Distinctive Diodes logo, 6.9K


Distinctive Diodes: Autarch's Guide to the Robots			

Contents: 

Chapter 0: Intro.
Chapter 1: The Robots
	1a.) Race Description
	1b.) Player Mindset
Chapter 2: Advantages
	2a.) Fighters in space
	2b.) 4x mines per torp
	2c.) Ship Size
	2d.) Fuel Tanks
	2e.) Cloning
	2f.) Desert Advantage
Chapter 3: Disadvantages
	3a.) Duranium
	3b.) Poor economy
	3c.) 1 torpedo ship
	3d.) Short Ship List
Chapter 4: Settings
Chapter 5: Ship List/Uses
Chapter 6: Races Allies/Enemies; Strategies
Chapter 7: Summary and Info
==========================================================

Chapter 0: Intro.

	Greetings again. My name is Autarch, and this is my second guide
for what I call "The Forgotten Races." These races being the Crystals,
Evil Empire, and Robots. I am considering a Cyborg one as well, but we
will see what the future holds. The Imperial one is half-done, but
studies prevent me from doing much at this time.  (4/25/98)
	In this guide, I am going to give you a basic idea of the Robots
capabilities, shortcomings, and how you should handle such a good race.
This is Tim Wisseman's favorite race (I asked him), so there must be
something good about them, right? From now on, let's call them the Bots.
Much easier on my fingers for typing, and quicker for you to read. 
	I am, by my own admission, not a Bot lover. I find them
interesting, and all races deserve a Guide. Which is why I wrote this.  
	This guide is based on Host 3.22.16, but there hasn't been major
changes that I am aware of that effect the Bots directly. I expect you to
have a decent grasp of the basics of VGA Planets. I use VGA Planets
Assistant (VPA), and have been playing for close to a year now. I do not
claim to be an expert, and using this guide is, of course, at your own
risk. But onward.....

Chapter 1: The Robots

	1a.) Race Description
	
	The docs say this about the Bots: 
	==========================================
	The Robots are a race of that has survived the death of their
makers. It is thought that the makers of the Robots were a race similar
to the Lizards only smaller and weaker. The Robots base most their ship
designs around the basestar fighter carrier design. Robots have only one
ship  type that can launch torpedoes. Even the Robot's fuel tanker can
launch fighters. The favorite ship in the Robotic fleet is the tech 6
Instrumentality class baseship. It is the size of a battleship and can
carry up to 80 fighters. The largest basestar can carry 300 fighters .
	They can lay mines far better than all other races. They can make
four times more mine units per torpedo. This makes their minefields 4
times as larger than normal. However, only one robot ship can lay mines,
the Cat's Paw Class Destroyer. All robot ships with fighter bays can
build fighters in space using 3 tritanium, 2 molybdenum and 5 supply
units per fighter. The Pawn Class comes with a Bio Scanner .
	==========================================

	So you can make mines for 1/4 of the cost, build fighters in
space, and have a bioscanner, to name a few things. 

	1b.) Player Mindset

	When playing the Robots, you are going to have to be a good
economist. You need money and Duranium. 
	You also have to like the task of commanding armadas of fighter
carriers. Ships that are big, heavy and powerful. You lay minefields, and
use your medium ships to slam other's. 
	This is, by no stretch of the imagination, a newbie race. If you
are a newbie, go play some more, and come back to the Bots. The Bots are
a great race, but at times, they can be stressful to play. 

Chapter 2: Advantages: 

	2a.) Fighters in space

	You can build fighters for 1/20 of the cost the other races have
to (beside Rebels and Colonies). You use 3 Tri, 2 Moly, and 5 supplies.
That's it. Find that, and you have a fighter. Real cheap. 

	2b.) 4X Mines per torp

	You are skilled in minefields. Races can make a certain amount of
mines per torp. But you can make 4X as may out of the same torpedoes.
Hence, you make bigger minefields, for a cheaper price. 

	2c.) Ship Size

	Your ships are *huge*. They are heavy, powerful and are very
nasty. I have been on the wrong side of the Bots, and have paid dearly. I
played the Fascists, and the Bots invaded. 
	More on that later, though. 
	
	2d.) Fuel Tanks

	Your fuel tanks on all your ships are incredibly big. Your
Qtanker has a gas tank of 600kts, for instance. This lets you go far, and
fight the Crystals easier, as well. 
	
	2e.) Cloning

	This might not seem to be such a big deal, but if you can get
your hands on a cloaker, you'd better clone it. The Crystals and Privs
cannot clone, and you can offer services for them. (For a price, of
course...) 

	2f.) Desert Advantage

	You, along with the Fascists, can survive on Desert planets with
an outpost of 60 clans or so. Nice to have to use those planets better. 

Chapter 3: Disadvantages

	3a.) Duranium

	Your ships require an absurd amount of Duranium. the bigger ships
require 200+ kts of Duranium a piece. Your Golem requires 400+kts of
Duranium. 
	In the beginning, this is going to make you life tough. Find that
good Duranium planet fast. 

	3b.) Poor economy

	Your ships are rather expensive, as well. Couple that with the
Duranium need, and you have a faltering economy. Which is why I said you
need to be an economist in the beginning. 

	3c.) 1 Torpedo Ship

	You can lay 4X as many mines per torp. But, you only have 1
torpedo ship- The Cat's Paw. You need to build these kitties to keep the
minefields around your space. 

	3d.) Short Ship List

	You have got the shortest ship list in the game, therefore, you
have to make due with what you have got. But your ships are effective, so
it isn't all too bad. 

4.) Settings

	Here is where I am going to point out a few of the settings you
should look for when deciding to play the Bots. Listed is the defaults. 

	-Minefields: ON
	No explanation needed, I think. You know you need them on. 

	-Mines destroy enemy mines: YES
	You can destroy other minefields but laying yours on top of
theirs- at 1/4 of the price. 

	-Mines destroy webs: NO
	You'd like it on, as it makes the Crystals easier to deal with.
The webs would be like regular mines. 

	-Robots build fighters in space: YES
	You need the fighters. 'Nuff said. 

	-Sensor Scan range: 200 lys
	Your Pawn can bioscan, and this is how far out it can scan
planets. Longer the better. 

	-One Engine ship can tow: NO
	Doesn't bother you.  Makes it easier on you somewhat. The only
warship that has one engine is the Iron Slave, but you're not building
that. (Explained below in the ship section.) This makes your freighters
(SDSF and MDSF) able to tow.

	-Cloaked Mine hit odds: .5%
	This is the default chance per ly that a cloaked ship will hit a
mine. Higher the better, but you can live with it. Just overlap your
fields for a greater chance. 

	-Colonies can sweep minefields: YES
	This makes your life a lot more difficult if they are your
enemies (explained in the races section.)
	

5.) Ship List and Uses: 

	Here I am going to outline your warships, and then your
freighters- what to build, how to use, etc. 

	Cat's Paw (Beams: 4 Torps: 2) 
	Uses: This is your ONLY minelayer. Build 'em. Lots of them. Keep
your minefields intact with these kitties.

	Iron Slave Class Baseship (Beams: 1 Bays: 2)
	Uses: None. Low mass, no bays, one beam- piece of junk, waste of
a ship slot. 

	Qtanker (Bays: 1)
	This is your fuel carrier and fighter maker rolled into one.
Build them with crappy engines, and park them over your bases. Set the FC
to "lfm", mission to "build fighters." Then you have 12 fighters next
turn, per QTanker. A friend said: "It's better to not have all your eggs
in one basket." These guys are vulnerable, but invaluable.

	Pawn Baseship: (Beams: 2 Bays: 2)
	Uses: I build one first turn. Then I recycle it for a PBP, and
the insane amount of Duranium I get back. This ship has a FULL bioscan,
which means *all* planets in sensor range are scanned for natives. So if
you see a big blank space for a cluster on the sensor logs, chances are
someone is there and waiting for you. 

	Cybernaut Baseship (Beams: 3 Bays: 5)
	Uses: I don't build this ship, or if I do, not a whole many of
them. If you can build a Cybernaut, you can build an Instrumentality. And
the cargo space (50kts) is hardly worth your effort. Forget it. 

	Instrumentality (Beams: 4 Bays: 7)
	Uses: Very nice ship. Heavy, good amount of bays, large fuel
tanks, need I say more? Just steam roll your opponents with this. Make
sure that it is fully stocked with the 80 fighters it can carry. I use
this to patrol, 	and to smash incoming minor fleets. 

	Automa Class Baseship (Beams: 4 Bays: 8)
	Uses: Anything you want.  This is THE ship to build. It has a
large cargo room, so build those fighters. It's heavy, and has alot of
bays. The only major difference in building this and an Instr. is the
money. It needs the same amount of Duranium as a Instrumentality. So use
this to attack those large fleets, and attack those starbases.

	Golem Battle Carrier (Beams: 6 Bays: 10)
	Uses: I build this for the major fights. Nothing more- the
Automas can do what this behemoth can do. Use this, fully stocked with
what it needs, to fight those Rushes, Virgos, and Gorbies. Keep them in
strategic spots around your empire, so they can defend you when you need
to call on them.

	Freighters: The small one is too small. The medium one is good
for shuffling stuff around (minerals) your core planets. The Large one is
good for colonizing, and to get planets up and running quickly. The super
	transport is too heavy, and a gas guzzler.  

	Fuel refinery/Alchemy
	The fuel one is nice to have, since you have huge gas tanks. The
Alchemy ship is better. Find that Bovonoid 	planet, park the
Merlin over it, and have it make TONS of Duranium. Solves half your
economic problem 	right there. Build these when you need them. 

Chapter 6: Allies, Enemies, and all around strategy

	Here I will outline what you get from an ally, how to fight a
nasty race, and basic strategies you need. I have a long experience of
fighting Bots, as I fought one as the Fascists for over 40 turns in a
game. 

	The Feds: 

	The Feds are good allies. They can give you the money you need
(2x tax rate), and almost all their ships are torpedo ships- something
you lack. They have no decent carriers, as theirs runs out of fighters
quickly. Give them an Instrumentality, and it fights with 10 bays. They
can clone no problem, and they can super-refit your ships.
	As enemies, they aren't too bad. Their can't mine planets too
well, so hit them there. They have a lot of beams, but in the beginning,
they have empty hulls, with a few patrol vessels. If you get a cloaker,
watch out for their Loki. Use your minefields to clear the battlefield,
but remember- no matter what damage a Fed ship has, it'll fight with all
weapon banks. Even a 99% damaged Nova will fight will all beams and torp
bays. 

	The Lizards

	The Lizards are very good allies. They have one of the strongest
economies in the game, and you need money and cash for your ships. He
also has cloakers, including the LCC, though it is a fuel pig. He lacks
decent carriers, and all ships in his hands will take 150% damage. He can
hiss your planets, and he'd like your ships. Imagine a 150% damage Golem.
Ouch. 
	As enemies, they can be hard. They have a Ground Attack Ratio
(GAR), and they can take your smaller starbases with a few LCCs cloaked
in orbit. Minefields are the key here. Overlap them to get the best
chance of a hit. Build defense posts to up *your* defense GAR. His tech
10 ships are no match for you, but he'll send them in pairs to assure
success. Nail them with Automas, and always figure in their 150% damage
in your sims (you do run sims, right???). 

	The Bird Men

	The Birds have the one thing you'd like to have- cloakers. Lots
of them. Ask for them. Deth Specula is a nice ship, though limited fuel
and lack of cargo hamper it's usefulness. Ask for a White Falcon or
Fearless Wing. They have large gas tanks, one tube, but that is all you
need to lay mines. Resolutes are the best he has, as Dark Wings eat fuel
for lunch. Ask for a Resolute, since it won't be decloaked in an Ion
storm, nor uses fuel to cloak. So sit in your enemies shipping lanes, and
watch for 5 turns. 
	Again, minefields are the key to slowing (and stopping) the Bird
Men. The Birds are considered the weakest race, but they can be a pain.
Their Super Spy ability let's them change the codes on your planets, and
"bum" your money up. Keep your money on a ship orbit (say a Qtanker) or
spread out amongst several Qtankers. This way, he snatches a Qtanker, but
he didn't get all the money. Watch your planets friendly codes too. He
might try to change the Minefield Fcs, allowing him to sail on in. The
code would be "mfX" with X being anything. Doing this let's him have
complete control of the minefields you own. Use a planet with a Higher ID
number to counter it. (Of course, if the ID is 500, you have a
problem....) Ask for Lokis or Glory Devices (Gds), they won't bite. 

	The Fascists

	They have cloakers too. They also have a GAR, half of the Lizards
by default. They have one carrier, which can't fight at all. They'd like
a carrier from you, you want a cloaker in return. The D7 Coldpain, to be
exact. The large fuel tanks lets you fly for a long time.  They are
immune to ATT/NUK codes, too. 
	They can pillage you- in other words, kill your colonists (20%
per turn), leaving everything else intact. They get the money on the
surface, and all supplies that won't fit onboard are sold for money, and
beamed up. Scary thing is, your planets can't fight back. They have GDs,
which can be used on suicide runs against your ships. If you have a
cloaker snooping around, they can have one set to blow when it detects
you. 
	They are flexible, and I enjoy playing them. I have fought a
Robotic player for 40 turns as the Fascist, holding him off, 'til the
Borg showed up, slamming the Bots. But I used my GDs against
Instrumentalities, and Automas. I lost an Ill Wind, and two Victoriouses
to *one* Automa. They crippled it, and the base finished it off. But I
haven't yet (the game is still going, different Bot player) recovered
from that mistake. Needless to say, the majority of the fighters were
burned off, and an Instrumentality sailed in with no opposition.
	Your minefields will stop him, or slow him down. Keep supplies
onboard to heal GD attacks. Fascists LOVE beams, so watch your fighter
count. His ships are weaker than yours, so you should have a fairly good
time at walking on him. 

	The Privateers

	Everyone loves the Privs. (Well, almost everyone.) They lack good
ships, they can't clone, and have stinky carriers. You can clone, have
good ships and good carriers. He has what you want: Gravitronic Cloakers.
Able to travel 162lys per turn, will speed you up, and allow you to make
surprise attacks when you tow an Automa 150 lys to an enemy bases that
thought'd it see you coming. The Privs have tow-capture, and ROBbing, so
any ship he nabs, you clone, and keep a copy if it is worth it.  
	Watch them as enemies. If you don't use your mines, you're done
for. He gets to your base with a wolfpack, he'll rob you dry. When
attacking, mine your way to victory, and exterminate the space scums. 
	When traveling, zig-zag your ships. Place mines around you.
Planet hop. Change direction suddenly. 
	Just screw him up royally. Place a 150ly minefield around his
homeworld with that cloaker you should have. Or just move a Cat's Paw
(not in a straight line) to the Priv HW, and drop a minefield there.
Really puts a crimp on the expansion efforts. 

	Cyborg

	Very powerful race, when played right. That's just it- they are
usually never played right. But anyway...
	They lack medium warships, and their Biocide is useless with out
fighters. You can provide fighters, and he can give you his chunneling
Firecloud (Fc). Handy to move large fleets around with. He is poor in the
beginning, you're not much better, but you can protect both of you in
minefields. He's got a HYP probe. He's got torp ships, so ask for one.
His economy takes awhile, but he'll explode really fast.
	As enemies, get them in the beginning. They are weak, but track
them down. They can grow just as big with their assimilation. Use your
Golem to smash his cubes, as those are what he'll use. All his other
ships are useless, except the Firecloud.
	And if you see an Fc, blow it away. Otherwise, he'll chunnel in a
fleet of cubes, and you have a big problem. Drop minefields, surprise him
with cloakers. They (the Borg) are hard to track and kill, but you can do
it. Tell everyone what you are doing, and chances are they'll help you-
everyone hates the Borg for whatever reason. 

	Crystal People

	Powerful race, bad economy. They need lots of money. And lots of
Moly. Moly isn't your problem so you can help him there. He can give you
powerful torp ships (Emerald, Ruby) in return. You can survive on Desert
planets, as can he, but he can make do better. He's got web mines, which
drain fuel, but he can't clone the ships he nabs. You can. He lacks a
decent carrier- the Crystal Thunder is okay, but a low mass, small cargo,
(etc) really hurt it's effectiveness.
	Web mines will be a pain. Use your Cat's Paw to tow your ships
in. Set the towee to minesweep. Carry supplies on board the Cat's Paw to
fix damage. Top off your tanks before going in. He'll use overlapping
webs, to drain more fuel (the effect is cumulative.) But your fuel tanks
are huge, so you should worry to much. 
	Watch for his cloakers, if he has any. Nail his money planets,
and you are sure to win. Without cash, the Crystals will collapse very
quickly. He'll use his Diamond Flame with his Crystal Thunder to fight
you, so make sure you mine the area, and have plenty of fighters aboard. 

	Evil Empire

	The Empire depends alot on fighters, so you can help him. He also
has one torp ship, as do you. He can dark Sense everyone -save the
Rebels- and can tell you where to hit your enemy. He's got a HYP probe.
His Gorbie is going to need fighters, and he also need medium carriers.
His ships are expensive money wise. All in all, not a great ally- he gets
more out of it than you do. 
	As an enemy, he's not too tough. Use that Golem of yours to knock
out his Gorbie. Or two Golems, probably. Lay mines, and hunt down his
H-Ross carriers. They will probably b carrying his fighters back to the
key planets, since he makes 5 per turn, per starbase. Make sure you knock
out his starbase quickly- 5 fighters improves a base's defense
dramatically. Watch for those H-Rosses leaving full- then attack. 
	Beware his Super Star Destroyer. It can't fight, but just 10
clans can take over any planet. Even your Homeworld. Don't let him get
close. He won't have the SSD fill to capacity, because he needs those
clans for multiple assaults. An Instrumentality will kill it, an Automa
better. 

	Rebels

	The Rebels lack good, sturdy carriers, yet they can build
fighters in space. His Rush is on par with your Golem. And he can give
you fighters quicker. He can also soften up an enemy with his Rebel
Ground Attack (RGA).
His ships are cheap, and he has a HYPer, the Falcon class. Nice cargo for
a HYPer.  You can bioscan for him, too. The Empire will return Amorhpous
readings on all Bioscanner, except those owned by the Rebels. Nice, eh? 
	As enemies, they can be tough. They can HYP in with a Falcon, and
RGA a planet. If they do this for a few turns, all the factories will be
blown up, and your colonists so ticked, they'll kill each other. He's got
the Patriot Carrier- a cheap and mean little ship. He'll use it once, and
spank your planets. It's a round of ammunition to him, and dirt cheap to
build, and arm (free fighters remember?). The rest of his ships aren't
much to look at- you can wipe them away. Mine your way again, as with all
races, and watch for his RGA.

	Colonies

	These guys aren't too bad.- except they really don't need you.
They can build fighters in space. They have a Cobol, which is nice to
have for your fuel tanks. It's also a bioscanner, but you don't need
that.  The Aires makes fuel dirt cheap, which you'd like. He's got a good
torp ship, the Cygnus, and he's got the Patriot too. 
	His Virgo is on par (better, maybe) than your Golem. It's got 8
bays, 10 beams. You have 10 bays, 6 beams. Trade-off. 
	These guys are your worst nightmare. Anybody's nightmare,
actually. Don't waste the time for mines- he can sweep them away with his
fighters 100 lys away, and come steaming in. Bump your defense posts up
to 20, to stop the Cobol bioscan. Nail the Cobol, because chances are
he'll tow his Virgo (8 engines) with one. The Patriots will come in
packs, sweeping and attacking. The Cygnus will be heavily armed with top
torps. 
	Hit him early- he has to get his infrastructure up first. Hire a
cloaking race to get him early, or come steaming in right away. If you
have to fight him later on, use your Instrumentality's to patrol, and
destroy Patriots, etc. Run alot of simulations. Use the Automa and Golems
to attack- ALWAYS play in the Colonial yard. If you are having to defend
against the Colonies, your life is going to be a hard one, and probably
not very long, either. The majority of his ships are light, so a surprise
minefield now and then to surprise him would be okay. Don't go overboard,
and scoop the field up before the decay or are swept. 

	General Strategies
	
	Use your advantage: Mines (except against the Cols.) 
	Play in other's yards. 
	Get a cloaker. 
	Mine somemore.
	Use your bioscanner. 
	Get a terraformer.
	Mine somemore. 
	Make moving minefields. 
	Mine somemore. (get it? ) 
	Trade- all empires survive with trading. 
	Get a good torp ship (Emerald) and clone the snot out of it.
	Learn you enemies advantages, and weak spots (read up on them).
DreadLord Battle Manual- for instance. 

Chapter 7: Summary and Info

	If you like this guide, contact me.   Tell me
what you feel- even I you think this guide stinks. I like honest people. 
	If you like "plain vanilla games" contact Derek Kalweit-
 He's been my host for a few games, and I like the
plain original game, with out all the add-ons. 
	If you are a Fed lover, contact me. I set up the Federation
League of Admirals, and now I have turned it over to head Admiral
Donovan. There is a ton of neat stuff, and you just might learn a few
things when ya join!   I'll tell you where to go. 
	Just want to say thanx to all my friends who helped me in the
past, and will help me in the future. More guides to come, 2 more, I am
sure. 
	Until then- I will see you in my minefields. Or if you are smart,
you'll be my ally. 	
	May we meet on the field of battle. Happy Hunting, Robotic lover.

================================================================
Autarch, League Of Admirals
ewesta@juno.com
"For the enlightenment of the young, and the wisdom of the old."
================================================================



Tactics
(Docs+Tactics page)
Main page
(Main page)

Write! You can send comments about this page to cassa@oocities.com. Thanks to Geocities for hosting it.