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In the off-world colonies
... IMT is here
Interstellar Master Traders
Turn
1
HQ
Screen
Increase
techs.
Note: in
one game, with 2 million starting population, I decided to take a risk
and concentrate purely on Planet Tech to get a Metals Exchange as
quickly as possible. As a result I got planet tech 6 on turn 7, a
Metals Exchange on turn 8 and a sudden boost of 33,000mc on turn 9.
However, my hull tech was still just tech 2 at that stage and I would
have been easy meat if a hyperjump-race had decided to attack at that
point!
Choose a suitable ID.
Taxes should be set to Ultra Conservative to maximise happiness
of colonists (and, later, Natives if you get any).
Base
Build a Government Centre.
Build as many factories as possible (use supplies off the ships)
Set factory output to max (10,000)
You can't build terraformers, but some games' starting scripts may
give you some on your homeworl.d. If so, don't
bother turning them on. They burn
supplies until the temperature is optimised, and IMT doesn't care
about climate.
Use your Air Attack Base
to
form your starting fighters into free flying Wings at
your
homeworld. Split the Bismuth Zepplins into three Wings with no DDD's or
SSS's in them. Build three Wings of 10 SSS's: these will be docked
with Sheffields in a couple of turns.
Build a couple of Midshipmens' Gigs, with the good starting
engines. These will stake claims on nearby planets, and scout.
Build 3 more Midshipmens' Gigs with rubbish engines (speed 15). These
will be expendable border guards.
Don't bother with the Ordnance Plant - it's cheaper to make Ord with
the Metro's Mobile Ord Plant when you get hull tech 4. You need your
supplies for factory
building right now.
Set Base Attack Mode to Peaceful to maximise growth.
Ships
Transport almost all food down to the base (leave 20 on each ship for
colonies). You can't build farms -
this food is all you've got until you can acquire more.
Send out the starting ships
to find nearby native-rich worlds for a quick cash boost with
Londons.
They should have a few (ie 30) supplies, 200-300mc and a full load of
colonists. This is OK for building pod launchers. You don't need farms
(or mines on most worlds), so no need to heavily settle worlds except
ones with
contraband. Use the Gotham and London to colonise nearby worlds. You
might choose to keep the Gig's Gravitonic Accelerator off so as
not to advertise your presence
whilst
you are weak (though test games show that it isn't too visible until
other players get nearer, around turn 5).
Put a HG on board
the
London (and maybe the Veeps Gig to stop people Spying its hull plan).
From all ships, beam down most supplies to build
as many factories as you can. This is to get as
many cities going as
possible, as quickly as possible, for cash.
Turn on "Repair ship" switches.
Turn on scanners.
Set Attack switches to Attack Enemy Ships, Sandcasters Fire on
Ships and Fighters. Don't set Ram for these starting ships, they'e too
light to benefit.
London:
Turn the Grav Well Generator
ON
from turn 1 and leave it on.
Transfer 200kT fuel onto the ship.
Set the attack switches / commands as you see fit. In some games,
starting ships start with attack Off!
Send this ship out to form bases, etc.
Turn on the Reticulan Med Lab
so when it
stumbles across natives, they begin turning into cash, supplies and
food immediately. Ideally, it will find a native-rich world where the Reticulan Med Lab can
start turning local natives
into cash before the Rebels or Privateers find them and steal them with
Native Dustoffs. A London above
a populous native world allows
you
to build a government centre there and pump cash directly into your
central account. This lets you get planet tech to 6 quickly for
the
Metals Exchange, after which the natives are just a minor cash
source(!), although you must ship the food created by the Med Lab
home.
This London should be
armed with a
sandcaster
and turbolasers for a fighter-killer and homeworld defense ship. Set it
to Attack Soft, Standoff Range 999, First Wave, random attack vector,
"sandcasters
fire only at fighters". It is also armed with phasors to kill incoming
assault pods.
You must decide whether this ship is best used getting lots of start up
cash by exploiting nearby natives, or defending your homeworld (The
Evil Empire could attack as early as turn 8, for example).
Gotham:
Nothing special here. Use it to check
out a nearby star or two, scoop up metals and take them home to be sold
later. You may want this ship back at your home base later, to
tow Sheffields.
Midshipman's
Gig:
Use this ship as a scout and to form advance bases. If it finds
natives, send the London to use its Reticulan Med Lab on
them. And accumulating Chups will be useful later.
Unless you
are in a small
galaxy, you can use the Gravitonic
Accelerator on turn 1: it is unlikely that anyone will be near enough
to see your enhanced sensor image. If you are in a small galaxy, keep
the Grav Accelerator switched off.
Turn "Attack Ground" OFF on your
Veeps Gigs. Otherwise you will start border disputes unintentionally
when you stumble into other players' bases! Veeps Gigs aren't hard
enough to kill enemy bases, so there's no point..
Miscellaneous:
Send messages to other players - begin building relationships. You will
need to trade for minelayers, food etc later.
Turn
2
Base
Use the factory output to build 5-10 cities each turn
until you have one per 100,000 population. Don't worry about stunting
population growth - food and happiness have a much larger effect.
Government Centre: transfer cash to Central Account.
Turn on your Training Centres.
The Wings of Bismuths
should
be set to Auto Intercept Enemy Ships at speed 100, with attack setting
"Quick Strike". Then if any passing Privateers or Borg probes
get knocked out of hyperspace by the London, and are visible, hopefully
they will be destroyed by the Wing the same turn. Ships coming out of
hyperspace
have practically no chance of scanning anything the same turn, so your
core area's secrets will remain safe. But to prevent them chasing
things seen a long way away, and
zooming
away from your HW and stranding themselves in deep space, reduce their auto-intercept
range to 30.
Build ships.
Midshipmens'
Gigs:
Scout for natives. Set up bases - grab territory to negotiate with, set
up peripheral bases. Use the Grav Accs if necessary.
The slow Gigs whould radiate out to your borders. These are simply
watching for trouble.
Turn
3
Sheffields:
Turn on their Devices to mine your homeworld <--- dangerous , process ore,
and increase
its HD Stress. This will generate free metals in the planet's core.
Don't overdo this on your homeworld, because planets with HD Stress
>1000 can disintegrate. But you'll only be doing it for one turn
while it waits for its "tow" to be built.
Turns
8+
Turn 8: some unpleasant beastliness begins round now as races with good
starting ships (like, say, Robots- see Race-Specific
Notes below) begin
raiding. Compared to other races, IMT starts with very
poor combat abilities except homeworld-created Wings. You need to
invest your superior cash in weapon and hull and engine techs to
counter their superior combat abilities.
You should be approaching Planet Tech 6 and perhaps Hull Tech 6.
Begin towing pods of Chups towards
other players' areas, or simply flinging them with pod launchers. Build
Londons and send them off to harvest food (natives) with their
Reticulan
Light Beams.
Turn
10
Spying will be possible next turn, so set your Spy commands to sabotage
alien bases etc.
Your homeworld is probably up to maximum happiness (300) now.
Long
term
Rather than grab vast areas of
territory,
it is easier to move to an area, strip the minerals, harvest the
population,
turn the planets into asteroid fields to deny resources to others, and
move on. Remember that you can reposition shipyards to permit easier
attacks
on a new front. You are like the Borg - a mobile plague which burns out
an area and moves on. You have no need to expand
over a huge area all at once; it is easier to maintain / defend half a
dozen good, big worlds and drag them en masse to a new area rich
in natural resources awaiting efficient garnering and selling.You can
relocate
to where the minerals are found more easily than most. Use the food you
Harvest to grow new Chups, and scatter pods of them
throughout
a region you are leaving. Exploding the pods leaves the area infested
with
ravenous chups, so even the Privateer rock hoppers will be unable to
set
up major bases in your wake.
| Proud
to be Loud - how
noisy are IMT
ships? The lower tech noisy ships tend to be towed, so with their own speed Zero, they'r not very visible at all until Devices are turned on. The low tech colonisation ships (Gigs, Gotham, Metro, London) aren't much noisier than most races' ships and won't show up much more than anyone else's on enemy scanners. But if it moves under its own power the Sheffield Mining Platform will glow warmly on their screens, and all the larger IMT ships... well, they are probably visible from the other side of the galaxy. There is one thing to watch. If you check the Planets Help files re: warp signatures and scanners, you'll see that a Gravitonic Accelerator triples a ship's warp signature, and makes the ship sensor-blind. So although you can use the Midshipman's Gig's grav acc, you may choose not to for the first few turns. And obviously it makes the ship useless as a scout while switched on. You can reduce ships' warp signatures further by keeping long range / medium / short range scanners off, and relying just on passive / planetary scanners to pick up info on planets you arive at. Speed also contributes to warp signature; if you don't need to go at full speed, don't. Using transporters is noisy. Hide scouts in a planetary orbit, this makes them very difficult to detect. |
| A note on
scanning The Gigs are your scouts and have scanners several times better than any other IMT ship. Because your vision is generally poor, you need to use every trick you can to maximise their effectiveness. Other players will have much better military intelligence than you, even about things happening very near to you. A range of 500 doesn't mean you can see everything within 500 ly. Andreas Benne explained to me why I could not see enemy bases when I flew to within 100 ly of them: Say your scout is 200 (scanner=200) ly away from the base and is closing to a range of 100 ly with speed 100. Your ships transmits 40 scanning pulses per turn. The first few scanning pulses are transmitted from very far away (almost 200 ly) and so, they have a low chance of seeing something a long way away. Only the last few scanning pulses have much chance of seeing the base. It is not unsusual that you do NOT scan the base in this case. That is how the system works. If you stay at a range of 100 ly (= half scanner range) for a whole turn, you will probably identify the enemy base. And indeed, his advice seems to be true in practice. minime-hammer has done research on scanning and found that engine power output affects scanning ability. 100% power on the engines gives 100% scanner ability. With power levels set at zero your scanner ability drops to about 49% of its full power ability. In test games, we also found that enemy ships (not cloakers) would appear unxpectedly on our borders. The online Help files point out that System damage makes sensors unlikely to work. The tachyon scanner will make things (including the Veeps Gig) very visible if they are within 100 ly of the Veeps Gig at the start of movement. The gravitonic accelerator makes the ship sensor blind while it is on, so only use it on scouts, at most, every other turn. In summary, you scan better at low speeds, with grav acc switched off, with tachyon scanner on if you dare; and the Exotic Techs which boost scanning range are very, very useful for IMT. |
First get the metals: Use the Sheffield Mining Platforms' HD Stress Amps [or Great Pyramids in the late game] to increase planets' HD stress. Planets generate a small amount of metals every turn, naturally. The quantity varies with HD Stress and increases exponentially above 100 [one hundred], so run it up to near 850. Above 1000, planets tend to disintegrate into asteroid belts, destroying bases. HD Stress fluctuates a bit anyway, which is why you only run it up to 850 - it gives you some reaction time in case of imminent disintegration.
| Tips
from the Newsgroup
on obtaining infinite minerals In order to generate lots of minerals, a high stress AND delta stress are required. The stress can be a high negative value too (?), because the new-mineral-creation formula uses the square of the stress: R = ((STRESS / 100 ) * (STRESS / 100)) * 10 New Minerals (Neutronium, Dur, etc) = R * (a factor between 0.5 and 1.5) IMT is not alone in this mineral-creation ability; for example, even before IMT was released, it was known that with a relatively small resource investment of 20 cheap ships with a scalar wave damper, the Peeps can be cranking out shedloads of metals in 15 turns. Even a Centaur player reported having "infinite metals" during a newsgroup discussion on "rule abuse in VGAP4". Getting all the minerals out of the ground before the planet blows up is another matter, though. |
A base's
population
will
perish if a planet breaks up under them.
Once planets have disintegrated from
hyperdimensional stress, the resulting rich asteroid field can still be
mined. After being mined out, it can be reassembled into a somewhat
unstable planet (with new
minerals!) using the Protomatter Cannon on the Great Pyramid, though it
will
be many turns before you can afford Superweapon Tech 5. A planet can be
cycled
many times through the asteroid / planet / asteroid cycle, generating
metals
each time through the wonders of HD Stress Physics.
To galaxy
comes new threat
Planets, Chupanoids, are our weapons
Only fools require muscle.
See also: tactical tips on the ship, fighter
and
mech pages on this website. But in general:
Unlike most races, you can go for a swarming strategy AND a few heavy ships.
Do not forget your
Ramming Bonus, which helps the Sheffield, Great Western, VOF and GP
against smaller ships.
Have your entire fleet arrive as one pack with one
identical
attack vector in the same wave.
One time the larger ships become really important is when there are lots of minefields. Minefield defences are hell on small ships and free Wings, which are vulnerable even when towed.
Most IMT Megacorp ships are designed primarily as big cheap
freighters. They can carry lots of armour
and some very large weapons, but in combat, they all have flaws and are
not outstanding in quality. So concentrate on quantity,
with a few big ships and planets thrown in to keep your enemies worried.
And don't forget your Ramming bonus!
Tim sent me a Host code fragment
to illustrate how Ramming works. This
explains why a Gotham can't harm a ship with 3,000 point shields and
lots of armour by Ramming: Damage first has to get through
shields, then armour, and gets reduced at each stage (though it can
also wear down the shields and armour). Finally a little damage gets
through to the hull, engines, and other systems.
Here are some key lines of
Host code;
If ship is set to Ram
And comes within X km of enemy
Then <do Ram damage>
But where X = 20 for most races, it is 100 km for race 818, IMT.
In other words IMT ships are more LIKELY to Ram but get no BONUS.
Damage
to
ship
being rammed:
vP = m2_cob(cid).hullmass *
m2_cob(cid).speed
vDam = vP * ( 100 /
(m2_cob(tid).hullmass + 50) ) ...ie, proportional to
ratio of rammer's hull mass / victim's hull mass
'//
Damage to the ship doing the ramming //
vDam = vP * ( 100 /
(m2_cob(cid).hullmass + 50) ) ...ie, a straight 2 * "max
hull speed" if the rammer's hull mass is >>50, and worse for the
rammer if they are a light craft.
Veeps
Ashran Gildowan and Drew Sullivan did some work on Ramming and found a
flaw in the code (Host 193). It seems there's a threshold max hull
speed below which ships won't ram, probably related to these two lines
of code:
v = 6 - mass / 100
v = v + Hull.MaxSpeed / 40
We suspect the beakpoint is 21.
Miscellaneous
tips
If the Spindizzy ever works, people will pay to have planets moved. And
not just to tow resources
nearer
to their homeworld. What would you pay IMT to tow your homeworld to
safety
as an enemy fleet approached? It is like having a Ground Chunnel
device.
But only IMT can use the spindizzy, so you have a monopoly...
If a planet's HD Stress has reached
950, it may be
too late to turn off a Sheffield's scalar wave amp and laser mining
drill. In one test game, I switched off these devices because HD
stress was 950, but the planet still blew up next turn with a reported
HD Stress of 1031. I believe the devices must be switched off by Host
AFTER they have worked, ie the host order-of-events is the opposite of
what you
expect.
Laser mining drills can
mine asteroid belts, so don't worry too much if you blow up planets.
You can't build farms. But an ally can build them for you, then "GBA"
the base to you. If you've got terraformers there to lock the climate
onto 50 degrees, the farms will produce food.
Interesting fact from Tim: Will it be possible to have multiple planets in a solar system? This would avoid the need for the keep-your-4LY-distance rule for planets.
[Paraphrasing:] If there are multiple planets in a solar system, things get a lot more difficult to micromanage for the player. It adds a layer of complexity. Which planet are you transferring stuff to? Etc. Tim will not be implementing multiple planets in a solar system.This page copyright (c) IMT 2435. The views
expressed on this page do not necessarily reflect those of the company.
Unauthorised reproduction or use of this page or sections thereof may
result
in planetary dismantlement. In reading this agreement you are agreeing
that you are a wholly owned chattel of IMT and may be sold, bartered,
exploited
and disposed of at a whim. Your bank account details will be placed in
escrow with our scrupulously honest accounts division and your
first-born
signed over as surety. Transgressors will be devoured by Chupanoids.
Race Number: 818
Race Version: 101
Political Correctness: 1
Page last updated: 31st Dec '05
Author: Paul Honigmann