The Lizards Guide to The Echo Cluster

Updated May 15th, 1997

To continue the current trend of writing race specific guides, I'm going to tell you how to play the Lizards. Comments are welcome at kimball@sci.fi

1. General Hints and Strategies

Build as many ships as possible each turn, even if you can barely build a Serpent or Eros. Wouldn't you rather build a crappy ship with tech 1 everything than let another race build a tech 10 carrier, especially after the ship limit has been reached? Once you get your economy going, the Serpents and Eros's will become very valuable hissing ships. You may also recycle and colonize them for PBPs.

Don't underestimate the Madonnzila Class Carrier. Some people say that it's "not a real carrier". Hmmpph. A T-rex-Madonnzila-T-rex combo WILL destroy any carrier in the game. If the Engine Shield Bonus is at least 50%, the third T-rex won't be needed in most cases. It depends on the carrier you're fighting. The cost of the fighters for the Madonnzila shouldn't be a problem either, thanks to the Lizards hissing ability. If you play your cards right, you should have plenty of planets near your homeworld with natives that produce 2000-6000 mc every turn.

Build lots of starbases. Since your ships are relatively weak, you're going to have to spice up your defense with strong bases. Even a large fleet won't survive against a cluster of maxxed out starbases and T-rexes.

Minefields. Well, duh... Before laying a huge minefield, lay lots of overlapping minefields. Then lay a huge one.

Don't play in games where the default settings have been changed to your disadvantage(100% mining rate, no hissing, rob cloaked ships is on etc.)

Keep your colonists and natives happy. So start hissing!!! Unfortunately, it doesn't always help. I had a planet with 5 million colonists and 15 million Insectoid Representives which was being hissed by about 11 ships. The tax rate for the colonists was 0 and for the natives it was only 5 points past red. Then suddenly, 2.5 million colonists died and the natives happy points dropped to 69 from 89. Could it be a bug? Here's one possible answer:

The happiness change of hissing happens BEFORE taxation: so in my case starting happiness =89
hissing: 11 ships X 5 =55
total 144 happiness
Max allowed 100 so real happiness 100 Taxation: X% tax gives -31 happiness new happiness 69:

In other words, I must keep my natives happiness at least as many points below 100 as I have ships hissing.
J.P. v. Bolhuis

If you _KNOW_ your T-rexes and Madonnzilas won't stand a chance against your enemies ships, then fill those LCC's with colonists and use your 30:1 ground attack advantage to its full potential to put your enemy on the defensive. Always use your ground attack if nothing else.

Start your offensives with ground attacks. A good first attack would be you taking about 10 enemy planets in one turn.

Ally with a carrier race. Imagine a very close Lizard-Empire alliance... The Lizards mining advantage will help the Empire churn out Gorbies the same speed you build T-rexes. Any Lizard-owned tech 10 carrier is a ship other races fear.

Keep Lokis at important starbases to fend off the cowardly Privateers, Birdmen and Fascists.

Strengthen starbases by supporting them with T-rexes. This way if a carrier attacks, your T-rex will eliminate its shields so your base can destroy it with ease. Don't always count on two T-rexes destroying a Nova. In one of my games, a Nova took out two of them and was 97% damaged.


Allies

The Feds

The best "torpedo" race ally. The Feds will probably want to ally with you because the only way they can defend themselves from your ground attack is minefields, which aren't very effective against your LCCs. With 3 more fighter bays, the Madonnzila in hands of the Feds is just as strong(maybe even stronger) as an Instrumentality. They are an ideal ally for _you_ because they are the only race that is immune to the Loki's Tachyon Device and they have more powerful ships.

The Romulans

The Romulans don't have much to offer. The Resolute is a nice ship for ground attack, mainly because it doesn't consume fuel while cloaking.

The Fascists

The Fascists are fine allies. The Saber and D19 are the only ships you should want from them. Unfortunately, pillaging kills the population, but it doesn't destroy defence posts.

The Privateers

I find that the Privateers and Lizards together are almost unstoppable. The Privateers take out the Borg(the Gorns worst enemy), the Gorn don't attack the Privateers(as the Gorn are the Pirates worst enemy) and together they make short work of any other races. The Gorn can use LCC's to take out Fed Loki's, and the pirates can rob them dry. The Pirates can capture, and the gorn can clone. The pirates capture enemy ships, and the gorn capture enemy planets. Keep in mind that the Gorn have Loki's, cloakers, and all their ships can beat the privateer equivelant in a fight.(Biomenaced@aol.com)

The Borg

This alliance would be VERY beneficial for both of you. Your ground attack is basically useless against their populated planets, and your ships don't stand a chance against theirs, at least after the beginning of the game. A Lizard Cube is something to fear. The Borgs would also benefit from the alliance; they don't have any decent medium sized warships.

The Crystals

Other than web mines and the Emerald, the Crystals aren't very good allies. They would love a LCC for laying unexpected web mines. The Crystals have one other advantage: They have the onyx, this ship is the only ship other than the Fed bohemian that can heat planets. To make it stop heating, simply add one Eros per Onyx and it will automaticaly stop at 50 degrees.
Secondly they can also use the T-Rex, it is much cheaper than their Diamond Flame.
Thirdly they cannot clone, you can. Clone for them (they pay of course) and keep a copy yourself (you pay of course) if you come across an interesting ship.
Be careful about giving away a LCC to soon in the game. Alliances may shift, as my Lizard neighbour noticed, when 2 LCC's full of torps and 3 MBR appeared behind his front line planets.
So only give away LCCs when you two have a definite plan. Rather give away a T-rex then a LCC when trading for an Onyx. Tubeless cloakers are also fairly useful. The crystals will want such ships for information gathering. Say a tubeless Saurian with heavy disruptors or something.

The Evil Empire

-nothing yet-

The Robots

-nothing yet-

The Rebels

Of course any ship the Rebels gains value in the hands of the Lizards and if it is good in general for the Rebels, it is good in the same capacity for the Lizards as well.

Most prominently the Falcon sticks out as a perfect ship to quickly bring 120 colonist clans to the front for a measly 100 kt of fuel roundtrip. Meet with a cloaker and swap the colonists for bounty money, transfer up to 50kt of extra fuel you brought, too.

The Cygnus is a good little ship on it's own and adds value with the 50% higher survival rate. The fact that it can't cloak isn't a serious drawback if it comes to lurking for enemy scouts or taking out badly defended enemy outposts along the borders or for a low price mass assault to give the enemy fleet lots of targets to hunt down in their space (good against the evil empire). Also a fair transporter for high-end replacement torpedoes (with only one tube) and mine layer at home. Prefer it over the Vendetta as guard ship as it will not betray you by getting conquered, it's cheaper on the moly and needs an engine less.

The Iron Lady faces the same problem the Vendetta has, it is easily captured way before it would explode. Not a must-have but a cheaper mine-sweeper than a T-Rex anytime and can lay mines in turn, too. Tow a low-engine T-Rex with it.

As to combining abilities, a combination of two or three RGAs followed by Lizard ground attack is a very evil weapon. Scout out the planets cloaked, lay some mines to keep rescue attempts out and strike with Falcons which carry replacement colonists to refresh your cargo load of nasty Lizard warriors. This works particularily well against Borg planets that you'd otherwise would be unable to conquer alone.

Free fighters and access to the Rush carrier are goodies you shouldn't turn down, as well as Rebels on your arctic planets or in your border area with the evil empire, providing you with what you need unseen by the dark sense. In turn give the Rebels Reptiles and Saurians to approach for RGAs unseen, mine their low concentration minerals, cool their desert planets and hiss at their overtaxed natives.

Writer: Armin Lenz

The Colonies of Man

Like any carrier race, a very useful ally. The Colonies don't have any decent torpedo ships and their economy isn't that strong either. In other words, give them LCCs, Lokis and hiss and cool their planets. Ask for a Cobol or Virgo in return. Their minesweeping ability will really help you because you only have one ship that has >5 beams.


Ship specific

Small Deep Space Freighter
Build these _constantly_ until the game reaches the ship limit. Only build them when you don't have enough money or minerals to build a decent ship. Equip them with tech 1 engines and colonize them at the approriate moment to either get PBPs(before the ship limit), or earn yourself ship slots by having more than 20 PBPs(after the shit limit has been reached). Read Timo Kreike's text about the ship queue.
Only build the SDSF for reasons mentioned above.

Serpent Class Escort
Other than hissing, this ship can be used as a simple money transporter. But since it can't cloak, the Reptile is a better choice. Your enemy can get lots of PBP's for free(when they attack) if you hiss with Serpents.

Neutronic Fuel Carrier
Build a few to refuel your ships at the edges of your empire. The usefulness of this ship depends on how rich the game is.

Reptile Class Destroyer
It is a fair cloakable scout as long as it isn't used to confront well-armed enemy ships or strong planets. As a hiss ship it has the advantage that it has much better defensive abilities in case the tide of war is rolling into Lizard space, it evacuates money, 50 clans and takes 120 kt of fuel away from the enemy forces while preserving them for yourself or allies, unlike exploded Serpents. You can also really annoy your opponent by dropping one colonist every turn after he captures a planet of yours. It's also an excellent way to find out the weapons on an enemy ship.
Unlike the Serpent it also has a value as a tow machine (with good engines), also to tow out enemy freighters to capture or destroy them and against lightly colonized enemy planets it can very well succeed in either combat or ground attack, freeing up a more valuable ships for better targets.
The only advantage of the Serpent is the fact that there is nearly no time where you can't build one to fill a slot and the bonus of hissing over a small freighter, but it is a certain fatality if an attack occurs and gives away free PBPs that way, wiping out the original advantage of it's construction.

Lizard Class Cruiser
The workhorse of your fleet. Fill them with colonists and send them to conquer enemy starbases. It uses a LOT of fuel, so keep your frontier planets stocked with neutronium. This ship should be equipped with Heavy Blasters(or Phasers) and Mark 8s. You will need high tech beams because your enemy will probably lay lots of minefields(you will get caught in them) to protect his/her planets from your marauding LCCs.
I've read that some people build them with 1 laser and no torpedo tubes to lower the mass of the ship so it travel longer distances to ground attack. This is a little risky, since your newbie enemy might call your bluff and blow your LCC away with a probe. It's a better idea to play it safe and put AT LEAST Positron beams and Mark 4s on your scaled down LCCs.

Eros Class Research Vessel
Climate controller. Trade them for some good ships. Build every other Eros with transwarps and the other with tech 1 engines. This ship is cheaper than a Serpent, so you might want to consider building them for Hissing. Eros's are tech level 4, while Serpents are just 1, so if you have just made a starbase that doesn't have much money, then build a Serpent instead. After you've finished cooling the planet, you should replace the Eros's with Reptiles because of reasons explained above.

Large Deep Space Freighter
My favourite freighter. The Medium and Small are too small, the Super Transport is too big, but the LDSF feels just right.

Vendetta Class Frigate
Not enough crew, fuel capacity or cargo room to be worth attacking with, but paired with a Loki it becomes a decent guard ship against a MBR for example. Equip them with mark 4s or mark 7s.

Saurian Class Light Cruiser
The Lizards underestimated all-purpose ship. The 260kt fuel tank will guarantee that you'll go a long way(it has a mass of 120 kt). The 150 kt cargo bay is also enough to mount minor offensives. Before you send your LCCs, use these ships to lay minefields, take out freighters and conquer weak planets. Your LCCs will take out the more heavily populated planets. There are a lot of different opinions about this ship.

Loki Class Destroyer
Will decloak every ship within 10 ly. They _won't_ work against the Feds or you. Have a T-rex tow one if you plan to attack a cloaking race. If you have to tow it more than 81 lys, then don't give it any fuel. Your enemy might try a "cloaked" intercept...

Madonnzila Class Carrier
Build one for every three T-rexes you build. Depending on the HOST settings, it will destroy any carrier if the carriers beams are uncharged and its shields are down. 50 fighters should be enough if you're not fighting deep behind enemy lines without a chance of getting more fighters.

T-rex Class Battleship
Once you have enough minerals, then this is THE ship you should build. Make hoards of T-rexes to secure success in battle.

I equip them with Heavy Blasters or Heavy Phasers and Mark 7s or Mark 8s, depending on the amount of money and minerals I have. You should consider building one or two with Disruptors and Gamma Bombs in case you have a chance to capture a damaged ship. They're also great for capturing MBRs.
Attack in this order:
T-rex
Madonnzila
T-rex
T-rex
Madonnzila
T-rex
T-rex
Madonnzila
T-rex
T-rex
etc.

Raceplus

Here's what the docs say: The Lizards have had a new ability added to their T-Rex and Madonnzila class warships. This ability only functions on these ships and only when they are under Lizard control. This new ability is linked to their new development of what has been termed the Chameleon Device.

This ability isn't that valuable, although if executed properly, it will really take your opponent by surprise. If your enemy finds out the ID of the "fake" ship, then the Chameleon Device is almost useless. I'm not sure how Echoview(for example) reacts to the fact that a ship changes hulls. If you're at war with an inexperienced player, then simply disguise a T-rex or Madonnzila as a LDSF and fly around. Also, if you're at war with a cloaking race, disguise a T-rex or Madonnzila(they must be fairly low-mass) as a Loki and set a waypoint to a planet that's >2 months away. Your enemy might try a cloaked intercept (the ship is not actually cloaked), resulting in you blowing up the ship(unless it's a Darkwing).

ATTENTION!!
I was told about the following bug very recently.
In Winplan all the opposing force needs to do is simply set their waypoint to your ship suspected of being a chameleon device ship. Pressing the "V" key brings up the display of what the ship is currently looking like but below the image there is a button called "DATA". By pressing this button its true identity will be revealed. :( :( :( :( :(