SPACE - GLORY THROUGH CONQUEST

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SPACE - GLORY THROUGH CONQUEST

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JI

Topic Start-Level Species Habitation Economic Attributes
Beams 1 Ji 100% 14.5% population growth
Missiles 1 Turians 80% 20% Discount to colonisation cost
Fighters 3 Gorgoth 78% Double bioforming rate
Hull 1 Oomari 76%
Shields 1 Sirnef 66% Habitability
Engines 2 Kreel 60% Temp 79%
Sensors 2 Toags 56% Atmosphere 21%
Stealth 1 Drall 56% Water 75%
Research 2 Shydow 43%
Economy 1 Zeeb 36% Military Attributes
Production 2 5% Discount to cost of fighters
Mining 1
Nanotech 4

Ji Gateway:
- Requirements: Nanotech level 16
- Affects up to 20 ships.
- Allows for frenzy fire, i.e., weapons are not grouped into batteries, and each slot targets independently.
- Fighters gain an extra 5% damage on affected shis.
- Evasion on all affected ships is reduced by 5%

Starting Out
- Starting tech is Nanotech.
- Ji can expect average to below average habs from starting greys. This is not a problem though because Ji has a 20% discount to colonisation costs, so will probably spend significantly less resources on colonisation than other races. This is further enhanced by the double bioforming rate. This usually makes for an excellent start.
- The starting techs are not great, with level 1 ore, level 1 economics and level 2 production. This is not an issue though given the colonisation and bioforming advantages.
- Build lots of all-megas to accelerate population growth and allow for rapid expansion. The cheap colonisation reduces the demand on an ore/prod economy.

Ideal Alliance Partners
- Drall and Shydow: opposite habs, fast starters. You clear away the shields, the Drall captures the enemy ships. Battle over. With three fast starters in one alliance, you can achieve early galactic dominance.
- Toag: opposite hab, market discount.
- Zeeb: opposite hab.
- Kreel: dissimalar hab, first strike bonus.
- Oomari: 2 tick travel, but you may find yourselves competing for planets.

Fleet
- Assault Carriers (fighter bonus) and uniques. Nuff said!