Space Information:  Oomarii
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The Oomarii are a fairly popular race.  Their main advantage is their ship speed and their ability to move to adjacent plaents with a minimum time of 2 ticks instead of the normal 3.  For this reason the Oomarii make good additions to enable the alliance general the ability  to react to an opponent in time to lay ambushs and the like.  Therefore more than one sensor per contested border planet is preferable so as to detect incoming fleets in time to intercept, 10-20 sensors should be sufficient.  Along with the Kreel they can create the best evasion ships of the game, And while stealth is not a favorite of most Space players, I personally feel it is underrated.

Here I will give a general overview of what an Oomarii strategy could be.  All ship designs shown are final designs when research is completed.  When researching for the Oomarii one must remember the main advantage of this race, engine speed.  Therefore Engine is the main focus of research, beyond the normal research procedure of course.
Research Schedule

Engine Construction to 5 (default)
Ore Mining to 2
Production to 3
Ore Mining to 3
Economics to 4
Ore Mining to 4
Production to 5
Ore Mining to 5
Econimics to 6
Ore Mining to 6
Production to 7
Ore Mining to 7
Economics to 8
Ore Mining to 8
Production to 9
Ore Mining to 9
Economics to 9
Ore Mining to 10
Production to 10
Research Schedule (continued):

Research to 10
Nanotech to 5
Military techs to 10
Nanotech to 12
Research to 15
Engines to 16
Economics to 10
Ore Mining to 15
Production to 15
Military techs to 15
Nanotech to 15
Military Techs are defined as Hull, Shields, Stealth, Sensors and Weapons.
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The bulk of an Oomari's fleet is the heavy battlecruiser.  With the Oomari bonus to speed less slots have to be placed on the speed aspect of the ship and still make it faster than other races.  As a result the extra slot(s) may be used to reinforce the weapons and sensors of the ship class, making them that much more formitable.  As always speeds greater than 35 are necessary to ensure a fair response time for large empires.

A heavy battlecruiser holds 23 slots:  2 for shields, 3 for hull, 4 for engines, 9 for missiles and 5 for sensors.  All tech levels at 15 except engines are at 16.
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To take advantage of ship specific battle bonuses the battlecruisers are accompanied by a small force of high accuracy battleships.  These battleships also have the dual pupose of soaking up damage aimed for the warpships if the enemy uses ship specific targetting orders.

A heavy battleship has 29 slots:  3 for shields, 3 for hull, 6 for engines, 10 for missiles and 7 for sensors.  All tech levles at 15 except engines at 16.
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The crown jewel of any Oomari fleet is the warpship, the Oomari unqiue.  This ship has the ability to 15% of the time reflect any missile or fighter damage aimed at it back to the attacker.  Therefore the ship itself requires no weapons of it's own and instead is purely defensive.  Built at a ratio of 1 to 20 for the normal ships for maximum coverage, or even more in case the ship itself is targetted.  The warpship will always be found accompanied by at least a few heavy battleships for protection purposes.

A warpship has 19 slots:  3 for hull, 2 for shields, 7 for stealth and 7 for engines.  All tech levels at 15 except engines at 16.
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Oomari warpships also allow for another type of ship to be built by the Oomari.  This ship is a situation specific type design, an evasion scout.  The general purpose is to build 100 such ships and place them in a fleet with 6 warpships.  This 106 ship fleet will then attempt to catch an enemy fleet orbitting a planet.  It will be able to hold the enemy fleet immobile for several ticks, thereby ensuring that one of two things may occur.  Either the main fleet then engages an enemy fleet elsewhere and all reinforcements are held by the evasion fleets, or the main fleet may then reinforce the evasion ships to eliminate the enemy fleet.  Normally a few such evasion fleets are required for the trick to work, however due to the low cost and quick building of such a fleet, they are well worth the limited use.

A heavy scout holds 7 slots:  1 for hull, 1 for shields, 4 for engine and 1 for stealth.  All tech levels at 15 except engines at 16.
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Last Updated:  August 27th, 2004
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