Gold Pod
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[edit] Overview
- Can hold up to 1,000kt of
- Contraband (each 1 = 1kt)
- Megacredits (each 1,000MC = 1kt (rounded))
- max. 1 Hull Plan (= 1kt).
- The only way to transport Contraband.
- Can be cloaked to effectively lower its Sensor Profile.
[edit] Selling Contraband to a Base via Gold Pod
Contraband in a Gold Pod can be sold to an enemy Ground Base.
- The selling occurs after movement.
- When sold, the contraband will vanish and money (approx. 50% market value of the contra) will be stored in the gold pod.
- The income generated from Gold Pods selling contraband to a base is limited to the number of "rogue colonists" at the base.
- Selling contraband via a gold pod will generate Crime to the targetted base.
- The amount of contraband that can be sold is limited by the amount of colonists in the base (just like 'normal' selling of contraband).
- The check is done for each pod seperately, so you can sell e.g. 10 pods with 300 contra each to a base with 300.000 colonists (tested with Host 201).
[edit] How to Sell
Turn X: Order a pod to sell the contra to the target base. Turn X+1: Order a pod to sell the contra to the target base again* and end movement within 120ly of the base. Turn X+2: Pod is filled with money.
* The sell target is cleared after the first time. However it won't work if you don't order the pod to sell twice.
[edit] Notes
There is currently a bug with selling to a base you are in orbit of, or very close to (3-5 LY). The pod and its contents will vanish. This appears to occur even if you start the turn in orbit and move away.
[edit] Racial Specials
- Contraband in Gold Pods cannot be sold by the UEA.
- Contraband in Gold Pods cannot be sold by/to the Cyborg.
[edit] See also
- Information on Pods
- Contraband
- Hull Plan
[edit] Research
- Contra-sale: Crime

