FAQ/Strategy Guide by Nero

Version: 1.2 | Updated: 10/14/03 | Printable Version

Homeworld 2 FAQ by Nero
E-mail: nero_orog@hotmail.com
Copyright 2002 George Minkov
Version 1.2

Hello and welcome to my first FAQ ever. When I saw there was nothing on
Homeworld 2, I decided that it was time to step out of my shell and do a good
deed for gamerkind! Too bad someone beat me to it by a week! As for the
results, you tell me.

Table of contents:

1.Version history
2.Disclamer (or copyright, or whatever)
3.General information and story
4.Basic actions
5.Hiigaran ships
5.2.Corvettes (or Gunships as the Hiigaran call them)
5.4.Capital Ships
5.6.Utility Class Ships
6.Vaygr ships (working on it)
7.Hiigaran Researches and upgrades (working on it)
8.Vaygr Researches and upgrades (working on it)
9.Subsystems (half-way done)
10.When to contact me.

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1. Version History
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V1. Well... that’s it. That’s all I know at this stage. A bit of history, both
on the game and plot. The basics of the game in a can (a rather large can). All
I know about the Hiigaran ships and strategies to use them. I still need to
fully test the Vaygr ships and work out strategies for the Subsystems, so
they’re coming up. If I come up with strategies I can’t stick to any particular
ship, I’ll make a new section for them, but it seems good as it is now. I don’t
know if I’ll ever be able to write a walkthrough, but I’ll do my best. I could
also include cheats, but I’d just be ripping of the codes already at GameFAQs,
so I’ll skip that.

Fixed a few things:
Fixed a mistake that said Ctrl-clicking could make you attack your own units.
That isn’t true.
Fixed a mistake in the history of the game that said the Kushan exiled the
Taidan. It is the other way around. (Thanks to Sean Duncan and Nick Adams)
Added info on the Sensors Distortion Probe. (Thanks to MouseNo4, Josh Lindsey,
Redid the strategies for the Scout’s EMP special ability (thanks to William Van)
Modified the Battlecruiser strategies (again, thanks to William Van)
Added a new section: 7. Subsystems.
There are still things to do

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2. Disclaimer
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This is my first ever FAQ, so I hope you’ll like it. I also hope it gets
approved. If you have ANY suggestions or tips, or if you’ve found errors or
inaccuracies, or you just want to say how good my FAQ is, drop me a line, but
check section “8.When to contact me”

Now, it’s not like I made something worthy of honour, but still if you feel
inclined to use it, drop me a line to ask for my permission. I’d be ever so
happy if someone liked my FAQ enough to want to use it, or parts of it, so
permission is no problem at all. But it would really mean of you to just copy
and paste it without even mentioning me. Thanks. Now the same thing in a more
menacing manner of speech.

The use of this FAQ in any websites, forums, message boards, or any other
places with public access without my DIRECT permission is STRICTLY prohibited.
Ask me before you put my FAQ anywhere and it should be OK. Even with my
permission, you can only the FAQ in its entirety, with this disclaimer
included. If you want to print it for easy access, be my guest. Also, do not,
under any circumstances, use it for profit. If anyone should be making money
from it, it’s me. But I’m not, so neither should you.

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3. General information and story
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For those of you who haven’t played any of the Homeworld titles, Homeworld 2 is
a space RTS (Real Time Strategy). Like any RTS, you command an army of units,
build production and research structures and fight battles with the enemy units
and structures, all in real time. The difference here is that, instead of a map
of the ground, the battlefield is a spherical (or more like cylindrical)
section of space. Instead of buildings, you have huge (trust me they’re huge)
ships, that do pretty much the same thing. Also, your movement is not
restricted by a 2D map, but is more or less 3D.

*Spoiler* for the original Homeworld!

The story of the game, as explained in the introduction FMV revolves around the
Hyperspace Core(s). They are ancient artefacts, built by the Projenitors – an
ancient race that came to the galaxy aeons ago and then miteriously
disappeared, scattering the Cores around the galaxy. The Hyperspace Cores are
the only way to achieve interstellar travel, thus making them absolutely
priceless. Long ago, the Bentusi – a peaceful, merchant race – found the first
Hyperspace Core and the galaxy was united by trade and piece. Then, much later,
the Kushan, found the second Hyperspace Core and a great war started, that
nearly wiped the galaxy clean of life. Eventually defeated the Taidan defeated
the Kushan and sent them into exile, but they took their core with them. As
time went by the Kushan settled on a desert planet forgot who they were. Then,
much later, they rediscovered the Core and built themselves a Mothership to
hold it. Then the Taidan attacked and destroyed the Kushan home planet, after
which the Kushan proceeded to destroy the Taidan empire and establish a new
order in the galaxy, and piece returned. Then, the Kushan became the Hiigaran.
Now, the third Hyperspace Core has been found by the Vaygr, who seek to
dominate the galaxy and bring war and destruction once again. Their primary
goal seems to be to fulfil an ancient prophecy. As far as I’ve seen, there is
no Vaygr campaign.

*edited* I had the Kushan and Taidan mixed up, but it is fixed now. (Thanks to
Sean Duncan and Nick Adams)

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4. Basic actions
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This section provides some useful information for people who haven’t played the
original Homeworld, or the Cataclysm expansion, but there are a number subtle
differences in Homeworld 2, so even veterans of the old game should have a
look. Also, the introduction of a command interface complicates things a bit.
You could always play through the tutorial, but it’s not nearly as much fun as
it used to be in the original, and it was not much fun even then.

THAT has remained almost exactly the same. Left-clicking selects one ship or or
one wing of fighters, and bounding box selects all inside. Once you have
selected a group of ships, you can see them in the right of the interface. You
can use that to either select just one of the ships, by left-clicking it or
exclude a ship by Shift-left-clicking it. To deselect LEFT-click on empty
space. DO NOT right-click as that would bring up the move disc.
*note* There is an option that makes the bounding box method select military
units only. I don’t use it, but you might find it useful.

Focusing, moving and zooming is the same, but panning is a new feature. To
focus PRESS the middle mouse button, or the “F” hotkey. To focus on an
unselected ship, or more often on enemies and asteroids, Alt-left-click on the
object. That is also the only way to focus on just one ship in a wing. Holding
down Alt and bounding box-selecting focuses on all selected objects. To rotate
the camera around what it is focused on, hold the right mouse button and move
the mouse. To zoom in or out, USE the middle mouse button, or hold the left and
the right buttons together and move the mouse up or down. To pan the camera,
either use the arrow keys, or move the mouse to the edge of the screen
(although edge panning can be disabled in the options).

It’s the same as normal view, only from much, much further away. It shows a few
more things, such as the mission objectives and you ship’s sensors coverage
area (the blue spheres). Other than that, and a bird’s eye view of the
battlefield, it’s the same as normal view.

Tactical overlay is an option that shows 2D geometrical figures over ships.
These range in shape and colour, depending on the type of ship and it’s
allegiance. Pressing “Tab” cycles between the different TO setting. What I
refer to as “Level 1” is no tactical overlay at all. The game is much prettier
that way. “Level 2” shows figures only for ships that reasonably far away (not
too close I mean), as well as the range for things that have it (fire control
tower and hyperspace module come to mind), only when you select them. “Level 3”
displays figures for ALL ships and draws fields for ALL ships that have them,
and also draws the destinations for currently selected ships.

There are only 3 units in the game that have the build menu: the Mothership,
the Carrier, the Sipyard. The Battlecruiser also has it, but it can only build
modules. All the rest can build ships. Pressing the “B” hotkey, or the “Build”
button on the interface, you can access the “Build Menu”. Pressing it again
cycles through the available production ships. It’s divided into several
sections. At the top is a window showing the ship you’re building from, with a
line showing you where the ship is in space. It’s the last selected “Building”
ship. Below that is the categories window. Build options are divided into
categories that can be accessed from here. After that is the build options
window. It lists the available build options in the selected category. Below
that are the two queue windows – one for subsystems and one for ships. As you
queue different types of ships the queue will fill. The same is true for the
subsystems queue, but it is minimized by default.
Researching is roughly the same and uses a similar menu, but research is not
carried out by any given ship. You need at least one research module, or the
research menu will be empty. Also, I think having more research labs speeds up
research somewhat.

In Homeworld 2, resources are no longer scattered around space. Now, they’re
concentrated in fields or come in the shape of debris from destroyed capital
ships. A Resource Collector needs to be ordered to gather them, by either
right-clicking on the resources, or clicking on the “Harvest” icon (hotkey
“H”). Using the “Harvest” command will automatically head for the nearest
resource field. When a collector is full, it will return to the nearest ship
with a “Resource Drop-off”, or to a mobile refinery.

That used to be done solely by using the “M” hotkey, or the “Move” button on
the sensors manager. Now, there are 3 ways to order your ships to move.
Firstly, you could still use the “M” hotkey (unless you rebind it), which is
perhaps what veterans of the old game would prefer to use. Another way is to
click the green arrow on the command interface, but that takes FAR too long and
is too much of a nuisance. The third way is right-click on empty space, which
brings up the move disc. Either of the 3 ways works exactly the same and it’s
up to your convenience which you want to choose. There is another way, which
does not use the movement disc. Right-clicking on ANYTHING will cause the
ship(s) to execute the default command for the current object – dock with a
carrier, attack, harvest, ec.
*note* A point to make is that once the movement disc has appeared, both left-
and right-clicking will issue a move command. To cancel it, you need to either
press the “M” hotkey or the move icon on the command bar, or the “Esc” key.
Height is pretty much as it used to be. Holding “Shift” key, or the left mouse
button allows you to set up how much higher (or lower) than your current
position you want your ships to move. Additionally, the relative “height” of
important objects (such as resources, clouds and objectives) will be marked for
A new feature is placing waypoints. It is pretty much the same as movement,
only the disc won’t disappear when you issue a move command, but spawn a new
disk where you clicked, and repeat as many times as you need. The disc WILL
disappear, however, if you issue any command other than just moving, thus
ending the waypoints.

It is carried out in several ways. One is by right-clicking on ONE enemy ship
or fighter wing. Another is by holding “Ctrl” and left-clicking. Lastly, you
can give the order to attack a group of enemy ships. Hold “Ctrl” and this time
bound-select the desired enemy ships. Lastly, Frigates and Capital Ships can be
ordered to move and attack at the same time. Fighters and Corvettes cannot do
*note* Ships are smart this time around, so if you order an Interceptor strike
group and a Bomber strike group to attack 2 wings of Strike Craft and 1 Assault
frigate, the Interceptors will engage the Strike Craft and the Bombers will
bomb the frigate. That’s good to know.
*edited* It used to say that Ctrl-clicking could cause you to attack your own
ships. That is not true.

A very important point to make here is that fighters and courvettes in
Homeworld 2 cannot be commanded as individual units. Instead, you build and
command them in “wings” of 3 or more ships. You CANNOT select individual
fighters or courvettes, or issue them orders individually. For convenience, I
will refer to a “Wing” of fighters or courvettes as a “unit”.
*note* As long as even 1 ship in a wing is alive, the wing is alive, and if you
dock it with a production ship, the wing will be restored to full strength.
Strike groups are the regular groups of any RTS. “Ctrl” + number to bind, just
number to select. Additionally, you can select your strike groups from the
number icons on the top of the interface. Also, double-tapping a number key
will focus on that strike group. Unlike some other games, there is no
restriction as to how many units you can have in a strike group.
Formations have changed a lot since the original Homeworld. You can choose form
3 formations (4 if you count “no formation”). As of yet, I have found no use of
formations, other than convenient travel. Units in a formation will move at the
speed of the slowest ship, which helps them to not spread out, but they WILL
break formation when they attack, so unless you plan to make a convoy, or to
migrate your whole fleet, don’t bother with formations.
Tactics have also changed dramatically, now offering an actual strategic
benefit. There are 3 tactics to choose from: Passive, Defensive, and
Aggressive. In passive tactics units will “hold ground” and “hold fire”, even
if they are being slaughtered – best for units that die easily. In Defensive
tactics, units will not attack on their own, but will engage if they, or nearby
units are under attack – best to have most of the time. In Aggressive tactics,
ships will ALWAYS engage enemies in their line of sight – best for units that
are in the thick of action as they will choose their target wisely, but it can
cause them to stray into overwhelming enemy forces, so use with caution.


By pressing the “Toggle Special Commands” icon or hotkey “ ’ ” (apostrophe) you
switch to the “Special Commands” menu, that replaces the Command menu. There
you have all the Special Actions there are in the game. Once that the selected
ship can perform are active and the rest are dark and inactive. If there are no
active icons, then the currently selected ship can perform no Special Actions.
Note that the “Scuttle” Special Action is ALWAYS available, but not always

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5. Hiigaran Ships
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The Hiigaran are the old-timers from the original Homeworld and as such still
have a few of their old machines, but most are of a new design. They have kept
ships like the Defence Field Frigate and the Multi Gun Couvette (now called
simply Gunship), but even those are used differently. Each ship (except for
Probes) has 2 levels of upgrades for engines and armour in addition to the
other upgrades. I will state only the other upgrades as those are the same for
every ship. Also, the stats I give for ships were taken with NO upgrades.
They’re there just to give you some grounds to compare the ships without having
to build them. Keep in mind that everything has been taken out of the Homan vs.
CPU game, not the campaign.
The Hiigaran have Fighters and Corvettes are inferior to those of the Vaygr,
but their frigates are substantially superior. Also their mobility is much more
of a burden, as they can only do a Hyperspace Jump using a Hyperspace module on
a construction ship.

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5.1. Fighters

The Hiigaran are somewhat weaker when it comes to Fighters. Theirs are less
diverse and come fewer in a wing. However, unlike the Vaygr, their Fighters are
already researched and available at the start of the game.
Keep in mind that all Fighters come in wings, and that you need to have a
Fighter Facility on the production ship you want to build them from. Also,
Fighters are an exception to the above rule, as they have NO armour upgrades,
and the Scout doesn’t have a speed upgrade either. The unit limit is 14 Fighter
wings of any kind at once on normal settings.

5.1.1. Scout
Good against: Nothing
Weak against: Everything
Cost: 350
Maximum Speed: 480
Attack Damage/Sec: 9
Health: 90
# of ships in wing: 3
Prerequisites: none

Researches available:
Enhanced Sensors 500RU
EMP 1500RU

Understanding the ship:
Unlike in the original Homeworld, scouts can no longer be used as invincible
fighters. They are underpowered, under-armoured and too few in a wing to prove
cost-effective. What they are useful for is, as the name implies,
reconnaissance. They’re very fast, second only to Probes, which allows them to
go in have a look and scram. It also makes retreat preferable to fighting.
Also, their great sight range makes them ideal for border reconnaissance, where
you have them sit respectfully far from your enemy and keep an eye on him.
Also, they’re expendable. Even so, don’t let them die just for the sake of it
and pull them out when you can. Another thing you could try to do is to draw
off the enemy’s Fighters and either lead them away and distract them or lead
them into an ambush, but not many players will give chase once you turn tail.

How to use:
Make a wing or 2 and move them on the edge of your enemy positions, somewhere
between him and you, but out of the way of a possible attack. That way you’ll
be able to keep an eye on your enemy’s activities and still be able to see an
attack coming, while being (relatively) safe. If you don’t know where the enemy
is, use Probes to find him – they see further. If you have money to spare you
could also use the sensors “ping”. If your enemy keeps destroying your Probes,
you can have your Scouts make a sweep of the sector every now and then. You
could also use them to check out dust clouds for skulking enemy units, provided
you don’t have Probes there, or the field is too big or too scattered for
Probes. If you want to get the enemy to chase you, you can try loitering at the
edge of his scanner range, but people are not likely to commit their forces to
chase Scouts, so even if he does decide to attack, he’ll quickly call off the
pursuit. You could try to disable his Resource Collectors several times and
that might make him launch a concentrated effort to kill your Scouts, but even
that’s not guaranteed. Besides, it requires too many Scouts.

Enhanced Sensors:
Allows the Scout Wing to “ping” the scanners, thereby revealing EVERYTHING on
the map for a time... at the cost of 1000RU per ping. Why anyone would want to
use this is beyond me, but if you absolutely MUST know what your enemy is
doing, or of he has – heavens forbid – a Battlecruiser AND you have a mountain
of money to burn, then by all means, use it. However, if you have a bad feeling
in your gut and believe the enemy is plotting something against you, you could
use that to see if you’re right, though a Probe is still MUCH more cost
efficient. The Enhanced Sensors can become useful only against many enemies.

The Scouts shoot blue blobs that explode into a very big ball of magnetic
energy. After that they need about a minute to recharge their EMP, so use it
wisely. Fighters and corvettes caught in the blast are left standing and stay
like that for about 30 seconds. In that time they stand COMPLETELY still,
allowing your own Interceptors or Gunships to make quick work of them. Remember
– when Fighters are standing still, they’re in trouble. EMP is also effective
on Frigates, but be weary of Flack and Assault Frigates and keep in mind you’ll
need several wings of Scouts (3 or more). Also, as far as Frigates go, EMP may
be the best way to capture them, since they’ll stand still and not fire back.
The bigger the ship, the more EMP it can take. In that respect, it’s not so
good on Capital Ships, since you need TOO many scout wings and Capital Ships
are often TOO well defended to allow Scouts through. If you have Scouts to
sacrifice, throw them all at a Destroyer or something. They won’t return, but
at least you’ll put a Destroyer to sleep.
As a summary, EMP could be very useful in the right hands. Alternatively, you
could zap any pursuers and hightail it, but then, what could really catch up to
your Scouts?
*edited* Completely redid the EMP section (Thanks to William Van).

5.1.2. Interceptor
Good against: Fighters, Bombers
Weak against: Corvettes, Frigates, Capital Ships
Cost: 500
Maximum Speed: 325
Attack Damage/Sec: 36
Health: 150
# of ships in wing: 5
Prerequisites: Fighter Facility

Understanding the ship:
The Interceptor is your earliest, cheapest and arguably best defence against
ALL forms of fighters. Other things are better in the Anti-Fighter role, but
none are as flexible, or as survivable. A considerable increase in both armour
and armament means it, unlike the Scout, the Interceptor can engage other
fighters with confidence of success. Reduced speed, however, means that escape
should be saved for desperate situations. It is still fast enough to
outmanoeuvre most other ships, so don’t worry about it being around Frigates
and Destroyers. Keep away from Flack and Assault Frigates though, as those eat
fighters for breakfast.

How to use:
Build a lot of wings of these, 6 to 8 and swarm enemy Fighters, starting with
Bombers. A good idea is to keep them behind your Frigates and engage the
enemy’s Bombers when they come to attack. Don’t be scared of Corvettes, but
don’t stay around them too long. Keep away from Frigates if you can help it,
but don’t be afraid to sacrifice a lot of Interceptors if it saves a Destroyer
or two. Also, you’re more likely to loose ships in a wing, but more rarely an
entire wing. In that respect it is good to send wings of 2 or 3 ships back home
for repairs. A wing of 1 ship only MUST NOT be in the battlefield. Later in the
game, you can replace the Interceptors with Flack Frigates if you have enough.
That way, you can concentrate on bombers, but your fleet will loose a lot of
its mobility that way. Also, that way you pretty much loose the ability to use
Bombers deep behind enemy lines, since most people will employ the above
tactic. If you want to bomb the enemy capital ships you NEED interceptors to
accompany them. Use something heavy to take out the enemy’s Anti-Fighter
Frigates and send in your Bombers and Interceptors.

5.1.3. Bomber
Good against: Frigates, Capital Ships, Subsystems
Weak against: Fighters, Corvettes, Anti-Fighter Frigates
Cost: 550
Maximum Speed: 260
Attack Damage/Sec: 439
Health: 150
# of ships in wing: 5
Prerequisites: Fighter Facility

Researches available:
Imp. Bombs 1500RU

Understanding the ship:
Cheap, effective, versatile and the only thing that can take on capital ships
with confidence. These things are cheap and fast to build, and being a fighter
makes it much more survivable than the slow Corvettes or the deathtrap Frigates
(there are 5 in a wing and you only need 1 to survive). Also, the sheer number
of Bombers you (should) have means that it’ll take longer to kill them, giving
you time to react accordingly. Again, Frigates are better, but not that much
better and not as cost effective. And there is another benefit to having
bombers – they are the only unit I know of, that can feasibly attack
subsystems. Subsystems have a ridiculous amount of health, yet cost money to
rebuild. Perfect for hit-and-run attacks, or to disable that seemingly
invincible ship, so that the Marine Frigates can reach it alive. Also, they can
save A LOT of lives when fighting an (heavens forbid) a Battlecruiser, since
the main weapons on a Battlecruiser are Subsystems.

How to use:
Unless you’re planning to take on Capital Ships, don’t build too much, as they
share the same unit limit with the Interceptors. Even 6 wings will take out any
Frigate in about 2 sorties. The same amount can incapacitate a Carrier
completely. Works especially well if you have to fight a Shipyard, or (heavens
forbid) a Battlecruiser. But you still need to worry about Fighters and
Corvettes. They may take awhile to kill that many Bombers, but they can
severely damage them, which reduces efficiency. You need Interceptors and
Pulsar Gunships to deal with any possible threats. Keep AWAY from Anti-Fighter
Frigates. Those are off limits for bombers. Use something else (like a
Destroyer) to kill those Frigates first. Once these have been destroyed, send
in your Bombers (+ Interceptor and Pulsar Gunship support) INSIDE the enemy’s
fleet. Target his Frigates, as Destroyers take too long to kill. Preferably,
kill the Anti-Corvette frigates first. That’ll give you a longer life. If time
is of the essence, start with Anti-Frigate Frigates and then bring in your own
Frigates to mop up. IMPORTANT! When you (heavens forbid) have to fight a
Battlecruiser, Bombers are INVALUABLE. But they still need Fighter and Corvette
support, but by this stage, you’ll need to have Destroyers too. Use them to
destroy the Anti-Fighter Frigates, since your own Frigates will NOT live long
enough to even open fire. Once it is safe, move your Bombers in and support in
and IGNORE the Frigates. Head straight for the Battlecruiser’s main weapons
(either 2 Ion Cannon Turrets, or 1 Heavy Missile Battery) and disable them.
Once that is done, start picking off subsystems. If the Bombers survive that
long you can aim for the engines to prevent the Battlecruiser from realigning
and then come at it with your Destroyers and Frigates from above or from below.

Imp. Bombs:
I’m not entirely sure, but I think that increases the damage Fighters do to
Subsystems. More important towards the end of the game, where you actually have
some Subsystems to attack and when you have better ways for dealing with
Frigates. Crucially, it make the biggest difference when fighting a

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5.2. Corvettes (Gunships)

Again, Hiigaran Corvettes are inferior to those of the Vaygr in versatility,
power and number of ships in a wing. The Gunships are there to fill a hole, and
they do it just barely. Though they are inferior, they still take a load off
your unit limit, as they can take on the functions of other ships well enough.
Keep in mind that all Gunships (except the Minelayer) come in wings, and that
you need to have a Corvette Facility on the production ship you want to build
them from. Also, the Corvette Facility requires that a Research Module be built
on at least 1 production ship. The unit limit is 12 Corvette wings of any kind
at once on normal settings.

5.2.1. Gunship
Good against: Fighters
Weak against: Corvettes, Frigates, Capital Ships
Cost: 625
Maximum Speed: 215
Attack Damage/Sec: 56
Health: 1200
# of ships in wing: 3
Prerequisites: Corvette Facility

Understanding the ship:
Another Anti-Fighter ship, and it’s a Corvette class this time. You may want to
use these instead of Interceptors in the later stages of a games, but only
under a few circumstances. Either you need the fighter limit for bombers, or
you don’t have enough Flack Frigates, in which case you’ll need Gunships to
fend off Bomber attacks on your Frigate fleet, as Interceptors are always busy.
The greatest drawback of the Gunship is the lack of any significant advantage.
Most of all, damage is almost the same as the interceptors, but you have only 3
ships in a wing. And the 1200 health is a dubious advantage – Corvettes are
slower, are stationary when firing and are fewer in number. Those factors
combined give them pretty much the same survivability as the Interceptors. And
with other corvettes as the main menace, it’s that much harder to keep them
alive. Build Gunships only if you need them, or if you have nothing better to

How to use:
If you’re using them in the place of Interceptors, then build many – 6 or 8
wings and try to keep them around things that bombers may want to hit.. In that
case target bombers first as fighters pose little threat. If you’re using them
to do the job of Flack Frigates, then you don’t need as many. 4 wings should be
enough to keep the bombers busy until the Interceptors arrive. Either way it’s
Corvettes and Frigates you should fear. Keeping away from Frigates shouldn’t be
so difficult, as Gunships can fire in any direction, regardless of the
direction they’re moving in. Should you face other Corvettes, RUN. Gunships
cannot stand up to any Corvette, other than another one of their own kind,
which you’re not likely to meet. Just run. The Gunships can’t help the fleet if
they’re dead. As corvettes are slower, you will need to learn to choose your
battlefield. Use Frigates as bait for Bombers and avoid taking the offensive.
And remember: Gunships like to fight among friendly Frigates.

5.2.2. Pulsar Gunship
Good against: Corvettes, Frigates
Weak against: Capital Ships
Cost: 625
Maximum Speed: 215
Attack Damage/Sec: 54
Health: 1200
# of ships in wing: 3
Prerequisites: Corvette Facility

Understanding the ship:
Another Gunship, this time designed to fight other Corvettes. It says they can
fight frigates too, but their guns are too weak to make a lasting impression.
As a result, you’re likely to loos half of your strike group if you dare engage
Frigates. Where they really shine is vs. other Corvettes. The bad thing is that
they themselves are vulnerable to Anti-Corvette Corvettes, so it’s somewhat
tricky. But with the only substitute being the torpedo frigate, you may want to
stick to these for a more cost-effective solution to your corvette problems.
That is, unless you need a lot of Gunships.

How to use:
Build a large strike group – 6 or 8 and engage ANY Corvettes that come too
close. No Corvette can scare the Pulsar Gunships, so don’t be afraid to engage
them under any circumstances. Try to avoid picking fights with Fighters as it
wastes time and Lancer Fighters have a nasty effect on corvettes. Even though
you can’t scare them, do not fear enemy Frigates, but try to pick a battlefield
somewhat away form Anti-Corvette Frigates, but if push come to shove, sacrifice
the Pulsar Gunships, as enemy Corvettes do A LOT of damage. As corvettes are
slower, you will need to learn to choose your battlefield. Use Frigates as bait
for other Corvettes and avoid taking the offensive – that’s what the Torpedo
Frigates are for. And remember: Gunships like to fight among friendly Frigates.

5.2.3. Minelayer
Good against: Capital Ships
Weak against: Corvettes, Capital Ships (and some frigates)
Cost: 800
Maximum Speed: 215
Attack Damage/Sec: 48
Health: 400
# of ships in wing: 1
Prerequisites: Corvette Facility, Advanced Research Module, Minelaying

Researches available:
Minelaying Technology 750RU

Understanding the ship:
The old Minelayer is back with a vengeance. It is used (as the name implies) to
lay 2D square, vertical minefields. Think of them as walls when placing them.
When you hit the “Deploy Mines” Special Action icon (Hotkey “N”), the “Deploy
Mines Rectangle” (I call it that) appears, with the Minelayer in the
geometrical centre. In that respect, you should manoeuvre the Minelayer in the
centre of where you want to put the minefield. The field is then controlled
similarly to the destination line in the “Move Disc” (check 4. Basic Actions).
It is a good idea to lay it perpendicular to where you expect an attack to come
from. Performing the actions that would normally order a ship to move above or
below its current plane, now control the vertical size of the minefield. Mines
are placed about 1000m apart and that distance never changes. Mines have a
lifetime of about 3 and a half minutes, then disappear. If the Minelayer hasn’t
been given other orders, it will lay new mines to maintain the field. Once you
issue ANY orders, the Minelayer cannot track and maintain a minefield, unless
it lays a new one. Also, mines will move to track nearby Capital Ships (and
maybe Frigates) and they have about the same range as a destroyer. Mines also
do a decent amount of damage. It takes about 10-15 mines do kill a destroyer,
and if you make a minefield big enough (or make several layers mines) you can
easily have 30 +. That’s 2 Destroyers down the drain before the battle has even
started. A key thing to keep in mind is that the Minelayer is NOT a combat
unit. It has a gun turret, but it’s not that good, plus its armour is atrocious
and there is only ONE ship in a wing, so the survivability of these guys is
nil. They’re not safe even around your resource collectors.
*note* I don’t know if the mines are invisible to the enemy. If anyone does,
drop me a line.

How to use:
Build just 1 (or 2 if you have money to spare) and lay a minefield in front of
your Mothership DIRECTLY in the shortest patch between you and the enemy
Mothership (or Flagship) and keep the Minelayers around to maintain the field.
Once the enemy is within range of your mines, SCRAM. The Minelayers are the
first to die. The only think you don’t have to run away from is marauding
Fighters, as Corvettes have an inherent resistance against these. Keep the
Minelayers glued to their minefields and deal with the fighters with something
else. If, however, the enemy is trying to outflank your minefield, chances are
that the Minelayers won’t get caught in the crossfire and they can stay at the

Minelaying Technology:
It’s just the research that enables the construction of Minelayers. You need an
Advanced Research Lab to carry it out.

-- ------------
5.3. Frigates

The redeeming quality of the Hiigaran, their Frigates are far superior to those
of the Vaygr, in performance, versatility and diversity. Even though all
Frigates but one are available from without having to research them, most still
need an Advanced Research Module. Using Frigates in general is very different
to using Fighters and Corvettes. Frigates are slower and less manoeuvrable,
thus making them more straightforward to use and so more predictable. Also the
fact that smaller ships can fly circles around them means that positioning them
beforehand becomes crucial. Keep in mind that Frigates come as single ships,
and that you need to have a Frigate Facility on the production ship you want to
build them from. Also, the Frigate Module requires that a Research Module be
built on at least 1 production ship. Also, the Marine Frigate and the Defence
Field Frigate neither speed nor armour upgrades. The unit limit is 21 Frigates
of any kind at once on normal settings. Defence Field Frigates are an exception.

5.3.1. Torpedo Frigate
Good against: Corvettes, Frigates (when upgraded)
Weak against: Bombers, Capital Ships
Cost: 700
Maximum Speed: 161
Attack Damage/Sec: 305
Health: 12000
Prerequisites: Frigate Facility

Researches available:
Imp. Torpedoes 1000RU

Understanding the ship:
It’s an Anti-Corvette Frigate and that’s what you should use it for. Avoid
fighting other Frigates, even with Imp. Torpedoes, unless the situation calls
for it. There are other Frigates more suited to the task and little else that
can deal with Corvettes. Besides, if you mess with a purely Anti Frigate
Frigate, you’re in trouble. As any other type Frigate, it doesn’t have the
speed to cruise the battlefield to where it’s needed. And since Corvettes will
try to avoid Torpedo Frigates, you’ll need position them in places Corvettes
win congregate, and you need to do it beforehand. Corvettes will want to harass
Fighters and other Corvettes, so keep those close to the torpedo Frigates. Also
Vaygr Corvettes will want to pick on your Ion Cannon Frigates, so make sure the
Torpedo Frigates are nearby to cover them.

How to use:
That depends on what you use them for. If you’re using them instead of Pulsar
Gunships, you’ll need at least 5 or 6, though more work better. Then try to
lure Corvettes to them with your own Corvettes and Fighters. Just keep them
close to the Torpedo Frigates and keep the Torpedo Frigates close to the rest
of the fleet and hopefully, you can watch over everything that way. If you have
Pulsar Gunships and use Torpedo Frigates as supplement, then you need no more
that 2 or 3, just to keep the Corvettes busy until the Pulsar Gunships can
intervene. In that scenario you can free your fighters and just worry about the
rest of your frigates. Also, Torpedo Frigates are 1 of the 2 kinds of Frigates
to be on the first line.

Imp. Torpedoes:
An upgrade that enhances the torpedoes so that they hurt Frigates more. Even
with this upgrade I’d still advise against engaging other frigates. It’s just
NOT what this Frigate is designed for.

5.3.2. Flack Frigate
Good against: Fighters
Weak against: Capital Ships (and other Frigates)
Cost: 700
Maximum Speed: 161
Attack Damage/Sec: 50
Health: 16000
Prerequisites: Frigate Facility, Advanced Research Module

Understanding the ship:
“The cloud of death! Fighters come in, but they don’t come out!” Me. This
things works pretty much like flack artillery. It fires bombs “somewhere near
the Fighters” and lets the blat deal with them. It may have pathetic damage,
but it’s splash damage (area damage). A few well placed shots can take out and
entire wing. Make a few of these and your fleet is safe from enemy Fighters,
thus allowing you to convert your own to bombers. The Flack Frigate is also
immune to enemy Bombers. But, as all other Frigates, it’s slow and cumbersome,
so positioning is curtail. Fighters will prefer to take the long way around
rather than fly through your flack, so you need to put the Flack Frigates where
Fighters will want to be. However, they can’t completely replace Interceptors,
as they’re too slow and Bombers will try to attack somewhere the Flack Frigates
can’t reach. Also, they’re good at fighting clusters of Fighters approaching
from the front, but a flanking attack and the subsequent scattering of the
Fighters can hamper their performance to the point where they can no longer
effectively fend off the fighters.

How to use:
Make at least 6 of them. It may sound like overkill, but these Frigates will
die like flies when faced with the other Frigates and Destroyers. Put them on
the front line and hide the heavier hitting Frigates behind them. The objective
is to meet the enemy Fighters head on, that’s the best scenario. They may take
heavy damage from the enemy’s heavy guns, but once they’ve killed or
handicapped the enemy Fighters, withdraw them to make room for the Ion Cannon
Frigates to deal with the heavy ships. If you let the enemy Fighters scatter
inside your fleet and all around the Flack Frigates, call for reinforcements or
risk loosing a few precious frigates or (even worse) subsystems.

5.3.3. Ion Cannon Frigate
Good against: Frigates, Capital Ships
Weak against: Fighters, Destroyers (and Corvettes)
Cost: 700
Maximum Speed: 150
Attack Damage/Sec: 315
Health: 16000
Prerequisites: Frigate Facility, Advanced Research Module

Understanding the ship:
It’s the first really heavy hitting ship. It minces other Frigates and is the
cheapest way to kill lightly armed Capital Ships (like a Carrier). Ion Frigates
can also take down destroyers if you can keep them alive long enough. The main
advantage it has over bombers, is that on lager ships, Bombers don’t make much
impression. They can still take them down, but not with the speed and
efficiency of an Ion Frigate. However, Ion Cannon Frigates are plagued by a
virtually non existent defence. Although they have a lot of health, they are
actually slower than the other Frigates, so they can barely even retreat back
to their own lines. Bombers are absolute murder for those, as that’s what they
usually aim for, so other frigates can approach. Both Anti-Fighter and
Anti-Corvette defence must be ever present around the Ion Frigates, lest they
become easy prey for marauders.

How to use:
Make at least 6 of these. They WILL die, as you have to expose them to heavy
enemy fire – Heavy Missile Frigates or other Ion Frigates most often. Always
hide them behind a screen of Flack and Torpedo Frigates and (optional) keep a
few Fighters and/or Corvettes handy for emergencies. Keep hiding them until the
last possible moment, until the enemy sends his own frigates to attack your
Torpedo and Flack Frigates. Then send in all your Fighters and Corvettes to
create a chaotic environment and then have your Ion Frigates emerge from behind
the wall of defenders and attack. Do NOT turn back until either the enemy is
dead or retreating, or your Ion Frigates are no more. I will refer to this as
an “Ion Cannon Frigate wedge”.
A cheap tactic is to use a Defence Field Frigate to cast a field around your
Ion Frigates. That way you can even take on Destroyers and really get on
someone’s nerves. But beware the Bombers.

5.3.4. Marine Frigate
Good against: Capital Ships (and Frigates sometimes)
Weak against: Bombers, Frigates
Cost: 700
Maximum Speed: 230
Attack Damage/Sec: 80
Health: 18000
Prerequisites: Frigate Facility, Advanced Research Module

Understanding the ship:
Guns are very crappy, but it’s SO much faster than the rest of the Frigate
fleet, and better armour too. All this for just one purpose – to get close and
latch on. Really, this frigate is completely worthless if you use it for
combat, but the Hiigaran probably didn’t feel right about making a Frigate with
no guns. The main purpose of this ship is to invade and take over enemy capital
ships. It certainly is fast enough, but taking over military ships takes time.
More Frigates speed up this process (duh!). While they are attached to any
ship, they can still be shot at, and destroyed, at which point they stop
invading. If at any given time all Frigates release from a given ship, the
“Infiltration bar” will return to ZERO even if they reattach immediately. Also,
Marine Frigates are very susceptible to Anti-Frigate weaponry and heavier guns,
so they should either manoeuvre around enemy Frigate defences, or follow in an
Ion Cannon Frigate strike group to clear their way. Flack frigates are bad at
mobile manoeuvres, so they cannot adequately protect the Marine Frigates from
Bombers. Fighters and Corvettes are better at it. Also, in some instances you
can capture enemy frigates, if done correctly.

How to use:
I usually use about 2, but if the action is thick, you can use more. What
you’ll want to infiltrate are Destroyers and, if you can get close enough, a
Battleship. You don’t need enemy Carriers (especially Vaygr Carriers) and
shipyards are too cumbersome to bring home. My advice is, use ALL your marine
frigates on 1 target. That way it’ll be infiltrated faster and even if Frigates
blow up, there will be more to carry on. You should move behind an Ion Frigate
wedge (as explained in 5.3.3.) to make sure that the most dangerous Frigates
are dealt with. Use bombers to help with the advance as they have little impact
on Destroyers, but they can save the lives of your Marines. If you’re making a
run for the money, don’t withdraw the Flack and Torpedo Frigates, but instead
order them to attack the Destroyers to create a diversion so your Marine
Frigates don’t have to dodge their shells. In short, if you’re planning to
capture enemy Destroyers, you’ll need to involve your entire fleet. Well, more
or less, depending on how smart the enemy is. If you happen to kill off the
hard hitting Frigates and your enemy is left with only Anti-Fighter and
Anti-Corvette Frigates, you can move it to capture some, but only if you have
nothing better to do.

5.3.5. Defence Field Frigate
Good against: N/A Defensive Ship
Weak against: Bombers, Corvettes (and everything else)
Cost: 1250
Maximum Speed: 161
Attack Damage/Sec: 17
Health: 18000
Prerequisites: Frigate Facility, Advanced Research Module, Defence Field

Researches available:
Defence Field Technology 1500RU

Understanding the ship:
Yep, they definitely felt bad about making an unarmed Frigate. The damage on
this thing is ridiculous, it’s there only in name. But that’s OK, since, like
the Marine Frigate, you won’t be using the Defence Field Frigate for combat.
Speed is also like other Frigates, so make sure it is where it is needed even
before it is needed, because chances are it’s not going to get there in time if
you don’t. The armour on this thing is better than on most other Frigates, but
its survivability is actually worse. Once you turn on that shield, every Bomber
and Anti-Frigate Corvette is going to be onto that Frigate (if you do it in the
right place, that is). The good side to that is that you’re creating something
Bombers and Corvettes will want to attack, so it’s only reasonable that you
should have the corresponding Frigates around. But the low shield energy means
that you should only activate the shield in the thick of action when you have
Fighters and Corvettes flying everywhere, so you may opt for Fighters and
Corvettes of your own as Frigates are better at attacking things far in front,
not all around. However, if you have the Defence Field Frigate just sit
quietly, chances are the enemy won’t even notice it.
The Defence Field is activated by clicking on the “Defense Field” icon in the
Special Actions interface or by using the hotkey “T”. That will create a
spherical force field about 1200m in diameter. You can see a rough estimate of
the size on level 3 Tactical Overlay, or level 2 Tactical Overlay if you select
the Frigate or just roll over it. The field will prevent all enemy fire from
entering, but will not do anything if the attacking ship is already inside the
field. For that reason the field does not affect Fighters and Corvettes, as
they will, more often than naught, enter the field to attack. Also, you can’t
defend your own Fighters and Corvettes, as they’ll leave the field to attack.
*note* You can only have 2 Defence Field Frigates at any time, even if your
unit limit allows you additional Frigates.

How to use:
If used correctly, 2 are more than enough. Positioning it correctly, as with
any other frigate, is key to success. The Defence Field Frigate can be used in
2 ways. One is to defend your fleet of other frigates from destroyers, thus
allowing you anaemic Ion Cannon Frigates to fight destroyers on equal terms. To
do that, have 1 or 2 Defence Field Frigates follow in an Ion Cannon Frigate
wedge (see 5.3.3.). Don’t waste your shield energy to guard against other
frigates and save it for when you face some Destroyers. When the Destroyers
open fire activate the field and bunch your Ion Cannon Frigates together to fit
inside the shield. Also, keep the Defence Shield Frigates as far behind as
possible, to avoid enemy Destroyers entering your field. If you have 2
frigates, wait for the first one to discharge, then activate the second. If you
want to defend Destroyers against other Destroyers or (heavens forbid) a
Battlecruiser, you should have 2 Defence Field Frigates with your Destroyers,
as they fly in a very loos formation and bunching them up is a pain (MAN these
things are slow!). Actually, you should always have a Defence Field Frigate as
part of a Destroyer strike group’s entourage. But only activate them in DEEP
trouble, as Destroyers are tough bastards and can take quite a few hits.

-- ------------
5.4. Capital Ships

Capital Ships are more or less the same for both races, but have evolved a LOT
since the original Homeworld. Capital Ships also set their own standards for
expenses and you’ll have to dig deep in your pockets to make any kind of use of
them. Also, we’re approaching Mothership speed (and that is SLOWWW), which
means you can pretty much forget about any sort of mobile operations. Capital
Ships don’t move with your fleet, your fleet moves with them. Their actions are
very straightforward and easy for the enemy to guess, you if you’re planning to
use them, forget about strategic subtlety and go for brute force. Also,
Hyperspace jumps are advisable if you don’t feel like growing a beard (for guys
only). Capital Ships will leave behind a certain amount of resources behind
when they are destroyed. Keep in mind that Capital Ships come as single ships,
and that you need to have a Capital Ship Facility on the production ship you
want to build them from. The unit limit is 13 Capital Ships of any kind at once
on normal settings.
Also, all Capital Ships have Subsystem slots, on which they can build
subsystems. Subsystems are divided into categories and each category has its
own slots. Slots within a category are universal, which means any Subsystem of
a given category can be built on any slot that is of the same category. There
are 2 exceptions to this – Engines and Resource Drop-Off. Both of these
Subsystems, if present on the ship, are always built and cannot be destroyed.
They can only occupy the slot they are given when the ship is built.

5.4.1. Carrier
Good against: N/A
Weak against: Bombers, Capital Ships (and Frigates)
Cost: 2800
Maximum Speed: 75
Attack Damage/Sec: 40
Health: 80000
Prerequisites: Capital Ship Facility

Subsystem slots:
Production slots: 3
Module slots: 2
Sensors slots: 1
Resource Drop-Off

Researches available:
Improved Manufacturing 1500RU

Understanding the ship:
The key thing to understand here is that the Carrier acts just like a miniature
Mothership – it’s big, it’s slow, it carries next to no weapons and it builds
ships. In other words, you should treat it like the Mothership. Always keep it
WELL behind your lines and make sure your fleet stand between it and the enemy.
However, unlike the Mothership, the Carrier is fast enough for mobile
operations. What this means is that you can have it fly around with the rest of
your fleet. And having a construction ship in operations away from the
Mothership can prove invaluable. You can repair your Fighters and Corvettes and
replace those lost Frigates in the field, you don’t have to rely on the now
distant Mothership. However, the Carrier ha its limits. It can carry
substantially less Subsystems and cannot produce the hulking Capital Ships that
should by then form the brunt of your fleet. In that respect, the Carrier is
not the flagship of your fleet, but just a fleet support unit. In fact, you
could bring along 2 if the action is thick, to replace frigates with greater
ease. It has a lot of health, so you can have confidence in its survival.
Bombers won’t likely attack it, as it takes too long to bring it down and
frigates are more of a threats, so you can just ignore them, but KEEP AWAY from
heavy guns. Also, it is a good idea for Capital Ships in general to provide
them with an entourage of support vessels.
*note* Unlike the Vaygr Carrier, the Hiigaran Carrier can have a Fighter
Facility, a Corvette Facility AND a Frigate facility, ALL at the same time.

How to use:
For starters, make 1 and attach it to your fleet. Make sure it is well behind
your fleet, where the enemy is less likely to reach. That way your fleet will
keep the enemy busy, while the Carrier humbly vomits ship after ship to
strengthen your weakening fleet. That, however, is effective only for
supporting your Fighters and Corvettes, as they can fly back for repairs and
then get back into the action quickly. If you’re planning on providing support
(or in this case replacement) for your Frigates, you need to move the Carrier
inside your fleet. Since you can’t really move it around, it is crucial where
you place it beforehand. An ideal place to put is, is directly behind your
Destroyers, with Frigates on the flanks. The main threat to the Carrier will
come from enemy Frigates and Capital Ships. Bombers could also prove a hazard,
but they take too long to destroy a Carrier and their lifespan isn’t that long.
If Bombers do attack your Carrier, order your Interceptors and/or Flack
Frigates to attack the Bombers, but don’t bother with the Gunships. If enemy
Ion Cannon Frigates or Heavy Missile Frigates break your line, you’re in
trouble. These guys WILL live long enough to destroy Your Carrier. It can’t
flee, so the only chance is to hit them with your Destroyers and hope they
align before it’s too late. If your Ion Cannon Frigates are still alive, you
can use them. Bombers may prove useful, but by that stage they’ll probably be
Now, if provide your carrier with its own entourage of support vessels, the
above situation could be different. The entourage should consist of 2 or 4
Resource Collectors and (if you can spare it) a Defence Field Frigate. Should
the Carrier find itself under heavy enemy fire, send the Resourcers to make
repairs and activate the Defence Field (if you have a Frigate)

Improved Manufacturing
It speeds up the building process on all carriers by 30%. Get this as soon as
you can as it will make constructions in the field much quicker. That’s
essential to keeping your fleet alive.

5.4.2. Destroyer
Good against: Frigates, Capital Ships
Weak against: Bombers, Battlecruisers
Cost: 2000
Maximum Speed: 115
Attack Damage/Sec: 1034
Health: 85000
Prerequisites: Capital Ship Facility, Research Module, Destroyer Chassis

Subsystem slots:

Researches available:
Destroyer Chassis 1500RU

Understanding the ship:
The key thing to understand about Destroyers is that you actually WANT them to
take damage. That’s what they’re made for. They must form the brunt of your
fleet and be the first into battle, to exploit their potential best. What
destroyers have on their side is health more than firepower (although their
firepower is still far grater than anything before them). The most important
think you need to do to exploit their toughness is to make sure THEY are what
the enemy attacks. Now, Destroyers will chew up frigates like chewing gum, so
people will usually freak when they see them and try to kill them first by
focusing their fire. That’s good, since that way the rest of your fleet (namely
the Frigates) will be able to close in unhindered. That also means that you can
have Fighters and Corvettes flying around the Destroyers in relative (RELATIVE)
safety. Also, never underestimate the Destroyer’s firepower. Although 3 Ion
Cannon Frigates will dish out more damage/sec for about the same cost, they die
MUCH faster. Besides, the Destroyer has a MUCH grater range than any Frigate,
so it can engage Frigates well before they get in range to fire. What the
Destroyer seriously lacks, however, is speed. It can NEVER get to the action if
IT didn’t start it, and it can NENER flee (hyperspace notwithstanding). The
only real way to take advantage of the Destroyer’s sturdiness and make full use
of its long range guns, while masking its near immobility, is to put the
Destroyer on the very front of your fleet, so that the enemy has to go through
it to attack the rest of your fleet. Also, keep in mind that Destroyers need to
turn their broad side to fie effectively, so account for the time it takes them
to do that. Caution is advised, however, since if the enemy has (heavens
forbid) a Battlecruiser, this tactic can get you in serious trouble. Also, it
is a good idea for Capital Ships in general to provide them with an entourage
of support vessels.
*note* You can only have 5 Destroyers at any given time, even if your unit
limit allows you more Capital Ships.

How to use:
Make at least 3, anything less will be inefficient. You should build all 5
allowed when you can afford it. Form them into a strike group and put them in
the very front of your fleet, with Flack and Torpedo Frigates on the flanks and
Ion Cannon Frigates following behind. You MUST also have Fighters and Corvettes
around your Destroyers if you’re fighting a Vaygr enemy, as he is Fighters and
Corvettes are much better. Now, there are two possibilities: either your force
of Destroyers is greater than the enemy’s, or it is not. If it is, then you
should concentrate your fire on your enemy’s Destroyers, with your own
Destroyers. Keep your frigates back for now to avoid the enemy’s big guns, but
make sure they can fend off Fighters and Corvettes. Once his frigates move in,
attack them with your own Frigates and Bombers. Don’t worry about your
destroyers, the will win if you keep the enemy’s frigates off their backs. You
should also allocate a Defence Field Frigate or two – it helps out a lot. Also,
keep a group of at least 4 Resource Collectors to repair your Destroyers when
they are damaged, but have Fighters and Corvette flying around to provide
cover, as your frigates will be attacking. Just make sure your Torpedo and
Flack Frigates keep those nasty Bombers and even nastier Lancer Fighters and
Laser Corvettes, as they can shred your Frigates and seriously damage your
Destroyers.. If your Destroyer force is inferior to your enemy’s, you need to
employ different tactics. Then your destroyers won’t be able to deal with the
enemy’s, so you’ll need to use your Ion Cannon Frigates. Try to get the enemy’s
Destroyers to attack your own, so that your frigates can move within range. If
the enemy won’t do it, order your Destroyers to attack his frigates. Once they
start popping, he should panic and redirect his Destroyers’ fire. Once your
Frigates are within range of the enemy’s Destroyers, open fire and order your
Destroyers and Bombers to do the same. The objective here is to kill his
destroyers before he kills yours, even if you loose some Frigates, so be
prepared to take some casualties. If his Anti-Frigate Frigates are too many,
send your bombers to deal with them and send in Interceptors and Corvettes to
cover them. If heavens dose not forbid and you have to face a Battlecruser,
then you’re sunk. Try to destroy it or disable its ion cannons without using
Destroyers, or you can kiss them goodbye.
*edited* it used to say that you don’t have to worry about Fighters and
Corvettes, but the Vaygr Fighters and Corvettes can cause some real pain.
(Thanks to Yoshitaro for pointing that out.)

5.4.3. Shipyard
Good against: N/A
Weak against: Bombers, Capital Ships (and Frigates)
Cost: 3500
Maximum Speed: 15
Attack Damage/Sec: 120
Health: 150000
Prerequisites: Hyperspace Module

Subsystem slots:
Production slots: 4
Module slots: 6
Sensors slots: 1

Researches available:
Improved Manufacturing 1000RU

Understanding the ship:
Another production ship, this time with more subsystem slots than even the
Mothership. Health on this thing is remarkable, but you won’t need it unless
you’re loosing badly, or you decide to take it along for an attack. Also, it is
the only other ship, except the Mothership, that can build Capital Ships. Not
only that, but it is only here, that THE biggest and meanest ship of all can be
build – the almighty Battlecruiser (bless its mechanical heart). But really,
the Battlecruiser (bless its mechanical heart), is the only reason, sort of
loosing your Mothership, that would make you want to summon a Shipyard.
However, it only needs a Hyperspace Module and even a Carrier can summon it, so
if you have the money you might want to summon one all the same. Now, as for
the Shipyard’s to speed... well... Damn it! Its top speed is 15! Yes, you read
it right. 15! It takes a keen eye to tell it’s actually moving. Even the
Mothership is faster. The only feasible way to move would be through a
hyperspace jump, since the game will be over before it has turned to face in
the right direction, let alone moved. In a nutshell – the Shipyard is BIG, it’s
SLOW, it’s TOUGH and it can make BIG ships. Try to keep it away from the
action, err try to keep the action away from it.
*note* You can only have 1Shipyard at any given time, even if your unit limit
allows you more Capital Ships.
*note* The Shipyard is the ONLY ship you have access to, that can build the
mighty Battlecruiser (bless its mechanical heart).

How to use:
There are 3 things you can use it for.
If you want a second ship, capable of producing Capital Ships. Summon one near
your Mothership and you can spew Capital ships at double the rate. The Shipyard
should be safe there, but you might want to make a few Gun Platforms just in
If you want to be able to replace your Destroyers and Carriers in the field,
but don’t want to put your Mothership to risk. Either summon one with a Carrier
somewhere far away from home, or summon one near the Mothership and hyperspace
it with the rest of your fleet. Attacking a Shipyard will be the last thing on
the enemy’s mind, but keep an eye on it just in case. You don’t have to defend
it all the time, though.
If you want to build the mighty Battleship (bless its mechanical heart). Summon
a Shipyard near your Mothership and build a Capital Ship Facility. You should
have made the research for the Battleship beforehand, so start building one
when the Capital Ship Facility is completed. However, it is advisable that you
research Improved Manufacturing for the Shipyard before you commence the
construction of a Battleship, as it takes BLOODY AGES. But be prepared to dig
deep in your pockets, as the whole ordeal involves huge spendings.

Improved Manufacturing
Since you have Carriers to build the smaller ships, you’ll be using the
Shipyard to build primarily Capital Ships. They take a very long time to build,
so Improved Manufacturing is a must have if you’re to use your Shipyard
effectively. It’s doubly as important if you want to take the shipyard to the
front lines.

5.4.4. Battlecruiser (bless its mechanical heart)
Good against: Frigates, Capital Ships
Weak against: Bombers
Cost: 4000
Maximum Speed: 69
Attack Damage/Sec: 5200
Health: 240000
Prerequisites: Capital Ship Facility (Shipyard only), Advanced Research Module,
Battlecruiser Chassis Research

Subsystem slots:
Module slots: 2
Ion Cannon Turret
Ion Cannon Turret

Researches available:
Battlecruiser Chassis 1800RU

Understanding the ship:
Can we say “Ouchie!”? This thing is the granddaddy of all Capital Ships and it
represents a quantum leap in both firepower and health. Its health is almost 3
times as much as that of the Destroyer and even more that of the Mothership.
Its firepower is 5 (FIVE) time greater than that of the Destroyer. That’s the
only ship that can eat a strike group of Destroyers and ask for seconds
(supporting ships still have to be dealt with lest the Battlecruiser be
overwhelmed). However, the trade-off for firepower and protection is speed, and
the Battlecruiser’s top speed is exceptionally low. In fact, the only 2 slower
ships are the Mothership and the Shipyard (but they don’t count). That means
that positioning the Battlecruiser in your fleet (or rather positioning your
fleet around it) is crucial. It has the same advantages as the Destroyer, but
drastically exaggerated. It has even more health, MUCH grater firepower and
even longer-range guns. Also like the Destroyer, you will WANT the
Battlecruiser to take damage, because that means that your Frigates, and even
your Destroyers, will survive. That means you want to place it up first, ahead
of your destroyers. You won’t likely have to coax the enemy into attacking your
Battleship, as people tend to freak when they see that thing heading their way
and will usually focus their fire onto it. However, that is bad. Even though
the Battlecruiser is the toughest unit you can have, it’s not invulnerable, and
the concentrated fire of a lot of Frigates and Destroyers (not to mention
smaller craft) can bring it down, so you need to look after it. That means
allocating your entourage of support vessels to it. It should consist of at
least 1 Defence Field Frigate and 4 Resource Collectors. However much of a
threat heavy enemy fire may be, the one thing you should fear more than
anything else is Bombers. They may have little effect on the thick, heavy
armour of the Battlecruiser, but they can quickly rob you of your main
offensive weapon – your 2 Ion Cannon Turrets. Even worse, you can’t repair them
– they have to regenerate! Without those, a Battlecruiser isn’t worth more than
a Destroyer. However, there is another great threat – the Vaygr Laser
Corvettes. They may take somewhat long to destroy a Battlecruiser, they CAN do
it, since the Vaygr can kill your entire Fighter and Corvette support.
*note* You can only have 3 Battlecruisers at any given time, even if your unit
limit allows you more Capital Ships.
*edited* It used to say you could only have 2 Battlecruisers at any given time.
That was an oversight on my part (Thanks to William Van)

How to use:
Even 1 is enough to turn the tide of battle, but if you can make 2, do it. Make
sure you still have al least 4 Destroyers to provide support. Once you have a
Battlecruiser, there is precious little that can stop it. However, that in
itself is a problem, since your enemy will likely direct all his fire on your
Battlecruiser, so you’ll need to defend it. However the depth of this problem
depends on the size of your enemy’s fleet. If:
The enemy has only Frigates and no destroyers – parade through his line and run
him into the ground. Or you could arrange your entire flee in a Capital Phalanx
and order an all out attack.
The enemy has enough Destroyers and many Frigates – watch over your own
Destroyers. You shouldn’t have much problems, but allocate the support
entourage to the Destroyers, as your Battleship is perfectly safe.
The enemy has many Frigates and Destroyers and (heavens forbid) 1 or 2
Battlecruisers of his own - bring along as many Destroyers as you can muster
and direct BOTH of your Defence Field Frigates to the Battlecruiser. This will
be a very hard fight. The first thing you want is the enemy’s Battlecruiser(s)
out of commission. The thing here is not to get involved in a battle of
attrition since you’ll achieve an empty victory at best. The best thing to do
is to use Bombers, but you need to deal with the hazards first. Run your own
Battleship(s) into your enemy’s and try to involve them in an arm-wrestle. Most
players will gladly play along, since they tend to ignore Destroyers when they
have Battlecruisers. All the better. Drive your Destroyers into his lines and
aim for his Anti-Fighter Frigates. If there are too many Anti-Capital Ship
Frigates, send in you own. In fact, once the Destroyers have engaged, send them
in anyway, but leave as much Anti-Fighter defence with your Battlecruiser as
you have to fend off Bombers. Know, that in this scenario Frigates are
EXPENDABLE. In fact, towards the end of the struggle, you should recklessly
feed them into the carnage to take some fire off your Capital Ships. Once the
field is (relatively) safe for Fighters, send in your Bombers and castrate the
enemy’s Battlecruisers. Once that is done, FORGET THEM and exterminate the
enemy’s Destroyers and Frigates. When you’re done with that, THEN look to the
Battlecruisers again and finish them. If you pull it off correctly, you should
emerge, crippled but victorious and hopefully still have at least one
handicapped Battlecruiser. Also, it is highly advisable that you bring a
Carrier or 2 with your armada to replace lost ships, because losses WILL be
*note* Defending Your Battlecruiser in general. Have both of your Defence Field
Frigates accompany your Battlecruisers, but stay somewhat behind. When the
battle starts, order one to activate its shield and move forward to shield your
Battlecruisers. When it is drained, move it back and bring the other forward.
If you time it right, you can have a (relatively) constant field protecting
your Battlecruisers. But beware – enemies will get smart to you quickly, so
make sure you pull the Frigates back if they come under attack. Also, keep a
group of 4 to 6 Resource Collectors around your Battlecruisers at all times.
They can save their lives and you have more than enough unit limit to carry out
*update* IMPORTANT When defending you Battlecruiser against the Vaygr, there is
something else you need to watch out for – Laser Corvettes. These guys can
pummel your Battlecruiser before you know it if left unchecked. Vaygr players
will usually aim for Anti-Corvette and Anti-Fighter units. Your interceptors
and Pulsar Gunships will get creamed, but that’s just as well. Sacrifice them
if you have to, but PROTECT your Torpedo and Flack Frigates – that’s all that
stands between your Capital Ships and certain death. Aim your Frigates at Laser
Corvettes and Lancer Fighters FIRST, let the smaller ships handle the rest and
you should be fine. Fail to, and you loose more than just a Battleship.
(Thanks to Yoshitaro for explaining how the Vaygr system works)

5.4.5. Mothership
Good against: Not applicable
Weak against: Not applicable
Cost: You can’t build it
Maximum Speed: 40
Attack Damage/Sec: 120
Health: 200000
Prerequisites: You start with it

Subsystem slots:
Production slots: 4
Module slots: 4
Sensors slots: 1
Resource Drop-Off

Researches available:
Improved Manufacturing 1000RU
Hyperspace 500RU

Understanding the ship:
Not much to understand here. The Mothership is the cornerstone of your fleet.
It’s 1 of the only 2 construction ships that can build Capital Ships, and it
will be the only one for a great part of the game, since it’s available at the
start of the game. Low top speed and weak guns means it’s better that you keep
it away from combat, although you might want to take it with your fleet when
your other ships hyperspace (especially if the Mothership has the Hyperspace
module), lest you leave it alone and undefended. From a point of pure
pragmatism, the shipyard is better at being a production ship, in that it has
more module slots and can build Battlecruisers. However, you can summon a
shipyard at (almost) any time, but you have only 1 Mothership and it has to
last the entire game. So, again from a point of pure pragmatism, it’s much more
productive to have 2 ships, capable of producing capital ships. Also, defending
your Mothership is a matter of pride and duty and even though loosing your
Mothership won’t end the game, it’s a great humiliation. I mean, come on! It’s
the only ship with a female voice in your fleet!

How to use:
Build as many Subsystems as it can take and don’t bother moving it, unless you
have to. Keep it well guarded. It’ll take a long time to destroy, but Bombers
can destroy its Subsystems if you’re not careful and that’ll cost you a pretty
penny. If you HAVE to send most or all of your ships away, leave some Platforms
behind to defend your Mothership. If you can just keep it safe, you’ll make the
best use of it. If you can supply it with enough RU, you’ll make even better
use of it.

Improved Manufacturing:
Increases build speed on the Mothership by 30%. Since the Mothership will be
your main manufacturing until reasonably late in the game, you should take this
research. Even if you plan on using a Shipyard, you, you’ll still be using your
Mothership a lot, since that way you can make Capital Ships twice as fast.

Decreases hyperspace jump cost by 20% for ALL units and ALL Hyperspace Modules.
You don’t have to Hyperspace from the hyperspace field of the Mothership to
enjoy use the cost reduction – you can use the hyperspace module on ANY ship.
I’d say get this when you have nothing else to research and can spare the cash.
Alternatively, you could take this if you want to jump your entire fleet over
very long range.

-- ------------
5.5. Platforms

Platforms are the Homeworld 2 equivalents of the defence towers from other RTS
games. They are still built by a construction ship and can move once to where
they are needed. They are both sturdy and well armed and come at an affordable
price. Mostly, platforms are used for cannon fodder, since you’ll likely
scuttle them when an area no longer needs protection. Also, they have their own
unit limit, so you can have a reasonable defence and still be able to operate a
large fleet far from home. A collection of Platforms and a minefield or 2 can
decimate marauding ships and stop light and medium attacks dead in their
tracks. The best platforms can do against Capital Ships, though, is delay them
until your fleet come flying to the rescue.
Keep in mind that Platforms come as single ships, and that you need to have a
Platform Control Module on the production ship you want to build them from. The
Platform Control Module is not a Facility class Subsystem, and you’ll need 1
free Module slot to build it. The unit limit is 20 Platforms of any kind at
once on normal settings. All Platforms have one-shot engines. Platforms have no
speed upgrades (for obvious reasons).

5.5.1. Gun Platform
Good against: Fighters
Weak against: Frigates, Capital Ships
Cost: 300
Maximum Speed: 200 (one-shot)
Attack Damage/Sec: 32
Health: 5000
Prerequisites: Platform Control Module

Understanding the ship:
The Gun Platforms are made to defend points of interest against enemy fighters.
Their one-shot engines make it impossible to redeploy them, so watch where you
send them. Platforms are made to be self-sufficient (they don’t need supporting
ships) and to act without orders. That means you won’t have to micromanage them
and it allows you to lead your attack without worrying about your resourcing
operation too much. They have very tough armour for something that has to deal
with fighters, so they’ll live long enough, even without orders. Their damage,
however, is somewhat low, so you’ll need quite a few to make a serious
impression on a determined foe (can’t have it all your way). But that’s not too
much of a problem, since they’re so cheap to make, but it limits you to
defending just 1 place at a time. On the other hand, if you don’t have any
particular place to defend and just want to harass the enemy’s scouts and
marauders, you can just spew them all over the place.

How to use:
Build about 5 to 10 and send them to where they are needed – usually a forward
resourcing operation (see 5.6.1). However, you’re more likely to face fewer
Fighters, as players will often send surplus ships to attack the enemy’s
resources, so even a few Gun Platforms will suffice. If the enemy does send in
a full force Fighter attack, he’ll likely have supporting Corvettes and maybe
even Frigates. In that case, send your own ships to help or you’ll likely
loose. Even with Ion Cannon Platforms you’ll still most likely loose to a
coordinated enemy attack. If the enemy doesn’t send Corvettes or Frigates, then
he’ll get minced, but don’t expect him to make the same mistake again. A
cheaper way to use Gun Platforms is to send them to guard resource fields
you’re not working on. That will deny the enemy immediate access to them and
maybe cost him a Resource Collector or 2, forcing him to micromanage an attack
on the platforms. That is both lagging and annoying and it takes only so much
time, effort and RU to execute. Of course he may simply choose to find himself
another resource field, but he’ll have to deal with them the Gun Platforms
sooner or later. An even cheaper way to use Gun platforms is to a resource
field your enemy is actually mining. Chances are, he won’t have Platforms
guarding it very early in the game, so your own Gun Platforms will have free
reign (though something heavier may be needed to deal with the Mobile
Refineries). That’ll cost your enemy some Resource Collectors and make him
withdraw the rest, thereby denying him the resource field and making him have
to lead an attack to reclaim it, then rebuild his losses. And if it’s early
enough in the game, he won’t have the frigates required to retake the field
without losses, further adding insult to injury. That tactic is even more
lagging and even more annoying and liable to make hotheads say nasty words. In
any event, it will make players overly paranoid in protecting their forward
resourcing operations, and that’ll slow them down without outside assistance.
And the best part about this is that you can pull it off with minimal expenses,
as Gun Platforms are so cheap.
But there is another, even cheaper trick. By abusing the system of ships
following the ship that built them, you can make Platforms move indefinitely.
Just build them from a Carrier and bring it into battle. The Platforms will
stay in formation and move with it. The Platforms themselves haven’t received
an order to move, so they’ll still be able to move (once), but they can still
shoot even if they haven’t moved. That way you can bring an extra 20 things
into battle that your enemy probably hasn’t thought of using. Neat, but VERY

5.5.2. Ion Cannon Platform
Good against: Frigates, Capital Ships
Weak against: Fighters, Corvettes
Cost: 300
Maximum Speed: 200 (one-shot)
Attack Damage/Sec: 167
Health: 5000
Prerequisites: Platform Control Module, Research Module, Platform Ions Research

Researches available:
Platform Ions 600RU

Understanding the ship:
Pretty much the same as the Gun Platform, but it’s meant to fight Frigates. In
theory it could fight capital ships as well, but you’d need A LOT of Platforms.
Besides, even just a few destroyers will pop the Ion Cannon Platforms like
balloons in a fairground stall, so the best you can hope to do against them is
to either delay the fight until you can bring in reinforcements, or try to
cause as much damage as you can. Normally, you don’t need to give them any
orders, but in this scenario aim your Ion Cannon Platforms for what dies the
easiest. You’re going after casualties, after all.

How to use:
Build 5 to 10 (about as much as the Gun Platforms) and, again, send them to
where they are needed. But enemies will rarely attack your forward resource
operation with frigates and destroyers, so you might consider using them in
some other way. If you feel a storm is brewing over your resource field then
send your Ion Cannon Platforms there, but otherwise, I’d suggest you just leave
them by your Mothership. That way, they’ll protect it and still me able to move
and relocate of they need to, since you won’t have used up their one move. In a
1vs1 game leaving your Mothership alone is not that much of a problem, since
the enemy fleet will have to get through yours first, but with 3, 4, 5 player,
the risk of an attack while your fleet is away increases. As I said before, the
Platforms will at least buy you time to come back. Also, unless you’re looking
to cause some collateral damage, avoid issuing orders – the Platforms know what
to do. You can also include an Ion Cannon Platform in the cheap tactics from
above (5.5.1.) to help with the Mobile Refineries. A cheap tactic unique to the
Ion Cannon Platforms is a way to boost your attacking power. Yes, that’s right.
Just order them to move inside your fleet shortly before a battle starts and
they should arrive just in time to lend support. The reason I say this is
unique for the Ion Cannon Platform is that Gun Platforms won’t add enough to
your Anti-Fighter support to justify wasting them.
But there is another, even cheaper trick. By abusing the system of ships
following the ship that built them, you can make Platforms move indefinitely.
Just build them from a Carrier and bring it into battle. The Platforms will
stay in formation and move with it. The Platforms themselves haven’t received
an order to move, so they’ll still be able to move (once), but they can still
shoot even if they haven’t moved. That way you can bring an extra 20 things
into battle that your enemy probably hasn’t thought of using. Neat, but VERY

Platform Ions:
It’s just the research that enables the construction of Ion Cannon Platforms.
Nothing else to say.

-- ------------
5.6. Utility Class Ships
Utility Class Ships are non-combat vessels. They work best in peaceful
conditions and should be should be kept away from the action unless there is
good reason. They are not good against anything and weak against all, so I
won’t even include that. Anything else is too ship-specific to say here.
Keep in mind that Utility Class Ships come as single ships, and that you don’t
need to have anything on the production ship you want to build them from. They
are available from the start. The unit limit is 20 Platforms of any kind at
once on normal settings. Also, none of the Probes have either a speed or an
armour upgrades and the Resource Collector and Mobile Refinery have only armour

5.6.1. Resource Collector
Cost: 400
Maximum Speed: 276
Attack Damage/Sec: 0
Health: 2000
Prerequisites: none

Researches available:
Repair 750RU

Understanding the ship:
The Resource Collector is just the same as the worker units in all other RTS
games – it works best when not under fire. Keep your Resource Collectors AWAY
from battle (or keep the battle away from them), or if you must put them near
the action, make sure you have ships and/or Platforms protecting them. There is
one exception, however. Resource Collectors, as the name suggests, collect
resources from resource fields. These can be either meteorite fields or the
wrecks of capital ships (the more the wrecks, the richer the field). Resource
Collectors have no attack and below decent armour, but their speed is not bad.
However, it takes them some time to dock with Resource Drop-Off Modules and
they can only carry 200RU per run, so it is advisable that you send Mobile
Refineries INSIDE the resource field if it is not DIRECTLY beside your
Mothership and/or Carrier. Also, only so many Collectors can work a single
meteorite at once (1 for the small ones and 2 or 3 for the bigger), so make
sure you don’t send too many, or they’ll spend most of their time waiting
around. A group of Resource Collectors accompanied by a couple of Mobile
Refineries, working a field away from you fleet and home is referred to (by me)
as a “forward resourcing operation”. Remember, these guys are the backbone of
your economy. But that also makes them an attractive target for the enemy. In
fact, attacking the opponent’s workers is an age old tradition in RTS games, so
expect severe attacks on your forward resourcing operations. However, using
ships to defend them is wasteful and you’ll almost always need your ships
elsewhere and even if you don’t, you’d still have to micromanage the battle. A
better solution to the problem is Platforms, since they are cheap, efficient
and don’t need your orders (though you can still give orders). Protection is
even more important, when you’re mining a field in the enemy’s path or near his
border. And if a serious attack does come, IMMEDIATELY pull out your resource
collectors because they’re “meat on the table” for just about anything.
Resource Collectors can also repair Frigates and Capital Ships, but again it is
best done away from battle. If you MUST do it in the middle of a battle, try to
pull back the damaged ship(s) and do the repairs somewhat away from action. Do
NOT commit Resource Collectors to the battle, or they’re cannon fodder.

How to use:
Make as many as a resource field can take and send them to harvest. If the
field is close enough, good. If not, make several Mobile Refineries, depending
on the number of Resource Collectors you’re sending and defend with Platforms.
Depending on how “forward” the resource operation is, you decide how many
Platforms and what kind to send, but the most should be around the most
“forward”. If the enemy attacks, take a look. If the attackers are just a few
wings of interceptors, ignore them and let the Platforms deal with them. If
it’s a larger force, but you feel the Platforms can handle it, pull out the
Resource Collectors a bit and wait take another look in a while. If the enemy
force is overwhelming, evacuate both the Collectors and the Refineries and send
in your ships. As for collecting the remains of Capital Ships, each Collector
will grab and carry 1 piece, regardless of its value, so the more Collectors,
the better, but don’t overdo it. But the pieces have to go in through a Frigate
dock, so it takes somewhat longer and will interfere with emerging Frigates.
Now, about repairing – 2 Collectors can work on repairing a Frigate at the same
time, 4 can work on a Destroyer and 6 on a Battlecruiser. If you need to repair
a Frigate, PULL IT OUT, then repair it. Frigates are fast enough. Trying to
pull back a Destroyer usually does more bad than good, so you can try to repair
one in the battle, but you’ll need a lot of supporting ships. Also, try to
choose a Destroyer closer to your end of the battle. As for repairing a
Battlecruiser, you need to send the Collectors in the thick of it – that’s the
exception. You could bring Resource Collectors in the thick of action, but you
need to include them in a trick (see 5.4.4). Include about 6 Resource
collectors in the entourage of your Battlecruiser(s) and have them carry out
repairs when the shield is up. You could, theoretically, continue repairing
even unshielded in the hope that people would rather hit the Battlecruiser,
than the little resource collectors attached to it, but that’s taking a big

Allows Resource Collectors to repair other ships of Frigate and Capital Ship
class. It cannot repair Subsystems. Strategies above.

5.6.2. Mobile Refinery
Cost: 800
Maximum Speed: 226
Attack Damage/Sec: 80
Health: 18000
Prerequisites: none

Understanding the ship:
The Mobile Refineries I keep talking about. Basically a ship with a Resource
Drop-Off and a gun turret. When the Mothership is away and you can’t spare a
Carrier, send these to forward resourcing operations. The Mobile Refinery will
be the only type of ship, other than the Collectors, at forward resourcing
operations. It has vastly superior health to Collectors and actually HAS guns.
In fact, Mobile Refineries can hold their own against Interceptors and Strike
Craft, but can’t provide much of a support to Collectors, although a couple
could serve to deter casual attacks. Bombers are lethal, though. There’s
nothing else to know about this ship.

How to use:
Depending on how many Collectors you have on a given resource field, build 1 or
2 Mobile Refineries and send them to the given field. If things start to heat
up, or if you feel they’re about to, make and send Platforms for protection.
Don’t evacuate the Refineries except in emergencies. Apart from that, this ship
has no other uses.

5.6.3. Probe
Cost: 150
Maximum Speed: 600 (one-shot)
Attack Damage/Sec: 0
Health: 100
Prerequisites: none

Understanding the ship:
Staggering speed. Even more staggering sensor range. One-shot engine. Yup, the
old probe is back and it’s EXACTY the same it was in the original, only with a
different model. It’s the most straightforward ship to use in the entire game.
Build one (it takes a few seconds) and send it to where you think the enemy
either might be, or might be passing, or might be hiding. Dies in a few shots.
Simple as that.

How to use:
Well... What can I say? If you’re not really stupid, don’t finish this
paragraph. OK. Look at the map and start guessing the places where the other
Mothership(s) is (are) likely to be. Now send a probe to every such place. If
you see any dust clouds small enough, send a probe there too. If a cloud is too
big, send a Scout wing. Also send a probe to as many resource fields as you
can, to keep track of your enemy. And, oh... send a few within scanner range of
his Mothership to keep an eye on him. Nothing else I can think of.

5.6.4. Proximity Sensor Probe
Cost: 250
Maximum Speed: 600 (one-shot)
Attack Damage/Sec: 0
Health: 100
Prerequisites: Research Module, Proximity Sensors Technology Research

Researches available:
Proximity Sensors Technology 500RU

Understanding the ship:
Virtually the same as the same as the original Probe, but can detect cloaked
units and has a much reduced sensor range. A little more expensive, but still
dirt cheap. Also, due to the short sensor range it needs to be used with a
purpose, not just “to have a look around.

How to use:
I haven’t faced many cloaked ships, but I believe it is best to keep the
Proximity Sensors Probes home (not move them) and only use them when you
suspect cloaked ships are lurking at a given location. You could also send them
out to places enemies are likely to pass by, so if cloaked enemies do, you’ll
know about it. Also, you should put one DIRECTLY between your Mothership and
the enemy’s, as that’s the rout people will take most often.

Proximity Sensors Technology 500RU
This enables the construction of Proximity Sensors Probes. It’s cheap enough,
so take it eveif you don’t need it, just in case.

5.6.5. Sensors Distortion Probe
Maximum Speed: 600 (one-shot)
Attack Damage/Sec: 0
Health: 100
Prerequisites: Advanced Research Module, Sensors Distortion Technology Research

Researches available:
Sensors distortion Probe Technology 500RU

Understanding the ship:
MouseNo4 explained (but I don’t quote) that this ship creates a field, which
hides your ships from the CPU’s prying eyes. It negates the CPU’s ability to
“know” where your every ship is at every moment and plan accordingly, but it
only hides ships in the white sphere, not the full scanner range. Ships, hidden
by the Sensors Distortion Probe are treated by the CPU as non-existent unless
it actually has ships within visual range. As far as we have been able to
figure, the Sensors Distortion Probe has no effect on human players, other than
as a regular probe. MouseNo4 did not wish to comment on multiplayer uses.
According to Josh Lindsey and Zonr_0, the Sensors Distortion Probe is like an
artificial dust cloud. It will not hide ships from enemy sight, only make it so
the enemy has to get really close to see them (but I don’t know how close).
That’s what I have for playing against human players.
Another thing is that is that it cost more, builds slower and it takes longer
to research than a regular Probe. However, it has almost double the sensors
range of the original probe, so when you get the research and if you have the
money and unit limit, you can lay an almost unavoidable early warning system,
cover all dust clouds or watch the enemy from so far away he probably won’t
even know you’re watching.
*update* There was nothing here. Now there are things (Thanks to MouseNo4, Josh
Lindsey and Zonr_0)

How to use:
This can be used like a regular Probe with double the sensors range. Build
about 5 of these and form them into a belt between your Mothership and the
enemy’s. That way the enemy will almost certainly be detected if he should
choose to attack, since the Sensors Distortion Probes will likely see him long
before he sees them, let alone have time to take them out. Just keep an eye on
the Sensors Manager and you should be fine. If you hear the “ship under attack”
or “ship lost” alert, immediately take a look at the Sensors manager to see if
it is one of your Sensors Distortion Probes, and if it is, expect an attack. If
there are large dust clouds on the map, and you believe the enemy is, or might
try to, hide in them, send 2 Sensors Distortion Probes, so that they cover the
whole cloud. That should be enough to keep an eye on a cloud, though some may
be so big or spread out that they may require more probes. Finally, you can
just put 1 (or 2) somewhere on the border of your enemy’s scanners, but not
directly between you and him. The Sensors Distortion Probe’s sensors usually
have a longer range than anything the enemy has (unless he has a few of his
own), so you should be able to watch him without him seeing you.
Where the Sensors Distortion Probe Really shines, however, is in camouflaging
your ships. A great way to amass a fleet without your enemy knowing it. Build 1
or 2, depending on the size of your fleet and place your construction ships’
rally objects on them. That way, even if the enemy has scouts peeping on you,
he’ll actually have to get within range of your defence to see the units in the
Sensors Distortion Probe’s field. Another way to use it is to send one so that
it would cover an entire resource field. That way, the enemy will have a much
harder time finding your forward resourcing operations. Also, Zonr_0 had this
to add:
“One particularly dirty tactic is to hide your Mothership and shipyard about 10
or more KM above your starting position and place a sensor distortion probe
there. I've had people start cussing me out thinking I was hacking with this
*updated* This was empty as well, but no longer (Thanks to MouseNo4, Josh
Lindsey and Zonr_0)

Sensors distortion Probe Technology:
Enables the construction of Sensors Distortion Probes. It is a cheap research,
even by Utility Class Ships standards, but one TOO slow in coming. Not that it
takes too long to research, but it requires an Advanced Research Module, which
comes a little late in the game. It is well worth it, however, since it adds a
whole new dimension (namely the 3rd dimension) to surveillance. Sensors
Distortion Probes can give you that vital piece of information, which helps
prevent those nasty surprise attacks that leave you thinking things like “why
didn’t I build more Interceptors” or “Why did I have to send my Frigates away”.
Also, the camouflage it provides can make the difference between a hard (and
maybe impossible) battle and a “piece of cake” type surprise attack if used
right. Just imagine your entire fleet emerging from “somewhere”, right behind
the enemy’s unsuspecting attack force.

-- ------------
6. Vaygr Ships (still working on it)
-- ------------

-- ------------
7. Hiigaran Researches and upgrades
-- ------------

-- ------------
8. Vaygr Researches and upgrades
-- ------------

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9. Subsystems
-- ------------

Subsystems are add-ons you can add to production ships, as well as
Battlecruisers. They are divided 4 groups (or categories) – Facility, Module,
Sensor and Miscellaneous Subsystems. Each Subsystem requires one free slot of
its own category to build. If you use up all your slots of a kind, you can’t
build any more Subsystems of that group, unless you retire or scuttle one that
is already built. Vaygr Carriers have an additional function, where the game
will offer to switch a Facility when it is built with another Facility, since
the Vaygr Carriers can only house 1 (one). Miscellaneous Subsystems can’t be
build (a ship is built with them) or destroyed, but they CAN be disabled for a
time. You can NOT repair subsystems. Also, I won’t include researches here, as
things get long and confusing.

-- ------------
9.1. Facilities

Depending on the type of Facility, it will enable the construction of a certain
class of ships – Fighters, Corvettes, Frigates or Capital Ships. The Scout is
an exception, as it is a Fighter, but does not require any Facility to build.
Platforms and Utility Class Ships use different subsystems. These Subsystems
are vital and you must have them all on one ship or another, and you should
build some (if not all) in two or more places. Also, I won’t include an
“Understanding the Subsystem” section here, as these are as straightforward as
it gets. Keep in mind that each Facility takes up 1 Production slot.

9.1.1. Fighter Facility
Cost: 500
Prerequisites: none

Enables for Hiigaran:
With No Research Module:
    The construction of Interceptors
    The construction of Bombers
With Research Module:
    Only researches
Advanced Research Module:
    Only researches

Enables for Vaygr (in a while)

How to use:
Build 1 immediately, as it provides you with the means of creating your most
basic defence and it’s cheap. Fighters are quick to build, so 1 should suffice.
Concentrate on Interceptors you don’t have a particular reason to build
Bombers. At later stages, you might want to build additional Fighter Facilities
on different construction ships, to avoid having Fighters wait on the same
queue as Frigates. At that point you’ll probably also want to fill most of your
Fighters unit limit with Bombers.

9.1.2. Corvette Facility
Cost: 800
Prerequisites: Research Module

Enables for Hiigaran:
With No Research Module:
    Cannot be built
With Research Module:
    The construction of Gunships
    The construction of Pulsar Gunships
    And researches
With Advanced Research Module:
    Minelaying Technology Research
        The construction of Minelayers
    And researches

Enables for Vaygr (in a while)

How to use:
As soon as you have a Research Module, build one. Concentrate on Pulsar
Gunships to counter enemy Corvettes, unless you plan to use Gunships instead of
Interceptors, in which case get some Torpedo Frigates to fill the vacuum (in
more ways than one). At later stages, you might want to build additional
Corvette Facilities on different construction ships, to avoid having Corvettes
wait on the same queue as Frigates and Capital Ships. At that point you’ll
probably also want to forget about the simple Gunship and concentrate on
Pulsars more.

9.1.3. Frigate Facility
Cost: 1000
Prerequisites: Research Module

Enables for Hiigaran:
With No Research Module:
    Cannot be built
With Research Module:
    The construction of Torpedo Frigates
    And researches
With Research Module:
    The construction of Flack Frigates
    The construction of Ion Cannon Frigates
    The construction of Marine Frigates
    Defence Field Technology Research
        The construction of Defence Field Frigates
    And researches

Enables for Vaygr (in a while)

How to use:
In the general case, build one once you have a reasonable Fighter and Corvette
force, since Frigates need support. At later stages you need at LEAST 2, as
Frigates are slow to build and you’ll need a lot of them later on. You could
skip straight to a Frigate Facility and try a Frigate only rush, but Fighters
and Corvettes can easily get the best of unsupported Frigates in the right
hands (especially with Vaygr Players).

9.1.4. Capital Ship Facility
Cost: 1800
Prerequisites: none

Enables for Hiigaran:
No Research Module:
    The construction of Carriers
With Research Module:
    Destroyer Chassis Research
        The construction of Destroyers
    And researches
With Research Module:
    Battlecruiser Chassis Research
        The construction of Battlecruisers (Shipyard only)
    And researches

Enables for Vaygr (in a while)

How to use:
Build this Facility somewhere in the beginning, but wait until you have big
Fighter and Corvette forces and a sufficient number of Frigates. In the
meantime you could make a Carrier or 2, but only if you need them. Once you’re
ready, concentrate on Destroyers. As that’s progressing, build a Capital Ship
Facility on a Shipyard and commence construction of a Battlecruiser. But don’t
start with a Battlecruiser, as it still needs Destroyers for support and it
will take up the Capital Ship Facility for a LONG time.

-- ------------
9.2. Modules

By far the most numerous, Modules make up almost half of all Subsystems. Unlike
Facilities, Modules do not help in the construction of ships (with 1
exception). Instead, they give new special abilities and increased statistics,
either to the ship they are built on, or those around it. Anything more is too
specific to say here. Keep in mind that each Module takes up one Module slot.

9.2.1. Research Module
Cost: 1500
Prerequisites: none

Enables for Hiigaran:
    The construction of Corvette Facilities
        The construction of Gunships
        The construction of Pulsar Gunships
    The construction of Frigate Faclilities
        The construction of Torpedo Frigtes
    The construction of Capital Ship Facilities
        Destroyer Chassis Technology Research
            The construction of Destroyers
    Platform Ions Technology Research (Platform Control Module required)
        The construction of Ion Cannon Platforms
    Proximity Sensors Technology Research
        The construction of Proximity Sensors
    The construction of Advanced Research Modules
    The construction of Hyperspace Modules
    The construction of Gravity Well Generators
    The construction of Cloak Generators
    The ability to carry out Researches
    And Researches

Enables for Vaygr (in a while)

Understanding the Subsystem:
Absolutely VITAL. You CANNOT do without it, so get it as soon as you can. This
goes double for Vaygr players, since, unlike the Hiigaran, most of the Vaygr
ships need to be researched. This starts as early as the Bomber. But it equally
as vital for any kind of player, with any kind of strategy, playing either
race. By my rough (and inaccurate) estimates, the Research Module enables over
two thirds of your build options. GET IT as soon as possible and keep it alive
always. No buts, ifs or maybes.

How to use:
I recommend you build a Research Module before you even start building ships,
as that requires a Facility. Don’t even bother with Resource Collectors – you
start with 6 and that’s OK for a while. Wait for all of them to exit your
Mothership and send them to harvest, then start your Research Module. You can
still make scouts in the meantime, though, but watch your RU. Later in the
game, when you have some extra money, you could build a second Research module,
which would decrease research times by about 25%. That may sound like a lot,
but that’s 5 seconds out of 35 seconds. However, it could help with the later
researches for the bigger ships. Also, if you DO want to speed up your
research, you should stick to Research Modules, as Advanced Research Modules
speed up research by EXACTLY the same amount, but are much more expensive
(Hiigaran only). Also, the best ship to put

9.2.1. Advanced Research Module (Hiigaran only)
Cost: 2250
Prerequisites: Research Module

Enables for Hiigaran:
    Minelaying Technology Research (Requiers Corvette Facility)
        The construction of Minelayers (Requiers Frigate Facility)
    The construction of Flack Frigates (Requiers Frigate Facility)
    The construction of Ion Cannon Frigates (Requiers Frigate Facility)
    The construction of Marine Frigates (Requiers Frigate Facility)
    Defence Field Technology Research (Requiers Frigate Facility)
        The construction of Defence Field Frigates
    Battlecruiser Chassis Technology Research (Requiers Capital Ship Facility)
        The construction of Battlecruisers (Shipyard only)
    Sensors distortion Probe Technology Research
        The construction of Sensors Distortion Probes
    The construction of Fire Control Towers
    And Researches

Enables for Vaygr: Not applicable

Understanding the Subsystem:
The second vital Subsystem that you MUST have to achieve victory. Well,
actually you CAN do without it, but it enables things like the Defence Field
Frigate (which is a cornerstone to Capital Ship warfare) and the Battlecruiser
(bless its mechanical heart), as well as almost all other frigates. So, yeah,
if you want to beat a newbie or crush an easy CPU, you can skip the Advanced
Research Module, But you’d have to play without frigates. However, I SERIOUSLY
recommend getting it when fighting even a mediocre human player, since Frigates
are the Hiigaran’s strong point. And besides, it’s neither much more expensive,
nor much slower to build than the original Research Module. Also, it gives you
access to level 2 upgrades, which could prove quite invaluable in given

How to use:
Make 1 as soon as you have an operational Frigate Facility. Ignoring
researches, you need an Advanced Research Module for all but one Frigates, so
it makes sense that this should be the appropriate moment. Unless you have
extra money, don’t start any of the new researches. Instead, concentrate on
building yourself a Frigate force. Once that is done, you should take the
armour upgrades for your Frigates, since they have a tendency to die without
you noticing.
IMPORTANT You absolutely DO NOT need a second

9.2.3. Hyperspace Module
Cost: 1000
Prerequisites: Research Module

Enables for Hiigaran:
    The construction of a Shipyard
    And researches

Enables for Vaygr (in a while)

Understanding the Subsystem:
This is all you need to make hyperspace jumps. Period. However, hyperspacing in
Homeworld 2 is done in a somewhat awkward, yet uncomplicated way. You need just
1 Hyperspace Module on just 1 of you construction ships. It creates a field
that allows all ships within it, the ability to jump. Only ships capable of
performing hyperspace jumps to begin with are affected – Frigates and Capital
Ships. The Hyperspace Module has NO effect on Fighters and Corvettes. They must
dock with a Carrier, Mothership, Shipyard or Battlecruiser and have it
transport them through Hyperspace. Hyperspace jumps cost money, depending on
the amount and types of ships that jump and the distance they will travel. An
estimate is displayed above the cursor. As for now, I have made no calculation
and can give you absolutely NO clue as to how to guess the cost of a jump. If
anyone can, drop me a line.
The Hyperspace Module is most useful towards the later stages of the game,
where you have the really big (and slow) ships and the money to pay for jumps.
This is great for a surprise attack, but it CAN be detected and reacted upon,
since ships stay in hyperspace for some time.

How to use:
Build one on a Carrier or Battlecruiser when you either feel you have more
money than you want, or have a couple of Battlecruisers you need transported
across the map. Avoid building it on your Mothership, unless you plan to take
it along with you (which is a bad idea), since otherwise you’ll be sending your
fleet on a one way trip. Not that you can’t build one in mid-battle, but why
put yourself in that position? Also, when hyperspacing, make ABSOLUTELY sure
you scout ahead so you know where you will exit. There’s nothing worse than
hyperspacing into a minefield (or several layers of minefields) or dead in the
centre of the enemy’s fleet (and maybe platforms), so take caution. Also, it is
preferable that you hyperspace to places away form enemy construction ships, as
they may have Hyperspace Sensors, and the enemy will prepare for your arrival.
If you can get a Probe or Scout wing close enough, you can actually check which
ships have those Sensors, so as to avoid guessing. Also, it is a good idea to
bring along a Proximity sensor or 2, just in case, since there will be other
thing you’ll be building on site. The Vaygr have additional means to make
hyperspace jumps (see section **).
I don’t know exactly how the Gravity Well Generator works on ships already in
hyperspace, or attempting to jump INTO the field of an active Generator. If
anyone does, drop me a line.
*note* Section ** is not done yet, that’s why it has stars instead of numbers.

9.2.4. Gravity Well Generator
Cost: 1500
Prerequisites: Research Module

Enables for Hiigaran:
Well, nothing.

Enables for Vaygr (in a while)

Understanding the Subsystem:
The Hyperspace Inhibitors we all know and love (to kill). The same thing that
used to plague the campaign is now available in Human vs. CPU and Multiplayer
modes, but it has been modified to fit into the hyperspace system of these
modes. It now has a limited field of operations (about twice that of the
Hyperspace Module), that prevents ships from jumping into, or out of, it. The
Gravity Well Generator dose not need to be activated – it is always active.
Since no-one will likely want to jump right in the middle of your fleet and if
they want to jump next to your Mothership, they can exit just outside the field
and still achieve roughly the same result, you’ll be more interested in using
it for offence than defence. It is best used on Carriers and (later on)
Battlecruisers, since they move fast enough (well, relatively) to actually
bring the field onto ships that may try to flee into hyperspace. Those are
mostly the enemy’s Mothership or Shipyard and in some instances maybe

How to use:
Depending n the stage of the game, build 1 on a Battlecruiser or a Carrier that
will be in your attack force. Now, if you’re going to use a Carrier, make sure
you protect it well. If you’ve pressed the enemy to the point where he will
want to evacuate through hyperspace, he’ll likely focus all his fire on the
ship with the Gravity Well Generator. You want to finish him off, so you don’t
want to let him flee. Just try to keep your Carrier alive as long as possible
and focus all the fire you can spare on the enemy’s
Mothership/Shipyard/Whatever. Your first objective here is to keep the Carrier
alive, since that’s all that’s keeping your target from fleeing, so don’t be
shy about diverting fire form the said target to save the carrier. If all goes
well, you should be able to kill the Mothership or whatever, but you may
sustain heavy damage. However, a Mothership or Shipyard down is worth the
effort. In the later stages of the game, Carriers are meat on the table for the
bigger ships, so you’ll want to use something more substantial. A Battlecruiser
can carry Modules, which makes it ideal for the role of Hyperspace Inhibitor.
It will certainly live longer than a Carrier and it will add a LOT to the
damage. However, the Battlecruiser is built for long range warfare and bringing
it in point blank range of the enemy’s Mothership or Shipyard means it is now
within range of enemy Frigates and vulnerable to Bomber attacks. They can still
hold out reasonably well, but you HAVE to protect your Battlecruiser, lest it
be overwhelmed. And this time around killing your target won’t be as much
trouble since now you’ll now have much bigger guns. You COULD also build one on
your Mothership and send it into battle, but it’s weaker than a Battlecruiser
and has almost no attack and you can’t replace it, so I don’t recommend it.

9.2.5. Cloak Generator
Cost: 750
Prerequisites: Research Module

Enables for Hiigaran:
Well, nothing.

Enables for Vaygr (in a while)

Understanding the Subsystem:
As the name implies, the Cloak Generator cloaks the construction ship it is
built on, as well as all the ships in a limited field around it. It has to be
enabled and it has a limited energy supply, that will regenerate when the Cloak
Generator is not active. It takes a certain amount of energy immediately as it
activates and then drains the rest slowly. If cloaked units are ordered attack,
they will immediately uncloak until the attack order is withdrawn, at which
point they’ll recloak. Making a hyperspace jump, however, will not disengage
the cloak, which means you could use it for a surprise attack on the enemy’s
Mothership, but beware of Hyperspace Sensors. Alternatively, you could use it
for a surprise frontal attack on the enemy’s fleet, perhaps to negate its
long-range guns, or to outflank it and attack it from behind. Whatever the
case, Carriers and Battlecruisers are the prime candidates for a cloaking
generator, since the Shipyard and Mothership should stay home. I’ve made a
little calculation – the Cloak Generator will work for about 2 minutes straight
if activated at full power. In that time a Carrier travel 8km. Just for

How to use:
Depending on the stage of the game, build 1 on a Carrier or Battlecruiser and
put it in the middle of your fleet. Then you can do 1 of 2 things: either make
a hyperspace jump or move in on conventional drive. If you want to hyperspace,
you’d best do that behind or near the enemy Mothership. But make sure there are
NO Hyperspace Sensors on any of the Capital Ships there, or the enemy will know
to send Proximity Sensors. Just jump outside of the Hyperspace Sensors’ field
of influence, since you can move your cloaked fleet inside them once it exits
from hyperspace without being detected. Then attack from behind or something.
If you don’t want to make a hyperspace jump and instead opt to use your ships’
conventional drives, then you’re better of putting the Cloak Generator on a
Carrier, since the Battlecruiser is too slow to make use of the Cloak
Generator’s limited energy. Also, that is a tactic better suited for the
earlier stages of the game, where you’ll be using Frigates primarily. A fleet
of Frigates and a Carrier can move about 8km on a fully charged, which allows
you to make a surprise attack, but it needs to be pulled off carefully, and you
need very good intelligence. If you’re fighting an enemy with a superior fleet,
you could just use the cloak generator to close the distance and negate the
long range guns on his Capital Ships.

9.2.6. Fire Control Tower
Cost: 1500
Prerequisites: Advanced Research Module

Enables for Hiigaran:
Well, nothing.

Enables for Vaygr (in a while)

Understanding the Subsystem:
Currently, I have no idea what this does. It’s supposed to increase the ships’
combat performance, but I haven’t been able to see what it actually does. If
anyone knows what this is, or how to use it, drop me a line.

9.2.7. Platform Control Module
Cost: 500
Prerequisites: none

Enables for Hiigaran:
No Research Module:
    The construction of Gun Platforms
With Research Module:
    Platform Ions Technology Research
        The construction of Ion Cannon Platforms
    And researches
With Advanced Research Module:
    Only researches

Enables for Vaygr (in a while)

Understanding the Subsystem:
This is the exception to the rule that Modules are not used for production.
This Module is the exact same thing as any of the Facilities, only for
Platforms. That is why I will give no additional information about
understanding it.

How to use:
You won’t need more than 1 as platforms are quick to build. Build a Platform
Control Module somewhere in the pause between the Fighter Facility and the
Corvette Facility, since you’ll need to protect your forward resourcing
operations (if you have to have any). Alternatively, you could use platforms to
defend your Mothership from early rushes that could cripple your economy for
the rest of the game. In either case, you’ll need it early on. It’s cheap and
so are the platforms, so I see no reason not to build 1. Later in the game,
when you have to make Ion Cannon Platforms, you could build a second 1, but
only if you are in a hurry. Besides, chances are you’ll need your Module slots
for something else.

-- ------------
9.3. Sensors

Sensors is a passive category of Subsystems. Sensors neither allow the
construction of ships or Subsystems, nor does it add any special abilities to
the construction ship that houses one of them. Instead, they enhance the
detection capabilities of the ship. Here, the Hiigaran have the advantage, as
they have 1 Sensors Subsystem unique to them. Also, no Sensors enable anything,
or have any prerequisites, so I will only list the cost here (not that it
changes). Keep in mind that each Sensors Subsystem takes up one Sensors slot.

9.3.1. Hyperspace Sensors
Cost: 250

Understanding the Subsystem:
I haven’t used this subsystem at all, so I can only guess. The game says it
detects hyperspace signatures in a field around the construction ship it is
built on. Though that field is not shown, I assume it is the same as the
construction ship’s field of view (the blue sphere on the Sensors Manager),
since that’s what Sensors tamper with. I guess you’ll receive a warning that
ships are approaching in hyperspace, which would give you time to react.
However, since I’ve never used it, I’ll refrain from commenting on uses. If
anyone can explain what the Hyperspace Sensors do, please drop me a line.

9.3.2. Advanced Sensors Array
Cost: 250

Understanding the Subsystem:
Well, there’s not much to understand here. The Advanced Sensors Array simply
doubles the sensors range of the ship it is built on. It really has very little
practical use, but it makes life much more convenient, since you see attacks
coming form further away. Equally effective in both defence and offence, cheap
to build and, with so little else to put in its place, I’d say the Advanced
Sensors array is something you’ll want to build soon after the start of the
game even if it won’t make a world of difference.

How to use:
Build one on your Mothership right at the start of the game. That way you’ll
see much further away, which will allow you to see enemy scouts peeping in and
chase them away, or (with luck) kill them. Also, a bit later on, when the enemy
starts making marauding attacks, especially if he is Vaygr, you’ll be able to
see those attacks coming and bring your ships back or whatever. Later still,
when both you and your enemy have Frigates and Capital Ships, the Advance
Sensors Array on the Mothership won’t be as useful. A new use of it will be
found in offensive warfare, where you’ll bring a Carrier with an Advanced
Sensors Array, to help you see the enemy early enough to put your ships in
formation. I suggest building it on the Carrier you start with, since by the
time you need Hyperspace Sensors you will (should) already have a Shipyard, or
another Carrier to put that Subsystem on.

9.3.3. Anti-Cloaking Sensors
Cost: 250

Understanding the Subsystem:
Currently, I have no idea what that does. The game says it somehow “improves
sensors against cloaked ships”, but I have yet to see how. I would guess that
maybe it allows the ship the Anti-Cloaking Sensors is built to detect cloaked
ships, but I have no way to verify this, nor any grounds to base it upon.
Sorry. If anyone knows anything about this Subsystem, drop me a line.

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10. When to contact me
-- ------------

You can reach me at nero_orog@hotmail.com
Drop me a line if you:

1. Have comments, tips or suggestions. I’ll include you in the Credits.
2. Want to inform me of errors or misjudgements I’ve made, show me something
I’ve missed or want to contribute to the FAQ. I’ll include you in the credits
with additional thanks.
3. Don’t understand part of the FAQ, or need additional information, or need to
know things I haven’t yet put in AND you’ve looked carefully. I’ll respond as
soon as I can, but I don’t have infinite knowledge.
4. Want to tell me how good my FAQ is. I’ll send you a “Thank you” e-mail and
give you my sincere thanks.
5. Want to tell me how bad my FAQ is, but want to suggest a way to improve it.
I’ll include you in the credits with additional thanks.
6. Want to use my FAQ or parts of it in you own FAQ, on your website or
whatever. I’ll allow it, but ask me anyway.
7. Are an admin. at GameFAQs and have something to tell me.
8. Believe I should give you credit and I haven’t. I’ll have a look and include
you if you’re right.

Do NOT drop me a line if you:

1. Want to tell me how bad my FAQ is, but you don’t want to offer any
constructive way to improve it. Your e-mail will be ignored.
2. Want to tell me how much you dislike me as a person, my beliefs, my speech
or my relatives. Your e-mail address will be blocked and you’ll receive my
prefabricated “hate” letter.
3. Want to sell me things, want me to send out a chain letter, or anything else
of the sort. Your e-mail will be ignored.
4. Want to ask me about information already in the FAQ. Mostly I’ll tell you
where the thing is in my FAQ, but I just MAY ignore your e-mail.
5. Want to just chat. Your e-mail will be ignored. I already have a life.

Anything else is your call.

-- ------------
10. Credits
-- ------------

Me – Nero – for playing Homeworld 2 and spending a lot of 10 hour days typing.
phAke, my friend – for insisting that I play
MouseNo4, Josh Lindsey, Zonr_0 – For providing me with information on the
Sensors Distortion Probe. Thanks a lot!
Yoshitaro – for pointing out the weakness in my Battlecruiser strategies and
for his insight in Vaygr Fighter and Corvette tactics.
Sean Duncan, Nick Adams – For pointing out an error I had made in my history of
the game. Thanks a lot!
William Van – For pointing out an error I had made about the Battlecruiser unit
limit and for providing me with additional info on the Scouts’ EMP Blast.
Patrick Chen – For pointing out I had been spelling the Vaygr wrong (used to be
Vygar) Thanks a lot!
Daniel Pusch and his team – For hosting my FAQ on their site
Bernd Wolffgramm, For hosting my FAQ on http://www.dlh.net
Stephen Ng – For hosting my FAQ on http://www.faqs.ign.com
Alain Malcotte – For hosting my FAQ on his site http://www.homeworld-2.net
Sierra, Vivend and Relic – For making and distributing the game
Logitech – For providing me with a mouse with a wheel.
And YOU – For reading.

Anyone of the above want his e-mail included or something, drop me a line.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.