The Reference
By: C. Pirx
Last updated 20th of May 1995
Pilot Pirx
Engine | Tech | Cost | Dur | Tri | Mol |
StarDrive 1 |
1 |
1 |
1 |
5 |
0 |
StarDrive 3 |
2 |
2 |
2 |
5 |
1 |
StarDrive 3 |
3 |
3 |
2 |
3 |
5 |
SuperStarDrv 4 |
4 |
10 |
3 |
3 |
7 |
Nova Drive 5 |
5 |
25 |
3 |
3 |
7 |
HeavyNova Drv 6 |
6 |
53 |
3 |
3 |
15 |
Quantam Drive 7 |
7 |
170 |
3 |
3 |
15 |
Hyper Drive 8 |
9 |
200 |
13 |
3 |
25 |
Transwarp Drive |
10 |
300 |
16 |
3 |
35 |
Engine | Warp 1 | Warp 2 | Warp 3 | Warp 4 | Warp 5 | Warp 6 | Warp 7 | Warp 8 | Warp 9 |
Star Drive 1 | 100.00 | 200.00 | 300.00 | 400.00 | 500.00 | 600.00 | 700.00 | 800.00 | 900.00 |
Star Drive 3 | 100.00 | 107.50 | 300.00 | 400.00 | 500.00 | 600.00 | 700.00 | 800.00 | 900.00 |
Star Drive 3 | 100.00 | 106.25 | 107.78 | 337.50 | 500.00 | 600.00 | 700.00 | 800.00 | 900.00 |
Super Star Drive 4 | 100.00 | 103.75 | 104.44 | 106.25 | 300.00 | 322.22 | 495.92 | 487.50 | 900.00 |
Nova Drive 5 | 100.00 | 103.75 | 104.44 | 106.25 | 104.00 | 291.67 | 291.84 | 366.41 | 900.00 |
Heavy Nova Drive 6 | 100.00 | 103.75 | 104.44 | 106.25 | 104.00 | 103.69 | 251.02 | 335.16 | 900.00 |
Quantam Drive 7 | 100.00 | 103.75 | 104.44 | 106.25 | 104.00 | 103.69 | 108.16 | 303.91 | 529.63 |
Hyper Drive 8 | 100.00 | 100.00 | 100.00 | 100.00 | 100.00 | 100.00 | 102.04 | 109.38 | 529.63 |
Transwarp Drive | 100.00 | 100.00 | 100.00 | 100.00 | 100.00 | 100.00 | 100.00 | 100.00 | 100.00 |
Name | Tech | MC/Beam | Damage | Kill | Sweep/Trn | Trit | Dur | Moly |
Laser |
1 |
1 |
3 |
10 |
1 |
1 |
0 |
0 |
X-Ray Laser |
1 |
2 |
1 |
15 |
4 |
1 |
0 |
0 |
Plasma Bolt |
2 |
5 |
10 |
3 |
9 |
1 |
2 |
0 |
Blaster |
3 |
10 |
25 |
10 |
16 |
1 |
12 |
1 |
Positron Beam |
4 |
12 |
29 |
9 |
25 |
1 |
12 |
5 |
Disrupter |
5 |
13 |
20 |
30 |
36 |
1 |
12 |
1 |
Heavy Blaster |
6 |
31 |
40 |
20 |
49 |
1 |
12 |
14 |
Phaser |
7 |
35 |
35 |
30 |
64 |
1 |
12 |
30 |
Heavy Disrupter |
8 |
36 |
35 |
50 |
81 |
1 |
17 |
37 |
Heavy Phaser |
10 |
54 |
45 |
35 |
100 |
1 |
12 |
55 |
Name | Tech | Cost | Dur | Tri | Mol | Mass | Kill | Damage |
Laser |
1 |
1 |
0 |
1 |
0 |
1 |
10 |
3 |
X-Ray Laser |
1 |
2 |
0 |
1 |
0 |
1 |
15 |
1 |
Plasma Bolt |
2 |
5 |
2 |
1 |
0 |
2 |
3 |
10 |
Blaster |
3 |
10 |
12 |
1 |
1 |
4 |
10 |
25 |
Positron Beam |
4 |
12 |
12 |
1 |
5 |
3 |
9 |
29 |
Disrupter |
5 |
13 |
12 |
1 |
1 |
4 |
30 |
20 |
Heavy Blaster |
6 |
31 |
12 |
1 |
14 |
7 |
20 |
40 |
Phaser |
7 |
35 |
12 |
1 |
30 |
5 |
30 |
35 |
Heavy Disrupter |
8 |
36 |
17 |
1 |
37 |
7 |
50 |
35 |
Heavy Phaser |
10 |
54 |
12 |
1 |
55 |
6 |
35 |
45 |
Name | Tech | Mines | MC/Tube | MC/Torp | Damage | Kill |
Mark 1 |
1,00 |
1,00 |
1,00 |
1 |
5 |
4 |
Proton |
2,00 |
4,00 |
4,00 |
2 |
8 |
6 |
Mark 2 |
3,00 |
9,00 |
4,00 |
5 |
10 |
3 |
Gamma Bombs |
3,00 |
16,00 |
6,00 |
10 |
2 |
15 |
Mark 3 |
4,00 |
25,00 |
5,00 |
12 |
15 |
9 |
Mark 4 |
5,00 |
36,00 |
20,00 |
13 |
30 |
13 |
Mark 5 |
6,00 |
49,00 |
57,00 |
31 |
35 |
17 |
Mark 6 |
7,00 |
64,00 |
100,00 |
35 |
40 |
23 |
Mark 7 |
8,00 |
81,00 |
120,00 |
36 |
48 |
25 |
Mark 8 |
10,00 |
100,00 |
190,00 |
54 |
55 |
35 |
Name | MC/mine | Min/100mine | MC/kill | MC/dmg | Trit | Dur | Moly |
Mark 1 |
1,00 |
100,00 |
0,25 |
0,2 |
1 |
1 |
0 |
Proton |
0,50 |
25,00 |
0,33 |
0,25 |
1 |
0 |
0 |
Mark 2 |
0,56 |
11,11 |
1,67 |
0,5 |
1 |
4 |
0 |
Gamma B. |
0,63 |
6,25 |
0,67 |
5 |
1 |
3 |
1 |
Mark 3 |
0,48 |
4,00 |
1,33 |
0,8 |
1 |
1 |
5 |
Mark 4 |
0,36 |
2,78 |
1,00 |
0,43 |
1 |
4 |
1 |
Mark 5 |
0,63 |
2,04 |
1,82 |
0,89 |
1 |
7 |
14 |
Mark 6 |
0,55 |
1,56 |
1,52 |
0,88 |
1 |
2 |
7 |
Mark 7 |
0,44 |
1,23 |
1,44 |
0,75 |
1 |
3 |
8 |
Mark 8 |
0,54 |
1,00 |
1,54 |
0,98 |
1 |
1 |
9 |
Best value/Min: Mark 8 torps Mines Laid = # torps * (torp position)^2
Mines Swept = # beams * (beam position)^2 * mine sweep rate Mine Field Radius = sqrt(# mines)
NOTE: The formula for laying/sweeping mines is based on the POSITION of the type of torp, not the actual tech of the torp e.g. Mark 7 (tech 8, pos 9) gives 9^2 = 81 mines, not 8^2 = 64 mines
Diameter | # of mines | Mk2 | ||||||||
of field | deployed | Mk1 | Prot | Gam | Mk3 | Mk4 | Mk5 | Mk6 | Mk7 | Mk8 |
10 |
25 |
25 |
6 |
3 |
2 |
1 |
– | – | – | – |
20 |
100 |
100 |
25 |
11 |
6 |
4 |
3 |
2 |
2 |
1 |
30 |
225 |
225 |
56 |
25 |
14 |
9 |
6 |
5 |
4 |
2 |
40 |
400 |
400 |
100 |
44 |
25 |
16 |
11 |
8 |
6 |
4 |
50 |
625 |
625 |
156 |
74 |
39 |
25 |
17 |
13 |
10 |
6 |
60 |
900 |
900 |
225 |
100 |
56 |
36 |
25 |
18 |
14 |
9 |
70 |
1225 |
1225 |
306 |
136 |
77 |
49 |
34 |
25 |
19 |
12 |
80 |
1600 |
1600 |
400 |
177 |
100 |
64 |
44 |
33 |
25 |
16 |
90 |
2025 |
2025 |
506 |
225 |
127 |
81 |
56 |
41 |
32 |
20 |
100 |
2500 |
2500 |
625 |
277 |
156 |
100 |
69 |
51 |
39 |
25 |
Light-year radius | Number of Mines | Light-year radius | Number of Mines | Light-year radius | Number of Mines | Light-year radius | Number of Mines | Light-year radius | Number of Mines | ||||
1 |
1 |
31 |
961 |
61 |
3721 |
91 |
8281 |
121 |
14641 |
||||
2 |
4 |
32 |
1024 |
62 |
3844 |
92 |
8464 |
122 |
14884 |
||||
3 |
9 |
33 |
1089 |
63 |
3969 |
93 |
8649 |
123 |
15129 |
||||
4 |
16 |
34 |
1156 |
64 |
4096 |
94 |
8836 |
124 |
15376 |
||||
5 |
25 |
35 |
1225 |
65 |
4225 |
95 |
9025 |
125 |
15625 |
||||
6 |
36 |
36 |
1296 |
66 |
4356 |
96 |
9216 |
126 |
15876 |
||||
7 |
49 |
37 |
1369 |
67 |
4489 |
97 |
9409 |
127 |
16129 |
||||
8 |
64 |
38 |
1444 |
68 |
4624 |
98 |
9604 |
128 |
16384 |
||||
9 |
81 |
39 |
1521 |
69 |
4761 |
99 |
9801 |
129 |
16641 |
||||
10 |
100 |
40 |
1600 |
70 |
4900 |
100 |
10000 |
130 |
16900 |
||||
11 |
121 |
41 |
1681 |
71 |
5041 |
101 |
10201 |
131 |
17161 |
||||
12 |
144 |
42 |
1764 |
72 |
5184 |
102 |
10404 |
132 |
17424 |
||||
13 |
169 |
43 |
1849 |
73 |
5329 |
103 |
10609 |
133 |
17689 |
||||
14 |
196 |
44 |
1936 |
74 |
5476 |
104 |
10816 |
134 |
17956 |
||||
15 |
225 |
45 |
2025 |
75 |
5625 |
105 |
11025 |
135 |
18225 |
||||
16 |
256 |
46 |
2116 |
76 |
5776 |
106 |
11236 |
136 |
18496 |
||||
17 |
289 |
47 |
2209 |
77 |
5929 |
107 |
11449 |
137 |
18769 |
||||
18 |
324 |
48 |
2304 |
78 |
6084 |
108 |
11664 |
138 |
19044 |
||||
19 |
361 |
49 |
2401 |
79 |
6241 |
109 |
11881 |
139 |
19321 |
||||
20 |
400 |
50 |
2500 |
80 |
6400 |
110 |
12100 |
140 |
19600 |
||||
21 |
441 |
51 |
2601 |
81 |
6561 |
111 |
12321 |
141 |
19881 |
||||
22 |
484 |
52 |
2704 |
82 |
6724 |
112 |
12544 |
142 |
20164 |
||||
23 |
529 |
53 |
2809 |
83 |
6889 |
113 |
12769 |
143 |
20449 |
||||
24 |
576 |
54 |
2916 |
84 |
7056 |
114 |
12996 |
144 |
20736 |
||||
25 |
625 |
55 |
3025 |
85 |
7225 |
115 |
13225 |
145 |
21025 |
||||
26 |
676 |
56 |
3136 |
86 |
7396 |
116 |
13456 |
146 |
21316 |
||||
27 |
729 |
57 |
3249 |
87 |
7569 |
117 |
13689 |
147 |
21609 |
||||
28 |
784 |
58 |
3364 |
88 |
7744 |
118 |
13924 |
148 |
21904 |
||||
29 |
841 |
59 |
3481 |
89 |
7921 |
119 |
14161 |
149 |
22201 |
||||
30 |
900 |
60 |
3600 |
90 |
8100 |
120 |
14400 |
150 |
22500 |
Defense Posts for n Beamtech: 2*n*(n-1) + 1 5*4+1 = 21 defense posts
Defense Posts for n Beams: 3*n*(n-1) + 1 (see table below) NOTE: Base defense is taken into account ONLY when determining the # of beams.
It does NOT affect the # of fighters or the beam tech level.
DP | Ftr | Bm | Clans | Tech | DP | Ftr | Bm | Clans | Tech | |
1 |
1 |
1 |
1 |
1 * |
85 |
9 |
5 |
1257 |
7 * | |
3 |
2 |
1 |
3 |
1 |
91 |
10 |
6 |
1710 |
7 |
|
5 |
2 |
1 |
5 |
2 * |
111 |
11 |
6 |
3740 |
7 |
|
7 |
3 |
1 |
7 |
2 |
113 |
11 |
6 |
3987 |
8 * | |
13 |
4 |
2 |
13 |
3 * |
127 |
11 |
7 |
5940 |
8 |
|
19 |
4 |
3 |
19 |
3 |
133 |
12 |
7 |
6897 |
8 |
|
21 |
5 |
3 |
21 |
3 |
145 |
12 |
7 |
9027 |
9 * | |
25 |
5 |
3 |
25 |
4 * |
157 |
13 |
7 |
11445 |
9 |
|
31 |
6 |
3 |
31 |
4 |
169 |
13 |
8 |
14151 |
9 |
|
37 |
6 |
4 |
37 |
4 |
181 |
13 |
8 |
17145 |
10 * | |
41 |
6 |
4 |
41 |
5 * |
183 |
14 |
8 |
17672 |
10 |
|
43 |
7 |
4 |
43 |
5 |
211 |
15 |
8 |
25890 |
10 |
|
57 |
8 |
4 |
95 |
5 |
217 |
15 |
9 |
27855 |
10 |
|
61 |
8 |
5 |
165 |
6 * |
241 |
16 |
9 |
36435 |
10 |
|
73 |
9 |
5 |
567 |
6 |
271 |
16 |
10 |
48780 |
10 |
MC | Tri | Dur | Mol | Sup | ||
Mineral Mine: |
4 |
0 |
0 |
0 |
1 |
|
Factory: |
3 |
0 |
0 |
0 |
1 |
|
Planet Defensive Unit: |
10 |
0 |
0 |
0 |
1 |
|
SB Defensive Unit: |
10 |
0 |
1 |
0 |
0 |
|
Fighters (in base): |
100 |
3 |
0 |
2 |
0 |
|
Fighters (on ship): |
0 |
3 |
0 |
2 |
5 |
Set ship mission ** |
Torpedoes (on ship): | * |
1 |
1 |
1 |
0 |
Set FC to mkt |
Starbase: |
900 |
402 |
120 |
340 |
0 |
Minerals (from Merlin): 9 Sup -> 1 Tri + 1 Dur + 1 Mol – see FC for other info * For MC cost, see above torp list and add 1 e.g. to build 10 Mark 8 photons on a ship with Mark 8 launchers, you need 10 of each mineral in the cargo and 10*54+1 = 541 MC on board ** For Rebels, ship building is automatic – no ship mission
trunc(10 – sqrt(# colonists/1,000,000) – abs(temp – 50) /33 (# mine + # fact)/300 – tax_rate*.8) Natives change =
trunc(5 + native_gov/2 – sqrt(# natives/1,000,000) – (# mine + # fact)/200 – tax_rate*.85) NOTE: native_gov goes from 1(anarchy)-9(unity): see table below Hiss effect is +(hiss value)*(# ships hissing)
Planetary Temp | Happiness | Attitude | Native Gov. | Tax Factor | |
85-100 | desert | 90-100 | happy | (1) Anarchy |
20% |
65-84 | tropical | 70-89 | calm | (2) Pre-Tribal |
40% |
40-64 | warm | 50-69 | unhappy | (3) Early-Tribal |
60% |
15-39 | cool | 40-49 | very angry | (4) Tribal |
80% |
0-14 | arctic | 20-39 | rioting | (5) Feudal |
100% |
(-300)-20 | fighting | (6) Monarchy |
120% |
||
(7) Representative |
140% |
||||
(8) Participatory |
160% |
||||
(9) Unity |
180% |
1) you must have 100 colonists for every MC collected
2) for Insectiods, see Native Race Advantages section Example: 8,000,000 natives
10% native taxes
Humanoid / Tribal
1200 Colonists( 8000000 ) * ( 0.10 ) * ( 0.80 ) * 0.001 = 640 megacredits
10% taxes(7000000) * (0.10 ) * 0.001 = 700 megacredits
I.e: 100 mines at 95% density -> 95 KT
1) temperature arctic/desert (< 15 or > 84)
2) happiness < 70 (unhappy or worse)
or
3) max population would be exceeded Natives growth
1) happiness < 70 (unhappy or worse)
or
2) max population would be exceeded
29 clans + 20 clans / degree (e.g. 3 degrees: 89 clans) Desert:
9 clans + 20 clans / degree (e.g. 97 degrees: 69 clans) Colonists: a) If climate limits population and climate death rate (CDR) is 0%:
max pop = 10,000,000*sin(temp*pi/100)colonists (won’t die if exceeded) b) If climate limits population and CDR is not 0%:
max pop = {[(100 – temp)*200] + 100}/CDR colonists(will die) 2) planet is arctic,
max pop = {[(1 + temp)*200] – 100}/CDR colonists (will die) 3) all other temps= 10,000,000*sin(temp*pi/100) colonists(won’t die) NOTE: If overpopulation eats supplies you can have more than the max population, though not by many. Fascists and Robots can support at least 6000 colonists on desert planets, and Rebels can support at least 20000 colonists on arctic planets – more if the formula allows.
max pop = 10,000,000 colonists — CDR does nothing (won’t die) Natives: Max native population = 15,159,000*sin(temp*pi/100) natives
Defense post |
Ratio |
Ratio Formula: (att #):((def #)*(DP*.05 + 1)) | |
0 |
15:01 |
1 lizard colonist will kill 15 enemy colonists | |
10 |
10:01 |
eg (30:(2*(10*.05 + 1)) => (30:3) => (10:1) | |
20 |
7.5:1 |
(30:(2*(20*.05 + 1)) => (30:4) => (7.5:1) | |
30 |
06:01 |
(30:(2*(30*.05 + 1)) => (30:5) => (6:1) | |
40 |
05:01 |
||
60 |
3.75:1 |
||
80 |
03:01 |
||
100 |
2.5:1 |
Super Spy
Beam up/down from/to a planet owned by Y O U
Privateer Rob mission
Transport between ships
Transport down to an unowned or enemy planet (eg drop colonists)
Gather mission (beam up from any planet)
Alchemy missions
Mine laying
mkt – making torpedoes after mine laying and before COMBAT
Ion Storms
Mine Sweeping
Mine Field check
Web Field check
Repairing of ships
Building of new ships
Cloning
Federation Super Refit mission before movement somewhere
Surrendering
Movement (Includes HYP)
Intercept Missions
Glory Device (D19 and Saber Class Starships)
Star Base Functions
Colonize Missions
COMBAT!
Science Ship Missions (Planet Climate changing) after COMBAT!
Fascists Pillage/Rebel Ground Attack missions after COMBAT!
Planet Production
Exploration
- For every 20 defense posts the ground combat ratio increase by 1, so a planet with 100 defense posts does ground combat at 5:1 instead of 1:1.
- Privateers robbing cloaked ships is host configurable so check it when you play them.
- To break a tow at Warp 9 you have to have a waypoint set farther than 1month (81 ly) away, just having the warp set to 9 at a planet will NOT prevent a tow.
- Tech 8 torp’s are cheaper and just as good for battle but cost the same amount of money as Tech 10 torp’s for the same size minefield.
- Cloaked ships have the same chance as uncloaked of hitting web mines.
- Hyperspace ships will not hit a mine if they HYP into and out of a minefield.
- Force a surrender mission takes place before and after movement now IONIC PULSE
- If a planet detects that it is a victim of a super spy mission and it has more then 30-defense outposts, it can burn up 10 of the defense outposts to emit an ionic pulse that will uncloak all cloaked ships in orbit. A planet has about a 20% chance of pulling this off.
- Hyper jumping ships do not get sucked into planets by warp wells.
- Hitting a deep space mine will slow a ship by 10 ly.
- Cloaked ships that hit a mine and are damaged will come out of cloak.
- Engine shield bonus is not in effect when a ship is attacking a planet.
- A Loki will decloak all ships even if those are of the same race as the Loki (except Fed and Lizard ships). E.g. privateer owned Loki would decloak all privateer ships.
- Outrider Class Scout Cargo = 40
- Nocturne Class Destroyer Cargo = 0 / 150 torpedo’s loaded
- Serpent Class Escort Cargo = 20
- Small Deep Space Freighter Cargo = 70
- Swift Heart Class Scout Cargo = 20
- Small Deep Space Freighter Cargo = 70
- D7a Painmaker Class Cruiser Cargo = 120
- Small Deep Space Freighter Cargo = 70
- Outrider Class Scout Cargo = 40
- Small Deep Space Freighter Cargo = 70
- B200 Probe Cargo = 15
- Small Deep Space Freighter Cargo = 70
- Opal Class Torpedo Boat Cargo = 0 / 19 torpedo’s loaded
- Small Deep Space Freighter Cargo = 70
- RU25 Gunboat Cargo = 1
- Small Deep Space Freighter Cargo = 70
- CAT’s Paw Class Destroyer Cargo = 0 / 300 torpedo’s loaded
- Small Deep Space Freighter Cargo = 70
- Taurus Class Scout Cargo = 140
- Small Deep Space Freighter Cargo = 70
- Taurus Class Scout Cargo = 140
- Small Deep Space Freighter Cargo = 70
“mdh” mine drop half your torps
“mdq” mine drop one quarter of your torps
“md1” mine drop 10 torps
“md2” mine drop 20 torps
“md3” mine drop 30 torps
“md4” mine drop 40 torps
“md5” mine drop 50 torps
“md6” mine drop 60 torps
“md7” mine drop 70 torps
“md8” mine drop 80 torps
“md9” mine drop 90 torps
“md0” mine drop 100 torps “miN” will lay a minefield in an enemies ID, were N is the ID number of the enemy that you want the mines laid as. N = (1, 2, 3, 4, 5, 6, 7, 8, 9, a, b) These mines will not effect the enemy race, but they can and will damage you if you fly through the field. “msc” If you mission is set to mine sweep this code will cause the ship to scoop up the mines and convert them back into torpedoes. Glory device codes (see Glory Device).
“pop” This code will cause the D19 or Saber class starships to EXPLODE after moving, if they have fuel. “trg” This code will cause the D19 or Saber class starships to EXPLODE after moving, if they have fuel and any cloaked enemy ship is detected. Alchemy ship codes.
“ald” Alchemy Duranium. This code will cause an alchemy ship to produce only Duranium. “alt” Alchemy Tritanium. This code will cause an alchemy ship to produce only tritanium. “alm” Alchemy Molybdenum. This code will cause an alchemy ship to produce only molybdenum. “NAL” No Alchemy. The ship will not do any alchemy this turn. Planetary friendly codes.
“NUK” causes planet to attack all enemy ships in orbit. (note: some fascist and birdmen ships are immune to attack) “ATT” causes planet to attack all enemy ships in orbit that have fuel. (note: some Fascist and Birdmen ships are immune to attack) “bum” beam up megacredits to all ships in ships in orbit (including enemy ships). If more then one ship is in orbit then the megacredits will be split between all the ships. “dmp” Dump old parts. If there is a starbase in orbit around this planet then all the parts in the starbases storage bins will be converted back into minerals and dumped to the planet surface. It is worth noting that below the 500 ship limit the ship will be built and then all remaining parts dumped (also applies at 500 ship limit if a ship is built at that starbase that turn). At the 500 ship limit (if a ship is not built at that starbase) ALL parts at the starbase, including those involved in any ordered ship build WILL be recycled. Ship to enemy ship transfers
“btt” Beam Transfer Torps. This code will transfer torpedoes of like type from the ship with this code to all enemy ships at the same point in space that have the same make of torp tube. “btf” Beam Transfer Fighters. The code will transfer fighters from the ship with this code to all enemy ships at the same point in space that have fighter bays. “btm” Beam Transfer Megacredits. This code will transfer megacredits from the ship with this code to all enemy ships at the same point in space. “gsN” Give Ship. This code will give starship to N race, where N is the number/letter code of another race. When the starship has this code the race represented by N will take control of said starship on the next turn. (i.e., a friendly code of gs1 would give your starship to the Feds on the next turn. The crew becomes crewmembers of the new controlling race. For this to work there must be an enemy ship belonging to race N with colonists at the same point in space as the ship with the “gsN” friendly. “nbr” No boarding party. This code will cause the Privateers or Crystal People to NOT use their tow capture beam to take over enemy ships that are out of fuel. Ship to enemy planet transfers.
“bdm” Beam down Megacredits. This code will dump the megacredits from the ship to the planet that it is in orbit around, no matter who owns the planet. Other codes.
“lfm” Load fighter minerals. This will load all the minerals and money onboard the ship to build as many fighters as possible and tells the ship to build fighters, regardless of the ships mission. This code will only work for the Robots, Rebels and Colonials. “cln” Clone a Ship. This tells the starbase that you own and are in orbit with to make an exact copy of the ship with this code. The starbases’ tech levels must be equal to or greater then the ship being cloned. This will in most cases cancel out the normal starship building on the starbase any turn that there is a starship with this code in orbit. The cost of cloning a ship (megacredits) is 200% of the original cost of building the ship. The Privateers and Crystal People can not clone. You can not clone ships that your race can already build. “HYP” Hyperjump, this will cause a ship that has a hyperjump drive to jump 350 light years and burn 50 KT of fuel. The waypoint of the jumping ship must be greater then 25LY and the ship must have at least 50 KT of fuel. It is best to set the warp speed to 1 for the jump. “mkt” Make torpedoes in space. Load your ship up with the items needed to build torpedoes and your ship can construct them in space or over a planet. The items needed to build torps include one of each mineral type plus the megacredits required. “con” Configure Message. Have the host send a listing of the current host configure settings next turn. “NTP” Disable Torpedo Systems. A ship may now disable its torpedo systems by using the friendly code “NTP” ( No torpedo’s ). If two ships that are enemies use the “NTP” friendly code they will still fight. This is also a special case where matching friendly codes does not count. This will also disable fighter launches. Friendly code battle orders.
All ships have an attack order. They will fight in an order that depends on the friendly code. The friendly code can give an attack value from 1 to 999. To use attack values your friendly code must begin with a number value. The attack values will NOT affect the way in which a ship fights, it only effects the battle order. Your enemy’s attack values will NOT effect your battle order. An attack value of 1 is the lowest possible attack value. Here are examples of attack values base on some friendly codes where “x” is any non-number character. Here are examples of attack values base on some friendly codes where “x” is any non-number character. FC Attack values
xxx 1000
1xx 1
10x 10
01x 1
999 999
123 123
18x 18
x23 23
xx2 2 The ship with the lowest attack value will attack first. If two ships have the same attack value then the ship with the lowest ID number will attack first. Battle Ordering: All ship to ship combat has two combat stages:
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- Intercepting ships with a cloaking device attack their intercept targets.
- The Friendly Code Battle orders.
Minefields have friendly codes. The minefield’s friendly code will be the same code as the planet that is owned by the owner of the minefield that is nearest the minefield center. So if you laid a minefield at Nixon and you own Nixon and Nixon’s friendly code is “Q1m” the minefield would have a code of “Q1m”. Any starship with that friendly code would be able to travel through the minefield and not activate any mines. If the planet’s friendly code is changed the minefield’s code will change to match it. The minefield friendly code takes effect as soon as the mines are dropped. The web field will not drain any ship in a web minefield that has a friendly code that matches the web minefield. A ship will not minesweep a minefield with a matching friendly code and it will not show up on starmaps or in messages. Rule 2:
A planet with a friendly code beginning with “mf” will cause ALL mine fields belonging to your race to have this code as the mine field universal friendly code. If you set more than one planet’s friendly code first two letters to “mf” the highest ID planet will be used to set the mine field universal friendly code. The character following “mf” can be any letter or number. Example: If one of your planets friendly code is set to “mfK” then all your mine fields will have the universal friendly code of “mfK”. Rule 3:
If a Birdman ship sets the friendly code of any enemy planet using the super spy mission to a friendly code beginning with the letters “mf” and the planet has more than 30 defense outposts the planet will use an ion discharge overload to knock the ships out of cloak. Rule 4:
A ship can use rule 1 or rule 2 to safely pass through a minefield. Both rules are in effect. The ship can use the “local” friendly code or the “universal” friendly code. Notes: It is worth noting that high ASCII FC’s can now, no longer, be used! You can not set your FCODE to any non-printable ASCII code. If you do it will be reset to “AAA” ADD-ON FRIENDLY CODESRACEPLUSFeds:
HUD – Improve native government up to Feudal. (Planet code) Lizards:
!xx – Activate Chameleon Device and emulate ship type xx (see chart in Lizard Ability Section)
!!x – Activate Chameleon Device and emulate ship type 10x (see chart in Lizard Ability Section) (Ship Codes). Birds:
EGG – To place a bomb on targeted enemy ship. (Ship code). Fascists:
BAC – To send boarding part on to enemy spacecraft. (Ship code). Privateers:
TCC – Transfer clans as crew to target vessel. (Ship code). Cyborg:
STB – Activate Super Tractor Beam. (Ship code). Crystals:
MKx – Planet code for starbases built over Siliconoid Planets.(x = 1-8 or P = proton torps, G=Gamma Bombs). Empire:
GWG – Activate Gorbie Gravity Well Generator. (Ship code). Robotics:
RDV – Repair Damaged Vessel. (Ship code). Rebels:
BBT – Activate Boobytrap (Planet code) – On a Rebel ship this friendly code makes them immune to boobytraps. Colonials:
SFG – Stealth Fighter Gather mission activation. – If set on target planet of the SFG mission it will make the defenses of the planet inactive. (Ship code). xxx – Friendly code on Gemini where xxx equals target planets ID# (Ship code). JUMPGATE
BJG – Build Jump Gate
AJG – Attack Jump Gate
RJG – Repair Jump Gate
Jnn – Jump to Jump Gate ID# nnTACHYON
TPn – Tachyon Pulse at (n) time ten light years (0=10)
ITD – Incorporate Tachyon Device (planet friendly code) STARBASE+
Minefield Fcodes:
SMF – Sweep Minefield
MSC – Scoop Up Minefield
LMF – Lay MinefieldComponent Transport Codes:
GEn – Get Engine Tech (n) (n = 1-9)
GBn – Get Beam Tech (n) (n = 1-9)
GTn – Get Torp Launcher Tech (n) (n = 1-9)
UEn – Unload Engine Tech (n) (n = 1-9)
UBn – Unload Beam Tech (n) (n = 1-9)
UTn – Unload Torp Launcher Tech (n) (n = 1-9)
UAP – Unload All PartsASTEROIDS
IAn – Intercept Asteroid number (n)
TAn – Tow Asteroid number (n)
GQn – Gather Quadbenium from Asteroid number (n)
QJn – Quadbenium Jump (n) times ten light years (0=10) ALIENS!
NMN – (planetary) Defend colonists at expense of the natives.
DIS – Destroy infected ship
ODP – Clean infected planetFHOST
FBx Fighter Bomb Planet
FPx Fighter Patrol Area
FTx Fighter Transfer to
FTR Fighter Transfer Receive
FGx Fighter Gather Resources
FGy Fighter Gather (part2)
TAx Torpedo Attack Ship
TBx Torpedo Bomb Planet
BSG Build Stargate
Cid Complete Stargate
BSr Build Stargate To Race
ASG Attack Stargate
RSG Repair Stargate
Jid Jump Through Stargate
BCT Build Core Torpedo
RCT Report Core Torpedo
FCT Fire Core Torpedo
BSB Build Sunbuster
RSB Report Sunbuster
FSB Fire Sunbuster
SSC Activate Sunscoops (Ruby Class)
KSP Kill Ship (Deathstar)
KPL Kill Planet (Deathstar)
AFC Automated Fighter Construction
ATC Automated Torpedo Construction
GSr Give Ship To Race
EXC Exchange Ships
BUM Request Self Destruction
MTN Maintenance OrderPHOST
I don’t have the codes !
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- Super Refit
- Double taxes
- Only mine at half the normal rate
- “Scotty Bonus”, all weapons remain online no matter how much damage the ship has and shield regenerate 25% between each battle in a turn
- Bohemian Survey Ship = Heats planets to climate type 50
- Eros Research Ship = Cools planets to climate type 50
- Brynhild Escort = Bioscanner will detect type and number of natives and climate type of 20% of the planets within range of its Sensor Sweep mission (Will not work on planets with 20 or more DP’s)
- Loki Destroyer = Loki will detect and uncloak all cloaked starships within 10LY and attack those at its coordinates (Will not uncloak Fed and Lizard ships)
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- Ships with LIZARD CREWS ONLY can take 150% damage
- 20x ground combat
- Mine at double the normal rate
- The Lizard HISSSSSS! mission calms a planet down (only ships with beam weapons can do this)
- Cloaking ship; Reptile Destroyer, Lizard Cruiser, Saurian Light Cruiser
- Eros Research Ship = Cools planets to climate type 50
- Loki Destroyer = Loki will detect and uncloak all cloaked starships within 10LY and attack those at its coordinates (Will not uncloak Fed and Lizard ships)
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- Cloaking battleships
- Super Spy mission(like an exploration with a little extra info and the friendly code of the planet)
- Ship that cloak will cloak during SuperSpy
- Enhanced Super Spy mission can change planets friendly code 100% of the time with 5 ships at the planet
- Cloaking ships: Swift Heart Scout, White Falcon Cruiser, Bright Heart Destroyer, Fearless Wing Cruiser, Resolute Battle Cruiser, Red Wind Carrier, Dark Wing Battleship
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- Pillage planets mission (20% of natives and/or colonist are killed and their belongings are turned into money and supplies)
- Takes about 6 turns for riots to occur
- Can have small colonies of up to 6,000 colonists(60 clans) on desert worlds
- Cloaking ship: D7 Coldpain Cruise, D3 Thorn Destroyer, Deth Specula Frigate
- Glory device: Saber Frigate, D19b Nefarious Destroyer
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- Rob enemy ships (steal there fuel and cargo), this is one of the earliest occurring missions for the HOST. It happens before movement.
- All beam weapons do three times(3X) there normal Kill damage for the Privateers
- Three(3) of there ships have Gravitonic Accelerators which allow them to go twice as fast as normal ships (ships traveling at Warp 9 will go 162LY instead of just 81LY)
- Privateers robbing cloaked ship are host configurable so check it when you play them.
- Cloaking ship : Dwarfstar Transport, D3 Thorn Destroyer, Red Wind Carrier
- Cloaking ship with Gravitonic Accelerators: BR4 Gunship, BR5 Kaye Torpedo Boat, Meteor Blockade Runner
- Lady Royale Cruiser = Lady Royale is a gambling ship that generate 1MC for every clan onboard
- Privateers can capture ships in space with no fuel by initiating a tow on the fuelless ship, some of the crew from the towing ship will be transferred to the towee
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- The Cyborg will convert a native population into Cyborgs when Cyborg colonists are placed on their planet (normally the entire population will be converted within 10-15 turns)
- They can repair there ship damage at 10% per turn while in space, while repairing they cannot move
- When the Cyborg destroy an enemy ship the debris is beamed aboard as minerals
- The B200 Probe can use the HYP friendly code to hyperspace 350LY years from there current position. The waypoint has to be set at least 20LY in some direction and a warp speed of something set (i.e. Warp 6)
- Hyperspace ship : B200 Class Probe
- Firecloud Cruiser can Chunnel , takes 50KT of fuel and two Fireclouds with the same friendly code to create a chunnel
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- The Crystalline’s biggest advantage is they can lay WEB mines.
- These mines only do 1/10th the damage of normal mines
- When you are hit by one, your ships stops where it struck the mine
- 25KT of fuel is drained from you ship
- If you were cloaked, you are now uncloaked
- CLOAKED ships have just as much chance as uncloaked ships of hitting WEB mines
- As long as you are inside the minefield 25KT of fuel will be drained each turn whether you strike a mine or not
- They can also live on desert worlds if the HOST is set to Crystal like desert worlds
- Their highest population growth will be on desert worlds
- Onyx Frigate: Heats planet to 100
- Crystals can capture ships in space with no fuel by initiating a tow on the fuelless ship, some of the crew from the towing ship will be transferred to the towee
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- The captains of all ships in the Evil Empire can use the “Dark Sense” to detect enemy colonist living on planets within 400LY. There is a 20% chance that colonists on a single planet will be detected. The “Dark Sense” is never wrong! Nothing can hide a planet from the “Dark Sense”.
- The “Dark Sense” cannot find the Rebels no matter how hard it looks!!!!
- The PL21 Probe can use the HYP friendly code to hyperspace 350LY years from there current position. The waypoint has to be set at least 20LY in some direction and a warp speed of something set (i.e. Warp 6)
- PL21 Probe: Hyperspace ship :
- Super Star Destroyer can initiate an Imperial Assault. To do this drop 10 clans from this ship on any enemy planet no matter how many colonist or DP’s and you will capture it intact The Super Star Destroyer is immune to all NUK/ATT attacking planets if the Imperial Assault mission is turned on. It does not matter which race owns the Super Star Destroyer, it is immune. It is a ship thing, not a race thing.
- Starbases build 5 fighters each turn using minerals only
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- When Robots lay mines, they make four times the number of mine units per torpedo, thus their minefields are four times the size for the same number of torpedo’s used as any other race
- Can have small colonies of up to 6,000 colonists(60 clans) on desert worlds
- They can build fighters in space if they have (for one fighter):
- 3 tritanium
- 2 molydenum
- 5 supplies
- Pawn Baseship: Bioscanner will detect type and number of natives and climate type of 100% of the planets within range of its Sensor Sweep mission (Will not work on planets with 20 or more DP’s)
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- The Rebels have a very nasty mission called the REBEL GROUD ASSAULT, this mission destroys these things:
- 30% of the planets money
- 40% of the planets supplies
- 20% of the planets defense posts
- 60% of the mineral mines
- 30% of the factories
- 20% of the colonists
- In doing so the natives will become very happy, while the colonist will RIOT!! This mission occurs after movement.
- Can have small colonies of up to 6,000 colonists(60 clans) on desert worlds
- Can have small colonies of up to 20,000 colonists(200 clans) on arctic worlds
- They can build fighters in space if they have (for one fighter):
- 3 tritanium
- 2 molydenum
- 5 supplies
- Hyperspace ship: The Falcon Escort can use the HYP friendly code to hyperspace 350LY years from there current position. The waypoint has to be set at least 20LY in some direction and a warp speed of something set (i.e. Warp 6)
- The Rebels have a very nasty mission called the REBEL GROUD ASSAULT, this mission destroys these things:
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- The Colonies can use their fighters to sweep mines for them. Each fighter destroys 40 mine units per turn. They can do this up to 100LY away from their ship, The ships beam weapons will also mine sweep to if they are 25LY or closer to the minefield
- Can have small colonies of up to 6,000 colonists(60 clans) on desert worlds
- They can build fighters in space if they have (for one fighter):
- 3 tritanium
- 2 molydenum
- 5 supplies
- Cobol Research Cruiser has a Bioscanner that will detect type and number of natives and climate type of 20% of the planets within range of its Sensor Sweep mission (Will not work on planets with 20 or more DP’s)
- Cobol Research Cruiser has a Ram Scoop that generates 2KT of Neutronium for every 1 LY traveled in deep space
- Aries Transport: Aries turns any mineral into Neutronium one for one at no cost
- Lady Royale Cruiser = Lady Royale is a gambling ship that generate 1MC for every clan onboard
Native type | Benefit | |
Humanoid | Tech 10 Hulls | |
Bovinoid | 1 supply for every 10,000 Bovinoids, 1 supply per clan | |
Reptilian | Double the mining rate if there are more than 100 | |
Avian | Can be overtaxed | |
Amorphous | Will eat 5 clans per turn, can’t be taxed or assimilated | |
Insectoid | Double taxes | |
Amphibian | Tech 10 Beam weapons | |
Ghipsodal | Tech 10 Engines | |
Siliconoid | Tech 10 Torpedoes |
Ship | Race | Cargo | Fuel | Crew | |
PL21 Probe | Evil Empire | 20 | 180 | 6 | |
B200 Class Probe | Cyborgs | 15 | 80 | 1 | |
Falcon Class Escort | Rebels | 120 | 150 | 27 |
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- Bohemian Class Survey Ship: Feds warmer till type 50 reached
- Eros Class Research Vessel: Feds, Lizards cooler till type 50 reached
- Onyx Class Frigate: Crystals Turns to desert (type 100)
The Lizard Alliance 30:1
The Empire of the Birds 1:1
The Fascist Empire 15:1
The Privateer Bands 1:1
The Cyborg 1:1
The Crystal Confederation 1:1
The Evil Empire 1:1
The Robotic Imperium 1:1
The Rebel Conf. 1:1
The Missing Colonies of Man 1:1
The Lizard Alliance 10:1
The Empire of the Birds 1:1
The Fascist Empire 5:1
The Privateer Bands 1:1
The Cyborg 1:1
The Crystal Confederation 1:1
The Evil Empire 1:1
The Robotic Imperium 1:1
The Rebel Conf. 1:1
The Missing Colonies of Man 1:1
The Lizards 0
The Bird Men 0
The Fascists 0
The Privateers 0
The Cyborg 0
The Crystal People 0
The Evil Empire 5
The Robots 0
The Rebels 0
The Colonies 0 Note: Each fighter still requires 3KT tritanium and 2KT molybdenum.
The Lizards 200%
The Bird Men 100%
The Fascists 100%
The Privateers 100%
The Cyborg 100%
The Crystal People 100%
The Evil Empire 100%
The Robots 100%
The Rebels 100%
The Colonies 100%
The Lizards 100%
The Bird Men 100%
The Fascists 100%
The Privateers 100%
The Cyborg 100%
The Crystal People 100%
The Evil Empire 100%
The Robots 100%
The Rebels 100%
The Colonies 100%
Minimum Duranium 10
Minimum Tritanium 10
Minimum Molybdenum 10
Maximum Neutronium 200
Maximum Duranium 200
Maximum Tritanium 200
Maximum Molybdenum 200 These define the maximum and minimum amounts of the 4 minerals in VGAP that will be deposited on a planet if they are subject to a small meteor strike. These are useful to a host if depleting minerals in a game start to cause the game to stagnate. Number of LARGE meteors impacting 0 This defines the number of large meteors that will hit planets each VGAP host run. Minimum Neutronium 100
Minimum Duranium 100
Minimum Tritanium 100
Minimum Molybdenum 100
Maximum Neutronium 10000
Maximum Duranium 9000
Maximum Tritanium 9000
Maximum Molybdenum 7000 These define the maximum and minimum amounts of the 4 minerals in VGAP that will be deposited on a planet if they are subject to a LARGE meteor strike. Send Meteor Messages YES Defines whether players are informed that LARGE meteors have struck in territory they DON’T own and whether their own planets are the subjects of small meteor strikes.
II, VI, VII, VIII, IX, X, XI, XVIII, XIX, XX, XXI, XXII, XXIII GammaMark: The Planeteer, GammaMark, [email protected]
III, IV The Undead HedgeHog: The Planeteer, The Undead HedgeHog, [email protected]
XXIII, XXIV, XXV, XXVI, XXVII, XXVIII, XIX, XXX Unknown Author(s) V, VI, XII, XIV, XV, XVI, XVII Wrich : Wrich [email protected]
X,XII,XIX Commander Pirx : Commander Pirx, [email protected]
VII, VIII, X, XI, XIII, XIV, XV, XVI, XVII, XVIII, XIX, XX, XXI, XXII, and XXIII Subjects: II Engines, Fuel Usage
III Beam Table
IV Torpedo Table
V Mine Table
VI Planetary/Base Defenses, Planetary DP Tables
VII Misc. Info, Happiness Info
VIII Planetary economy, Tax Info, Mine Output
IX Gowth Rate Info, Population Limit Info
X Plan. Struct., Ground Att/Def, Sensor Sweep
XI Mission Ordering
XII Obscure Rules
XIII First Ships
XIV to XVII Friendly Codes
XIX Race advantages
XXII Native Race Benefits, Hyperdrive & Research Ships
XXIII to XXX HCONFIG (Default Standard Setup) As you certainly know, there are tons of materials floating around the Internet and it is not easy to keep track of all the authors. Therefore, all authors that feel they are not mentioned properly should contact me ASAP, so I can update the credit list. THX for your understanding, Pirx