The Robotic Imperium
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Race Characteristics
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; they are excellent starbase defence with T1 engines.
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
The Solar Federation
The Lizard Alliance
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 Privateer Bands
The Cyborg
The Crystal Confederation
Not much interesting to offer or receive from the Crystals.