Hotkeys – Planets.Nu [Keyboard shortcuts]

 

— Starmap Function
S earch Search for planets or ships
Q onnections Display Warp 9 Connections
P lanet names Display Planet names
Z oom Zoom to Planet and Warpwell
X lear Clear Starmap
M easure Measure distances tool
–   Zoom out Make map smaller
=  Zoom in Make map bigger
 — All screens
C argo Transfer cargo from and to planets and starships
F riendly Change friendly Code.
I want to see last turn Jump to last turn
O ne turn up Jump to next turn
R eady Mark checkbox as ready
T ransfer Transfer cargo from and to planets and starships
X lear Close screen, return to starmap
SPACE Select next object
 Ship screen
nge Toggle range circle of ship
E nemy Set Primary Enemy of ship
M ission Set Mission of ship
N ame Change ship name
W arp 1-9 Set Warp speed of ship
ARROW KEYS Move waypoint by 1 lightyear
SHIFT multiple waypoints Hold to set additional waypoints for the next turns
— Planet screen
A djust taxes Adjust tax rates on planet
B uild structures Build structures on planet
Starbase screen
B uild ship Build ship on starbase
D efenses Build Defense systems on starbase
L evels Raise Techlevels on starbase

Minefields – Minehit probabilites

The probability of hitting a regular Space Mine while traveling through a minefield.

Distance in LY Normal Ship
Cloaked Ship
1 1,00% 0,50%
2 1,99% 1,00%
3 2,97% 1,49%
4 3,94% 1,99%
5 4,90% 2,48%
6 5,85% 2,96%
7 6,79% 3,45%
8 7,73% 3,93%
9 8,65% 4,41%
10 9,56% 4,89%
11 10,47% 5,36%
12 11,36% 5,84%
13 12,25% 6,31%
14 13,13% 6,78%
15 13,99% 7,24%
16 14,85% 7,71%
17 15,71% 8,17%
18 16,55% 8,63%
19 17,38% 9,08%
20 18,21% 9,54%
21 19,03% 9,99%
22 19,84% 10,44%
23 20,64% 10,89%
24 21,43% 11,33%
25 22,22% 11,78%
26 23,00% 12,22%
27 23,77% 12,66%
28 24,53% 13,09%
29 25,28% 13,53%
30 26,03% 13,96%
31 26,77% 14,39%
32 27,50% 14,82%
33 28,23% 15,25%
34 28,94% 15,67%
35 29,66% 16,09%
36 30,36% 16,51%
37 31,06% 16,93%
38 31,74% 17,34%
39 32,43% 17,76%
40 33,10% 18,17%
41 33,77% 18,58%
42 34,43% 18,98%
43 35,09% 19,39%
44 35,74% 19,79%
45 36,38% 20,19%
46 37,02% 20,59%
47 37,65% 20,99%
48 38,27% 21,38%
49 38,89% 21,78%
50 39,50% 22,17%
51 40,10% 22,56%
52 40,70% 22,95%
53 41,30% 23,33%
54 41,88% 23,71%
55 42,46% 24,10%
56 43,04% 24,47%
57 43,61% 24,85%
58 44,17% 25,23%
59 44,73% 25,60%
60 45,28% 25,97%
61 45,83% 26,34%
62 46,37% 26,71%
63 46,91% 27,08%
64 47,44% 27,44%
65 47,97% 27,81%
66 48,49% 28,17%
67 49,00% 28,53%
68 49,51% 28,88%
69 50,02% 29,24%
70 50,52% 29,59%
71 51,01% 29,95%
72 51,50% 30,30%
73 51,99% 30,64%
74 52,47% 30,99%
75 52,94% 31,34%
76 53,41% 31,68%
77 53,88% 32,02%
78 54,34% 32,36%
79 54,80% 32,70%
80 55,25% 33,04%
81 55,70% 33,37%

Battlevalue – Friendly Code examples

The Battlevalue is a ship value that can be set via the ship’s friendly code an that determines in which order different ships will fight in a bigger battle.

Battlevalue examples for different ship friendly codes:

 

numerical
Friendly Code
in ship
No P.E.
No ‘Kill’
with P.E.
set
with mission ‘Kill’ with P.E. and ‘Kill’ set
Value change (0)  (0) (0) (0)
001 1 1 1 1
010 10 10 10 10
100 100 100 100 100
201 201 201 201 201
250 250 250 250 250
378 378 378 378 378
685 685 685 685 685
967 967 967 967 967
non-numerical
Value change (0) (-5) (-10) (-15)
afk 1015 1010 1005 1000
mkt 1015 1010 1005 1000
nUk 1015 1010 1005 1000
ww2 1015 1010 1005 1000
x12 1015 1010 1005 1000
x  r 1015 1010 1005 1000

Please note:

  • The ship with the lowest battle value is the most aggressive and will fight first.
  • If two ships have the same battle value, the lower ID# ship will fight first.
  • Ships without Primary Enemy or mission ‘Kill’ set will only fight if they are being attacked.
  • All codes that don’t have exactly three numbers will be given a base battle value of 1015.
  • Battle values do not apply in the “Priority Intercept Attack” sub-phase (otherwise known as “cloaked intercept”), which happens before all other combat (and is processed in reverse ship ID# order).
  • The above friendly codes are examples; of course you can put any code.
  • Matching friendly codes will not fight.
  • Exceptions are NUK and ATT (ship to planet combat) and NTP, MKT and LFM (ship to ship combat).
  • One- and two-digit friendly codes are known to be unreliable and so are not included in this chart.  While errors have been recorded with low-value numeric codes, our testing indicates that these are more likely due to matching than any other cause.

Minimum Rank [Maximum Rank]

Planets.Nu has a handicap system installed that protects junior players from advanced level players in live games. It increases the balance within each game and stops expert level players from attacking junior players just for the sake of raising their leaderboard ranking.


Before being able to join a live game with handicap, the system checks a player’s ranking in the desired race, and how high he/she ranks in his two strongest (highest ranking) races. If these two races’ rankings are more than two levels above the rank of the desired race, the player will count as the higher skill level.


 

Game type Minimum Rank Maximum Rank
Junior Officer’s Game None Lieutenant
Officer’s Game Lieutentant Commander
Senior Officer’s Game Commander None

Example: If a player wishes to join a live game as the Crystal Confederation and has the rank of a midshipman, but is ranking Commander in the Solar Federation and Admiral in the Robotic Imperium, she/he will not be able to join a Junior Officer’s game as her/his highest ranks are too high. She/he however can join an Officer’s Game, since only one (not two) rank is above the allowed skill level.

Ship components – Mass

To calculate the exact empty mass of a ship the the used beam weapons and torpedo launchers are added to the hull mass of a ship design.

Note that neither engines nor fighter bays have their own mass, since they are integrated in the hull mass during the construction process.

Beam Weapons Mass Torpedo launchers Mass
Laser 1 kt Mark 1 Photon 2 kt
X-Ray Laser 1 kt Proton Torpedo 2 kt
Plasma Bolt 2 kt Mark 2 Photon 2 kt
Blaster 4 kt Gamma Bomb 4 kt
Positron Beam 3 kt Mark 3 Photon 2 kt
Disruptor 4 kt Mark 4 Photon 2 kt
Heavy Blaster 7 kt Mark 5 Photon 3 kt
Phaser 5 kt Mark 6 Photon 2 kt
Heavy Disruptor 7 kt Mark 7 Photon 3 kt
Heavy Phaser 6 kt Mark 8 Photon 3 kt

The table shows the mass for one beam weapon, respectively one torpedo launcher.
Should a ship design for example have 4 beam weapons installed, the beam mass must be taken x4.

Rank

A player at Planets.Nu can achieve ranks by simply playing the game and by ranking high when the game ends. During a running game several (but less) points for a player’s ranking are awarded, too, in order to reflect his/her activity while playing.
Awarded points are multiplied by the tenacity multiplier that reflects a players fighting spirit.


 

Rank Experience Required Achievement Required
Midshipman 0 0
Ensign 400 0
Sub-Lieutenant 1000 0
Lieutenant 3000 25
Lt. Commander 6000 100
Commander 10000 400
Captain 16000 1000
Commodore 24000 2000
Rear-Admiral 32000 3000
Admiral 40000 4000
Fleet Admiral 48000 5000

Ranks allow players to qualify for games at higher difficulty levels in Planets.Nu’s handicap system (maximum rank and minimum rank games) and to qualify for championship games.


Apart from the ranking also Campaign ressources (to research new ships) are awarded for active and successful gameplay.

Minefields – Mines per torpedo type

With the ‘Lay Mines’ mission a ship will transform it’s torpedoes into mines. Different torpedo technologies can create a different number of Deep Space Mines.

Torpedo Type Mines / Torpedo Mines / Torp (Robots)
Mark 1 Photon 1 4
Proton Torpedo 4 16
Mark 2 Photon 9 36
Gamma Bomb 16 64
Mark 3 Photon 25 100
Mark 4 Photon 36 144
Mark 5 Photon 49 196
Mark 6 Photon 64 256
Mark 7 Photon 81 324
Mark 8 Photon 100 400

The most cost effective torpedo in terms of Megacredits for minelaying are the Mark 4 and Mark 7 Photon Torpedoes, while the Mark 8 is much more expensive in Megacredits but lower in the mineral use. For most players the Mark 7 is the only true technology for laying serious Minefields.

Structures

 

Three types of structures can be built on planets: Mineral Mines, Factories and Defense Posts. The number of structures that can be built on a planet is limited by the number of colonists living on a planet and the available local ressources.

 


 

Structure Purpose Costs per structure
Mineral Mines Extract minerals 4 MC / 1 SU
Factories Produce supplies 3 MC / 1 SU
Defense Posts Defense / Scanner shielding 10MC / 1 SU

MC = Megacredits, SU = Supply Unit

 


 

Maximum structures: The number of possible structures is limited by the colonist clans living on the planet. Low populations can support 1 structure per colonist clan (100 colonists) while high populations can support less structures in relation to their size:

 

Structure low colonist population and then
Mineral Mines one per clan up to 200 200+SQRT(clans-200)
Factories one per clan up to 100 100+SQRT(clans-100)
Defense Posts one per clan up to 50 50+SQRT(clans-50)

 


 

 

Structure decay: If there are less colonist clans living on the planet than the installed structures (higher population earlier in the game) would require, the structures will slowly break down due to low maintenance. In standard Planets.Nu games the decay rate is set to 3 which means that 3 structures will break down each turn until the number of supporting colonists is reached again.

 


 

Host Order: Structures are built immediately during gameplay (client side) and are checked in the beginning of the hostrun. Later in the hostrun the limiting number of colonist clans is checked a second time during the structure decay.

 

Minesweep – Beam weapon efficiency

Different Beams have different sweeping capabilities – the better and more expensive a beam is, the more Mines or Webmines it can destroy.

Beam type Mines swept Webmines swept
Laser 4 3
X-ray 16 12
Plasma Bolt 36 27
Blaster 64 48
Positron Beam 100 75
Disruptor 144 108
Heavy Blaster 196 147
Phaser 256 192
Heavy Disruptor 324 243
Heavy Phaser 400 300

For the total amount of swept mines just take the beam count of your ship hull and multiply it with the sweeping power in the table above. As you can see, the differences are tremendous. If you don’t know whether to build a ship with less beams / higher technology or more beams / lower technology you in most cases can choose the higher technology. As a rule of thumb …

Web drain

Each Webminefield owned by the Crystal Confederation will drain 25kt fuel per turn from each ship that is stuck inside the webminefield. This effect is cumulative, multiple overlapping webminefields will drain multiple times. If a webminefield is owned by any other race than the Crystal Confederation, it will not drain any fuel. It will however inflict the typical fuel losses when a webmine is struck. Crystalline are always immune to web drain, even if they are each opponents in a Giant Melee game.