Empires Of Planets 4
The Moties
<Insert Race picture here>
Race Attributes
- High population growth rate
- Moties breed on ships &
even in pods (when not in cryo-freeze), at the same rates as on bases
- Motie colonists, crew &
troops all breed at the same high rate
- Motie assault units can
also breed but have their own unique rules
- Start with a large food
stockpile (100,000 food)
- Moties on ships & in
pods eat food (from ships cargo)
- Pod speed of zero (Exotic
tech cannot increase this speed)
- Collapse of tech
capabilities & population levels occurs regularly enough to be
accepted by Moties, as part of their natural cycle of life
- All Motie ship designs are
limited to a top speed of 1LY in normal space
- Motie home-world has a
natural Grav-field effect, which prevents the use of hyperdrives within
50LY
- Motie ships that make a
hyperspace jump & go into combat in the same turn, lose all Attack
& Evasive bonuses
- Extremely skilled engineers
can make fundamental changes to a ships design every turn (Result – the
ship can completely change design from one turn to the next – NB. this is
limited by both tech & available minerals)
- Very dangerous Ground
Troops
- Motie assault units are
specialised castes ( & also need to eat food wherever they are)
- When a HG boards a ship, an
assault pod will be created (docked to the ship) to house their personal
attendants
- Each HG will be accompanied
by 1 Doctor, 100 Troops, 3 Fyunch<click!>, 50 crew & 20
Miniatures
- Captured alien ships will
be re-engineered into Motie designs, at the end of the turn after they are
captured
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Unique Units
- Fyunch<click!> : Trained mediators. They possess the ability to
avert conflicts, settle disputes and command potentially planet-wide
resources on behalf of their Masters. When one or more is docked to a
ship, in a pod, that ship may negotiate it’s way out of combat 50% of the
time (only works if ship not set to attack enemies). Occasionally one will
go Crazy Eddie and cause a lot more damage than anyone could possibly
anticipate, whilst still having the best of intentions (see chance of
CRAZY EDDY!). These are a hybrid of crew (Browns) & HG (Whites).The
number of new Fyunch<click!> created is the total number of Browns
& Whites on a base or ship (including guests & pods), multiplied
by 25%. NB. Both crew & HG must be present on the same base or ship,
to breed Fyunch<click!>.
- Miniatures: These useful pets are trained to assist with
repairs. For each Miniature present, one less repair unit is needed to conduct
repairs to a system. They breed twice as fast as the rest of the Motie
race, but only eat half as much food. An assault pod containing miniatures
can attach itself to an enemy ship, by creating an additional temporary
pod slot, so that even ships without a pod capacity can be infected. On an
enemy ship, the Miniatures will conceal their presence and the pod will
not be visible to that race’s controller. Any ship with Miniatures aboard
gains +100 Attack bonus, +100 Evasive bonus and the ability to repair any
amount of damage, in a single turn. When docked to an enemy ship, if the
pod holding the miniatures is full, they will attempt to take over the
ship in a boarding action.
- Doctors : Intuitive healers. Each Doctor can prevent up
to 100 casualties per turn – but only on the base they’re on, or the ship
their pod is attached to. Please note that Doctors can also keep alive
members of other races, who would otherwise be counted as casualties (this
can include members of enemy boarding parties), who would instead become
prisoners. Doctors are harder to breed than most Motie castes - they can
only be bred from other Doctors at a rate of approx 2.5%.
Missing Base Buildings
- Training Center (Not even
if captured)
- Cities (Not even if
captured)
- Raid Shelters
- Public Spaceport (Not even
if captured)
- Assault Plant (assault
units cannot be bought under any circumstances, therefore Moties cannot
have Assault plants even if captured)
- Government center ( Not
even if captured - Moties have no centralised Government)
- Base Shield
- Undercities
Special Base Buildings
- Museums: This structure is intended to help preserve
Motie technology after a civilisation collapse. A single museum can allow
the race to recover a single level of one tech, for free, each turn
(chosen at random). But this can only be a type of tech, which has been
attained previously. NB - No
Tech levels can be recovered until the turn after a collapse has finished.
These structures are deliberately placed in strategically unimportant
areas to help keep them safe. The chance of a Museum being destroyed in an
attack is reduced by 90%. Up to 5 per planet – Cost 1000MC & 500S –
Tech 1.
- White Fortress:
Each fortress provides a protected environment, where the projects under
that HG’s (White) jurisdiction, can be worked on in safety. For every
fortress, a base gains 100MC from industrial activity and the central bank
gains 100GC. In the event of a collapse, the fortress will allow 1 HG
(White), 2 Doctors, 3 Fyunch<click!> (Brown & Whites), 20crew
(Browns), 1000 colonists (all other Motie castes), 1000 food & 100
troops (Warriors) to survive. You cannot own more White Fortresses than
you have HG on that base. Up to 10,000 per planet - Cost 100MC & 50S –
Tech 1.
Ship Attributes
- Brown Engineers(crew) will
attempt to alter a ship & it’s components every turn, to the maximum
current tech - if resources allow
- Ships are altered to the
highest possible tech design of their type, limited by the current tech
level
- Components are upgraded to
the highest tech component allowed, again limited by current tech level
- Command code “NUN”
prevents the crew attempting to increase the tech of hull or components -
NB. If a collapse occurs, lost tech levels will still result in the ship
& components being reduced to the current tech limits
- Moties have 4 general
types of ship, which are Miners, Warriors, Trojans & Masters
- Miners find & gather
minerals from space dust, planetary rings or harvested from planets,
asteroids & comets
- Warrior ships are
specialised combat ships – usually fast, deadly & numerous
- Trojans are larger
asteroids/comets used as habitats & mined for resources
- Building a Trojan
ship/colony is dependent on finding a suitable asteroid or comet
- Each turn a maximum number
of Trojan candidates found, should be shown in players’ messages
- Each Miner ship has a %
chance of finding a Trojan candidate, equal to 20 divided by the current
turn number
- Candidates should be
common & plentiful in the early part of the game, but these resources
should dwindle
- The number of potential
candidates in a turn, gives the maximum number of Trojan class ships,
which can be built
- Master ships are larger,
more robust capital ships – used to transport Masters in safety (usually
escorted by many warrior ships)
- Each Master ship counts as
an additional White Fortress (gives 100mc income on the ship & 100gc
to the Central bank)
- Crazy Eddy ships are
unconventional designs, which can only be made as an attempt to prevent
collapse
Ship Special Devices
Ship Super Weapons
Playing As
An explanatory note.
Collapse
See separate pages for potential collapse mechanisms.
Playing Against
Natural Enemies