Donovan's
VGA Planets Super Site

Eden Tan's Infolist
Ver 3.22 (10-08-2001)


Table of Contents

1    Introduction

2    Ships
    2.1 Hull specs
    2.2 Component costs
    2.3 Minefields & minesweeping

3   Economy
    3.1 Misc. info
    3.2 Alchemy
    3.3 Happiness
    3.4 Taxation
    3.5 Growth
    3.6 Population limits
    3.7 Native race characteristics

4    Planetary info
    4.1 Various costs
    4.2 Planetary structures
    4.3 Planetary defenses
    4.4 Groundcombat

5    Movement
    5.1 Hyperjumping
    5.2 Normal movement
    5.3 Fuel usage

6    Mission ordering

7    Friendly codes
    7.1 Ship friendly codes
    7.2 Planetary friendly codes


1.    Introduction
The Infolist is based on Eden Tan's infolist version 3.1. Eden is the one who created the original Infolist, and has built it up from scratch. He improved it over time, as more details became known and new host versions came out. Since Eden seems to have left the VGA Planets community and the latest available version of his Infolist dated back to june 21 of 1996, I figured I'd fill in the blanks in that version, improve on it and re-edit it. I have tried to contact Eden before doing so, but have been unable to reach him. His last known e-mail address (edentan@robotics.eecs.berkeley.edu) no longer seems to exist. A message in the newsgroup did not result in anything either. If you know Eden's current e-mail address, please let me know.

At the time of version 3.1, Eden wrote he was still missing info about the following points:

  1. Additions to the mission ordering list - I know it's not complete
  2. Verification of which friendly codes are registered and not
  3. How much exchanging planets affects the happiness of the natives
  4. How the Fascist pillage mission affects the happiness of the colonists and natives
  5. Anything else you can think of

So I went about and added and/or corrected information on those points, and added some more formulas (movement and fuelconsumption for example).

The most important rule-changes between Eden's latest version and this version 3.2 that come to mind are the universal minefield friendly code and the Birdmen Loki-immunity. PLEASE NOTE: This list is originally based on host 3.14, but is now being updated for host 3.20 (3.22 actually). Some mistakes may slip through, please let me know if you find any.

Please mail any corrections and/or suggestions to: donovan@xs4all.nl


v3.0 (9/19/95) - New version for host 3.2 and above

  • added new FC
  • added designators for new ship types

v3.1 (6/21/96) - correction to population limit info

  • corrections/additions to mission order
  • addition of populations eats supplies info
  • addition of amorphous eat colonists info
  • addition of rebel happiness drop info
  • addition of population dying info

v3.2 (02/19/00)

  • replaced tax, growth, overpopulation and happiness info with actual host.exe formulas
  • replaced host order of actions with most recent version
  • replaced movement and fuel formulas with host 3.22.026 formulas
  • correction for building torps on ships: money costs are normal
  • fixed typo (Rebel auto-fighterbuilding instead of shipbuilding)
  • replaced amorphous-eats-clans formula with actual Host formula
  • fixed grounddefense-part. Removed example with Bird 2:1 defense
  • added friendly code listing
  • sorted info by category
  • created HTML version

v3.21 (05/13/00)

  • fixed typo (ALT, ALT and ALD alchemy)
  • added 'position' column to beamtable
  • added info on minesweeprate
  • clarified use of PBx friendly code

v3.22 (08/10/01)

  • updated host order of actions
  • updated formulas for groundcombat

2.    Ships

2.1    Hull specifications

Common Ships (5)                        
available to all Tc Bm T/F En $ Dur Tri Mol Mass Carg Fuel Crew
Medium Deep Space Freighter 3 0 0/0 1 65 4 4 6 60 200 250 6
Large Deep Space Freighter 6 0 0/0 2 160 85 7 8 130 1200 600 102
Neutronic Refinery Ship 9 6 0/0 10 970 125 150 527 712 1050 800 190
Super Transport Freighter 10 0 0/0 4 220 125 13 18 160 2600 1200 202
Merlin Class Alchemy Ship 10 8 0/0 10 840 625 250 134 920 2700 450 120
                         
Solar Federation Ships (15) Tc Bm T/F En $ Dur Tri Mol Mass Carg Fuel Crew
Outrider Class Scout 1 1 0/0 1 50 20 40 5 75 40 260 180
Nocturne Class Destroyer 2 4 2/0 1 70 25 50 7 90 50 180 190
Bohemian Class Survey Ship (heats to 50) 3 2 0/0 2 40 10 20 3 32 30 180 70
Eros Class Research Vessel (cools to 50) 4 2 0/0 2 30 4 3 13 35 30 110 78
Vendetta Class Frigate 5 4 4/0 2 170 12 23 57 100 30 140 79
Nebula Class Cruiser 6 4 4/0 2 390 42 61 73 170 350 470 430
Banshee Class Destroyer 6 4 2/0 2 110 22 47 53 120 80 140 336
Brynhild Class Escort (bioscanner) 7 4 0/0 1 100 5 45 35 90 30 140 162
Arkham Class Frigate 8 6 3/0 2 70 12 43 67 150 90 120 328
Missouri Class Battleship 8 8 6/0 2 510 140 143 150 395 170 260 810
Loki Class Destroyer (decloaks) 8 2 4/0 2 170 10 20 43 101 80 140 265
Thor Class Frigate 9 1 8/0 2 130 35 55 89 173 95 160 370
Diplomacy Class Cruiser 9 6 6/0 2 410 35 53 79 180 95 350 328
Kittyhawk Class Carrier 9 4 0/6 2 195 25 45 49 173 65 280 370
Nova Class Super-Dreadnought 10 10 10/0 4 810 240 343 350 650 320 560 1810
                         
Lizard Ships (11) Tc Bm T/F En $ Dur Tri Mol Mass Carg Fuel Crew
Small Deep Space Freighter 1 0 0/0 1 10 2 2 3 30 70 200 2
Serpent Class Escort 1 2 0/0 1 40 15 33 5 55 20 160 35
Neutronic Fuel Carrier 3 0 0/0 2 20 10 2 20 10 2 900 2
Reptile Class Destroyer (cloaks) 3 4 0/0 2 50 22 33 15 60 50 120 45
Lizard Class Cruiser (cloaks) 4 4 3/0 2 190 42 81 30 160 290 330 430
Eros Class Research Vessel (cools to 50) 4 2 0/0 2 30 4 3 13 35 30 110 78
Vendetta Class Frigate 5 4 4/0 2 170 12 23 57 100 30 140 79
Saurian Class Light Cruiser (cloaks) 7 4 2/0 2 85 32 67 23 120 150 260 336
Loki Class Destroyer (decloaker) 8 2 4/0 2 170 10 20 43 101 80 140 265
Madonnzila Class Carrier 9 4 0/5 2 420 110 123 90 331 150 290 910
T-Rex Class Battleship 10 10 5/0 2 350 140 153 100 421 190 490 810
                         
Birdmen Ships (13) Tc Bm T/F En $ Dur Tri Mol Mass Carg Fuel Crew
Small Deep Space Freighter 1 0 0/0 1 10 2 2 3 30 70 200 2
Swift Heart Class Scout (cloaks) 1 2 0/0 1 60 6 20 5 45 20 170 126
Neutronic Fuel Carrier 3 0 0/0 2 20 10 2 20 10 2 900 2
White Falcon Class Cruiser (cloaks) 3 4 1/0 2 110 32 61 33 120 140 430 150
Bright Heart Class Destroyer (cloaks) 3 2 4/0 2 140 22 43 15 80 40 90 122
Small Transport 4 2 0/0 1 25 2 2 20 30 50 180 15
Fearless Wing Cruiser (cloaks) 5 6 1/0 2 180 52 81 63 150 240 360 300
Skyfire Class Cruiser 5 4 2/0 2 250 52 61 83 150 250 370 270
Valiant Wind Class Carrier 6 7 0/3 2 380 52 61 123 180 80 190 322
Deth Specula Class Frigate (cloaks) 6 6 4/0 2 280 25 45 89 113 35 140 240
Resolute Class Battlecruiser (adv. cloaking) 7 8 3/0 2 380 52 71 93 180 280 480 348
Red Wind Class Carrier (cloaks) 8 2 0/2 2 150 22 37 15 70 60 85 40
Dark Wing Class Battleship (adv. cloaking) 10 10 8/0 2 450 170 183 110 491 150 290 910
                         
Fascist Ships (13) Tc Bm T/F En $ Dur Tri Mol Mass Carg Fuel Crew
Small Deep Space Freighter 1 0 0/0 1 10 2 2 3 30 70 200 2
D7a Painmaker Class Cruiser 2 4 0/0 2 90 42 81 43 170 120 230 352
Little Pest Class Escort 2 6 0/0 2 60 12 27 45 75 20 180 175
Neutronic Fuel Carrier 3 0 0/0 2 20 10 2 20 10 2 900 2
D7 Coldpain Class Cruiser (cloaks) 4 4 2/0 2 120 42 71 63 175 100 430 373
Small Transport 4 2 0/0 1 25 2 2 20 30 50 180 15
Ill Wind Class Battlecruiser 5 10 2/0 2 320 82 91 93 275 260 480 525
D3 Thorn Class Destroyer (cloaks) 5 2 4/0 2 110 32 43 25 90 40 120 222
Valiant Wind Class Carrier 6 7 0/3 2 380 52 61 123 180 80 190 322
Deth Specula Class Frigate (cloaks) 6 6 4/0 2 280 25 45 89 113 35 140 240
D19b Nefarious Cls Destroyer (Glory Device) 6 7 0/0 2 180 32 53 65 96 40 160 265
Saber Class Frigate (Glory Device) 8 10 0/0 2 280 25 35 95 153 25 150 420
Victorious Class Battleship 10 10 6/0 2 410 170 193 90 451 130 290 810
                         
Privateer Ships (15) Tc Bm T/F En $ Dur Tri Mol Mass Carg Fuel Crew
Small Deep Space Freighter 1 0 0/0 1 10 2 2 3 30 70 200 2
Outrider Class Scout 1 1 0/0 1 50 20 40 5 75 40 260 180
BR4 Class Gunship (cloaks, gravitonic) 1 5 0/0 2 60 12 17 35 55 20 80 55
D7a Painmaker Class Cruiser 2 4 0/0 2 90 42 81 43 170 120 230 352
Little Pest Class Escort 2 6 0/0 2 60 12 27 45 75 20 180 175
Neutronic Fuel Carrier 3 0 0/0 2 20 10 2 20 10 2 900 2
Dwarfstar Class Transport (cloaks) 3 6 0/0 2 280 62 43 15 100 220 180 122
BR5 Kaye Cls Torpedo Boat (cloaks, grav.) 3 4 1/0 2 70 22 17 15 57 20 80 40
Small Transport 4 2 0/0 1 25 2 2 20 30 50 180 15
Lady Royale Class Cruiser (makes money) 5 4 1/0 2 250 52 61 83 130 160 670 270
Meteor Class Blockade Runner (cloaks, grav.) 5 4 4/0 2 250 22 17 55 90 120 285 102
Skyfire Class Cruiser 5 4 2/0 2 250 52 61 83 150 250 370 270
D3 Thorn Class Destroyer (cloaks) 5 2 4/0 2 110 32 43 25 90 40 120 222
Red Wind Class Carrier (cloaks) 8 2 0/2 2 150 22 37 15 70 60 85 40
Bloodfang Class Carrier 10 7 0/4 2 480 42 61 133 220 80 190 222
                         
Cyborg Ships (10) Tc Bm T/F En $ Dur Tri Mol Mass Carg Fuel Crew
B200 Class Probe (hyperjumps) 1 2 0/0 1 30 12 17 7 30 15 80 6
Small Deep Space Freighter 1 0 0/0 1 10 2 2 3 30 70 200 2
Watcher Class Scout 1 2 0/0 1 50 6 25 5 47 50 270 86
Iron Slave Class Baseship 2 1 0/2 1 80 22 23 10 60 70 320 258
B41 Explorer 2 4 0/0 1 40 6 20 15 35 70 270 8
B222 Destroyer 5 7 0/0 2 130 32 43 65 86 40 160 165
Quietus Class Cruiser 5 4 1/0 2 120 52 61 73 130 250 470 170
Firecloud Class Cruiser (chunnel) 6 6 2/0 2 290 32 47 84 120 290 440 236
Biocide Class Carrier 9 10 0/10 6 910 340 343 550 860 320 1260 2810
Annihilation Class Battleship 10 10 10/0 6 910 340 343 550 960 320 1260 2910
                         
Crystalline Ships (11) Tc Bm T/F En $ Dur Tri Mol Mass Carg Fuel Crew
Small Deep Space Freighter 1 0 0/0 1 10 2 2 3 30 70 200 2
Opal Class Torpedo Boat 2 1 1/0 1 60 12 29 20 67 19 55 25
Neutronic Fuel Carrier 3 0 0/0 2 20 10 2 20 10 2 900 2
Ruby Class Light Cruiser 3 4 2/0 2 95 32 47 43 120 370 390 136
Topez Class Gunboat 3 4 0/0 1 60 12 27 25 65 15 60 20
Small Transport 4 2 0/0 1 25 2 2 20 30 50 180 15
Sky Garnet Class Destroyer 5 7 1/0 2 110 32 43 25 90 30 120 80
Emerald Class Battlecruiser 6 8 3/0 2 390 52 71 93 180 510 480 258
Onyx Class Frigate (heats to 100) 8 8 1/0 2 280 25 35 95 153 10 150 320
Diamond Flame Class Battleship 9 10 6/0 2 410 70 93 390 451 90 400 510
Crystal Thunder Class Carrier 10 6 0/8 4 480 42 61 233 320 80 290 422
                         
Evil Empire Ships (12) Tc Bm T/F En $ Dur Tri Mol Mass Carg Fuel Crew
Small Deep Space Freighter 1 0 0/0 1 10 2 2 3 30 70 200 2
RU25 Gunboat 1 4 0/0 1 60 12 27 25 65 1 90 10
Mig Class Scout 1 2 0/0 1 50 6 25 5 37 20 270 10
PL21 Probe (hyperjumps) 1 1 0/0 1 30 1 1 25 24 20 180 1
H-Ross Class Light Carrier 2 2 0/2 2 120 42 91 53 170 120 230 352
Neutronic Fuel Carrier 3 0 0/0 2 20 10 2 20 10 2 900 2
Moscow Class Star Escort 3 4 0/2 2 285 25 55 89 173 65 140 370
Super Star Frigate 4 5 3/0 2 140 32 51 62 150 80 180 102
Super Star Carrier 5 6 0/4 2 320 42 91 143 250 180 240 352
Super Star Destroyer (imperial assault) 6 8 0/3 2 390 42 71 92 250 80 180 458
Super Star Cruiser 9 8 0/4 2 490 42 71 122 270 110 450 578
Gorbie Class Battlecarrier 10 10 0/10 6 790 142 471 442 980 250 1760 2287
                         
Robot Ships (9) Tc Bm T/F En $ Dur Tri Mol Mass Carg Fuel Crew
Small Deep Space Freighter 1 0 0/0 1 10 2 2 3 30 70 200 2
Cat's Paw Class Destroyer 2 4 2/0 2 120 32 61 5 120 300 300 258
Iron Slave Class Baseship 2 1 0/2 1 80 22 23 10 60 70 320 258
Q Tanker 3 0 0/1 2 50 10 2 20 80 120 600 2
Pawn Class Baseship (bioscanner) 3 2 0/2 2 130 342 23 10 260 40 720 358
Cybernaut Class Baseship 4 3 0/5 4 150 292 163 5 340 50 980 558
Instrumentality Class Baseship 6 4 0/7 4 390 242 71 12 350 80 980 958
Automa Class Baseship 9 4 0/8 6 690 242 131 45 560 200 1480 1258
Golem Class Baseship 10 6 0/10 8 990 442 171 32 850 300 2000 1958
                         
Rebel Ships (15) Tc Bm T/F En $ Dur Tri Mol Mass Carg Fuel Crew
Small Deep Space Freighter 1 0 0/0 1 10 2 2 3 30 70 200 2
Taurus Class Scout 1 2 0/0 2 50 20 40 5 95 140 590 180
Cygnus Class Destroyer 1 4 4/0 1 70 25 50 7 90 50 130 190
Falcon Class Escort (hyperjumps) 2 2 0/0 1 50 5 5 12 30 120 150 27
Neutronic Fuel Carrier 3 0 0/0 2 20 10 2 20 10 2 900 2
Deep Space Scout 3 4 0/0 1 190 1 1 29 30 200 450 10
Gaurdian Class Destroyer 4 3 6/0 1 180 10 60 11 80 20 120 275
Armored Transport 4 1 0/0 2 35 14 14 16 68 200 250 126
Sage Class Frigate 5 4 2/0 2 170 12 63 27 100 50 150 79
Sagittarius Class Transport 5 2 0/1 2 75 14 12 38 99 300 450 226
Tranquility Class Cruiser 6 4 2/0 2 140 42 71 43 160 380 460 330
Patriot Class Light Carrier 6 2 0/6 1 90 5 45 35 90 30 140 172
Gemini Class Transport 6 4 0/1 2 145 14 42 48 140 400 350 326
Iron Lady Class Frigate 9 8 2/0 2 290 22 23 47 150 60 210 99
Rush Class Heavy Carrier 10 5 0/10 6 987 242 171 242 645 390 1550 1858
                         
Lost Colonies Ships (15) Tc Bm T/F En $ Dur Tri Mol Mass Carg Fuel Crew
Small Deep Space Freighter 1 0 0/0 1 10 2 2 3 30 70 200 2
Taurus Class Scout 1 2 0/0 2 50 20 40 5 95 140 590 180
Cygnus Class Destroyer 1 4 4/0 1 70 25 50 7 90 50 130 190
Little Joe Class Escort 2 6 0/0 1 50 42 26 15 65 20 85 175
Neutronic Fuel Carrier 3 0 0/0 2 20 10 2 20 10 2 900 2
Cobol Class Resrch Crsr (bioscan, fuelscoop) 4 4 2/0 2 150 32 37 23 115 250 450 286
Aries Class Transport (advanced alchemy) 5 2 0/0 2 65 14 12 25 69 260 260 226
Sagittarius Class Transport 5 2 0/1 2 75 14 12 38 99 300 450 226
Lady Royale Class Cruiser (makes money) 5 4 1/0 2 250 52 61 83 130 160 670 270
Tranquility Class Cruiser 6 4 2/0 2 140 42 71 43 160 380 460 330
Patriot Class Light Carrier 6 2 0/6 1 90 5 45 35 90 30 140 172
Gemini Class Transport 6 4 0/1 2 145 14 42 48 140 400 350 326
Scorpius Class Light Carrier 6 4 0/2 4 287 92 231 82 315 90 250 958
Iron Lady Class Frigate 9 8 2/0 2 290 22 23 47 150 60 210 99
Virgo Class Battlestar 10 10 0/8 8 887 142 371 142 625 290 1550 1858

2.2    Costs of ship components

Engines Tech Cost Dur Tri Mol
StarDrive 1 1 1 1 5 0
StarDrive 2 2 2 2 5 1
StarDrive 3 3 3 2 3 5
SuperStarDrive 4 4 10 3 3 7
Nova Drive 5 5 25 3 3 7
HeavyNova Drive 6 6 53 3 3 15
Quantam Drive 7 7 170 3 3 15
Hyper Drive 8 9 200 13 3 25
Transwarp Drive 10 300 16 3 35

 

Beam Weapons Tech Pos. Cost Dur Tri Mol Mass Kill Expl
Laser 1 1 1 0 1 0 1 10 3
X-Ray Laser 1 2 2 0 1 0 1 15 1
Plasma Bolt 2 3 5 2 1 0 2 3 10
Blaster 3 4 10 12 1 1 4 10 25
Positron Beam 4 5 12 12 1 5 3 9 29
Disruptor 5 6 13 12 1 1 4 30 20
Heavy Blaster 6 7 31 12 1 14 7 20 40
Phaser 7 8 35 12 1 30 5 30 35
Heavy Disruptor 8 9 36 17 1 37 7 50 35
Heavy Phaser 10 10 54 12 1 55 6 35 45

 

Launchers/Torpedoes Tech Cost Dur Tri Mol Mass Kill Expl
Mark 1 Photon 1 1 1 1 0 2 - -
1 1 1 1 1 4 5
Proton Torpedo 2 4 0 1 0 2 - -
2 1 1 1 1 6 8
Mark 2 Photon 3 4 4 1 0 2 - -
5 1 1 1 1 3 10
Gamma Bomb 3 6 3 1 1 4 - -
10 1 1 1 1 15 2
Mark 3 Photon 4 5 1 1 5 2 - -
12 1 1 1 1 9 15
Mark 4 Photon 5 20 4 1 1 2 - -
13 1 1 1 1 13 30
Mark 5 Photon 6 57 7 1 14 3 - -
31 1 1 1 1 17 35
Mark 6 Photon 7 100 2 1 7 2 - -
35 1 1 1 1 23 40
Mark 7 Photon 8 120 3 1 8 3 - -
36 1 1 1 1 25 48
Mark 8 Photon 10 190 1 1 9 3 - -
54 1 1 1 1 35 55

2.3    Minefields & minesweeping

Cost/100 mines MC/100 Min/100
Mark 1 Photon 100.00 100.00
Proton Torpedo 50.00 25.00
Mark 2 Photon 55.56 11.11
Gamma Bomb 62.50 6.25
Mark 3 Photon 48.00 4.00
Mark 4 Photon 36.11 2.78
Mark 5 Photon 63.27 2.04
Mark 6 Photon 54.69 1.56
Mark 7 Photon 44.44 1.23
Mark 8 Photon 54.00 1.00

Best value/MC : Mark 4 torps
Best value/Min : Mark 8 torps

Mines Laid = # torps * (torp position)^2
Mines Swept = # beams * (beam position)^2 * minesweeprate
Mine Field Radius = sqrt(# mines)

The minesweeprate is host-configurable, and is 4 by default. For webmines, the sweeping rate is also configurable and 3 by default. One colonial fighter sweeps 20 (configurable) mines.

The formula for laying/sweeping mines is based on the POSITION of the type of torp, not the actual tech of the torp. e.g. Mark 7 (tech 8, pos 9) gives 9^2 = 81 mines, not 8^2 = 64 mines


3.    Economy

3.1    Misc. info

Planetary Temp Happiness Attitude Native Gov
85-100 desert 90-100 happy (1) Anarchy
65-84 tropical 70-89 calm (2) Pre-Tribal
40-64 warm 50-69 unhappy (3) Early-Tribal
15-39 cool 40-49 very angry (4) Tribal
0-14 arctic 20-39 rioting (5) Feudal
    (-300)-20 fighting (6) Monarchy
        (7) Representative
        (8) Participatory
        (9) Unity

3.2    Alchemy
Fuel (from Neutronic Refinery): 1 Sup + 1 Mineral -> 1 Neutronium
Minerals (from Merlin): 9 Sup -> 1 Tri + 1 Dur + 1 Mol
With ALD, ALM or ALT: 3 sup -> 1 Dur, Mol or Tri


3.3    Happiness
Colonist (most races) change = TRUNC [(1000 - SQRT(Colonist Clans) - 80 * Colonist Taxlevel - ABS(50-Temperature)*3 - (factories+mines)/3 ) /100]
Crystalline colonist change (*) = TRUNC [(1000 - SQRT(Colonist Clans) - 80*Colonist Taxlevel - ABS(100-Temperature)*3 – (factories+mines)/3 ) / 100]
(*)If Crystals like desert temperatures. If not, normal colonist formula applies.

Native change = TRUNC[(1000 - SQRT(Native Clans) - Native Taxlevel * 85 – (factories + mines)/2 - 50*(10-Native Government) ) / 100]
NOTE: Native Government goes from 1(anarchy)to 9(unity) - see table above

Rebel Ground Attack change = -60 for colonists, +30 for natives;
Fascist Pillage change = -10 for both colonists and natives
Avian natives = +10 each turn
Hiss effect = + [(hiss value)*(# of ships hissing)]


3.4    Taxation

MC received from natives: (Native clans / 100) * (Taxlevel / 10) * (Native Government / 5)

NOTES:

  1. You must have 100 colonists (1 clan) for every MC collected
  2. Feds earn 200% taxes, need 1 clan per 2 MCs
  3. Native Government ranges 1-9, see above
  4. Insectiods: pay double taxes, one colonist clan can collect 2 MCs (four if Fed colonists)

MC received from colonists: (Colonist Clans/ 100) * (Colonist Taxlevel / 10) * (Race-taxpercentage / 100)

Maximum earnings 5000 MCs per planet per turn(configurable), for native and colonist taxes combined.


3.5    Growth

Colonist growth

Most Colonists growth (in # of clans, not %) = ROUND [SIN(3.14*(temperature/100))*(colonist clans/20)*(5/(taxlevel+5)]

Crystalline Colonists (If Crystal Desert Advantage = YES, in # of clans, not %) = ROUND [(temperature/100)*(colonist clans/20)*(5/(taxlevel+5)]

Growth is halved when # of clans already exceeds 66,000 before growth

Growth = 0 when:

  1. Temperature is < 15
  2. Temperature is > 84 (not for Crystals with CDA=yes)
  3. Happiness is < 70
  4. Maximum population is reached (see below)

Maximum colonist population for most = SIN(3.14*(temperature/100)) * 100000
Maximum colonist population for Crystal (with CDA=YES) = 1000*Temperature

Native growth

Most natives growth (in # of clans, not %) = ROUND [SIN(3.14*(temperature/100)) * (native clans/25) * (5/(taxrate+5))]

Siliconoid natives growth (in # of clans, not %) = ROUND [(temperature/100) * (native clans/25) * (5/(taxlevel+5)]

Notes:

  1. Growth is halved when # of clans exceeds 66,000 (6.6 million natives)
  2. Growth is 0 if native happiness is below 70 points
  3. Growth is 0 if 'Maximum Population' (see below) is already exceeded

'Maximum Population' most natives = SIN(3.14 * (temperature / 100)) * 150000
'Maximum Population' Siliconoids = temperature * 1000

Note: 'Maximum population' is the limit above which native populations do not grow anymore, it is not the actual maximum native population. Native populations can exceed this 'maximum population', 'overpopulation' will not die.


3.6    Population Limit Info

Colonists:

Normal planets, temperatures between 15 and 84 degrees: Maxpop (in clans) = SIN (3.14 * (temperature/100) ) * 100000
Desert planets, temperature > 84 degrees: Maxpop (in clans) = TRUNC [ (20099,9-200 * temp) / CDR]
Arctic planets, temperature <15 degrees: Maxpop (in clans) = TRUNC [ (299,9 + 200 * temp) / CDR]
Crystals, when Crystal Desert Advantage = YES: Maxpop (in clans) = 1000*temperature

Overpopulation eats supplies:
Supplies = Oldsupplies - 1 - (Colonist clans - Normalmaxpop) / 40.
Maxpop = Normalmaxpop + Supplies / 40.

Population Dying Info (if climate limits population and CDR is not 0)

Arctic:    Survivors = clans - TRUNC(CDR * clans/100) + 2*(temperature +1)
Desert:   Survivors = clans - TRUNC(CDR * clans/100) + 2*(100-temperature)

* Survivors are based on current number of clans, the rest dies.

Natives:
Siliconoids:        "Maximum Population" = temperature * 1000
Other natives:    "Maximum Population" = SIN(3.14 * ( (100-temperature) / 100)) * 150000

This means above this population natives won’t grow, they can reach a population greater than this number. Overpopulation won’t die.


3.7    Native Race Characteristics

Amorphous Eat (95 - [native happiness]) colonist clans, with a minumum of 5. Can not be taxed; can not be assimilated.
Amphibians Free beam (weapons) techlevel 10 on starbase built over planet
Avians Can be overtaxed: in Happiness Info, add extra 10 points
Bovinoids Generate 1 supply unit per 100 native clans (10,000 Bovinoids)
Ghipsoldals Free engine techlevel 10 on starbase built over planet
Humanoids Free hull techlevel 10 on starbase built over planet
Insects Generate double taxes
Reptilian Help in mining, doubles mining rate
Siliconoid Free torpedo techlevel 10 on starbase built over planet

4.    Planetary info

4.1    Various costs

  MC Tri Dur Mol Sup
Mineral Mine: 4 0 0 0 1
Factory: 3 0 0 0 1
Planet Defensive Unit: 10 0 0 0 1
SB Defensive Unit: 10 0 1 0 0
Fighters (in base): 100 3 0 2 0
Fighters (on ship **): 0 3 0 2 5
Torpedoes:

*

1 1 1 0
Starbase: 900 402 120 340 0

*     For MC cost, see above torp list
**   For Rebels, fighter building is automatic - no ship mission, no fuel needed. Robots and Colonies must set mission 'build fighters' and/or friendly          code 'lfm'


4.2    Planetary Structures

Max defenses = 50 +sqrt (clans-50)
Max factories = 100 +sqrt (clans-100)
Max mines = 200 +sqrt (clans-200)
^^^ below this number of clans, the ratio is 1 structure/1 clan

4.3    Planetary Defenses
Defense Posts for n Fighters: n*(n-1) + 1 Ex: For 5 fighters
Defense Posts for n Beamtech: 2*n*(n-1) + 1 5*4+1 = 21 defense posts
Defense Posts for n Beams: 3*n*(n-1) + 1 (see table below)

Defense: 1 3 5 7 13 19 21 25 31 37 41 43 57 61 73 85 91
Fighters: 1 2 2 3 4 4 5 5 6 6 6 7 8 8 9 9 10
Tech : Las Las XRa XRa Pla Pla Pla Bla Bla Bla Pos Pos Pos Dis Dis HBl HBl
Beams : 1 1 1 2 2 3 3 3 3 4 4 4 4 5 5 5 6

NOTE: Base defense is taken into account ONLY when determining the # of beams.
It does NOT affect the # of fighters or the beam tech level.


4.4    Ground combat

For each defense post on a planet, your ground defense  against ground attacks goes up by (0.05 x your ground defense ratio).

Basically, calculate the total attack-value, and compare this to the total defense-value. The highest factor wins, the number of surviving clans is the difference between both values.

  • Attack-value = Clans * RacialAttackfactor
  • Defense-value =  TRUNC [Clans * RacialDefensefactor * (1 + 0.05 * PanetaryDefenseposts)]

5.    Movement

5.1    Hyperjumping
Waypoint closer than 360 lightyears, but further than 340 lightyears (pythagoras): Ending position = waypoint

Else:
Xmovement = INT[Xdistance * 350/SQR((Xdistance)^2+(Ydistance)^2) + 0.4999999]
Ymovement = INT[Ydistance * 350/SQR((Xdistance)^2+(Ydistance)^2) + 0.4999999]
Ending position = ( (Xposition+Xmovement) , (Yposition+Ymovement) )


5.2    Normal Movement
First, determine the ship's major direction. Put quite simply, see if it set to move more in the east or west (X) direction, or more north or south (Y).
Distance travelled in the major direction: INT [(warp^2 * major direction)/sqr (major direction^2 + minor direction^2) + 0.5]
Distance travelled in the minor direction: INT [ movement in major direction * (minor direction / major direction) + 0.5 ]
Add or subtract the lightyears calculated from the ship's current coordinates to determine it’s coordinates next turn.


5.3    Fuel usage
Distance to waypoint ("distance"): distance = INT [SQR ( (Xwaypoint-Xship)^2 + (Ywaypoint-Yship)^2 ) ]
Maximum length of movement ("maxtravel"): maxtravel = warp^2 (gravitonic accelerators: maxtravel = warp^2 * 2)

If distance > maxtravel: fueluse = INT [fuelfactor * ( INT (mass/10) ) * maxtravel / 10000 ]
If distance <= maxtravel: fueluse = INT [fuelfactor * ( INT (mass/10) ) * ( (distance / maxtravel) / 10000 )]
If fueluse > fuel onboard: movement = distance to waypoint * (fuel onboard / fueluse)

The INT function rounds down to the nearest integer. INT(5.99)=5 and INT(-2.99)=-3

Default engine specs – values for "fuelfactor" in the formulas above:

Warp 1

Warp 2

Warp 3

Warp 4

Warp 5

Warp 6

Warp 7

Warp 8

Warp 9

Stardr. 1

100

800

2700

6400

12500

21600

34300

51200

72900

Stardr. 2

100

430

2700

6400

12500

21600

34300

51200

72900

Stardr. 3

100

425

970

5400

12500

21600

34300

51200

72900

SuperStarDrive 4

100

415

940

1700

7500

11600

24300

31200

72900

Nova Drive 5

100

415

940

1700

2600

10500

14300

23450

72900

HeavyNova Drive 6

100

415

940

1700

2600

3733

12300

21450

72900

Quantam Drive 7

100

415

940

1700

2600

3733

5300

19450

42900

Hyper Drive 8

100

400

900

1600

2500

3600

5000

7000

42900

Transwarp Drive

100

400

900

1600

2500

3600

4900

6400

8100

 


6.    Mission Ordering

Host Order

Update of clientside-actions:
- own cargotransfers
- planetary structures built
- starbases built
- alliance codes checked
- jettison from ships
- lock towbeam
Cheat detect
Cloak
AuxHost1.bat
AuxHost1.ini
Meteor shower
Sensor sweep & bioscan
Loki first decloak
Cloak fail
Superspy deluxe (Fcode change)
Minefield fcodes established
Lady Royale generates MCs
Most Mission 9, in order of ID:
-Rob
-Hiss
-Build fighters (incl. 'lfm')
-Repair Self (Borg)
-Dark sense
Cargo drop (ship - planet)
- including Imperial Assault
- including Ground Combat
Transfers (ship to foreign ship)
Beam transfer fcodes (by ID)
- including give ships (gsX)
Planets beam up money ("bum")
Gather missions
Alchemy
Lay mines
Lay web mines
Ion storms:
-move
-join
-decloak ships
-damage ships
-drag ships
-new storms formed
-affect minefields
Mine sweep/scoop
Mine decay
Mines destroy mines
New minefield fcodes established
Web drain
Starbases fix or recycle ships
First build new ships
Clone ships
Super refit
Force a surrender at starbase
Mass check, repair & mkt
Towing ships move
Warpwell calculation
Most ships move (Incl. HYP)
Cobol Ramscoop makes fuel
Warpwell calculation
Intercepting ships move
Cobol Ramscoop makes fuel
Warpwell calculation
Glory device ships detonate
Firecloud chunnel
Loki second decloak
Starbase Primary Orders
Starbases build 'free' fighters
Starbases dump parts (dmp)
Mass check, repair & mkt
New natives appear
Colonise ships
AUXBC.INI
Mass check, repair & mkt
Ship vs. ship combat
Borg gather debris
Mass check, repair & mkt
Ship vs. planet/base combat
Minefield fcodes established
Terraforming
Structure decay
Fascists Pillage planets
Rebel Ground Attack
Happiness change computed
Supplies produced (inc Bovinoids)
Taxes produce MCs (if HP > 30)
Borg assimilate natives
Population growth (if HP > 69)
Overpopulation dies/eats supplies
Amorphous worms eat clans
Riots
Civil wars
Mines produce minerals
Trans-uranium mutation
Second ship build
Mass check, repair & mkt
Superspy / Explore
Make score log
PBP Messages
Auxhost2.bat
Auxhost2.ini
Mass check, repair & mkt
Dump old messages
Count UFO's
Save Host data
Update time stamp


7.    Friendly codes
All friendly codes are case-sensitive: "NAL" for example is not the same as "nal". Unless stated otherwise, friendly codes work for shareware players as well as registered players. Friendly codes containing ASCI codes that cannot be typed in directly from the keyboard (charachters like ë, , æ and such) are not allowed. Friendly codes containing one ore more of such characters will be reset to ‘AAA’.

7.1    Ship codes

Alchemy ship codes
NAL Disables the alchemy function of an alchemy ship (Works for registered players only)
ald Causes an alchemy ship to produce only duranium: three supplies units are converted into one unit of duranium instead of the normal conversion of nine supply units into one unit of ech mineral. (Registered only)
alm Causes an alchemy ship to produce only molybdenum. (Registered only )
alt Causes an alchemy ship to produce only tritanium. (Registered only)

Beam transfer codes
bdm Causes a ship to beam down all the money it has onboard to the planet it is orbiting.
btm Beams all the money from a starship to all allied and enemy starships at the same position.
btt Transfers all the torpedoes from a ship to allied and enemy starships.
btf Transfers all the fighters from a ship to allied and enemy carriers at the same position.

Alliance codes
ff* Setting this code on a ship offers an alliance to the corresponding race. In this code, the * is to be replaced with 1,2..8, 9,a or b. Setting ‘ff3’ for example offers an alliance to the Birdmen.
ee* This code is used to cancel an alliance, and is also set on a ship. The * in this code is to be replaced with 1..9,a or b. Setting a code of ‘eeb’ for example drops an alliance with the Colonies.

(Web) Minelaying codes (work only in conjunction with the ‘lay mines’ or 'lay webmines' mission)
mdN This code causes a ship to convert N times 10 torpedoes to mines. The N in this code can be any number from a number from 1 to 9. When set to md0 the ship will convert 100 torpedoes to mines. (Registered only)
mdh Causes a ship to convert half of it’s torpedoes to mines. (Registered only)
mdq Causes a ship to convert a quarter of it’s torpedoes to mines. (Registered only)
mi* Causes a ship to lay mines in another race’s identity. The * in this code needs to be replaced with the number or letter (1,2….8,9,a,b) of the race in whose identity you wish to lay mines. A code of ‘mia’ for example will lay Rebel mines (Registered only)

Glory device friendly codes
pop When set on a ship with a Glory Device this code causes the ship to blow up; the ship will explode if it has fuel. The ship will explode after all movement has been processed by the Host program.
trg This code causes a ship with a Glory Device to explode when a cloaked enemy ship is at the same location as this ship after movement and the ship with the Glory Device has fuel.

Miscellaneous friendly codes
msc If a ship is set to sweep mines, has at least one torpedotube and is inside a (web)minefield belonging to the same owner,this code will cause the ship to scoop up that field. (Registered only)
mkt Will cause a starship to make torpedoes, if it has the proper resources. (Registered only)
cln If orbiting one of a own starbases, you can set this code on a ship to order the base to make an exact replica of the ship. See cloning for further details and restrictions. (Registered only)
gs* This code will give a starship to another race. The * in this code must be replaced with the number or letter of the appropriate race (1,2,..8,9,a,b).
HYP Will cause a hyperdrive equipped starship to initiate hyper jump if it has a warp setting greater than 0 (zero) and a waypoint beyond 21 light years
lfm Set on a Robot, Rebel or Colonial ship with at least one fighterbay this code will cause the ship to load minerals and supplies needed to build fighters and build them.
nbr No Boarding Party. This code on a Privateer or Crystalline ship will cause the ship to not use their towcapture / boarding party ability to take over enemy ships that are out of fuel. Instead, they will simply tow fuelless ships. (Registered only)
NTP This code tells a ship to not launch it’s fighters or fire it’s torpedoes in battle.

7.2    Planet codes

Configuration codes
con This planetary code will cause the Host program to send you all the game’s settings as messages.
noc Causes the Host program to NOT send you any configuration messages.

General codes
bum With this code, a planet will beam up all of it’s money to planet to all starships in orbit. When more than one ship is present the money is split evenly.
mf# This is the universal minefield code, where the # can be any character that can be found on the keyboard (no strange ASCI codes).

Battle codes
ATT This code will cause a planet to attack all enemy ships with fuel in orbit. Some races’ (Fascists, Rebels) ships can not be attacked by this code, neither can the Super Star Destroyer ship regardless of who owns it..
NUK This code will make a planet attack all enemy ships in orbit, whether they have fuel or not. Some races’ (Fascists, Rebels) ships can not be attacked by this code, neither can some ships (SSD, fuelless Birdmen warships).

Starbase codes (note: all planet codes work on planets with starbases too)
dmp Setting this code on a starbase will order the base to dump and recycle all ship-components in it’s storage rooms. (Registered only)
PBx This code can be used to give certain starbases priority when it comes to shipbuilding. Only works if you have 20 or more priority points, replace "x" with the number in which order you want to prioritise your bases.

Infolist 3.22 copyright 2000 and the 21st century Donovan. Feel free to download, print and/or alter, just don't put it online.


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