Colonists
From PlanetsWiki
[edit] Overview
Colonists are the civilians of your race. They are the tax payers and base building operators. Colonists are one of the basic necessities of this game.
- Using Training Centers, Colonists can be trained to Crew.
- Undercities and Raid Shelters can help protect your colonists from Orbital Bombardment.
- In most cases, you need to feed your colonists using food.
- A certain number of colonists are required to build farms and to run them.
- A certain number of colonists are required to run Mineral Mines.
- A certain number of colonints are required to run Factories.
- A certain number of colonists are required to produce extra income from Cities.
- If the colonists' happiness level falls below a rating of 20 then they will start closing down Mineral Mines at a rate of 10 per turn.
- Your colonists perform their function better if they are happy.
- Resource Points are partially based on the number of colonists that you have.
- The more colonists that you have and the higher your race's PSI rating will allow you to gather contraband from the planet's surface faster.
- Gold Pods and Ground Bases are limited on how much contraband that it can sell based on the number of colonists.
- When two bases merge, the base with the higher number of colonists will retain its command code and friendly code.
- The Public Space Port base building will attract extra colonists.
- Your colonist can be taken prisoner by the enemy, which will cause your colonists to become unhappy.
- Colonists can be put into a Life Pod.
- If your colonists have a Happiness rating of less than 30 then the cities and undercities will produce no extra income.
- Spy Attacks against Ground Bases can cause ordnance dumps to explode, which will kill many colonists.
- Colonists cannot initiate Ground Combat.
- assault craft are 500 times stronger against enemy colonists in Ground Combat (except Lizard colonists).
- The sensor image of a base is increased by a factor based on the number of colonists.
- The Shokazul Pulse Exotic Tech will stop the growth of all colonists.
- The Tank-O-Tronic Cloning System Exotic Techs will increase the growth rate of all colonists.
- If you have less than 1,000,000 colonists in a base with Natives then your income from the natives will be limited.
- Colonists attacking an enemy ship in a boarding action will fight at 10% their combat rating.
- It takes 10,000 coloninsts to destroy one assault craft or fighter in ground combat.
- contraband prices are based on colonists' happiness levels and the race's additiction to certain types of contraband.
[edit] Special
- The Cyborg Collective can assimilate enemy colonists and have special rules regarding their own colonists.
- The Robotic Imperium can steal your colonists using their Insectoid Nest.
- The Robotic Imperium's starting Insectoids is based on the number of colonists that they start the game with.
- The Aczanny Pyramids are not liked by Insectoids and will be attacked by them. Their assault craft and Troops will protect their colonists from the Insectoids.
- The Privateer Bands can cause special situations to happen if their bases have at least 10,000 colonists in their base.
- The Lizard Kingdom will sell captured enemy colonists to the slave market.
- The Reticulian Light Beam ship device can capture enemy colonists.
- The Solorian Unity bases will get a free Base Shield during combat if they have enough colonists.
- The Solorian Unity colonists will increase a planet's climate if they have enough colonists in a base there.
- If you destroy a Privateer base from orbit, then you will gain booty based on the number of colonists at the base.
- The Gambling Deck and Show Lounge ship devices function based on the number of colonists on the ship and in bases.
- The The Privateer Bands Party Skiff assault craft will produce extra income based on the number of colonists at the base.
- The The Privateer Bands Assault Gondala assault craft will cause death to enemy colonists in nearby bases.
- The The Privateer Bands bases will cause unhappiness to coloninsts in nearby bases.
- Privateer colonists on a ship are trained to become crew.
- Privateer colonists on a ship become crew as needed.
- The Centaurs gain free Type-1 fighters and assault craft based on the number of colonists that they have in a base.
- The Birdman Republic has a Nanovirus Bomb that can turn Cyborg colonists into Natives.
- If The Birdman Republic have over 10,000,000 colonists in their empire then they have a chance of stealing an enemy's Universal Friendly Code.
- The United Enforcement Authority AU-147 Arresting Unit assault craft captures enemy colonists.
- Lizard ground forces kill colonists at a rate of 30 times normal using boulder attacks.
