Category:The United Enforcement Authority

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Image:The United Enforcement Authority.jpg Race Number: 805
Ship Hull id's: 399-433
Lifeform Type: Humanoid


[edit] Racial Statistics

Racial Stats
Happiness and Contraband
Income and Combat
Farming
Climate

Minimum
35

Happiness
80

Income
100

Maximum
70

Happiness

Changes

(colonist)

Enslavement
+402

Tax
Income

Enslavement
?

Favorite
50


Liberal
+20

Liberal
?
Mineral Mining
100


Conservative
+4

Conservative
?
Growth Rate
85


Ultra-Conservative
+10

Ultra-Conservative
?
Lawfulness
120


Complex
-1

Complex
?
Leadership
150

Happiness

Changes

(all natives)

Enslavement
0

Combat
Colonists
15
Powers
Dark
20


Liberal
0


Crew
20

Light
10


Conservative
+2


Troops
45
PC Factor
115


Ultra-Conservative
+5


High Guard
75
Spy Rating
10


Complex
-1

Pilot
Crew
35
PSI Rating
25

Contraband
Likes

Illegal Books

86


Troops
30
Public Relations
30


VR-6x Holochips

75


High Guard
55
POD Speed
20


Stim-Bright Pills

95

Training
Col to Crew
150





Handguns

100


Crew to Troop
250





Alpha Wave Floggers

20


Troop to HG
8

1 The change for Complex Tax depends on the Happiness in Base. For more information look here
2 Only when happiness of colonists in base is above 20.
All values for happiness are the maximal possible. The real values varies between the displayed number and '0'.

[edit] Special

  • Insectoid-Hatred: Insectoid natives will attack UEA forces on sight
    • No Insectoids will be on a UEA homeworld.
    • Enforcers are not attacked by Insectoids until after turn 6.
    • One Insectoid will kill 200 Enforcer colonists or 70 Enforcer crew before being killed. (Since Host 209 troops are also killed).
    • 100 Colonists, 50 Crew, or 1 Trooper can take down 1 Insectoid.
    • Enforcer type 1 fighters can kill 800 Insectoid natives each and each type 2 ground attack craft can kill 1,250 Insectoid natives each.
    • Insectoid planets can give out distress signals containing the Universal Friendly Code to other players. The Insects transmit that message to one player at random 20% of the time and the message is never sent to the Cyborg.
  • Anti-Contraband: Cannot sell contraband (but they can buy it)
  • Native-Taxation: Natives produce 2.5x tax income
  • Ground Combat: Need less strength to force a surrender after a Ground Combat. (1:1 instead of 3:1)
  • Minefields: Each detonating Gravitonic Minefield does 25% damage to the control systems of all ships within (including your own), regardless of mass.


[edit] Starships

For detailed comparison of ships see the UEA - Ship Comparison Table.


Tech Hull Name Comment
1 Small Deep Space Freighter Support
1 Neutronic Fuel Tanker Support
2 Informant Class Scout Support
3 Medium Deep Space Freighter Support
3 Sentinel Class Destroyer Warship, Support
3 Hammer Class Troop Carrier Support
4 Small Transport Support
4 Arbitrator Class Strikeship Warship
5 Maxim Class Frigate Support
6 Large Deep Space Freighter Support
6 Judgement Class Cruiser Warship
6 Ranger Class Station Starbase, Support, Warship
6 Battalion Class Troop Carrier Support
7 Pax Class Jumpship Support
7 Warrant Class Assault Ship Warship
8 Sergeant-At-Arms Class Strikeship Warship
8 Law Dog Class Battleship Warship
10 Merlin Class Alchemy Ship Support
10 Alaska Class Refinery Ship Support
10 Super Transport Ship Support
10 Enforcer Class Dreadnought Warship

[edit] Special

  • Small and large weapons on ships owned by the UEA kill only 50% of normal number of crew.
  • Small weapons on ships owned by the UEA do 4x damage to control systems.
  • Large weapons on ships owned by the UEA do 2x damage to control systems.
  • Super Lasers owned by the UEA do not destroy a target ship, they will remove all shields and armor. The target ship is set to (not gets) a system damage of 700%. No hull damage will be inflicted, but hyperdrive, engine, life, shield, weapon as by other normal races.
    IMPORTANT: After hit, target ship is set to "gone". You can still see it, but it can't be targetted anymore. And also vcr code let it then drifts outside the vcr zone.
  • Sergeant-At-Arms Class Strikeship and Law Dog Class Battleship have a Contraband Lockdown (100ly) ship device, that can't be turned off.

[edit] Ship Devices

[edit] Starting Ships

Count Hull Warp Hyp Shield Armor SW LW PD Gen Comment
4 Medium Deep Space Freighter 50 - 40 20 - - -
1 Sentinel Class Destroyer 105 - 40 140 5 Disrupter 3 Photon Torpedo Tube
1 Merculite Rockets
1 Heavy Laser
3 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 Sentinel Class Destroyer 830 187 56 - 30 13 6 3 200 600 200


[edit] Fighters

C-3 Defender
Image:C-3 Defender.jpg
Cost 110
Speed 10
Fuel 10
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 65 50
Assault Craft 80 60
Troops 90 55
Cities 10 -
Space Combat
Quickness 20
Attack 72
Evasive 50
Armor 6
Exposed Sys 3
    Beam Missile
Power 55 -
Accuracy 80 -
Range 150 -
Generator 10
Battery 100
Ord - -
DOA-187x Bomber
Image:DOA-187x Bomber.jpg
Cost 125
Speed 360
Fuel 360
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 10 20
Assault Craft 180 20
Troops 70 20
Cities 225 -
Space Combat
Quickness 50
Attack 100
Evasive 0
Armor 8
Exposed Sys 3
    Beam Missile
Power 15 100
Accuracy 60 90
Range 350 400
Generator 20
Battery 280
Ord - 250
AS-480 Assault Fighter
Image:AS-480 Assault Fighter.jpg
Cost 150
Speed 310
Fuel 310
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 190 20
Assault Craft 80 10
Troops 150 10
Cities 85 -
Space Combat
Quickness 100
Attack 60
Evasive 30
Armor 8
Exposed Sys 4
    Beam Missile
Power 60 65
Accuracy 70 85
Range 200 400
Generator 15
Battery 200
Ord - 160

[edit] Special


[edit] Assault Craft

AU-147 Arresting Unit
Image:AU-147 Arresting Unit.jpg
Cost 290
Ground Combat
  Attack Defense
Fighters 0 45
Assault Craft 10 25
Troops 25 30
Cities 5 -
PA-245 Battle Mech
Image:PA-245 Battle Mech.jpg
Cost 95
Ground Combat
  Attack Defense
Fighters 5 50
Assault Craft 20 25
Troops 125 30
Cities 50 -
Mi-266H Assault Vehicle
Image:Mi-266H Assault Vehicle.jpg
Cost 140
Ground Combat
  Attack Defense
Fighters 160 30
Assault Craft 120 60
Troops 20 30
Cities 120 -

[edit] Special

[edit] Bases

  • Cities produce double income

[edit] Special Buildings

Hawkins Institute
Level 4
Produce Converts prisoners into troops
Redistribution Center
Level 6
Produce Converts contraband into supplies, ordnance and food.
Training Center
Level 1
Produce The UEA get money for the training (details here.

[edit] Missing Buildings

  • none

[edit] See also

[edit] Starting Stuffs

[edit] The United Enforcement Authority - History

This was put together by searching through the History of Changes page, looking for a match for "Enfor". 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: UEA will not be attacked by Insectoids on the first turn that they create a base on the Insectoid's planet.

[edit] November 8, 2008

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

Fixed: A possible issue with Jump Point not taking all desired ships.
Changed: Enforcer Arresting Units cannot arrest from a newly created base.

[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 17, 2008

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

Fixed: Enforcer ability to use their DOA-187x Bomber to destroy a target structure is fixed. It was never working before. It can only be performed in ground combat and the base that the fighters are in need to have the appropriate command code for targeting the enemy base structure.

[edit] February 11st, 2008

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

Changed: (UEA) Redistribution Center limited to processing 100 contraband per turn.

[edit] December 7th, 2007

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

Fixed: When Insectoids attack a Enforcer or Aczanny base, the coordinates would be 0, 0 sometimes. They are now correct.

[edit] Aug 27th, 2007

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

Fixed: Enforcer troops were not being killed by Insectoids.

[edit] June 11th, 2007

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

Fixed: UEA and Cyborg cannot sell contraband via gold pods. Cyborg cannot be the target of a gold pod sale.
Fixed: UEA combating Insectoids no longer kills off all type-1 fighters and all type-2 mechs.
Fixed: UEA gets its native tax bonus when tax policy is complex.

[edit] April 29th, 2007

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

Fixed: A ship crippled by the Enforcers super laser is removed from the VCR screen.

[edit] April 4th, 2004

[edit] What is new in Host.exe Version 4.000.165

Fixed: The UEA had immunity to hull plan restrictions when it should have been the UA that had that special bonus.

[edit] Feb 17th, 2004

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

New: Cyborg, Enforcer and Scavengers are also immune to hull plan restrictions

[edit] Nov 17th, 2003

[edit] What is new in Host.exe Version 4.000.149

Fixed: Enforcer Gravitonic Minefields not giving 25% system damage.

[edit] April 17th, 2003

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

New: Public space ports belonging to Enforcers no longer attract Insectoids

[edit] Jan, 18th 2002

[edit] What is new in Host.exe Version 4.000.096

New: 1/2 UEA all Contraband exotic tech costs half
New: UEA cities make double money

[edit] Nov 22th, 2001

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

Enforcers get a +11.25% bonus (to resource limits)

[edit] Nov 9th, 2001

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

New: Enforcer Tazer (Super Laser) does 200% system damage to target ship

[edit] July 16th, 2001

[edit] What is new in Host.exe Version 4.000.086

New: Enforcers: Type 2 ground assault unit can kill 1250 Insectoids each
New: Enforcers: Type 1 fighter craft can kill 800 Insectoids
New: Enforcers: Sergeant At Arms has a contraband lockdown device that is always on and has a range of only 100 ly

[edit] July 13th, 2001

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

New: Enforcers: Can not give Contraband to other races using a Gold Pod
New: Enforcers: Can not give Contraband to other races by giving Ground Bases away
New: Enforcers: Get a contraband recycle center on their homeworld
Tested (Passed): Enforcer bomber able to travel 360 LY

[edit] April 28th, 2001

[edit] What is new in Host.exe Version 4.000.074

New: The amount of megacredits the Enforcers get from training has been reduced. The money will decrease as a factor of (1/(100 + N^(1.3))) where N is the number of Newly trained crew, troops and highguard.

[edit] Feb 24th, 2001

[edit] What is new in Host.exe Version 4.000.067

Fixed: Small programming error that may have stopped many race based traits from working, it is likely the Cyborg king, enforcers, and scavengers were troubled with this error
New: UEA (Enforcers) get 2.5X more income then normal from Natives
New: UEA (Enforcers) get income from training centers (Reported in the Ground Base log)
New: UEA Building: Material Redistribution Center turns Contraband into: 1 mc, 1 supply, 3 food and 100 ordnance

[edit] Jan 1st, 2001

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

New: All fighters have a chance of taking out the Base Shield generator. Per shot there is a 1 in 100 chance for missiles and a 1 in 1000 chance for a beam weapon to take it out. The Enforcers have better odds of taking out the Base Shield. They have a have a 3 in 100 chance for missiles and a 5 in 1000 chance for beams.

[edit] Oct 18th, 2000

[edit] What is new in Host.exe Version 4.000.055

New: Enforcers are not attacked by Insectoids until after turn 6. No Insectoids will be on their homeworld

[edit] Oct 17th, 2000

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

New: Enforcer Hawking retraining centers convert up to 300 enemy prisoners into troops a turn, when working they use 5 food 1 supply and 1 med each. They use nothing if on and there are no prisoners.
New: The Enforcer Bomber can target one building type using the Ground Base command code "b01" to "b30" The codes correspond with the order of the buildings listed on the Base overview screen. Each bomber destroys 1 building. Thirty bombers destroy 30 cities or 30 farms. Bombing happens when the Ground Base is in attack mode deep ground patrols or better.
New: Enforcer small and large ship weapons do 4X system damage and kill only half the normal number of crew members.
New: Enforcer super weapon "Laser - Taser" does NO hull damage to target ship.
New: Enforcers can NOT sell Contraband, they can buy it, but not sell it.
New: Enforcer arrester unit captures 500 colonists, 350 crew and 5 troops a turn, each.
New: Victims of a Enforcer ground war attack are 3 times more likely to surrender. Normally surrender takes place if the victim is outnumbered 3 to 1 after first phase of fighting. All races surrender if they are simply out numbered by the Enforcers.
New: Enforcers are eaten alive by Insectoid Natives. One Insectoid will kill 100 colonists before being killed. One Insectoid will kill 50 crew before being killed. One Insectoid will kill One trooper before being killed

[edit] What is new in Master.exe Version 4.000.026

New: Starting Enforcer Ships

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