IMT - New Employees' Handbook     Strictly company confidential

Strengths and weaknesses | General strategy | Ships, fighters, etc | Infinite metals and how to sell them | Dealing with Other RacesCombat (fighting as) | Combat (fighting against) | Spindizzies | Miscellaneous | Chupanoid management | Rumours | Minor details (separate page)

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.

  An IMT player's major survival problem is acquiring food as they cannot farm. If you can't trade for it, or for Agro Dome ships, you need to aggressively acquire natives or prisoners to harvest. Less than 100 food on a planet tends to lead to falling happiness and, if troops are present, eventual Chup mutinies.

There is a quirk about IMT government centres you need to know about: their bases' Command Codes need to be set to the recipient's player number. For example, if you are player 3, you normally want your bases to have a command code of 003.

This guide was last updated in Jan 2007 (Host 212). The ScriptZ0r and VediVici utilities work with IMT.


Racial weaknesses in the racepack

Racial strengths coded into Host

  • No farms. You start with 1000 food; it is assumed that you will trade for it thereafter. There is a high tech hull with an Agro Dome which supplies a little food, but it costs 15,000mc. Sometimes it is necessary to "realise the assets" of "uninhabited" planets, such as food. IMT has a broad definition of food. The London's Reticulan Harvester or the Sloanes' Protein Scoops can convert natives and prisoners to food...
  • No Public Space Ports (or the natives would escape!)
  • Low tech ships are poor value for money in fights
  • No minelayers  in the ship list, so vulnerable to cloakers. 
  • No hyperdrive hulls. 
  • No cloaking hulls.
    • Note: IMT can Trade or Spy normally for these hulls.
  • Poor scanning ranges, and some very noisy ships which can be spotted a long way off.
  • Low training rates (approximately Fed level)
  • Quite slow ships, except one tech 1 scout and one tech 10 hull. Mobility is a key factor in winning the game.
  • Troops have a chance of mutinying if a base's happiness drops below 40. Some revert to Chups, Crime goes up, food gets eaten.
  • Can tow planets with the Spindizzy (a device on a tech 10 hull)
  • Multi-tow, the ability to tow entire fleets rapidly with a single Great Pyramid, at low fuel cost
  • Pots of cash from the Metals Exchange
  • Where other races would "gather" natives, IMT "harvests" food, with Sloane Rangers (a mech) and the London's Ret Med Lab.The RML can generate food and supplies and up to 900mc / turn.
  • Can settle and mine asteroid belts. For game purposes an asteroid belt is like a planet. You simply build a base with structures as normal. (Such bases are immune to ground assaults by normal races - only Privateers, Solarians and other IMT's can build bases to ground assault them from. So personnel on asteroid bases are probably safe from capture.)
  • Can breed in space like CoM. You need food on the ship. Rate is 2.5% per turn. Probably higher if you can trade / capture a Sagittarius, though Host 210 release notes imply it only happens on IMT ships. This is just for racial colour. You will get a better breeding rate in a base.
  • The only IMT defense against cloakers is a tachyon scanner - but this device is on a cheap tech 4 hull. Very tradeable.
  • Unlike most races, they have some low tech semi Swarmng hulls, and also some decent heavy hitter ships at the top end. Not the hardest ships around, but reasonably good. This gives an IMT admiral quite a spread of possible strategies.
  • Resistant to Boarding Lasers [like Crystals]. As a space faring race, IMT staff are immune to boarding lasers as they always walk round in spacesuits in case of hull breaches due to low cost managed risk maintainence. This helps a lot against Privateers.
  • An increased chance to Ram during combat - this is actually a handicap for low mass ships. This, and the addition of Inertia in a recent Host, helps make the VOF incredibly strong in combat - so much so that we stripped "all its weapons" off it. (It retains 2 PD and an optional antimatter maul, or 'inoffensive metals recovery tool' according to IMT propaganda)
  • Chupanoid mercenaries:  (This is why IMT have a very poor Troop rating - to compensate.) Chups join IMT bases rapidly, transforming into troops.
  • Ground unit "Driller Killer" mines and smelts ore
  • Mines and smelters have no effect on IMT happiness. Business is booming!
  • The "Bank of IMT" can transfer cash to other players' central accounts
  • Kick-ass graphics, eat your entrails out.

General strategy

Visualisation aidIMT is not suitable for playing in universes where hull plan trading is disabled, because you absolutely have to acquire some kind of minelaying technology to survive, and low tech agro-dome hulls are pretty useful too.

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.


Corporate Assets


Midshipman's Gig
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.
  • Combat: whilst it is useless against ships, it is an excellent anti fighter weapons platform due to its high attack bonus. Accompany fleets with MG's armed with a holo decoy, turbolaser, positron cannon, pulsed laser. You'll lose some, but they will destroy a greater value of enemy fighters. The Grav Acc makes this a very rapid response unit, groups of these are useful for intercepting fast enemy Wings in your space.
  • Scout. Note that it is essentially blind with the grav accelertor turned on, though; (example: could not see a ship with warp sig of 5733 at point blank) so if scouting, use the grav acc on alternate turns.
  • Your other ships can't see squat at point blank. That's why fleets and minesweeping Gothams need MG's or VG's with them.
Sheffield
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.

T
hey 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.
Gotham
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.
Metro
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.
Veeps Gig
Tachyon Emitter
Veep's Gig: improved Midshipman's Gig, tech 4.
  • Includes pod bay
  • Tachyon Scanner (but no Grav Acc, so significantly slower than Midshipman's Gig)
  • Economic warfare: (drive-by smuggling): dock Gold Pods of contraband and drive to within 120LY of large enemy bases, sell them to that base. The cash ends up in the pod, but the enemy base gets the crime and converts colonists to useless "rogues". High levels of crime will eventually lead to the base self-destructing. This form of attack was toned down because it was "too powerful" and you can no longer sell 1000kT of contraband to a base right away; you have to do lots of little sales and grow the number of rogue colonists slowly, like any drug baron growing his market. It used to be that selling just 1kT generates as much crime as 1000kT, but that loophole may have been patched by now. You can sell multiple types of contra to increase crime further. You get morest cash by selling the enemy the types they prefer. Set the pods to "sell contra to enemy" and "transfer to ship". Crime continues to rise for many turns thereafter. Useful side effect: although there is a chance the enemy will kill your Gig, selling contraband they like in this risky manner generates more cash than you would get if you simply sold it on one of your own bases.
  • Economic warfare: cheap enough to be a disposable Chup Pod Delivery Platform.
London
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.]
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]
This is very cost effective in money and minerals.

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.
Great Western
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.
VOF
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.)
Great Pyramid
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.
Sloane
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.
Bushwacker
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.
Driller Killer
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
DDD

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.

Usefulness versus ships: nil.
SSS
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.
BZ
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
Metals Exchange
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.
Chup Trooper-ette
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
Spindizzy
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
  • To tow planets: set the planet as the Great Pyramid's Tow target (the Client says there's an error but will do it. If you target the base, the target will shift to the planet.)
  • A Spindizzy can tow a planet, with the base upon it, and an unlimited number of ships, wings and pods at the same starting point. The star moves too - it tows the entire solar system. The range of the effect is 2LY.
  • A spindizzy uses 500kT of fuel per turn, unless there are no targets. This is in addition to the Great Pyramid's normal fuel use. If this seems a lot, consider how else you would move an entire fleet at speed 180.
  • Although the Great Pyramid's grav acc will reduce fuel use as normal, when the Spindizzy is active the grav acc does not double the GP's speed up to 360, its max is 180.
Tow contests
  • The spindizzy stops working if the Great Pyramid has >=20% system damage.
  • It does not tow ships or wings using the command code NSD. NSD code means that the captains are aware of the possibility and will keep out of range. Bases and pods have no choice but to be towed. Many people, including the race designers, don't think there should be an opt-out for the Spindizzy. It should be a double edged sword.
  • A spindizzy can overpower any ship regardless of engine type / number. It ignores normal tow rules of engines and mass.
  • If two spindizzy ships have a contest, for example if one IMT player wishes to disrupt a megafleet towed by another, the outcome is contested by assigning each ship a tow rating of 20000 + (ship experience * RND + 10) for each object in the towed swarm. Does this mean if two swarms cross paths, a different mix can result?
  • Two Spindizzy ships competing for the ability to tow something will compete using a random value between 0 to 10 + the ship experience.
  • A Spindizzy ship cannot affect another ship with the Spindizzy enabled.
  • Spindizzy will break all other active tows if those tows are under the effect of the Spindizzy.
  • If the result of a Spindizzy contest results in 1 of the Spindizzy ships not having any targets then it will shut down the Spindizzy effect to save fuel.
Miscellaneous
  • Like normal towing, ships towed by a Spindizzy are sensor-blind but, on the plus side, immune to mine hits. The Great Pyramid doing the towing is not immune.
  • Towing a base with your fleet allows you to build and tow specialised "attack bases" of your own, or other players' with area-effect structures...
  • Spindizzy effects cut out if a towed planet gets within 5LY of another planet
  • When under the effects of a Spindizzy, pods and wings cannot undock from a ship. They will just continue to be swept along with the Spindizzy effect. (Though if the fleet encounters a hostile target en route, they will undock and attack normally.)
  • A pod/wing cannot dock with a ship/base unless it is under the effect of the same Spindizzy ship effect.
  • A jumppoint cannot be generated from within a Spindizzy effect.
  • A planet will not move with the Spindizzy effect if the Spindizzy ship is jumppoint jumped or warp chunneled.
  • Ships/wings under the Spindizzy effect will not auto-intercept.
  • The Spindizzy was introduced in Host 211. If any of the above is unclear, see that Host's release notes.
What Spindizzies cannot do
  • Will not move buoys, minefields, jump gates, or worm holes. (Ie apart from planets and stars, it does not move normally immovable objects.)
  • Does not sweep out a volume of space as it moves along. It only tows things which were at the same position at the start of the turn.
  • Will not take a planet through a jumpgate or wormhole with the Spindizzy ship.
  • RCS Gravity Rift disables Spindizzy
  • Cannot tow ships with gravitional stabilizers (Solorian Ragnarok, Solorian Solar Collection Array, Binary Class starport.)
  • Cannot tow a planet that is already within 5 ly of another planet.
  • Not usable by non IMT players, even if they steal the ship. (In code terms, it's a race-specific wildcard, bit 25.)

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.
Alchemy again: use alchemy ships to convert cheap Dur and Trit to valuable Moly.
The Zero Gravity Brothel on the Vegetarian Orbital Fort is a useful ancillary source of income (and a bit of crime). In game terms, it works exactly like a Show Lounge.
See the London description for details on the Reticulan Med Lab .
See the Sloane Ranger mech for details on the Protein Scoop.

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. 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.

'Banking establishments are more dangerous than standing armies'  -- Thomas Jefferson

Combat

See also: tactical tips on the ship, fighter and mech pages on the Klingon Kommand website. But in general: Role playing IMT Megacorp 

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.

Miscellaneous tips

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

Fighting against IMT

"Base-less" rumours

Further reading

More details on how to play IMT can be found here. They were split off into a separate document to make this one more readable - if you are the type of person who likes to know the background and microdetails of a race, host code, etc, it may appeal.

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!

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: January '07
Author: Paul Honigmann