Category:The Lizard Kingdom

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Image:The Lizard Kingdom.jpg Race Number: 102
Ship Hull id's: 45-50
Lifeform Type: Lizard / Humanoid


[edit] Racial Statistics

Racial Stats
Happiness and Contraband
Income and Combat
Farming
Climate

Minimum
48

Happiness
90

Income
90

Maximum
95

Happiness

Changes

(colonist)

Enslavement
0

Tax
Income

Enslavement
?

Favorite
75


Liberal
0

Liberal
?
Mineral Mining
190


Conservative
+4

Conservative
?
Growth Rate
110


Ultra-Conservative
+10

Ultra-Conservative
?
Lawfulness
110


Complex
-1

Complex
?
Leadership
120

Happiness

Changes

(all natives)

Enslavement
0

Combat
Colonists
30
Powers
Dark
2


Liberal
0


Crew
50

Light
10


Conservative
+2


Troops
60
PC Factor
0


Ultra-Conservative
+5


High Guard
130
Spy Rating
1


Complex
-1

Pilot
Crew
20
PSI Rating
4

Contraband
Likes

Illegal Books

10


Troops
20
Public Relations
90


Grecken Bloodwine
60


High Guard
50
POD Speed
20


Kerry Crystal Artifacts
70

Training
Col to Crew
20





Alpha Wave Floggers
60


Crew to Troop
20





PSI Geese
150


Troop to HG
4

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

[edit] Special

[edit] Prisoner Sale

Lizards automatically sell prisoners. The price they get depends on the prisoner race, the personnel types they sell and the amount of prisoners sold.

  • Lizards can sell at least 1000 'colonist or crew' prisoners or 5% (whichever is higher, per turn). They can sell at least 1000 'troop or high guard' prisoners or 10% (whichever is higher, per turn) (Host 213z).
  • The base sale price is multiplied with the personnel type modifier and number that you have for sale to come up with your income. (The current client (66k) isn't showing the correct predicted income yet.)

Base Sale for prisoner of a race:

Prisoner Race Robots Evil Empire Cyborg Other Races
Base Sale .02 .04 .05 .15

Personnel Type Modifier:

Personnel Type Colonists Crew Troops High Guard
Modifier 2.2 8 12 25

[edit] Example

  • Lizards have taken 100,000 Fed colonists as prisoners:
Personnel type Modifier :   2.2 (Colonists)
Base Sale Price         :   .15 (Federation)
No of Prisoners sold    : 5,000 (5% of 100.000)
-----------------------------------------------
Income                  : 1,650 MC


[edit] Starships

For an overview about the ships take a look at the the Lizard - Ship Comparison Table for warships and the Standard Transporter Comparison Table for transporters.


Tech Hull Name Comment
1 Small Deep Space Freighter Support
1 Neutronic Fuel Tanker Support
2 Serpent Class Escort Warship
3 Medium Deep Space Freighter Support
3 Reptile Class Destroyer Warship
4 Eros Class Research Vessel Support
4 Saurian Class Cruiser Support, Warship
5 Vendetta Class Frigate Warship
5 Lizard Class Cruiser Warship
6 Large Deep Space Freighter Support
8 Loki Class Destroyer Warship
9 Madonnzila Class Carrier Warship
10 Merlin Class Alchemy Ship Support
10 Alaska Class Refinery Ship Support
10 Super Transport Ship Support
10 T-Rex Class Battleship Warship

[edit] Special

These bonuses apply for Lizard Hulls owned by a Lizard player.

  • Large weapons do an additional Rnd * Weapon Blast * 50 + 100 damage per hit to ground bases (in addition to the normal damage, but before bonus for 500mm Gun, Anti-Matter Gun and Blaster Cannon).
  • Large weapons will be able to damage bases even with active Base Shield (tested with Host 199, undocumented feature).
  • Armor is immune to small weapon exotic bonus (armor drain).
  • 70% chance to take 1/2 Armor damage from small weapon fire.
  • Armor is 66% resistant to enemy large weapon fire (armor drain).
  • Armor is 50% resistant to enemy large weapon fire exotics bonus (armor drain).

If a ship of Lizard design (Lizard Class Cruiser, Madonnzila Class Carrier, Reptile Class Destroyer, Saurian Class Cruiser, Serpent Class Escort, T-Rex Class Battleship) is owned by a non Lizard Race, it has a plus 100 parts (weapon) damage modifier.

[edit] Ship Devices

Lizard ships include the following ship devices:

[edit] Starting Ships

Count Hull Warp Hyp Shield Armor SW LW PD Gen Comment
5 Medium Deep Space Freighter 50 - 40 20 - - -
1 Lizard Class Cruiser 50 - 40 1500 4 Disrupter 2 Heavy Laser
1 Merculite Rockets
1 Photon Torpedo Tube
10 Flake Cannon

[edit] Resources On Starting Ships

Count Hull Personnel Resources
Crew Col. Troops HG MC Supplies Food Med Repair Ord Fuel
5 Medium Deep Space Freighter 60 1000 300 - 31 400 200 100 100 150 125
1 Lizard Class Cruiser 600 1000 300 - 31 300 150 75 400 1000 200


[edit] Fighters

[edit] Ground Combat Stats

Lizio Class Fighter
Image:Lizio Class Fighter.jpg
Cost 300
Speed 120
Fuel 120
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 70 60
Assault Craft 90 90
Troops 40 100
Cities 50 -
Space Combat
Quickness 100
Attack 50
Evasive 50
Armor 40
Exposed Sys 1
    Beam Missile
Power 45 25
Accuracy 55 65
Range 100 210
Generator 10
Battery 350
Ord - 120
Iron Shell Fighter
Image:Iron Shell Fighter.jpg
Cost 350
Speed 50
Fuel 50
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 50 30
Assault Craft 70 10
Troops 80 30
Cities 90 -
Space Combat
Quickness 50
Attack 30
Evasive 0
Armor 40
Exposed Sys 1
    Beam Missile
Power 200 150
Accuracy 60 90
Range 200 350
Generator 7
Battery 200
Ord - 50
Vra Fighter Bomber
Image:Vra Fighter Bomber.jpg
Cost 80
Speed 50
Fuel 50
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 10 5
Assault Craft 80 40
Troops 220 60
Cities 120 -
Space Combat
Quickness 100
Attack 0
Evasive 0
Armor 10
Exposed Sys 5
    Beam Missile
Power 40 40
Accuracy 40 50
Range 150 300
Generator 10
Battery 200
Ord - 180


[edit] Assault Craft

Metron Cannon
Image:Metron Cannon.jpg
Cost 90
Ground Combat
  Attack Defense
Fighters 170 10
Assault Craft 180 10
Troops 10 10
Cities 20 -
Phasor Mordar
Image:Phasor Mordar.jpg
Cost 70
Ground Combat
  Attack Defense
Fighters 0 40
Assault Craft 30 10
Troops 120 40
Cities 200 -
Mobile Bunker
Image:Mobile Bunker.jpg
Cost 150
Ground Combat
  Attack Defense
Fighters 10 200
Assault Craft 50 240
Troops 50 230
Cities 30 -

[edit] Bases

  • Lizards have double the mining rate

[edit] Ground Combat

  • Lizard personnel kill 30x more enemy non-Lizard personnel than their stats would suggest.
  • Lizard personnel experience only half the losses vs. enemy non-Lizard personnel.
  • Lizards can force an enemy base to surrender in ground assault before the entire enemy Assault Craft have been killed. Only the enemy troops need to be dealt with.

[edit] Special Buildings

Resort
Level 1
Produce .

[edit] Missing Buildings

[edit] See also

[edit] Starting Stuffs

[edit] The Lizard Kingdom - History

This was put together by searching through the History of Changes page, looking for a match for "liz". 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

Fixed: Lizards will not sell all prisoners at once.
Changed: Lizards can sell 1000 colonist or crew prisoners or 5%. They can sell 1000 troops or high guard or 10%.

[edit] November 8, 2008

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

Fixed: An issue where Lizards were able to sell more prisoners than expected.

[edit] October 7, 2008

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

Changed: Lizard selling of prisoners base price changed from .03 to .15.

[edit] Jul 16, 2008

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

Fixed: Lizards selling prisoners that are not Cyborg, Robot, or Evil Empire were priced incorrectly. The result was 10x more than it should have been.

[edit] April 03, 2008

[edit] What is new in Planets4.exe Version 4.000.064

Fixed: A Lizard player's captured prisoner count will not decrease while using the client.

[edit] July 10th, 2007

[edit] What is new in Planets4.exe Version 4.000.063

Changed: Base Command - Overview and Base Command - Stats / Industry now displays information for projected cash, food, ordnance, supplies, and med units.

Cash projection now takes into account:

  • Hyperlathes, Undercities, Cities, Terraformers, Government Center, GC Transfer, PSP, Med Lab, Ship Repair Shop, Factories, Training Center (including Enforcers tuituion), Farms (including Fed Aggrovators), Ordnance Plant, Labor Camps, Labor Mines, King's Palace, Redistribution Center, Lizard Selling Prisoners, Party Skiffs, Insectoid Nest, Race Track, Marketplace, and Metal Exchange. It does not include cash from Privateer profit from crime.

[edit] Feb 17th, 2004

[edit] What is new in Host.exe Version 4.000.161

New: Lizard High Guard selling prices range from .04mc each to 125mc depending on how much bad blood they is between the victim and the seller, the more bad blood the higher the price.
New: Lizards never get good prices for selling Cyborg, Robot, personnel or Evil Empire High Guard

[edit] Dec 22nd, 2003

[edit] What is new in Host.exe Version 4.000.154

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

[edit] Nov 30th, 2003

[edit] What is new in Host.exe Version 4.000.151

New: Lizard bonus only works if the Lizard player is in a standard Lizard hull design

[edit] April 19th, 2003

[edit] What is new in Host.exe Version 4.000.124

Fixed: Lizard selling the same Prisoners over and over and over again. (Colonists are worth 2.2 mc each)

[edit] April 17th, 2003

[edit] What is new in Host.exe Version 4.000.123

New: Lizards sell prisoners

[edit] Oct 15th, 2002

[edit] What is new in Host.exe Version 4.000.115

Fixed: Lizard ground combat bug, half the time the Lizards were not getting their special combat advantage

[edit] March 28th, 2002

[edit] What is new in Host.exe Version 4.000.102

Changed: Lizard armor now has a 25% resistance to drain, instead of 50% resistance
New: The Virgo class gets a +5 armor drain bonus when it uses ordnance weapons (Large) against enemy ships and +10 armor drain against Lizard and Robot Targets

[edit] Feb 15th, 2002

[edit] What is new in Host.exe Version 4.000.101

New: Ground assault units 500X stronger vs. colonists (Except Lizard Colonists)
New: Ground assault units 200X stronger vs. crew (Except Lizard Crew)
New: Lizard can take an enemy Ground Base without having to destroy the enemy assault units
New: Lizard ship armor 50% resistant to enemy large weapon fire (armor drain)
New: Lizard ship armor 50% resistant to enemy large weapon fire exotics bonus (armor drain)
New: Lizard ship armor immune to small weapon exotic bonus (armor drain)
New: Lizard ship large weapons do 50X damage to enemy Ground Bases

[edit] Nov 22th, 2001

[edit] What is new in Host.exe Version 4.000.094

New: Weighted resource math. Races with low growth rates give a bonus in the resource point area.
Lizards get a 7.5% cut

[edit] July 13th, 2001

[edit] What is new in Host.exe Version 4.000.085

New: Lizards: Hisser device is now able to increase happiness over 100 points at a reduced rate. (Was limited to no more than 100 points.)
New: Lizards: Saurian class gets a enhanced bridge that should keep it small crew alive during combat.
Tested (Passed): Fighter beams damage ship armor (Fed shuttles kill Lizard T-Rex, no problem)

[edit] March 27th, 2001

[edit] What is new in Host.exe Version 4.000.073

New: All Lizard design ships have a plus 100 parts (hull) damage mod when not owned by a Lizard player

[edit] March 4th, 2001

[edit] What is new in Host.exe Version 4.000.069

New: The Hissssser device on a Lizard design ship will not work if another race tries to use them on a captured Lizard ship.

[edit] Oct 17th, 2000

[edit] What is new in Host.exe Version 4.000.054

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] Sept 22nd, 2000

[edit] What is new in Master.exe Version 4.000.020

New: Master knows about the Lizards and Crystals. Gives Crystals correct starting buildings at home Ground Base.

[edit] Sept 14th, 2000

[edit] What is new in Host.exe Version 4.000.047

New: Lizard boulder attack! During a ground attack Lizards kill enemy colonists, troops, and crew at a rate of 30 times normal. This DOES NOT apply to boarding actions in space. (No boulderssssssss in sssspacccce.)
New: Lizard boulder defense. During a ground combat attack colonists, troops and crew kill Lizards at 1/2 the normal rate. (Lizards shield themselves behind boulders) Assault craft and fighters kill Lizards at the normal rate.

[edit] Sept 7th, 2000

[edit] What is new in Host.exe Version 4.000.046

New: Lizard PSI-Op Hissser has a 40 point happy boost and can only boost the happiness to a maximum of 100

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