The Reunited Coalition of Systems - Guide

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Contents

[edit] Overview

We are committed in perserving our three societies, the Arerrans, the Xelovi, and the Nalowe. We work together, and sacrafice together , to obtain the greater good and the Defense of the Coalition. Our orginal alliance was destroyed, by an onslaught of an unknown enemy forces in the Andromeda Galaxy. Before the final destruction of the alliance, we launched the Ark Project, sending colony ships containing all 3 races in every direction, Ark 12 was our colony ship that landed in the Echo Cluster. We have now reunited our races, and we have combined our efforts to restablish what was lost. Our High Guard trains for months to prepare to bond and become the living centers of our Organic Ships. We give our colonies a choice of which of our three governments they wish to follow, or to remain independant. We value our freedom and our sovereignty, and we will not fade quietly into the night.

[edit] Strengths

[edit] Weaknesses

  • Not an early strike race.
  • Requires either a special race building (on a base) or at least hull tech 7 (for the Binary Class Star Port) in order to be able to build ships.
  • Must manage two forms of Armor - standard and organic. This is not really a weakness, especially since you have to consider the Organic Armor an advantage.
  • Organic Armor Ships have to carry both Repair Units and Med Units for Repair purposes.
  • Can't build Smelters
  • Can't build Med Lab and one of the few races that needs Med Units - irony? No irony but necessary, to keep the amount of Lotuses and Auroras somehow limited.
  • The RCS cannot lay any other types of Minefields other than Laser Minefields even if with other ships.
  • Vulnerable to hyp-capable Races, until able to build the tech 5 ship A. Odin Class Carrier; requiring planet tech 4 on a base with an Arerran Capital. Not really a big weakness
  • Tribal hull buildings : the early game prevents you from utilizing the correct ships for the correct fight. It's neccessary to get your 3 tribal bases up and running before you can become a full threat, resulting in a defensive posture until mid game, in a game with a low starting population.
  • Enemy Energy Mines pass through Shields and are not targeted by Coalition Point Defense.
  • A Super Laser on a ship controlled by the Coalition drains only 2000 points of enemy shields and 5000 armor per hit. It can't destroy planets.
  • Exotic Hull penalty : The Aurora Class Flagship has a Galactic Bank maintenance cost of 5,000 megacredits for each Aurora in the fleet. This must be paid every turn or the ship will suffer 49 hull damage and 70 system damage. Thus you cant afford to build them in mass quantities. The Aurora is not designed to be built in mass quantities you usually only need a few of them, one for each big fleet.

[edit] Tribal Hull Buildings

The Reunited Coalition of Systems is basically 3 Separate Tribes which you must manage, with only 1 tribe managed per planet Arerran, Xelovi and Nawole. Each planet can only manage the welfare of no more than 1 of these 3 Tribes which will be represented by the Capitol structure you build on that planet Arerran Capital, Xelovi Hive or the Nawole Garden . Only 1 of these tribal structures may be built per planet. Furthermore the ship list is divided into 4 catagories,

  • Arerran built hulls : Typically heavily armored metal combat ships, the Arerran represents the warriors among the three tribes in the coalition.
  • Xelovi built hulls : These hulls are light, fast and stealthy and by noticing their Cloaking device you can guess that they are in charge of intel - the Xelovi tribe represents the intellectual and intelligence gathering aspects of the coalition.
  • Nawole built hulls : the Nawole built hulls use organic armor, and can manipulate the horticulture/climate of planets. These ships can turn icy or flaming hot planets into into gardens of paradise. The Nawole have also learned how to make the resources they need from alchemy. The Nawole Tribe represents the peaceful, nature-loving side of the coalition.
  • The fourth category of ship hulls can be built by any of the three tribes. These ship hulls are basically a merging of the three tribes' abilities.
  • The Coalition Trade Triad. When 3 bases of each capital type are within 50 ly of each other, they all 3 gain 1500 mc per turn. This is configurable by HConfig option: CoalitionTriadRadius.

[edit] Tribal Hull Building Chart

Tech Hull Tribal Structure Required
1 N Willow Class Survey Ship prerequisite: Nawole Garden
2 A Interstellar Class Frigate prerequisite: Arerran Capital
3 X 240 Comb Class Escort prerequisite: Xelovi Hive
4 N Everygreen Science Vessel prerequisite: Nawole Garden
5 A Odin Class Carrier prerequisite: Arerran Capital
6 X 1260 Royal Class Heavy Cruiser prerequisite: Xelovi Hive
7 Binary Class Star Port prerequisite: NONE
8 Maelstorm Class Light Cruiser prerequisite: NONE
9 Lotus Class Pursuit Ship prerequisite: NONE
10 Aurora Class Flagship prerequisite: NONE

[edit] Notes

  • Only the Maelstorm Class Light Cruiser, the Lotus Class Pursuit Ship and the Aurora Class Flagship can be built in space, via a ship with a Dry Dock.
  • The Tribal Hulls are marked with the first letter of the tribes name in front of the Hulls name to prevent confusion of where it can be built. "A." for Arerran, "X." for Xelovi and "N." for Nawole, and can only be built at bases with the corresponding tribal structures present.
  • Quickbuild can be confusing. It will indicate sufficient resources to build a Nawole hull at an Arerran base, and allow the purchase to be made. However the following turn no ship will be produced, as it's hull restrictions prohibit it from being built there. This error does not result in a loss of resources - the resources are returned to the base.

[edit] Tribal Structures

The Structures chosen on a Bases may vary depending on the situation called for, but before choosing which one to build, it's best to know what the benefits from that structure may be. The chart below is designed to enlighten the decision-making process when building tribal structures on Bases.

[edit] Tribal Structure Chart

Tribal StructureEffects Money Matters Tribal hulls
Image:Arreran Capital.jpg
Arerran Capital
Food and Med Farming
* Mining: the Mining Rate is reduced to 12.5%
* Food/Med Units: each active Farm produces 1 extra Food and 1 Med Unit. Can recruit humanoids as colonist
* No Monetary Changes A. Odin Class Carrier
A. Interstellar Class Frigate
Image:Nawole Garden.jpg
Nawole Garden
Galactic Bank Funding
Native Farming
* Food: Only 0.125 Food is generated per Farm
* Natives: Native Growth Rate is doubled in this base
* Galactic Bank:Tax Income sent to the Galactic Bank From this Base is doubled (not the money from Government Centers) N. Willow Class Survey Ship
N. Everygreen Science Vessel
Image:Xelovi Hive.jpg
Xelovi Hive
Dense/Abundant Mineral Farming
* Mining: Free ore Smelting; Mining Rate Tripled
* Insectoids: You get a good scan from all planets having 1000+ Insectoids within 300LY.
* Galactic Bank: Only 12.5% (instead of 30%) of the Tax income is sent from this Base to the Galactic Bank (this does not affect the money sent in Government Centers)
* Tax Income: The tax income that stays in the base is increased by 50%
X. 1260 Royal Class Heavy Cruiser
X. 240 Comb Class Escort

[edit] Natives

  • Insectoids
    • In addition to the normal joining chance, each turn 5% of the Insectoids on a planet join a Coalition base. This a great advantage to your economic base. Grab all the Insectoids you can as early as you can and grow them in your Nawole bases.
    • 50K+ Insectoids will add 100 to the mining rate of the base just like the Reptilians do - this is cumulative with the Reptilians bonus (total 300% mining). This only applies to the Coalition.
  • Reptilians
    • Reptilians - 50K+ add 100 to the mining rate of their base (same as usual).

[edit] Strategy

Early Game: You're an expanionist empire, you're forced to go out and inhabit worlds. A defensive posture will restrict you from growth. The more you get the more you want, the more you expand the more dangerous you become to others, eventually someone will attack you, and possibly begin to take your empire slice by slice. So develop your defense strategy along with your growth because until mid-game you will be on the defensive. You start with one world - what tribe will it be? I suggest the Nawole for a couple of reasons; the tech required to build it is the lowest of the three tribal structures, and it will give you that Galactic bank boost you need to up your tech levels. It provides your earliest chance of growing natives, and the tribal hulls it can build will help you develop any new worlds you come across. Remember you're an expanionist empire.

Tribal bases: after establishing your first Nawole world it's important to find and develop the other tribal bases as soon as you can. Once all three tribes have bases begin developing tribal farm worlds. Whenever possible build the N. Everygreen Science Vessel as this ship will develop your empire into the economic force it will become in the mid to late game.

[edit] Tribal Farm Worlds

Your tribal farm worlds should consist of the following formulas (Only a suggested guideline not a requirement)

  • 60% Arerran
  • 30% Nawole
  • 10% or less Xelovi


Begin your farming worlds with roughly 100,000 - 300,000 colonists if you can. Don't be afraid to build up to 10 cities on these worlds if the populations manage to grow that high. If building cities on these farm worlds include the government center, to boost your techs.

  • Arerran farm worlds: I suggest large amounts of Arerran tribal farm worlds, as they produce abundant amounts of food - food that can be used to train high guard on your military training world. Imagine your evergreens soil enhancing planets to 250 soil and then building an Arerran capital to (double food growth) on it. 250*2=500 food units per turn. If you have ten of these farm worlds that's ((250*2)*10)=5000 food units a turn. Imagine how many cities and high guard would come from such a food bonus. Place Reptillian or Insectoid natives on these farm worlds as your mining rate is reduced - the Natives will help pick up the slack. The Med Units produced from these worlds are for free, good thing too since you can't build Med Lab for your organic armor ships. The Med Units will be in high demand at Nawole bases, so be sure you send the majority of them to those bases.
  • Nawole farm worlds : these are the bases that basically double your galactic bank tax income for free. This income will later help you to maintain the Exotic Hull costs of your Aurora Class Flagships. Use Nawole farm worlds to breed natives, and maintain a level of 200k of each type of native on these worlds. If you reach 250k Reptilians or Insectoids, send 50k to an Arerran farm world to increase their handicapped mining rates. Priority should be given to other Nawole farm worlds first because of the growth bonuses provided there.
  • Xelovi farm worlds : these will be fewer, I suggest only building them on planets with 8k+ minerals or on planets with dense mineral concentrations. 50k Reptilians or Insectoids (or both!) would send the mning rates here through the roof. This is the only purpose I can see for these type of farm worlds other than their free smelting. The free smelting of ore seems to be a bit low. I think ships can smelt ore better than a Xelovi hive world. Send all your ore to these worlds to have them smelt those minerals you deem of value, or send the ore to your Binary Class Star Port.
  • Build one Xelovi farm world to be used solely for training your Military forces. Protect this world heavily as it will be your headquarters if you need to mount a rescue of captive citizens. You should build a Government Center here because it increases the training rate of the Training Centers. The tax income that stays in the base is increased by 50% - use this increased revenue to purchase Training Centers and Others May Live Rescue Teams.

Later in the game, if you have expanded well you should be able to build 200 plus cities on your main bases. Your military training world should be overstocked with Troops, High Guard and Others May Live Rescue Team assault units. If your worlds become captured use this base to co-ordinate the rescue efforts.

[edit] Outgoing-Only Jumpgates

A Binary Class Star Port can simulate an Outgoing-only jump gate. The starting Binary can do this for 10k MC (per turn) and 2k Moly (one time cost).

[edit] Other views (Zaabur)

This is my point of view for this race.

The main problem that I see is that you must survive until you get a good economy. Other races have "extra" ways to get cash but with RCS you only have growth and cities. With this in mind you must know that you will have problems to survive is someone attack you early.

[edit] First 20 turns

The problems that you will have in the first 20 turns will be:

  • You must build Nawole on your HW. That is needed for some extra cash.
  • This means that you will never have food production into your HW. In the first 20 turns this will not be a problem, you start with lot of food.
  • You will have lots of problems to build ships on the first 20 turns. You can build only Nawole ships until you get another base.
  • Build one Xelovi base as soon as it's possible. Build one military base port and send some engines from your HW to build some mine laying ships. That ships are REALLY expensive so you will have problems to have more than a pair so use it carefully.
  • Launch some pods to explore. Your pods move at 40 LY that will allow you to explore some near planets, use assault pods that have less sensor profile.
  • I use my three starting ships to build three minor bases at 240-300 LY of my HW, then build one pod launcher and launch ten pods to explore ten planets, that is 15 MC for pod launcher and 250 for the pods.

[edit] After that

  • If you can, build 11 Public Space Ports.
  • You will have problems to build ships for all the game, try to get three words with Nawole, Xelovi and Arerran very near of each other to send resources to the word that you need to build some kind of ships.
  • If you see one planet with good minerals but not "the big rock of minerals", do not build the Xelovi to get them. Xelovi must be build only where there are much, much, much minerals or where you need them to build Xelovi ships (in a border for example). In other cases is better to build some mines and send some natives to help to extract minerals. The Xelovi is useless when you get all the minerals and I think that is better to do not build it, wait some turns, and then build one Arerran to get food.
  • Time works from your side. You will have lot of food production if you use well your Arerran and Everygreen. That means that, with time, you will have more growth than others.
  • You are not a strong war machine, accept it, but you have one strength that you can use. The strength is that you can change your way to fight very easy. That is some or the weapons that you have:
    • A Interstellar Class Frigate is a very good ship, cheap and well armed and with one minesweeper. That is your main war ship and cost not too much minerals.
    • You are using normal ships and the enemy use weapons designed for them, change to Organic Armor ships that are stronger against some type of weapons and that are faster than A Interstellar Class Frigate
    • Ok, you are a ship kind race and the enemy have weapons to fight against that thread, then we change to fighters.
      • Your Poppy are expensive but If you have a good economy, that fighter is the key to make surprise to your enemy.
      • This is a fast, fast, fast fighter that works very good in wings of 10 fighters. Ten wings of ten fighters are very dangerous and one (expensive) wing of 600 Poppy are something to fear.
      • I used this fighter with wings of 10, 200 and 600 with very good results. One massive mini-maxi-wing of 40 wings of 10 fighters are something to REALLY be afraid of.
      • If you move fast with this wings, you will have fuel problems. Look for the Maelstorm notes below.
    • You have one cloaking ship, Maelstorm that could be used for many things. Do not forget this ship, is expensive and your enemy use to forget that you have one cloaking ship type. Uses of that ship are:
      • Surprise attacks: Poor use for the Maelstorm, it can be used for that thigs but in general is a very expensive ship for that.
      • Get info: You can fly into enemy lines and light up sensors for one turn to get info.
      • Fear of them: Anyone can protect all of his bases, that means that looking one clock ship into his empire will means that the enemy will spend lot of resources into minefields and defends for his farming words.
      • Tactical support I : That is the main role of this ship and his real power. This ship is immune to most mines so it can fly to clean them very easy. I always send three or four of this ships when I plan one strong attack. That ships breaks its cloak from time to time sweeping key minefields without the risk of hit them. This role make things more easy to your invasion.
      • Tactical support II: I have spoken about your Poppy wings. You can send some of them to attack your enemy but that wings will run out of fuel after first 190 LY flight. That is the use of the Maelstorm, they fly cloak inside enemy lines and wait in some key positions to refuel your wings. If you use your Maelstorm for these things BEFORE the enemy knows that you are spending some tons of credits into some Maelstorm, you will make him crazy. Why his wings seems to have infinite fuel?
    • I do not like the Lotus Class Pursuit Ship. It's a good ship but is a target for boarding ships and for "Attack Dangerous" settings. With this in mind and in all cases for 190 LY Speed attacks, I prefer a mix of Maelstorm in the front line cleaning mines and Everygreen or better Poppy wings.
    • For main war machine and in long games, I used only:
      • Maelstorm to support the attack sweeping key mines or refueling Poppy wings. Very important to clean the way of the fleet.
      • Poppy to fast attacks and for make enemy crazy. Weapons against ships or weapons against fighters?
      • A Interstellar Class Frigate as main ship force.
      • Some mines for slow the response time of the enemy. I forget the Hive Mind in all combats, the X. 240 Comb Class Escort is too expensive to try to get this bonus and I needed more its mines than that bonus.
      • Some Everygreen for attacks some times but not much of them, I use to do this job with the Poppy wings. Sometimes I move one of them at warp 190 with my Poppy wings for refuel.
      • Some others 1.200 fighter wing into one A Odin Class Carrier but not much times. I prefer to spend my cash into A Interstellar Class Frigate for warp 120 attacks and into Poppy wings for speed 190 attacks

[edit] Diplomacy

Aside from your standard diplomacy tactics, you may find it necessary to choose an ally. The RCS is not so well-rounded that it can stand against alliances by itself. But that's OK, because ideally your best suited as a partner. Some of your better attributes are designed so that you work with other races. You're an excellent partner in just about any alliance. But beware of the privs - the privs can rob your ships of med units needed to maintain your organic armor ships.

Some suggested allies:

[edit] If You're in an Offensive Stance

  • Races with PSI > 35, they can benefit from your hive mind ships in joint combat ventures.
  • Races with Hyperdrives such as EE, Rebels and UEA can benefit from your ability to shut down Grav devices such as Gravity Well Generators, Gravitonic Mines etc.

You will rarely need a race to help you on the offense. You will usually only need help in clearing minefields and getting additional med units (for your Lotus) and maybe additional money. And maybe help against the boarding races like Birds, Privs and the like, as your Lotus Class Pursuit ships are vulnerable to it.

[edit] If You're in a Defensive Stance

  • Races with multiple mine laying capabilities such as Crystals. You can't lay any minefields other than Laser Minefields.

The Crystals are - along with the Centaurs - one of the best race choices for an ally.

[edit] Enemies

  • Privs stealing meds from your Lotus
  • Crystals with their many minefields and their webs. But then you will have a good scan on nearly all of their ships, as most of their ships have a Gravitonic Mine Dropper.
  • Robots and their Gun Zeros can target every ship you own and do moderate damage. You have no ships lighter than 100 mass. Plus you're competing for the Insectoid native population. But your biggest problem against the Robots is that you cannot clear their nova barb mines any way other than sweeping them.
  • Stormers, Birds and Privateers boarding your Lotus Class Pursuit Ships.

[edit] See also

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