Empires Of Planets 4
The Birdmen

Race Attributes
- Stealth ground bases (sensor image of only 20, other
races have ground bases with sensor images of 800)
- Great spy powers
- Stealth fighter wings
- Speed 25 cargo pods
- Good at ground attack
- Good growth rate
- Good income
- 50% of all Cyborg "killed" in ground combat are
reclaimed as colonists
- Avians like Birdmen more than the other races
- Cloaking starbase
- Scanners give off double normal noise
- Engines give off half normal engine noise
- No alchemy device
- Starts with 3 transwarp speed ships
- Highly resistant to probe launchers detecting ground
bases

Unique Units
- Plasmatron: Causes enemy assault craft
and fighters to suffer from electronic overloads and shut
downs during ground attacks on your base. They also mine
metals and can smelt ore cleanly and safely. Each
plasmatron acts as one mine and one smelter and has no
negative effects on the colonists and natives. Each
plasmatrons will decrease the attack powers of enemy
assault craft and fighters by 0.5% (with a maximum of
50%) against your own assault craft.
- The Three Praetorian High Guard Masters:
Master spies. You will never see them and rarely hear
from them. You have no control of this team of three.
Their powers include being able to steal enemy universal
friendly codes. With the universal friendly code of any
enemy you can avoid being auto intercepted and hitting
enemy minefields. They will assist in stealing enemy ship
plans, by confusing and temporally blinding any enemy
high guard protecting the ship from having its plans
stolen. Their power flow from the people, the more
colonists you have and the greater their happiness the
more the Three Praetorian High Guard Masters can do for
you. The power to steal enemy friendly codes is only
active when the Birdmen have more than 10 million
colonists in their empire. The Praetorian will sometimes
make mistakes and give you the wrong enemy universal
friendly code.
Missing Base Buildings
- Terraformer
- Scanner
- Undercity
Special Base Buildings
- Labor Camp (prisoners produce supplies and 10 megacredits
per camp)
- Labor Mine (prisoners dig for metals and produce 10
megacredits per mine)
- Resort (Improves happiness of colonists and natives)
Ship Attributes
- Most ship designs have very weak scanners
- Most ship designs have cloak
- Most ships have very weak tow beams
- Cloaking capable ships get to fire before non-cloaking
ships during combat
- The Deth Specula Class Frigate have an attack bonus so
high that they overwhelm enemy point defense systems.
Their weapons simply do not miss and are not shot down.
- The Bright Heart Class Destroyer is a cloaking mine
sweeper and can drop barbitic mines.
- The Fearless Wing is the perfect ship to use to board
damaged enemy ships, few ships can stand up to a boarding
party of 75000 from a cloaked ship. This ship lacks a
boarding laser so it can only be used on damaged ships. A
Deth Specula could be used to damage the target ship and
then board it with the Fearless Wing.
- The Avalor is a cloaking starbase
- Alaska Class Refinery Ship processes ore and can make
fuel from metals.
- The Darkwing is a very powerful ship that can cloak,
mount the largest of large ship weapons and can mount a
super weapon.
- The Darkwing G can fire through Cyborg shields
- The Darkwing G can fire through enemy Birdmen shields and
have a 1000 armor arc bonus against Birdmen ships
- The Resolute, Darkwing, and Darkwing G are immune to
Tachyon scanners
Ship Special Devices
- Cloaking Device: Burns fuel and reduces
the ship's sensor image by 50 points. Ships that have a
sensor image of 0 can not be seen. The ship overview
screen will show you your ship's current sensor image. Be
aware that moving at high speeds, using your
transporters, traveling through web minefields, or enemy
tachyon scanners can uncloak your ship. You can never be
completely sure that you have not been seen. If you have
the attack order for the ship turned on your ship will
attack from cloak, you need to turn off the attack switch
to avoid combat while cloaked. The cloaking device on
ships with a stealth rating of more than 50 do not fully
cloak the ship, the cloaking device will only make the
ship harder to see.
- Self Destruct: Destoys the ship. Does no
damage to anything in the area.
- Particle Fountain: 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 fountain increases
the climate of the planet by 3 a turn and the HD stress
of the planet by at least 1 to 50 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.
- Barbitic Mine Dropper: Converts
ordnance units into Barbitic mines and drops them.
Barbitic mines are powerful anti-ship mines that also can
be used to destroy enemy minefields. When a barbitic
minefield is detonated it does damage to all ships in the
field and destroys most minefield in the radius of the
field. When a minefield is set to detonate it will do so
before all movement starts. Blowing a Barbitic minefield
will completely clear the area of mines and allow safe
travel through the area. All minefields have a limited
life time of around 20 turns before they run out of power
and disappear. Any ship belonging to another race moving
through your barbitic minefield risks hitting a mine and
taking massive damage. Minefields can be stacked on top
of one another. Ships traveling speed 12 or less are safe
from hitting barbitic mines
- Mine Sweeper Array: Destroys one enemy
minefield or recovers one minefield belonging to your
race converting it into ordnance units and stores the
ordnance on your ship. You do not collect ordnance from
enemy minefield that you sweep. The device will not sweep
cloaked minefields.
- 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. The Deth Specula can do this
perfectly, it can travel 47 LY before the first ship to
ship battle takes place. Starting at 23 LY you can fly to
the transfer target enemy ship, transfer over your
attackers and be back out into deep space at around 24 LY
before the first combat begins. The Crystals are immune
to Boarding lasers.
- 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.
- Mind Crusher: Causes colonists and
natives in all bases under the ship to loose 40 happy
points. Device works after movement. The mind crusher
produces 25 units of sensor image noise when used. It has
a range of 10LY. You could use it to draw part of an
enemy fleet off of a planet and into a fight with a fleet
of cloaked ships.
- Spy Scanner: Find
high pop enemy planets with heavy industry within 1000
ly. Has a 10% chanace of detecting any enemy bases with
more than 5 cities and a population of over a million.
- Nanovirus Bomb: Uses 100 Med units to
fire. Turns 30% of all Cyborg colonists on the planet
under the base into natives. The natives will be found on
the planet's surface. Use several ships at once for
greater effect. It is best to ground attack the base
right after the nanovirus attack to make sure the natives
are not quicky reassimilated. The device will work
through shields. The device will kill the Cyborg high
guard (King) on the target base. The nanovirus device
makes 15 units of sensor image noise when used.
Ship Super Weapons
- Super Laser: The best of the super
weapons when it comes to ship combat. The weapon also has
the power to destroy a planet. Just set the planet as
your ship's kill target and park the ship over the target
planet, the next turn the planet will be gone. Any bases
on the planet will also be gone. Any ship firing a super
laser might show up on enemy scanners. To use the weapon
set the planet as your ship's kill target. After all
movement and combat has been finished your ship will
destroy the planet. The ship will only fire the super
weapon if the weapon is turned on and the ship has orders
to attack. Any enemy ships at the target planet will get
a chance to stop you from firing the weapon into the
planet.
- World Crusher Missile: Has a range of
200LY. Uses 300 ord when fired. Can be fired as long as
you have ordnance to arm it. To use it turn it on and
target an enemy base or planet within 200 LY of your
ship. The missile has a 33% chance of hitting each base
on the target planet. When a base is hit it is completely
destroyed. The surface of the planet will be covered with
the remains of the base. A shield will protect the base
from being harmed. The world crusher firing takes place
after movement and combat. The world crusher missile
targeting system produces 120 units of sensor image noise
when used. If the exotic tech Transphased World
Crusher is used the weapon can be fired through
enemy base shields.
- Protomatter Cannon: A great combat
weapon, will destroy almost any ship it fires at. Its
main function is to remake planets that have blown up due
to the HD Stress levels going over 1000, or have been the
target of a super laser. The newly formed planet will be
rich in metals and have very good farming soil, but will
have a very high HD Stress delta causing it to explode in
22 to 35 turns. Firing the Protomatter cannon requires
1000 ordnance units. To use the weapon on an exploded
planet (astroid field) just turn on the weapon and park
your ship at the location of the dead system. The next
turn the new planet will appear.
Playing As
Place photon torpedoes on your high attack bonus ships. Use
the very fast Deth Specula to disrupt enemy freighter runs. Take
advantage of your strong ground combat power to capture lightly
guarded enemy bases. Be careful not to destroy your own fighter
craft with the Nemesis Torpedo super weapon. Your scanners are
weak on most ships so be sure to build Skyfire class ships to be
your eyes. Have Skyfires travel ahead of your cloaked ships. Use
the Darkwings with world crusher missiles to get close to
unshielded enemy bases while under cloak. Fire the world crusher
missiles and return to cloak and move to a new location. Board
enemy ships from cloaked ships. If the enemy is grouping to
attack your fleet scatter your ships and take out many of their
bases at once. If the enemy is spreading out to defend his
planets group your ships into strong fleets and take out his
spread out ships a few at a time. Try to make friends with other
races, they would most likely want to trade ship plans or want
you to help them fight the Cyborg. One of the most powerful
attacks you can use on an enemy ship is a boarding action from a
Deth Specula using all Birdmen High Guard Rangers. Your boarding
High Guard will be able to kill 2 to 50 enemy crew and guests
each and get away back to your cloaked ship if they fail to take
the enemy ship. Packs of Deth Speculas can do a lot of harm to an
enemy ship's crew. Load a cloaking ship up with Gold Pods full of
contraband that your enemy's colonists like. Fly your ship up to
less than 60LY from the enemy planet and order all the docked
Gold Pods to sell the contraband to your enemy's base. That will
drive the crime rate and unhappiness of the enemy base throw the
roof and cut their income on that planet to almost nothing. If
you see enemy life pods lying through space capture them and take
them to a planet you can safely defend and place the new enemy
prisoners inlabor camps or labor mines. This will drive your
enemy's colonists mad with anger (if they are not Cyborg) and
their happiness will drop to the point that they will refuse to
pay taxes..
Playing Against
Use minefields to protect your planets. If a Birdman ship hits
a mine it will be forced out of cloak. Gravitonic mines are very
good mines to use as Birdmen detectors, they do little damage but
have 2.6 times the odds of hitting enemy ships as barbitic mines.
When a cloaked enemy ship hits a gravitonic mine it causes the
ship to become visible, your ships might have time to auto
intercept the cloaker and destroy it before it can get away.
Place war ships over your important planets to protect them from
sneak attack. Build bases on planets that you suspect the Birdmen
to be hiding at, they will be able to spot their stealth ground
bases. If you are able to build Tachyon scanner ships, build them
and use them to watch for cloaked ships and find cloaked Birdmen
bases. It can be hard to defend against cloaked ship, it might be
better to take the fight to their space. Destroy their bases,
force them to uncloak and use their fleet to defend their
colonists. Kill their colonists and their empire will run out of
money and fade away. If you build no more than 5 cities on
planets with more then one million colonists they can not detect
your planet with their spy scanner. If you see the Birdmen using
ships that have good scanners attack them when possible, this
will blind them. Use their poor scanners against them, to trick
them into thinking your empire is somewhere it is not. Keep your
ships moving, use zig-zag paths you never know when a boarding
party of 75000 Birdmen are going to jump out of a cloaked
Fearless Wing with Deth Specula escorts and take over your parked
ship. Keep your ships supplied with repair units so your can keep
your ships at 0% hull damage. The Fearless Wing can only board
your ship if it has some hull damage. Lay laser mines around your
planets if you can, if you suspect that the Birds are cloaked
near your planets blow up a laser mine field to force their ships
to show up. Don't worry about the Three Praetorian High Guard
Masters idiots, they hardly ever do anything.
Natural Enemies
- The Feds: Their Loki class ship can
decloak all but the highest tech Birdmen ships. Their
large and fast ships with powerful scanners are ideal for
hunting down the Birdmen ships and bases. Their powerful
economy allows them to produce a lot of ships.
- The Lizards: Their Loki class ship can
decloak all but the highest tech Birdmen ships. The
Lizard's ground combat and heavily armored make short
work of any base the Loki finds.
- The Crystals: The web mine is the most
deadly of all weapons that can be used against the
Birdmen. Many of the Birdmen ships have limited repair
holds making them easy prey to the Crystal X device.
- The Robots: The Robot's strong mine
laying power protects them from attack.
- Cyborg: Will most likely attack the
Birdmen out of fear, most likely try to kill the Birdmen
before fleets of Darkwing G's start attacking them
Birdmen Race Stats