Empires Of Planets 4

The Empire of the Killocats

Race Attributes

  • Normal Happiness
  • Great Growth Rate
  • Average mining rate
  • Narrow farming range (few hospitable planets)
  • Territorial nature allows only 10 cities per planet
  • Low income (very few cities)
  • Depend on enemy prisoners as slave workers in their factories, camps and mines
  • Large planetary populations get unhappy
  • Good ground combat
  • Great fighters: very fast, very long range

Special Racial Abilities

  • Wide area reconnaissance: All Killocat carriers that have a wing of at least 250 Drahltor Class Hunter fighters (fighter type 1) docked can use this wing to scan a wide area around the carrier for enemy ships and minefields. The wing will disperse and its fighters will fly out from the carrier into all directions using their on board long range scanners. This increases the effective scanning range of the carrier to 500 lys and does not produce any additional scanner noise (and the ship internal scanners do not need to be switched on). Since the fighters are flying in space, the scanning will not be nega­tive­ly affected if the carrier itself is parked in orbit of a planet (but the scanning is still negatively affected for enemy ships that are hiding in the orbit of planets). Enemy mine fields as well as enemy ships and fighters will not interfere with the reconnais­sance mission of the fighter, they will avoid all objects by flying around them. Wings flying in open space cannot perform these scans. Only wings that are docked to a carrier are able to mount the special scanning instruments needed for the wide area scan. When a fighter wing is on a long range mission, it will be considered to be away from the carrier for the duration of the turn and cannot engage in any combat activities. If the carrier that is sending the wing on the long range mission is destroyed, the wing will return to the remains of the carrier or the fleet the carrier was part of only after combat and will be found there in the next turn.
  • Long range mine sweeping: All Killocat carriers that have a wing of at least 250 Drahltor Class Hunter fighters (fighter type 1) docked can use this wing to sweep one minefield at any point up to 150 lys away from the ship. If the fighter wing encounters any enemy minefield on the way to its minesweeping destination, it will sweep this minefield instead and return immediately afterwards to its carrier without proceeding to its original destination. Since all minesweeping missions (by the type 1 fighters) are flown before the special missions of the other fighter types, this minesweeping can clear the way for other special fighter missions during the same turn. Wings flying in open space cannot sweep mines. Only wings that are docked to a carrier are able to mount the necessary minesweeping devices. When a fighter wing is on a long range mission, it will be considered to be away from the carrier for the duration of the turn and cannot engage in any combat activities. If the carrier that is sending the wing on the long range mission is destroyed, the wing will return to the remains of the carrier or the fleet the carrier was part of only after combat and will be found there in the next turn.
  • Long range Barbitic mine dropping: All Killocat carriers that have a wing of at least 250 Pakthor Class Bomber fighters (fighter type 2) docked can use this wing to lay a Barbitic minefield at any point up to 150 lys away from the ship. Since each of the bomber fighters can carry the equivalent of 2 ship size ord units to newly laid mine­field, this mission will use 500 ord units and produce a minefield of the corresponding size. If the fighter wing encounters an enemy Laser mine field on the way to its mine­laying destination, it will abort the mission and return immediately to its carrier without laying any mines. Wings flying in open space cannot lay mines. Only wings that are docked to a carrier are able to transport ord from the carrier to form a new minefield. When a fighter wing is on a long range mission, it will be considered to be away from the carrier for the duration of the turn and cannot engage in any combat activities. If the carrier that is sending the wing on the long range mission is destroyed, the wing will return to the remains of the carrier or the fleet the carrier was part of only after combat and will be found there in the next turn.
  • Long range Laser mine dropping: All Killocat carriers that have a wing of at least 250 Pakthor Class Bomber fighters (fighter type 2) docked can use this wing to lay a Laser minefield at any point up to 150 lys away from the ship. Since each of the bomber fighters can carry the equivalent of 2 ord units to newly laid minefield, this mission will use 500 ord units and produce a minefield of the corresponding size. If the fighter wing encounters an enemy Laser mine field on the way to its minelaying destination, it will abort the mission and return immediately to its carrier without laying any mines. Wings flying in open space cannot lay mines. Only wings that are docked to a carrier are able to transport ord from the carrier to form a new minefield. When a fighter wing is on a long range mission, it will be considered to be away from the carrier for the duration of the turn and cannot engage in any combat activities. If the carrier that is sending the wing on the long range mission is destroyed, the wing will return to the remains of the carrier or the fleet the carrier was part of only after combat and will be found there in the next turn.
  • Long range probing: All Killocat carriers that have a wing of at least 250 Strakhor Class Cloaker fighters (fighter type 3) docked can use this wing to patrol intensively a limited area (with a radius of 50 lys) up to 150 lys away from the ship. The cloaking fighters will fly a very dense search pattern in the target zone that will allow them to scout all planets and bases and gives them also a good chance to detect cloaked ships and even cloaked bases. The scanning will be affected negatively neither if the carrier itself is parked in orbit of a planet nor if enemy ships are hiding in the orbit of planets, since the fighters will actually visit all planets in the target area. If the fighter wing encounters an enemy Laser mine field on the way to its search area, it will abort the mission and return immediately to its carrier without gathering data. Wings flying in open space cannot perform these scans. Only wings that are docked to a carrier are able to mount the special tachyon scanning instruments needed for the probing. When a fighter wing is on a long range mission, it will be considered to be away from the carrier for the duration of the turn and cannot engage in any combat activities. If the carrier that is sending the wing on the long range mission is destroyed, the wing will return to the remains of the carrier or the fleet the carrier was part of only after combat and will be found there in the next turn.
  • Long range combat troop drop: All Killocat carriers that have a wing of at least 250 Strakhor Class Cloaker fighters (fighter type 3) docked can use this wing to move combat troops to a planet up to 150 lys away from the ship. Since each of the cloaking fighters can carry 2 Killocat troopers, this mission will take 500 troopers from the ship passengers and drop them on the target planet. If the fighter wing encounters an enemy Laser mine field on the way to its drop area, it will abort the mission and return immediately to its carrier with the troops. Wings flying in open space cannot transport any cargo. Only wings that are docked to a carrier are able to load ground combat units. When a fighter wing is on a long range mission, it will be considered to be away from the carrier for the duration of the turn and cannot engage in any combat activities. If the carrier that is sending the wing on the long range mission is destroyed, the wing will return to the remains of the carrier or the fleet the carrier was part of only after combat and will be found there in the next turn.

Unique Units

  • <None>

Unique Fighters

  • Drahltor Class Hunter: Can fire its missile only against other fighters.
  • Pakthor Class Bomber: Equipped with a torpedo that arcs through shields, but works only against capital ships and ground targets.
  • Strakhor Class Cloaker: Forms stealth fighter wings.

Missing Base Buildings

  • Under City
  • Terraformer

Restricted Base Buildings

  • City

Special Base Buildings

  • Labor Camp (prisoners produce supplies and 10 megacredits per camp)
  • Labor Mine (prisoners dig for metals and produce 10 megacredits per mine)
  • Drahltor Hunter Factory (uses 1 kt tritanium and 120 megacredits to produce one Drahltor fighter; if the factory is filled with 100 enemy prisoners, it uses just 60 MCs to produce one Drahltor fighter)
  • Pakthor Bomber Factory (uses 1 kt duranium and 130 megacredits to produce one Pakthor fighter; if the factory is filled with 100 enemy prisoners, it uses just 65 MCs to produce one Pakthor fighter
  • Strakhor Cloaker Factory (uses 1 kt molybdenum and 125 megacredits to produce one Strakhor fighter; if the factory is filled with 100 enemy prisoners, it uses just 62 MCs to produce one Strakhor fighter).

Ship Attributes

  • Specialized ships: most ships are good for only one purpose
  • The lack of good all purpose ships requires effective fleets to consist of many different ship types
  • No battleships, strongest (non-carrier) ships are relatively small cruisers
  • Even the larger ships can carry only few large weapons of a limited size
  • All ships are vulnerable in close combat
  • No ships with hyperjump engines
  • No cloakers
  • Warships have limited cargo space, freighters are needed to haul cargo around
  • Caracal Class Refinery Ship can make fuel from metals.
  • Cougar Class Alchemy Ship can produce metals from supply units
  • Ocelot Factory Ship can turn natives into med, food, supplies and money.

Ship Special Devices

  • Alchemy Forge: When on, it grabs supply units from junk pods and resupply pods belonging to anyone, plus supplies from planets and bases that you own and converts the supplies to metals. Twelve supply units yield 1 duranium, 1 tritanium, and 1 molybdenum. Control switches on the ship can limit the process to just one metal type if you wish.
  • 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. Starting at 23 LY you can fly to the transfer target enemy ship, transfer over your attackers and be back out into deep space at around 24 LY before the first combat begins. The Crystals are immune to Boarding lasers.
  • DTMS-N fuel Converter: The device when on will convert 10 supply units into 1 kt of fuel. It can also convert 1 duranium, 1 tritanium or 1 molybdenum into 1 fuel unit. The converter only uses metals and supplies that are in the ship's cargo hold. It will stop processing when the ship's fuel tank is full. If the ship uses the command code "BDF" all but 60 kt of fuel will be beamed down to the planet below.
  • Gravity Well Generator: Has a range of 50 LY. Any hyperdrive ship within the 50 LY range of a gravity well ship can not hyperjump. The device will cause passing hyperjumping ships to drop back into normal space. The device requires 10 KT of fuel to run. If owned by a Killocat race, the device will also block all travel through jump gates or wormholes by all non-Killocat races in its vicinity (if the sending or the receiving jump gate or wormhole is in the 50 lys range of the device, the jump gate or wormhole cannot be used). The device has no effect on warp chunnel jumps.
  • Mobile Fighter Factory: Builds fighters in space using just cash. The device will add fighters to any wing docked with the ship that does not have the full number that can fit in the fighter bay. If the ship has any empty fighter bays new wings will be formed and the bays will be filled with new fighters
  • Mobile Ord Factory: Turn supplies into Ord. One supply will yield 10 ord units.
  • Mobile Repair Plant: Duranium is converted to repair units. One kt of Duranium yields 100 repair units. The only limit as to the amounts produced is the size of the repair holds.
  • Reticulian Med Lab: Turns natives into food and med and supplies and cash. Nine natives of any type will yield 1 food, 1 supply, 1 med, and 3 mc. The ship takes the natives from the planet under the ship at the end of movement. The device will not take natives from a base.
  • Show Lounge: The device produces 0.1mc per crew member up to a maximum of 50mc when the base is in deep space and a maximum of 1000mc when the ship is over a base with a population of over 1 million colonists. The device can make additional money from colonists on bases under the ship at a rate of 100mc per million colonists on the bases under the ship. The device will increase the happiness of the colonists on bases under the ship by 3 points. The device works on all bases under the ship, including ones that you do not own. If more than one show lounge ship is operating in an area the income from the base under the ship is reduced to a limit of 250mc, for two ships, 166mc for three ship, 125mc for four ships, and 100mc for five ships. A single show lounge ship over a planet with a base with 50 million colonists will produce 5000mc a turn just from the base alone, plus up to 1000mc more from the crew on the ship. A pair of show lounge ships over a base will only produce a total sum of 500mc, that is under 10% of what a single ship would have made over a planet with 50 million colonists. Any two show lounge ships within 15 LY will interfere with one another.

Ship Super Weapons

  • World Crusher Missile: Has a range of 200LY. Uses 300 ord when fired. Can be fired as long as you have ordnance to arm it. To use it turn it on and target an enemy base or planet within 200 LY of your ship. The missile has a 33% chance of hitting each base on the target planet. When a base is hit it is completely destroyed. The surface of the planet will be covered with the remains of the base. A shield will protect the base from being harmed. The world crusher firing takes place after movement and combat. The world crusher missile targeting system produces 120 units of sensor image noise when used. If the exotic tech Transphased World Crusher is used the weapon can be fired through enemy base shields. 

Playing As

Playing the Killocats in combat can be compared to the carrier warfare in the Pacific during the Second World War. They have powerful fighters that can attack over long ranges away from their carriers and can wreck havoc on most enemy ships if they arrive in sufficiently large numbers. However their carriers (in fact all their ships) are very vulnerable if they get caught without their fighter cover or at close range.

So scan for your enemies and try to hit where and when they are not expecting it. If possible (and sufficient) try to attack just with your fighters (and possibly the World Crusher Missile) from a distance and keep your fragile ships out of danger or – if it you really have to combine all firepower in one place – fight with your ships and all fighters simultaneously. When confronted with a strong enemy fleet, it is often better to run and to try to counterattack at a different place where the enemy is weaker. Keep moving to avoid getting caught by superior enemy forces.

Keep in mind that most of your ships are specialized and perform certain tasks much better than other ships. Therefore it is often necessary to build Killocat fleets consisting of many different ship classes and to let them operate under close coordination.

Your weak areas are your planets and bases, which cannot run away from an enemy. If a strong enemy fleet invades your territory and threatens your planets, you are in trouble. Since you will often be lacking the kind of firepower to confront a strong fleet in a direct close-up battle, you should try to harass and to slow an incoming fleet as soon as you spot it. Hit them with long range fighter attacks, throw plenty of minefields in their way (and blow them up when the enemy fleet travels through them) and try to counterattack important enemy holdings, so that they might be forced to divert forces to protect their own planets.

In general terms it is for you much better to try to bring the fight to the enemy territory instead of fighting where your own planets are endangered. With the mobile fighter factories on the Lynx and the abilities of the Ocelot you have good means to support a fighting fleet even far away from your own resource bases, and you have also a good freighter armada to supply your war fleets.

Try to protect important locations in your home area with your Pumas that are equipped with Gravity Well Generators. You really do not want enemies to hyperjump into places where you cannot prevent them from destroying your population and your sources of income.

The supply of minerals should not be a major problem for you. Your need for minerals is average and you have both the Cougar Alchemy ship to make minerals and the Caracal Refinery to produce fuel if needed. Note that you can use your planetary fighter factories to use also minerals in the construction of your fighters which lets you save part of the money needed for your fighter wings. Your fighter factories will produce even more efficiently, if you can find enemy prisoners and force them to work in the factories.

Be careful that you produce enough food and that you ship it to the planets where your colonists live in environments that are too hostile to allow farming.

Your bottleneck resource is typically money, because you can build only a small number of cities (which are the most important source of money in the game) and because you will need a lot of money to purchase all the fighters (and later the exotic tech to protect them from advanced weapons). Therefore it would be excellent to obtain money generating ships from your allies or trading partners.

Your economy depends considerably on slave labor. Try to capture as many enemy prisoners as possible and employ them in your labor camps, labor mines and fighter factories. Since the Killocats are a warrior race that has never developed good business and production skills on its own, you will not be able to afford the expensive fighter wings for your fleet without the help of numerous enemy slave workers.

Your only other money generating asset (apart from the Reticulian Med Lab on the Ocelot, which you should not use on your own planets) is the Show Lounge on your Wildcat Starbase. Try to build one as soon as possible in orbit of your highly populated worlds.

Because you can build only 10 cities per planet, you have to expand rapidly to many planets. Since only a quarter of all planets have a suitable climate for you (and you lack any terra­formers), you will have to spread out over a large territory fast or otherwise you will not be able to generate enough income. In other words: you must play aggressively and proactively in order to succeed with the Killocats.

Playing Against

Most of the Killocat firepower is in their fighters. Therefore it is a good idea to fight the Killocats when they have no fighters around:

ˇ        Try to keep their fighters busy on special missions. The Killocats can do a lot with their fighters, but they cannot do everything with them at the same time. If you can force them to send a good number of their wings onto special missions, all these wings will not be available to fight against you during the same turn. This may very well be the decisive factor in a battle.

ˇ        Try to lure their fighters away, for example by offering dispersed secondary targets to them, or by laying many minefields that tempt their fighters to sweep them.

ˇ        Try to destroy their fighters. Glory Devices or Nemesis torpedoes work best for this, but fitting your ships with anti-fighter weapons (like sand casters) and large fighter complements (if you have access to decent fighters) helps also.

 

Go after their capital ships and bases. Without carriers to rearm and refuel the fighters and to send them on special missions, the Killocat wings loose most of their usefulness quickly. If you have fast ships you can just intercept the Killocat capital ships, otherwise try to surround them with minefields (webs are of course best for this), so that they cannot run away from your forces.

The Killocat ships fight poorly at close range. They have relatively thin armor, weak shields, very few large weapons (and only the lighter versions), few small weapons and – especially the non-carriers – low masses. In general terms the Killocats have a navy with a much worse price – combat performance ratio at close range than most other races. Therefore it is for many opponents a good strategy to seek the direct confrontation with the Killocat capital ships, especially if you have taken care of their fighters.

Go after their planets and bases. If they decide to defend their planets, then you should be able to force them into a short range battle, in which their ships perform a lot worse than the ships of most other races. If they decide not to defend their highly populated worlds, you should be able to destroy their taxpayers and income generating structures and to liberate the prisoners that are forced to work for them as slaves. Without this income and production they will not be able to afford more fighters (and to pay for the exotic tech to protect them from advanced weapons), which will render their carriers useless sooner or later.

Blow up their Wildcat starbases (or at least disrupt their Show Lounges by moving ships also equipped with Show Lounges into their vicinity). This will decrease their income significantly.

Go after their freighters and cargo pods. The Killocats have to supply many of their planets constantly with food, since they have a small farming range and lack any terraformers. Disrupt this flow of food and Killocats will not only loose part of their population and income, but they will usually also be forced to divert some of their warships and fighters to protect their merchant fleet.

Natural Enemies

  • The Stormers: Their Victorious Class can carry a Nemesis Torpedo super weapon which can destroy all the fighters in a fleet in a single shot! The Stormers Nefarius and Saber Classes are equipped with Glory Devices that can take out with their explosion all fighters within a 10ly radius. The Stormers have also very good fighters.
  • The Birdmen: The Birdmen can approach unseen and force the Killocat fleet into close combat with the powerful Bird ships. The Killocats have also few defenses against the spying powers of the Birds.
  • The Lizards: The Lizards have very fast strong ships that can hunt down and destroy the Killocat capital ships. They are also very good to ground assault the spread-out Killocat planets (the Killocats have to spread out their cities over many worlds, since they can have only a few cities per planet).
  • The Colonies Of Man: The Colonies have great fighters and their superbly armed Virgo Class Carriers are very hard to stop since they are not only much stronger than the Killocat ships but also can fly through the Killocat minefields.
  • Crystals: The Crystals can lay all types of mines including webmines that will reduce the mobility of the Killocat ships and fighters greatly. And an immobile ‘Cat is a dead ‘Cat.