Colonials2004
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[edit] Colonies of Kobol
- Race Number 850
- Ship Hull id's 753-773
- Anthem - All Along The Watchtower by Bear McCreary
- Creators Protomatter, Lord Lancelot
- Racepak image files http://planets.boogieboycarts.com/CoK.htm
[edit] Biography
The twelve colonies prospered through the development of of a race of mechanoids known as Cylons. these Cylons one day returned to destroy the twelve colonies in a surprise attack. Fleeing the destruction of the Colonies, President Rosilyn has order the last remaining battlestar " Galactica" to escort a fleet of ships containing the last survivors of their race and to protect them from further Cylon attacks. they hope to find aid from a mythical planet where they believe a 13th tribe of humans resides. a small blue planet orbiting a yellow sun known as earth.
[edit] Racial Statistics
| Racial Stats | |
Happiness and Contraband | |
Income and Combat | ||||||||||||
| Farming Climate |
Minimum | 50 |
Happiness | 130 | Income | 90 |
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| Maximum | 75 | Happiness Changes |
Enslavement | ? |
Tax Income |
Enslavement | ? |
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| Favorite | 65 |
Liberal | ? |
Liberal | ? | |||||||||||
| Mineral Mining | 65 |
Conservative | ? |
Conservative | ? |
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| Growth Rate | 105 |
Ultra-Conservative | ? |
Ultra-Conservative | ? |
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| Lawfulness | 70 |
Complex | ? | Complex | ? | |||||||||||
| Leadership | 60 |
Happiness Changes |
Enslavement | ? |
Combat | Colonists | 1 |
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| Powers | Dark | 0 |
Liberal | ? |
Crew | 5 |
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| Light | 20 |
Conservative | ? |
Troops | 60 |
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| PC Factor | 20 |
Ultra-Conservative | ? |
High Guard | 260 |
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| Spy Rating | 20 |
Complex | ? |
Pilot | Crew | 30 |
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| PSI Rating | 5 |
Contraband Likes |
Stim-Bright Pills | 30 |
Troops | 30 |
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| Public Relations | 145 |
Illegal Music CDs | 50 |
High Guard | 40 |
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| POD Speed | 20 |
Vaggen War Hounds | 50 |
Training | Col to Crew | 120 |
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| PSI Geese | 20 |
Crew to Troop | 60 |
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Troop to HG | 10 |
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Tax income is per 100,000 colonists with a happiness of 100 or higher.
[edit] Rapid Training
- All ships that are controlled by a CoK player have the capacity to quickly train a large force of troops without the need of training centers. Troops are trained on all CoM ships at rates noted below. Command code "NOT" stops all training.
- Troops trained at .005 from colonists on all ships (without training centers of course).
- Crew trained at 10% of ship crew size per turn (only if you have room on the ship for new crew).
- Virgo Class Battlestar MK II, Mercury Class Battlestar, Valkyrie Class Battlestar and Gideon Class Troop Transport produces 5 HG per turn if there is at least 2 food and and 5 troops on the ship (no other CoK ships produce HG).
[edit] Wealthy
- All colonists pay an extra 200MC per 100,000 colonists in addition to normal ship income when on ships that do not have full guest quarters (this generates more than three times as much money as they would in cities on the ground and has no impact on your growth rate).
[edit] Strengths
- Colonial One provides racial perks until destroyed.
- Battlestars and R5 Raptors use nukes against The Circle of Twelve Race.
- Hyperjumping type 3 fighter R5 Raptor
- Combat avoidance abilities, see Battle Jump
- Barbitic minelaying
- Fighter wings minefield immunity for all types except Laser Minefields.
- Ship Board growth troop and HG Training.
- Ship Board Mech Factories
- Ship Board Fighter Factories
- Ship Board Supply Factories
- Dradis Scanners have greater visibility of most objects
- Can build Pods in space using BP# command code
- Bullets & Missiles Specialist: Ordinance based Large Weapons proficiency +40 accuracy to all ordinance based large weapons except PTT and Sancasters
- Flake Cannons and 35mm Vulcan PD Gain +20 accuracy bonus.
[edit] Weakness
- Access to battle computer MK3 and Tachnor Sensor Arrays A B and C Exotic Techs are Forbidden until the Race destroys All enemy craft named the "The First" if none are Present in the Game then access is allowed.
- ET shield Tech is Forbidden
- TOT A B and C Cloning ET's are forbidden
- Shield Technology is Forbidden - all CoK ships have a max shield Capacity of 30
- Slow Hyperdrives jump at tick 199.
- Starts With no Homeworld.
- Planetary Defensive structures are forbidden. and will be destroyed if Captured.
- Totally Space Based Race. Unable to build Any Planetary Structures, but May utilize Captured Structures that are not defensive or specialized unique structures.
- Growth on ships is far greater than growth on bases.
- No tractor beams on any of their hulls.
- Max hyperjump of 400ly.
- Deep space penalties: (ships that move grater than 200 lyrs from the nearest planet )money making abilities are shut off earning zero MC, colonists pay no taxes and ships will earn no income for on board populations. growth rate reduced to zero for colonists on board ships food is still consumed while in deep space.
- many of the ships are vulnerable to the CoT Hacker Device
- when Colonial One is destroyed...Presidential memorial services take Place. no ships wings or mechs can be built for the next 5 turns.(Perhaps the biggest weakness of all races).
- Bullets & Missiles Specialist: Energy based Large Weapons Penalty -40 accuracy to all Energy based large weapons.
- Energy based PD recieve a -20 accuracy penalty
[edit] Race Startup
This race will build up a Fleet over several turns in the game. it will not start with a Homeworld as other races do. Ships will enter the game on designated turn numbers to simulate the the formation of the fleet over time and will occur much like that of the new series. The starting ships will not have damage of any kind as they were never actually attacked during opening days of the war. Battlestars will not burn.
- Turn 1 will begin with a Virgo Class Battlestar MK II named "Galactica" it will have a 3 wing escort of 49 V15 Vipers and 1 R5 Raptor in each of the 3 wings. in addition for every The Circle of Twelve Race within the Game an Armistice Station will be placed upon the map in random locations. the Galactica will Start the Game with no ord and no repair Units.
- Turn 2 A Ship named Colonial One will arrive at the same point as the "Galactica" this is the Presidents Flagship.
- Turn 3 A Botanical Cruiser will arrive at the same location as "Colonial One". the name of this vessel will be the "Palm"
- Turn 4 2 Demetrius Class Scouts will arrive at "Colonial One"'s location. 1 is named the "Demetrius" the other is named the "Zagreus".in addition a wing of 49 V16 Vipers and 1 R5 Raptor will arrive at "Colonial One"'s Location
- Turn 5 A Celestia MK II Will Appear
- Turn 6 A Colonial Movers Class Transport will appear named "Oceanus"
- Turn 7 A Scylla Class Tylium Tanker will arrive carrying much needed fuel for the fleet. it will arrive at "Colonial One"'s Location. the name of this Vessel Will be the Scylla
- Turn 8 An Olympic Carrier will arrive at "Colonial one"'s Location. the name of the vessel is "Olympic Carrier" it will not have any wings on board.
- Turn 9 A Hera Class Munitions Depot Will Arrive named "Ragnar Station"
- Turn 10 A Monarch Class Refinery Vessel will arrive at "Colonial Ones" Location. its name is "Atlas"
- Turn 11 A Gideon Class Troop Transport will Arrive at "Colonial Ones" Location named Gideon.
- Turn 12 A Gemini Class Transport MK II will arrive at "Colonial Ones" Location Named Pollux
- Turn 13 An Adriatic Class Heavy Cruiser will Arrive at "Colonial Ones" Location named Adriatic.
- Turn 14 A Scorpion Class Shipyard will Arrive at "Colonial Ones" Location.it will have a pod docked within its cargo bay containing one shield 3000 for galactica. the vessel will be equipped with a keplan 450 hyperdrive. named "Picon Fleet Shipyard"
- Turn 15 The Last of the Fleet will arrive: the "Prometheus" Prometheus Class Frigate, 1 Space Park named "Deucalion" will arrive at "Colonial one"'s Location.
- Turn 30 a Mercury Class Battlestar will arrive at a random CoK Ship within the map undamaged. the name of this ship will be the "Pegasus" it will have a compliment of 4 mixed wings containing 49 V16 Vipers and 1 R5 Raptor in each wing. if no CoK ships exist at turn 30 the "Pegasus" will never arrive.
[edit] Starships
[edit] Breeding
Colonists grow on all ships that are controlled by a CoK player:
- Growth rates on All ships with guest quarters larger than 200k 4%, less than 200K 5%, Alien hulls 2%
- growth on bases is 3%
- The amount of food required is calculated like this:
- Take the sum of the colonists and crew,
- Multiply by ship growth rate (.04)
- Divide by 100,000
- Their growth on ships allows partial growth if partial food is available. If you have 0 food then you have 0 babies.
- After this type of growth is backbreeding (if you have at least 1 food), where troops become crew and HG become troops.
- If you overload the crew then the excess are colonists.
- ET Tank-O-Tronic Cloning System A,b,c are forbidden.
[edit] Ship Devices
- Barbitic Mine Dropper
- NEW Battle Jump
- NEW Artillery Support
- Agro Dome
- NEW Dradis
- GalBank (works for CoM / CoK only)
- GalDraw (works for CoM / CoK only)
- NEW Mobile Casino
- Pyramid Lounge
- DTMS-N Fuel Converter
- Fuel Drill
- Alchemy
- Laser Mining Drill
- NEW Duranium Mining Drill
- Ore Processing
- Mobile Ord Factory
- Mobile Repair Plant
- NEW Mobile Supply Factory Requires ET Investment
- NEW Mobile Mech Factory(1) Requires ET Investment
- NEW Mobile Mech Factory(2) Requires ET Investment
- NEW Mobile Mech Factory(3) Requires ET Investment
- Mobile Fighter(1) Factory Requires ET Investment
- Mobile Fighter(2) Factory Requires ET Investment
- Mobile Fighter(3) Factory Requires ET Investment
- NEW Mobile Zoo
- NEW Black Market
[edit] New Global Command Codes
- WIN - used by alien vessels wishing to visit the Mobile Casino
[edit] New Racial Command Codes
- NUK - Allows the Vessel to launch Nukes at Particular Targets
- BP# - (where #=1 thru 5)Build pod and place within empty pod bay, (1=assault,2=Construction,3=Gold,4=Life,5=resupply) after pod construction the command code will change "AAA" to prevent overbuilding
[edit] Fighters
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[edit] Special
- V15 Viper is immune to The Circle of Twelve Hacker Device.
- R5 Raptor - if a raptor accompanys a wing that is a size of 50 or more and carries an HG, the wing will have the capacity to sweep minefields of any Type. odds to sweep begin with 50 fighters granting 50% chance. having more fighters will give a greater chance based upon the number of fighters within the wing. example: 72 fighters will give a 72% chance to sweep the minefield. and 150 will have a 100% chance to sweep the minefield.
- R5 Raptor Wings with HG, will provide minefield immunity for up to 100 Fighters per raptor within a wing. however they are unable to provide minefield immunity for Laser Minefields.
- R5 Raptors have Dradis Scanner installed. Dradis Range 200 LY, HG not Required.
- R5 Raptors are Capable of 400 Lyr Jumps consuming 100 fuel per jump. HG not Required.
[edit] Assault Craft
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[edit] Special
[edit] hacker device immunity
the CoT Hacker Device cannot be used on the following.
- V15 Viper is immune to The Circle of Twelve Hacker Device.
- Prometheus Class Frigate is immune to The Circle of Twelve Hacker Device.
- Virgo Class Battlestar MK II is immune to The Circle of Twelve Hacker Device.
[edit] minefield sweeping
aside from the Virgo Class Battlestar MK II witch has a minefield sweeper, the only other form of mine sweeping within the CoK Fleet is done by wings.
[edit] Bases
?
[edit] Special Buildings
none
[edit] Missing Buildings
- the CoK cannot build any structures whatsoever.
- the CoK can utilize captured base structures with the exception of the following
- Anti-Aircraft Guns
- Base Shields
- Raid Shelters
- Ion Cannons
- Laser Cannon
- Undercity
- Race Specific structures
[edit] New Exotic Techs
with the introduction of the CoT and CoK races, there will be additional ETs
- Develop Starship Supply Factory Technology:
- 3000 initial cost;
- 100 Maintenance Fee;
- Colonial ships with Mobile Supply Factorys can now function
- Develop Starship Fighter Factory Technology:
- 4000 initial Cost;
- 400 Maintenance Fee;
- Colonial CoK and Cylon CoT ships with Mobile Fighter(1) Factorys can now function
- Develop Starship Mech Factory Technology:
- 5000 initial Cost;
- 500 Maintenance Fee;
- Colonial ships with Mobile Mech Factory(1)s can now function
- Develop Cylon hacker Technology
- 3000 Initial Cost;
- 500 Maintenance Fee;
- Cylons Can now Utilize Hacker Device Technology
- Develop Cylon Hacker Firewalls
- 25000 initial cost;
- 1200 Maintenance Fee;
- Vessels not immune to hacker Device gain improved limited immunity
[edit] See also
[edit] See also
[edit] Starting Stuffs
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[edit] Colonies of Kobol - History
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