Shokazul Pulse

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Shokazul Pulse
 
Cost 100,000 GC
Upkeep 100,000 GC

[edit] Overview

Stops all races from multiplying. Tank-O-Tronic exotic technologies do not produce any growth and are a wasted use of MCs.

[edit] Mechanics

  • The Growth Rate for all races is 0.
  • Insectoid Nests do not produce Robots. actually the Nests stop doing everything! It's like they are deactivated. Sheltem 16:48, 13 July 2009 (CEST)
  • COM do not grow in their ships.
  • Borg can assimilate.
  • Shokazul Pulse can be countered by another Shokazul Pulse. In essense, if the resulting number of pulses active is an odd number then it is active. Host 213x
  • Some Ship Devices and Buildings are unaffected and will still produce growth:

[edit] Buildings still working

  • Resort
  • PSP only new Natives will be attracted and NO colonist when the Pulse is active. Sheltem 16:48, 13 July 2009 (CEST)

[edit] Ship Devices still working

[edit] Notes

  • Public Space Port No new colonist will arrive if there is an active Shokazul Pulse.

[edit] Research

  • When the Shokazul Pulse is ON your allowed to go over the 50M limit per type of, like 50M colonist, we have a report of a base with 490M Crystal colonists.(In this game Crystal Player 7)
  • If you have more than 50M of one type in a base, and the Shokazul Pulse is turned OFF, the exceeding should go "Poof" (deleted).
  • This bug should be solved yet, but I can't remember in which host update. Maybe someone can tell. Sheltem 16:53, 13 July 2009 (CEST)
    • It solved in Host 213o: New: Bases will have their boundaries of values checked and fixed. Negative numbers that aren't allowed are set to 0. Populations that exceed 50 million will be lost.
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