Hints & Tips from The Dreadlord Manual
precis'd by
Choice of Race
Home World Development
Home World Defence
Starbase Tech Levels
Planning and Calculating Ahead
Your First Ships
Outfitting
[Engines]
[Weapons]
Colonising
Development of Planets
Starbase's
Defence of your Empire
Attacking the Enemy
Your Enemy
Targets
Attacks
Freight Movement
[Movement]
[Convoy]
Scouts, Observation Posts, and Forward Supply Bases
Native Races
Choice of Race
- Cloaking races such as the
Lizards or Birdman would be a wise race choice. Cloaking
ships have
the advantages of usually being
low-tech, as well as forcing you to become a better
player. Cloakers can also get away with low-tech engines
easier than most other ships.
- The Robots would also be a
wise choice, especially in a short game.
Home World Development
- Bring your defence posts
to 101: guaranteed to not be detected by a sensor sweep.
- Maximise your factories:
supplies can be sold for money and are needed to
colonize. Free fighter races also need
supplies to build fighters.
- Optimise your mines: this
will let you get a quick start on colonizing as well as
in defence/small raids. Be careful not to overmine or you
will upset native populations.
- Optimise your tax rate:
you can usually increase taxes to the first level of
"They are angry at you" without any adverse
effects. Money is needed to get a quick start in the
game.
Home World Defence
- Do not bring your starbase
defence level to 200 right away. Doing so will waste
1800mc, and 180 duranium, a precious commodity early in
the game.
- Do not maximise starbase
fighters immediately (60). This will waste more money
than you can spare this early in the game. If you are a
free-fighter race (Robots, Rebels, and Colonies) you
should bring your fighters up to 60 with caution, always
making sure that you will have enough minerals for the
ships you will soon be producing.
- As minerals become more
common (later in the game), colonisation less important
and the threat of attack more menacing, you will likely
want to raise your Home World defence as much as you can.
Do not
totally neglect defending your HW (Home World): During
the early turns, while building ships, increase your
planetary defence posts, starbase defense strength, and
add fighters. Work toward getting the number of fighters
on your starbase to 60 (max.) and the planetary defence
to max. within
20 to 25 turns. This is your
last line of defence. Always make sure your defence posts
are 100+ so that your planet's industrial activity is
guaranteed to be shielded from long range sensor sweeps.
Obviously, if your HW is closer to your enemies, defence
will be more important sooner.
Use small
Capital Ships for defence: One of the other tools for
defending your starbases should be several low-cost ships
with beam weapons and torpedoes. When a carrier attacks a
small ship, the small ship will usually get to fire off
two salvoes of beam weapons and two salvoes of
torps before it is destroyed. If a small ship has 4
beams and 2 torp launchers, it will shoot down 8 fighters
and do a little damage to the carrier. Several of these
expendable capital ships may weaken the carrier
sufficiently that the starbase to survive. Use TECH 1
engines with 1kt of fuel on board. Put X-RAY LASERS on
board, and use the most explosive torpedo that you can
afford but load only 2 or 3 torps per tube.
Starbase Tech Levels
| Hulls: |
Tech
6..... this level gives a good complement of ships. The
ideal freighter being the LARGE DEEP SPACE FREIGHTER. |
| Engines: |
Tech
10....Most fuel efficient on all ships. |
| Weapons: |
Tech
3.....The blaster offers good explosive damage for its
cost, use in minerals and cost in tech level. |
| Torps:
|
Tech
5.....The MARK 4 in all weight ranges is the best bang
for the buck. On ships with only 1 or 2 tubes the MARK 8
or the MARK 7 offsets the disadvantage of few tubes and
the 35% chance of a miss. |
Planning and Calculating Ahead
- Plan for most games to
last about 40 to 60 turns. The first major battles will
likely occur around turn 20 to 30 with a couple races
knocked out. Turns 30 to 50 usually see a few more
players knocked out with the game winding down after turn
50.
- Prepare your strategy.
Even before you begin the game, review your race's
advantages, and plan a strategy that you will use. Then,
be sure to stick to your strategy. You will likely have
to wait until you know who your neighbours are
before you can get too specific about your strategy.
- Also, be sure to leave
room for change in your strategy. Do not leave it so
open-ended that you fight an undisciplined war, but do
leave room for change. This is easy to forget as you
progress in playing ability.
- Try to always have a 7
turn plan. Be aware of the cost in mega-credits and
minerals for the fleet you are building so that you will
not be caught short.
- Once you own more planets,
take a look at the mining surveys and calculate the
number on minerals you will have in 7 turns, 14 turns and
21 turns. By looking ahead you can see where your
weakness in minerals is, and when you might run out. You
will also see which ships you will and will not be able
to build.
- As your resources improve
you can plan a fleet replacement and purchase the ships
you truly desire. Whatever your strategy is, plan for 7,
14 and 21 turns ahead and ensure you have the resources
in supplies, factories, minerals and megacredits to
fulfill it.
Note
The authors of The Dreadlord Manual from which
this beginners guide is formed feel that to win in VGA
Planets you should read up on tactical warfare. Strategy by
B.H. Liddel Hart and How Great Generals Win by Bevin
Alexander are but two of the many excellent books available
at your local library. Field Marshal Rommel's tactics with
the Afrika Corps in North Africa can be used here with
astounding results.
Your First Ships
- Unless Home Worlds are
close together, you should first build an LDSF (Large
Deep Space Freighter) for colonizing. After building
this, you may have to rest a few turns to let your
duranium stores build up again.
- In the case that Home
Worlds are close together, you may want to build a
suitable capital ship or two first. If possible, build
one with a large cargo capacity (350 or more) so that it
can act as a freighter. When Home Worlds are close
together, you do not want to risk losing a valuable
freighter to a scout with only 2 X-Rays. If you cannot
build a capital ship that can act as a freighter, always
be sure to escort your ships.
- If you are playing in a
game where many of the planets you find will not be
worthwhile, you may want to build an MDSF (Medium Deep
Space Freighter) so that you can scout out the good
planets. Once the MDSF's job of scouting has been
finished, it can be colonized or put to use in small
cargo transport. If you plan to colonize it you may
choose to build a Smallie (Small Deep Space Freighter)
instead.
- For the first seven turns
you should likely build the cheapest craft with the
highest number of cargo holds. This is usually the Large
Deep Space Freighter. Consider using the Large Deep Space
Freighter for colonization, and the Medium Deep Space
Freighter for mineral movement at this early stage in the
game. Do not forget that you may have a capital ship that
will function in the role of colonization or mineral
movement more effectively than these two freighters.
- Be sure to equip your
first ships with tech 10 engines so that they can remain
out of sight of the races that have HYPerdrive ships
(Cyborg, Empire, Rebels). These ships can be aimed at
your planets (see section on the HYPerdrive) to capture
undefended freighters from you in less time than it takes
to send a capital ship to save your freighter.
- You will also have to make
sure that you produce enough capital ships to defend a
minor exploratory attack on your growing empire. Unless
you're planning a sudden surprise attack, stay away from
large expensive ships that will hinder your colonization.
Large expensive ships also have the disadvantage that
they can only be in one place at a time. An attack may
strike just far enough away from your large expensive
ship that you could be wiped out, even if you currently
own the most powerful ship in the game. Take note,
Cyborg.

- Whatever ship you select,
KNOW what role you will use it for and build it with the
weapons that will be most effective in that role (taking
into account your resources, too, of course). Having 7
similar ships is easier to plan with than having 7
non-standard designs of the same ship. When you start
building BATTLE GROUPS keep them standard as well. A
BATTLE GROUP is a collection of ships that complement
each other in fulfilling a single role.
- ALL ships are designed for
a specific purpose, and when used for that purpose are
very effective. Do not ignore any particular ship because
it is traditionally not used, or seems to be too wimpy
(Whoops
Ed!) . Even the most useless seeming ships
can sometimes have valuable purposes in your empire.
- From turns 7 to 14 you
should start building your main capital ships. If you
empire is running smoothly, you should be able to produce
almost one every turn, so that by turn 14 you have a
fleet of at least 7 capital ships.
- Between turns 21 and 28
you should have developed an effective fleet.
Outfitting
Engines
It is important to remember
that this is just basic strategy. If you are daring and plan to
win, you will have to be more innovative than this, have enemies
that play poorly, or just be very lucky. If you are registered,
put tech 10 engines (the TransWarp) on all of your ships. This is
the most fuel efficient, will allow you to easily chase down
enemies, and let you spend less time in space while en-route to
your destination.
Weapons
There are two primary theories
to weapons. One is to use the most powerful weapon you can (ex.
Mark 8), and the other is to use the most efficient weapon (ex.
Mark 4). The best solution is a combination of both. The
reasoning behind the biggest
BANG theory is
that if your ship survives because you spent more on weapons,
then the extra money was worth it. The reasoning behind the most
efficient weapon theory is that by using cheaper weapons, you can
produce so many more ships that it's worth losing a few more
battles. The best solution has to be tailored to your particular
circumstances (enemy, abundance of minerals, abundance of
mega-credits, race) as well as to your playing style.
Colonising
- You will often want to
send a small scout ahead of you so that it can find good
planets and you can plan ahead for them. For example, if
your scout has found a planet that can generate a lot of
money is only a bit farther on, you may want to hold off
on colonizing the in-between planets so that you can tax
this high-revenue planet sooner.
- You will want to put 100
clans on most planets that you colonize. The reason for
this is that 100 clans can sustain enough mines for most
planets as well as build 100 factories. Over 100 clans,
you can not build 1 factory for every clan. For most
races the best colonizing freighter is the LARGE DEEP
SPACE FREIGHTER.
- Remember to include about
25 supplies and 100mc for every 100 colonists. If
resources are scarce, you can go to 10 supplies and 50mc.
Planets that have natives (other than Amorphous ones) can
generate their own money, and you do not have to supply
these with mega-credits to get started.
- Try to make the warps
between planets in one turn so that you will not be seen.
This is especially important if everyone knows that you
are a rookie. If you are experienced, they may assume
that you believe you are strong enough to repel an
attack.
- When you have a ship over
an unowned planet do a mineral survey. To do this, select
the ship that is over the unowned planet (in VGA Planets
for DOS press F4 and then F5). You can now unload some
colonists onto the planet. If there are natives (other
than Amorphous ones) you need only to unload supplies and
colonists and your freighter can move to the next planet
in the same turn.
- If there are no natives,
your ship will have to wait there until next turn when
you own the planet so that you can give it some
mega-credits. The reason it does not need mega-credits if
there are natives is that you can tax the natives and the
planet will generate its own mega-credits.
- You may have to stay in
orbit, even if there are natives on the planet. Your ship
may be short on fuel, in which case, you can gamble that
there will be enough fuel on the planet's surface to get
you to the next planet. To gamble like this, set your
mission to Gather Neutronium and before you leave the
planet's orbit, your ship will automatically beam up all
the neutronium on the surface. You may be forced to wait
at the planet until another ship can refuel you or until
you have mined some neutronium from the planet.
Development of Planets
- When colonizing, do not
neglect planetary defence posts on newly-owned planets.
There are three primary types of defence--capital ships,
planetary defence, and mines, usually in that order of
importance. Of the three, planetary defence will be the
most important defence against small scouts with 2 x-ray
beams that wander into your territory looking for
unguarded planets.
- In order to prevent small
scouts from taking over your precious new planets and
destroying many of the factories and mines as well as
stealing any money on the planet you need about 13
defence posts. It is generally safe to let a planet go
without 13 defence posts for the first few turns that you
own it. After that, you will want a minimum of 13 defence
posts to defend from small scouts or small HYPerdrive
ship attacks. The 13 defence posts should be increased by
a couple every turn. Don't build mines until you have
maxd out the number of factories you can build
(unless you urgently need some minerals).
- By the time you have about
25-50 mines built (if you have decided that the planet is
worthy of that many) you should have your planetary
defence to max., or almost there.
Starbase's
- Do not think that you will
never have to build another STARBASE.
- If someone attacks and
destroys your Home World, you will need another base to
survive in the game.
- A STARBASE can also be
used as added defence for a valuable planet.
- You may find that your
Home World starbase is overwhelmed by the need for new
ships in your empire.
- You may need ships to be
produced nearer to your enemy's heartland.
- Maybe you need a supply of
torpedoes or fighters closer to the action.
- Moving minerals from far
away to your Home World is also very wasteful of fuel.
- A starbase nearer to
high-production planets will save fuel and effort.
- Once the 500 ship limit is
reached, he with the most starbases has the best chance
to win.
- Do not build a starbase
simply for the sake of building a starbase, though.
Whenever you build a new starbase, have a specific
purpose for it in mind that is part of your over-all
strategy.
- You may need to build a
Large Deep Space Freighter, to transport any materials
and colonists required to the chosen planet. To defend
the new starbase you will need one to three capital
ships, at least until it has full defence posts and max.
fighters. For building a starbase you need 900
mega-credits, 402 tritanium, 120 duranium, 340 molybdenum
& colonists.
- A Large Deep Space
Freighter or a couple of capital ships with a lot of
cargo holds can deliver these minerals. The ships can
also be used to deliver additional colonists and minerals
after the starbase is started. You will also need
supplies and more mega-credits to build factories, mines,
and defence posts.
- Do not leave only 100
clans on your starbase. A cloaking race (especially the
Lizards) may find this out and beam colonists of their
own down. Suddenly, they'll have your starbase for free!
You will need at least 500 clans to be fairly safe.
Before you can feel really secure, you should have
several thousand clans on your starbase.
Defence of Your Empire
- With hyper-drive
potentially in the hands of any race you can be attacked
from a 1000 light years away only a few days after the
start of the game. Get your HW (Home World) defence posts
above 100, keep your ships hidden and don't lay a
minefield until it is absolutely necessary (minefields
can be detected from a large distance away). Every day
check to see if any other ships are orbiting any of your
planets.
- Always be watching for any
sign that your enemy (or your ally) is planning an
attack.
- Always be thinking about
how you would attack if you were your enemy.
- Prepare your defence for
this. You can second-guess yourself forever. For every
tactic there is a counter-tactic for which there is a way
around by using a different tactic. Choose the type of
attack you expect and prepare for it. Do your best to
prepare for every possibility, though.
Attacking the Enemy
- Always plan out your
attacks.
- Avoid an all-out battle of
attrition.
- Use your forces with
daring and stealth.
Your Enemy
- Avoid a two fronted war by
having one enemy at a time. Negotiate with the others for
an alliance or truce so that you can use your forces on a
single enemy. In this way you can concentrate your forces
against one opponent. If possible, use your ally to help
destroy the enemy. Two against one is always better than
one on one. Working in a team is even better. With your
resources pooled you will be more effective.
- If my race cannot build
fighters cheaply (i.e. just use 3 TRI, 2 MOLY and 5
supply, no mega-credits) then I will build ships that
carry torpedoes. Unless I can do a quick kill on their
starbase, I will avoid conflict with races that can build
fighters cheaply. Instead, I will aid another race by
providing some ships/credits to do my "dirty
work" for me. This is similar to the strategy the
Byzantine (500ad) and the British Empires (18th century)
followed.
- Be ruthless and aggressive
to effectively carry out your plans of universal
domination. An opponent who isn't completely destroyed
can rebuild. Spare no one. The U.S. Navy in World War II
had a motto--"HUNT THEM, FIND THEM, SINK
THEM!".
- Even if your opponent has
a fleet stronger and larger than yours, never despair.
All the great Generals in human history won their battles
with forces that were greatly outnumbered and outgunned.
How? They concentrated their forces and struck at their
enemy's weakest areas. Attacking where least expected and
with more forces than your opponent has in that area will
allow you to survive, and eventually turn the tide. Never
do what your opponent expects you to and never be where
he thinks you are. In any situation, determine what is
most the most obvious course of action to follow and what
is LEAST obvious. In most cases, do the least obvious.
- Always mystify, mislead,
and surprise your enemy.
- Never underestimate any
player. Always be sure to correctly estimate the effects
of your attack on your enemy.
Targets
- It is usually best to try
and avoid head to head conflicts involving the loss of
ships. Attack the resources that supply, build, and fuel
these ships. By avoiding battles against large ships you
can commit your resources to smaller capital ships and
have economy of force.
- Remember to try and do the
unexpected, but at the same time be sure to keep in mind
that certain operations are simply more worthwhile than
others. In order of importance, here are the primary
targets.
| Home World: |
Whenever possible ALWAYS destroy your opponent's
HOME WORLD. As well as being his source for building
ships, mega-credits, supplies, and colonists a blow here
can also knock him out of the game. Psychologically the
loss of the Home World can cause a player to give up and
stop playing. |
|
The Battlefield: |
If you can take control of the battlefield, you
can call the shots. Bully the enemy if you can. The
safety that freedom of movement generates will usually
pay for itself. |
| Planets: |
By capturing enemy planets you deny him
observation posts. This can be done by unloading
colonists onto the planet for ground war. Watch enemy
movements with cloaking ships, as well as from a
distance. See if you can find his primary
planets. Attack a couple of these over a spread-out area
can weaken the enemy greatly. Attacking lesser planets
that the enemy is using primarily for the 100 supplies
per turn it generates can also force him to either spend
a lot of money on a minefield (which you will just
sweep), force him to spread out his forces, or force him
to lose these planets. If he decides to sacrifice these
lesser planets, you can use them as FORWARD SUPPLY BASES. |
| Freighters: |
Destroying enemy freighters denies the enemy the
minerals needed at his starbase. |
| Capital Ships: |
Destroy enemy capital ships ONLY when your
losses are minimal and his losses are maximum or when it
gives you a commanding control over the battlefield. |
Attacks
- Time your attacks
carefully. Timing can make the difference between success
and failure.
- Before you attack know
what your target has for defence. If you are attacking
ships that are in space, check to see what you will be
attacking by using `L' and `V'. After you have identified
the enemy ships, use the program PROSIM.EXE (with
SIM.EXE) to see if you will be successful in a conflict.
Determine which ships and in which order you will send
your ships in to attack.
Set the ship's mission to
INTERCEPT or KILL and input the PRIMARY ENEMY. The ship
with the lowest ID # will attack first. To change the
order of attack change the friendly code. For example
ship A is to attack second and ship B first. Set ship A
code to 2xx and B to 1xx. Read the document
"HOSTxx.ZIP" for more info.
- When attacking or
defending, do not waste your forces piecemeal. If you
want a target, then commit enough ships to be successful.
- It is a waste of resources
to send 3 ships and lose them, even if the target is
destroyed. Send 6. That way, although you still lose
three ships, you have 3 left to control the area.
Remember, you must have sufficient ships to win, as well
as to repel any counter attack. Know what your target
defences are, and then use the best combination of
weapons against it. You will lose ships in an attack,
anticipate this.
- Carriers are the most
efficient way of attacking a starbase, but only when used
as part of a Battle Group (see The Dreadlord Manual for
further details).
Freight Movement
Bringing minerals to a starbase
can be done with capital ships that have large cargo holds or
freighters. Using a capital ship that cloaks is ideal, because no
one can see what your route of travel is.
Movement
- If you are using a ship
that doesn't cloak, try to travel from planet to planet
in one turn. When in orbit around a planet your enemies
cannot see you.
- When you cannot make a
move in one turn, be sure to avoid telegraphing your
moves. Don't move in a straight line from one planet to
another. Zig Zag so your opponents are not sure of your
destination.
Convoy
- To protect your ships have
them travel in a convoy. Set the to travel at the same
speed, moving to EXACTLY the same location each turn.
This is accomplished by having all the ships intercept
the lead ship in the convoy.
- To travel to a distant
cluster of planets have several freighters travel in a
convoy with an escort. Their path should closely resemble
a firecracker on the 1st of July. All the ships travel
together for as long as possible and then suddenly the
convoy breaks up with each ship traveling a very short
distance to its assigned planet. Using several
freighters, a large number of planets can be checked out
quickly.
- If the distance between
planets is too great to be done economically because of
fuel concerns, have some escorts standing on station at
certain locations. Sitting on station at warp 0, the
escorts will not use valuable fuel. The convoys can then
move to these stations for extra protection.
- If your resources are low,
you can tow a ship and put StarDrive 1 engines on it. For
example, a LARGE DEEP SPACE FREIGHTER with high tech
engines could tow a capital ship that has only tech 1
engines. The cost of the capital ship then is minimized.
- Unless your capital ships
are on convoy duty they should be in one of two
locations.
- At the starbase to
maximize the defences or somewhere else standing by
to face any enemy action.
- In a strong, single
strike force moving to attack the enemy.
- The heavier the ship, the
more fuel it will burn. When selecting beam weapons,
engines, torpedoes, torpedo launchers and fighters check
the weight. A positron beam weighs 3 KT and a blaster 4
KT. Carrying 60 fighters will burn less fuel than 80
fighters. Having 150kt of fuel weighs less than 200kt
fuel, therefore the ship will burn less.
- The biggest advantage to
registering is that you will be able to build tech 10
engines, and move further and faster than before. A tech
7 engine is the minimum size engine that should be used
on most ships. Lesser tech engines can be used on ships
that are just staying and protecting the starbase.
Scouts, Observation Posts, and Forward Supply Bases
- A SMALL SCOUT with
high-tech engines can move rapidly and economically
around the universe looking for enemy ships and planets.
By leaving one colonist clan at each planet, this planet
becomes an OBSERVATION POST on enemy activity. By leaving
several colonists with supplies and mega-credits, some
factories and eventually some mines can be built to
provide fuel and supplies to ships operating far from
your own territory. This planet is a FORWARD SUPPLY BASE.
- With colonists on the
planet you can use `v' to look at other ships that come
close. Also use `l' to list the ships if they are
traveling in a convoy; then cycle through using `v' to
see which ships are there. Depending on which version of
PLANETS.EXE you have, you may have to use the small-case
of `l' and `v'! (In WinPlan `l' and `v' are identical in
function)
Native Races
- A number of planets with
good native races can win the game for you.
NATIVE RACES to look for:
AVIAN and INSECTOID are
a good source for mega credits.
REPTILIAN help with mining.
BOVINOID make extra supplies.
GHIPSOLDAL gives TECH 10 engine technology when building
a starbase.
AMPHIBIAN -- TECH 10 beams with starbase.
SILICONOID -- TECH 10 torps with starbase.
HUMANOID -- TECH 10 hulls with starbase.
A TECH 10 advantage race
can save you 4500mc and is the only way that unregistered
players can achieve anything beyond tech 6. Note that
natives, just like you, grow (on planets with the right
temperature!). Taxes have the same effects on them. A good
government, though, can greatly increase the taxes you will
earn.
- Also, note that on some
planets it is not wise to build too many mines or
factories, since that will decrease the maximum tax rate,
which will in turn, decrease the amount you will earn.
- Remember, you can only
mine a planet once, but the taxation factor is forever.
For example, on an INSECTOID planet with 10 million
natives that is earning 300mc a turn, building 100
factories and only 25 mines will likely lower the maximum
tax rate by 1%. 1% will cost you 300mc a turn, or 900mc
in 3 turns, or, the cost of 60 fighters in 20 turns.
Serious business. Make sure you are certain that further
development on a planet is what you want.