The Borg Guide to Assimilating the Universe
King Nunn and the Assmilators
"King Nunn and the Assimilators" demonstrate the latest methods used by the Nunn Collective attract native humanoids, ghips, and others thus maximizing the efficiency of assimilating them. *

Before Starting:

Turn One :
Headquarters: Home world management: B-200 Hyper Probes: Iron Slaves: Fire Storms: Full Description of Warp Chunneling & Base Chunneling by GFM GToeroe: 3 Extra Freighters (master option):
Turns 2 - 5:
Techs : Home Base: Fire Storms: Explorer ships: Colony worlds:
Turns 6 - 15:
Ships: Techs: First Contact : Defensive Fleets : Unknown Contacts : Check the speed carefully. If it's speed is zero, there's a good chance that it's a minefield, especially if you don't have a cube nearby with long range mine detector on. It could also be a wormhole, jump gate, enemy base, or just an enemy ship with it's engines off. Worm holes all have similar ID numbers. Jump Gates all have a destination of X: 500, Y: 500 and speed 0.

Harassment and Combat tactics :

Turns 16+:
Population Growth: Empire Organization:
 


Techs:


Ships roles:


Photo Name Roles  Description Outfit
Small Deep Space Freighter Small Deep Space Freighter Freighter A very cheap ship that has a big enough cargo hold for building Kings Places. It's also slightly faster than Iron Slaves with the starting FTL 2 engine cache. (substantially faster with FTL 5s.) But it just can't handle colonization needs more than a very minor mining colony. FTL 5 or starting FTL 2.
B 200 B 200 Explorer, 
Scout
 Excellent hyper jumping ship and good at dropping listening posts and parking over your boarder planets. Build with parts on hand as much as possible. Those assigned to garrison duty should have lousy engines. Some of the explorers should use some of the starting FTL 2 engines, (but don't go overboard.) If you don't think the ship will last until you invest in the first small weapon exotic, then pulsed lasers would be preferred, but otherwise it's best to have a small weapon that gets some benefit from those exotics. A group of these can also ground assimilate an enemy farming world with too few troops and no ground assault vechiles. any low tech starting engine or FTL 1. Preferabely Warhops, but any hyp on hand initially.
Disrupters now preferred
B 41 B 41 Raider 1. Anti COM Warrior Assault ship
2. Ground assimilating enemy farming worlds with too few troops and no ground assault vehicles
Transwarps, disrupters
Iron Slave Iron Slave
Carrier, Colonizer
1. Forming farming colonies obsolete for this purpose once there are sufficient Quietuses.
2. Can carry 100 fighters. Obsolete for this purpose with the building of a Biocide.
FTL 1 or starting FTL 2
B 222 B 222 Mine Sweeper Mine Sweeping operations + extra PD for holo decoys and anti fighter. Obsolete with the building of the Ahni cube except against Crystals, Robots, and those trying to out mine Crystals / Robots. Too small and weak even with anti fighter exotics for use in a fleet. FTL 1 or starting FTL 2, Disrupters, 2 Holo Decoys, many micro sand casters.
Quitess Quietus Assimilator
Colonizer
First Combat ship, 
Anti fighter
Carries 2X the passengers as the Iron Slave and is 1/3 rd faster, making it preferred for ferrying colonists.
First ship with Large Weapons. Assimilates 100K colonists at a time. (NOT natives.) Low cost makes it still somewhat useful after building cubes. It also has a size 600 cargo, and so can be used for building Kings Palaces. Also the best ship hull to use as an anti fighter ship in sets of 9. (Cheap and plenty of ordnance room in which case use Sand castors & Micro Missiles.) The TNT code destroys empty bases if there's a ship belonging to the same player in orbit. Capture or blow up the enemy ship(s) to prevent him for doing this. This is also a combat ship to use against Privateers (with no ordnance weapons.)
Note that these swarms fair very poorly against Glory Devices.
Also note that this design becomes useless after the opponent has activated sand shields. (Would be useful again with engrossed sand castors if you can afford the maintenance cost.)
Disrupter Cannons, Disrupters, Primarily Turbo Lasers with a Holo Decoy and MML, FTL 5.
Fire Cloud Fire Cloud Fleet Chunneler Still useful even after Firestorms due to low cost. See Discussion on Fire Cloud vs Fire Storm. Disrupter Cannons, Disrupters, Turbo Lasers, FTL 1.
Fire Storm Fire Storm Ground Base Chunnel!
Fleet Chunneler
More weapons than Quietus. Disrupter Cannons, Tachyon Guns, Turbo Lasers.
Biocide Biocide Carrier 
Alchemy
Food to Supply
Ore Processing
Assimilator
Minesweeper
Minelayer
The first one might be built for the numerous devices including the Laser Mining Drill, ore processing, and both alchemy devices. In addition, a food to supply converter for converting surplus food into much useful stuff. Later built for fighting when 2000 fighters are needed. This cube also has a powerful 550 scanner compared to the ahni's 250. Builder ones use dirt cheap equipment, see Ahnis for combat except use all Tachyon Guns. The Laser Mining Drill only mines 1000 minerals per turn (no fuel), but mines over 100 are only SQRT(mines in excess of 100) effective. FTL 5, Tachyon Guns, Pulsed Phasor Cannons, half Interceptors / half Micro Missile Launchers when built for combat. Those whose job is to simply LMD the home world should have a much cheaper design.
Ahni Ahni Battleship 
Assimilator
Minesweeper
Minelayer
Alchemy
Food to Supply
Ore Processing
Hackor Droid
The main line ship of the Borg fleet. Generally the most cost effective ship you have for fighting. Also has all the devices of the Biocide and a hacker droid for creating plans of captured ships. At Small weapons 4 through 8 (or if fighting the Crystals) substitute in all Streak Missiles below this substitute in Pulsed Lasers. If your at Point Defense level 9, substitute in all MicroMissles at levels 7 and 8, all Turbo Lasers, at level 6 Auto Blasters, at level 5 MicroMissles. (Hopefully your at least to PD level 5). For Large Weapons, when fighting the Crystals, substitute in Particle Cannons (uses one ordnance.) Otherwise at levels 7, 8, and 9 substitute in Photon Torpedoes and at level 6 and below substitute in Disrupter Cannons. (If you find you have money to burn you may wish to avertise this fact by building with Gatling Phasors but this more than doubles the cost of ahnis.) At LW tech 13, use Gatling Phasors.
Grav mines are greatly preferred over the barb ones due to gravs ability to stop hyp ships in their tracks even after the Ahni leaves (until swept) and the larger percentage chance of being hit. May become even more so if Tim decides to make fighters immune to all barbs instead of just Cylon Nova Barbs. Some barbs mixed in are still recommended for increased security against cloakers.
Note that with the Grav Well Generator and sufficient drones onboard, using some cleaver tactics you can board enemy hyp ships with slow warp drives. Primarily examples are EE and Rebs. But be careful not to outsmart yourself if the hypers are owned by Fed / Stormers or has it's own boarding laser.
Obviously can be used for colonizing with the 2.5 Million guest quarters, but rather expensive to do so considering this is your best war ship.
Transwarps, 
all Tachyon Guns,  half Interceptors, half Micro Missile Launchers
Captured ships Various See the race guides to see if their useful at all and if so how they should be used. Remember that some races ships perform poorly when owned by a different race even for us Borg (and others with Hackor Droids) and the Privs have an easy time boarding any ship owned by a different race.
We can probably safely use cloaking ships, but can't particularly use small guest quarters Boarding Lasers (except in masse where they either combine to be a large boarding force or else we are blowing up the ship with the damage done by boarding lasers.)

Base roles:
 
King's hive Compound Interest 
Major Shipyard 
Farm 
Strip Mining
(Ideally 30 to 45 Million) Your biggest base but if more than 97% of your colonist population is there, you will have a farming problem. Try to build up to and keep a minimum of 30 Million drones here, also needs the most defense. Very mobile but kept in safe areas. Remember the interest the King provides to free cash. Also remember the 50 Million colonist limit. Start thinking about having a secondary collective if you haven't already at 30 Million. Above 45 Million export them to ensure you don't hit the limit.
Secondary collective Kings Palace 
Shipyard 
Farm 
Mining
10 to 15 Million drones Have significant building power on their own, but they are more expendable for risky operations (especially the smaller ones.) 
Can also be used as a ground attack base by adding a lot of Mini Assimilators and Cyborg Tanks along with Quietuses / cubes air cover.
Victory Points base Kings Palace 
Farm 
Mining
1 to 1.1 Million drones These are purely to inflate your VP score. (And drive another stake into the hearts of those already suffering from insufficient Resource Points!)
Kings Palace Kings Palace 
Farm? 
Mining?
100+ drones It's primary purpose is the 1000 MC per turn being sent to the Galactic Bank. It can later be upgraded. These can usually afford terraformers and/or AA guns once you have the tech. Try to get to approative drone level for approative underground minerals, particularly fuel.
.Farm Farm
Mining?
100K drones Produces food for the collectives. Very few colonists needed because the farms produce the revenue needed for the factories. 1K per farm intended. Remember the 10% conversion.
Fuel Colony Mining 10,051+ drones Mine fuel so your B 200 probes can be refilled. 1 mine per 100 colonists. Can latter be terraformed into farmable range (with colonists brought in) if you wish.
Cubes Mining 
Food to Supply 
Ore Processing
100K+ drones These can be used as colonies that never need food. The advantage is of these is all their taxes go to the ship instead of being split with the GB, but the disadvantage is no growth. 100K drones will also help defend against boarding actions (poorly if most of colonist drones though!) and also allow for the possibility of offensive boarding actions. (This is much more effective than defensive actions, if target can be reached before 1/4th movement & you stay within transport range long enough.) Note that in non-pre existing games, there won't be as many HG running around, which increases the security of cubes against boarding lasers.
Listening Post None 1 to 100 drones It's current purpose is a place holder. Other bases move through whenever it's useful or else a Kings Palace can be added or else the planet turned into a farm or fuel colony.

Fleet Battles:

Dealing with other players: Other Borg Guides:
Jon Nunn
Borg Guide Version 1.11.2.1
July 2004

* About "King Nunn and the Assimilators" : Foreground: Myself. Back Ground : Men's Barbershop Quartet The Vocal Spectrum [2004 International College Quartent Champions & 2006 International Quartent Champions] (and fellow Ambassadors of Harmony [2004 International Chorus Champions & 160 men strong]) Image created by Oliver Harlow for inclusion in this guide at my request.

History:
1.11.2.1: Updated about section to reflect VS and AOH each winning the Gold in Louisville July 3, 2004
1.11.2: Added full description of warp chunneling / ground chunneling [GFM GToeroe], additional comments on UA, Cloning Tank Exotic B, minor change to recomended mines, and fixed error in Bioscanning.
1.11.1: Added "King Nunn and the Assmilators" picture, moved "Borg Cube Bumper Sticker" to bottom, added about & history section. Fixed several typos.

1.11.0: Minor reversions focusing on dealing with other races in light of new foriegn hull rules and fixing out of date material in the colonization section.

1.10.0: Reworked most of the colonization section in light of new farming requirment and minor revision to Borg ship pack. New section on empire management added as well.
 
 


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