Artemis Zerglings
Build/Research List
Name |
bp |
Ore |
Cry |
Hyd |
unlocks |
Research Lab 1 |
0.8 | 200 | 400 | 200 | Energy, AI, Jet, Laser |
Research Lab 2 |
1.6 | 400 | 800 | 400 | Armor, Pulse |
Energy Tech 1 |
1.2 | 0 | 800 | 400 | Jet, Pulse |
Jet Drive 1 |
1.0 |
400 |
0 |
600 |
Artemis |
Jet Drive 2 |
2.0 |
800 |
0 |
1200 |
Atlas |
Jet Drive 3 |
4.0 |
1600 |
0 |
2400 |
Hermes |
Espionage Tech 1 |
1.4 |
200 |
1000 |
200 |
|
Espionage Tech 2 |
2.8 |
400 |
2000 |
400 |
Hermes |
Espionage Tech 3 |
5.6 |
800 |
4000 |
800 |
|
AI Tech 1 |
1.0 |
0 |
400 |
600 |
|
AI Tech 2 |
2.0 |
0 |
800 |
1200 |
|
AI Tech 3 |
4.0 |
0 |
1600 |
2400 |
|
Armor Tech 1 |
1.0 |
1000 | 0 | 0 | |
Armor Tech 2 |
2.0 |
2000 | 0 | 0 | Apollo |
Armor Tech 3 |
4.0 |
2000 | 0 | 0 | |
. | |||||
Capitol 1 |
0.7 | 400 | 120 | 200 | |
Capitol 2 |
1.4 | 800 | 240 | 400 | Shipyard |
Shipyard 1 | 0.7 | 400 | 200 | 100 | Artemis, Helios |
Shipyard 2 | 1.4 | 800 | 400 | 200 | Atlas |
Shipyard 3 | 2.8 | 1600 | 800 | 400 | Apollo, Hermes, Charon |
. | |||||
Atlas x4 |
16.0 | 8000 | 8000 |
0 |
|
Hermes x6 |
6.0 | 0 | 6000 |
0 |
|
Artemis x24 |
96.0 | 72000 | 24250 |
0 |
|
. |
|||||
Total |
152.5 |
88800 |
51560 |
12100 |
Artemis Raiding
This is a somewhat weaker version of the Apollo Platoon; however, it has three distinct advantages that might appeal to the fast-start Raiding player:
- It follows naturally from the tutorial.
- It requires less crystal resources.
- It requires less research.
The rest of this guide is essentially a copy of what's already in the Apollo Platoon; with a few notes added.
Espionage
I don't believe in attacking blindly -- meaning, sending an attack without having some knowledge of what your target might have waiting as a defense. So, one of the first things we do is get a somewhat-decent espionage. You'll need Jet Drive 3, Espionage 3, and Shipyard 3; and then you can go ahead and make 6 Hermes ships. Yes, I'm aware it only takes Espionage 2; but you "save" a bit by going up to 3 instead: you only need to send those 6 Hermes ships to spy on someone with Espionage 4, and you'll still get a good-enough picture.
You'll finish Jet Drive 2 and Shipyard 2 along the way to getting Espionage 3 and finishing up the rest of the research. So you should have an opportunity to build the 4 Atlas ships.
Raiding Inactives
While you're waiting for the Atlas ships, start looking around your solar system and the nearby solar systems. Look for the inactive players and send your (Hermes) spy ships out. If the report comes back and says that planet does not have any ships or defenses sitting on it, then send you Atlas ships to attack.
A large number of players actually don't even play the game -- these people might have signed up just to respond to the nagging of their friends. So the only thing defending their planet is an Atlas ship. If they turn inactive, other players around you may do you the favor of destroying that Atlas ship ... which would then turn the planet to being undefended.
Raiding Actives
One of the fun parts of the game is finding a good fight. Many active players will have followed the tutorial and built their first ship -- an Artemis. However, they usually don't follow up with good defenses; rather, they start building up their mining production. And what this means is that they can be vulnerable to being raided!
And that is what the Artemis ships are for. What they lack in armament, you make up with numbers; you'll find that your full fleet of 28 ships (4 Atlas, 24 Artemis) has a good shot of pushing through a ground defense of 12 missile batteries or 12 laser cannons.
In the template above, I've also recommended taking AI 3 and Armor 3. AI 3 will allow you to send out 4 attack fleets in one sitting (1 Atlas, 6 Artemis). Being able to spy-and-attack multiple targets should help you start harvesting in a good load of resources. Armor 3 will help keep your ships alive if they ever get into a fight.
Wiping Out
If you don't do any additional research or building, then with the way I have the research and buildings set up, you should be able to drop down below 100 build points if your entire fleet is destroyed. By going below 100 build points, you'll be safe under newbie protection. And that might be important to give you some time to gather up resources and formulate a plan. Perhaps you need to recolonize somewhere else (consult with the Gaia Peace Project for information). Or perhaps you need to upgrade to the Apollo Platoon
- Return to Newbies (n00b) page
- Jazzy's Gaia Peace Project
- Pyre Rats' Apollo Platoon
- Jigo's Dionysus Project