Difference between revisions of "Lesser racial traits"

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Note: After 5 LRTs each LTR is increasingly expensive until even negative LTRs begin costing you RW points. There is also a cost for having more positive LTRs than negative LTRs.
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{{race design}}
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Note: After 4 LRTs each LRT is increasingly expensive until even negative LRTs begin costing you RW points. There is also a cost for having four or more negative LRTs without any positive LRTs, or vice versa.
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==Positive LRTs==
  
==Positive LTRs==
 
 
===[[Improved Fuel Efficiency]] (IFE)===
 
===[[Improved Fuel Efficiency]] (IFE)===
*Ships burn 15% less fuel  
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*Ships [[fuel usage|burn 15% less fuel]]
*Fuel Mizer and Galaxy Scoop available  
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*[[Fuel Mizer]] and [[Galaxy Scoop]] available
*Increases starting Prop tech 1 level  
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*Increases starting Prop tech 1 level
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===[[Total Terraforming]] (TT)===
 
===[[Total Terraforming]] (TT)===
*Begin game able to adjust planetary hab values +/- 3%  
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*Begin game able to adjust planetary hab values +/- 3%
*Up to +/- 30% terraforming available in game  
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*Up to +/- 30% [[terraforming]] available in game (with heavy Biotechnology research)
*Terraforming costs 30% less  
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*Terraforming costs 30% less
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===[[Advanced Remote Mining]] (ARM)===
 
===[[Advanced Remote Mining]] (ARM)===
*3 additional mining hulls, 2 additional robots available  
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*3 additional mining hulls, 2 additional robots available
*Start with 2 Midget Miners
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*Start with 2 [[Midget Miner]]s
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===[[Improved Starbases]] (ISB)===
 
===[[Improved Starbases]] (ISB)===
*2 new designs -- Space Dock, capable of building small to medium ships, and Ultra Station, a larger weapons platform  
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*2 new designs - [[Space Dock]], capable of building small to medium ships, and [[Ultra Station]], a larger weapons platform
*Starbases cloaked by 20%  
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*[[Starbase]]s cloaked by 20%
*Starbases cost 20% less  
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*Starbases cost 20% less
===[[Generalized Research]] (GR)===
 
*Half of total resources devoted to research applied to current field, 15% applied to each other field (totaling 125%)
 
  
 
===[[Ultimate Recycling]] (UR)===
 
===[[Ultimate Recycling]] (UR)===
*Scrapping fleets at starbases gives 90% of minerals, 70% of resources  
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*[[Scrapping]] fleets at starbases gives 90% of [[minerals]], some [[resources]]
*Scrapping at planets gives 45% of minerals, 35% of resources  
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*Scrapping at planets gives 45% of minerals, fewer resources
:Not strictly additive  
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:Not strictly additive
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===[[Mineral Alchemy]] (MA)===
 
===[[Mineral Alchemy]] (MA)===
*Mineral alchemy costs 25 resources, produced 1 kT of each mineral  
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*Mineral alchemy costs 25 resources, produced 1 kT of each mineral
==Negative LTRs==
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==Negative LRTs==
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===[[Generalized Research]] (GR)===
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*Half of total resources devoted to [[research]] applied to current field, 15% applied to each other field (totaling 125%)
 +
 
 
===[[No Ramscoop Engines]] (NRSE)===
 
===[[No Ramscoop Engines]] (NRSE)===
*Engines which travel faster than Warp 4 for free unavailable  
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*[[Engines]] which travel faster than [[Warp]] 4 for free unavailable
*Interspace-10 available, capable of Warp 10 without damage
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*[[Interspace-10]] available, earliest Warp 10-safe engine on the tech tree
===[[Cheap Engines ]] (CE)===
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*Engines cost 50% less  
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===[[Cheap Engines]] (CE)===
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*Engines cost 50% less
 
*At speeds over Warp 6, there is a 10% chance engines won't engage
 
*At speeds over Warp 6, there is a 10% chance engines won't engage
*Starting Prop tech increased by 1
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*Starting [[Prop]] tech increased by 1
  
 
===[[Only Basic Remote Mining]] (OBRM)===
 
===[[Only Basic Remote Mining]] (OBRM)===
*Only Mini-Miner hull and Robo-Mini-Miner available  
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*Only [[Mini-Miner]] hull and [[Robo-Mini-Miner]] available
*Maximum planetary population increased 10%  
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*Maximum planetary population increased 10%
*Over-rides ARM
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*Over-rides [[ARM]]
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===[[No Advanced Scanners]] (NAS)===
 
===[[No Advanced Scanners]] (NAS)===
*Penetrating scanners unavailable  
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*Penetrating [[scanner]]s unavailable
*All conventional scanners have double range  
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*All conventional scanners have double range
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===[[Low Starting Population ]] (LSP)===
 
===[[Low Starting Population ]] (LSP)===
*Starting population is 30% lower (17,500)
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*Starting population is 30% lower than normal
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===[[Bleeding Edge Technology ]] (BET)===
 
===[[Bleeding Edge Technology ]] (BET)===
 
*New tech initially costs twice as much  
 
*New tech initially costs twice as much  
 
*Cost normal when all tech exceeded by 1 level  
 
*Cost normal when all tech exceeded by 1 level  
*Miniaturization is 5% per level, up to 80% instead of 4% up to 64%
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*[[Miniaturization]] is 5% per level, up to 80% instead of 4% up to 75%
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===[[Regenerating Shields]] (RS)===
 
===[[Regenerating Shields]] (RS)===
*All shields 40% stronger than listed  
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*All [[shields]] 40% stronger than listed
*Shields regenerate 10% after each round of battle  
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*Shields regenerate 10% after each round of [[battle]]
*Armor at 50% of listed strength
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*[[Armor]] at 50% of listed strength
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==Combinations==
 
==Combinations==
 
*IFE+NRSE
 
*IFE+NRSE
:This is by far the most common combination as this give access to the efficient [[Fuel Mizer]] engine while offsetting the cost of IFE.
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:This is by far the most common combination as this gives access to the efficient [[Fuel Mizer]] engine while offsetting the cost of IFE.
 
*ISB+RS
 
*ISB+RS
:This combination is espacially effiective for [[Horde]] strategies - many small ships in a single stack utelising the fact that sheilds stack together and with RS self-repair ''during'' combat.
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:This combination is almost universal among races that plan to attack early; [[frigate]]s and [[cruiser]]s never use armour, and with rare exceptions can be built at [[Space Dock]]s.
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==Library articles==
 
==Library articles==
 
*[[Basic Race Design by Art Lathrop - Revised: 1st Aug 1999]]
 
*[[Basic Race Design by Art Lathrop - Revised: 1st Aug 1999]]
 
*[[Article Library#Lesser Racial Trails]]
 
*[[Article Library#Lesser Racial Trails]]

Latest revision as of 23:23, 7 April 2020

Stars! race design concepts
PRTs HE · SS · WM · CA · IS · SD · PP · IT · AR · JOAT
LRTs IFE · TT · ARM · ISB · GR · UR · MA · NRSE · CE · OBRM · NAS · LSP · BET · RS
Other HG · HP · -f · QS · 1WW / OWW · Immunities · Habitability · Economics · Technology · Abbreviations

Note: After 4 LRTs each LRT is increasingly expensive until even negative LRTs begin costing you RW points. There is also a cost for having four or more negative LRTs without any positive LRTs, or vice versa.

Positive LRTs

Improved Fuel Efficiency (IFE)

Total Terraforming (TT)

  • Begin game able to adjust planetary hab values +/- 3%
  • Up to +/- 30% terraforming available in game (with heavy Biotechnology research)
  • Terraforming costs 30% less

Advanced Remote Mining (ARM)

  • 3 additional mining hulls, 2 additional robots available
  • Start with 2 Midget Miners

Improved Starbases (ISB)

  • 2 new designs - Space Dock, capable of building small to medium ships, and Ultra Station, a larger weapons platform
  • Starbases cloaked by 20%
  • Starbases cost 20% less

Ultimate Recycling (UR)

Not strictly additive

Mineral Alchemy (MA)

  • Mineral alchemy costs 25 resources, produced 1 kT of each mineral

Negative LRTs

Generalized Research (GR)

  • Half of total resources devoted to research applied to current field, 15% applied to each other field (totaling 125%)

No Ramscoop Engines (NRSE)

  • Engines which travel faster than Warp 4 for free unavailable
  • Interspace-10 available, earliest Warp 10-safe engine on the tech tree

Cheap Engines (CE)

  • Engines cost 50% less
  • At speeds over Warp 6, there is a 10% chance engines won't engage
  • Starting Prop tech increased by 1

Only Basic Remote Mining (OBRM)

No Advanced Scanners (NAS)

  • Penetrating scanners unavailable
  • All conventional scanners have double range

Low Starting Population (LSP)

  • Starting population is 30% lower than normal

Bleeding Edge Technology (BET)

  • New tech initially costs twice as much
  • Cost normal when all tech exceeded by 1 level
  • Miniaturization is 5% per level, up to 80% instead of 4% up to 75%

Regenerating Shields (RS)

  • All shields 40% stronger than listed
  • Shields regenerate 10% after each round of battle
  • Armor at 50% of listed strength

Combinations

  • IFE+NRSE
This is by far the most common combination as this gives access to the efficient Fuel Mizer engine while offsetting the cost of IFE.
  • ISB+RS
This combination is almost universal among races that plan to attack early; frigates and cruisers never use armour, and with rare exceptions can be built at Space Docks.

Library articles