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    FAQ/Walkthrough by MouseNo4

    Version: 0.925 | Updated: 10/07/04 | Printable Version | Search Guide | Bookmark Guide

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    		Save to your Hard Drive and Open with WordPad.
    If you open this with internet explorer or notepad I cannot guarantee
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    _______________________________________________________________________
    
    - - - - - - - - -  ~ Strategy Guide and Walkthrough ~ - - - - - - - - -
    - - - - - - - - - - - - - - - - ~ v0.925~ - - - - - - - - - - - - - - -
    - - - - - - - - - - - - - - - ~ For v1.1 ~  - - - - - - - - - - - - - -
    _______________________________________________________________________
    	
    Note: This is a Strategy Guide which also contains a Walkthrough. This 
    is not s simple 'FAQ' as this document only has about 6 questions in 
    it in total.
    
    Creator: 	MouseNo4 - Lindsay Butler
    
    Contact details:
    Email 	mouseno4@yahoo.com
    ICQ 		65495929
    MSN 		mouseno4is@hotmail.com
    AIM 		MouseNo4
    YahooID 	MouseNo4
    
    (All trademarks and copyrights contained in this document are owned
    by their respective trademark and copyright holders)
    
    #####################################################################
    !!!!!IMPORTANT NOTE: If anyone has been given permission to host this
    FAQ and has not been mentioned in the relevant section of this FAQ, 
    PLEASE email me ASAP!!!! I will add it right there and then. I 
    sincerely apologise for that.
    -
    If you are NOT listed on the black list, and wish to host this FAQ,
    then by all means send me an email ASAP and I will immediately
    begin the respectability test and hopefully will give you a reply 
    within 24 hours.
    #####################################################################
    
    FIRST NOTE: This is a work in progress. Not all sections are complete 
    yet. The last of the TBC's will disappear in the next 2 updates. If 
    there are any discrepancies in any part due to a new patch, please send
    me a mail and I will fix it.
    
    Current Sites with permission to host this guide:
       GameFAQ's			 http://www.gamefaqs.com
       Action Trip			 http://www.actiontrip.com
       IGN FAQ's			 http://faqs.ign.com (unfortunately)
       Cheats.DE			 http://www.cheats.de
       NeoSeeker			 http://www.neoseeker.com
    
    If this guide is hosted on a site other than the ones above please
    email me with the link to it so I can take action to fix it.
    
    This may not be reproduced under any circumstances except for personal,
    private use. It may not be placed on any web site, magazine cover CD 
    or otherwise distributed digitally or in hard copy publicly without 
    advance written permission. Use of this guide on any OTHER web site or 
    as part of any public display is strictly prohibited, and a violation 
    of copyright.
    _______________________________________________________________________
    
    - - - - - - - - - - - ~ -!- Table of contents ~ - - - - - - - - - - - -
    _______________________________________________________________________
    
    (To go directly to a specific section, in Notepad or WordPad, hold 
    down CTRL and press the F key. Then type in the section number eg. 
    “-VI-A-” Press OK and your there! Oh and BTW I, II and III etc are 
    roman numerals if you didnt realise)
    
    -I- Introduction 
    		- Greetz.
    -II- Reason For This FAQ 
    		- Personal reason for making this document.
    -III- Revisions
    		- A listing of the revisions to this document.
    -IV- Abbreviations And Terms
    		- Like D, BC, vettes and wing etc.
    -V- Problems, Corrections And Submissions
    		- For any spelling or other errors as well as any 
    		submission you wish to make.
    -VI- Story and Relationships Of HW, HW:C + HW2* 
    		- Story so far on the Homeworld series and their 
    		relationship to each other.
    	-VI-|- Relations Guide
    		- A detailed guide which compares the three versions of 
    		Homeworld. Graciously provided by Seb Haque.
    	-VI-||- Homeworld Storyline.
    		-VI-A- Pre-Homeworld*
    			- The backstory before the game Homeworld.
    		-VI-B- Homeworld*
    			- The storyline of Homeworld.
    		-VI-C- Homeworld: Cataclysm*
    			- The Storyline of Homeworld: Cataclysm. 
    		-VI-D- Homeworld 2*
    			- The storyline of Homeworld 2.
    -VII- Ship Details*
    		- Details about the individual ships.
    	-VII-A- Ship Stats*
    		- The basic and boring statistics of each ship
    		-VII-|- Hiigaran
    			- Hiigaran ships in detail.
    		-VII-||- Vaygr*
    			- Vaygr ships in detail.
    	-VII-B- Research
    		- Details the effects of various upgrades.
    	-VII-C- Single Player Campaign Tech Tree*
    		- Explains when and how you get certain units/research
     		upgrades in the campaign.
    	-VII-D- Facilities And Modules*
    		- Information fOR the various facilities and modules to 
    		be built
    -IIX- Tactics*
    		- Tactics section describing tactics for each ship 
    		type. Note: Hiigaran will be present here only, but 	
    		Vaygr will come much later. Prolly around the ~v0.95 	
    		onwards.
    	-IIX-A- Fighter Class tactics*
    		- Scouts, ints, assault craft, lance's, bombers etc.
    	-IIX-B- Corvette Class Tactics*
    		- All Vettes, minelayers and movers etc.
    	-IIX-C- Platform Class Tactics*
    		- Ion, gun, hypergates and HM plats.
    	-IIX-D- Frigate Class Tactics*
    		- Ion, flak, HMF, assault, infs, torp and marine frigs.
    	-IIX-E- Capital Ship Class Tactics*
    		- Destroyer and carrier.
    	-IIX-F- Super Capital Ship Class Tactics*
    		- BC and DN.
    	-IIX-G- Utility Class Tactics*
    		- Collectors, refineries etc.
    	-IIX-H- Mothership Class Tactics*
    		- Pride of Hiigara, Flagship and the SaJuuk.
    -IX- Strike Groups/Formations*
    		- Strike groups explained and manual formations.
    -X- Mission Walkthrough
    		- Complete mission walkthrough with every level 
    		covered.
    -XI- Build Times*
    		- When you can exploit the triggers to force give you 
    		time to build/harvest/research before the mission ends.
    		Note: This is not the construction times of units as 	
    		this is pretty much useless information of which will 
    		not be in my guide.
    -XII- Multiplayer Tactics*
    		- Submission for this section are welcome as I wont be 
    		doing it. However they must be realistic in details.
    -XIIV- FAQ
    		- Yes, an FAQ!
    -XIV- Copyright Notice And Disclaimer
    		- All the legal crap you have to put in this kinda 
    		thing.
    -XV- Credits
    		- Credits and thankyou's to those that helped this FAQ.
    -XVI- Final Thoughts
    		- Last words on life and the meaning of it (the FAQ 
    		actually). For every version update, check here for
    		info about the FAQ and its progress.
    	-XVI-A- Cheats
    		- For the dishonest or the frustrated to have a little 
    		help.
    	-XVI-B- Ramblings
    		- Homeworld 2 thoughts (ignore on sight!)
    
    * - Not complete
    
    _______________________________________________________________________
    
    ~ -I- Introduction ~
    _______________________________________________________________________
    
    Hey there! If your reading this your either after a walkthrough or just
    some general help regarding the game Homeworld 2. Well as this 
    starts to take a more complete shape it will become more complete and 
    more comprehensive. I hope you all like what I suggest and type. After 
    all this is for the guys who need it and not for the 1337 dudes online.
    Enjoy this guide and the game. The first time I played HW2 I got cained
    every level and ended up with very little forces and RU. But I got the 
    hang of it very quickly and found how to exploit triggers and such to 
    make sure I win and win with as close a full fleet as possible and max 
    RU.
    
    _______________________________________________________________________
    
    ~ -II- Reason for this FAQ ~
    _______________________________________________________________________
    
    Well the reason I am writing this (and yes I am still writing this even
    as you read it - believe me I am a perfectionist) is because I got sick
    of spending five to ten minutes on many forums writing a strat for one 
    mission where someone needed help, only to have them ignore whatever I 
    said. This way I write what someone needs and I don't have to repeat it.
    Besides I like helping people who appreciate being helped.
    
    Mission statement: To make my FAQ/Guide/Walkthrough as good, as 
    in-depth and as thorough as the first FAQ that I ever read. The 
    Unofficial C&C Strategy FAQ written by the great Roger Wong.
    
    _______________________________________________________________________
    
    ~ -III- Revisions ~
    _______________________________________________________________________
    
    v0.925 081004 - Public Version.
    	+ Added an alternate strategy to mission 8.
    v0.92 0300904 - Public Version.
    	+ Added small reference to Homeworld: Cataclysm in Homeworld 2 
    	Story. Thanks for that Stephen Fitzgerald.
    	+ Added an FAQ and updated sites list.
    	+ Added an entirely new section - Relations Guide = submitted by
    	Seb Haque. Thanks.
    	+ Added a Cheat section for all you guys/girls who dont want to
    	do it the normal and hard way. =)
    	+ Fixed some typos regarding data on ships.
    v0.90	180504 - Public Version.
    	+ Finished all of the patch updates and alterations.
    	+ Finished the FAQ section. More please!
    	+ Started on individual ship tactics. This will take a while.
    	+ Finished off research section.
    	+ Pretty much finished the ship stat section. Phew!
    	+ Begun on the story section.
    v0.80	280404 - Public version - This version never made it online.
    	+ Major update due to the fact that the patch altered many 
    	things.
    	+ Revised the overall look to make it look less cheesy.
    	+ Did a major spell check. Damn there's a lot of typos.
    	+ Fixed up the section search parameters.
    	+ Started an overhaul of the walkthrough due to alterations in 
    	difficulty and unit stats caused by the patch.
    v0.69 250304 - No version - Never made it online.
    	+ Added new sites and misc text.
    	+ Decided to finally get the update patch and check for 
    	discrepancies.
    v0.68	200304 - Public Version.
    	+ Added misc text all over the place. Too many to name...
    	trust me! 
    	+ Began on mission 9. Damn, how did I miss that?
    	+ Added a new section - FAQ's. Questions that I have been
     	emailed go in here, with an answer, if I have it. Or you 
    	could submit a second answer or an answer to one that hasn't 
    	been answered. If you want your name withheld, changed or 
    	whatever, please notify me.
    	+ Added all the multiplayer strategies and alternate mission 
    	strategies that I have been mailed.
    v0.65	031003 - Public Version - This version never made it online.
    	+ Finished off the Hiigaran fleet on section 7.
    v0.61	021003 - Public Version.
    	+ Missed an important part of the guide that cannot be left 
    	out.
    v0.60	011003 - Public Version.
    	+ Added various stuff all over the place - too many to mention.
    	+ Added missions 13, 14 and 15.
    v0.56	011003 - Public Version - This version never made it online.
    	+ Added detail to the copyright section. Its getting a joke of
    	late. Really I shouldn't have to even include that section.
    v0.55	300903 - Public Version.
    	+ Added mission 11.
    	+ Added a table to the ship specs area of the ship run through.
    	+ Added some of section 12.
    	+ Added most of the Vaygr ships in section 7.
    	+ Lots of misc changes, additions and alterations. =)
    v0.50	290903 - Public version.
    	+ Added mission 10.
    	+ Another overhaul of the old 79 character problem. God I am
    	really hating it now.
    v0.45	290903 - First TRUE public version.
    	+ Purty much finished a few sections.
    	+ Added a lot of addition touches to many things.
    	+ Altered a couple of the missions, among other tweaks.
    	+ Added mission 8.
    v0.40	270903 - Internal version - Made public due to need.
    	+ Finished construction of section 7.
    	+ Altered the entire document to txt from rtf. 79 characters 
    	wide now. Kinda forgot about that. Doh!
    v0.30	260903 - Internal version.
    	+ Added part of 15.
    	+ Added mission 6 and 7.
    	+ Begun constructing section 7 and 8.
    v0.20	250903 - Internal version.
    	+ Altered look of FAQ to make it more obvious what section is 
    	what.
    	+ Added mission 5.
    v0.10	240903 - Internal version - Creation of Guide.
    	+ Added sections 1-5 and 14-15.
    	+ Added mission 1-4 and 12 walkthroughs.
    
    	~o~
    _______________________________________________________________________
    
    ~ -IV- Abbreviations And Terms ~
    _______________________________________________________________________
    
    TBC = To Be Completed
    D = Destroyer
    BC = Battlecruiser
    Frig = Frigate
    Vette = Corvette
    MS = Mothership
    Coll = Resource Collectors
    Refineries = Mobile Refineries
    Int/Ceptor = Interceptor
    Gunvettes = Gunship Corvettes
    Pulsars = Pulsar Corvettes
    Torp = Torpedo Frigates
    Flak = Flak Frigates
    Ion = Ion Cannon Frigates
    DFF = Defence Field Frigate
    Cap/Capfrig = Capture Frigates - Infiltration Frigates/Marine Frigates
    Marine = Marine Frigates
    SY = Shipyard
    Plat = Platforms - Both Ion Platforms and Gun Platforms
    Ion Plat = Ion Platforms
    Gun Plat = Gun Platforms
    Prox = Proximity Sensors
    SDP = Sensors Distortion Probe
    Assfighter = Assault Fighter
    Lancer = Lance Fighter
    Missile = Missile Corvette
    Laser = Laser Corvette
    Comm = Command Corvette
    Minelayer = Minelayer Corvette
    HMF = Heavy Missile Frigates
    Assault = Assault Frigates
    Inf = Infiltration Frigates
    HM Plat = Heavy Missile Platforms
    Hypergate = Hyperspace Gate
    PAP = Peiceap--- (you get the idea)
    ATM = At the moment
    ATI = Advanced Tactical Interface
    TO = Tactical Overlay
    _______________________________________________________________________
    
    ~ -V- Problems, Corrections And Submissions ~
    _______________________________________________________________________
    
    If you find an error in my strat, a spelling error or grammar 
    incorrection please send me an email or an instant message ASAP and I 
    will immediately rectify it. It means a lot to me to have this as 
    correct as possible. 
    
    Also if you would like to submit any specific mission strats or 
    anything you feel would be good for this document, please do! I would 
    love to add them to my strat! You will be quoted and credit will be 
    given if you give a name with your submission or course. Please send 
    any submission to my email. They will be appended to the current 
    version and put online with the next update.
    
    Also I am actively looking for anyone with ANY multiplayer strats as 
    I am not going to be doing that part. Seeing as how I don't and wont 
    be playing HW2 online. I aint 1337 like the PSA dudes.
    _______________________________________________________________________
    
    ~ -VI- Story and Relationships Of HW, HW:C + HW2 ~
    _______________________________________________________________________
    
    -----------------------------------------------------------------------
    ~ -VI-|- Relations Guide ~
    -----------------------------------------------------------------------
    This section is entirely the work of "Seb Haque" with some editing done 
    for spelling and grammar etc. Permission has been given for the use of
    this body of work to appear in my guide, encompassing the first " to 
    the second " henceforth. As such any opinions, feelings or 'itches' 
    found within this section is the view and beleifs of its author and 
    may not necessarily coincide with my views or opinions.
    
    "_   _                                         _     _
    | | | | ___  _ __ ___   _____      _____  _ __| | __| |
    | |_| |/ _ \| '_ ` _ \ / _ \ \ /\ / / _ \| '__| |/ _` |
    |  _  | (_) | | | | | |  __/\ V  V / (_) | |  | | (_| |
    |_| |_|\___/|_| |_| |_|\___| \_/\_/ \___/|_|  |_|\__,_|
    
    ...A RELATIONS GUIDE
    
    Homeworld's continuity in the series is pretty well thought out. The 
    storyline can be a bit weak at times, but overall the continuity is 
    very well laid out.
    
    ,-----------------.
    | STORY RELATIONS |
    '-----------------'
    
    Homeworld 1 Story
    -----------------
    Shortly after their relocation to the harsh desert world of Kharak, the 
    Exiles forgot both their origins and technology. It took them 3,000 
    years to struggle back to the stars. Having rediscovered hyperspace and 
    the location of their original planet, all the families of Kharak, or 
    kiith, united to build a mothership that could take them home. Just as 
    they prepared to embark, however, the brutal Taiidan Empire took 
    notice and attacked. Enforcing an ancient decree forbidding the Exiles 
    from developing hyperspace technology, the emperor had his forces 
    bathe the planet in fire. Only those already in space survived.
    
    This cruel slaughter appalled dissidents throughout the empire, and the 
    mothership's heartening retaliation and escape catalyzed a long-overdue 
    rebellion. Amid wholesale civil war, and with the help of the highly 
    advanced trader race known as the Bentusi, the Exiles regained their 
    homeworld, and the emperor and his pirate mercenaries were defeated.
    
    ~o~
    
    Homeworld Cataclysm Story
    -------------------------
    Society on Kharak is organized along loose family associations, many of 
    which now include hundreds of thousands of members. An extended family 
    grouping is called a kiith (plural: kiithid), and most antrhopologists 
    agree it is a social artifact that probably dates back before their 
    arrival on Kharak itself. Interpretation of ancient legends and 
    translations of texts found in the ruins of Khar-Toba suggest that 
    their ancestors journey to this world had been arduous enough to break 
    down all social structures except the most basic family bonds. When 
    the power plant at Khar-Toba failed, refugees in all probability fled 
    in small groups of friends and relatives. Harsh conditions and the 
    passage of hundreds of years hardened what was originally a practical 
    system, taking care of your own loved ones first, into a ritualized 
    system of alliances and loyalties they had come to know as the kiith 
    system.
    
    A kiith has a loose hierarchy based on one's social position within the 
    family. Originally this was based primarily on seniority, but as 
    technology had changed the face of life on Kharak, the kiithid too 
    had changed, and now family ranking is based more on wealth or 
    personal influence than simple age. Organization within the kiith 
    is recursive in nature, and models that of a core family unit. Where 
    a single family has a primary leader, a secondary and then a group of 
    dependents, the next level of kiith organization is based on the same 
    system - there will be a Primary family that makes policy decisions, a 
    Secondary family that hears disputes and makes recommendations, and a 
    number of families of lesser power that have sworn allegiance to the 
    Primary. The Primary family of families for a kiith is called the 
    kiith'sa.
    
    This structure is not static by any means, and while it is not a 
    trivial matter, families are free to change their primary allegiances 
    as they see fit. A family's position within the kiith rises and falls 
    with the number of people who swear allegiance to them. Although it 
    is much more rare, from time to time a family will move from one 
    kiith to another or even feel the need to become their own full kiith.
    
    In ancient times, a kiith'sa could direct the entire kiith to war, 
    demand that all families dedicate time and finances to special 
    projects, or even move the kiith to another region. In modern times, 
    the kiith'sa is a political and financial leader only in that it acts 
    on the wishes of the entire kiith as established by referenda. The 
    kiith'sa from all over Kharak meet in the Great Daiamid located in 
    the capital of Tiir to debate global policy and resolve legal conflicts 
    between kiithid.
    
    Traditionally, kiithid usually concentrate their power in one or two 
    disciplines and gather families under their banner by being the best 
    place to find advancement in a particular field. For example, Kiith 
    Sjet has been associated with the sciences on Kharak for over a 
    thousand years, and is known to have the most advanced computer labs 
    in the world. Bonded couples interested in the field often apply to a 
    Sjet family associated with such labs. Alliances between kiithid are 
    also based on mutual interests, and they often lead to closer ties or 
    complete reorganizations. During the last century, when the 
    manufacturing families of Kiith Hraal realized that the future was in 
    orbital systems, they first tried to influence Sa Hraal to begin 
    investing in aerospace technologies. When this gambit failed, the 
    entire manufacturing branch of Kiith Hraal broke away and joined with a 
    relatively small kiith that specialized in space technologies. The new 
    kiith, LiirHra, has gone on to take the lead in the design and 
    construction of the Mothership.
    
    In the modern era, the kiithid have slowly had their power transferred 
    to the individual, but it should be noted that it is still a powerful 
    means of social identity. Today Kharakian society pursues a single 
    goal, and our new sense of racial destiny has reminded us that we are 
    all families of one grand kiith. Unfortunately for the unity of our 
    people, tradition dies hard, and it takes little stress for any 
    Kharakian to think of their family first and Kharak second.
    
    ~o~
    
    Homeworld 2 Story
    -----------------
    In Homeworld, the inhabitants of a forsaken planet discovered an 
    ancient tablet that revealed their true origins and launched them on 
    a perilous voyage to their ancestral home, the far-distant world of 
    Hiigara. After building a massive Mothership and taking aboard 
    thousands of colonists they set forth with high hopes, little 
    realizing the dangers that awaited in their journey across the galaxy. 
    After apocalyptic battles and grievous loss of life, they finally 
    reached Hiigara, the homeworld of their forebears, and reclaimed their 
    birthright. Homeworld 2 continues the epic struggle of the Hiigarans 
    and their leader Karan S'jet. Many thought their hardships would end 
    when they returned to Hiigara, yet fate has not been so kind to the 
    Exiles. Now the Hiigarans face a new and bitter enemy, a renegade 
    clan from the eastern fringes of the galaxy, who wield the power of 
    the ancients. Homeworld 2 chronicles the valiant journey of the 
    Mothership and its crew into the oldest regions of the galaxy to 
    confront their new foe and discover the truth behind their exile.
    
    The story layout is pretty good: HW1 is basically escaping from 
    capturers, HW:C is a small expansion to that, where a disease is 
    unintentionally brought to life, and the fleet must fight to protect 
    the universe from this massive threat. Homeworld 2 is set many, many 
    years later, where some fleets have broken off and formed their own 
    colonies. The two main colonies: Hiigaran and Vaygr are fighting it 
    out fiercely: the Vaygr are trying to seize Hiigara and the Hiigarans 
    are trying to eliminate the Vaygr. Homeworld was not really intended 
    to have a sequel. The first story generally would have provided a 
    sufficient storyline to satisfy the average gamer. However, the mass 
    interest taken in Homeworld prompted Sierra to make a sequel. Thus, 
    the designers were rounded up and thrown back to their posts.* They 
    came up with the idea of a futuristic fleet, with a heavily armed and 
    moveable mothership (due to popular demand) and a bio-mechanical 
    virus which this fleet must fight against. This may have also been 
    sufficient, but Sierra were not contempt with that. They decided to 
    take it EVEN further and produce a SECOND sequel. This sequel was to 
    bring back the old interface (Homeworld Cataclysm's interface was not 
    really enjoyed) and provide a host to the older ships. This was the 
    basis for Homeworld 2, which we are now playing (hopefully). There are 
    rumours of a THIRD Homeworld sequel, but this is unlikely (at least 
    for a few years).
    
    ,----------------.
    | SHIP RELATIONS |
    '----------------'
    
    The relations between game ships is not very good. This is not really 
    surprising, since technology will have moved on in 200 years. However, 
    Homeworld 2 shows the return of some of the older ships, and the older 
    interface too. Sierra (the makers of Homeworld) held a poll to see 
    which interface, ship design and gameplay the public liked most, and 
    Homeworld 1 won (Homeworld 2 wasn't out at the time).
    The ships themselves have changed quite a lot. Even though the names 
    may still remain, the ship designs have changed significantly. Example:
    Homeworld 1 - Homeworld Cataclysm
    Multi Beam Frigate - Homeworld 1's was a non-buildable, high power 4 
    beam frigate, whereas Homeworld Cataclysm had a 6 pulsar frigate, 
    which was buildable.
    Homeworld 1 - Homeworld 2
    Scout - Homeworld 1 had a faster, more combat-able scout, where as 2 
    had a group of 3 weak things that could EMP and Ping the sensors.
    Homeworld Cataclysm - Homeworld 2
    Modules - Homeworld Cataclysm's did not function independently and 
    could not be targetable. Homeworld 2 had the complete opposite of this.
    
    ,-----------------.
    | OTHER RELATIONS |
    '-----------------'
    
    The other relations (apart from being made by the same person)** are 
    quite minimal. Everything has changed, as you would expect it to do in 
    5 years. Homeworld 1 was the first one to set the pace for a 
    space-based RTS game, whereas Homeworld Cataclysm fell short of that 
    boundary, and Homeworld 2 totally shattered it. If any other relations 
    can be found, email either MouseNo4 mouseno4@yahoo.com or Seb Haque, 
    seb_da_web@hotmail.com.
    
    By Seb Haque
    -credits to the Sierra website."
    
    * + ** - I do not beleive this is true due to the fact that the company 
    called 'Barking Dog Studios' created Homeworld: Cataclysm and not 
    Relic. Although Sierra did published it.
    
    -----------------------------------------------------------------------
    ~ -VI-||- Homeworld Storyline ~
    -----------------------------------------------------------------------
    
    This is my personal spin on the story. This just the plain story with a 
    little bit of added effect.
    
    ,----------------------.
    | -VI-A- Pre-Homeworld |
    '----------------------'
    
    TBC
    
    ,------------------.
    | -VI-B- Homeworld |
    '------------------'
    
    TBC
    
    ,-----------------------------.
    | -VI-C- Homeworld: Cataclysm |
    '-----------------------------'
    
    "Just one small thing. The Cataclysm story is included with respect to 
    the "Great Harbour" ship of Bentus, the last of the Bentusi, although 
    this is only a slight reference to the events of cataclysm, and 
    rightly no mention of the ships the Beastslayers used has been made."
    "Fitzgerald, Stephen"
    
    TBC
    
    ,--------------------.
    | -VI-D- Homeworld 2 |
    '--------------------'
    
    Vaygr
    -----
    The Vaygr, a nomadic race, have come across one of the three Cores - 
    the keys the Far Jump Hyperspace. The Cores unlock the secret to power 
    among the space bourne races. This power is the ability to 'Far Jump' 
    which means to jump further than like, say the size of the map in a 
    mission. It allows the user to jump vast distances almost instantly. 
    Since the Vaygr travel using conventional drives, they now become a 
    vastly more powerful force. Using this new found ability, their warlike 
    tendencies are pushed even further than their home area of space known 
    as the Eastern Galactic Fringe, which enables them to enslave any 
    civilisations they find and use their technology to augment their own. 
    The Vaygr mostly are vasts fleets, known as Crusades, who's composition 
    mainly entails many clans with one all powerful and ruthless warlord. 
    One such warlord, Makaan, since already beleiving the ancient 
    progenitor relics found by their clans makes them SaJuuk-Khar (Chosen 
    of SaJuuk), uncovers one of the three ancient progenitor Cores deep in 
    the Hethlim Ice-Fields. Makaan, with the remnant Taidanii in tow, 
    embarks on a search, a search for the last two of three aincient relics.
    The other two Cores, one of which the aincent Progenitors called the 
    Bentusi have installed the the Great Harbour Ship of Bentus and the 
    other is in the possession of the Hiigarans under the guard of a Karen 
    S'jet.
    Makaan, whilst in possession of one of the three Cores can sense the 
    location of the other two, has moved into the Hiigaran area of space 
    in search of the other two Cores.
    
    Hiigarans
    ---------
    
    The Hiigarans, after claiming their homeworld from the oppression that 
    was the imperialistic Taiidani, had secured a lasting peace with the 
    surrounding galaxy. That is until the Vaygr arrived. Coveted in the 
    hold of the Mothership that brought them to the aincent homeland of 
    Hiigara, was the core that they had stolen and kept into their exile 
    to Kharak. Using this Core they forged a whole new and better 
    Mothership, branded the Pride of Hiigara, and sought to bring this new 
    threat to an end anyway possible. But with overwhelming force, the 
    Vaygr lay seige to their homeworld and threatened annihilation unless 
    the Core was given to the Vaygr warlord and leader, Makaan.
    The Hiigarans, in total secret, built this new Mothership from the 
    hull of the original Mothership and is about to embark on another 
    quest. A quest to cull the threat that the Vaygr pose to the galaxy 
    and once again bring peace to their region of the galaxy.
    
    Mission 1
    ---------
    The Great Wastelands. The Core is transported to the Pride of Hiigara. 
    With the Core locked in the hold of the Mothership, tests are 
    initialised to ensure its operability. Once the Pride of Hiigara is 
    operational, a few other tests are done. Unfortunately the test area is 
    crashed by invading Vaygr and the surrounding stations begin to protect 
    the Mothership. The Mothership dock, Tanis and the Perimetre base, 
    Chimeara, defend against the Vaygr as best they can whilst the 
    Mothership charges the hyperspace Core to attempt an emergency jump. 
    Just as an unstoppable force arrives, the Pride of Hiigara jumps out 
    to safety. The Vaygr lay waste to Tanis and Chimeara. A huge explosion 
    ensues.
    
    Mission 2
    ---------
    The Mothership jumps into the homeworld system in the shadow of the 
    Angel Moon, only to find that all 6 transports under attack by Vaygr 
    forces. The Hiigarans mount a desperate defence of the Motherships crew 
    transports. Just as the battle starts a Carrier is spotted in amounst 
    the enemy fighters and bombers. In a long battle the crew transports 
    are safe and the Hiigarans launch an attack on the enemy carrier. It 
    doesnt get very far before a force of frigates hyperspace in and start 
    attacking one of the transports with overwhelming force. Just as one of 
    the transports hulls begin to buckle, Captain Soban of the Hiigaran 
    Defence Fleet Hyperspaces in with more frigates than the enemy and 
    proceeds to give the Heavy Missile Frigates and Assault Frigates a good 
    pasting. Captain Soban advises that the Mothership Must leave ASAP and 
    that he must return soon to the front. The enemy fleet is dispatched 
    and only the Carrier remains. It attempts to make a quick retreat but 
    is beaten back and defeated by the Hiigaran Defence Fleet and the 
    Motherships new crew members - Elite bombers and Gunship crews. The 
    Pride of Hiigara hyperspaces out.
    
    Mission 3
    ---------
    The Vaygr lay seige to Hiigara. The Mothership roundevous with the 
    Shipyard at Sarum in an attempt to strengthen the fleet to help with 
    the seige. The Mothership arrives to find that the Shipyard already 
    under attack and requesting assistance. Reinforcements arrive and lay 
    waste to the attackers. Soon after the attackers are defeated, a 
    resourcing operation is begun in one of the nearby asteroid fields. 
    However this does not last long, for a Vaygr Carrier hypers in and 
    begins to attack the resourcers mining ore. Strike craft is brought 
    in from the shipyard and the Mothership to assault the attackers and 
    the Carrier that brought them. These are quickly disposed of. The 
    Shipyard requests repairs, so in amongst the fighting, a few 
    resourcers are sent in to make some quick repairs on the Shipyard. 
    All of the sudden, just as the last repairs are completed on the 
    Shipyard, three Carriers hyper in each launching attackers consisting 
    of Infiltration Frigates, Heavy Missile Frigates, Assault Frigates and 
    an endless wave of strike craft. The Shipyard completes its 
    construction of a Carrier and transfers control of it to the 
    Mothership. Immediately construction is begun on Flak Frigates to 
    counter the enemy strike craft and Marine Frigates to make sure that 
    the shipyard remains in allied hands. The Flak Frigates' crew work 
    tirelessly to help maintain superiority with the Pulsar and Gunship 
    Corvetes whilst the marines aboard the Marine Frigates capture as many 
    enemy Frigates as possible. With the Bombers aide the Carriers Frigate 
    and Fighter Facilities dont last very long and soon after lay waste to 
    the Carriers themselves. The Mothership sets a course for the Oracle 
    outskirts.
    
    Mission 4
    ---------
    Gehenna Outskirts. The Mothership hypers in nearby to three sets of 
    hyperspace inhibitors and a Command Station undergoing repairs. With 
    quick thinking, Karen orders the destruction of all of the hyperspace 
    inhibitors and the capture of Hyperspace Gates which allows the fleet 
    to use their newly captured Heavy Missile Frigates, Assault Frigates 
    and Infiltration Frigates to destroy a resourcing operation, three 
    Carriers reinforcing the enemy fleet and, using the Infiltration 
    Frigates, capture of a Vaygr Destroyer. As soon as the last of the 
    hyperspace inhibitors are desposed of, the fleet initiates a strike 
    hyperspace to enable the quick destruction of the Command Station and 
    its protectors. One by one the Heavy Missile Frigates and Assault 
    Frigates are destroyed and soon after, the Command Station.
    
    Mission 5
    ---------
    The Mothership hypers inside a dust cloud to remain hidden from the 
    unsuspecting enemy Vaygr. Resourcing operations begin and the fleet 
    begins construction new ships and research in attempt to bolster the 
    size and impact of the fleet. Minefields are laid to protect the 
    Mothership until the time is right to strike. After the fleet is ready 
    for a fight, a number of probes are seen being launched in the general 
    direction of the Mothership and its fleet. Scouts are then sent to 
    intercept and destroy them to prevent them transmitting a warning to 
    the Vaygr as to their presence. The Vaygr make an assumption when the 
    Probes fail to transmit anything at all, that there is an enemy out 
    there and thus sends out its three surrounding garrisons to 
    investigate, intercept and destroy any threats to the digsite. 
    The Hiigarans launch their own counter-offensive once the Vaygr's 
    numbers have been thinned by the minefield. Frigates are destroyed 
    and captured. Destroyers are wasted. Fighters are used to grease the 
    Flak Frigates guns. A Shipyard is spotted and therefore taken out by 
    the captured Destroyer. After a short firefight, the Oracle is taken 
    by a Marine Frigate and placed inside the Mothership for study. All 
    of the sudden the Oracle takes control of the hyperspace Core and 
    initiates a hyperspace jump.
    
    Mission 6
    ---------
    Without warning the Oracle hyperspaces the entire fleet to the Karos 
    Graveyard and almost immediately set upon by robot sentries called 
    'Movers'. The Movers chase after the Corvette class with a veangeance. 
    All of the Corvette Class crew immediately dock their craft except one 
    Pulsar Corvette Squadron. Scouts are built and a new technology is 
    designed, called 'EMP' or Electro-Magnetic-Pulse' and immediately 
    fitted to the scouts already sophisticated hull. The Scouts are sent 
    off to fire these EMP blasts at the movers in order to stop them to 
    allow the Frigate and Capital Class ships to hit them and prevent them 
    from doing much damage to the fleets assets. During this time the 
    Oracle charges the Motherships hyperspace Core and jumps again. This 
    time only a short distance. The fleet rushes to catch up with the 
    Mothership and defend against the Movers. The Torpedo Frigates crew 
    fires endless torpedoes at the endless Movers in an attempt to slow 
    their attacks. 
    The Motherships sensors notes a damaged Mover and orders a Resource 
    Collector to salvage it. The two defending active Movers are dealt with 
    and the Resource Collector brings the Mover back to the Mothership for 
    study. As soon as the analysis is complete, research is conducted on 
    how to counter the Movers. The research is a success and the Movers 
    are much more easily dispatched.
    The Oracle Charges the Core again for one more jump. Once it completes 
    the jump to the large Hulk in the far distance the rest of the fleet 
    rush to its aide. The Motherships drives engage and begins to move 
    inexorably to the end Hulk. The Mothership finally arrives and the 
    Oracle communicates with it, which results in the Movers ceasing their 
    attacks and powering down. With this threat now defeated, the 
    Mothership and its fleet hyper to their new destination. The 
    DreadNought Berth.
    
    Mission 7
    ---------
    Information retreived from the Oracle tells Karen that the Oracle took 
    control of the hyperspace Core and attempted to travel to its last 
    known location. The Large Hulks were actually the bridge section of a 
    much larger Progenitor ship which broke apart ten thousand years ago. 
    The peices of the ship have been drifting through this section of space 
    ever since. Information also tells Karen that there is actually a very 
    powerful DreadNought ship located in the aft section of this ship. It 
    is referred to as 'The Gatekeeper of SaJuuk'. 
    Fleet Command sets its course for the DreadNoughts berth in an attempt 
    to commadeer the ship and use its power to fight back against the 
    Vaygr. The Mothership is all of the sudden pulled out of hyperspace by 
    dense radiation that is causing quantam wave form irregularities that 
    prevent the Core from initiating a hyperspace jump.
    ~o~
    
    Mission 8
    ---------
    
    Mission 9
    ---------
    
    Mission 10
    ---------
    
    Mission 11
    ---------
    
    Mission 12
    ---------
    
    Mission 13
    ---------
    
    Mission 14
    ---------
    
    Mission 15
    ---------
    
    
    _______________________________________________________________________
    
    ~ -VII- Ship Details ~
    _______________________________________________________________________
    
    -----------------------------------------------------------------------
    ~ -VII-A- Ship Stats ~
    -----------------------------------------------------------------------
    
    Note: These are un-upgraded specs. Weapon locations - Fore/Aft/Middle 
    Left/Right/Centre Top/Bottom.
    
    ,--------------------------.
    | -VII-A-|- Hiigaran Fleet | 
    '--------------------------'
    _____________
    Fighter Class
    -------------
    
    1. Scout Squadron
    Role: Reconnaissance Squadron
    Speed: 480
    Attack: 9
    Cost: RU 350 (3 craft)
    Hit Points: 90
    Armament: 
    	1 x Autogun (Locked forward)
    Specials Abilities: 
    	1 x Small EMP 
    	1 x Sensor Ping (1000 RU)
    Research:
    	Enhanced Sensors - 500 RU - Allows 'Ping' ability
    	EMP - 1500 RU - Allows 'EMP' ability
    	
    2. Interceptor Squadron
    Role: Anti-Fighter
    Speed: 325
    Attack: 36
    Cost: 500 RU (5 craft)
    Hit Points: 150
    Armament: 
    	1 x Kinetic AutoGun (Locked forward)
    Research:
    	Level 1 Engines - 300 RU - 325-407
    	Level 2 Engines - 500 RU - 407-488
     
    3. Bomber Squadron
    Role: Anti-Capital Ship Fighter
    Speed: 260
    Attack: 439
    Cost: 550 RU (5 craft)
    Hit Points: 150
    Armament: 
    	Twin Fusion Bomb Launchers (Locked forward)
    Research:
    	Improved Bombs - 1500 RU - Allows Anti-Subsystem Bombs
    	Level 1 Engines - 300 RU - 260-325
    	Level 2 Engines - 500 RU - 325-390
    
    3.5 Special Version: Elite Bomber Squadron
    Role: Anti-Capital Ship Fighter
    Speed: 451
    Attack: 789
    Cost: N/A (5 craft)
    Hit Points: 450
    Armament: 
    	1 x Twin Fusion Bomb Launchers (Locked forward)
    Notes: Given to player on successfully saving 5 transport vessels in 
    single player mission 2.
    ______________
    Corvette Class
    --------------
    
    4. Gunship Corvette Squadron
    Role: Anti-Fighter
    Speed: 215
    Attack: 56
    Cost: 625 RU (3 craft)
    Hit Points: 1200
    Armament: 
    	2 x Dual Kinetic Autogun Turrets (360 Degree Turrets)
    Weapon Locations: Middle centre top; Middle centre bottom.
    Research:
    	Level 1 Hull - 500 RU - 1200-1560
    	Level 1 Engines - 300 RU - 215-258
    	Level 2 Hull - 750 RU - 1560-1920
    	Level 2 Engines - 500 RU - 258-291
    
    4.5 Special Version: Elite Gunship Corvette Squadron
    Role: Anti-Fighter
    Speed: 226
    Attack: 112
    Cost: N/A
    Hit Points: 3000
    Armament: 
    	2 x Dual Kinetic Autogun Turrets (360 Degree Turrets)
    Weapon Locations: Middle centre top; Middle centre bottom.
    Notes: Given to player on successfully saving 6 transport vessels in 
    single player mission 2.
    
    5. Pulsar Corvette Squadron
    Role: Anti-Corvette
    Speed: 215
    Attack: 54
    Cost: 625 RU (3 craft)
    Hit Points: 1200
    Armament: 
    	1 x Pulsar Turret (360 Degree Turret)
    Weapon Location: Middle centre top 
    Research:
    	Level 1 Hull - 400 RU - 1200-1560
    	Level 1 Engines - 300 RU - 215-258
    	Level 2 Hull - 750 RU - 1560-1920
    	Level 2 Engines - 750 RU - 258-291
    
    6. Minelayer Corvette
    Role: Deploys and Clears Mines
    Speed: 215
    Attack: 48
    Mine Attack: ? (3-4 will kill a frigate)
    Cost: 800 RU (1 craft)
    Hit Points: 400
    Armament: 
    	1 x Kinetic Autogun turret (360 Degree Turret)
    	1 x Minelaying device
    Weapon Location: Fore centre bottom
    Research:
    	Minelaying - 750 RU - Allows Minelayer construction
    
    7. Mover
    Role: Unknown
    Speed: 230
    Attack: 334
    Cost: 200 RU (1 craft)
    Hit Points: 1000
    Armament: 
    	1 x Twin Chaingun Fusion Bomb Launchers (Locked forward)
    Special Abilities: Radiation immune.
    Notes: Movers with 5000 hit points are the enemy in mission 6. However 
    the movers that the player is able to build from the Mover Facility 
    are only 1000 hit points. In mission 6, after the Anti-Mover research 
    has been attained, the enemy movers become the same as the ones built 
    by the player later on in the campaign.
    _____________
    Frigate Class
    -------------
    
    8. Torpedo Frigate
    Role: Anti-Corvette
    Speed: 161
    Attack: 305
    Cost: 700 RU
    Hit Points: 12000
    Armament: 
    	1 x Dual Torpedo Launcher 
    Weapon Location: Bow
    Research:
    	Improved Torpedoes - 1000 RU - Allows Anti-Capital Ship Torpedoes
    	Level 1 Hull - 800 RU  - 12000-15599
    	Level 1 Engines - 500 RU - 161-194
    	Level 2 Hull - 1400 RU - 15599-19200
    	Level 2 Engines - 750 RU - 194-218
    
    9. Flak Frigate
    Role: Anti-Fighter
    Speed: 161
    Attack: 50
    Cost: 700 RU
    Hit Points: 16000
    Armament: 
    	2 x Dual Kinetic Burst Cannon Turret
    Weapon Locations: Aft left top ; Fore centre bottom
    Research:
    	Level 1 Hull - 800 RU - 16000-20800
    	Level 1 Engines - 500 RU - 161-194
    	Level 2 Hull - 1400 RU - 20800-25600
    	Level 2 Engines - 750 RU - 194-218
    
    10. Ion Cannon Frigate
    Role: Anti-Capital Ship
    Speed: 150
    Attack: 315
    Cost: 700 RU
    Hit Points: 16000
    Armament: 
    	1 x Ion Cannon (locked forward)
    Weapon Location: Bow
    Research:
    	Level 1 Hull - 800 RU - 16000-20800
    	Level 1 Engines - 500 RU - 150-180
    	Level 2 Hull - 1400 RU - 20800-25600
    	Level 2 Engines - 750 RU - 180-203
    
    11. Marine Frigate
    Role: Boarding Vessel
    Speed: 230
    Attack: 80
    Cost: 700 RU
    Hit Points: 18000
    Armament: 
    	1 x Heavy Vulcan Kinetic Turret (360 Degree Turret)
    Special Abilities: 
    	Boarding party (Capture)
    Weapon Location: Middle left top
    
    11.5 Special Version: Captain Soban's Ship
    Role: Boarding Vessel
    Speed: 230
    Attack: 500
    Cost: N/A
    Hit Points: 50000
    Armament: 
    	1 x Heavy Vulcan Kinetic Turret (360 Degree Turret)
    Special Abilities: 
    	Boarding party (Capture)
    Weapon Location: Middle left top
    Notes: Hero unit and is given to player on mission 13.
    
    12. Defence Field Frigate
    Role: Defence Field 
    Speed: 161
    Attack: 17
    Cost: 1200 RU
    Hit Points: 18000
    Armament: 
    	1 x Dual Heavy Vulcan Kinetic Turret (360 Degree Turret)
    Weapon Location: Aft centre bottom (on extension pylon)
    Special Abilities:
    	Defence Field - Anti-Radiation Defence Field
    Research:
    	Defence Field - 1500 RU - Allows Defence Field Frigate 	
    Construction
    _____________
    Capital Class
    -------------
    
    13. Carrier
    Role: Ship Production
    Speed: 75
    Attack: 40
    Cost: 2800 RU
    Hit Points: 40000
    Armament: 
    	4 x Hull Defence Guns
    Weapon Locations: Fore left top; Aft left top; Fore centre bottom; Aft 
    centre bottom
    Production Slots: 3
    Module Slots: 2
    Sensor Slots: 1
    Research:
    	Level 1 Hull - 750 RU - 80000-104000
    	Level 1 Engines - 500 RU - 75-90
    	Level 2 Hull - 1000 RU - 104000-128000
    	Level 2 Engines - 1000 RU - 90-102
    	Improved Manufacturing - 1000 RU - Increases Carrier production 
    by 30%
    
    14. Destroyer
    Role: Anti-Frigate
    Speed: 115
    Attack: 915
    Cost: 2000 RU
    Hit Points: 85000
    Armament: 4 x Dual Heavy Kinetic Cannon Turrets (360 Degree Turret)
    	  2 x Heavy Missile Launchers
    Weapon Location: Fore centre top; Middle centre top; Aft centre top; 
    Middle centre bottom; Bow; Bow
    Research:
    	Destroyer Chassis- 1500 RU - Allows Destroyer construction
    	Level 1 Hull - 1000 RU - 85000-110499
    	Level 1 Engines - 1000 RU - ?138?
    	Level 2 Hull - 1500 RU - 110499-136000
    	Level 2 Engines - 1500 RU - 138-156
    	Improved Torpedoes - 1000 RU - Allows Anti-Capital Ship Torpedoes
    *Upgrade located on Torpedo Frigate Research Panel*
    
    15. Shipyard
    Role: Factory and service bays
    Speed: 15
    Attack: 120
    Cost: 3200 RU
    Hit Points: 160000
    Armament: 
    	8 x Hull Defence Autoguns
    Weapon Locations: All over the thing
    Production Slots: 4
    Module Slots: 6
    Sensors Slots: 1
    Research:
    	Level 1 Hull - 750 RU - 160000-195000
    	Level 1 Engines - 500 RU - 15-18
    	Level 2 Hull - 1500 RU - 18-21
    	Level 2 Engines - 1500 RU - 195000-240000
    	Improved Manufacturing - 1000 RU - Increases SY production 	
    by 30%
    
    16. Battlecruiser
    Role: Long Range Capital Ship Killer 
    Speed: 69
    Attack: 5200 
    Cost: 4000 RU
    Hit Points: 240000 
    Armament: 
    	2 x Dual Heavy Ion Beam Turret (360 Degree Turret)
    	4 x Pulsar Beam Turret 
    	4 x Dual Heavy Kinetic Burst Cannon (360 Degree Turret)
    Weapon Locations: Aft middle top; Aft middle bottom; Fore right edge; 
    Aft right edge; Fore left edge; Aft left edge; Aft left edge bottom;  
    Aft right edge bottom; Fore middle bottom; Fore middle top
    Production Slots: 0
    Module Slots: 2
    Sensors Slots: 0
    Special Abilities: 
    	Many
    Research:
    	Battlecruiser Chassis - 1800 RU - Allows Battlecruiser 
    Construction
    	Level 1 Hull - 2000 RU - 240000-312000
    	Level 1 Engines - 1000 RU - 69-83
    	Level 2 Hull - 3000 RU - 312000-384000
    	Level 2 Engines - 1500 RU - 83-94
    
    17. Gatekeeper of Sa'Juuk (DreadNought)
    Role: Gatekeeper of Sa'Juuk
    Speed: 69
    Attack: 8268
    Cost: N/A
    Hit Points: 500000
    Armament: 
    	1 x Phased Cannon Array (Great Cannon)
    	1 x Dual Cannon Turret (360 Degree Turret)
    Weapon Locations: Bow; Fore centre bottom
    Notes: Player is given this ship in mission 8. However the great 
    cannon doesn't fully work until the Bentusi repair it in a later 
    mission. It also has a few really small guns on it but I will add
    them later.
    ______________
    Platform Class
    --------------
    
    18. Gun Platform
    Role: Anti-Fighter StatiMinelayer Corvettec Defence
    Speed: 200 (one shot move)
    Attack:32
    Cost: 300 RU
    Hit Points: 5000
    Armament: 
    	2 x Dual Vulcan Kinetic Turret (360 Degree Turret)
    Weapon Locations: Middle centre top; Middle centre bottom
    Note: About the role - Ask relic, they named it in the game.
    Research:
    	Level 1 Hull - 500 RU - 5000-6500
    	Level 2 Hull - 800 RU - 6500-8000
    
    19. Ion Cannon Platform
    Role: Anti-Frigate Defence
    Speed: 200 (one shot move)
    Attack: 167
    Cost: 300 RU
    Hit Points: 5000
    Armament: 
    	2 x Dual Ion Cannon Turret (360 Degree Turret)
    Weapon Locations: Middle centre top; Middle centre bottom
    Research:
    	Platform Ions - 600 RU - Allows Ion Cannon Platform Construction
    	Level 1 Hull - 500 RU - 5000-6500
    	Level 2 Hull - 800 RU - 6500-8000
    _____________
    Utility Class
    -------------
    
    20. Resource Collector
    Role: Collects material for processing into RU's 
    Speed: 276
    Attack: 0
    Cost: 400 RU
    Hit Points: 2000
    Armament: Not armed
    Special Abilities: 
    	Resource Collection
    	Repair Ability
    	Salvage Ability
    Research:
    	Repair - 750 RU - Allows Repair Ability
    	Level 1 Hull - 400 RU - 2000-3000
    	Level 2 Hull - 800 RU - 3000-4000
    
    21. Mobile Refinery
    Role: Resource Drop Off
    Speed: 225
    Attack: 80
    Cost: 800 RU
    Hit Points: 18000
    Armament: 8 x Hull Defence Guns 
    Weapon Locations: All over the thing
    Special Abilities: 
    	Resource Drop Off
    Research:
    	Level 1 Hull - 500 RU - 18000-23400
    	Level 2 Hull - 1000 RU - 23400-28800
    
    22. Probe
    Role: Single-burn Reconnaissance Unit
    Speed: 600
    Cost: 150 RU
    Hit Points: 1200
    Armament: 
    	Not Armed, except for probe golf.
    Note: Once you move it once, you cannot move it again.
    
    23. Proximity Sensor Probe
    Role: Cloak Detector
    Speed: 600
    Cost: 200 RU
    Hit Points: 100
    Armament: 
    	Not Armed
    Note: Once you move it once, you cannot move it again.
    Research:
    	Proximity Sensor Pobe - 500 RU - Allows Proximity Sensor Probe 
    Construction
    
    24. Sensors Distortion Probe
    Role: Disrupts Enemy Sensors
    Speed: 600
    Cost: 1000 RU
    Hit Points: 100
    Armament: 
    	Not Armed
    Note: Once you move it once, you cannot move it again.
    Research:
    	Sensors Distortion Probe - 500 RU - Allows Sensors Distortion 
    Probe construction.
    ________________
    Mothership Class
    ----------------
    
    25. Pride of Hiigara
    Role: Mothership
    Speed: 40
    Attack: 120
    Hit Points: 200000
    Production Slots: 4
    Module Slots: 4
    Sensors Slots: 1
    Armament: 
    	8 x Hull Defence Autoguns 
    	4 x Side Hull Defence Guns
    Special Abilities: Many
    Research:
    	Level 1 Hull - 500 RU - 200000-300000
    	Level 1 Engines - 500 RU - 40-48
    	Level 2 Hull - 750 RU - 300000-400000
    	Level 2 Engines - 750 RU - 48-54
    	Improved Manufacturing - 1000 RU - Increases MS production by 
    30%
    	Hyperspace 1 - 500 RU - Decreases cost of Hyperspace jumps by 
    20%
    	Hyperspace 2 - 1000 RU - Decreases cost of Hyperspace jumps by a 
    further 25%
    Note: Without this baby, you be dead.
    
    26. SaJuuk
    Role SaJuuk
    Speed: 100
    Attack: 26778
    Hit Points: 350000
    Armament: 
    	1 x Very Heavy Phased Cannon Array
    	5 x Very Heavy Lasers
    	4 x Very Heavy Kinetic Guns
    Special Abilities: 
    	Hyperspace Jump
    Note: You are given the almighty SaJuuk on the final level where 
    you throw the MS away and keep the SaJuuk.
    
    LEVEL 0 - Unupgraded
    
    Unit 	        |Role 	  	    |Speed  |Attack |Cost  |HP    |%|##
    --------------+-------------------+-------+-------+------+------+-+--
    Scout	        |Recon Squadron	    |480    |9 LOL! |350   |90    |3| 1
    Interceptor   |Anti-Fighter	    |325    |36 	  |500   |150   |5| 2
    Bomber	  |Anti-Capital Ship  |260    |439 	  |550   |150   |5| 3
    Elite Bomber  |Anti-Capital Ship  |451    |789	  |X	   |450   |5|%3
    Gunship Vette |Anti-Fighter	    |215    |56	  |625   |1200  |3| 4
    EliteGunVette |Anti-Fighter	    |226    |112	  |X	   |3000  |3|%4 
    PulsarCorvette|Anti-Corvette	    |215    |54	  |625   |1200  |3| 5
    MinelayerVette|DeploysMines       |215    |48	  |800   |400   |1| 6
    Mover	        |Unknown	  	    |230    |334	  |200   |1000  |1| 7
    TorpedoFrigate|Anti-Corvette	    |161    |305	  |700   |12000 |1| 8
    Flak Frigate  |Anti-Fighter	    |161    |50	  |700   |16000 |1| 9
    IonCannonFrig |Anti-Capital Ship  |150    |315	  |700   |16000 |1|10
    Marine Frigate|Boarding Vessel    |230    |80	  |700   |18000 |1|11
    Captain Soban |Boarding Vessel    |230    |500	  |X     |50000 |1%11
    DefenceFieldFr|Defence Field	    |161    |17 WTF?|1200  |18000 |1|12
    Carrier	  |Ship Production    |75	|40  	  |2800  |80000 |1|13
    Destroyer     |Anti-Frigate	    |138    |915	  |2000  |85000 |1|14
    Shipyard      |Factory+ServiceBays|15OMG! |120	  |3200  |160000|1|15
    Battlecruiser |Anti-Capital Ship  |69	|5200	  |4000  |240000|1|16
    DreadNought   |GatekeeperOfSaJuuk |69	|8268	  |X	   |500000|1|17
    Gun Platform  |Anti-CorvetteStDef.|200    |32	  |300   |5000  |1|18
    IonCannon Plat|Anti-Frigate	    |200    |167	  |300   |5000  |1|19
    Res. Collector|Collection Of RU's |276    |X      |400   |2000  |1|20
    MobileRefinery|Resource Drop Off  |225    |80	  |800   |18000 |1|21
    Probe	        |SingleBurnReconUnit|600    |X	  |150   |1200  |1|22
    Prox.SensProbe|Cloak Detector	    |600    |X	  |200   |100   |1|23
    Sens.Dist.Pr. |SensorsDisruption  |600    |X	  |1000  |100   |1|24
    PrideOfHiigara|Mothership	    |40	|120	  |X	   |200000|1|25
    SaJuuk        |SaJuuk		    |100    |26778  |X	   |350000|1|26
    
    LEVEL 1 - Upgraded Engines and Hull to level 1
    
    Unit 	        |Role 	  	    |Speed  |Attack |Cost  |HP    |%|##
    --------------+-------------------+-------+-------+------+------+-+--
    Scout	        |Recon Squadron	    |480    |9 LOL! |350   |90    |3| 1
    Interceptor   |Anti-Fighter	    |407    |36 	  |500   |150   |5| 2
    Bomber	  |Anti-Capital Ship  |325    |439 	  |550   |150   |5| 3
    Elite Bomber  |Anti-Capital Ship  |451    |789	  |X	   |450   |5|%3
    Gunship Vette |Anti-Fighter	    |258    |56	  |625   |1560  |3| 4
    EliteGunVette |Anti-Fighter	    |226    |112	  |X	   |3000  |3|%4 
    PulsarCorvette|Anti-Corvette	    |258    |54	  |625   |1560  |3| 5
    MinelayerVette|DeploysMines       |215    |48	  |800   |400   |1| 6
    Mover	        |Unknown	  	    |230    |334	  |200   |1000  |1| 7
    TorpedoFrigate|Anti-Corvette	    |194    |305	  |700   |15599 |1| 8
    Flak Frigate  |Anti-Fighter	    |194    |50	  |700   |20800 |1| 9
    IonCannonFrig |Anti-Capital Ship  |180    |315	  |700   |20800 |1|10
    Marine Frigate|Boarding Vessel    |230    |80	  |700   |18000 |1|11
    Captain Soban |Boarding Vessel    |230    |500	  |X     |50000 |1%11
    DefenceFieldFr|Defence Field	    |161    |17 WTF?|1200  |18000 |1|12
    Carrier	  |Ship Production    |90	|40  	  |2800  |104000|1|13
    Destroyer     |Anti-Frigate	    |138    |915	  |2000  |110499|1|14
    Shipyard      |Factory+ServiceBays|18     |120	  |3200  |195000|1|15
    Battlecruiser |Anti-Capital Ship  |83	|5200	  |4000  |312000|1|16
    DreadNought   |GatekeeperOfSaJuuk |69	|8268	  |X	   |500000|1|17
    Gun Platform  |Anti-CorvetteStDef.|200    |32	  |300   |6500  |1|18
    IonCannon Plat|Anti-Frigate	    |200    |167	  |300   |6500  |1|19
    Res. Collector|Collection Of RU's |276    |X      |400   |3000  |1|20
    MobileRefinery|Resource Drop Off  |225    |80	  |800   |23400 |1|21
    Probe	        |SingleBurnReconUnit|600    |X	  |150   |1200  |1|22
    Prox.SensProbe|Cloak Detector	    |600    |X	  |200   |100   |1|23
    Sens.Dist.Pr. |SensorsDisruption  |600    |X	  |1000  |100   |1|24
    PrideOfHiigara|Mothership	    |48	|120	  |X	   |300000|1|25
    SaJuuk        |SaJuuk		    |100    |26778  |X	   |350000|1|26
    
    LEVEL 2 - Upgraded Engines and Hull to level 2
    
    Unit 	        |Role 	  	    |Speed  |Attack |Cost  |HP    |%|##
    --------------+-------------------+-------+-------+------+------+-+--
    Scout	        |Recon Squadron	    |480    |9 LOL! |350   |90    |3| 1
    Interceptor   |Anti-Fighter	    |488    |36 	  |500   |150   |5| 2
    Bomber	  |Anti-Capital Ship  |390    |439 	  |550   |150   |5| 3
    Elite Bomber  |Anti-Capital Ship  |451    |789	  |X	   |450   |5|%3
    Gunship Vette |Anti-Fighter	    |291    |56	  |625   |1920  |3| 4
    EliteGunVette |Anti-Fighter	    |226    |112	  |X	   |3000  |3|%4 
    PulsarCorvette|Anti-Corvette	    |291    |54	  |625   |1920  |3| 5
    MinelayerVette|DeploysMines       |215    |48	  |800   |400   |1| 6
    Mover	        |Unknown	  	    |230    |334	  |200   |1000  |1| 7
    TorpedoFrigate|Anti-Corvette	    |218    |305	  |700   |19200 |1| 8
    Flak Frigate  |Anti-Fighter	    |218    |50	  |700   |25600 |1| 9
    IonCannonFrig |Anti-Capital Ship  |203    |315	  |700   |25600 |1|10
    Marine Frigate|Boarding Vessel    |230    |80	  |700   |18000 |1|11
    Captain Soban |Boarding Vessel    |230    |500	  |X     |50000 |1%11
    DefenceFieldFr|Defence Field	    |161    |17 WTF?|1200  |18000 |1|12
    Carrier	  |Ship Production    |102	|40  	  |2800  |128000|1|13
    Destroyer     |Anti-Frigate	    |156    |915	  |2000  |136000|1|14
    Shipyard      |Factory+ServiceBays|21     |120	  |3200  |240000|1|15
    Battlecruiser |Anti-Capital Ship  |94	|5200	  |4000  |384000|1|16
    DreadNought   |GatekeeperOfSaJuuk |69	|8268	  |X	   |500000|1|17
    Gun Platform  |Anti-CorvetteStDef.|200    |32	  |300   |8000  |1|18
    IonCannon Plat|Anti-Frigate	    |200    |167	  |300   |8000  |1|19
    Res. Collector|Collection Of RU's |276    |X      |400   |4000  |1|20
    MobileRefinery|Resource Drop Off  |225    |80	  |800   |28800 |1|21
    Probe	        |SingleBurnReconUnit|600    |X	  |150   |1200  |1|22
    Prox.SensProbe|Cloak Detector	    |600    |X	  |200   |100   |1|23
    Sens.Dist.Pr. |SensorsDisruption  |600    |X	  |1000  |100   |1|24
    PrideOfHiigara|Mothership	    |54	|120	  |X	   |400000|1|25
    SaJuuk        |SaJuuk		    |100    |26778  |X	   |350000|1|26
    
    .------------------------.
    | -VII-A-||- Vaygr Fleet |
    '------------------------'
    _____________
    Fighter Class
    -------------
    
    1. Survey Scout Squadron
    Role: Reconnaissance Unit
    Speed: 420
    Attack: 9
    Cost: 350 RU (3 craft)
    Hit Points: 90
    Armament: 
    	1 x Autogun (Locked forward)
    Specials Abilities: 
    	EMP
    Research:
    	Level 1 Engines - 600 RU - 420-525
    	Level 2 Engines - 1000 RU - 525-630
    	EMP - 1000 RU - Allows 'EMP' ability.
    
    2. Assault Craft Squadron
    Role: Anti-Fighter
    Speed: 325 
    Attack: 30 
    Cost: 500 RU (7 craft)
    Hit Points: 210 
    Armament: 
    	1 x Flachette Cannon (Locked forward)
    Research:
    	Level 1 Engines - 600 RU - 325-407
    	Level 2 Engines - 1000 RU - 407-488
    
    3. Bomber Squadron 
    Role: Anti-Capital Ship
    Speed: 260 
    Attack: 332 
    Cost: 550 RU (6 craft)
    Hit Points: 180 
    Armament: 
    	2 x Plasma Bomb Launchers (Locked forward)
    Research:
    	Level 1 Engines - 600 RU - 260-325
    	Level 2 Engines - 1000 RU - 325-390
    	Impact Delay Fusion Bombs - 250 RU - Allows Bomber Construction.
    	Anti-Subsystem Bombs - 1500 RU - Allows Anti-Subsystem bombs.
    
    4. Lance Fighter Squadron 
    Role: Anti-Corvette
    Speed: 260 
    Attack: 43 
    Cost: 500 RU (5 craft)
    Hit Points: 150 
    Armament: 
    	1 x Light Plasma Lance (Locked forward)
    Research:
    	Level 1 Engines - 600 RU - 260-325
    	Level 2 Engines - 1000 RU - 325-390
    	Plasma Lance - 250 RU - Allows Lance Fighter Construction.
    ______________
    Corvette Class
    --------------
    
    5. Missile Corvette Squadron
    Role: Anti-Capital Ship
    Speed: 215 
    Attack: 26 
    Cost: 625 RU (5 craft)
    Hit Points: 1600 
    Armament: 
    	2 x Light Concussion Missile Launchers
    Research:
    	Corvette Chassis - 500 RU - Allows Corvette Class Construction.
    	Level 1 Hull - 900 RU - 1600-2080
    	Level 1 Engines - 800 RU - 215-258
    	Level 2 Hull - 1800 RU - 2080-2560
    	Level 2 Engines - xxx RU - 258-301
    
    6. Laser Corvette Squadron 
    Role: Anti-Capital Ship
    Speed: 215 
    Attack: 350 
    Cost: 650 RU (5 craft)
    Hit Points: 1600 
    Armament: 
    	2 x Laser Bolt Cannon
    Research:
    	Corvette Chassis - 500 RU - Allows Corvette Class Construction.
    	Laser Corvette Chassis W/ Laser Systems - 500 RU - Allows Laser 
    Corvette Construction.
    	Level 1 Hull - 900 RU - 1600-2080
    	Level 1 Engines - 800 RU - 215-258
    	Level 2 Hull - 1800 RU - 2080-2560
    	Level 2 Engines - xxx RU - 258-301
    
    7. Command Corvette 
    Role: Mobile Fire Control Tower
    Speed: 215 
    Cost: 400 RU 
    Hit Points: 600 
    Armament: 
    	Not armed.
    Research:
    	Corvette Chassis - 500 RU - Allows Corvette Class Construction.
    	Command Corvette Chassis W/ Command Systems - 500 RU - Allows 
    Command Corvette Construction.
    	Level 1 Hull - 900 RU - 600-780
    	Level 1 Engines - 800 RU - 215-258
    	Level 2 Hull - 1800 RU - 780-960
    	Level 2 Engines - 1600 RU - 258-301
    
    8. Minelayer Corvette 
    Role: Minelayer
    Speed: 215 
    Attack: 48 
    Cost: 800 RU
    Hit Points: 400 
    Armament: 
    	1 x Minelayer
    	1 x Light Laser Bolt Cannon
    Special Abilities: Mines
    Research:
    	Corvette Chassis - 500 RU - Allows Corvette Class Construction.
    	Minelaying - 1500 RU - Allows Minelayer Corvette Construction.
    	Level 1 Hull - 900 RU - 400-520
    	Level 1 Engines - 800 RU - 215-258
    	Level 2 Hull - 1800 RU - 520-640
    	Level 2 Engines - 1600 RU - 258-301
    _____________
    Frigate Class
    -------------
    
    9. Heavy Missile Frigate 
    Role: Anti-Frigate
    Speed: 150 
    Attack: 351 
    Cost: 700 RU
    Hit Points: 16000 
    Armament: 
    	2 x Heavy Fusion Missile Launcher 
    	1 x Concussion Missile Launcher
    Research:
    	Frigate Chassis - 1800 RU - Allows Frigate Class Construction.
    	Level 1 Hull - 1600 RU - 16000-20800
    	Level 1 Engines - 1000 RU - 150-180
    	Level 2 Hull - 2800 RU - 20800-25600
    	Level 2 Engines - 1500 RU - 180-203
    
    10. Assault Frigate 
    Role: Anti-Fighter
    Speed: 161 
    Attack: 127 
    Cost: 650 RU
    Hit Points: 16000 
    Armament: 
    	1 x Concussion Missile Launcher
    	3 x Flachette Cannon Turrets (Small degree turret)
    Research:
    	Frigate Chassis - 1800 RU - Allows Frigate Class Construction.
    	Assault Frigate Chassis - 650 RU - Allows Assault Frigate 
    Construction.
    	Level 1 Hull - 1600 RU - 16000-20800
    	Level 1 Engines - 1000 RU - 161-194
    	Level 2 Hull - 2800 RU - 20800-25600
    	Level 2 Engines - 1500 RU - 194-218
    
    11. Infiltrator Frigate 
    Role: Capture Frigate
    Speed: 230 
    Attack: 53 
    Cost: 800 RU
    Hit Points: 18000 
    Armament: 
    	1 x Concussion Missile Launcher
    	1 x Flachette Cannon Turrets (Small degree turret)
    Research:
    	Frigate Chassis - 1800 RU - Allows Frigate Class Construction.
    	Infiltration Pods - 1000 RU - Allows Infiltrator Frigate 
    Construction.
    	Level 1 Hull - 1600 RU - 20800-26000
    	Level 1 Engines - 1000 RU - 230-276
    	Level 2 Hull - 2800 RU - 26000-32000
    	Level 2 Engines - 1500 RU - 276-311
    _____________
    Capital Class
    -------------
    
    12. Destroyer 
    Role: Anti-Frigate
    Speed: 115 
    Attack: 1100 
    Cost: 2000 RU
    Hit Points: 85000 
    Armament: 
    	3 x Dual Kinetic Cannons
    	4 x Heavy Fusion Missile Launchers
    Research:
    	Destroyer Chassis - 2000 RU - Allows Destroyer Construction.
    	Level 1 Hull - 4000 RU - 85000-110499
    	Level 1 Engines - 3500 RU - 115-138
    	Level 2 Hull - 6000 RU - 110499-136000
    	Level 2 Engines - 5000 RU - 138-156
    
    13. Carrier 
    Role: Ship Production
    Speed: 75 
    Attack: 200 
    Cost: 1700 RU
    Hit Points: 55000 
    Armament: 
    	4 x Hull Defence Guns
    Production Slots: 1
    Module Slots: 2
    Sensor Slots: 1
    Research:
    	Level 1 Hull - 4000 RU - 55000-71500
    	Level 1 Engines - 3500 RU - 75-90
    	Level 2 Hull - 6000 RU - 71500-88000
    	Level 2 Engines - 5000 RU - 90-102
    	Improved Manufacturing - 1000 RU - Improves Construction Speed 
    by 30%.
    
    14. Shipyard
    Role: Ship Production
    Speed: 15
    Attack: 550
    Cost: 4000 RU
    Hit Points: 160000
    Armament: 
    	8 x Hull Defense Guns
    Weapon Locations: All over the thing
    Production Slots: 4
    Module Slots: 6
    Sensors Slots: 1
    Research:
    	Level 1 Hull - 4000 RU - 160000-208000
    	Level 1 Engines - 3500 RU - 15-18
    	Level 2 Hull - 6000 RU - 208000-256000
    	Level 2 Engines - 5000 RU - 18-21
    	Improved Manufacturing - 1000 RU - Improves Construction Speed by 
    30%.
    
    15. Battlecruiser 
    Role: Super Capital Ship
    Speed: 69 
    Attack: 5404 
    Cost: 4000 RU
    Hit Points: 240000 
    Armament: 
    	3 x Trinity Cannon
    	8 x Heavy Fusion Missile Launchers
    	4 x Lasers
    Research:
    	Battlecruiser Chassis - 2500 RU - Allows Battlecruiser 
    Construction.
    	Level 1 Hull - 4000 RU - 240000-312000
    	Level 1 Engines - 3500 RU - 69-83
    	Level 2 Hull - 6000 RU - 312000-384000
    	Level 2 Engines - 5000 RU - 83-94
    ______________
    Platform Class
    --------------
    
    16. Gun Platform
    Role: Anti-Fighter Defence
    Speed: 125
    Attack: 32
    Cost: 300 RU
    Hit Points: 5000
    Armament:
    	2 x Dual Kinetic Guns
    Research:
    	Level 1 Hull - 1000 RU - 5000-7500
    	Level 2 Hull - 1600 RU - 7500-10000
    
    17. Heavy Missile Platform
    Role: Anti-Capital Ship Defence
    Speed: 125
    Attack: 127
    Cost: 300 RU
    Hit Points: 5000
    Armament:
    	2 x Heavy Fusion Missile Launchers
    Research:
    	Platform Missiles - 1200 RU - Allows Heavy Missile Platform 
    Construction.
    	Level 1 Hull - 1000 RU - 5000-7500
    	Level 2 Hull - 1600 RU - 7500-10000
    
    18. Hyperspace Gate
    Role: Hyperspace Gate
    Speed: 600
    Cost: 750 RU
    Hit Points: 16000
    Armament:
    	Not Armed.
    Research:
    	Hyperspace Gate - 750 RU - Allows Hyperspace Gate Construction.
    	Level 1 Hull - 1000 RU - 16000-24000
    	Level 2 Hull - 1600 RU - 24000-32000
    _____________
    Utility Class
    -------------
    
    19. Resource Collector
    Role: Collects material for processing into RU's 
    Speed: 276
    Cost: 400 RU
    Hit Points: 2000
    Armament: 
    	Not armed
    Special Abilities: Resource Collection
    		   Repair Ability
    		   Salvage Ability
    Research:
    	Level 1 Hull - 1200 RU - 2000-3000
    	Level 2 Hull - 2400 RU - 3000-4000
    	Repair - 500 RU - Allows Repair Ability.
    
    20. Mobile Refinery
    Role: Resource Drop Off
    Speed: 226
    Attack: 40
    Cost: 800 RU
    Hit Points: 18000
    Armament: 
    	4 x Hull Defence Guns
    Special Abilities: Resource Drop Off
    Weapon Locations: All over the thing
    Research:
    	Level 1 Hull - 1200 RU - 18000-27000
    	Level 2 Hull - 2400 RU - 27000-36000
    
    21. Probe
    Role: Single-burn Reconnaissance Unit
    Speed: 600
    Cost: 150 RU
    Hit Points: 50
    Armament: 
    	Not Armed, except for probe golf.
    Note: Once you move it once, you cannot move it again.
    Research:
    	Level 1 Hull - 1200 RU - 50-75
    	Level 2 Hull - 2400 RU - 75-100
    
    22. Proximity Sensor Probe
    Role: Cloak Detector
    Speed: 600
    Cost: 250 RU
    Hit Points: 50
    Armament: 
    	Not Armed
    Note: Once you move it once, you cannot move it again.
    Research:
    	Proximity Sensor Probe Chassis - 500 RU - Allows Proximity 
    Sensor Probe Construction.
    	Level 1 Hull - 1200 RU - 50-75
    	Level 2 Hull - 2400 RU - 75-100
    
    23. Sensors Distortion Probe
    Role: Disrupts Enemy Sensors
    Speed: 600
    Cost: 500 RU
    Hit Points: 50
    Armament: 
    	Not Armed
    Note: Once you move it once, you cannot move it again
    Research:
    	Sensor Distortion Probe Chassis - 800 RU - Allows Sensor 
    Distortion Probe Construction.
    	Level 1 Hull - 1200 RU - 50-75
    	Level 2 Hull - 2400 RU - 75-100
    ________________
    Mothership Class
    ----------------
    
    24. Flagship
    Role: Mothership
    Speed: 40
    Attack: 120
    Hit Points: 200000
    Production Slots: 4
    Module Slots: 3
    Sensors Slots: 1
    Armament: 
    	8 x Hull Defence Guns
    Special Abilities: Many
    Weapon Locations: All over the thing
    Note: Without this baby, you be dead.
    Research:
    	Level 1 Hull - 4000 RU - 200000-259999
    	Level 1 Engines - 3500 RU - 40-48
    	Level 2 Hull - 6000 RU - 259999-320000
    	Level 2 Engines - 5000 RU - 48-54
    	Improved Manufacturing - 800 RU - Improves Construction Speed by 
    30%.
    
    LEVEL 0
    
    Unit 	      |Role 	  	    |Speed  |Attack |Cost  |HP    |%|##
    --------------+-------------------+-------+-------+------+------+-+--
    Survey Scout  |Reconaisance Unit  |420    |9      |350   |90    |3| 1
    Assault Craft |Anti-Fighter       |325    |30     |500   |210   |7| 2
    Bomber	  |Anti-Capital Ship  |260    |332    |550   |180   |6| 3
    Lance Fighter |Anti-Corvette	    |260    |43	  |500   |150   |5| 4
    Missile Vette |Anti-Capital Ship  |215    |26	  |625   |1600  |5| 5
    Laser Corvette|Anti-Capital Ship  |215    |350	  |650   |1600  |5| 6
    Command Vette |Mobile FCT	    |215    |x	  |400   |600   |1| 7
    MinelayerVette|Minelayer	    |215    |48	  |800   |400   |1| 8
    HeavyMissileFr|Anti-Frigate	    |150	|351	  |700   |16000 |1| 9
    AssaultFrigate|Anti-Fighter       |161    |127    |650   |16000 |1|10
    InfiltratorFri|Capture Frigate    |230    |53     |800   |18000 |1|11
    Destroyer     |Anti-Frigate	    |115    |1100   |2000  |85000 |1|12
    Carrier       |Ship Production    |75     |200    |1700  |55000 |1|13
    Shipyard      |Ship Production    |15     |550    |4000  |160000|1|14
    Battlecruiser |Super Capital Ship |69     |5404   |4000  |240000|1|15
    Gun Platform  |Anti-FighterDefence|125    |32     |300   |5000  |1|16
    HeavyMissilePl|Anti-CapShipDefence|125    |127    |300   |5000  |1|17
    HyperspaceGate|Hyperspace Gate    |600    |x      |750   |16000 |1|18
    ResourceCollec|CollectsRU's       |276    |x      |400   |2000  |1|19
    MobileRefinery|Resource Drop Off  |226    |40     |800   |18000 |1|20
    Probe	        |SingleBurnReconUnit|600    |x      |150   |50    |1|21
    ProximitySenPr|Cloak Detector     |600    |x      |250   |50    |1|22
    SensorsDistPro|DisruptsEnemySensor|600    |x      |500   |50    |1|23
    FlagShip      |Mothership	    |40     |120    |x     |200000|1|24
    
    LEVEL 1
    
    Unit 	        |Role 	  	    |Speed  |Attack |Cost  |HP    |%|##
    --------------+-------------------+-------+-------+------+------+-+--
    Survey Scout  |Reconaisance Unit  |525    |9      |350   |90    |3| 1
    Assault Craft |Anti-Fighter       |407    |30     |500   |210   |7| 2
    Bomber	  |Anti-Capital Ship  |325    |332    |550   |180   |6| 3
    Lance Fighter |Anti-Corvette	    |325    |43	  |500   |150   |5| 4
    Missile Vette |Anti-Capital Ship  |258    |26	  |625   |2080  |5| 5
    Laser Corvette|Anti-Capital Ship  |258    |350	  |650   |2080  |5| 6
    Command Vette |Mobile FCT	    |258    |x	  |400   |2080  |1| 7
    MinelayerVette|Minelayer	    |258    |48	  |800   |2080  |1| 8
    HeavyMissileFr|Anti-Frigate	    |180	|351	  |700   |20800 |1| 9
    AssaultFrigate|Anti-Fighter       |194    |127    |650   |20800 |1|10
    InfiltratorFri|Capture Frigate    |276    |53     |800   |26000 |1|11
    Destroyer     |Anti-Frigate	    |138    |1100   |2000  |110499|1|12
    Carrier       |Ship Production    |90     |200    |1700  |71500 |1|13
    Shipyard      |Ship Production    |18     |550    |4000  |208000|1|14
    Battlecruiser |Super Capital Ship |83     |5404   |4000  |312000|1|15
    Gun Platform  |Anti-FighterDefence|125    |32     |300   |7500  |1|16
    HeavyMissilePl|Anti-CapShipDefence|125    |127    |300   |7500  |1|17
    HyperspaceGate|Hyperspace Gate    |600    |x      |750   |24000 |1|18
    ResourceCollec|CollectsRU's       |276    |x      |400   |3000  |1|19
    MobileRefinery|Resource Drop Off  |276    |40     |800   |27000 |1|20
    Probe	        |SingleBurnReconUnit|600    |x      |150   |75    |1|21
    ProximitySenPr|Cloak Detector     |600    |x      |250   |75    |1|22
    SensorsDistPro|DisruptsEnemySensor|600    |x      |500   |75    |1|23
    FlagShip      |Mothership	    |48     |120    |x     |259999|1|24
    
    LEVEL 2
    
    Unit 	        |Role 	  	    |Speed  |Attack |Cost  |HP    |%|##
    --------------+-------------------+-------+-------+------+------+-+--
    Survey Scout  |Reconaisance Unit  |630    |9      |350   |90    |3| 1
    Assault Craft |Anti-Fighter       |488    |30     |500   |210   |7| 2
    Bomber	  |Anti-Capital Ship  |390    |332    |550   |180   |6| 3
    Lance Fighter |Anti-Corvette	    |390    |43	  |500   |150   |5| 4
    Missile Vette |Anti-Capital Ship  |301    |26	  |625   |2560  |5| 5
    Laser Corvette|Anti-Capital Ship  |301    |350	  |650   |2560  |5| 6
    Command Vette |Mobile FCT	    |301    |x	  |400   |960   |1| 7
    MinelayerVette|Minelayer	    |301    |48	  |800   |640   |1| 8
    HeavyMissileFr|Anti-Frigate	    |203	|351	  |700   |25600 |1| 9
    AssaultFrigate|Anti-Fighter       |218    |127    |650   |25600 |1|10
    InfiltratorFri|Capture Frigate    |311    |53     |800   |32000 |1|11
    Destroyer     |Anti-Frigate	    |156    |1100   |2000  |136000|1|12
    Carrier       |Ship Production    |102    |200    |1700  |88000 |1|13
    Shipyard      |Ship Production    |21     |550    |4000  |256000|1|14
    Battlecruiser |Super Capital Ship |94     |5404   |4000  |384000|1|15
    Gun Platform  |Anti-FighterDefence|125    |32     |300   |10000 |1|16
    HeavyMissilePl|Anti-CapShipDefence|125    |127    |300   |10000 |1|17
    HyperspaceGate|Hyperspace Gate    |600    |x      |750   |32000 |1|18
    ResourceCollec|CollectsRU's       |276    |x      |400   |4000  |1|19
    MobileRefinery|Resource Drop Off  |226    |40     |800   |36000 |1|20
    Probe	        |SingleBurnReconUnit|600    |x      |150   |100   |1|21
    ProximitySenPr|Cloak Detector     |600    |x      |250   |100   |1|22
    SensorsDistPro|DisruptsEnemySensor|600    |x      |500   |100   |1|23
    FlagShip      |Mothership	    |54     |120    |x     |320000|1|24
    
    -----------------------------------------------------------------------
    ~ -VII-B- Research ~
    -----------------------------------------------------------------------
     _________
    | Hiigaran |
     ---------
    
    -FIGHTER CLASS-
    
    Scout
    	o Enhanced Sensors - 500 RU
    		+ None
    			- Special Ability: Ping
    	o EMP - 1500 RU
    		+ Research Module
    			- Special Ability: EMP Blast
    
    Interceptor
    	o Engine Level 1 - 300 RU
    		+ Fighter Facility
    		+ Research Module
    			- Speed 325 + 83 = 407
    	o Engine Level 2 - 500 RU
    		+ Fighter Facility
    		+ Advanced Research Module
    			- Speed 407 + 81 = 488
    	
    Bomber
    	o Improved Bombs - 1500 RU
    		+ Research Module
    			- Anti-Subsystem bombs
    	o Engine Level 1 - 300 RU
    		+ Fighter Facility
    		+ Research Module
    			- Speed 260 + 65 = 325
    	o Engine Level 2 - 500 RU
    		+ Fighter Facility 
    		+ Advanced Research Module
    			- Speed 325 + 65 = 390
    
    -CORVETTE CLASS-
    
    Gunship Corvette
    	o Level 1 Hull - 500 RU
    		+ Research Module
    		+ Corvette Facility
    			- Health 1200 + 360 = 1560
    	o Level 1 Engines - 300 RU
    		+ Research Module
    		+ Corvette Facility
    			- Speed 215 + 43 = 258
    	o Level 2 Hull - 750 RU
    		+ Fighter Facility 
    		+ Advanced Research Module
    			- Health 1560 + 360 = 1920 
    	o Level 2 Engines - 500 RU
    		+ Fighter Facility 
    		+ Advanced Research Module
    			- Speed 258 + 33 = 291
    
    Pulsar Corvette 
    	o Level 1 Hull - 500 RU
    		+ Research Module
    		+ Corvette Facility
    			- Health 1200 + 360 = 1560
    	o Level 1 Engines - 300 RU
    		+ Research Module
    		+ Corvette Facility
    			- Speed 215 + 43 = 258
    	o Level 2 Hull - 750 RU
    		+ Advanced Research Module
    		+ Corvette Facility
    			- Health 1560 + 360 = 1920 
    	o Level 2 Engines - 750 RU
    		+ Advanced Research Module
    		+ Corvette Facility
    			- Speed 258 + 33 = 291
    
    Minelayer Corvette
    	o Minelaying - 750 RU
    		+ Advanced Research Module
    		+ Corvette Facility
    			- Minelayer Ship
    
    -FRIGATE CLASS-
    
    Torpedo Frigate
    	o Improved Torpedoes - 1000 RU
    		+ Research Module
    		+ Frigate Facility
    	o Level 1 Hull - 800 RU  
    		+ Research Module
    		+ Frigate Facility
    			- 12000 + 3599 = 15599
    	o Level 1 Engines - 500 RU 
    		+ Research Module
    		+ Frigate Facility
    			- 161 + 33 = 194
    	o Level 2 Hull - 1400 RU 
    		+ Advanced Research Module
    		+ Frigate Facility
    			- 15599 + 3601 = 19200
    	o Level 2 Engines - 750 RU 
    		+ Advanced Research Module
    		+ Frigate Facility
    			- 194 + 24 = 218
    
    Flak Frigate
    	o Level 1 Hull - 800 RU 
    		+ Research Module
    		+ Frigate Facility 
    			- 16000 + 4800 = 20800
    	o Level 1 Engines - 500 RU 
    		+ Research Module
    		+ Frigate Facility
    			- 161 + 33 = 194
    	o Level 2 Hull - 1400 RU 
    		+ Advanced Research Module
    		+ Frigate Facility
    			- 20800  + 4800 = 25600
    	o Level 2 Engines - 750 RU 
    		+ Advanced Research Module
    		+ Frigate Facility
    			- 194 + 24 = 218
    
    Ion Cannon Frigate
    	o Level 1 Hull - 800 RU 
    		+ Research Module
    		+ Frigate Facility 
    			- 16000 + 4800 = 20800
    	o Level 1 Engines - 500 RU 
    		+ Research Module
    		+ Frigate Facility 
    			- 150 + 30 = 180
    	o Level 2 Hull - 1400 RU 
    		+ Advanced Research Module
    		+ Frigate Facility 
    			- 20800 + 4800 = 25600
    	o Level 2 Engines - 750 RU 
    		+ Advanced Research Module
    		+ Frigate Facility 
    			- 180 +23 = 203
    
    Defence Field Frigate
    	o Defence Field Frigate Chassis - 1500 RU
    		+ Advanced Research Module
    
    -CAPITAL CLASS-
    
    Carrier
    	o Level 1 Hull - 750 RU 
    		+ Research Module
    		+ Capital Ship Facility
    			- 80000 + 24000 = 104000
    	o Level 1 Engines - 500 RU 
    		+ Research Module
    		+ Capital Ship Facility
    			- 75 + 15 = 90
    	o Level 2 Hull - 1000 RU 
    		+ Advanced Research Module
    		+ Capital Ship Facility
    			- 104000 + 24000 = 128000
    	o Level 2 Engines - 1000 RU 
    		+ Advanced Research Module
    		+ Capital Ship Facility	
    			- 90 + 12 = 102
    	o Improved Manufacturing - 1000 RU 
    		+ Advanced Research Module
    		+ Capital Ship Facility	
    
    Destroyer
    	o Destroyer Chassis - 1500 RU
    		+ Research Module
    		+ Capital Ship Facility
    	o Level 1 Hull - 1000 RU 
    		+ Research Module
    		+ Capital Ship Facility
    			- 85000 + 25499 = 110499
    	o Level 1 Engines - 1000 RU 
    		+ Research Module
    		+ Capital Ship Facility
    			- 115 + 23 = 138
    	o Level 2 Hull - 1500 RU 
    		+ Advanced Research Module
    		+ Capital Ship Facility	
    			- 110499 +25501 = 136000
    	o Level 2 Engines - 1500 RU 
    		+ Advanced Research Module
    		+ Capital Ship Facility	
    			- 138 + 18 = 156
    	o Improved Torpedoes - 1000 RU *Upgrade located on Torpedo 
    						  Frigate Research Panel*
    		+ Advanced Research Module
    
    Shipyard
    	o Level 1 Hull - 750 RU 
    		+ Research Module
    		+ Capital Ship Facility
    		+ Hyperspace Module
    			- 160000 + 35000 = 195000
    	o Level 1 Engines - 500 RU 
    		+ Research Module
    		+ Capital Ship Facility
    		+ Hyperspace Module
    			- 15 + 3 = 18
    	o Level 2 Hull - 1500 RU 
    		+ Advanced Research Module
    		+ Capital Ship Facility	
    		+ Hyperspace Module
    			- 195000 + 45000 = 240000			
    	o Level 2 Engines - 1500 RU 
    		+ Advanced Research Module
    		+ Capital Ship Facility	
    		+ Hyperspace Module
    			- 18 + 3 = 21			
    	o Improved Manufacturing - 1000 RU 
    		+ Advanced Research Module
    		+ Capital Ship Facility
    		+ Hyperspace Module
    
    Battlecruiser
    	o Battlecruiser Chassis - 1800 RU 
    		+ Advanced Research Module
    		+ Capital Ship Facility	
    	o Level 1 Hull - 2000 RU 
    		+ Research Module
    		+ Capital Ship Facility
    			- 240000 + 72000 = 312000
    	o Level 1 Engines - 1000 RU 
    		+ Research Module
    		+ Capital Ship Facility
    			- 69 + 14 = 83
    	o Level 2 Hull - 3000 RU 
    		+ Advanced Research Module
    		+ Capital Ship Facility
    			- 312000 + 72000 = 384000
    	o Level 2 Engines - 1500 RU 
    		+ Advanced Research Module
    		+ Capital Ship Facility
    			- 83 + 11 = 94
    
    Gatekeeper of SaJuuk (DreadNought)
    	o None
    
    -PLATFORM CLASS-
    
    Gun Platform
    	o Level 1 Hull - 500 RU 
    		+ Research Module
    		+ Platform Controller Facility
    			- 5000 + 1500 = 6500
    	o Level 2 Hull - 800 RU 
    		+ Advanced Research Module
    		+ Platform Controller Facility
    			- 6500 + 1500 = 8000
    
    Ion Cannon Platform
    	o Platform Ions Chassis - 600 RU
    		+ Research Module
    		+ Platform Controller Facility
    	o Level 1 Hull - 500 RU 
    		+ Research Module
    		+ Platform Controller Facility
    			- 5000 + 1500 = 6500
    	o Level 2 Hull - 800 RU 
    		+ Advanced Research Module
    		+ Platform Controller Facility
    			- 6500 + 1500 = 8000
    
    -UTILITY CLASS-
    
    Resource Collector
    	o Repair - 750 RU - Allows Repair Ability
    		+ Research Module
    	o Level 1 Hull - 400 RU 
    		+ Research Module
    			- 2000 + 1000 = 3000
    	o Level 2 Hull - 800 RU 
    		+ Advanced Research Module
    			- 3000 + 1000 = 4000
    
    Mobile Refinery
    	o Level 1 Hull - 500 RU 
    		+ Research Module
    			- 18000 + 5400 = 23400
    	o Level 2 Hull - 1000 RU 
    		+ Advanced Research Module
    			- 23400 + 5400 = 28800
    
    Proximity Sensor Probe
    	o Proximity Sensor Pobe - 500 RU
    		+ Research Module
    
    Sensors Distortion Probe
    	o Sensors Distortion Probe - 500 RU
    		+ Advanced Research Module
    
    -MOTHERSHIP CLASS-
    
    Pride of Hiigara
    	o Level 1 Hull
    		+ Research Module
    			- Health 200000 + 100000 = 300000
    	o Level 1 Engine
    		+ Research Module
    			- Speed 40 + 8 = 48
    	o Level 2 Hull - 750 RU 
    		+ Advanced Research Module
    			- 300000 +100000 = 400000
    	o Level 2 Engines - 750 RU 
    		+ Advanced Research Module
    			- 48 + 6 = 54
    	o Improved Manufacturing - 1000 RU
    		+ Advanced Research Module
    	o Hyperspace 1 - 500 RU 
    		+ Research Module
    		+ Hyperspace Module
    	o Hyperspace 2 - 1000 RU 
    		+ Advanced Research Module
    		+ Hyperspace Module
    ______
    |Vaygr|
    ------
    
    -FIGHTER CLASS-
    	o Level 1 Engines - 600 RU
    		+ Fighter Facility
    			- Survey Scout: 420 + 105 = 525
    			- Assault Craft: 325 + 82 = 407
    			- Bomber: 260 + 65 = 325
    			- Lance Fighter: 260 + 65 = 325
    	o Level 2 Engines - 1000 RU
    		+ Fighter Facility		
    			- Survey Scout: 525 + 105 = 630
    			- Assault Craft: 407 + 81 = 488
    			- Bomber: 325 + 65 = 390
    			- Lance Fighter: 325 + 65 = 390
    
    Survey Scout
    	o EMP - 1000 RU
    		+ Research Module
    
    Bomber
    	o Impact Delay Fusion Bombs - 250 RU
    		+ Research Module
    		+ Fighter Facility
    	o Anti-Subsystem Bombs - 1500 RU
    		+ Research Module
    		# Impact Delay Fusion Bombs
    
    Lance Fighter
    	o Plasma Lance - 250 RU
    		+ Research Module
    		+ Fighter Facility
    
    -CORVETTE CLASS-
    	o Corvette Chassis - 500 RU
    		+ Research Module
    	o Level 1 Hull - 900 RU
    		+ Corvette Facility
    			- Missile Corvette: 1600 + 480 = 2080
    			- Laser Corvette: 1600 + 480 = 2080
    			- Command Corvette: 600 + 180 = 780
    			- Minelayer Corvette: 400 + 120 = 520
    	o Level 1 Engines - 800 RU
    		+ Corvette Facility
    			- Missile Corvette: 215 + 43 = 258
    			- Laser Corvette: 215 + 43 = 258
    			- Command Corvette: 215 + 43 = 258
    			- Minelayer Corvette: 215 + 43 = 258
    	o Level 2 Hull - 1800 RU
    		+ Corvette Facility
    			- Missile Corvette: 2080 + 480 = 2560
    			- Laser Corvette: 2080 + 480 = 2560
    			- Command Corvette: 780 + 180 = 960
    			- Minelayer Corvette: 520 + 120 = 640
    	o Level 2 Engines - 1600 RU
    		+ Corvette Facility
    			- Missile Corvette: 258 + 43 = 301
    			- Laser Corvette: 258 + 43 = 301
    			- Command Corvette: 258 + 43 = 301
    			- Minelayer Corvette: 258 + 43 = 301
    
    Laser Corvette
    	o Laser Systems - 500 RU
    		+ Research Module
    		+ Corvette Facility
    	
    Command Corvette
    	o Command systems - 500 RU
    		+ Research Module
    		+ Corvette Facility
    
    Minelayer Corvette
    	o Minelaying - 1500 RU
    		+ Research Module
    		+ Corvette Facility		
    	
    -FRIGATE CLASS-
    	o Frigate Chassis - 1800 RU
    		+ Research Module
    		# Corvette Chassis
    	o Level 1 Hull - 1600 RU
    		+ Frigate Facility
    			- Heavy Missile Frigate: 16000 + 4800 = 20800
    			- Assault Frigate: 16000 + 4800 = 20800
    			- Infiltrator Frigate: 20800 + 5200 = 26000
    	o Level 1 Engines - 1000 RU
    		+ Frigate Facility
    			- Heavy Missile Frigate: 150 + 30 = 180
    			- Assault Frigate: 161 + 33 = 194
    			- Infiltrator Frigate: 230 + 46 = 276
    	o Level 2 Hull - 2800 RU
    		+ Frigate Facility
    			- Heavy Missile Frigate: 20800 + 4800 = 25600
    			- Assault Frigate: 20800 + 4800 = 25600
    			- Infiltrator Frigate: 26000 + 6000 = 32000
    	o Level 2 Engines - 1500 RU
    		+ Frigate Facility
    			- Heavy Missile Frigate: 180 + 23 = 203
    			- Assault Frigate: 194 + 24 = 218
    			- Infiltrator Frigate: 276 + 31 = 311
    
    Assault Frigate
    	o Assault Frigate Chassis - 650 RU
    		+ Research Module
    
    Infiltrator Frigate
    	o Infiltration Pods - 1000 RU
    		+ Research Module
    		+ Frigate Facility
    
    -CAPITAL CLASS-
    	o Level 1 Hulls - 4000 RU
    		+ Capital Ship Facility
    			- Destroyer: 85000 + 25499 = 110499
    			- Carrier: 55000 + 16500 = 71500
    			- Shipyard: 160000 + 48000 = 208000
    			- Battlecruiser: 240000 + 72000 = 312000
    			- Flagship: 200000 + 59999 = 259999
    	o Level 1 Engines - 3500 RU
    		+ Capital ship Facility
    			- Destroyer: 115 + 23 = 138
    			- Carrier: 75 + 15 = 90
    			- Shipyard: 15 + 3 = 18
    			- Battlecruiser: 69 + 14 = 83
    			- Flagship: 40 + 8 = 48
    	o Level 2 Hull - 6000 RU
    		+ Capital Ship Facility
    			- Destroyer: 110499 + 25501 = 136000
    			- Carrier: 71500 + 16500 = 88000
    			- Shipyard: 208000 + 48000 = 256000
    			- Battlecruiser: 312000 + 72000 = 384000
    			- Flagship: 259999 + 60001 = 320000
    	o Level 2 Engines - 5000 RU
    		+ Capital Ship Facility
    			- Destroyer: 138 + 18 = 156
    			- Carrier: 90 + 12 = 102
    			- Shipyard: 18 + 3 = 21
    			- Battlecruiser: 83 + 11 = 94
    			- Flagship: 48 + 6 = 54
    
    Destroyer
    	o Destroyer Chassis - 2000 RU
    		+ Research Module
    	
    Carrier
    	o Improved Manufacturing - 1000 RU
    		+ Research Module
    
    Shipyard
    	o Improved Manufacturing - 1000 RU
    		+ Research Module
    		+ Research Module (Shipyard)
    
    Battlecruiser
    	Battlecruiser Chassis - 2500 RU
    		+ Research Module
    		+ Capital Ship Facility
    		# Destroyer Chassis
    
    -PLATFORM CLASS-
    	o Level 1 Hull - 1000 RU
    		+ Platform Controller Factility
    			- Gun Platform: 5000 + 2500 = 7500
    			- Heavy Missile Platform: 5000 + 2500 = 7500
    			- Hyperspace Gate: 16000 + 8000 = 24000
    	o Level 2 Hull - 1600 RU
    		+ Platform Controller Factility
    			- Gun Platform: 7500 + 2500 = 10000
    			- Heavy Missile Platform: 7500 + 2500 = 10000
    			- Hyperspace Gate: 24000 + 8000 = 32000
    
    Heavy Missile Platform
    	o Platform Missiles - 1200 RU
    		+ Research Module
    		+ Platform Controller Facility
    
    Hyperspace Gate
    	o Hyperspace Gate - 750 RU
    		+ Hyperspace Module
    
    -UTILITY CLASS-
    	o Level 1 Hull - 1200 RU
    		+ None
    			- Resource Collector: 2000 + 1000 = 3000
    			- Mobile Refinery: 18000 + 9000 = 27000
    			- Probe: 50 + 25 = 75
    			- Proximity Sensor Probe: 50 + 25 = 75
    			- Sensors Distortion Probe: 50 + 25 = 75
    	o Level 2 Hull - 2400 RU
    		+ None
    			- Resource Collector: 3000 + 1000 = 4000
    			- Mobile Refinery: 27000 + 9000 = 36000
    			- Probe: 75 + 25 = 100
    			- Proximity Sensor Probe: 75 + 25 = 100
    			- Sensors Distortion Probe: 75 + 25 = 100
    
    Resource Collector
    	o Repair - 500 RU
    		+ Research Module
    
    Proximity Sensor Probe
    	o Proximity Sensor - 500 RU
    		+ Research Module
    
    Sensors Distortion Probe
    	o Electronic Countermeasures - 800 RU
    		+ Research Module
    		
    -MOTHERSHIP CLASS-
    
    Flagship
    	o Improved Manufacturing - 1000 RU
    		+ Research Module
    Additional upgrades located in the Capital Ship Class section for the 
    Vaygr Flagship.
    
    
    -----------------------------------------------------------------------
    ~ -VII-C- Single Player Campaign Tech Tree ~
    -----------------------------------------------------------------------
    
    Mission 1
    ---------
    -RESEARCH-
    -NEW CRAFT-
    Scout
    Interceptor
    Resource Collector
    -OBTAINED CRAFT-
    Interceptor Squadron - Launched from Chimeara when under attack.
    
    Mission 2
    ---------
    -RESEARCH-
    Interceptor - Level 1 Engines
    Bomber - Level 1 Engines
    Mothership - Level 1 Engines
    Mothership - Level 1 Hull
    Resource Collector - Level 1 Hull
    -NEW CRAFT-
    -OBTAINED CRAFT-
    Elite Bomber Squadron - Successful Docking of Bishop 5.
    Elite Gunship Squadron - Successful Docking of Bishop 6.
    
    Mission 3
    ---------
    -RESEARCH-
    Resource Collector - Repair
    Mobile Refinery - Level 1 Hull
    Proximity Sensor Probe - Proximity Sensor Probe
    Gunship Corvette - Level 1 Hull
    Gunship Corvette - Level 1 Engines
    Pulsar Corvette - Level 1 Hull
    Pulsar Corvette - Level 1 Engines
    Interceptor - Level 2 Engines
    Bomber - Level 2 Engines
    Bomber - Anti-Subsystem Bombs
    Flak - Level 1 - Hull
    Flak - Level 1 - Engines
    Carrier - Level 1 - Hull
    Carrier - Level 1 - Engines
    Resource Collector - Level 2 Hull
    -NEW CRAFT-
    Mobile Refinery
    Proximity Sensor Probe
    Carrier
    Flak Frigate
    Marine Frigate
    -NEW SUBSYSTEMS-
    Frigate Facility
    Capital Ship Facility
    Research Module
    Advanced Research Module
    -OBTAINED CRAFT-
    Carrier
    
    Mission 4
    ---------
    -RESEARCH-
    Minelaying
    Torpedo Frigate - Level 1 Hull
    Torpedo Frigate - Level 1 Engines
    Gun Platform - Level 1 Hull
    Platform Ions
    Ion Cannon Platform - Level 1 Hull
    -NEW CRAFT-
    Minelayer
    Torpedo Frigate
    Gun Platform
    Ion Cannon Platform
    -NEW SUBSYSTEMS-
    Platform Control Facility
    Advanced Sensors Array
    
    Mission 5
    ---------
    -RESEARCH-
    Scout - Enhanced Sensors
    Gunship Corvette - Level 2 Hull
    Gunship Corvette - Level 2 Engines
    Pulsar Corvette - Level 2 Hull 
    Pulsar Corvette - Level 2 Engines
    Torpedo Frigate - Anti-Capital Ship Torpedoes
    -NEW CRAFT-
    Ion Cannon Frigate
    
    Mission 6
    ---------
    -RESEARCH-
    Scout - EMP
    Ion Cannon Frigate - Level 1 Hull
    Ion Cannon Frigate - Level 1 Engines
    Defence Field Frigate - Defence Field Frigate
    Mothership - Level 2 Hull
    Mothership - Level 2 Engines
    Mothership - Improved Manufacturing
    Carrier - Level 2 Hull
    Carrier - Level 2 Engines
    Carrier - Improved Manufacturing
    Mobile Refinery - Level 2 Hull
    Sensors Distortion Probe - Sensors Distortion Probe
    Gun Platform - Level 2 Hull
    Ion Cannon Platform - Level 2 Hull
    Mothership - Anti-Mover Weaponry
    
    Mission 7
    ---------
    
    Mission 8
    ---------
    
    Mission 9
    ---------
    
    Mission 10
    ----------
    
    Mission 11
    ---------
    
    Mission 12
    ----------
    
    Mission 13
    ----------
    
    Mission 14
    ----------
    
    Mission 15
    ----------
    
    
    -----------------------------------------------------------------------
    ~ -VII-D- Facilities And Modules~
    -----------------------------------------------------------------------
    ________
    Hiigaran
    --------
    
    FIGHTER CLASS
    Fighter Facility - 500 RU
    	- Prerequisites:
    		o None
    	- Allows Construction:
    		o Interceptor
    		o Bomber
    	- Allows Research:
    		o Scout
    		o Interceptor
    		o Bomber
    
    CORVETTE CLASS
    Corvette Facility - 800 RU
    	- Prerequisites:
    		o Research Module
    	- Allows Construction:
    		o Gunship Corvette Squadron
    		o Pulsar Corvette Squadron
    	- Allows Research:
    		o Gunship Corvette
    		o Pulsar Corvette
    		o Minelayer Corvette
    			+ Advanced Research Module
    			+ Minelaying
    
    Mover Facility - 500 RU
    	- Prerequisites
    		o ?
    	- Allows Construction:
    		o Mover
    Note: Single Player campaign only.
    
    FRIGATE CLASS
    Frigate Facility - 1000 RU
    	- Prerequisites:
    		o Research Module
    	- Allows Construction:
    		o Torpedo Frigate
    		o Flak Frigate
    			+ Advanced Research Module
    		o Ion Cannon Frigate
    			+ Advanced Research Module
    		o Marine Frigate 
    			+ Advanced Research Module
    		o Defence Field Frigate
    			+ Advanced Research Module
    			+ Defence Field
    	- Allows Research:
    		o Torpedo Frigate
    		o Flak Frigate
    			+ Advanced Research Module
    		o Ion Cannon Frigate
    			+ Advanced Research Module
    		o Marine Frigate
    			+ Advanced Research Module
    		o Defence Field Frigate
    			+ Advanced Research Module
    			+ Defence Field
    	
    CAPTIAL CLASS
    Capital Ship Facility - 1800 RU 
    	- Prerequisites:
    		o None
    	- Allows Construction:
    		o Carrier
    		o Destroyer
    			+ Research Module
    			+ Destroyer Chassis
    		o Shipyard
    			+ Hyperspace Module
    		o Battlecruiser
    			+ Shipyard (Sole builder)
    			+ Advanced Research
    			+ Battlecruiser Chassis
    	- Allows Research:
    		o Carrier
    		o Destroyer
    			+ Research Module
    			+ Destroyer Chassis
    		o Shipyard
    			+ Hyperspace Module
    		o Battlecruiser
    			+ Shipyard (Sole builder)
    			+ Advanced Research
    			+ Battlecruiser Chassis
    
    PLATFORM CLASS
    Platform Control Facility - 650 RU
    	- Prerequisites
    		o None
    	- Allows Construction:
    		o Gun Platform
    		o Ion Cannon Platform
    			+ Platform Ion Cannons
    	- Allows Research:
    		o Gun Platform
    		o Ion Cannon Platform
    			+ Platform Ion Cannons
    			+ Research Module
    
    UTILITY CLASS
    
    MODULE CLASS
    Research Module - 1500
    	- Prerequisites:
    		o None
    	- Allows Construction:
    		o Corvette Facility
    		o Frigate Facility
    		o Advanced Research Module
    		o Hyperspace Module
    		o Gravity Well Generator
    		o Cloak Generator
    	- Allows Research:
    		o Fighter Class
    		o Corvette Class
    		o Frigate Class
    		o Capital Class
    		o Platform Class
    		o Utility Class
    
    Advanced Research Module - 2250
    	- Prerequisites:
    		o Research Module
    	- Allows Construction:
    		o Fighter Class
    		o Corvette Class
    		o Frigate Class
    		o Capital Class
    		o Platform Class
    		o Utility Class
    		o Module Class
    	- Allows Research:
    		o Fighter Class
    		o Corvette Class
    		o Frigate Class
    		o Capital Class
    		o Platform Class
    		o Utility Class
    
    Hyperspace Module - 1000 RU
    	- Prerequisites:
    		o Research Module
    	- Allows Construction:
    		o Shipyard	
    
    Gravity Well Generator - 1500 RU
    	- Prerequisites:
    		o Research Module
    
    Cloak Generator - 750 RU
    	- Prerequisites:
    		o Research Module
    
    Fire Control Tower - 1500 RU
    	- Prerequisites:
    		o Advanced Research Module
    
    SENSOR MODULE CLASS
    Hyperspace Sensors - 250 RU
    	- Prerequisites:
    		o None
    
    Advanced Sensors Array - 250 RU
    	- Prerequisites:
    		o None
    
    Anti-Cloaking Sensors - 250 RU
    	- Prerequisites:
    		o None
    _____
    Vaygr
    -----
    
    _______________________________________________________________________
    
    ~ -IIX- Tactics ~
    _______________________________________________________________________
    
    NOTE: Only Hiigaran ships will be detailed here for now. Vaygr will 
    come later on.
    
    -----------------------------------------------------------------------
    ~ -IIX-A- Fighter Class tactics ~
    -----------------------------------------------------------------------
    
    1. Scout
    
    Scouts are actually extremely useful this time.
    
    Features:
    	o Their sensors are a lot better than any other movable ship.
    	o Their speed is unequalled ship wise. 
    	o Their EMP blast is very useful as 3 squadrons can totally 
    	disable a group of frigs in one attack run. (The bar that 
    	appears on the target vessel is the percentage control the ship 
    	still has. You need to make it go all grey)
    	o Their sensor ping is invaluable when searching for enemies 
    	that you may have missed on a map.
    	o The only ship able to chase enemy scouts effectively.
    
    Disadvantages:
    	o Low HP.
    	o Low attack.
    	o 3 in Squadron.
    
    Purpose:
    The general purpose of scouts are basically as the name implies - they 
    are 'scouts'. They are designed to scout out an area with their vast 
    sensor arrays and to also provide early warnings on impending attacks. 
    They arent really designed for sustained combat. However they can be 
    used for quick hit and run raids with the intention being not to really 
    do any kind of damage but instead to gain the attention of the enemy. 
    Despite their lack of damage that they can inflict, they can be useful 
    to gain access to and proceed to lay waste to the enemy resourcers and 
    other defenceless units. But, the moment some kind of opposition 
    arrives on the scene, no matter the class or composition, the scout 
    then flees due to being outgunned  around 98% of the time.
    
    Tactics:
    Basic tactics to use with scouts are to have only a couple squadrons so 
    as to not detract from the more potent and valuable interceptors and 
    bombers. I would suggest only having 1 squadron most of the time, until 
    you really need the EMP or need many scouts to chase after a few probes 
    fast. A good use for this sole squadron would be to lure enemy frigates 
    into the mass minefield that you have made or to use their sensor ping 
    when you need to find that elusive resource operation. One other 
    interesting use for the scouts would be the rush tactic used in the 
    game Starcraft. Except this is not so much an attack but a quick, 
    cheap and effective method for scouting out the enemy to see exactly 
    what he has and what he is up to. If they get wasted, you wont miss 
    them as they have no really big job in the fleet apart from their 
    specialised roles and the fact that they only cost 350 RU. 
    
    With the EMP, have at least 3 scout squadrons in a group and begin to 
    EMP clusters of frigates, then quickly bring in your marines or infs to 
    cap them before they light up again. Best way to get enemy stuff!
    
    The most useful and dependable use that the scouts have is the sensor 
    ping ability which, when used sends out a ping across the entire map 
    that lights up any and all units that are not in a protective dust 
    cloud. This ability is extremely useful on mission 9 as nearly 
    everytime I have played that mission, I am a loss for finding the very 
    last remnants of the enemy fleet. The sensor ping ability costs a 
    whopping 1000 RU per use but is a life saver near the end of missions. 
    The ping lasts for about 10 seconds and lights up enemy ships on the 
    sensors manager as red dots, with which represent enemy ships not in 
    any kind of cover.
    
    2. Interceptor
    
    Interceptors are pure and simple fighter craft killers. These are the 
    ones now that have little else to do but kill strike craft.
    
    Features: 
    	o Decent firepower.
    	o Decent speed.
    	o Grouped they can be a force to be worried about. However on 
    	their own they are useless.
    	o 5 in squadron.
    	o Cost effective.
    
    Disadvantages:
    	o No match for vettes.
    	o Lack of versatiliy.
    
    Purpose:
    Interceptors are the same as the scout for namesake. They are purely 
    designed for interception of enemy strike craft. They are purpose built 
    to attack scouts, interceptor type craft, bombers, resource collectors 
    and other light to medium craft. The interceptor also supports pulsar 
    corvettes in attacking capital class ships such as frigates and 
    resource controllers.
    
    Tactics:
    Interceptors have a varied role in that they are equally successful in 
    their designed task of anti-fighter as well as an added role of 
    anti-corvette. A general rule of thumb for the interceptor wing size is 
    about 4-6 squadrons for most jobs. This size is a rough example o
    
    3. Bomber
    
    Bombers are very useful this time around. They couple very good speed, 
    manoeuvrability and pack a powerful punch.
    
    Features:
    	o Very good speed to firepower ratio.
    	o When grouped, they are deadly. Against frigs, they are gravy
     	makers.
    
    Tactics to use with them:
    
    -----------------------------------------------------------------------
    ~ -IIX-B- Corvette Class Tactics ~
    -----------------------------------------------------------------------
    
    1. Gunship Corvette Squadron
    
    2. Pulsar Corvette Squadron
    
    3. Minelayer Corvette
    
    The minelayer corvette is one of the most useful and mostly underrated,
    and often underused, parts of the game. It can easily take out even a 
    destroyer without breaking a sweat.
    
    Features:
    	o Totally awesome firepower in the mines.
    	o Can lay millions of mines that are unstoppable.
    	o Can create the perfect pattern of minefield that you would
     	want.
    	o Small AutoGun turret on the underside for anti-fighter
     	protection. 
    	o For good effect have more than one minelayer laying the same
    	field. Or better yet, have them laying seperate fields on the 
    	exact same patch.
    
    Tactics to use with them:
    
    When using a minelayer remember one thing - the mines are massive 
    explosives. Hence they aren't gunna be placed right beside each other. 
    
    1. When you want to dump a load of mines at the ML's posi, click the 
    lay mines button or press [N]. Now use the mouse to determine the 
    width and the [SHIFT] or hold the left mouse button for height. 
    2. Now make a REALLY big rectangle/square. Once that is big enough 
    left click the mouse to start deploying. For a second you will see a 
    green grid of dots spring up where your red square was (if you have 
    ATI/TO on that is). This is where the mines will go. If you hover the 
    mouse over the ML you will see the grid again.
    3. For a really effective field make the square really big but keep 
    in mind that the mines explode after a while, so not THAT big. You don't
    want to waste your time building a minefield you can see clearly from 
    the sensors manager only to have it all blow up cos there aint nothing
    to attack.
    4. When an enemy fleet comes near your mines, they will go after the 
    biggest and if there is nothing left of min frig size they will go 
    back to the grid formation.
    
    Candle Jack:
    "If you leave the minelayer alone when it's finished laying the mines,
    it will start to run around replacing the ones that explode and keep 
    the grid full."
    
    
    4. Mover
    
    Movers are an unusual blend of firepower with only small armour. They 
    are the size of a Vette and pack as much punch as a bomber but are 
    slower, less manoeuvrable and limited to only 10.
    
    Features:
    	o Good firepower.
    	o Very good bomber in groups of ten.
    
    
    Tactics to use with them:
    
    -----------------------------------------------------------------------
    ~ -IIX-C- Platform Class Tactics ~
    -----------------------------------------------------------------------
    
    1. Gun Platform
    
    2. Ion Beam Platform
    
    -----------------------------------------------------------------------
    ~ -IIX-D- Frigate Class Tactics ~
    -----------------------------------------------------------------------
    
    1. Flak Frigate
    
    2. Ion Cannon Frigate
    
    3. Defence Field Frigate
    
    4. Marine Frigate
    
    5. Torpedo Frigate
    
    -----------------------------------------------------------------------
    ~ -IIX-E- Capital Class Tactics ~
    -----------------------------------------------------------------------
    
    1. Destroyer
    
    2. Carrier
    
    3. Battlecruiser
    
    4. Keeper of Sa'Juuk (Dreadnought)
    
    -----------------------------------------------------------------------
    ~ -IIX-F- Super Capital Class Tactics ~
    -----------------------------------------------------------------------
    
    1. Shipyard
    
    2. Mothership
    
    3. SaJuuk
    
    -----------------------------------------------------------------------
    ~ -IIX-G- Utility Class Tactics ~
    -----------------------------------------------------------------------
    
    1. Collector
    
    2. Mobile Refinery
    
    3. Probe
    
    4. Proximity Sensor Probe
    
    5. Sensors Distortion Probe
    
    _______________________________________________________________________
    
    ~ -IX- Strike Groups ~
    _______________________________________________________________________
    
    Formations for each class are as follows.
    
    The dashes under the lines represent the groupings. Eg. how many 
    groups along the line.
    
    Vaygr
    -----
    6 Survey Scout Squadrons
    7 Assault Craft Squadrons
    6 Bomber Squadrons
    6 Lance Fighter Squadrons
    
    7 Missile Corvette Squadrons
    6 Laser Corvette Squadrons
    6 Minelayer Corvettes
    6 Command Corvettes
    
    12 Heavy Missile Frigates
    11 Assault Frigates
    7 Infiltrator Frigates
    
     Destroyers
     Carriers
     Battlecruisers
    
    - Strike Craft alone:
    
    TOP DOWN		^
    
    	X	X	X	X	X
    
    
    	X	X	X	X	X
    
    SIDE ON		>
    
    		X
    			X
    		X
    			X
    		X
    
    Random positions for all.
    
    - Strike Craft with Corvette support:
    
    TOP DOWN		^
    
    	X	X	X	X	X
    	
    	X	X	X	X	X
    
    	X	X	X	X	X
    
    	X	X	X	X	X
    
    SIDE ON		>
    
    		X		X
    			X		X
    		X		X
    			X		X
    		X		X
    
    Random positions for all.
    
    - Frigates with Strike Craft and Corvette support.
    
    TOP DOWN		^
    
    	X	X	X	X	X
    	
    	X	X	X	X	X
    
    	X	X	X	X	X
    
    	X	X	X	X	X
    
    	X	X	X	X	X
    
    	X	X	X	X	X
    
    SIDE ON		>
    
    	X	X	X		X
    				X		X
    	X	X	X		X
    				X		X
    	X	X	X		X
    
    Random positions for all.
    
    1. Capital Phalanx
    
    - Strike Craft alone:
    
    First Line - One Strike Craft Squadron of any type.
    	-
    Second Line - The entire group minus the single squadron out front.
    ---------------
    Random positions for all.
    
    - Strike Craft with Corvette support:
    
    First Line - One Strike Craft or Corvette Squadron or Single Corvette.
    	-
    Second Line - 49% of the rest on left side only.
    -------
    Third Line - 49% of the rest on the right side only.
    	-------
    Random positions for all.
    
    - Frigates with Strike Craft and Corvette support.
    
    First Line - One Strike Craft or Corvette Squadron or Single Corvette.
    	-
    Second Line - Infiltrator Frigates on the outskirts, then Assault 
    Frigates in between and in the middle the Heavy Missile Frigates.
      ---------
    Third Line - 49% of the rest of the strike craft on left side only.
    -------
    Fourth Line - 49% of the rest of the strike craft on right side only.
    	-------
    Random positions for the Strike Craft only.
    
    2. Frigate Line
    
    - Strike Craft alone:
    
    First Line - 46% of the Strike Craft.
    ---------------
    Second Line - 1% of the Strike Craft in a vertical line.
    |
    Third Line - 1% of the Strike Craft in a vertical line.
    |
    Fourth Line - 1% of the Strike Craft in a vertical line.
    |
    Fifth Line - 1% of the Strike Craft in a vertical line.
    |
    Random positions for all.
    
    - Strike Craft with Corvette support:
    
    First Line - 50% of all.
    -------------
    Second Line - 50% of all in a line lengthwise.
    |
    |
    |
    |
    Random positions for all.
    
    - Frigates with Strike Craft and Corvette support.
    
    
    
    3. Fighter Screen
    
    - Strike Craft alone:
    
    - Strike Craft with Corvette support:
    
    - Frigates with Strike Craft and Corvette support.
    
    _______________________________________________________________________
    
    ~ -X- Mission Walkthrough ~
    _______________________________________________________________________
    
    -----------------------------------------------------------------------
    ~ -X-1- MISSION 01 ~
    -----------------------------------------------------------------------
    
    OK. Welcome to Homeworld 2!
    
    For general purpose of this walkthrough I hotkey the following ships as 
    such:
    Interceptors - 1
    Bombers, Movers - 2
    Pulsar Gunships, Gunships - 3
    Resource Collectors - 0
    Mobile Refineries - 9
    Scouts\Minelayers - 8
    Flak Frigates, Assault Frigates, Ion Cannon Frigates, Torpedoe Frigates, 
    Heavy Missile Frigates - 4
    Marine Frigates, Infiltration Frigates - 5
    Desttoyers, Battlecruisers, DN, SaJuuk - 6
    Carriers - 7
    
    
    NOTE: This is based on Homeworld 2 v1.1 not 1.0. Also any ship numbers 
    in reference to the enemy, is based on a rough estimate as the number of 
    ships is always based on your own strength.
    
    
    [Tanis]
    
    In short: Build 3 ints and 3 bombers. Use fighter to take out bombers 
    and fighters and use bomber to take out HMF's and hypergates.
    
    1. OK start collecting the resources. Build the fighter facility.
    Then build 3 int squadrons. Don't attack the drones until you have 3 
    squadrons.
    2. When they are done building send them over to waste the drones. 
    Hotkey the ints to 1.
    3. You will be warned of an attack. A squadron of ints will be 
    launched from chimeara to intercept the enemy bombers. You will be 
    given these as soon as the warning has been issued. Send the 3 plus 
    1 ints over to waste the bombers. PAP.
    4. As soon as you finish them off 3 hypergates will arrive and announce
    
    the 2nd wave. You will have 2 minutes to build reinforcements. Now 
    build 3 bomber squadrons and as soon as they are done tell them to 
    attack the HMF then the gates whilst you concentrate your ints fire 
    on the fighters. Hotkey the bombers to 2. You should have no trouble 
    with them. As soon as the bombers have finished the HMF and the 3 
    gates tell them to dock. As soon as the coll is done tell it to dock 
    and check the 'stay docked' radio check.
    5. Ok pretty soon you will be warned about an incoming third wave which
    is unbeatable. If you had enough stuff you will be treated to seeing a 
    massive fleet of 2 BC's 2-3 D's, many HMF and lots of fighters lay 
    waste to Tanis. It depends on your own size. 
    
    -----------------------------------------------------------------------
    ~ -X-2- MISSION 02 ~
    -----------------------------------------------------------------------
    
    Oh goody I have to play guard the daddy ships with my baby ships! YAY!
    
    [Angel Moon]
    
    In short: Attack carrier with bombers, attack fighters with ints 
    wherever needed the most.
    
    1. As soon as you arrive, you will see the 6 crew ships, Bishop 1 
    through 6. An enemy carrier is in the middle of the map. First watch 
    and wait for all of your bombers to launch and turn on the ATI/TO 
    [TAB], then immediately tell your bombers to 
    attack the fighter facility on the carrier. Do this by [ALT] drag 
    selecting it and bringing up the '2' hotkey that I said in the previous 
    mission, and right clicking on the fighter facility. 
    2. Now turn your view around to the right to see the first transport. 
    Call up hotkey 1 and drag attack the red marks around the first 
    transport.
    3. Start construction of a new coll and as soon as that is completed 
    tell it to start harvesting.
    4. Once the first transport is safe, split your ints in half and tell 
    2 to go attack the top right red dots on the sensors manager around 
    Bishop 2. Order the other two to attack the middle right red dots. 
    Don't forget to tell all your fighters/bombers to go to aggressive 
    mode.
    5. Once the fighter facility is gone send the bombers back with 
    the dock command. With the new damage that the Vaygr carrier 
    
    now does, they will eventually be toast.
    6. As soon as the coll is out of the hangar begin on 2 more ints.
    When the first transport is docked and you get the new upgrades 
    available notification, start construction on that facility.
    When the two ints are done constructing, hi-tail it to the bottom
    left transport and defend it. As soon as the original 4 ints are 
    finished killing the attackers of bishop 2 and 3, send both to the 
    bishop 5 (middle left). This one will be in far worse shape than all 
    the others.
    7. You will see that a small group of frig's hyper in and start 
    cainin one of your transports. Don't worry about it. Captain Soban 
    hypers in behind them and causes them to about face and engage Soban 
    instead of the transports. With the new ints finishing up the 
    fighters all over bishop 4 are done, send them to take over the job 
    of the original 4 ints. Then send the original 4 ints to start on 
    bishop 6 (if needed). Send the bombers back in to the carrier and 
    start attacking its engines.
    8. By now the entire right and left side should be clear and the 
    carrier taking a beating as it tries to escape. The frigs should 
    be pretty much toast by now thanks to Captain Soban. When the Vette 
    facility is done start on a gunvette squadron. Send all your ints 
    to take out any remaining bombers and fighters. When they are all 
    gone bring all of them over to the carrier and burn a nice shiny 
    new hole in its side.
    9. Once the carrier is dead in the water, there is no need for you 
    to even be there, so send all your units back with the dock 
    command and let Soban deal with the carrier on his own. Now would 
    be a good time to start research on fighters upwards. If you 
    managed to save 5 transports, you will get 2 elite bomber squadron.
    6 transports saved and you will get 2 elite gunship squadron.
    
    Note: If you want time to research in this mission, once you have 
    killed the fighter facility on the carrier, tell your bombers to 
    move a distance away from the carrier and go to evasive [F2].
    
    
    -----------------------------------------------------------------------
    ~ -X-3- MISSION 03 ~
    -----------------------------------------------------------------------
    
    Wicked! I get lotsa time and resources to make more sheep's! Now thuts a
    way to puss the AI off!
    
    [Sarum]
    
    In short: Bring your fighters in to take out the fighters but leave a 
    minimum of one enemy fighter/Vette still left. Attack the HMF with your
    bombers. Use fighters for anti-fighter/bomber and bombers vs. carriers 
    and frigs.
    
    1. OK this map is the easiest your gunna get for a long time. Right off
    the bat tell your fighters to start on the enemy fighters/vettes and 
    the bombers to start on the HMF. The HMF will go first then most of the
    fighters/vettes. When you get down to 1-2 squadrons left to kill, LEAVE
    and send your whole fighter and bomber group home. Leave one squadron 
    of fighters to whittle it down to one enemy fighter or Vette. Just make
    sure you leave one left. When your satisfied that you have got all but 
    one or two of em, tell everything to go home. Now tell your coll to 
    start harvesting. 
    2. Build a refinery and dump it in the closest patch of dosh. then 
    build more coll and then another refinery. Send the second refinery to 
    the next patch where the sensor ping is on the sensors manager. Build 4
    more coll and send them to the second patch where the second refinery 
    is. When the first patch is done send all of the coll and the refinery 
    to the second patch. When that are is done go to the patch in the 
    middle. All this time build up your fighters/bombers and pulsars. You 
    will need them for the next mission. If you want to wait for the 
    resources and building/researching to get done, go have a coffee or 
    play with the wifey or something. You will get a notification of 
    platform production availability, so build it whenever you are ready. 
    Don't bother with building platforms at the moment as this mission
    and the next don't really call for them. You are safe until you kill 
    that lone fighter. One more thing - don't worry about the SY it will 
    be fine - it will repair itself.
    3. Send all of your fighters and vettes over to the far right patch and 
    let them wait there for the time being. If you havent got into the 
    habit, it would prolly be a good idea to hotkey your units for their 
    type and general purpose eg, anti-fighter - 1, anti-frigate - 2, 
    anti-fighter/corvette - 3 etc etc. OK when you are satisfied that you 
    are successfully built up/researched send a lone fighter squadron to 
    waste the last SY attacker and await the inevitable carrier near the 
    second patch where your refineries and coll WERE but aren't now. As 
    soon as you have wasted the lone fighter/vette, send the entirety of 
    your fighters and vettes to an area just above the second patch on the 
    right side of the map. A word of warning, dont spend all your dosh as 
    you will need a lot of it for the new research and building that you 
    will be doing soon. When the last fighter has been destroyed you will 
    be given a brand new carrier! Only problem is, it don't have jack on 
    it other than a frigate facility. You will be notified of an enemy 
    probe that has been detected. Killing it fast will only buy you a 
    little time so its up to you. If you think your ready, don't kill the 
    probe, if not kill it ASAP. Or if you just like blowing stuff up, kill 
    it anyway! :) A good trick to do is to move your MS all the way over 
    to the SY to save time when the sh-- hits the fan a bit later on.
    4. When the carrier jumps in proceed to lay waste to the fighters that 
    emerge from its holds. When you get a break in the fighters emerging, 
    target its fighter facility and then the carrier itself. Use your 
    vettes and bombers to target the fighter facility, and use your 
    fighters to attack the carrier itself to mark time awaiting the 
    inevitable release of more fighters/bombers from its holds. As soon as 
    battle has begun tell your entire collector group to move to the 
    carrier. I hotkey my coll to 0 and my refineries to 9 so its just a 
    matter of pressing 0 then right clicking on the enemy carrier. As soon 
    as the carrier goes up high-tail your fighters and vettes to the SY as 
    it will be the next target. Whilst they are on their merry way tell the 
    coll to harvest the wreckage. If you always thought ahead of time and 
    told your mobile refineries to guard your coll, you wont need to send 
    them anywhere as they will automatically follow your coll and 
    significantly decrease the harvest of wreckage time.
    5. You will get swarmed with fighters, vettes and infs frigs at the SY. 
    Use the bombers that were just sitting idle to take out the frigs and 
    as soon as the fighters arrives order them to attack the fighters. Use 
    your brand new carrier to start producing a few flak frigs and 1 marine 
    frigate when you are given that tech and the from then on build flaks. 
    Keep at the fighters with your fighter screen until you get a big 
    enough flak force to tackle the fighters half way to the middle carrier.
    6. Once the flaks arrive at the carrier in the middle, get to work on 
    it or its fighter facility. But don't get too close to it. 
    Alternatively you can use your vettes/bombers to take it out, but that 
    means it will take a lot longer to finish the level. Make sure that if 
    any fighters come out of its hold to immediately lay waste to them 
    before going back to work on the carrier itself. Whilst this is going 
    on make sure the fighters don't bother you again with your own fighters 
    and vettes (if you didn't use them for the carrier) and ensure the infs 
    don't last long enough to get far on the boarding op with your bombers. 
    7. OK now comes the fun part. When the middle carrier goes up, take 
    out any fighters that are left and then take your entire fighter 
    screen to the right carrier and have a look behind it. You should 
    see an assault and a HMF. Take them out with ease before wasting the 
    carrier. If you were attacked by 2 assault frigs and a HMF then these 
    are the frigs that 'sometimes' comes in to attack and other times dont. 
    You should then use your coll to harvest the two right carrier 
    wreckages as there is not a real threat from one carrier that
    can only produce infs. A really good idea if you can manage it, is to 
    capture the HMF as these are incredibly powerful versus frigates and 
    to a lesser extent Destroyers.
    8. Bring everything you have in fighters and bombers to the SY and 
    protect it whilst your coll harvest the wreckages. Once they are 
    done, then move ALL of your military units well out of attack range 
    of the incoming infs and start to cap the infs with your marine 
    frig that has just come out of the carrier. As soon as one is 
    captured, retire your marine as it just don't cut it in capture 
    speed. Use your new inf to cap the other inf (they come in pairs). 
    Cap two more then bring all your forces to bear on the last carrier. 
    Cut scene ensues before you win the mission. You will be given the last 
    carrier wreckage resources automatically, just not the time to use it 
    until next mission.
    
    -----------------------------------------------------------------------
    ~ -X-4- MISSION 04 ~
    -----------------------------------------------------------------------
    
    Max pulsars and bombers vs. about 18 HMF, 5 carriers, 1 D and 8 assaults 
    with a mix of fighters WITHOUT SUPPORT? SHITYEAH!!!
    
    [Gehenna Outskirts]
    
    In short: Build max of pulsar corvettes and bombers. Then go through 
    the three areas where the hyperspace gates and hyperspace inhibitors 
    are and clear everything out. As soon as you see any fighters or vettes
    order your pulsar wing to attack them. As soon as you see any frig's or
    carriers order your bomber wing to begin attacking it whilst your 
    pulsar's take out the fighters.
    
    1. Build max pulsar's and bombers. Forget everything else as you wont 
    need anything until right at the end. You will ONLY need the max 
    bombers and pulsar's. Retire anything (not including your infs) you 
    have if you need the RU's. If you have any flaks or the HMF, send it to 
    the immediate front of your MS.
    2. Go to first hyperspace inhibitor area on the left and kill the 1/2 
    minelayer vettes there and get started on the inhibitors with your 
    fighters/vettes. As soon as you see the gate you will get a warning 
    about the hyperspace gates and that they are sending reinforcements 
    through them. As soon as you see them send your fighters/vettes to 
    attack the fighters. Remember the bombers are only for the cap ships 
    so they need protection from the fighters/vettes. You will be attacked 
    by a carrier, some fighters/bombers/vettes and a couple of 
    HMF's/assaults.  Waste them appropriately whilst you send one cap frig 
    into the area. Most importantly, you will get endless reinforcements 
    to the first hyper inhibitor area until you wipe out the inhibitors 
    stationed there, so as soon as you can, waste them without mercy. Once 
    all units in the general area are all green, reinforcements will cease.
    3. Once you have cleared the first area out, send in a cap frig to 
    capture the gate. Use your pulsar's and bombers to defend this 
    operation. A good idea is to bring your new carrier over to the first 
    area but keep it behind the offensive ships. When you are done in an 
    area dock all your stuff for a quick top up.
    4. Once captured, move onto the next area in the middle and repeat the 
    whole process. The AI wont attack the gates after they lose all their 
    units there. They will forget about them. NOTE: There are two carriers 
    in the middle somewhere, these wander about so beware that they may 
    spot your now captured hyper gate(s) and attack so keep score. When 
    you are done in an area send the cap frig back to the carrier to keep 
    it out of harms way. Remember, infs cant be built, you have to capture 
    them. You lose an inf frigate you will just have to replace it with a 
    less valuable marine frig.
    5. Now send all of your fighters/vettes/bombers with normal drives to 
    the location that any of the three gates that you have captured will 
    hyper any unit to. Its a cluster of 3 gates, 3 carriers (each with all 
    one of the three facilities) and one destroyer. Ignore the destroyer 
    until you have destroyed the 3 carriers and the incoming 
    fighters/vettes assaults  and HMF's.
    6. Once those are out of the way, take out the resourcing operation 
    behind it. Now grab a carrier and send it with conventional drives all 
    the way to the destroyers location. You will understand in a minute. 
    Now take your cap frig and hyper it to the destroyer but don't tell it 
    to cap it yet. Instead tell it to move as close as possible to the 
    destroyer using the [Shift] key for vertical movement. 
    7. Now start to feint an attack on the destroyer with your fighters 
    but then begin a waypoint circle right around it so as to keep it 
    occupied (it cant hit anything - well ok then it may hit like 1 or 2 
    ships and kill them but that is just luck). Wait about 1-2 mins then 
    tell the cap frig to cap it. Keep your fighters/vettes/bombers away 
    from it and tell them to go to evasive, F2.
    8. Now tell your resourcers to begin nabbing all of the wreckage 
    around the destroyer. Wait for your carrier to arrive then begin 
    harvesting the resources there. If any fighters come for your MS use 
    your flaks to take em out as in a group they are almost god against 
    fighters. If any enemy resourcers come for the resources, just waste 
    em with your pulsars.
    9. Finally start to bring your pulsars, bombers and des over 
    to the asteroid in the middle of the map (have a look and you will see 
    it). There should be a carrier there. 
    10. Now use your flaks to take out the last of the inhibitors and you 
    will be hypered to the staging area (if not then look where the 
    destroyer was for anything left there - dont ask me why this happens). 
    The command station is half health for some reason, but we dont want it 
    half health do we? We want it with no health so give em a hand to 
    acheive that. Now there is a fair few HMF's, assaults, and a few 
    fighters guarding the command station. Use your pulsars to take out the 
    fighters 
    then concentrate on the assaults. Once those are dead, bring in your 
    bombers and take out the HMF's. Now go to the top left behind the 
    station and look for the shipyard. There is a minimap ping there so it 
    should be easy to find. Take it out, grab the resources and then search 
    the map for anything that's left (you will have a ping in the sensor 
    manager showing you). Now take out the command station. On this mission 
    I think I lost like a total of 1-2 vette squadrons/bombers.
    
    For versions prior to the patch v1.1 that reduced the difficulty of 
    mission 4:
    
    "The death fleet is easy with mine and pulsar."
    "seshoumaru7"
    
    "A few people have been complaining about the 4th level. I had the same 
    problem, and here is what I found was wrong and the solution: The enemy 
    had some units sitting right on top and below us, right above and below 
    sensor range. The only way to spot them was to send some units above 
    and below the centre of the game space to have a look. This problem 
    comes about only if you give the enemy enough time to actually have to 
    start harvesting from the top and bottom parts of the asteroid clusters. 
    Remember, you don't have to kill the harvesters, just the military units 
    guarding them."
    "Lyndon"
    
    -----------------------------------------------------------------------
    ~ -X-5- MISSION 05 ~
    -----------------------------------------------------------------------
    
    Here fishy fishy fishy!
    
    [Gehenna]
    
    In short: Harvest the resources as quickly as possible and await the 
    inevitable attack of two of the three garrisons. Simply draw the 
    fighters and vettes out and waste em without their frig support. 
    Likewise with the frigs. Use max minelayers to create a wall of death 
    and lure the enemy frigs right into their own wall of death.
    
    Just one little peice of advice: If you are ever worried about building 
    that many units of this kind or that many units of that kind, remember 
    you can always fight a battle with ships - you cant fight a battle with 
    money.
    
    1. This one is relatively easy. First of all you will want at least 
    10-12 coll and a minimum of 2 refineries. Send the first refinery to 
    the asteroids behind you and the other WITHIN the dust cloud to the 
    other on the middle right of the map. Start collecting the resources 
    and top up your fleet and build a few more carriers and upgrade them.
    2. Eventually after a short while you will be told that there are 3 
    garrisons protecting the oracle or something like that. Now the 
    garrisons arent really that big but they may catch you unawares. Some 
    time later you will be told about probes searching for you. Whether 
    you kill the probes or not is really up to you but I usually do as it 
    gives me something to do whilst the dosh is rolling in. Do some 
    research or build your fleet whilst you wait for the inevitable enemy 
    attacks. By the time the resources around me ran out, I had: 1 scout, 
    6 interceptor, 5 bomber, 2 elite bomber, 2 elite gunship, 5 pulsar, 5 
    minelayer, 6 flak, 6 torpedo, 4 ion, 1 HMF, 4 carriers, 1 destroyer, 10 
    gun plat, 10 ion beam plat, 20 coll, 4 mobile ref, and about 15k still 
    left. In other words you should pretty much be able to max out well 
    before you get attacked and still have a wad of dosh in the bank. In the 
    meantime, make a nice mine wall all the way across your front with a bit 
    of a spike in the middle. The idea is to eliminate the enemy frigs as 
    far from your own frigs etc. so that they wont have a chance to waste 
    or even damage any.
    ___/\__
       YY	 \
       XX
    Where XX is your stuff and YY is your fighter screen.
    3. When the attacks come you will be happy to see that they arent 
    concentrated. Rather they are all over the place. HMF's, assaults, 
    strike craft and even scouts are all over the place. Assign your 
    fighters/vettes to take out their equivalents and your bombers to go 
    after assaults, then HMF. Whatever group finishes first, send it to help 
    the other. The main thing you have to worry about is your frigs. If the 
    assaults or HMF get near your frigs they will pound em until you 
    eventually lose a couple. Since you don't want this, make sure you send 
    your strike craft in to intercept as soon as you see they are beginning 
    their attack. The wall of mines should take out 95% of the frigs which 
    leaves only the strike craft left to be cleared.
    4. Once those are taken care of you will notice that the two garrison 
    sensor pings on the left and right on the sensors manager are gone. 
    Sometimes even the third at the very top of the map. That means that 
    there everything that is left is sitting on the station awaiting you to 
    try and attack it. This is the problematic area. Mainly because its the 
    has a carrier and a SY to reinforce their fleet. 
    5. Now with a little bit of trickery. If you have a look at the left 
    side of the map you will see a channel of dust with a decent size 
    asteroid in the middle of it. This is the key area to eliminating the 
    whole enemy fleet. Grab your 5 minelayers and INDIVIDUALLY make a half 
    decent field on the exact same area as each other but make sure the 
    entire field is still in the dust cloud. Now grab your destroyer and 
    place it behind the field or right in the middle of it. This is your 
    fishing hook. Once an enemy frig sees that its like the color red to a 
    bull. Send your ints, vettes and bombers over to somewhere behind the 
    field and get ready for a slaughter! Use a scout to go out of the field 
    right into the middle of the map and await the inevitable attack fleet 
    to chase. Once the assaults start firing at it, send it back to your MS 
    but keep an eye on the enemy. What you want is the enemy frig fleet to 
    be roughly, horizontally level with your minefield. If they turn and 
    head for home either stop your scout or send them back at the enemy. 
    Keep luring until they are level.
    5. Once they are level send your destroyer out into the open but not 
    too close to the enemy. Once they see it they will chase after it. As 
    soon as they turn to chase send it back to the left side of the 
    minefield and get ready to turn and fight. The mines will totally 
    obliterate the enemy frigs if you have a decent enough field. Send your 
    strike craft in to take out the fighters/vettes and bombers to take out 
    the infs trying to cap your destroyer. 
    6. Once the entire fleet is history, grab your d and missiles and move 
    slowly toward the enemy SY and carrier sitting by the oracle. Use your 
    D as a sponge to take all the hits from the enemy plats and have your 
    missiles pummel anything they can safely target without copping any 
    flak.
    7. Send a carrier to the oracle and start collecting the 
    wreckage from the carrier and SY. Once you are satisfied, send a 
    marine dock with the oracle. NOTE: You cannot use an inf to dock with 
    the oracle. It must be a marine frig. If you only have infs, you will 
    have to either scuttle one or retire it.
    
    --Alternate Strategies--
    "Enemy attacks are not inevitable! Just defeat 3 weak
    garrison fleets (some frigs, fighters/vettes, a couple of gun plats)
    and the only battle will be the last one (destruction of the enemy
    SY). The only trick is to remain in the dust fields. You must move
    your ships in a tight groups through the dust "corridors" pummel
    Vaygrs and return to MS undetected. And, yes, the probes must also be
    destroyed."
    "Dark Blade"
    
    -----------------------------------------------------------------------
    ~ -X-6- MISSION 06 ~
    -----------------------------------------------------------------------
    
    Play fetch!
    
    [The Karos Graveyard]
    
    
    In short: Tell one of your pulsars to take a hike. Build max allowed 
    frigs in torps. Waste the movers.
    
    1. First time I got cained on this mission. Then I found out that they 
    were hunting down the vettes like I didn't have anything else. I left 
    that mission missing one pulsar squadron and gained all of the 
    resources. OK first up, dock all of your fighters, bombers and vettes 
    into the holding bays. Place all but one of your pulsars in the MS. 
    Leave nothing but one pulsar squadron out in space. Retire all non torp 
    frigs and build max allowed frigs as torps.
    2. Next, send one refinery to the closest resources. If you have 4 
    like I did, send two there. Then send one refinery to each of the 
    patches on the map. Don't worry not a thing will attack them unless 
    there is nothing else within like half the map. Now send 1/3 of your 
    coll to the first patch, 1/3 to the next and 1/3 to the last. Of the 
    last 1/3 of coll send one to about 3/4 of the way to the third patch. 
    On the right side of the map you will see a few hulks. Along the right 
    there is a little gap. Move the coll to about that far but in the 
    middle of the middle passage.  Don't send it directly to the gap in the 
    dots.
    3. OK you will be told of incoming movers which means fetch time. Grab 
    your pulsar and when the movers are about half way to you, send the 
    pulsar right across the entire length of the map. As long as he stays 
    outside of the movers range he will be fine! He can move faster than 
    the movers.
    4. Once your whole fleet of missiles are done, send them to about half 
    way. There is two hulks opposing each other right in the middle of the 
    map, send them there. When your pulsar is almost to his destination go 
    into waypoint mode and create a half circle 180 big enough that the 
    movers don't cut the corner and pummel him.
    5. Your MS will hyperspace to where you just told your missile to go. 
    When your pulsar starts getting closer to your torps make sure his path
    crosses them. As the movers pass the missiles order them to attack the 
    movers. Order aggressive tactics. You wont get many because they have 
    massive health for a Vette sized ship. 5000 hit points! Keep bringing 
    them past the torps until the MS turns up. Now take your little pulsar 
    squadron close enough for the new sets of movers that appear from the 
    right to follow aswell. 
    Continue to bring them past the torps until you waste em all. As the
    MS turns up you will be given info on a damaged mover. Take your Vette 
    near it so that the two active movers near the damaged one so that they 
    chase aswell. 
    6. Now remember that coll that is sitting near the gap in the dots in 
    the middle of the map? Send it to collect it. As soon as you get given 
    the anti-mover tech, research it. 
    7. Pretty soon the MS will hyper again. When the research is done, 
    launch all of your pulsars from the MS and begin wasting them. Move 
    your torps to the MS and all of your coll to repair it. I believe it 
    will only take 5 or 6 so any left drag repair your torps. The chase is 
    now over. The movers will target the MS 90% of the time and the torps 
    and pulsars this time is 5% each. But the biggest problem being that 
    despite the fact that the research decreased their health to 1000, they
    still do tons of damage. 
    8. Any pulsars that get yellow tell them to dock. Just keep wasting 
    movers until the Mothership moves, repeat MOVES, with NORMAL drives to 
    the end hulk. When it gets there you will get a debriefing and a 
    notification that the movers are now offline. Meaning, they stop still 
    and become sitting ducks. You will then proceed to hyper out.
    
    Thanks go to 'Mosc' of the GameFAQ's HW2 forum for his idea of 'fetch' 
    with the movers. Better idea than I originally had.
    
    -----------------------------------------------------------------------
    ~ -X-7- MISSION 07 ~
    -----------------------------------------------------------------------
    
    Movers, movers and more movers!
    
    [Derelict]
    
    In short: Use movers to waste the derelicts which clear the radiation, 
    then send in the coll. Defend the MS and waste the enemy carriers and 
    SY.
    
    1. This mission took me one try to get it right. Righto, start 
    collection of the nearest resources behind you and to the left.
    Don't touch the stuff on the right. Now gather up your fighter/vettes 
    and put them in front and to the left of your MS. Grab your bombers 
    and put em behind them. Right of the bat retire a lot of your missiles
    for flaks. You'll want a fair few of em as you will be facing an insane
    number of fighters/vettes. A good idea is to have one scout further out
    than the fighters as it has better sensors. Starting construction of 
    destroyers would be a good idea about now as you are now given that 
    tech.
    2. Pretty much as soon as you enter the mission you will be instructed 
    to build a probe and send it to the hulks. Do this so that you will get
    both the new ship and the warning about the radiation. As soon as you 
    have built the mover facility, build the max of 10 movers. An enemy 
    probe should come out from the top right and you are instructed to 
    waste it. I would suggest doing it as I believe it gives you a little 
    more time. A good idea to make things easier is to have 4 minelayers 
    build individual minefields on the same area, to the top left of the 
    fleet.
        HR
        R
       R  M
      R  MM
    HR  M	 F
    R
    
    H - Hulk ping.
    R - Radiation line.
    F - Your fleet.
    M - Minefield.
    3. Pretty soon you are gunna be set upon by a few frigs and fighters 
    from the top left when a carrier hypers in. You will also be told about
    movers in amongst the debris. It would be a good idea to send your own
    movers over to waste the enemy movers whilst you get ready for the 
    attack. They shouldn't have a problem if you send about ten. You will 
    lose a few but the enemy movers will be gone.
    4. The first attack should come from the top left if you are looking 
    along the two lines of debris. Allocate fighters to take out the enemy
    fighters/vettes and bombers to take out the frigs. The minefield 
    should mop up any frigs that get too close. Don't bring in your 
    big guns as the HMF will target them first. If you feel like capturing
    a few of the frigs, use a few squadrons of scouts and use their EMP 
    Blast ability to disable them temporarily first. They will continue to 
    assault you from this direction until you have taken out the carrier at 
    the same direction as the frigs came from.
    5. As soon as you wipe them out, you will get a major bashing from the
    right and right-top. There is a SY directly to your right and a carrier 
    or two to your top right. Move all of your fighters to the direct right 
    of your MS and await the fighters. Start about 3-4 fields of mines near 
    the edge of the radiation field but not too close as to draw attention. 
    Soon a fleet of at least 12 frigs and 2 destroyers will turn up on the 
    right. Use your destroyers to take it out with the help of your 
    bombers. You shouldnt have a problem if you have at least 3-4 
    destroyers, maxed bombers and movers and maxed flaks and of course a 
    decent minefield.
    6. Now comes the hard part. You will now be attacked from two fronts
    both at the same time. A good idea would be to use your movers to take 
    out the debris on the immediate right and waste the SY there as those 
    things can pump out frigs like they aint got anything else to do. 
    Replenish the movers with more if you lost too many. First take out any 
    debris within range of that SY and if possible send in your bombers to 
    help the movers with the SY as its a tank. They shouldn't be harmed by 
    the radiation as the movers should have taken out all of the debris. 
    You can tell the radiation line by going to the sensors manager and 
    looking for the orange cloud along the left and right of the map. The 
    debris is causing it so taking out all of the debris will eliminate the 
    radiation and allow non-movers to go into that area. The biggest bit of 
    debris on the left cannot be destroyed so make sure no craft gets too 
    close to that. 
    7. As soon as the SY on the immediate right is gone start moving the 
    movers along the left and right clearing debris as you go. Be sure to 
    kill any enemies AFTER you have taken out the debris because if your 
    movers get into trouble, they are on their own - they are too slow to 
    outrun and nothing can help them until the debris around them is 
    eliminated. 
    8. The key to this mission is the debris. If you send in 
    anything without taking out the debris the radiation will kill them 
    way before the enemy does. So logically taking out the debris will 
    swing it in your favour due to the ability to use your normal and 
    more heavier ships. 
    9. As soon as that last carrier on the top right goes down you have 
    one more thing to do. Well two but one more to make things easier. 
    Start taking out debris on the top right with the movers until 
    you get to a shipyard on the top right. Take it out ASAP to prevent 
    anything from being built. It should be pretty much a sitting duck 
    without defences protecting it. You can finish off the last of the 
    debris now or remove the ones that are near the wreckage/resources 
    and start collecting them first, its really up to you and where your 
    at with your research/fleet. Tally-ho.
    
    -----------------------------------------------------------------------
    ~ -X-8- MISSION 08 ~
    -----------------------------------------------------------------------
    
    What?? An enemy you CANT kill???? You gotta be kiddin me.
    
    [Dreadnought Berth]
    
    In Short: Send a scout squadron over to the dreadnought berth. Capture 
    DN with movers. Defeat the Keeper.
    
    1. This mission is actually quite easy. You can survive it with minimum
    losses. Mainly movers. First up, either do nothing but collect the 
    resources or immediately send the scout squadron over to the DN. 
    2. Once your scout squadron has arrived, you will see the Keeper detach
    from the DN and begin to launch its little useless drones. Now here 
    comes the little trick. Go to sensors manager and look for three pieces
    of debris of about BC size. They should be in a circular pattern. Zoom
    in a bit and just above that you should see 3 smaller pieces of debris 
    also in a circular formation. They should be about half the size of a 
    frigate. Send a probe to those three smaller ones. Once it gets there, 
    send 3 movers to them and forget about them for now.
    3. Now with the rest of your movers send them to the DN to borrow it 
    (rather not say steal). Tell them all to dock with it. Don't worry 
    about the drones as they wont do much damage for some reason. The 
    theory I have is that they all go for different movers with which heal 
    over time. So they do too little damage spread over 7 movers = not 
    much to worry about. Its before you dock the movers is when you have 
    to worry as they go for one mover at a time. Have your entire fleet as 
    follows: Maxed out ion frigs, maxed out D's and maxed out minelayers. 
    Bunch them up right in front of your MS and have your coll nearby so as 
    to remain vigilant for repairs. Max out a minefield right in front of 
    your entire fleet. Have all your fighters, vettes and bombers either 
    side of the MS ready to get to work on anything that comes near. Bring 
    all your mobile refineries, marines, infs, def frigs and anything that 
    cant fight (not including your coll) to a position behind your MS and 
    out of danger. Its a good idea to send in 1 more mover than what is 
    needed as the drones have a kinda shotgun like version of the 
    bomber/mover fusion bomb launchers - they will prolly kill one but as 
    soon as the movers are locked on, they wont be able to kill any more, 
    just damage them.
    4. Now once the movers are docked and they are towing away their catch 
    (dam nice catch for their size eh?), send in pulsars to start to work 
    on the drones. They wont get very far as the drones have a lot of 
    health (14000!) so you will only be able to weaken them a bit. Once the 
    DN gets about half way the keeper will hyper in next to your fleet and 
    begin attacking. Now the hardest part of this is the second he starts 
    to hyper in, you have to pound him flat as fast as possible. The idea 
    is that when he gets below half health, he hypers over to the 3 BC 
    size debris that I talked about before.
    5. He will undoubtedly start pounding away at your D's and frigs. 
    Hopefully you will have pounded him enough to cause his hypering out 
    before he destroys anything. Immediately send coll to repair the 
    damaged ships. The DN will dock and become yours. However it is 
    pretty much useless for this mission. None of its guns work. 
    6. Now you will be told to send probes out but of course we don't 
    have to do that now do we? We already did that! As soon as you are 
    told to get the movers to move the 'keys' into their positions on the 
    three big things tell each of three movers that you moved there 
    earlier to dock with each of them. Tell all of your pulsars to defend 
    the movers whilst your movers start hauling the keys into position. 
    Once docked the movers will automatically put them into position. If 
    you lose a mover due to the drones that the newly arrived keeper ship 
    dumped at the three device thingies, send in the rest to pick up the 
    key and complete the objective.
    7. As soon as the keys are in their positions, the keeper will be 
    trapped and you win. 
    8. There is a special trick that SOMETIMES works to keep the keeper 
    from actually appearing at all. Build some platforms and place them 
    right smack bang in the middle of the 3 massive power modules. I dont 
    know why he simply doesnt show up anywhere, all I know is that this 
    prevents him from attacking or even showing up! You still get the 
    notifications about him being trapped DESPITE him not actually being 
    there. Its a bug I think. Anyway think yourself lucky if he dont show 
    up as he is painfull with his quad firing ion beams. 
    9. As you are moving the last of the devices into position to trap the 
    keeper a good idea is to retire all but 4 of your ion frigs for flaks 
    and maybe a couple torpedoes. This will prepare you for the next 
    mission.
    
    --Alternate Strategies--
    "My god these ships are tough!
    
    In short: Use pulsars to take out the drones and make the keeper 
    self-destruct with some pillars...then run away! 
    
    1:At the start of the mission you will be told to send a scout to 
    confirm the location of the Dreadnought (The Gatekeeeper of Sa'Juuk). 
    After that follows a long cinematic and a you translate the following 
    from the keeper that comes out: 'The Keeper has awoken. The Keeper 
    understands. The Keeper has seen the enemy.' That means something bad 
    is going to happen... The Keeper - a super ship, the Oracle refers to 
    it as an ancient protector of the Progenitor ship. "It will stop at 
    nothing to destroy us".
    2:Now The Keeper launches drones - some little strong ships. Karen 
    S'Jet tells you that they are vulnerable to anti-vette weaponry and 
    says you should send your pulsars. The drones are not THAT hard to
    beat. It says that you need to use movers to retrieve the Deadnought. 
    Send them. The problem is that The Keeper hyperspaces in & out and its 
    impossible for you to destroy it using ordinary weapons. No, you don't 
    use the Dreadnought, its weapons aren't online :(. Sorry. But, it says 
    you have to send probes to some location to look for some triggers to 
    some energy thingys. Anyway, when you find them send the movers to 
    get them and connect then.
    3:By this time you will be overrun with drones. I never dropped what 
    you pick up with the movers - like the Dreadnought or the triggers so 
    I dont know what its like. If and when you manage to connect the 
    triggers to the pillar-like structures with the movers a short 
    cinematic will appear at the first connection. Then when you connect 
    all of then there will be alot of drones I presume.. Then when you 
    lure The Keeper in between the pillars the MS detects overwhelming 
    amounts of energy inside it and that it says that you have to escape 
    before it self-destructs! She's gonna blow! Fire in the hole! Anyway, 
    now all your ships go inside your MS and Carrier and the whole thing 
    hyperspaces with the Dreadnought and the movers, the frigs, etc. You 
    dont get to see how everything blows though. :(
    
    Mission Walkthrough by Vlad Spy for MouseNo4's document!"
    
    VladSpy2005/ViceSpy2005
    "vladspy_2005@hotmail.com"
    "vicespy2005@yahoo.com"
    
    -----------------------------------------------------------------------
    ~ -X-9- MISSION 09 ~
    -----------------------------------------------------------------------
    
    Endless waves of fighters...Where is my gravwell gen?
    
    [Counter Attack]
    
    In Short: Repair the now damaged DN. Protect the fleet.
    
    1. As soon as you enter the mission you see a small fleet of 1 BC, a D, 
    1 HMF and an assault come in to make sushi of your DN. The lowly 
    fighters that start attacking get wasted by blue fire (by whom I dont 
    know). Unfortunately for them, your DN works its magic and fires its 
    massive phased cannon array at the BC and wastes it in a single shot. 
    This causes a massive overload in the DN and severely damages it. Bring 
    in your 5 destroyers and start to work on the enemy D and 2 frigs that 
    start to attack the wounded DN. You should make mince meat outta them.
    2. Now comes the really tricky part. You should have about 6-7 
    hyperspace gates surrounding you. This means they are going to send 
    shitloads at your from, not 1, 2, 3, 4 but 5 different directions. And 
    not just fighters and vettes. As soon as you get the chance, place a 
    decent minefield in all 5 directions. Imagine your looking down on the 
    map, now imagine a clock on the map with your MS being at the centre of 
    it. Place minefields at 12 (being straight up), 9 (left) 8, 6, 3, each 
    with one minelayer each field. place your D's in front of your DN and 
    waste 2 more D's as they approach. Then immediately 2 waves of frigs 
    come at you from the top right. Use your D's to take them out. Now have 
    your maxed out ints take out groups of fighters in one direction at a 
    time, whilst your pulsars and gunships take out another. Have your fleet 
    of flaks take out yet another direction. 
    3. As soon as you get the notification that the SY is hypering in, send 
    it straight to your MS as it will get much better protection from close 
    range. Use your bombers to attack any stray frigs as soon as they come 
    into sight. If you get a chance for a quick strike on one of the gates, 
    take it, as you dont get much chance for any kind of re-group. You will 
    be stretched to your limit and prolly lose a frig or two, and maybe even 
    a few squadrons of fighters or vettes but the important thing here is to 
    keep as much of your stuff as possible. Dont go resourcing until you 
    have eliminated at least 3/4 of the gates surrounding you. You will just 
    draw attention to your vulnerable coll and mobile refineries.
    4. Keep at them until you get the opportunity for a quick run at a gate. 
    As soon as one becomes visible due to something being in sight of one, 
    take it out. The more gates you take out, the lesser the enemy attacks 
    get. Remember your trying to protect the weak ships such as your SY, 
    infs or marines, def frigs and mobile refineries. Allocate coll to do 
    repairs on anything that gets damaged. If you have to send 
    fighters/vettes from one side to the other to attack some ships coming 
    from another direction, there isnt much you can do about it but keep 
    bringing over something thats good at taking whatever it is out. Ints, 
    pulsars, gunships, flaks and torps and are good at strike craft so 
    always bring them in to attack them. Pulsars, gunships, flaks and torps 
    are good at vettes. Bombers, movers, flaks, ion frigs, torps and d's 
    are good at frigs. D's are good at D's. Always allocate something to 
    attack whatever it is good at, otherwise you will either get them 
    killed or worse, they simply will fly around doing nothing but chasing 
    the enemy! 5. Even if you have to split up a group to attack multiple 
    enemies at once, its much better than losing a couple frigs or worse, 
    your SY or an irreplaceable ship like an inf or your vaygr D. Be aware 
    of the D that comes up behind your SY to sneak in a little supprise.
    6. After a while the vaygr will launch a major strike consisting of 1 
    BC, 2-3 D's and at least 10-15 HMF's. Assign ALL of your D's into 
    attacking the D's first. Bring up your frigs to help only. Use your 
    bombers to get to work on the frigs and the D's. Any vettes you have 
    left make sure the bombers dont get annoyed with the fighters. Dont 
    attack the BC. Instead waste everything else and 'MOVE' you marines or 
    infs right next to the enemy BC. The trigger for self defence is if you 
    tell your cap frigs to cap it from afar, the BC will target the cap 
    frigs right then and there. when your marines are sitting right next to 
    the BC, then tell them to cap it. Hoorah! Your first BC! You can pretty 
    much use that (once repaired of course) to win the entire mission from 
    here.
    7. Use a scouts ping ability to find the last remnants of the enemy. I 
    would suggest rebuilding any lost ships and doing any research that you 
    need before wasting the enemy as a battle awaits immediately in the next 
    mission. Captain Sobaan hypers in when the last vaygr have been 
    eliminated, with a carrier and few other capital ships on his tail. 
    He gives you important coordinates of a future mission - dont worry you 
    dont need to remember these. He gets captured but the carrier and the 
    fleet enters hyperspace. The fleet hypers out in order to give chase. 
    But all goes awry.
    
    -----------------------------------------------------------------------
    ~ -X-10- MISSION 10 ~
    -----------------------------------------------------------------------
    
    What?!?! You gotta be joking right? 4 invulnerable keepers laying 
    waste to my whole fleet? Gimme a break!
    
    [Keepers of Sa'Juuk]
    
    In Short: Defend the fleet. Pound the living crap outta the keepers 
    as best you can.
    
    1. Now this one is extremely hard not to lose half your fleet in. 
    First off you will be pulled from hyperspace and pretty much 
    immediately be set upon by 2 keepers. There is not a lot you can do 
    here. Pretty much as soon as your able to, split your forces into two 
    and start pounding away at one of the keepers with 200% of your 
    firepower. Remember you want to cause way more damage than you can 
    actually give. The more of a beating you can give them, the better 
    your chances.
    2. Just keep pounding them until they disappear. A good trick might 
    be to use mines but its really up to your personal preference. It may 
    or may not help, but hey you cant actually defeat the keepers. Even if 
    you did manage to kill a keeper, I have been told the game crashes or 
    the mission fails to end. So unless you have 15 battlecruisers, its 
    highly unlikely you will be able to kill a keeper.
    3. Soon Bentus will appear close to your fleet and tell you that they 
    can fix the great cannon. A good idea is to have the DN a small 
    distance in front of the MS to lessen the time to be repaired. As soon 
    as they arrive high-tail the DN to the Bentusi ship and dock it with 
    them. You will want to get it repaired as soon as possible. This will 
    take ~ 10 mins. In this time it would be a good idea to move all your 
    mobile refineries around, all your carriers through a few waypoints 
    and generally move your non-combat portion of your fleet around a bit 
    to throw off the keepers. This is mainly because the keepers primary 
    targets are your destroyers, carriers, mobile refineries, MS and 
    frigs. There is no one target.
    4. I wouldn't bother with collecting resources as you will need every 
    coll you can lay your hands on with repairs to the major damage 
    inflicted by the unbelievably powerful keepers. They have a quad 
    ion cannon array that can stay firing forever. So any ship under 
    attack by them will not last long. As soon as a keeper has started 
    firing at a ship with its ion cannons, target it with everything 
    you've got.
    5. The DN will be repaired within a lengthy time and you can then 
    fire it on your own. It does massive damage but it just doesn't kill 
    the keepers. So just keep them at bay for a little while longer. 
    The Bentusi will offer up one final gift to the Hiigarans. A 
    sacrifice to destroy the 4 keepers with the Bentus self destruction. 
    Pretty much as soon as they say farewell, you leave and win the 
    mission. I hope you didn't take too many losses. All I lost were a 
    few frigs.
    
    -----------------------------------------------------------------------
    ~ -X-11- MISSION 11 ~
    -----------------------------------------------------------------------
    
    Why? Oh why!? Bentus! The kickass race of Bentusi are gone! Forever.
    
    [Sacrifice]
    
    In Short: Use DFF to protect the coll as they nab the core pieces. 
    Waste the enemy fleet who steal the third piece.
    
    1. This one is pretty easy. First off. Send a coll with two DFF as 
    protectors to grab the first and second piece that are the closest. 
    Send the rest of your coll fleet to start on resources. Send 
    refineries to help em out.
    2. Research the battlecruiser tech and then immediately upgrade it. 
    Dont build a second BC. You will want to cap a vaygr BC as they are far 
    more powerful. Bring all your D's, BC, all your frigs and at least 2 
    or 3 cap frigs to the main wreck.
    3. You will be told of an enemy fleet hypering in. It consists of 4-5 
    D's and about 15-20 frigs. The frigs are split in two. The D's are 
    nearly always in one whole group with maybe a single D in the other 
    group. There is a carrier with them as well as a SY.
    3. Now you will want to attack them on your terms so I would suggest 
    you bring in your big guns to start to work on the D's and frigs. 
    concentrate on the D with your D, frigs and BC (if you have capped the 
    vaygr one you were 'handed on a silver platter'). Once these are gone, 
    take out the frigs with ease.
    4. Pretty soon you will be told about an enemy Vaygr fleet stealing 
    the third piece. Send all of your heavies directly over to them. Don't 
    worry about radiation as the only radiation is within 1km of the 
    actual core pieces. As long as your ships don't go near them your fine. 
    There should be 2 carriers, one BC a D or two, depending on your own 
    fleet size, and many frigs. Concentrate all of your heavy firepower on 
    the carrier and any D's and frigs. As soon as anything gets to the 
    yellow in health, send em home. But make sure you put them on evasive 
    so they go at full speed and not 'fireing while engaging' kinda thing.
    5. When the carrier goes down in flames, split up your forces into 
    halves and continue spitting death at each of the D's. Well before the 
    timer runs out, waste the carrier and it will spit out the core piece. 
    If you want time to build/research etc then don't pick up that piece 
    for a while. If not send a coll in to retrieve it.
    6. Now you got a choice. You can either proceed to bring your heavies 
    in to the enemy SY and waste all of them or you can skip em and go 
    straight to retrieving the core fragment and win the level. Its up to 
    you. The SY is to the left top of the Bentus wreck. There are a few D's
    frigs and fighters there. I capped the BC here because its got a little 
    more firepower than the hiigaran equivalent. You can do the same if you 
    like the vaygr one better. Plus it just looks hot! =)
    
    --Alternate Strategies--
    "You can have a great beginning (and I mean GREAT
    beginning) if you send the
    dreadnaught+battlecruisers+destroyers+4 collectors (I
    used both battlecruisers, 5destroyers, 4 collectors)
    towards the third (furthest) core piece, they will be
    about halfway there when you receive notice even about
    the radioactivity surrounding the cores.
    To protect the left flank, I used maxed torpedo
    frigates and a few pulsar corvettes
    For the time I got the warning about enemies
    hyperspacing in, the fleet was almost in position, as
    soon as the carrier hyperspaced in, I took it down.
    Without a carrier, they just couldn't take the cores.
    Afterwards, it was just a matter of bringing the
    battlecruisers/destroyers down.
    And without reinforcements, the shipyard was an even
    easier prey."
    "However, I have to add in there that, after taking the
    first carrier down, another may hyperspace afterwards
    (Easy prey, too)."
    "Isocryd"
    
    
    ~o~
    
    "The Vaygr BC that hyperspace in with the carrier has a hyperspace 
    module! Once captured, dock your fighter/corvette (max 5 groups) to 
    this BC and the remaining ones (plus some resource collectors) to 
    your carrier/SY/another BC. Combine them with more 
    destroyers/frigates so that they are of the right size to be 
    hyperspace together with the BC. Now, you can designate them as a 
    strike force to launch surprise attack at the Vaygr force during the 
    later missions. Imagine being able to hyperspace them next to a Vaygr 
    SY, release all corvette & fighters and start wasting the SY and its 
    escorts when they are not yet ready for battle! The fun  sure beats 
    the lower RU collected (lesser wreckage at the end) and the cost to 
    hyperspace!"
    
    "Deep Striker"
    
    I have checked this one, and the only BC in the mission is now mine, 
    but it does not have a hyperspace module on it. The SY has one but you 
    cant capture it. It may still turn up but of all the times I have 
    played this mission I have not come across it.
    
    -----------------------------------------------------------------------
    ~ -X-12- MISSION 12 ~
    -----------------------------------------------------------------------
    
    HOLY MOG! ~6 BC's and ~10 D's and about 40 frigs!?!?! You are joking 
    right?
    
    [Thaddis Sabbah]
    
    In short: Build max cap ships and frigs and be prepared to do ultra 
    micromanagement.
    
    Mission is not as hard as impossible. Sure its hard as hell but with a 
    good strat you can win it with a sizeable force left.
    
    This strat requires this setup:
    
    		   xxxxxx			- 5x minelayers
    
    		    PPPP			- Gun and ion plats
    COLL
    __	  COLL   BCDNBC	 COLL		- BC X2 and DN
    RU|    B + M  D D D D D  P + I	- Bombers and movers; 5X D's; 
    --		 	          		pulsars and ints
    MOBREF	   FRIGS			- Mobile refinery; 4 ions, 4 torps, 
    				 		max flaks
    		  CARRIERS
    
    
    		   MS				- MS
    		      SY			- SY
    
    1. A good idea is to have the DN (obviously), 2 BC's, 5 D's and the 
    rest in flaks (majority) at least 4 Ions, 4 Torps and 2 DFF. In 
    fighters/vettes I would suggest a max of bombers and pulsars. One or 
    two minelayers would be a very good addition. I had 5.
    2. Now as soon as the mission starts build ion and gun plats to max 
    at about 1/2 each. Whilst they are building bring your 2 BC's and DN 
    just ahead of the resources on the left and stop them. Make sure 
    everything is set to [F2]. Bring your D's in right behind them. Your 
    frig wall should be behind the D's. Move your fighters and vettes up 
    behind or beside the frigs and be ready to do some micro on them. Move 
    your minelayers out to just out of your BC's firing range and start 
    dumping a mass amount of mines. Remember to pull them out as soon as 
    you see any enemy coming. Just tell them to dock. NOTE: make INDIVIDUAL 
    minefields as having 5 minelayers make one minefield is just not 
    efficient and is a waste of space. Have them make a minefield on the 
    exact same area. This means a mass amount of mines that the enemy is 
    gunna suck right down their throat.
    3. Send half the collectors you have to mine for RU's in the nearby 
    patch and move any refineries you have to that location. Have the other 
    half near the D's. Any carriers you have, bring them up to just behind 
    the frigs so as to effect the FCT on the frigs.
    4. Now as soon as the plats are done keep at least 2-3 building ships 
    making new ones (they wont build as you are at the max but they will 
    when you lose em). Now change two other building ships to making 
    collectors and assign them to 'drag select repair' your D's and BC's. 
    What I mean by this is with your collectors selected, press the [y] key 
    and drag a box over the BC's and D's. Now as soon as any of em sustain 
    any damage they will be immediately repaired. As soon as you have max 
    collectors start on more fighters and bombers.
    5. Now wait a very short time and as soon as the big stuff arrive like 
    D's send your entire plat group to about halfway between the mines and 
    your BC's and DN. Send in your pulsars to start on the fighters and 
    bombers to start on the D's. If placed correctly the mines should take 
    out the D's and nearly all of the frigs. When the inevitable BC's turn 
    up start your bombers on their heavy missile batteries. These can turn 
    the tide of the battle in the enemies favour very fast. This is good 
    because it buys you more time. If the pulsars finish off a majority of 
    the fighters have them attack the D's also. But be careful if more 
    fighters turn up and start attacking them. Remember the main target of 
    the fighter screen is to take out the fighters/vettes and bombers. Once 
    you see the BC's start to arrive, make sure of whether you want the BC 
    for its extra abilities like the 'hyperspace inhibitor-FCT' combo'ed 
    BC, the 'cloak generator-hyperspace inhibitor' BC or the 'FCT-cloak 
    generator' BC as these are always going to be better than a simple BC 
    and worth more than your own captured BC(s) from the previous missions. 
    If you see one of the three BC's mentioned here that inhabit this area, 
    it would be better to either retire your own BC's or simply scuttle 
    them if you cant wait in order to be able to capture the new and better 
    ones.
    6. Once you are losing way too many of the fighter screen pull them 
    back behind the frigs. Dock the fighters and vettes with either the 
    carriers or the BC's and rebuild. Now manually fire the plats on the 
    cap ships as they come closer. You will lose all of these but it will 
    soften up the cap ships greatly. If you lose one or all of your 
    minelayers I would suggest replacing them as they do a hell of lot of 
    damage and can mean the difference in a long and drawn out battle.
    7. Now as the last of the plats goes up, get ready with your main 
    force of BC's and DN. Move your DFF up behind the 3 of em ready to 
    activate its shield on either BC and help it survive. Whatever you 
    do don't move up anything yet. Make sure nothing moves anywhere. 
    Unnecessary losses are not a good thing. The frigs and strike craft 
    have a nasty habit of moving up and into the firing line (esp the damn 
    marine frigs) and pretty much being like a car is to a truck: a speed 
    bump.
    8. Just as the first of the BC's fires its missiles at whatever pause 
    the game and have a look and find out what the missiles are firing at. 
    Once you have found out what its aiming at bring the DFF on to protect 
    the victim but keep it out of the fire fight. Make sure your DN has a 
    good firing posi. Concentrate all of your fire on one captital ship 
    then when that one goes up, hit the next and so on. Concentration is 
    the real key to this mission. Imagine this - a capital ship does the 
    same amount of damage when its at 100% health as it does at 10%, but 
    5 of them do less damage than 6. Therefore its better to have less 
    enemy ships of the same value than to have many of lesser health. 
    9. Always keep a good eye on health and make sure you have at least 
    something repairing it as this is critical. You should have wasted the 
    first few cap ships with ease. Now don't move. Wait for them to come 
    into your home field. As the next wave hits continue to wait for them 
    to start firing then you begin firing. You want them to come into range 
    of YOUR plats and YOUR mines.
    10. As an optional you can move your fighters and bombers in to help 
    finish the capital ships off but this is up to you. Personally I dont 
    use fighters for anything other than anti-fighter jobs. Bombers are 
    good for capital ships and are sweet at the heavy missile battery. When 
    capturing a ship many options to think of are as such -  many scouts 
    EMP blast can serious hinder a D or a BC but it has to be worth 
    building that many scouts for. If your after a BC, have bombers take 
    out its heavy missile battery before sending in your cap frig as it can 
    launch its missiles at a cap frig that is actually on its hull. If 
    your using another BC, the DN or a D to act as a sponge for its damage, 
    make sure you have coll nearby to make sure it dont take too much of a 
    pounding than it can actually take. Take out its engines if you are 
    really worried about its trio of trinity cannons causing a problem. 
    Dont tell a cap frig to actually capture until its right next to it, as 
    its written in the game code that the trigger for self-defence is a 
    capture command sent by the player with a capture frig.
    11. Now comes the last and final wave. Make sure your ready for it. As 
    it comes in give em everything you've got but be ready to turn the main
    force around in a split second as normally a BC and 2 D's come in from 
    the somewhere to either side of the MS or your main force to attack 
    your MS and SY. When this happens ignore everything and bring your DFF 
    in to protect the MS when the BC's missiles fire off. They will hold 
    out just long enough for the main force to get back and wipe out them 
    for good. Now if you were lucky and did most of what this has stated 
    with a little bit of the good ole intuition you will have at least 2 
    BC's the DN and at least a few D's with maybe 3/4 of your Frigs left.
    12. Await the inevitable mass enemy coll to start searching for the 
    wreckage as they now have nothing left to harvest. Waste them on site. 
    This is a sign that the vast majority of the enemy force has been 
    defeated. Now is a good idea to gather up all of the wreckage and build 
    up your fleet again to start searching for the enemy carriers. As soon 
    as your fleet is whole again go round in a half circle to the left and 
    collect a few carriers on your way to the station. There is at least a 
    BC and 2-3 D's sitting by Makaan who is stationed around behind the 
    command station. Sometimes there is a BC a D or two and 1-3 frigs in 
    front of the station to take care of. There is an enemy SY to the right 
    of the station and one on the diagonal left top. With your new force 
    you should wipe them out pretty easy. Send Makaan running and then do 
    a scout ping to find the enemies cap ships for the wreckage to salvage. 
    Only then would it be a good idea to finish the mission with a cap frig 
    on the station. Do any research whilst Sobaan is on his way back and 
    make sure your force is ready and at its max. Since the last few 
    missions I havent been able to get below 50K in RU so you should be able 
    to get at least some of that amount. The most I had before this mission 
    was about 95K RU.
    
    --Alternate Strategies--
    "The offered strategy is fine, but there is a small addition. BC's 
    and D's engines should be the main target for the bombers! Once 
    you've detected enemy coming send your bomber fleet do disable as 
    much engines as possible. It will greatly decrease the number of 
    enemies you have to fight simultaneously. You can fight only one BC 
    at a time this way. Anyway, it is much faster to cripple the ship 
    then to destroy it with bombers. This strategy works fine in mis12, 
    maybe it will work in further missions (I don't know, I've not 
    completed the game yet)."
    "Dark Blade"
    
    -----------------------------------------------------------------------
    ~ -X-13- MISSION 13 ~
    -----------------------------------------------------------------------
    
    For the first time you kill things in the opposite order. Fighters and 
    vettes, all the way up to BC's!
    
    [Balcora Gate]
    
    In Short: Save the gate power generators. Destroy the Vaygr.
    
    1. OK I wont lie to you, this took a few tries before it clicked what 
    I have to do to win. Funny thing is, every time I retried the mission 
    they TOLD me what to do! First off, forget harvesting. You will have 
    heaps of time for that later. As soon as you are able to do anything, 
    start racing your fighters/vettes and bombers over to the BOTTOM 
    power generator. Pound the living crap outta the assault frigs there. 
    Then begin to take pleasure in wasting the almost defenceless HMF's!
    2. Now place your big guns in front of your MS and your frigs in 
    behind, ready to take on any fighters frigs that get past your BC's. 
    Allocate coll to each group of cap ships so that they stay in good 
    repair. Begin construction of max ion plats. Make a mass minefield. 
    Have them in the order, mines plats BC's + DN, D's then frigs.
    3. Your fighters/vettes and bombers should easily grease their 
    Autoguns with the Vaygr frigs at the gate power generator. Don't worry 
    about the other two generators as it makes no difference if they are 
    taken out. There will be a small force of 2-3 frigs from the direction 
    of the gate and a medium group of fighters/vettes. Use your maxed out 
    flaks on the fighers and your dual BC's and the DN to waste the frigs. 
    2 infs will come from the right.
    4. With your main group, place a concentrated fire on the enemy BC's 
    with your own BC's and D. As soon as any enemy frigs come into range 
    of your BC's guns, open up on them with your frigs and pound them 
    into Vaygr soup. But be wary and don't let them overtake your BC's 
    or they will be the ones made into soup. 
    5. Pretty soon the frigs attacking the gate will be turned into 
    dust. Take your bombers and vettes and send them back to base. 
    6. As soon as your main force gets a chance to break out, do so, 
    and head off to the area before the gate. Send two DFF with them if 
    you got them. Don't send them directly at the gate as they will be 
    picked off one by one by about 6-7 BC's. Leave a token force at your 
    MS to help the newly built ion plats. All this time be sure to keep 
    replacing any lost ships with new ones. The new ones can sit back at 
    base until you get a clear run all they way up to where the original 
    ships were before you had to replace them. With the force heading to 
    the blank area before the gate, keep the remaining force close to the 
    MS so anything that gets attacked from the right wont only be 
    protected by the ion plats.
    7. Now you should have stopped the destruction of the gate power 
    generator and then proceeded to join up forces with the main force. 
    A good idea would be to immediately start attacking the BC's with 
    your entire force of heavies. All the while, your pulsars and bombers 
    are taking out the heavy missile subsystems on the BC's. As soon as 
    a heavy missile subsystem is taken out, immediately start on the next 
    BC's heavy missile. Remember this saves the asses of your BC's, DN 
    and D's.
    8. If anything gets into the yellow tell them to go to evasive and 
    retreat from the battle. Send any coll to start repairing them ASAP. 
    If you see a mass amount of missile going for one ship, order your 
    DFF's to the targeted ship and activate its DF. Believe me its worth 
    it. Imagine cutting those missile down by half.
    9. By now you should have destroyed the BC's pretty easy with the 
    fighters/vettes taking out the heavy missile launchers as this 
    effectively halves their firepower. Take out anything that's left 
    where the BC's were and start heading to the  Vaygr SY. There should 
    be the two massive forces of frigs near the SY. Between 20-30 frigs 
    approx. 
    10. They wont actively attack. Put your force just outside of their 
    visual range. Now build one or two minelayers and start mining the 
    area between your main attack force of heavies and the enemy frig 
    armada. Have a fair few mines ready before sending in your heavies. 
    Make sure they are fully repaired and stocked up with replacements 
    before going in. Ideally you want to have your forces firing from 
    within the field so that coupled with your guns wasting em, your 
    minefield will chase em down and waste at least half of em. Mines 
    are extremely potent. You could kill a BC with only 3 minelayers. 
    In fact I have done it. PAP.
    11. Now as your are starting to finish them all off be ready to pull 
    anything away before they get destroyed. Before you start on the 
    enemy SY, prepare your forces by retiring all of your replaceable 
    frigs like marines, ions, flaks and torpedoes. If you have any Vaygr 
    frigs, just leave them be. If you have Soban still, don't retire him 
    as he is very powerful. Retire any bombers/movers you have as you 
    wont need them early on in the next mission. Before you waste the SY, 
    you shouldn't have very many frigs, bombers or movers. Leave your 
    pulsars be as you will need them. Replace anything you have lost in 
    the way of D's and BC's with the RU's on the map due to wreckage. 
    When your ready, waste the SY. Onward!
    
    End note: Dont forget the Sensors Distortion Probes. They are good for 
    protecting the minelayers whilst you continuously dump mines that track 
    the enemy BC's!
    
    --Alternate Strategies--
    "Start Balcora Gate Made Easy… 
    The real problem with Balcora Gate is that the machine calculates Vaygr 
    forces you will face at the rate of about 1.75 times based on your 
    own. I think the idea was that you will always face long odds no 
    matter how well you have done up to that point. There is a very easy 
    way around this. In the scenario before (Thaddis Sabbah) wack all 
    Vaygr forces, but, don’t save Captain Soban just yet. No worries, 
    he’ll he just fine. Salvage as much as you can and build your maximum 
    in carriers (4). As each new carrier is built, as soon as you can, 
    build the modules required for fighters, corvettes, and frigates. Then 
    junk everything a carrier can build: all fighters, corvettes, and 
    frigates. By now you may have a clue as to where I’m going. But, it 
    gets better. Now you can produce at 6 different spots simultaneously. 
    This is a HUGE advantage. Next lose any BC you have, they’re not 
    worth the RU for this one. Make sure you have 5 Destroyers. They, on 
    the other hand, are very cool. Set up the following and ‘Pause’ the 
    construction just before the completion of the first: Carrier 1: 5 
    Interceptors & 5 Bombers Carrier 2: 5 Pulsar Gunships & 5 Gunships 
    Carrier 3: 5 Flak Frigates Carrier 4: 5 Flak Frigates Shipyard: 5 Ion 
    Cannon Frigates Mother: 5 Ion Cannon Frigates This will work and is 
    more then enough for what you need. Your taste may vary. Your going 
    to encounter very little in the way of Vagyr-butts. Now go get Soban 
    and let him blow the Station for you. Scuttle the Marine frigate. It 
    will just be in the way. When you come out at Balcora Gate, the pause 
    on all the builds will automatically be removed. Sidle to the right 
    at about 85 degrees and down to the lower right Vaygr morons attacking 
    the gate. It’s kind of hectic to get your groups assigned, but, 
    liberal use of the Pause can solve that. The only other thing depends 
    on what you want. You can go ahead at the end and wreck the SY at 
    which point you the Dreadnought will open the gate to Sajuuk or you 
    can hang out, wreck all the other forces and regroup a bit. This 
    technique is really unneeded in the rest of the scenarios as Vaygr 
    forces are pretty much fixed."
    "Christoper W. Pittsburg, CA"
    
    -----------------------------------------------------------------------
    ~ -X-14- MISSION 14 ~
    -----------------------------------------------------------------------
    
    More #@$#$%^ BC's. Dam I wish I had that many.
    
    [Balcora]
    
    In Short: Waste the attackers as they come. Cause the attack trigger 
    and let them come to you as you waste them one by one.
    
    1. Right off the bat, start on 6 ions, 6 torps and the rest in flaks. 
    Build max bombers and movers as soon as that is complete. If you don't 
    have 5 minelayer corvettes, make em ASAP. Place your heavies out in 
    front of your MS, your new frigs just behind them and your coll 
    repairing any damaged ones. You will be attacked from right in front of 
    you with a few D's, frigs and fighters. Allocate a few squadrons of 
    bombers and movers to waste the frigs, your BC's DN and D's to attack 
    the D's and fighters to go after the fighters. They should fall quite 
    easy. They are so easy prey to the might of your BC's, DN and D's with 
    pulsar support.
    2. Set everything to evasive tactics and ensure nothing wanders off. 
    Now send out your pulsars/vettes and bombers to the weird looking ship 
    out in the middle of the map. Send them to just paste any ships on your 
    side of it.
    3. There is two easy methods for doing this mission. 
    METHOD 1
    Dump a huge mass of mines in front of your heavies. Have your pulsars 
    and bombers attack makaans huge fleet with the intention of When the 
    luring them back to the wall of mines. whole fleet of 4-6 BC's, 3-5 
    D's, a slew of frigs and fighters start to chase you, high-tail it 
    back to your main fleet and dump em behind your frigs. The entire enemy 
    fleet that is stationed to protect your target, Makaan, will eventually 
    charge you at full throttle and attempt to, err, throttle you. :) He 
    will be chewed up good with the huge amount of mines you dumped. As 
    soon as they come into range that the missiles start flying around, 
    send in the heavies very slowly. Remember to keep coll near so that 
    when something gets even remotely damaged, you can quite quickly repair 
    it to full health and within minutes have it back in the battle with 
    full health. When you have slain about half of the BC's send in the 
    swarm of ion plats right into the guts of the enemy fleet.
    4. They should fall like flies now. As soon as you have wasted that 
    entire fleet, you then have a big choice. You have two options from 
    here. You can proceed to the left of your position and lay waste to 
    approx 1-2 BC's, 2-3 D's and about 20 frigs and millions of bombers or 
    you can go for the flag and head to the enemy flagship and 
    waste it ASAP. One way gives you like between 50 and 75k in RU with 
    very minimal losses. The other way offers much more RU but a little 
    more losses. 
    METHOD 2
    This a lot slower but you can pretty much waste makaans huge fleet with 
    5 minelayers and about 4 sensors distortion probes. First send in a sdp 
    to about level with sajuuk. Then send another to about 2500km of the 
    closest enemy fleet. Now bring your 5 minelayers to the same posi as the 
    sdp and start dumpin a really short line of mines. NOTE I said a line, 
    as its no point making a huge wall when as soon as a mine gets dumped it 
    goes after an enemy ship. Have each of the minelayers lay about 3 mines 
    each all parallel to the enemy ships. If placed correctly the mines will 
    track the enemy and blow on their hulls. But the best thing is, they 
    just sit there and take it! Walk the mine walls closer to reach the 
    farthest ships and make sure you are under the sdp's influence.
    5. Be aware that if you go to the left side of the map, the enemy 
    will utterly swarm you with bombers and frigs. They have more frigs 
    and bombers there than you have ever seen in one place. The good 
    thing is they only have a couple of BC's and a few D's So a fully 
    fledged fleet should take them on as a fair bit better than equal. By 
    using the tactic of draw and overwhelm this shouldn't be much of a 
    problem. 
    6. To draw and overwhelm, all you have to do is entice the fighters 
    to come out, and then when they get too far out, totally overwhelm 
    them with fire from the flaks and fighters/vettes. Then do the same 
    with the frigs with cap ships as the killers. Then finally begin to 
    use pulsars and bombers on the BC's heavy missile launchers and then 
    the D's whilst your heavies focus on the BC's themselves. Note: Make 
    sure you have either a carrier or a SY before ending this mission.
    
    -----------------------------------------------------------------------
    ~ -X-15- MISSION 15 ~
    -----------------------------------------------------------------------
    
    Thank Christ for small miracles! This one is easier than mission 1! 
    Although I failed it first time just to watch the awesome effects of 
    the planet deprivation missiles exploding on the planet...
    
    [Return to Hiigara]
    
    In Short: OMG! OMG! Last mission! Congratulations on reaching mission 
    15. Waste the Planet Killers and any missiles they launch.
    
    1. This mission is a PAP. Really it isn't much harder than mission 1! 
    Well first off you DONT have a MS anymore. You dumped it and let it 
    drift in space. Everyone jumped aboard the Sa'Juuk with good ole sexy 
    Karan S'Jet. The only production facilities you have left are any 
    carriers and a SY if you have it. OK First off. Leave the Sa'Juuk 
    there for the time being. Send out your entire force to help with the 
    Hiigaran defence. Note: You don't really have to do jack, but its a 
    good feeling helping someone who has just said that they aren't going 
    too well. Besides do you really want the Vaygr to get away with 
    reinforcing their stuff with the carrier in the middle of the map? 
    After all the stuff you have gotten through to have as much as you do 
    you don't want to just let them have it do you? Anyway start 
    constructing 9 ion plats, and 12 ints. If you still have any bombers, 
    trade em in ASAP for ints. 
    2. You will be shown and told of 3 Mothership class hyperspace 
    signatures entering the system. These are gargantuan Planet Killers. 
    Huge missile batteries. First of all these are defenceless. Second of 
    all they only launch missiles that are extremely weak. And finally 
    only the Sa'Juuk can harm the Planet Killers. The idea here is that 
    these ships are launching massive planetary deprivation missiles at 
    the planet below you. Righto onto the their destruction. 
    3. Right, you will notice that the Sa'Juuk can hyperspace on its own. 
    Hyperspace it to the far left SY marked on the sensors manager with a 
    ping. Don't worry, have a look at the damage rating on that thing. You 
    aint gunna worry when you see it. Proceed to waste the SY, then the 
    planet killer. 
    4. As soon as 4 of your ints are done, estimate a line directly from 
    each of the planet killers to the asteroid belt along the middle of 
    the map. Now place your 4 ints on any one of those imaginary lines 
    from the planet killers to the asteroid belt. This is where the 
    planetary deprivation missiles will go. Send 4 ints to each part of 
    the belt (3 points).
    5. When you are told about missile being launched you should just be 
    finishing off the first planet killer with the SY being wasted almost 
    instantly. Now send it to the far right planet killer and start 
    killing the SY or carrier (depends), then the planet killer itself. 
    Make sure that the missiles that do get launched don't make it to the 
    asteroid belt or your doomed. Use the ints for this. As soon as the ion 
    plats are done, send them to just above the asteroid belt as a 
    precaution. 
    6. As soon as the second planet killer goes down, you will notice 
    that the last one spits out missiles like there aint gunna be no 
    tomorrow. Well, hyper the Sa'Juuk over to it and make that happen. 
    Clean up any remaining missiles whilst you wait for the planet killer 
    to die. DIE DIE DIE! As soon as it goes up, the ENTIRE Vaygr fleet 
    flees from your might! The last of the missiles detonates, you 
    have won the mission. And the game. 
    
    On behalf of myself and the Hiigaran space fleet, I congratulate you 
    on completion of Homeworld 2. I hope you enjoyed the game, the story 
    and this walkthrough. Thanks for reading this and buying a great game. 
    
    -- Mouse
    _______________________________________________________________________
    
    ~ -XI- Build Times ~
    _______________________________________________________________________
    
    TBC
    _______________________________________________________________________
    
    ~ -XII- Multiplayer Tactics ~
    _______________________________________________________________________
    
    Submit yours!
    
    Richard Shannon: (dani.shannon@comcast.net)
    "One of my favourite tactics for Hiigaran warfare is to equally split 
    my ships, since the limits are even numbers, i.e.:
        7 Interceptors
        7 Bombers
        6 Gunship
        6 Pulsar Gunships,
    and put them into groups designated by what they do (anti-capital, 
    anti-strike craft).
        
        The same goes for when playing as Vaygr, but I overuse hyperspace 
    platforms from beginning of the match to the end.  I keep moving my 
    forces, scuttling gates, building more, etc... so the enemy never 
    finds me, or until I have surrounded the enemy and move everything 
    in at once and overwhelm my opponent.  Works just about every time."
    _______________________________________________________________________
    
    ~ -XIIV- FAQ ~
    _______________________________________________________________________
    
    NOTE: Some of these questions don't have answers, as I either haven't 
    had time to make sure 100% that they are all correct, or simply dont 
    know the answer as yet. And yes these people were given an immediate 
    reply, I just thought it a good idea to post the questions here so I 
    dont have to repeat the solution.
    
    1. QUESTION: "Your walkthrough says: Now start to feint an attack on 
    the destroyer but then begin a waypoint circle right around it so as 
    to keep it occupied (it cant hit anything). Wait about 1-2 mins then 
    bring the capfrig in to cap it. I've tried feinting an attack with 
    every speedy ship, and the destroyer won't fire its missiles on 
    anything that could outrun the missiles. The closest I can get is 
    using a resource collector, but the missiles catch up to that 
    eventually.  That lets me bring capture frigs close before one gets 
    missiled.  If I have it run away, it gives the remaining frigates 
    just enough time to capture it before the one running away is 
    destroyed. Is there a better way?"
    "Michael Grose"
    
    ANSWER: Dont tell the cap frigs to capture until they are virtually on 
    top of the D. Telling them to capture effectively activates the self 
    preservation trigger with which heavy missiles up the tailpipe usually 
    ensues. If you cant figure it out that well try using 4 cap frigs all 
    at once, as one of em are bound to successfully capture it! =) Trust me 
    the D makes life a lot easier in later missions.
    
    ~o~
    
    2. QUESTION: "I was reading your Walkthrough on GameFAQ's, and I have
    asked everyone I know that is playing it and I seem to
    have a lovely glitch with my copy.
    On Mission 4, your walkthrough and those who have
    played said that the mission pretty much ends after
    you've destroyed the large base and the small fleet
    that gathers to the left of it.  
    So, why is it that every time I have played it, my
    mission doesn't end?  I have tried killing EVERYTHING
    on the map, doesn't work.  I have tried to kill
    everything on the map via cheating, and that still
    won't end the mission for me.
    Any ideas?"
    "Chris Dragon"
    
    ANSWER: The only suggestions I have at the moment is to do things in 
    order. 1. Kill the hyperspace inhibitors at the three locations, 2. 
    Kill the station, 3, Kill the SY. Other than that I have no other 
    advice yet.
    
    ALTERNATE ANSWER:
    "Well, that same thing actually happens to my game, and the only way 
    to complete that mission was by doing things in THIS ORDER:
    
    1. Destroy the 2 Hypergates on the center and right side.
    
    2. Capture the Hypergate on the left side.
    
    3. Blow up all of the Hyperspace Inhibitors and everything should be 
    fine by then... Just play as usual.
    
    I have the Spanish 1.0 version of the game and seem to be the only 
    one with that bug around here... 
    I hope that solves the problem.
    Hoping to be useful,"
    "Arkahngel"
    
    ~o~
    
    3. QUESTION: "Hi there,
    I want to thank you for writing the Homeworld 2 faq
    which has many helpful tips. I've been stuck on
    Mission 4 for a long time and found it impossible to
    deal with the massive amount of enemies just keep on
    coming. In your faq, you mentioned to take out the
    hyper jump inhibitors and the enemies nearby first. I
    tried to follow that advise but couldn't find a break
    where I can assemble enough bombers and pulsar
    Gunships while being attacked non-stop. Am I missing
    something? I'd really appreciate if you have more
    pointers to share.
    Thanks"
    "me"
    
    ANSWER: Excerpt from v1.1 patch readme:
    "Singleplayer Game Fixes
    
    c. Mission 4
     i. The difficulty level has been reduced."
    
    ~o~
    
    4. QUESTION: "Hey
    Just killed all the enemies in mission 9. The mission doesn't 
    want to complete. I sent probes all over the map to find 
    remaining enemy forces without success. I don't know what to do. 
    I destroyed all the Hyperspace gates and there are no more 
    
    visible enemies. Didn't use any cheats at all. What do I do??"
    "Simon Poirier"
    
    ANSWER: You must use the scouts special ability called the 'sensor 
    ping' which pings the map for any enemies and displays them for a short 
    time. I would advise going to the sensors manager before pinging, just 
    in case it fades before you see the whole map. Another good idea is to 
    pause after pinging to allow you to analyse all ships on the map whilst 
    drinking your coffee.
    
    ~o~
    
    5. QUESTION: "HI MouseNo4,
    I noticed in your FAQ that you mention resourcing
    wrecks. Do you have to do it manually or will wrecks
    be resourced automatically at the end of a mission
    when it says resources collected?
    Thanks"
    "Rasul Oman"
    
    ANSWER: Wrecks will be harvested at the end of all but the last 
    mission (obviously) along with any uncollected resources.
    
    ~o~
    
    6. QUESTION: "Hey man, man for the life of me,  I cant get passed 
    level 12. I try to save the DN and keep resource units repairing him 
    but just when I get close....another wave shows up and does him in. 
    And I cant get close without him.....I need a break!!!  
    AHHHHHHHHHHHHHHHHHHHHH any thoughts would be appreciated.....thanks"
    "Jim Lurg" (nascarlurg)
    
    ANSWER: I have updated my mission strat. Please refer to this for an 
    accurate and thorough answer.
    
    ~o~
    
    7. QUESTION: "Hi, I was just wondering if its even possible to capture 
    carriers or shipyards at all in the game? I'm currently on mission 3, 
    the mission isn't hard but I've been wasting ages trying to capture 
    the enemy carriers. (This is the mission where you have to save the 
    shiyard.) I send three marine firgates to capture a carrier, wait 
    for blue bar to reach the end but the carrier does not get captured 
    and my marine frigates do nothing. 
    I also heard that shipyards can't be captured for some reason. Which 
    brings me to question why on Earth can the enemy capture mine on 
    mission 3? Just in case there are other ships that I can't catpure? 
    I can capture Motherships later on right?
    Any help would be great.
    Thanks"
    "Derek"
    
    ANSWER: You cannot capture anything that can produce units. This 
    includes carriers, shipyards and of course the flagship. However you 
    can capture the battlecruiser but cannot build any subsystems on it. 
    The reason for this is to prevent you from building more units than 
    your cap limit allows. Its just a shortcut Relic used to prevent the 
    big problem they had with a HW1 mission where you could literally 
    capture like 100 Taiidan ion cannon frigates that were in a circle 
    formation. This would make it unlikely that you would lose the 
    following missions. Think of this as a way to nip the bud before it 
    grows kinda thing. The difference to multiplayer and skirmish is that
    the only thing you cant capture is the things you literally have no
    way of capturing anyway, like strike craft and corvettes.
    _______________________________________________________________________
    
    ~ -XIV- Copyright And Disclaimer ~
    _______________________________________________________________________
    
    #Removing or editing this section to make it look ok for your site is #
    #still a breach of copyright. As well as hosting this despite me      #
    #disallowing it to be hosted on your site.			          #
    
    This document is (c)2003 Lindsay Butler AKA MouseNo4. This may be not 
    be reproduced under any circumstances except for personal, private 
    use. It may not be placed on any web site other than the ones listed 
    directly below in the 'permission granted' section, or otherwise 
    distributed publicly without advance written permission. Use of this 
    guide on any other web site or as a part of any public display is 
    strictly prohibited, and a violation of copyright.
    
    				~o~
    
    Current sites WITH permission to host this guide in its current 
    version (permission granted):
    
       GameFAQ's			 http://www.gamefaqs.com
       Action Trip			 http://www.actiontrip.com
       Cheats.DE			 http://www.cheats.de
       NeoSeeker			 http://www.neoseeker.com
    
    This guide should not have been hosted on any site other than 
    GameFAQ's prior to v0.55. Only GameFAQ's should be hosting any 
    version prior to v0.55. This includes v0.1, 0.2, 0.3, 0.4, 0.45 and 
    0.5.
    
    If this guide is hosted on a site other than the one(s) above please
    email me with the link to it so I can take action to fix it.
    
    Current sites WITHOUT permission (black listed), and will NEVER be 
    granted permission are as follows:
       911 Codes                     http://911codes.com
       9 Lives                       http://www.9lives.ru/eng/
       Cheat Index                   http://cheatindex.com
       Cheat Matrix                  http://cheatmatrix.com
       Cheat Search                  http://cheatsearch.com
       Cheat stop                    http://www.panstudio.com/cheatstop/
       CNET Game centre              http://games.netscape.com/Faqs/
       Console Domain                http://www.consoledomain.co.uk
       Dirty Little Helper           http://dlh.net
       Games Domain                  http://www.gamesdomain.com
       Game Express                  http://www.gameexpress.com
       Games Over                    http://www.gamesover.com/
       Mega Games                    http://www.megagames.com
       Ultimate System               http://www.flatbedexpress.com
       VideoGaming.net               http://www.videogaming.net/
       Cheat Code Central		   http://www.cheatcc.com
       Absolute Games		 	   http://www.ag.ru
       Cheat Book			   http://www.cheatbook.de
       Cheat Channel	   		   http://www.cheatchannel.com
       CheatBook-DataBase 2004       http://www.cheatbook.de/lxb2004.htm
    
    I do not support FAQ stealers. Some of these sites are actually 
    really good sites. They just refuse to ask first before posting 
    someone's FAQ.
    
    If you are NOT listed on this black list, and wish to host this FAQ,
    then by all means send me an email ASAP and I will immediately
    begin the respectability test and hopefully will give you a reply 
    within 24 hours.
    
    Note: Edited web site title and address list copied from Nicholas 
    Henson aka SinirothX's FFX FAQ. 
    
    If you own, run or work for a site (other than those that are on the 
    black list immediately above) that wishes to host my FAQ, please send 
    a politely written email to my address with the topic being HW2 FAQ, 
    Homeworld 2 FAQ or something very similar.
    
    My conditions for hosting my FAQ are as follows:
    
    1. I reserve the right to have my FAQ removed at any time without 
    question.
    
    2. It is unaltered in the slightest. Not one character.
    
    3. You are fully and ultimately responsible for keeping it current. 
    The latest version can be found at www.GameFAQs.com.
    
    4. I must be allowed to see it hosted on the site upon permission 
    being granted.
    
    5. I also must be shown the 'User Agreement' or 'Terms of Service' of 
    your site or equivalent. If your site does NOT have one, then omit 
    this condition.
    
    If for any reason you cannot abide by any or all of these conditions,
    then I am sorry but I have to deny your request.
    
    Any language conversions are to be noted in the email.
    
    				~o~
    
    The author of this document is not affiliated with the creators of 
    this game in any way. Although I really wish I was.
    
    I am not responsible for any damage to anything of yours that ensues 
    from using any or all of this document. As the old saying goes, 'use 
    at your own risk'. Hehe
    
    All trademarks and copyrights contained in this document are owned by 
    their respective trademark and copyright holders.
    
    _______________________________________________________________________
    
    ~ -XV- Credits ~
    _______________________________________________________________________
    
    As the GameFAQ's website states:
    
    [Quote]
    "Provide credit where it is due."
    
    If you copy someone else's work without permission, that's a copyright 
    violation. If you use someone else's work as a basis for your own 
    without credit, that's plagiarism. Providing credit to those who helped
    you, no matter how small their input, is simple and ensures the 
    integrity of your work.
    [Unquote]
    
    MouseNo4 - Myself... for err writing this document!
    Relic - For making an awesome game.
    Sierra - For publishing it!
    Vaygr - For causing me endless frustration.
    Marine and Infiltrator Frigates - For causing me so much pain.
    Mosc - For his mission 6 idea.
    Osrevad - For his ascii art that he made for me. Despite not being able 
    to use it. Yes I made my own art in spite of Seb Haque.
    Seb Haque - For using it in his faq instead of me. Also for his 
    extrememly long relations guide. I spose I forgive him in that I am
    kinda using his relations guide inside my guide. But of course I dont 
    HAVE to use it. ;)
    Homeworld Shipyards - For some data on ships, weapon names etc.
    Game Spot - For the same reason above (although personally I don't like
    GS - that whole forcing you to buy free stuff just aint right)
    HW2 Manual - Whilst not as in-depth as the original game manual, it 
    was still ok. 
    And of course GameFAQ's - For hosting my FAQ! (and putting up with my
    endless updates)
    Richard Shannon - Submitted multiplayer tactics.
    Nicholas Henson aka SinirothX's - Although I cant seem to reach you, I 
    have used your copyright text and fully credited you with writing it. 
    If you can read this, please send me an email so I can rest assured 
    that everything is ok.
    Stephen Fitzgerald - Homeworld: Cataclysm story reference in Homeworld 2.
    
    Special Thank You's
    -------------------
    GameFAQ's - For actually hosting my FAQ and staying up to date with
    versions. Also for putting up with my never ending updates.
    
    All of the other FAQers on GameFAQ's for their help with my FAQ and 
    all of the problems with them.
    
    _______________________________________________________________________
    
    ~ -XVI- Final Thoughts ~
    _______________________________________________________________________
    
    -----------------------------------------------------------------------
    ~ -XVI-A- Cheats ~
    -----------------------------------------------------------------------
    
    CHEAT CODES
    -----------
    So far I am not aware of any such within the game. However if you 
    beleive there are, please email me and I will add them.
    
    HACKS AND EDITS
    ---------------
    > persistX.lua - (X) being the level number.
    
    X:\...\Homeworld2\Bin\Profiles\Profile1\Campaign\ASCENSION\ - (X) being
    the drive letter and (...) being the previous directories that you 
    selected during installation.
    
    To edit the 'Level 2 PersistantData' file for example, open the file 
    'persist2.lua' file with a normal text editor. However this file only 
    alters your fleet's status and research level. It does not alter or 
    change the enemy fleet etc. Also note that this is starting data only
    and it has no effect on any savegames that you currently have for that
    level unless a savegame has been made after you started the level with 
    the hacks/edits. Everything after the level you hacked is as normal.
    
    -Altering RU-
    This is very simple. To edit the amount of RU in the level when you 
    start the mission scroll down to the very end of the file and alter 
    the line that says '  RUs = X,' ((X) being the current value) to 
    whatever you like. However I do beleive there is a limit. Of course I 
    am not aware of what it is.
    
    -Altering Research-
    TBC
    
    -Altering Ships-
    TBC
    
    -Adding Ships-
    TBC
    
    -Removing Ships-
    TBC
    
    -----------------------------------------------------------------------
    ~ -XVI-B- Ramblings ~
    -----------------------------------------------------------------------
    
    Ten most loved features of HW2
    1. Better graphics - Those explosions are just hot!
    2. Same quality story as HW1 and HW:C
    3. Ship classes - I just love the fighter, Vette, frig and cap ship 
    classes!
    4. Same 3D RTS that I loved and adored from 1999 - They haven't changed 
    the kickass formula in 4 years, now that's something.
    5. They improved the task bar and put things on the same screen!
    6. That dam DN gun, fooook its HOT! 
    7. The Vaygr BC. It just does it for me.
    8. Onscreen displayes which are partially see-through.
    9. When a Destroyer begins its attack of anything above a frigate, it
    will turn side-on to enable it to broadside its opponent and fire all
    of its guns at the same time instead of just 2 or three 
    (Hiigaran/Vaygr).
    10. You can zoom in on the actual missiles! Lotsa fun!
    TBC
    
    Ten most hated things in HW2
    1. Extremely hard to use capture frigates - As soon as they come near 
    their prey they get automatically targeted! Their primary role is 
    capturing ships that are DESIGNED to kill them! Go figure. You have to 
    tell ALL of your own ships to stop attacking the ship your capturing!
    2. BC's, D's and Carriers are no longer super cap ship class?
    3. HMF are just sooo overpowered. As well as the trinity cannon on the 
    Vaygr BC.
    4. Everything is now shithot at one thing and terrible at anything 
    else. HW:C may not have been as awesome as the original HW but at least
    the units were multi-functional! Then again the Ramming Frigate was
    utterly useless!
    5. Story is not 100% compatible with HW1 and HW:C
    6. Not inclusive of HW:C in the slightest.
    7. No pilot mode. I loved that in HW:C
    8. If you dont tell bombers to go into a mode like aggressive or 
    passive, they wander and will eventually shoot each other to death.
    9. No following energy weapons from HW:C!
    10. Decently armoured Resource Controllers.
    
    Interesting bits I have found.
    1. Build a Gun Platform.
    	o Now have a look at its role.
    	o Eh? 
    2. In mission 6, there is 2 dreadnought holding structures. 
    	o One is yours and is occupied until you take it, but the other
    	is empty. 
    	o Guess who has the second one?
    3. I tried to cap a inf once. It then tried to cap my inf back! I even 
    got a screenie of that. I couldn't stop laughing! 2 inf's trying to 
    cap each other at the same time!
    4. When one of your ships has a hyperspace module, turn on full ATI/TO 
    and then go to sensors manager.
    	o Now make a hyperspace jump somewhere.
    	o Now watch the hyperspace sphere around the ship move at
    	lightning speed across the map!
    	o Nice little thing - it don't just 'appear' at its destination
    	it actually goes into another kind of space and travels and
    	extreme speeds across the map. Now that is polish!
    5. If you are having trouble beating a mission and have the time to
    make sure it is easier for you, retire all ships and craft that you 
    dare to and rebuild them but leave the entire list at 95% each! Eg:
    Pulsar Corvette 95%
    Interceptor 95%
    Pulsar Corvette 95%
    Interceptor 95% 
    Pulsa... you get the idea. You wont have the same size the second
    you enter the mission so when the enemy force is calculated on your
    own, it will be to your size without the ships and craft that will
    be built so fast they will be coming out as if they are simply 
    undocking! Thanks to "" for the little ingenious tactic. To do this 
    you may need 'seperators' like scout squadrons so that 2 bomber 
    squadrons dont join and be wasted. It is extrememly useful for 
    Balcora Gate kinda missions where you come across multiple BC's, 
    D's and Frigs. I tested this on mission 12, Thaddis Sabbah I think.
    All I had already in space was my 20 resourcers, 4 controllers, all 
    4 carriers, a Vaygr BC, the DN and my SY. The ENTIRE FLEET was built 
    to 95% and paused. 5-10 seconds into Balcora Gate, my fleet was 
    maxed out. This means I had:
    1 Scout Squadron
    6 Interceptor Squadrons
    7 Bomber Squadrons
    7 Pulsar Corvette Squadrons
    5 Minelayer Corvettes
    10 Movers
    4 Torpedo Frigates
    8 Flak Frigates
    4 Ion Cannon Frigates
    2 Marine Frigates
    2 Defence Field Frigates
    5 Destroyers
    1 Battlecruiser
    10 Gun Platforms
    10 Ion Beam Platforms
    (With space for Captain Soban)
    
    Every single ship/squadron at 95% built. Less than 10 seconds 
    into Balcora Gate I was maxed out. Once in the mission the enemies 
    size was 1 BC, 12 Frigs, 1 SY and of course 12 or so strike craft
    squadrons. You reckon they stood a chance against me?
    
    The problems with this trick is that you have to number all the 
    ships again, build the FCT's and you have to wait for the BC, Frigs 
    and the D's to come out of the holds before they begin to work. 
    Enjoy!
    
    ~o~
    
    Well it has been a long 4 days making this FAQ so far. The vast 
    majority of the time is spent making sure my mission strats work in 
    the game. Anyway I hope you like what you see so far and it helps you 
    win the game. Some say this is a hard game to beat but I say, play it 
    first time - hard as hell. Play it a second time and its a PAP. Enjoy 
    the game and remember, its only a game, you can quit at any time and 
    find something else to play.
    
    ~o~
    
    Sorry for the last couple days with no update as I had to attend a 
    LAN party. Pity I didn't get to play HW2... Anyway at the very 
    minimum I should have the mission walkthrough completed to level 
    12 tomorrow. The only things left to do is section 6, half of 7, 3/4 
    of 8, 9, missions 9-11 in section 10, and sections 11 and 12. But of 
    course I wont be doing section 12 as I cant give advice on something 
    I know little about. So submit your kickass tactics for multiplayer!
    
    ~o~
    
    I am almost there! I have almost completed the walkthrough. Dam this 
    is taking ages. I am trying to get things done as fast as I can but 
    its just taking a while to make things right with the ideal of a 
    quality FAQ. I don't rush things that should take time. Thanks to all 
    the people watching and waiting for the completion of this FAQ. And 
    thanks for the 'limited' feedback that I have been given (not to 
    mention the flood of requests to host this). Remember, if there is 
    something you believe should be altered in any way, then don't 
    hesitate to tell me your ideas. The very least I would say is thanks 
    for the help.
    
    ~o~
    
    I have finished the game! Faaarkin wicked! Now all I have to do is 
    finish this FAQ. :/ The main part I wanna finish ASAP is the 
    walkthrough as that's the most important part of this FAQ. Whenever 
    I come back to this, its this that keeps staring me in the face. I 
    have to say one thing, when its incomplete, the FAQ looks ugly. 
    Hopefully my FAQ will circulate a bit more with the new sites 
    hosting it, so it may help a few more people.
    
    ~o~
    
    OK I am just going to get this guide to 100% aka v1.0 and then I 
    will cease with the updates. From then on I will only be updating it 
    if it really needs it. The reason for this, is the fact that I am 
    just not getting very much feedback from it. Hence not many ppl are 
    reading/using it. So basically I feel like I am helping a very 
    small minority of the players of HW2. Pretty soon, when different 
    games come out, HW2 will cease to exist in ppl's minds and 
    therefore my guide will start to collect dust. Maybe when a game 
    comes out that has a lot bigger following to it than this, I might make
    a guide for that and keep it up to date.
    
    ~o~
    
    Yo! I know it has been a while since updating, but I have moved and of
    course, the usual problems that arise from moving have reared their 
    ugly little heads. I sincerely apologise to all who were told that 
    their input was to be added. Time had gotten away from me. I will be 
    FINISHING the walkthrough this week! Special thanks go to Nero AKA 
    George for setting a high standard for me to follow, for the kick in 
    the ass to get it done.
    
    ~o~
    
    Hey! I am finally going through my whole FAQ fixing up major problems 
    and errors. Esp. the search strings eg. –VII-A- etc. Fixed the overall 
    look and I have to say it looks a whole hell of a lot better now. I 
    have replayed the whole campaign and added/changed many things in the 
    walkthrough because the damn patch made things that I mentioned, not 
    work! ARG! Well most of the FAQ is complete and it feels nice around 
    here now that many of the things that I wanted in this FAQ have been 
    completed and they look shit hot. Well at least I tend to think that 
    anyway. Since I haven't been getting much feedback on this FAQ I will 
    bring it all the way to v1.0 and from then on only update it if it 
    really needs it. If a patch comes out after I make it to v1.0, I doubt 
    I will be updating this. I will have to get a lot of feedback for me 
    to warrant updating beyond that version. Cheers to all the people who 
    DID give me the small feedback that I received. You guys are the only 
    reason this FAQ got this far!
    
    ~o~
    
    Well its been a long time coming. Many additions, many alterations and 
    generally a better looking and almost complete guide. Ahhh it feels 
    good to finally see the end in sight. It wont be long now until I am 
    finally finished and onto new things. I just cant wait till v1.0 
    finally makes it online. And when it does, you can pretty much guess 
    ima gunna be at the pub celebrating! =) Anyway the walkthrough has been 
    overhauled, which took me quite a while to do due to the fact that I 
    was looking for things to exploit. I have finished the research section, 
    added bits and peices to the ships sections and many many alterations - 
    way too many things to mention. A complete guide always looks a hundred 
    times better than an incomplete one. Oh and cheers to all the guys in 
    Australia, we may not be big and bloody but we certainly aint someone to 
    casually step on either! IZAGOONAEVAGEEZAMATE!
    
    ~o~
    
    Well I must be getting lazy seeing as how I now see the end in sight!
    Updates are coming less and less often and its getting harder and 
    harder to stay focussed on this to its completion. I WILL complete this
    even if I complete the damn thing all in one whole night! I was sent 
    a totally awesome way to ensure 100% that you could win the really hard
    missions. My god I couldnt beleive how pathetically simple the idea is.
    But for god's sake, it works! Check up a bit for the info. I have 
    decided to add a cheat section for all those wishing to have a little 
    bit of fun, like having a Vaygr BC in mission 2. (That was fun!) Or for 
    the more honest, to slightly change their RU amount to an amount a 
    little higher than what they really had.
    
    ~o~
    
    Wow what a month! Far too many games to play, far too many things to buy!
    Its amazing what a good job can get you! Anyway dudes I am back on this 
    guide trying to finish it again. Seeing as how I have now watched every
    stargate sg-1 and stargate atlantis episode ever made, I now have tons of
    time to complete it. Or rather get it even closer to completion. I mean 
    nobody likes anything that is incomplete do they? If you ever want me to
    complete it any faster, write me an email and say so! For me its like
    drinking a 6 pack of energy drinks, I go into hypo mode and lots of 
    stuff gets completed. Anyway until next time, keep the game alive!
    
    Regards, 
    Mouse.
    
    ~End of line.