The Robotic Imperium

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The Robotic Imperium race icon from VGA Planets Nu


Race Characteristics

Strategy Guides

Racial Abilities

Ship List

See The master ship list for a list of The Robotic Imperium ships.

Important Ships

Strategy

Overall Strategy

Early Game

Midgame

Endgame

Notes

  • Q-Tankers are handy for running cash and fuel back and forth. It's usually worth putting T6-T7 drives on them, even if you only expect to sit them in one spot indefinitely. Early-game, build at least one transwarp QT.
  • A QT carries enough (100 clans, 20 supplies, 300 money) to give a reasonably-temped planet its start.
  • The Automa looks like a poor bargain compared to the Instru, but it holds many more fighters and can more effectively build fighters in the field. Instrus are good strike ships, but you need to keep a fighter reserve to refill them nearby, and the Automa fits this bill well.
  • Golems are powerful but they are fuel pigs; they are excellent starbase defence with T1 engines.
  • A forward Siliconoid starbase near your front lines is cheap, and can instantly produce resupply for your Cat's Paw (CP)s. A Transwarp CP with mk4 torpedoes can tow a warp 1 CP with mk7 torps!
  • Use mk4 torps if you have too much minerals, use mk7 if you have too much money.
  • Get a cloaker. It's the best thing ever.

Alliances

Overall

The Solar Federation

The Lizard Alliance

The Empire of Birds

The Fascist Empire

The Privateer Bands

The Cyborg

The Crystal Confederation

The Evil Empire

The Robotic Imperium

The Rebel Confederation

The Missing Colonies of Man

Enemies

Overall

The Solar Federation

The Lizard Alliance

The Empire of Birds

The Fascist Empire

The Privateer Bands

The Cyborg

The Crystal Confederation

The Evil Empire

The Robotic Imperium

The Rebel Confederation

The Missing Colonies of Man