Category:The Commonwealth of Mivorari
From PlanetsWiki
[edit] Special
- High Guards.
- A Mivorari ship over a humanoid natives planet and with a base with more then 10,000 Mivorari colonists will recruit one Mivorari High Guard Ranger per turn.
- The new Mivorari High Guard Ranger will be on the ship on next turn.
- Crew and Troops.
- Bovinoid and siliconoid natives join Mivorari bases at a normal rate.
- These natives that join are automatically trained to be crew (36%) and troops (64%) instead of colonists.
- The prisoners (8 till 15%) will be automatic trained to be crew troops and High Guards with a max of 100,000 prisoners a turn. The untrained prisoners will die at the same rate as the conversion every turn
- 36% of the colonists, crew and troops become Mivorari crew and 64% of them become Mivorari troops. The High Guards becoming Mivorari High Guards, with a max of the Turn Number every turn.
PrisonerConvertRate = (1000 - DarkPowerRace + LightPowerRace) / 100
PrisonerDeathRate = PrisonerConvertRate
- Prisoners on a base who is captured by the Mivorari and are from of any race who is allied with the Mivorari will be freed and will be send to their biggest bases.
- Robots can not be trained but will converted in repair parts. Two Robots will be one Repair Unit.
- Natives.
- Most natives (Reptilians, Ghipsoldals, Amphibians, Insectoids and Avians) fear Mivorari and will not join a Mivorari base
- They will run from them if there is a Public Space Port on another planet with the same type natives in range. Each turn 20% of these natives will leave (minimum of 200).
- Amorphous and Chupanoids do not fear the Mivorari.
- Amorphous will not harm Mivorari or produce Lerchin Spices if they are around.
- Contraband.
- Do not like any contraband. Lerchin Spices are poisonous and kill colonists.
- Mivorari can not buy nor sell contraband.
- They can find contraband on a planet's surface, but can not gather it.
- Found contraband can be destroyed with the Solstilium Tank.
- Contraband in the base will be automatically destroyed.
- Automatic Contraband Lockdown around all Mivorari ships with at least one Mivorari High Guard Ranger on board. Every Mivorari High Guard Ranger present increases the range by 20 ly. Maximum range is 200 ly.
- Crime.
- Automatic crime decrease on Mivorari bases and friendly bases near a Mivorari ship with at least one Mivorari High Guard Ranger on board.
- Automatic crime decrease on Mivorari bases with at least ten Mivorari High Guard Rangers on the base.
CrimeDecrease = Int(#Guards * 6 - (#Guards + 1) / 2 + 0.5)
- For every 1000 troops on a Mivorari base the crime decrease 5 points.
CrimeDecrease = Int(#Troops / 200 + 0.5)
- Other Mivorari Tribes/Players.
- Mivorari do not know the meaning "civil war". This means that two Mivorari players can not attack each other.
- Only one Mivorari Base can exist on a planet. A second Mivorari base will join the first one, even if the second base was created by another Mivorari player.
- If two (or more) Mivorari players colonize one planet on the same turn, the smaller will join the biggest base.
- All Mivorari objects will automatically be found at a range of 1000 ly by other Mivorari Tribes. They can also be found by captured Mivorari ships!
- Exotic Technology.
- Can NOT buy Stage 2 Pod Kicker A, B & C
- Can NOT buy Jammer ECM A & B
- Can NOT buy Tank-O-Tronic Cloning System A, B & C
- Light Power Income.
- Races with light power above zero give their light power value for each 1 Million colonist they have.
- They do not lose any money and there is no range limit and the race does not need to be allied to the Mivorari, they only need to do good deeds and favor order over chaos.
- There is a maximum of 1000 mcs per 1,000,000 Mivorari colonists and the money appear in the base with the lowest base number with more then 1,000,000 Mivorari colonists.
- Most of the time is this the Mivorari Home World.
LightPowerBonus = AmountColonists / 1,000,000 * min(LightPowerRace;x) | x = 120
- The Mivorari get money (DarkPowerBonus) from the race who have a Dark Power higher then 0. They get the money based on the amount of colonists they killed. If more races are destroying the same base with the Mivorari, the DarkPowerBonus will be divided between the amount of attacking races, but only the Mivorari get the money.
- The Mivorari get the DarkPowerBonus when they kill colonists from orbit and from ground combat and it does not matter if the colonists are in a base, pod or ship.
- The money appear in the base with the lowest base number with more then 1,000,000 Mivorari colonists.
- Most of the time is this the Mivorari Home World.
DarkPowerBonus = AmountColonistsKilled / 1,000,000 * DarkPowerRace
[edit] Starships
[edit] Useful Configurations
- Because there is not a race pack I have made a page with possibile Ship Configurations.
[edit] Special
- All Hyperspace capable ships burn only 10% fuel in hyperspace.
- All ships have 150% Engine and generator energy output.
- Point Defense weapons have 1/2 normal odds against incoming large weapons fire.
- A Mivorari ship that does not have a Mivorari High Guard Ranger on board does not get its normal attack bonus.
- A Mivorari ship that does not have Mivorari crew on board does not get its normal evasive bonus.
- All Mivorari ships have a Dial Gate device on board.
- Captured Mivorari ships have a vulnerability to weapons fire of:
- Attacked by the Mivorari:
- Attack Bonus = 0 units,
- Evasive Bonus = 0 units,
- Hull = 0 units,
- Control Systems = two times,
- Engines = 0 units,
- Hyperdrive = 0 units,
- Lifesupport = two times,
- SoftSpot = 0 units,
- Weapons = two times,
- Shields will be arced,
- Armor will be arced,
- Generators and Engines have a power of 70%.
- Attacked by all other races:
- Attack Bonus = 0 units,
- Evasive Bonus = 0 units,
- Hull = two times,
- Control Systems = two times,
- Engines = two times,
- Hyperdrive = two times,
- Lifesupport = two times,
- SoftSpot = two times,
- Weapons = two times,
- Shields have a power of 70%,
- Armor have a power of 100%,
- Generators and Engines have a power of 70%.
- Attacked by the Mivorari:
- Mivorari can not use Gambling Decks, Clone Labs, Assimilation Beams, Cargo Grapplers, Incarceration Beams or any kind of dust off devices.
[edit] Ship Devices
- Alchemy Forge
- Barbitic Mine Dropper
- Bioscanner
- Dry Dock
- Gravitonic Mine Dropper
- Gravity Well Generator
- Long Range Mine Detector
- Mine Sweeper Array
- Mobile Fighter(3) Factory
- Ore Processing
- Organic Armor
- Particle Fountain
- Scalar Wave Damper, Reduce the hyper dimensional stress level of the planet under the ship by 5 to 30 points. It reduces the hyper dimensional stress delta (base frequency) by 4 points. Both of these values can not be reduced below zero.
- Show Lounge
- Soil Reformer, Improves a planet's soil 5 per turn up to a max of 120.
[edit] Mivorari unique Ship Devices
These devices only work in Mivorari hands (at least 1 Mivorari crew on the ship).
- Dial Gate
- Gravity Well Defuser
- Hyperspace Tap
- Hyperspace Tow
- Portable Gate
- Ship Connection
- Star Boiler
[edit] Starting Ships
| Count | Hull | Warp | Hyp | Shield | Armor | SW | LW | PD | Gen | Comment |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | Mivorari Zenith Scout | 190 | - | 40 | 50 | 2Positron 2Phasor | - | 2 Flake Cannon | - | |
| 1 | Mivorari Flame Star Cruiser | 120 | - | 40 | 300 | 6Positron 6Phasor | 5Disrupter | 5 Flake Cannon | Servodyne 800 | |
| 2 | Mivorari Population Coloniser | 50 | 600 | 210 | 700 | 4Positron 4Phasor | - | 8 Flake Cannon | Servodyne 800 |
[edit] Resources on Starting Ships
| Count | Hull | Personnel | Resources | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Crew | Col. | Troops | HG | MC | Supplies | Food | Med | Repair | Ord | Fuel | ||
| 1 | Mivorari Zenith Scout | 110 | - | 10 | - | - | 15 | 15 | - | 100 | 220 | 400 |
| 1 | Mivorari Flame Star Cruiser | 1419 | - | 10 | - | - | 10 | 10 | - | 1000 | 4200 | 970 |
| 2 | Mivorari Population Coloniser | 2772 | - | 10 | - | 500 | 2000 | 1500 | 1500 | 1500 | 400 | 3000 |
[edit] Fighters
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[edit] Special
- The Terminator Attack Fighter can destroy contraband in an enemy base or on a planet.
[edit] Assault Craft
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[edit] Special
- The Solstilium Tank can can destroy contraband found on the planet surface.
- The Perihelium Anti Air blocks incoming enemy fighter (wings) missiles.
- The Aphelium Ore Miner mines ore as a Mineral Mine building.
[edit] Bases
[edit] Special Buildings
- Cepheïde Transport Gate
- Transports material and people to another base.
- Occulation Transport Scatter
- Blocks all kind of enemy "beaming" transport.
- Libration Planetar Sensor Jammer
- Hides the base from enemy scanners.
[edit] Missing Buildings
- Training Center
- Smelter
- Mineral Mine
- Raid Shelter
- Public Space Port
- Terra Former
- Laser Cannon
- Ion Cannon
- Undercity
[edit] See also
[edit] Starting Stuffs
- Starting Homeworld Resources
- Starting Buildings Matrix
- Starting Ships Matrix
- Resources on Starting Ships Matrix
[edit] History
NOTE:THE RACE HAS NOT BEEN RELEASED YET!
Already added to the Host:
[edit] Nov 9th, 2001
[edit] What is new in Host.exe Version 4.000.093
New: Mivorari ships get almost free hyper jumping ( only 10% normal fuel burn )
New: Mivorari ships get 150% normal generator power
New: Mivorari immume to worm attacks
New: Mivorari grav well defuser disables grav well generators and grav mines in the area. Hull number 549 can already jump through gravitonic fields. But that is the wrong hull number right now. Must be 548 and 550.
Also, Mivorari Point Defense have their accuracy vs Large Weapons reduced by half.
Subcategories
There are 3 subcategories to this category.
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Articles in category "The Commonwealth of Mivorari"
There are 15 articles in this category.
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HLOPS |
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