Category:The Privateer Bands

From PlanetsWiki

Jump to: navigation, search

[edit] Special

[edit] Big Boss

At turn 4 Privateers get 20,000 MCs on their Galactic Bank account from the big boss. (You can order tech increase at turn 3 to be paid by the big boss deposit.)

Subject: Money Transfer 
We have acquired 20000 gc 
 from the big man. 

[edit] Data Sharing

If any race shares data with the Privateers, the Privateers will be able to see that race's Universal Friendly Code.

[edit] Scanning

  • Privateers have 1/8 the odds of detecting a Minefield.
  • Privateers have twice the odds of detecting a Ground Base.
  • Privateer "spies" find bases with high contraband and money (a message is created).

[edit] Racial Statistics

Racial Stats   Happiness & Contraband   Income and Combat
Farming
Climate
  Minimum      46   Happiness   160   Income   40
  Maximum   53   Happiness

Changes

(colonist)
  Enslavement   -30   Tax
take
  Enslavement   0.45
  Favorite   50     Liberal   -20     Liberal   0.35
Mineral Mining   25     Conservative   +4     Conservative   0.55
Growth Rate   145     Ultra-Conservative   +10     Ultra-Conservative   0.50
Lawfulness   1     Complex   Special     Complex   0.45
Leadership   10   Happiness

Changes

(all natives)
  Enslavement   -25   Combat   Colonists   35
Powers   Dark   10     Liberal   -15     Crew   40
  Light   0     Conservative   +2     Troops   50
PC Factor   0     Ultra-Conservative   +5     High Guard   110
Spy Rating   60     Complex   Special   Pilot   Crew   ?
PSI Rating   5   Contraband
Likes
(population Stim-Bright Pills   170     Troops   ?
Public Relations   1   impacts Grecken Blood Wine   140     High Guard   ?
POD Speed   120   contra Handguns   120   Training   Col to Crew   111
        price) Illegal Music CDs   91     Crew to Troop   30
                      Troop to HG   40



[edit] Ships

Tech Hull Role New Crew* % Notes
1 Outrider Class Scout Support 24 13.33% 3rd most cost effective for training Crew
1 Small Deep Space Freighter Support 17 40.47%
1 Neutronic Fuel Tanker Support 17 40.47%
2 Painmaker Class Cruiser Support/Warship 33 9.37%
3 Medium Deep Space Freighter Support 18 30%
3 BR4 Class Gun Ship Warship 21 17.5%
4 Small Transport Support 18 28.57% 2nd most cost effective for training Crew
4 BR5 Torpedo Boat Warship 22 16.92%
5 Skyfire Class Cruiser Warship 28 10.37% 3rd most cost effective to make Troops & HG
6 Large Deep Space Freighter Support 20 19.60%
6 Dwarfstar Class Transport Support 48 7.38% 2nd most cost effective to make Troops & HG
7 Red Wind Class Carrier Support 17 42.5%
7 Lady Royale Support 365 5.21% The most cost effective for training Crew
8 Skyfire Skuller Warship 34 9.18%
9 Meteor Class Blockade Runner Warship/Support 48 7.38%
10 Super Transport Ship Support 25 12.37% The most cost effective for training Troops & HG
10 Bloodfang Class Command Carrier Warship 185 5.44%
* = New Crew from Colonist Ship with 0-49 Xp, 1 crew on board, guest quarters full of colonists. 
% = New Crew / Max ship Crew Capacity

[edit] Special

  • Privateers can not build or trade foreign hull plans.
  • Privs can fight without restriction in combat with alien hulls. (That's their benefit; not everything else. Magik)
  • Privateer ships can transfer cargo from any enemy ship. They can steal all the enemy's ord and repair units or any other cargo they wish if they have the cargo room to do so. Only the amount of fuel they can steal has a hard limit.
    • Using Privateer exclusive hulls (hull id 82-88) they can steal up to 400 fuel.
    • Using other hulls they can steal up to 50 fuel.
    • The transport can be blocked by Transport Inhibitors.
    • Undamaged, shielded Federation ships are also protected.

[edit] Auto Capture

[edit] Boarding Laser

[edit] Extra Damage

  • Large Weapons on privateer owned ships kill 4x the crew, colonists and guests.
  • If a privateer owned ship fires at a ship and has the hull plan of the ship, it does 4x the basic shield and armor drain (Exotic Tech boni are not multiplied).

[edit] Experience and Training

Crew
  • Ships can train 5% to 42% of their max. crew capacity per turn from any colonists on the ship.
  • Cannot exceed crew capacity.
  • Ship experience does not affect the number of crew trained.
Troop
  • Ships with an experience >= 50 can train 5% of the colonists on the ship to be troops.
High Guard
  • Ships with an experience > 100 can train 10% of the troops on the ship to be high guard.
  • A limit of 25 new high guard a turn can be trained by a ship with high experience (Host 4.000.165).

[edit] Experience gain

Privateer ships have extra means of gaining experience:

  1. + 50 Exp: Stealing an alien hull plan from an enemy base with the hull plan napper (MCBR)
  2. + 30 Exp: Taking a Privateer hull ship away from another player by spacing their crew with the Auto Capture attack (Any privateer ship)
  3. + 25 Exp: The money tap stealing more than 5000 mc (MCBR)
  4. + 20 Exp: Stealing an alien hull plan from an enemy ship's computer core (MCBR)
  5. + 10 Exp: Stealing an alien hull plan from an enemy gold pod that is docked with an enemy ship (MCBR)
  6. + 10 Exp: Stealing more than 500kt food from an enemy resupply pod (MCBR)
  7. + 10 Exp: Stealing more than 500kt food from an enemy base with the cargo grappler (MCBR)
  8. + 10 Exp: Stealing more than 500kt of all accumulated cargo from an enemy ship with the cargo grappler (MCBR)
  9. + 10 Exp: Using a boarding laser on an enemy ship if the enemy is using a hull that is not of his own design (MCBR,Skyfire Skuller)
  10. + 5 Exp: Using a boarding laser on an enemy ship (MCBR, Skyfire Skuller)

[edit] Ship Devices

The Privateer Bands ships include the following ship devices:

[edit] Starting Ships

Count Hull Warp Hyp Shield Armor SW LW PD Gen Comment
1 Dwarfstar Class Transport 100 - 900 850 4 Plasma Gun 2 Photon Torpedo Tube 4 Flake Cannon
1 Meteor Class Blockade Runner 380 750 1500 200 30 Plasma Gun 4 Photon Torpedo Tube 4 Flake Cannon

[edit] Resources on Starting Ships

Count Hull Personnel Resources
Crew Col. Troops HG MC Supplies Food Med Repair Ord Fuel
1 Dwarfstar Class Transport 650 11241 1592 - 38 600 300 150 333 6000 600
1 Meteor Class Blockade Runner 650 634 233 - 30 800 400 200 200 1500 1000



[edit] Fighters

FS15 Jollybones
Image:Rc4105.jpeg
Cost 25
Speed 20
Fuel 20
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 15 5
Assault Craft 70 25
Troops 15 45
Cities 15 -
Space Combat
Quickness 25
Attack 10
Evasive 10
Armor 8
Exposed Sys 30
    Beam Missile
Power 30 -
Accuracy 40 -
Range 110 -
Generator 6
Battery 200
Ord - -
Dart
Image:Rc5105.jpeg
Cost 75
Speed 20
Fuel 20
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 8 10
Assault Craft 5 12
Troops 5 25
Cities 5 -
Space Combat
Quickness 70
Attack 30
Evasive 15
Armor 12
Exposed Sys 1
    Beam Missile
Power 30 120
Accuracy 30 150
Range 110 350
Generator 12
Battery 310
Ord - 2
Cutlass
Image:Rc6105.jpeg
Cost 150
Speed 20
Fuel 20
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 1 1
Assault Craft 290 5
Troops 10 3
Cities 10 -
Space Combat
Quickness 30
Attack 50
Evasive 5
Armor 30
Exposed Sys 1
    Beam Missile
Power 40 250
Accuracy 20 250
Range 20 600
Generator 15
Battery 350
Ord - 8



[edit] Assault Craft

Party Skiff
Image:rc1105.jpeg
Cost 10
Ground Combat
  Attack Defense
Fighters 1 4
Assault Craft 1 4
Troops 1 4
Cities 1 -
Assault Gondala
Image:rc2105.jpeg
Cost 10
Ground Combat
  Attack Defense
Fighters 3 10
Assault Craft 1 60
Troops 5 40
Cities 40 -
River Royale
Image:rc3105.jpeg
Cost 500
Ground Combat
  Attack Defense
Fighters 1 1
Assault Craft 1 5
Troops 1 10
Cities 1 -

[edit] Special

[edit] Bases

Privateers can create bases on Asteroid Fields.

[edit] Crime

Privateer bases cause crime to move in odd ways on all bases with in 200 LY of one of their bases. About 10% of a base's crime will either move to another base or 10% of another base's crime will move to into a base. Bases with high crime tend to drop in crime while low crime bases tend to gain crime.

  • The Evil Empire and the Cyborg are immune to this special Privateer power.
  • Privateers get an extra 100mc in a base, if that base is able to gather more than 10 crime. If they are able to gather more than 50 crime on one of their bases, their earning will reach 200mc.
  • The Base Log shows the following message:
It's a Party!!! Everybody have fun!!!

[edit] Happiness

Privateer bases with 10,000+ colonists cause a drop in the happiness by 10 points of all other players bases within 200LY.

  • Bases of the Cyborg or the Evil Empire are not affected.
  • Bases of other Privateer players are affected.

[edit] Blasting Privateer Bases

Blasting a Privateer base from orbit will uncover their hidden cache of booty. (Cash) MC, fuel, ord and repair units. For every 300 privateer colonists that are killed that way, 6 megacredits, 2 fuel, 12 ordnance, and 3 repair units appear on the planet surface. The MC from the base are also spilled on the planet surface.

[edit] Special Buildings

[edit] Missing Buildings

[edit] See also

[edit] Starting Stuffs



[edit] History

[edit] Host 194

Changed: Erase plans function moved to the beginning of the host run, it should work better

[edit] Host 184

New: Gambling Deck ships generate 2 points of crime on bases they are over.
New: Show Lounge ships generate 2 points of crime on bases they are over.
New: Privateers move Crime around. . . if they have a base within 200LY they might take 10% of your crime away from you and give it out to another base in the area.

[edit] Host 179

Fixed: Fuel Robber producing fuel from nowhere

[edit] Host 173

New: When the fuel robber takes all a victim ship's fuel it also take the last drops of fuel from the ship's fuel core, causing the ship to be unable to move.
New: Privateers have 2X scanning bonus when it comes to detecting and scanning enemy bases
New: Privateers gain ship experience when they use a Boarding Laser, Cargo Grappler or Hull Plan Napper

[edit] Host 169

Fixed: Cargo Grappler grabbing negative numbers of supplies.

[edit] Host 167

New: Hull plans can not be transferred to an enemy base.

[edit] Host 165

Fixed: When scaling back the high guard production numbers for all races I missed scaling back the production of high guard by Privateer ships with high experience. That number has been reduced to be more in line with the rest of the universe. A limit of 25 new high guard can be trained a turn by a ship with high experience.

[edit] Host 162

New: Contraband Dust Off not blocked by own bases
New: Privateers can not build alien hulls

[edit] Host 161

New: Privateers need at least 10000 colonists in a base to cause ill effects to surrounding enemy bases
New: Privateers IMMUNE to hull plan restrictions, the HConfig setting and ill most effects of using alien hulls FILTHY SCUM!

[edit] Host 160

New: Contraband Dust Off is blocked by any base on the planet under the ship

[edit] Host 155

New: Base command code CIA deletes any alien hull plans you have stored on the base.

[edit] Host 129

New Rule: Privateers are no longer allowed to transfer cargo to another race's base unless they use the target's universal friendly code. They can not do the transfer at all if the two races are at war.

[edit] Host 128

Fixed: Stealing food from bases using the Cargo Grappler does not decrease the amount of food on the base.

[edit] Host 126

Fixed: Unable to launch alien hull plans in pods from my bases
New: Privateers can no longer use alien ship plans to build new ships
New: Privateers can not give hull plans to another race
New: Privateer cargo pods will no longer hold plans
New: Hull Plan Napper blows an enemies' ship's computer core when it steals plans, doing 99% system damage to the enemy ship's systems
New: Hull Plan Napper causes cargo pods with alien plans to explode if they are docked
New: Hull Plan Napper also grabs cash with the alien plans that it takes
New: Privateers get the insanely high 1 to 120 kill ratio when boarding an enemy ship with a Boarding Laser if the enemy ship is of a hull type that the enemy can not normally build
New: Cargo Grappler can steal food from pods and ground bases

[edit] Host 124

New: You can not place your own ship plans on a pod that you are launching from an allies' base that has given you command powers

[edit] Host 123

New: For the steal ship plans spy mission to work you must get a ship within 40 LY of a ship belonging to the enemy race that you wish to steal plans from

[edit] Host 122

Fixed: Meteor class ships failing to move after hyper jumps
Fixed: Privateers stealing Solorian fuel

[edit] Host 116

Fixed: Fast Hyp ships not moving after jump (Rebel Falcon, MCBR)

[edit] Host 115

New: Meteor Class Blockade Runner and Rebel Falcon Class ships jump before normal movement (phase 0) and have normal warp movement after the jump
Changed: Privateer boarding power increased, if they have the ship plans on the attacking ship when they try to board a ship they will kill 120 enemy for every 1 attacker they send over.
Changed: Hull Plan Napper device range increased to 150 LY
Fixed: Money Tap device not stealing from resupply pod

[edit] Host 113

Fixed: Pirate Cove switch fails to work

[edit] Host 101

Fixed: Native Dust Off pods produce extra natives out of no where
Fixed: Killing privateer colonists results in too much money.

[edit] Host 99

Fixed: Contraband Dust Off fails if there is more than 1000kt on the planet

[edit] Host 98

New: Cloaked ships immune to Cargo Grappler
New: Contraband Dust Off limited to 1000kt of contraband cargo per turn
New: Native Dust Off device limited to 400000 natives per turn

[edit] Host 96

New: Fuel Robber device does not work on cloaked ships

[edit] Host 95

New: Privateer Pirate Coves steal food from enemy bases
Fixed: You get way too much booty sometimes when you kill a Privateer base
Fixed: You sometimes get no booty at all when you kill a Privateer base
Fixed: Contraband dust off pods sometime start with their sell target set

[edit] Host 94

New: Weighted resource math. Races with low growth rates give a bonus in the resource point area. Privateers get a 33.75% cut. It is uses a math system that gives the race's growth rate a 75% weight factor.
Resource score = (Res * 0.25) + (Res * (200 - Race_GrowthRate) / 100 * 0.75)
The above is not your number of resource points it is your score

Subcategories

There are 3 subcategories to this category.

T

Articles in category "The Privateer Bands"

There are 3 articles in this category.

P

T

Personal tools