IMT - Experienced Employees' Handbook     Advanced training. Minor notes.

 How noisy is noisy? | Infinite metals and how to sell them | Spindizzies | Miscellaneous | Chupanoid management | Rumours

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Interstellar Master Traders

This page is ancillary to the basic IMT Player's Guide. This page is less polished, but contains useful notes on how the Host Code works. It's formed from bits which didn't make it into the other page.

Turn by turn how-to-play guide


advertisementTurn 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 4+
Tow Sheffields to  nearby worlds, and  send resultant minerals home by pod launcher or Gotham.
Privateers and other parasites start showing up to see what all the noise is about and to pick off low hanging fruit. Hopefully your Bismuth wings will intercept them when they hit the London's Gravity Well.

Start stripping anything you can off nearby worlds with your fast Gothams and Veeps Gigs. Cart minerals, natives, anything home.


Turn 6:
The slow Midshipmens' Gig border scouts are still radiating outwards with speed 15 (30) starting engines. Time to turn their tachyon scanners on.
Check the London has a couple of hundred fuel on board! It keeps running out.
Keep negotiating with neighbours. You need food, minelayers. They will want access to your  metals-for-cash powers. Don't trade Sheffields to Crystals.

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.

Turns 15+
Serious defense / offence forces needed. Serious money and metals are starting to accumulate. The first GP is in sight. 15,000 mc and nearly 6000 kt of metals. This should signal the race taking off in overdrive.

Start detonating pods of Chups on your borders with other players. This will infect their worlds with Chups who will not only eat all the food, but help you with ground assaults when you're ready.
You will probably notice that even with a tiny little empire, you'lve got three times the minerals of any other player except Lizards..

You  will begin destroying planets with HD Stress from the Sheffields. This is not a problem!  You can still mine them with Laser Mining Drills, and this policy makes your area of space worthless to most potential invaders. In fact I deliberately disintegrated some planets on one border to leave a Scorched Earth zone between me and a couple of dangerous players. It does, however, limit the amount of minerals you can get: whereas high-HD-Stress planets produce lots, asteroid belts don't create new minerals.

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.

Selling metals

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.

Combat

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!

The IMT 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.

Further simulations with Host 193 showed:
VCR shows "internal explosions" when Rams occur, but no damage occurs!
The Offworld Col Ship rams well at speed 50, but in one iteration of the IMT racepack the VOF (whose speed was reduced from 50 to 20) no longer rammed. Furthermore:
Atoll Starport - Speed 36 - Mass 800  -  SUCCESS!
Sheffield Mineral Processor - Speed 20 - Mass 550  -  FAILURE!
Super Star Cruiser - Speed 20 - Mass 540  -  SUCCESS!
There don't seem to be any other ships with hull speeds between 20 and 40 to narrow it down further.

Following these discoveries, the IMT VOF and Sheffield had their hull max speeds increased until they were effective at Ramming again. So effective, that we removed the VOF's conventional weaponry!

There are some situations where it is definitely best not to ram.  If your target has considerably more mass than you, and especially if he has a a low Parts damage rating, the damage you do to yourself in ramming won't be worth it.  Try running Ram! tests against an Annihilation, for instance.
Ramming is a good way to reduce enemy shields to allow certain weapons to work.

In this box: some bits which are irrelevant until Spindizzies and Chup Toops are implemented

Planets as weapons
In late game, fighters become important. The only way you can field large Wings is by refuelling every turn at ships or Towed planets. Or...

Tow a planet into combat, complete with:

  • Maxed out AA guns (up to 500 per base);
  • 200 ion cannons (200 will damage most big ships  - their effectiveness increases dramatically above 100);
  • Plenty of Ord for the above;
  • Let's say 20,000 fighters (not Wings)
  • Base Shield
  • Undercities
  • Ground Assault defences (laser cannon, Chups etc)
  • A Metal Exchange to recycle any scrap metal you salvage along the way, to build more fighters etc. 

Incidentally, this is a lot less tricky to micromanage than 40 indepedent Wings.

The 4 LY Spindizzy range has interesting side effects in combat with another base, because this may allow the planetary bases to fight other planetary bases. Consider the following scenario: IMT fleet, including towed Base on planet, moves up to 4LY away from enemy base. Both bases let rip at enemy ships with ion cannon, defencive fighters etc. What does this look like in the VCR? Answer: simulations with "micro-universes" show: there are two consecutive VCR events. In the first, all ships fight, and one of the bases. In the second, all surviving ships fight, and the other base joins in. You don't get both bases fighting in the same VCR. Obviously it can make a huge difference which base is involved in the first fight. If it is a powerful base (500 ion cannon, swarms of fighters) and it is absent from the first fight, your forces could be divided and killed in 2 small battles instead of victorious in one big one. In a particularly realistic reflection of real battles, this particular factor appears to be random, so learn to laugh about it and don't depend on your towed bases always winning the day for you.

Ground combat simply say - wild Chups fight temporarily on IMT's side as Troops - this para needs rewriting:
you have unusually low training rates, but the problem is usually too many Chup mercenaries joining as troops and running amok. The other thing worth noting is the special ability of the Sloane 24x24 Ranger mech. Its Protein Scoop will grab 1000 enemy colonists or natives per turn of combat. These are rendered down into one kT of Food at the end of the turn. Note that if not beamed up immediately, this will feed the Chup goons and the base's population will increase.

The Spindizzy device and moving planets

Only IMT can use Spindizzies. (Wandering planets are a rare and wondrous thing.)

The Spindizzy device can be thought of as a moving gravity well which moves with the spindizzy ship. As it moves along, anything at the same x,y co-ords falls along with it. This simulates "multi-tow" or the fact that a planet could have other ships in orbit, etc. Thus a single Spindizzy ship can tow an entire fleet and planet. Fuel cost is simply what is needed to move the Great Pyramid.

The Spindizzy ship pulls co-located vessels and planets. This includes neutral and enemy ships, planets, defensive assault pod clouds round planets etc.

Using the analogy / mechanism of Towing, gets round lots of potential paradoxes like "what happens if irresistable force of the Spindizzy tries to tow the immovable object of a Solarian thingummy?" Answer: the Solarian Thingummy, Star, wormhole etc is NOT movable. Wings cannot be Towed.

Spindizzies stop working when planet is within 4 LY of another spindizzy, or a star. Reason: in densely packed star regions, like say planets within 3LY of each other (transporter range), pods and stuff often land on the wrong planet. Also, it avoids the issue of smashing planets into each other, which would be an unstoppable weapon. So we say the gravitational fields interact with the spindizzy field and it conks out, needs resetting next turn.

Mobile planets and minefields: mobile planets are massive enough that they, and the bases on them, are not affected by mine hits. However, the ship doing the towing is vulnerable, and so are normal ships being towed, and Web minefields will bring an IMT fleet to a stop.

Unresolved questions:

Can one "tow" an asteroid belt?
What happens if two Spindizzy ships try to tow each other?
What is the fuel use of a Spindizzy towing a planet?

Fun with Spindizzies:

Tow planets into defensive forrmations. For example, tow your HW to an isolated area... Tow 4 other planets and park them each 4LY away north, south, east and west. You now have a little cross formation. Put a defencive fleet over your homeworld, and it automatically covers the other 4 bases too, because they are within the 5LY combat range. However they are not within the 3LY range which confuses transfers.

Reposition planets so you have strings of bases allowing free wings to refuel at convenient points.

Group planets to allow easier coverage with minefields.

Offer to move other races' major worlds to positions of more advantage. Obviously this offer is open to both sides in a war as IMT is a neutral not-for-profit apolitical organisation interested ony in a peaceful, stable and thriving galactic economy. This is known as war profiteering and has a long and honourable tradition amongst all major industrialised nations. Any enterprises which cause more economic mayhem to other races, destroys more ships, and generates a demand for metals is worthwhile. And they'll pay you for the privilege.

Agree a border like "IMT owns all planets south of y = 2000". Then drag lots of planets into your zone.

 If you have an allied Robot player you could tow a planet with a Gun Zero and Insect Nests into a target area. In fact... you don't need to be allied to them... hmm...

Tow high contraband planets to awkward spots mid way between rivals to incite fights.

Chupanoid (Tribble) ecology

Chups in a base eat contra and food. IMT is not affected as much as other races though, because Chups rapidly convert to Troops.
Tricky to get out of bases
Chups eat other natives when very unhappy.
You can grow more Chups by reducing the happiness of a base with Chups but no troops until they riot.  (If there are troops present, they'll simply convert to more troops.)  Once they riot they rapidly mushroom in number if there is plenty of food. They will probably eat colonists and other natives on the base too.
Sloane Rangers' Protein Scoops don't work on Chups.
Wild Chups on a planet are not recruited as troops. Only Chups in bases are. But one troop or HG can attract up to 9 Chups each. It takes amazingly little time to recruit all the Chups on a planet. As soon as some enter the base, others pour in until they are all Recruited.
The Chups must be happy ( >70 ) to be Recruited.
Colonists can't recruit Chups - only troops and HG
Messages about recruitment can be seen in base logs

>>Chupanoids have escaped from a native pod!

>>Well, why would they escap from a native pod when I made
>>them REAL happy (Happiness >23o !) ???
 
Try podding them in smaller numbers. 100 to 200 thousand in a pod. Only one
pod to start. Next turn pod another 200,000. Once the number of chupes gets
below 100,000 in a base they should all be podded off. If you keep
unsucessfully podding the chupes, they will get extremely angry, eating all
food and contra. The base will be totally worthless except for a mining colony.

Host 195:  Natives are destroyed when you disintegrate a planet. Side effect: this is another way to get rid of Chups.

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.

You don't have a fuel drill so need normal mines to get fuel. But you have ridiculous amounts of metls from high-stress planets / asteroid belts, so don't worry too much about normal mines. You can always use the VOF's DTMS-N converter to get fuel in a pinch.

I have heard that you can get better starting exp/skill for new build ships, if you have lots of Training Centres on the base. Note that this does not work for Quick Built ships.
If you have both attack switches set, Ram beats Standoff.
You can't build a Metals Exchange and give it to another race (with "GBA"). (Tested in Host 193).
I noticed a CoM player on the newsgroup saying, "why build cities - 100,000 colonists only generate 100mc? CoM players get 200mc from those colonists in a ship."

So I tried putting 100,000 colonists in ships to see what happens.

100,000 Fed colonists in a ship give 187 mc / turn! (But no population growth.)

100,00 IMT colonists only give 147mc / turn, but also seem to grow in population b 1.5% / turn, and if there is sufficient food available on the ship (say 70kT), they train colonists --> crew and crew --> troops. I suppose that is a side effect of some CoM code which Tim enabled for IMT. In one turn I got 3000 crew and 507 troops. No HG alas.

When you reassemble asteroid belts into planets with a Protomatter Cannon, they have poor minerals at first, but high H Stress- so they generate new minerals rapidly. They have a soil rating of about 600! Ideal for sharing with a farming ally.

Further reading

Cities in Flight , by James Blish
; Spindizzies ...

Many thanks to the IMT Beta Playtesters - apart from the creators Pete Chambers, Olly Harlow and Paul Honigmann, also Tom Schönknecht, Ashran Gildowan, Beezle, Andrew Hirst , and many folk who commented and acted as tough foes against us in test games!

Beta IMT racepacks have been tested and tuned in the following Drewhead games: Troubadour; Ambitious Empires; Civil / Military Options; Up Front III.



I played in a game with Tom Schoenkt, also IMT, who made more cash than me. I asked his advice.
"I built at least one Sheffield per turn. Sometimes more. Without any equipment.  Problem is to build Gothams to tow them. What I did in the beginning is kind of Sheffield-ferry-system from my HW to Mao: Each turn a couple of Gothams flew from Mao to HW and towed Sheffield to Mao. Of course you have to have a nearby, metal rich planet to do so."
I guess Planet Tech is more important than Hull. Next time I will go for Metal Exchange first, then for London. In the beginning you can get your food from the palnets araound your HW."



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