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:
- Fighters in the base will fight.
- Ground unit will fight.
- Troops fight.
- Crew fight.
- HG will fight.
- 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
[edit] Blackat's UEA complete change proposal
1. remove Psi-Opps Hisser from all ships.
2. remove Undercities (let growth be their weakness, Major amount of cities = growth penatly)
3. Limit fighter speed to 90 LY (keep fuel 300)
4. Add Gravity_Stabilized to ranger station (but keep tachyon emitter)
5. Grav minefield detonations use following damage
Control % damage = ( 1 - (Current Armor/total possible vessel armor) ) x 25
Armor damage = 25 - (( 1 - (Current Armor/total possible vessel armor) ) x 25 )
