Talk:The Holy Draconian Empire - Guide
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[edit] Draconian Strategies
[edit] SmokeyJoe
Just putting a few points down to see if people agree or disagree with them, before I consider doing anything to the main article.
1. Main draconian early game strategy is simple. Any planet needs colonising, the nearer the better, for the GC benfit. As a rough standard I've been tending to go for 1000 colonists, and resources to build a GC, pod launcher, 5 mines and a farm where applicable. Pretty standard. If resources are short the GC is all that really matters, the rest can be shipped in later. Also worth noting: - they probably do best in dense galaxies. It just makes it easier to create enough feeder colonies to make your tech budget big enough.
Thing is, the draconians don't have a dedicated freighter, certainly not at the early stages. Using Dreysens is the simple solution but I think they burn a bit too much fuel like that, even with plasma manifold A on. Thus in my opinion its worth them trading for/stealing a few SDSFs or the like as early as they can, they are the right size and don't waste fuel or money on pods. This frees up the Dreysens to do more important things like attacking stuff/ supplying the more major colonies. Its worth noting that the starting orvilles seem to be quite effective at stealing SDSFs, if there are any to be had.
2. I'm not entirely convinced of the race guide's enthusiasm about the Krait Class. Its a lot of resources that early in the game (24 engines.... offhand I couldn't find any ship in raceview that uses more). Combined with the low overall speed and high warp signature, people really can see you coming. Although the solar gamma ray is quite a nice way of removing some of a nearby fast breeder's advantage.
3. A lot of the ships have rather nice small weapon counts, when combined with their generally low LW size and the large amounts of cash flowing into the central bank (should things be going right), this makes small weapon tech/ET look a lot more tempting than usual. That could just be my personal opinion.
More to add later. SmokeyJoe
[edit] Lord Lancelot
Main draconian early game strategy is simple. Any planet needs colonising, the nearer the better, for the GC benfit. As a rough standard I've been tending to go for 1000-5000 colonists, and resources to build a GC, pod launcher, up to 50 mines and up to 5 farm where applicable. Pretty standard. If resources are short the GC is all that really matters, the rest can be shipped in later.
The money made by the GCs not on the HW, should go to your galactic bank, when you have 10-20 of thoses, you will be able to use all your money at your HW for buildings ships / fighters / Mechs, and having a big 100 TC world (or many of 10-20).
Also worth noting:
- They will do best in dense galaxies. It just makes it easier to create enough feeder colonies to make your tech budget big enough.
- They need other player HW not too far away, to get prisoners. The closer the better.
- You have your Starting Kraith to help defend in the early part of the game, when your building your GCs and building your attack fleet. Do not forget to put your starting shield 3000 on it, put good weapon on it when possible like PTT. When going on the attack put good PD and faster engines.
- They need to make an early TC world, to have good numbers of troops for capturing prisoners.
- They may have buy ground unit to help in ground combat, numbers is the key so Hover tank is thier best choice at 55mc a piece, it is not cheap but you will probably need them.
- Drac needs a good Freigthers badly (until a new racepack is released). Try to steal / trade ships /steal plan via spying or Trade ship plan. Some of those option will not be allowed by game setup or rules.
- Go for all Natives in your range, you will spot them easy with your 4 starting Balka.
[edit] Early clonning
It's my opinion that an early use of cloning is very positive. Especialy in games with low starting pop.
- 20 gov centers can sustain this tech. Money from gov centers is so scattered that the only good use for it is to send it to gal bank. by turn 10 you should have 20 gov centers or go surrender to the nearest empire.
- The dracs don't have many advantages in using high tech ships.(ships over tech 6 suck)
- clonning A raises grouth by ~30%, it has a much greater impact than in other races.
- Troops! try play a drac game without many troops.
Cloning is a good option after hull 6 Engine 15 shield 8 PD 7 and some weapon tech. With the introduction of the starting balkas you can even get natives and hold engine and LW tech.
Dracs are not evil empire. If the victim is further than 500ly you might as well forget about using armed strikeforces in early game to capture anything. In that case Hull 6 and organic ships raiding farming colonies is your best option.
Forget about ground assaulting a HW with your slow ships, 47 combat toops that will be always in minority unless your pop grows fast enough to suport a training colony.(actualy this is why I have proposed the dracs be given a clonning lab)
Guerreiro 19:32, 13 November 2006 (CET)
Cloning is a an option after hull 8 (Titus) Engine 20 (Tswarp to save fuel) shield 10 PD 7 Small 2 Large 7 or 10. Your are a very slow growth rate rate you can not hope of doing anything good with +20 growth it is still far behind all but the Centaur EE, use your early economic advantage to find prisoners ASP, you have the same trouble as the Lizard, having to get prisoner using (slow) warp ships...
Even than I would not use 8K per turn for cloning until I'm swimming in cash made by large amount of prisoners. (prisoners will do 15mc when working in labor mines / camp combo. (until the 4X income from the L mines is fixed)).
The cash is better used putting higher growth races than you in your camps.
Lord Lancelot 23:48, 13 November 2006 (CET)
[edit] Removed From Main Article
- If the neighborhood seems peacefull start saving for Tank-O-Tronic Cloning System A. This will boost your grouth from 65 to 85!
I do not agree, the only race that should go for a fast Tank-O-Tronic Cloning System A is the Borg, and that is after you have raised a lor of tech like planet tech 4, hull tech 10... This is for Med game turn 20+, not early game.
Early game climb the tech tree as fast as possible, do not worry for your growth rate, you need prisoners or die trying.
Lord Lancelot 18:09, 13 November 2006 (CET)
