Robots
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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 CPs. A TW CP with mk4 torps 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.