Colonial Conquest II (Christian Mumenthaler/PD)

Last modified on October 6th, 2005

Original help by Grant Hazell, January 1st, 1996.

Playing Against An Alien Opponent

The aliens never seem to attack your planets until very late in the game, after they have colonized a lot of the uncolonized planets in the universe. I can't guarantee that the aliens will attack late in the game but it is very likely that they will leave you alone until at least turn 150. As soon as possible, build an exploration ship and send it with a couple of other combat ships (for protection) to the surrounding planets, this serves two purposes; 1) to look for planets to colonize and 2) to look for alien life-forms.

When you find alien life-forms and the empire offers you fleet forces or resources (a transporter partially filled with food, material and energy), I would recommend that you always take the fleet forces because spaceships are usually much more useful than a transporter partially filled with food, material, and electricity. Also the empire can instantly send the spaceships to any planet which cuts down the time spent exploring the universe for good colonizable planets.

The details of fleet forces and resources obtained at different IQ levels can be seen below:

IQ Rating Of Life FormFleet ForcesFood Resources/MaterialEnergy
1Fighter15015
2Dreadnought306030
3Cobra Ship4518045
4Pulsar Destroyer6024060
5Battlestar7536075

When the aliens attack your planets in overwhelming numbers and you do not have a realistic hope of recapturing it, it is most important to destroy the energy storage units so that when you come to destroy the planet with your planet destroyer and the aliens have built a planet shield, you can destroy the planet since you need twice as much energy as is contained in the planet's energy storage units (if you have demolished the energy storage units, that should be 20 energy units).

When you no longer have a use for the colony station on your colonized planets, it's a good idea to demolish them. This gives you 11 units of material, one more place to build things, and the you still have the space for 4000 people, that you had before you demolished it. The higher the difficulty level, the more objects the aliens tend to build on their planets. On the easy level they tend to build four objects. Typically:

  1. an alien central unit
  2. a nuclear power plant
  3. a ground defense unit
  4. a space port.

On the suicide level, the maximum I have seen the aliens build, given time is ten objects:

  1. an alien central unit
  2. 2 nuclear power plants
  3. 2 planet defense units
  4. a space port
  5. 2 energy storage units
  6. a planet shield
  7. an anti spy satellite antenna

This gives the aliens a maximum of 620 units of energy and the alien central unit produces 24 units of material per turn regardless of which difficulty level you are playing on. Don't leave your spaceships in orbit around planets colonized by the aliens as they will build tripods (alien troops) endlessly until you leave which can cause problems later on if you decide to invade the planet with troops.

Colonizable Planets

It is difficult to say how many planets should be colonized to their full capacity, as it largely depends on how quickly you defeat the aliens and the difficulty level you are playing at.

LevelNo. Of Planets To Colonize
Easy1-2
Medium3
Hard4
Suicide5-6

The best planets to colonize are planets with the highest food and mineral wealth (petrol and metals) though mineral wealth is more important since greenhouses can be built to provide food but mining sites cannot be built. There are two main ways to defeat the aliens:

  1. invade their planets with spaceships and troops (very difficult and time consuming)
  2. keep building spaceships, and research until you reach Technology level 9 and then build a planet destroyer and destroy all the planets, that the aliens have colonized, and then wipe out the aliens with your large fleet (much, much less difficult and much, much less time consuming).

It's best to choose which of these methods you are going to use near the start of the game (needless to say I would recommend the second method). If you choose the first method you will need to build barracks (one or two per planet should be enough) and troop transporters. If you intend invading the alien planets with troops, you'll need approximately three or four times as many troops as there are tripods defending.

If you choose the second method you will need to build lots of fusion power plants (six or seven), seven or more energy storage units and a planet destroyer on the same planet. It is best to build these units on the planet farthest away from where you think or know the aliens are, so that it takes more energy when you use the planet destroyer. That way if the aliens have a planet shield, you are more likely to destroy their planet. The most important part of this game is that you can only ever build thirty-five objects on a planet.

But remember you can bulldoze them for the return of half of the material it cost to build them. The bulldozer facility along with the increased number of different constructions gives the game a lot more flexibility. This means that the number and type of objects built on your planets will be different from game to game. Always remember to demolish constructions on your planets after they have ceased to be useful, especially irrigation units, snow melting units, and universities.

When Technology level 5 is reached you should build fusion power plants and demolish any energy collectors, coal power plants, and nuclear power plants. If you use method two, after you have destroyed all the alien's planets, the planet destroyer, extra fusion power plants and extra energy storage units can be demolished.

Mother ship

The mother ship is a very powerful spaceship and the only ship capable of repairing itself. Destroying it will stop the aliens colonizing other planets but they can still wipe you out with combat ships and troops. When you have built a planet scanner and think you have enough combat ships to protect your planets, try to find the mother ship by sending some fighters to all of the planets or you can just wait until it finds you, and then track it with the planet scanner and send enough ships to destroy it (12-15 pulsar destroyers (at Technology level 8 or above) or equivalent should be sufficient). You will have to chase the mother ship from planet to planet as it usually moves, once it has encountered resistance. Do not attack the mother ship with small numbers of ships as it will destroy them and by the time you have attacked it again it will have repaired itself.

Spy Satellite

The only time when building a spy satellite is justified is if you use an energy cannon to attack the alien planets. It is quite useful to be able to see the result of your attack.

Technology levels

Tech. LevelDiscoveriesResearch
1Scan Beam Disturber and Anti Spy Satellite Antenna10
2Irrigation Unit, Exploration Ship and Spy Satellite20
3Snow Melting Unit and Cobra Ship40
4Pulsar Destroyer80
5Battlestar and Fusion Power Plant160
6Planet Scanner and Stargate Ship320
7Energy Cannon640
8Planet Shield1280
9Planet Destroyer2560
10 and AboveNothing Special5120

Note: Stargate ships are discovered at Technology level 6, NOT Technology level 5 as may be written in the colonial conquest manual.

Playing Against A Human Opponent

Playing against a human opponent is more difficult than against the aliens. Humans can use energy cannon or a planet destroyer against you. The number and type of buildings built on your planets is roughly the same as against the aliens, but all of your planets should have universities, because being the first to develop an energy cannon or planet destroyer can accelerate victory. A planet shield is also advisable so that there's less chance of the above happening.

The planet scanner becomes a more useful piece of equipment. It can be used to discover which planets your opponent has colonized. Because from time to time, spacecraft will move between the planets and it is likely that the busiest planets will be colonized. It will at least tell you which area of the universe is being colonized or explored.

Building spy satellites is still a waste of time and resources as your opponent may have an anti spy satellite antenna and knowing what is happening on his/her planets is not a major advantage. You can only be 50% sure of the number of spaceships in orbit around the planet.

Bugs, Anomalies. and Other Stuff

When you start a new game the planet that the computer allocates for you can never be explored for life forms.

When you build a food robot on grassland it gives you three units of food, NOT two units as the help feature may display.

After the planet destroyer is used, it should self-destruct afterwards. If you have enough energy you can take two or three shots with one planet destroyer in the same turn by selecting the option more than once from the special commands menu.

Colonial Conquest can be multitasked by pressing the 'Left Amiga' and 'A' keys.

If you use the planet editor it is worth knowing that when you design your own planet and come to save it and you use the 'GB' keymap you will need to press the 'Z' key instead of the 'Y' key, to save it.

If you are using a mouse accelerator/blanker program on your system, then it may cause some problems when you run Colonial Conquest.

Food Robot

Only build food robots on the two most plentiful land types, and only enough of them to feed the population taking in to account natural food sites.

Greenhouse

On planets with few mining sites, greenhouses are best built on desert or ice terrain. But on planets with a lot of mining sites (more than can be mined by your intended population size), build them on mining sites since one shield of material is also gained.

Granary

Two granaries per planet are best since this gives you a good supply of food to sell to the empire in exchange for damaged combat ships.

Mining Robot

These are best built on sites were metals or petrol are present. When enough food has been produced for the population and you have built all of the structures you require, use the remaining mining sites to build as many mining robots as possible.

Energy Storage Units

Two energy storage units per planet is a good idea especially if you intend to to install a stargate ship when Technology Level 6 is reached. Because stargates now require energy to function. If you intend to build a planet scanner or energy cannon on the planet, two energy storage units is fine, but if a planet destroyer is built a minimum of three is needed to be able to fire from a reasonably long distance.

Energy Collector


Provides two units of energy. Not worth building at all.

City Complex


Four city complexes are best to give a population of 36,000, but on planets with plentiful mining sites, five can be built.

Ground Defense Unit

Ground defense units can be omitted since the aliens rarely if ever attack your planet with troops until many turns after they have captured it. If you do build ground defense units, they are very quickly destroyed if the aliens attack.

Barracks

If you use method one, one or two barracks per planet is fine providing you have or intend to, colonize additional planets. This does not strain the resources of any one planets to much. If you use method two, barracks are obsolete.

Coal Power Plant

Provides four units of energy. Only worth considering when you first colonize a planet and need more energy to build a city complex or you want to build a high energy consuming construction (such as a planet destroyer) and you do not have quite enough energy and you are sure that you won't need any more energy.

Nuclear Power Plant

Provides eight units of energy. Only worth building if you have a small number of shields or you have not reached Technology level 5, after which you can then build fusion power plants.

Fusion Power Plant

Provides 16 units of energy. As soon as these become available and you need more energy to build one. Remember you can always demolish energy collectors, coal power plants, and nuclear power plants. This not only gives you more space on your planets, but more energy production as well.

Snow Melting Unit

These are only really useful when you have a planet with a lot of ice terrain. It would be best to colonize another planet, but if you do build one remember to demolish it after it has changed the ice into grassland.

Irrigation Unit

These are only really useful when you have a planet with a lot of desert terrain. It would be best to colonize another planet. If you do build one remember to demolish it once it has changed the desert into grassland.

University


Only one per planet is needed. It can be omitted if you are pushed for room or if you have universities on other planets.

Medical Center


One per planet is essential to stop viruses breaking out.

Energy Cannon

Not really worth building as the alien planets have a maximum of ten constructions so your chances of hitting anything are quite slim.

Planet Destroyer

It takes four energy units, a long time to build and at least 700 energy units to fire, but it is very useful to destroy the alien planets, especially on the hard and suicide levels since it is difficult to destroy all of their vast numbers of spaceships. Destroying the alien planets stops them from producing spaceships and then you can build up a large fleet of combat spaceships and destroy them.

Planet Shield

The planet shield is no use at all when playing against the aliens as they do not build energy cannons or planet destroyers.

Planet Scanner

This device uses 20 energy units for a short range scan and 50 energy units for a long range scan. One per game is needed, which is best built on the most central planet in the universe, since with a long range scan the movements of the alien spaceships can be seen throughout most of the universe.

Scan Beam Disturber


Not worth building since the aliens don't produce spy satellites.

Anti Spy Satellite Antenna


Not worth building as the the aliens don't build spy satellites.

Space Port


One per planet is absolutely essential.

Colony Ship

It is best to build colony ships with three or four colonists aboard and establish colonies, as early in the game as possible.

Stargate Ship

Stargate ships should be built at your earliest opportunity when Technology level 6 is reached. Stargates should be established at all of your colonized planets. The distance between stargates does not effect the amount of energy needed to make the jump. The amount of energy needed to make a stargate jump with each of the different spaceships can be seen below:

Type Of SpaceshipEnergy needed for Stargate Jump Type Of SpaceshipEnergy needed for Stargate Jump
Fighter2Transporter3
Exploration Ship4Troop Transporter4
Colony Ship5Dreadnought7
Cobra Ship12Pulsar Destroyer17
Stargate Ship18Battlestar22

Transporter

The best use for the transporter is to move between all of your planets, loading and unloading food, material and energy as needed. It is especially useful for collecting energy for a planet destroyer attack.

Exploration Ship

Build an exploration ship as soon as possible after Tech. level 2 is reached and send it out with a couple of combat ships as backup to explore planets for alien life forms and colonizable planets.

Troop Transporter


Only worth building late on in the game if you have troops to transport.

Combat Ships

Fighters are only really worth building to protect exploration ships and to explore the universe early on in the game for good colonizable planets. It is difficult to say which combat ships are the best to build. Dreadnoughts take less time and material to build and aren't that powerful. Cobra Ships take more time and material to build but are more powerful. I find that Pulsar Destroyers and battlestars are best to build as they are very powerful and give you more time to get reinforcements to a battle.

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