Empire of VGA Planets V4
The Holy Draconian Empire
Race Attributes:
Starting conditions:
Special Race Attributes:
Missing Buildings:
Special Buildings:
Special Shipdevice:
Ship Devices:
Barbitic Mine Dropper: Converts ordnance units into Barbitic mines and drops them. Barbitic mines are powerful anti-ship mines that also can be used to destroy enemy minefields. When a barbitic minefield is detonated it does damage to all ships in the field and destroys all minefields in the radius of the field. When a minefield is set to detonate it will do so before all movement starts. Blowing a Barbitic minefield will completely clear the area of mines and allow safe travel through the area. All minefields have a limited life time of around 20 turns before they run out of power and disappear. Any ship belonging to another race moving through your barbitic minefield risks hitting a mine and taking massive damage. Minefields can be stacked on top of one another. Ships traveling speed 12 or less are safe from hitting barbitic mines.
Bioscanner: Its primary use is detecting native life on planets out to a distance of 700 LY. When on the bioscanner's findings will be reported in the ship's log. Using the scanner does not make the ship any more visible to the enemy than normal. The bioscanner is able to give you a full good scan of the planet including all metals and surface items.
Minesweeper: Destroys one enemy minefield or recovers one minefield belonging to your race converting it into ordnance units and stores the ordnance on your ship. You do not collect ordnance from enemy minefield that you sweep. The device will not sweep cloaked minefields.
Long Range Mine Detector: Detects all uncloaked minefields in a 500 LY radius.
Soil Sterilizer: Destroys and poisons soil on a planet, -20 soil per turn. This device works on the planet that the ship is parked over.
Scalar Wave Amp: Increases the hyperdimensional stress level of the planet under the ship by 0 to 10 points. It increases the hyperdimensional stress delta (base frequency) by 5 points with a maximum of 300 delta stress. The delta stress is the amount of stress a planet gains in a turn. When a planet reaches a stress level of over 1000 it is in danger of exploding. The hyperdimensional stress delta is the rate that the hyperdimensional stress will increase each turn. Be sure to keep this device out of the hands of any Crystal enemies you might have.
Mind Crusher: Causes colonists and natives in all bases under the ship to loose 40 happy points. Device works after movement. The mind crusher produces 25 units of sensor image noise when used. It has a range of 10LY. You could use it to draw part of an enemy fleet off of a planet and into a fight with a fleet of cloaked ships.
Probe Launcher: Uses 100 ord units and scans bases within 500ly of the ship. The probes have a 90% change of detecting any enemy bases on the planet. The device has a very hard time detecting Rebel and Birdman bases, unless there is a Highguard Ranger on the ship and even then the odds are still low. The Coalition Willow Class Survey Ship has an SDI device that destroys any probe that would impact any planet within 100 LY of the ship. If the probe discovers an enemy base it will return a full good scan of the planet data, including mineral and native amounts.
Boarding Laser: Only used when you are transporting your colonists, troops, crew, or high guard to an enemy ship as a hostile boarding action. The boarding laser helps your troops take over the enemy ship. It cuts holes in the enemy ship doing between 5% and 300% hull damage to the target depending on the size of the target ship. It kills up to 10% of the enemy crew, 40% of the enemy colonists, and 10% of the enemy troops. You need to beam over 1 of your guys for every 5 enemies you want to take out. There are 200 movement phases and combat will not start until phase 50 so during the first one quarter of movement you have time to fly past an enemy ship, transport over a boarding party, rip the enemy ship up with the boarding laser and get away back out to deep space. You could hyper jump in on top of your victim ship with a hyper drive ship and then run away and hopefully be out of combat range before movement phase 50 comes around. The Crystals are immune to death by boarding lasers. To use the device just turn it on and transfer your crew to the enemy target using your transporters.
Laser Mining Drill: Extracts mineral ore from the core of the planet under the ship and converts it into metals and stores the metals in the ship's cargo hold. The only limit to the amount that can be taken is the size of the ship's cargo hold. The drill increases the climate of the planet by 0.3 a turn and the HD stress of the planet by 10 to 60 points. The device has no effect on ore or metal that is sitting on the planet's surface. The device will not mine fuel or fuel ore.
Ore Processing: When on the ship grabs ore from any pod in the area ( including ones that do not belong to you), any planet you are over and any of your own bases. The ore is converted into metals and stored in the ship's cargo hold. You can have the metals automatically transported down to a base you own if you are over one with the ship command code BDM (Beam Down Metals). Two ore units yield one metal unit. The only limit as to how much can be processed in a turn is the size of the ship's cargo hold. Ore processing costs nothing.
Mobile Repair Plant: Duranium is converted to repair units. One kt of Duranium yields 100 repair units. The only limits as to the amounts produced is the size of the repair holds.
Mobile Ord Factory:
Turn supplies into Ord. One supply will yield 10 ord units.
Mobile Fighter Factory (1-3): Produces type 1-3
fighters and
adds them to docked wings If there are no docked wings a new wing will
be formed in an empty fighter bay. The device will build a new fighter
wing if you have the cash on board the ship to build at least 10 new
fighters.
Ship Super Weapon:
Playing As:
Your primary weapons are your fighters. The Typ1 fighter is a good Anti-Fighter-Weapon. Typ2 ist your Anti-Starship and Base-Bomber and Typ3 ist a Multirole-Fighter which can fly 120LY a turn. For building a lot of fighters your primary ressource is Money. Because you can build Labor Mines and Labor Camps you should look for neighbours with weak ground ratios like Robots, Crystals, Peeps, Scavs, Feds, Univs, Aczanny, Centaurs...You can try to trade for them or you can try to capture some colonists in ground combats.
Play them aggressive and get a big territory with many ressources and you will be able to build everything you want to.
Playing Against:
Take care of ground combats. They have a completly cloaked Assault Vessel. The Dracs will try to capture many colos as workers in their Labor Mines and Camps. Build a few Trainingcenters and Ground Units or Laser Cannons on every important base to secure your colonists. They also have a nearly undetectable ship which can build jumpgates. So look for jumpgates in your inner territory. A JG in the middle of your territory would be a nasty surprise.
Most Drac-Players will try to attack you with a fleet of Fighters. They have the power to produce the money while fighting and can invest the money in new fighters. Take Sandcasters against their Typ2 Bombers but be aware of their typ3, it has very thick armor. Also they have a good weapons range on their Typ2 Anti-Ship-Bombers so donīt set on Turbolaser, i would prefer the more expensive Micro Missiles, Quad Lasers or own fighters.
You should try to take out their big bases with cloaked ships, they donīt have Tachyon Scanner or Lasermines. Try to prevent them from expanding. Their planets will explode after some time. They always need new planets mining for metals and building new colonies.