Empires Of Planets 4
The Privateers

Race Attributes
- Unable to smelt metal ore
- Unable to use alien hull plans to build new ships
- Unable to give hull plans to another race
- Pods can not hold alien hull plans
- Very poor metals mining rate
- Lawless race, colonists grow very unhappy if you try to
tax them at high levels
- Very narrow farming range, it is very hard to find good
farming planets
- Privateer bases cause colonists on other bases belonging
to other empires within 200LY to grow unhappy due to
having to be near them. Other empires loose 10 points per
Privateer base near them. All natives except for the
Ghipsoldals also loose 10 happy points a turn. The Evil
Empire is immune to happiness drops.
- If any race shares data with the Privateers the
Privateers will be able to
see that race's universal friendly code
- Very poor income rate
- High growth rate
- Only ships can train crew, troops and high guard, the
Privateers can not build training centers
- No mine sweepers
- Unable to lay barbitic minefields
- No way of destroying enemy minefields
- High speed pods that move 120 LY per turn
- Ships can train 5% of their crew needs per turn from any
colonists on the ship
- Ships with an experiance level above 50 can train 5% of
the colonists on the ship to be troops
- Ships with an experiance level above 100 can train 10% of
the troops on the ship to be high guard
- Stealing cargo from an enemy resupply pod is worth 10
experiance points
- Stealing food from an enemy base with the cargo grappler
is worth 10 experiance points
- The money tap stealing more than 5000 mc is worth 25
experiance points
- Stealing an alien hull plan from an enemy base with the
hull plan napper is worth 50 experiance points
- Stealing an alien hull plan from an enemy ship's computer
core is worth 20 experiance points
- Stealing an alien hull plan from an enemy gold pod that
is docked with an enemy ship is worth 10 experiance
points
- Taking a Privateer hull ship away from an enemy by
spacing their crew with the "Auto Capture"
attack is worth 30 experiance points
- Using a boarding laser on an enemy ship is worth 5 points
and 10 points if the enemy is using a hull that is not of
their own design
- Boarding attack power for troops increase at a rate of (
Experiance / 100 ) So an experiance level of 240 gives a
ship a 240% boarding combat bonus.
- Ships unable to beam cargo to enemy bases
- Ships can only beam cargo to friendly alien bases if the
ship is using the target race's universal friendly code

Missing Base Buildings
- Anti-Aircraft Guns
- Terraformer
- Scanner
- Base Shield
- Training Center
- Raid Shelter
- City
- Smelters
- Med Lab
- Ship Repair Plant
- Laser Cannons
- Ion Cannon
- Undercity
Special Base Buildings
- Pirate's Cove will steal contraband from the bases
of other empires within 200 LY. The Cyborg are completely
immune to any effects from this building. The Pirate's
Cove will steal over 10% of the enemy's contraband per
turn from each base within range. It can also steal food
10% of enemy food supplies. Cyborg are immune from the
Pirate's Cove.
Ship Attributes
- Scanners are of only average power
- Scanners have a very low chance of detecting minefield,
They have 1/8 the normal chance of detecting enemy mines
- Ship scanners get a 200% bonus when it comes to scanning
enemy ground bases
- All ship weapons have a 400% kill bonus against enemy
crew and guests
- If a Privateer designed ship enters battle with a set of
plans of an enemy ship all the Privateer designed ships
in the battle get a 400% shield and armor drain bonus
against that type of enemy ship
- Ships with colonists that lack a full crew will train the
colonists to become crew
- Ships with an experience of at least 50 will train
colonists to be troops
- Ships with an experience of at least 100 will train
colonists to be High Guard Rangers
- Ships can transfer cargo from any enemy ship, with a
limit of only 50kt of fuel. They can steal all the
enemy's ord and repair units or any other cargo they wish
if they have the cargo room to do so
- If a BR4, BR5, Meteor, Dwarfstar, or Bloodfang is owned
by a non-privateer race any Privateers can set that ship
as a capture target and have the enemy crew instantly
spaced and the Privateer takes control of the ship, from
any range.
- The Meteor is a very fast ship with cloak and lots of
special devices, but it has a few problems as well. The
cloaking device on the Meteor is not strong enough to
fully cloak the ship, it only makes it harder to see. If
the Gravitonic Accelerator is used the ship's scanners
will fail to work and the ship will be completely blind.
- The Dwarfstar is a fully cloaking transport that can grab
all the contraband or natives from a planet using dust
off devices and sneak off.
- The Lady Royale has the power to steal enemy crew away
from their ships at a rate of 1400 a turn from a range of
20 LY
- The Meteor Class has a fast hyp hyper drive that allows
the ship to jump before all other hyperjump ships. It
jumps before any other ship can move. So it can jump on
an enemy ship board it before the enemy ship can get
away. Normal hyper jump ships do not jump until half way
through the normal movement phase.
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 the
Meteor Class is not powerful enough to fully cloak the
ship, it will only make the ship harder to see.
- Gravitonic Mine Dropper: Converts
ordnance units into gravitonic mines and drops them.
Gravitonic mines are anti-hyper jump mines. A hyper jump
can not be made by a ship in a gravitonic minefield. If a
ship is jumping through hyperspace and they cross over a
gravitonic minefield they will return to normal space.
Ships moving through a gravitonic minefield can hit them
and take some damage. A ship with a hull mass of 100 kt
can take up to 10% hull damage per hit. Gravitonic mines
are 10 times less powerful than barbitic mines but your
odds of hitting a gravitonic mine is 2.6 times greater
than your odds of hitting a barbitic. All ships traveling
speed 12 or less are safe from hitting gravitonic mines.
Gravitonic mines can be ordered to detonate and will do
engine damage to all ships in the area, because they do
not destroy other mines when they detonate a large number
of them can be overlapped in a stack and do massive
damage to ships in the area. Mines detonate before all
movement happens. If the enemy's engine damage goes over
100% and you steal all their repair units they enemy is
pretty much dead in space and you can attack it with
boarding attacks turn after turn until you capture it.
- Boarding Laser (Privateer Advanced):
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
15% of the enemy crew, 50% of the enemy colonists, and
40% of the enemy troops. You need to beam over 1 of your
guys for every 20 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. 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. To use the device just turn it
on and transfer your crew to the enemy target using your
transporters.
- Boarding Laser (Privateer Advanced, With Plans):
Same as above only the weapon kills 20% crew, 60%
colonists and 40% troops and you need to beam over only 1
of your guys for every 40 enemies that you want to take
out. This bonus only applies if the ship doing a boarding
attack has the plans to the target enemy ship in their
memory bank.
- Self Destruct: Causes the ship to be
destroyed. Does not harm other ships in the area.
- Native Dust Off: Loads all 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. They can hold an unlimited
number of natives. 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.
- Contraband Dust Off: Loads all the
contraband from the surface of a planet and places the
contraband in a gold pod in one of the ship's empty pod
bays. The device works after all movement is finished.
The device works only on planets and can not remove
contraband from a base. The device only works if the ship
has an empty pod bay. The dust off pod can hold an
unlimited amount of contraband.
- Siren HAARP: Has a 20LY range. Removes
crew from enemy ships and turns them into your own crew.
Solorian are immune to the device. The device will take
up to 20% of the crew limit of the ship with the HAARP
device. This means the Lady Royale has the power to
remove 1400 enemy crew from enemy ships at a range of 20
LY. This device works after all movement is finished. The
ship must have room for the new crew members or the
number taken will be reduced to what the ship can hold.
- Gambling Deck: The device produces its
1mc per colonist member up to a maximum of 50mc when the
ship is in deep space and a maximum of 1000mc when the
ship is over a base. The device can make additional money
from colonists on bases under the ship at a rate of 300mc
per million colonists on the bases under the ship. The
device works on all bases under the ship, including ones
that you do not own. If more than one gambling deck ship
is operating in an area the total income for the ship is
reduced to a limit of 250mc for two ships, 166mc for
three ship, 125mc for four ships, and 100 for five ships.
A single gambling deck ship over a planet with a base
with 50 million colonists will produce 15000mc a turn
just from the base alone. A pair of gambling deck ships
over a base will only produce a total sum of 500mc, that
is under 3.4% of what a single ship would have made over
a base with 50 million colonists. Any two gambling ships
within 15 LY will interfere with one another.
- Show Lounge: The device produces 0.1mc
per crew member up to a maximum of 50mc when the base is
in deep space and a maximum of 1000mc when the ship is
over a base. The device can make additional money from
colonists on bases under the ship at a rate of 100mc per
million colonists on the bases under the ship. The device
will increase the happiness of the colonists on bases
under the ship by 3 points. The device works on all bases
under the ship, including ones that you do not own. If
more than one show lounge ship is operating in an area
the income from the base under the ship is reduced to a
limit of 250mc, for two ships, 166mc for three ship,
125mc for four ships, and 100mc for five ships. A single
show lounge ship over a planet with a base with 50
million colonists will produce 5000mc a turn just from
the base alone, plus up to 1000mc more from the crew on
the ship. A pair of show lounge ships over a base will
only produce a total sum of 500mc, that is under 10% of
what a single ship would have made over a planet with 50
million colonists. Any two show lounge ships within 15 LY
will interfere with one another.
- Money Tap: A nightmare weapon that can
steal all the money from ships, gold pods and con pods
within 50 LY of the ship. It can steal all the money on a
base that is in excess of 10000mc. It steals from all
ships, pods and bases at once. The device works after all
movement is finished. It will take money from races that
you are not at war with and those that you are at war
with.
- Fuel Robber: Steals up to 150kt of fuel
total from enemy ships within 50 LY. That is 150kt total
fuel, once the fuel robber ship has stolen a total of
150kt of fuel it will not steal any more. It will only
steal fuel from races that you are at war with. This
device works after movement.
- Cargo Grappler: Steals molybdenum,
tritanium, duranium, food, med, and supplies (in that
order) from all ships within 50 LY that you are at war
with. It will steal as much as possible, until the enemy
ships are empty or there is no more cargo room left to
hold the stolen goods. This device works after movement.
- Hull Plan Napper: It steals plans and
deletes plans belonging to other races, including ones
that you are not at war with. It has a 50 LY range. The
device will only take plans that the enemy can not
naturally build on their own. For example if a Federation
ship has the plans to a Loki on board the device will not
steal it because the Loki is a standard Fed ship. The
device will only take that plans that are alien to the
victim race.
- Gravitonic Accelerator: Causes ships to
travel twice as fast as normal and burn the same amount
of fuel. The side effects of the device include the
complete failure of the ship's scanners and the engines
make 300% more noise than normal.
- 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 do
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.
Ship Super Weapons
Special Assault Units

Party Skiff
Each Skiff requires that there be 1 kt of contraband on
the base for it to be active. If you have 1000kt of contraband
the planet will support 1000 active party skiffs. Each active
party skiff produces 1 mc a turn of income. They do not use up
contraband.
They cost 10mc each to build so it will take 10 turns for them to
pay for themselves.

Assault Gondola
Using a few pounds of Lerchin Spice Gas and the gravity
well of a planet as an anchor the assault craft can fold space
and appear high above other planets within 200 LY of their home
base. From high above an enemy base they can fire a rain of
projectiles weapons
on the unsuspecting colonists below before snapping back to their
own planet. Each assault gondola can kill around 10 enemy
colonists on each planet that it visits in a turn. Enemy
colonists that have undercities or raid shelters are protected
from attacks from assault gondolas. Each undercity will protect
100000 colonists and each raid shelter will protect 1000000
colonists. The Cyborg are immune thanks to their personal shield
units.

River Royale
The queen of the gambling trade. Slick marketing and
catchy hyper space radio jingles attract colonists from a 200 LY
radius to come take a chance and "catch the spirit and win
big!" Each River Royale collects 100mc per million colonists
on any base within 200 LY and causes the happiness of the
colonists that show up to be ripped off to drop by 5 points. When
the happiness of the colonists drops below 20 they will stop
coming. The Cyborg do not gamble. Your own colonists do not add
to the River Royale's income.
Playing As
You start out the game with one of the most powerful starting
ships in the game the tech 9 Meteor Class Blockade Runner, it is
very fast and very useful. You should scout out the area near
your home with the ship to find all the worlds with contraband
and natives. Dust them off with your contraband dust off and
native dust off devices drop them into a base, sell the
contraband for the money and ship the cash home with a pod
launcher. Your income is very poor so you are going to need every
last megacredit you can gather up. If you are very bold you could
send your Meteor Class ship out to planets that have sent out a
distress signal about Cyborg being in the area and grab those
natives off the planet before they can assimilate them. If you do
this you stand a very good chance of making friends with other
empires that are afraid of the Cyborg.
The Privateer Gravitonic Mine Trap: To pull this trick
off build a small fleet of Dwarfstars and sneak into space near
an enemy under cloak find an planet that is within 200 LY of one
of his planets. Lay a whole bunch of overlapping cloaked
gravitonic mines over the planet. When you finish drop a few
colonists on the planet and add a few assault gondolas just to
tick the enemy off as much as possible. Then move your ships
outside of the minefield. You could place a few bait ships over
the planet, cheaply made pieces of junk that you plan on loosing.
Have a nice sized fleet of Meteor Class ships hidden on planets
within hyperjump range of the trap planet. Hopefully your enemy
will send in some nice big ships to destroy your base. Let them
destroy your base and bait ships. They will end up taking your
bait but will end up sitting in the middle of cloaked overlapping
gravitonic minefield. Now spring your trap, order all the
gravitonic minefields to explode. The damage from the explosions
should completely take out the enemy ship engines and
hyperdrives. Plan on 10 minefields taking out the hyperdrive and
normal engines of a 100kt hull ship. It will take 20 to take out
the engines of a 200kt hull ship. At the same time hyperjump in
your Meteor class ships and steal their repair units and use your
boarding laser on them, after the jump your Meteor Class ships
should have a way point and speed set that will move them
completely out of danger before combat happens one quarter of the
way through normal movement. If you are lucky you should capture
a few of the enemy ships.
Your Meteor Class ships are best used as a hit and run ship.
Hit enemy ships and pods with hyper jumps, take what you can.
Capture the enemy ship if possible and run away. If you can
capture enemy life pods you can try to sell or trade the
prisoners with a race that can build labor mines or labor camps.
Ships that would be nice to have plans to include anything that
has a good scanner and a ship with an ore processor device.
Privateers are completely unable to process ore do to a lack of
smelters.
Do not try to fight a toe to toe war with the enemy, your
ships are not strong enough. Sent your ships out in all
directions and steal all you can from your enemy. Take their
money, contraband and colonists in life pods. If you steal their
money they will not be able to wage war very well. Stealing all
your enemies riches can hurt them as more than loosing a large
fleet.
If you see a race that is flying ships that they can not
normally build make an attempt to steal a copy of the plans to
that ship with your Hull Plan Napper. Hyper jump in under 50 LY
of a base that you think they might be building that type of ship
at with your Hull Plan Napper on, you might get lucky and grab a
set of plans to the ship hull in question, keep your cloak on,
scanners off and hope you do not get auto-intercepted. The next
turn you should hyper jump out, because the area might be covered
in minefields and you might not be seeing them. Just hope they do
not have gravitonic mines turned on or a gravity well generator
active. Once you get a set of plans to a ship hull your enemy
commonly uses make copy of the plans and place the copy of as
many of your ships as possible. When you enter combat and one or
more of your ships has a set of plans to one of the enemy ships
all your ships of Privateer design get a 400% shield drain and
400% armor drain bonus when firing on the ship hull design that
you have the plans for. Think of the damage a little BR5 with 15
torpedoes and a +60 attack bonus and 400% shield drain and 400%
armor drain backed up with the fact that all Privateer weapons
have a 400% kill bonus. Or a Meteor with 30 streak missiles that
each have a 400% shield drain bonus and a 400% armor drain bonus,
add a few exotic tech small weapon bonuses to the mix and your
enemy will have be having a very bad day.
It is raining Chupanoids: When you find a planet that
has a large number of Chupanoids and you have a few Meteor Class
ships to spare dust off the Chupanoids with your dust off device
then fly the ship at full speed into enemy space. When you get
close enough that the ship is likely to be destroyed the next
turn set the native life pod to self destruct. Your enemy will
have Chupanoids raining down all over him, they will be very
hungry and very mad when they land, if you are lucky he will run
out of food over time on many of his planets.
You have very weak scanners so buy the exotic tech scanner
boosts as soon as possible to increase what you can see with all
your ships.
If you have a great deal of money but not very much in the way
of metals, consider building many wings of fighters. If the enemy
states using fighters against your ships you are going to need to
defend your ships with fighter wings, because most your ship
designs lack a respectable number of point defense systems.
Make a special effort to get your hands on as many mine
sweeper ships as possible. Try to capture as many mine sweeper
ships as possible, try to trade for them.
Consider breaking your empire up into many worlds spaced far
apart. Try to hide in places that nobody has yet moved into yet.
If attacked by an overwhelming force consider just running away.
Maybe build a jump gate just for escaping if attacked. Lay a ring
of gravitonic minefields around your populated worlds so that you
will have an early warning of attack as ships slow down or are
stopped by the minefield, especially ones with hyper drives.
Try to take maximum advantage of wars between other empires,
get others with bigger ships to fight for you. Offer to build
them jump gates with your Bloodfangs. Offer them money and pods
of metal ore in exchange for their help. Fly a Bloodfang as close
to enemy space as you can and build a jump gate, then transmit a
message to other empires with the jump gate code, maybe make the
message anonymous,. Then do the same for someone else, maybe you
can stir up some trouble and force two empire into a war over the
control of the gates. Try to stir up trouble, get races to fight
and get out of the way.
If you see a war raging between a stronger and weaker empire
steal all that you can from the stronger empire in an effort to
even the strength of the two races. Maybe send funds to the
weaker race. If you can set it up so that two race of about equal
strength fight one another they will most likely harm each other
to the point that nether race can survive the attacks from an
even your ships.
Pretend to be weaker than you really are. Whine and moan about
how weak your ships are and how your scanners never work, make
the other
empires think you are harmless. Complain about how strong the
Cyborg are and how they are completely unstoppable and that it is
important that everyone
work together to defeat the Cyborg. Complain about the lack of
natives on the planets, complain about your low income and lack
of metals.
Use the Lady Royale to remove up to 1400 enemy crew from their
ships at a range of 20 LY, to soften up the enemy for boarding
actions the following turn.
When you have a ship that gains more than 100 experience
points move that ship off of the front lines and use that ship as
a training ship for High Guard. Nothing can beat a large number
of High Guard Rangers in a hostile boarding action. Any Privateer
ship with more than 100 experience has the ability to train
colonists to be High Guard at an amazingly high rate.
If you are in a universe that is really small and it looks
like there is no hope of defending a piece of if the universe to
the end think about sending a Bloodfang as far away from any
planet as possible into super deep space off the map and build a
jump gate. If things go completely wrong move your colonists out
into deep space and have them live on Super Transport Ships or
any ship type with huge guest capacity. Send your raiding ships
back through the gate to gates back on the main map to steal what
they can and then escape back out into deep space with the loot
and store it on your freighters. If nobody can see you, you are
safe from attack. From your first off the map gate send another
Bloodfang out even further into deep space and build another gate
even further off the map. That way you will have a hideout that
is very hard to find and almost impossible to attack, unless they
can get your gate code.
Playing Against
If you find one of their important high population worlds
hyperjump in if you can with a mine layer and drop a big
minefield over top of their world. The poor scum do not have any
mine sweeping ships so one little minefield can be a pain in
their side for a good long time if nobody helps them.
Most Privateer ships have very few point defense systems so it
is pretty easy to overwhelm them with photon torpedoes in large
numbers. Their ships tend to do very poorly against fighter
wings.
If you suspect the Privateers are laying a stack of cloaked
gravitonic mines as a trap it might be best to scout ahead with a
small mine layer and lay a barbitic minefield and blow it to
clear the area of any cloaked gravitonic minefield traps.
If they build jump gates take the gates from them. Lay
minefields around the gates, but not on the gate. Place the mines
between the gate and something interesting. Buy the stealth mine
exotic tech to make it even harder to see your minefields.
Hopefully the Privateer will come out of the gate, sweep for
mines, not destroy any or see any and thinking the coast is all
clear go flying away from the gate at full speed and hopefully
into your mines. Lay small fields about in areas that you think
the Privateers will be moving about.
Set a ship in auto intercept mode in the middle of a
Gravitonic minefield and wait for a hyper jumping Meteor class
ship to hit the field and come to a stop so your ship can auto
intercept and kill it.
If you ever capture a Meteor Class Blockade Runner hit the
self destruct at once, you must do this before the Privateers can
auto capture the ship back.
The best strategy for dealing with the Privateers is to send
out scouts to find their populated worlds and then send a large
fleet in to crash it as quickly as possible. Remove their
population centers and they will fall. Unlike most races they can
not field a very strong fleet and can be destroyed easily by a
medium sized fleet.
Natural Enemies / Tips
- Crystals: They are the worst enemy of
all. They can lay every type of mine there is. They have
fast ships that can lay mines and hyper jumping ships
that can lay mines. They are immune to the boarding
laser. They can not have their ship plans stolen. They
can use their Crystal X Field to erase all your captured
ship plans within a 150 LY radius and by doing so erase
your 400% attack advantage against shields and armor. Do
not even try to fight the Crystals without access to the
plans of a ship hull that is able to mine sweep. To fight
the Crystals you are going to need lots of mine sweepers.
.
- Privateers: They will steal from us just
the same as anyone else. Be careful when heading home
with a big store of cash that you do not get it stolen
from another Privateer using a money tap device. If your
spies find out that an enemy Privateer has a huge hoard
of cash or contraband try to grab the cash yourself or
tell a race you are friends with or send a general
anonymous message to everyone letting them know where the
enemy Privateers have a great deal of wealth and suggest
that they attack it at once.
- The Evil Empire: They have hyper jumping
fighter carriers and contraband lock down devices. If you
have to fight them build lots and lots of fighters and
hope for the best. When they turn on their contraband
lock down device near you will not be able to sell your
contraband. If that happens you could try launching pods
of contraband into space and lay a cover of gravitonic
mines so that the empire ships can not jump after your
pods to capture them.
- The Bird Men: These blind birds might
not even see your Meteor Class coming. But be careful,
they have a better line of ships then you do and most of
them cloak. A war with them is difficult to fight.
- The Stormers: Look for any planets that
they have exploded a Glory device over and turned the
Amorphous natives into Lerchin spice contraband. If there
is any spice left of the planet sneak in and dust it off
with a contraband dust off device and run away as fast as
you can.
- Lizards: Avoid relying on captured
Lizard design hulls in combat, any non-Lizard with a
Lizard hull gets a massive disadvantage in combat.
- Cyborg: Lets face it nobody likes the
Cyborg. Other empires will fall over backwards to help
you stop the Cyborg early in the game. The Cyborg have a
huge weakness that you can use, they can not build any
ships capable of laying a minefield until they reach tech
level 9 and begin building cubes. If nobody comes to
their aid with mine layers you will have full access to
their empire without any worries of minefields until they
have reached hull tech level 9. Natives have the
wonderful habit of sending out distress calls to everyone
if they spot a Cyborg ship near their planet. At that
point you can use the hyperdrive in your starting Meteor
Class to high tail it out there and pick up the natives
before they can be assimilated. The Cyborg have a tend to
place great sums of cash on their homeworld so that their
King can increase it every turn. I have seen Cyborg that
will flat refuse to build a fleet until they have half a
million megacredits on their homeworld and are making
enough in interest (thanks to their King) to build
several cubes a turn. If a Meteor Class were to pop in
and steal 490,000 mc and pop out you would never hear the
end of the screaming and harsh, but futile language. The
only thing that can protect the Cyborg from having their
money stolen from their base is the presence of the
Cyborg king on the base. The Cyborg are a big juicy plum
ready to be picked by the any Privateer with the guts to
reach out and take it. The Annihilation Class is a very
special prize, capture one if you can. With an
Annihilation Class you can use the Hacker Droid device to
make copies of the plans of any ship that it tows and use
those plans to get a 400% combat bonus when fighting
ships of the same type as what you have hull plans stored
in your ship's memory..
Privateer Race Stats