Empires Of Planets 4
The University Alliance
- Small but powerful ship list
- Very gadget oriented ship list
- Hull designs are generally specialized for a specific
- Poor spy powers
- Speed 32 cargo pods
- Average Trooper attack ratings, but low colonist and crew
- Good growth rate
- Poor trooper and high guard conversion rates
- Good income
- Good mining rates
- Can build both alchemy devices
- Very happy race
- Starts with 3 Watchmen, 2 Pathfinders, and 1 XL-5
Missing Base Buildings
- Labor Camp
- Labor Mine
Special Base Buildings
- Tech Center: Produces Illegal books and stim bright
pills. Makes intellectual natives (Humaniods and
Ghipsoldal) natives happy. Produces 300gc a turn. Limit 5
per planet. Requires 100,000 colonists each to produce
the 300gc each. The building itself costs 3,000mc and 200
supplies, as well as a planet tech of at least four.
- Small but powerful ship list
- The ship list is designed for craft to work with other
hull types in a fleet mentality
- Most ship designs average scanners, but some hulls have
very powerful scanners
- All ships designs (except the Violator) have at least a
- Most of the combat craft can mount the Transport
- The Watchman Class Scout is a fast cloaking recon ship
that can use the Probe Launcher to gather a great deal of
information from up to 500LY away
- The Pathfinder Class Transport is a lightly armed and
armored heavy freighter with a decent top speed. It can
also make Jump Gates
- The Hunter-Killer Class Cruiser is a light combat ship
that is heavily armed for its mass and also has high
combat bonuses. It also has Hacker Droids and a Boarding
- The Incident Utility Cruiser has many varied devices that
allow it to fill many different rolls and is a large
prize for alien capture.
- The XL-5 Weapons Platform is an engineless weapon
platform that has a high scanner range.
- The Hive Class Carrier is a large capacity carrier that
can build XL-5's and Watchmen.
- The Violator is a mobile Super Laser.
- The Singularity Class Dreadnought has many large weapon
mounts, as well as some ship devices.
- Merlin Class Alchemy Ship will produce metals from supply
- For further ship specific ship usage suggestions and
attributes, visit the University Alliance Detailed Strategy
Ship Special Devices
- Transport Inhibitor: Burns 10kt of fuel
when on. The device has a 70% chance of stopping an enemy
ship from transporting a boarding party onto your ship.
Your ship must have less than 30% system damage for the
transport inhibitor to be able to function.
- 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.
- Jump Gate Builder: Builds a jumpgate
after movement is all done. The ship must have 1000
molybdenum and 10000 mc. Once a jumpgate is built it can
not be destroyed. Every jumpgate has an access code. You
can see the access code by looking at it with a data pad.
To use a jump gate park your ship at the game and set one
of your ship's command codes to the access code of the
gate that you wish to jump to. The next turn you will end
up at the other gate. Anyone can use a jumpgate, all that
you have to know is the command code of the one that you
wish to jump to and a gate to jump from.
- Global Icer: When on it will cool planet
by 5 climate units until the climate reaches 50. The ship
burns 5 kt of fuel to change the climate by 5 units.
- 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.
- Alchemy Forge: When on, it grabs supply
units from junk pods and resupply pods belonging to
anyone, plus supplies from planets and bases that you own
and converts the supplies to metals. Twelve supply units
yield 1 duranium, 1 tritanium, and 1 molybdenum. Control
switches on the ship can limit the process to just one
metal type if you wish.
- 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
- 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
- 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
blow up it does damage to all ships in the field and
destroys all minefield in the radius of the field. All
minefields have a limited lifetime 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. After
dropping a minefield the mine dropper does not reset to
off. It will lay minefield after minefield until the ship
runs out of ordnance or the device is turned off. Mine
dropping and sweeping is controlled from the mine screen
that all ships with mine dropping devices have.
- Gravitonic Mine Dropper: Converts
ordnance units into gravitonic mines and drops them.
Gravitonic mines are anti hyperjump mines. A ship in a
gravitonic minefield can not make a hyperjump. If a ship
is jumping trough hyperspace and they cross over a
gravitonic minefield they will return to normal space.
After dropping a minefield the mine dropper does not
reset to off. It will lay minefield after minefield until
the ship runs out of ordnance or the device is turned
off. Mine dropping and sweeping is controlled from the
mine screen that all ships with mine dropping devices
have. 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. 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.
- Laser Mine Dropper: Converts ordnance
units into laser mines and drops them. Laser mines are
anti fighter and anti small ship mines. Mine dropping and
sweeping is controlled from the mine screen that all
ships with mine dropping devices have. Large ships take a
small amount of damage from laser mines, ships with a
hull mass of less than 60kt can take heavy damage from
laser mines. Wings take heavy damage from laser mines. A
Wing hitting a laser mine will loose a random number of
fighters. Laser mines can do no more than 3% hull damage
on ships with a hull mass of over 100 kt. The odds of
hitting a laser mine is 2 times that of a gravitonic mine
and 5.3 times greater than than your odds of hitting a
barbitic mine. A ship or wing hitting a laser mine
increases it scanner visibility by 20 points, which is
enough to knock a ship out of cloak.
- 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.
- Long Range Mine Detector: Allows you to
see all minefield within 500 LY including cloaked ones.
There are no negative effects for using one.
- Mobile Ord Factory: When on it turns
supplies into ord units. One supply unit is turned into
100 ord units. It is only limited by the size of its
cargo hold and ordnance hold.
- 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.
- Agro-Dome: Grows a minimum of 100kt of
food a turn. On ships with a cargo hold of more than 500
kt it will grow 20% of the total cargo hold worth of food
a turn. The device uses nothing.
- Bioscanner: Its primary use is detecting
native life on planets out to a distance of 700 LY. When
on the bioscanner's findings will be reported in the
ship's log. Using the scanner does not make the ship any
more visible to the enemy than normal.
- 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.
- Probe Launcher: Uses 100 ord units and
scans all planets within 500ly of the ship. The probes
have a 90% change of detecting any enemy bases on the
- Hacker Droid: When on, the plans to the
ship being towed are stored in the ships data bank. Will
only work if the ship's data bank does not currently have
a ship plan in it. Will work on any ship under tow,
including enemy ships that you are not in control of. To
use it just turn it one and tow the ship that you want
the plans of. If you end up towing it you will get the
- 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 25%
and 35% hull damage to the target. It kills 50% of the
enemy crew, 20% of the enemy high guard, 60% of the enemy
colonists, and 60% of the enemy troops. To use it just
beam over 1 or more of one of your guys. 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.
- Show Lounge: Produces 0.1 mc per
crewmember per turn. Takes nothing to use. Increases the
happiness of the crew.
- Advanced Training Center: Turns more
than 20% of the colonists on the ship into troops. Costs
nothing to use.
- Minefield Destabilizer: Has a 80% chance
of destroying one minefield that is within 150 ly of the
ship using the device. It works on all minefields,
including cloaked ones. It can destroy your own
minefields as well as enemy minefields. When your own
minefield is destroyed no ord units are recovered.
Ship Super Weapons
- Super Laser: The best of the
superweapons 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 clearly on enemy
The UA is great at growing and collecting materials and cash,
but your ships are not as strong as some other races. Be sure to
use your mines intelligently, especially gravitonic mines to stop
Jump Point Generator reliant races dead in their tracks. Watch
out for races such as the Stormers with good combat, since your
combat is poor to crap. They will probably try to board you
occasionally, so be ready for it. The Incident is great at laying
mines (Agro Dome+Food to Supply Converter+Mobile Ord Factory=free
ord, but it takes quite awhile to go through this process), so
use them accordingly. You will want to get hull tech 5 rapidly
(that way you get the Incident and the Hunter-Killers), as well
as planet tech 4 so you can build those Tech Centers (costly, but
worth it in the long run). Your next tech priorities are engines
every turn (of course) and get shields up to tech 7 sooner rather
than later since most of your hulls rely on shields quite a bit.
Since all of your hulls can be refitted and since you probably
will not be doing much combat and offence for quite a few turns,
weapons tend to be a lower priority. Every ship in the list is
designed to be used and built, for they all fill a unique and
often needed roll. The Tech Institute, while costly to get the
tech for and costly to build, can rapidly pay for itself in the
"research" it produces and in the contraband it
collects. Do not be afraid to use it. Finally, the Transport
Inhibitor is costly to run, but it exists for a reason. Do not be
afraid to activate them when you feel skittish. Just watch your
Most University Alliance ships rely very heavily on shields,
especially their Singularity Class Dreadnought, so be sure to
equip Sandcasters when you can. Also, use your cloaking ships to
eliminate Violators by themselves when they are at their weakest.
The UA are experts at gaining information about the space and
races around them. Be sure to drop the highest odds minefields
that you can (webs first, then Laser mines, Gravitonic, then
Barbitic last) in scattered areas around your empire to try to
catch those slippery Watchman that are probably doing the
occasional scan of your empire. Be sure to remember, though, that
the Probe Launcher only gives planet data and says nothing about
current ship locations. Also, be sure to bring with plenty of
minesweeping ships. The UA can lay all mine types (except webs)
quite easily with their Incident Utility Cruiser. If you can, get
your hands on an Incident Utility Cruiser, even if you have to
bribe, pillage, or steal to get one. Finally, do not forget that
the University Alliance is one of the few races that has a Hacker
Droid, so if you have an enemy ship that you want the plans for,
be sure to ask your local UA player.
- The Lizards: The Lizard's combat ratings
mean that they can chew through the UA's colonists and
crew especially fast. Their cloaking ships, along with
this combat advantage, makes most UA ships very
vulnerable to capture.
University Alliance Race Stats