The Robotic Imperium: Difference between revisions
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[[File:Robot_portrait.jpg|180px|thumb|left|Robot portrait from [http://planets.nu Planets Nu]]] | |||
{{Player Race | {{Player Race | ||
|racename=The Robotic Imperium | |racename=The Robotic Imperium | ||
|RaceDescription= | |RaceDescription= | ||
|RaceCharacteristics= | |RaceCharacteristics= The Robots are based on the Cylons from Battlestar Galactica. They can build fighters in space, and they have quadruple minelaying capability. On the ships side, they feature very heavy carriers with low numbers of beams. The downside of those characteristics is the economic difficulty of having to build those large ships, mines, and fighters, and fuel the heavy ships. | ||
|StrategyGuides= | |StrategyGuides= | ||
|RacialAbilities= | |RacialAbilities=* Can build [[fighter]]s in space | ||
* Torpedoes are layed much more efficiently (4x) into minefields. | |||
* [[Stellar Cartography]]: Colonists and crew immune to '''Star Cluster''' radiation (though the clusters themselves still must be worked around) | |||
|ShipList= | |ShipList= | ||
|ImportantShips= | |ImportantShips=* 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. | |||
|StrategyOverall= | |StrategyOverall= | ||
|StrategyEarly= | |StrategyEarly= | ||
|StrategyMid= | |StrategyMid= | ||
|StrategyEnd= | |StrategyEnd= | ||
|StrategyNotes= | |StrategyNotes=* A forward Siliconoid starbase near your front lines is cheap, and can instantly produce resupply for your [[Cat's Paw Class Destroyer|Cat's Paw (CP)]]s. A [[Engines|Transwarp]] CP with mk4 torpedoes can tow a warp 1 CP with mk7 [[Torpedos|torps]]! | ||
* A forward Siliconoid starbase near your front lines is cheap, and can instantly produce resupply for your [[Cat's Paw Class Destroyer|Cat's Paw (CP)]]s. A [[Engines|Transwarp]] CP with mk4 torpedoes can tow a warp 1 CP with mk7 [[Torpedos|torps]]! | |||
* Use mk4 torps if you have too much minerals, use mk7 if you have too much money. | * 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. | * Get a cloaker. It's the best thing ever. | ||
|AllianceOverall= | |AllianceOverall= You are an attractive partner for most of the other races. | ||
|AllianceFed= | |AllianceFed= The Feds can provide Loki coverage and Fed carriers are fearsome (bonus bays and hull mass). | ||
|AllianceLizard= | |AllianceLizard=Have a planet with over 5,000 minerals (especially [[duranium]]) but less than 30% density? No problem, if the Lizards are your buddies. Just let them mine it (at 200% rate), then you can make good use of those minerals to build powerful starships. | ||
|AllianceBird= | |AllianceBird=Allying with the Birds gives you access to a selection of cloaking ships, including the incomparable Resolute and White Falcon, giving you the ability to drop devastating minefields deep behind enemy lines. | ||
|AllianceFascist= | |AllianceFascist= The Klingons can offer you both cloakers and a basic anti-cloaking defense. | ||
|AlliancePrivateer= | |AlliancePrivateer=A great race for the robots to ally with. The ability to build fighters in space with the robots and their minelaying ability helps the privs to rob ships and then fill them with fighters. The Privateers will often be eager to ally, as contending with the Robots is not a pleasant experience for them. | ||
|AllianceCyborg= | |AllianceCyborg= The Borg have the same problem you do in that the heavy ships take so much fuel to move around... but they have the chunnel! | ||
|AllianceCrystal= | |AllianceCrystal=Not much interesting to offer or receive from the Crystals. | ||
|AllianceEmpire= | |AllianceEmpire= | ||
|AllianceRobot= | |AllianceRobot= | ||
|AllianceRebel= | |AllianceRebel= | ||
|AllianceColony= | |AllianceColony= If the Colonies are with you then they're not sweeping aside your minefields. | ||
|EnemyOverall= | |EnemyOverall= A Robot empire with enough minerals and fuel is hard to stop. But here's how they will try: | ||
|EnemyFed= | |EnemyFed= Super Refit and 2x cash means that you can expect every Fed ship you encounter to have high tech minesweeping beams. And their main fighting ship, the Missouri, has 8 beams. Probably the best mine sweepers besides the Colonies; certainly not among your weaker opponents. | ||
|EnemyLizard= | |EnemyLizard= The main Lizard fighting ship, the T-rex, has 10 beams. | ||
|EnemyBird= | |EnemyBird= Expect to see 8-beamed Resolutes and 10-beamed Dark Wings sweep mines and then slip in and try to destroy your Cats Paws. | ||
|EnemyFascist= | |EnemyFascist= The tech 5, 10 beam Ill Wind Class Battlecruiser will be deployed against you to sweep mines and bleed off fighters. The Victorious also has 10 beams. | ||
|EnemyPrivateer= | |EnemyPrivateer= Large minefields make things almost impossible for the Pirates because their primary ships are light and they don't have ships that have many beams. Plus, the large Robot fuel tanks are hard to rob dry when filled. The Robots can deal with the Pirates better than about anyone except the Crystals. Expect the Pirates to try to cloak over a planet as your ships move in and mine, then rob and run at warp 1 into the gravity well to avoid going through the minefields. | ||
|EnemyCyborg= | |EnemyCyborg= Cubes are bad for everyone, even Robots....... | ||
|EnemyCrystal= | |EnemyCrystal= You might think you can crush the Crystals, but you have to be inside a web mine field to sweep it, and even the Golem has only 6 beams. You're not very well equipped to deal with these guys. | ||
|EnemyEmpire= | |EnemyEmpire= | ||
|EnemyRobot= | |EnemyRobot= A stalemate. | ||
|EnemyRebel= | |EnemyRebel= Expect a lot of cheap 8-beam Iron Lady frigates. | ||
|EnemyColony= | |EnemyColony= Fittingly, a loaded Virgo is the last thing the Robots want to see. With its 10 beams and mine-sweeping fighter wing, it tears through minefields and it can stand up to your heavy ships in a straight fight. | ||
}} | }} | ||
[[Category:Player Races]] | [[Category:Player Races]] |
Latest revision as of 06:54, 14 February 2023
Race Characteristics
The Robots are based on the Cylons from Battlestar Galactica. They can build fighters in space, and they have quadruple minelaying capability. On the ships side, they feature very heavy carriers with low numbers of beams. The downside of those characteristics is the economic difficulty of having to build those large ships, mines, and fighters, and fuel the heavy ships.
Strategy Guides
Racial Abilities
- Can build fighters in space
- Torpedoes are layed much more efficiently (4x) into minefields.
- Stellar Cartography: Colonists and crew immune to Star Cluster radiation (though the clusters themselves still must be worked around)
Ship List
See The master ship list for a list of The Robotic Imperium ships.
Important Ships
- 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.
Strategy
Overall Strategy
Early Game
Midgame
Endgame
Notes
- 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
You are an attractive partner for most of the other races.
The Solar Federation
The Feds can provide Loki coverage and Fed carriers are fearsome (bonus bays and hull mass).
The Lizard Alliance
Have a planet with over 5,000 minerals (especially duranium) but less than 30% density? No problem, if the Lizards are your buddies. Just let them mine it (at 200% rate), then you can make good use of those minerals to build powerful starships.
The Empire of Birds
Allying with the Birds gives you access to a selection of cloaking ships, including the incomparable Resolute and White Falcon, giving you the ability to drop devastating minefields deep behind enemy lines.
The Fascist Empire
The Klingons can offer you both cloakers and a basic anti-cloaking defense.
The Privateer Bands
A great race for the robots to ally with. The ability to build fighters in space with the robots and their minelaying ability helps the privs to rob ships and then fill them with fighters. The Privateers will often be eager to ally, as contending with the Robots is not a pleasant experience for them.
The Cyborg
The Borg have the same problem you do in that the heavy ships take so much fuel to move around... but they have the chunnel!
The Crystal Confederation
Not much interesting to offer or receive from the Crystals.
The Evil Empire
The Robotic Imperium
The Rebel Confederation
The Missing Colonies of Man
If the Colonies are with you then they're not sweeping aside your minefields.
Enemies
Overall
A Robot empire with enough minerals and fuel is hard to stop. But here's how they will try:
The Solar Federation
Super Refit and 2x cash means that you can expect every Fed ship you encounter to have high tech minesweeping beams. And their main fighting ship, the Missouri, has 8 beams. Probably the best mine sweepers besides the Colonies; certainly not among your weaker opponents.
The Lizard Alliance
The main Lizard fighting ship, the T-rex, has 10 beams.
The Empire of Birds
Expect to see 8-beamed Resolutes and 10-beamed Dark Wings sweep mines and then slip in and try to destroy your Cats Paws.
The Fascist Empire
The tech 5, 10 beam Ill Wind Class Battlecruiser will be deployed against you to sweep mines and bleed off fighters. The Victorious also has 10 beams.
The Privateer Bands
Large minefields make things almost impossible for the Pirates because their primary ships are light and they don't have ships that have many beams. Plus, the large Robot fuel tanks are hard to rob dry when filled. The Robots can deal with the Pirates better than about anyone except the Crystals. Expect the Pirates to try to cloak over a planet as your ships move in and mine, then rob and run at warp 1 into the gravity well to avoid going through the minefields.
The Cyborg
Cubes are bad for everyone, even Robots.......
The Crystal Confederation
You might think you can crush the Crystals, but you have to be inside a web mine field to sweep it, and even the Golem has only 6 beams. You're not very well equipped to deal with these guys.
The Evil Empire
The Robotic Imperium
A stalemate.
The Rebel Confederation
Expect a lot of cheap 8-beam Iron Lady frigates.
The Missing Colonies of Man
Fittingly, a loaded Virgo is the last thing the Robots want to see. With its 10 beams and mine-sweeping fighter wing, it tears through minefields and it can stand up to your heavy ships in a straight fight.