Difference between revisions of "Primary racial traits"

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== [[Claim Adjuster]] (CA) ==
 
== [[Claim Adjuster]] (CA) ==
[[Terraforming]] experts, they enjoy instant, free, alteration of any planet they acquire(instaforming), as well as having the ability to affect the quality of both friends and enemies planets through the use of specialised miners and bombs.
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[[Terraforming]] experts, they enjoy instant, free, alteration of any planet they acquire([[instaforming]]), as well as having the ability to affect the quality of both friends and enemies planets through the use of specialised miners and bombs.
Generally accepted to be the most powerful trait, economically.  
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Generally accepted to be the most powerful trait, economically they are banned or severely restricted in most games.
 
 
 
== [[War Monger]] (WM) ==
 
== [[War Monger]] (WM) ==
 
Very good at offensive warfare, though not so good at [[defenses]].
 
Very good at offensive warfare, though not so good at [[defenses]].
They can build specialised offensive equipment, and are the only race to have access to BattleCruisers and Dreadnoughts, but they can only build basic planetary defences, and have NO knowledge of mines. Also receives a bonus for invading troops.
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They can build specialised offensive equipment, and are the only race to have access to BattleCruisers and Dreadnoughts, but they can only build basic [[planetary defences]], and have NO knowledge of mines. Also receives a bonus for [[invading]] troops.
WMs favor the early-to-mid game, with most of their advantages disappearing in the late game.
 
 
 
 
== [[Inner Strength]] (IS) ==
 
== [[Inner Strength]] (IS) ==
Very good at defensive warfare, and has a wide variety of equipment to enhance their ships such as combined shields and armour, cloak disruptors and miniature gatling lasers.  They have access to the huge Super Freighter, and both standard and speed trap mines.  Their colonists receive a defensive bonus, and can breed on board transport ships.
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Very good at defensive warfare, and has a wide variety of equipment to enhance their ships such as combined shields and armour, [[Tachyon Detector]]s(cloak disruptors) and miniature gatling lasers.  They have access to the huge [[Super Freighter]], and both standard and [[speed trap mines]].  Their colonists receive a defensive bonus, and can breed on board transport ships.
Viewed as one of the weakest PRTs.
 
 
 
 
== [[Packet Physics]] (PP) ==
 
== [[Packet Physics]] (PP) ==
Experts at launching "mass packets" using their advanced [[mass drivers|mass driver]] technology which can be used for scouting, as a weapon, or even a means of terraforming.
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Experts at launching "mass packets" using their advanced [[mass drivers|mass driver]] technology which can be used for scouting, as a weapon, or even a means of terraforming. Starts with a second planet in all [[universe sizes]] except tiny.
Will often start with an extra 'outpost' colony.
 
Viewed as one of the weakest PRTs, except Tiny games where small distances make packets into dangerous weapons.  
 
 
 
 
== [[Interstellar Traveller]] (IT) ==
 
== [[Interstellar Traveller]] (IT) ==
Have unique advantages when it comes to building and using [[stargates]].  Stargates are cheaper and IT ships can carry cargo through them, as well as taking less damage for exceeding the gate limits.  At high tech levels, gates can be built with no limits for distance or weight.
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Have unique advantages when it comes to building and using [[stargates]].  Stargates are cheaper and IT ships can carry cargo through them, as well as taking less damage for exceeding the gate limits.  At high tech levels, gates can be built with no limits for distance or weight. Starts with a second planet in all [[universe sizes]] except tiny.
Often starts with an extra 'outpost' colony.
 
 
 
 
== [[Super Stealth]] (SS) ==
 
== [[Super Stealth]] (SS) ==
Experts at keeping hidden, all their ships have a base 75% [[cloaking|cloak]] and can carry cargo without losing cloak effectivness, as well as being able to travel through minefields 1 warp faster than normal.
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Experts at keeping hidden, all their ships have a base 75% [[cloaking|cloak]] and can carry cargo without losing cloak effectivness, as well as being able to travel through [[minefields]] 1 warp faster than normal.
 
Can build specialised stealth equipment with built-in cloaks (such as shields and scanners), and has access to the Rogue and Stealth Bomber ships.
 
Can build specialised stealth equipment with built-in cloaks (such as shields and scanners), and has access to the Rogue and Stealth Bomber ships.
Also receives a research bonus based on the total galaxy-wide research spending.
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Also receives research bonuses based on the total galaxy-wide research spending in each tech area.
 
 
 
== [[Space Demolition]] (SD) ==
 
== [[Space Demolition]] (SD) ==
 
Masters of [[minefields]], able to build all types of mines and use them as an early warning system.
 
Masters of [[minefields]], able to build all types of mines and use them as an early warning system.
Able to plough through minefields 2 warps faster than normal and can remotely detonate its own standard minefields.
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Able to plough through minefields 2 warps faster than normal and can remotely detonate its own [[standard minefields]].
 
Can build specialised [[minelaying]] ships which double mine production rates.
 
Can build specialised [[minelaying]] ships which double mine production rates.
 
 
== [[Alternate Reality]] (AR) ==
 
== [[Alternate Reality]] (AR) ==
 
AR is a unique race, which plays quite differently to the other races.  Can be vulnerable in the early stages of a game, but very powerful later on.
 
AR is a unique race, which plays quite differently to the other races.  Can be vulnerable in the early stages of a game, but very powerful later on.
 
They live in their starbases, and can eventually upgrade them to the huge Death Stars.
 
They live in their starbases, and can eventually upgrade them to the huge Death Stars.
Also has the ability to 'remote mine' its own planets for extra minerals.
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Also has the ability to 'remote mine' its own planets for extra minerals leading to a [[mineral fountain]].
 
 
 
== [[Jack Of All Trades]] (JOAT) ==
 
== [[Jack Of All Trades]] (JOAT) ==
While not having any unique advantages, they get built-in scanners on their Scouts, Frigates and Destroyers, as well as 20% higher maximum population per planet.
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The most forgiving PRT for beginners, JOATs get built-in scanners on their Scouts, Frigates and Destroyers, as well as 20% higher maximum population per planet and start at (at least)level 3 in all tech fields.
 
 
 
== [[Hyper Expansion]] (HE) ==
 
== [[Hyper Expansion]] (HE) ==
 
One of the most feared races, and the first with which '[[monster race|monster]]' status was achieved.
 
One of the most feared races, and the first with which '[[monster race|monster]]' status was achieved.
 
Can build totally adaptable Metamorph ships, as well as super-efficient energy capacitors with which to enhance their weapons.
 
Can build totally adaptable Metamorph ships, as well as super-efficient energy capacitors with which to enhance their weapons.
 
They get double the listed growth rate for their colonies, but can only support half the number of colonists on them, making (as the name suggests) expansion a must for survival.
 
They get double the listed growth rate for their colonies, but can only support half the number of colonists on them, making (as the name suggests) expansion a must for survival.
Totally unable to construct stargates.
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May not build stargates.

Revision as of 06:50, 10 November 2006

Claim Adjuster (CA)

Terraforming experts, they enjoy instant, free, alteration of any planet they acquire(instaforming), as well as having the ability to affect the quality of both friends and enemies planets through the use of specialised miners and bombs. Generally accepted to be the most powerful trait, economically they are banned or severely restricted in most games.

War Monger (WM)

Very good at offensive warfare, though not so good at defenses. They can build specialised offensive equipment, and are the only race to have access to BattleCruisers and Dreadnoughts, but they can only build basic planetary defences, and have NO knowledge of mines. Also receives a bonus for invading troops.

Inner Strength (IS)

Very good at defensive warfare, and has a wide variety of equipment to enhance their ships such as combined shields and armour, Tachyon Detectors(cloak disruptors) and miniature gatling lasers. They have access to the huge Super Freighter, and both standard and speed trap mines. Their colonists receive a defensive bonus, and can breed on board transport ships.

Packet Physics (PP)

Experts at launching "mass packets" using their advanced mass driver technology which can be used for scouting, as a weapon, or even a means of terraforming. Starts with a second planet in all universe sizes except tiny.

Interstellar Traveller (IT)

Have unique advantages when it comes to building and using stargates. Stargates are cheaper and IT ships can carry cargo through them, as well as taking less damage for exceeding the gate limits. At high tech levels, gates can be built with no limits for distance or weight. Starts with a second planet in all universe sizes except tiny.

Super Stealth (SS)

Experts at keeping hidden, all their ships have a base 75% cloak and can carry cargo without losing cloak effectivness, as well as being able to travel through minefields 1 warp faster than normal. Can build specialised stealth equipment with built-in cloaks (such as shields and scanners), and has access to the Rogue and Stealth Bomber ships. Also receives research bonuses based on the total galaxy-wide research spending in each tech area.

Space Demolition (SD)

Masters of minefields, able to build all types of mines and use them as an early warning system. Able to plough through minefields 2 warps faster than normal and can remotely detonate its own standard minefields. Can build specialised minelaying ships which double mine production rates.

Alternate Reality (AR)

AR is a unique race, which plays quite differently to the other races. Can be vulnerable in the early stages of a game, but very powerful later on. They live in their starbases, and can eventually upgrade them to the huge Death Stars. Also has the ability to 'remote mine' its own planets for extra minerals leading to a mineral fountain.

Jack Of All Trades (JOAT)

The most forgiving PRT for beginners, JOATs get built-in scanners on their Scouts, Frigates and Destroyers, as well as 20% higher maximum population per planet and start at (at least)level 3 in all tech fields.

Hyper Expansion (HE)

One of the most feared races, and the first with which 'monster' status was achieved. Can build totally adaptable Metamorph ships, as well as super-efficient energy capacitors with which to enhance their weapons. They get double the listed growth rate for their colonies, but can only support half the number of colonists on them, making (as the name suggests) expansion a must for survival. May not build stargates.