Interstellar
Master Traders'
Megacorp is not
a
subtle "race". It is a motley collection of cynical asset strippers
with an aggressive, dubious set of business practices. Interested only
in Profit, they leave a trail of gutted, useless rubble in their wake.
Their
short term "scour and move on" profit stategies benefit IMT Megacorp,
but spell long term ruin for
everyone
else.
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Racial weaknesses in the racepack |
Racial strengths coded into Host |
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Your growth rate is a healthy 113. In 20 turns your population can grow from 5 million to 150 million. Population may be further boosted by Chups becoming Troops. How are you going to feed them? If you let them starve, troops will begin to mutiny as their happiness drops below 40. You could trade for food... ...or
you
could use the Reticulan Med Lab and Protein Scoops to
convert any
available protein sources to food. For this to work
you
must proactively seek out worlds with lots of natives and prisoners to
capture. IMT's
combat strategy has always been "weak and wasteful". Throw lots of
troops into high risk attempts to capture prisoners / natives for
processing into food. The troops are essentially free (ex Chups). IMT
is
weak in the early stages of a game. In mid game, it flourishes because
of the cash boost from the Metals Exchange. But in late game, IMT can
fall behind fast breeder races because the amount of "free cash"
generated by a Metals Exchange is dwarfed by the revenue from a few
planets with 50 million population (and such planets need no
infrastructure to create money - they just sit in one place, farm and
breed, where an IMT player is shipping minerals around desperately
trying to keep up). IMT has a potentially high growth rate / income
too, but it
is limited by food. To compete in the late game, you must get
food sources like
farms built by allies / agro dome ships producing food as early as possible.
Population grows by compound interest and will eventually become your
major source of income. Due
to a
lack of
cloakers and hyperships, but having immediate access to fast scouts
(tech 1 Midshimans
Gigs), IMT is refreshingly straightforward to play. No need to build
farms etc. Just get out there, hoover up
natives and stuff, and
generally wreck the environment while other races are micromanaging
theirs to preserve their farms, bases etc. You don't care if planets
disintegrate - you can rebuild bases on asteroids! You need a bit of territory simply because you need Natives to eat. But you don't need much territory to get lots of minerals, i.e. cash. Apart
from
a small
well developed core, make small bases over a wide area with your fast
Gigs to stake a claim to a sacrificial buffer zone, and stop enemies
grabbing Contraband and
Natives
from your neighbourhood before you do. (See Host 160 and
194
release notes on Dustoff Pods.) Don't bother wasting resources on
developing these outer bases at first - they are undefendable. These
outer bases can be useful bargaining counters later, though. Neighbours
are
usually very happy to have peaceful relations with you, perhaps
co-settling planets, once you point out how much money they can make
sending THEIR metals to YOUR Exchanges on their borders. For a slight
commission, of course. In fact it is not unusual for IMT players to be
supporting both sides in a war and profiting from both. However, be
careful of prisoner-taking races like EE, etc. You are weak for the
first few turns, a tempting target. Concentrate
on
podding minerals home from the
colonies,
and building up tech levels. Once you have Planet Tech 6 (Metals
Exchange)
and Hull Tech 6 (London class cruiser, some measure of protection
against
hyper-races) you are probably firmly established. Use the fast and
expendable Veeps' Gigs to cart pods to/from your periphery. Be very
careful not to let base happiness drop below 40. New bases should be
set up with 100 food and med units as a precaution. If happiness is
plumetting, consider moving troops off-planet to avoid riot effects.
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![]() Grav Acc |
Midshipman's Gig: expendable
scout. A tech 1, cut down version of the tech 4 Veep's Gig, it lacks a pod or tachyon scanner., but has a Gravitonic Accelerator.
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![]() HD Stress Amp Laser Mining Drill Ore Processor Rust-effect paint job |
Sheffield mining
platform: Looks weak, but try
simulating it
with a level 1500 shield in
"Ram" mode. I have used 4 Sheffields and a GP to destroy a blockaded enemy homeworld with HD Stress Amplifiers, as I couldn't afford a superweapon. This increased HD Stress by about 300-400 points/ turn. Sheffields will give you all the minerals you need - except fuel, which is one reason you still need to build mines on colony worlds. If the Sheffields have ramped up the HD Stress of those worlds, there will be up to 10,000kT per planet (or asteroid belt) of all minerals. Beware though - laser mining drills are great for stripping planets quickly, but are wasteful. You get more minerals with conventional mines. They increase HD Stress so quickly they can only hang around a planet for about 8 turns. You can move fleets of Sheffields around to deliberately disintegrate as many planets as possible - creating a "scorched earth belt" of planets useless to most other players. This reduces incentives to invade your zone. Tom Schoenkte developed a technique where he built at least 1 Sheffield every turn. His economy shot ahead of everyone else's. He used the cash to buy Protomatter Cannon tech, and began a cycle of disintegrating / reforming planets to create massive amounts of metals and thus cash. Don't let Sheffields fall into Crystal hands. |
![]() Mine Sweeper Array |
Gotham: a single Gotham is dead
meat in most
encounters, but in swarms,
it is meant to be a very cost-effective
anti-fighter PD platform. This has yet to be
proven
8) One
drawback
is that its low ordnance capacity rules out many interesting large
weapons. However, as enemies generally expect to be facing weapons,
docking assault pods of crew to the ship and setting them to Board
Enemy Ships is an effective trap: enemies send weak ships against the
Gothams expecting little resistance, and are captured. Its mass is too low to be a good minesweeper: it tends to be almost destroyed by one exploding Nova minefield, then it has to spend some time repairing itself before it continues. Mine damage is slightly random, and I have seen a Gotham receiving 120% Life Support damage from a Nova (all the crew died) although the three Gothams next to it took less than 50% and were OK. It is a good idea to always dock a Resupply Pod with 500-1000 Repair Units and 500+ Ordnance docked to your Gothams, otherwise they tend to accumulate so much damage and lose so much ord on extended trips, for example when minesweeping, that they become effectively useless. Fortunately they have three bays so there are always some spare. Here's a decent loadout for a fighting Gotham: Tylium Thrusters (expensive, but they provide the energy required for the weapons, and they're very tough); 2 Disruptor Cannon; 6 Pulsed Lasers; a Turbolaser, 2 Autoblasters and a Holo Decoy. A group of 10 of these (cost: 17,500mc) is a flexible minesweeping tool which will tend to capture any mid tech ship thrown at it. |
![]() Mobile Ord Factory Mobile Repair Plant |
Metro:
With its large attack bonus, and 18 small weapons backed
by Exotic tech to take down shields, it is a very, very effective swarmer. Note
that Small
Weapons
bounce off shields 25% of the time. Despite this, and a 1% soft spot
and poor
armour / shields, and lack of large weapons, it is deceptively tough
due to the very low damage modifiers of 10-20% (the lowest of any hull
in the game). And there's always a chance (never lower than 1%) that
small weapons will hit their target, no matter what its evasive bonus
is, so numbers of weapons do count. And it's cheap! This is your main carrier. Always include some fighters in large fleets to incease your options, and force enemies to dilute their attacks. Greg Misick, a very experienced player, suggests the following fighter mix for the docked Wing: "A mixed wing, 8/1/1 - set to quick strike. Such a Wing should sit off at missile range and fire missiles until its ord runs out, then move in for beam strikes - you could go 9/0/1, but I think that the mid range beams are going to help - in fact 7/2/1 is probably better but costs more. - gives you an average beam range of 54 versus 20 and is only a little more costly and boosts up yoru armor 1.5 points each to somehting over 7 - 7.7 so 8 by the magic of rounding. So, Ideally the wing will sit off out of range of stuff for 300-350 tics and then then dive in. " One decent weapon combination for Metros is: 18 Streak Missiles plus 1 Holo Decoy plus 4 Turbolasers. Cheap and effective. If you are really short of cash, use microsandcasters instead of turbolasers. |
![]() Tachyon Emitter |
Veep's Gig: improved
Midshipman's Gig,
tech 4.
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![]() Grav Well Generator Reticulan Med Lab * Siren HAARP Bullistic Battle Computer *Unique, despite it being a standard Tim device! |
London: A
decent warship, and lots of useful Devices. The Bullistic Battle Computer is a "Device", or more accurately a property of the hull, hard-coded into Host. It is always on. It improves the accuracy of 500mm guns and Antimatter Guns by +100%. There's only one other hull with a BBC (the EE Super Star Cruiser), which is so expensive that it would be stupid to fit such low tech weapons to it. But the London is a relatively cheap swarmer, and cheap effective low tech weapons are just what it needs. NB: these two weapons get bonuses versus bases. The Reticulan Med Lab will generate up to about 900mc / turn and lots of food if you have an empty cargo hold and are over a planet with lots of natives who are not yet in bases. You can use several Londons in parallel to convert several batches of natives in one turn - which is an excellent way to prevent, say, Insects from falling into Robot hands. Remember to empty the cargo hold each turn to maximise room for native-conversion. It also generates hundreds of food, which can be taken home or used to quick-start new colonies. Example: 400,000 natives will yield about 35,000mc of cash, but it will take 1 London about 40 turns to get it. All types of natives except Chups can be converted. The Grav Well Generator uses 10kT fuel / turn. And the ship has a high Warp Drag factor. So Londons often run of fuel while travelling. Always keep at least 300kT of fuel on these things. Nevertheless, it is a jolly good idea to protect your homeworld from unwelcome hyper-visitors with the grav well generator. The Siren HAARP works after movement. It will top up the London's crew from enemy ships within 20LY, it will top up to 20% of the London's crew of 1300 (ie it can steal 260 crew from enemy ships). Keep the London's crew levels above 50% (to avoid affectig combat performance). A "sentry" London on your borders could knock an enemy ship out of hyprspace and suck 260 crew out with its Siren HAARP. This would leave Rebel Falcons, EE Migs / RU25's / H Rosses, Borg B200's, Privateer BR4 / BR5's and other small ships crewless. Solorians are immune to this Device. I don't know if the Siren HAARP can affect multiple ships in one turn. The London works best in multi-ship battles, where more maneuverable enemy ships cannot maintain standoff range. At close range the Bullistic Battle Computer becomes useful, because unless you can get close the Antimatter Gun is pretty useless. This leads to... The Ashran Cruiser Swarm tactic [Ashran won the 2007 P4 League so pay attention!] - A cruiser swarm is a perfect compromise between fleets of a few large battle ships and masses of crappy ships. There are very few ships that can work as a cruiser swarm. You need cheap, solid medium size ships with lots of LW mounts, attack and defense bonuses and useful devices. The London is perfect in this role, 'cause it is very, very dangerous with its Bullistic computer, which is not to mention that with this loadout it is lethal to ground bases: 4
Anti-Matter Guns, 2 Sandcasters [if you can afford the first
two Large Weapon anti-shield Exotics, use 5 AMG's + 1 SC. This lets you
take out heavily armoured or shielded opponents
while still focusing on one weapon type to ensure simultaneous fire,
which is trickier for PD to defend against and ensuring all shots hit
the same target in crowded melees.]
This is very cost effective
in money
and minerals.2 Positrons, 5 Meson Guns, 3 Xenon Beams [Pulsed Lasers look cost effective, but this combination of small weapons simply works much better] 3 Micro Sand Casters, 2 Turbo Lasers [Personally I suspect this would be better as 2 TL's, 2 MSC's and 1 Holo Decoy - HD's are useful multipurpose PD's - Paul H] See race-specific notes below for other weapon combinations. Versus big ships: This cruiser swarm configuration is exceptionally effective at consistently capturing large enemy ships such as Cubes on a mc-for-mc basis. Against small swarming ships: Tip: don't use Ram here. That way you capture more and suffer fewer losses. London Cruiser Swarms are very cost effective in equal-cost fleets. Against fleets of similar medium tech ships: Expect losses, but on a mc-for-mc basis, the London Cruiser Swarm wins, usually capturing some enemy ships. Ashran tested PTTs on Londons, and it is very effective. However, it starts to get more expensive than ideal in a swarm-type ship, and lacks some of the advantages of the AMGs, like the ability to capture ships and decimate ground bases. The London is even a decent resource match for Ill Winds with 9 PTTs and an SC, one of the most destructive bang-for-the-buck ships in the game! The Ill Winds win more often, but never without losses, and about 1/3 of the time the Londons pulled a victory. The main thing going for the Londons seems to be their overall sturdiness, because the Ill Winds run out of ammo before destroying them all. From there it's really the luck of movement to see whether the Londons can concentrate enough fire before the Pulsed Lasers on the Ill Winds take them apart. In one-on-one battles with similar tech ships from other races: the London generally loses, but the best weapon choices for those ships generally make them significantly more expensive than the London. You can often fine-tune the London's weapon loadout and attack settings to improve its chances in these battles - don't depend on AMG's in one-on-one battles. Further experience showed that the Antimatter Gun loadout wasn't always the best combination - it depends on the race. See notes on fighting CoM and Crystals below. |
![]() Mobile Repair Plant |
Great
Western: the primary IMT heavy ship o' the line. The GW does best at destroying mid tech level ships (up to tech 8). It can take a lot of punishment and is good at Ramming these lower mass ships. Most people equip it with Photon Torps. It's slightly better with PPC's, but due to its 120 attack bonus it is effective with either. By end game, with attack exotic techs, these weapons become yet more effective. It isn't usually cost-effective to equip it with higher tech weapons. The hull is cheap, but the cost of one of these is greatly increased by the large number of engines etc. The GW can be towed by a Gotham to save money on the GW's engines. The GW has sufficient power to tow a VOF. Recent Host changes (Host 193) have been generous to the GW - its PD weapons have been improved because it has high mass. |
![]() Ore Processor DTMS-N Fuel Converter Mobile Ord Factory Mobile Repair Plant Agro Dome Zero-gee brothel * * (ie, Show Lounge) |
VOF:
The bulldozer of space. The largest, least armed ship around - yet one
of the most dangerous. Yes, it's a converted asteroid; and it
has
so much armour it can take 2
superlaser hits. But no
weapons. (The
IMT board is keen to point out that the Antimatter Maul is merely a
metals recovery tool.) It doesn't need weapons. When Host changed to add inertia, and reduced knockback of large weapons, it became more dificult for small enemy ships to dance away, and the VOF is a berserk monster when set to Ram! With a mass ratio of 181 fold over a Lizard Serpent, we have seen it run over and destroy 10 such ships in 40 ticks. Ramming is still effective against enemy tech 10 hulls, because nothing is as massive / armoured as this monster. Its Achilles heel is fighters. Tip: don't build these with armour. They can generate free Repair Units from Duranium, and then use these to Repair Armour (a switch in the Damage screen) in about 4 turns. Devices include the moneyspinning Zero-Gee Brothel (Show Lounge) which churns out 1000mc/turn if parked over a high population world; an agro dome, which is your only food supply; and money-saving Mobile Ord Factory / Mobile Repair Unit Thingy. The Ashran Industrial Scale Recycling Process: This end-game tactic was developed by the visionary, ruthless Veep Ashran Gildowan. Four Great Pyramids tow four VOF's to a battle. All eight ships are set to Ram + 2nd Wave. Each ship is set to a diferent attack vector (1-8). If the enemy delays his ships, you are guaranteed to have a massive ramming monster crushing his entire fleet on tick 300. If he doesn't delay them, they'll be in the center of the map when you show up as a closing circle of ramming death with no escape. By spreading the Veggies around the circle, each of the Anti-Matter Mauls should find a unique target as his fleet spreads a little. ( Given the cost of the Mauls and their tech, you could drop that from the strategic equation without losing much.) (Version 2 for the official IMT release would be one Great Pyramid multi-towing 7 Veggies.) |
![]() Particle Fountain, Ore Processor Scalar Wave Amp, Scalar Wave Damper, DTMS-N converter, Grav Well Generator, Grav Acc, Spindizzy |
Great
Pyramid:
Protect these valuable super-tugs. Although it is also a
super-powerful Rammer, losing it will likely strand whatever it was
towing in hostile territory. The most interesting device on this ship is the Spindizzy, allowing planets and fleets to be towed. The GP is fast, speed 360 with the grav acc going, and it can tow a planet (base) and entire fleet to project IMT's military force rapidly and effectively. (Although it can't use Spindizzy and grav acc simultaneously - max speed with Spindizzy is 180.) It is very poorly armed with conventional weaponry, but can mount a protomater cannon if you can throw money away on superweapon tech 5. Tip: don't build these with armour. They can use free Repair Units from the VOF, to Replenish Armour (a switch in the Damage screen) in about 2 turns. Rebuilding planets with the PMC is expensive. (Superweapon tech 5). Effect: Restored planet have about 600-650 soil - possibly interesting for allies. There will be minimal metals in the new planet, but its high stress will generate more - until it explodes again. Costs for restoring planet: 1000 ord. Tom Schoen mentions: When flying your Pyramid over an asteroid with a base (40k MC, loads of cols, rep, ord and a valuable alien hull plan), never leave that Proto-Matter Cannon on. Never. |
| Mechs IMT's mechs and ground combat stats are deliberately poor, because IMT has plenty of Chup mercenaries. |
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Sloane
24x24
Ranger: A.k.a. "The Meat Grinder", this monster armoured
truck
is a weak mech; but it has one amazing power. The Protein Scoop will
grind up: and convert them to Food. 20 "bodies" (natives or prisoners) make 1kT of food - about 5 times the yield of a Ret Med Lab, but unlike RML's, no supplies or mc are created. The Protein Scoop will convert up to 500-1000 bodies per mech per turn (this capacity is decided randomly each turn). It chews up a random number of one type of native, etc first... then if it has not yet reached its maximum capacity for the turn, it grinds up some of the next type... and so on. If it still has not reached full capacity (500-1000 bodies per mech) after one cycle, it stops. This spreads out the casualties between different native / prisoner types. Each turn it grinds up a type of native in a base, the happiness of those natives at that base drops by 0-50 points. I have seen drops of 30 points in one turn when there is just one or two types of native in a base, though it's usually just 5 or 10. It has no effect on enemy happiness when you grind up prisoners of that race. Although I have seen a 50 point happiness drop on a homeworld when 1/20th of their population was held prisoner, this was due to the normal POW code, there's no boost from harvesting them. Note: A hunting lobby within IMT considers it more "sporting" to chase wild natives, outside the base, rather than tame ones herded into a pen inside the base. Ie you get to roar around native streets and farms at 40 km/hr in a tank, demolishing buildings like James Bond, scooping up hapless stragglers. |
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Bushwacker
Fighting Vehicle: main use: capturing prisoners. This is the best mech to use when you want to capture prisoners. It is weak against troops, so it kills few personnel in the early ground assault phases. All mechs are worth "500" during the Capture phase of ground combat, so it is as good as any at capturing the remnants. |
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Driller
Killer:
this well armoured converted mining machine is good against troops and
moderately OK against other
mechs. It is a good unit for defending your own bases against ground assault, when you are more interested in maximising damage to enemy forces than capturing them. It can give, and take more damage than your other mechs in combat. It can mine and smelt 30kT of ore per turn. Drop a podful of these on a planet and strip it like a swarm of locusts! |
| Fighters |
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Type 1 Fighter - Dirac Delta Drone (kamikaze anti-fighter fighter): A classically wasteful IMT design, throwing masses of cheap rubbish at enemy Wings until they are crushed by the sheer power of economic muscle. In sufficient numbers, this is a fairly
cost effective
anti-fighter fighter. If you spend about 1.3 times the cost of an enemy
Wing, it will win when set to "anti fighter". It will take large
losses, but these can be reduced by increasing the ratio beyond 1.3 Like other races' Type 1 fighters, it still dies in droves. But it packs a real punch in its beams. It can kill a 40-armour-point Lizard fighter with one shot. The catch is that its weapons have no range to speak of (30 - typical fighter weapon range is 80). It needs to get right up to an enemy fighter or ship to fire, well within range of all ship-mounted point defences. So the Dirac is useful against certain types of enemy which your other fighters / ships can't kill, but expect heavy losses. Combat quickness of 150 allows them to dash in quickly to fire before they die. Note that it is useless for ground defence (all relevant stats are zero). Wing size should be "bigger
than the
enemy Wings". Don't use lots of little DDD Wings against a large swarm
of cheap enemy fighters; sheer numbers of beams in a Wing count as they
fly past each other. These fighters are basically
dead meat
against specialised anti fighter ships like the Loki. |
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Type 2
Fighter -
Saturday Stovepipe Special (anti-fighter fighter): These are useless versus cheap trash (they are just overwhelmed by sheer numbers) but quite cost-effective versus the better fighter types. These fighters will die against anti-fighter ships, whatever their attack settings. Probably because beams are much less effecive than missiles vs ships. (They have no missiles.) In the early game, go for swarms of DDD's as an anti-fighter defence. Later, when you are constrained more by the capacity of your carriers than the number of fighters you can build, quality will count and switch to SSS's or mixed wings for anti-fighter work. Usefulness vs ships: low. |
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Type 3
Fighter -
Bismuth Zepplin (heavy wallowing slugger): Slow
for a
fighter (combat quickness just 30), it is rock hard against heavily
armoured enemy fighters and it is very effective agaist ships too, but
being slow, it is vulnerable to swarms of cheap enemy fighters and may
need protection with Diracs. No beam, but its missile
firepower
is
fantastic, especially as the generator is powerful enough to fire it
continuously, and the 250mc cost reflects that. These fighters should
be set to stand off and kill things from max range. It has the best travel range (100) and is used to auto-intercept and guard an area. Missiles are ten times as likely to get through a base's shields as beams, so use this fighter rather than the DDD or SSS when attacking bases. Theoretically the best anti-ship fighter, but due to its low combat speed, it is useless versus ships with a high attack bonus - no VCR occurs if they are set to 2nd wave, it never catches them! The BZ is best used with a setting of "Quick Strike and Run". |
| Unique Selling Points | |
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Metals
Exchange Converts metals to cash. This is the core of your economy. 1kT Dur --> 2mc (the commonest metal) 1kT Trit --> 3mc 1kT Moly --> 4mc (this price structure used to be 4-3-2mc, it was reversed in host 212) Like most IMT designs, there is a hideous flaw with the Metals Exchange, actually this wasn't intended by the race designers but in hindsight it fits the race concept rather well... due to some hurried programming by Tim, you cannot switch it off. It is capitalism gone mad. It will convert ALL metal in your base (but not allies' bases on the same planet) to cash for the rest of the game. For this reason, you must not build it on your homeworld, but a nearby colony. |
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Chupanoid
Mercenaries Chups in bases where there are already troops or HG, join IMT as troops. Recruitment rate is faster if there are more troops present. Each troop or HG recruits up to 9 Chups per turn. This unsettles colonists, whose happiness drops slightly. The number of Chup recruits thus rises exponentially each turn, but Host 211 implemented a limit of 5,000 new troops per turn this way. Flip side... Chupanoid Mutinies If a base's happiness drops below 40, and there are unconverted Chups in the base, there is a chance the troops will mutiny. This means troops convert back to Chups, eat food, and crime rises up to a potential ceiling of 199. On the positive side, the colony breathes a sigh of relief that the rebels are gone, and its happiness actually rises slightly if >100 mutineers defect. The Chups in the base, numbers now swelled by AWOL troops, get happier too after their looting spree. Note that a base with less than 100 food will lose happiness quickly. Happiness rises with >100 food; government centres; various exotic Devices. This is a management challenge for franchise holders and an attack opportunity for enemies. Things are either very good or terrible. A space based attack can trigger a Mutiny and soften up bases for Ground Assault. Be careful out there. Further info on Chups: see here |
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Spindizzy The general idea is that a Great Pyramid can turn on its Spindizzy and tow anything normally towable, plus planets (ie solar systems), and fleets ("multi-tow"). You can combine this method of movement with other rapid-movement techniques such as chunneling, jump-point generators, wormholes or jumpgates, but planets won't travel by such methods. The rest of the rules define boundary conditions such as getting too close to other planets. Spindizzies do not sweep out a volume of space: if you don't start at the same point as the spindizzy at the start of a turn, you won't get dragged along with it. Key rules
|
What
Spindizzies cannot do
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Early
game tips
You start with a London, Gotham and Midshipman's Gig.
If
you are surrounded by close, angry neighbours it is likely better to
get Hull Tech 6 first, for Londons. Usually though, you should race for
Planet Tech 6 as quickly as possible, to get a Metals Exchange. You can
pick up food from the surface of nearby planets
for the first few turns - so getting Londons' Ret Med Labs as a food
source is not so urgent. The income from a Metals Exchange will dwarf
the income
from Ret Med Labs. Incidentally, you can usually beam up thousands of
kT of free metals from the surfaces of nearby planets, with Gothams.
Set your home base's command code to your player number (i.e. if you
are player 6, set it to 006) - see Bank
of IMT
below
Do not build a Metals Exchange on your
homeworld as it converts all
metals.
Taxes should be set
to Ultra Conservative to
maximise happiness
of colonists (and, later, Natives if you get any).
Turn
the
London's Grav Well Generator
and Siren HAARP ON
from turn 1 and leave them on. Note that the GWG eats some fuel though.
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.
Create bases wherever your ships pass, to prevent Rebels or Privateers
stealing Natives or Contraband with Dustoffs. A London above
a populous native world allows
you
to build a government centre there and pump cash directly into your
central account.
The starting London is
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).
Send
messages to other players - begin building relationships. You will
need to trade for minelayers, food etc later. Don't trade Sheffields to
Crystals.
IMT is short of firepower in
the
initial
turns, which is why tough neighbours like the Lizards are
dangerous. But by dragging everything back to the core as
quickly
as possible, and using tachyon scanners to illuminate cloaked menaces,
you can make the best use of what defenses you have.
Tom Schoen, whose economy was very impressive, gave me this tip:
build a Sheffield every turn. It doesn't need engines - just tow it
with a Gotham. Your economy grows exponentially.
The voodoo economy - something from nothing
Alchemy: Normally, it costs 1mc to make 1 supply with a factory. This can be converted via an alchemy ship to 1/4 of a kT of metal. Since 1kT of Moly can be sold for 4mc, there is normally no possibility of a profit. However, if you have 10,000 Bovinoids on a base, the cost of supplies is halved... also, some things (like the London's Reticulan Med Lab, the Food to Supply converter, or the Enforcers' Redistribution Centre) create supplies as a byproduct. Sounds great doesn't it? Of course, first you need to invest 920kT of metals in a Merlin alchemy ship, or 450kT in a Coalition Everygreen etc.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. Note that you will get 2x more metals out of a planet by using mines (planetary structures) than if you use a laser mining drill, but it takes longer.
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.
The
Bank of
IMT - your basic bribery tool
IMT government centres don't act like other races'. They send
money to the central account of race X, where X is the last two digits
of the base's command code. For example, if you are player 14, you
normally want your bases' command codes set to 014.
See also: tactical tips on the
ship, fighter
and
mech pages on the Klingon
Kommand
website. But in general:
Unlike most races, you can go for a swarming strategy AND a few heavy ships, ideally with some Wings and a towed base thrown in to make things complicated for the enemy.
Do not forget your
Ramming
Bonus, which helps the
Sheffield, Great Western, VOF and GP
against smaller ships. Curiously, using Ramming and Standoff Range are
not mutually exclusive, so perhaps you can get the 40% attack bonus
without having to scratch your paintwork? (Sounds neat, but in fleet
actions you're bound to get within 125 units of an enemy at some point,
and thus would be liable to ram even with Standoff set.)
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 thrown in to keep your enemies worried. And don't forget your Ramming bonus!
IMT's unique military power is the Spindizzy, which will multi-tow an entire fleet, plus a planet, for low fuel cost. Like all towed ships, the towed fleet is immune to minehits. You do not need to own the planet / base to tow it, consider abducting a Privateer happy farm or Robot insect nest into an awkward area. And of course claim that they paid you to tow it there.
IMT's "Spy" rating is very high. Most races' Spy
rating is
around
5%. You are unusually good at gathering information and sabotage.
IMT itself is relatively
immune to Spy attacks. Remember Spying works much better if the
attacker's
mana level is high.
If you disintegrate a planet, the natives die. (Host 195)
Border zone natives are
liable
to being poached by your neighbours' Public Space Ports, so if you
can't have them, stop anyone else getting them using Londons (Ret Med
Labs) and Sloanes.
Use the food to breed more hordes of Chups. Even Borg can't assimilate
Chups. Since you can create new Chups very easily by feeding them, you
could perhaps create a galactic Tribble-like plague of these
indestructible
locusts, severely hampering the high-growth races by devouring their
food stocks.
You don't have a fuel drill so need normal mines to get fuel. But you
have ridiculous amounts of metals 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.
The
dangers of Laser Mining Drills
Karnak Prime points out:
I'm not sure it is immediately obvious to everyone (certainly not from
the help files) that devices like the laser mining drill and particle
fountain perform mining functions at a rather expensive cost - namely
the loss of 50% of the available ore. Whereas with
conventional
mining 87.5% of the ore can be converted into metals (75% from the
mines, then another 12.5% from the smelters.) At least it was not
obvious to me, until Grandadmiral THRAWN kindly pointed it out to
me. When playing the Lizards, for example, I never
even turn on the Particle Fountains on the Saurians, because I don't
want to waste 37.5% of my ore.
Karnak
is quite right, and there is another reason not to use them.
I have found that creating asteroid belts is good fun and all, but the
asteroid belts themselves are unstable. They occasionally reform into
planets, which destroys the base. Tim has tweaked Host so you
get a warning message when asteroids reform into planets... keep
an eye out for these, and watch HD Stress closely on such planets. You
may only have 1 turn to evacuate it before it disintegrates again - and
destroys the base.
Risk
/ Opportunity assessments of other races
This page copyright (c) IMT 2435. The views
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Unauthorised reproduction or use of this page or sections thereof may
result
in planetary dismantlement. In reading this agreement you are agreeing
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signed over as surety. Transgressors will be devoured by Chupanoids.
Race Number: 818
Race Version: 101
Political Correctness: 1
Page last updated: January '07
Author: Paul Honigmann