Species - Klaa'Keen

The Klaa'Keen are the nastiest boys on the block. If it wasn't for their low reproductive rate, expensive military equipment and restricted real estate options, they'd be unstoppable.

Strengths and Weaknesses

Restricted to cold, Methane worlds with high gravity. Some tolerance of Helium or no atmosphere, frozen or temperate climate and crushing gravity. The Polyphim, Trogarchs and The Hive are their competitors for living space.
All facility costs are low.
Hull Types are restricted. Weapons mounts are plentiful.
Klaa Keen
Click the Klaa'Keen for a closeup.

Shields are limited but this is more than compensated for by quality.
Propulsion systems are excellent.
Astro-Navigation is excellent.
ECM is adequate for DDs and CAs, excellent for DNs and SDs.
Offensive Projectiles are excellent, though expensive.
Defensive Projectiles are excellent.
Beam Weapons are adequate, expensive and not recommended for more than 20% of broadside. They do have high Planet Attack values.
Military Improvements are extensive; rate of fire, hyperjump, deflection can be improved.
Colony Improvements are extensive. The upgrade for gravity (Era 7) is particularly useful.
SP costs for Era jumps are average.
Warlike nature may restrict diplomatic opportunities in multiplayer games.
Average trade capability makes neutrality a viable diplomatic state when more enemies exist than can conveniently be fought at the one time.
Base Rate of Fire is 85. The Best! And made better by several Military Improvements.

Default Production Queue
The first couple of times you play the Klaa'Keen, I recommend you configure the default production queue as follows, especially in the early game.
I1 / R1 / I2 / R2 / D1 / S1 / D2 / I3 / R3 / D3 / I4 / R4 / D4 / S2 / M / C / S3 / S4