![]() By Skies, with credits to Daniel "Alucard" Basting, Admiral Quixote, Chris Steele, Ed, Tim Wisseman, Sheltem, Lazol, Paul Honigmann, Wiki community and many many others.
THE AMAZING ROBOT GUIDE SHOW STARTS HERE! Your every day Robot Features, Characteristics and Persona What makes
a Bot stick out from the crowd of plain Feds? Well there's the stuff inside
this table below, really shiny tritanium teeth, and .. you also get to
be evil! Be evil. Robots are
a stand alone race, which means you can hold your own and play dirty.
I'm a coward so i don't, but do as I teach with this one.
The "BEEF!" is what a really experienced VGA4 player should know about the Robots. It is guaranteed to be tasty and should be devoured with only a pinch of salt. As a side dish, you will be served a variety of other chapters, all prepared with the same quality as your main course.
Robot ships
tend to be strong armoured and have big Large Weapon Slots. Basically
the ships are designed for bashing. The weaknesses are low number of Point
Defence Slots, Speed and relatively small Fighter Bay capacities. By relative,
I mean in this case relation to the fighter efficiency. Not much good
to carry around 400 Rutzies (Type1 Fighters) in your Instrumentality.
Before continuing to more powerful ships, allow me convince you of the importance of Small Deep Space Freighters. They are extremely handy for the Robot. Build these. SDSF has a fair gargo capacity since you primaly use it to transport tritanium (other metals can take time to be podded home). Capacity is also enough for establishing a GUNZERO (1000 supplies, 30k cash, 10 colonists, some troops). The SDSF is by Robot standard a very fast ship! But on with
the business.
Special Robot Structures
This building is the foundation of your empire. In many regards Insectoids are like colonists to you. You can do nothing without these guys/ this building. Keep in mind that insectoid nests have an trick to them: There has to be atleast one colonist present to get the nest going - a Robot colonists is enough and only requisite (an insectoid is NOT required!) Here's info on the building and it's residents: Happy bug is a busy Bug, Insecoids -like all natives- will breed in a base according to the native happiness level of the base. Meaning: increase that number with Goverment centers, Public space ports and at times low taxation). The maximum increase per turn is 3% Insectoid nest turns warm blooded natives into insectoids. This includes humanoids, Bovinoids, Reptilians, Avians, Amphipians and Ghipsoldals. Conversion rate is 4 bugs for every native. It might be useful not to bring everyone to slaughter, more details in this guide "Natives and how to benefit of them". A Nest does nothing to some natives including (and you can benefit normally from these): Amorphous, (Insectoids), Siliconoids, Chupanoids. The warm blooded natives (and insectoids) immediately join your base after nest activation and are transformed to bugs. For conversion it makes no difference if they are on a planet or inside your base. This is why the Native Dust Off Device is not so important. Natives inside an enemy base on the same planet will not convert. You have to ground assault and capture the enemy base first. Oh joy! Insectoid nests attract the other players' colonists and turns them to insectoids. Nests also generate money from the other people's colonists. Insectoid nests attract 3% of enemy colonists and generate 100 mc per 1000 colonists taken. So you'll get a 100 dough in your pocket from a colony of around 35 000 people in your area. And there is Death! If any base loses colonists to your insectoid nest another 4,5% of those colonists just plain die (per turn). There's no message for the owner of the base for this either. Basically you get more bugs by building nests close to your enemy! In the original series of the Battlestar Galactica, insectoids had a on surface casino/hotel/ resort, which lured the unwary to the peril. In VGA4 only few races can resist the gambling lounges of your bug nests. The races that can resist the temptations are the other Robots, The Solarians and The Crystals. You can also lure Borgs in with the nests but the conversion ratio is only half a bug per colonists compared to others 4 bugs per colonists. On the other hand, thinking of the borgs, Insectoids can not really be converted to borg drones either - it takes 6 bugs to make just 1 drone. The
maximum range you can attract the colonists from is between 30-400LYs.
This depends on how many colonists and insectoids you have on the base.
Note: The Host program caps the nest max range and gradually let's the
maximum range to increase until turn 60. Only then can nests be used to
their full potential (400LY range). It is never worth while to have more
than four million colonists and insectoids (counted together) in a base
regarding this purpose. Interestingly, if this number consists mainly
of colonists it gets very close to a colony which can support enough
factories for a maxed out Merlin! Finally
one of the most important (early) game features of a bug nest.
An active bug nest mines fuel. Not only that: for as long as the nest
has fuel to mine it will also generate money and ordnance! With a million
insectoids and just one nest (yes,1) you can get in one turn: The insectoids pay very good taxes too. A lot more than your colonists would create outside the cities! Actually the number is close to the amount your colonists create inside cities! Do
not be afraid to build several nests and waste your Tritanium early on.
Also do not be afraid to turn the nest off, to leave yourself some hundreds
of kilotons of tritanium every now and then for ship production.
Basic function: Annihilates dreadnaught ships and most small ships in a very effective manner. GUNZERO! kills up to 250 LYs! It is a useful cannon in many scenarios and if you happen to be in one of those scenarios you should have this built on as many planets as you can afford. (You can even use it in enemy territory, if you are evil enough). It's damage and accuracy is based on the target ship's hull mass as is shown on the somewhat accurate and not at all ridiculous picture below. If you count together some of the numbers in the table below you might quickly come to an conclusion that in many cases one GUNZERO! is not enough. Damage per turn just is not high enough - it is expensive to build several of them so be careful when doing the investment decisions.
You might want to check what the enemy is coming at you with, altough in general this is what you do: When the enemy ships enter your space, take a look at the damage. If it's little (10-15%) or the gun misses all the time the GUNZERO is not working. Bring in support. If the damage is around 50%, they get what they deserve. Gun Zero fires 1 shot at every enemy ship per turn as long as there's 100 ord per shot and 10 colonists on base to work the thing. Shots are fired after movement. GUNZERO leaves a log entry on the base log.
Will not target, under any circumstances, really small ships. (hull mass of or under 100kt). Active cloaking device blocks targeting unless you (or enemy himself) manages to bring the sensor image of such a ship above 400. Ships with cloaking device turned off and all other visible ships with no cloak ability (no matter what the sensor image) are dead meat. There is a gap in the accuracy and damage infliction that allows for ships with a hull mass of 800kt's to 900kt's in practise to ignore your GUNZEROs if they have the repair units available. At
least for the moment, the GUNZERO fires after the host has repaired ships.
This can lead to ships having over 100% damage. Those ships will be destroyed
at the beginning of the next turn. Most significant outcome is that these
damaged ships have time to lay a minefield before their destruction. What to do in general. Bases and Planets and What to Do with Them.
What to Do with Natives, Where to Spend
Galactic Credits. And
eventually, Why You Will
Win!
Alliances (politics). You don't have much to ally for both in a sense of gaining nor giving. You can't share any hull plans with the enemy. You need to keep the Insectoid nests on, which means death to most races. There are some races you can techinally ally yourself with, if you find something in these do so by all means. But in all reality, Robots are loners in the universe. The thing on your side is: Food surplus, you can trade with this. The other thing working for you is that your space is not very interesting to others. Politics in general allow you to be your evil self! Perhaps non-aggression pacts are the most suitable deals for you.
Home World.
Very basic, full of cities. I usually have 5 training centres on HW to
keep up the troop production. Don't use the mineral mines in the beginning,
let the Nest do it's job first. Outposts. Have some with Insectoid nests to lure in enemy colonists or to lure the enemy to attack there first. Some outposts you can call mining colonies. At some outposts you might want to keep an ordnance plant running to supply your Cat Paws. To further update an outpost build a GUNZERO if the location is suitable - remember almost any enemy will attack here first. Some out of goofier reasons, some out of bare necessity. GUNZERO worlds draw the attention of advancing enemy fleet away from your Home World, which in it self alone is worth the 30 000mc's. Prison world. Note: I haven't tested this in a real game. In case you have several nests in the range and want to "feed" your prisoners to the nests a bit faster than 10% per turn pod them to a unhabited planet. They should create a base there. Just make sure it has no money nor supplies. On the other hand if you pod there food, too and use only one active nest you might end up with a stable (or even growing) "prisoner" population. Training world. Ingredients: lots of training centres for trooph/ High Guard training. If you happen to find a planet close by in the early game with lost of Kerria chrystals, that's your Training Word. Secondary
Home Worlds. By the early mid game you will find efficiency in establishing
other breeding colonies. Unlike all other races, you don't have to spread
around your colonists for farming. The benefit of spreading around your
population is more factories (look at the table below). Luckily it doesn't
matter what planet you use for this purpose, so pick planets with unusually
high tritanium levels or some other benefits. The other reason to spread
around is to get more resource points. In all your bases build cities
when ever the population allows. Absolotely no reason not to.
Excotic Tech. I have no idea why this isn't recommended
by all player guides, but the most important tech to activate the early
game is the Plasma Manifold A. I always buy this in the first 10-15 turns.
In mid game I usually buy the Manifold B at which point the fuel consumption
drops to near nothing. Having enough fuel
is really important in VGA! and full throttle is important speed
setting for robots. Save the rest of the money for the tech increases
in the early game. Pod boosts (first two are enough) are handy once you
actually start podding stuff from mining outposts. I also find the Borlox
armor good investment in mid game - it can prolong the military campaings.
In mid - end game use the Excotic Tech to protect your fighters (Sand
Shields etc.)
Be aggressive. In the very first turn build 2-6 Small Deep Space Freighters with the FTL-5 engines you have in storage. I'm absolutely sure this is the only right way for a robot to start. (I stress this, because you could run into people who disagree.) You can recycle the SDSF's later. Consider if you want to stay with only 2 SDSFs and have 2 fast, low fuel consumption Cat Paws or 1 Cybernaut in the early game. Have the SDSF's scout the area and what ever your strategy, do not stop until you have found yourself a lot of natives you can turn into bugs. As soon as you find suitable natives build a bug nest on the planet and pod most of them home to safety (so take enough supplies and cash with you). The other goal is to find a planet loaded with Tritanium. As you search tritanium and natives keep in mind that you can severely harm your play by sacrificing the wrong type of natives (Ghips) and mining the fuel with mineral mines or fuel dradles instead of the insectoid nests. In your expansion also make sure to leave a planet or two near your HW with out an insectoid nest. Once you get going, Hull Tech 10 is a very expensive, but a necessary target. As soon as the metals in your area run out your growth caps. The faster you get the Alchemy ships, Merlins, running the better. The game is all about colonists and the only way for you to get colonists is through Tritanium metal. Practically all your tritanium goes into this. You'll figure out the rest of the techs on your own, they're not that crucial. Planet tech 8 gets you the GUNZERO! so if you have money don't stay at planet tech 4 until turn 50, like everyone else. Build a few
Cat Paws in the early game once you have the impulse-engines and then
a few more as you get turbo thrusters. Food. The food issue is easily handled. You don't need it. You can use it in trading (everyone else needs it badly) and also by converting it to supplies and later to metal. Build farms.They also produce money. Recently someone commented that Robots get a happiness boost in setting up a new colony if you beam 100kt's of food with the colonists. This is uncorfirmed bug (host 195). Ground Assault. Well. It's not that hard to do
and there's plenty to loot. Good source for metals. Keep a lot of troops
at hand in the attack fleets (in attack pods). You can use fuel dradles
and T1 fighters in assaults, too (cheap firepower and if the draddles
survive they really make a difference in the surrendering phase). Most
of the time you have thousands of fighters with in you fleet, so when
there is an opportunity to use the ground assault against a weak base
pull them into a fight (dock to a base). Make sure you have Planet Tech
10 for Air Attack Base to relaunch the wing. Chances are that you also
have some fuel draddles in you fleet as they are very good in keeping
an advancing fleet fuelled. All ground units count a lot towards the enemy
base surrender. High Guards. You need two high guards on more important ships to prevent Spy Sabotage Missions, which you are really vulnerable to. Your training of HG doesnt require food but Kerria Crystals. You get a handy note in your base log when you are short on these. Jumpgates. Use these. Do not build one on or near
your Home world (if this happens change your HW!). In fact try to build
these in out of a way places. These are not for transporting every day
gargo. Metal. You get metals from supplies (and food). Food is something you can live with out. But having farms on your planets might be worth while. They generate a small income and later in the game you can turn the food surplus into supplies and metal (or trade them for something really useful). You have the necessary devices in your fleet to process food to metals. Try to have the maximum amount of factories in all your bigger colonies (+ 500 000) after the first few dozen turns. If you can't figure out a way to use all your supplies, you're over looking something or they will be spent later in the game. Think more Alchemy Ships and Ordance (minefields).
The SWD device lowers both the Dimensional Stress and Delta Stress of the planet. The metal creation will perform itself on all the planets which have a positive Dimensional and Delta Stress, the higher the numbers, bigger the amounts. A good planet can create more metals in a turn than you can extract with 50 mines. The most basic situation to use Scalar Wave Damper (SWD) is to reduce the HD Stress (the big number) so the planet will not explode. Often this happens when using Laser Mining Drill (on Vltava) it will get you metals but has a secondary effect which can lead to planetary explosions. A planet will do just that if the HD Stress reaches 1001. From there on begins the numbers game. Take the last three figures of that number: that's how likely you planet is to explode every turn. 1001 = 1%, 1050 =50% and so on. You can manipulate HD Stress with Laser Mining Drill (to increase. On Vltava). You want to work a planet with a high or atleast positive HD Frequency value + 1 is enough. Your target HD stress should be around 700-900. Laser Mining Drill will not affect the HD Frequency. Sadly. This trick is a simple thing to do and very important so, don't over look this. Manipulating the planets goes further but I'm not sure if this is important for a Robot to mess with. Just in case someone wants to sim it, I will explain it. A SWD can lower both of the planet stress numbers as stated before. The smaller number, HD Frequency, will flip back to positive +100 once it reaches -300. During the process, the HD Stress value can sink to a rather high negative number, too but if you manage to have the Frequency number at +100 it will get back to positive in some turns. The HD Frequency value is added to the Dimensional Stress value every turn. Keep an eye on the planet so it won't explode. An ideal starting planet to perform this task on is a planet with a high positive Dimensional Stress and negative Delta value and the Tritanium extraction rate should be from medium to high. Try to do this trick in one (or no longer than in few) turns. Sim it, do not try it in real game first. SWD device
will lower the Delta Stress with 8 points per device, so a simple math
equation has to be solved to reach -300 in single turn. If the value doesn't
reach -300 nothing will happen. If you over shoot and the number ends
to be lower than -300 the occurring positive Delta Stress value will not
be that high. At -400 the Delta Stress flips into 0. Waste of time? Dunno. There are natives which you can bring to slaughter but which are in fact more beneficial to you left alive. Amphibians and especially Ghipsoldals. Even 50 000 Ghips are enough to completely change the game for you: The slow speed of your ships means you can take full potential of several different engine types. You spare the tritanium costs of big ships (free Tylium thrustes). The weapon production of Amphs is not as predictable, but large gun mounts allow you to take advantage of all weapon types. The same planet which you will leave without an insectoid nest to keep Amphs and Ghips alive can also act as an attraction to other types of natives. Leave a small "seed" population of every native type (few hundreds) and build a public space port there. You should get a free flow of different native types which you can then pod to the insectoid nests. Keep the natives in this base really happy, be careful not to lose any through the port (maybe build 2 separate colonies, one for the Amphs/ Ghips and one for the Public Space Port). You will get the idea. Native benefits (All native features will take 10 000 - 80 000 to be enabled) Bovinoid
- double factory production at ridiculously low population (10 000)
Cloaked Novaminefields can now be swept, but the chances of failing in that are quite high (75%). So keep on laying all the minefields cloaked in the enemy territory. Mines are layed after movement and cloaked mines are turned active before all movement, so the only difference it that the minefield is harder to sweep. This is a "bonus feature" to all barbitic mines (Nova and normal). Minefields are layed and sweeped at the same time with the more experienced ship performing it's task last. High Guard on board your ship is beneficial, too. Detonated novafield clears all other minefields that have the centers with in the detonated field. Exeption: The minefield you are trying to blow away is a novamine, too. This will result in chain reaction and while it's dangerous if done by mistake it is a very useful feature when planned ahead. Anything that hit's a minefield will reduce it's power by 1. With Nova mines this includes fighter wings (!) and pods. Big Deal! Nothing can hit a minefield if it's cloaked, on the other hand a minefield can take unlimited hits during one turn - it will be destroyed only at the end of the turn if the power has ran out. So spend some time to flip those switches and look your enemies wither in frustration. At the moment (host 195) minefield recharging takes place before minefield runs out of power. It's not a bug per se but expect it to change. You can use
alien ships with barbitic minelayer to lay Nova barbitics. In fact you
don't have a choice either. A cloaked Nova Barbitic minelayership is everyone's
nightmare but yours. Shokazul Pulse. This is why Robots win.
It stops the colonists from breeding but sadly makes the insectoids hibhernate.
To win a Bot player needs to generate enough income (government transfers
+ taxes) to support this by the turn 60 or so. If you don't use this early
enough other races will pass you by in population because their growth
is exponential. Basically you need to do this before the other can afford
the Cloning Tanks (exotic tech). Taxes (and Happiness). During what must be around
300-400 real game turns playing as the robots I have had tax level set to
other than Enslavement for maybe a total of 10 or so turns. You can raise
happiness in most cases with Public Space Ports. Hope you win! - Skies | ||||||||||||||||||||||||||||||||||||||||