Races
Eleven races have been released so far with the ability for an
unlimited number. Tim will be releasing an the original ten races
from Version 3 plus another 4 from his imagination. Below is a list
containing as many of the races either released or in development
that I could find. Clicking on the race name will take you to the
authors website where more details are available.
Race Comparisons
The table links below are for a quick comparison between the various
statistics of each race. Each table will open in a new window.
Characteristics
Min Farm Climate: The minimum
climate on a planet that this race’s farms will still be able to
yield food and money. If the planet is any colder the planet will
not yield any food.
Max Farm Climate: The maximum
climate on a planet that this race’s farms will still be able to
yield food and money. If the planet is any warmer the farms will
not yield any food.
Favorite Climate: The climate
that the race’s colonists are at their best. At this climate they
are the happiest, have the highest growth rate, and have the maximum
income.
Income: The amount of money
colonists not living in a city will being in. Mineral Mining: The
rate that mineral mines produce minerals.
Happiness: Generally how happy
the colonists living under this race’s control are.
Colonist Combat: How skilled
colonists are at fighting in ground wars and boarding actions.
Crew Combat: How skilled ships
crew are at fighting in ground wars and boarding actions.
Troop Combat: How skilled combat
troops are at fighting in ground wars and boarding actions.
Highguard Combat: How skilled
highguard rangers are at fighting in ground wars and boarding actions.
Crew Pilot: How skilled crew
members are at piloting fighter craft.
Troop Pilot: How skilled troops
are at piloting fighter craft. Highguard Pilot: How skilled highguard
rangers are at piloting fighter craft.
Colonist To Crew: The rate
that colonists are trained to become ship’s crew.
Crew To Troop: The rate that
ship’s crew are trained to become combat troops.
Troop To Highguard: The rate
that troops are trained to become highguard rangers.
Growth Rate: The rate that
your colonists increase in their numbers.
Dark Powers: The power to overcome
the will of your colonists, spy on enemies at a distance. A high
rating gives your highguard rangers a huge advantage.
Light Powers: The power to
overcome the dark and fight on the side of good.
PC Factor: How well the race
fights for clean air, clean water, animal rights, the children,
the trees and saving the whales. This is very popular with the Ghipsoldal
natives.
Spy Rating: How well the race
can spy on enemy ( and friendly ) races.
PSI Rating: The power to read
minds. Leadership: How willing your colonists are to follow you
during bad times.
Public Relations: How popular
you are with natives, that respond well to public relation campaigns.
Lawfulness: How likely the
race members are to follow laws and rules.
Pod Speed: The speed that a
pod launched from pod pad travels through space when launched at
a target.
Go To Race Comparisons
Contraband
The price of the various items is controlled by market conditions.
If a race sells a large number of items into the black market the
price of the item will fall in price. If a race buys a large number
of an item the price of it will increase. If a race that demands
a certain type of contraband is doing really well the demand for
that item will increase forcing the price to go up. Buying contraband
items will take the items off of the blackmail market and decrease
the amount of crime in the area of all races that demand that type
of contraband. If a massive amount of contraband is sold on a planet
that is near a race that has a high demand for that contraband item
it will cause a big jump in crime on that race’s ground bases.
Go To Race Comparisons
Structures Descriptions
Training Center: Trains your
colonists to be ship crew members. Trains ship crewmen to be space
troopers. Trains troopers to be high guard rangers.
Factory: Turns megacredits
into supply units at a rate of 1 supply unit per turn per factory.
Farm: Produces 1mc and 1 food.
Most planets can support anywhere from 0 to 200 farms. If two or
more races are living on the same planet they must share the available
farm land. The first race to build a farm gets the land. It is possible
for one race to use all the farm land while other races use none.
Food is used by cities, resorts, and med labs.
Smelter: If there is a supply
of all 4 different types of ore unit will produce 15KT of Metal
and 5KT Fuel. Each smelter has 4 refining chambers that can handle
up to 10KT of raw ore per turn.
Mineral Mine: Mines for all
4 different types of ores at the same time. Production rate depends
on the mineral richness of the planet the mine is located on.
City: In order for a city to
produce a 100 mc income per turn each city needs one unit of food,
one unit of supplies and one unit of med packs. Cities increase
your colonists happiness and increase their rate of population growth.
Pod Launch Pad: Launches Pods
into space, sending them to other planets. Allows for the transfer
of cargo from planet to planet without the use of ships.
Military Space Port: Builds
ship hulls. This unit is able to build just the ship hull and do
all the final fitting together of ship parts. It can only use ship
parts that are in storage.
Raid Shelter: Protects your
colonists and troops from attacks from orbit.
Public Space Port: Attracts
natives and colonists to your planet. Increases the happiness of
natives and colonists.
Med Lab: Produces Med Packs.
Cities and resorts need med packs to keep the colonists happy and
productive.
Engine Plant: Makes engines,
hyperdrives, ship shields, generators and ship armor.
Fighter Plant: Produces 3 different
types of fighter craft.
Ship Repair Shop: Produces
repair units that can be used to repair ship damage.
Weapons Factory: Makes small
ship weapons. Makes large ship weapons. Makes point defense systems.
Makes super weapons. Makes all the parts that are important to arming
war ships.
Ordnance Plant: Produces ammunition
(Ordnance)
Government Center: Wires money
to the galactic bank. Improves colonist happiness. Helps to produce
better troops and crew.
Terra Former: Changes a planets
climate. When off the terraformer uses no fuel, money or supplies.
Scanner: Under normal conditions
the scanner can scan for objects in space at a distance of about
100 LY.
Anti-Aircraft Gun: Can only
target enemy space fighter craft.
Laser Cannon: Targets enemy
ground units.
Air Attack Base: Allows you
to take a group of fighter craft and form a fighter wing.
Base Shield: With one of these
in place the only things that can damage your planet side buildings
are super lasers and enemy ground assault forces.
Assault Plant: Produces 3 different
types of ground assault craft.
Ion Cannon: As powerful as a ship
based weapon and a great number can be placed on a planet.
Undercity: A good source of
consistent income. Colonists in an under city can not be harmed
by orbital attacks.
This table does not include race specific structures (see Races
webpage for descriptions of these), just standard structures and
a races ability to build the structure or not. A race that captures
a base with standard structures that they are forbidden to build
may use those structures but cannot build anymore. Race specfic
structures cannot be captured by other races.
Go To Race Comparisons
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