Category:The Interstellar Master Traders

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Image:The Interstellar Master Traders.jpg Race Number: 818
Ship Hull id's: 663-671
Lifeform Type: Humanoid


[edit] Racial Statistics

Racial Stats
Happiness and Contraband
Income and Combat
Farming
Climate

Minimum
50

Happiness
150

Income
100

Maximum
50

Happiness

Changes

(colonist)

Enslavement
0

Tax
Income

Enslavement
?

Favorite
50


Liberal
0

Liberal
?
Mineral Mining
200


Conservative
+4

Conservative
?
Growth Rate
113


Ultra-Conservative
+10

Ultra-Conservative
?
Lawfulness
160


Complex
-1

Complex
?
Leadership
120

Happiness

Changes

(all natives)

Enslavement
0

Combat
Colonists
10
Powers
Dark
50


Liberal
0


Crew
30

Light
0


Conservative
+2


Troops
20
PC Factor
1


Ultra-Conservative
+5


High Guard
200
Spy Rating
50


Complex
-1

Pilot
Crew
40
PSI Rating
15

Contraband
Likes

Illegal Books
125


Troops
50
Public Relations
20


Handguns
30


High Guard
62
POD Speed
40


Illegal Music CDs
95

Training
Col to Crew
10







Crew to Troop
25






Troop to HG
10

1 The change for Complex Tax depends on the Happiness in Base. For more information look here

[edit] Special

[edit] Chupanoid -> Troop Conversion

The IMT can convert Chupanoids to troops.

  • IMT conversion of chupanoids to troops will start at a maximum of 5000 and then increase by 350 per turn thereafter. (Host 213)
  • Food is needed on the base for chupanoids to be converted. IMT troops also need to be present. Conversion happens before chupanoids consume food, so it's possible to save a lot of food if 'just enough' chupanoids are landed at the training base each turn.
  • Each troop (and high guard?) on the base can convert a number of chupanoids to troops (around 8 or 9 each) per turn.


[edit] Starships

Tech Hull Name Comment
1 Midshipmans Gig Cheap Scout Ship with 500 Scan Range
2 Sheffield Mineral Processor Laser Mining Drill, Scalar Wave Amp, Ore Processing
2 Gotham Class Frigate Warship (Swarm), Mine Sweeper Array
4 Veeps Gig Tachyon Emitter, Scout Ship with 500 Scan Range
4 Metropolis Class Carrier Warship (small weapons)
6 London Class Cruiser Reticulian Med Lab, Gravity Well Generator, Siren Haarp
8 Great Western Ironclad Warship
9 Vegetarian Orbital Fort Warship (Ramming)
10 Great Pyramid Spindizzy

[edit] Special

  • IMT on ram course have a + 40 attack bonus (also for normal weapon fire)
  • When a Boarding Laser is used against a IMT, no personnel will be killed. However it will still enable the attacker to board the ship and damage will be done to the hull.
  • IMT ships can ram at distance of 125, where normal ships can ram at a distance of 25.
    • Due to the new space combat and the feature to be able to ram multiple targets in one tick this distances are not sharp but "fuzzy". They vary about +- 25 around 125. Same holds for normal ships with a spread of +- 5.

[edit] Enemies

[edit] Breeding

  • Colonists grow on all ships that are controlled by a IMT player. Growth rate on most ships is .015 (low), although some ships seem to have a very slightly higher (although still low) growth rate.
  • The details are the same as for CoM Ships.
    • Some food is required on the ships for both growth and training (2 food is enough on all IMT unique ship designs).
    • This means that the IMT also train crew (convert colonists to crew, if there is space in crew quarters) and troops (colonists to troops) on their ships.

[edit] Ship Devices

IMT ships include the following ship devices:

[edit] Unique Ship Devices

[edit] Starting Ships

The Interstellar Master Traders
Count Hull Warp Hyp Shield Armor SW LW PD Gen Comment
1 Midshipmans Gig 110 - 400* 50 1 Phasor
1 Disrupter
- 1 Auto Blaster
1 Holo Decoy
1 GF Prilldyne 140 -
1 Gotham Class Frigate 105 - 210* 250 1 Positron
1 Streak Missiles
2 Disrupter
2 Pulsed Laser
2 Heavy Laser 1 Auto Blaster
1 Concussion Rockets
2 Flake Cannon
1 GF Prilldyne 140 -
1 London Class Cruiser 90 - 900* 550 1 Phasor
9 Disrupter
1 Disrupter Cannon
1 Sand Caster
4 Heavy Laser
1 Micro Missile Launcher
1 Turbo Laser
1 Micro Sand Caster
1 Flake Cannon
1 Holo Decoy
1 Firestorm 3000
3 GF Prilldyne 140
-

* with Master 213 and later


[edit] Fighters

Dirac Delta Drone
Image:Dirac Delta Drone.jpg
Cost 20
Speed 50
Fuel 100
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 0 0
Assault Craft 0 0
Troops 0 0
Cities 0 -
Space Combat
Quickness 150
Attack 35
Evasive 20
Armor 1
Exposed Sys 20
    Beam Missile
Power 41 -
Accuracy 45 -
Range 30 -
Generator 15
Battery 25
Ord - -
Saturday Stovepipe Special
Image:Saturday Stovepipe Special.jpg
Cost 125
Speed 50
Fuel 100
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 10 20
Assault Craft 50 10
Troops 10 20
Cities 10 -
Space Combat
Quickness 150
Attack 0
Evasive 40
Armor 15
Exposed Sys 2
    Beam Missile
Power 26 -
Accuracy 60 -
Range 280 -
Generator 25
Battery 100
Ord - -
Bismuth Zepplin
Image:Bismuth Zepplin.jpg
Cost 250
Speed 100
Fuel 120
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 20 15
Assault Craft 10 30
Troops 10 30
Cities 20 -
Space Combat
Quickness 30
Attack 100
Evasive 20
Armor 35
Exposed Sys 1
    Beam Missile
Power - 100
Accuracy - 30
Range - 400
Generator 110
Battery 400
Ord - 20


[edit] Assault Craft

Sloane 24x24 Ranger
Image:Sloane 24x24 Ranger.jpg
Cost 300
Ground Combat
  Attack Defense
Fighters 30 15
Assault Craft 1 15
Troops 100 15
Cities 1 -
Bushwacker Fighting Vehicle
Image:Bushwacker Fighting Vehicle.jpg
Cost 100
Ground Combat
  Attack Defense
Fighters 150 10
Assault Craft 25 15
Troops 30 40
Cities 15 -
Driller Killer
Image:Driller Killer.jpg
Cost 100
Ground Combat
  Attack Defense
Fighters 1 20
Assault Craft 45 100
Troops 100 100
Cities 20 -

[edit] Special

The Driller Killer can mine and smelt ore.

The Sloane 24x24 Ranger has a Protein Scoop to 'process' natives and prisoners into food (The ship device Reticulian Med Lab can also 'process' Natives into food).

[edit] Bases

  • The homeworld starts without farms or (useless to the IMT) terraformers. However it has an additional 1,250 food.
  • IMT bases do not have any negative happiness effects from lots of mineral mines (Host 198).
  • The IMT can build bases on Asteroid Fields.
  • The IMT race can transfer money from their Government Centers to another player's Galactic Bank account using the desired race number as the base command code.
    For example "007" would transfer money to player 7. (also have a look here)
    • An additional 25% of the money that is transferred will be in the base (Base.Cash = Base.Cash - (0.75 * Transferred_Cash)).
    • You can also transfer to yourself this way, but you don't get the 25% of the money.

[edit] Special Buildings

Metals Exchange
Level 6
Produce Convert metal into money.

[edit] Missing Buildings

[edit] See also

[edit] Starting Stuffs

[edit] The Interstellar Master Traders - History

This was put together by searching through the History of Changes page, looking for a match for "IMT". Additional searches for text that includes special buildings, ships, and ship devices should be processed and added here.

[edit] November 25, 2008

[edit] What is new in Host.exe Version 4.000.213z

Changed: IMT Sloane 24x24 Ranger do not function in a new base.

[edit] November 8, 2008

[edit] What is new in Host.exe Version 4.000.213x

Fixed: An issue with Spindizzy not finding a base on a planet that you intend to tow and not moving all objects in multi-tow that you expected.

[edit] October 7, 2008

[edit] What is new in Host.exe Version 4.000.213t

Changed: Base log message for IMT Chupanoid to troop conversion happiness modifier.

[edit] September 25, 2008

[edit] What is new in Host.exe Version 4.000.213s

Changed: Cleaned up base log text for Public Space Port native migrations, Scavenger Crawler native resource gathering, Cyborg assimilations, Insectoid attacks, Enforcer arresting unit, Coalition rescue team, Coalition Focus Stones, Stellar Matter Launcher, Privateer unhappiness to neighbors, Robots native/prisoner conversion, and IMT Chupanoid fun.

[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.
Fixed: IMT ship colonist growth only required 1/10 the actual food requirement.

[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] April 01, 2008

[edit] What is new in Host.exe Version 4.000.213

Changed: IMT conversion of Chupanoids to troops will start at a maximum of 5000 and then increase by 350 per turn thereafter.

[edit] February 14st, 2008

[edit] What is new in Host.exe Version 4.000.212f

Fixed: IMT native happiness adjustment boundary limit set.

[edit] February 11st, 2008

[edit] What is new in Host.exe Version 4.000.212e

New: Federation, People's Army, Coalition, and Arborian ships get +40 bonus to hit IMT ships with their small and large weapons (No, the Arborians aren't released).
New: (IMT) Metals Exchange now uses Reserve Levels to keep from processing all metals unless desired.
Changed: (IMT) Metals Exchange will only process up to 2000 kt of each type of metal per turn.

[edit] November 3th, 2007

[edit] What is new in Host.exe Version 4.000.211

New: IMT Spindizzy device support.
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).
Fixed: IMT Driller mechs actually deplete the planet of minerals now.
Changed: IMT Chupanoid to troop conversion limited to 5000 new troops.
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 back breeding (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.

[edit] September 10th, 2007

[edit] What is new in Host.exe Version 4.000.210 Patch1

Changed: Colonies of Man and IMT growth on ships will give partial growth if only partial food requirement is present on the ship.

[edit] August 31th, 2007

[edit] What is new in Host.exe Version 4.000.210

Fixed: IMT no longer gets a growth bonus while on Colonies of Man ships. IMT no longer trains high guard on a Virgo Class like the Colonies of Man.

[edit] July 10th, 2007

[edit] What is new in Host.exe Version 4.000.207

Fixed: IMT Driller Killers will no longer produce endless metals. The planet that they would drill metals out of would not be saved, so they could drill the same metals endlessly.

[edit] June 15th, 2007

[edit] What is new in Host.exe Version 4.000.205

Changed: IMT no longer start with farms or terraformers. They get a bonus 1250 food at their homeworld.

[edit] June 11th, 2007

[edit] What is new in Host.exe Version 4.000.203

Fixed: IMT don't get a happiness drop from excessive mineral mines and smelters.

[edit] April 29th, 2007

[edit] What is new in Host.exe Version 4.000.201

Fixed: IMT government center transfer to own bank now deducts the money transferred from the base's bank.
Fixed: IMT sending money via Government Center to the Galactic Bank don't get the money substracted from the base.

[edit] Nov 5th, 2006

[edit] What is new in Host.exe Version 4.000.199

Fixed: IMT gets free money using money transfer powers

[edit] Oct 31st, 2006

[edit] What is new in Host.exe Version 4.000.198

New: The IMT race can transfer money from their government centers to another player's central bank account using the desired race number as the base command code. For example 007 would transfer money to player 7.
New: The Driller Killer mechs of the IMT mine and smelt ore.
New: IMT bases no longer have any happiness effects from lots of mines.

[edit] Aug 19th, 2006

[edit] What is new in Master.exe Version 4.000.189

New: Race 818 starting ships added

Articles in category "The Interstellar Master Traders"

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