Frequently Asked Questions
Q: What is meant by "Planet immunity" (Klingon/Rebel)
A: Planets that set their FC to ATT or NUK will attack an enemy ship that orbit it even though that ship has not set Primary Enemy or mission Kill. However Klingon and Rebel ships cannot be attacked by planets in this way. This is the normal Host behaviour for those 2 races.
Q: If mission RGA or Pillage is selected, will the ships also get Planet immunity
A: No, you only get what you select in the setup. If you want to have Planet Immunity to better Pillage/RGA then you will need to buy that ability (Choose the Rebel or Klingon or ships that have the Planet Immunity).
Q: Klingons have "Ships immune to GloryDevice". Does this mean that if an enemy sets off a GD, then no damage will be taken?
A: If you are the owner of the GD ship that gets POPed, then you only get 10% while all enemy ships get 100% minehit damage. However if another race POP a GD, Klingon ships will only get 10% damage to their ships. This in the normal Host behaviour for the Klingons.
Q: If I have a hardened cloak, does this mean that the cloak will still work regardless of how much damage the ship has?
A: Yes
Q: Do stickymines drain fuel?
A: No. They are webmines with 0 fuel drain
Q: Which minefields destroy other minefields?
A: Webmines only destroy other webmines from enemies. Also normal Mines only destroy normal Mines from enemies. Webmines does not destroy normal Mines and normal Mines does not destroy Web Mines.
Q: Where it's got "minefields safe travel" and then in brackets cloaked or uncloaked, does this mean I must be cloaked or uncloaked to get the bonus? If I choose the top option in this row, can I travel cloaked at Warp 8 with immunity?
A: If it say Uncloaked it only applies when you are not cloaked. If it says Cloaked, then you must be cloaked for it to apply. In the top option you will not hit a minefield when you travel at warp 8 or less and your ships are uncloaked.
Q: How many experience points are required to get to next level?
A: Experience levels are:0, 201, 601, 2001, 6001
Q: What Experience Levels are there and how much points are needed to advance a level?
A: There are 4 Levels you can gain (0, 201, 601, 2001, 6001) which are called Recruit, Soldier, Experienced, Elite, Ultra Elite in that order.
Q: How are experience awarded?
A: You can train you crew to gain experience, but most things that you do also gain experience like:
EPShipAging = 15
EPPlanetAging = 25
EPPlanetGovernment = 0
EPShipMovement100LY = 40
EPShipHyperjump = 30
EPShipAlchemy100KT = 5
EPShipIonStorm100MEV = 80
EPCombatKillScaling = 800
EPCombatDamageScaling = 200
Q: Do the game slot have any relation to the features and missions I will have?
A: Even though you play using a certain game slot, the features will only be those that you have selected here. You mission might show the original mission related to the game slot you have, but only the mission you selected here will be available. e.g. I use game slot 2, I select mission Pillage and race features for the Colonies. My client program might still show my mission as Hiss for the game slot 2, but by using the Hiss mission in the client I will actually Pillage and not Hiss, while I will be able to Sweep Mines with Fighters on a Carrier.
Your Race Name
Your Race Type features
Please select the race type features you want to have. The race feature is not assigned by the game slot you receive, but by what you select here.
Federation |
The Federation are technologically advanced. Their advanced engineers give their ships extra fighting power in fights and can restore their shields between fights. [+50kt bonus mass per ship, Full weaponry on all ships, 25% Shield restoration between combats, if damage allows] |
Lizard |
Due to their tough skin, Lizards can sustain more damage during a fight before blowing up. Because each lizard clan is so large, they cannot fit extra Fighter Bays on they ships.
[150% Damage, planet immune to glory device, 0 extra Fighter Bays] |
Romulan |
The Romulans are master cloakers. Their cloaking ships don't use fuel to cloak, have no cloak failure, and all cloaking ships have hardened their cloaking devices to work even when the ship is damaged.
[0 Kt fuel for cloak, cloak failure 0%, Hardend Cloak] |
Klingon |
The Klingons have so much pride on their work. It shows in their supply and mining production rate.
[Planet immunity, Support clans on desert worlds, ships immune to glory device, Mining Rate +20%, Supply Production +20%] |
Privateer |
The pirates are masters at steering their ships so they have a reduced chance of hitting minefields while cloaked, and by slowing down. They also get the Gravitonic BR5 Torpedo Boat instead of the Switf Heart Scout.
[3x kill factor, Ships are UnClonable, Cloaked Minehit odds Bonus (W9 at 0.5%, W8 at 0.4%, W7 at 0.3%, W6 at 0.2%, W5 at 0.1%, W4 at 0%), Sticky Mines reduced hit chance (3% vs 5%)] |
Borg |
The Borg Assimilate natives into their colony and can scoop debris from a fight.
[20% assimilation rate, scoop minerals after fighting] |
Crystal |
The Crystals are a race so in tune with mine fields that they can avoid minehits by slowing down (even uncloaked). They can even avoid sticky minefields as well. They like warm planets and have advanced growth the warmer a planet becomes, but they will also not die if the planet temperature does not support them.
[Planet glory device immunity, Crystals like it hot (1000 clans/deg), Bohemian will heat to 100deg. 0-50Deg. at twice the rate, 50 - 100 at normal rate, 0 Climate death rate. Minehit (normal & sticky) odds Bonus (W9 at 1%, W8 at 0.9%, W7 at 0.8%, W6 at 0.7%, W5 at 0.6%, W4 at 0.5%, etc.] |
Empire |
The Empire is a race that like to show their power and so have developed technology that their ships can work inside an ion storm without any side effects. They are also very good at using the Force and so have increased their fighter building efficiency and can use their ships to persuade their captives on planets to work for them. [Reduced Free Fighter at Starbase Cost (T1 M1 D0 $0), IonShield (Ships are not dragged along, damaged or crew killed), Colonist survival rate bonus (80% clans survive if a ship take over a planet in combat)] |
Robots |
Robots being robots are extreamly efficient. Their minefields do not decay and all Robot ships are equipped with Ore Condensers.
[Support clans on desert worlds, No mine decay (0% vs 5%), All ships have Ore Condenser. ] |
Rebels |
The Rebels have learned to handle any circumstance in any place. They can hide one any type of planet and because they learned to adapt planets, all Rebel ships Cool and Heat the planets they orbit to 50 deg.
[Planet immunity, support clans on ice and desert worlds, Dark-Sense immune, all ships + Heat Planet, all ships - Cool Planet ] |
Colonies |
The Colonies have superior fighters. The fighters can sweep minefields and can even do it while in a ion storm. [Support clans on desert worlds, can sweep mines with fighters even inside ion storms] |
UnNatural is using an enhanced engin spec in the shiplist.
Each engine has a number in its name. Those number refers to the maximum warp speed with a reasonable fuel consumption. A higher speed should (and could) be only used on light ships or in case of emergency.
Highspeed Engines have a linear fuel consumption until their maximum recommended speed. They cost less but use more fuel than Tim's original engines.
Advanced Engines are the same as Highspeed, but with a reduced fuel consumption. They cost more but use about the same fuel than Tim's original engines.
Eco Drives are consuming less amount of fuel as advanced engines. They also give better fuel economy at lower speeds. They cost more but use less fuel than Tim's original engines.
Simple Engines are just the same technology as Highspeed Engines, but they are not worthy for that name.
The tech levels use the same levels as the original engines so that Winplan can handle them correctly.
Here is the table with everything you should know:
Name |
Cost |
Tri |
Dur |
Mol |
Tech |
W1 |
W2 |
W3 |
W4 |
W5 |
W6 |
W7 |
W8 |
W9 |
Simple 3 |
30 |
5 |
5 |
3 |
1 |
110 |
440 |
990 |
5600 |
8300 |
12600 |
23200 |
41500 |
72900 |
Simple 5 |
70 |
5 |
5 |
5 |
2 |
110 |
440 |
990 |
1760 |
2750 |
8500 |
14500 |
23700 |
63100 |
Simple 7 |
120 |
5 |
5 |
10 |
3 |
110 |
440 |
990 |
1760 |
2750 |
3960 |
5390 |
18000 |
46900 |
Highspeed 8 |
160 |
10 |
5 |
15 |
4 |
110 |
440 |
990 |
1760 |
2750 |
3960 |
5390 |
7040 |
40700 |
Advanced 8 |
200 |
15 |
7 |
20 |
5 |
100 |
400 |
900 |
1600 |
2500 |
3600 |
4900 |
6400 |
37700 |
Eco Drive 8 |
230 |
18 |
6 |
25 |
6 |
90 |
370 |
800 |
1300 |
2100 |
3000 |
4000 |
5800 |
30700 |
Highspeed 9 |
280 |
20 |
5 |
40 |
7 |
110 |
440 |
990 |
1760 |
2750 |
3960 |
5390 |
7040 |
8910 |
Advanced 9 |
320 |
24 |
7 |
45 |
9 |
100 |
400 |
900 |
1600 |
2500 |
3600 |
4900 |
6400 |
8100 |
Eco Drive 9 |
360 |
30 |
6 |
55 |
10 |
90 |
370 |
800 |
1300 |
2100 |
3000 |
4000 |
5100 |
7150 |
See
this forum post for more details as well as some graphs.
Ship list
Based on TList1.1 (Red is changes vs Tim ship list, Green is changes from the original TList1.1)
Ships Bm T F Mass Carg En Fuel Crew Tl Tri Dur Mol MC Sp (Sp at Exp Level)
---------------------------------------------------------------------------------------------------
SWIFT HEART CLASS SCOUT 2 0 0 45 20 1 170 126 1 20 6 5 60 cloak
MEDIUM DEEP SPACE FREIGHTER 0 0 0 60 300 1 250 6 3 8 8 14 65 Ion Shield
FALCON CLASS ESCORT 2 0 0 30 120 1 150 27 2 5 5 12 50 Hyperjump
BOHEMIAN CLASS SURVEY SHIP 2 0 0 32 30 2 180 70 3 25 15 3 40 + Heat Planet
NEUTRONIC FUEL CARRIER 0 0 0 10 2 2 900 2 3 2 10 20 20
D7 COLDPAIN CLASS CRUISER 4 2 0 175 100 2 430 373 4 71 42 63 120 cloak
BR5 KAYE CLASS TORPEDO BOAT 4 1 0 57 50 2 110 50 3 17 32 15 70 Gravitonic cloak
EROS CLASS RESEARCH VESSEL 2 0 0 35 30 2 110 78 4 3 4 33 30 - Cool Planet
COBOL CLASS RESEARCH CRUISER 4 2 0 115 250 2 450 286 4 37 32 23 150 Bioscanner, Ramscoop
LADY ROYALE CLASS CRUISER 4 1 0 130 300 2 670 270 5 61 52 83 250 Gambling
METEOR CLASS BLOCKADE RUNNER 4 4 0 90 120 2 285 102 5 17 22 55 250 Gravitonic cloak, Hyperjump
SKYFIRE CLASS CRUISER 4 4 0 300 250 2 270 270 5 71 52 93 250 Repairs
QUIETUS CLASS CRUISER 4 1 0 130 250 2 470 170 5 61 52 73 120 Ore Condenser
GEMINI CLASS TRANSPORT 4 0 1 140 400 2 350 326 6 42 14 48 145
DETH SPECULA CLASS FRIGATE 4 6 0 153 50 2 180 240 6 50 30 89 280 cloak, Anti cloak immune
LARGE DEEP SPACE FREIGHTER 0 0 0 130 1200 2 600 102 6 7 85 8 160
D19b NEFARIOUS CLASS DESTROYER 7 0 0 96 40 1 160 265 6 53 32 65 180 Glory 20%, Anti cloak
SUPER STAR DESTROYER 8 0 3 250 80 2 180 458 6 71 42 92 390 Planet Immune, Imperial Assult
SCORPIUS CLASS LIGHT CARRIER 6 0 5 315 90 3 250 958 6 171 72 62 387
PATRIOT CLASS LIGHT CARRIER 2 0 6 90 30 1 140 172 6 45 5 35 90 Hardened engins
RESOLUTE CLASS BATTLECRUISER 8 3 0 180 280 2 480 348 7 71 52 93 380 Advance cloak
SABER CLASS FRIGATE 10 0 0 153 25 2 150 420 8 35 25 95 280 Glory 10%, Planet Immune
LOKI CLASS DESTROYER 2 4 0 101 80 2 140 265 8 20 10 43 170 Anti Cloak, Cloak
RED WIND CLASS CARRIER 2 0 4 105 80 2 145 98 8 57 35 25 150 Cloak
IRON LADY CLASS FRIGATE 8 2 0 150 60 2 210 99 9 33 32 47 290 Advance Anti Cloak
VICTORIOUS CLASS BATTLESHIP 10 8 0 451 150 2 290 810 10 193 170 100 410
DARK WING CLASS BATTLESHIP 10 8 0 491 150 2 390 910 10 183 170 110 450 Advance Cloak
AUTOMA CLASS BASESHIP 4 0 8 560 200 3 1480 1258 9 131 242 45 690 Full Weaponry
GORBIE CLASS BATTLECARRIER 10 0 10 980 250 6 1760 2287 10 471 142 442 790
NEUTRONIC REFINERY SHIP 6 0 0 712 1050 10 800 190 9 150 125 527 970 Fuel Refinery
MERLIN CLASS ALCHEMY SHIP 8 0 0 920 2700 10 450 120 10 250 625 134 840 Alchemy
SUPER TRANSPORT FREIGHTER 0 0 0 160 2600 4 1200 202 10 13 125 18 220
Ships Options - A - Normal abilities
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Ships Options - B - Level 2 abilities
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Ships Options - C - Level 3 abilities
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Ships Options - D - Level 4 abilities
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