Early Construction – An Opinion

This article reflects my own opinion about what to build on the first turn.  In a previous post, I asserted that a Large Deep Space Freighter (LDSF) with Transwarp Drives is always a safe choice to build.  I reaffirm that it is acceptable to build the LDSF on the first turn.

In my opinion, however, there is a better choice for everyone.  Every race should build a capital ship (a ship with weapons – also known as a warship) on turn 1. Continue reading

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Friendly Codes

Friendly codes can be set in the ship, planet or starbase screen and can influence the behaviour of these objects. In ship combat they influence the battlevalue
that decides in which order ships will fight. Matching friendly codes (e.g. starbase and ship) can be used as a key to beam up and down cargo and torpedos and to force enemy ships to surrender at a starbase. Matching friendly codes also prevent combat, the only exceptions are ‘nuk’, ‘att’ and ‘mkt’ and their variations.
Friendly codes are case sensitive: ‘bdm’ and ‘bDm’ will perform the same task, but will not be considered as a matching friendly code.

Beam transfer codes for ships

bdm

Beam all money down to the planet before movement

btm

Beam money to foreign ships at the same location, split evenly

btt

Beam torpedoes to foreign ships at the same location, split evenly

btf

Beam fighters to foreign ships at the same location, split evenly

Codes used in conjunction with “Lay Mines” and “Lay Web Mines” missions

mdN

Convert N*10 torpedoes into deep space mines.  N must be a number 0-9.  md1 converts ten torpedoes, md2 converts 20 torpedoes, etc.  md0 converts 100 torpedoes.

mdh

Convert half of the ship’s torpedoes into deep space mines

mdq

Convert one-quarter of the ship’s torpedoes into deep space mines

mi*

Lay minefield in another race’s identity.  In a standard 11-player game, use the race’s standard number or letter (1=Feds, 2=Lizards, … a=Rebels, b=Colonies).  In a melee or a game with duplicate races, each player has a unique identifying number or letter.

Friendly codes for use on ships with glory devices

pop

Self-destruct after movement

trg

Self-destruct when a cloaked ship is detected

 Alchemy Ship Codes 

nal

Turn off the ship’s alchemy function

ald

Produce only duranium (3kt supplies yields 1kt duranium)

alm

Produce only molybdenum (3kt supplies yields 1kt molybdenum)

alt

Produce only tritanium (3kt supplies yields 1kt tritanium)

Other ship friendly codes

msc

Scoop up your own minefields within sweeping range.  Requires mission=minesweep.

mkt

Make torpedoes from money and minerals on board.

cln

Clone ship, at a starbase with the appropriate tech levels to duplicate the ship. All minerals and 200% the original cost of the entire ship must be present.

gs*

Give ship. Replace * with the race’s standard number or letter.  In a melee game or a game with duplicate races, each player has a unique identifying number or letter. Requires the receiving player to have one ship with at least one clan onboard at the same location.

hyp

Ships with hyperjump capability travel 340-360ly with this code.

lfm

Load materials and build fighters (Robots, Rebels, Colonies only).

nbr

Disable tow capture.

ntp

Use only beam weapons in combat (launch no torpedoes or fighters).

Planet and Starbase Codes

bum

Beam all money from the planet to foreign ships, split evenly.

mf*

Universal minefield friendly code.  Replace * with any character.

att

Attack enemy ships that arrive at the planet.

nuk

Attack enemy ships that arrive, even if they are out of fuel.

dmp

Recycle old parts from starbase.

pbN

Use Priority Build Points to build a ship on this starbase. Replace N with a number 1-9. pb1 gets first priority, followed by pb2, etc.

 

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