VGA Planets 4 Official Web Site

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.

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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.

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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.

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