Category:Natives

From PlanetsWiki

Jump to: navigation, search

[edit] Overview

They have a mind of their own and come and go as they please. If the planet's natives like you they will move into your base and assist in your war efforts. Natives can be transported from one planet to another using Native Pods. They hate orbital bombardment. If another base is built on a planet that you have the base on and the natives like that race more than your own the natives will leave your base and join the other race's base. Most natives can be taxed for extra revenues, the amount of tax they pay differs from one native race to the next. Each Type of natives in a base have their own Happiness level.

[edit] List of Natives

[edit] Native Specials

Native Type Natives required Effect Requirements
Amorphous Worms 500 Bases with amorphous natives yield 1 kt of Lerchin Spices per 500 amorphous natives.
Amphibians 50,000 Produce free Large Weapons. Happiness >75
Avians 100,000 Provide a happiness bonus to colonists and natives (except Amorphous worms -1) at the same base.
Bovinoids 10,000 Double the Supply Production in Factories.
Ghipsoldals 50,000 Produce free Engines. Happiness >75
Humanoids 1,000,000 Double the planet scan range they are on.
Humanoids 1,000,000 to 10,000,000 Reduce the cost of Tech Level upgrade by 1.25% up to 12.5%
Reptilians 50,000 Add a value of 200 to your mining rate.
Siliconoids 100,000 Double the Ord Production in Ordnance Plant.

Planets with amorphous natives yield 1 kt of Lerchin Spice per 1000 amorphous natives

[edit] Native Tax Modifier

Native Rate
Humanoids 100%
Bovinoids 200%
Reptilians 25%
Avians 200%
Amorphous 0%
Insectoid 300%
Amphibians 100%
Ghipsoldals 10%
Siliconoids 8,33%
Chupanoid 0%

? What does this modifier modify ? Explanation missing ?

[edit] Growth Rates

[edit] Outside Base

  • Siliconoids: Population = Population * (Climate / 100 * .02 + 1) +10
  • Amorphous Worms: Population = Population * (Climate / 100 * .02 + 0.99)
    • If Population > 1,000,000 And Climate < 90 then Population = Population * 0.95
  • Other: Population = Population * ((50 - ABS(50 - Climate)) / 50 * .02 + 1) + 10
  • NOTE: Siliconoids and Amorphous Worms grow best at 100, while all others grow best at 50. Amorphous Worms populations will actually drop in a cold climate.

[edit] Inside Base

  • Growth Rate = Happiness/100 * 2% + 10
  • Happiness > 100 = Happiness of 100
  • Happiness < 0 = Happiness of 0
  • NOTE: Planet Climate doesn't matter.

[edit] Finding Natives

[edit] Scanning Planets

  • A full scan of a planet will reveal the presence of Natives. For many races, this is the only sure way of finding Natives nearby.

[edit] Bioscanner

  • Ships with a Bioscanner device have a 20% chance of spotting Natives on any planet within 700ly.

[edit] Probe Launcher

  • Ships with a Probe Launcher device have a 90% chance of detecting any enemy bases within 500ly - if they spot a base they will also get a full scan of the planet, including any Natives.

[edit] Rebels

  • The Rebels can see any planet that has more than 100,000 natives (of a type) on it within 300ly of a rebel base.

[edit] Distress Calls

[edit] Coalition

[edit] Native Join Chances

There is a join "chance" and a join "rate" and then some special situations for some natives. The "chance" is the random chance that each native type has to join your base.

[edit] Formulas

Amorphous Worms (Lerchin Spices/1000) * 100%
Amphibians ( (Race Dark Powers + Race PSI ) / 400 + .05 ) * 100%
Avians ( Race Spy Rating / 400 + .05 ) * 100%
Bovinoids ( (Race Light Powers - Race Dark Powers) / 200 ) * 100% (5% minimum)
Chupanoids 30%
Ghipsoldals (Kerria Crystal Artifacts/1000) * 100%
Humanoids ( Race PR / 200 ) * 100%
Insectoids ( (300 - Race PC - Race PR - Race Leadership - Race Law) / 400 + .05 ) * 100%
Reptilians ( Race Leadership / 300 + .05 ) * 100%
Siliconoids ( Race PSI / 500 + .05 ) * 100%

[edit] Racial Notes

[edit] Aczanny

[edit] Birdmen

  • Increased chance for Avians to join.

[edit] Coalition

  • Additionally to the normal joining chance, each turn 5% of the Insectoids on a planet join their base.

[edit] Crystals

[edit] Cyborg

  • ’Chance to Join' is always 0%

[edit] Lizards

[edit] Scavengers

  • Insectoids will not join. (due to high PC,PR,lawfullness and leadership, see calculations)

[edit] Solorian

[edit] UEA

[edit] Thrinaks

  • No natives other than Chupanoids will join their base.

[edit] Join Chances for each Race

  Chance to Join
  Amorphous Amphibians Avians Bovinoids Chupanoids Ghipsoldals Humanoids Insectoids Reptilians Siliconoids
The Aczanny Pyramids 0,0% 6,3% 5,3% 5,0% 30,0% (KC/1000)*100% 2,5% 0,0% 38,3% 38,3%
The Birdman Republic LS/1000*100% 30,8% 44,3% 27,5% 30,0% (KC/1000)*100% 70,0% 1,3% 23,3% 23,3%
The Centaurs LS/1000*100% 10,0% 5,0% 5,0% 30,0% (KC/1000)*100% 60,0% 0,0% 38,3% 38,3%
The Colonies of Man LS/1000*100% 6,3% 10,0% 10,0% 30,0% (KC/1000)*100% 72,5% 6,3% 25,0% 25,0%
The Crystal Assembly LS/1000*100% 50,0% 6,5% 5,0% 30,0% (KC/1000)*100% 20,0% 20,0% 38,3% 60,0%
The Cyborg Collective 0,0% 0,0% 0,0% 0,0% 0,0% 0,0% 0,0% 0,0% 0,0% 0,0%
The Evil Empire 0,0% 140,0% 22,5% 5,0% 30,0% (KC/1000)*100% 2,5% 0,0% 75,0% 75,0%
The Holy Draconian Empire LS/1000*100% 29,5% 6,8% 5,0% 30,0% (KC/1000)*100% 2,5% 21,3% 41,7% 41,7%
The IMT LS/1000*100% 21,3% 17,5% 5,0% 30,0% (KC/1000)*100% 10,0% 4,8% 45,0% 45,0%
The Lizard Kingdom LS/1000*100% 6,5% 5,3% 5,0% 30,0% (KC/1000)*100% 45,0% 0,0% 85,0% 45,0%
The People's Army LS/1000*100% 10,5% 5,8% 5,0% 30,0% (KC/1000)*100% 35,0% 11,3% 31,7% 31,7%
The Privateer Bands LS/1000*100% 8,8% 20,0% 5,0% 30,0% (KC/1000)*100% 0,5% 77,0% 8,3% 8,3%
The Rebels 0,0% 36,3% 10,0% 205,0% 30,0% (KC/1000)*100% 87,5% 21,3% 11,7% 11,7%
The RCS LS/1000*100% 16,3% 8,8% 25,0% 30,0% (KC/1000)*100% 47,5% 0,0% 45,0% 45,0%
The Robotic Imperium LS/1000*100% 5,0% 5,0% 5,0% 30,0% (KC/1000)*100% 2,5% 16,3% 28,3% 28,3%
The Scavenger Tribes LS/1000*100% 6,3% 6,3% 5,0% 30,0% (KC/1000)*100% 60,0% 0,0% 35,0% 35,0%
The Solar Federation LS/1000*100% 6,3% 6,3% 10,0% 30,0% (KC/1000)*100% 50,0% 0,0% 25,0% 25,0%
The Solorian Unity 0,0% 53,8% 20,3% 40,0% 45,0% 15% + (KC/1000) *100% 30,0% 30,0% 56,7% 56,7%
The Stormer Kingdom LS/1000*100% 11,3% 6,3% 20,0% 30,0% (KC/1000)*100% 65,0% 0,0% 55,0% 55,0%
The Thrinakian Swarm 0,0% 0,0% 0,0% 0,0% 30,0% 0,0% 0,0% 0,0% 0,0% 0,0%
The UEA LS/1000*100% 16,3% 7,5% 5,0% 30,0% (KC/1000)*100% 15,0% 0,0% 55,0% 55,0%
The University Alliance LS/1000*100% 5,5% 5,5% 5,0% 30,0% (KC/1000)*100% 60,0% 0,0% 28,3% 28,3%

[edit] Racial Notes

[edit] Aczanny

  • Amorphous Worms will not attack but will also not join.
  • Insectoids will attack Aczanny bases.
  • All natives except Avians will be restless in Aczanny bases (-2 happiness per turn). The presence of sufficient Avians will offset this happiness decrease.
  • Ghipsoldals produce extra free Transwarp engines for Aczanny.

[edit] Cyborg

  • The Cyborg can assimilate natives (on the planet) into Cyborg colonist except Amorphous Worms, Siliconoids, and Chupanoids. Insectoids are only assimilated at a ratio of 1:6.
  • If the Cyborg King assimilates an entire native Humanoid population on a planet of more than 100,000 Humanoids the Cyborg get a free hull tech upgrade.
  • If the Cyborg King assimilates an entire native Ghipsoldal population on a planet of more than 100,000 Ghipsoidals the Cyborg get a free engine tech upgrade.

[edit] Coalition

[edit] Crystals

[edit] Enforcers

  • Insectoids will attack Enforcer bases.
  • Native income of 250%.

[edit] IMT

[edit] Robots

  • Insectoid in Insectoid Nest can build new Robots, abduct colonists and convert natives and prisioners into new Insectoid. They can also mine fuel from the planet's core.

[edit] Solorian

  • Native happiness max. 100.

[edit] Thrinaks

  • Thrinak troops will convert natives into food or supplies. Every 10,000 troops will convert 1,000 organic natives into 1 Food, and every 20,000 troops will convert 2,000 inorganic (Siliconoids) into 1 Supply. Both natives in the base and on the planet can be converted. Natives in the ground base will lose 30 Happiness if some of them are converted. Chupanoids cannot be converted.

[edit] Native join rates

There is a join "chance" and a join "rate" and then some special situations for some natives. The "rate" is how many of those natives of that type will join your base. After natives do decide to join your base, here is the rates at which they come over.

Amorphous Worms Will not join Aczanny at all. Will not join any race with a PSI factor at 80 or above. 10% of the worms + 300 will join. Solorians get a bonus of 15% more than the result.
Amphibians A random % of the Aphibians on the planet will join. Solorians get a bonus of 15% more than the random chance.
Avians They all join at once. Birds of a feather flock together!
Bovinoids A random % of the Bovinoids on the planet will join. Solorians get a bonus of 15% more than the random chance.
Chupanoids 20% of a random % of the Chupanoids on the planet will join. Solorians get a bonus of 15% more than the result.
Ghipsoldals 50% of a random % of the Ghipsoldals on the planet will join. Solorians get a bonus of 15% more than the result. They take the result / 1000 in KCA from you.
Humanoids Your race's Public Relations stat / 200 x Number of natives on the planet. If your race is humanoid (bit 1 of Lifeform stat, which is currently: Feds, Stormers, Privs, EE, Rebs, CoM, Peeps, UA, Scavs, Dracs, UEA, RCS, and IMT) then this amount is multiplied by 4. Solorians get a multiplier of 1.15 here. The result cannot be more than the original number of natives, of course.
Insectoids Will not join Aczanny or UEA at all. Join rate is the same as Bovinoids except that RCS get an additional 5% of whatever is left on the planet after the normal gathering.
Reptilians 30% of a random % of the Reptilians on the planet will join. Solorians get a bonus of 15% more than the result.
Siliconoids 20% of a random % of the Siliconoids on the planet will join. Solorians get a bonus of 15% more than the result.

Thanks to Magik for this information

[edit] Notes

  • Natives don't carry their happiness with them in the pod. Each base has a set native happiness for each type upon creation. They use that. It doesn't get adjusted until there is a native of that type there.
  • Is native happiness among merged bases still added or is it averaged?
    • It is weighted according to the population of one base versus the other. 1 unhappy insectoid will not influence 1 million happy insectoids. - Magik

[edit] See also

  • [1] Native Join Rate Excel Sheet (by Zaabur and BlackNo1)

Articles in category "Natives"

There are 12 articles in this category.

A

B

C

G

H

I

N

R

S

Personal tools