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Races!
Ever race has strengths and weakness. Try to pick one that matches how
you want to play. Some races are more difficult to play than others due
to their nature. Each race is not balanced for one on one games.
Races that I would recommend to new players just learning the game are
Birdmen, Cyborg, Lizards, Solar Federation, and the Stormers. They are
great races that you don't have to master as much of the game to be effective
with.
Birdmen
Stats
& Ships
Race Guide |
Sneaky types with the best cloakers around.
Did someone say Romulans? Especially good versus Borg.[more] |
Colonies Of Man
Stats &
Ships
Race Guide
|
Big carriers, excellent fighters of which at
least one type is cheap, many marginal advantages, but weak bases.
Doesn't need a Home world. Starts with 1 of each type of ship.
The Virgo is one of the most powerfull ships in the game. |
Crystals
Stats &
Ships
Race Guide
|
Appeal more to defensive / patient / builder
types. They are not a beginner's race and take a long time to
play every turn. The Crystals have strong shields and weak armor.
They have some unique strengths and weaknesses. Their ships are
weak in one-on-one combat, which is why they need to advance carefully
with minefields. But their mines are like glue, and they can stealing
ships that get stuck in them. I end up with so many colonist I
don't know what to do with them. |
Cyborg
Stats &
Ships
Race Guide |
One of the most feared and hated races. Every
game should have a Borg. Very powerful. Takes a while to build
up. Depends on tech 9/10 Hulls. Has some unique racial abilitys
like Assimulation. Resistance is futile. |
Evil Empire
Stats &
Ships
Race Guide |
Unfeasible vast ships emerge in surprise attacks
from hyperspace and disgorge teeming hordes of cheap fighters.
Enemies are crushed under their boots and herded into money making
prison camps. Very good at ground combat, Spying. Their ships
are expensive but they are generally good and every ship can hyperjump.
They have many weaknesses too i.e. they cannot move ships faster
than 30LY/turn with normal space drive, and must capture prisoners.
But great fun to play. Not a beginner race. |
Lizards
Stats &
Ships
Race Guide |
Big green scaly aggressive carnivores with combat
advantages. Love to land their rock-hard troops on enemy planets
from cloakers. The Lizard ship design plan is weak shields and
heavy armor. The Lizards are most likely the best race to use
to counter the Stormers. |
Privateers
Stats
& Ships
Race
Guide |
Parasites, can steal most everything and needs
too. Economy and warfare is dependent on natives/contra/stealing.
Very weak ships, and planets. Completely dependent on other races
for cleaning up mine fields. Can only build farms on very few
planets. Not a beginner race. [more] |
Rebels
Stats &
Ships
Race Guide
|
Setup a lot like Evil Empire, but more as an
Anti-Evil Empire. Hyping ships, good fighter based ships. Can
gather natives fast, but economy depend on it. |
Robots
Stats &
Ships
Race Guide |
Big carriers, at least one cheap fighter type,
lots of minefields including the unique and deadly Nova mines.
If they are allowed to build up unmolested for too long, they
will probably win any game. |
Solar Federation
Stats &
Ships
Race Guide |
A straight forward race suitable for beginners.
Primarily weapons-based race with no cloakers, versatile fleets,
tend to destroy enemy bases from the safety of orbit because their
ground troops are complete pants. Feds have the Loki hull, which
makes them almost immune to Cloaking predators. |
Stormers
Stats &
Ships
Race
Guide
|
Cloaking ships that can dish out more than they
can take. Based on the Klingons. Good at ground combat, and capturing
ships by boarding from cloaked vessels. Their apparently medium-looking
ships have huge attack bonuses which make them much harder than
they look, compensated by low levels of shield and armor so they
blow up as soon as hit. Good for aggressive players who don't
mind losing ships. Not good against Lizards. |
Third Party Races
In Planets4 there are a lot of 3rd party races. While
the balance of these are aurguable, so are all the offical races.
But if you play in a game where 3rd party races are allowed, you might
as well have information on them.
Centaurs
Stats
& Ships
Race
Guide |
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Holy Draconian Empire
Stats
& Ships
Race Guide
|
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People's Army
Stats
& Ships
Race
Guide
|
Many interesting abilities but to compensate,
not particularly strong at anything. Complex to play (40 different
ship hulls!) |
Reunited Coalition of
Systems
Stats
& Ships
Race
Guide |
. |
Scavenger
Tribes
Stats
& Ships
Race
Guide |
The Tribes require a lot of care and thought
to play. They have an inherently weak position but a number
of ways to deal with the situation. While the Tribes do not
have the strongest ships, economy, or troops but they do have
numbers and a great deal of creativity. The Tribes must draw
on their strengths to the ultimate to survive in the universe. |
Solorian Unity
Stats
& Ships
Race Guide |
Different fuel rules, generate their own from
stars; Their growth is also dominated by the heat of the star.
They are a very mobile race, since they have base chunnel device
and all their mainstream battleships have a hyperdrive. You
could think of them as a race of wandering locusts. |
United Enforcement
Authority
Stats
& Ships
Race
Guide |
Fast raiders. Good vs. hyp-races and cloakers.
Good beginners' race. |
University Alliance
Stats
& Ships
Race
Guide |
Great at growing and collecting materials
and cash, but your ships are not as strong as some other races.
Every ship in the list is designed to be used and built, they
all fill a unique and needed roll. The Incident is great example
of this. |
Aczanny
Stats
& Ships
Race
Guide |
An avian race with extremely good fighters.
Their ships are fast and have high evasive bonuses, but very
little armour or shields. |
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