Native Race Advantages

Every native race has an advantage or behavior that in most cases can be used for your advantage.

Avian
Are quick to forgive you for overtaxing them. They will allow you to slightly overtax them without growing unhappy. (They are some what dumb)

Amorphous (The only bad natives)
The Amorphous lifeforms eat 500 colonists (5 clans) per turn. They will not pay taxes and will become upset if you try to tax them. The Cyborg cannot assimilate them. Only the Glory device and the pillage planet mission can kill them.

Amphibian
Any starbase that is built around an amphibian planet will have tech 10 beam weapon technology automatically.

Bovinoid
Every 10000 Bovinoids will produce 1 supply unit per turn. To collect the supplies you must have 100 colonists (one clan) for every supply that you collect.

Ghipsoldal
Any starbase that is built around a ghipsoldal planet will have tech 10 engine technology automatically.

Humanoid
Any starbase that is built around a humanoid planet will have tech 10 hull technology automatically.

Insectoid
Insectoids produce twice the normal amount of credits per turn per percentage as other native races.

Reptilian
If there are 100 or more Reptilians living on a planet then your mining rate will be doubled. They will gladly help your colonists mine and move large boulders.

Siliconoid
Any starbase that is built around a siliconoid planet will have tech 10 torpedo technology automatically.

 

 


 

As soon the Cyborg assimilates the whole native population the race advantage will be lost and no starbase technology advantage will be granted after this.

Starbase [Base]

Stationary starmap object: A Starbase can be constructed in orbit of any planet by clicking the ‘Build Starbase’ button in the Planet Screen. They can be used to build, repair or recycle starships and to defend the planet. Each planet can only have one starbase. Starbases can not be moved.

The construction of a starbase requires one hostrun, the costs are:

  • 900 Megacredits
  • 120 kt Duranium
  • 402 kt Tritanium
  • 340 kt Molybdenum

Ship works: Once constructed a starbase can load cargo from and to ships by both using friendly codes and/or the transfer screens. They can instantly construct small ships. Before building better ships or ship components Megacredits need to be invested in the 4 Techlevels. For general ship construction works like the fixing or recycling of ships no special technology is needed, the starbase however can only fix / recycle one ship and construct (if the ship limit is not reached) one ship per turn. Starbases can perform special Primary Orders and use special starbase friendly codes.

Fighting: Starbases can be equipped with up to 60 fighters and 200 defenses that will work together with the planetary defense posts if the starbase is involved in planet vs. ship fights. A fully equipped starbase/planet combo can beat nearly any ship in a 1:1 fight, will always fight from the right hand side and after all ships have fought. If starbase is destroyed (and the planet conquered) a new base can be constructed, if the planet is conquered by Ground Combat or Imperial Assault the Starbase will change owner together with the planet and everything that is on there – except for the ship hulls. If the planet becomes unowned (colonists are beamed up or killed) the starbase will be destroyed.

Damage: If a starbase is damaged during a fight its maximum possible (and existing) techlevels will be reduced by the suffered damage percentage. Example: A starbase that is 60% damaged will have all it’s techlevels reduced to techlevel 4 – until it is repaired and the techlevels are researched again. Build orders and already built components remain intact. To repair a starbase it must perform the ‘Repair Starbase’ mission that repairs 5% damage per turn and which does not cost any ressources. ‘Repair Starbase’ will only repair the starbase’s hull but not re-raise the techlevels or restore the original defenses.

Primary Orders:

  • Force a Surrender (before movement)
  • Maximum defense (after movement)
  • Unload all Freighters (after movement)
  • Repair Base (after movement)
  • Load torps onto ships (after movement)
  • Refuel (after movement)