Category:The Colonies of Man

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Image:The Colonies of Man.jpg 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

Maximum
55
Happiness

Changes

(colonist)

Enslavement
0

Tax
Income

Enslavement
585

Favorite
50


Liberal
0


Liberal
450
Mineral Mining
65


Conservative
+4


Conservative
405
Growth Rate
105


Ultra-Conservative
+10


Ultra-Conservative
360
Lawfulness
70


Complex
Special


Complex
495
Leadership
60

Happiness

Changes

(all natives)

Enslavement
0

Combat
Colonists
1
Powers
Dark
0


Liberal
0


Crew
5

Light
20


Conservative
+2


Troops
60
PC Factor
20


Ultra-Conservative
+5


High Guard
260
Spy Rating
20


Complex
Special

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

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:
  1. Take the sum of the colonists and crew,
  2. Multiply by ship growth rate (.06 on a Sagittarius)
  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.

[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

[edit] Colonies of Man unique Ship Devices

[edit] Starting Ships

  • The Com start with one ship of each type.
Count Hull Warp Hyp Shield Armor SW LW PD Gen Comment
1 Taurus Class Scout 105 - 40* 900 6 Disrupter 2 Heavy Laser 2 Flake Cannon - -
1 Cygnus Class Destroyer 90 - 40* 1100 12 Disrupter - 8 Flake Cannon 2 GF Prilldyne 140 -
1 Little Joe Class Escort 90 - 40* 400 10 Disrupter - 6 Flake Cannon 1 GF Prilldyne 140 -
1 Aquila Class 90 - 40* 240 8 Disrupter 4 Heavy Laser 2 Flake Cannon 1 GF Prilldyne 140 -
1 Cobol Class 90 - 40* 1900 4 Disrupter 4 Heavy Laser 2 Flake Cannon - -
1 Aries Class Metal Ship 90 - 40* 400 16 Disrupter 6 Heavy Laser 6 Flake Cannon 5 GF Prilldyne 140 -
1 Sagittarius Class 90 - 40* 500 4 Disrupter - 4 Flake Cannon 2 GF Prilldyne 140 -
1 Celestia 105 - 40* 340 4 Disrupter - 2 Flake Cannon 1 GF Prilldyne 140 -
1 Warrior Shuttle 90 - 40* 100 2 Disrupter - 2 Flake Cannon - -
1 Pisces Class Cruiser 105 - 40* 240 15 Disrupter 20 Heavy Laser 4 Flake Cannon 5 GF Prilldyne 140 -
1 Gemini Class Transport 90 - 40* 240 8 Disrupter 2 Heavy Laser 2 Flake Cannon 5 GF Prilldyne 140 -
1 Scorpius Class Carrier 90 - 40* 240 8 Disrupter 4 Heavy Laser 6 Flake Cannon 1 GF Prilldyne 140 -
1 Prometheus Class Frigate 105 - 40* 140 30 Disrupter 12 Heavy Laser 3 Flake Cannon 5 GF Prilldyne 140 -
1 Virgo Class 90 - 40* 2000 25 Disrupter 20 Heavy Laser 10 Flake Cannon 5 GF Prilldyne 140 -

* 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

V8 Asp
Image:V8 Asp.jpg
Cost 35
Speed 300
Fuel 300
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 35 45
Assault Craft 30 45
Troops 30 40
Cities 2 -
Space Combat
Quickness 150
Attack 0
Evasive 20
Armor 8
Exposed Sys 1
    Beam Missile
Power 30 -
Accuracy 40 -
Range 120 -
Generator 5
Battery 80
Ord - -
V10 Snake
Image:V10 Snake.jpg
Cost 60
Speed 400
Fuel 400
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 68 60
Assault Craft 130 85
Troops 140 62
Cities 45 -
Space Combat
Quickness 110
Attack 0
Evasive 20
Armor 10
Exposed Sys 1
    Beam Missile
Power 50 50
Accuracy 35 60
Range 170 250
Generator 12
Battery 310
Ord - 10
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 - -

[edit] Starting Fighters


[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] Bases

  • The CoM start with no homeworld.

[edit] Special Buildings

< None >

[edit] Missing Buildings

[edit] See also

[edit] Starting Stuffs

[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

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Articles in category "The Colonies of Man"

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