The United Enforcement Authority - Change Proposal

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Just so that you are aware of the upcoming UEA race changes and how that will affect your current games and future games that you may have chosen the race in, please review the following. Greg Bahr and I have haggled and gone over these changes and think that it will make the race a bit more balanced.

  • Remove Psi-Opps Hisser from all ships.
  • Remove the Alaska Class Refinery Ship, Neutronic Fuel Tanker & Merlin Class Alchemy Ship from the hull list.
  • Change Starting Ships to: 2 Sentinels, 3 Small Transports
  • Pax Class Jumpship: JPG burns additional 200 kts of fuel when used.
  • Contraband Lockdown as a hull trait is removed from all ships.
  • A regular Contraband Lockdown is added to the Sergeant-at-Arms.
  • Maxim Class Frigate: Cost = 345
  • Contraband cannot be bought at bases. Contraband is gathered by the military performing raids on nearby bases (friendly and enemy; "I am the law!") to confiscate the contraband. "Police! Open Up!". Affected radius = base’s troops / 200 + HG * 20 + AU * 2, max 250 ly. Amount confiscated = same calculation as radius, max 1000. Will collect contraband from the planet surface as well.
  • Hawkings Retaining Center: New cost to build is 40 megacredits and 5 supplies. No longer costs any thing to re-educate prisoners. Re-educated prisoners retain their personnel type. (So Privateer Colonists are reeducated to UEA Colonist, Fed crew are reeducated to UEA crew, and EE troops are reeducated to UEA troops.) There is a chance the re-education will fail and the personnel being reeducated will die in the process. 5% chance for colonists, 20% chance for crew, and 33% chance for troops. This is calculated against the total amount processed for the base for each type of prisoner. Each Center can process 1000 POWs. HG can not be re-educated. Cyborg, Robot, Solorian and Crystal prisoners cannot be re-educated.
  • Warrant Class Assault Ship: Hull Trait = UEA 1/2 Kill damage is not in effect on this ship
  • The AU-147 Arresting Unit: Arresting action happens before ground combat. Attack setting must be Deep Ground Patrols or better. Captures up to 200 colonists, 100 crew, and 5 troops per turn. Enemy HG are immune and will protect 10,000 enemy Colonist, Crew, and Troops (total of 10k personnel) from capture for each HG. Troops will be protected first. Arresting Unit combats crime on friendly bases within 200lys. Arresting Unit increases happiness by one point each, to a maximum of 100. There is nothing like feeling safe in your own neighborhood!
Attack Air                   0 
Attack Ground Troops         5 
Attack Cities                0 
Attack Ground Units          1 
Defense From Air Attack      5 
Defense From Ground Troops  15 
Defense From Ground Units   12 
Cost                        55
  • Fighting with Insectoid Natives:
    1. Fighters in the base will fight.
    2. Ground unit will fight.
    3. Troops fight.
    4. Crew fight.
    5. HG will fight.
    6. Colonist fight/die last.
  • Fighter Changes
AS-480 Assault Fighter 
Attack Air                                190 
Attack Ground Troops                       50 
Attack Cities                              45 
Attack Ground Units                        30 
Defense From Air Attack                   120 
Defense From Ground Troops                 55 
Defense From Ground Units                  35 
Beam Weapons                               80 
Missile Weapons                            65 
Accuracy Beams                             70 
Accuracy Missile                           85 
Range Beams                               200 
Range Missile                             400 
Ord Load                                  160 
Travel Range (LY)                         310 
Armor                                      15 
Evasive Bonus                              30 
Attack Bonus                               60 
Generator                                  15 
Battery                                   200 
Combat Quickness                          100 
Cost                                      200 

DOA-187x Bomber 
Attack Air                               10 
Attack Ground Troops                     70 
Attack Cities                           225 
Attack Ground Units                     180 
Defense From Air Attack                  40 
Defense From Ground Troops               40 
Defense From Ground Units                40 
Beam Weapons                             15 
Missile Weapons                         100 
Accuracy Beams                           45 
Accuracy Missile                         90 
Range Beams                              50 
Range Missile                           400 
Ord Load                                250 
Travel Range (LY)                       360 
Armor                                     8 
Evasive Bonus                             0 
Attack Bonus                            100 
Generator                                10 
Battery                                 180 
Combat Quickness                         50 
Cost                                    125 

DOA wings can perform orbital precision strikes if they end the turn over base. To target one building type using the command code "b01" to "b30" The codes correspond with the order of the buildings listed on the base overview screen. Each bomber destroys 1 building. Thirty bombers destroy 30 cities or 30 farms. Chances of success depend on the number of DOA fighters in the wing. 1% per fighter. AA-Guns will each destroy one fighter before it performs its mission, plus a random chance to destroy another fighter. Buildings that you can only build 1 of and special racial buildings require 50 fighters to destroy.

C-3 Defender 
Attack Air                               50 
Attack Ground Troops                     60 
Attack Cities                            20 
Attack Ground Units                      30 
Defense From Air Attack                  50 
Defense From Ground Troops               55 
Defense From Ground Units                30 
Beam Weapons                             55 
Missile Weapons                           0 
Accuracy Beams                           80 
Accuracy Missile                          0 
Range Beams                             150 
Range Missile                             0 
Ord Load                                  0 
Travel Range (LY)                        10 
Armor                                     6 
Evasive Bonus                            50 
Attack Bonus                             72 
Generator                                10 
Battery                                 100 
Combat Quickness                         20 
Cost                                     70 
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