Category:The Cyborg Collective

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[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.

[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 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 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.

[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.

[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] Ships

[edit] Ship List

(ordered by Hull Tech Level)

Tech 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] Starting Ships

Count Hull Warp Hyp Shield Armor SW LW PD Gen Comment
4 B200 Class Probe 20 340 40 10 6 Disrupter    
2 Iron Slave Class Fueler 90 - 40 310 2 Disrupter   6 Flake Cannon
2 Firestorm Class Heavy Cruiser 90 - 40 20 8 Laser 1 500mm Gun
1 Merculite Rockets
2 Heavy Laser
4 Holo Decoy
2 Flake Cannon

[edit] Resources On Starting Ships

Count Hull Personnel Resources
Crew Col. Troops HG MC Supplies Food Med Repair Ord Fuel
4 B200 Class Probe 9 33 10 - 30 10 5 2 33 50 80
2 Iron Slave Class Fueler 100 16667 1000 - 48 400 200 100 2000 2500 1250
2 Firestorm Class Heavy Cruiser 190 43 13 - 30 10 5 2 167 100 375

[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] Special Builings

[edit] Missing Buildings

[edit] See also

[edit] Starting Stuffs



[edit] History

[edit] Host 194

New: Cyborg can not assimilate enemy Cyborg.

[edit] Host 188

New: If warp chunnel fails due to lack of fuel you get a log message.

[edit] Host 186

Fixed: Wierd things happen when Cyborg capture a ship that has high guard aboard.

[edit] Host 184

New: Cyborg have a new method of fighting crime.

[edit] Host 177

Fixed: The Cyborg King keeps disappearing and moving around and doing weird things when I put him on a ship.

[edit] Host 169

Fixed: Cyborg med lab keeps turning on.
  • Cyborg Version 101 Revision 2 Released
Probe can now hold 100 guests
Explorer can now hold 500 guests
Iron Slave can now hold 50000 guests

[edit] Host 165

New: The limit on how many farms you can build in a turn. It has been replaced with you need 1000 colonists per farm you are building. If you have 100000 colonists on a planet and it has a soil rating of 100, go ahead build 100 farms... The changes to the colonists requirements for running farms (each farm needs 1000 colonists) have really hurt the Cyborg a whole lot, far more than other races. Now I could increase the guest size of one of their small ships so that it would be easier for them to build farms, but what fun would that be... it is not very "Cyborgish" to go out and farm the universe...
Changed: assimilation powers increased. Cyborg colonists can assimilate 1 enemy colonist each up to a limit of 500. If the Cyborg have over 10000 colonists on a planet they can assimilate enemy colonists at the old 5% rate and grab more than 500 a turn.

[edit] Host 162

New: Nanovirus yields 1/6 the number of natives as compared to the number of Cyborg killed. If you kill 60000 Cyborg you will make liberate 10000 natives.

[edit] Host 161

New: You must assimilate 6 Insectoids to make one whole Cyborg
New: Cyborg, Enforcer and Scavengers are also immune to hull plan restrictions.
New: Lizards never get good prices for selling Cyborg, Robot personnel or Evil Empire High Guard
New: Robots can not be assimilated

[edit] Host 154

Changed: Lizards sell Cyborg colonists at 5% normal price and Robots at 2% of normal price.

[edit] Host 150

Fixed: Ships sometimes not seeing that they have reached a waypoint after a chunnel move or a warp point jump and moving off into strange directions.

[edit] Host 127

Changes: Very slight change to a tiny program issue, at 31 locations in the program that deal with a loop counter. Issue might have something to do with BDx and BUx commands and assimilation and Bird Nano virus.

[edit] Host 122

Fixed: Crystal X Field not blocking ground chunnels.

[edit] Host 115

New: Crystal X Field block all Cyborg starting chunnels at a range of 100 LY and non-Cyborgs at a range of 200 LY
New: Crystal X Field blocks all Cyborg ground chunnel jumps within 200 LY
New: Ships exiting a warp chunnel enter combat with 50% normal shield power
Changed: When a Cyborg loads troops onto a ship they are no longer converted into colonists, they remain troops.

[edit] Host 108

New: When a Cyborg is attacked in ground combat 20% of the colonists are instantly converted it troops.
New: Cyborg change back into colonists at the rate of 5% per cycle.

[edit] Host 95

New: "JOE" command code on a chunnel ship stops undocked pods from leaving with the ship.

[edit] Host 94

New: Weighted resource math. Races with low growth rates give a bonus in the resource point area. Cyborg get a +10% bonus (Special case)
New: Cyborg get 1/20 a mc per native they assimilate.
New: Cyborg base with King (High Guard) is immune to Privateer money tap
Fixed: Cyborg assimilation of native log messages restored

[edit] Host 93

Tested: Cyborg King causing 300% increase in income (Okay)

[edit] Host 88

New: Privateers: Lady Royale: Produces 100mc for every 1,000,000 colonists belonging to another empire within 200 LY. Causes a 5 point happiness drop in the victim race's colonists. Cyborg immune.
New: Privateers: Assault Gondala. 200ly range. Kills enemy colonists (10 each). Raid shelter protects 1000000 colonists and undercities protect 100000 colonists. (Yes, those numbers are correct.) Cyborg immune.

[edit] Host 86

Changed: Solorian: They can be assimilated by the Cyborg, but they die instantly.

[edit] Host 85

New: If an enemy has prisoners from your race there is a 30% chance per enemy person camp that your colonists will become upset and protest. There is a 100% chance of protest of your PC Factor is greater than 40. The Cyborg are immune.
New: Races can capture special races building of other bases, if the two are of the same race type (A Cyborg can capture an enemy King's Palace.)
New: Solorian: Can not be assimilated by the Cyborg
Tested (Passed): Birdman Nanovirus making new natives from Cyborg colonists.

[edit] Host 82

Fixed: Cyborg crew levels reset to 10% on all bases even if Shukazul pulse is active

[edit] Host 80

New: Cyborg do not lose happiness when mining for metals.
New: Cyborg no longer get distress messages from natives.
New: Command code JOE (Jump only escort) ships will only jump with their escort target ship if it jump point jumps or chunnels.
New: Aczanny ships have passive hyperscanners that detect the use of chunnel ships and hyperjumping ships, the device has a 500 LY range.

[edit] Host 74

New: Cyborg prisoners refuse to work in Labor Camps and Labor Mines
New: Ship command code "BDP" Beam Down People and money (Requested by the Cyborg lobby)

[edit] Host 69

Fixed: The Cyborg can warp chunnel JUMPGATES!!! Whoa momma!

[edit] Host 68

New: Cyborg colonists are transformed into troops when sent over to an enemy ship for a boarding action.
Restored: Ships are again allowed to move after exiting a hyper jump point or warp chunnel.

[edit] Host 67

Fixed: Darkwing G failing to fire through Cyborg shields!
Fixed: Small programming error that may have stopped many race based traits from working, it is likely the Cyborg King, The United Enforcement Authority, and The Scavenger Tribes were troubled with this error
Fixed: Cyborg King failing to assimilate groups of natives in the 1 to 99999 population range.

[edit] Host 63

New: Command code "NCH": Any ship with this code will not enter a warp chunnel or jump point.

[edit] Host 58

Fixed: All Cyborg ships and bases capturing nearby enemy Cyborg ships! (All ships and bases acting like they had a King!) Some players are losing contact with up to 20 ships a turn!
Tested: Cyborg Cube ships assimilating enemy bases with the Assimilation Beam.
Results: Works great, as long as "Attack Ground Targets" is off. Otherwise the base gets blown up in combat.
Fixed: Warp chunnel ships losing their chunnel device after using it (If you lost the device host will restore it).

[edit] Host 57

Fixed: Cyborg King not assimilating any native race other than the Humanoids.
New: Birdmen Anti-Cyborg nanovirus device
New: Cyborg Assimilators collect 0.1 mc per enemy colonist taken (Except: Birdmen)

[edit] Host 55

Changed: The Cyborg Assimilation Beam now works through base shields again.
Changed: Cyborg assimilation powers increased. 1 to 20000 Cyborg colonists 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 inceases from 20000 to 100000.
Changed: The Cyborg King increases the cash on a planet by 8% (Was 5%).
Changed: Cyborg growth rate dropped to 15.
Changed: Cyborg Cube ships costs raised to 6800 mc (Carrier) and 7500 mc (Battleship) each.
Changed: Cyborg Firestorm ship cost raised to 4250 mc.

[edit] Host 54

Changed: Cyborg get NO money from assimilation.
Changed: The Cyborg King causes a 800% increase in colonist growth rate on the planet he is on. (Was 400%)
Changed: The Cyborg King increases the cash on a planet by 5% (Was 10%)
Changed: Cyborg Assimilation Beam can take a max of 250000 enemy colonists a turn .
Changed: Cyborg Assimilation Beam will NOT work through a Base Shield.
New: Cyborg King can take over ONE enemy Cyborg ship that is within 10 LY of the base he is at or 25 LY of the ship he is in, if the enemy's King is more than 300 LY away.
New: Cyborg get +1 engine tech if their King assimilates a population of 100000 Ghipsoldals (Or more)
New: If Humanoids or Ghipsoldals see any ship of Cyborg design, belonging to any race, there is a 50% chance they will send a distress call to all empires requesting help.
New: In a ground war between the Cyborg and any other race besides the Lizards, Crystals or another Cyborg; 30% of the defeated Cyborg colonists will be reclaimed as colonists. The Birdmen can reclaim 50%.. Cyborg killed by Assault units or fighters will NOT be recovered.

[edit] Master 23

New: Starting Cyborg Firestorm engines improved.

[edit] Host 48

New: Crystals can not be assimilated by the Cyborg.
Fixed: Cyborgs turn enemy ground units and fighters into their own.

[edit] Host 47

New: Cyborg can now assimilate Humanoid populations of less than 100,000 with their Cyborg King in a single turn Before they needed at least 100,000.
Checked: Only Cyborg can use an Assimilation Beam: Yes, that is already the case.

[edit] Host 46

New: Cyborg get megacredits from the total assimilation of Humanoids by the Cyborg King.
New: Cyborg auto convert colonists to crew for new ships. Keeps the crew ratio limits from blocking large numbers of new quick builds.
Fixed: Tech centers are turning into Cyborg Palaces!
Fixed: Cyborg base chunnel allows too many farms and Palaces on the merged base.
New: Fighter wings can chunnel.

[edit] Host 43

Fixed: Cyborg get megacredits when assimulating Humanoids using the High Guard King.

[edit] Master 19

New: Cyborg start the game with a pair of Firestorms.

[edit] Host 38

Checked: Make sure only Cyborg players can use the Assimilation Beams (Yes that was the case.)
  • What is new in Cyborg Race Pack Update "C"
New: Iron Slave has a guest size of 2000 instead of 200.

[edit] Host 36

Fixed: Cyborg ships not at normal 100% happy rating.
Fixed: Cyborg contraband orders not being cancled.
Fixed: Cyborg Probe not making armor from duranium.
New: Cyborg high guard (The King) can assimilate an entire Humanoid population in a single turn. If there are more than 100,000 Humanoids on the planet the Cyborg get a free hull tech upgrade.

[edit] Host 35

Fixed: Warp chunnel not moving any ships with it.

[edit] Host 33

Fixed: Cyborg base happiness is falling to very low levels.

[edit] Host 32

New: Cyborg ships automatically convert 1 kt of duranium into 100 units of ship armor

[edit] Host 31

New: Cyborg Assimilators (Ground Assault Craft) now work. They will assimilate 1000 enemy colonists or natives per turn, each.
New: Cyborg get extra money for assimilating prisoners ( 1 / 10 ) mc per personer and ( 1 / 20 ) mc for assimilating natives.
Tested: Ship device Assimilation Beam: It worked. An Annihilation Class was parked over an enemy base. The Assimilation Beam was turned on, the next turn the base was captured and the enemy colonisted were all on the ship.

[edit] Host 30

Fixed: Report on all bases that the Cyborg King is increasing taxes by 300% when he is NOT there.
New: The Cyborg King has a new power. If he is on a base that has 5000 or more megacredits and no King's Palace he will build a King's Palace regardless of what your current planet tech level is. It will still cost 5000 megacredits.
Fixed: Assimilation of natives by my base is not working.
Fixed: Assimilation of enemy base members by my base is not working.
Fixed: Assimilation of prisoners by my base is not working.
  • What is new in Cyborg Race Pack Update "B"
Fixed: King's Palace now are included in the race pack. A small programming error caused Palaces to mistakenly not be included in the first Cyborg race pack Run race106b.exe to extract your new race106.rce file and overwrite the existing race106.rce file in your races directory with this new one. Cyborg palaces will begin working with the next host run.

[edit] Planets 20

Fixed: The bug that was keeping the Cyborg from placing hyperdrives on new ships fixed.

[edit] Host 27

New: Cyborg can have only one high guard unit. (The Cyborg King)
New: The Cyborg King at a base will give the base a 300% increase in income.
New: The Cyborg King at a base will give the base a 400% increase in population growth.
New: 100 Cyborg colonists can assimilate 5 enemy and 5 natives per turn.
New: If a base has more highguard than the Cyborg can assimilate in a turn the highguard will NOT be assimilated and the base will NOT be taken.
New: When colonists are beamed up onto a Cyborg ship they will be automatically converted to crew, if the ship is not already fully crewed.
New: Cyborg maintain a 10% crew population on every ground base.
New: Cyborg can not buy or sell contraband.
New: Assimilation Beam now works.
New: You can only chunnel to ships belonging to your own race.
New: Firestorm Ground chunnel now works.
Fixed: Chunnel and HYP ships with no waypoint end up at 0,0.

[edit] Planets 18

New: Ship mission screen now has a recycle (at base) switch. This is new function has not yet programmed into host. This was added because the Cyborg will need it, due to their lack of ship outfitting pods.

Articles in category "The Cyborg Collective"

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