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    FAQ/Strategy Guide by Nero

    Version: 1.2 | Updated: 10/14/03 | Printable Version | Search This Guide

    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
    5.1.Fighters
    5.2.Corvettes (or Gunships as the Hiigaran call them)
    5.3.Frigates
    5.4.Capital Ships
    5.5.Platforms
    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)
    9.1.Facilities
    9.2.Modules
    9.3.Sensors
    9.4.Misc
    10.When to contact me.
    11.Credits.
    
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    1. Version History
    -- ------------
    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.
    
    V2.
    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,
    Zonr_0)
    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
    -- ------------
    
    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.
    
    -- ------------
    3. General information and story
    -- ------------
    
    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)
    
    -- ------------
    4. Basic actions
    -- ------------
    
    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.
    
    SELECTING
    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 AND CAMERA
    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).
    
    SENSORS MANAGER
    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 (TO)
    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.
    
    BUILDING AND RESEARCH
    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.
    
    RESOUCING AND REPAIRING
    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.
    
    MOVING YOUR SHIPS
    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
    convenience.
    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.
    
    ATTACKING
    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
    this.
    *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.
    STRIKE GROUP FORMATIONS AND TACTICS
    
    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.
    
    SPECIAL ACTIONS
    
    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
    desired.
    
    -- ------------
    5. Hiigaran Ships
    -- ------------
    
    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.
    
    -- ------------
    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.
    
    EMP:
    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
    Battlecruiser.
    
    -- ------------
    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
    do.
    
    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
    Technology
    
    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
    field.
    
    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
    Technology
    
    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
    Engines
    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
    dead.
    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
    Research
    
    Subsystem slots:
    Engines
    
    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
    Engines
    
    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
    case.
    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
    Engines
    
    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
    high.
    *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
    resourcing.
    *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
    Engines
    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.
    
    Hyperspace
    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
    cheap.
    
    
    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
    cheap.
    
    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
    upgrades
    
    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
    chance.
    
    Repair:
    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
    trick.”
    *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.
    
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    6. Vaygr Ships (still working on it)
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    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
    situations.
    
    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
    Battlecruisers.
    
    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
    reference.
    
    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.
    
    -- ------------
    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
    http://www.cheats.de
    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.