Shield Regenerator
(shield reg. rate +5% per turn)
Shield Inefficiency
(shield strength -10%, engines don't help shield regeneration,
can't regenerate in sustained combat turns)
Strong Shields
(shield space +25%, strength +50%)
Failing Components
(1/1000 chance of component failure per turn per component
(strength immediately falls down to 1%))
Fast Repairs
(repair rate +5%/+20% for components, +3%/+12% for hulls)
No Repairs
(hulls and components don't repair)
Durable Components
(component size +10%, hit points +50%)
Miniaturization
(component size -10%, hit points -25%)
Small Size Race
(get +(15*hull tech) more space on ships)
Repair When Recycling
(When recycling ship, components with 0% hit points get 1%,
all other components get 50% of their hit points)
Inefficient Recycling
(Lose ship hull when recycling)
Terrible Recycling
(Lose ship hull and random 1/2 of components when recycling)
MOVEMENT
Engine Specialist
(startup engine tech gets +3, engine power is +25%)
Fuel Economy
(hull / engine power consumption is -25%)
Fuel Wasting
(hull / engine power consumption is +25%)
Solar Sails
(Uses less fuel on a turn when leaving planet / starting close
to planet)
Buggy Software
(any ship in space has 1/100 chance of "software failure" and
going to emergency (Host) mode)
Extended Battery
(Ships with no fuel stay in place but never surrender)
Tow
(Fleet can move at N% speed if N% of ships have engines)
INTELLIGENCE / RELATIONS
Anti-Social
(No alliances, no surrender ships/planets, no material transfers
with enemy planets, no private messages (!?)
Scanner Expert
(ship/planet Scanner range +50%)
Weak Scanners
(ship/planet Scanner range -50%)
Dark Sense
("Scanners" cover whole map)
Ship Intelligence
(Get all info on enemy ships)
Planet Intelligence
(Get all info on enemy planets)
Race Intelligence
(Get all info on enemy races)
Delusions
(Sometimes get incorrect info on own ships)
Transfer Thief
(every ship over an enemy planet has 1/10 chance to intercept
incoming/outgoing Autotransfer and re-direct it to nearest
friendly planet!)
Fuel Thief
(automatically loads Fuel from enemy planets during
beginning of turn)
Planetary Scoops
(planets get 50% of materials and components from destroyed ships)
ECONOMY
Alchemist
(on material shortages, automatically convert 1Me+1Mi -> 1Ol,
(1Ol+1Me -> 1Mi or 1Ol+1Mi -> 1Me)
Oil Miner
(Oil production +50%)
Metal Miner
(Metal production +50%)
Mineral Miner
(Mineral production +50%)
Fuel Miner
(Fuel production +100%)
Temperature Resistant
(Production +50% on Ice and Magma Worlds)
Temperature Sensitive
(Production -50% on Ice and Magma Worlds)
Toxin Resistant
(Production +50% on Copper and Ruined Worlds)
Toxin Sensitive
(Production -50% on Copper and Ruined Worlds)
Sea Home World
(Production +50% on Sea Worlds, HW produces +10 Oil)
Gravity Resistant
(Troop Production is at least 15 on any World)
Unlimited fuel
(Fuel production +900%, planets lost to enemy lose all fuel!)
Peaceful Government
(Troop production -50% (-75% after 1000 troops reached),
other production +10% in all cat.)
Fascist Government
(Troop production +100%, other production -10% in all cat.)
Strip Miner
(Ol/Me/Mi/Fu production +100%, permanent damage to production
((max prod-1)/500) chance for max prod to fall with 1), no
effect on planet D
No Production Improving
(IP completely disabled)
Fast Production Improving
(IP starts from -25%, goes up 2% per turn, max +25%)
Efficient Production Improving
(IP starts from -50%, goes up 1% per turn, max +100%)
Super Production Improving
(IP starts from -80%, goes up 1% per turn, max +200%)
No Autotransfers
(AT completely disabled)
Fast Autotransfers
(AT is 2x faster, can transfer up to 150 of any material per
turn, higher losses)
For Far Future of the game: Ideas for Race Properties
RACE CHOOSING
Choose All
(choose from all categories)
Choose One
(only get to choose from one category, others are randomized)
No Choices
(race is completely randomized)
Unknown Race
(randomized race without seeing own properties!)
COMBAT
First Strike
(get 1-3 extra shots before the normal combat rounds)
Expert Bombardments
(bombardments kill 100% more troops)
Weak Bombardments
(bombardments kill -25% troops, no bombardments on
turns with sustained combat)
Commando
(2 Troops aboard a bombarding ship will kill 1 enemy Troop
per turn)
Weak Troops
(lose 10% of troops in transit every turn, no dropping troops
on enemy planets, defending troops get -50% in ground combat)
Occupation Force
(immediately get 10 turns' Troop production when
occupying enemy planets)
Marksman
(hull damage +10%, component damage +50%)
Inaccuracy
(hull damage -10%, component damage -50%)
Shield Zapper
(shield damage +25%)
Shield Penetrator
(shield damage -25%, hull damage +25%)
Resistant Shields
(shield strength +25%, no hull damage until shield power reaches 0)
Glory Device
(destroyed ships get to "shoot" at enemy with some power)
Tractor Beam
(drain enemy ships' Engine power in combat)
Privateer
(always shoots weakest ship first)
SHIPS
Cheap Hulls
(hull costs -50%, hull strength -25%)
Strong Hulls
(hull strength +25%)
Armorer
(hull strength +100%, shield strength -50%)
Shield Regenerator
(shield reg. rate +5% per turn)
Shield Inefficiency
(shield strength -10%, engines don't help shield regeneration,
can't regenerate in sustained combat turns)
Strong Shields
(shield space +25%, strength +50%)
Failing Components
(1/1000 chance of component failure per turn per component
(strength immediately falls down to 1%))
Fast Repairs
(repair rate +5%/+20% for components, +3%/+12% for hulls)
No Repairs
(hulls and components don't repair)
Durable Components
(component size +10%, hit points +50%)
Miniaturization
(component size -10%, hit points -25%)
Small Size Race
(get +(15*hull tech) more space on ships)
Repair When Recycling
(When recycling ship, components with 0% hit points get 1%,
all other components get 50% of their hit points)
Inefficient Recycling
(Lose ship hull when recycling)
Terrible Recycling
(Lose ship hull and random 1/2 of components when recycling)
MOVEMENT
Engine Specialist
(startup engine tech gets +3, engine power is +25%)
Fuel Economy
(hull / engine power consumption is -25%)
Fuel Wasting
(hull / engine power consumption is +25%)
Solar Sails
(Uses less fuel on a turn when leaving planet / starting close
to planet)
Buggy Software
(any ship in space has 1/100 chance of "software failure" and
going to emergency (Host) mode)
Extended Battery
(Ships with no fuel stay in place but never surrender)
Tow
(Fleet can move at N% speed if N% of ships have engines)
INTELLIGENCE / RELATIONS
Anti-Social
(No alliances, no surrender ships/planets, no material transfers
with enemy planets, no private messages (!?)
Scanner Expert
(ship/planet Scanner range +50%)
Weak Scanners
(ship/planet Scanner range -50%)
Dark Sense
("Scanners" cover whole map)
Ship Intelligence
(Get all info on enemy ships)
Planet Intelligence
(Get all info on enemy planets)
Race Intelligence
(Get all info on enemy races)
Delusions
(Sometimes get incorrect info on own ships)
Transfer Thief
(every ship over an enemy planet has 1/10 chance to intercept
incoming/outgoing Autotransfer and re-direct it to nearest
friendly planet!)
Fuel Thief
(automatically loads Fuel from enemy planets during
beginning of turn)
Planetary Scoops
(planets get 50% of materials and components from destroyed ships)
ECONOMY
Alchemist
(on material shortages, automatically convert 1Me+1Mi -> 1Ol,
(1Ol+1Me -> 1Mi or 1Ol+1Mi -> 1Me)
Oil Miner
(Oil production +50%)
Metal Miner
(Metal production +50%)
Mineral Miner
(Mineral production +50%)
Fuel Miner
(Fuel production +100%)
Temperature Resistant
(Production +50% on Ice and Magma Worlds)
Temperature Sensitive
(Production -50% on Ice and Magma Worlds)
Toxin Resistant
(Production +50% on Copper and Ruined Worlds)
Toxin Sensitive
(Production -50% on Copper and Ruined Worlds)
Sea Home World
(Production +50% on Sea Worlds, HW produces +10 Oil)
Gravity Resistant
(Troop Production is at least 15 on any World)
Unlimited fuel
(Fuel production +900%, planets lost to enemy lose all fuel!)
Peaceful Government
(Troop production -50% (-75% after 1000 troops reached),
other production +10% in all cat.)
Fascist Government
(Troop production +100%, other production -10% in all cat.)
Strip Miner
(Ol/Me/Mi/Fu production +100%, permanent damage to production
((max prod-1)/500) chance for max prod to fall with 1), no
effect on planet D
No Production Improving
(IP completely disabled)
Fast Production Improving
(IP starts from -25%, goes up 2% per turn, max +25%)
Efficient Production Improving
(IP starts from -50%, goes up 1% per turn, max +100%)
Super Production Improving
(IP starts from -80%, goes up 1% per turn, max +200%)
No Autotransfers
(AT completely disabled)
Fast Autotransfers
(AT is 2x faster, can transfer up to 150 of any material per
turn, higher losses)
Reliable Autotransfers
(AT packet size is 25, smaller losses, errors rounded up)
Storage Problems
(If amount of any material on planet exceeds 1000, production of that
material gets -50% (no effect on Troops))
Gatherer
(Get +1 production of any material for 500 units of that
material on planet (not for Dodechaedrium)
Tech Specialist
(startup tech is 2 in all, Improve tech costs are -25%)
Tech Retard
(startup tech is 0 in all, Improve tech costs are +25%)
Engineer
(IT costs +25%, all production costs are -25%)
Scientist
(IT costs -25%, all production costs are +25%)
More Starting Materials
(get +50% in all wares at startup)
Less Starting Materials
(get -50% in all wares at startup)
Rich Home World
(HW production is +25% in all cat.)
Poor Home World
(HW production is -25% in all cat.)
D Home World
(HW produces 1 Dodechaedrium per turn)
-Jussi Rautio