{ Description of science and other stuff for Pollux v2.0 { The data for the races are already used in v1.0 Race Choice of race gives the player an opportunity to personalize the role he/she plays in the game. Each race has its pros and cons. [Races] Growth Body Magic M res. Temperat Climat Health Trade Science SciTypBonus Human +6 0 0 -10 5 70 60 135 0 +1 0 Crystallines +3 -25 0 -25 50 500 80 120 +3 0 0 Klingans +5 +5 0 -5 0 90 60 135 +1 0 0 Romulans +5 -5 0 -10 5 70 60 135 0 0 0 Spy equipment Ferengas +4 -5 0 0 5 70 60 135 0 +8 0 Robotics +5 +25 0 0 10 100 70 160 +5 -3 -10 Fighterbay Binarians +4 -10 0 0 5 70 60 135 0 +2 +5 Computer scanners Chi Lung +1 +50 +25 -15 25 90 105 190 +1 +1 -20 Hull size Paralels +5 0 0 0 -50 50 86 160 0 +1 +5 Battle computers The Empire +3 0 0 -10 -5 60 70 135 0 +2 +5 Hull size Dubanics +5 -10 +5 -5 120 200 121 200 0 +1 -5 Photons Skull Demons +3 +10 +10 0 -20 120 50 125 0 -1 -10 Elven +2 +10 +5 -5 -10 90 48 120 +1 -1 -10 Wizards +3 -10 +25 -25 5 70 25 135 0 -1 -20 The Beyonders +3 0 0 0 5 70 0 85 0 -1 +20 Hull size Demons +1 +50 +25 -10 200 500 136 200 +5 -5 -20 Hellfire torpedoes Borghs +3 +5 0 0 5 70 60 135 +1 -5 +20 AutoRepair Tritons +4 0 0 0 30 120 48 120 0 0 0 Hydrogen Bajoran +4 -5 0 -15 5 70 60 135 0 +1 0 Dilithium Jemadar +4 +15 0 0 40 140 48 120 0 0 0 Siliconoids +3 -15 0 -25 -150 20 98 200 +2 +2 0 Megalanians +5 +10 0 0 5 70 0 120 +2 0 0 Crysalis +3 -10 +10 0 -80 30 111 170 0 0 0 Marasatis +4 0 0 0 -10 90 60 135 0 +1 0 Slaedi +10 +10 0 0 30 90 48 110 0 0 0 Cardissian +5 0 0 -5 5 70 60 135 +1 +1 0 Red Path +5 0 +5 -5 -90 -20 85 160 +3 0 0 Yellow Path +5 0 +5 -5 -90 -20 85 160 +2 +1 0 Scandinas +4 +5 0 0 -70 30 40 160 0 0 0 Souleaters +2 +15 0 -15 -30 50 40 160 0 0 +10 Suzukash +5 -5 0 0 15 80 40 115 0 +3 +10 Federation +5 0 0 0 5 70 60 135 +1 +4 +1 Bonners +4 0 0 0 10 70 60 135 0 +4 +5 Clintons +4 0 0 0 10 70 60 135 0 +2 +10 Alkiths +2 +20 +15 -25 20 80 80 135 +3 0 -20 [Race specifics] Humans are bipedals with soft skin and great ambitions. The human body is strong and agile, but nevertheless they often rely on heavy armor. They tend to reproduce at a higher rate than most other sentient races in the Known Universe. In the beginning, humans were completely resistant to magic, but pollution changed all that. Humans like to trade, and will prefer to use diplomacy while encountering other races. Crystallines are silicon-based blob-like limbless creatures with a very high capacity of energy storage. This makes the crystallines very resistant to magic, only the Alkiths are able to surpass them in that field. The nature of their bodies makes them able to survive very high temperatures, but it is also their weakness as they are fragile and cannot survive on too hostile surfaces. Crystallines have almost no knowledge of diseases, as they are rarely affect by those. Klingans are brute bipedals who live for fighting each other and the rest of the universe. Klingans are strong and resistant to some magic, due to their ability to adapt to threats. Their strong bodies make them quite resistance to diseas, and greatly affect their ability to survive on planets with harsh climate. Romulans are cheating, lying and conning their way through life. Whenever possible, they try to use stealth and cunning instead of force - and they are good at it. This is also the reason they are good with spying equipment. The bipedal bodies of Romulans are generally weak, and therefore they have to rely on their technology also in close combat. But why fight if you are good at getting someone else to do the dirty work ? Ferengas live by a standard set of business rules. The most important rule is if you can make a bug of it, make it. They are very keen businessmen, they only have one problem - everybody knows it ! But somehow Ferengas always seems to find get a good deal anyway. These bipedals have weak bodies, and therefore rely on technology in close combat - which they often acquire through trade. Robotics are a race like no other. The Robotic Empire was establish by a now long lost and forgotten race of humanoids. It is rumoured though that they still exists somewhere in the galaxies. Robots reproduce by simply constructing new members when needed. Unfortunately, being an artificially made race, they lack the imagination of the other races. They are not that imperialistic, but tend to reproduce to survive. Binarians are bipedal, very intelligent creatures. They are very logical, and thus devoid of all emotions. They normally work in groups, as they are able to join their minds in a, to other races, very bizarre way thus greatly improving their intelligence. In battle this ability is so incredibly helpful even the mighty Borghs have to give in. Chi Lung are huge dragon-like creatures with up to 7 heads and a very long tail. Chi Lung are a very intelligent species, and they have strong in-born magic abilities. Chi Lung are one of the strongest races in the galaxy and only the Demons are slighty stronger. Due to their heavy use of magic, it has so far now not been nessacary to develop much science. Even though Chi Lungs are so powerful, they are not war-like, and they will not attack unprovoked. Paralels are close relatives of Binarians. Paralels are bipedals humanoids with a very logical thinking mind. Paralels have a long history of being inventive and this also influences their trade abilities. Paralels are also good in battle, mainly because of their superior computer technology. They lack the ability of joining their minds, but are more creative than the Binarians. The Empire is inhabitated by pale-skinned bipedals with very much in common with humans. They are very agressive and imperialistic but not that good in a fight. The Empire are very well known for its gigantic planetary ships and cruisers with many weapons. They rely heavily on science, especially in the warfare areas. Dubanics are weak, 3-4 feet tall humanoids. They are greedy of nature, and very annoying, as they cherish material goods above all in life. They are very good at stealing and spying, and prefer not to enter battle. Their preferred strategy is to let other races eliminate each other, then take what is left. Skull Demons are distant relatives to the Demons. Skull Demons are large 10-12 feet tall bipedals with absolutely no skin. They are extremely evil and imperialistic. If there is a fight going on, there is a good chance some of these creatures are nearby. The Skull Demons are not as powerful as their cuisines the Demons, but somehow (!) they reproduce faster. They are powerful in close combat, and capable of magic. However, they tend to be self-destructive and fight often amongst themselves. Elven are mystical, bipedal creature with pointy ears. They are known for their longevity, and therefore do not reproduce as fast as the other races. mythical bipedal creatures. Being able to survive that long, the are not very ambitious. They prefer to watch the conflicts instead of getting involved. Being quite healthy and endowed with mystical powers, they are one of the races that are more resistant to extreme temperature. Wizards are rumored to be descendants of Humans that long ago (while Humans still had magical powers) somehow moved to another planet. Still being able to wield magic, they are fairly powerful. The Wizards use all of there breathing life to study and enhance their capabilities in the fields of magic. The Beyonders are the legendary sentients, who claim to originate from beyond the Known Universe. They came here eons ago, but an initial civil war destroyed almost all their technology. However, they are very intelligent, and developed quickly, now being among the technological leaders of the universe. Noone has actually met a live Beyonder - they never let other races see them. Demons are one of the most potent races of the galaxy. With latent magic abilities and very strong humanoid body they make up a very dangerous enemy. As they have a very long lifespan, Demons seldom reproduce. They are almost never ill and capable of surviving in even the most dreadfull atmospheres. They especially like their homes to be hot... The dreaded Demons are most known for their unspeakable cruelty. The mere sight of a Demonic ship strikes fear in almost any race. Borghs are bipedals, but even though they are capable of reproducing through natural means, they use their remarkable science to do the job. Perhaps one day, they will learn... Borgs are very well known for their huge cubic ships and their ability to share thoughts. Borghs always works as members of a greater community and are therefore less vulnerable to damage. Tritons are blue-skinned humanoids sea-creatures. Although they are capable of living ashore, they often tend to live in the oceans of the worlds they conquer. Tritons reproduce fairly quickly, but due to their fondness of battle, they have not spread to far in the galaxy yet. The Tritons have their own unik shipdesigns and living everyday beneath the oceans, they have learned most of the secrets of water, making their watergravityships capable of flying over vast distances. Bajoran, The slayed people. The Bajoran are bipedal humanoids that have a lot in common with the humans. The Bajoran are a very proud people with excelent privateer abilities, abilities they used during the Cardissian occupation of the Bajoran homeworld. They reproduce very fast and have magic resistance that helps them in battle and diplomacy. The Bajoran priesthood has access to special orbs, this has enabled them to raise the spirit of their people once more. Jemadar (pluralis: Jemadari) are bipedal humanoids with very agile bodies. The Jemadari are very famous for their prowess in space combat that are rumoured to be extremely violent. Jemadari hate the Federation population, 'the weaklings', as they call them. Jemadari have very strong bodies that enable them to withstand more extreme temperatures than most races. Siliconoids are distant relatives of Crystalline. They have a crystal body like the crystalline, but are somewhat tougher. Siliconoids are a very friendly race that tends to use diplomacy instead of brutal force. The Siliconoids prefer colder and even icy planets. This ability also provides an extremely good defense against agressive magic. Megalanians are the most megalomanic race of the Known Universe. They truly believe that they should be the rulers of the entire galaxy and beyond. They are stronger than most races and they do reproduce fast enough to expand very fast, but their megalomania often causes them to attack what they should not... Their strong bodies enables them to populate worlds with a harsher climate than most other races. Crysalis is very distant relatives to Crystallines. Crysalis are water- crystals with very powerfull energies holding them together. Crysalis are weak, although not as weak as crystallines. They have magic abilities but seldom use that ability for combat. Marasatis are very small bipedals. They are always busy doing something. If they are not trading, they are inventing something or doing philosophical disputes. Marasatis have very quick reflexes and are masters of flight. They have pretty good health. Slaedi are frog-type creatures. They are very well known in the mythical stories in the galaxies as the race who will outrun all in numbers. In fact, they are so busy reproducing, they seldom have time for anything else... Cardissian. The untrustworthy allies. They often conquer worlds only to use up all the raw materials of the world, and then leave the population behind with nothing. Cardissians tend to prefer war over peace and they might even conquer a world just for fun. Red Path. These are part of the tri-pedal race, with a very strong religion that gives only one true path, the Red Path (the principles of which have never been understood by any other race than Red Path). Not all other people in the Galaxy seem too agree though, so Red Path people are constantly fighting, especially with Yellow Path. A pity, they have so much in common. Attacking the infidels Yellow path seems to bring up a sort of berserkerway in both parts. Red Path have limited magic abilities, but a very good health due to the religious dicipline and common use of religious meditation. Yellow Path. A group of the tri-pedal, very close related to Red Path. Yellow Path believes in only one true path, the Yellow Path. Yellow path and Red path are arch-enemies, and on sight they will most likely kill each other. Attacking the Red path brings both parts in a sort of berserkermode and fighting seems more intense. Yellow path is not so extremely religious like the Red Path though. Yellow path can see the possibilities that lies in trade, and have developed good trade abilities to persue this. The religious dicipline gives them a good health. Scandinas are freedom lovers. Governments are often in chaos, allthough it most often does not matter, the Scandinas function very well singlehandedly using common sense and logic. Scandinas are very large humanoids, with multiple legs (the number actually varies) and their bodies can withhold very low temperatures. They are also good in battle. Souleaters are very fearsome gigantic humanoids. They are known for their heavy alchohol use. Souleaters are a very sophisticated society. They are most often ruled by a dictator, but it can change from time to time. Souleaters are, despite their heavy drinking, very strong and agile - in battle only the most hardened demons or dragons can beat them one on one. Suzukash are small very intelligent humanoids that tends to copy everything they see and use the discovered technology for personal economical gain. Suzukash reproduce very fast, because of their strange mating rituals, that they MUST uphold. They are weak in ground battle, but their technology can rescue some of this weakness. Federation. White-skinned humanoid race well known for their white and classy ship design. They are inventive, fair and very intelligent and often use diplomacy instead of brutal war power. Members of the Federation are very good traders. Bonners are hardworking, precise and very punctual human-like creatures. This precisiveness are both their strengh and their weakness. Bonners do not reproduce as fast as humans, as they concentrate a lot on their work and seldom think of anything else... The strengh is their technological power, often used in warships and defense systems. Clintons are capitalists. They like trading, the will go to war to secure their traderoutes. They use diplomacy though, and they are good at it. The Clintons are very intelligent people, and have developed science beyond most other races. It is this knowledge that gives them power in battle, very much power. Alkiths are the absolutely most powerful magic beings in these galaxies. They posseses the strongest offensive magic, and they can resist the magic aibilities of any other race. Therefore, noone really likes to take the first step against an Alkith. Being snobbish to the extreme, they seldom attack other races, as they do not think this can help them in anyway. They are known to have a strange mind, their actions confusing to normal minds. Nevertheless they are intelligent beyond any other race of the Known Universe. Being so able to use magic, they have actually never bothered to do serious scientific research... { THE THING BELOW ARE NOT YET IMPLEMENTED } [Leaders] Cost of leaders is 10 points each. Leaders will give bonus to the field the leader is in. There are the following leader fields: Strategy Gives war bonus +1 to all attacks made on ships with leader. Trade Gives trade bonus +1% of all trade made on planet with leader. Diplomacy Gives bonus to all spying or contraspying. Religion Less religious wars and revolutions. Better patriotism. Choice of initial tax and health state. Tax Costs 1 points each tax %, but gives more initial money if higher. Beware, to high tax will cause problems you do not want. Use max approx. 8% Health Health level costs 2 points per level, but makes initial population higher. { NOT YET IMPLEMENTED } [Government] { Government work% tax% sci% trade% manuf% war% patrio% } Syndicracy 95 50 90 200 200 20 100 Government by a body of syndics, each representing some business interest. Strong in business agreements and everything which touches money. Dictatorship 75 150 60 40 80 170 50 Government whose final authority rests in the hands of one supreme head. Convince this person and the whole planet follows. Theocracy 140 100 50 90 80 150 125 Government by god-rule, that is, rule by the direct representative of the god. Geriatocracy 90 50 70 75 75 100 200 Government reserved to the elderly or very old. Militocracy 80 80 120 50 40 200 50 Government headed by the military leaders and the armed forces in general. Pedocracy 110 120 140 80 70 20 50 Government by the learned, savants and scholars. Science is very important on these planets. Plutocracy 85 120 80 200 100 100 75 Government by the wealthy. Money and power means everything (just like the real world actually). Barbaric 110 90 60 20 20 180 200 Government by the physical strongest leader. Tends to make war if they got a chance. Tribal 110 100 70 20 20 150 200 Government by small independant tribes. The tribes is fighting each other and can not always be trusted. Feudalism 100 80 80 80 80 170 200 Government of a feudal nature where each successive layer of authority derives power and authority from the one above and pledges fealty likewise. Monarchy 100 100 100 100 100 100 100 Government by a single sovereign, usually hereditary, whether an absolute ruler or with power limited in some form. Communism 85 80 120 100 80 200 150 Government Population is often unsatisfied and work is at 75% . The government is often very strongminded. Representative 100 100 110 150 100 120 90 Government by representatives of an established electorate who rule on behalf of the electors. Very close to democracy. Trade flourish. Republic 100 110 110 150 100 120 80 Government by representatives of an established electorate who rule on behalf of the electors. A President is often elected. Science and manufacturing of goods are very strong. Democracy 100 120 110 150 100 120 60 Government by the people i.e. the established body of citizens, whether through direct role or through elected representatives. Trade flourish, and science is strong too. Syndicracy Can establish syndicates on other worlds giving extra income and increasing that worlds crime. Dictatorship Can completely eliminate any life on an owned planet so it does not fall into the hands of the enemy. Theocracy Can once each 10 rounds destroy an opponent ship by choice. Geriatocracy Militocracy Has bonus when building heavy warships, weapon >50% Plutocracy Can establish science centers on small worlds giving +10 per center. Barbaric Can build ground attack units that has +20% to hit. Tribal Feudalism Can build knight ships giving bonus for fighting. Monarchy Communism Representative Republic Democracy { NOT YET IMPLEMENTED } [Race abilities] { Special race abilities Build at Sci Area Value Race Descrip } Humans Diplomacy 0 0 1 Can adjust the relationbar at will. Crystallines Energy storage 0 0 100 Better Dilithium engine designs uses only 75% normal dilithium use. Klingans Light distortion 3 8 Starts off with light distortion +2 Romulans Spy equipment 5 0 Start of with spy equipment level 5 Ferengas Super Trading ship 0 0 1 Starts of with 1 super trading ship of hullsize 5. Robotics Fighter resistance 5 0 -10 Enemy has 10% less hits with missiles. Total immun to fighters and probes. Binarians Binary attacks 0 0 +20 When attacking with 2 ships, binarians gain +20% to hit. Battle computers 2 0 Start of with battle computers level 2 Chi Lung Stun effect 0 0 Chi Lungs up to 7 dragonheads stuns opponents in battle in the first round. Paralels Atomic Engine 2 0 Start of with atomic engine level 3 The Empire Death star 0 6 +50 The Battlestation ship has +50*hullsize hp Dubanics Spy equipment 3 0 Start of with spy equipment level 3 Skull Demons Pollux crystal 0 0 0 Starts of with locationinformation about one of the Pollux Crystals. Elven Crystal ball 10 1 Capable of building a crystal ball at level 10. The crystal ball gives info on 1 enemy ship each turn. Wizards Improved charm 5 9 Doubles charm spell effect. This charms 2 person instead of 1 pr attack turn. The Beyonders Pollux crystal 0 0 0 Starts off with location information about one of the Pollux crystals. Demons Fear 0 0 10 When in battle, there is a 10% chance that the Demons causes opponents captain to fear them, and then flees. Borghs Cube ships 0 5 2 Cube ships has +5 autorepair and +5*hullsize hp Tritons Inhabitate waterp. 0 0 Can inhabite all water planets no matter what climate and temperature above 0. Bajoran Orb The orb gives the Bajorans +5 patriotism. Jemadar Kamikaze attacks 0 0 Can automatically destroy any ship with up to 10 times more mass than own ship. Siliconoids Diplomacy 0 0 1 +1 relation pr round Megalanians Deep space scanner 5 0 Start of with deep space scanner level 5 Crysalis Universal antidote 12 7 Can build an universal antidote that makes medicine irrelevant. Marasatis Constructors 0 0 All construction science gains bonus of 5 sciencepoints pr round. Slaedi Crew 0 0 Automatically fills ship up with max. crew even in deep space. Uses 10% more crew on their ships. Cardissian Torture equipment 0 0 Tortures information about enemy, when captured. Info is planetinformation, shipinformation ao. Red Path Holy symbol 15 0 Can build the holy symbol that provides free church influence of 100% Yellow Path Holy symbol 15 0 Can build the holy symbol that provides free church influence of 100% Scandinas Crew fighting bonus 0 0 5 Bonus when boarding other ships. Souleaters Dictator statue 15 0 Can build the dictator statue. This improves patriotism with 20% Suzukash Copy experts 0 0 Gains science of half the levels of each weapon they encounter. Federation Heroes 0 0 +1 relation pr round, +1 patriotism pr round. Bonners Precisionists 0 0 75 Needs only 75% of the construction time to build a ship. Clintons Stealth 1 0 Start of with level 1 of light distortion Alkiths Pollux crystal 0 0 0 Starts of with locationinformation about one of the Pollux crystals. { NOT YET IMPLEMENTED { Weapons are automatically installed on ships and planets. { Each device costs GP100000 and 2000*scilvl MWHs to build (starship constr) { all races will get a message when something is build, but not by who... { A limited number of universe wonders can be build at any one time. [Universe wonders] { Thing Max no. RaceMax SciLvl SciArea Descrip } Dyson Sphere 3 3 15 6 Increases defense by 100 missiles, the use of sun energy by 100%, and food production by 200%, but destroys all planets. Ring World 3 3 12 6 Increases defense by 25 missiles, and food production by 200% Pyramid 3 3 10 6 +20% patriotism, +20 church influence, +50 science points. Terraxium 1 1 15 7 Terraforms planets in 1 round. Solaterix 1 1 15 7 Creates suns and planets from nebulas. Deuterium Device 1 1 15 5 Makes ships able to warp without fueluse. Displacement device 1 1 15 8 Instant stargating between two ships. Stargate 1 1 15 8 Construction that allows ship to warp between 2 of them in 1 round Solar ignition device 1 1 15 7 Changes white or black dwarf suns into yellow suns and increases available minerals. Stellar comm.equipm. 1 2 10 8 Allows communication with all races (no range limit). Oracle 5 2 15 8 Improves science by doubling planets scienceproduction. Nova burster 1 1 15 1 Weapon that destroys a complete sunsystem. Black hole generator 1 1 10 7 Generates xenic and dilithium from black holes. Habitizer converter 1 1 15 7 Makes all planets in one system liveable. Supra starbase 5 5 10 8 +50% trade on each starbase Ultra virus 1 1 12 8 Weapon that destroys all opponents computers. Nullifier 1 1 15 5 Cancels all beam weapon attacks Spy enhancing equipm. 1 2 10 6 Gain information about 1 opponent planet each round. Warp hole converter 1 2 10 5 Increases speed with 50% Nova probes 10 5 5 3 Race can build level 1 probes that can travel at warp 5 with only level 1 motors. Super nova probes 10 5 10 3 Race can build level 1 probes that can travel at warp 10 with only level 1 motors. Crystal globe 1 1 10 7 Race automatically regenerates all types of rawmaterials. Crystal ball 1 1 10 1 Gains knowledge of 1 enemy ship per round. Pollux Crystal 8 8 0 0 Collect all 8 crystals and destroy 1 fleet per round. Cannot be build, must be found. Starwheel destroyer 1 1 10 1 Destroys 50% of a race. Can only be used once. Enemy will know who used the weapon. This device is hidden on a secret planet. Holy symbol 1 1 15 6 Provides free church influence of 100% Dictator statue 1 1 10 6 Bonus +20% patriotism. Zerox copyer 1 1 15 8 Gains science of half the levels of each weapon they encounter. World of Rana 1 1 10 5 Build the Rana, a 3*hullsize travelling world. Rama can only use solar energy, but can tap this from any sun. Rama cannot use weapons. Temple of Artemis 1 1 5 6 Bonus +20% patriotism on planet Mausoleum Halicarnassus 1 1 5 6 Bonus +20% patriotism on planet Pharos of Alexandria 1 1 5 6 Bonus +10% science on planet Platonian University 1 1 7 7 Bonus +10% science on planet Democritus University 1 1 7 7 Bonus +10% science on planet Homers Academy 1 1 5 8 Bonus +10% ship construction on planet. Pythagoras Constructors 1 1 5 6 Bonus +10% ship construction on planet. Colossus 1 1 5 6 Bonus +10% trade on planet.