Empires Of Planets 4
The Robotic Imperium

Race Attributes
- Do not need to eat food
- Training centers do not require food
- Training centers require Kerria Crystals to train new
troops
- Cities do not require food
- Zero growth rate
- New colonists are built from tritanium and has a mass of
1 ton each
- Insectoid nests build new robots
- Insectoid nests require insectoid natives
- Only one ship has a top speed above 90
- Pod speed of only 20
- They have alchemy ships
- No minesweepers
- Not able to build alien hulls
- No one else can use your hull plans
- A cheap type 1 fighter
- Robot fighters immune to hitting Barbitic minefields
during movement
- High mining rate
- Ord plants produce double the normal amount of ord
- Nova Barbitic minefields do double normal damage to enemy
ships
- Nova Barbitic minefields do double damage to all ships
that are in the field when they are detonated
- Nova Barbitic minefields also act as Gravitonic
minefields
- If a Nova Barbitic is destroyed by a Barbitic detonation
it will also explode
(Note: Only fields with centers within the first's radius
will explode)
- Robot owned ships are highly resistant to Nova Barbitic
and Barbitic detonations (Barbitics cause 1% hull damage
and 2% system damage)
(Nova Barbitics cause 2% hull damage and 4% system
damage)
- Nova Barbitics make 100 points more sensor noise than
normal Barbitics
- All Barbitic minefields belonging to a Robot are Nova
Barbitic
- No other race can lay a Nova Barbitic field, even if they
own a Cat's Paw
- Robots can use enemy ship designs to lay Nova Barbitics
- Robots can sweep cloaked mines, including cloaked
Barbitics, if have a mine sweeper ship
- Robots can see cloaked mines out to a range of 150 LY
- R27 Raider Fighter has a sand shield built in
- Will not work under captivity
- Can not be assimilated
- You can build jumpgates
- No super weapons
- Ord plant produces double ord at the same cost

Unique Units
- Fuel Dradle Mines for fuel 10 kt ore
each per turn (yields 5 kt)

Missing Base Buildings
- Raid Shelter
- Med Lab
- Ion Cannon
- Base Shield
Special Base Buildings
- Gun Zero Costs 30000 to build has a
range of 250 ly and can target all ships of hull mass 100
and above in range. Uses 100 ord per shot per ship and
needs at least 10 robot colonists on the base for the gun
to fire. The gun has 23% odds of hitting ships with a
hull mass under 901 kt, it has 40% odds against ship with
a hull mass between 901 and 1500, the gun has 65% odd of
hitting ships with a hull mass greater than 1500. The
weapon will do 15% to 90% hull damage per hit. A 100kt
hull will take 90% damage and a 850kt to 1700kt hull will
take 15% hull damage. Ships with hull masses of over
1700kt mass will take 49% damage per hit. This device can
not be used on ships that are fully cloaked. It can be
used on ships with active cloaking devices that are
generating more than 400 units of sensor noise and ships
that have been made visible by a laser mine detonation.
- Insectoid Nest Converts small soft warm
blooded natives into two insectoid hatchlings, mines
fuel. Builds up to 100,000 new robots a turn using 100 kt
of tritanium. This is the only way to build new robots.
Attracts and converts 3% of all enemy colonists within
100 ly into 2 new insectoids each. Robot, Crystal, and
Solorian colonists can not be converted. The enemy will
not get any message that this is going on. Insectoids are
difficult for the the Cyborg to assimulate, it takes 6
insectoids to make just one Cyborg drone.
Ship Attributes
- The Cybernaut is the only war ship with a top speed above
90, it can go 120
- Cat's Paw can lay Nova Barbitic minefields
- All warship are made out of pure Duranium metal
- Scanners are weaker than most
- The Vltava can build jumpgates
Ship Special Devices
- Soil Sterilizer: Destroys the soil of
the planet under the ship so that farming can not take
place.
- Alchemy Device
Convert supplies to minerals (2700 supplies = 675KT of
metals / turn)
- Scalar Wave Damper: Reduces the stress
levels of the planet under the ship. Very useful in
making planets useless to the Crystals who produce food
and ord from planetary stress. This device is really
handy in keeping the Hyper Dimensional Delta Levels in
check (in other words prevents planets from exploding
while you mine them hollow with your Vltavas).
- Native Dust Off: Loads up to 40000 of
the natives on the planet under the ship onto a native
life pod and places the pod in one of the ship's empty
pod bays. This takes place after movement. The device
will not remove natives from a base, it only works on
natives that are on the surface of the planet outside of
a base. The device will only work if you have an empty
pod bay on the ship.
- Eye Of Madagon: Causes all Chupanoids in
the base under the ship to have 300% happiness and all
Chupanoids join the base. The device has a range of 10ly
and only works if the ship has under 10% system damage.
The device will also destroy food and kill amorphous
natives out to a range of 250 ly. Food on planets bases
and pods are all in danger of being destroyed.
- Jump Gate Builder: If the ship has
10000mc and 1000 molybdenum on board the ship will build
a jump gate when this device is on. The gate is built
after movement. All gates have a 3 letter code, which is
the code needed to travel too the gate. Jump gates can
only be destroyed by anti-matter maul super weapons that
have set the gate as a kill target and have parked on it.
To travel to another jump gate park your ship on any gate
and set one of the ship's command codes to the code of
the gate you wish to travel to. Jump gate travel happens
after normal movement. When you come out the other end of
the gate you will not have any scanner readings of the
area and any enemy in the area will not have seen you
yet. You have one turn to move your ship before you are
seen by the enemy. Jump gates are very hard to defend due
to the fact anyone can jump out of one from another gate
are any time if they know the gate code, so be very
careful where you build them.
- Laser Mining Drill: Extracts mineral ore
from the core of the planet under the ship and converts
it into metals and stores the metals in the ship's cargo
hold. The only limit to the amount that can be taken is
the size of the ship's cargo hold. The drill increases
the climate of the planet by 0.3 a turn and the HD stress
of the planet by 10 to 60 points. The device has no
effect on ore or metal that is sitting on the planet's
surface. The device will not mine fuel or fuel ore.
- Boarding Laser: Only used when you are
transporting your colonists, troops, crew, or high guard
to an enemy ship as a hostile boarding action. The
boarding laser helps your troops take over the enemy
ship. It cuts holes in the enemy ship doing between 5%
and 300% hull damage to the target depending on the size
of the target ship. It kills up to 10% of the enemy crew,
40% of the enemy colonists, and 10% of the enemy troops.
You need to beam over 1 of your guys for every 5 enemies
you want to take out. There are 200 movement phases and
combat will not start until phase 50 so during the first
one quarter of movement you have time to fly past an
enemy ship, transport over a boarding party, rip the
enemy ship up with the boarding laser and get away back
out to deep space.
- Ore Processing: When on the ship grabs
ore from any pod in the area ( including ones that do not
belong to you), any planet you are over and any of your
own bases. The ore is converted into metals and stored in
the ship's cargo hold. You can have the metals
automatically transported down to a base you own if you
are over one with the ship command code BDM (Beam
Down Metals). Two ore units yield one metal unit. The
only limit as to how much can be processed in a turn is
the size of the ship's cargo hold. Ore processing costs
nothing.
- DTMS-N fuel Converter: The device when
on will convert 10 supply units into 1 kt of fuel. It can
also convert 1 duranium, 1 tritanium, or 1 molybdenum
into 1 fuel unit. The converter only uses metals and
supplies that are in the ship's cargo hold. It will stop
processing when the ship's fuel tank is full. If the ship
uses the command code "BDF"
all but 60 kt of fuel will be beamed down to the planet
below.
- Food To Supply Converter: When on all
the food on the ship is turned into supplies. One food
unit is turned into one supply unit. You do not need food
so why not turn it all into supplies and then later you
can turn it into metals using the Alchemy device
- Mobile Fighter Factory: Builds fighters
in space using just cash. The device will add fighters to
any wing docked with the ship that does not have the full
number that can fit in the fighter bay. If the ship has
any empty fighter bays new wings will be formed and the
bays will be filled with new fighters.
Ship Super Weapons
Playing As
Metals, money and credits are not going to be a problem. You
do not have to worry about food or fuel. You have all the
nightmare weapons at your command to sweep the galaxy of all
life. You have some of the weakest fighters in the game but that
is not a problem you will have the money to build all that you
will need. You have all the tools to drive hyperspace races
insane.
You can lay overlapping Nova Barbitic minefields in a area of
space you know hyper jumpers to be using, when they get caught in
the Nova Barbitic field because of its anti-hyper jump powers
just blow the field and take the ship out. If your ships happen
to be in the field during the explosion they will take no more
than 2% hull damage per Nova Barbitic that you detonate. You do
not have any minesweeper ships so unless you can trade for them
or capture them you are going to have to use your Nova Barbitics
to sweep enemy minefields.
To win destroy your enemy's power to produce food, use your
soil sterilizer to destroy all the farm land on as many planets
as possible. Without food most your enemies can not grow. If you
are fighting the Crystals use your scalar wave damper to reduce
the stress of high stress planets to the point that the Crystal
hyperlathes are useless, that will cut off all their food
supplies and source of ord.
You have zero growth so there is not any reason not to build
all the training centers you can and produce as many troops as
possible.
Avoid attacking with colonists and crew if you can. Mine for
metals and use as much of the tritanium as you can spare to build
more robots at your insectoid nests.
Look for and gather up as many natives as possible to use as
food for your insectoids. Insectoid
nest turns warm blooded natives into insectoids. This includes Humanoids, Bovinoids, Reptilians, Avians,
Amphipians and Ghipsoldals. Conversion rate is 4 new bugs for
every native.
Insectoid Nests also attract colonists from
enemy bases to your base. They will draw in 3% of all enemy
colonists within 100 ly and convert them to new insects. Each
enemy colonist yields 4 new bugs. There are a few exceptions, the
Cyborg can only yield 1/2 a bug each and Cystals, Robots and
Solorian are completely immune. The nests will also draw in 1% of
the enemy colonists within 400 ly.
The Insectoid Nests also generate money, for
each enemy colonists that comes in from the 100 ly range you get
1/10 a mc and the ones from up to 400 ly give you 1/30 of a mc.
When you are attracting enemy colonists to your
base with a Insectoid Nest only you will get a message about the
event, the enemy might not notice anything is wrong.
Gather up chupanoid natives after you have made them happy
using the Eye of Madagon device and send pods of them to your
enemies home world. If you can not get to the enemy's homeworld
with pods of chupanoids just get as close as you can and blow the
pod up. The chupanoids will scatter and become very upset at the
same time. They will land on the enemy planets and begin eating
all their food. The less food your enemy has the better.
Build terraformers just to mess up the climate of the planet
so that your enemies that do not have access to terraformers can
not farm the planet. You goal is to just sweep through space
turning all the tritanium you find into more robots and all the
duranium you find into new ships.
Carry pods of fuel dradle ground units to mine for fuel on the
edges of your push forward into enemy space.
Use your Q Tankers to carry fuel and fresh fighters to the
front line ships. If you find or build a jumpgate cover the gate
with Nova Barbitic mines and leave a few cheap ships around to
scan for incoming enemy ships. If an enemy fleet comes through
the gate blow the Nova Barbitics and destroy the whole fleet all
at once. There is nothing that they can do to escape that trap.
After you get done with an area of space there should be nothing
left that an enemy can use.
One important factor that the Robots need to use to win the
game is the Shokazul Pulse. This exotic tech will stop the growth
of all enemy colonists. If you unlease this on your enemies early
enough in the game they will not be able to out grow you
population wise. Sadly this device also makes your insectoids
hibhernate. While the Pulse is having its effect you can still be
mining and storing tritanium on your bases and building more
insectoid nests. Then for one turn you can drop the use of the
Shokazul Pulse and have a population explosion, then go back to
using the Shokazul Pulse.
To make life easier for your ships buy the excotic tech Plasma
Manifold A. This tech will greatly reduce the amount of fuel your
ships will burn. Later on in the game buy Plasma Manifold B and
your fuel useage will drop to almost nothing.
Playing Against
If you are going through a jumpgate and you do not know what
is going to be on the other side, send a scout ship through first
to check for Nova Barbitic minefields, because if you send your
fleet blindly into that mess they are going to all die in the
massive chain reaction explosion that Nova Barbitics can deliver.
If you can lay Barbitic minefields go into Robot space and lay
your own barbitic fields over the top of his. If the Robots do
not own a mine sweeper the only way to destory your minefield is
to detonate his.
If the Robots cover a major base and fleet with Nova Barbitcs
attack it with minelayers, get in there and drop mines all around
the base so that the fleet can not escape and then push inward
with more mines until the area is completely covered with mines.
Do what you can to protect the natives from being turned into
insectoid food. Protect all planets with high levels of
tritanium, because if you do not all that metal will be turned
into money producing robots and his growth will explode.
The Robots are a race that you must attack, if left alone they
will overpower you completely.
Attack him with groups of fighter wings, his fighter defenses
are very weak, his fighters are weak, his ships do not have many
point defense systems.
Take out their ships and pods as quickly as possible before
they can use them to grow. Attack them with sand casters to
destroy their fighters. Make it a point to destroy any Robot
minesweeper ship that you find and make it a special point to
destroy any Robot base that has high numbers of insectoid
natives.
Expect the Robots to be coming after your food supplies, be
ready to fight.
Take the fight to him, if you can keep him busy defending his
worlds he will not have time to to attack you.
Send in mine sweepers to keep his area of space clear of
minefields, with no minefields or few minefield in his space he
will feel very nervous about enemy fleets hyper jumping in and
will most likely pull his forces back.
Keep your large ships away from his Gun Zero planets.
If you can keep him boxed in and living in fear and on the
defensive his growth will be slowed greatly.
Natural Enemies
- The Federation: Cheap, evasive and fast
ships
- The Rebels: Their fighters will eat your
fighters alive
- The Colonies Of Man: Fighters will eat
your fighters alive. Colonial High Guard can destroy your
nests and gun zero units. The Virgo class can fly through
your minefields. However your Gun Zeros will blow Virgos
straight to hell.
- The Stormers: Victorious Class can carry
a Nemesis Torpedo super weapon which can destroy all the
fighters in a fleet in a single shot! Glory device ships
can destroy your minefields.
- The Crystals: Mines, Mines, and more
Mine! They have gravitonic, webs, lasers and barbitics!
And you do not own any minesweeping ships!
- The Birdmen: They can send in cloaked
ships with super laser that can outrun in normal space
most Robotic ships.
- The Privateers: Can rob you blind by
stealing contraband and megacredits. Their ships are so
small and fast that they are almost impossible to catch.
Robot Race Stats