THE NEMESIS TIPS FILE. This file is intended for those who are already familiar with the Nemesis's basic features. FEDERATION Sweet-talk: You have to remember that sweet-talk does not protect all ships at the location, only those on diplomacy mission. So if you are allied with someone, do not count on sweet-talk to protect your ally's ships. Genesis device: Besides being a valuable trading chip, remember that it adds over 1000 of each mineral and sets density to 100%. So the decay AND the mining rate are very high, and that should help mineral-hampered Feds. LIZARD Super-growth: Beware of overtaxing. If you have 30% taxes, host's growth rate is about half a percent, so even with Nemesis it will be about 5%. Also, if you have not enough hisssing ships and happiness drops below 70, then growth rate gets down to 0! Super Eros: Besides being a terrific bargaining chip, cooling and heating combined with hissing is the ultimate in planet-enhancement. Chemical strike: since you have to use supplies for CHM, it would help to bring along a LCC loaded with fuel and supplies and strike at planets for many turns without returning to base. BIRDMEN Planetary cloaking shield protects from combat, Imperial Ground assault, RSM, fascist missiles, sensor-sweep (but not dark-sense), ground assault, planet strip. Efficient ships: Remember that you cannot tow or intercept for the fuel-efficieny to work. So you can't tow a heavy Gorbie and use half as much fuel. FASCISTS Interplanetary missiles: are cheap and have infinite range. USE THEM A LOT, especially at request of close neighbors fighting a war against someone far away. Those peple can't get to you, but you can get to them! PRIVATEERS Cloaked-tow: the major advantage is immunity from webs and minefields. So you can capture an enemy Small freighter and tow it around until you get past the big minefields at the borders. Anti-Genesis: You can send a cloaked MBR/BR4 into enemy space at the beginning of the game and spoil good planets that the enemy is about to colonize. And if they can't see you, they would blame their bad luck for all these deserts without minerals and full of amorphs. CYBORG Quietus Planet Strip is done before combat, so even is the planet is protected by two dozen Gorbies you will still capture it. You will lose the quietus but the enemy will lose a planet, presumably worth protecting. CRYSTALS Super-Alchemy: Don't hesitate to use it. Use it as often as you can, and since there is no penalty, you don't have to worry about which elements to bring home. Also, since Crystals are often pressed for money, you can sell them at $5 apiece and have enough for all the webs you make. Super Terraform is ideal when abandoning planets you can't hold. In addition to making it uninhabitable, you waste fuel, not letting the enemy capture it. EMPIRE Imperial probe droids can be used as scouts in the beginning of the game. Of course, you don't have the range of bioscanners, but it provides so much more information! And you can spy on Rebels, too :) Gorbie Capture beam: capture enemy ships without fight! Haul them into the large cargo bay and capture them with Stormtroopers. And capture heavy ships like the Instru and the Ill Wind, too. ROBOTS Viral field: you can top whole fleets dead in space and then tow and capture them with your starbases and FCode VRF. Just don't put two Cybers too close together, even if one is newly-built and not thinking about viral fields. Both will short-circuit ad neither will work! Also, wnen you turn the field on, the whole galaxy will know about this, so it is just like shouting "HERE IS MY IMPORTANT PLANET!!!" across the Echo Cluster. REBELS Rebel support mission works best after a round of RGA. After RGA, all colonists' happiness drops and they will send you LOTS and LOTS of money. COLONIES KDP: Don't use this against the Rebels. With their defense regeneration, it's not worth it for you. Bubble: use it to escape a Privateers' rob, if you know they are nearby. Just use the bubble to move 1 ly from a planet and then stick around, moving 1 ly per turn. UNIVERSAL The ODSs can attack Rebels and Fascists, so that they will not pillage/RGA you until you send a warship in. Native gifts: just like with taxes, the more people you have the more money you get. Unlike taxes, however, gifts do not decrease happiness levels. Give planet: If a particular player is known to miss many turns, an adventurous Bird player will be able to capture his player's planets by setting GP3 and hoping the player misses the next turn. If he does, he will not reset the FCode and the planet is Romulan! Beam up codes: by beaming up colonists, a Bird player can capture enemy planets by "brainwashing" them and beaming back down as ground troops. And he does not even have to decloak! Watch out for EDS code, though. EDS comes before superspy and will damage the ships, causing them to drop cloak. COMMENT FOR HOSTS In order to prevent abuse of cloaked-tow, the hosts are encouraged to set the engine degrade level to one.