ࡱ> @ objbjFF ",,g..../G2H0H0H0H0H0H0H0H0kGmGmGmGmGmGmGHRLK`mG!6H0H0!6!6mGH0H0GCCC!6H0H0kGC!6kGCCCH0<0 *$.=~CEtG0GCKqBNKCCK{D|H02DCR3V4H0H0H0mGmGCThe Peoples Army Guide by Chris Richardson The Peoples Army is a race without any special abilities (Correction- they are immune to hull plan restrictions) or penalties. This definitely does not mean that they are simple to play as anyone who has taken a glance at the 40 ship repertoire will tell you. This list is somewhat buggy, but very interesting to play nonetheless. The story is, basically you are natives who have decided to overthrow your would-be captors and liberate the universe, all while freeing other unfortunate natives from slavery. Strengths: High Growth Rate Good MC production (High population/money devices) Can make extra minerals (by HD stress; see below) Got a ship for almost everything Good cloakers/minelayers/scanners/bioscanners Engineless starbases that can still move. Weakness Boarding (low crew count on most ships) Rather LARGE Soft spots on most ships. Bad Freighter type ships. Scrimp for fuel in early to mid game Ground Units Type 1: Mole Mobile Drilling Rig. Acts as a mine (but wont adversely affect happiness. At 50 Mcs per Rig they are a cheaper ground unit, and can be shipped to different planets to speed up the mining. Not too great attack and defense however. Type 2: Porcupine SA Platform. 150 MCs. Antiaircraft and nothing else. Very poor defense values. Would work well against bases with lots of fighters. Type 3: Womans Scorn SS Tank. Better defense values and general all around attack vehicle (except against fighters). Fighters (I dont have much experience with fighters. If someone wants to contribute that would be great) Type 1: Pill Light fighter. 50 MCs. Best armor of the bunch. 100 accuracy laser/150 range/30 power. No missiles. Slow. Type 2: Conviction Standard Fighter. 150 MCs. Less armor. Moderate attack numbers. High powered low range missiles. Type 3: Pesticide Advanced Fighter. 300 MCs Only 1 armor. 1000 range missiles with low power/accuracy. Ship analysis * = somewhat important ** = important *** = crucial XXX = not worth the $$$$ Tech 1: XXX Beacon Lighter Freighter: Crap! Slow, no pod bay. XXX Siren Light Tanker: low tech tanker, never built one. *Emissary Scout: Reticulian Light Beam. Bioscanners, which are now VERY important in finding natives and scanning worlds, but you have more ships at tech two with them so if you dont want to build them thats okay. 20 fighters, pretty decent for a scout. Rebellion Skirmisher: More weapons than scout, but otherwise very similar, 20 fighters, no devices. Tech 2: XXX Valor Light Cruiser: 8 S Weapons, speed 120. Little ord. Not worth a whole lot XXX Ambassador Light Destroyer: 1 30-ton L weapon 6 S weapons. Very little ord. Still not worth much ***Dirk Light Submarine: Your best friend and your enemys worse nightmare!!!!! A hyperjumping, supercloaking minelayer. Take good care of these. Build 5-8 of these with your starting hyperdrives, send em out loaded with ord and fuel (careful not to totally deplete your homeworld fuel levels!!!!) claim planets with natives scanned by your bioscanners and protect them with minefields!!!! ***Propaganda Luxury Cruiser: Your other best friend. Show lounge and gambling deck. Bioscanners. Crew abductor (not worth much) Reticulian Light Beam can snatch up 50k enemy colonists and put em in a free floating pod. (Also see $$$$$ making strategies below). Tech 3: XXX Perseverance Improved Freighter: MORE Crap. SLOW! XXX Oppression Light Frigate: 2 30-ton mounts, 12 S weapons, speed 120 w/ 3 engines. Good attack/evasive bonus. If not for being VERY cheap (except for the engines) it wouldnt be worth a whole lot. ***Revolution Light Carrier: Cloaking Carrier!! Okay speed of 110. Low Fighter count though. Your best bet for an early game freighter with its 6 pod bays. If only it used just one engine. ***Defiance Weapons Platform: Very cheap hull, can fit 1000 shield and quite a few weapons (4 40kT LW, 18SW, and 6 PD). Very cheap, yet powerful stationary defense. If short on cash and minerals and facing an invasion build in high numbers for good defense on key worlds. Its one of your few ships with a decent amount of point defense. Good antifighter with Turbo lasers and 1 sandcaster. Easily Boarded. Finally enough ord to use a sandcaster for about 20 shots. Speed five if you really want to move it. With shield exo techs you can make a large swarm of these with low end shields, lasers/pulsed lasers, one servodyne 800 and one (or more) Flake Cannons if needed for fighters and it is EXTREMELY cheap! You can make 50 for 11200mcs 100M/1150T/250D! With exo techs boosting the shield to 930 this is a hard fleet to handle and makes for excellent last ditch defense, or if anything it provides a blanket of cover for your other, more expensive ships. Throw in a sandcaster or two and youre really looking good. Did I mention it was cheap? Not to mention its really low warp signature, so the enemy may not even know they are there. Oh and it is cheap. ( Tech 4: XXX Honor Improved Cruiser: A step down from the oppression. Speed 100. C-R-A-P. XXX Victory Improved Destroyer: 1 60-ton mount, 12 S weapons 2 PD. speed 150 (3 engines though) low ord. Basically just slight improvements of earlier crappy ships. *Drusus Improved Submarine: Cant completely Cloak, has less ord than the Dirk, but can cruise at 120, but no hyp. It does however have a minesweeper. I still like the Dirk better. Good to keep for removing others minefields. 8 S weapons Tolerance Light Terraformer: Global warmer. Tech 8 Genesis is barely more expensive and is a lot more useful, so you should never end up building more than a few. Tech 5: Fortitude Improved Tanker: Speed 90, 2500 fuel capacity. Only build if you need to ship fuel around cheaper than using pods. *Freedom Improved Frigate: Speed 110 4 5-ton mounts 16 S weapons 3 PD. First moving ship that can be mounted with a decent amount of weapons. I suppose building a lot of these to tow a bunch of Defiances could make a decent strike force. If not for the 5 engines it needs I might have built some ***Sacrifice Improved Battlestation: Versatile, yet cheap starbase. Pyramid Lounge, Laser Mining drill/Ore processor, Cloaks, Laser mine dropper. Has a speed of 10 (20 with gravitonic accelerator). 6 60-ton mounts 12 S weapons 6 PD, 40 fighters, 1,500 shield. TONS of Cargo, repair, ord capacity. Youll need plenty of these ships throughout your empire for mining purposes amongst other things. Could be towed by the Absolution or Liberty and up. **Academy of Advanced Defense: Good way to boost Troop count with Advanced Training. Can be loaded with some great weaponry and 900 fighters (largest capacity of all Peep ships). 6 150-ton mounts 18 S weapons and 9 PD, 3000 shield. Could be towed by a Claymore or bigger. Speed 10. Put at least one of these over your training world. 450 scan range, up to this point is the best youve got. Tech 6: *Constitution Advanced Freighter: Crap!!! Its way too slow. I have however found a purpose for these. Outfit it with a resupply pod loaded with ord and tow it with the Claymore to continually transfer ord over as it lays mines so as to avoid long and tedious supply lines for minelaying. **Justice Advanced Cruiser: Speed 130 hyp 300. 4 60-ton mounts 8 S weapons 3 PD. I prefer the Cleansing, but these two both have advantages over the other. ***Cleansing Advanced Destroyer: Speed 150 hyp 320. 4 60-ton mounts 8 S weapons 1 PD. Attack bonus of 75!! Fewer crew count that Justice, and has a better shield, but less armor. It has NO repair capacity so once it is damaged it is damaged. Might be worth it to recycle it and build a new one with the parts. These last 2 ships function great as hit and run ships or for defending colonies that are far apart. Load them with Pulsed Phasor Cannons and choose your battles. ***Claymore Advanced Submarine: Large, expensive minelayer. GREAT Cloaker. Grav mines, Barbs, and Lasers. Only 4000 ord capacity and no pod bay so towing a resupply pod or the Constitution or even an Academy to continually transfer ord over is a must for efficient minelaying. You need this ship if youre up against Hyperjumpers! With no PD is Easy prey for fighters. Tech 7: **Absolution Advanced Frigate: 8 150-ton mounts 20 S weapons, 4 PD, 3000 shield. Needs 6 engines, Speed 150. Great warship. 500 Tractor beam. I prefer the Liberty though. ***Liberty Light Battleship: Same price as the Absolution. 6 700-ton mounts 12 S weapons 4 PD, 3000 shield. Only takes 2 engines, speed 150, has two pod bays. 800 Tractor Beam. These last two ships are good for towing the Sacrifice. Can double as a freighter with its pod bays. *Haven Advanced Battlestation: Speed 90 with 0 engines. 6-800 ton mounts, 8 Small, 4 PD. Mobile repair plant. Large Cargo/Repair/Ord capacity. 4 pod bays. Should be useful to hold supplies for long range raids. I prefer the Sacrifice, but this can mount Turbo Laser Arrays. To go faster you need either the Inquistion, Atonement or Righteous to tow it. ***Martyr Glory Ship, Amorph Popper. The key to totally surpassing others economy. Can also be useful to clear enemy mines within 50 ly (remember that when popping Amorphs in your own space!!!!), also boosts hd stress quickly. Tech 8: *Atonement Improved Battleship: Speed 140 with 4 engines. 9 800-ton 12 Small 4 PD. 2 Pod bays. Otherwise nothing special *Crusade Improved Carrier: Mobile Fighter plant types 1-3. 3 72-count fighter bays. Not really a great carrier, but the wings you form should go to other ships in the fleet. 4 800 ton mounts, 10 Small, 8 PD. Speed 100 with 4 engines. It could tow a Sacrifice loaded with High Guard to make money to make fighters, or just travel with an Independence. ***Genesis Improved Terraformer: Scalar wave Damp!!!!, Global warmer and icer, Soil reformer, and a Bioscanner. Ought to build quite a few of these. See MINERAL MAKING below. ***Anthem Intelligence Probe: 450 ly Hyperjumping, Bioscanner and Long Range Mine Detector with 900ly scanners. Talk about information! You need several of these ships on the corners of your empire and you can see anything coming from many LY away. Remember to leave these a few ly away from planets so they dont have a 50% cut in scanning power. Tech 9: *Righteous Advanced Battleship: 14 2000- ton, 20 Small, 6 PD. Speed 120 with 9 engines. 2500 Tractor beam. Nothing special other than the 2k weapons mounts. *Independence Cruise Carrier: Needs 11 engines, speed 100. 10 800-ton mounts, 20 Small, 10 PD 300 fighters. Gambling deck, Show Lounge Holodeck and Pyramid Lounge. This ship is very expensive and heavy. Yet can earn more money than a Propaganda. Great weapons also. Too slow for my taste. For the price it may just be better to stick with propagandas and Sacrifices for the $$$$ making devices. Could be towed with the Inquisition if speed is needed. ***Autonomy Elite Battlestation: Good starbase, moves 50 with no engines, Alchemy (set to all Tritanium to build more Amnesties), Agro Dome, Hacker Droid (You may want to hack the plans to the Medium Deep space freighters you start with and start putting out decent freighters) Clone Lab- Good to make more troops, HG, and if you have excess colonists outside of cities than go ahead and load em up to have them grow a bit quicker. Mobile Med/Repair plant. 6 800-ton mounts, 20 Small, 10 PD. 20 Pod bays. 20k Dry Dock. 100 fighters. Exodus Advanced Terraformer: Scalar wave Amp!!!! See Mineral Making below. Crystal inferno device to quickly raise climate. Ground quake trigger and Soil sterilizer. Speed 150 with 2 engines, not too expensive. This terraformer can make a formidable weapon by ruining planets or even blowing them up. A fleet of 10 could raise the Delta stress of a planet by +50/turn. Dont know if youd ever get around to doing it though. Tech 10: XXX Liberation Elite Freighter: Crap, a tech 10 hull should go faster than 70. Inquisition Elite Battleship: Only 80 fighters; Nemesis Torpedo 20 2000 ton LW mounts, 30 SW, 10 PD, Speed 150. Very mineral expensive, a must for fighting against fighter races. Off World Colony: The King of Starbases. 600 fighters, 1 Anti-Matter Maul, Very slow(50 and too large to tow), VERY Mineral Expensive, but it really is a Mobile Colony. It can continually make its own ord (agro-dome, food to supply converter, and mobile ord plant.. It has a Pyramid Lounge for $$$$, Can make fighters is Space, 20k dry dock, Needs 30 engines (make those Tylium Thrusters for max fuel economy at speed 50 (actually at speed 47) and for the best energy production to be able to mount 10 Large Turbo Laser Arrays, 30 SW, and 10 PD. If you can somehow obtain a Pax Class Jumpship, or Chunneler than this would be a very dangerous warship indeed! You could just keep the plans on board (hacked by the Autonomy) and quick build one with a hyperdrive if the first gets destroyed. Otherwise is it really worth the 10 k minerals and 18k MCs? ***Amnesty Recruitment Center, moves at 110 without engines. Recruitment Center!!!!! This ship is the other key to outstripping the economy of everyone else. Build lots of them over your key worlds if you can spare the Tritanium (1500 is a lot). The free 100k of colonists per turn per ship can add up to MEGA$$$$$. See $$$$$$$ Making below. You can also move it around at speed 110 so it would make for a great colonizer. Its also a good idea to build these over planets with large amounts of Contraband. Extra Strategies Autonomy: For more colonists/troops load it up with no more than 41,666 people for it to clone the maximum number of people. Subtract 11 from this number for every 10 High Guard that you want to clone up to a max of 110 empty space with 100 high guard. A particularly evil strategy is to have cloaked Claymores tow cloaked Revolutions loaded with 80 fighters. This way the Revolution will have a sensor image of only 160 and you can have the ships set not to attack, but the fighters are. Or even delay the ships if you want. Claymores could also tow an Academy of Advanced Defense to resupply it with ord, or tow a Liberty freighter which cant transfer as much per turn, but is a cheaper alternative. When playing against Privateers, your fleets should always include a Claymore which lays one grav minefield per turn to keep those pesky Meteors from hyping in on you and boarding your ships. More anti-Privateer advice. Lay barbitic minefields where three overlap a planet, but dont cover each others center. Do this over important planets first, especially planets that the Privs might target (planets with natives and contraband or your own bases) if a meteor hits this place blow the mines and TAKE IT OUT! If you have a Privateer friend and trust them (few and far between) you can allow them to take over an Amnesty and continually form a ground base under them with 100k colonists for you to BLAST! Dont forget to have your ships have attack ships turned off. This will produce a regular income of 2k MCs, 667 fuel, 4000 ord, and 1000 repair units. Not to mention the +100 perpetual happiness bonus for 400 ly all around. (Complex taxes here we come!) Doesnt sound very noble of the Peoples Army though. The Robots can be a particularly good ally. If you build Dirks for him they are extremely powerful! They can hyperjump into enemy territory unseen and lay Nova Barbs. Talk about a pain for Privateers! If youre the extreme penny pinching micromanaging sort (like me) you can build armor for 2/15s the cost. Build a lot of bare Defiance class starbases (20 mcs each). Over the period of 8 turns you can repair the armor and then recycle them. Instead of paying 150 MCs for 150 armor you paid 20, but used more Duranium (but who doesnt have Loads of Duranium?) and tied up minerals for some time. So if you are patient this could save you a lot of money. If you build several every turn you will eventually have a steady income of armor for cheap. I find this very useful because you cannot repair the armor on a Cleansing as it has NO repair capacity, so it is a cheap way to equip Cleansings with armor. So lets say for 400 MCs you can build 3000 armor. (Just start early!) Maybe I just have too much time on my hands. How to get your Starbases to move. This took me a while to figure out. Your engineless starbases, when built, cannot move. However if you set an outfit pod with an engine to upgrade them than they will take on their hull speed and fuel consumption rates of the engine. The best engines for the speed 5-10 bases are the Tylium. The best one for the speeds 50, 90 and 110 ones are the Transwarps. This will NOT actually use the engines and they can be dropped back to the planet. Once you have one that can move you can make a quick build plan with the Import Hammer button in the quick ship build screen and build them already capable of moving. So YES the ships CAN move. Any sim you do with Scriptzor will show you that. It just takes a little more effort in a real game. I emailed a screenshot (amongst several other emails about this) of a sacrifice moving at 20ly/turn to Tim and he decided to let it slide. In my own mind I would attribute it to a special ability (THAT WOULD MAKE TWO WHOLE SPECIAL ABILITIES NOW! YIPPEE!) or technology the Peeps have to establish an Inertial Redistributor which can propel the ship without the use of engines.... it just needs an engine to be modeled after. As you go up the tech levels it gets progressively better, except the Haven outruns the Autonomy, but hey it weighs less too, it's not until tech 10 that the Amnesty overcomes the mass restriction to reach a higher speed. $$$$$$$ Making Low tech- ---Here's a good startup tip. Use almost all your low end engines to make Propagandas (save a few for the Dirks). Leave only two over your homeworld and send the others 16 ly away and simply use a faster moving ship to get the money from them and dump it off at the homeworld. After you reach 3 million you should only have one over your homeworld. Also it seems that ships can only receive transfers from limited amounts of ships. So have designated propogandas to receive transfers from the others in the group, which in turn will transfer it to your "tax collector". I find what helps ease the workload with this is to turn transfer limits off and set them all to transfer 10,000+ and they keep doing their transfers for turns to come. Make sure you guard these WELL. MINES, MINES, MINES! A group of 18 propagandas in deep space will bring in 1080 mc a turn. Oh and only bother putting 50 colonists on the deep space ones or ones over low population planets. With the free crappy engines from the Ghipsoldals you should invest in more propagandas and either send them to nearby colonies or set up groups in deep space. Medium Tech- ---On outlying colonies spend 600 to build a military spaceport and a Sacrifice starbase and every turn or so you should be cranking out an engineless propaganda up to a max of 18. If you want one with engines quick build one (be sure to have what you need already on board the sacrifice from the turn before!!). Engineless Propagandas pay for themselves after only two turns (not counting minerals). Just make sure you have enough colonists and crew on the base to man the ships (104 crew and 50 colonists per ship). The Crew isn't as important as the colonists though.... High Tech- ---You should actively search out planets high in Tritanium, with enough surface minerals to build a Sacrifice. Hyp in with 2k MCs or so, build a Sacrifice, Laser mine until you have 400 dur, 1500 Trit, and 100 moly, then build an Amnesty. The free 100k colonists' per turn flat out rocks!, especially when you factor in the 150 growth rate. This is also a good way to supply colonists to farm surrounding areas. I also recommend overdoing the minelaying over these colonies. PROTECT THE AMNESTIES AT ALL COSTS! An Amnesty will generate a total of 25,400 cash in taxes and city income in 20 turns (NOTE! this does not factor in growth rate from the free colonists!!!). If you are not in imminent danger of being attacked I would invest heavily into these. However if you start mass producing these you will also need to invest in a TON of Genesis terraformers to make more farms to support your LARGE population. YOU DONT WANT TO RUN OUT OF FOOD!!!!! ---Oh and dont forget the Sacrifice, Independence and Off-World Colony ships have pyramid lounges (Independence also has the gambling deck and show lounge too), So load em up with HG and roll in the dough. ---Amorph popping!!!! You should actively and aggressively pursue amorph planets!!! You have a good cheap Glory Device just waiting to pop those worms. If you have your homeworld layered in minefields (which you should) than my suggestion is to ship 50k worms over to a world that is close to your homeworld, but far enough away not to destroy your minefields (50 ly from minefield center) and POP em. That way you can keep all your minefields up and running. To ship these home youll need 50 pod bays, or 5 sets of Liberties towing Sacrifices and 1,250 MCs to shoot off the pods, or you can rely on pod booster exo techs. $$$$$$$$$$$$$$$$$$$$$$$$$$ Oh and it also makes 2500 food and supplies, good to help support your high populations if need be. In late game I generally had a ring of grav minefields 50+ ly from my main worlds with amorphs just to pop them with no worries. Mineral making At tech 8 and 9 you have the Genesis and the Exodus Terraformers. Build several Exodus over key worlds and pump up the delta stress to a high number. Even with relatively low total stress a high delta means lots of new minerals. Be sure to plan ahead and build enough Genesis to slow down in time to stop before you blow the planet up! Dont let your enemies take out the Genesis before your planet is stabilized!!!! By this time you should have only 50 mines (if you care about happiness) and than just build (or pod in) lots of Mole Drilling Rigs for quick mining. If you can take large hit on happiness I say just go ahead and build the mines though. 100 mines will cause an 18 happiness point drop. Not too much and you can just shut them off for a turn if you need to rebound your happiness a little. The formula for new minerals is as follows: (HD stress/100)^2 * Delta * mineral multiplier. The mineral multipliers are : Neut 1.5 Dur 1.1 Trit 0.8 Moly 0.5 So a planet with 500 HD stress and a positive base frequency of 50 will produce ore as follows Neut 1875 Dur 1375 Trit 1000 Moly 625 Your most coveted mineral will be tritanium as your bigger ships (especially those Amnesties!) require more of this than the others. A good idea with this strategy is to first target planets with a high DENSITY of tritanium (for faster extraction) so that your mines can take it out of the ground quicker as more is remade every turn. Tech Priorities Hyperdrives: Get up to tech 9 fast to conserve fuel for the MANY Dirks, Anthems and Cleansings youre going to build. (dont bother with tech 10 as it is no use to you) Hull tech: Try for tech 10 ASAP to start building Amnesties to boost your economy Generators: Get up to tech 6 and that will suffice for a while Exotics- Pod Boosters Shields You are a swarming race! Plasma Manifolds To conserve fuel! Tachnor sensors Can make your Anthem Probes scan extremely long ranges (half the star system!) Stealth Mines For all the minelaying your Dirks will be doing. The Art of Minelaying Too many people simply just stack mines over there worlds like they were pancakes. This is a total waste of ord!!! Unless of course you are playing the robots or crystals. But for all those out there without Nova Barbs there is so much more you can do. First you should know the radius of each amount of ord to be layed. They are as follows. ordradiusRounded50012.0112412100015.8489316150018.639619200020.9127921250022.8652523300024.5950925350026.1593726400027.5945928450028.9257829500030.1708830 So as you can see sometimes the extra 500 ord doesnt make a whole lot of difference (add 1 or 2 to the radius). If you dont have oodles and oodles of ord, its important to know this. Now lets say you want to lay barbitic minefields around your worlds with the capability of exploding them and doing more damage to ships. You could lay 4 500 ord minefields 12 ly away from your homeworld in different directions. This way you could explode them all and do more damage, plus you have a greater range of protection with less ord. You can basically have a minefield that is almost the equivalent of a 3000 ord minefield using only 2000, and it is a lot more useful. So if you want to double stack the Barbs to have multiple explosion capability (excellent for taking out Privateer Meteors, which you need 3 exploding barbs to do) always lay the center of the minefield outside the radius of another (at least 13 ly for a 500 ord mine). Actually you can successfully explode 5 barbitic minefields with them all doing damage to a ship (without help from the Robots). First (according to my simulations that Ive recreated twice) you must realize that minefields that are layed first explode first (Im not sure if its because of lower energy or higher ID #s, but still in my sim minefields never seemed to take a lower ID # than those already layed). So step one, lay a 500 ord minefield directly over the target area on one turn. The next turn you can lay 4 1000 ord minefields in 4 separate directions 13-16 ly from the center of the first. I havnt checked to see if you can have more than 5. This may be excessive because for less than the ord you can explode four 500 ord minefields. My point is you can do a lot with minefields, dont just stack them over your worlds right on top of the other. With several dirks it is easy just to set the waypoint to different spots around a single planet, hyp in, lay minefields, and blow em up to destroy itty bitty ships, or just to surround enemy planets *EVIL GRIN* or even your own. 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