Lizards: Difference between revisions
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[[File:Lizards_Race_Icon_Nu.png|thumb|right|Lizard Alliance race icon from [http://vgaplanets.nu VGA Planets Nu]]] | [[File:Lizards_Race_Icon_Nu.png|thumb|right|Lizard Alliance race icon from [http://vgaplanets.nu VGA Planets Nu]]] | ||
=Origin= | |||
The Lizard Alliance also known as Lizards are based on the Gorn Hegemony, from the "Star Trek" universe. It's a reptilian species, which showed in the Episodes TOS: "Arena", Enterprise: "In a Mirror, Darkly Part II" and in some books/games. | |||
=Race abilities= | =Race abilities= | ||
* Ground Combat: 30:1 (offensive); 15:1 (defensive) - strongest in the game | * Ground Combat: 30:1 (offensive); 15:1 (defensive) - strongest in the game | ||
Line 301: | Line 304: | ||
* can HISS his planets | * can HISS his planets | ||
* [[Madonnzila Class Carrier|Madonzilla]] benefits highly from Fed ship bonus (extra bays) | * [[Madonnzila Class Carrier|Madonzilla]] benefits highly from Fed ship bonus (extra bays) | ||
* Economies: they have double taxes, you have double mining - trade-off | * Economies: they have double taxes, you have double mining - trade-off (hissing a fed planet will make it a cash cow) | ||
===With the [[The Empire of Birds|Empire of the Birds]]=== | ===With the [[The Empire of Birds|Empire of the Birds]]=== |
Revision as of 11:38, 4 June 2011
Origin
The Lizard Alliance also known as Lizards are based on the Gorn Hegemony, from the "Star Trek" universe. It's a reptilian species, which showed in the Episodes TOS: "Arena", Enterprise: "In a Mirror, Darkly Part II" and in some books/games.
Race abilities
- Ground Combat: 30:1 (offensive); 15:1 (defensive) - strongest in the game
- 2x faster mining
- "Hiss" mission - ships with beam weapons can threaten colonists and natives on a planet to increase happiness by 5 points per ship per turn
- Cloaking device on some ships - Reptile, Saurian, and Lizard
- can take 150% damage on their ships (ships will explode after combat if damage is above 100% and if they are in orbit of a planet)
Strategy Guides
From Donovan's VGA Planets site:
It Ain't Easy Being Green
The Lizards Guide to the Echo Cluster
Ship List
Tech | Name | Mass | Fuel | Cargo | Crew | Engines | Beams | Torps | Bays | MC | Dur | Trit | Moly | Special |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | Small Deep Space Freighter | 30 | 200 | 70 | 2 | 1 | 10 | 2 | 2 | 3 | ||||
1 | Serpent Class Escort | 55 | 160 | 20 | 35 | 1 | 2 | 40 | 15 | 33 | 5 | |||
3 | Neutronic Fuel Carrier | 10 | 900 | 2 | 2 | 2 | 20 | 10 | 2 | 20 | ||||
3 | Medium Deep Space Freighter | 60 | 250 | 200 | 6 | 1 | 65 | 4 | 4 | 6 | ||||
3 | Reptile Class Destroyer | 60 | 120 | 50 | 45 | 2 | 4 | 50 | 22 | 33 | 15 | Cloak | ||
4 | Eros Class Research Vessel | 35 | 110 | 30 | 78 | 2 | 2 | 30 | 4 | 3 | 13 | Terraform Ship (lowers temp) | ||
4 | Lizard Class Cruiser | 160 | 330 | 290 | 430 | 2 | 4 | 3 | 190 | 42 | 81 | 30 | Cloak | |
5 | Vendetta Class Frigate | 100 | 140 | 30 | 79 | 2 | 4 | 4 | 170 | 12 | 23 | 57 | ||
6 | Large Deep Space Freighter | 130 | 600 | 1200 | 102 | 2 | 160 | 85 | 7 | 8 | ||||
7 | Saurian Class Light Cruiser | 120 | 260 | 150 | 336 | 2 | 4 | 2 | 85 | 32 | 67 | 23 | Cloak | |
8 | Loki Class Destroyer | 101 | 140 | 80 | 265 | 2 | 2 | 4 | 170 | 10 | 20 | 43 | Tachyon Device | |
9 | Madonnzila Class Carrier | 331 | 290 | 150 | 910 | 2 | 4 | 5 | 420 | 110 | 123 | 90 | ||
9 | Neutronic Refinery Ship | 712 | 800 | 1050 | 190 | 10 | 6 | 970 | 125 | 150 | 527 | Alchemy Ship - 1 Supply + 1 Mineral -> 1 Fuel | ||
10 | Super Transport Freighter | 160 | 1200 | 2600 | 202 | 4 | 220 | 125 | 13 | 18 | ||||
10 | T-Rex Class Battleship | 421 | 490 | 190 | 810 | 2 | 10 | 5 | 350 | 140 | 153 | 100 | ||
10 | Merlin Class Alchemy Ship | 920 | 450 | 2700 | 120 | 10 | 8 | 840 | 625 | 250 | 134 | Alchemy Ship - 3 Supplies -> 1 Mineral |
Notes
- Build an Eros starbase early on to pump out HISS-er ships. Every large cluster of planets should have one HISS starbase. Eros ships are 100mc each (ish) even if you outfit them with t5 engines (nice but not necessary).
- Some players build tons of small deep space freighters late in the game to fill up the build queue, then recycle them for priority build points. The Lizards can do one better - build Serpents with tech-1 engines and beams and use them to HISSS! until you want to recycle them.
- starbase-inna-can ships are extremely valuable for getting starbases up and running fast. Null-tech starbases can still pump out HISS ships, and you may not get the chance to make them later.
- The T-Rex is a midrange attack ship, and is extremely cheap for its armament. Don't treat it like a heavy warship - it's in fact the least powerful tech-10 ship in the game. (Nevertheless it is superior to Fascists/Crystals (Diamond Flame)/Privateer and Fed (Missouri) main warship if you have a Lizard crew on board)
- LCCs are awesome but they're heavy and they suck up fuel. Make lots, but be aware that scavenging for fuel in enemy territory is hard, particularly if you're gravid with troops.
- Lizard players can win alliances by offering to HISSSS! other players' planets - have them tow a Serpent with tech-1 engines and beams to the planet of their choice. Note that you can't give your ships to them - you must be in control of them in order to HISSSS!
Strategies
Alliances
With the Solar Federation
- Refitting of ships
- You can provide cloakers, which they can make pretty good use of (immune to Lokis)
- can HISS his planets
- Madonzilla benefits highly from Fed ship bonus (extra bays)
- Economies: they have double taxes, you have double mining - trade-off (hissing a fed planet will make it a cash cow)
With the Empire of the Birds
With the Fascists
With the Privateers
With the Cyborg
- HISSSS! their planets! The Borg need fighters for their deadly Biocides, and for those they need a TON of cash.
- An amazing strategy to try:
- Put a cloaker (Reptile, Lizard, or Saurian) on an enemy planet where there is also in orbit a very strong enemy ship (say, a Colonial Virgo). Make sure the ship is cloaked.
- Have the Cyborg player move a Firecloud about 80 lightyears away from the planet - enough to reach in one turn.
- When you are both ready, have your cloaker tow the enemy ship to the Firecloud.
- The same turn, the Cyborg should chunnel that Firecloud (and, by extension, the enemy ship) to one of his worlds, where he has a low-ID Biocide waiting, mission set to "Kill!".
- When the enemy ship comes through the chunnel, its shields will be down. Because the Biocide has the lowest ship ID, it will attack the enemy ship first, easily destroying it.
- If the friendly code of your cloaker is different from that of the Firecloud, you can stay around and do it again!
- Cool any hot planets they may have (above 50) using Eros Researchers. This increases not only the rate at which their colonists grow, but also increases the maximum colonist population. Essential when combined with assimilation.
- Borg colonists are deadly when given to LCCs. Capture enemy planets (and even starbases) with those clans via ground combat.
With the Crystals
With the Empire
With the Robots
With the Rebels
With the Colonies
Enemies
The Solar Federation
- Feds have a rough time getting minerals; hit their laden freighters.
- Their Nova can easily take out two T-Rexes in a row. Be careful.
The Empire of the Birds
The Fascists
The Privateers
The Cyborg
- Kill them early if you can! The Cyborg are at their strongest later in the game, while the Lizards are strongest earliest in the game. If you are playing as the Lizards and you come across a fledgling Cyborg player, don't hesitate to destroy them - you probably won't get another chance.
- Don't make the mistake of building only T-Rexes. A single Biocide well-stocked with fighters can destroy four, maybe five T-rexes depending on their torpedo tech. A Rex-Mad-Rex or Rex-Mad-Mad combo will usually do the trick. Annihilations are somewhat easier to destroy (as they are torp ships), but they can still destroy several of your ships, so be careful.