Prisoners
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[edit] Overview
You can capture Colonists, Crew, Troops, and High Guard Rangers from any other player. What you can do with them is another matter.
Some races have building structures or ship devices that can make much use of them. For the other races, see tips from Senator Guru below.
[edit] How to get Prisoners
There are several ways how you can get your hands on prisoners:
- capture them in Ground Combat
- capture an enemy Life Pod
- the Incarceration Beam ship device can capture personnel from enemy ships.
- the Retuculian Light Beam ship device can capture colonists from enemy ground bases.
[edit] How to free Prisoners
As with making prisoners, there are several ways of freeing them:
- capture a base in Ground Combat that holds prisoners of your race.
- capture an enemy Life Pod that holds prisoners of your race.
- when you turn off attack towards a player that you have captives, they will be freed and are all magically transported to that players base with the lowest ID #. You will receive base logs that they had been released.
- prisoners will escape from a base if a friendly force has established a Blockade in orbit, and form a new attack base on the planet. (Host 195)
- A new base named Krackoff is formed. These are created when you have prisoners held captive by the enemy base that you are over. The prisoners escaped and created this base.
- 2% or 100 (whichever is lower) of the escaping colonists become troops (Host 211)
- The happiness drop from a prison break on the original base limited to a maximum of 30 point drop.
[edit] Holding Prisoners
- Prisoners in Labor Camps will produce income for you.
- Prisoners in Labor Mines will produce income and metals for you.
- Prisoners can be put into Life Pods. Be careful not to put your own colonists into a Life Pod with prisoners or you may lose your colonists. Only one race can have people in a Life Pod at one time.
- Unlike your own personnel and natives, prisoners do not grow. They also don't eat food, however you need at least 1 food in a base with prisoners - otherwise they will begin to die from starvation Host 209.
[edit] Happiness Effects
- Holding enemy prisoners causes riots and unrest on enemy planets. (Host 195: The amount of happiness lost due to an enemy holding prisoners is based on the percentage of population that the enemy is holding. If they are holding more than 20% of your population you can loose 50 happy points on 30% of your bases.)
- If an enemy has prisoners from your race, there is a 30% chance per enemy prison camp that your colonists will become upset and protest. There is a 100% chance of protest of your PC Factor is greater than 40.
- The following table shows the happiness drop done to 30% of enemy bases when holding a percentage of the total population as prisoners
Prisoners / Total Population Happiness Drop 0.1% to 0.99% - 1 1% to 2.99% - 2 3% to 19.99% - 10 20% to 34.99% - 50 35% or more - 60
[edit] Special
- Cyborg prisoners will not work at Labor Camps or Labor Mines.
- Robot prisoners will not work at Labor Camps.
- The Robotic Imperium sends prisoners to their Insectoid Nests. I think this is currently buggy.
- The Lizard Kingdom sells prisoners for megacredits.
- The Cyborg Collective will not protest if prisoners are taken and in prison camps.
- The Cyborg Collective will assimilate prisoners.
- The Reticulian Light Beam ship device can capture enemy colonists.
- The Enforcer Hawkins Institute retraining centers convert up to 300 enemy prisoners into troops per turn. When working they use 5 food 1 supply and 1 med each. They use nothing if they are turned on and there are no prisoners.
- The Reunited Coalition of Systems have an assault unit called Others May Live Rescue Team.
- It can that can save casualties in Ground Combat, free prisoners from enemy bases and destroy labor camps and mines in a large radius (250 ly).
[edit] Tips for Other Races
Here is a bit of genius from Senator Guru.
You could...
Hold them in your bases, might have a negative happiness influence on your enemy.
Sell them back to your enemy. (might be construed as trading them)
Load them individually into life pods and launch them into enemy minefields in really large numbers. Each hit reduces mine power by 1, so enough hits take out the minefields. Works better with faster pods and you have to pay for the pods, but it's still an option. (a better option if you're desperate)
Put them into life pods and launch them deep into their home territory just before you invade, but not to any specific planet. Use large enough numbers of colonists in each pod that your enemy feels compelled to send ships off to rescue them. This might help pull off some of their defending ships while you attack. (depends on the psychology of the enemy)
Put groups of them into life pods and launch them into another enemies territory. As that enemy interacts with your pods you'll see their stuff. (this is a better option if you don't yet have enough scanners).
If the pods are able to land, you'll also feed information from the second enemy to the first enemy. So if you wanted the first enemy to have that information to encourage them to attack the second enemy this is a sweet approach.
Drop them onto an empty planet with some food. Then make your own bases and build some cities, leaving no extra supplies so he can't build a pod launcher. GBA your base to the enemy. Then make a new base and build some Marketplaces for profit. Risky as if an enemy ship reaches you it would be easy for them to liberate their colonists. But if you can secure this planet it could be good for you.
Drop them on a worm planet with ~1000 Lerchin Spice and no extra supplies. Have the enemy gather worms and get eaten, thus sparing a few of your number. Ground assault them again once they've collected enough worms for you.
The Glory Device kills 15k worms per blast. I believe this is per base. So if you set up some small enemy bases on empty planets with some worms, then set up your own base with worms on the same planet you could then detonate your glories for double effect. Ground assault immediately after detonating as the converted worms will make supplies. Keep enemy population low for this so they can't sell much contraband. If you wanted to set them up with more than 15k worms, blockade the planet and you could do this several times before needing to ground assault. Send your glory ship out ~9lyrs if you try this in order to minimize the damage to your blockading ships.
CMer Adds...
Most people think Borg prisoners are useless, but they are actually an interesting offensive weapon. If you pod them to an enemy world, the turn that they arrive on a planet they will start to assimilate the enemy. The other advantage here is that borg can't build a pod launcher, so until they have assimilated the enemy base, or built a ship, they can't go anywhere.
This is even better if you have captured the borg king, as he'll assimilate any natives in the wild on the planet, to boost the borg numbers.
This is a handy tactic for taking care of small bases around the place. But be careful, you don't want to allow the borg to get out of control. This is a tactic that you should be careful in using, and is only applicable in specific situations.
New: If you land a prison pod on a planet that you do not have a base a prison base will form, the prisoners are no longer simply set free. (Host 197)
