Category:The Centaurs

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Image:The Centaurs.jpg Race Number: 810
Ship Hull id's: 501-515
Lifeform Type: Humanoid / Animal


[edit] Racial Statistics

Racial Stats
Happiness and Contraband
Income and Combat
Farming
Climate

Minimum
10

Happiness
150

Income
45

Maximum
78

Happiness

Changes

(colonist)

Enslavement
0

Tax
Income

Enslavement
?

Favorite
40


Liberal
0

Liberal
?
Mineral Mining
30


Conservative
+4

Conservative
?
Growth Rate
85


Ultra-Conservative
+10

Ultra-Conservative
?
Lawfulness
150


Complex
-1

Complex
?
Leadership
100

Happiness

Changes

(all natives)

Enslavement
0

Combat
Colonists
4
Powers
Dark
0


Liberal
0


Crew
8

Light
0


Conservative
+2


Troops
15
PC Factor
60


Ultra-Conservative
+5


High Guard
35
Spy Rating
0


Complex
-1

Pilot
Crew
100
PSI Rating
20

Contraband
Likes

Illegal Mucis CDs

35


Troops
150
Public Relations
120





High Guard
200
POD Speed
40



Training
Col to Crew
20






Crew to Troop
3






Troop to HG
1

1 The change for Complex Tax depends on the Happiness in Base. For more information look here


[edit] Starships

Tech Hull Name Comment
1 Jump Pod Scout/Early Colonizer
1 Pod Bug Support
2 Jawwaz Class Armored Transport Despite its name a mainly useless unarmored Freighter
2 Shahmia Class Starbase Support/Starbase
3 Zikr Class Destroyer Warship, but in reality a support ship, only rhe Centaurs might call it a warship
3 Naufali Class Carrier Carrier/Support
4 Shah Class Cruiser Minesweeper/Antifighter
4 Isar Class Escort Minelayer
5 Rakale Class Carrier Carrier/Support
5 Shantah Class Armored Transport Your best Freighter - great hyp range and transwarp speed.
6 Large Deep Space Freighter Freighter
6 Arkab Class Supply Ship Support
6 Riza Class Carrier Carrier/Warship
7 Raffa Class Heavy Cruiser Support/Warship
7 Shariza Class Carrier transwarp/hyp Carrier
8 Shai Shan Class Carrier Carrier/Support
10 Super Transport Ship Freighter

[edit] Special

[edit] Ship Devices

Centaur ships include the following ship devices:

[edit] Starting Ships

Count Hull Warp Hyp Shield Armor SW LW PD Gen Comment
1 Shahmia Class Starbase 40 - 40 0 3 Plasma Gun - 7 Intercept, 3 Flake Cannon
2 Shantah Class Armored Transport 190 - 40 100 2 Plasma Gun - 3 Quad Laser, 3 Turbo Laser
1 Raffa Class Heavy Cruiser 20 - 40 0 4 Disrupter 4 Heavy Laser 10 Flake Cannon

[edit] Resources On Starting Ships

Count Hull Personnel Resources
Crew Col. Troops HG MC Supplies Food Med Repair Ord Fuel
1 Shahmia Class Starbase 1150 56000 1000 - 71 560 280 140 500 600 12000
2 Shantah Class Armored Transport 165 36667 1000 - 57 24 12 6 13 25 440
1 Raffa Class Heavy Cruiser 750 1667 500 - 31 300 150 75 200 1250 900


[edit] Fighters

F101 Sabik Fighter
Image:F101 Sabik Fighter.jpg
Cost 18
Speed 15
Fuel 15
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 20 15
Assault Craft 5 5
Troops 15 20
Cities 2 -
Space Combat
Quickness 80
Attack 15
Evasive 60
Armor 0
Exposed Sys 0
    Beam Missile
Power 10 0
Accuracy 55 0
Range 50 0
Generator 25
Battery 80
Ord - 0
B22 Kaisi Bomber
Image:B22 Kaisi Bomber.jpg
Cost 45
Speed 120
Fuel 120
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 5 5
Assault Craft 45 45
Troops 30 30
Cities 50 -
Space Combat
Quickness 60
Attack 30
Evasive 15
Armor 10
Exposed Sys 0
    Beam Missile
Power 20 40
Accuracy 100 80
Range 60 400
Generator 5
Battery 220
Ord - 90
FB211 Ahir Fighter
Image:FB211 Ahir Fighter.jpg
Cost 500
Speed 220
Fuel 200
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 150 80
Assault Craft 100 100
Troops 40 150
Cities 180 -
Space Combat
Quickness 120
Attack 80
Evasive 70
Armor 70
Exposed Sys 1
    Beam Missile
Power 200 300
Accuracy 110 80
Range 200 140
Generator 30
Battery 350
Ord - 80

[edit] Special


[edit] Assault Craft

Itsha Hovercraft
Image:Itsha Hovercraft.jpg
Cost 15
Ground Combat
  Attack Defense
Fighters 2 2
Assault Craft 3 0
Troops 16 5
Cities 12 -
Kazane Gunship
Image:Kazane Gunship.jpg
Cost 95
Ground Combat
  Attack Defense
Fighters 50 15
Assault Craft 60 20
Troops 10 15
Cities 25 -
Psi Warrior
Image:Psi Warrior.jpg
Cost 650
Ground Combat
  Attack Defense
Fighters 35 200
Assault Craft 45 150
Troops 250 250
Cities 10 -

[edit] Special

  • Each Psi Warrior increases the attack value of your ground forces by +2% with a limit of 30%.
  • 1 free Itsha Hovercraft is produced beginning per 100,000 colonists per turn. Fractions are rounded naturally, meaning ie. 50,000 will produce 1 Itsha Hovercraft and 149,999 will also produce 1 Itsha Hovercraft

[edit] Bases

  • Astronavigation: Centaur bases can see stars up to 5000 ly away.
  • The Centaur homeworld starts with a PSP, Racetrack and Market Place (change with Host 205).
  • There is a chance that a PSP, Racetrack or Market Place will be built for free in a centaur base if the builiding doesn't exist yet in that base and a certain number of colonists is present (Host 203):
Building Col. required Chance
PSP 250.000 20%
Racetrack 400.000 20%
Market Place 1.000.000 25%

[edit] Special Buildings

Racetrack
Level 3
Produce makes mc based on population and natives present, native happiness bonus, native attraction bonus, contraband collection bonus.
Market Place
Level 3
Produce earns 30mc for every 100,000 colonists on the planet, including allies.

[edit] Missing Buildings

[edit] See also

[edit] Starting Stuffs

[edit] The Centaurs - History

This was put together by searching through the History of Changes page, looking for a match for "cent". Additional searches for text that includes special buildings, ships, and ship devices should be processed and added here.

*Changes marked like this are not active at the moment (due to changes made afterwards).

[edit] November 19, 2008

[edit] What is new in Host.exe Version 4.000.213y

Changed: The free Racetracks and Marketplaces from Centaur colonists will be turned on when built.

[edit] Sep 10, 2008

[edit] What is new in Host.exe Version 4.000.213n

Changed: Units will be able to flee from combat sooner (ticks [750,1550] instead of [1500,2300]). Centaurs may flee at ticks [500,1550] (instead of [500,2300]). Units will now leave if and only if they are explicitely set to do this ("Retreat") or if too badly damaged and if "Stay At All Costs" is not set.

[edit] April 01, 2008

[edit] What is new in Planets4.exe Version 4.000.064

Fixed: Centaur Marketplace income corrected.
Fixed: Centaur Racetrack shows correct cash gain. It was using natives for its calculation instead of colonists.

[edit] February 14st, 2008

[edit] What is new in Host.exe Version 4.000.212f

Fixed: Centaur Racetrack native happiness increase limited to 300.

[edit] November 3th, 2007

[edit] What is new in Host.exe Version 4.000.211

Fixed: After a jumppoint jump, only the Centaurs can continue moving.
Changed: After a jumppoint jump, only the Centaurs can continue moving. Previously all ships could continue moving, which breaks the laws of hyperjumping. Wings couldn’t move after a jump already.

[edit] Aug 27th, 2007

[edit] What is new in Host.exe Version 4.000.209

New: Centaur "Astronavigation". Centaur ships and bases can see stars up to 5000 ly away.
New: Centaur "Steeple Jump". Centaur owned ships with hyperdrive capabilities can move, jump, move. No change to fast hyp ships if they own one.
New: Racetrack base log message.
Fixed: Centaur Market Place produces 30 mc per 100k colonists (was 15 mc for others and 30 mc for your own base).
Changed: Centaurs now produce 1 free type-1 F101 Sabik Fighter for every 50k colonists (was every 200k colonists).

[edit] July 10th, 2007

[edit] What is new in Host.exe Version 4.000.207

Fixed: Centaurs weren’t getting their 5% bonus to gather contraband per racetrack.

[edit] June 21th, 2007

[edit] What is new in Host.exe Version 4.000.206

Fixed: Centaur free buildings not appearing as expected.

[edit] June 15th, 2007

[edit] What is new in Host.exe Version 4.000.205

Changed: Centaurs start with a PSP, Racetrack and Market Place.
Changed: Centaurs start with a Raffa Class Heavy Cruiser.

[edit] June 11th, 2007

[edit] What is new in Host.exe Version 4.000.203

Fixed: Centaurs had to pay for the maintenance cost of the Plasma Manifold A exotic tech.
New: Centaurs gain 5% bonus to gather contraband from the planet per Racetrack.
New: When the Centaurs have no PSP and have 250k colonists then they have a 20% chance of their colonists building them a free PSP. When there is no racetrack and there are at least 400k colonists, then there is a 20% chance that the colonists will build them a free racetrack. When there is no marketplace and there are at least 1 million colonists then there is a 25% chance that the colonists will build them one for free.

[edit] Nov 22th, 2001

[edit] What is new in Host.exe Version 4.000.094

Changed: Centaur Market Places now produce income based on population and not based on cities

[edit] July 13th, 2001

[edit] What is new in Host.exe Version 4.000.085

New: Centaurs: Start with a Shahmia and 2 Shantah class ships
New: Centaurs: Ships are able to escape combat at combat tick 500 (All other races can not escape until tick 1500)
New: Centaurs: Racetrack makes 15mc a turn, gives a +5 native happiness bonus and a +5 native attraction.
New: Centaurs: Market Place makes 15mc per city on the planet and 22mc per undercity on the planet. It does not matter who owns the cities you will still earn the money.
New: Centaurs: Psi Warrior (ground assault unit 3) +2% attack ground bonus for all other units with a limit of 30% bonus.
New: Centaurs: 1 Free type 1 fighter per 200,000 colonists per turn
New: Centaurs: 1 Free type 1 ground assult unit per 100,000 colonists per turn
New: Centaurs: Free Plasma Manifold A exotic tech

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