplies to repair.[8]  
  <============================================================================>  
  <======   6.3 Notes on the Federation   =====================================>  
  <============================================================================>  
  * The Feds tend to stock large amounts of unarmed battleship hulls on their  
  starbases to be refitted later. Nevertheless their default 70% mining rate  
  they will build twice or three times the number of hulls as you. If you don't  
  destroy those empty hulls the Feds will outnumber you soon! So you'd better  
  find those hull before they find you. Needless to say those unarmed hulls  
  without beams, tubes, torps and fighters are easy to destroy.  
  <============================================================================>  
  <======   6.4 Dealing with the Lizards   ====================================>  
  <============================================================================>  
  * The Lizard Ground Attack is unstoppable, even by you. Once his cloakers are  
  there, the only defence you've got is laying minefields. You could of course  
  try to get some Glory Devices from the Fascists - the ships won't bite you.  
  * The Lizards have a great economy: huge income of minerals and megacredits.  
  You'd better don't rely on T-Rex's having low tech beams/torps... he has  
  enough cash and minerals to equip every ship with high tech ship parts.  
  * Your Dark Wing has more tubes, but the Lizard ships take 150 % damage by  
  default before exploding. You'd better use a battle simulator to check out  
  the best configuration, your ship ratio might be 1:1, you'll need one Dark  
  Wing for every T-Rex. :-(  
  * The best defence is the counter-attack. Keep his ships in his own territory.  
  Keep his Lokis bound to his own planets. Don't let him even try to get to  
  your planets. Instead, try to mess up his economy. You can't stop him, but he  
  can't stop you.  
  * Don't try to hunt down those Reptile and Saurian scouts - unless they  
  conquer a planet, they can't refuel on an enemy planet as you can. Protect  
  your freighters, or use them as bait.  
  * You can do the Lizards great harm if you can destroy all HISSing ships  
  orbiting his cash planets. When all the HISSing ships are gone, the high tax  
  will immediately cause the natives to riot. This makes the planet worthless  
  for at least a couple of turns: no income. Such a planet will likely be  
  protected by a Loki to decloak all evil-minded ships - time for a suicide  
  attack by some Deth Specula's. You could of course try to destroy the planet  
  with Resolutes/Dark Wings, but it may be a starbase. If the 'Cloaked ships  
  attack PE' setting is YES, fly in with your mission set to Super Spy, your PE  
  to Lizard, and your FC set to 'bum'....  
  <============================================================================>  
  <======   6.5 Dealing with the Privateers  ==================================>  
  <============================================================================>  
  * Most important is the host setting 'Rob Cloaked Ships'. If it is yes you're  
  situation is far worse than when it was 'no'.  
  If the Privateer can't rob cloaked ships, you will be able to attack his  
  planets and recloak the next turn - he can't rob your ships.  
  If the Privateer can rob cloaked ships, they will set their ships on your  
  planets to rob at random. If you try to scout their territory, you will  
  encounter decloaked ships on Privateer starbases that will rob you when you  
  try to fly away - when the starbase is set to Force Surrender you will lose  
  the scout in the same turn. An HomeWorld can be very dangerous: it will have  
  Lady Royale's and Alchemy ships in orbit, and they will rob you blind. When  
  you're departing from your planets, set your waypoint in mid-space and your  
  mission to beam up fuel. (Of course you've dropped your fuel on the planet.)  
  Have your ship FCs to match your planetary FCs when beaming up fuel.  
  * You ships are superior to their ships. You're probably the best race to  
  terminate the Privateers. Use Deth Specula's, Resolutes and Dark Wings and  
  kill everything in sight.  
  * When fighting the Privs, do what you always do: stay cloaked. If you've  
  build any freighters (for planet-hopping) they will be an easy target for the  
  Privs. Get rid of your freighters and use Fearless Wings/Resolutes as  
  transports.  
  * Lay moving minefields. Lay huge minefields, scoop the mines up again (with  
  another ship) and lay the minefields again on another place.  
  <============================================================================>  
  <======   6.6 Dealing with the Cyborg   =====================================>  
  <============================================================================>  
  * While Biocides and Annihilations are the backbone of the empire of the  
  Cyborg, the Fireclouds are the veins. To set up a stable connection between  
  two Starbases the Cyborg need three Fireclouds: One on every starbase and one  
  doing the chunneling.  
  It's easy to take out his transport system. Use Resolutes and eliminate all  
  Fireclouds. An attacking Cyborg player will in most cases try to chunnel his  
  fleet to you. When you've destroyed any incoming Firecloud, he has to fly to  
  you just like any other player. (And his heavy Cubes will need huge amounts of  
  fuel..:-)  
  This holds true for any player opposing the Cyborg. A FireCloud is bad news  
  and should be shot on first sight. If you leave it alone, next turn there may  
  be several brothers which can spread around and beam in cubes all across your  
  empire. Next thing you're dead.  
  * The Cyborg tend to spread our over the entire cluster - their empire doesn't  
  have to be aligned. Such an empire is hard to exterminate: finding all his  
  planets and starbases can be a real pain. Try to get some ships (Resolutes)  
  chunneled to the other end of the galaxy, to his outposts. Then cut off his  
  means of communication (i.e. destroy all FireClouds) and mess up his economy/  
  planets.  
  * Be aware of the Chunnel facilities of the Cyborg! A Cyborg player can fly  
  one single FireCloud to your territory by flying it > 300 LY outside the map,  
  i.e. the ship will remain outside your range and you will not detect it until  
  it is to late. When the FireCloud runs out of fuel, a second Firecloud is  
  simply chunneled in to refuel the first one... When the Cyborg player sets  
  his foot on your less heavily defended backyard planets/starbases you won't  
  be able to kick him out again. He will just chunnel in more reinforcements.  
  To prevent such a disaster, just put a picket ship outside the map, say at a  
  150 LY distance. A Resolute will do great: it cloaks so the Cyborg won't see  
  it coming and won't chunnel in a fleet to destroy it, the ship doesn't use  
  fuel to cloak so it doesn't need to be refuelled and the ship itself is  
  capable enough of dealing with one single FireCloud.  
  <============================================================================>  
  <======   6.7 Dealing with the Crystal People   =============================>  
  <============================================================================>  
  * Most often someone will have taken out the crystal people early in the game,  
  since they are a relatively weak race. But once they've become established  
  they can mean bad news. Their webmines make great anti-cloak weapons, if they  
  can afford them.  
  * This holds true especially in PHost where they can form minefield alliances  
  with other races and lay overlapping minefields in different race-identities,  
  so the draining of fuel goes way faster.  
  * Use high tech beams to sweep away his fields before he can tow\capture your  
  cloakers.  
  * They rely heavily on molybdenum, so you could try to beam up that mineral if  
  you want to annoy them and have nothing better to do after a SuperSpy.  
  * Never ever let them get a cloaking ship!  
  <============================================================================>  
  <======   6.8 Dealing with the Empire   =====================================>  
  <============================================================================>  
  * The Empire is a fighter-race, and has only one type of torpedo ship: The  
  Super Star Frigate. Once you've eliminated all SSFs your ships won't get hit  
  by mines any more.  
  Use Deth Specula's or Resolutes with Mark 4 torps or higher and Heavy Blasters  
  or higher: you will easily capture the SSF.  
  * Those Empire starbases tend to build 5 free fighters every turn. (Host  
  configurable). The bases will get stronger every turn they exist, so you'd  
  better take them out soon, before they've got the full 60 fighters. Use a  
  Resolute or a Dark Wing.  
  * When you see a H-Ross Class Light Carrier or a Moscow Class Star Escort  
  flying around, don't forget they're worthless in a battle. The Empire player  
  will use them to transport fighters from his stocked starbases to his ships in  
  the front-line.  
  So if you see such a fully loaded light carrier departing from a starbase,  
  take out the starbase because it's low on fighters and don't forget to  
  destroy the carrier and the fighters it is carrying before the fighters are  
  used in a much more dangerous ship like a Super Star Cruiser or a Gorbie.  
  * When you're beaming up minerals from Empire planets, beam up Molybdenum. The  
  mineral balance of the Empire is not as good as yours, and they tend to use  
  far more Molybdenum (for ships and fighters!) than Tritanium or Duranium.  
  <============================================================================>  
  <======   6.9 Dealing with the Robots   =====================================>  
  <============================================================================>  
  * The Robots are a fighter-race, and they only have one type of torpedo ship:  
  the Cat's Paw. Those Cat's Paws are extremely dangerous as they tend to lay  
  *huge* minefields. Save your ships and take them out with your Dark Wings and  
  Resolutes.  
  * Use Resolutes with high tech beams as minesweepers.  
  * The Robots will keep a couple of Q-Tankers on starbases to build fighters.  
  Eliminate the source of his fighters by capturing those Q-tankers. The  
  fighters of those capture Q-tankers make a perfect use to you as starbase  
  fighters!  
  * When you're beaming up minerals from Robotic planets, beam up Duranium. The  
  mineral balance of the Robots is the worst in the whole game, and they tend to  
  use far more Duranium than Tritanium or Duranium.  
  * Be careful not to surrender one of your ships to a Robotic starbase - when  
  it will get back to you it will do enormous damage by laying *huge* minefields  
  in your territory.  
  * Read carefully the section about the Minefield Universal Code. It will help  
  you a lot against their minefields.  
  * Never ever let them get a cloaking ship!  
  Chapter 7  
  SNEAKY COMBAT TACTICS  
  <============================================================================>  
  About doing what you're designed to do: attack!  
  <============================================================================>  
  <======   7.1 Towing ships   ================================================>  
  <============================================================================>  
  Destroy large enemy fleets ship by ship. Wait till a fleet arrives at a  
  planet, or predict their course and tow the ships to your waiting fleets of  
  Dark Wings and Resolutes.  
  Perfect way to remove defending ships from planets/starbases.  
  1b. If your opponent is already used to you towing ships from planets and  
  starbases into midspace and intercepts his ships with large battleships,  
  change your tactic: try to get a MBR and tow an enemy > 81 LY. It will keep  
  your enemy busy for a couple of turns adjusting to your new strategy and  
  rearranging his ships and tactics...  
  <============================================================================>  
  <======   7.2 Creative use of the NUK FC   ==================================>  
  <============================================================================>  
  Imagine an enemy starbase defended by a large number of heavily armed  
  battleships....  
  You use your scouts and lock the FC to 'NUK'. Your fleet of Dark Wings are  
  waiting just outside the warpwel, they transfer their fuel to another  
  cloaking ship and move without fuel to the enemy starbase.  
  Your ships will be ignored by the enemy battleships because they don't have  
  fuel, but the starbase is set to NUK and will be destroyed by your fleet.  
  (Use the cloaking fueltank to refuel and repair (supplies) your Dark Wings.  
  Note:   
  a. This won't work for the newer versions of phost, i.e. the Birdmen are  
  immune to the planetary NUK friendly code.  
  b. It is reported that this also won't work for the newer versions of host.  
  Let it be clear that this is an undocumented feature - it can't be found in  
  the docs. [8]  
  2b. When two enemy players are playing in co-operation, try to set the FC of  
  the planet/starbase of enemy A to ATT or NUK the turn a battleship/fleet of  
  enemy B arrives on that planet/starbase. Watch the fleet destroy the  
  starbase/planet or vice versa - it doesn't matter: any which way you win!  
  [Obviously this won't work for host 3.22.007 allies and PHost allies.]  
  * Don't forget to leave orbit in case if your ships get decloaked by an Ion  
  Discharge, or else they might get fried.  
  * If the planet/starbase gets toasted, return to the planet (cloaked) and  
  perform a Ground Attack with the 5 - 20 clans you always carry in your  
  cargohold...  
  <============================================================================>  
  <======   7.3 Ambush   ======================================================>  
  <============================================================================>  
  If a large unstoppable fleet is coming your way, setup an ambush on your own  
  planet/starbase. When an enemy fleet arrives, break up the fleet into smaller  
  pieces and smash them at your will.  
  (For the desperate only. You don't want any enemy in your place, go play in  
  their territory.)  
  <============================================================================>  
  <======   7.4 Carriers and your Starbases   =================================>  
  <============================================================================>  
  A fully stocked starbase and a Dark Wing can take care of most of those  
  monster carriers. Starbases are the best defence for a Birdmen player,  
  especially when the ship limit is reached. And if the enemy battleship won't  
  come near your base, tow it to the base using a White Falcon.  
  <============================================================================>  
  <======   7.5 Glory Devices   ===============================================>  
  <============================================================================>  
  When dealing with the Fascists or any race that uses Glory Devices, send in a  
  Scout. If it blows, go in and look for damaged cloak capable ships, they are  
  an easy target now. Tow them from his starbase and destroy them in mid-space.  
  (Easier than waiting for those cloaking ships to intercept attack your own  
  ships or to get hit in a minefield.)  
  There is a great chance that the player would use the starbase FIX mission to  
  repair one ship a turn, so if there are multiple cloak capable ships on that  
  base they will be an easy target.  
  Note:  
  An expert player would probably carry supplies in his ships to repair the GD  
  damage instantly, or keep a second non-triggered GD as backup in case the  
  first one blows...  
  <============================================================================>  
  <======   7.6 Ignoring surrendering   =======================================>  
  <============================================================================>  
  When allied to the Privs, it doesn't matter if your ships surrender to an  
  enemy starbase. Lock the FC, let your Fearless Wings and Resolutes (having 1  
  kT fuel and a matching FC) beam up *everything* from an enemy starbase. The  
  Fearless Wings and Resolutes will all surrender to the enemy starbase, but as  
  you know this, you'll tow them away at the same turn to the waiting Privateer  
  wolfpack. The Priv ships will rob the Fearless Wings and Resolutes of their 1  
  kT fuel, and your ships will be yours again. No change of losing your ships:  
  with 1 kT fuel they won't fly very far. Maybe your opponent dumps the  
  minerals in space, but what the heck: the fun was that HE didn't have them.  
  (A large drawback is that you do need a lot of ships to do this.)  
  <============================================================================>  
  <======   7.7 Freighter Hunting   ===========================================>  
  <============================================================================>  
  This should be a standard thing to do for every Birdmen player: disrupt your  
  enemies economy by capturing/destroying all his freighters. Use Swift Hearts  
  to intercept freighters in mid-space or use White Falcons to tow those  
  freighters out of orbit into mid-space. Arm them with X-ray lasers.  
  * Beware of traps when intercepting, your enemy might intercept his own  
  freighters too.  
  * Swift Hearts are cheaper, but the 140 kT cargohold of the White Falcons  
  opens more possibilities:  
  if you capture a freighter with clans, you might perform a ground attack on  
  a planet/starbase with a low population.  
  if you capture a freighter with minerals (and MC), you could restock your  
  torp supply in mid-space and lay this minefield in the enemies shipping  
  routes.  
  * What to do with a captured freighter?  
  You could set it's mission to Sensor Sweep or Mine Sweep, and thus giving  
  you the opportunity to gather information while you can cloak again.  
  You could do this for instance for one turn by giving the freighter 1 kT of  
  fuel and to set the waypoint so that the freighter will run out of fuel at  
  the end of the turn.  
  You could move it a few LY and put your cloaked ship at the same  
  coordinates. If the freighter has fuel and the enemy intercepts the it, you  
  will see the armament of the new enemy ship. If your ship is a good match,  
  tow the new ship and capture/destroy it. (The freighter is even more  
  damaged, or destroyed, and won't get very far. Get it later.)  
  If the freighter doesn't have fuel and the enemy intercepts it, it won't  
  fight. You will then decide what to do: 1. tow/attack the new ship,  2. let  
  the freighter be towed away to surrender, 3. transfer 1 kT of fuel to the  
  freighter and let it get captured/destroyed by the new ship/another ship/  
  an enemy starbase.  
  If you let the freighter be captured again/let the fuelless freighter  
  surrender at a starbase you will be able to recapture it later when it's  
  filled again...  
  When the enemy doesn't have that much freighters he will have to re-use the  
  ship instead of recycling it. This gives you the change to recapture it  
  when it's cargohold is full.  
  Anyway, your opponent will have to waste several turns with a 2-engine ship   
  to recapture the freighter and then repair it at a starbase...  
  That ship won't be used against you!  
  Be aware if you let the freighter be captured again by the enemy, or even  
  destroyed, the enemy will get Priority Build Points. (1 PBP for capturing -  
  host 3.22.007 and older)  
  If you don't want to let the enemy get his hands on the freighter again,  
  there are two very effective destructive methods: 1. colonise the freighter  
  on an uninhabited (amorphous?) planet or a planet that you've conquered on  
  your enemy. This will give you 1 PBP but on the other hand when the enemy  
  colonises the planet he will be able to use/beam up the minerals. 2. Smash  
  the freighter into an enemy minefield. It will explode even if it doesn't  
  have fuel. You won't get anything, but neither will he. Perfect, fast and  
  deadly.  
  * Often a player will make a mistake of killing anything with the name  
  freighter in it's name just because it's an easy kill.  Don't be too  
  trigger happy, Look at the ship first.  Is it full or empty? An empty  
  freighter is a useless catch, follow it to a planet, it will be full and  
  worth much more.  A favourite tactic of mine is to jettison all the cargo and  
  then drive it at full speed towards the nearest minefield with it's mission  
  to "mine sweep".  This does a few things:  1. up to date minefield info.  2.  
  destroys freighter  3. freaks out opponent if he manages to capture it  
  ("where'd all the Moly on board go? aaargh!!!") [9]  
  * Advanced Freighter Killing  
  This tactic takes a bit of practice to perfect, but is devastating in the  
  right hands.  First off, what are things that can go wrong with freighter  
  killing? Right, escorts and minefields.  You forgot one, though: the  
  freighter itself.  
  1. Freighter:  an experienced player will usually never set a waypoint over 3  
  months in a straight line.  What that means is that if a planet is 120 LY  
  away and the freighter is doing warp 7, he will not travel in a straight line  
  towards the planet.  He will probably move his target up or down a few LYs.  
  This is called "zigging" and it makes life hell for the privateers who try to  
  land on top of ships and rob them, but that's another story.  What we want to  
  do is get in the way of the ship and "zig" in front of it.  How we do that  
  is, sit about 100 LY away of the planet, between where the freighter is and  
  where it's going. Turn 1, you are cloaked and see it moving towards you,  
  heading for a base or something.  Look at it.  Does it have an escort? No? Is  
  it full or empty? If you suspect that it's carrying cash, hit it anyway. Set  
  mission for Intercept freighter, and set warp speed to 4. Now what that does  
  is give you a 16 LY radius to intercept the freighter in.  
  ** You can do this in a minefield with a very small chance of getting hit.**  
  Since the intercept attack will decloak you at the time of attack, you move  
  at .5% through the minefield, with a maximum of 16 LY to travel.  Some people  
  forget the warp 4 part and leave their speed at warp 9.  Then they are  
  surprised when the freighter heads in a completely different direction and  
  they ram a mine after travelling 81 LY through the field.  Leave the brakes  
  on, if you miss you will not go zooming after it (and probably not catch it).  
  2. Escort:  So, your enemy is getting desperate, is he?  Escorts are the best  
  sign in the world that the war is going badly for him.  Anyone who needs to  
  devote a capital ship to secure a load of minerals in his own space is  
  getting desperate.  So cheer up, the war is going well.  Run a few sims and  
  see if you can take the escort, second, run the sim and see what happens if  
  you intercept the freighter, then get blown up, then HE fights his own  
  freighter.  If he doesn't blow it up, don't bother - all you'll have done is  
  damaged his freighter, which he can fix at the next stop or starbase.  
  3. Minefields:  as the intercept mission in point 1 described, using a low-  
  speed intercept (even warp 3 will work) will lessen your chances of a mine  
  hit, while still letting you capture the freighter.  This merits repeating:  
  When you perform the XA intercept attack, you are CLOAKED.  You get 1/2 the  
  chance to hit a minefield, so you can feel confident driving around at warp 8  
  inside a minefield if you need to(just don't make it a regular thing).[9]  
  <============================================================================>  
  <======   7.8 Conquering planets   ==========================================>  
  <============================================================================>  
  * An Resolute with Heavy Blasters or higher and Mark 4 torps or higher can  
  take out every non-starbase planet. It can even destroy a starbase with less  
  30 starbase fighters without taking damage. (Depending on the shield, host  
  configurable)  
  * White Falcons, Fearless Wings and Deth Specula's aren't afraid of planets  
  too. Use high tech torps on the 1 torp ships, and Heavy Blasters when there  
  are a lot of planetary defence units.  
  * If the planet is deep in enemy territory, or on a location where the enemy  
  can reconquer it quickly, completely _waste_ the planet:  
  If there are natives, set the native tax to 100% for two or three turns -  
  it will make the planet useless for at least 10 turns. No tax income, and  
  the rioting natives will destroy planetary structures, and eventually will  
  begin to kill colonists! (They will kill your clan, and when the planet  
  becomes inhibited the native happiness will remain the same. When the  
  planet is recolonised, a percentage of the first colonists will be killed  
  immediately.)  
  If there are enough minerals and cash for a starbase, build the starbase  
  and remove your clan. Next turn the starbase will be build and crash. This  
  way you will destroy 420 kT Tritanium, 120 kT Duranium, 340 Molybdenum and  
  900 MC at the same time!  
  * You might follow another approach: if the enemy is a fighter-race, he might  
  use the minerals on the planet to restock his fighter supply when he  
  reconquers the planet. Simply remove all Tritanium or Molubdemum from the  
  planet - whichever is less. If the enemy is a torp race, choose one of the  
  minerals and dump it in space. If there are enough minerals on the planet for  
  a starbase and you want that planet and the starbase, just temporarily remove  
  one critical mineral from the surface. (Wait for your backup: a load of clans  
  and/or lots of cash and/or a captured carrier (or cloaked Red Wind) with  
  fighters for the future starbase.)  
  Keep an eye on the minerals in the core and the number of mines!  
  <============================================================================>  
  <======   7.9 Cloaked ships attack   ========================================>  
  <============================================================================>  
  Use the 'Cloaked ships attack' host setting to your benefit: If you stay  
  cloaked with several warships over a enemy starbase you will be capable to  
  attack his newly built ships if the starbase orders are set to Refuel. Then  
  you will attack his ships that will have not torps or fighters on board. This  
  will surely work early in the game when the enemy HomeWorld has plenty of  
  fuel.  
  <============================================================================>  
  <======   7.10 Cloak Prevent Damage   =======================================>  
  <============================================================================>  
  Use the 'Cloak Prevent Damage' host setting!  
  Try to carry a cargo of supplies inside your cargo bays. It will repair some  
  damage after combat and your ship might be cloaked again at the end of the  
  turn.  
  Note that the supply-repair is scattered around the battle order:  
  repair  
  move (minehits!)  
  repair  
  glory device  
  repair  
  ship vs. ship combat  
  repair  
  ship vs. planet combat  
  repair  
  However, cloak-checking is only done at the beginning and end of the turn, so  
  if you take a mine-hit or glory device explosion during the turn, you will  
  repair prior to combat, but will not be cloaked.[8]  
  <============================================================================>  
  <======   7.11 Steal minerals from a planet with a Starbase   ===============>  
  <============================================================================>  
  [Use with caution and read carefully!]  
  For this to work you need 5 cheap ships to do SuperSpy and to change the FC.  
  For the beam up you will gather as many ships as you want. But you will need  
  the same number of ships to tow them.  
  Here's the deal: Move the entire fleet to the target starbase. Put the 5 cheap  
  ships in orbit with a common FC and all on SuperSpy. Transfer all fuel from  
  the gather ships to the towers, set their FC to the common FC and the mission  
  to Gather Anything. Let the towers set their FC to something different than  
  the common FC and let each tow one of your now fuelless gather ships out of  
  orbit.  
  Result: The ships gather minerals since even without fuel they gather with  
  matching FCs. The towers will tow the now stocked transporters out of orbit.  
  Transfer fuel to the transporters and carry the minerals to your own bases.  
  If the SB is set on 'Force a surrender' the fuelless ships (transporters)  
  will get to the enemy. Then the transporters are towed to one of your nearby  
  Starbase to surrender. The enemy will surely dump the minerals into space  
  since they are his ships now. You will lose the minerals, but heck - he  
  doesn't have them and that's what you wanted eh? [2]  
  Notes:  
  * Don't beam up fuel! Tritanium, Duranium and Molybdenum only! And supplies -  
  if you really need them :-)  
  * Think of this strategy when you're allied to the Privs or the Crystals. Let  
  them tow/capture the fuelless transporters. Success guaranteed!  
  * If your ships surrendered to the enemy starbase, and the enemy already got  
  his hands on a cloaker, he might anticipate to which starbase you will bring  
  his new cloakers to surrender. Using this cloaker he will wait in orbit for  
  his fuelless cloakers to come: he will transfer fuel to all fuelless cloakers  
  and they won't surrender, they will even fly away or engage combat.  
  * If your starbase is just one turn away from his, your enemy doesn't have to  
  change to drop the minerals. It might even be worth to build that temporary  
  starbase... Try using Gravitronic Accelerated ships to shorten the distance.  
  * This tactic will cost you a lot of resources: time, fuel and ships. On the  
  other hand you will be able to completely strip an enemy starbase of minerals.  
  The more transporters you use, the more effective and economical it will be.  
  Say if you would use 5 Fearless Wings to beam up minerals, you will need 5  
  other 2-engine ships and the ships to set the FC, 15 in total!  
  * Set the FC to 'bum' and you'll get his money too!  
  * This tactic uses a lot of resources. Use it wisely and not to often - you'd  
  spend your time better using those 15 ships for freighter hunting!  
  <============================================================================>  
  <======   7.12 Using (Moving) Minefields   ==================================>  
  <============================================================================>  
  * Minefields are a very effective defence against cloakers. Even when you play  
  the Birdmen you occasionally might want to lay some when you have cloaking  
  neighbours/ enemies. When laid from a cloaking ship this effectiveness gets  
  multiplied by a unexpectedness factor: such a minefield can be really  
  devastating. To increase the unexpectedness, the mines of a newly laid  
  minefield can be scooped up again next turn to be used again later as another  
  minefield. This is what is called 'Moving Minefields'. (Of course Moving  
  Minefields can also be created by non-cloaking ships.)  
  * The ideal situation is to have two cloaking vessels with a large cargohold.  
  (Resolutes or else Fearless Wings). The two ships fly together all the time.  
  The first vessel having its cargohold stocked with torps will decloak and lay  
  this _enourmous_ minefield. The next turn the first vessel will cloak again  
  and the second vessel will scoop the mines up again.  
  * Very clear until now eh? Let's continue and refine this scheme a bit: To be  
  able to continue laying this moving minefield you will have to take some  
  action to preserve your mines/torpedo's as your opponent will try to sweep  
  it, and if he succeeds you will have to return to your base/planets and spend  
  more cash on torps :-(  
  This can easily be prevented when you know the order of actions: minesweeping  
  happens by ship ID, the ship having a lower ID sweeping first. So the only  
  thing you will have to do is to arrange one low ID Resolute (or Fearless Wing)  
  with high tech torps. (A Resolute ID#1 would be ultimate, and a ship with an  
  ID between 1 and 25 would do allright.)  
  First turn, let the Resolute with the higher ID convert all its torps into  
  mines. Next, transfer all cargo from the low ID Resolute to the high ID  
  Resolute (another set of 280 torps!) and scoop the minefield up in the  
  cargohold of the low ID Resolute.  
  * This way your minefield can only be destroyed by an enemy minefield (if the  
  'mines destroy enemy mines' host setting is on), or by an enemy vessel  
  sweeping it by pure luck.  
  * Two remarks: if the enemy sets all his ships to Mine Sweep, he can't cloak  
  or do anything else, and if he used his ships in pairs to sweep/cloak on a  
  turn he will bind a lot of resources (ships) to your waiting Resolutes.  
  280 Mark 8 will make 10 x 10 x 280 = 28000 mines. A MBR, or LCC, or Saurian  
  with 4 Heavy Phasers will sweep 10 x 10 x 4 x 4 = 1600 mines at a time (host  
  default settings). Your enemy will sure need a lot of those ships (working in  
  pairs) to try to sweep your minefield!)  
  Second, if your enemy decides to destroy the minefield by laying another  
  minefield that is as large as yours, it will cost him as much as you, with  
  this respect that his reaction is provoked by you and that he will be  
  withdrawing resources from other projects. Until then, you will be able to  
  harass him with your minefield.  
  * And what the hell, if he destroys your minefield you will still have the  
  other set of torps, don't you? :-)  
  * How to get a low ID Resolute? Well, he turn you know for sure you're going  
  to get a lot of PBPs, try building Resolutes only on all your starbases.  
  <============================================================================>  
  <======   7.13 Using good baits   ===========================================>  
  <============================================================================>  
  You can use baits (A resolute without fuel in mid space) to get enemy ships,  
  just keep a Dark Wing or two cloaked at the same place with PE set to your  
  enemy... A Resolute is a NICE bait to many races.. Also keep a Swift Heart  
  without PE set, so you can transfer fuel if all Dark Wings are killed!  
  <============================================================================>  
  <======   7.14 Cloaking your entire empire   ================================>  
  <============================================================================>  
  Everyone laughs when they read that the Birdmen would cloak a planet if they  
  could, but few know that we CAN and DO cloak entire empires (sorta).  
  TimHost and PHost both have ranges for planet and sensor sweep settings. These  
  are default 200 LY, meaning that each planet and each ship can see a maximum  
  distance of 200 LY.  Now, what if you have 50 Dark Wings uncloaked 201 LY  
  away?  That's right, they're invisible.  Now wouldn't it be nice to know  
  where that 200 LY "border" is?  The answer is simple:  put cloaking scouts at  
  your borders, or 100 LY beyond your borders, and leave them there. Any ships  
  you see approaching can be dealt with as you see fit.  
  Hyper-probes will continue to be a problem, my only advice is get your defence  
  posts to "un-scannable" size as soon as possible (15 in TimHost, PHost is  
  configurable).[9]  
  <============================================================================>  
  <======   7.15 Enemy starbases   ============================================>  
  <============================================================================>  
  Starbases can't move. Warships can. Take out Starbases whenever possible.  
  True, you will for sure lose it, but the economic damage is significant. For  
  the one turn you hold it, make sure to:  
  Convert all the supplies into money and beam it up.  
  Set native tax rate to 100% and watch them tear down whatever is still  
  standing.  Plus, he won't be able to build that many factories with the  
  natives still running around with axes, and cash will be scarce.[9]  
  <============================================================================>  
  <======   7.16 Cloaking all your ships   ====================================>  
  <============================================================================>  
  Someone suggested staying hidden no matter what the cost, and recommended  
  using Fearless Wings as cloaking freighters.  I'm not too sure about that  
  advice, I mean, is 200 moly worth the extra 10 fuel it takes to cloak it? On  
  a large scale, you would need 5 Fearless Wings for every large freighter.  
  That's expensive and time consuming, both production and material-wise.  
  When the above tactic is useful:  
  Let's say that you live next to a lazy player.  He has expanded to a certain  
  size but never got around to colonising that cluster up near the edge of the  
  map.  Your scouts have been through there and report some decent mineral  
  planets and a few natives.  You decide that you want that sector.  
  1 Fearless Wing will be enough for this "mission".  Basically you want to be  
  able to set up shop in one or two turns, and not be caught with your "pants  
  down".  You may want 1 or 2 Dark Wings along for protection just in case of  
  cloak failure, etc.  
  Depending on the range of the target, you may wish to add another Fearless  
  Wing solely as a cloaked fuel reserve.  Your range with a fully loaded  
  Fearless Wing will be about 3-4 months depending on engines used.  
  Your Fearless Wing should be hold:  
  100 colonists 140 supplies 2200 credits.  
  Once you are in orbit, beam down everything. Build 15 defence posts and 100  
  factories.  You will have 400 credits left over, next turn take that and the  
  100 supplies you just made and build 100 mines.  
  There you have it - you're weak, poor, but undetected.  
  I did the calculations for a fully-built starbase in one turn but deemed it  
  too expensive (5 Fearless Wings, all of them fully loaded, plus about 15,000  
  credits) and you'd still only have 15 defence posts and a tech 1 starbase.[9]  
  Chapter 8  
  MORE THAN HOST ALONE  
  <============================================================================>  
  Make sure you READ the manual all the way through, make sure you know the  
  ORDER of events in the add-on, and possibly which order they are run by the  
  host, and by all means get the correct CONFIG SETTINGS. Most add-ons have a  
  'con' code of some sort to send the variables back to you.  
  One add-on adds flavour to gameplay, but if your host goes ballistic and loads  
  every add-on he can find into the game, you may have 3 pages of friendly  
  codes to get used to.  Go through all the doc files and paste together as  
  much quick-reference info as you can.  The last thing you want to do is  
  accidentally self-destruct one of your ships by using the wrong friendly  
  code.  
  <============================================================================>  
  <======   8.1 PHost   =======================================================>  
  <============================================================================>  
  Assuming you're going to play a PHost game, you'll probably also play with  
  PList (see below) or another shiplist that takes advantage of Phosts capacity  
  for up to 20 beams/launchers or fighterbays in a single ship. Otherwise  
  planetary defence is just way too tough to deal with.  
  But there's much more to PHost than the increased planetary defence and the  
  large battleships. Most of that goes beyond the scope of this manual,  
  therefore it is highly recommendable to read the documentation before you  
  start.  
  But a lot of things are much the same, you still have a neat array of cloakers,  
  including your battleship the D'deridex (the fed nova can also cloak in  
  plist). You still have the powerful superspy mission. You still need to snipe  
  and cut supply lines before your enemies get a chance to grow big. You will  
  find yourself stealing fuel and megacredits as these remain your strongholds.  
  As for know, you'll only miss advanced cloaking.  
  Note: with PHost special friendly codes never match, so if you for example set  
  a planetary FC to 'bum' the ships locking the FC can still hit the minefield  
  around that planet.  
  <============================================================================>  
  <======   8.1.1 PHost Configuration  ========================================>  
  <============================================================================>  
  Make sure the settings that affect you as Romulans are somewhat decent, cloak  
  failure should be kept low, rob cloaked should be disabled, the fuel cost of  
  cloaking reasonable, cloaked mine odds approx. half of uncloaked etc.  
  In the default settings everything is OK for you, you will even get a free  
  fighter every turn on every starbase (as all other non-fighter races will).  
  Towing cloaked ships is a configurable option in PHost as well, and the  
  default is no! This is good news, because it means you can escape an  
  established tow beam just by cloaking. Wow! Even though I personally don't  
  think this is a good thing for the game in general, I don't care if I'm  
  playing the Romulans, and will abuse it whenever appropriate.  
  Combat parameters are not a toy, fooling around with them will heavily affect  
  combat in play, so make sure the host either uses default settings for these,  
  or he should be damn sure of what he's doing. You'll need a copy of the  
  pconfig.src anyway for use with battlesimulators anyway (Thomas Voigt's Bsim  
  2.2). Fool around with the simulator, especially if you haven't played PHost  
  before.  
  <============================================================================>  
  <======   8.1.2 PHost Alliances   ===========================================>  
  <============================================================================>  
  This is a real advantage over host.exe. The ability to establish alliances and  
  dropping them. In practice this means that you don't have to worry that your  
  ships will fight your allies, strike a mine laid by one of your friends and  
  will have info on both his ships and the ones visible to him, and his planets  
  (all depending on the status of the alliance established).  
  <============================================================================>  
  <======   8.1.3 Planetary and starbase defence   ============================>  
  <============================================================================>  
  To overcome the problem in host.exe that planets are too easily conquered  
  PHost defence features planets (and bases) with torplaunchers. This increases  
  their strength enormously, so you can forget about having a cheap B'rell in  
  deep enemy territory and taking freighters and planets with it. Just taking  
  out freighters and SuperSpying is all you can do with a lowly armed ship.  
  On the other hand, once driven on the defence you will benefit. Especially  
  once you know that you could stock up on torps in a starbase which will be  
  used when that base is attacked. And that a base is capable of fighting prior  
  to the ships orbiting it. The effects of this can be enormous, make sure you  
  test this at home.  
  <============================================================================>  
  <======   8.1.4 PHost Armament   ============================================>  
  <============================================================================>  
  One of the features in PHost-plist is that high tech stuff tends to pay off.  
  High tech torps and beams do way much more damage than in host.exe, and they  
  discharge at a higher rate. Tech one beams don't perform the same way against  
  fighters as tech 10's do. So you've got to invest.  
  Less known is that against a carrier you're better off with either ion cannons  
  (tech 7) or electron rams (tech 6) but against bases you have a better outcome  
  with tech 10 Multitrafs. This is because in ship to ship combat your  
  Multitrafs discharge so fast that they take out the fighters which are on  
  their way back to the carrier, whereas Ioncannons due to their slowness only  
  take on the incoming fighters.  
  <============================================================================>  
  <======   8.1.5 PHost Combat   ==============================================>  
  <============================================================================>  
  Although it looks different, combat is as different for Romulans as for all  
  other races. Simply get used to PHost, use Bsim a lot, and you will manage.  
  As mentioned above you will not fight anyone that has a combatlevel alliance  
  with you. This enables you and your allies to attack a mixed fleet of enemies  
  with mission set to KILL, whilst saving your friendly codes to make up the  
  best possible battle order.  
  I simply cannot stress enough the importance of high tech stuff. Invest in it,  
  it pays off. Of course this means that you need a well established economy to  
  pay for all these goodies and you'll have to steal the rest.  
  <============================================================================>  
  <======   8.2 RacePlus   ====================================================>  
  <============================================================================>  
  * The Birds gain the ability to plant eggs (mines) aboard enemy ships with their  
  Bright Hearts. You need a full cargo of supplies and at least 41 crew aboard  
  to attempt the mission. You risk losing some crew and getting uncloaked by the  
  mission if unsuccessful. Multiple eggs can be planted by a flock of Bright  
  Hearts aboard a single ship resulting in instantaneous destruction. You could  
  also plant one or more eggs on a ship to weaken it for easier destruction by  
  other waiting birds. Mating a Resolute - or Fearless, to a flock of 2-4  
  Bright Hearts will allow you to refuel and resupply the flock for additional  
  strikes without having to return to a friendly planet.[5]  
  * The new EGG bomb ability is just what the Birdmen needed to stop those huge  
  battleships. The bomb is perfect for crippling large battlefleets. Keep small  
  groups of Bright Hearts near the front-line filled up with 40 supplies and let  
  them operate in pairs or groups. The effective radius of the Bright Heart is  
  not that large (90 kT fuel tank), so you'll have to operate on front-line  
  planets. Or send in a Resolute stocked with 280 supplies for refuelling when  
  operating in enemy territory.  
  * Know the RPCONFIG settings of RacePlus: there might be a limit of the number  
  of EGG bombs, and there will be a fixed percentage of failure.  
  * Of course there are dangers of losing crew and the ship, but this shouldn't  
  withhold you of using the bomb, right?  
  * Keep your mission on Super Spy when using the EGG bomb orbiting an enemy  
  starbase: it might have its FC set to EGG and its mission to Force Surrender.  
  * If you do happen to find a Crystal starbase with a FC of 'MKn', you'll know  
  the planet has Siliconoid natives. Don't neglect to try to reset the FC to  
  something senseless - if only it was for one turn.  
  * You can also try to 'HUD' Federation planets. If the Federation player does  
  find the Government Upgrade useful, you'll only be doing his work. But maybe  
  he doesn't find it useful on that particular planet, or maybe it isn't the  
  right time and does he need the supplies and megacredits for another job.  
  Anyway just beaming up the megacredits will also do. :-)  
  <============================================================================>  
  <======   8.3 Borders   =====================================================>  
  <============================================================================>  
  This very simply allows players to setup a tripwire early warning line between  
  upto 4 planets. A cloaker crossing the line has a chance of setting off a  
  warning. All the owner receives is a note stating a cloaker passed between  
  planet x and y. No specific ship info, location, race nor heading are relayed.  
  As the Bird you can play games with this by moving a single ship back and  
  forth across a suspected line and possibly cause all kinds of panic. You  
  could also disable or reset these lines using your SuperSpy abilities.[5]  
  <============================================================================>  
  <======   8.4 FHost   =======================================================>  
  <============================================================================>  
  * FHost brings a lot of new combat thinking and tactics to Planets, as with  
  all new add-ons (especially this one) read the manual thoroughly. Study the  
  order of events, paste in FHost events into where they'll occur in Tim-or-P  
  HOST. Combat before movement takes some getting used to. Also the variables  
  can radically alter the way a game is played.  
  FHost comes with a program called FHUTIL.EXE make sure you get this from your  
  host or go get it yourself off the net - it will provide hit probabilities  
  based on tech and range modifiers. Don't play without it.[9]  
  * FHost dramatically changes the nature of VGA Planets as you can now "reach  
  out and touch someone" at a distance with fighters and missiles. This addon  
  is very configurable so my comments will be limited to some general  
  observations based on default settings. I'm also presuming FHost to run in  
  AUXHOST1.INI - which is before most other host activities. If FHost is run  
  later, it drastically alters the tactics you will want to employ.[5]  
  Fighters:  
  * The big carrier races can really zap you now so wandering about uncloaked -  
  or sitting uncloaked over a planet, within fighter range is asking for some  
  serious trouble. The Valiant doesn't have much cargo capacity so not the most  
  exciting weapon under FHost. The Red Wind, on the other hand, becomes a lot  
  more intriguing as a build since it can cloak and only carries 20 less  
  fighters.  It's limited fuel capacity means you'll need to have a Resolute or  
  other high capacity ship around to refuel. If you use a "shoot'n'scoot"  
  approach - alternate fighter strikes with cloaking and moving some distance,  
  you can avoid getting tagged by enemy fighters or missiles.[5]  
  * I found fighter missions to be largely useless, I launched four fully loaded  
  Redwing carriers against a Klingon Ever-victorious and only managed to take  
  down the shields.  Three Dark Wings launching tech 10 torps at close range  
  were able to rip the ship in half. Once again, host settings make all the  
  difference.[9]  
  Missiles:  
  * The Dark Wing gets even nastier as a surprise strike weapon. With its eight  
  tubes, it can fairly easily dispatch small and medium-sized targets at a  
  distance. A flock of Dark Wings can pickoff bigger ships at minimal risk to  
  themselves. Ships with limited tubes aren't going to be as useful for ranged  
  combat as you only get 1 shot per tube per turn. Better TL tubes means better  
  accuracy, so don't skimp on your tubes - especially for those ships with only  
  a few tubes. If the switch, "cloaked ships may fire missiles" is ON, you can  
  really run wild. Even if this is OFF, you can still use the tactic of  
  shoot'n'scoot outlined earlier to stay safe from fighters and missiles.[5]  
  * Cruise missiles are the greatest thing to ever happen to the Birdmen. You  
  can easily demolish an entire fleet without taking any damage.  FHost has a  
  config switch for 'cloaked ships fire' if this is ON, (default off) your  
  troubles are over. Load your Dark Wings with tech 10 tubes and spray  
  everything that comes near you. Decloak to finish off crippled ships. Also  
  starbases will really have to fear you, since you can bombard them from  
  orbit, and they can't even send ships to take you out. Combine this with Host  
  3.22.05's no-fuel cloaking Dark Wing, and you're REALLY laughing...  
  If you have to decloak to fire, it's not too bad. FHost happens before regular  
  movement/combat so you can move in close on someone, fire a full spread, and  
  if you miss, big deal, they've already moved away. You will be uncloaked for  
  one turn, but can not be attacked, unless you are in orbit over a planet or  
  unless someone move right on top of you.  
  Also, since FHOST battles take place before regular combat, you can soften up  
  a target considerably before you actually fight it.  
  Picture this:  2 Dark Wings uncloak 15 LY away from the enemy HomeWorld, and  
  unload a full salvo of torpedo tubes into the starbase, crippling it. During  
  the same turn, a Resolute drives in set to "kill" and smashes up the few  
  freighters and alchemy ships in orbit, then easily destroys the starbase.  
  Or: Gorbie-killing 101. The unstoppable death star has punched through your  
  minefields and is headed directly for your HomeWorld.  Your warships are  
  pulling back from the front lines, but even at maximum warp they will be 1  
  month too late.  What to do?  Get as close as possible, then fire like crazy.  
   Then pile in your ships, make sure your combat takes place ALL AT ONCE.   
  Maybe you'll only drop his shields, that in itself is an achievement against  
  a death star (considering you are in no danger while doing it).[9]  
  Build Free Torps:  
  * By default, you can build torpedoes aboard ships in space using 5 supplies  
  instead of MC. The torps cost 5 MC regardless of the techlevel, so you might  
  as well go with Mk VIII's instead of the more commonly selected Mk VII's.  
  This means you'll want to build more ships with good cargo bays as torp  
  builders. You may even just park them over bases for this purpose - build  
  them with cheap drives and beams.  Also, this means you have some awesome  
  mine-laying power - effectively equalling the Robots if you use MK VIII's.  
  Sunbusters:  
  * These special missiles are very expensive and tricky to use, but very  
  deadly. These missiles can totally wipe-out everything on a planet and can  
  damage - or even destroy, ships which are within shockwave range the  
  following turn. The key to success with these is timing. If any enemy ships  
  are in orbit around the target planet, the missile will be shot down - even  
  by freighters!  Tow away defending ships with other cloakers and use cheap  
  Swift Hearts as sacrificial forward observers to insure the target area is  
  clear. You can even use these against ships if your opponent is unaware of  
  your presence - or careless, and moves in predictable fashion. Targeting a  
  planet ships will arrive at will result in the fleet getting nailed by the  
  shockwave. Due to the cost - default is 8000 MC, you definitely want to chose  
  your targets carefully and maximise your effectiveness of these.[5]  
  * This is an expensive party trick.  Don't even think of ever using this in  
  real combat, unless you are vaporising a Bovinoid tropical planet that you  
  cannot take over yourself.  It IS a good bargaining item - sell it to the  
  Borg or the Lizards if you dare, they are better suited to handle it's  
  ridiculous cost.  Default says it can be shot down by 100 defence posts, so  
  super spy first if you just HAVE to see it go off.  
  Pardon me, there is *one* real use for this weapon. If you're playing an  
  'ashes of the empire' scenario, whacking the empire's only Neutronium  
  planet will end the game real quick, if you manage to pull it off.  
  Also, all ships in orbit will be damaged by the shockwave, including yours,  
  so be prepared to write off your ship as it will probably decloak after  
  successfully causing the sun to go nova.[9]  
  <============================================================================>  
  <======   8.5 Nemesis   =====================================================>  
  <============================================================================>  
  * This is a very scary host addition. Why? Because it gives some of the races  
  abilities that are still being debated as "fair" or "unfair". Like, it's not  
  bad enough the Evil Empire has Imperial Assault, Nemesis gives the Borg a  
  strip planet mission which does practically the same thing, except it  
  demolishes all the mines and factories.  In any case, it is too soon to tell  
  whether Nemesis unbalances a game or not. Only lots of playtesting and  
  feedback will reveal it's impact.[9]  
  * Nemesis is a double-edged sword if running at defaults. Each race gains some  
  very nasty abilities but - like all add-on's - some are definitely better than  
  others. Like FHost, the order this runs in the AUXHOST1 and AUXHOST2.INI in  
  relation to other add-on's can have a major impact on tactics.  I will not  
  attempt to analyse all the implications all these new abilities these have  
  on the birds, but will look at the benefits the Birds themselves gain, a few  
  universal ones, and the Robot Viral Field.[5]  
  Birdmen abilities under Nemesis:  
  Planetary Cloaking Shields - As long as you have sufficient fuel, you can make  
  your planets invulnerable to a single race by setting a FC. Naturally, if  
  you're facing attack by several races in a joint fleet, you'll not be able to  
  screen all of them.  However, you can chose which one you don't want to fight  
  and cause the alliance some discomfort as they attempt to plan their  
  attacks.  You can also install this on other races worlds  - and are  
  unaffected by these shields yourself.[5]  
  Cloaking planets - neat idea - jam any race's combat computer, they can't beam  
  down troops, attack, etc. Finally we can rest at ease even if there are a  
  dozen Imperial Assault ships in orbit. Definitely a good thing to build. Note  
  that it can't be used against you, so feel free to trade this ability for  
  other goodies, like The Klingon Galactic Missile System, or the Feds' Genesis  
  Device.[9]  
  LDSF/NFC Fuel Bonus - Your LDSFs and NFCs can move now at half the fuel cost.  
  This will make expansion and fuel support for your cloakers a lot easier.  
  New Beamup Codes - Everyone can now selectively beam up stuff from planets via  
  FC. Useful in conjunction with SuperSpy as you don't have to uncloak to rob  
  enemy planets of resources.  
  Give planet FC - Players can now exchange planets via FC, with your super spy  
  you could steal enemy planets if this option is enabled. (I personally turn  
  it off in games I host.)  
  Orbital Defence Satellites - All races can build these devices which can be set  
  to attack enemy ships which enter orbit. If the maximum number has been built,  
  these can all be exploded to damage cloaked ships. Otherwise, your cloakers  
  aren't affected by them.  
  Viral Field (Robots) - This is a very very nasty one. A Cybernaut can generate  
  a field of upto 100 LY which will disable and decloak ALL ships! Ships within  
  the field are adrift, unable to move or fight.  You want to stay well clear of  
  these guys if this is in play. Check the config so you know exactly what the  
  radius of this is.  Also, it won't work if another Cybernaut is within 100  
  LY.[5]  
  <============================================================================>  
  <======   8.6 Starbase+   ===================================================>  
  <============================================================================>  
  No race-specific abilities - in fact, this add-on seems to have been  
  written to allow unregistered players to get all tech 10 ships put together.  
  Hmmm. I wonder why Wisseman hasn't yelled at D&D for this.   
  The starbase minelaying and sweeping is a nice thing to have, though.  
  Mental note:  1 Mark 8 torp costs 55 credits and costs 1 of each mineral. It  
  makes 100 mine units.  1 Mark 4 torp costs 13 credits and costs 1 of each   
  mineral. It makes 36 mine units. If you scoop a minefield made of 1 mark 8   
  torp with a ship with mark 4 tubes, you will get a 3:1 return. This will   
  save you a little bit of cash and a LOT of minerals.   
  Just remember that "msc" is a registered only friendly code.[9]  
  <============================================================================>  
  <======   8.7 Tachyon   =====================================================>  
  <============================================================================>  
  True this add-on is a hassle to cloakers, but two things work in your favour:  
  1. They can only build 2 devices. Destroy those two ships and you will   
  never need to deal with them again - unlike Lokis.  
  2. If you are struck by a tachyon pulse, you will receive a message telling  
  you the X,Y coordinates and ship ID# that originated the pulse. Write this  
  down, and steer clear until you have a convenient time to destroy it. Tachyon  
  pulses have a maximum range of 100 LY.  
  3. It is very fuel-costly to fire a tachyon burst at maximum range. With a bit  
  of planning you can use this to your advantage, draining his fuel while in  
  deep space. Most players who use this like to keep you uncloaked at all  
  times. That tends to suck their planets dry, maybe just driving around being  
  obnoxious will do more damage economically than attacking him. Once again,  
  planets is not about combat so much as domination. There are many ways to  
  win.[9]  
  <============================================================================>  
  <======   8.8 Jumpgate   ====================================================>  
  <============================================================================>  
  Instantaneous travel from one jumpgate to another.  Good idea, but remember  
  that you decloak (unless otherwise config'd) when you jump through.[9]  
  <============================================================================>  
  <======   8.9 Portal  =======================================================>  
  <============================================================================>  
  Better than Jumpgate, IMHO. Allows alliance portals, configuring certain gates  
  for private or for allied use. Also allows temporary jump portals to be  
  created by ships (big fuel cost) that link back to portal stations. Still in  
  beta at time of writing.[9]  
  <============================================================================>  
  <======   8.10 Tantalus Machine  ============================================>  
  <============================================================================>  
  Destroying a race happens by the FC of a central planet with the Tantalus  
  machine. You could try to lock that FC so that the race that owns that planet  
  gets destroyed, and then conquer the central planet yourself. [4]  
  <============================================================================>  
  <======   8.11 Alternative Shiplists   ======================================>  
  <============================================================================>  
  When you play in a game using an alternative shiplist, use the descriptions of  
  the ships below and fit them to the standard ships described above.  
  <============================================================================>  
  <======   8.11.1 PList (in combination with PHost)  =========================>  
  <============================================================================>  
  Sparrow bird of prey                Somewhat OK  
  It's two beams and one tube limit fighting  
  to small opponents. Fuel tank just enough  
  for short range operations, near safe  
  territory.    
  Cargo combined with a good tube could turn  
  it into a very useful cloaking minelayer  
  though.  
  2 beams, 1 tube, 100 kT, cloaks  
  Archeoptrix scout                   Great  
  Cheap scout with three beams. Huge fuel  
  tank makes it a good ship for SuperSpying  
  deep in enemy territory. To hunt for   
  freighters too.  
  3 beams, cloaks  
  Dead parrot fuel carrier            Holds 900 kT of Neutronium, for supplying  
  where ever you need it. A decent engine  
  and 1 kT of fuel in the tank make it great  
  for moving money.  
  Sirius cybernetics (250 kT cargo)   No substitution for these babies if you  
  Foundation freighter  ( 600 kT)     want to make it big. Your economy depends  
  Talarian merchantman  (1000 kT)     on them, build as big as you can, and  
  Hansa large transport (1500 kT)     build up a good transport system.  
  Ferengi tradinger     (2600 kT)  
  B'rell bird of prey                 Good  
  Less useful than the death specula, but  
  still a killer. Well equipped it can take  
  out planets.  
  Large fuel tank makes it a good ship for  
  long range operations. Towing away targets  
  from bases.  
  6 beams, 3 tubes, cloaks  
  K'tinga B-cruiser                   Not so good  
  Despite less beams and equal amount of  
  tubes stronger than a B'rell due to it's  
  mass.  
  Maybe it may come in handy to capture weak  
  planets, but don't build your empire on  
  them.  
  3 beams, 3 tubes  
  C7 qapla battlecarrier              Useful if you have enough bases which  
  supply you with free fighters or if you're  
  allied with a free-fighterrace. (Or trade  
  with the Cylons or Rebels, who miss a  
  mid-size carrier with many beams.) In that  
  case it makes it the ship of choice to  
  conquer planets with a good defence. And  
  it is so cheap!  
  8 beams, 5 bays  
  Phoenix destroyer                   Not one of your best, but a decent mid-class  
  ship.  
  3 beams, 7 tubes, cloaks  
  Black bird light cruiser            Worthless. Sparrows make far better  
  minelayers.  
  9 beams, 1 tube  
  King condor battleship              Yes!!! This is a very good choice,  
  relatively well armed, great in combat. On  
  the downside, it takes quite some  
  Tritanium, but it still isn't expensive if  
  compared to what other races have.  
  8 beams, 9 tubes, cloaks  
  Superhawk assaultcarrier (cloaks)  
  If you have access to fighters it makes a  
  hell of a ship. Otherwise use for  
  transport of fighters or for trade. As it  
  is the only cloaking carrier, make sure you  
  will receive something special.  
  2 beams, 7 bays, cloaks  
  D'deridex warbird                   Well, this is it. Aim to build them in  
  huge quantities, as the 12 beams and 10  
  tubes don't stand up to what some other  
  races have.  
  But as is cloaks, it's your call whether  
  to fight or not. And their ships are far  
  more expensive. On a comparative basis,  
  this ship gives you much more for your  
  resources than what most other races have  
  access to. Use wisely.  
  12 beams, 10 tubes, cloaks  
  Miraculix refinery/                 Lots of supplies? Short on minerals or  
  Merlin alchemy                      fuel? These may be what you need.  
  Chapter 9  
  MORE INFORMATION  
  <============================================================================>  
  * The latest issue of the free VGAP magazine 'The Planeteer' (issue 9)  
  included an article about the Birdmen. Not as large as this guide, but you  
  might as well read it too.  
  * There are not many WWW sites that have VGAP tactics and that are frequently  
  updated. If you're desperately looking for new ideas, I would recommend my  
  site and/or Ted York's site. The current URLs are:  
  Ted's  : http://www.teds-universe.com/~goldman  
  Timo's : http://www.chem.vu.nl/Studenten/kreike/vgap.html  
  Other options include posting a question to the alt.games.vga-planets Usenet  
  newsgroup, and/or sending a message to an expert Birdmen player listed below.  
  * I've heard there is a Birdmen Homepage being created... The author will be  
  Dave Howard (Duckster2u@aol.com) and the URL will be:  
  Check it out!  
  Chapter 10  
  ABOUT THIS GUIDE  
  <============================================================================>  
  142,280 characters, 20902 words and 2636 lines!  
  <============================================================================>  
  <======   10.1 Credits   ====================================================>  
  <============================================================================>  
  *Thanks to all the co-authors - without their help this guide wouldn't be this  
  complete! In random order:  
  [1] Josep Lluis Aguilo  <hiper@dinky.bitel.es>  
  [2] Ricardo Carvalho    <cometa@cc.fc.ul.pt>  
  [3] Georg Heyder        <106027.30@compuserve.com>  
  [4] jw                  <jacqg@dds.nl>  
  [5] Mark Wilmot         <mwilmot@gol.com> <markrendl@aol.com>  
  [6] MaGs                <andersson@geocities.com> <mags@wineasy.se>  
  [7] Adam Lloyd          <address@deleted>  
  [8] Charles Bloom       <cbloom@mail.utexas.edu>  
  [9] Travis Schneider    <tschneider@sword.lightspeed.bc.ca>  
  For me as the editor it was an impossible job to edit this guide: to include  
  all submissions in their original state, to include all references to the  
  authors of the submissions. Be sure that every one of them has written two or  
  three times as mush as you might expect when browsing through this guide and  
  looking at the references.  
  Thanks guys!  
  * Thanks to Kai-Uwe Clauswitz (clauswik@Mailer.Uni-Marburg.DE) for providing  
  the ASCII art pict of the Romulan Logo.  
  <============================================================================>  
  <======   10.2 Questions   ==================================================>  
  <============================================================================>  
  If you have any questions about his guide, please send them to me. My current  
  e-mail adress is kreike@chem.vu.nl. If you have questions about playing the  
  Birdmen, you can try any of the expert player listed at the 'Credits' section  
  above.  
  <============================================================================>  
  <======   10.3 Additions  ===================================================>  
  <============================================================================>  
  Additions to this guide are welcome, if not very welcome. We are aware this  
  guide isn't complete, it won't be completed and it can't ever be completed  
  simply because both host.exe and phost.exe will keep changing, and new addons  
  will be created. Please send all additions and bugfixes to me at my current  
  e-mail address: kreike@chem.vu.nl. I'll gladly update the guide.  
  Right now the guide could use information about eliminating the Rebels and the  
  Colonies. Altlist 3 and 6 are also frequently used but not discussed in this  
  guide. Maybe some info about different game setups: custom races (Where to  
  spend your credits on), custom starmaps (in general), and different game  
  scenario's (Disunited Kingdoms, Ashes of the Empire, Capture the Flag etc.)  
  <============================================================================>  
  <======   10.4 Updates   ====================================================>  
  <============================================================================>  
  You can always find the latest version of this Guide at my homepage: the Elite  
  Site. The current URL of the site is:  
  http://www.chem.vu.nl/Studenten/kreike/vgap.html  
  <============================================================================>  
  <======   10.5 Complaints  ==================================================>  
  <============================================================================>  
  I would like to redirect all complaints and annoying messages concerning this  
  Birdmen Guide and the Birdmen in general to the 'Lenin BrotherHood', a group  
  of VGAP players that love the Evil Empire. You can find their official  
  homepage at the time of writing at URL: http://www.geocities.com/SoHo/3524.  
  Why? They just shouldn't have put that 'infamous recipe for the Cooked  
  Birdman' on their site - it did hurt my feathered soul very deeply! :-)  
  <============================================================================>  
  <======   10.6 Distribution  ================================================>  
  <============================================================================>  
  * This Guide will be available on the NET free of charge. The ten of us we  
  created the guide and we should get the bucks. Since we're not charging  
  anything, neither should someone else.  
  * You may distibute, copy and publish (parts of) this guide by every means you  
  can imagine as long as the contents of the guide remain unmodified and our  
  names remain included.  
  Chapter 11  
  FAMOUS LAST WORDS  
  <============================================================================>  
  * This guide has been written on my fabulous, fantastic and famous Power  
  Macintosh 6100/60. If you do like this guide, you'll probably be infected by  
  a Macintosh virus, i.e. the I-like-Macintosh virus :-)  
  (I guess these words truely will be my last...:-)  
  Amsterdam - March 1997,  
  Timo Kreike  
  kreike@chem.vu.nl  
  http://www.chem.vu.nl/Studenten/kreike/vgap.html