Ground Base
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[edit] Overview
A ground base (often simply referred to as a "base") sits on the surface of a planet. More than one base can exist on a planet at the same time belonging to different empires. A base's population consists of colonists and natives. It can store metals and ore and can extract new metals and ore (see Mineral Mine) from the planet. If it has a Pod Launch Pad, it can launch cargo pods into space. If it has a military spaceport, it can build new space-faring ships. If a base has a base shield, it is protected from orbital attacks by wings and ships (that do not have a super weapon). Even bases with base shields can be attacked by enemy ground forces from enemy bases. A number of base structures can be built at a ground base, including up to 4 special race-specific structures.
Ground bases are formed when a ship transfers colonists or troops to the planet's surface using the ship's transporters. You can also form a new base by landing a life pod or assault pod. You are allowed only one base per planet. Any attempts to form a new base where one already exists will cause the bases to merge. Enemy and friendly races can also have a base on the same planet as your base. When there are two or more enemy bases on a planet they can become involved in a base to base ground war.
A base can have a friendly code and command code set.
[edit] Forming new bases
The interesting thing is that a ship can set a transfer to make a new base and at tick 1 it will transfer. The base can be attacked the same turn it is formed, by ship & wing guarding the orbit Host 212. The stuff that you transferred cannot be collected by other bases, or ground assaulted because it has a one turn delay to be able to attack or defend vs ground attack. It is put into a queue that will process after Ship Command Codes function. So if you plan on making a new base with a Ship Transfer and then landing a pod at that base, forget it. The pod will make a base before the ship transfer happens. When using the Ground Base Chunnel Ship Device, you will chunnel away a base formed by a pod and the ship transfer base will still be there. This makes complications happen for some races that try to do multiple things with bases during the same turn. They have to spread out those things over 2 turns minimum.
[edit] Combat (Forming Home Guards)
When a base is engaged in space combat, any fighters at the base will become wings. All of the fighters of each individual type are put into separate wings, up to a maximum size of 1000 fighters per wing. These wings are named Home Guard and will dock with the base after combat is over. If there are any high guard at the base then each wing will have a high guard within their wing.
- When the base that a home guard wing was launched from is destroyed in combat, then the home guard wing would be completely lost. Now the home guard wing will stay around as a new wing in this situation. (Host 213.48)
- If a home guard wing’s owner that lost its base doesn’t have enough resource points then the wing will attempt to find another wing in combat, then up to 5 ly away to merge with. If that fails, then it’ll attempt to find another base or wing within its remaining travel distance for this turn and dock to it. If all of that fails then it is lost and a player message will be sent. (Host 213.49)
[edit] Storage
A base can store many different resources, including:
- Your Personnel:
- Prisoners
- Natives
- Megacredits
- Supplies
- Ordnance
- Med Units
- Food
- Repair Units
- Fighters
- Assault Craft
- Metals and Ore
- Ship Parts
- Contraband
- 1 alien ship Hull Plan
[edit] Actions
A ground base can perform various actions:
- Build new base structures.
- Activate or deactivate any of its base structures.
- Build a new ship.
- Launch cargo pods (if it has a Pod Launch Pad).
- Build new Ship Parts (if it has the appropriate base structure, such as an Engine Plant).
- Change its Friendly Code or [[|Base Command Codes|Command Code]].
- Change its military stance between any of: Peaceful, Roaming defence, Deep ground patrols, Attack and Run, Crush Kill Destroy!, and Capture!
- Buy and/or sell contraband from the black market.
- Change the base's name.
- Activate the special function of a base structure, such as forming a wing from fighters using an Air Attack Base.
- Set the Reserve Levels of a base where you can dictate how some automated base functions will not process if there are less than a certain number of that type of resource available. This is useful to The Robotic Imperium so that they will not use up too much Tritanium.
[edit] Limitations
- A base can only hold 50 million each of: colonists, crew, troops, high guard, and each native type. The same limitation applies to prisonsers whereas the base can only hold 50 million of each empire's colonists, crew, troops and high guard.
- There is a limit on the other types of resources that a base can hold, but if you get to that point then you are not spending your resources to wage war.
[edit] Merging Bases
When two or more bases belonging to the same empire exist on the same planet then they will merge. Also, when an allied base uses the GBA command code, then it will merge with another base on the planet. The base with the highest amount of coloinists at the time of the merge will be the base that has the other bases added to it. Base structures are added to the existing ones except where there is only one allowed. There can be up to 4 race-specific structures that cannot be merged if the race receiving the base structure owns that type of structure and it exists in the same position on the list of base structures. Any assault mechs, fighters, colonists, crew, troops and high guard from other races are lost.
[edit] Sensor Profile
If a base is on an asteroid then the sensor profile is reset to 50.
Sensor profile factor of a base is:
R = .3 + .7 * ((colonists / 100000) - undercities)
R limited to values between .2 and 3.2
[edit] Birdmen
Base profile is:
20 * R
[edit] Privateer
Base profile is:
600 * R
when over 1 mil colonists:
200 * R
[edit] Rebel
Base profile is:
150 * R
when climate is less than 30:
10 * R
when climate is from 60 to 70:
15 * R
[edit] All other Races
200 * R
[edit] Special
- Birdmen bases have a Sensor Profile (stealth rating) of 20.
- The Sensor Profile (stealth rating) of Rebel bases on ice planets (climate under 30) and rain forest planets (climate 60 to 70) are much lower than normal. What's the statistic?
- A base may be moved with a Ground Base Chunneler ship device. This device has its effect performed after new buildings are constructed and the GBA base command code is processed.
