SPACE - GLORY THROUGH CONQUEST

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KREEL

Topic Start-Level Species Habitation Economic Attributes
Beams 1 Kreel 100% 15% population growth
Missiles 2 Toags 75%
Fighters 2 Gorgoth 73% Habitability
Hull 1 Sirnef 70% Temp 100%
Shields 1 Turians 68% Atmosphere 56%
Engines 1 Ji 60% Water 31%
Sensors 2 Zeeb 60%
Stealth 4 Drall 44% Military Attributes
Research 1 Shydow 44% 40% Additional stealth per design slot
Economy 2 Oomari 41% 40% discount on cost of stealth
Production 1 Kreel First Strike: All Kreel and allied ships fire before enemy returns fire.
Mining 2
Nanotech 2

Kreel Mater Ship:
Requirements: Nanotech level 10, Stealth level 16
- Affects upto 20 ships in the same fleet.
- Generates a cloaking field which allows affected ships to fire without retaliation for the first turn of combat.
- Stealth effect versus missiles and fighters is increased.
- Each affected ship does 5% less damage

Starting Out
- Kreel start out by researching stealth.
- Kreel have very far below average habitation from starting greys.
- They are a slow starting race, somewhat offset by a reasonable population growth rate.
- Kreel are generally welcomed into any alliance because of their alliance wide bonus.
- Get into an alliance as early as possible so you can swap out your bad habs.

Ideal Alliance Partners
- Oomari: opposite hab, 2-tick travel. An Oomari and Kreel complement each other perfectly in all departments. One has missile evasion (speed), the other beam evasion (stealth). A great military combo.
- Shydow, Drall, Ji: opposite hab, fast starter. Being a slow starter, you want a fast starting species to cover you in the early stages, and swap their bad habs with you.
- Sirnef: An unselfish sirnef can supply you with a wealth of good habs, and you can get rid of all your bad habs to him. A sirnef who knows what he is doing can start sufficiently fast to provide you with early cover.

Kreel Killer Fleet
- Build capital ships with very high damage, and full unique coverage.
- You will get one free shot with no retaliation if you enter battle in tick 1.
- You will get to fire first in every tick, so having high damage ships means you will get to impart significant damage to an enemy fleet before they get to fire a shot.
- Ideal weapon is missiles, so you do immediate hull damage, reducing enemy ships effectiveness before they can return fire.

Kreel Evasive Fleet
- Build escort ships with high stealth, and lots of engines, full unique coverage.
- The enemy will find these ships exceptionally difficult to target, and a swarm of such evasive ships can take down a much more expensive fleet if used well.
- What reduces the effectiveness of this strategy is that in large alliance battles both sides will usually target capital ships first, and escort ships won't be targeted. In such cases, a large amount of high damage escorts will have several rounds of free fire at the enemy, and the stealth is less important.