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Power Game - The Colonies of Man


 


The Colonials

Colonial scientists have developed a device that generates a subspace bubble, making a ship moving outside real space. Thus, a Colonial ship can avoid most unpleasing things like minehits, combat, robbing etc. The only drawback is, that this device needs some fuel, especially on ships with low engine tech and large shipmass. To initiate a Subspace bubble, set the FC to ISB and set a waypoint.

Colonial ships of hulltech 6 or higher can now control ion storms. They need shipcode set to IOC and ship name starting with Axx where A is a letter for the wanted action and xx ist the id of the ion-storm. The possible actions are:

      a) Create a storm:  "N"
      b) Increase the storm radius: "I"
      c) Decrease the storm radius: "D"
      d) Strengthen a storm: "S"  (increase voltage)
      e) Weaken a storm: "W"      (decrease voltage)
      f) Turn approximately 90 degrees
         clockwise: "R"
      g) Turn approximately 90 degrees
         counterclockwise: "L".
                                  
The ship needs to be inside the ion storm to manipulate it. There is a 10% chance that the ship will be destroyed when trying to manipulate the ion storm, and there is an additional 10% chance that the ship will stay undamaged, but the ion storm won't be manipulated either.
Colonial ships tend to use much tritanium.

Human Natives

Colonials are so close linked to the human natives that they receive money presents.
Maybe even more important: From a planet with humanoid natives which are 100% happy and are not taxed, the Colonials can send a broadcast to other humanoid worlds. These broadcasts can make the natives very angry about the colonists. Native happiness would drop to 50%, they will not pay taxes, bases in orbit will cancel their mission and cancel any ship building. This mission can be only done against one enemy race per month. Planetary FC must be HRx with x as racenumber and '0' for Rebels.

Colonial Fighters

Colonial fighter pilots are the most skilled ones in the whole Echo Cluster. They have several options which make them superior to any other races fighters.

1st of all, Colonial fighters help sweeping mines. This job is done automatically whenever a Colonial carrier is on mine sweep. You need not do anything to use this feature.

2nd, Colonial Patriots with a full load of fighters can launch an attack against enemy planets to destroy planetary defense posts. The friendly code must be set to KDP, warpspeed set to 0, enemy planet as target and enemy race as primary enemy.

The 3rd option for Colonial fighters is to launch an attack against an enemy starbase. It works almost like the planetary attack, but it can be done by any carrier, shipcode would be FBA , no need for primary enemy set and no need for full fighter load.


Taurus Class Scout

Cargohold and fueltank make this cheap ship very useful.

Tri Dur Mol Fuel Crew Eng Mass Tech Cargo Cost FbTtBm
40  20  5   590  180  2   95   1    140   50   0 0 2

Tranquillity Class Cruiser

A useful multi-purpose ship.

Tri Dur Mol Fuel Crew Eng Mass Tech Cargo Cost FbTtBm
100 30  30  460  330  2   160  2    400   140  0 2 6

Gemini Transport

Like the Sagittarius, a good ship for fighter production, but with even more cargo-hold. The Gemini can build 40 fighters in a single month!

Tri Dur Mol Fuel Crew Eng Mass Tech Cargo Cost FbTtBm
42  14  48  350  326  2   140  4    400   145  1 0 4

Sagittarius Transport

Due to problems with it's former use (a combined action of the Sagittarius and the Gemini), this ship lacks now a real purpose. Colonial engineers are already working on a way to improve this ship.

Tri Dur Mol Fuel Crew Eng Mass Tech Cargo Cost FbTtBm
30  30  30  450  226  2   90   4    300   75   1 0 2

Iron Lady Frigate

The Iron Lady was improved in size and firepower.

Tri Dur Mol Fuel Crew Eng Mass Tech Cargo Cost FbTtBm
60  100 50  300  150  2   210  5    120   290  0 5 8

Aries Alchemy

The Aries can convert any minerals into fuel. Every mineral in the cargoroom will instantly converted into fuel, only limited by the remaining space in the fuel tank.

Tri Dur Mol Fuel Crew Eng Mass Tech Cargo Cost FbTtBm
12  14  25  300  226  2   69   6    300   65   0 0 2

Patriot Light Carrier

The Colonial Patriot can perform the anti-defense mission as described on top of this page, but it packs also a considerable punch in combat for it's size.

Tri Dur Mol Fuel Crew Eng Mass Tech Cargo Cost FbTtBm
50  30  30  180  172  1   100  6    30    300  7 0 2

Cobol Research Ship

This exciting ship can generate fuel from dust on flight. It can also scan planets for natives and climate, having a 20% chance of success for each.

Tri Dur Mol Fuel Crew Eng Mass Tech Cargo Cost FbTtBm
120 40  40  600  286  3   150  9    250   500  0 2 4

Virgo Class Battlestar

The heavy Battlestar can deal with most other battleships.

Tri Dur Mol Fuel Crew Eng Mass Tech Cargo Cost FbTtBm
480 180 180 1550 1858 8   800  10   290   1500 8 0 10



The addons below are used within this Power Game. But only use the docs as a reference on how to use a certain addon feature. Many addons features are switched off or are highly customized. Your primary source of information should be my power pages! However, if you find a mismatch between my docs and the vpl-reported configuration, drop me a line.

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