Ship Command Codes
Interaction is with a pre-existing base (not a base created on the same turn). You can, however, drop a pod with colonists on an empty planet and also successfully use BDA to drop cargo on the newly-formed base base during the same turn. Better yet you can use the transfer command and as long as you include 1 crew, troop or colonist will create a base then that base will merge with any life pod base landing also on the same turn.
- Not case sensitive
- Most if not all happen after movement phases
- Three ship code per ship
- Most commonly used are: BUR, BUO, WPP or WPF
 Beam Down
|BDA||Beam Down all MC, Dura, Trit, Moly, Supplies, Food, Repair, Med Unit, Troops, Colonists, HG|
|BDC||Beam down Mc|
|BDF / BDG||Beam Down Food|
|BDM||Beam Down metals and money|
|BDN||Beam Down Neutronium Fuel (all but 60)|
|BDO||Beam down ord (all but 500)|
|BD0||(B D Zero) Beam down all ordnance to the base.|
|BDP||Beam Down MC, Troops, Colonists, HG|
|BDR||Beam Down Repair|
|BDS||Beam down supplies|
BDM, BDF/BDG, BDN, BDR, BDC, BDO, BDS will target your base if present and if not will use a base with a matching friendly code of the ship or friendly code to your UFC. (Host 213s)
The range is 2 ly or less.
 Beam Up
|BUC||Beam up MC|
|BUF / BUG||Beam up Food|
|BUH||Beam up 2 HGs|
|BUK||Beam up Crew|
|BUM||Beam up Metals|
|BUN||Beam up Neutronium (Fuel)|
|BUO / ORD||Beam Up Ord|
|BUR||Beam up Repair|
|BUS||Beam Up Supplies|
|BUT||Beam up Troops - should work now (Host 217)|
|BUZ||Beam up Colonists - should work now (Host 217)|
|WPF||Ignores escort target and goes to waypoint if a waypoint is set.|
|WPP||Ship ignores intercept and escort targets and goes to waypoint if a waypoint is set. WPP-mode is cleared when you no longer have any valid waypoints. You will not escort or intercept while WPP-mode is active. The waypoint priority is put higher than both intercept and escort targets. Once all waypoints have been reached, the ship will continue with intercept and escort as normal. * See Ship Nav Mode for details.|
|PAT||Ship/Wing on patrol mission that will not clear a waypoint when it is reached; rather recycle it (put it at the end of active waypoints) and continue to the next waypoint. So the unit will loop its waypoints instead of removing them. If you have waypoints A, B, C plotted then when waypoint A is reached, the waypoints will now be B, C, A. Works for ships and wings.|
|SHU||Ship/Wing behaves like "PAT" but will stop moving at each waypoint.|
|WP1||Ship/Wing will never clear WP1 when it is reached.|
|NOM||Ship will not be affected by Minister commands|
|BIG||Causes all the wings docked in the fighterbays to merge together into one big wing. Many of the wing's configuration settings are set from existing wings to new wings. (Host 213.54)|
|SEP||Separate a big wing or all wings docked to the carrier into smaller wings or rebalanced wings. It will attempt to divide the wing using the RF:<mix> (see Replenish Fighters) in the ship log or will attempt to come up with a mix based on how many of each type of fighter are docked to the carrier and how many bays the carrier has. A minimum of 10 fighters are required per wing. High guard will also be split. It will modify existing wings first and create new wings when required. Many of the wing's configuration settings are set from existing wings to new wings. (Host 213.54)|
|CT#||Where # is from 0 to 9. This code will cause troops to be transferred to the base below and colonists transferred up. The # value is the percentage (x 10) of troops that you want to keep on the ship. For example, when x = 1 then 10% of the troops on board will be kept on board. (Host 213) - CTx - has to be in the first Command Codes slot to work. See Talk|
"BIG" command code occurs immediately prior to SEP command code.
 Device Specific Ship Codes
|JOE||Used on a ship with Jumppoint Generator or Warp Chunneler ship device (like Pax & Firecloud), only escorting ships and fighter wings will jump/chunnel with the ship. It will stop undocked Pods from leaving with the ship.|
|NCH||If a ship uses the code and it is next to a jumping/chunneling ship, the ship using the code will not jump/enter the warp chunnel.|
|LSD||Light Speed (on Virgo Class) turned on even for insanly short distances|
|LSP||Light Speed (on Virgo Class) remains turned on after the turn|
|MET||Aczanny Cargo Desk makes a pod full of metal cargo|
|REC||Causes the ship to recharge a minefield within 200LY with fresh ord instead of dropping a new field. The type of minefield will be the type the ship is set to drop. Only ships that can lay mines can use this code.|
|RFD||Refine just Duranium for fuel (Ship needs an DTMS-N Fuel Converter)|
|RFT||Refine just Tritanium for fuel (Ship needs an DTMS-N Fuel Converter)|
|RFM||Refine just Molybdenum for fuel(Ship needs an DTMS-N Fuel Converter)|
|RFS||Refine just supplies for fuel (Ship needs an DTMS-N Fuel Converter)|
|A##||Only transfer ##% of its cargo hold in Supplies to the ship. If the Alchemy ship has a cargo capacity of 1000 and A10 is used, then 100 supplies will be gathered before processing the supplies.|
|AOO||"Alchemy Onboard Only" which means that Alchemy Forge will only process the supplies that are on the ship. It will not gather it from nearby sources first. (host 209)|
|NSD||Ships/wings that want to avoid all Spindizzy effects can use the NSD Command Codes.|
|GBx||command code for GalBank ship device. 'x' times 1000 will be deposited in the galactic bank. When 'x' is 0 then 10,000 mc will be deposited. If the GBx command code is not used then all money on the ship will be deposited.|
 Race Specific Codes
|NID||A Scavenger ship of the Q Series gets a new ID.|
|NOT||A CoM owned ship stops training troops.|
|GBx||A CoM/ CoK owned ship sends x(0-9)(0=10) thousand megacredits to Galactic Bank, Ship Must have galbank device active.|
|Txx||Helps The Reunited Coalition of Systems owned bases form triads. Triads with identical T-codes will be formed before the normal process of triads. This enables you to create stable triads that will not change over time due to increased range or losses of bases. The xx part of the code can be changed to any alphanumeric code or special character. A nawole, Arreran and Xelovi base using identical (and unique within range) Txx code will always form a triad.|
 Base Command Codes
 Base Command Codes
|ATF||Destroys all Smugglers Cantinas *|
|CIA / KGB / A51||Destroy Hull Plan on base *|
|DOC||Destroys all cities|
|EPA||Destroys all Mineral Mines and Smelters|
|GBA||Give base away to another race on this planet|
|GFA||Give Farms Away|
|GSA||Give Structures Away|
|GB$||Give Base Cash ($) away|
|GBS||Give Base Supplies away|
|GBM||Give Base Metals away|
|GBF||Give Base Food away|
|GBN||Give Base Natives away|
|GBP||Give Base Prisoners away|
|GBC||Give Base Contraband away|
|GBT||Give Base ship parTs away|
|NCH||Prevents base chunnel.|
|NOG||Stop base gathering stuff from planet surface|
|NOO||No beaming up of Ord or Repair units to newly built ships. New ships will launch with 2 fuel (Host 213)|
|TNT||Destroy the Base. You must have a ship in orbit at the end of the turn and no colonists on the base. Allied ships work, too. The ship must have crew, less than 100% system damage and less than 100% weapon damage.|
|USA||Destroys all labor camps and labor mines *|
|NOM||Base will not be affected by Minister commands|
|GO!||Home guard wing's attack plan is changed to: swarm out immediately in strike through mode, disabled guard base mode, don't prefer bases.|
|SQ1||The Type 1 wings get a strike through and return home order. So you can include the home guard wings into an external strike through squadron.|
|SQ2||The Type 2 wings get a strike through and return home order. So you can include the home guard wings into an external strike through squadron.|
|SQ3||The Type 3 wings get a strike through and return home order. So you can include the home guard wings into an external strike through squadron.|
|FLT||Newly launched ships will have fleet sharing enabled for fuel, ordnance and repair. Minimum fuel is set to 1/3 the fuel tank (max 30) and minimum ordnance is set to 1/3 ordnance capacity (max 1000).|
*After taking effect, the Command Code resets to AAA.
 Base Attack Plan
Changed: The attack plans of home guard wings. Default attack plans for home guard wings are: return home, attack enemies immediately, guard base, prefer wings, prefer bases, prefer big.
If base is set to ignore disabled ships then home guard wings are additionally set to: ignore disabled ships, ignore disabeld bases.
If base is set to defensive (military tab from base overview) then home guard wing's attack plan is changed to: ignore bases totally, do not attack enemies immediately.
If the base has the CC "GO!" then home guard wing's attack plan is changed to: swarm out immediately in strike through mode, disabled guard base mode, don't prefer bases.
Squadron CC "SQi" is set where i is the fighter type of the home guard wing.(SQ1 SQ2 SQ3) (Host 213.31)
 GBA and other GB
(Give Base Away)
- Gives your base away to another player by merging your base with another base.
- You must reduce the colonist population to under 2,000 before you cangive the base away. (Host 196)
- Your base will be given to any other friendly race with a base on the planet.
- You can not give a base to an enemy. (Host 196)
- You can not GBA to a friend if an enemy has a base on the same planet. (Host 196)
- All basic buildings are added to the other base.
- Colonists, Crew, Troops and Highguards are not added - they simply vanish.
- If the base is given to another player playing the same race, all special base buildings (like Smugglers_Cantinas), all Fighters and all Assault Crafts are added to the other base, otherwise they are destroyed.
- The resulting base of a GBA command code also gets the attributes (ID, Happiness, Friendly Code) of the base that had the most colonists at the time of the merge, regardless of which base used the GBA command code.
- During ground base merging, now the ground base with more colonist population will be the receipient of the merge. It was done by object ID order in the past. (Host 217)
 Race Specific Base Command Codes
|B##||DOA-187x Bomber : can be used to destroy specific enemy structures. Set command code to bxx where xx is the number of a ground structure (01 for Training Centers, 02 for Factories, etc...) and make sure that your military is set to deep ground patrols or better.|
|0##|| IMT : This IMT Base can transfer money from its Government Centers to another player's Galactic Bank account using the desired race number as the base command code.|
For example "007" would transfer money to player 7. (also have a look here). An additional 25% of the money that is transferred will be in the base (Base.Cash = Base.Cash - (0.75 * Transferred_Cash)). You can also transfer to yourself this way. Set command code to 0xx where xx is the number of the race you want to transfer money. Each base can only transfer money to 1 player each turn, but you can transfer money to differents players from differents bases the same turn. You can transfer money to yourself setting the command code to your own number of your race.