Species - Arimech

There is no doubt that the Arimechs are the ugliest race in the galaxy; at least from a human perspective. I daresay Mr Arimech finds Mrs Arimech attractive. They prefer neutrality to conflict but when pushed they can rely on an extensive, flexible military infrastructure.

Strengths and Weaknesses

Arimechs are sensitive to gravity but otherwise able to deal with a wide variety of planetary conditions. Their very low reproductive rate is the main inhibitor to expansion.

Click the Arimech for a closeup
Facility costs are very cheap, and output good.
Hull Types are adequate, and flexible.
Shields are good, especially for larger vessels. They don't get any better.
Propulsion systems are plentiful and above average. Military Improvements are available (Eras 4 and 9).
Astro-Navigation is excellent.
ECM is good, flexible and gets better in Era 4.
Offensive Projectiles are extensive, good and upgradable.
Defensive Projectiles are excellent, cheap and upgradable.
Beam Weapons are adequate with some upgrades.
Military Improvements are numerous; rate of fire, interception, penetration, propulsion, deflection, evasion, ECM and Planet Attack can be improved.
Colony Improvements are limited but mostly useful.
SP costs for Era jumps are high in later Eras.
Arimechs take a neutral diplomatic stance which makes them receptive to alliances as well as neutrality watch. Their excellent trade rating makes diplomatic relationships very rewarding.
Base Rate of Fire is 40. A bit below average.

Default Production Queue
The first couple of times you play Arimechs, I recommend you configure the default production queue as follows, especially in the early game. The low reproductive rate is the main reason for this default.

I1 / R1 / D1 / S1 / I2 / R2 / D2 / S2 / I3 / R3 / D3 / S3 / M / C / I4 / R4 / D4 / S4