RETURN TO SWITCHBOARD |
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11A. Dreadlord Battle Manual |
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11K. The Evil Empire |
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Return to Strategy Sub-Menu |
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11B.
Colonel's Thoughts |
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11L. The
Robotic Imperium |
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1. Introduction to VGA Planets |
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7. Minefields
Sub-Menu |
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11C. Early
Game Strategy |
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11M. The
Rebel Confederation |
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2. Race Information Sub-Menu |
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8. Combat
Sub-Menu |
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11D. The
Solar Federation |
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11N. The
Missing Colonies of Man |
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3. Friendly Codes Sub-Menu |
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9. Ion Storm
Sub-Menu |
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11E. The
Lizard Alliance |
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4. Planet Information Sub-Menu |
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10. Misc.
Information Sub-Menu |
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11F. The
Empire of the Birds |
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5. Starbase Information Sub-Menu |
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11. Strategy and Strategy Guides |
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11G. The
Fascist Empire |
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6. Ship Information Sub-Menu |
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12. Add-on
Information |
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11H. The
Privateer Bands |
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11I. The
Cyborg |
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11J. The Crystal Confederation |
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THE CRYSTAL CONFEDERATION (RACE 7) STRATEGY GUIDE(S): |
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Glittering Webs: A Guide
for Playing the Crystals in VGA Planets: |
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This
compilation was assembled by M. L. Maurer, in March, 1998. |
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Version 3 |
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INTRODUCTION: |
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Many
guides exist on the Net for the various races of VGA Planets (created by Tim
Wisseman- Thanks, Tim!), but I've found |
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that
the Crystals are often overlooked, or even worse, ignored. |
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This
is an overview of strategies, advice, hints, and tips that I've collected
from as many sources as I could find, with some |
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personal experiences and
experiments thrown in. I'm not even trying to cover situations that you will
find in the many add- |
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ons
available for the Hosts: the points made here will have to be adapted for
each new game you play. |
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ARE THE CRYSTALS THE
RACE FOR YOU? |
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Who
plays the Crystals? Well, for one, those players who like to use strategy
instead of brute force. You will have to be |
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careful,
and efficient. You will be the Spider, spinning your webs, and enticing flies
into your proverbial parlor! If you like a |
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style
of play which allows you to mount offensive forays early on in the game, or
prefer a very aggressive strategy involving |
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fleets
of Carriers, then the Crystals probably won't be the race for you. If,
however, you enjoy carefully laying traps and |
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out-thinking
and out-maneuvering your opponents, then you may well enjoy what the Crystals
have to offer. The Crystals |
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are
a thinking player's race: you must have twice the forethought as the other
players, and the satisfaction of outwitting your |
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enemies
is twice as sweet. There's nothing quite like sending a strike force against
an enemy made up of ships that were |
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previously theirs! |
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WEB MINES: |
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The
Crystals are justifiably famous for one thing: Web Mines. They are the
blessing and curse of the Crystals, for not only |
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do
they provide their major defensive and offensive weapons, their creation will
drain from the Crystals a huge portion of |
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their
money and resources. The key to using the Crystals is to set up a healthy
economy, and the use of that economy to |
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create
sufficient Web Mine fields. The fields must be placed and used carefully, or
you will be wasting precious resources that |
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will be needed
elsewhere. As you can see, the effective Crystal player must be a master
strategist and economist at the same time! |
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When
you place your web mines, your best tactic is to create small overlapping
fields instead of one massive one. The reason |
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for
this is straight-forward: many small fields are much more difficult to detect
and sweep, and enemy ships caught in |
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overlapping
fields will lose 25 kt of fuel for EACH field that they are in. To place
overlapping mine fields, just place the ship |
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that
is laying the web mine field close the edge of an existing web mine field. If
you lay the mine field inside an existing one, |
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you
will only make the existing one larger by adding your mines to it. If you
have two ships laying web mines at the same |
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time, make sure that
they are far enough apart that they will not be in the same mine field. |
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Web
mines are in some ways more effective than the regular version, because they
have a better chance of hitting an enemy |
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ship
(the Host default is 5% per light year travelled). A ship hit by them only
takes 10% of normal mine damage, but the ship |
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hitting
them loses 50 kt or 1/6th of their fuel (whichever is greater), and will set
the ship's speed to zero, so that they lose |
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another
25 kt of fuel at the beginning of the next turn for simply being in the
field. Cloakers will find themselves at a distinct |
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disadvantage,
since they run the same risk of hitting a web mine cloaked as uncloaked. The
damage that they sustain from a |
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web
mine hit will usually damage the ship enough to prevent re-cloaking anyway.
As an added bonus, web mine fields will |
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drain
the fuel from a ship even though that ship is in orbit around a planet! Enemy
ships trying to sweep your web mines |
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must be within the web
mine field, if the Host leaves the default setting. |
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WEB MINE PLACEMENT: |
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Now,
where to put your web mine fields? Around planets to stop sneaky cloakers
from waiting there in ambush, and to |
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hinder
attacking forces. In main trade routes to protect your ships, or in an
enemy's trade route to disrupt their shipping. |
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The
disrupting power of a well placed web mine field plopped in the middle of an
enemy's territory can be frightening |
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(hence
the need for a good cloaking ship or two!) It is a good policy to lay them in
your territory, place the web mine field, |
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wait
a few turns, scoop them up again, and then move the field somewhere else.
Keep your opponents guessing where your |
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web
mine fields are located, especially the cloaking ones. You will need to have
a couple of web-tending ships to keep your |
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webs
in good shape and to capture fuelless ships, especially if fuelless ships are
configured by the Host to be able to move. |
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Remember
the overlapping mine field trick! If a group of enemy ships come charging
through your territory while Mine |
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Sweeping,
they will all sweep the nearest mine field. They might sweep one small field
away, but they will then hit the one |
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directly behind it. |
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YOU AND YOUR SHIPS-
USING THEM CORRECTLY: |
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The
ships available to the Crystal player range from the tremendously effective
to the dismally useless. The main bonus of the |
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Crystal
ships is the comparatively massive cargo space- ideal for all of those
torpedoes that you will be shuttling about. The |
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backbone
of your fleet should be the Emerald and the Ruby, along with accompanying
Opals. If these ships are your |
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backbone,
then the Diamond Flame and the Crystal Thunder will be your fists. In a
Shareware game, the Emerald is one of |
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the
more powerful ships available, as well as being one seriously armed
freighter. The Ruby can lay one heck of a mine field, |
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and
with its two engines, can be used for tow-capturing as well (explained in
greater detail later). Many careless players have |
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ignored
the disruptive capability of a single Ruby, to their later sorrow. To be
effective offensively, you will need to beg, |
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borrow,
or steal a good cloaking ship. The Privateer's Meteor Class Blockade Runner
is ideal, due to the Gravatronic |
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engines,
followed by many of the Bird's cloaking ships (like the Resolute). The Lizard
Class Carrier also makes a decent ship |
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for
you. The threat of a cloaking web mine layer will make most players sweat!
When you get cloaking ships, be careful, for |
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you are then susceptable
to the same problems that plague the cloaking races- especially enemy mine
fields! |
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To effectively take out
enemy planets with a starbase, full fighters, and high defense points, you
will need at least two non- |
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torpedo
carrying Sky Garnets followed by a Crystal Thunder Carrier, although it will
still be costly for you in Fighters. If |
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you
can, use captured Carriers to do this job- an Instrumentality would be
marvellous, especially if it was loaded with |
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fighters when you
captured it! |
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When
building your scout ships, consider putting X-ray lasers on your ships. You
will be using the beams mainly to capture |
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enemy
freighters. To knock out enemy fighters, X-ray lasers are just as effective
as a Tech 10 beam, and a heck of a lot |
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cheaper!
If you feel that you need more power in your scout's beams, use Disruptors.
For your larger torp ships, consider |
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Disruptors: They are
very cost effective, and will serve you well enough if you need to
mine-sweep. |
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Opals
make good scouts, especially in the early turns- use them to drop 1 clan per
planet until you find a really rich planet to |
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colonize
properly. The planets with single clans on them will additionally extend your
radar range, and let you know if |
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anyone
is sneaking through your territory. As well, Opals can drop smaller yet
effective web mine fields, as long as they have |
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at
least Mark 4 torpedo tubes (if not Mark 4, then use Mark 7). Opals will be an
important part of your web mine laying |
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Battle Groups as well. |
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Don't
bother building the Topaz. They have no Torp tubes, and their crew size is
far too small for the ship, allowing it to be |
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easily
captured. The main way it might be useful would be if another race captured
it, and started to clone it! Of course, if |
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you're up against a
player that stupid, you're going to win the game anyways! :) |
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A
ship with mixed and specific usefulness is the Sky Garnet. With 7 beams and 1
Torpedo tube, it has some uses which are |
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immediately
apparant. It is an ideal mine sweeper if outfitted with at least Disruptors,
and although it can only carry 30 |
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Torpedoes,
it can lay successful web mine fields, especially if accompanied by a loaded
Ruby. As well, the 7 beams are |
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effective against swarms
of oncoming fighters. In this capacity, it is most useful against Small
Carriers, able to destroy the Q- |
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tanker
and the Red Wind Carrier by itself. When used in groups of two, they can
strip a respectable 30-40 fighters off of |
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larger
Carriers. Two or three Sky Garnets make a good front-line of defense against
Medium Carriers sent to harrass your |
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Starbases.
If you send them against enemy planets *without* Starbases, they can destroy
them if they have a defense of 84 or |
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below
(Heavy Blasters), and can strip all of the fighters off of such a planet no
matter what the defense level. Against an |
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enemy
Planet *with* a Starbase, with a planetary and starbase defense of 101, and
12 fighters on the starbase, it will destroy |
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all
of the fighters and survive to fire 3 or 4 torpedoes. Don't forget that two
Sky Garnets will also strip 30-40 fighters off of a |
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starbase
with maximum fighters, softening it up for your major invading ship. When
being used in this way, equip the Sky |
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Garnet
with Tech 1 beams, no Torps, and Tech 1 engines (minimum cost)- tow it to the
enemy Starbase with your attacking |
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Captial ships, and send
them into combat first by using the appropriate Friendly Codes. |
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On
it's own, The Sky Garnet is very effective against most small Scouts,
Frigates, Escorts, and Cruisers. Where they run the |
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risk
of being captured is when they are engaged in combat against ships with a lot
of X-ray beams and a high mass, such as the |
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Merlin
Class Alchemy Ship or the Neutronic Fuel Refinery Ship. Medium sized ships
with 4 to 6 X-ray beams and 1 or 2 |
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Torpedo
Tubes will similarly capture a Sky Garnet; these ships include the Banshee,
Catspaw, Cobol, D7-Coldpain, Fearless |
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Wing,
Firecloud, Iron Lady, Lady Royale, Onyx, Sage, Saurian, and the Tranquility.
Avoid these ships. Ships with more |
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than
4 Beams and 2 Tubes will quickly destroy the Sky Garnet; it should not enter
combat with these ships, as only 4 Mark |
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IV Torpedo hits will
finish it. This is generally not a ship to send into enemy territory on its
own. |
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(Quick
Anecdote- I sent a loaded Crystal Thunder towing a Sky Garnet equipped with
Lasers and tech 1 engines to attack an |
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enemy
planet. When I hit the planet, it turned out that there was a Starbase there!
The Sky Garnet took out a mess of |
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fighters
before being destroyed. Then, the Crystal Thunder destroyed the Starbase,
after receiving 95% damage! Without the |
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Sky Garnet, I
would have lost the Crystal Thunder.) |
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The
Ruby Class ship is useful mostly for it's transport, mine-laying, and
tow-capture abilities. It is excellent as a web-tender, |
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maintaining
existing web mine fields and capturing fuelless ships ensnared within them.
It is successful against scouts and |
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smaller
torpedo ships. They are not bad for taking out planets with 84 or fewer
Defense posts. Don't bother sending them |
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against
starbases. You should outfit them with Disruptors for mine-sweeping. When
intercepting and capturing wayward |
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freighters,
use the Friendly code NTP to avoid trashing the freighter with your torps. As
for Torp tubes, outfit Rubies with |
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Mark
7 or Mark 8 if you are using it in a Battle Group (see below). Remember that
Mark 7 Torps are almost as effective as |
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Mark 8's, and cost less.
With their 370 cargo space, they are excellent armed freighters, and can
carry a pile of torps! |
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The
Emerald Class Cruiser is a very capable warship. It is able to destroy other
Medium Torpedo ships, but does not fair |
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well
against Medium Carriers, even when outfitted with Mark 8 Torpedoes. Outfitted
with Disruptors, they make good |
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minesweepers.
To wipe out a planet with no starbase, the Emerald is all you need, able to
clear away the oncoming fighters |
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quickly
before unleashing the torpedos. Against a planet WITH a starbase, a few
fighters, and a decent defense rating, you |
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will
find that it will quickly becomes overwhelmed by the fighters before it has a
chance to fire any torpedoes. You may well |
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want to try
sending in a sacrificial Sky Garnet first. |
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Don't
forget or ignore the Onyx. Your race loves hot planets, the hotter the
better; 100 degrees is ideal. Don't use the Onyx |
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singally,
or it will take forever to raise the tempature of a planet. Use them in
groups of at least five, with an Emerald and a |
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web
mine field or three to guard them as they do their work. If you find useful
Natives (like Bovinoids) on a planet stocked |
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with
tons of minerals, just cook it. Not only will it be better for your own
colonists, but if you lose the planets, other races |
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will find the planet
almost useless. |
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The
Diamond Flame is a fairly good ship, but suffers from similar limitations to
the Emerald. It has limited use against the |
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Large
Carriers. It is a relatively strong ship, but is most deadly when coupled
with a loaded Crystal Thunder. In such a |
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combination,
with the Diamond Flame attacking first, you can take out most other ships.
When the Diamond Flame is |
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configured
with X-ray beams and Mark IV Torpedoes, it is effective as the leading punch;
putting Mark VIII's on the ship |
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doesn't
seem to help all that much, nor does using beams more powerful than Blasters.
The Diamond Flame will take down |
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the
enemy ship's shields, and the following Crystal Thunder will mop it up. Be
careful with your Crystal Thunders- you |
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don't
get to make free fighters, and a full carrier is a huge investment of
resources. Use the web mines as your main weapon |
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against
the biggest carriers. If you absolutely must take on something like a
Biocide, use a Diamond-Diamond-Crystal combo; |
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you
lose the first 2 ships, but you get to keep your carrier and some valuable
fighters. Don't be reluctant to try some battle |
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sims,
using the WinPlan VCR Sim, or any of the other available sim programs. You
will find that your two Big Ships are |
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nothing
to sneeze at (although expensive in Moly). When you create your battle
groups, don't forget to set the friendly codes |
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properly on your ships
to set up the appropriate battle order. |
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As
a general overview, you will be using your own ships for web mine laying, and
for defense as necessary. For offense, you |
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will
be using other players' ships that you have captured, especially in the
middle and late turns of the game. Do not waste |
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your
precious resources on ships to invade your neighbours. This is not a wise
course of action for the prudent Crystal |
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Player,
who will instead use those same resources to capture twice as many ships, and
send them out against those same |
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enemies.
The ships you build can repulse most Torpedo ships, but Large Carriers are
your biggest threat: stopping or |
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capturing
them is paramount to your survival. As a last resort, retreat is always
preferable to annihilation! Be willing to |
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retreat in order to
regroup and gain the time you need to set out new web mine fields. |
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BATTLE GROUPS: |
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If
you follow the wise strategy of having standardized Battle Groups, a good
choice is 3 or 4 Opals with a Ruby or an |
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Emerald.
This Batle Group configuration will be used primarily for the quick and
efficient laying of web mine fields. The |
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Opals
will have a Mark 4 torpedo tube, while the Ruby or Emerald should have Mark
4, Mark 7, or Mark 8 tubes. (Mark 7 |
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is
a good choice, Mark 8 if you need LOTS of mines) The idea is this: the
Emerald or Ruby will be able to carry a pile of |
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torpedoes,
which it transfers to the Opals as needed. The Opals take short runs away
from the main ship to lay their small, |
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overlapping
web mine fields, afterwards returning to the main ship for more torpedoes and
fuel. If the main ship has Mark 8 |
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torpedoes,
so much the better- it can lay a large mine field, which can be scooped up by
the Opals to be laid elsewhere- the |
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Mark
7 or Mark 8 torpedoes will thus be converted to a much larger amount of Mark
4's. Naturally, the latter tactic is |
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useless
for the Shareware player; another good reason to Register! When the Opals of
your web-mining group drop their |
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mines,
make sure that they are at different locations far enough away from each
other to achieve the overlapping web effect. |
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You may want to throw
the occasional normal mine field in the middle of your web fields for that
extra punch. |
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As
stated previously, if you need to tackle planets with high-defense Starbases,
use a battle group consisting of a couple of Sky |
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Garnets
leading a Crystal Thunder carrier. Against Large Torpdedo ships, use the
Diamond Flame followed by the Crystal |
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Thunder.
Thus, as an offensive Battle Group, send out 2 or 3 Sky Garnets with a
Diamond Flame and a Crystal Thunder, |
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plus
another ship for extra fuel (like a LDSF or a Neutronic Fuel Carrier). As an
added bonus, you can use the Sky Garnets |
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to
lay small web mine fields similar to the Opal/Ruby Battle Group as described
above, and if you are towing them, they can |
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carry more extra fuel for
you. |
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For excellent specific
info about weapons, hulls, and engines, check out the Infoloist at: |
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http://server.berkeley.edu/~edentan/infolistv3.1.html |
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CAPTURING SHIPS: |
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The
Crystals (as well as the Privateers) have the wonderful ability to board a
fuelless ship by towing it (note that you will |
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probably
need a ship with two engines to do this, depending on the Host
configuration). This will allow you to take |
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immediate
possession of any ship caught fuelless (in your web mine fields or not), so
that you do not have to tow it back to |
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the
nearest Starbase to force a capture. If your web mines take the last of a
ship's fuel, you will receive a message that the ship |
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is
now harmless and out of fuel. If you tow-capture repeatedly with the same
ship, watch your crew numbers. When you |
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tow-capture,
the crew of your towing ship will be divided to provide the crew for the new
ship. Some races will have a |
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percentage
of their crew turn traitor and join you: 100% of Privateers, 90% of Feds, 70%
of Colonials, and 40% of Empire |
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crew
members will stay on the captured ship. If you let your crew numbers of your
ships drop too low, you run the risk of |
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being
easily captured in the event of a battle. Replenish your crews at starbases,
using the Fix Ship function. As the game hits |
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the
ship limit, being able to capture enemy ships gives you a distinct
advantage! |
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If
an enemy ship runs out of fuel within the 3 lightyear Warpwell of a planet,
remember that you must intercept it at Warp |
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1, or you will be dragged
to the planet. |
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When
you are travelling towards a captured enemy warship sitting helpless in your
web mines, you must consider setting |
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your
mission to Mine Sweep as you approach. When an enemy sees that they have no
chance of getting out of the webs, they |
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will
frequently drop their torpedoes into a protective mine field, hoping to slow
down or destroy any of your capturing |
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ships. You may have to
drop an opposing mine field to destroy theirs if you are in a hurry to
capture the enemy ship. |
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HINTS TO THE WISE: |
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One
flawed tactic that will lose you the game quickly is to be too aggressive
early on in the game. The Crystals need to be |
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patient
and careful, in order to develop their economy before tackling other races.
Don't reveal the location of your |
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homeworld
or location for as long as you can- hop from planet to planet in one turn
jumps, avoiding being caught in open |
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space.
When your location becomes general knowledge, the weaker cloaking races will
generally tend to steer clear of your |
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territory,
as they will have much easier prey elsewhere. Your general strategy will be:
build up your economy to lay your |
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web
mines and establish trustworthy allies. Use your web mines to capture
non-allied players' ships. Use those ships to |
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conquer the Echo cluster
and bring the other races to their knees. Easy, huh? |
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Don't
forget to raise the defense on your planets to 26 wherever possible. This
will shield your planet from detection (except |
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the
Evil Empire's Dark Sense), as well as provide some small safety against
lightly-armed scouts. Raising them more than that |
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is
not really cost effective- if a lowly Sky Garnet can take out a planet with a
defense of 84, the extra supplies and |
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MegaCredits
spent for the defense are wasted. Your money is far better being spent on web
mines as your primary means of |
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defense.
You probably won't have to place more than 25 mines on your planets either.
They should produce minerals at a |
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quick enough rate, and
more mines may cause unhappiness with theplanet's inhabitants. |
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There's
a quick way to find out if there's an enemy ship waiting for you on an enemy
planet- pop a web mine field around it, |
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and
see next turn if there's a message saying that there's a ship in it. Remember
that any ship around the planet will still lose |
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fuel in your web mines
field. If there is an enemy ship there, be sure to check to surprise enemy
mine fields popping up! |
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Placing
a web mine field around an enemy Homeworld is seldom as dramatic as is hoped
for- most enemies will quickly |
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produce
a multi-beamed ship with the Starbase set to refuel, and they will sweep them
away. If they have lots of freighters |
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sitting
in, or trying to go through the field, you may cause them to lose several
hundred Kt of fuel as well as interrupting |
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their
freighter lanes for a turn or two. If you are playing with the Starbase+
Add-on, you will find that this tactic is next to |
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useless,
since the Starbase itself will be able to sweep your mine field away. If,
however, you pop a web mine field or two |
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around
a Starbase low on Fuel, the effects can be devastating. For example, I have
done this to a Robot Starbase, and ended |
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up with 2 free fully
loaded Instrumentality carriers! |
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When
the time comes for you to expand, I personally use the following strategies:
Load up your battle group with the |
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appropriate
torps, along with a few freighters full of clans and some supplies, and
perhaps a Neutronic Fuel Carrier. Be sure |
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to
bring along some money as well, so that you can beam up minerals and make new
Torps away from your Starbase with |
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|
the
"mkt" friendly code (registered only). If you think that there's an
enemy ship waiting for you at the planet, then use the |
|
|
aforementioned
ploy of throwing a web mine field around it and waiting for a message the
next turn. You especially want to |
|
|
find
planets with high temps. If you find one, drop a pile of your colonists, and
throw up a few web mine fields. Make more |
|
|
torps
with the "mkt" code, and keep expanding that way- drop web mine
fields to secure the area, then move in. You will |
|
|
also be keeping an eye
open for advanced Bovinoid planets. |
|
|
Bovinoid
planets are critical for you- you need those supplies! If you find one such
planet, build a starbase around it. Tow a |
|
|
Merlin
there, or build one there if you have to, and start converting those supplies
into minerals. If you need one, get a |
|
|
Neutronic
Refinery ship there too. As well, tax those bovinoids to get the money you
will need to build your new ships. |
|
|
Studies
have shown that the best way to tax is to keep the rate at 0% for three
turns, then at 25% for one turn- it will allow |
|
|
maximum
growth and money. Use this tax strategy on the bovinoids. If you need to,
heat up the planet with your Onyx |
|
|
class
ships- not only will your own colonists thrive, but other races will find the
planet much less useful if they happen to |
|
|
take
it. |
|
|
If
you are running your slow or damaged ship away from a large enemy carrier,
and you have reinforcements on the way, |
|
|
you
should consider playing cat-and-mouse in the Warpwells that extend 3
lightyears around the planets. Any ship with a |
|
|
waypoint
in a Warpwell must have a speed of Warp 1, or the ship will be dragged down
to the planet right after the |
|
|
movement
phase. If you get into the Warpwell before the enemy ship, you can travel
indefinitely around in the Warpwell at |
|
|
Warp
1 in the area a little less than 3 light years away from the planet. As long
as your ship is more than 1 light year away |
|
|
from
the pursuing ship, a single pursuing ship will not be able to successfully
intercept your ship without being dragged to |
|
|
the
planet. They will be forced to either chase you around the planet
indefinately until your re-inforcements arrive, or send |
|
|
in
more of their own enemy reinforcements. Naturally, if there's a web mine
field around the planet, they may decide not to |
|
|
chance
running out of fuel as well. You should consider hiding in Warpwells if your
ship has low tech engines, is damaged, |
|
|
or
is low on fuel, and not able to escape. This is a good trick to keep in the
back of your mind- it probably won't win the |
|
|
game for you, but it may
get you out of a jam or two! |
|
|
You
will probably not want to play the Crystals in games where regular mines are
able to destroy web mines, if players can |
|
|
mine-sweep
your fields at a distance, where your homeworld does not start at 100
degrees, or in games where the Colonies |
|
|
are
allowed to fighter-sweep them away. Playing the Crystals effectively is
challenging enough without these handicaps. |
|
|
Timo Krieke sent me this little
gem: |
|
|
You'll have to agree
that the fact that the Crystals (and the Privateers) |
|
|
can't clone captured
ship is a disadvantage. |
|
|
Under Host.exe, it is
possible for you to make this disadvantage smaller. |
|
|
You can do this by
filling the 500 ship slots as fast as you can: as you |
|
|
know, no race can clone
ships when the 500 ship limit has been reached. |
|
|
In general, in a mineral-rich game, you'll
build your second starbase at |
|
|
turn 10 - 15. The ship
limit will hit at turn 30 - 40. Between turn 15 and |
|
|
30, use every starbase
you've got to build a ship. If you can't build a |
|
|
decent ship, build a
SDSF with tech 1 engines. Such a freighter will cost |
|
|
you almost nothing. |
|
|
Your stack of these useless, harmless
freighters are protected by your web |
|
|
mines, and can't be
destroyed by marauding enemy cloakers. |
|
|
When you notify the Privateer player in your
game about this plan at the |
|
|
beginning of the game
and he/she agrees joining you, the ship limit will be |
|
|
reached even sooner!
(This can also be a base for a good relationship, |
|
|
remote cooperation or
even straightforward alliance!) |
|
|
When the ship limit has been reached,
recycle the SDSF again to receive |
|
|
Priority Build Points.
Use the regular recycling techniques. |
|
|
[The use of building large numbers of SDSF
before the ship limit is |
|
|
questionable for all
other races, but for the Crystals (and Privateers) |
|
|
this specific angle of
speeding up the ship limit is only a good thing.] |
|
|
OTHER RACES: |
|
|
What
will help your game immensely is your choice of allies. Yes, you need allies:
a game in which you have 11 enemies will |
|
|
be
a very short one. Your major drawbacks can be offset with a good ally,
whether they can provide you with cloaking ships, |
|
|
free
fighters, cloning ships for you, etc. You can offer your ally the service of
having web-mine fields laid for them. Web |
|
|
mines
laid in another race's ID will not drain 25 kt of fuel per turn, but they
will take fuel if someone else blunders into their |
|
|
mine
field. Best of all, should an alliance go sour, you cannot be hurt by web
mines that you have put down for someone |
|
|
else-
you are always immune to them and their effects! If an ally turns on you,
remember this little trick: if you lay web |
|
|
mines
inside a field that you laid for another race, it will turn into one big mine
filed that belongs to you! Since it will usually |
|
|
be
in their territory, they will have a huge problem on their hands! Because of
this, don't be afraid to lay web mines in an |
|
|
ally's
territory- you can always take control of the field later. |
|
|
When
possible, try to diplomatically arrange for the downfall of neutral and enemy
Carrier races. Not only is it a good |
|
|
excuse for you to
capture some much-needed carriers, but having fewer freely roaming carriers
out there can only benefit you. |
|
|
Cloaking
races are not bad allies, if you can convince them to go against the Carrier
races. The cloaking races will primarily |
|
|
want
to ally with you to avoid having your web mines used against them. If an
alliance goes sour, you can defend against |
|
|
cloaking races better
than any other type. |
|
|
Torpedo
Races are generally on a more even footing with the Crystals. Their ships
will not be as beneficial to you as a good |
|
|
carrier or a decent
cloaker. Still, don't look a gift horse in the mouth! |
|
|
Now, on to Individual
Races: |
|
|
The
FEDS make a good ally for you, as they can clone your ships, and take those
ships, Super-refit them, and then return |
|
|
them
to you. The Feds are also usually grateful for web-mine protection against
cloaked ships, especially Lizard ships, which |
|
|
are
immune to the effects of their anti-cloaking Loki ship. They will generally
be interested in trading Medium ships for Web |
|
|
mine fields. |
|
|
The
LIZARDS can make good allies, as they can provide you with cloaking ships,
can back up your offensive efforts with |
|
|
their
high ground-attack ratio, and can use their Hiss mission to help you squeeze
the last few tax credits out of your |
|
|
colonies. |
|
|
The
BIRDS can offer you cloaking ships, as well as providing the much-needed
stealthy Information you sorely lack. The |
|
|
Crystals
can always use a few good cloaking battleships, whether they trade for them,
or capture them. The Birds will prefer |
|
|
to trade them for
protection against more powerful races. They can clone for you as well. |
|
|
The
FASCISTS have cloaking ships to offer you, as well as the famed Glory Device
ships, which may come in handy in case |
|
|
any
enemy cloakers get past your webs. They can clone for you, and get rid of
some pesky Amorphous natives for you. All |
|
|
in all, not a stellar
ally. |
|
|
The
PRIVATEERS have good reason to respect you- next to the Lizards, you are
probably their most feared enemy. A few |
|
|
of
your web mines can put a serious wrench into their plans- heck, most races
that you ally with will be looking at your web |
|
|
mines
to protect them from the Privateers! They can't hover long around planets in
a web mine field, and they run a good |
|
|
chance
of hitting a mine field every time they enter one. However, as allies, they
are very useful. Best of all, their Meteor |
|
|
Class
Blockade Runner is second to none in the covert mine-laying department.
Together, the two of you could strip every |
|
|
other
race of any ship you want! Cloaked Privateer ships can tow enemies into your
mine fields for robbing- if there's some |
|
|
fuel left over after
being robbed, the mine fields may be enough to finish draining the fuel away! |
|
|
The
CYBORGS have their HYPerdrive ship, which can zip right past your mines to
whatever planet they have in their |
|
|
range.
Note that this is one more good reason to have those rotating small web mine
fields around your planets. The |
|
|
Cyborgs
can offer you cloning, and that's about it, unless you can talk him out of a
chunneling Firecloud or two (fat chance). |
|
|
Not a great ally for you. |
|
|
The
EVIL EMPIRE can help you. Yes, they can clone, but better still, they can
provide you with free fighters for those |
|
|
Crystal
Thunder carriers. As well, their Dark Sense can give you vital information,
as well as having HYPerdrive ships, |
|
|
should
you need to expand your empire more quickly. Beware of having the Empire as
an enemy, especially in the early |
|
|
game-
their carriers can quickly cause you a lot of grief if you aren't careful.
With their tendancy to build lots of starbases, |
|
|
they can be a tough nut
for you to crack. |
|
|
The
ROBOTS make very good allies, and fearsome enemies. As an ally, building
fighters in space has obvious benefits for |
|
|
you,
and they can clone ships for you. Best of all are their Mine-laying
abilities. Picture this- they lay mines for you, you |
|
|
scoop
them up, and lay web mines for them. Lots of free mines floating around out
there... cloakers, beware! Together you |
|
|
can
make the Echo cluster a very, very hazardous place. If the host is configured
allowing regular mines to destroy web |
|
|
mines,
this is an added incentive for you to stay on the Robot's good side. Since
you are weakest against Carrier racers, |
|
|
allying
with the Robots is also a wise move for you for obvious reasons. |
|
|
The
REBELS are a good ally as well, thanks to their ability to build fighters
cheaply. They can clone for you, as well as using |
|
|
their
Rebel Ground Attack to soften up enemies for you. They have a HYPerdrive ship
too. |
|
|
The
COLONIES are good allies with their fighter-building capability, as well as
their cloning ability. If your host is |
|
|
configured
to let them fighter-sweep web mines, being on their good side is an obvious
plus. They are also your best ally |
|
|
against the Robots,
should they not wish to co-operate with you. |
|
|
SUMMARY: |
|
|
As
a summary, remember these important points: Stay hidden as long as possible
at the beginning of the game. Establish an |
|
|
excellent
economy. Build effective battle groups, laying small, overlapping web mine
fields. Don't be too aggressive too early |
|
|
on.
Get a good ally or two, preferably with cloaking or carrier races. Be sure to
read the guides for the other races to know |
|
|
your
enemies; forewarned is forearmed. The DreadLord Battle Manual is a good place
to start. |
|
|
Most
of all, have fun playing the thinking man's race, and be sure to thank your
gracious and generous opponents for all of those free ships!! |
|
Many thanks to Timo
Krieke and Donovan for feedback and information that went into this revision
of The Guide! |
|
|
This
compilation was assembled by M. L. Maurer, in March, 1998. For comments,
suggestions, questions, or outright |
|
|
flattery please email me
at: mmaurer@usa.net |
|
|
Please feel free to
distribute freely, but do not make any changes to the text. Thank-you. |
|
|
|
|
|
|
Glistening Gems:
Autarch's Guide to the Crystals |
|
|
Contents: |
|
|
1.)
Intro. |
|
|
1a.) Guide description |
|
|
1b.) Race description |
|
|
1c.) Players |
|
|
2.) Setup |
|
|
3.)
Ships |
|
|
3a.)
Ship Designs |
|
|
3b.) Arming your ships |
|
|
4.)
Advantages |
|
|
4a.)
Web mines |
|
|
4b.) Regular Mines |
|
|
4c.) Boarding party |
|
|
4d.)Terraforming |
|
|
4e.) Population |
|
|
5.)
Disadvantages |
|
|
5a.)
Web mines |
|
|
5b.)
Ship size |
|
|
5c.) No cloning |
|
|
6.) Offensive capabilities |
|
|
6a.)
Cloakers |
|
|
6b.) Battle Groups |
|
|
6c.) How to Attack with
the Crystal Race |
|
|
7.) Defensive capabilities |
|
|
7a.)
Web fields |
|
|
7b.)
Ship Jobs |
|
|
7c.) How to Defend the
Crystal Race |
|
|
8.) Planet Management |
|
|
9.) Analysis of the other Races |
|
|
9a.)
Feds |
|
|
9b.)
Lizards |
|
|
9c.)
Bird Men |
|
|
9d.) Fascists |
|
|
9e.) Privateers (Privs) |
|
|
9f.)
Cyborg |
|
|
9g.)
Empire |
|
|
9h.)
Robots |
|
|
9i.)
Rebels |
|
|
9j.) Colonies |
|
|
10.) General Tips and Summary |
|
|
11.) Thanks and info |
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |
|
|
1.)
Introduction: |
|
|
1a.) Guide Description |
|
|
This
guide was written due to the frustrating lack of Crystal guides on the Net.
The Crystals are an often over-looked race, |
|
|
brushed
off as weak and not much of a threat. That is, until one either plays them,
or one runs into someone who KNOWS |
|
|
how to play them... |
|
|
For
the beginner and intermediate, this is the guide for you. If you're an
expert, and I am not, you don't need this. The |
|
|
Guide
is a conglomeration of stuff I have read, learned, and played. This guide is
based on Host 3.22.16, but I don't think |
|
|
real
significant changes have occurred in the newer host programs. I use VPA (Vga
Planets Assistant), and I have been playing |
|
|
for
almost a year now. Many thanks are in order, and I'll get to them in the
end. |
|
|
1b.) Race Description |
|
|
So,
who are these Crystals, anyway? Well, the docs say this: "Crystal People
are a silicon based life forms about 3 foot tall, |
|
|
with
no limbs and a metallic color. They have two large glowing eyes in the middle
of their polyhedron form. Larger |
|
|
Crystalline
ships are very powerful and tend to favor beam type weapons. They have
several small ship types that are useful |
|
|
in
exploring planets and capturing freighters. Their main weapon of choice is
the dreaded web minefield. They use these |
|
|
fields
to trap enemy vessels, drain them of fuel and then tow the victim home after
it is out of fuel to force it to surrender |
|
|
using a tow capture. |
|
|
They
own a ship that will turn all planets into deserts. Onyx Class Frigate: Will
make any planet turn into a hot boiling pool |
|
|
of
rock and desert (temp 100). The Crystal People can lay WEB MINES in space
that cause starships to come to a dead stop |
|
|
for one month. Any ship
that is in a web minefield loses 25 KT of fuel per turn trying to keep the
shields up." |
|
|
This
pretty much sums it up, and gives you an idea of some advantages, which I'll
explain in a minute. But be forewarned: |
|
|
you
are a wanted race. The Borg, Privs, and Crystals, in that order, are what
people want exterminated quickly. You're #3 |
|
|
on the most wanted
list, so watch your back. |
|
|
1c.) Players |
|
|
Before
I go any farther, I want you to know what kind of a person should play the
Crystals. Don't get me wrong- anyone |
|
|
can
do it. But in order to be successful, it helps if you have a certain mindset.
If you like coordinating large fleets of huge, |
|
|
impressive
carriers, this race is not for you. If you like using cloakers to sneak
around into enemy territory, hitting and |
|
|
running
all the time, this is not for you. If, however, you like to wait, watch, lay
traps, out-think and out-maneuver your |
|
|
opponents,
then you found the race for you. The Crystals are often called the
"thinking man's race." This is true- you're the |
|
|
one
who lays the webs like a spider, catching all those flies, and then using
them to destroy your foe... |
|
|
2.) Setup: |
|
|
The
Crystals are a fun and flexible race to play, but there are certain settings
which will help you along in playing. |
|
|
A.)
Web mines: |
|
|
Make
sure that they are on. Plain and simple, they help you survive and win. |
|
|
B.) Crystal/Privateer
Boarding Party= YES |
|
|
You can board ships
after they are drained by your webs and take control. You want this, as you
can use the ship right away. |
|
|
C.)
Crystals like Desert Worlds= YES Your race thrives on these planets, and make
sure your host gives you a homeworld |
|
|
that's desert,
too. You don't need this handicap. |
|
|
D.) Web Sweep Range= 0
Light-years |
|
|
You
want your enemy to be INSIDE your Webs, which is what, most of the time, the
case will be anyway. |
|
|
E.) Normal Mines Destroy Web
mines= NO |
|
|
The
Bots will come, drop their 4X minefields on yours, and come steaming right
in. Any race could pull this stunt, not |
|
|
necessarily the 'Bots.
You don't want this. |
|
|
F.) Chances of
hitting a Web Mine per lightyear= 5% |
|
|
Default
for normal mines is one percent, the higher for webs the better. Don't play
if this is lower than 5%. This is for |
|
|
cloakers as well.
Regular mines cloaked is 0.5%, while 5% with webs. |
|
|
G.) Web minefield Decay= 5% |
|
|
Both
normal and web minefields decay at the same rate. The lower, the better
especially for you. |
|
|
H.) Colonies can sweep Webs= NO |
|
|
This
would allow the Colonies to come in with their scores of fighters and sweep
your mines away. Default web mines per |
|
|
fighter
is 3, meaning each fighter destroys three mines. Multiply that by 120
fighters, and you have 360 mines gone, that |
|
|
might not have
been. Kiss your small fields good-bye. |
|
|
I.) Science Vessels= Yes |
|
|
Can't
use your terraformer with out it. No terraformers will work, and you need
these to. |
|
|
J.) Ship with one engine can
tow= YES |
|
|
Very
handy, allowing your Opals and Topaz to tow, and your smaller freighter
versions. Also, with your tow/capture, use |
|
|
the freighter
with 1 engine to run out an grab 'em. |
|
|
K.) Ships without fuel can move=
NO |
|
|
This
really doesn't bother you all that much, because if they have no fuel, they
aren't going to get out of your web fast. And |
|
|
you'll have captured them
soon anyway. |
|
|
3.) Ships |
|
|
I
am going to use the default ship designs, as I know that there are slightly
different versions of ships out there. |
|
|
Opal Class Torpedo Boat
(Beams: 1 Torps: 1) |
|
|
Uses:
Use it as a scout in the beginning. But, once the game is going, and you get
those planets up and running, use this to be |
|
|
a
pain in the butt. Make sure that it has high-tech torpedo launchers, and you
can make a nice little web. Hopefully snagging |
|
|
that nasty ship chasing you. |
|
|
Topez Class Gunboat (Beams: 4) |
|
|
Uses:
Practically useless. No tubes, use the Opals instead. Don't even waste the
shipslot for it. |
|
|
|
Ruby Class Cruiser: (Beams:
4 Torps: 2) |
|
|
Uses:
Use this as my main intermediate warship. It's cheap, light, and has a *huge*
cargobay- 370 kilotons! Put Mark 8 |
|
|
torpedoes
on it, and a 192 light-year minefield pops up, nailing ships all over. If you
are low on stuff, and need to build a |
|
|
|
|
good ship, build one of these. |
|
|
Sky Garnet Class
Destroyer: (Beams: 7 Torps: 1) |
|
|
Uses:
You can use this as the tow/capture ship. It could be used as a minesweeper
as well, with it's 7 beams. I prefer the |
|
|
former
use. Don't build too many, you have better ships than this. |
|
|
Emerald Class
Battlecruiser: (Beams: 8 Torps: 3) |
|
|
Uses:
Nice compact ship. One of the best for all you unregistered players (but it's
more fun to register!). Cargoroom is 510 |
|
|
kilotons-
better than two MDSF combined. Almost half the cargo room of a large deep
space freighter (LDSF), but with |
|
|
weapons
on it. Use these to fix up those deteriorating web mines. Diamond Flame is
much better for conflicts though. So use |
|
|
this in
beginning battles, and lightly defended planets. |
|
|
Diamond Flame
Class Battleship: (Beams: 10 Torps: 6) |
|
|
Uses:
This is your tech 9 ship, and you can't sneeze at it. The major problem is
the mineral cost- 390 kts of Moly! Ouch. This |
|
|
is
the ship you send into battle. The cargobay of only 90 kts can put a damper
on it's effectiveness though. |
|
|
Crystal
Thunder Class Carrier: (Beams: 6 Torps:0 Fighter Bays:8) |
|
|
Uses:
Even though this is a tech 10 ship, it's only slightly better than an
Instrumentality. It can be more. The Dreadlord |
|
|
Battlemanual
says that you'll lose 8480 mc and 393 Molybdenum if she goes down. (That's 80
fighters, and the hull cost.) Not |
|
|
cheap-
but if you pair it with a Diamond Flame, you can kick serious butt. How
serious? Try Golems, Biocides, and the like. |
|
|
Will
you be damaged? Sure. You might lose now and then too. But your ships are
cheaper than most other's. |
|
|
Freighters: |
|
|
Uses: The Small (SDSF)
one is no good. Too small. Use it in the beginning, then colonize it. The
Medium (MDSF) one I use |
|
|
alot. The cargo is okay,
and it helps to shuttle stuff around to your homeworld or nearby bases. |
|
|
The
Large (LDSF) one is the best for your money, with a decent cargo hold. |
|
|
The
Super Transport- forget it. Waste of time, money, minerals, and a
shipslot. |
|
|
The
Neutronic Fuel Carrier: The Feds, Borg, and Robots don't have 'em. Trade
them, and use them, since you need the fuel |
|
|
to fuel those captured ships. |
|
|
Refinery
Ships: |
|
|
Uses:
The Neutronic Refinery ship makes gas out of a mineral and supplies. Nice to
have around. |
|
|
The Merlin
Class Alchemy Ship makes any mineral except |
|
|
neutronium
out of supplies. Put it around a Bovonoid planet. Build them if you need
them. |
|
|
3b.) How to arm your ships |
|
|
You
aren't seeking combat. Therefore, you don't need to arm your ships heavily.
X-Rays are fine for your ships. The highest |
|
|
you
need to go is Blasters (tech level 3), if you need punch. Let your enemy send
you those nice high-tech beamed ships. They |
|
|
are
going to need them to sweep your webs. So then you get them to use against
their minefields. As for torps, I upgrade to |
|
|
Mark
7s (Tech level 8). I use Mark 4 (MK4s) in the beginning, as they costs 13
megacredits per torpedo. The MK7s I use for |
|
|
my
Diamond Flame, since it will need them to take down enemy shields. |
|
|
This
way, you save a whole lot of money, since other races are going to upgrade
their stuff, and be low on cash for a while. |
|
|
You need
the cash to get going, and this way you have some. |
|
|
4.) Advantages: |
|
|
4a.) Web Mines |
|
|
These
are your race specialty, and are the things that let you win. Web mines suck
gas out of the ships that are in the field. 25 |
|
|
kts
per turn of fuel, per turn, per ship. What if a ship strikes a web mine? Then
the ship loses 1/6 of it's fuel, or 50 kts, |
|
|
which
ever is greater. They are also stuck, and have stopped moving. This means
that next turn they lose *another* 25 kts of |
|
|
fuel for starting out in the
web field. |
|
|
4b.) Regular Mines |
|
|
You
can make these, like every other race. I usually don't, web mines are more
effective, and cost the same. But you can |
|
|
throw
these in a minefield for extra explosions. Nothing is worse than running into
a web mine, and then next turn running |
|
|
into a regular one. Or
vice versa. Then the ship is as good as yours, that is, if it isn't toast... |
|
|
4c.) Boarding Party |
|
|
This
is a feature that the Privateers (Privs) have as well. What it means is this:
any ship without fuel you waltz up to, but a |
|
|
tow
lock on, and next turn, it's all yours. You take the crew of the ship and
stuff them out the nearest airlock, and take over. |
|
|
Some
races have cowardly soldiers, and they'll defect to your side. These are the
four races, and the percentage of the crew |
|
|
who will go traitor: |
|
|
Race
%traitor |
|
|
Feds
90 % |
|
|
Privateer
100 % |
|
|
Empire
40 % |
|
|
Colonial 70 % |
|
|
When
you board the ship, unless they are Privs, you are going to have to have
someone over there to run the captured ship. |
|
|
So
you divide the crew complement of the first ship. Example: Let's say you get
lucky, and a Bird Man Resolute gets caught |
|
|
in
a web. The Resolute has about 380 crew members. You chug out there with an
Opal, with a crew of 25. You put a tow |
|
|
lock
on the ship. What happens? You take all the Bird Men, tell them to go fly in
the vacuum, and 12 Crystals stay to take |
|
|
control
of the Resolute. Why twelve? Because 12 is roughly half of 25. |
|
|
The
tow/capture can be disabled with the friendly code: "nbr". |
|
|
4d.) Terraforming |
|
|
You
have in your possession the Onyx Class Terraformer. What's it do? Cook
planets. Your race likes it *hot*, and that's |
|
|
what
these little guys are for. Suppose you find that Humanoid Unity planet, but
it is Arctic 3? Bummer, huh? (It happened |
|
|
to
me.) What do you do? Send a few Onyx ships over. NEVER use one by itself-
it'll take forever. Besides, it's not very |
|
|
strong.
Send about five, being towed by LDSFs, or by better teched Onyxes. Protect
this guy with web mines over those |
|
|
important planets. |
|
|
4e.) Population |
|
|
Your
race has a cool ability that is not well known. I had to try this for myself,
upon reading it. Your race can have 1000 |
|
|
clans
per degree of temperature! Remember that Arctic 3 Humanoid Unity planet I
mentioned just a second ago? I dumped |
|
|
colonists
on it, until I had 3000 clans. Then I brought a LDSF with another 1200 clans.
I put them on the surface, and next |
|
|
turn,
all 1200 clans had froze to death. Good thing you have that terraformer. |
|
|
The
formula is like this: 1000 clans x temperature on planet. |
|
|
Type 50 planet: 5,000,000
Crystals max. |
|
|
Figure
it out: 100 colonists per clan x 1000 clans x 50 (the temp)= 5 million
Crystals! |
|
|
5.) Disadvantages: |
|
|
5a.) Web mines |
|
|
You're
probably wondering why I put this in here as a DISadvantage. My reasoning is
simple- webs cost a lot of cash to |
|
|
upkeep,
and lay in the first place. You say, "They cost the same as regular
mines." Exactly. Regular mines are expensive too, |
|
|
and
the Crystals main problem is money. Or the lack of it. Get your economy going
FAST. |
|
|
5b.) Ship size |
|
|
Let's
face it- your ships stink. They are great armed transports, but aside from
the Thunder, Diamond Flame, and maybe the |
|
|
Emerald,
your ships are not big. You see a fleet of high-teched- beamed Biocides
coming, and all you have are Emeralds and |
|
|
Rubies,
well, you're dead. Armed transports aren't worth a spit in the wind against
most other ships. |
|
|
5c.)
No Cloning |
|
|
And
on top of all this, you can't clone! When you finally get that Dark Wing, and
you really want it cloned, go find |
|
|
someone
you can trust besides the Privs. (They can't clone either.) Otherwise, start
using the captured ship. |
|
|
6.) Offensive Capabilities: |
|
|
6a.) Cloakers |
|
|
Many
guides say that you need cloakers to be offensive in the game. This is partly
true. Having a cloaker in Crystal hands |
|
|
will
make other races bite their nails. Why? Because you could drop a big web
minefield right in their shipping lanes. See a |
|
|
ship
you want? Drop a web. See a planet you want? Drop a web, and have a fleet
take it. If the cloaking races are smart, and |
|
|
are
attacking, they'll throw high beamed, no torp tube cloakers at you. No matter
what they are, cloakers are a great help to |
|
|
you, but torped ones are
prefered. |
|
|
6b.) Battle Groups |
|
|
One
ship will not win the war for you. A fleet will. As stated earlier, don't
plan on coordinating huge carriers if you're |
|
|
playing
the Crystals. (Unless you capture them...) A good battle group is an Emerald
or a Ruby, paired with some Opals. |
|
|
Opals
don't suck gas, and they can go far. What you are aiming for in this battle
group is to make overlapping minefields. |
|
|
The
more fields, the higher chance you enemy gets stuck, and the more fuel gets
taken. You Emerald/Ruby should be fueled |
|
|
up,
and loaded with torps. It then lays a big minefield, which the Opals scoop up
the torps, carry them away a bit, and lays |
|
|
more fields for an
overlapping effect. Viola! |
|
|
Another
battle group, essential for your survival, is the Diamond Flame/Crystal
Thunder combo. The Diamond Flame |
|
|
either
tows around your Thunder, or is at least with it. You send your Diamond Flame
in first, loaded with some torps. It |
|
|
brings
down the shields, of, let's say a Golem. The Crystal Thunder comes in,
shields up, launches the fighters, and wastes it. |
|
|
You
might be scratching your head at this. But think- the Crystal Thunder/Diamond
Flame combo is cheaper to use and |
|
|
maintain
than a fleet of Golems/Rushes/Gorbies, or whatever. The Diamond Flame gets
eaten, but you will use the Crystal |
|
|
Thunder
more. Make sure that you have supplies onboard or nearby, to fix the Crystal
Thunder. You don't want to lose |
|
|
one,
if possible. |
|
|
6c.) How to Attack with
the Crystal Race |
|
|
First
off, please, don't attack until you are set up. If you attack, and don't have
a place to scurry back to, you'll wind up as |
|
|
jewelry
for the other races. Not a noble end for a great spacefaring race. Once you
are setup, attack. When I mean setup, I |
|
|
mean
all shipping lanes covered with webs, all major planets, and several starbase
up and running. Get your self up and able |
|
|
to
withstand a long siege. Then, attack your neighbors. Don't fight a two front
war. Get a truce with one, and go for |
|
|
another.
The races are explained in better detail later, but here is some general
attack policies. |
|
|
Move
slowly. See a cluster of planets you'd like? Send a convoy. Diamond Flames
make a good impression, just make sure |
|
|
you
have enough for your combo battle groups. Take the planets, and then web mine
the whole place. You see, your web |
|
|
mines
are like moats. You effectively cut off anyone attacking, like a castle
surrounded by a moat. You take the cluster of |
|
|
planets,
it's gonna be hard to get them back. Use your webs as moats. Storm a planet,
drop several web fields, and make it a fortress. |
|
Trench
warfare- remember World War I? Trenches stretched for hundreds of miles, and
men died for several yards of |
|
|
ground.
I'm an avid WWI fan, but that's a different story. How does this apply to
VGAP? Simple- like your webs are moats, |
|
|
they
are also trenches. You don't advance fast- that is not the style for your
race. You grow slowly, and you want your |
|
|
enemy
to feel the pinch. Find a good planet- let him burn his resources fighting
you over it. You have plenty in reserve, and |
|
|
your
webs make an exacting toll. What if he doesn't buy it and attack you? Taunt
him. You *are* impregnable by this time, |
|
|
and
start teasing him. You will eventually overwhelm him by just slowly eating
his resources. Eventually, he'll get tired of |
|
|
retreating,
and then attack you. He has to- otherwise he loses. Then you lay your traps,
outthink him, and capture fleets of |
|
|
ships.
Then, storm him and kill him. But do it wisely. Don't lose ships
foolheartedly. |
|
|
Cloakers-
use your cloakers to disrupt enemy shipping lanes. See major traffic? Get
right in the middle, and drop a ton of |
|
|
mines.
Freighters slam into them, as do war ships. The your enemy has 2 choices- let
it decay, or sweep it. And either way, |
|
|
it'll take a while to get rid
of it. |
|
|
7.) Defensive Capabilities: |
|
|
7a.) Web Mines |
|
|
You
have the ability to withstand an attack, if you are entrenched. Don't go gung
ho, and get clobbered, only to have the |
|
|
Biocides
come knocking at your door. You *don't* need every single planet covered by
web mines. This is a waste if you do. |
|
|
What
do you cover then? Major planets, starbases, terraformers, battle group
stations, and mutual borders with hostile races. |
|
|
Especially
the last one. I played the Fascists once, and I was invaded by the Robots. I
held him off, remarkably, but his |
|
|
minefields
were all over. Then the Borg came up from underneath him, and attacked him.
His minefields started decaying, |
|
|
and
I say a *3* light-year gap between two of them, leading to the heart of his
space. I took one cloaker (I didn't have many |
|
|
left),
and slipped through, saying my prayers as I went. I made it through, and
caused some havoc, blasted Qtankers and |
|
|
such.
Never let kinks develop in your armor. These develop into holes, where enemy
arrows can find a weak spot. As long as |
|
|
you
have them covered, they have to go into a web field, and sweep, not slip by
you. |
|
|
7b.) Ship Jobs |
|
|
There
are certain jobs that your ships should do for defense. Tow/capture ships.
You capture something nice, and you're not |
|
|
going
to let it sit out there and collect dust are you? No. Send out your Sky
Garnet, and tow it away, or board it. Or an |
|
|
Opal
(if "one engine can tow" settings is on). Your Rubies and Emerald
should be used as transports, and light attackers. |
|
|
Opals/Topaz
as scouts, early colonizers, and battle group members. Crystal
Thunder/Diamond Flame as defense with |
|
|
starbases,
or offensive weapons. Use your ships wisely to kick someone out, if they get
in. |
|
|
7c.) How to Defend with
the Crystals |
|
|
First
off, this shouldn't happen. There shouldn't be anyone smashing your core
planets. Lay your webs here to stop them. |
|
|
The
rule your enemies are going to follow is: high-tech beams. Lots of them.
Which is where you have to figure out some |
|
|
things.
You have a fleet knocking on your door, sweping your webs. Who's the biggest
threat? The Brynhild with 6 Heavy |
|
|
Phasers?
Or the Nocturne with 4 Blasters and 4 torp tubes? The Brynhild. Take it out.
And remember- they have to be *in* |
|
|
your web to sweep them. |
|
|
Use
your smaller ships (Rubies/Emeralds) to attack medium ships. For the bigger
ones, attack with the Diamond |
|
|
Flame/Crystal Thunder
combo. |
|
|
Surprise
your enemies, move your webs. Scoop them up, lay them a couple of lys in a
different spot. Keep the moving, make |
|
|
your
enemy unsure, and he'll slow down. Got cloakers? Sneak up, and lay a couple
of overlapping web fields for more fuel |
|
|
drain.
You have the power to stuff and capture any fleet coming at you. There is no
safer feeling in all of VGAP, then having |
|
|
an empire
surrounded by web mines, making you impregnable. |
|
|
8.) Planet Management |
|
|
Money
is your problem. Find those Unity planets, or Insectoid/Bovonoid planets
fast. If it's cold, cook it with an Onyx. |
|
|
Get
your defense posts up to 16 fast. 15 is the minimum to avoid scans, I prefer
16 better. Build 20 if you have the Feds, |
|
|
Robots,
or Colonies nearby. It takes 20 dfs (defense posts) to block a bioscanner,
which those races have. Tax your natives. |
|
|
More
colonists = more money. More money = more web mines. Easy, eh? Build
Starbases (SBs). You can't survive with one |
|
|
starbase
alone. Find those Ghipsodial planets, and build those good engine warships.
Your ships are rather inexpensive to |
|
|
build and arm, just see
(3b.) |
|
|
Use
Amorphous planets. "What? How?" you might ask. "They'll eat my
people, and I can't collect taxes from them." But |
|
|
supposed
that a nearby Amorph planet got hit by a big meteor? Tons of Moly in the
core.... This is what you do: Take a |
|
|
MDSF,
fill it with 150 clans, some supplies, and some cash. Go over, and drop
everything at once. Keep your tax rate at zero, |
|
|
but
build those defense posts, mines and factories. *Your people will out breed
the Amorphous eating machines.* Sure, you |
|
|
can't collect taxes, and
people get eaten, but most people bypass these planets. You get into the
endgame, where minerals start t |
|
|
o
get scarce to haul, and you have at least 50-75 Amorph planets in the
Cluster. Untouched. Unblemished. Perfect. If you |
|
|
don't
want to settle with the worms, ask your Fascist buddy to "pop" a
Glory Device over the the planet, turning all |
|
|
Amorphs
into supplies. This allows new natives to appear too (if option is on). |
|
|
9.) Analysis of the Other
Races |
|
|
Here
is where I am going to outline the races, what you get from allying with
them, what they get, and how to deal with |
|
|
them
if they are hostile. To save space, the 10 other races get from you: Web mine
protection, a terraformer, decent |
|
|
transports/torp
ships (Ruby,etc.), fuel carrier (Feds, Borg, Robots) and if they lack a
half-way decent carrier (i.e Birds, Privs) |
|
|
you can give them one. |
|
|
9a.) Feds |
|
|
The
Feds are a nice ally for you. They can clone no problem. They have cash with
their 2x tax rate, something you need. |
|
|
Their
ships are good, with a decent amount of beams. They can super-refit your
stuff as well, if you feel the need to upgrade |
|
|
cheaply.
The Feds are not a hard enemy. They are weak in the beginning, and their
strength is in the empty hulls that they |
|
|
have,
upgrading as they go. Use you webs, and snag their ships. They don't have a
fuel carrier, so they have to haul gas to |
|
|
their
front lines with LDSFs. Watch for their Lokis, you don't want your only
cloakers blasted. |
|
|
9b.) Lizards |
|
|
The
Lizards are nice to ally with. They provide you with cloakers, minerals
galore (2x mining), and can HISS your planets |
|
|
for
more cash. They have a very strong economy, and you can get a great deal from
them. They can clone too. As enemies, |
|
|
they
can be tough. The Lizards have a ground attack ratio, and their LCCs have a
nice cargo space. Keep your planets stocked |
|
|
with
people, and especially your secondary Starbases. You don't want to lose one
because you didn't have enough people on |
|
|
the
surface. Use your webs, and avoid combat directly. Their tech 10 ships (T-Rex
and Madonzilla) are not that strong, and |
|
|
come
into pairs or groups, like your Diamond Flame and Crystal Thunder. Lay traps
for them, break up the fleets. Try to |
|
|
keep
them out, and play in their yard. Watch for Lokis, if you get a cloaker,
since the Lizards can build one like the Feds. |
|
|
Use
the Thunder/Flame Combo wisely, as the Lizards take 150% damage. |
|
|
9c.) Bird Men |
|
|
The
Bird Man fleet is almost entirely made of cloakers. You'd like a couple, and
he doesn't want to fight you. His economy |
|
|
is
worse off than yours, believe it or not. Ask for a Resolute (Advanced Cloak)
or White Falcon (Huge gas tank - 430kts) |
|
|
You
can get info from their superspy mission, and they'll clone the ships you
capture. Don't tick these guys off, until you |
|
|
are
entrenched. They'll come and rip all your money off, with their
"bum" friendly code. You need the cash. Get your webs |
|
|
set,
and if you catch a cloaker, increase the webbing. Especially if it is a
Resolute. Dark Wings eat too much gas. If you can |
|
|
catch
their lower tech ships out of cloak, nail them with a Diamond Flame, or
teched up Emerald. |
|
|
9d.)
Fascists |
|
|
Nice
race, I like them. They clone, and have cloakers. They have their nasty
pillage mission, which can generate a ton of cash. |
|
|
They
also have Glory Devices (GDs), which explode when they detect a cloaker other
than theirs. This is a ship advantage, |
|
|
and
GDs would be nice for those snotty cloakers that get past your webs. Watch
out if they attack. They can attack you, and |
|
|
your
planets can not fight back. They are immune to ATT/NUK codes. Spring a Web
mine surprise for them, since they |
|
|
cannot
cloak and pillage at the same time. They also have a Ground Attack advantage,
like the Lizards, a bit weaker though. |
|
|
Still,
populate your planets. These guys can survive with 60 clans on desert
planets. So even if you cook a planet, they can still |
|
|
live
on it. |
|
|
9e.) Privateers (Privs) |
|
|
These
guys have relatively weak ships. They have the tow/capture you do, and also
have gravitronic cloaking ships. The one |
|
|
you
want is their Meteor Blockade Runner (MBR). Their power relies on stolen
ships, and they can't clone. Not a great ally. |
|
|
As
enemies, they can be dangerous. They are the last of the cloaking races, but
they can travel 162 lys in one turn. You don't |
|
|
see
the attack coming, since it is far away, and probably cloaked. Keep your webs
up, and if necessary, escort your ships. |
|
|
Make
sure if you are in Priv territory, you set your fuel down on the planet, and
set the mission to beam up fuel. They Privs |
|
|
will rob you,
you beam up fuel, and toast them all. |
|
|
9f.) Cyborg |
|
|
Either
ally with them, or destroy them, if they are close. That simple. As allies,
they can clone, provide you with Cubes, |
|
|
chunnelers,
and HYP ships. As enemies, they aren't that dangerous to a strong Crystal. If
you see a Firecloud, destroy it. See |
|
|
the
Firecloud, kill the Firecloud. See Firecloud, kill Firecloud. Simple. Their
cubes are gas guzzlers, and they lack decent |
|
|
medium
warships. Their HYP ship can be a pain, so beef up your defenses on your
planets to prevent them from taking over |
|
|
and
assimilating. Once they get a foothold on your native-occupied planets, it's
gonna be a pain and time consuming to kick |
|
|
him
out again. Web mines, Diamond Flame/Crystal Thunder combos, moving
minefields, and the Borg will beat their |
|
|
cybernetic heads in
frustration. |
|
|
9g.) Evil Empire |
|
|
They
can provide you with free fighters for your Crystal Thunder. Their Dark Sense
mission will let you know where to hit |
|
|
your
enemy. They clone, and have the most powerful ship in the game, the Gorbie.
Their Super Star Destroyer is immune to |
|
|
ATT/NUK
codes, and all you have to do is drop ten clans on the surface of *any*
planet, and it's yours. Even Homeworlds. |
|
|
This
is a ship ability, not a race one. As enemies, they can be a pain. They can
HYP to your planets, or Dark Sense any |
|
|
planets
you own. He'll know right where to hit you. As such, think like him. Where
would you go, if you knew what was |
|
|
vital?
And go guard that spot. Keep his SSDs from your planet, and damage it, so it
can't perform it's Imperial Assault. |
|
|
Avoid
direct combat, unless necessary. Bait him, trap him, don't fight. He's got
the greatest ship in the game, the Gorbie. |
|
|
The
Empire has a tendency to spread out too thin, so look to break him. |
|
|
9h.) Robots |
|
|
These
guys are *great* allies. They require excessive amounts of Duranium, but
their ships are some of the best around. |
|
|
Heavy,
tough, packed with fighters, and have huge gas tanks. Now, about that 4X
mines per torp bonus. Everyway I have |
|
|
tried
it, it doesn't work that well for you. If he lays the torps in your name, he
lays them regularly, like you do.If he lays |
|
|
them,
and scoops them, he doesn't scoop at one-quarter of what he laid. (Follow
me?) So either I missed something, or I am |
|
|
right
and it doesn't help you out that much. They can build fighters in space, so
they can give you some. They can clone, and |
|
|
they'd
like your Rubies, since the Cat's Paw is the only torp ship they have. As
enemies, they can be scary. If "normal mines |
|
|
destroy
webs" is on, they'll clean your clock for 1/4 of the price. Avoid direct
combat with them, becasue you won't win. A |
|
|
Diamond
Flame loses *every time* to an Instrumentality packed with fighters. Even if
the Diamond Flame has Blasters and |
|
|
MK7s.
Use your Flame/Thunder combo to take out their Automas, Golems, and
Instrumentalities. Use overlapping web |
|
|
mines,
otherwise the fuel drain won't stop them. Destroy their Cat's Paws, since
then they can't make minefields. Watch out, |
|
|
since
he'll probably be upgraded to MK8 torps. Find their Qtankers, and destroy
them, limiting their free fighter ability. |
|
|
They,
like the Fascists, can survive on desert planets with 60 clans. |
|
|
9i.) Rebels |
|
|
The
Rebels are not the most stellar ally for you. They have a HYP ship, but they
have no need for your terraformer. They |
|
|
survive
nicely on Arctic planets. They are immune to ATT/NUK codes, can clone, and
make free fighters for you. Their |
|
|
Rebel
Ground Attack is very nasty. Two to three turns of RGAing, and you people are
plunging into a civil war. Hence, get |
|
|
small
web fields over your planets, to drain fuel quicker. Their ships are crappy,
and you can beat them hands down, if you |
|
|
get
them quickly. Otherwise they'll HYP away, or counter attack. Destroy their
fighter factories, the Gemini Fighter |
|
|
Transport.
One Ruby with MK4s will beat this thing easily. Diamond Flame/Crystal Thunder
combo will toast their Rush. |
|
|
9j.) Colonies |
|
|
The
can clone, have free fighters, and their Cobol. The Cobol is a bioscanner,
and collects fuel from nowhere. Very handy to |
|
|
have
around. They also have the Aires Class Transport, a much cheaper ship than
the Neut. Refinery ship. It makes fuel out |
|
|
of
minerals and supplies, but the hull is dirt cheap. Patriots are nasty, and
will often be used in groups. Watch for them, and |
|
|
the
Rebels have them too. If "Colonies can sweep webs" is on, get on
their good side. Use your webs, and your Diamond |
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Flame/Thunder
combo to destroy his Virgo. They will probably be towed by Cobols, so count
that into your combat |
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simulations.
(You do run sims, don't you?) They also have the Gemini, so destroy those.
They are a very strong race when |
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played
right. |
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10.) General Tips and Summary |
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A.) Stay out of sight.
You're a wanted race. |
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B.) Don't get a cloaking
race mad early on. |
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C.) Be
patient. Don't be aggressive, if you want to live. |
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D.) Get your economy going
quickly. |
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E.)
Use your Web fields. Overlap them, and scoop 'em. Keep them moving. |
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F.)
Make an ally- 10 races against you will be a short game. |
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G.)
Check your settings, and don't play if you're getting cheated. |
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H.)
With HYP probes, set your Bases to "force a surrender", and the
planet code HYP. That way, they HYP in, and they |
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are
yours. Otherwise, change your planet codes constantly. |
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I.) Have fun! It's a game! |
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11.) Thanks and Info |
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All
in all, the Crystals are a very fun race to play. I enjoy them very much, and
hope you learn some stuff from this guide. If |
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not,
well, it's not my fault. <G> If you want my advice, or want to offer
your opinions, you are welcome to do so. I'd like |
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to
hear from you. I'd like to thank my friend Derek, who's a great host. If
anyone like to play against me (I'm Crystals, of |
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course),
contact him. You have to like a "plain vanilla game." No add-ons,
just you, your enemies, and your wits. His address |
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is: dkalweit@eznet.net. |
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If you'd
like to get in contact with me, the address is: |
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ewesta@juno.com. |
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If
you can't reach me, talk to Derek, as he's a good friend, and he'll know
where I am. I'd like to thank my friend Fred, as |
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well,
for getting me guides. Also my friend Dan, for being there. Before I go, if
you are an avid Federation lover, check out |
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the
League Of Admirals, started by yours truly. The head Admiral now is Donovan,
at donovan@xs4all.nl. He'll fill you in. |
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If you can't
reach him, get me, and I'll help you. |
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See you in my web! |
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