https://wiki.arcengames.com/api.php?action=feedcontributions&user=Mooncows&feedformat=atomArcen Wiki - User contributions [en]2024-03-28T13:14:32ZUser contributionsMediaWiki 1.34.2https://wiki.arcengames.com/index.php?title=Bionic_Dues:AmmoBot&diff=21379Bionic Dues:AmmoBot2014-07-29T03:06:33Z<p>Mooncows: Update stats and info</p>
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<div>{{Infobox Bot (Bionic Dues)<br />
| name = AmmoBot<br />
| sprite = BDAmmoBotSprite.gif<br />
| shields = 100<br />
| weapon = [[Volatizer]]<br />
| damage = 25<br />
| range = 3<br />
| ammo = 99<br />
| virus_cost = 2x<br />
}}A walking ammo chest... for its allies. Fully restores the ammo of all nearby allies each time it acts.<br />
<br />
== Notes ==<br />
Virused AmmoBots will refill your exo's ammo. As of version 1.011 they only refill one point of ammo per weapon per turn, and take 50% damage when doing so (for a maximum of two refills). However, they are also much cheaper to virus (2x multiplier, from 5x).<br />
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{{BDRefNav}}</div>Mooncowshttps://wiki.arcengames.com/index.php?title=RaptorBot&diff=21378RaptorBot2014-07-29T03:05:28Z<p>Mooncows: fix virus cost display</p>
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<div>{{Infobox Bot (Bionic Dues)<br />
| name = RaptorBot<br />
| sprite = BDRaptorBotSprite.gif<br />
| shields = 500<br />
| weapon = [[Volatizer]]<br />
| damage = 50<br />
| range = 4<br />
| ammo = 8<br />
| virus_cost = 2x<br />
}}Aside from carpetbombing the nearby area with its volatizer, it also attritions its nearby allies to restore its own shields. Rude!<br />
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{{BDRefNav}}</div>Mooncowshttps://wiki.arcengames.com/index.php?title=LeaderBot&diff=21377LeaderBot2014-07-29T03:04:39Z<p>Mooncows: fix virus cost display</p>
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<div>{{Infobox Bot (Bionic Dues)<br />
| name = LeaderBot<br />
| sprite = BDLeaderBotSprite.gif<br />
| shields = 100<br />
| weapon = [[Pistol]]<br />
| damage = 20<br />
| range = 6<br />
| ammo = 999<br />
| virus_cost = 5x<br />
}}Wielder of the legendary Pistol of Uselessness. Has an unfortunate ability to inspire bots around him, giving them a permanent bonus to their attack strength. Kill him first!<br />
<br />
{{BDRefNav}}</div>Mooncowshttps://wiki.arcengames.com/index.php?title=ThiefBot&diff=21376ThiefBot2014-07-29T03:03:42Z<p>Mooncows: Update stats</p>
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<div>{{Infobox Bot (Bionic Dues)<br />
| name = ThiefBot<br />
| sprite = BDThiefBotSprite.gif<br />
| shields = 50<br />
| damage = 5<br />
| range = 4<br />
| ammo = 99<br />
}}Sticky-fingered bot takes a piece of your most potent ammunition every time his attacks hit you.<br />
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{{BDRefNav}}</div>Mooncowshttps://wiki.arcengames.com/index.php?title=EagleBot&diff=21375EagleBot2014-07-29T03:03:10Z<p>Mooncows: Update health</p>
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<div>{{Infobox Bot (Bionic Dues)<br />
| name = EagleBot<br />
| sprite = BDEagleBotSprite.gif<br />
| shields = 100<br />
| weapon = [[Volatizer]]<br />
| damage = 50<br />
| range = 2<br />
| ammo = 8<br />
}}Straight from the windy foundries in Eagleface Forest. When swooping, these eagles get locked into the direction and cannot move in a different direction until they hit a wall or something like that (something like your face).<br />
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{{BDRefNav}}</div>Mooncowshttps://wiki.arcengames.com/index.php?title=BatBot&diff=21374BatBot2014-07-29T03:02:50Z<p>Mooncows: </p>
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<div>{{Infobox Bot (Bionic Dues)<br />
| name = BatBot<br />
| sprite = BDBatBotSprite.gif<br />
| shields = 75<br />
| weapon = [[Kinetic Burst Weapon]]<br />
| damage = 300<br />
| range = 3<br />
| ammo = 8<br />
}}Holder of a deadly kinetic burst weapon... but fortunately hovering on a very unreliable propulsion system.<br />
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== Notes ==<br />
Moves in a random direction every turn (when not firing), instead of straight towards the player.<br />
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{{BDRefNav}}</div>Mooncowshttps://wiki.arcengames.com/index.php?title=BombBot&diff=21373BombBot2014-07-29T03:02:31Z<p>Mooncows: Update health</p>
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<div>{{Infobox Bot (Bionic Dues)<br />
| name = BombBot<br />
| sprite = BDBombBotSprite.gif<br />
| shields = 75<br />
| weapon = Self Destruct Device<br />
| damage = 2000<br />
| range = 4<br />
| ammo = 1<br />
}}Look what wants to follow you home! Here's a tip: don't let it. Also, remember that it makes Explosive Runes curiously enthusiastic about their job.<br />
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== Notes ==<br />
Contrary to expectations, BombBots won't actually explode until killed, so don't panic if one is standing next to you.<br />
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{{BDRefNav}}</div>Mooncowshttps://wiki.arcengames.com/index.php?title=TreadBot&diff=21372TreadBot2014-07-29T03:02:21Z<p>Mooncows: Update health</p>
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<div>{{Infobox Bot (Bionic Dues)<br />
| name = TreadBot<br />
| sprite = BDTreadBotSprite.gif<br />
| shields = 150<br />
| weapon = [[Kinetic Burst Weapon]]<br />
| damage = 600<br />
| range = 2<br />
| ammo = 16<br />
}}Shh! He's sleeping, and you really don't want to wake him up. If you do, all his friends will follow...<br />
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== Notes ==<br />
Alerting one TreadBot will also alert every other TreadBot on the level.<br />
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{{BDRefNav}}</div>Mooncowshttps://wiki.arcengames.com/index.php?title=CommandBot&diff=21371CommandBot2014-07-29T03:02:01Z<p>Mooncows: Update health</p>
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<div>{{Infobox Bot (Bionic Dues)<br />
| name = CommandBot<br />
| sprite = BDCommandBotSprite.gif<br />
| shields = 125<br />
| weapon = [[Pistol]]<br />
| damage = 20<br />
| range = 6<br />
| ammo = 999<br />
| virus_cost = 3x<br />
}}Provides an inspiring boost in shields to one bot that is close to him each time he acts.<br />
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== Notes ==<br />
Virused CommandBots will provide a very nice shield boost to player exos.<br />
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{{BDRefNav}}</div>Mooncowshttps://wiki.arcengames.com/index.php?title=WyvernBot&diff=21370WyvernBot2014-07-29T03:01:34Z<p>Mooncows: Update health</p>
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<div>{{Infobox Bot (Bionic Dues)<br />
| name = WyvernBot<br />
| sprite = BDWyvernBotSprite.gif<br />
| shields = 500<br />
| weapon = [[Plasma Rifle]]<br />
| damage = 200<br />
| range = 7<br />
| ammo = 15<br />
| virus_cost = 2x<br />
}}Not a Boss, but almost could be. Uses his plasma rifle not only to spike your exos, but to clean up sources of cover and thus let more bots after you.<br />
<br />
{{BDRefNav}}</div>Mooncowshttps://wiki.arcengames.com/index.php?title=TigerBot&diff=21369TigerBot2014-07-29T03:00:09Z<p>Mooncows: Update health</p>
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<div>{{Infobox Bot (Bionic Dues)<br />
| name = TigerBot<br />
| sprite = BDTigerBotSprite.gif<br />
| shields = 400<br />
| weapon = [[Laser Rifle]]<br />
| damage = 140<br />
| range = 4<br />
| ammo = 99<br />
}}Beefy but buggy, this tank-like bot shuts down for two turns every time it takes damage.<br />
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== Notes ==<br />
Although they are very dangerous on paper, an exo can easily stunlock two of them at once (more, if the [[Gamma-Ray Laser]], [[Chain Gun]] or an AoE weapon is used). Due to their high health, they do require copious amounts of ammunition to destroy, however. <br />
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Multiple consecutive hits on a TigerBot will result in accumulated stun time.<br />
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In tight levels with large numbers of TigerBots, an effective ammo-saving strategy is to virus one TigerBot, then follow it around. When you encounter another TigerBot, shoot it to briefly disable it, then let your friendly TigerBot stunlock and kill it.<br />
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Beware of TigerBots that have been buffed by [[MastermindBot]]s; their double turn allows them to recover from stun much more quickly.<br />
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{{BDRefNav}}</div>Mooncowshttps://wiki.arcengames.com/index.php?title=RaptorBot&diff=21368RaptorBot2014-07-29T02:58:41Z<p>Mooncows: Created page with '{{Infobox Bot (Bionic Dues) | name = RaptorBot | sprite = BDRaptorBotSprite.gif | shields = 500 | weapon = Volatizer | damage = 50 | …'</p>
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<div>{{Infobox Bot (Bionic Dues)<br />
| name = RaptorBot<br />
| sprite = BDRaptorBotSprite.gif<br />
| shields = 500<br />
| weapon = [[Volatizer]]<br />
| damage = 50<br />
| range = 4<br />
| ammo = 8<br />
| viruscost = 2<br />
}}Aside from carpetbombing the nearby area with its volatizer, it also attritions its nearby allies to restore its own shields. Rude!<br />
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{{BDRefNav}}</div>Mooncowshttps://wiki.arcengames.com/index.php?title=File:BDRaptorBotSprite.gif&diff=21367File:BDRaptorBotSprite.gif2014-07-29T02:58:32Z<p>Mooncows: uploaded a new version of "File:BDRaptorBotSprite.gif":&#32;Fix animation to loop properly (insert two additional frames to let it run in reverse)</p>
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<div>Animated sprite of the [[RaptorBot]] from Bionic Dues.</div>Mooncowshttps://wiki.arcengames.com/index.php?title=MastermindBot&diff=21366MastermindBot2014-07-29T02:54:38Z<p>Mooncows: Created page with '{{Infobox Bot (Bionic Dues) | name = MastermindBot | sprite = BDMastermindBotSprite.gif | shields = 150 | weapon = Pistol | damage = …'</p>
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<div>{{Infobox Bot (Bionic Dues)<br />
| name = MastermindBot<br />
| sprite = BDMastermindBotSprite.gif<br />
| shields = 150<br />
| weapon = [[Pistol]]<br />
| damage = 20<br />
| range = 6<br />
| ammo = 999<br />
}}STOP READING AND KILL IT. Grants double actions to one bot near him each time he acts.<br />
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== Notes ==<br />
Unlike the related [[CommandBot]] and [[LeaderBot]], this bot offers no benefits to the player when virused.<br />
<br />
{{BDRefNav}}</div>Mooncowshttps://wiki.arcengames.com/index.php?title=File:BDMastermindBotSprite.gif&diff=21365File:BDMastermindBotSprite.gif2014-07-29T02:54:34Z<p>Mooncows: Animated sprite of the MastermindBot from Bionic Dues.</p>
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<div>Animated sprite of the [[MastermindBot]] from Bionic Dues.</div>Mooncowshttps://wiki.arcengames.com/index.php?title=LeaderBot&diff=21364LeaderBot2014-07-29T02:51:24Z<p>Mooncows: Created page with '{{Infobox Bot (Bionic Dues) | name = LeaderBot | sprite = BDLeaderBotSprite.gif | shields = 100 | weapon = Pistol | damage = 20 | ran…'</p>
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<div>{{Infobox Bot (Bionic Dues)<br />
| name = LeaderBot<br />
| sprite = BDLeaderBotSprite.gif<br />
| shields = 100<br />
| weapon = [[Pistol]]<br />
| damage = 20<br />
| range = 6<br />
| ammo = 999<br />
| viruscost = 5<br />
}}Wielder of the legendary Pistol of Uselessness. Has an unfortunate ability to inspire bots around him, giving them a permanent bonus to their attack strength. Kill him first!<br />
<br />
{{BDRefNav}}</div>Mooncowshttps://wiki.arcengames.com/index.php?title=File:BDLeaderBotSprite.gif&diff=21363File:BDLeaderBotSprite.gif2014-07-29T02:50:33Z<p>Mooncows: uploaded a new version of "File:BDLeaderBotSprite.gif":&#32;Fix animation to loop properly (insert two additional frames to let it run in reverse)</p>
<hr />
<div>Animated sprite of the [[LeaderBot]] from Bionic Dues.</div>Mooncowshttps://wiki.arcengames.com/index.php?title=File:BDLeaderBotSprite.gif&diff=21362File:BDLeaderBotSprite.gif2014-07-29T02:46:59Z<p>Mooncows: Animated sprite of the LeaderBot from Bionic Dues.</p>
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<div>Animated sprite of the [[LeaderBot]] from Bionic Dues.</div>Mooncowshttps://wiki.arcengames.com/index.php?title=GaffeBot&diff=21361GaffeBot2014-07-29T02:44:41Z<p>Mooncows: Created page with '{{Infobox Bot (Bionic Dues) | name = GaffeBot | sprite = BDGaffeBotSprite.gif | shields = 200 | weapon = Rocket Launcher | damage = 5…'</p>
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<div>{{Infobox Bot (Bionic Dues)<br />
| name = GaffeBot<br />
| sprite = BDGaffeBotSprite.gif<br />
| shields = 200<br />
| weapon = [[Rocket Launcher]]<br />
| damage = 500<br />
| range = 6<br />
| ammo = 4<br />
}}A Siege bot that never, ever, pays attention to what it is doing.<br />
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== Notes ==<br />
This bot moves in a random direction each turn, but is perfectly happy to blow up the player's exo if it gets too close.<br />
<br />
{{BDRefNav}}</div>Mooncowshttps://wiki.arcengames.com/index.php?title=File:BDGaffeBotSprite.gif&diff=21360File:BDGaffeBotSprite.gif2014-07-29T02:42:46Z<p>Mooncows: Animated sprite of the GaffeBot from Bionic Dues.</p>
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<div>Animated sprite of the [[GaffeBot]] from Bionic Dues.</div>Mooncowshttps://wiki.arcengames.com/index.php?title=BlasterMaster&diff=21359BlasterMaster2014-07-29T02:39:47Z<p>Mooncows: Created page with '{{Infobox Bot (Bionic Dues) | name = BlasterMaster | sprite = BDBlasterMasterSprite.gif | shields = 50 | weapon = | damage = 100 | range…'</p>
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<div>{{Infobox Bot (Bionic Dues)<br />
| name = BlasterMaster<br />
| sprite = BDBlasterMasterSprite.gif<br />
| shields = 50<br />
| weapon = <br />
| damage = 100<br />
| range = 5<br />
| ammo = 2<br />
}}Has deadly aim itself, but makes nearby bots so nervous that THEY start missing every other shot..<br />
<br />
{{BDRefNav}}</div>Mooncowshttps://wiki.arcengames.com/index.php?title=Bionic_Dues:AvalancheBot&diff=21358Bionic Dues:AvalancheBot2014-07-29T02:37:52Z<p>Mooncows: </p>
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<div>{{Infobox Bot (Bionic Dues)<br />
| name = AvalancheBot<br />
| sprite = BDAvalancheBotSprite.png<br />
| shields = 150<br />
| weapon = Pistol<br />
| damage = 1<br />
| range = 1<br />
| ammo = 999<br />
| viruscost = 1<br />
}}The silent type, but nonetheless has an electric personality. All floors under him and adjacent to him agree.<br />
<br />
== Notes ==<br />
Permanently electrifies floors as he moves towards the player; these do minor damage when stepped on. With an exo of sufficient trap skill, this simply becomes a challenge for other robots.<br />
<br />
{{BDRefNav}}</div>Mooncowshttps://wiki.arcengames.com/index.php?title=File:BDRaptorBotSprite.gif&diff=21357File:BDRaptorBotSprite.gif2014-07-29T02:34:55Z<p>Mooncows: Animated sprite of the RaptorBot from Bionic Dues.</p>
<hr />
<div>Animated sprite of the [[RaptorBot]] from Bionic Dues.</div>Mooncowshttps://wiki.arcengames.com/index.php?title=Bionic_Dues:AvalancheBot&diff=21356Bionic Dues:AvalancheBot2014-07-29T02:14:46Z<p>Mooncows: Created page with '{{Infobox Bot (Bionic Dues) | name = AvalancheBot | sprite = BDAvalancheBotSprite.png | shields = 150 | weapon = | damage = 1 | range …'</p>
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<div>{{Infobox Bot (Bionic Dues)<br />
| name = AvalancheBot<br />
| sprite = BDAvalancheBotSprite.png<br />
| shields = 150<br />
| weapon = <br />
| damage = 1<br />
| range = 1<br />
| ammo = 999<br />
| viruscost = 1<br />
}}The silent type, but nonetheless has an electric personality. All floors under him and adjacent to him agree.<br />
<br />
== Notes ==<br />
Permanently electrifies floors as he moves towards the player; these do minor damage when stepped on. With an exo of sufficient trap skill, this simply becomes a challenge for other robots.<br />
<br />
{{BDRefNav}}</div>Mooncowshttps://wiki.arcengames.com/index.php?title=File:BDAvalancheBotSprite.png&diff=21355File:BDAvalancheBotSprite.png2014-07-29T02:09:28Z<p>Mooncows: Sprite of the AvalancheBot from Bionic Dues.</p>
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<div>Sprite of the [[AvalancheBot]] from Bionic Dues.</div>Mooncowshttps://wiki.arcengames.com/index.php?title=SkyBot&diff=21346SkyBot2014-07-25T12:07:15Z<p>Mooncows: stats</p>
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<div>{{Infobox Bot (Bionic Dues)<br />
| name = SkyBot<br />
| sprite = BDSkyBotSprite.gif<br />
| shields = 200<br />
| damage = 5<br />
| range = 6<br />
| ammo = 40<br />
| virus_cost = 3x<br />
}}''DumBot, I choose you!''<br />
<br />
Apparently it really, really likes DumBots.<br />
<br />
== Notes ==<br />
Spawns [[DumBot]]s on adjacent tiles every turn when alerted and in sight range. Spawned DumBots do not give credits or drop loot when killed. Virused SkyBots will spawn player-friendly DumBots.<br />
<br />
{{BDRefNav}}</div>Mooncowshttps://wiki.arcengames.com/index.php?title=The_Last_Federation:NPC_Battles&diff=21037The Last Federation:NPC Battles2014-05-28T14:26:04Z<p>Mooncows: </p>
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<div>'''NPC battles''' are engagements on the solar map between two [[races]]. They generally come in three forms: battles in open space, outpost attacks, and planetary invasions.<br />
<br />
== Mechanics ==<br />
Each solar day, during a battle:<br />
* First, one available armada from each opposing fleet pairs off at random and they shoot at each other, doing damage.<br />
* If one fleet has more armadas than the other, they can engage each opposing armada a second time. The armada from the outnumbered fleet has its attack strength divided by 1.4x (so it has 71.4% its usual attack power); its opponent's attack strength is divided by 1.15x (87.0%).<br />
* If there are still armadas from an attacking fleet left over, they can bombard the planet if applicable.<br />
<br />
Armada strength is improved by the Space Power techs, higher Mark level ship techs, and the God Mote ultimate tech, with bonuses applied multiplicatively. Mark VI ships are inaccessible to Andors, Boarines and Burlusts, and Mark VII ships are exclusive to the Evucks and Skylaxians. Certain racial abilities such as Boarine rage momentum and Burlust turmoil can also increase strength.<br />
<br />
Planetary Ion Cannons will fire at any hostile armadas in orbit.<br />
<br />
== Open space battles ==<br />
When two hostile armadas meet, they may engage in a battle in open space. Two fleets enter, one fleet leaves. These are not generally of strategic significance.<br />
<br />
== Outpost attacks ==<br />
When one race dislikes another (less than -10 attitude), it may send armadas to attack the other race's outposts. This is a provocation that often leads to all-out war.<br />
<br />
When the attacking armadas arrive at the target outpost, they will first engage any defending armadas present. Any surplus attacker armadas will have to wait in line. Once there are no defenders, the attackers will begin destroying the outpost (after they have spent enough time orbiting it), which will usually take several days. There is a 20% chance that the outpost will be captured instead of destroyed.<br />
<br />
Player-owned outposts will resist attack with security goons if any are available. These can kill weak attackers, and buy time for the player to directly intervene to defend the outpost.<br />
<br />
== Planetary invasions ==<br />
These are the largest and most important NPC battles in the game. Success here will result in a planet changing hands, and possibly the destruction of the conquered race.<br />
[[File:TLF_BoarinePlanetAttack.png|320px|thumb|right|Skylaxians launching a large-scale attack on a Boarine planet. No ground troops have been deployed yet.]]<br />
<br />
=== Initiation ===<br />
The attacking race will assemble armadas and troop transports (if applicable), then fly to the target planet.<br />
<br />
Planet attack events are announced as an event notification. Usually, several solar months elapse between the announcement and the actual movement of ships.<br />
<br />
=== Engagement and planetary bombardment ===<br />
When the attacking fleet gets to its target, it will first engage any defending armadas present. Any attacker armadas not engaged in combat will bombard the planet (after they have spent enough time orbiting it). Honorable races ([[Andors]] and [[Skylaxians]]) do not conduct orbital bombardment.<br />
<br />
Bombardment reduces a planet's population over time, and caps its natural birth rate is capped at the natural death rate (before bombardment effects), so its population can only go down, not up. Bombardment may also randomly destroy buildings.<br />
<br />
Bombardment strength is based on the attacking fleet's strength. This is further modified by a series of five techs under the Orbital Bombs category: three with a 1.2x bonus, one with a 1.3x bonus, and one with a 5x bonus (for a maximum cumulative bonus of 11.232x). [[Peltians]] have access to a further three techs with a 5x bonus each, for a further cumulative bonus of up to 125x (giving a maximum bombardment strength of 1404x the base value).<br />
<br />
Each Bomb Shelter building (maximum 10 per planet) offers 1.1x defence against population loss from bombardment, and each Regional Blast Shield (maximum 3 per planet) offers 8x defence against both population loss and building destruction. The [[Thoraxians]]' unique Underground Tunnels (maximum 1 per planet) offer 40x defence against population and building loss; it will change hands if the planet is captured.<br />
<br />
During an invasion, the planet will devote all its resources to building and reinforcing defending armadas (split evenly between each). The attacker will, in turn, send new armadas it builds to reinforce the attack.<br />
<br />
=== Ground combat ===<br />
Ground combat occurs when the attacking race lands its troop transports on the planet, but cannot proceed until the defenders have no more than 50 base armada power or the attackers have 50 times the defender's effective power. Each attacking armada can deploy up to 10 million soldiers. Once troops are landed on a planet, they remain there until one side wins or a truce occurs.<br />
<br />
Each race has a base ground combat strength, which is further augmented by a number of techs, primarily under the Ground Military Power category. The base soldier strengths by race, as of version 1.022, are:<br />
* [[Acutians]]: 3<br />
* [[Andors]]: 0.3<br />
* [[Boarines]]: 2<br />
* [[Burlusts]]: 8<br />
* [[Evucks]]: 1<br />
* [[Peltians]]: 0.01<br />
* [[Thoraxians]]: 24<br />
* [[Skylaxians]]: 1<br />
<br />
Civilians also participate on the defending side, although they only have 1/10th the strength of soldiers. Acutians do not have civilians distinct from soldiers. Andors do not have soldiers.<br />
<br />
Peltians do not invade with troop transports. Instead, they use suicide pods, which enable their troops to trade with the enemy 1:1 regardless of target.<br />
<br />
Resistance fighters are functionally equivalent to hostile ground troops.<br />
<br />
=== Capturing a planet ===<br />
When the planet loses enough population, it may surrender, converting the survivors to prisoners and/or resistance fighters, or it may fight to the death. Thoraxians do not take prisoners. Andors cannot capture planets, and will instead sign a ceasefire with the defending race. <br />
<br />
The rules for determining who gets the planet are:<br />
*If there's an honorable race on the ground, and the planet originally belonged to someone else, and the honorable race has a mutual attitude of >= 0 with that someone else, the original owner gets the planet back.<br />
*Else, if the planet originally belonged to someone else, and that race still has troops or resistance fighters on the planet, the original owner gets the planet back.<br />
*Else, the planet goes to the strongest attacker (rather than necessarily the one that landed the last hit).<br />
<br />
The new owner occupies the planet with a population of 1 million. RCI values are reset to a near-zero baseline.<br />
<br />
<br />
[[The Last Federation]]<br />
[[category:The Last Federation]]</div>Mooncowshttps://wiki.arcengames.com/index.php?title=The_Last_Federation:NPC_Battles&diff=21036The Last Federation:NPC Battles2014-05-28T14:23:27Z<p>Mooncows: Update ground strength according to new information by Chris on forum</p>
<hr />
<div>'''NPC battles''' are engagements on the solar map between two [[races]]. They generally come in three forms: battles in open space, outpost attacks, and planetary invasions.<br />
<br />
== Mechanics ==<br />
Each solar day, during a battle:<br />
* First, one available armada from each opposing fleet pairs off at random and they shoot at each other, doing damage.<br />
* If one fleet has more armadas than the other, they can engage each opposing armada a second time. The armada from the outnumbered fleet has its attack strength divided by 1.4x (so it has 71.4% its usual attack power); its opponent's attack strength is divided by 1.15x (87.0%).<br />
* If there are still armadas from an attacking fleet left over, they can bombard the planet if applicable.<br />
<br />
Armada strength is improved by the Space Power techs, higher Mark level ship techs, and the God Mote ultimate tech, with bonuses applied multiplicatively. Mark VI ships are inaccessible to Andors, Boarines and Burlusts, and Mark VII ships are exclusive to the Evucks and Skylaxians. Certain racial abilities such as Boarine rage momentum and Burlust turmoil can also increase strength.<br />
<br />
Planetary Ion Cannons will fire at any hostile armadas in orbit.<br />
<br />
== Open space battles ==<br />
When two hostile armadas meet, they may engage in a battle in open space. Two fleets enter, one fleet leaves. These are not generally of strategic significance.<br />
<br />
== Outpost attacks ==<br />
When one race dislikes another (less than -10 attitude), it may send armadas to attack the other race's outposts. This is a provocation that often leads to all-out war.<br />
<br />
When the attacking armadas arrive at the target outpost, they will first engage any defending armadas present. Any surplus attacker armadas will have to wait in line. Once there are no defenders, the attackers will begin destroying the outpost (after they have spent enough time orbiting it), which will usually take several days. There is a 20% chance that the outpost will be captured instead of destroyed.<br />
<br />
Player-owned outposts will resist attack with security goons if any are available. These can kill weak attackers, and buy time for the player to directly intervene to defend the outpost.<br />
<br />
== Planetary invasions ==<br />
These are the largest and most important NPC battles in the game. Success here will result in a planet changing hands, and possibly the destruction of the conquered race.<br />
[[File:TLF_BoarinePlanetAttack.png|320px|thumb|right|Skylaxians launching a large-scale attack on a Boarine planet. No ground troops have been deployed yet.]]<br />
<br />
=== Initiation ===<br />
The attacking race will assemble armadas and troop transports (if applicable), then fly to the target planet.<br />
<br />
Planet attack events are announced as an event notification. Usually, several solar months elapse between the announcement and the actual movement of ships.<br />
<br />
=== Engagement and planetary bombardment ===<br />
When the attacking fleet gets to its target, it will first engage any defending armadas present. Any attacker armadas not engaged in combat will bombard the planet (after they have spent enough time orbiting it).<br />
<br />
Bombardment reduces a planet's population over time, and caps its natural birth rate is capped at the natural death rate (before bombardment effects), so its population can only go down, not up. Bombardment may also randomly destroy buildings.<br />
<br />
Bombardment strength is based on the attacking fleet's strength. This is further modified by a series of five techs under the Orbital Bombs category: three with a 1.2x bonus, one with a 1.3x bonus, and one with a 5x bonus (for a maximum cumulative bonus of 11.232x). Peltians have access to a further three techs with a 5x bonus each, for a further cumulative bonus of up to 125x (giving a maximum bombardment strength of 1404x the base value).<br />
<br />
Each Bomb Shelter building (maximum 10 per planet) offers 1.1x defence against population loss from bombardment, and each Regional Blast Shield (maximum 3 per planet) offers 8x defence against both population loss and building destruction. The Thoraxians' unique Underground Tunnels (maximum 1 per planet) offer 40x defence against population and building loss; it will change hands if the planet is captured.<br />
<br />
During an invasion, the planet will devote all its resources to building and reinforcing defending armadas (split evenly between each). The attacker will, in turn, send new armadas it builds to reinforce the attack.<br />
<br />
=== Ground combat ===<br />
Ground combat occurs when the attacking race lands its troop transports on the planet, but cannot proceed until the defenders have no more than 50 base armada power or the attackers have 50 times the defender's effective power. Each attacking armada can deploy up to 10 million soldiers. Once troops are landed on a planet, they remain there until one side wins or a truce occurs.<br />
<br />
Each race has a base ground combat strength, which is further augmented by a number of techs, primarily under the Ground Military Power category. The base soldier strengths by race, as of version 1.006, are:<br />
* Acutian: 3<br />
* Andor: 0.3<br />
* Boarine: 2<br />
* Burlust: 8<br />
* Evuck: 1<br />
* Peltian: 0.01<br />
* Thoraxian: 24<br />
* Skylaxian: 1<br />
<br />
Civilians also participate on the defending side, although they only have 1/10th the strength of soldiers. Acutians do not have civilians distinct from soldiers. Andors do not have soldiers.<br />
<br />
Peltians do not invade with troop transports. Instead, they use suicide pods, which enable their troops to trade with the enemy 1:1 regardless of target.<br />
<br />
Resistance fighters are functionally equivalent to hostile ground troops.<br />
<br />
=== Capturing a planet ===<br />
When the planet loses enough population, it may surrender, converting the survivors to prisoners and/or resistance fighters, or it may fight to the death. Thoraxians do not take prisoners. Andors cannot capture planets, and will instead sign a ceasefire with the defending race. <br />
<br />
The rules for determining who gets the planet are:<br />
*If there's an honorable race on the ground, and the planet originally belonged to someone else, and the honorable race has a mutual attitude of >= 0 with that someone else, the original owner gets the planet back.<br />
*Else, if the planet originally belonged to someone else, and that race still has troops or resistance fighters on the planet, the original owner gets the planet back.<br />
*Else, the planet goes to the strongest attacker (rather than necessarily the one that landed the last hit).<br />
<br />
The new owner occupies the planet with a population of 1 million. RCI values are reset to a near-zero baseline.<br />
<br />
<br />
[[The Last Federation]]<br />
[[category:The Last Federation]]</div>Mooncowshttps://wiki.arcengames.com/index.php?title=The_Last_Federation:Burlusts&diff=21035The Last Federation:Burlusts2014-05-28T14:23:11Z<p>Mooncows: Update ground strength according to new information by Chris on forum</p>
<hr />
<div>{{Infobox Race (TLF)<br />
| name = Burlusts<br />
| icon = TLFBurlustIcon.png<br />
| portrait = TLFBurlustBackgroundSmall.png<br />
| alignment = Evil<br />
| shipstrength =<br />
| groundstrength = 8<br />
| construction = 0.7<br />
| shipbuild = 0.9<br />
| research = Slow<br />
| population = Fast<br />
}}:''The Burlusts were at constant war, empires rising and falling. We could not allow them to threaten us.''<br />
<br />
Warlike and volatile [[races|race]], ruled by an unstable hierarchy of warlords. Quick to fight, but also sometimes to a fault; predictable aggressiveness can be a form of weakness. Fortunately. The only way to deal with them politically is through bribes, blackmail, and duels.<br />
<br />
== Gameplay ==<br />
TBD<br />
<br />
=== Government ===<br />
Your Credit is useless here. The Burlusts respond only to Bribes, Blackmail, and Duels. You can find bribe items by raiding pirate bases, and you can purchase blackmail goods from the spy-probe-happy [[Evucks]] -- but only if the Evucks sufficiently dislike the Burlusts, and like you. Both of these kinds of items help gain you Leverage over specific warlords. Each Burlust planet has a Prime Warlord and two Secondaries that are vying for power. Occasional internal intrigues lead to "accidents." The only thing that matters against Burlusts, ultimately, is Leverage. You can gain this on specific warlords through the aforementioned ways.<br />
<br />
[[The Last Federation]]</div>Mooncowshttps://wiki.arcengames.com/index.php?title=The_Last_Federation:Thoraxians&diff=21034The Last Federation:Thoraxians2014-05-28T14:23:03Z<p>Mooncows: Update ground strength according to new information by Chris on forum</p>
<hr />
<div>{{Infobox Race (TLF)<br />
| name = Thoraxians<br />
| icon = TLFThoraxianIcon.png<br />
| portrait = TLFThoraxianBackgroundSmall.png<br />
| alignment = Evil<br />
| shipstrength =<br />
| groundstrength = 24<br />
| construction = 0.2<br />
| shipbuild = 1.5<br />
| research = Slow<br />
| population = Medium<br />
}}:''The Thoraxians are something out of a nightmare. No-one in their right mind would risk an invasion by them.''<br />
<br />
Monstrous nightmares. Each planet is ruled by a hive queen, who controls all the workers on her world. They are efficient killers, the most deadly [[races|race]] in the solar system now that the Hydrals are gone. They aren't evil per se, but they have no concept of the value of others' lives. They can be a powerful ally if you manage it, but they are very hard to please.<br />
<br />
== Gameplay ==<br />
This race is generally the hardest race to befriend. Each hive queen has a particular mood that restricts the options that she will agree to undertake, ''e.g.'' warlike queens will not listen to peace bargains, brooding ones concentrate mostly on her population, ''etc.'' Mood swings comes at pre-determined, random intervals, which is estimated on the political screen. This interval can be shortened by bribes, and players should note that bribes have no Influence benefit.<br />
<br />
Therefore, players seeking to befriend Thoraxians will likely spend a lot more time doing dispatches for them relative to other races. Federation prospects are better if their planet has many resources to trade, as the only attitude building that Thoraxians like are also hated by Andors and Peltians. It may be better to play pretend-peacebroker by encouraging pliable races to ''attack'' Thoraxians, and swooping in for peace treaties before relations get out of hand. Keeping bribe items on stock to minimise their bloodlust will also be important.<br />
<br />
<br />
=== Government ===<br />
Each Thoraxian planet has its own hive queen, and she has her own mood based on her local circumstances as well as the Thoraxian situation in general. Dealing with one hive queen versus another, you may get a better or worse deal depending on their respective moods. Bribing a hive queen is interesting, as there isn't a whole lot she can't get for herself. But if you please her, your influence with her race goes up. The time to her next mood shift also goes down.<br />
<br />
[[The Last Federation]]</div>Mooncowshttps://wiki.arcengames.com/index.php?title=The_Last_Federation:Skylaxians&diff=21025The Last Federation:Skylaxians2014-05-28T06:51:29Z<p>Mooncows: </p>
<hr />
<div>{{Infobox Race (TLF)<br />
| name = Skylaxians<br />
| icon = TLFSkylaxianIcon.png<br />
| portrait = TLFSkylaxianBackgroundSmall.png<br />
| alignment = Good<br />
| shipstrength =<br />
| groundstrength = 1<br />
| construction = 1.4<br />
| shipbuild = 1.2<br />
| research = Fast<br />
| population = Medium<br />
}}:''The Skylaxians were intelligent and honorable - far too much so. Their opinion of us was clear, so they had to be suppressed.''<br />
<br />
Honorable -- perhaps to a fault. Very scientifically advanced, very calm, and able to convince most any [[races|race]] of anything -- under the right circumstances. An excellent foundation upon which to build a federation -- but if they don't approve of your actions, you can find them a quick enemy, as well.<br />
<br />
== Gameplay ==<br />
The Skylaxians generally get along well with others, but aren't above launching attacks of opportunity on people they don't like. They have one of the highest research speeds in the game (roughly on par with the [[Evucks]]) and tend to dominate the late game. Though their ground troops are merely mediocre, their tech advantage means they can usually hold their own in a fight. As an honorable race, they will not bomb planets from orbit.<br />
<br />
They have a wide range of deal options, and have the special ability of convincing another race that gets along with them (+90 mutual attitude) to join the Federation even if you lack influence with that race.<br />
<br />
=== Government ===<br />
The Skylaxian Senate is a 40-member periodically-elected interplanetary body with non-partisan members who all vote their conscience. You can see the amount of support that each type of issue has from the current senators. The amount of support for each issue has a big effect on what deals the Skylaxians will do, and at what Credit costs. Skylaxians refer to bribes as "tribute," and dispense them as rewards to particularly "worthy" members of their populace. Anyway, bribing them gains you influence with the race as a whole.<br />
<br />
[[The Last Federation]]</div>Mooncowshttps://wiki.arcengames.com/index.php?title=The_Last_Federation:NPC_Battles&diff=21006The Last Federation:NPC Battles2014-05-24T16:48:56Z<p>Mooncows: /* Capturing a planet */</p>
<hr />
<div>'''NPC battles''' are engagements on the solar map between two [[races]]. They generally come in three forms: battles in open space, outpost attacks, and planetary invasions.<br />
<br />
== Mechanics ==<br />
Each solar day, during a battle:<br />
* First, one available armada from each opposing fleet pairs off at random and they shoot at each other, doing damage.<br />
* If one fleet has more armadas than the other, they can engage each opposing armada a second time. The armada from the outnumbered fleet has its attack strength divided by 1.4x (so it has 71.4% its usual attack power); its opponent's attack strength is divided by 1.15x (87.0%).<br />
* If there are still armadas from an attacking fleet left over, they can bombard the planet if applicable.<br />
<br />
Armada strength is improved by the Space Power techs, higher Mark level ship techs, and the God Mote ultimate tech, with bonuses applied multiplicatively. Mark VI ships are inaccessible to Andors, Boarines and Burlusts, and Mark VII ships are exclusive to the Evucks and Skylaxians. Certain racial abilities such as Boarine rage momentum and Burlust turmoil can also increase strength.<br />
<br />
Planetary Ion Cannons will fire at any hostile armadas in orbit.<br />
<br />
== Open space battles ==<br />
When two hostile armadas meet, they may engage in a battle in open space. Two fleets enter, one fleet leaves. These are not generally of strategic significance.<br />
<br />
== Outpost attacks ==<br />
When one race dislikes another (less than -10 attitude), it may send armadas to attack the other race's outposts. This is a provocation that often leads to all-out war.<br />
<br />
When the attacking armadas arrive at the target outpost, they will first engage any defending armadas present. Any surplus attacker armadas will have to wait in line. Once there are no defenders, the attackers will begin destroying the outpost (after they have spent enough time orbiting it), which will usually take several days. There is a 20% chance that the outpost will be captured instead of destroyed.<br />
<br />
Player-owned outposts will resist attack with security goons if any are available. These can kill weak attackers, and buy time for the player to directly intervene to defend the outpost.<br />
<br />
== Planetary invasions ==<br />
These are the largest and most important NPC battles in the game. Success here will result in a planet changing hands, and possibly the destruction of the conquered race.<br />
[[File:TLF_BoarinePlanetAttack.png|320px|thumb|right|Skylaxians launching a large-scale attack on a Boarine planet. No ground troops have been deployed yet.]]<br />
<br />
=== Initiation ===<br />
The attacking race will assemble armadas and troop transports (if applicable), then fly to the target planet.<br />
<br />
Planet attack events are announced as an event notification. Usually, several solar months elapse between the announcement and the actual movement of ships.<br />
<br />
=== Engagement and planetary bombardment ===<br />
When the attacking fleet gets to its target, it will first engage any defending armadas present. Any attacker armadas not engaged in combat will bombard the planet (after they have spent enough time orbiting it).<br />
<br />
Bombardment reduces a planet's population over time, and caps its natural birth rate is capped at the natural death rate (before bombardment effects), so its population can only go down, not up. Bombardment may also randomly destroy buildings.<br />
<br />
Bombardment strength is based on the attacking fleet's strength. This is further modified by a series of five techs under the Orbital Bombs category: three with a 1.2x bonus, one with a 1.3x bonus, and one with a 5x bonus (for a maximum cumulative bonus of 11.232x). Peltians have access to a further three techs with a 5x bonus each, for a further cumulative bonus of up to 125x (giving a maximum bombardment strength of 1404x the base value).<br />
<br />
Each Bomb Shelter building (maximum 10 per planet) offers 1.1x defence against population loss from bombardment, and each Regional Blast Shield (maximum 3 per planet) offers 8x defence against both population loss and building destruction. The Thoraxians' unique Underground Tunnels (maximum 1 per planet) offer 40x defence against population and building loss; it will change hands if the planet is captured.<br />
<br />
During an invasion, the planet will devote all its resources to building and reinforcing defending armadas (split evenly between each). The attacker will, in turn, send new armadas it builds to reinforce the attack.<br />
<br />
=== Ground combat ===<br />
Ground combat occurs when the attacking race lands its troop transports on the planet, but cannot proceed until the defenders have no more than 50 base armada power or the attackers have 50 times the defender's effective power. Each attacking armada can deploy up to 10 million soldiers. Once troops are landed on a planet, they remain there until one side wins or a truce occurs.<br />
<br />
Each race has a base ground combat strength, which is further augmented by a number of techs, primarily under the Ground Military Power category. The base soldier strengths by race, as of version 1.006, are:<br />
* Acutian: 3<br />
* Andor: 0.3<br />
* Boarine: 2<br />
* Burlust: 9<br />
* Evuck: 1<br />
* Peltian: 0.01<br />
* Thoraxian: 50<br />
* Skylaxian: 1<br />
<br />
Civilians also participate on the defending side, although they only have 1/10th the strength of soldiers. Acutians do not have civilians distinct from soldiers. Andors do not have soldiers.<br />
<br />
Peltians do not invade with troop transports. Instead, they use suicide pods, which enable their troops to trade with the enemy 1:1 regardless of target.<br />
<br />
Resistance fighters are functionally equivalent to hostile ground troops.<br />
<br />
=== Capturing a planet ===<br />
When the planet loses enough population, it may surrender, converting the survivors to prisoners and/or resistance fighters, or it may fight to the death. Thoraxians do not take prisoners. Andors cannot capture planets, and will instead sign a ceasefire with the defending race. <br />
<br />
The rules for determining who gets the planet are:<br />
*If there's an honorable race on the ground, and the planet originally belonged to someone else, and the honorable race has a mutual attitude of >= 0 with that someone else, the original owner gets the planet back.<br />
*Else, if the planet originally belonged to someone else, and that race still has troops or resistance fighters on the planet, the original owner gets the planet back.<br />
*Else, the planet goes to the strongest attacker (rather than necessarily the one that landed the last hit).<br />
<br />
The new owner occupies the planet with a population of 1 million. RCI values are reset to a near-zero baseline.<br />
<br />
<br />
[[The Last Federation]]<br />
[[category:The Last Federation]]</div>Mooncowshttps://wiki.arcengames.com/index.php?title=The_Last_Federation:NPC_Battles&diff=21005The Last Federation:NPC Battles2014-05-24T16:46:38Z<p>Mooncows: /* Ground combat */ clarification</p>
<hr />
<div>'''NPC battles''' are engagements on the solar map between two [[races]]. They generally come in three forms: battles in open space, outpost attacks, and planetary invasions.<br />
<br />
== Mechanics ==<br />
Each solar day, during a battle:<br />
* First, one available armada from each opposing fleet pairs off at random and they shoot at each other, doing damage.<br />
* If one fleet has more armadas than the other, they can engage each opposing armada a second time. The armada from the outnumbered fleet has its attack strength divided by 1.4x (so it has 71.4% its usual attack power); its opponent's attack strength is divided by 1.15x (87.0%).<br />
* If there are still armadas from an attacking fleet left over, they can bombard the planet if applicable.<br />
<br />
Armada strength is improved by the Space Power techs, higher Mark level ship techs, and the God Mote ultimate tech, with bonuses applied multiplicatively. Mark VI ships are inaccessible to Andors, Boarines and Burlusts, and Mark VII ships are exclusive to the Evucks and Skylaxians. Certain racial abilities such as Boarine rage momentum and Burlust turmoil can also increase strength.<br />
<br />
Planetary Ion Cannons will fire at any hostile armadas in orbit.<br />
<br />
== Open space battles ==<br />
When two hostile armadas meet, they may engage in a battle in open space. Two fleets enter, one fleet leaves. These are not generally of strategic significance.<br />
<br />
== Outpost attacks ==<br />
When one race dislikes another (less than -10 attitude), it may send armadas to attack the other race's outposts. This is a provocation that often leads to all-out war.<br />
<br />
When the attacking armadas arrive at the target outpost, they will first engage any defending armadas present. Any surplus attacker armadas will have to wait in line. Once there are no defenders, the attackers will begin destroying the outpost (after they have spent enough time orbiting it), which will usually take several days. There is a 20% chance that the outpost will be captured instead of destroyed.<br />
<br />
Player-owned outposts will resist attack with security goons if any are available. These can kill weak attackers, and buy time for the player to directly intervene to defend the outpost.<br />
<br />
== Planetary invasions ==<br />
These are the largest and most important NPC battles in the game. Success here will result in a planet changing hands, and possibly the destruction of the conquered race.<br />
[[File:TLF_BoarinePlanetAttack.png|320px|thumb|right|Skylaxians launching a large-scale attack on a Boarine planet. No ground troops have been deployed yet.]]<br />
<br />
=== Initiation ===<br />
The attacking race will assemble armadas and troop transports (if applicable), then fly to the target planet.<br />
<br />
Planet attack events are announced as an event notification. Usually, several solar months elapse between the announcement and the actual movement of ships.<br />
<br />
=== Engagement and planetary bombardment ===<br />
When the attacking fleet gets to its target, it will first engage any defending armadas present. Any attacker armadas not engaged in combat will bombard the planet (after they have spent enough time orbiting it).<br />
<br />
Bombardment reduces a planet's population over time, and caps its natural birth rate is capped at the natural death rate (before bombardment effects), so its population can only go down, not up. Bombardment may also randomly destroy buildings.<br />
<br />
Bombardment strength is based on the attacking fleet's strength. This is further modified by a series of five techs under the Orbital Bombs category: three with a 1.2x bonus, one with a 1.3x bonus, and one with a 5x bonus (for a maximum cumulative bonus of 11.232x). Peltians have access to a further three techs with a 5x bonus each, for a further cumulative bonus of up to 125x (giving a maximum bombardment strength of 1404x the base value).<br />
<br />
Each Bomb Shelter building (maximum 10 per planet) offers 1.1x defence against population loss from bombardment, and each Regional Blast Shield (maximum 3 per planet) offers 8x defence against both population loss and building destruction. The Thoraxians' unique Underground Tunnels (maximum 1 per planet) offer 40x defence against population and building loss; it will change hands if the planet is captured.<br />
<br />
During an invasion, the planet will devote all its resources to building and reinforcing defending armadas (split evenly between each). The attacker will, in turn, send new armadas it builds to reinforce the attack.<br />
<br />
=== Ground combat ===<br />
Ground combat occurs when the attacking race lands its troop transports on the planet, but cannot proceed until the defenders have no more than 50 base armada power or the attackers have 50 times the defender's effective power. Each attacking armada can deploy up to 10 million soldiers. Once troops are landed on a planet, they remain there until one side wins or a truce occurs.<br />
<br />
Each race has a base ground combat strength, which is further augmented by a number of techs, primarily under the Ground Military Power category. The base soldier strengths by race, as of version 1.006, are:<br />
* Acutian: 3<br />
* Andor: 0.3<br />
* Boarine: 2<br />
* Burlust: 9<br />
* Evuck: 1<br />
* Peltian: 0.01<br />
* Thoraxian: 50<br />
* Skylaxian: 1<br />
<br />
Civilians also participate on the defending side, although they only have 1/10th the strength of soldiers. Acutians do not have civilians distinct from soldiers. Andors do not have soldiers.<br />
<br />
Peltians do not invade with troop transports. Instead, they use suicide pods, which enable their troops to trade with the enemy 1:1 regardless of target.<br />
<br />
Resistance fighters are functionally equivalent to hostile ground troops.<br />
<br />
=== Capturing a planet ===<br />
When the planet loses enough population, it may surrender, converting the survivors to prisoners and/or resistance fighters, or it may fight to the death. Thoraxians do not take prisoners. Andors cannot capture planets, and will instead sign a ceasefire with the defending race. <br />
<br />
The conquering race takes over the planet, with a population of 1 million. RCI values are reset to a near-zero baseline.<br />
<br />
[[The Last Federation]]<br />
[[category:The Last Federation]]</div>Mooncowshttps://wiki.arcengames.com/index.php?title=The_Last_Federation:NPC_Battles&diff=21004The Last Federation:NPC Battles2014-05-24T16:45:29Z<p>Mooncows: /* Ground combat */ Updates</p>
<hr />
<div>'''NPC battles''' are engagements on the solar map between two [[races]]. They generally come in three forms: battles in open space, outpost attacks, and planetary invasions.<br />
<br />
== Mechanics ==<br />
Each solar day, during a battle:<br />
* First, one available armada from each opposing fleet pairs off at random and they shoot at each other, doing damage.<br />
* If one fleet has more armadas than the other, they can engage each opposing armada a second time. The armada from the outnumbered fleet has its attack strength divided by 1.4x (so it has 71.4% its usual attack power); its opponent's attack strength is divided by 1.15x (87.0%).<br />
* If there are still armadas from an attacking fleet left over, they can bombard the planet if applicable.<br />
<br />
Armada strength is improved by the Space Power techs, higher Mark level ship techs, and the God Mote ultimate tech, with bonuses applied multiplicatively. Mark VI ships are inaccessible to Andors, Boarines and Burlusts, and Mark VII ships are exclusive to the Evucks and Skylaxians. Certain racial abilities such as Boarine rage momentum and Burlust turmoil can also increase strength.<br />
<br />
Planetary Ion Cannons will fire at any hostile armadas in orbit.<br />
<br />
== Open space battles ==<br />
When two hostile armadas meet, they may engage in a battle in open space. Two fleets enter, one fleet leaves. These are not generally of strategic significance.<br />
<br />
== Outpost attacks ==<br />
When one race dislikes another (less than -10 attitude), it may send armadas to attack the other race's outposts. This is a provocation that often leads to all-out war.<br />
<br />
When the attacking armadas arrive at the target outpost, they will first engage any defending armadas present. Any surplus attacker armadas will have to wait in line. Once there are no defenders, the attackers will begin destroying the outpost (after they have spent enough time orbiting it), which will usually take several days. There is a 20% chance that the outpost will be captured instead of destroyed.<br />
<br />
Player-owned outposts will resist attack with security goons if any are available. These can kill weak attackers, and buy time for the player to directly intervene to defend the outpost.<br />
<br />
== Planetary invasions ==<br />
These are the largest and most important NPC battles in the game. Success here will result in a planet changing hands, and possibly the destruction of the conquered race.<br />
[[File:TLF_BoarinePlanetAttack.png|320px|thumb|right|Skylaxians launching a large-scale attack on a Boarine planet. No ground troops have been deployed yet.]]<br />
<br />
=== Initiation ===<br />
The attacking race will assemble armadas and troop transports (if applicable), then fly to the target planet.<br />
<br />
Planet attack events are announced as an event notification. Usually, several solar months elapse between the announcement and the actual movement of ships.<br />
<br />
=== Engagement and planetary bombardment ===<br />
When the attacking fleet gets to its target, it will first engage any defending armadas present. Any attacker armadas not engaged in combat will bombard the planet (after they have spent enough time orbiting it).<br />
<br />
Bombardment reduces a planet's population over time, and caps its natural birth rate is capped at the natural death rate (before bombardment effects), so its population can only go down, not up. Bombardment may also randomly destroy buildings.<br />
<br />
Bombardment strength is based on the attacking fleet's strength. This is further modified by a series of five techs under the Orbital Bombs category: three with a 1.2x bonus, one with a 1.3x bonus, and one with a 5x bonus (for a maximum cumulative bonus of 11.232x). Peltians have access to a further three techs with a 5x bonus each, for a further cumulative bonus of up to 125x (giving a maximum bombardment strength of 1404x the base value).<br />
<br />
Each Bomb Shelter building (maximum 10 per planet) offers 1.1x defence against population loss from bombardment, and each Regional Blast Shield (maximum 3 per planet) offers 8x defence against both population loss and building destruction. The Thoraxians' unique Underground Tunnels (maximum 1 per planet) offer 40x defence against population and building loss; it will change hands if the planet is captured.<br />
<br />
During an invasion, the planet will devote all its resources to building and reinforcing defending armadas (split evenly between each). The attacker will, in turn, send new armadas it builds to reinforce the attack.<br />
<br />
=== Ground combat ===<br />
Ground combat occurs when the attacking race lands its troop transports on the planet, but cannot proceed until the defenders have no more than 50 base armada power or the attackers have 50 times the defender's power. Each attacking armada can deploy up to 10 million soldiers. Once troops are landed on a planet, they remain there until one side wins or a truce occurs.<br />
<br />
Each race has a base ground combat strength, which is further augmented by a number of techs, primarily under the Ground Military Power category. The base soldier strengths by race, as of 1.006, are:<br />
* Acutian: 3<br />
* Andor: 0.3<br />
* Boarine: 2<br />
* Burlust: 9<br />
* Evuck: 1<br />
* Peltian: 0.01<br />
* Thoraxian: 50<br />
* Skylaxian: 1<br />
<br />
Civilians also participate on the defending side, although they only have 1/10th the strength of soldiers. Acutians do not have civilians distinct from soldiers. Andors do not have soldiers.<br />
<br />
Peltians do not invade with troop transports. Instead, they use suicide pods, which enable their troops to trade with the enemy 1:1 regardless of target.<br />
<br />
Resistance fighters are functionally equivalent to hostile ground troops.<br />
<br />
=== Capturing a planet ===<br />
When the planet loses enough population, it may surrender, converting the survivors to prisoners and/or resistance fighters, or it may fight to the death. Thoraxians do not take prisoners. Andors cannot capture planets, and will instead sign a ceasefire with the defending race. <br />
<br />
The conquering race takes over the planet, with a population of 1 million. RCI values are reset to a near-zero baseline.<br />
<br />
[[The Last Federation]]<br />
[[category:The Last Federation]]</div>Mooncowshttps://wiki.arcengames.com/index.php?title=The_Last_Federation:Skylaxians&diff=21003The Last Federation:Skylaxians2014-05-24T16:10:46Z<p>Mooncows: </p>
<hr />
<div>{{Infobox Race (TLF)<br />
| name = Skylaxians<br />
| icon = TLFSkylaxianIcon.png<br />
| portrait = TLFSkylaxianBackgroundSmall.png<br />
| alignment = Good<br />
| shipstrength =<br />
| groundstrength = 1<br />
| construction = 1.4<br />
| shipbuild = 1.2<br />
| research = Fast<br />
| population = Medium<br />
}}:''The Skylaxians were intelligent and honorable - far too much so. Their opinion of us was clear, so they had to be suppressed.''<br />
<br />
Honorable -- perhaps to a fault. Very scientifically advanced, very calm, and able to convince most any [[races|race]] of anything -- under the right circumstances. An excellent foundation upon which to build a federation -- but if they don't approve of your actions, you can find them a quick enemy, as well.<br />
<br />
== Gameplay ==<br />
The Skylaxians generally get along well with others, but aren't above launching attacks of opportunity on people they don't like. They have one of the highest research speeds in the game (roughly on par with the [[Evucks]]) and tend to dominate the late game. Though their ground troops are merely mediocre, their tech advantage means they can usually hold their own in a fight.<br />
<br />
They have a wide range of deal options, and have the special ability of convincing another race that gets along with them (+90 mutual attitude) to join the Federation even if you lack influence with that race.<br />
<br />
=== Government ===<br />
The Skylaxian Senate is a 40-member periodically-elected interplanetary body with non-partisan members who all vote their conscience. You can see the amount of support that each type of issue has from the current senators. The amount of support for each issue has a big effect on what deals the Skylaxians will do, and at what Credit costs. Skylaxians refer to bribes as "tribute," and dispense them as rewards to particularly "worthy" members of their populace. Anyway, bribing them gains you influence with the race as a whole.<br />
<br />
[[The Last Federation]]</div>Mooncowshttps://wiki.arcengames.com/index.php?title=The_Last_Federation:Peltians&diff=21002The Last Federation:Peltians2014-05-24T16:10:26Z<p>Mooncows: </p>
<hr />
<div>{{Infobox Race (TLF)<br />
| name = Peltians<br />
| icon = TLFPeltianIcon.png<br />
| portrait = TLFPeltianBackgroundSmall.png<br />
| alignment = Good<br />
| shipstrength =<br />
| groundstrength = 0.01<br />
| construction = 1<br />
| shipbuild = 1<br />
| research = Slow<br />
| population = Medium<br />
}}:''Communal agrarians. Weak, like animals. They had no business with us.''<br />
<br />
Communist agrarian [[races|race]]. Weak, furry, and rather resembling barn owls. Usually very easy to sway to your wishes, but they are absolutely pathetic in ground combat, and not always the best in a space fight. They are quite good at suicidally bombing the heck out of enemy planets, though. So there is that.<br />
<br />
== Gameplay ==<br />
The Peltians are relatively weak in military terms, and will be absolutely massacred in a ground invasion of their planets. On the offensive, however, they can use their suicide pods to trade 1:1 with enemy soldiers regardless of the target, and have access to three unique techs that can give them up to 125 times the planetary bombardment strength of the other races.<br />
<br />
They have a wide range of deal options, and provide a fairly easy way to start the Federation with the Create Federation for Safety deal.<br />
<br />
=== Government ===<br />
Each planet belonging to the Peltians has its own Collective, with a Spokespeltian that acts as an organizer only. Dealing with the Peltians is very unusual, however -- they have no interest in anything that your Credit can yield. The only thing that matters to them are their own Voting Proxies, which you can earn by doing friendly actions for them. Basically, every time you earn 1 influence with them, you also earn 1 voting proxy. Oh, and you can also bribe the spokespeltian to gain voting proxies, too. A little corruption never hurts.<br />
<br />
[[The Last Federation]]</div>Mooncowshttps://wiki.arcengames.com/index.php?title=The_Last_Federation:Burlusts&diff=21001The Last Federation:Burlusts2014-05-24T16:10:04Z<p>Mooncows: </p>
<hr />
<div>{{Infobox Race (TLF)<br />
| name = Burlusts<br />
| icon = TLFBurlustIcon.png<br />
| portrait = TLFBurlustBackgroundSmall.png<br />
| alignment = Evil<br />
| shipstrength =<br />
| groundstrength = 9<br />
| construction = 0.7<br />
| shipbuild = 0.9<br />
| research = Slow<br />
| population = Fast<br />
}}:''The Burlusts were at constant war, empires rising and falling. We could not allow them to threaten us.''<br />
<br />
Warlike and volatile [[races|race]], ruled by an unstable hierarchy of warlords. Quick to fight, but also sometimes to a fault; predictable aggressiveness can be a form of weakness. Fortunately. The only way to deal with them politically is through bribes, blackmail, and duels.<br />
<br />
== Gameplay ==<br />
TBD<br />
<br />
=== Government ===<br />
Your Credit is useless here. The Burlusts respond only to Bribes, Blackmail, and Duels. You can find bribe items by raiding pirate bases, and you can purchase blackmail goods from the spy-probe-happy [[Evucks]] -- but only if the Evucks sufficiently dislike the Burlusts, and like you. Both of these kinds of items help gain you Leverage over specific warlords. Each Burlust planet has a Prime Warlord and two Secondaries that are vying for power. Occasional internal intrigues lead to "accidents." The only thing that matters against Burlusts, ultimately, is Leverage. You can gain this on specific warlords through the aforementioned ways.<br />
<br />
[[The Last Federation]]</div>Mooncowshttps://wiki.arcengames.com/index.php?title=The_Last_Federation:Evucks&diff=21000The Last Federation:Evucks2014-05-24T16:09:33Z<p>Mooncows: </p>
<hr />
<div>{{Infobox Race (TLF)<br />
| name = Evucks<br />
| icon = TLFEvuckIcon.png<br />
| portrait = TLFEvuckBackgroundSmall.png<br />
| alignment = Neutral<br />
| shipstrength =<br />
| groundstrength = 1<br />
| construction = 1.1<br />
| shipbuild = 1.1<br />
| research = Fast<br />
| population = Medium<br />
}}:''Quiet, studious, kept to themselves. We paid little attention to them. If we had, we would have seen them develop sciences far beyond our own. We would have seen our death...''<br />
<br />
Quiet and studious [[races|race]], these are the most advanced beings in the solar system. Unfortunately, they are also amoral. They are not above unleashing horrible diseases on enemies, stealing every technology that isn't nailed down, or even blowing up their own planet if they think they have no hope of survival.<br />
<br />
== Gameplay ==<br />
The Evucks act entirely in their own self-interest, and resent help from outsiders (often causing bad blood with the [[Andors]]). They have one of the highest research speeds in the game (roughly on par with the [[Skylaxians]]) and tend to dominate the late game. Though their ground troops are merely mediocre, their tech advantage means they can usually hold their own in a fight.<br />
<br />
They have a wide range of deal options, and the player can have them use their spy probes to damage enemy planets (at the cost of influence with non-evil races).<br />
<br />
If their last planet is a gas giant and they feel sufficiently cornered, they can ignite said gas giant, which if successful will destroy everything in a large part of the solar map.<br />
<br />
=== Government ===<br />
The Evuck Council of Elders is a 7-member interplanetary body with membership that never changes unless one of the Elders dies. Given their extremely long life, this pretty much means assassination. Worse yet, the Evucks are extremely resistant to outside influence of even a positive sort; with every political deal you make, you increase their resentment against your "meddling." This in turn jacks up Credit costs with them. As time passes, their resistance fades back to nothing. However, if a specific council member's disposition is not to your liking, you can use bribes to change it. After the bribe rating on a member reaches 1000, a new disposition is rolled at random for that member.<br />
<br />
[[The Last Federation]]</div>Mooncowshttps://wiki.arcengames.com/index.php?title=The_Last_Federation:Boarines&diff=20999The Last Federation:Boarines2014-05-24T16:09:20Z<p>Mooncows: Add shipbuilding, construction speeds</p>
<hr />
<div>{{Infobox Race (TLF)<br />
| name = Boarines<br />
| icon = TLFBoarineIcon.png<br />
| portrait = TLFBoarineBackgroundSmall.png<br />
| alignment = Neutral<br />
| shipstrength =<br />
| groundstrength = 2<br />
| construction = 1.5<br />
| shipbuild = 0.9<br />
| research = Slow<br />
| population = Slow<br />
}}:''Solitary, territorial... Not a good idea.''<br />
<br />
Solitary, beastly loners. Good in a fight, but their solitary nature leads to rather thin populations. Usually not one of the major players in the solar system, but if you can convince them of the virtues of a federation, they can be a good way to backdoor in other [[races]].<br />
<br />
== Gameplay ==<br />
The Boarines generally keep to themselves and tend to resent outside assistance, which can lead to tension with the [[Andors]]. At the same time, they are also fairly capable in warfare if it comes down to that.<br />
<br />
The nature of the Boarine government and society limits the deals the player can undertake with them. However, they do have the unique ability to manipulate relations between other races (but not themselves) into improving or worsening, for a significant credit cost.<br />
<br />
=== Government ===<br />
Each planet belonging to the Boarines has a regent who runs it. The regent uses her best judgement to determine where priorities should lie; the current situation of her planet and her race are her sole concern when it comes to brokering political deals. Regents' priorities are based entirely around the environmental, medical, economic, and public order ratings for their planet. If you can improve those ratings, then you may put them in a position where they feel the best protection for themselves is solar unity. In such a circumstance, they become an extremely useful ally. Bribes increase your influence with their race.<br />
<br />
The Solar Unity regent priority is required to have the Boarines elect to join the Federation (without resorting to special deals with the [[Skylaxians]] or Andors. Assassinating the current regent can see in a successor with a different priority - but of course has a lot of other effects as well, often undesired ones.<br />
<br />
[[The Last Federation]]</div>Mooncowshttps://wiki.arcengames.com/index.php?title=The_Last_Federation:Andors&diff=20998The Last Federation:Andors2014-05-24T16:08:54Z<p>Mooncows: Add shipbuilding, construction speeds</p>
<hr />
<div>{{Infobox Race (TLF)<br />
| name = Andors<br />
| icon = TLFAndorIcon.png<br />
| portrait = TLFAndorBackgroundSmall.png<br />
| alignment = Good<br />
| shipstrength =<br />
| groundstrength = 0.3<br />
| construction = 6<br />
| shipbuild = 1.1<br />
| research = Medium<br />
| population = Medium<br />
}}:''The Andors had constructed a peaceful robotic utopia, and our governors reasoned it was no hardship to keep them where they were.''<br />
<br />
A utopian society of robots. They are a peaceable and benevolent [[races|race]], and will never try to take a planet from another race. They will fight, for a variety of reasons, but they can also be relied on to send aid where it is needed.<br />
<br />
== Gameplay ==<br />
The Andors are highly pacifistic sorts, who will refuse to invade or conquer enemy planets even in wartime (they sign a peace treaty instead, if the defender yields). They are somewhat weak in space warfare, and their low ground combat strength and absence of soldiers leaves them largely defenceless in an invasion.<br />
<br />
Due to the nature of their government, they have a fairly limited dealset, but this includes many possible options for assisting other races, e.g. in terms of production or [[RCI]]. Like the [[Skylaxians]], they can convince another race with whom they have a good mutual relationship (+90 attitude) to join the Federation, even if the player has low influence with that race.<br />
<br />
Being a robotic race, they have a slightly different tech tree from the organic races, and suffer from different diseases.<br />
<br />
=== Government ===<br />
There are six political parties in the Andor parliamentary system. Each party has its own agenda, and will only do deals related to its agenda. The deals thankfully overlap some between parties. Each party has a representative chosen from the members of that party who are currently a part of the 400-member body. Members change parties with... surprising frequency. Periodically there is an "Andor Election," which is actually a strange way of saying that a new ruling party is designated based on which party has the most members at the time. These robots may be nice, but there's something a bit wrong with their circuits...<br />
<br />
They will not accept bribes.<br />
<br />
Deals can only be made with the ruling party. The player can change which party comes to power at the next election by spending Credit to lobby for or against any given party.<br />
<br />
[[The Last Federation]]</div>Mooncowshttps://wiki.arcengames.com/index.php?title=The_Last_Federation:Thoraxians&diff=20997The Last Federation:Thoraxians2014-05-24T16:07:56Z<p>Mooncows: Add shipbuilding, construction speeds</p>
<hr />
<div>{{Infobox Race (TLF)<br />
| name = Thoraxians<br />
| icon = TLFThoraxianIcon.png<br />
| portrait = TLFThoraxianBackgroundSmall.png<br />
| alignment = Evil<br />
| shipstrength =<br />
| groundstrength = 50<br />
| construction = 0.2<br />
| shipbuild = 1.5<br />
| research = Slow<br />
| population = Medium<br />
}}:''The Thoraxians are something out of a nightmare. No-one in their right mind would risk an invasion by them.''<br />
<br />
Monstrous nightmares. Each planet is ruled by a hive queen, who controls all the workers on her world. They are efficient killers, the most deadly [[races|race]] in the solar system now that the Hydrals are gone. They aren't evil per se, but they have no concept of the value of others' lives. They can be a powerful ally if you manage it, but they are very hard to please.<br />
<br />
== Gameplay ==<br />
This race is generally the hardest race to befriend. Each hive queen has a particular mood that restricts the options that she will agree to undertake, ''e.g.'' warlike queens will not listen to peace bargains, brooding ones concentrate mostly on her population, ''etc.'' Mood swings comes at pre-determined, random intervals, which is estimated on the political screen. This interval can be shortened by bribes, and players should note that bribes have no Influence benefit.<br />
<br />
Therefore, players seeking to befriend Thoraxians will likely spend a lot more time doing dispatches for them relative to other races. Federation prospects are better if their planet has many resources to trade, as the only attitude building that Thoraxians like are also hated by Andors and Peltians. It may be better to play pretend-peacebroker by encouraging pliable races to ''attack'' Thoraxians, and swooping in for peace treaties before relations get out of hand. Keeping bribe items on stock to minimise their bloodlust will also be important.<br />
<br />
<br />
=== Government ===<br />
Each Thoraxian planet has its own hive queen, and she has her own mood based on her local circumstances as well as the Thoraxian situation in general. Dealing with one hive queen versus another, you may get a better or worse deal depending on their respective moods. Bribing a hive queen is interesting, as there isn't a whole lot she can't get for herself. But if you please her, your influence with her race goes up. The time to her next mood shift also goes down.<br />
<br />
[[The Last Federation]]</div>Mooncowshttps://wiki.arcengames.com/index.php?title=The_Last_Federation:Acutians&diff=20996The Last Federation:Acutians2014-05-24T16:06:31Z<p>Mooncows: Add shipbuilding, construction speeds</p>
<hr />
<div>{{Infobox Race (TLF)<br />
| name = Acutians<br />
| icon = TLFAcutianIcon.png<br />
| portrait = TLFAcutianBackgroundSmall.png<br />
| alignment = Evil<br />
| shipstrength =<br />
| groundstrength = 3<br />
| construction = 3<br />
| shipbuild = 1.7<br />
| research = Medium<br />
| population = Slow<br />
}}:''Cold, robotic capitalists? Absolutely not.''<br />
<br />
Cold, robotic capitalists. One of the more dangerous [[races]], as they are always looking to make new "acquisitions" and they are able to immediately have any citizens become soldiers.<br />
<br />
== Gameplay ==<br />
Being an evil race, the Acutians will greedily seize planets of weaker races if given the chance. Their manufacturing bonus, good tech level and capable ground troops often give them the advantage in war. All Acutian citizens are soldiers.<br />
<br />
Between the three leading CEOs, they generally have a fair to good set of deal options, potentially including the planetcracker. This is their chief unique ability, allowing the player to completely destroy a particularly recalcitrant enemy planet at the cost of an uncolonized moon (and being universally reviled by the races of the solar system). The Acutians will also use a planetcracker if they feel sufficiently threatened.<br />
<br />
Being a robotic race, they have a slightly different tech tree from the organic races, and suffer from different diseases.<br />
<br />
=== Government ===<br />
Acutians don't really have politics, so much as they do ascendant capitalists. Out of the 17 industries that the Acutians organize themselves into, they choose 3 that are most powerful at the time, and choose their top CEOs from those industries to represent their planet as the Business Elite. Industry Quorums are held periodically, and if the power of various industries has shifted, then leadership will also shift. You can influence this by helping or hindering what Acutian Industry Buildings are constructed or sabotaged. You can also bribe CEOs to get discounts on Credit costs of deals in their industry.<br />
<br />
[[The Last Federation]]</div>Mooncowshttps://wiki.arcengames.com/index.php?title=Template:Infobox_Race_(TLF)&diff=20995Template:Infobox Race (TLF)2014-05-24T16:04:50Z<p>Mooncows: Add ship and building construction speed fields</p>
<hr />
<div>{| border="1" cellpadding="2" style="border-style:groove; border-width:2px; float:right"<br />
|-<br />
! class="title" colspan="2" style="font-size:150%" | [[Image:{{{icon}}}|{{{size|64px}}}]] '''{{{name}}}'''<br />
|-<br />
! class="image" colspan="2" | [[Image:{{{portrait}}}|{{{size|240px}}}]]<br />
|-<br />
! Alignment<br />
| {{{alignment}}} <br />
|-<br />
! Ship strength<br />
| {{{shipstrength|}}} <br />
|-<br />
! Ground strength<br />
| {{{groundstrength|}}} <br />
|-<br />
! Construction speed<br />
| {{{construction|}}} <br />
|-<br />
! Shipbuilding speed<br />
| {{{shipbuild|}}} <br />
|-<br />
! Research speed<br />
| {{{research|}}} <br />
|-<br />
! Population growth<br />
| {{{population|}}} <br />
|-<br />
|}<br />
<includeonly><br />
[[Category:Races (The Last Federation)]]<br />
[[Category:The Last Federation]]<br />
</includeonly><br />
<noinclude><br />
{| style="float: left; background-color: transparent;"<br />
|+ '''Usage'''<br />
|<br />
<pre><br />
{{Infobox Race (TLF)<br />
| name = <br />
| icon = <br />
| portrait =<br />
| alignment =<br />
| shipstrength =<br />
| groundstrength =<br />
| construction =<br />
| shipbuild =<br />
| research =<br />
| population =<br />
}}<br />
</pre><br />
</noinclude></div>Mooncowshttps://wiki.arcengames.com/index.php?title=The_Last_Federation:Andors&diff=20985The Last Federation:Andors2014-05-22T15:39:22Z<p>Mooncows: credits -> Credit</p>
<hr />
<div>{{Infobox Race (TLF)<br />
| name = Andors<br />
| icon = TLFAndorIcon.png<br />
| portrait = TLFAndorBackgroundSmall.png<br />
| alignment = Good<br />
| shipstrength =<br />
| groundstrength = 0.3<br />
| research = Medium<br />
| population = Medium<br />
}}:''The Andors had constructed a peaceful robotic utopia, and our governors reasoned it was no hardship to keep them where they were.''<br />
<br />
A utopian society of robots. They are a peaceable and benevolent [[races|race]], and will never try to take a planet from another race. They will fight, for a variety of reasons, but they can also be relied on to send aid where it is needed.<br />
<br />
== Gameplay ==<br />
The Andors are highly pacifistic sorts, who will refuse to invade or conquer enemy planets even in wartime (they sign a peace treaty instead, if the defender yields). They are somewhat weak in space warfare, and their low ground combat strength and absence of soldiers leaves them largely defenceless in an invasion.<br />
<br />
Due to the nature of their government, they have a fairly limited dealset, but this includes many possible options for assisting other races, e.g. in terms of production or [[RCI]]. Like the [[Skylaxians]], they can convince another race with whom they have a good mutual relationship (+90 attitude) to join the Federation, even if the player has low influence with that race.<br />
<br />
Being a robotic race, they have a slightly different tech tree from the organic races, and suffer from different diseases.<br />
<br />
=== Government ===<br />
There are six political parties in the Andor parliamentary system. Each party has its own agenda, and will only do deals related to its agenda. The deals thankfully overlap some between parties. Each party has a representative chosen from the members of that party who are currently a part of the 400-member body. Members change parties with... surprising frequency. Periodically there is an "Andor Election," which is actually a strange way of saying that a new ruling party is designated based on which party has the most members at the time. These robots may be nice, but there's something a bit wrong with their circuits...<br />
<br />
They will not accept bribes.<br />
<br />
Deals can only be made with the ruling party. The player can change which party comes to power at the next election by spending Credit to lobby for or against any given party.<br />
<br />
[[The Last Federation]]</div>Mooncowshttps://wiki.arcengames.com/index.php?title=Lore:Hydral&diff=20880Lore:Hydral2014-05-14T12:22:28Z<p>Mooncows: Created page with 'The '''Hydrals''' are the player race in The Last Federation. The protagonist is the last surviving Hydral. right| == Backsto…'</p>
<hr />
<div>The '''Hydrals''' are the player race in [[The Last Federation]]. The protagonist is the last surviving Hydral.<br />
[[File:TLFHydralBackground.jpg|400px|thumb|right|]]<br />
<br />
== Backstory ==<br />
The Hydrals were one of the oldest races in the solar system, and the first to attain spacefaring capability. They then used their technological advantage to prevent the other eight races from developing spacefaring technology, destroying any manned space launches from their planets. They justified these actions by depicting each of the other races as too dangerous or unfit to be permitted interplanetary agency. The protagonist found this objectionable, and stole the knowledge of spaceflight to give to the other races, along with a ship.<br />
<br />
The [[Evucks]] secretly used probes with advanced technology to dry out the Hydral homeworld, a water planet. The Hydral population plummeted from 40 billion to just a few thousand as a result, and the survivors assembled in space for a retaliatory attack. Shortly thereafter, however, a moon launched by the [[Acutians]] struck the planet, destroying it and killing all the Hydrals. Only the protagonist survived, crash-landing on a planet belonging to one of the eight races (which one is determined by the player at the start of the game).<br />
<br />
Taken prisoner, the Hydral carefully concealed his strength until his captors achieved spaceflight. Once that was done, he escaped, stole the prototype flagship, and set about forming the Federation.<br />
<br />
[[category:The Last Federation]]<br />
[[category:Races (The Last Federation)]]</div>Mooncowshttps://wiki.arcengames.com/index.php?title=File:TLFHydralBackground.jpg&diff=20879File:TLFHydralBackground.jpg2014-05-14T12:10:06Z<p>Mooncows: Background image of the Hydrals in The Last Federation.</p>
<hr />
<div>Background image of the [[Hydrals]] in The Last Federation.</div>Mooncowshttps://wiki.arcengames.com/index.php?title=The_Last_Federation:NPC_Battles&diff=20878The Last Federation:NPC Battles2014-05-14T12:03:42Z<p>Mooncows: </p>
<hr />
<div>'''NPC battles''' are engagements on the solar map between two [[races]]. They generally come in three forms: battles in open space, outpost attacks, and planetary invasions.<br />
<br />
== Mechanics ==<br />
Each solar day, during a battle:<br />
* First, one available armada from each opposing fleet pairs off at random and they shoot at each other, doing damage.<br />
* If one fleet has more armadas than the other, they can engage each opposing armada a second time. The armada from the outnumbered fleet has its attack strength divided by 1.4x (so it has 71.4% its usual attack power); its opponent's attack strength is divided by 1.15x (87.0%).<br />
* If there are still armadas from an attacking fleet left over, they can bombard the planet if applicable.<br />
<br />
Armada strength is improved by the Space Power techs, higher Mark level ship techs, and the God Mote ultimate tech, with bonuses applied multiplicatively. Mark VI ships are inaccessible to Andors, Boarines and Burlusts, and Mark VII ships are exclusive to the Evucks and Skylaxians. Certain racial abilities such as Boarine rage momentum and Burlust turmoil can also increase strength.<br />
<br />
Planetary Ion Cannons will fire at any hostile armadas in orbit.<br />
<br />
== Open space battles ==<br />
When two hostile armadas meet, they may engage in a battle in open space. Two fleets enter, one fleet leaves. These are not generally of strategic significance.<br />
<br />
== Outpost attacks ==<br />
When one race dislikes another (less than -10 attitude), it may send armadas to attack the other race's outposts. This is a provocation that often leads to all-out war.<br />
<br />
When the attacking armadas arrive at the target outpost, they will first engage any defending armadas present. Any surplus attacker armadas will have to wait in line. Once there are no defenders, the attackers will begin destroying the outpost (after they have spent enough time orbiting it), which will usually take several days. There is a 20% chance that the outpost will be captured instead of destroyed.<br />
<br />
Player-owned outposts will resist attack with security goons if any are available. These can kill weak attackers, and buy time for the player to directly intervene to defend the outpost.<br />
<br />
== Planetary invasions ==<br />
These are the largest and most important NPC battles in the game. Success here will result in a planet changing hands, and possibly the destruction of the conquered race.<br />
[[File:TLF_BoarinePlanetAttack.png|320px|thumb|right|Skylaxians launching a large-scale attack on a Boarine planet. No ground troops have been deployed yet.]]<br />
<br />
=== Initiation ===<br />
The attacking race will assemble armadas and troop transports (if applicable), then fly to the target planet.<br />
<br />
Planet attack events are announced as an event notification. Usually, several solar months elapse between the announcement and the actual movement of ships.<br />
<br />
=== Engagement and planetary bombardment ===<br />
When the attacking fleet gets to its target, it will first engage any defending armadas present. Any attacker armadas not engaged in combat will bombard the planet (after they have spent enough time orbiting it).<br />
<br />
Bombardment reduces a planet's population over time, and caps its natural birth rate is capped at the natural death rate (before bombardment effects), so its population can only go down, not up. Bombardment may also randomly destroy buildings.<br />
<br />
Bombardment strength is based on the attacking fleet's strength. This is further modified by a series of five techs under the Orbital Bombs category: three with a 1.2x bonus, one with a 1.3x bonus, and one with a 5x bonus (for a maximum cumulative bonus of 11.232x). Peltians have access to a further three techs with a 5x bonus each, for a further cumulative bonus of up to 125x (giving a maximum bombardment strength of 1404x the base value).<br />
<br />
Each Bomb Shelter building (maximum 10 per planet) offers 1.1x defence against population loss from bombardment, and each Regional Blast Shield (maximum 3 per planet) offers 8x defence against both population loss and building destruction. The Thoraxians' unique Underground Tunnels (maximum 1 per planet) offer 40x defence against population and building loss; it will change hands if the planet is captured.<br />
<br />
During an invasion, the planet will devote all its resources to building and reinforcing defending armadas (split evenly between each). The attacker will, in turn, send new armadas it builds to reinforce the attack.<br />
<br />
=== Ground combat ===<br />
Ground combat occurs when the attacking race lands its troop transports on the planet, but cannot proceed until there is at most one defending armada orbiting the planet. The invading force can support a number of troop units dirtside equal to its armada count. Once troops are landed on a planet, they remain there until one side wins or a truce occurs.<br />
<br />
Each race has a base ground combat strength, which is further augmented by a number of techs, primarily under the Ground Military Power category. The base soldier strengths by race, as of 1.006, are:<br />
* Acutian: 3<br />
* Andor: 0.3<br />
* Boarine: 2<br />
* Burlust: 9<br />
* Evuck: 1<br />
* Peltian: 0.01<br />
* Thoraxian: 50<br />
* Skylaxian: 1<br />
<br />
Civilians also participate on the defending side, although they only have 1/10th the strength of soldiers. Burlusts and Acutians do not have civilians distinct from soldiers. Andors do not have soldiers.<br />
<br />
Peltians do not invade with troop transports. Instead, they use suicide pods, which enable their troops to trade with the enemy 1:1 regardless of target.<br />
<br />
Resistance fighters are functionally equivalent to hostile ground troops.<br />
<br />
=== Capturing a planet ===<br />
When the planet loses enough population, it may surrender, converting the survivors to prisoners and/or resistance fighters, or it may fight to the death. Thoraxians do not take prisoners. Andors cannot capture planets, and will instead sign a ceasefire with the defending race. <br />
<br />
The conquering race takes over the planet, with a population of 1 million. RCI values are reset to a near-zero baseline.<br />
<br />
[[The Last Federation]]<br />
[[category:The Last Federation]]</div>Mooncowshttps://wiki.arcengames.com/index.php?title=Player_Combat&diff=20741Player Combat2014-05-08T15:57:45Z<p>Mooncows: </p>
<hr />
<div>'''Player combat''' occurs between the [[Hydrals|player]] flagship, and one or more [[races]], pirates, or anti-federation rebels/assassins. <br />
<br />
==Mechanics==<br />
*We-go style (parallel execution) turn-based action in a top down space shooter.<br />
<br />
*[[Power Distribution On Your Flagship|Power management]] between shields, weapons, and engines<br />
<br />
*Special abilities from [[Hydraks|Hydral]] tech<br />
<br />
*Objectives, including 1 or more of:<br />
**Destroy all [[Ships|flagships]]<br />
**Destroy at least X flagships<br />
**Destroy all freighters<br />
**Destroy all enemies<br />
**Destroy all orbital barracks<br />
**Deliver plans to beacon<br />
**Escort troop transports to beacon<br />
**Dock with station for X turns<br />
<br />
==Weapons==<br />
The player ship can equip 3 different main weapons. Additional weapons can be gained through ??? missions and can be swapped out with the starting 3 weapons. Different enemies have strengths and weaknesses to different weapons which show on their tool-tip when moused over in battle.<br />
<br />
*'''Spreadshot:''' Sprays bullets in a wide arc. Excellent for hosing down ranges of smaller ships, but won't make a dent in larger ships.<br />
<br />
*'''Minigun:''' Rapid-fire bullets make short work of most small craft, but won't make a dent in larger armored ships.<br />
<br />
*'''Armor Piercing:''' Able to be auto-dodged by the maneuvering jets on most smaller craft, but very powerful and travels through entire lines of ships and obstacles.<br />
<br />
*'''Energy Blaster:''' High-range energy weapon that does 4x damage to the shields of any enemy ships, but very little damage to the hulls of most large ships. Many large structures and turrets take 3x normal damage from Energy attacks, however.<br />
<br />
*'''Gravity Lance:''' Gravity weapon that fires a lance-like beam that damages any ships or debris in its path, including carving through most large ships. Not too effective against most midsize ships, however. Only 25% effective against ship shields.<br />
<br />
*'''MassDriver:''' Hurls concussive ordnance that does excellent damage and also blocks incoming shots. However, does only 10% of its normal damage when impacting shields.<br />
<br />
*'''DisruptorShotNot:''' the strongest weapon by any stretch, but its laser bursts are able to strike straight through enemy shields, damaging both the shields and the hull at the same time. Some shielded ships have laser refractors that make this still largely ineffective, though, so know your target.<br />
<br />
==Special abilities==<br />
The player flagship has different abilities that can be used in combat instead of moving and attacking. They come in three types:<br />
*Offensive (usually directly damages enemies, although some have specialised effects)<br />
*Operations (deploy smaller ships to assist you)<br />
*Special (augments your flagship in some way)<br />
<br />
The number of slots for each type of ability varies based on the flagship of the starting race (Acutians by default).<br />
<br />
==Auto-resolve==<br />
Combat can largely be avoided through using dispatches, but can also be skipped (for a price) during the battle (except the first battle) at any time by clicking the auto-resolve button in the lower left corner.<br />
*Strength for auto-resolve counts all techs, abilities, and allies in the battle vs the strength of all foes to determine how the battle is resolved<br />
*For each ability that you have in your posession, you get a multiplier to either your hull strength or attack strength, and then also to your autoresolve power. They are broken out by category:<br />
**Direct Weapons: 1.01 to attack, 1.1 to autoresolve.<br />
**Offensive: 1.005 to attack, 1.05 to autoresolve.<br />
**Operations: 1.005 to hull, 1.05 to autoresolve.<br />
**Specialty: 1.004 to hull, 1.04 to autoresolve.<br />
**These apply whether or not you have them actually equipped.<br />
<br />
*Notes on specific mission types:<br />
**If you auto-resolve the deliver-spacefaring-tech mission, it treats it as if you alerted ALL of the spy probes.<br />
<br />
*The following scenario types have max turn caps for auto-resolve that makes them always winnable, even if they do take a really long time:<br />
**Freighter Convoy: 999<br />
**Destroy Pirate Base: 999<br />
**Smuggle In Resistance Fighters: 999<br />
**Raid Pirate Convoy: 999<br />
**Raid Hydral Technology Lab: 999<br />
**Capture Civilian Outpost: 999<br />
**Capture Technology: 999<br />
**Quest: Scientist Defection: 999<br />
**Quest: Attack Detention Facility: 999<br />
**Quest: Bring Something To Race While Blocked By Another Race: 999<br />
**Deliver Spacefaring Tech: 500<br />
**Quest: Deliver Technical Documents: 500<br />
**First Encounter: 100<br />
<br />
<br />
[[The Last Federation]]<br />
[[category:TheLastFederation]]</div>Mooncowshttps://wiki.arcengames.com/index.php?title=Races&diff=20740Races2014-05-08T15:51:33Z<p>Mooncows: Remove the most egregious bits of duplicate information (utopian robot society is a society of robots that are utopian...)</p>
<hr />
<div>'''Races''' in The Last Federation refers to the nine sentient civilizations that populate the solar system. This includes the [[Hydrals]](player race), [[Acutians]], [[Andors]], [[Boarines]], [[Burlusts]], [[Evucks]], [[Peltians]], [[Thoraxians]], and [[Skylaxians]]. This article will summarize the important details comparing and contrasting the races, while the individual pages detail specific strategies to deal with each race.<br />
<br />
== Race Comparison ==<br />
{| border="1" cellpadding="1" style="background:#f0f0e0"<br />
! Race Name !!Description!!Key Details<br />
|-<br />
| [[Hydrals]]||Player race||<br />
*You are the last of the Hydrals. The first to attain spaceflight, your long-lived race was responsible for centuries of oppression. Massive and deadly, a single Hydral is easily a match for a thousand troops of any other race. Unfortunately, you are outnumbered trillions to one. On the plus side, the lengthy solar occupation has left centuries' worth of inactive Hydral technology scattered about the solar system. Powerful technology that only you can activate<br />
|-<br />
| [[Acutians]]||Capitalistic robots||<br />
*One of the more dangerous races, as they are always looking to make new "acquisitions" and they are able to immediately have any citizens become soldiers<br />
*Leading CEOs determines what options are available<br />
|-<br />
| [[Andors]]||Utopian robotic society||<br />
*They are peaceable and benevolent, and will never try to take a planet from another race. They will fight, for a variety of reasons, but they can also be relied on to send aid where it is needed.<br />
*Parties randomly determined at game start; ruling party determines which options are available<br />
|-<br />
| [[Boarines]]||Isolationist ice-beasts||<br />
*Solitary, beastly loners. Good in a fight, but their solitary nature leads to rather thin populations. Usually not one of the major players in the solar system, but if you can convince them of the virtues of a federation, they can be a good way to backdoor in other races.<br />
*Have the power for Rage Momentum, the longer they are at war, the stronger they get<br />
*Different regent priorities determine what options are available<br />
|-<br />
| [[Burlusts]]||Warmongering warlords||<br />
*Warlike and volatile, ruled by an unstable hierarchy of warlords. Quick to fight, but also sometimes to a fault; predictable aggressiveness can be a form of weakness. <br />
*The only way to deal with them politically is through bribes, blackmail, and duels.<br />
|-<br />
| [[Evucks]]||Paranoid Kleptomaniacs||<br />
*Quiet and studious, these are the most advanced beings in the solar system. Unfortunately, they are also amoral. They are not above unleashing horrible diseases on enemies, stealing every technology that isn't nailed down, or even blowing up their own planet if they think they have no hope of survival.<br />
*Dislike interference<br />
|-<br />
| [[Peltians]]||Communist agrarians||<br />
*Weak, furry, and rather resembling barn owls. Usually very easy to sway to your wishes, but they are absolutely pathetic in ground combat, and not always the best in a space fight. They are quite good at suicidally bombing the heck out of enemy planets, though.<br />
*Manipulated using voting proxies<br />
|-<br />
| [[Skylaxians]]||Honorable Scientists||<br />
*Very scientifically advanced, very calm, and able to convince most any race of anything -- under the right circumstances. An excellent foundation upon which to build a federation -- but if they don't approve of your actions, you can find them a quick enemy, as well<br />
|-<br />
| [[Thoraxians]]||Villainous insectoids||<br />
*Monstrous nightmares. Each planet is ruled by a hive queen, who controls all the workers on her world. They are efficient killers, the most deadly force in the solar system now that the Hydrals are gone. <br />
*They aren't evil per se, but they have no concept of the value of others' lives. They can be a powerful ally if you manage it, but they are very hard to please<br />
*Different moods determine what options are available<br />
|}<br />
<sup><font size="1"> [[#Top|Back to Top]] </font></sup><br/><br />
<br />
==Race Interactions==<br />
The various races can interact in a variety of ways:<br />
*[[Alliances and Federations]]<br />
*[[Trade]]<br />
<br />
==More info==<br />
from XML game data, can be transferred to individual race pages when they are made.<br />
<br />
<ln id="Story_Intro_A">[#999999]1/7:[#ffffff] I am the last of the murdered race of Hydrals. My countrymen were the dictators of the solar system, so we kind of had it coming. [#999999]Yes, that is me above. And you are me. This is our story.</ln><br />
<br />
<ln id="Story_Intro_B">[#999999]2/7:[#ffffff] I was the sole survivor thanks to a renegade mission I undertook, betraying my race to bring spacefaring technology to our potential rivals.</ln><br />
<br />
<ln id="Story_Intro_C">[#999999]3/7:[#ffffff] My ultimate goal? The creation of a peaceful unified federation of planets. Only then can we be safe from the kinds of atrocities my race committed, and the kinds that were committed against us.</ln><br />
<br />
<ln id="Story_Intro_D">[#999999]4/7:[#ffffff] Naturally, upon my crash-landing at this planet, I was placed in "captivity." Having no concept of my strength, they did not realize that I was merely waiting. I waited for years.</ln><br />
<br />
<ln id="Story_Intro">[#999999]5/7:[#ffffff] [#3ee1b9]Star Date: {0}[#ffffff] My dream of a universal federation is as alive as ever. And now the {1} have finally gotten themselves into orbit. After spending so much time with me as a peaceful "captive," they were ill-prepared for my escape. I have commandeered the first {2}, and now the {1} are in hot pursuit.</ln><br />
<br />
<ln id="Story_Intro3">[#999999]7/7:[#ffffff] Here they come! I outclass this force so severely that it will be almost impossible to lose, so now is a good time to put my ship through its paces. But I still have to be careful -- if they manage to take out my ship, I will be just as dead now as later.</ln><br />
<br />
<ln id="Story_Intro_Acutian">[#999999]6/7:[#ffffff] The Acutians are still in the process of ramping up their space industry, so that gives me a short window of opportunity. But soon their mechanical CEOs will be looking to make planetary "acquisitions." These dangerous, amoral robots destroyed the last remnants of my race after the Evucks almost wiped us out -- having them as my enemy was a given, I think.</ln><br />
<br />
<ln id="Story_Intro_Andor">[#999999]6/7:[#ffffff] The Andors are about the best enemy to have, all in all. They aren't above violence, but I don't think they have any desire to ever spread off their utopian homeworld. Their disapproval means I will find it difficult to get favors from them in the future, however.</ln><br />
<br />
<ln id="Story_Intro_Boarine">[#999999]6/7:[#ffffff] The Boarines are angry, there's no doubt about that. They are usually very solitary creatures, but my theft will have them mobbing their regent with requests for my capture, I am sure. I will have to be wary of them in the future.</ln><br />
<br />
<ln id="Story_Intro_Burlust">[#999999]6/7:[#ffffff] Given that their entire society, if you can even call it that, is founded on warfare... you'd think they would be impressed, not angry. And to some extent I think they are. But that isn't going to stop the Burlust warlords from all declaring me a blood enemy.</ln><br />
<br />
<ln id="Story_Intro_Evuck">[#999999]6/7:[#ffffff] The Evucks are always inscrutable, but their position on my race has been made quite clear, I think. Murdering almost all of us sends a pretty distinct message. Surely I can't have made them hate me any more than they already seemed to.</ln><br />
<br />
<ln id="Story_Intro_Peltian">[#999999]6/7:[#ffffff] These pathetic furry communists pose no long-term threat. Their space industry may be stumbling into a start now, but they will have trouble maintaining momentum. They will hate me for stealing their handiwork, but there are bigger threats in this solar system.</ln><br />
<br />
<ln id="Story_Intro_Skylaxian">[#999999]6/7:[#ffffff] The sense of honor of the Skylaxians is... intense. They have disapproved of my race for centuries, but I think they may have been on the cusp of forgiving me. But I've crossed that line -- there's no going back now.</ln><br />
<br />
<ln id="Story_Intro_Thoraxian">[#999999]6/7:[#ffffff] The Thoraxians do not have a substantive space fleet yet, particularly now that I have stolen their flagship. But they are vicious, they are angry, and I am sure their queen is already plotting her revenge. I will have to be extremely careful.</ln><br />
<br />
[[The Last Federation]]<br />
[[category:TheLastFederation]]</div>Mooncowshttps://wiki.arcengames.com/index.php?title=Races&diff=20739Races2014-05-08T15:49:43Z<p>Mooncows: </p>
<hr />
<div>'''Races''' in The Last Federation refers to the nine sentient civilizations that populate the solar system. This includes the [[Hydrals]](player race), [[Acutians]], [[Andors]], [[Boarines]], [[Burlusts]], [[Evucks]], [[Peltians]], [[Thoraxians]], and [[Skylaxians]]. This article will summarize the important details comparing and contrasting the races, while the individual pages detail specific strategies to deal with each race.<br />
<br />
== Race Comparison ==<br />
{| border="1" cellpadding="1" style="background:#f0f0e0"<br />
! Race Name !!Description!!Key Details<br />
|-<br />
| [[Hydrals]]||Player race||<br />
*You are the last of the Hydrals. The first to attain spaceflight, your long-lived race was responsible for centuries of oppression. Massive and deadly, a single Hydral is easily a match for a thousand troops of any other race. Unfortunately, you are outnumbered trillions to one. On the plus side, the lengthy solar occupation has left centuries' worth of inactive Hydral technology scattered about the solar system. Powerful technology that only you can activate<br />
|-<br />
| [[Acutians]]||Capitalistic robots||<br />
*Cold, robotic capitalists. One of the more dangerous races, as they are always looking to make new "acquisitions" and they are able to immediately have any citizens become soldiers<br />
*Leading CEOs determines what options are available<br />
|-<br />
| [[Andors]]||Utopian robotic society||<br />
*A utopian society of robots. They are peaceable and benevolent, and will never try to take a planet from another race. They will fight, for a variety of reasons, but they can also be relied on to send aid where it is needed.<br />
*Parties randomly determined at game start; ruling party determines which options are available<br />
|-<br />
| [[Boarines]]||Isolationist ice-beasts||<br />
*Solitary, beastly loners. Good in a fight, but their solitary nature leads to rather thin populations. Usually not one of the major players in the solar system, but if you can convince them of the virtues of a federation, they can be a good way to backdoor in other races.<br />
*Have the power for Rage Momentum, the longer they are at war, the stronger they get<br />
*Different regent priorities determine what options are available<br />
|-<br />
| [[Burlusts]]||Warmongering warlords||<br />
*Warlike and volatile, ruled by an unstable hierarchy of warlords. Quick to fight, but also sometimes to a fault; predictable aggressiveness can be a form of weakness. <br />
*The only way to deal with them politically is through bribes, blackmail, and duels.<br />
|-<br />
| [[Evucks]]||Paranoid Kleptomaniacs||<br />
*Quiet and studious, these are the most advanced beings in the solar system. Unfortunately, they are also amoral. They are not above unleashing horrible diseases on enemies, stealing every technology that isn't nailed down, or even blowing up their own planet if they think they have no hope of survival.<br />
*Dislike interference<br />
|-<br />
| [[Peltians]]||Communist agrarians||<br />
*Weak, furry, and rather resembling barn owls. Usually very easy to sway to your wishes, but they are absolutely pathetic in ground combat, and not always the best in a space fight. They are quite good at suicidally bombing the heck out of enemy planets, though.<br />
*Manipulated using voting proxies<br />
|-<br />
| [[Skylaxians]]||Honorable Scientists||<br />
*Very scientifically advanced, very calm, and able to convince most any race of anything -- under the right circumstances. An excellent foundation upon which to build a federation -- but if they don't approve of your actions, you can find them a quick enemy, as well<br />
|-<br />
| [[Thoraxians]]||Villainous insectoids||<br />
*Monstrous nightmares. Each planet is ruled by a hive queen, who controls all the workers on her world. They are efficient killers, the most deadly force in the solar system now that the Hydrals are gone. <br />
*They aren't evil per se, but they have no concept of the value of others' lives. They can be a powerful ally if you manage it, but they are very hard to please<br />
*Different moods determine what options are available<br />
|}<br />
<sup><font size="1"> [[#Top|Back to Top]] </font></sup><br/><br />
<br />
==Race Interactions==<br />
The various races can interact in a variety of ways:<br />
*[[Alliances and Federations]]<br />
*[[Trade]]<br />
<br />
==More info==<br />
from XML game data, can be transferred to individual race pages when they are made.<br />
<br />
<ln id="Story_Intro_A">[#999999]1/7:[#ffffff] I am the last of the murdered race of Hydrals. My countrymen were the dictators of the solar system, so we kind of had it coming. [#999999]Yes, that is me above. And you are me. This is our story.</ln><br />
<br />
<ln id="Story_Intro_B">[#999999]2/7:[#ffffff] I was the sole survivor thanks to a renegade mission I undertook, betraying my race to bring spacefaring technology to our potential rivals.</ln><br />
<br />
<ln id="Story_Intro_C">[#999999]3/7:[#ffffff] My ultimate goal? The creation of a peaceful unified federation of planets. Only then can we be safe from the kinds of atrocities my race committed, and the kinds that were committed against us.</ln><br />
<br />
<ln id="Story_Intro_D">[#999999]4/7:[#ffffff] Naturally, upon my crash-landing at this planet, I was placed in "captivity." Having no concept of my strength, they did not realize that I was merely waiting. I waited for years.</ln><br />
<br />
<ln id="Story_Intro">[#999999]5/7:[#ffffff] [#3ee1b9]Star Date: {0}[#ffffff] My dream of a universal federation is as alive as ever. And now the {1} have finally gotten themselves into orbit. After spending so much time with me as a peaceful "captive," they were ill-prepared for my escape. I have commandeered the first {2}, and now the {1} are in hot pursuit.</ln><br />
<br />
<ln id="Story_Intro3">[#999999]7/7:[#ffffff] Here they come! I outclass this force so severely that it will be almost impossible to lose, so now is a good time to put my ship through its paces. But I still have to be careful -- if they manage to take out my ship, I will be just as dead now as later.</ln><br />
<br />
<ln id="Story_Intro_Acutian">[#999999]6/7:[#ffffff] The Acutians are still in the process of ramping up their space industry, so that gives me a short window of opportunity. But soon their mechanical CEOs will be looking to make planetary "acquisitions." These dangerous, amoral robots destroyed the last remnants of my race after the Evucks almost wiped us out -- having them as my enemy was a given, I think.</ln><br />
<br />
<ln id="Story_Intro_Andor">[#999999]6/7:[#ffffff] The Andors are about the best enemy to have, all in all. They aren't above violence, but I don't think they have any desire to ever spread off their utopian homeworld. Their disapproval means I will find it difficult to get favors from them in the future, however.</ln><br />
<br />
<ln id="Story_Intro_Boarine">[#999999]6/7:[#ffffff] The Boarines are angry, there's no doubt about that. They are usually very solitary creatures, but my theft will have them mobbing their regent with requests for my capture, I am sure. I will have to be wary of them in the future.</ln><br />
<br />
<ln id="Story_Intro_Burlust">[#999999]6/7:[#ffffff] Given that their entire society, if you can even call it that, is founded on warfare... you'd think they would be impressed, not angry. And to some extent I think they are. But that isn't going to stop the Burlust warlords from all declaring me a blood enemy.</ln><br />
<br />
<ln id="Story_Intro_Evuck">[#999999]6/7:[#ffffff] The Evucks are always inscrutable, but their position on my race has been made quite clear, I think. Murdering almost all of us sends a pretty distinct message. Surely I can't have made them hate me any more than they already seemed to.</ln><br />
<br />
<ln id="Story_Intro_Peltian">[#999999]6/7:[#ffffff] These pathetic furry communists pose no long-term threat. Their space industry may be stumbling into a start now, but they will have trouble maintaining momentum. They will hate me for stealing their handiwork, but there are bigger threats in this solar system.</ln><br />
<br />
<ln id="Story_Intro_Skylaxian">[#999999]6/7:[#ffffff] The sense of honor of the Skylaxians is... intense. They have disapproved of my race for centuries, but I think they may have been on the cusp of forgiving me. But I've crossed that line -- there's no going back now.</ln><br />
<br />
<ln id="Story_Intro_Thoraxian">[#999999]6/7:[#ffffff] The Thoraxians do not have a substantive space fleet yet, particularly now that I have stolen their flagship. But they are vicious, they are angry, and I am sure their queen is already plotting her revenge. I will have to be extremely careful.</ln><br />
<br />
[[The Last Federation]]<br />
[[category:TheLastFederation]]</div>Mooncows