Are there any npr guidelines or does everything of the npr depend on the tech level of their race
Be a little more specific. Are you saying guidelines to what they build? Design? Doctrine? Colonize? Or specifically a guideline on how to fight them?
Their tech level certainly plays a massive role in all of the above, but it’s not the end all be all. Recent updates have given them far more “templates” for how they operate, so there’s less one size fits all answers.
Generally, I’ve found I’m almost never faster than their ships, so overwhelming force and planning tends to win out in my campaigns. For ground combat they have a bias towards infantry units, so overwhelming “firepower” wins out even if behind in tech. Maximize the number of shots and eventually one will get through.
Edit: Although, I’m always a proponent of RP > Min/Max. An epic story of struggle even when ending in a valiant defeat is far more Fun to me than simply trying to curb stomp a computer program. Yes, my light bombardment infantry units are more expensive than they’re worth, and AA is currently useless (mostly), and my scout teams don’t actually serve a function, but they look cool ![]()
There military design ship speeds like what is the number of speed for there tech level ,like a list or something
If I understand what you mean, no, there isn’t a list “tech level ↔ speed, range, etc.”.
It depends on the design decisions that every player, human and artificial, makes when he designs a class.
For example, for an engine, you can decide the type, its power, the fuel consumption, the thermal signature and the size: all of these change the power it generates.
Then, you can install one engine, or two, or whatever, on a class, and the fuel storage you need for the ships missions your are thinking they should accomplish. This can decide speed and range. But, when you install the weapons, the sensors, more armour and shields, the cargo holds, etc., everything changes, and you have to rethink about the engine(s), or the load, or the missions.
It’s a process of try, fail and repeat. Sometimes lengthy. But fun.
And every player brings its taste into it. That’s why every design is different, even for the same mission.
My suggestion: try. Retry. And retry again. There isn’t an absolute chart to follow. It must be your fun.
And if you need some advice, post your designs here, to discuss and suggestion. So that you could then reason about it and turn into your way.