The Colonizer (SEIV)

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FAQ (SEIV)

The Colonizer

Since the Colonizer is so integral to the game, it deserves a special section.

Add a cargo pod to the Colony Ship design used to colonize your race's breathable planets. Then when you hit the "Colonize" button to send a ship off to a planet (whether you do it from the planets screen or main screen) extra pop will be loaded to give that colony a kick-start.

I use 3 colony ship designs: CS-LR - long range (has a supply pod on it), CS-SR - short range with cargo pod for breathable (green + planets), CS-SR-nbr - short range, no cargo pod for non-breathable atmosphere planets (red + -- cheaper to build). I use these for storage planets so pop doesn't matter as much. (Elowan)

You can use a non-colonizer hull for a colonizer to make a better colonizer: extra cargo, weapons, speed, etc.

You don't have to put population on a colonizer in order to colonize a planet. Colonization will still take place, but you won't be able to build anything on the new planet without population. This is useful in sending a colony ship on a suicide mission to get a "ruin" planet in hostile territory. Since the colony won't survive long anyway, you can colonize the planet, get the ruin and not waste any population.

On a colonizer hull, with the Bridge, Life Support, Crew Quarters, Colony Module and max engines, you still have 20kt left over. Here are *some* ideas on what to use that space for.

An extra Cargo Bay: for maximum cargo capacity for extra population or to hold units which will go into the planet's cargo upon colonization.

An extra Supply Storage: to extend colonizer range.

A Solar Collector: also extends range.

A Solar Sail: for maximum speed.

Two armors: to send colonizer through damaging warp points or damaging sectors.

If you cut back on engines (and maybe add a solar sail to regain lost movement points), you can combine above ideas.

A colonizer needs at least 1 movement point to colonize a planet. A neat trick is to design a cheap colonizer with only 1 of your cheapest engines to be used for colonizing moons/planets where the building spaceyard is in the same sector. Once you colonize the moon/planet, you can transfer any amount of population between planets & moons.

Design colonizers with one more movement point than needed to reach a planet to have it move and colonize in one turn. Two moves away, make it the cheapest speed three ship. i.e. three engines III or one engine IX depending on Tech Level. (Parasite)

You can use larger hulls to make colonizers too. The advantage of this is that you can make an armed colonizer that can defend itself and possibly destroy an enemy planet (then colonize it!).

In my late-game, I now use this more expensive (takes two turns to build in most worlds) colonizer for colonization at any range, though the overwhelming majority of my colonization is short-range: Bridge, life support, crew quarters, colony pod, cargo bay, one (1) best engine (quantum III), solar sail, best emergency propulsion (emergency propulsion V). This has an effective one-turn speed of 12 allowing it to reach any planet in its system the same turn it’s built, but it runs out of fuel quickly. If I’m colonizing long-range, I usually send a bulk transport full of population along with it, and my bulk transports generate unlimited supply. So I don’t bother designing another ship. Or, I use an obsolete colonizer. I call this design simply "Rock Colony", "Ice Colony", and "Gas Colony", and you may use it if you like. (Nocturnal)

The default strategy for a colonizer is "Don't Get Hurt". If it gets into a battle, his will cause your colonizer to run for the corner and usually get killed. Here's a little trick. A colonizer has a pretty good mass. You can use this as a last ditch effort by changing your colonizer strategy to "Kamikaze" (Ram). Especially in the early game, you will be surprised at how many times an unarmed colonizer will destroy a smaller ship by ramming. This strategy has the added benefit if potentially killing the colonizer before it gets captured - you never want to give away your colonization techs or population easily.

In my late-game, I now use this more expensive (takes two turns to build on most worlds) colonizer for colonization at any range, though the overwhelming majority of my colonization is short-range: Bridge, life support, crew quarters, colony pod, cargo bay, one (1) best engine (quantum III), solar sail, best emergency propulsion (emergency propulsion V). This has an effective one-turn speed of 12 allowing it to reach any planet in its system the same turn it’s built, but it runs out of fuel quickly. If I’m colonizing long-range, I usually send a bulk transport full of population along with it, and my bulk transports generate unlimited supply. So I don’t bother designing another ship. Or, I use an obsolete colonizer. I call this design simply "Rock Colony", "Ice Colony", and "Gas Colony", and you may use it if you like. (Nocturnal)

When colonizing distant systems, create a fleet with the Colony Ship and a small ship full of supply components and solar panels (an escort or frigate is enough) so the colony ship can have the supplies needed to reach the system. I normally retrofit my old escort and frigate ships to these "booster ships" when new hull sizes make them obsolete in the line of battle. (Makinus)

There's no need to use colonizer hulls. Instead use small transports, since they're the same size, have the same cost, and it's not immediately clear to your enemies whether the ship is a colonizer, minelayer, troop transport, etc. (Spoo)


Preceded by:
Combat Systems
Manual (SEIV)
Section 2.9
Followed by:
Ship Design Strategies