Talk:Gold Pod

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If someone could fill the table how much % of mc will be made.

The formula would also be nice


I moved the the following stuff from the article as it is partly obsolete right now, as contra selling via pod was tuned down dramatically in Host 201 (from over the top to don't bother). But the thoughts might be interesting in the future due to possible changes. Jochen 00:24, 4 May 2007 (CEST)

[edit] Selling Contraband to a Base via Gold Pod

  • Contraband in a Gold Pod can be sold to an enemy Ground Base.
  • You have to park the gold pod within 120LY (was 60LY before host 197) of the target base and order it to sell to the target base (this is done via the Gold Pod Controls). The contents are always sold on the second turn of pods life. This means on turn x the pod is launched. On turn x+2 you can sell its contents to a base. You don't have to start the turn within 120ly of the base. You can jump in (normal and fast Hyp) and continue moveing after warp. Not directly tested but it is suspected that sell order is executed when you are within 120ly of the base at the end of the turn.--Sebastian 19:23, 1 January 2007 (CET)
  • 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.
  • I observed, that after setting the sell target of a gold pod the first time nothing happens. Often (if not always) the sell target is cleared. After setting the sell target a second time the CB will be immediately sold. (GFM GToeroe)
  • When sold, the contraband will vanish and money will be stored in the gold pod. The amount of money gained when you sell contraband from a gold pod to an enemy base depends on the contraband likes of the target. If they have a 0 contraband like you will get 50% market value for the item, if they have a 100 contraband like rating you will get 250% market value (prior to Host 197 this you always got double the amount of money you would have got by 'normal' selling). The percentage is calculated as [50 + (2*CL)], where CL is the contraband like of the contraband to be sold for the target race.
  • The amount of contraband that can be sold is limited by the amount of colonists in the base (just like 'normal' selling of contraband).
  • Selling contraband via a gold pod will generate Crime to the targetted base.
  • The power of bad contraband (the stuff the enemy sells your bases using gold pods) to raise your crime rate has been reduced to a limit of around 10 crime points a turn. (Host 196)
  • The former statement is to regard carefully. In a test where 10,00kT hand guns were sold to an UEA world (the crime developed this way: 182,248,250,407,340,208,88,0 (GFM GToeroe)

[edit] Table

Illegal Books VR-6x Holo- Chips Stim- Bright Pills Grecken Blood Wine Emotion Chips Hand Guns Illegal Music CDs Kerria Crystal Artifacts Lerchin Spices Alpha Wave Floggers Vaggen War Hounds Repterrian Psi - Geese
Aczanny 0/50%120/50%0/50%4200/50%0/50%0/50%460/50%155
Birdmen 000190000000060
Centaurs 0000003500000
CoM 0030000500005010
Crystals 000000020004000
Cyborgs 000000000000
Empire 100704000001100060
Dracs 10040200200005000
IMT 1250000030950000
Lizards 100060000700600150
Peeps 005060000301200800
Privateers 10701701400120910101023
Rebels 20101020180100100000
Coalition 900065004015500120
Robots 00000001100000
Scavs 0250003009060000
Feds 1012060000000000
Solorians 015000100003002000
Stormers 109102100000008010
UEA 867595001000002000
UA 11090600050000000

[edit] Notes

  • Normally the increase of crime prevents the selling to be used among friendly players. However it can be used very effectively in combination with a friendly Borg player, as you can sell contra to the Borg via gold pods, but the Borg are resistant to crime.
  • It is not worthed anymore to sell contra to a Borg, as you will get only 50% now.
  • I observed, that selling a type to a race, which does not like this type at all produces no crime. This is serious. (GFM GToeroe)
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