The Reticuleans
General
The Reticuleans do not start with a base, but have sent 1 Stronghold, 3
wings of 50 type I fighters, 1 Mind's Eye, and 2 Independant in through
a Time Gate.
Reticuleans cannot buy contraband.
They cannot own foreign hull plans and other Races cannot own Reticulean Hull plans (as Crystals).
They have no Minelayers or Minesweepers on their Shiplist.
Reticuleans start with 1/10th the population level set by Master.
Base Structures
Interrogation Center
Planet Tech: 5
Cost: 500 mc & 100 Supplies
Max per Planet: 10
By psionic interrogation of captured enemy personnel, the
Reticuleans can divulge much useful information about their foes. For
every 100 Prisoners interrogated in this way, 1 Spy Mana is generated.
Unfortunately for the poor souls 'questioned', there are seldom any
survivors. Each Interrogation Center has the capacity to process 1000 prisoners each turn, but Cyborg and Robot prisoners are immune.
Indoctrination Center
Planet Tech: 7
Cost: 5000 mc & 200 Supplies
Max per Planet: 1
These buildings introduce the native races to all of the wonderful
benifits of unquestioning loyalty and devotion to the Reticulean cause.
For every 10 natives indoctrinated, 1 Troop is created... no one ever
said service to the Reticuleans was easy. For every 1000 troops (or
part thereof) generated in this way, 1kt of Handguns and 1kt of Grecken
Blood Wine need to be present on the base. This contraband is consumed
in the process. Each Indoctrination Center can process 100,000 Natives each turn if the required Contraband is present.
Reticulean Broadcasting Tower
Planet Tech: 9
Cost: 10000 mc & 1000 Supplies
Max per Planet: 1
This nasty little structure broadcasts a constant, unrelenting series
of subliminal messages to all nearby population centers. Each turn,
((300 - Base Happiness)/100)% of all enemy colonists within 300ly
dicide that 'There is a better way' and answer their new one true
calling in life. These 'New Believers' leave their home and form a new
base on their planet as Troops dedicated to the Reticulean cause.
Cyborg and Robot colonists are immune to the effects of this structure.
Special Devices
Reticulean Submission Ray
Surrender to the inevitable. This device burns 100 Fuel each
turn it is active. An enemy ship set as the kill target of the ship
using this device may fail to move if it begins it's move within 50ly
of the device bearing ship. If it enters a combat VCR with the device
bearing ship, it may not fire PD at incoming weapon fire. The chance of
these effects is (100 - (Crew Happiness/3))%. Cyborg and Robot owned
ships are immune to this effect.
Reticulean Scanner
If the ship with this device sets it's
speed to 0 and Escorts a target ship, it will receive all information
gained by the target ship's scanners during the turn. The target ship
will receive a message in the ship log about a crewmember discovered
sending scan data to an enemy ship. Cyborg and Robot owned ships are
immune.
Reticulean Time Gate
This device will send starships into the
future. While 'out of time' starships are immune to any and all effects
in the game. Colonists on board do not pay taxes or grow. No ship
device has any effect. This device uses 100 fuel for each round it
gates into the future. The number of rounds projected into the future
is set by command code Gxx, where xx is any number from 01 to 99. Other
ships and fighter wings may accompany the ship with this device by
setting the device bearing ship as it's escort target and matching it's
Friendly Code. Biochemical Cloud
Each ground unit in combat with this ability kills 1% of all flesh
based personnel involved in the combat, including your own. Robots,
Crystals, and Solorians are immune to this effect, as are fighters,
ground units, and high guard rangers.
Sabotage Structure
Units with this ability allow the targeted
destruction of strctures on enemy bases by setting the Command Code of
the Base contining the units to Sxx, where xx is the structure number
you wish to destroy from 01 to 30. Up to 1 structure will be destroyed
for each ground unit of this type present. For planets containing
multiple enemy bases, the target base can be chosen by setting the Base
Friendly Code to Txx, where xx is the target race number from 01 to 30.
If no target is chosen, the base sabotaged will be random.
Subjugation Device
This device turns enemy colonists on bases
under the fighter wing into troops at the rate of 100 for each fighter
each round. These Troops form a new Reticulean base on the planet under
the fighter wing. Cyborg and Robot colonists are immune to this effect.
Interstellar Strike
Each group of 10 fighters with this capability which end their move over a planet will act as the device Ground Quake Trigger
if the wing Command Code is set to GQT. The effects are cumulative, so
that if there are 20 fighters present in the wing, then the effects are
of two Ground Quakes. The effect is only produced for full groups of 10
fighters, so having 19 in the wing is no better than having 10 with
respect to this ability.
High Altitude Attack
Fighters with this capability can only be destroyed by Base AAA and enemy fighters during Ground Combat.
Concept
A combination of factors led to this race ending up where it currently is...
Most every race, no matter how different they seem, all end up
destroying their enemies the same way... through combat. We wanted
another race like the Privateers who would harass and annoy an enemy
and slowly destroy them through another means. To this end we came up
with the corruption of enemy colonists and spy mana enchacements. I
noticed that there was a ship device that existed (Reticulean Med Lab),
but was not used. This led to the addition of Natives as their main
source of income and minerals, along with the Race name. Reading back
through some of TIM's earliest notes concerning VGAP4, there was
mention of the possibility of Time Travel in VGAP4... this had yet to
rear is head, so I figured I'd just include that too. A small shiplist,
many specialized fighters and Mech units, and a few ground structures
to cause some more mischief and the Reticuleans were born.
The Cephelopod idea... well, that's a whole other story that I would not do justice to explaining here, so I will not bother.
The Odd max speeds on the 2 ships with Grav Accelaertors, HYP class of
ships vs: HYP distances vs: fuel tanks, a ship that cannot fully cloak,
and only 1 ship with more than 4 Large weapons is all purpusfully set
as so. Though the Type I fighters may seem overpowered, it is the only
real weapon that the Reticuleans can bring to bear against an opponent
in space combat. Without a Stronghold class starship, the Reticuleans
will inevitably perish as they will lose all access to minerals. In a
low native game they will be a difficult race to play, but in a high
native game they will be strong. The Cyborg and Robots will crush them
with little effort as they are immune to almost every special ability
the Reticuleans have.