Races | Race Picks

Pick
Meaning
Boni
Cost
Population
These bonuses affect the rate at which the population grows. The amount of population growth is multiplied by this bonus. Low population growth rates are a result of shorter life spans, health weaknesses, etc., while higher growth rates result from the opposite. Population growth modifiers include -50% growth [-4], +50% growth [3], +100% growth [6].
-50% Growth
+50% Growth
+100% Growth
-4
3
6
Farming
Farming bonuses affect the amount of food that each farmer can grow. Races with farming bonuses have developed advanced agricultural techniques, while races with penalties lack farming aptitude. Races with farming penalties cannot be reduced below 1 food per farmer if the world has any life bearing environment. Farming modifiers include -1/2 food [-3], +1 food [4], +2 food [7].
-1/2 Food
+1 Food
+2 Food
-3
4
7
Industry
Industry bonuses affect the amount of production that each factory worker can produce. Races with industry bonuses have developed advanced manufacturing techniques, while races with penalties lack manufacturing aptitude. Races with industrial penalties cannot be reduced below 1 unit of production per worker. Industry modifiers include -1 production [-3], +1 production [3], +2 production [6].
-1 Production
+1 Production
+2 Production
-3
3
6
Science
Science bonuses affect the amount of research that ach scientist generates. Races with science bonuses have developed advanced research techniques, while races with penalties lack scientific aptitude. Races with science penalties cannot be reduced below 1 unit of research per scientist. Science modifiers include -1 research [-3], +1 research [3], +2 research [6].
-1 Research
+1 Research
+2 Research
-3
3
6
Money
Money bonuses affect the amount in credits a population can be taxed. Races with monetary bonuses have developed advanced commercial concepts, while races with penalties lack economic skills. Monetary modifiers include -0.5 BC [-4], +0.5 BC [5], +1 BC [8].
-0.5 BC
+0.5 BC
+1.0 BC
-4
3
8
Ship Defense
Ship Defense bonuses decrease the chances of enemy fire hitting you in ship to ship combat. Races with bonuses in defense have developed keen evasion senses and have a much better chance of misleading an attacker. Penalties, on the other hand, indicate the race has difficulty visualizing complex 3 dimensional motions. Defense modifiers include -20 defense [-2], +25 defense [3], +50 defense [7].
-20
+25
+50
-2
4
7
Ship Attack
Ship Attack bonuses improve the chances of a ship engaged in combat to hit its target. Races with bonuses have developed the ability to anticipate a target's motion, and have a much better chance of hitting the target. Penalties, on the other hand, indicate a race with poor depth perception and tracking skills. Attack modifiers include -20 attack [-2], +20 attack [2], +50 attack [4].
-20
+20
+50
-2
2
4
Ground Combat
Ground Combat bonuses affect the combat effectiveness of troops engaged in planetary combat or ship boarding actions. Higher bonuses are normally indicative of races with extraordinary strength and agility, while lover combat bonuses indicate the lack thereof. Ground combat modifiers include -10 [-2], +10 [2], +20 [4].
-10
+10
+20
-2
2
4
Spying
Spying bonuses affect the sabotage and espionage skills of a race. Races with high spying bonuses have specialized disguise abilities or advanced espionage equipment. All offensive spies sent on mission will recieve a full bonus/penalty, while defensive spies receive one-half the amount. Modifiers include -10 [-3], +10 [3], +20 [6].
-10
+10
+20
-3
3
6

 

Government
Meaning
Cost
Feudal
Feudal Governments are fuled by powerful families similiar to medieval Europe. Due to the fragmented and warlike nature of these governments they receieve certain benefits and penalties.
- Ship costs are reduced by 1/3.
- Planets suffer a -20% morale penalty unless they have a marine or armor barracks.
- Feudal governments have all research generated by scientists reduced by 50%.
- Feudal governments assimilate captured population at the rate of 1 population every 8 turns.
- Feudal populations instantly assimilate when conquered by another race. There are always local barons looking out for themselves.
-4
Dictatorship
In this form of government, one being has absolute power. All orders and decisions made are final and the general populace is ruled with an iron hand. This control confers several benefits and disadvantages to dictatorships.
- Defensive agents receieve a +20 bonus due to increased internal security.
- Planets suffer a -20% morale penalty unless they have a marine or armor barracks.
- Dictatorships assimilate captured population at the rate of 1 population every 8 turns.
0
Democracy
The people elect representatives to run the government. No single body of people directly controls the government and the personal freedoms are greatest of all forms of governments.
- Defensive agents are penalized -10 due to the emphasis on personal freedom.
- Democracies assimilate captured population at the rate of 1 population every 4 turns.
- Due to the free exchange of ideas all research generated by scientists is increased +50%.
- Democracies are prohibited from annihilating captured populations.
7
Unification
Only a few races are genetically capable of forming a unified government. The population exists harmoniously with jealousy, envy or concern for individual advancement. Each works for the improvement of the whole, instad of the desires of the individual. The unified government is the social equivalent to a colony of bees.
- Defensive agents receive a +15 bonus due to the lack of traitors.
- All morale affects and any buildings modifying morale are ignored by unification governments.
- Unification governments assimilate captured population at the rate of 1 population every 20 turns.
- Increased productivity results in a +50% bonus to all industrial production.
- Increased productivity results in a +50% bonus to all food production.
6

 

Special Ability
Meaning
Cost
Low-G World
Races which come from low gravity worlds are considerably weaker than races from normal-G worlds, and have great difficulty adapting to more intense gravity fields. Colonists can operate only in low-G worlds without penalty, and suffer half the heavy-G penalty in normal-G environments. Finally, Low-G troops are weaker and suffer a -10 ground combat penalty. Low-G and Heavy-G are mutually exclusive.
-5
High-G World
Races which come from heavy gravity worlds are considerably hardier than races from normal-G worlds, and colonists can operate in both heavy-G and normal-G worlds without penalty. In addition, ground troops can sustain substantially more physical damage than other troops, taking 1 more hit than normal troops before being slainn in ground combats. Heavy-G and Low-G are mutually exclusive.
6
Aquatic
Aquatic races originate on ocean worlds, and therefore can more easily adapt to primarily water based environments. Aquatic races treat Tundra and Swamp worlds as Terran and Ocean and Terran as Gaia environments both for food production and maximum planetary population.
5
Subterranean
Races which were originally subterranean are better adapted to living underground, and are capable of building expansive complexes below the surface of the planet. As a result, these races' maximum population on all worlds is increased by twice that world's size class. Also, subterranean ground troops receive a +10 combat bonus when defending their colonies.
6
Large Homeworld
The home world of your race is large instead of the normal medium size.
1
Rich Homeworld
The home world or your race is mineral rich, producing a base 5 production per worker. Rich Home World and Poor Home World are mutually exclusive.
2
Poor Homeworld
The home world of your race is mineral poor, producing a base 2 production per worker. Poor Home World and Rich Home World are mutually exclusive.
-1
Artifacts World
The home world of your race has ancient artifacts. All scientists produce +2 research on this planet.
3
Cybernetic
Races which are cybernetic use mechanical appendages and artifical organs to sustain life. They consume only one half food each, and supplement the other half with one half production unit. Cybernetics also have an enhanced ability to repair their ships due to the ease with which they interface with mechanical devices, 10% of a ship's armor and structure and 5% of a ship's internal systems will be repaired each round of combat. All daamge to cybernetic ships is repaired after combat. Cybernetics and Lithovore are mutually exclusive.
4
Lithovore
These are races which comsume rocks instead of food, thus can subsist on any planet simply by eating the minerals. Lithovores do not require any food whatsoever. Lithovore and Cybernetics are mutually exclusive.
10
Repulsive
Other races find dealing with repulsive races inpossible. Therefore, repulsive races are unable to form any agreements with other races. They can only use diplomacy system to declare war and to sue for peace. Legendary officers demand an increase for 50% to their cost of hiring to serve with repulsive races. Furthermore, these races assimilate conquered colonists into their population at half the normal rate. Repulsive and Charismatic are mutually exclusive.
-6
Charismatic
Races which are extremely charismatic ar quick to make allies and can almost always talk themselves out of problems. This ability doubles the ffect of all good diplomatic actions, and halves that of all negative ones. When proposing deals, charismatic races have a +50% bonus to their chance of the opponent accepting. Charismatic races attract more legendary officers and leaders, halving their hiring cost and increasing frequency with which heroes are hired. In addition, they double the rate at which conquered colonists are assimilated into their empire. Charismatic and Repulsive are mutually exclusive.
3
Uncreative
Races which are not particularly create have great difficulty coming up with difficult new technology ideas. Uncreative races will be able to research only 1 application selected randomly in any field. Uncreative and Creative are mutually exclusive.
-4
Creative
Races which are creative have little difficulty in comingup with new technology ideas. As a result, these races gain every application in the fields that they research, instead of only the specific application selected. Creative and Uncreative are mutually exclusive.
8
Tolerant
These races typically regenerate, or have a metabolism quite unlike that of a standard humanoid. Races that are environmentally tolerant treat all planet environments as Terran for purposes of maximum population. Tolerant races also ignore pollution, not spending any industry to clean up. On multi-racial colonies, the portion of non-tolerant population to tolerant population determines the amount of pollution that must be cleaned. For example, If there are 3 tolerant and 7 non-tolerant population units 7/10 of the pollution must be cleaned up.
10
Fantastic Traders
Races which are fantastic traders possess a keen understanding of economics and deal making. They add +25% to the profit they receive from trade treaties, and receive 1 BC per surplus food created. In addition, they receive a +100% bonus to the amount of money they receive for building trade goods.
4
Telepathic
Telepathic races are capable of reading the minds of other beings, allowing them to exacly isolate the motivations of anyone that they are attempting to negotiate with. As a result, telepathic races gain +25% diplomacy bonus when conducting negotiations with other races. Telepaths can also use their mental abilities for mind control. Telepathic fleets with at least one cruiser or larger ship can mind control a planet instead of bombarding or invading. Mind Control gains ownership of the colony for all purposes instantly assimilating all population. Finally, telepathic spies are extremely adept at evading enemy agents and receive a +10% bonus to all spy actions.
6
Lucky
Races which are lucky do not suffer from random galactic disasters, and have a greater chance of benefiting from good events. Antarans will also have a tendency to overlook the colonies of lucky players.
3
Omniscient
Omniscient races are visionaries capable of spanning the galaxy with their minds. This allows you to know all the star system and planetary data throughout the entire galaxy at the start of the game. In addition, enemy fleets are automatically detected, regardless of stealth special abilities or technologies.
3
Stealthy Ships
Races with stealthy ships have manage to completely mask their ships from long range sensors. This special ability has no effect on ship combat, but their ships will remain unseen on the main screen.
4
Trans Dimensional
Trans-dimensional beings are capable of folding the fabric of space with their minds, allowing them to increase the speed at which ships travel through the galaxy by 2 parsecs per turn. Furthermore, trans-dimensional races gain +4 to their combat speed.
5
Warlord
Races with the warlord special ability have all the crews function as one level of experience higher than normal, and the crews have the potential to eventually become ultra-elites. Warlords double the rate at which marines and tanks are built and allows barracks to support twice the normal number of troops. Each colony produces 2 command points.
4

 

Thanks to Andy for collecting and providing us with the data.

 

 
 


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