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Species - Meridi
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Meridi are one of only two races adapted to crushing gravity and gas giant planets. They are physically the largest species in the Galaxy. Their starships are phenomonally tough but lack sophisticated weapons. Finding enough attractive real estate can be a problem. Reproductive rate is low.

Strengths and Weaknesses
Meridi have early access to cheap dreadnoughts (they're not much good) and don't develop destroyer technology until Era 5. They compete with Cambri (and The Hive) for colonisable planets.
Facility costs are cheap, especialy industrial facilities, and output average.
Smaller Hull Types are limited but there are plenty of shields and a reasonable amount of weapon mounts.
Shields are excellent and there is a modest improvement in Era 7.
Propulsion systems are fairly slow but do get improved in Eras 1 and 8.
Astro-Navigation is good. o ECM is good but there are no improvements.
Offensive Projectiles are limited in scope and only average in performance. There are slight improvements in Eras 2 and 6.
Defensive Projectiles are ordinary until a big improvement in Era 9 makes them more competitive.
Beam Weapons are the mainstay of Meridi fighting power.
Military Improvements are adequate; rate of fire, penetration, deflection, propulsion and evasion can be improved.
Colony Improvements are adequate, highlighted by two upgrades for industry output (Eras 6 and 9).
SP costs for Era jumps are low throughout and R&D fairly fast.
Meridi take a peaceful diplomatic stance which makes them receptive to unity pacts (very desirable!) and alliances as well as neutrality. Their poor trade rating (improved considerably in Era 9) may make diplomatic relationships one-sided (the wrong side!).
Base Rate of Fire is 35. Below average.

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