Category:The Colonies of Man
From PlanetsWiki
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Race Number: | 111 |
| Ship Hull id's: | 97-110 | |
| Lifeform Type: | Humanoid |
[edit] Racial Statistics
| Racial Stats | |
Happiness and Contraband | |
Income and Combat | ||||||||||||
| Farming Climate |
Minimum | 40 |
Happiness | 130 | Income | 90 |
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| Maximum | 55 | Happiness Changes |
Enslavement | 0 |
Tax Income |
Enslavement | 585 |
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| Favorite | 50 |
Liberal | 0 |
Liberal | 450 |
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| Mineral Mining | 65 |
Conservative | +4 |
Conservative | 405 |
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| Growth Rate | 105 |
Ultra-Conservative | +10 |
Ultra-Conservative | 360 |
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| Lawfulness | 70 |
Complex | Special |
Complex | 495 |
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| Leadership | 60 |
Happiness Changes |
Enslavement | 0 |
Combat | Colonists | 1 |
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| Powers | Dark | 0 |
Liberal | 0 |
Crew | 5 |
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| Light | 20 |
Conservative | +2 |
Troops | 60 |
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| PC Factor | 20 |
Ultra-Conservative | +5 |
High Guard | 260 |
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| Spy Rating | 20 |
Complex | Special |
Pilot | Crew | 30 |
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| PSI Rating | 5 |
Contraband Likes |
Stim-Bright Pills | 30 |
Troops | 30 |
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| Public Relations | 145 |
Illegal Music CDs | 50 |
High Guard | 40 |
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| POD Speed | 20 |
Vaggen War Hounds | 50 |
Training | Col to Crew | 120 |
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| PSI Geese | 20 |
Crew to Troop | 60 |
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Troop to HG | 10 |
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The change for Complex Tax depends on the Happiness in Base. For more information look here
Tax income is per 100,000 colonists with a happiness of 100 or higher.
[edit] Starships
| Tech | Hull Name | Comment | |
|---|---|---|---|
| 1 | | Taurus Class Scout | Support/Warship |
| 2 | | Cygnus Class Destroyer | Support |
| 3 | | Little Joe Class Escort | Support |
| 3 | | Aquila Class | Support |
| 4 | | Cobol Class | Support |
| 5 | | Aries Class Metal Ship | Support |
| 6 | | Sagittarius Class | Support |
| 6 | | Celestia | Moneymaker |
| 6 | | Warrior Shuttle | Support, Immune to all minefields,also more Resistant to Detonate |
| 7 | | Pisces Class Cruiser | Warship |
| 8 | | Gemini Class Transport | Support |
| 8 | | Scorpius Class Carrier | Support |
| 9 | | Prometheus Class Frigate | Warship |
| 10 | | Virgo Class | Warship |
[edit] Breeding
Colonists grow on all ships that are controlled by a CoM player:
- Growth rates on most ships .015-0.04 (yuck!), growth rate on Gemini Class Transport .05 (100 Stat Growth - little better) and on Sagittarius Class .060 (120 Stat Growth - yay!).
Lord Owl adds: Growth rates incorrect (Host 194). The Gemini has 5%, the Cobol 4%. Other ships probably at 4%, too? - The amount of food required is calculated like this:
- Take the sum of the colonists and crew,
- Multiply by ship growth rate (.06 on a Sagittarius)
- 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.
[edit] Rapid Training
- All ships that are controlled by a CoM 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.
- Troops trained at .005 from colonists on all ships (without training centers of course).
- Crew trained at 10% of ship crew size per turn (only if you have room on the ship for new crew).
- Virgo Class produces 5 HG per turn if there is at least 2 food and and 5 troops on the ship (no other CoM ship produces HG).
[edit] Ship Devices
- Agro Dome
- Alchemy
- DTMS-N Fuel Converter
- Gambling Deck
- Laser Mining Drill
- Long Range Mine Detector
- Mine Sweeper Array
- Mobile Ord Factory
- Mobile Repair Plant
- Ore Processing
- Pyramid Lounge
- Ram Scoop
- Show Lounge
[edit] Colonies of Man unique Ship Devices
[edit] Starting Ships
- The Com start with one ship of each type.
* with Master 213 and later
[edit] Resources On Starting Ships
| Count | Hull | Personnel | Resources | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Crew | Col. | Troops | HG | MC | Supplies | Food | Med | Repair | Ord | Fuel | ||
| The Colonies of Man (*1,000,000 starting pop) & ( **10,000 starting Mc) as of Host / Master 199 | ||||||||||||
| 1 | Taurus Class Scout | 123 | 174 | 10 | - | 30 | 100 | - | 10 | - | 400 | 750 |
| 1 | Cygnus Class Destroyer | 835 | 194 | 10 | - | 30 | 100 | - | 10 | - | 500 | 250 |
| 1 | Little Joe Class Escort | 250 | 33 | 100 | - | 30 | 100 | - | 5 | - | 100 | 150 |
| 1 | Aquila Class | 5000 | 101 | 1001 | - | 30 | 100 | 2000 | 500 | - | 150 | 1450 |
| 1 | Cobol Class | 1200 | 10400 | 10 | - | 63 | 100 | - | 250 | - | 100 | 350 |
| 1 | Aries Class Metal Ship | 3500 | 10400 | 100 | - | 63 | 100 | - | 5000 | - | 500 | 2350 |
| 1 | Sagittarius Class | 50000 | 949230* | 5770* | - | 13108* | 100 | 499 | 2900 | 0 | 500 | 2350 |
| 1 | Celestia | 8400 | 15600 | 1000 | 1000 | 82 | 100 | - | 25 | - | 500 | 1350 |
| 1 | Warrior Shuttle | 12 | - | 10 | - | 30 | 100 | 10 | 5 | - | 30 | 110 |
| 1 | Pisces Class Cruiser | 4000 | 1040 | 1000 | - | 33 | 100 | - | 250 | - | 500 | 450 |
| 1 | Gemini Class Transport | 2000 | 105000* | 100 | - | 373* | 100 | - | 5000 | - | 500 | 2450 |
| 1 | Scorpius Class Carrier | 1000 | - | 500 | - | 30 | 100 | - | 50 | - | 500 | 450 |
| 1 | Prometheus Class Frigate | 256 | - | 100 | - | 30 | 100 | - | 5 | - | 500 | 450 |
| 1 | Virgo Class | 2300 | - | 995 | 5 | 30 | 100 | 200 | 500 | 150 | 30000 | 1450 |
* The Starting Population is placed on the Sagittarius Class. ** The Starting Mc is placed on the Sagittarius Class.
[edit] Fighters
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[edit] Starting Fighters
- CoM start with 4X 50 V15 Vipers
[edit] Assault Craft
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[edit] Bases
- The CoM start with no homeworld.
[edit] Special Buildings
< None >
[edit] Missing Buildings
[edit] See also
- Stuff concerning the Colonies of Man
- [1] Race Stats
- [2] Planets Spreadsheet (with all CoM ships)
[edit] Starting Stuffs
- Starting Homeworld Resources
- Starting Buildings Matrix
- Starting Ships Matrix
- Resources on Starting Ships Matrix
[edit] The Colonies of Man - History
This was put together by searching through the History of Changes page, looking for a match for "colo" or "com". Additional searches for text that includes special buildings, ships, and ship devices should be processed and added here.
[edit] December 10, 2008
[edit] What is new in Host.exe Version 4.000.213.29
- Changed: Warrior Assault log messages for attacked base and attacking ship improved.
[edit] November 8, 2008
[edit] What is new in Host.exe Version 4.000.213x
- Changed: Colonies GalDraw moved outside of the standard device activation so that it happens after all ships GalBank.
[edit] Oct 10th, 2008
[edit] What is new in Host.exe Version 4.000.213v
- Changed: Colonial GalBank and GalDraw put back to the original location in the host order of events. New GBx Command Code left in for additional flexibility.
- Changed: Galactic Banking for other actions (besides Colonial GalBank & GalDraw) has been moved to process after all base jobs (buildings doing their thing). This means that you'll have to go back to making sure that you have money in the Galactic Bank to support your Exotic Techs at the start of the turn.
[edit] Sept 25th, 2008
[edit] What is new in Host.exe Version 4.000.213s
- New: GBx command code for GalBank ship device. 'x' times 1000 will be deposited in the galactic bank. When 'x' is 0 then 10,000 mc will be deposited. If the GBx Command Code is not used then all money on the ship will be deposited.
[edit] Sept 10, 2008
[edit] What is new in Host.exe Version 4.000.213n
- Changed: The host order for when any type of Galactic Bank transaction occurs at the start of the turn in the same process (after taxes are collected). This includes King's Palace, Tech Institute (just the galactic bank portion), Government Center, Privateer one-time "Big Man" bonus, and the Colonies of Man GalBank and GalDraw. Yes this means that all income can now pay for new ET and ET maintenance costs.
[edit] Jul 24, 2008
[edit] What is new in Host.exe Version 4.000.213m
- Fixed: Ship log for Colonies of Man and IMT growth show colonists and crew growth now.
[edit] Jul 16, 2008
[edit] What is new in Host.exe Version 4.000.213l
- New: Colonies of Man and IMT ship logs for growth/training on ships.
[edit] Jul 16, 2008
[edit] What is new in Host.exe Version 4.000.213i
- Fixed: Virgo doesn't need to have a speed set to use Light Speed.
- Fixed: Virgo using Light Speed and has a speed setting will not burn more than the Light Speed fuel since it doesn't move the Light Speed 400 movement plus the speed setting; only the 400 ly.
[edit] Apr 1, 2008
[edit] What is new in Host.exe Version 4.000.213
- Fixed: Virgo Light Speed requires less than 50% control systems damage and crew to be on board to be able to use it now like all other movement mechanisms.
[edit] February 11st, 2008
[edit] What is new in Host.exe Version 4.000.212e
- Changed: (CoM)) A Virgo with a scan range of 0 (i.e. towed) cannot provide minefield immunity. Its scanners and Unicom are the means of providing the immunity.
[edit] December 21st, 2007
[edit] What is new in Host.exe Version 4.000.212a
- Changed: A Virgo with a scan range of 0 (i.e. towed) cannot provide minefield immunity. Its scanners and Unicom are the means of providing the immunity.
[edit] November 3th, 2007
[edit] What is new in Host.exe Version 4.000.211
- Fixed: Fixed a problem with CoM and IMT crew going above their capacity and filling up completely when the crew is low (the rest of the crew came from nowhere).
- Changed: Colonies of Man growth on ships allows partial growth if partial food is available. The way it works is that you need to have enough food to feed the babies. a) Take the sum of the colonists and crew, b) multiply (a) by .06 on a Sagittarius, c) divide (b) by 100,000, (c) is the amount of food required to feed the babies. Previously if you didn't have (c) then you would have 0 babies. Now, if you have a fraction of the food then you make a fraction of the babies. 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. IMT ships do the same thing, but their growth multiplier is .015 on all ships.
- Changed: CoM Warrior Shuttle is only minefield immune when owned by a CoM player and a high guard is on board. Previously any race could own it and put a HG on it to be minefield immune.
- Changed: Virgo Minefield immunity requirements are now: 1 HG on the Virgo, owned by a CoM player, same player wing docked to ship or within 10 ly of the Virgo. Virgo immunity will be checked during movement instead of only before movement. Virgo immunity extends to those that are not at war with the CoM player that owns the Virgo and are escorting the Virgo and are within 10 ly of the Virgo.
[edit] September 10th, 2007
[edit] What is new in Host.exe Version 4.000.210Patch1
- Changed: Colonies of Man and IMT growth on ships will give partial growth if only partial food requirement is present on the ship.
- New: Ship log for Web Minefield detonation knocking out the Light Speed.
[edit] August 31th, 2007
[edit] What is new in Host.exe Version 4.000.210
- Fixed: Colonies of Man can no longer grow on Ships when there is no food present.
[edit] Aug 27th, 2007
[edit] What is new in Host.exe Version 4.000.209
- Fixed: Unicom will only work when turned on and when the Virgo is owned by Colonials.
- Fixed: Virgo log messages for "too damaged for light speed" will only appear once.
- Fixed: Light Speed can now use the last 1000 fuel to function.
- Fixed: Light Speed LSD command not working properly at the beginning of the turn.
- Fixed: Ships can no longer go faster than their engines will allow. Exceptions are still Light Speed and Gravitonic Accelerator.
- Changed: Colonies of Man tax collection on ships moved to beginning of host run along with bases.
[edit] June 15th, 2007
[edit] What is new in Host.exe Version 4.000.205
- Fixed: CoM ship "Virginia City" starts with 67 troops instead of 70, which exceeded its guest quarters.
[edit] June 11th, 2007
[edit] What is new in Host.exe Version 4.000.203
- Fixed: CoM taxes from colonists on ships is now available even while the Shokazul Pulse is active.
[edit] Aug 19th, 2006
[edit] What is new in Host.exe Version 4.000.197
- Fixed: Virgo's Unicom never turns on.
[edit] Sept 5th, 2005
[edit] What is new in Host.exe Version 4.000.194
- Unannounced: Virgo hull now provides minefield immunity only if owned by a CoM player.
[edit] April 15th, 2005
[edit] What is new in Host.exe Version 4.000.193
- New: Colonists on Colony of Man ships produce an income of 200mc per 100000 colonists.
[edit] Jan 22th, 2005
[edit] What is new in Host.exe Version 4.000.186
- New: Warrior Shuttle resistant to barbitic minefield detonations.
[edit] Jan 3th, 2005
[edit] What is new in Host.exe Version 4.000.184
- New: Gambling deck ships generate 2 points of crime on bases they are over.
- New: Show lounge ships generate 2 points of crime on bases they are over.
[edit] Oct 20th, 2004
[edit] What is new in Host.exe Version 4.000.176
- New: Virgo command code "LSD". If you have a waypoint that is less than 50 LY light speed cuts off to save fuel. The command code "LSD" (LIGHT SPEED DAG-NABIT!!!!) overrides lightspeed auto cut off so you can burn lots of fuel and go very short distances or no where at all. It also allows you to intercept or escort at light speed ships that begin the turn right next to you. If you do not use the LSD code your light speed will cut off if your waypoint is set to a distance less than 50 LY, because your ship thinks it is silly to burn all that fuel just to move 50 LY.
[edit] Febt 17th, 2004
[edit] What is new in Host.exe Version 4.000.161
- New: COM eat 1 kt of food per 1000 new colonists that grow on the ships
- New: COM need food to train high guard on ships
[edit] May 18th, 2003
[edit] What is new in Host.exe Version 4.000.132
- Fixed: Virgo Light speed using 2000 units of fuel (Double what it supposed to be)
[edit] May 14th, 2003
[edit] What is new in Host.exe Version 4.000.131
- Fixed: Virgo light speed not failing when ship is on fire
- New: HConfig option VirgoBurn = 1 (Default). If set to VirgoBurn = 0 The virgos will not burn the first 18 turns of the game
[edit] May 13th, 2003
[edit] What is new in Host.exe Version 4.000.130
- New: The Colonies of Man's starting ship the Maximus starts the game on fire... While on fire the ship has a top speed of 50 and is unable to use light speed. The fire goes out on turn 18.
[edit] May 5th, 2003
[edit] What is new in Host.exe Version 4.000.126
- Fixed: Light speed not working when a ship is using intercept instead of a waypoint setting
[edit] July 3rd, 2002
[edit] What is new in Host.exe Version 4.000.110
- New: Virgo light speed turns off after it is used once, unless the command code "LSP" is used to override this auto turn off.
- New: Virgo light speed is turned off if the ship does not have enough fuel
- Fixed: Virgo light speed burns fuel when the ship has no waypoint set
[edit] What is new in Master.exe Version 4.000.110
- New: If the no starting ships option is used the Colonies of Man get a Ground Base.
[edit] April 5th, 2002
[edit] What is new in Host.exe Version 4.000.105
- Changed: Colonial starting Virgo Armor reduced to 2000 units, starting food reduced to under 1000 units and all starting wings reduced to 50 fighters each.
[edit] March 28th, 2002
[edit] What is new in Host.exe Version 4.000.102
- New: Virgo Unicom system causes all fighters belonging to the Virgo's race to have +20% beam accuracy and +30% missile accuracy
- New: Virgo Light Speed device burns 1000kt of fuel and allows the ship to move at 400ly per turn
- New: A Virgo with a fighter wing docked to it is immune to hitting all enemy minefields
- New: Any Colonies of Man ship starting movement at a Virgo Class ship with fighters is immune to hitting all enemy minefields
- New: Colonies Of Man Warrior Assault device destroys all enemy special race buildings on all Ground Bases within 10LY this action happens after movement
- New: Colonies Of Man fuel drill extracts 1000kt of fuel from a planet per turn
- New: All Colonies of Man ships train troops from colonists on ships at a rate of 0.005 per turn
- New: All Colonies of Man ships train crew at a rate of 10% of the ship's crew size per turn
- New: Colonists grow at a rate of 0.015 on all Colonies of Man ships
- New: Colonists grow at a rate of 0.025 on a Gemini class ships owned by the Colonies of Man
- New: Colonists grow at a rate of 0.050 on Sagittarius class ships owned by the Colonies of Man
- New: The Virgo class trains High Guard from colonists at a rate of 5 guard per turn
- New: The Virgo class gets a +5 armor drain bonus when it uses ordnance weapons (Large) against enemy ships and +10 armor drain against Lizard and Robot Targets
- New: The Virgo class gets a 2X blast bonus when ordnance using large weapon hit inside of an enemy ship
- New: GalBank device places all the cash on a ship in the central galactic bank
- New: GalDraw takes 10000 units from the central galactic bank and places the money on the ship
- New: Special Ship devices GalDraw and GalBank only work for the Colonies Of Man
Subcategories
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Articles in category "The Colonies of Man"
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