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Thanks
to Paul Honigmann for hosting and comments and tips. Thanks to Sebastian
for helping with the fighters.
Kicstart v 1.0 by Skies
Last worked on 17/05/2005
Before you
start you should have read Tim's CoM guide at www.vgaplanets.com
GET
SET!
The Lost Colonies of Man (CoM) are probably one of the easiest races to
play out there. Therefore this guide tries not to be the "complete
guide", as I fear it would be a rather useless document since even
a newbie should learn to play them in a few turn test game. Granted, winning
might be difficult, but the basic functions of the race are easy to grasp.
Just because of this, I think they're ideal race to start your VGA4 experience
with! Tim's guide is good enough for them, here I have tried to explain
few things that one should keep in mind when playing the race and to list
some of the relevant, not so obvious information.
GO!
ECONOMY
CoM colonists
grow just fine on board Sagittarius ships. Growth can take place
in most of the ships, but one should plan to use only Sagittarius for
this purpose as the growth rate is hull dependand and on Sagittarius it
is the best. I guess some ships just have that certain something in the
air recycling system. CoM growth on a planet (with no drawbacks/perks)
is 7% per turn. On sagittarius ships, it's 6%. Since cloning tank exotic
techs don't work on ships at some point you probably want to send your
population down to a planet. However there are few perks involing food
consumption and taxation which might make you stick with Sagittariouses.
While colonists
are onboard Sagittarius (other ships) they grow with very little food,
that is 10kts of food to every one million colonists. You don't need the
food stockpile either to gain optimum ship growth. In fact the growth
on ships is always the set value. For this alone Sagittarius is a very
lucrative dwelling through out the game.
The other
thing is the taxation. On board ships, the CoM pay rather good taxes.
You get double the money that they would produce in cities + the normal
tax income. Happyness doesnt seem to be a factor when onboard ships.
Note: Currently there's a bug and host calculates your people on ships
to the galactic bank tax pool. This is not true, so if you have lot of
population on ships be careful: what the host reports is more than the
galactic banks receives.
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Colonists
can grow on sagittarius ships, with very little trouble. When it's
time to bring the cloning tanks on line, you may want to beam them
down. |
Important
notes about command codes and Sagittariuses: While you keep your colonists
on ships remember to use these 2 command codes on them. NOT
stops the troop training on board ships. BDC,
beams the credits down to a base the same turn. BDC (beam down credits)
is very important command code, because ship's (money-) transfers appear
in the client right away, but in the host order of events ship building
is before transfers. In english: you will be building ships that never
appear if you do not use BDC. If you don't have a clue as to what I just
said, just use BDC on your ships and all will be fine. BDM (beam down
money and metals) does the job as well, but it doesn't show the amount
of cash beamed down.
SHIPS
CoM ships
have everything onboard to make it possible to the CoM to live in space.
Although living in space is inefficient business in my opinion
one can use the trick mentioned in Tim's manual to insure some level of
income even if your core empire gets destroyed. That is, send your Sagittarius
and Celestia (maybe Aquila, too) out side the star system, then you can
use the Celestias and the galactic bank to tranfers the money back into
use and your enemy will have hard time finding where the money comes from.
In any case using the various ship devices and special abilities correctly
is the key to winning as CoM. ..ahem, well to every race some would say?
Most of them are simple enough to read from the docs, but few CoM ships
deserve a closer look. There's also a ship review at the end of this document
to help you grasp what the ships are made for.
But first let's tackle the darnest: The Celestia with billion money related
devices.
Celestia
She'll make you rich. Theoretical maximum is over 30 000mc/turn with one
base. To create income like this the ship uses crew on board, colonists
on planet underneath and colonists and High Guard on board as well as
some food. Optimal use is to park it over a planet with 50 million colonists
and load 10000 High guards and 1000 colonists on board with 10 food. The
devices on board don't interfere with one another so you can have the
benefits from all of them. However if you do have many such devices (ships)
at the same location or near by chances are your income will be cut down.
I'll post the device despcriptions here, too, it's collected from Tim's
site.
Just
looking for a simple advice? Then, build one over every base with + 1
million colonists and load all the extra high guards on board them with
1000 colonists and 10kt of food/turn and you're doing just fine. Use the
BDC with this ship.
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Gambling
Deck
This device has four basic requirements to make money.
Rules 1 & 2 make the
money
Rules 3 & 4 limit
how much money from 1 & 2 can be made.
1) Colonists in the ships guest
quarters.
This device will generate 1 MC per colonist on board, up to a maximum
of 1000MC for 1000 colonists on board.
2) Colonists in bases below the
ship.
The ship will generate 300MC for every 1million colonists in the
base(s) directly below the ship. (You do not have to own the bases
to get the device to work).
3) Is the Device in deep space?
If the ship is in deep space the maximum revenue that can be generated
by the device is limited to 50MC. If the Device is over a base with
less than 1million colonists then it is still considered to be in
deep space or in a non-populated area.
4) Is there another Gambling Deck within 15ly?
If more than one active gambling deck ship is operating in the 15ly
area the total income generated by all the ship devices in that
area is limited to 500 mc. i.e. 250mc for 2 ships (500/2), 50mc
for 10 ships (500/10) or 1mc per ship device if 500 devices are
on in the 15ly area (500MC max/500 ships = 1mc per ship device).
Pyramid
Lounge
The device makes up to1 mc income per highguard
on the ship. The device needs 1 food unit per 1000mc it generates
per turn. Has a limit of 10 000 HG.
Show
Lounge
This device too has four basic requirements to make money.
Rules 1 &
2 make the money
Rules 3 &
4 limit how much money from 1 & 2 can be made.
1) Crew on the ships.
This device will generate 0.1 MC per crew on board, up to a maximum
of 50MC for 500 crew members on board.
2) Colonists in bases below the
ship
The ship will generate 100MC for every 1million colonists in the
base(s) directly below the ship. (You do not have to own the bases
to get the device to work).
3) Is the Device in deep space?
If the ship is in deep space the maximum revenue that can
be generated by the device is limited to 50MC. If the Device is
over a base with less than 1million colonists then it is still considered
to be in deep space or in a non-populated area.
4) Is there another Show Lounge within 15ly?
If more than one active Show Lounge ship is operating in
the 15ly area the total income generated by all the ship devices
in that area is limited to 250 mc. i.e. 166mc for 2 ships (250/2),
25mc for 10 ships (250/10) or 1mc per ship device if 250 devices
are on in the 15ly area (250MC max/250 ships = 1mc per ship device).
Note: Show Lounge device will increase the happiness of the colonists
on bases under the ship by 3 points.
To sum it up: Most money is made from the HG on board and from the
people on the bases below (your base, ally's, enemy's all count).
These ships like to be only ones of their kind, High Guard money
making works in packs, too.
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Celestia
is multi-use ship. Devices are simple enough to fathom if you take time
to think them through. This is about as difficult as it will get with
CoM, so try to hang in there for two more devices. Galactic Bank and Galactic
Draw. With these devices it's possible for the CoM race to "wire-transfer"
money between two or more Celestias. You can send in what ever amount
you want and withdraw money 10 000mc at a time.
Aries
Aries is
another multi-use ship but the devices are more simple. One thing that
might be easily over looked is the rather large construction bay. On board
this ship you can (quick-) build other ships. Even the Virgo. Because
of this quality it's good for trading too.
Virgo
Ah. The best
ship in the universe. I don't care what other people say. Insane in battles,
but a fuel hog and every other ship in your fleet is cheap as rice compared
to this monster, so you might not want to spend all your cash on these.
Fully equiped, the prices start from around 80 000mc's. Has lot of large
weapon slots and looks like a ship that can mount photon torpedoe launchers
but in reality the ord capacity is quite small and it has no pod bays.
So don't fall into that one unintentionally.
Virgo is
minefield immune if it has 1 or more High guards on board and 1 or more
wings docked. Let's talk about that for a minute because "immune"
is too strong of a word to use here. Correct way to think of it would
be: With 1HG and a wing the Virgo is immune to most of the negative effects
of the minefields. "Most" means you can travel safely through
minefields using warp-engines or lightspeed. By the way, that ability
comes with the hull, so if your Virgo is captured, it's "immune"
in the hands of your enemy against your minefields as well.
So what falls outside of the immunity circle? Every minetype can be detonated.
Virgo is not immune to detonating minefields in any way. So if you sit
on top of 12 nova barbitic minefields at the end of the turn, your ship
goes bye-bye the next turn. If there's less than 12 minefields your ship
will still take hull and system damage from detonations like everyother
ship. Webmines. Detonated webmine causes the engines to halt. This goes
for your normal engines and Light Speed Device. And so on, detonations
are not covered.
But there's more: As a bonus, all the ships starting their turn at the
same location with a minefield immune Virgo, will also be immune to minefields
for the following turn. "Immunity" here means the same things
as above = no hitting mines. You migh have a hyperjumping ship with you,
so can you now use the immunity to jump through Gravitonic Mines? No you
can't. The HYP ship will shot down back to normal space like a duck from
the autumn sky at the edge of the Grav minefield. The virgo at the location
needs to be immune at the beginning of the turn. So if it doesn't have
a HG onboard or wing docked, it's too late to beam/dock one and pass the
immunity on.
All in all,
this immunity business is extremely valuable trait. You just have to expect
the correct things from it.
These command
codes work with Virgos only:
LSD:
Light speed on, even at very short distances
LSP: Light speed on every turn
FIGHTERS
CoM fighers
are among the best in the universe. They're not by any means cheap though,
because of this you see a lot of Type 1 fighter wings. I tend to separate
the T1s from T2s and T3s because of the travel range. Because T1s only
travel 300Lys it makes liitle strategical sense to keep them in mixed
wings.
Wing combinations
are always a bit tricky subject and you see a lot of combinatios. Sebastian
from the newsgroups explained to me that the best combinations in battles
are mixed wings of T1s and T3s (8/0/2 or 8/0/3). This way your expensive
T3-fighters would be protected by less expensive T1s. If you want to use
missiles (anti-ship weapon) in your battles, you should use mixed wings
of T1s and T2s (5/5/0).
Of course your Virgo can hold 10 000 fighters so you have to use a lot
bigger wings in that. Do as you might, but try to have thousands of fighters
on board rather than hundreds. And if you have 350 000mc to build 10 000T1
wing, you'll notice that in real game situations it's volume that commands.
STRATEGY
Every
race has their short comings. CoM have suprisingly few of them.
You're in real trouble if the fight is brought to your territory. So don't
let them. Use your powerful and long ranged fighters to strike at the
enemy from early on and then keep them in your grip. Refuel your wings
at bases (outposts) and small ships, which you will be sending out from
turn 1. Fighters can also reload from a resuply pod if it has fuel
in it. So spread around meaningless ships, outposts, pods, just so
you can send your fighters in after them. T2,T3 types can fly 200LYs and
return to the starting point at the same turn - that's actually quite
good distance.
How bad is your defence? Or in other words how desperately should you
be about attacking the enemy first. Here are few examples.
Privateers
and Hyp races (Rebel, Evil Empire) are hell to battle for every race with
out gravitonic mines. My only advise is to get to them first.
If you're under attack, try to make a run for it and keep your population
on ships because on planet they're defenceless. This leads an interesting
outcome too: When you keep your colonists on board Sagittariuses, youre
wery difficult to assimilate or to take prisoners from. When a ship is
captured your colonists will disappear, also there's a good change the
ships will be destroyed by the battle. In some cases you can avoid combat
just by appearing a non attractive target. You should be very unappealing
target atleast for the Borg, Evil Empire, Lizards and Azzcanny.
Every neigbouring race that lays loads of mines is your biggest enemy.
So try to ally yourself with them.
Due to the lack of minefields cloakers are also a bad thing for you.
Summarum: Even though you have the strong ships and fighters, it's hard
to protect your colonists from "suicide" missions. There's always
a change that the weaker force will blow up your Sagittarius in combat
or that they get to your base, which does not have a base shield.
In fact CoM
are beautiful combination of the best attack and worst defence in VGA.
SHIP REVIEW
This seems
to be quite popular and I guess it's good tool to choose a race with.
Atleast for the new players, so I'll end it this guide with that.
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