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			      THE KILRATHI WAR

				Civ2 Scenario
			     Strategy Guide v1.0
		          As if Played on "Ace" Mode

=============================================================================
Table of Contents
]---[I.  Disclaimer
    [II.  Author Information
    [III.  WARNING: Contains Spoiler Information!
    |
    [1.  Playing as the Confederation
    |--a.  Concentrating on Technology
    |--b.  Holding your Lines
    |--c.  Making Offensives
    |--d.  Keeping the Peace
    |--e.  Managing your Money
    |--f.  Winning Through
    |--g.  Unit Descriptions
    |
    [2.  Playing as the Kilrathi
    |--a.  Building Up your Military
    |--b.  Keep that Technology Going
    |--c.  Back on the Homefront
    |--d.  Staving Off the Juggernaut
    |--e.  Those key Fighters
    |--f.  Crushing the Apes
    |--g.  Unit Descriptions
    |
    [3.  Conclusion
    /
   /
  /
 /
/
=============================================================================

I.  Disclaimer-

THIS CIVILIZATION II SCENARIO IS NOT A PRODUCT OF ORIGIN SYSTEMS,
INC. BUT IS A SHRINE TO THEIR FINE WORK BY A DEDICATED FAN.  THEY HAVE
ABSOLUTELY NO RESPONSIBILITY TO THIS SCENARIO AND AS SUCH ONLY HOLD
RESPONSIBILITY OVER WHAT MIGHT HAVE BEEN THEIRS ORIGINALLY.

Origin and Wing Commander are Registered Trademarks of Origin Systems, Inc.
Kilrathi, Confederation, All ship types, planet names, etc. Are all 
Trademarks of Origin Systems, Inc.  All titles belonging or including the
Wing Commander Line of Products are Registered Trademarks of Origin Systems, 
Inc.

II.  Author Info-  This Scenario and Strategy Guide are both products
of Kevin "DarthVeda" Chulski.  The actual scenario prefabrication are mine
as a copyright, however, most of the information contained in it (pictures,
names, etc.) are Copyrighted to Origin Systems, Inc.

III.  WARNING: Contains Spoiler Information!-  This Strategy Guide will basically give away all the fun about how to beat your opponent in the Wing Commander: The Kilrathi War scenario!  If you haven't played this scenario yet, don't read this guide!  If you're at the end of your rope, then read on!

			    <===The Strategy===>

1. Playing as the Confederation

Confed has a number of advantages in its favor, and should be played by those
who are new to this scenario.  One advantage that helps out the most when
playing at harder levels is that the Confederation's home planet is farther
inside its own territory compared to the Kilrathi home planet.  Another
advantage that Confed has is that it can research bombers (anti-shipping
fighters) far sooner than the Kilrathi can.  Yet another advantage for
Confed is that its research progresses more quickly because it is a 
Democracy.  Confed's disadvantages include the fact that people have 
constant "We Love the King" days, which leads to a massive amount of
starvation until you can research Advanced Farming.  Another disadvantage is
that the Confederation can only deploy so many units before cities begin
to get very unhappy.  However, Sol's industrial capacity can help the
Confederation quite a bunch.

------->A.  Concentrating on Technology

As soon as you start the game with confed, you should lower your luxury rate
to 20% and raise your science rate as high as you can without losing money
due to low taxes.  As the Confederation, you must accumulate a massive amount
of technology if you ever hope to overcome the Kilrathi.  Your main research
goals should be as follows, in order:  Civil Economics, Adv. Manufacturing,
Torpedoes, and Phase Shielding.  Once you get those technologies, you should
be at least up to par with an Artificial Inteligence on "Ace" mode.  After
that you should begin concentrating your research on improving your homefront
situation; such as researching technologies that will improve your 
production.  Once you have upped your production, you can begin to produce
those newer ships you have researched.  Use your Desert and Arid planets to
produce fighter-type designs, while using your lava planets and Sol to 
produce your capital ships.  Production is further explained in the "Managing your Money" section of this guide.

------->B.  Holding your Lines

As the Confederation, it is imperative that you hold your lines from Kilrathi attack at all costs.  In parts of the game, it may not seem like the Kilrathi are throwing much at you. Once they are prepared later on, don't be surprised to see many of your fleets crumble before you; especially once the Kilrathi complete research on Phase Shielding.  If the Kilrathi get Phase Shielding before you do, expect to lose quite a number of battles.  You should keep your fleets well supplied with new capital ships, or you are doomed.  I suggest you only build Lt. Cruisers until you receive the advance of Phase Shielding, then you can switch over to Cruisers at the same cost.  Once again, use your lava planets and Sol to supply yourself with cruisers.  It's also probably a good idea to equip all of these planets with Space Academys, so that you can produce veteran capital ships, which last far longer against Kilrathi attacks than regular units.

------->C.  Making Offensives

It's probably not a good idea to use up all of your capital ships in the beginning trying to take a singal planet.  Whenever you make an offensive before you have Phase Shielding, make sure you have plenty bombs of some sort; Nuclear Bombs are probably the best since they are the cheapest and most effective on "Ace" mode.  Make sure when you go to take a planet that you have at least once nuke aboard your transport, if you need more you'll have to sacrifice your Lt. Cruisers to take out some ground troops.  Now, send in your Infantry and Tanks.  Once you get Phase Shielding, you can change tactics.  Now that you have Phase Shielding, you can use your new Cruisers to bombard a planet from orbit with little fear of your Cruiser being ripped apart by ground defenders.  Don't use it too much though, because while being stronger, your Cruisers aren't invincible.  For an entirely fleet operation without using your army, you can probably get away by now, using Assault Shuttles to take empty planets.  Remember, if any planet becomes unoccupied because of constant assault, you can just recolonize it with a colony ship.

------->D.  Keeping the Peace

For the Confederation, sending men and women off to war means trouble back home.  Make sure that your main Unit producers have plenty of happiness buildings to keep their mind off the horrors of war.  If it gets bad enough, you could raise the luxuries back up to 30% at the sacrifice of your research rate.

------->E.  Managing your Money

The Confederation has a much harder time with money seeing as they must also use their trade for Luxuries, and the fact that their happiness buildings don't bring in extra money.  It is imperative that the Confederation research Civil Economics as fast as possible.  Once this advance has been achieved, your next step in becoming economically fit is to have every colony build improvements.  Only build the money improvements if it brings in more money than it costs (this can be calculated by seeing if half the money you have now is more than the money it costs to maintain the structure.)  Never build factories of any kind in planets other than lavas, arids, deserts, and the exception to the rule, Sol.  As before, use your lavas, arids, and deserts to produce your military units.  Set all the others to the production of War Bonds.  Specifically, use your lavas and Sol to produce your capital ships, and your arids and deserts to produce more advanced fighters.  If you are truly starving for production, I suppose you can use your other planets to produce fighters and maybe a few capital ships.

------->F.  Winning Through

If you can capture Kilrah, then the entire Kilrathi empire will collapse.  The easiest route to Kilrah may be through the Northern front (north, as in the top of the map, with all other directions relative) and swinging into Kilrah behind the front lines.  It may also be possible, if worse comes to worse, to use a "Cowards Tactic" and smuggle a transport or two into Kilrah, drop a few bombs, land some soldiers, and take it over; thus winning the game -- but that tactic is hardly fun at all.  Or, if you want to hurt the Kilrathi as badly as possible before taking there homeplanet,  you can go for the direct approach, right through the middle of the map.  The only problem with that offensive style, is that you will now have a bulge in your lines which will be attacked on all sides, in all likelyhood.

------->G.  Unit Descriptions

Here are the various units the Confederation can build, and my oppinion of them in this Scenario (for "Ace" mode at least):

Colony Ship	=  Never got much use out of it; Good for re-colonization  
Hornet		=  Very pathetic;  Only good as a scout
Scimitar	=  Still not useful;  Good for a low-health transport killer
Broadsword	=  A very good Transport killer;  3 will take out a Destroyer 
Ferret,         =  Equal with the Hornet in performance; Better as a scout
Rapier,         =  A fighter with a little punch; still not enough
Arrow,          =  Only good as a cheap alternative
Hellcat V,      =  Yet another in the scout series
Longbow,        =  Pure Cap Ship Killer; Very Good against destroyers
Excalibur,      =  Fighter with a lot of punch, use it against transports
Wraith,         =  About on par with the Rapier and Sabre
Lt. Cruiser,    =  Your best cap ship before Phase Shielding
Sabre,          =  A little better than the Rapier and Wraith
Morningstar,    =  A step down from the Excalibur
Thunderbolt,    =  Better than a Broadsword, but worse than a Longbow
Lt. Carrier,    =  Your first Carrier class; needs to be defended
Hv. Carrier,    =  A Carrier with enough firepower to act as a Cruiser
Destroyer,      =  Good for screening your more expensive ships from enemies
Vesuvius,       =  Your most powerful Ship, it can even launch aircraft!
Cruiser,        =  Best Infantry pounder in town
Transport,      =  Carries your army into battle 
Epee,           =  Better than the Ferret, but worse than the Hellcat V
Aslt. Shuttle,  =  Good in fleet operations for taking planets
Osprey,         =  Your best Aircraft, but very expensive
Trader,         =  If you ever have time to trade, use this guy
Dragon,         =  Your second best Aircraft
Banshee,        =  Your best light figter, now it packs some punch
Nuclear Bomb,   =  A good infantry landing support weapon
Infantry,       =  Marines, they can capture planets
Vindicator,     =  Good alternative defense to Infantry
Tank,           =  Next best attacker to a Nuclear Bomb
Proton Bomb,    =  Best planetary bombardment weapon; Nothing survives
BioWeapon       =  Should you hapen to come acrost one, be careful!


2.  Playing as the Kilrathi

If you're ready for a challenge, be the Kilrathi.  The Kilrathi have many things working against them.  One of those things is that the Confederation
outnumbers them in colony number.  However, the number is quickly made up by the Kilrathi's Fundamentalist government's ability to produce many units without discontent or upkeep -- a huge advantage over the Confederation, mind you.  Then again, the Kilrathi research is mind-bogglingly slow, but since you don't need  luxuries to keep the people happy, you can just transfer what you would normally put into your luxuries, and put it in your science department.

------->A.  Building Up your Military

The Kilrathi can afford to have every planet produce units without fear of all of them going into disorder and what not.  The Kilrathi need to focus on building a fleet and keeping it maintained.  You won't get bombers for a while, so you might as well forget your carriers for now. Once you get some more powerful fighters, you can again use your carriers.  But, for now, instead of focusing on bombers, you'll have to build Destroyers as a ship-killer.  In your technologies, which we'll talk about later, the bigest concern for your military is matching the Industrial capacity of the Confederation, which means researching more Industrial Technologies rather than more Civilian Technologies.

------->B.  Keep that Technology Going

One of the Kilrathi's most fatal disadvantages, however, is their slow tech tree.  With the already slow tech tree in place, it can take forever to research even basic technologies.  The key here is to place just enough money in your tax rate so that you aren't losing money every turn.  You don't need anything in luxuries; neither do you want any until you have Asteroid Farming for that matter.  If you can keep pace with the Confederation in Technologies, then you should be fine.  Your first research goal should be getting Ground Factories, and you should continue researching that area until you get Advanced Mining.  Once you have gotten Deep Fusion Plants and improvements like that, make a blitz to get Phase Shielding;  if the Confederation gets Phase Shielding before you, you will see many of your ships and fleets go up in smoke.  Try to make sure the Confederation doesn't get it first, even if it means not getting all of you Industrial Technologies.  Remember, Phase Shielding is one of the most important advances in the game.

------->C.  Back on the Homefront

As the Kilrathi, you do not have to worry about having to build happiness wonders to keep your citizens happy since they stay content all of the time in your government.  If you have researched Phase Shielding and your Industrial Techs, and have some fighter technology under your belt, you may wish to focus on your strained economy.  You should research, if you already haven't, Civil Economics and build the improvements in any city where they will bring in more money than they take in.  As the Kilrathi, I think their biggest advantage is the simple fact that they can completely ignore their civilians until the economy is not good (i.e. taking in less money than spending.)

------->D.  Staving Off the Juggernaut

The Confederation may be powerful, but your Destroyers are cheap and can teach their fleet a quick lesson.  You have many planets that can produce a destroyer within 14 months, so I suggest you tell them to; that may be the only way, early in the game, to keep the Confederation at bay, industrial-wise, that is.  While playing against the Kilrathi, I noticed that Destroyers seemed to be their biggest Capital Ship advantage, so I suggest that you use this advantage until the Confederation gets Phase Shielding.  After that, Destroyers won't do that much damage to Cruisers.

------->E.  Those key Fighters

The key fighters that you can posses that will announce the return of your carriers to any possible power are the Vaktoth and Paktahn.  Fighters after those models are very good and should be used widely.  The only purpose your carriers should serve until you get these fighters, are to keep those pesky Broadswords out of the sky early in the game.  Very few of your fighters are jump capable, so be careful not to lose whatever amount you have on running out of fuel!

------->F.  Crushing the Apes

If you are to have any hope of getting close to Sol, your final assault will need one of two things:  You will need either a very, very large armada to punch through, or, on the other hand, all you need is a handful of very damaging ships.  By very damaging ships, I mean an armada that includes something like this:  2 Dreadnoughts, 8 Cruisers, and 2 fully loaded Carriers.  And of course, don't forget to pack troops along for the voyage too!  If you manage to take Sol, the entire Confederation will collapse and you will be triumphant!

------->G.  Unit Descriptions

Here are the various units the Kilrathi can build, and my oppinion of them in this Scenario (for "Ace" mode at least):

Colony Ship,	=  Never got much use out of it; Good for re-colonization
Jalkehi,	=  A nice medium fighter;  Good for killing Broadswords     
Dralthi IV,   	=  The next step in the Dralthi series
Jalthi,       	=  A bit better than the Dralthi
Drakhri,        =  This one is a little bit better than the Dralthi
Salthi,       	=  This one stinks even worse than the Dralthi
Gratha,         =  Possibly your best fighter till Jalkehis
Darket,         =  This one even beats out the wonderful Drakhri (wink, wink)
Paktahn,      	=  This is your first, and best, bomber
Vaktoth,        =  This is your best fighter until the Tarkhan
Gothri,       	=  A fighter that's a little better than the Jalkehi
Sartha,         =  Only the Salthi could be worse
Jrathek,        =  Good as a defender alternative to the Gothri
Ralatha,        =  The equivalent of a Confed Lt. Cruiser
K Ha Haf,       =  Once you get one, use it for defense; it's great
Strakha,        =  A good lighter fighter
Hv. Carrier,    =  When you want to build carriers again, use this one
Destroyer,      =  Best ship-killer in your fleet outside Cruisers and such
Dreadnought,    =  Well, I lied, this is the best anything in your fleet
Cruiser,        =  Once you get these, never build Ralathas again
Transport,      =  Your troops and bombs can get around on this
Skipper Msl.,   =  Your cheapest and most effective ship hurter
Aslt. Shuttle,  =  Good for taking empty planets
Trader,         =  If you ever have time to trade, use this guy
Tarkhan,        =  Your best fighter, it has an insane defense
Pchela,         =  Your best light fighter (Finally!  A good fighter!)
Dralthi,  	=  Your first fighter; two words, 'It Stinks'  
Nuclear Bomb,   =  A good infantry landing support weapon
Tank,           =  Next best attacker to a Nuclear Bomb
Proton Bomb,    =  Best planetary bombardment weapon; Nothing survives
Infantry,       =  Marines, they can capture planets
Ekapshi,        =  Never take this outside planetary range
Fralthra,       =  Your lightest carrier;  only good for launching fighters
BioWeapon       =  Should you hapen to come acrost one, be careful!


3.  Conclusion

One last thing I would like to point out is the fact that this strategy could radically change as soon as Civilization 2 becomes multiplayer.