Category:The Commonwealth of Mivorari

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[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.
  • 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

Tech Name Comment
1 Mivorari Opposition Freighter Support Ship
1 Mivorari Zenith Scout Support Ship
2 Mivorari Zodiac Destroyer Support Ship
3 Mivorari Foton Tanker Support Ship
4 Mivorari Recoil Frigate Warship
5 Mivorari Flame Star Cruiser Support/Warship
5 Mivorari White Star Monitor Support/Warship - Can tow through hyperspace and has a Ship Connection that can add a +2 evasive bonus to all Non-Ship Connection Mivorari ships in combat
6 Mivorari Comet Blockade Runner Warship - Has a Ship Connection that can add a +2 evasive bonus to all Non-Ship Connection Mivorari ships in combat.
6 Mivorari Umbra Carrier Support Ship
6 Mivorari Atlantis Space City City - Can receive transport of a Cepheïde Transport Gate
7 Mivorari Population Coloniser Support Ship - Can receive transport of a Cepheïde Transport Gate
7 Mivorari Penumbra Battlecarrier Support/Warship
8 Mivorari Novae Research Ship Support Ship - Can hyper jump through gravity (mine) fields and can change a star
8 Mivorari Phase Starbase Starbase
9 Mivorari Dynamite Battlecruiser Warship - Can hyper jump through gravity (mine) fields and can tow through hyperspace
10 Mivorari Quasar Battleship Warship
10 Mivorari Ellipse Dreadnought Warship - Can tow through hyperspace and can block Hyper jumps

[edit] Useful 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%.
  • Mivorari can not use Gambling Decks, Clone Labs, Assimilation Beams, Cargo Grapplers, Incarceration Beams or any kind of dust off devices.

[edit] Ship Devices

[edit] Mivorari unique Ship Devices

These devices only work in Mivorari hands (at least 1 Mivorari crew on the ship).

[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

Apex Short Range Fighter
Image:Apex Short Range Fighter.jpg
Cost 175
Speed 15
Fuel 90
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 20 25
Assault Craft 15 20
Troops 15 20
Cities 15 -
Space Combat
Quickness 90
Attack 0
Evasive 60
Armor 5
Exposed Sys 0
    Beam Missile
Power 40 -
Accuracy 120 -
Range 200 -
Generator 20
Battery 120
Ord - -
Antapex Long Range Fighter
Image:Antapex Long Range Fighter.jpg
Cost 300
Speed 120
Fuel 120
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 80 95
Assault Craft 10 15
Troops 10 15
Cities 10 -
Space Combat
Quickness 120
Attack 60
Evasive 90
Armor 15
Exposed Sys 0
    Beam Missile
Power 60 -
Accuracy 90 -
Range 240 -
Generator 30
Battery 300
Ord - -
Terminator Attack Fighter
Image:Terminator Attack Fighter.jpg
Cost 385
Speed 30
Fuel 180
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 15 20
Assault Craft 45 55
Troops 50 60
Cities 10 -
Space Combat
Quickness 180
Attack 90
Evasive 30
Armor 30
Exposed Sys 0
    Beam Missile
Power 30 90
Accuracy 70 60
Range 180 400
Generator 20
Battery 180
Ord - 100

[edit] Special


[edit] Assault Craft

Solstilium Tank
Image:Solstilium Tank.jpg
Cost 150
Ground Combat
  Attack Defense
Fighters 5 5
Assault Craft 45 40
Troops 60 50
Cities 100 -
Perihelium Anti Air
Image:Perihelium Anti Air.jpg
Cost 130
Ground Combat
  Attack Defense
Fighters 120 100
Assault Craft 10 10
Troops 15 15
Cities 0 -
Aphelium Ore Miner
Image:Aphelium Ore Miner.jpg
Cost 25
Ground Combat
  Attack Defense
Fighters 0 5
Assault Craft 5 10
Troops 10 5
Cities 5 -

[edit] Special

[edit] Bases

[edit] Special Buildings

[edit] Missing Buildings

[edit] See also

[edit] Starting Stuffs

[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.


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