Most wars are won or lost long before the fighting starts. This series concentrates only on those critical few turns leading up to the Ship Limit as a key to achieving long-term goals necessary for victory.
The Bird Empire, like the Crystals, has the weakest economy of any race in the Echo Cluster. For their survival they rely on the justly dreaded Dark Wing, the only cloaking battleship; however, absent extreme luck, they will rarely produce enough before the Ship Limit — and, even if they do, the ability to cloak gives a battleship no extra survivability against heavy carriers. The Birds have little hope in direct combat.
Which is why their ship list and abilities were designed to excel in indirect tactics.
Have you ever sat down to a game full of excitement, played out the first dozen turns or so, and been suddenly and entirely frustrated by the absence of decent natives? In how many of these games were you forced to compromise on shipbuilding entirely too much, sacrificing engines or torpedo and beam tech to produce a second-class fleet?
Let me put it another way: Did you ever win without native luck?
DISCLAIMER: This document will not guarantee wins and it is not a technical manual for the queues; however, it will give you a baseline for managing your empire under the umbrella of each system.Launch your galley here; adjust your heading for the stars.
And now, as promised, some thoughts on the future desirability of post-limit cloning:
We are all certainly in agreement that, in TimHost 3.20, if this had occurred it would have been a glitch. As this is no longer TimHost, we are permitted to consider whether this ought to exist as a potential feature. We have this right simply because we are no Continue reading →
We of the Cyborg Feudality are justly renowned for our unmatched Cube ships. The Biocide is as deadly a carrier as any in the game; the Annihilation is the meanest battleship ever built. Both are massive engines of pure destruction. Each is designed to dominate in combat; each is the perfect Continue reading →
This is your Planets Mag Action News reporter coming to you live from the planet Kobol with a breaking story on ship cloning.
For the past two weeks, the Forums have been abuzz with the rumor that players have been cloning ships after the ship limit has been reached. Veteran players from all over the cluster say Continue reading →
Planets is a game of managing finite resources. The game has an absolute limit of 500 ships in the sector at any time. Early in the game, players build their fleet. Later, sometime between turn 20 and turn 40, the number of ships in the sector reaches 500, and no more ships can be built.
After the limit hits, you can only build a new ship when a ship disappears somewhere on the map due to destruction or recycling. Continue reading →