Category:The Privateer Bands
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[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 |
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 |
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
- If a BR4 Class Gun Ship, BR5 Torpedo Boat, Dwarfstar Class Transport, Meteor Class Blockade Runner or Bloodfang Class Command Carrier in non-privateer hands is set as capture target by a Privateer owned ship, it is autocaptured at the end of the next turn.
- The target ship can be anywhere on the map.
- The capturing ship gains experience by doing this.
[edit] Boarding Laser
- Privateer Boarding Lasers kill more personnel (even more if the ship has the hull plan of the target ship).
[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 |
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|---|---|
| Troop |
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| High Guard |
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[edit] Experience gain
Privateer ships have extra means of gaining experience:
- + 50 Exp: Stealing an alien hull plan from an enemy base with the hull plan napper (MCBR)
- + 30 Exp: Taking a Privateer hull ship away from another player by spacing their crew with the Auto Capture attack (Any privateer ship)
- + 25 Exp: The money tap stealing more than 5000 mc (MCBR)
- + 20 Exp: Stealing an alien hull plan from an enemy ship's computer core (MCBR)
- + 10 Exp: Stealing an alien hull plan from an enemy gold pod that is docked with an enemy ship (MCBR)
- + 10 Exp: Stealing more than 500kt food from an enemy resupply pod (MCBR)
- + 10 Exp: Stealing more than 500kt food from an enemy base with the cargo grappler (MCBR)
- + 10 Exp: Stealing more than 500kt of all accumulated cargo from an enemy ship with the cargo grappler (MCBR)
- + 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)
- + 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:
- Boarding Laser
- Cargo Grappler
- Cloak
- Contraband Dust Off
- Fuel Robber
- Gambling Deck
- Gravitonic Accelerator
- Gravitonic Mine Dropper
- Hull Plan Napper
- Jumpgate Builder
- Money Tap
- Native Dust Off
- Self Destruct
- Show Lounge
- Siren HAARP
[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
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[edit] Assault Craft
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[edit] Special
- Party Skiffs can earn some extra money (more).
- Assault Gondalas can kill small amounts of enemy colonists within 200LY (more).
- River Royales collect money from big bases within 200LY and while dropping their happiness (more).
[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
- Anti-Aircraft Gun
- Base Shield
- City
- Ion Cannon
- Laser Cannon
- Raid Shelter
- Scanner
- Ship Repair Shop
- Smelter
- Terra Former
- Training Center
- Undercity
[edit] See also
- Stuff concerning the Privateers
- [1] Official Race Page
[edit] Starting Stuffs
- Starting Homeworld Resources
- Starting Buildings Matrix
- Starting Ships Matrix
- Resources on Starting Ships Matrix
[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
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Articles in category "The Privateer Bands"
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