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[edit] Colonies of Kobol

Image:The Colonies of Kobol.jpg

[edit] Biography

The twelve colonies prospered through the development of of a race of mechanoids known as Cylons. these Cylons one day returned to destroy the twelve colonies in a surprise attack. Fleeing the destruction of the Colonies, President Rosilyn has order the last remaining battlestar " Galactica" to escort a fleet of ships containing the last survivors of their race and to protect them from further Cylon attacks. they hope to find aid from a mythical planet where they believe a 13th tribe of humans resides. a small blue planet orbiting a yellow sun known as earth.

[edit] Racial Statistics

Racial Stats
Happiness and Contraband
Income and Combat
Farming
Climate

Minimum
50

Happiness
130
Income
90

Maximum
75
Happiness

Changes

(colonist)

Enslavement
?

Tax
Income

Enslavement
?

Favorite
65


Liberal
?


Liberal
?
Mineral Mining
65


Conservative
?


Conservative
?
Growth Rate
105


Ultra-Conservative
?


Ultra-Conservative
?
Lawfulness
70


Complex
?

Complex
?
Leadership
60

Happiness

Changes

(all natives)

Enslavement
?

Combat
Colonists
1
Powers
Dark
0


Liberal
?


Crew
5

Light
20


Conservative
?


Troops
60
PC Factor
20


Ultra-Conservative
?


High Guard
260
Spy Rating
20


Complex
?

Pilot
Crew
30
PSI Rating
5

Contraband
Likes

Stim-Bright Pills
30


Troops
30
Public Relations
145


Illegal Music CDs
50


High Guard
40
POD Speed
20


Vaggen War Hounds
50

Training
Col to Crew
120





PSI Geese
20


Crew to Troop
60







Troop to HG
10


Tax income is per 100,000 colonists with a happiness of 100 or higher.

[edit] Rapid Training

  • All ships that are controlled by a CoK player have the capacity to quickly train a large force of troops without the need of training centers. Troops are trained on all CoM ships at rates noted below. Command code "NOT" stops all training.

[edit] Wealthy

  • All colonists pay an extra 200MC per 100,000 colonists in addition to normal ship income when on ships that do not have full guest quarters (this generates more than three times as much money as they would in cities on the ground and has no impact on your growth rate).

[edit] Strengths

  • Colonial One provides racial perks until destroyed.
  • Battlestars and R5 Raptors use nukes against The Circle of Twelve Race.
  • Hyperjumping type 3 fighter R5 Raptor
  • Combat avoidance abilities, see Battle Jump
  • Barbitic minelaying
  • Fighter wings minefield immunity for all types except Laser Minefields.
  • Ship Board growth troop and HG Training.
  • Ship Board Mech Factories
  • Ship Board Fighter Factories
  • Ship Board Supply Factories
  • Dradis Scanners have greater visibility of most objects
  • Can build Pods in space using BP# command code
  • Bullets & Missiles Specialist: Ordinance based Large Weapons proficiency +40 accuracy to all ordinance based large weapons except PTT and Sancasters
    • Flake Cannons and 35mm Vulcan PD Gain +20 accuracy bonus.

[edit] Weakness

  • Access to battle computer MK3 and Tachnor Sensor Arrays A B and C Exotic Techs are Forbidden until the Race destroys All enemy craft named the "The First" if none are Present in the Game then access is allowed.
  • ET shield Tech is Forbidden
  • TOT A B and C Cloning ET's are forbidden
  • Shield Technology is Forbidden - all CoK ships have a max shield Capacity of 30
  • Slow Hyperdrives jump at tick 199.
  • Starts With no Homeworld.
  • Planetary Defensive structures are forbidden. and will be destroyed if Captured.
  • Totally Space Based Race. Unable to build Any Planetary Structures, but May utilize Captured Structures that are not defensive or specialized unique structures.
  • Growth on ships is far greater than growth on bases.
  • No tractor beams on any of their hulls.
  • Max hyperjump of 400ly.
  • Deep space penalties: (ships that move grater than 200 lyrs from the nearest planet )money making abilities are shut off earning zero MC, colonists pay no taxes and ships will earn no income for on board populations. growth rate reduced to zero for colonists on board ships food is still consumed while in deep space.
  • many of the ships are vulnerable to the CoT Hacker Device
  • when Colonial One is destroyed...Presidential memorial services take Place. no ships wings or mechs can be built for the next 5 turns.(Perhaps the biggest weakness of all races).
  • Bullets & Missiles Specialist: Energy based Large Weapons Penalty -40 accuracy to all Energy based large weapons.
    • Energy based PD recieve a -20 accuracy penalty

[edit] Race Startup

This race will build up a Fleet over several turns in the game. it will not start with a Homeworld as other races do. Ships will enter the game on designated turn numbers to simulate the the formation of the fleet over time and will occur much like that of the new series. The starting ships will not have damage of any kind as they were never actually attacked during opening days of the war. Battlestars will not burn.

  • Turn 30 a Mercury Class Battlestar will arrive at a random CoK Ship within the map undamaged. the name of this ship will be the "Pegasus" it will have a compliment of 4 mixed wings containing 49 V16 Vipers and 1 R5 Raptor in each wing. if no CoK ships exist at turn 30 the "Pegasus" will never arrive.


[edit] Starships

Tech Hull Name Comment
1 Demetrius Class Scout Support Dradis / Scout
2 Libra Class Cutter Barbitic Mine Dropper / Escort
3 Space Park Support, Mobile Zoo, GalBank
4 Botanical Cruiser Support Agro Dome
5 Colonial Movers Class Transport Support GalBank
5 Gideon Class Troop Transport Support (Mobile Mech Factory(1)(2)(3)), GalDraw
5 Olympic Carrier Light Carrier Mobile Fighter(1) Factory, Mobile Fighter(3) Factory, GalDraw
6 Celestia MK II Moneymaker: (Mobile Casino, Pyramid Lounge), GalBank, GalDraw
6 Scylla Class Tylium Tanker Support DTMS-N Fuel Converter, Fuel Drill
7 Monarch Class Refinery Vessel Support Mobile Supply Factory, DTMS-N Fuel Converter, Fuel Drill, Alchemy, Laser Mining Drill, Ore Processing, GalBank, GalDraw / Dry Dock 1,200
7 Hera Class Munitions Depot Support Mobile Supply Factory, Duranium Mining Drill, Mobile Repair Plant, Mobile Ord Factory, GalBank
8 Scorpion Class Shipyard Support Mobile Supply Factory, Alchemy, Laser Mining Drill, Ore Processing GalBank, GalDraw, Gravity Stabilized/ Dry Dock 10,000
8 Gemini Class Transport MK II Support Mobile Fighter(2) Factory, Mobile Fighter(3) Factory, Black Market, GalBank, GalDraw
8 Adriatic Class Heavy Cruiser Warship
9 Valkyrie Class Battlestar Carrier Battle Jump, Artillery Support, Dradis (1,150 Hull Mass)
9 Prometheus Class Frigate Warship
10 Mercury Class Battlestar Heavy Carrier Battle Jump, Artillery Support, Dradis (1,750 Hull Mass)
11 Virgo Class Battlestar MK II Special-Unique Hull Minesweeper, Battle Jump, Artillery Support Dradis (1,850 Hull Mass)
11 Colonial One Special-Unique Hull Unique Properties, GalBank
11 Armistice Station Special-Unique Hull Unique Properties, Gravity Stabilized

[edit] Breeding

Colonists grow on all ships that are controlled by a CoK player:

  • Growth rates on All ships with guest quarters larger than 200k 4%, less than 200K 5%, Alien hulls 2%
  • growth on bases is 3%
  • The amount of food required is calculated like this:
  1. Take the sum of the colonists and crew,
  2. Multiply by ship growth rate (.04)
  3. Divide by 100,000
  • Their growth on ships allows partial growth if partial food is available. If you have 0 food then you have 0 babies.
  • After this type of growth is backbreeding (if you have at least 1 food), where troops become crew and HG become troops.
  • If you overload the crew then the excess are colonists.
  • ET Tank-O-Tronic Cloning System A,b,c are forbidden.

[edit] Ship Devices

[edit] New Global Command Codes

[edit] New Racial Command Codes

  • NUK - Allows the Vessel to launch Nukes at Particular Targets
  • BP# - (where #=1 thru 5)Build pod and place within empty pod bay, (1=assault,2=Construction,3=Gold,4=Life,5=resupply) after pod construction the command code will change "AAA" to prevent overbuilding


[edit] Fighters

V15 Viper
Image:V15 Viper.jpg
Cost 110
Speed 400
Fuel 400
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 200 120
Assault Craft 10 45
Troops 10 40
Cities 10 -
Space Combat
Quickness 120
Attack 0
Evasive 30
Armor 20
Exposed Sys 0
    Beam Missile
Power 80 -
Accuracy 80 -
Range 210 -
Generator 15
Battery 250
Ord - -
V16 Viper
Image:V16 Viper.jpg
Cost 120
Speed 100
Fuel 300
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 210 135
Assault Craft 25 55
Troops 10 40
Cities 15 -
Space Combat
Quickness 130
Attack 5
Evasive 35
Armor 22
Exposed Sys 0
    Beam Missile
Power 90 -
Accuracy 90 -
Range 220 -
Generator 15
Battery 250
Ord - -
R5 Raptor
Image:R5 Raptor.jpg
Cost 260
Speed 100
Fuel 300
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 68 60
Assault Craft 130 85
Troops 140 62
Cities 45 -
Space Combat
Quickness 90
Attack 45
Evasive 20
Armor 25
Exposed Sys 0
    Beam Missile
Power 0 80
Accuracy 0 90
Range 0 450
Generator 45
Battery 310
Ord - 500

[edit] Special

  • R5 Raptor - if a raptor accompanys a wing that is a size of 50 or more and carries an HG, the wing will have the capacity to sweep minefields of any Type. odds to sweep begin with 50 fighters granting 50% chance. having more fighters will give a greater chance based upon the number of fighters within the wing. example: 72 fighters will give a 72% chance to sweep the minefield. and 150 will have a 100% chance to sweep the minefield.
  • R5 Raptor Wings with HG, will provide minefield immunity for up to 100 Fighters per raptor within a wing. however they are unable to provide minefield immunity for Laser Minefields.
  • R5 Raptors have Dradis Scanner installed. Dradis Range 200 LY, HG not Required.
  • R5 Raptors are Capable of 400 Lyr Jumps consuming 100 fuel per jump. HG not Required.


[edit] Assault Craft

Desert Fox
Image:Desert Fox.jpg
Cost 30
Ground Combat
  Attack Defense
Fighters 10 12
Assault Craft 15 11
Troops 10 1
Cities 10 -
Snow Fox
Image:Snow Fox.jpg
Cost 40
Ground Combat
  Attack Defense
Fighters 5 15
Assault Craft 15 15
Troops 15 15
Cities 10 -
Attack Shuttle
Image:Attack Shuttle.jpg
Cost 50
Ground Combat
  Attack Defense
Fighters 2 8
Assault Craft 3 150
Troops 240 150
Cities 330 -

[edit] Special

[edit] hacker device immunity

the CoT Hacker Device cannot be used on the following.

[edit] minefield sweeping

aside from the Virgo Class Battlestar MK II witch has a minefield sweeper, the only other form of mine sweeping within the CoK Fleet is done by wings.

[edit] Bases

?

[edit] Special Buildings

none

[edit] Missing Buildings

[edit] New Exotic Techs

with the introduction of the CoT and CoK races, there will be additional ETs

  • Develop Starship Supply Factory Technology:
  • Develop Starship Fighter Factory Technology:
  • Develop Starship Mech Factory Technology:
  • Develop Cylon hacker Technology
    • 3000 Initial Cost;
    • 500 Maintenance Fee;
  • Develop Cylon Hacker Firewalls
    • 25000 initial cost;
    • 1200 Maintenance Fee;
      • Vessels not immune to hacker Device gain improved limited immunity

[edit] See also

[edit] See also

[edit] Starting Stuffs

?

[edit] Colonies of Kobol - History

?

[edit] Source Links

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