Category:The Cyborg Collective

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Image:The Cyborg Collective.jpg Race Number: 106
Ship Hull id's: 26-34
Lifeform Type: Cyborg


[edit] Racial Statistics

Racial Stats
Happiness and Contraband
Income and Combat
Farming
Climate

Minimum
30

Happiness
100

Income
70

Maximum
77

Happiness

Changes

(colonist)

Enslavement
Special

Tax
Income

Enslavement
?

Favorite
65


Liberal
Special

Liberal
?
Mineral Mining
100


Conservative
Special

Conservative
?
Growth Rate
15


Ultra-Conservative
Special

Ultra-Conservative
?
Lawfulness
0


Complex
Special

Complex
?
Leadership
100

Happiness

Changes

(all natives)

Enslavement
?

Combat
Colonists
40
Powers
Dark
0


Liberal
?


Crew
40

Light
0


Conservative
?


Troops
40
PC Factor
0


Ultra-Conservative
?


High Guard
390
Spy Rating
0


Complex
?

Pilot
Crew
40
PSI Rating
0

Contraband
Likes

None




Troops
40
Public Relations
0






High Guard
40
POD Speed
20



Training
Col to Crew
-






Crew to Troop
-






Troop to HG
-

Cyborg are resistant to changes in happiness. It is always fixed at 100.

[edit] Special

[edit] Assimilation by Cyborg Personnel

  • Cyborg can assimilate Natives (on the planet) and enemies (in other bases) into Cyborg colonists.
  • Cyborg can assimilate on the first turn, when they create a base with a pod.
  • When another race makes a new base on a borg planet via ship transfer the assimilation will begin on the 2nd turn.
    • This is not generally true; It might be random, but when ever I pay attention enemy bases are assimilated from the very first turn. Rumata

[edit] Native Assimilation

1 to 20,000 Cyborg personnel can assimilate one native each. The number that they can assimilate each decreases at a constant rate from 1 to 0.2 as the Cyborg population increases from 20,000 to 100,000.

  • Amorphous Worms, Siliconoids, and Chupanoids are immune to assimilation.
  • Insectoids are only assimilated at a ratio of 1:6.
  • Cyborg get .05 mc per native that they assimilate.
    • Cyborg get a diminishing return the megacredits gained by assimilating natives if it exceeds 50,000 per turn. When it is over 50k natives then the megacredits gained is 2500Mc + (SQRT(Natives - 50000) / 20) (Host 213l). The extra Mc for above 50K is so little that it should be considered that 2500 is the max.
  • When the Cyborg King is present, natives assimilation gives the full 1 mc per 20 natives instead of the diminishing return. Host 213.32

[edit] Enemy Assimilation

Cyborg personnel (colonists, crew, troops) can assimilate 1 enemy each up to a limit of 500. If the Cyborg have over 10,000 personnel on a planet they can assimilate enemy personnel at a 5% rate and grab more than 500 per turn (i.e. 100 Cyborg personnel can assimilate 5 enemy and 5 natives per turn.)

  • Crystals, Robot, Borg cannot be assimilated.
  • Solorian cannot be fully assimilated, they die instantly, but still produce money if done via a base.
  • If an enemy base has more High Guard Rangers than the Cyborg can assimilate in a turn the highguards will NOT be assimilated and the base will NOT be taken.
  • Cyborg get no money for assimilating enemies unless there is an Cyborg Assimilator assault craft present

[edit] Cyborg King

Cyborg can have only one high guard unit called the Cyborg King. When he dies or is captured, another Cyborg King is created on a random base. He has a number of special abilities that modify the game mechanics:

  • The King at a base will increase local taxes to 300%, i.e. on the base with the King you get 3 times the normal amount of taxes.
  • The King at a base will give the base a 5% interest on the cash present in the base.
  • The King at a base will increase the growth rate by a factor of 8. This multiplication no longer takes effect after Tank-o-Tronic Exotic Tech) is applied.
  • The King at a base that has 5000 or more megacredits and no King's Palace will build one regardless of what your current planet tech level is. It will still cost 5000 megacredits. but no supply units. However, because of the tax and growth boost you should keep the King at the base with the highest population at all times.
  • The King at a base will make it immune to Privateer money tap. The immunity is lost if the base has alien hull ship plans stored at the base.
  • The King can assimilate an entire native Humanoid population on a planet in a single turn.
    • If more than 100,000 Humanoids are assimilated this way, the Cyborg get a free hull tech upgrade.
    • The free upgrade will happen first then you'll end up paying for the next one out of your own Galactic Bank. Lucky Cyborg...they can go up 2 techs in one turn!
  • The King can assimilate an entire native Ghipsoldal population on a planet in a single turn.
    • If more than 100,000 Ghipsoldals are assimilated this way, the Cyborg get a free engine tech upgrade.
  • The King can take over ONE enemy Cyborg ship that is within 10LY of the base he is at or 25LY of the ship he is in, if the enemy's King is more than 300 LY away.
    • this only applies for ships under control of a borg player.
  • When the Cyborg King is present, natives assimilation gives the full 1 mc per 20 natives instead of the diminishing return. (Host 213.32)
  • When a Cyborg King takes control of another Cyborg's ship, any docked objects (including wings) will transfer to the control of the new player. (Host 213.57)

[edit] No Spying

  • Can not be spied upon (except by Birdmen Praetorian Master Spies).
  • Can not spy on enemies.

[edit] Natives

  • Wild Chupanoids, Siliconoids and Amorphous Worms from the planet surface will not join a Borg Base.
  • If Humanoids or Ghipsoldals see any ship of Cyborg design, belonging to any player, there is a 50% chance they will send a distress call to all empires (except Cyborg) requesting help.

Note: The SDSF can help to reduce the risk by checking nearby unscanned planets as it is no native Borg design.

[edit] No Contraband

  • The Cyborg cannot buy or sell contraband in their bases. If they try to buy or sell contraband via the base contraband screen, they will get the base log message:
"Contraband traders will not make contact with us. Order cancelled. We are Cyborg."


[edit] Starships

Tech Hull Name Comment
1 Small Deep Space Freighter Support
2 B200 Class Probe Scout, Warship
3 B41 Class Explorer Support, (useless)
4 Iron Slave Class Fueler Support, Tower
5 B222 Class Destroyer Warship, Scanner
6 Quietus Class Cruiser Support, (Warship)
7 Firecloud Class Cruiser Support
8 Firestorm Class Heavy Cruiser Support
9 Biocide Class Carrier Support, Scanner
10 Annihilation Class Battleship Warship, (Support)

[edit] Special

  • Cyborg ships convert duranium on board into armor when needed. 1 kt of duranium changes into 100 units of ship armor.
  • When colonists are transferred onto a Cyborg ship they will be automatically converted to crew, if the ship is not already fully crewed.
  • Cyborg colonists will become troops when boarding enemy ships.
  • Immune to HConfig option alien hull plan restrictions
  • Large Weapons firing at ships that are of Cyborg design or are owned by the Cyborg do not benefit from the Large Weapon Overcharger Exotic Techs.
    • Darkwing Gs that are firing are immune to this effect.

[edit] Ship Devices

Cyborg ships include the following ship devices:

[edit] Cyborg unique Ship Devices


[edit] Fighters

F233 Fighter
Image:F233 Fighter.jpg
Cost 100
Speed 100
Fuel 100
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 120 5
Assault Craft 60 40
Troops 110 60
Cities 10 -
Space Combat
Quickness 50
Attack 120
Evasive 20
Armor 4
Exposed Sys 30
    Beam Missile
Power 30 -
Accuracy 80 -
Range 90 -
Generator 12
Battery 100
Ord - -
FB300 Fighter
Image:FB300 Fighter.jpg
Cost 150
Speed 100
Fuel 100
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 55 60
Assault Craft 40 60
Troops 60 60
Cities 40 -
Space Combat
Quickness 50
Attack 70
Evasive 20
Armor 10
Exposed Sys 3
    Beam Missile
Power 90 20
Accuracy 80 50
Range 120 350
Generator 20
Battery 310
Ord - 60
F400 Bomber
Image:F400 Bomber.jpg
Cost 150
Speed 100
Fuel 100
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 10 10
Assault Craft 90 20
Troops 110 20
Cities 120 -
Space Combat
Quickness 50
Attack 0
Evasive 0
Armor 30
Exposed Sys 10
    Beam Missile
Power 20 100
Accuracy 40 70
Range 110 200
Generator 15
Battery 250
Ord - 200


[edit] Assault Craft

Cyborg Assimilator
Image:Cyborg Assimilator.jpg
Cost 250
Ground Combat
  Attack Defense
Fighters 0 15
Assault Craft 10 20
Troops 40 20
Cities 10 -
AA7 Hover Gun
Image:AA7 Hover Gun.jpg
Cost 50
Ground Combat
  Attack Defense
Fighters 110 70
Assault Craft 15 12
Troops 50 25
Cities 10 -
Cyborg Tank
Image:Cyborg Tank.jpg
Cost 70
Ground Combat
  Attack Defense
Fighters 10 10
Assault Craft 65 30
Troops 130 20
Cities 140 -

[edit] Special

[edit] Bases

[edit] Crew & Troop Conversion

The Cyborg cannot train crew or troops. Instead colonists are automatically converted into crew and troops.

  • Cyborg maintain a 10% crew population on every ground base.
  • 20% of Borg colonists are converted into troops by either side having global attack on for each other and sharing a planet regardless of the number of enemy personal present, and even if both bases are locally set to peaceful. This occurs way before ground combat and before assmilation.
  • Cyborg Troops change back into colonists at the rate of 5% per cycle.

[edit] Ground Combat

In a ground war with the Cyborg 30% of the defeated Cyborg colonists will be reclaimed as colonists by the other race.

  • Lizards, Crystals or another Cyborg will not reclaim colonists.
  • Birdmen can reclaim 50%.
  • Cyborg killed by assault units or fighters will NOT be recovered.

[edit] Crime

  • The Cyborg also have no problems with crime - crime is futile. Cyborg cut their crime by 50% per turn by deactivating drones.
    V = Crime / 2
    Crime is reduced by V and V is also the number of Cyborg deactivated .

[edit] Special Buildings

King's Palace

[edit] Missing Buildings

[edit] See also

[edit] Starting Stuffs


Articles in category "The Cyborg Collective"

There are 3 articles in this category.

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