Category:The Reunited Coalition of Systems

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Image:The Reunited Coalition of Systems.jpg Race Number: 806
Ship Hull id's: 516-525
Lifeform Type: Humanoid


[edit] Racial Statistics

Racial Stats
Happiness and Contraband
Income and Combat
Farming
Climate

Minimum
30

Happiness
100

Income
100

Maximum
75

Happiness

Changes

(colonist)

Enslavement
-40

Tax
Income

Enslavement
?

Favorite
55


Liberal
-20

Liberal
?
Mineral Mining
100


Conservative
+4

Conservative
?
Growth Rate
100


Ultra-Conservative
+10

Ultra-Conservative
?
Lawfulness
90


Complex
-1

Complex
?
Leadership
120

Happiness

Changes

(all natives)

Enslavement
02

Combat
Colonists
15
Powers
Dark
0


Liberal
03


Crew
25

Light
50


Conservative
+2


Troops
60
PC Factor
120


Ultra-Conservative
+5


High Guard
50
Spy Rating
15


Complex
-1

Pilot
Crew
100
PSI Rating
45

Contraband
Likes

Illegal Books

90


Troops
150
Public Relations
95


Grecken Bloodwine
65


High Guard
200
POD Speed
40


Illegal Music CDs

40

Training
Col to Crew
20



Kerry Crystal Artifacts
15


Crew to Troop
20


Lerchin Spices
5


Troop to HG
1


PSI Geese
120



1 The change for Complex Tax depends on the Happiness in Base. For more information look here
2 This are the values for the majority of the natives. For Humanoids the happiness decrease up to 40 points and for Amphibians up to 30 points. For more information look here
3 This are the values for the majority of the natives. For Humanoids the happiness decrease up to 15 points and for Amphibians up to 10 points. For more information look here

[edit] Special

[edit] The Coalition Trade Triad

When 3 bases of each capital type, with each 50k or more colonists are within 50 ly of each other, they all 3 gain 1500 mc per turn. This is configurable by HConfig option: CoalitionTriadRadius. The population of the triad bases increases the triad radius a bit. The addition in lys is calculated by dividing the total triad population by 50k and taking the square root from the result (sqrt(total triad population/50000)). Example 1M colonists (sqrt (1 000 000 / 50 000)) = +4 ly

1M Colonists = +4 ly
2M Colonists = +6 ly
3M Colonists = +8 ly
4M Colonists = +9 ly
5M Colonists = +10 ly
10M Colonists = +14 ly
20M Colonists = +20 ly
30M Colonists = +25 ly
40M Colonists = +28 ly
50M Colonists = +32 ly

[edit] Triad Changes

  • Coalition Trade Triad requires that 50k colonists be present to quality as member of a triad (Host 213).
  • RCS Triad range is increased slightly by the colonist population. Each base has their colonists added together, divided by 50k and then take the square root of the result to come up with the increase in range in addition to what the HConfig value is. (Host 213n)

This is misleading. The bonus to the default distance between 2 bases only takes into consideration those 2 planets; not the entire triad. So, when determining the additional lightyears gained the bonus = SqRt((Base A + Base B) / 50000). --Magik 02:24, 27 October 2009 (CET)

[edit] Insectoids

  • Additionally to the normal joining chance, each turn 5% of the Insectoids on a planet join a coalition base.
  • Like Reptilians 50k+ add 100 to the mining rate of their base.
  • Xelovi Queen's Royal Honor Guard: They can be trained to be RCS troops on the X. 1260 Royal Class Heavy Cruiser.

[edit] Humanoids

  • When the Coalition has an Arerran Capital with colonists of over 100 happiness and Humanoids of over 100 happiness then up to 5000 Humanoids will become Arerran Farmers (colonists).

[edit] Taxes

  • Liberal and Enslavement tax settings cause a happiness drop as if the Light Powers stat was greater than 80.


[edit] Starships

For more details, see the RCS - Ship Comparison Table.


Tech Hull Name Comment Prerequisite
1 N. Willow Class Survey Ship Nawole Garden or Binary Class Star Port
2 A. Interstellar Class Frigate Gravity Sensors Arerran Capital or Binary Class Star Port
3 X. 240 Comb Class Escort Hive Mind Xelovi Hive or Binary Class Star Port
4 N. Everygreen Science Vessel Nawole Garden or Binary Class Star Port
5 A. Odin Class Carrier Gravity Well Generator & Gravity Rift Generator, Scalar Wave Damper, Gravity Sensors Arerran Capital or Binary Class Star Port
6 X. 1260 Royal Class Heavy Cruiser Hive Mind Xelovi Hive or Binary Class Star Port
7 Binary Class Star Port ship is Gravity Stabilized Arerran Capital, Nawole Garden or Xelovi Hive
8 Maelstorm Class Light Cruiser True Cloaker & immune to hitting all minefield types Arerran Capital, Nawole Garden, Xelovi Hive or Binary Class Star Port
9 Lotus Class Pursuit Ship Gravity Sensors Arerran Capital, Nawole Garden, Xelovi Hive or Binary Class Star Port
10 Aurora Class Flagship Arerran Capital, Nawole Garden, Xelovi Hive or Binary Class Star Port

[edit] Special

[edit] RCS hulls in the hands of other Races

  • RCS Special hulls (=have prefix A,N,X) and the Binary Class Station can't be built on enemy bases.
  • You can hold the Hull Plan but when you try to build one of this ships in a Base you get this Log Message:
We do not know how to build a hull type 0. The order has been canceled.
  • If a non-RCS race gets their hands on a Binary Station (meant NOT the Hull Plan) they can build ALL RCS Ships except the Binary.
  • Maelstorm, Lotus and Aurora can always be built by other races (Either at a Base or in a Ship Dry dock, using a RCS Hull Plan).

[edit] Ship Devices

[edit] R.C.S unique Ship Devices

[edit] Starting Ships

Count Hull Warp Hyp Shield Armor SW LW PD Gen Comment
3 A. Interstellar Class Frigate 120 - 1500* 450 4 Plasma Gun 4 Photon Torpedo Tube 1 Intercept
1 Micro Missile Launcher
1 Quad Laser
1 Turbo Laser
1 Auto Blaster
1 Micro Sand Caster
2 Servodyne 700 -
1 Binary Class Star Port 0 - 40* 2000 8 Disrupter 8 Heavy Laser* 8 Flake Cannon 5 GF Prilldyne 140 Anti-Matter Maul super weapon

* with Master 213 and later

[edit] Resources On Starting Ships

Count Hull Personnel Resources
Crew Col. Troops HG MC Supplies Food Med Repair Ord Fuel
3 A. Interstellar Class Frigate 580 317 95 - 30 1600 800 400 1000 1250 375
1 Binary Class Star Port 4800 6667 1000 - 40 4000 2000 1000 1333 2500 1000


[edit] Fighters

UMFV-6 Unmanned Drone
Image:UMFV-6 Unmanned Drone.jpg
Cost 10
Speed 25
Fuel 25
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 10 1
Assault Craft 1 1
Troops 1 1
Cities 1 -
Space Combat
Quickness 75
Attack 10
Evasive 10
Armor 1
Exposed Sys 0
    Beam Missile
Power 15 0
Accuracy 50 0
Range 90 0
Generator 3
Battery 75
Ord - 0
S/Ai-383 Wraith
Image:SAi-383 Wraith.jpg
Cost 50
Speed 45
Fuel 45
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 30 15
Assault Craft 50 20
Troops 30 35
Cities 30 -
Space Combat
Quickness 85
Attack 45
Evasive 25
Armor 8
Exposed Sys 2
    Beam Missile
Power 50 60
Accuracy 60 70
Range 165 350
Generator 8
Battery 180
Ord - 48
Si-90 Poppy Strike Fighter
Image:Si-90 Poppy Strike Fighter.jpg
Cost 110
Speed 190
Fuel 190
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 50 25
Assault Craft 20 35
Troops 20 35
Cities 40 -
Space Combat
Quickness 120
Attack 35
Evasive 40
Armor 5
Exposed Sys 1
    Beam Missile
Power 80 120
Accuracy 80 100
Range 240 400
Generator 18
Battery 240
Ord - 50

[edit] Special

  • At the beginning of each attack run, S/Ai-383 Wraiths create a number of Holo Decoys equal to 1/40 their own number. Wings with at least 41 type 2 fighter for each 40 type2 fighter launch a decoy for any valid target in the top ten target list. But only if there is the energy for at least one beam shot, the target is in beam range and only if the target is not disabled in the case the wing is set to "don't fire at disabled". Host rounds. So 60 fighter would yet drop two decoys.
  • Si-90 Poppy Strike Fighters are immune to laser mine hits (not detonations)


[edit] Assault Craft

M-68 Stallion
Image:M-68 Stallion.jpg
Cost 20
Ground Combat
  Attack Defense
Fighters 5 5
Assault Craft 70 10
Troops 10 10
Cities 10 -
I/A-32 Thunder Bomber
Image:IA-32 Thunder Bomber.jpg
Cost 110
Ground Combat
  Attack Defense
Fighters 165 10
Assault Craft 40 120
Troops 5 200
Cities 90 -
Others May Live Rescue Team
Image:Others May Live Rescue Team.jpg
Cost 200
Ground Combat
  Attack Defense
Fighters 20 15
Assault Craft 70 15
Troops 300 15
Cities 30 -

[edit] Special

[edit] Bases

[edit] Special Buildings

Arerran Capital
Level 4
Produce .
Xelovi Hive
Level 3
Produce .
Nawole Garden
Level 2
Produce .

[edit] Special

  • Coalition Trade Triad: When 3 bases of each capital type (with >50k Colonists each) are within 50 ly of each other, they all 3 gain 1500 mc per turn.
    The range is configurable by HConfig option: CoalitionTriadRadius.

[edit] Missing Buildings

[edit] See also

[edit] Starting Stuffs

[edit] The Reunited Coalition of Systems - History

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

[edit] November 19, 2008

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

Fixed: Gravity Rift changing a global variable that it shouldn't have.
Changed: Coalition Others May Live units cannot free prisoners on the same turn that the base they are in was created.

[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] April 01, 2008

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

Fixed: Gravity Well Generator not working sometimes. Most noticeably with a Coalition A. Odin Class Carrier.
Changed: Coalition Trade Triad requires that 50k colonists be present to quality as member of a triad.

[edit] Feb 11th, 2008

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

New: (RCS) When the Coalition has an Arerran Capital with colonists of over 100 happiness and Humanoids of over 100 happiness then up to 5000 Humanoids will become Arerran Farmers (colonists).
New: (RCS) When the Others May Live Rescue Team rescues prisoners from a base, that base will lose 5 happiness and the base that rescued them will gain 5 happiness.
New: (RCS) Willow Native Scanner: The N. Willow Class Survey Ship has a built-in bioscanner that detects natives within 100 ly 100% of the time.
New: (RCS) Xelovi Queen's Royal Honor Guard: The X. 1260 Royal Class Heavy Cruiser will attract up to 2000 Insectoids from a planet surface to be troops on the ship. The Queen can attract up to 300 - Insectoid Happiness from any base except one with an Insectoid Nest. At least 1 high guard must be on the ship to train the Insectoids to be troops.
New: (RCS) Coalition Trade Triad - When 3 bases of each capital type are within 50 ly of each other, they all 3 gain 1500 mc per turn. This is configurable by HConfig option: CoalitionTriadRadius.
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).
Changed: (RCS) Aurora Class Flagship now has a bio computer like the Lotus Class Pursuit Ship.
Changed: (RCS) Aurora Class Flaship changed to only require 3000 gc (from 5000 gc) from the galactic bank per turn.
Changed: (RCS) Binary Class Star Port can build all Coalition ship types except for itself. Alien hull drydocks cannot build Coalition hulls special hulls.
Changed: (RCS) Target Enhancer only requires 30 fuel to operate (from 40).

[edit] Aug 27th, 2007

[edit] What is new in Host.exe Version 4.000.209

Fixed: Tax Report message will show accurate taxes to bank for special races like Scavengers and Coalition. Taxes collected on all ships has been added.

[edit] July 10th, 2007

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

Fixed: Taxes for bases and galactic bank corrected to match what the host calculates. Taxes from Bovoinoids, Enforcers from natives, and Colonists from natives was incorrect. Cyborg King and Coalition Xelovi Hive were added.

[edit] July 10th, 2007

[edit] What is new in Host.exe Version 4.000.208

Fixed: Coalition Others May Live Rescue Team will no longer affect ally prisoners and labor facilities.

[edit] Feb 14th, 2004

[edit] What is new in Host.exe Version 4.000.158

Fixed: Coalitions prisoner rescue not working
Fixed: Coalition gravity rift not working out to 150 ly against Gravitonic Minefields

[edit] Feb 11th, 2004

[edit] What is new in Host.exe Version 4.000.157

New: Coalition Tweaked

[edit] Jan, 7th 2002

[edit] What is new in Host.exe Version 4.000.095

Fixed: Coalition Plasma Enhansers

[edit] Nov 9th, 2001

[edit] What is new in Host.exe Version 4.000.093

Fixed: Coalition not all organic armor ships are growing armor
Fixed: Coalition normal armor repair operations interfere with organic armor growing
New: Coalition point defense systems can not shoot down Energy Mines
Changed: Coalition Aurora Exotic Hull Tech now 5000 gc.
Changed: Coalition Lotus Exotic Hull Tech now 500 gc
Changed: Coalition Maelstorm Exotic Hull Tech now 250 gc

[edit] What is new in Master.exe Version 4.000.043

New: Coalition gets 3 starting ships

[edit] Aug 20th, 2001

[edit] What is new in Host.exe Version 4.000.091

Fixed: Coalition active armor not growing on the Evergreen and Aurora
Fixed: Coalition rescue ground unit makes colonists and troops from thin air

[edit] July 30th, 2001

[edit] What is new in Host.exe Version 4.000.089

Fixed: Coalition: Xeloxi Palace cared ore inside planet to be mined into negative numbers

[edit] July 25th, 2001

[edit] What is new in Host.exe Version 4.000.088

New: Coalition: Organic armor gets destroyed by large weapons fire at a rate of (ArmorDrain / 5) + (Kill / 8)
New: Coalition: Homeworld does not start with a med lab

[edit] July 18th, 2001

[edit] What is new in Host.exe Version 4.000.087

New: Coalition: Rift generator disables Gravitonic Accelerator drives
New: Coalition: Aurora class given organic armor (3500 points) This is equal to 17,500 to 25,000 points of normal armor depending on enemy weapon load outs. Any weapon that does less than 5 points of armor drain does no damage at all to organic armor. Small weapons will not harm this ship's armor at all.
New: Coalition: Aurora class given plasma stream enhancer. (Plasma bolt cannon charges 4 times faster than normal (5 ticks to recharge), has a range of 750, hit odds of 90, the hit odds are 150 when you add the ship attack bonus and target enhancer device.) This makes the plasma bolt weapon far more deadly than the even the gatling phaser. The target enhancer also gives the ships PD systems a plus 30 odds of hitting incoming weapons fire.) This ship also jams all enemy super weapons so you can never fire at this ship with a super weapon.
New: Coalition: Every 40 Type 2 fighters drop a Holo Decoy during combat
New: Coalition: Aurora class costs 500gc to maintain per turn each.

[edit] July 13th, 2001

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

New: Coalition can only have 1 of 3 special race buildings per Ground Base, each has special powers and each allows you to build two special ship types.
New: Coalition: Arerran Capital: 200% farming, 12.5% mining, farms produce med units
New: Coalition: Xelovi Hive: 300% mining, free smelting, 12.5% galactic income, 150% Ground Base income
New: Nawole Garden: 200% galactic income, 12.5% farming
New: Coalition: These ships can only be built on Ground Bases with an Arerran Capital: Interstellar, Odin
New: Coalition: These ships can only be built on Ground Bases with a Xelovi Hive: 240 Comb, 1260 Royal
New: Coalition: These ships can only be built on Ground Bases with Nawole Garden: Willow, Evergreen
New: Coalition: Energy Mines fire through Coalition shields
New: Coalition: Double unhappy if taxed at liberal rate and four times more unhappy then normal if taxed at enslavement rate.
New: Coalition: Superlaser has half shield drain and half armor drain and can not destroy planets
New: Coalition: These ships can only be built in space: Maelstorm, Lotus, and Aurora
New: Coalition: Organic Armor ships. Armor drain is 1/5 normal, weapons with less than 5 armor drain do NO damage to the ship's armor. Requires 1 med unit to grow a point of organic armor. Organic armor ships start with no armor and must grow all their armor using med units. The Solar Gamma Ray device destroys 1 point of organic armor every combat tick. Evergreen and Lotus class ships have organic armor. Organic armor ships can not be refitted or repaired with normal armor units.
New: Coalition: Plasma stream enhancer: All plasma bolt weapon has 3X range, 3X accuracy, charges 4 times faster than normal and uses 3X ordnance.
New: Coalition: Bio Computer +50 evasive bonus, +100 attack bonus, requires a High Guard Ranger on board to work and requires 4 med units a turn. Always on. Only works if Coalition race owns. Ship takes damage if ship runs out of med units. Always on. Lotus Class is the only ship that has it.
New: Coalition: Target Enhancer +30 Point Defense accuracy on enemy fighters, +30 Point defense intercepting incoming enemy weapon's fire, +25 attack bonus. 5X better odds of hitting the enemy soft spot. Always on. Uses 30kt of fuel when used in combat (each battle). Device is on the Willow, Evergreen, Lotus, and Maelstorm class ships.
New: Coalition: Gravity Sensor detects ships with hyperdrives, Gravitonic Mine Droppers, Warp Chunneler, gravity well generator, or Gravitonic Accelerator within a 400ly range. All Coalition ships have this power.
New: Coalition: Gravity Rift Generator disables all Gravitonic Minefields and gravity wells from stopping hyper jumps within a 100 LY range. Uses 25 fuel per turn when on. The Odin Class has the device. (Wildcard 2)
New: Coalition: Hive Mind device, only works for races with +35 PSI rating. Each hive mind ship in combat adds a +2 evasive bonus and a +3 attack bonus to any ship in a fight that belongs to a race that has +35 PSI, including your enemies! The 240 Comb and the 1260 Royal class have the hive mind device. It is always on and can only give a max bonus of +20 evasive and a +30 attack bonus.
New: Coalition: Lotus Class is an exotic hull that costs 25 gc a turn each to own. You automatically spend 25 galactic credits a turn. If you run out of central bank galactic credits the exotic ships will take damage.
New: Coalition: Aurora Class is an exotic hull that costs 50 gc a turn each to own. You automatically spend 50 galactic credits a turn. If you run out of central bank galactic credits the exotic ships will take damage.
New: Coalition: SDI device. Has a 25 LY range and shoots down incoming scan probes. Always on. Willow class is the only class that has this device.
New: Coalition: Others may live rescue team. Each unit can save up to 50,000 colonists, troops and crew that would have otherwise died in a ground war. They can save 80% of the troops, colonists, and crew that are attacked by enemy troops, crew and colonists. They can not save anyone that has been blasted by fighters and assault units. The survivors are loaded up onto Life Pods and launched to a nearby Ground Base.
New: Coalition: Super Jammer on Aurora Class ship. Always on. It stops all super weapons other than the super weapon on an Aurora class from firing during combat.
New: Coalition: Can not lay Barbitic or Gravitonic Minefields, ever.

Articles in category "The Reunited Coalition of Systems"

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