Empires Of Planets 4
The Colonies Of Man

Race Attributes
- Does not start with any base
- Starts with all 11 different types of ships
- Colonists grow at a rate of 0.015 per turn on all ships
- Colonists grow at a rate of 0.025 per turn on Gemini
class ships
- Colonists grow at a rate of 0.050 per turn on Sagittarius
class ships
- Troops are trained at a rate of 0.005 per turn from
colonists
- Crews are trained at a rate of 10% of the ship's crew
size per turn
- No minelayer ships
- Crystal Light Ship with an X Field on in a fight causes
fighters to loose 75% accuracy
- Great fighter craft
- Weak ground base defenses

Unique Units
Missing Base Buildings
- Raid Shelter
- Terraformer
- Scanner
- Anti-Aircraft Gun
- Laser Cannon
- Ion Cannon
- Base Shield
- Undercity
Special Base Buildings
Ship Attributes
- Virgo Unicom system gives fighters a +20% beam and +30%
missile accuacy bonus
- Virgo class trains 5 high guard per turn
- Virgo large ord weapons get a +5 armor drain
- Virgo large ord weapons get a +10 armor drain against
enemy Lizard and Robot targets
- Virgo large ord weapons get a 2X blast bonus after the
weapon gets inside the target's armor
- Virgo class with a fighter wing and high guard on the
ship is immune to hitting enemy minefields
- Virgo class with fighter wing and high guard causes all
ships next to the Virgo to be immune to enemy minefields
during movement
- Virgo Light Speed device burns 1000kt of fuel and allows
the ship to move 400LY in a single turn
- Warrior shuttle's warrior assault device destroys all
enemy special race buildings within 10LY. This device
will only work if the ship is owned by The Colonies Of
Man, no other race can use it
- Fuel drill extracts 1000kt
of fuel from a planet a turn
- All ships train troops
from colonists on ships at a rate of 0.005 per turn
- All ships train crew at a
rate of 10% of the ship's crew size per turn
- Colonists grow at a rate
of 0.015 on most Colony Of Man ships
- Colonists grow at a rate
of 0.025 on a Gemini class ships owned by the Colonies of
Man
- Colonists grow at a rate
of 0.050 on Sagittarius class ships owned by the Colonies
of Man
- Special Ship devices
GalDraw and GalBank only work for the Colonies Of Man
Ship Special Devices
- Laser Mining Drill: Extracts mineral ore
from the core of the planet under the ship and converts
it into metals and stores the metals in the ship's cargo
hold. The only limit to the amount that can be taken is
the size of the ship's cargo hold. The drill increases
the climate of the planet by 0.3 a turn and the HD stress
of the planet by 10 to 60 points. The device has no
effect on ore or metal that is sitting on the planet's
surface. The device will not mine fuel or fuel ore.
- Alchemy Forge:When on, it grabs supply
units from junk pods and resupply pods belonging to
anyone, plus supplies from planets and bases that you own
and converts the supplies to metals. Twelve supply units
yield 1 duranium, 1 tritanium, and 1 molybdenum. Control
switches on the ship can limit the process to just one
metal type if you wish.
- Ore Processing: When on the ship grabs
ore from any pod in the area ( including ones that do not
belong to you), any planet you are over and any of your
own bases. The ore is converted into metals and stored in
the ship's cargo hold. You can have the metals
automatically transported down to a base you own if you
are over one with the ship command code BDM (Beam
Down Metals). Two ore units yield one metal unit. The
only limit as to how much can be processed in a turn is
the size of the ship's cargo hold. Ore processing costs
nothing.
- DTMS-N fuel Converter: The device when
on will convert 10 supply units into 1 kt of fuel. It can
also convert 1 duranium, 1 tritanium, or 1 molybdenum
into 1 fuel unit. The converter only uses metals and
supplies that are in the ship's cargo hold. It will stop
processing when the ship's fuel tank is full. If the ship
uses the command code "BDF"
all but 60 kt of fuel will be beamed down to the planet
below.
- Agro-Dome: Produces
20% cargo size of food or at least 100 kt of food. Can
not produce more than 200 kt of food per turn.
- Mobile Ord Factory:
Turn supplies into Ord. One supply will yield 10 ord
units.
- Mobile Repair Plant:
Duranium is converted to repair units. One kt of Duranium
yields 100 repair units. The only limits as to the
amounts produced is the size of the repair holds.
- Ram Scoop: Takes
in 20 kt of fuel if moving faster than 20 ly per turn.
- Pyramid Lounge: +5
happiness for the ship and 1 mc income per highguard on
the ship. Pyramid Lounge produces a
maximum of 10000mc per turn per ship. The sum of all the
Pyramid Lounge ships can not exceed the races resource
points times 100mc. Every 100 resource points allows one
ship to produce a full 10000mc per turn.
- Gambling Deck: The device produces its
1mc per colonist member up to a maximum of 50mc when the
ship is in deep space and a maximum of 1000mc when the
ship is over a base. The device can make additional money
from colonists on bases under the ship at a rate of 300mc
per million colonists on the bases under the ship. The
device works on all bases under the ship, including ones
that you do not own. If more than one gambling deck ship
is operating in an area the total income for the ship is
reduced to a limit of 250mc for two ships, 166mc for
three ship, 125mc for four ships, and 100 for five ships.
A single gambling deck ship over a planet with a base
with 50 million colonists will produce 15000mc a turn
just from the base alone. A pair of gambling deck ships
over a base will only produce a total sum of 500mc, that
is under 3.4% of what a single ship would have made over
a base with 50 million colonists. Any two gambling ships
within 15 LY will interfere with one another.
- Show Lounge: The device produces 0.1mc
per crew member up to a maximum of 50mc when the base is
in deep space and a maximum of 1000mc when the ship is
over a base. The device can make additional money from
colonists on bases under the ship at a rate of 100mc per
million colonists on the bases under the ship. The device
will increase the happiness of the colonists on bases
under the ship by 3 points. The device works on all bases
under the ship, including ones that you do not own. If
more than one show lounge ship is operating in an area
the income from the base under the ship is reduced to a
limit of 250mc, for two ships, 166mc for three ship,
125mc for four ships, and 100mc for five ships. A single
show lounge ship over a planet with a base with 50
million colonists will produce 5000mc a turn just from
the base alone, plus up to 1000mc more from the crew on
the ship. A pair of show lounge ships over a base will
only produce a total sum of 500mc, that is under 10% of
what a single ship would have made over a planet with 50
million colonists. Any two show lounge ships within 15 LY
will interfere with one another.
- Long Range Mine Detector: Detects all
uncloaked minefields in a 500 LY radius.
- Mine Sweeper Array: Destroys one enemy
minefield or recovers one minefield belonging to your
race converting it into ordnance units and stores the
ordnance on your ship. You do not collect ordnance from
enemy minefield that you sweep. The device will not sweep
cloaked minefields.
- GalDraw: If you have more than 10000mc
in the central galactic bank this device will transfer
10000mc from the central account to this ship. This
device only works if the ship is owned by the Colonies of
Man, no other race can use the device.
- GalBank: All the money on the ship is
transfered from the ship to the central galactic bank.
This device only works if the ship is owned by the
Colonies of Man, no other race can use the device.
- Warrior Assault: This device destroys all
enemy special race buildings on all bases within 10LY
this action happens after movement
- Fuel Drill: Extracts 1000kt of fuel from a planet a turn
- Light Speed: Burns 1000kt of fuel and allows the ship to move
at 400ly per turn
- Unicom: Causes
all fighters belonging to the carries' race to have +20%
beam accuracy and +30% missile accuracy
Ship Super Weapons
Playing As
Your primary and best weapon is your Virgo Class Carrier and
your fighter craft. Your Virgo Class is immune to hitting enemy
minefields when it has high guard and a wing docked with it, be
sure to keep at least one wing docked at all times with your
Virgo Class and be sure to keep at least one high guard on your
ship. All ships that begin movement within 10LY of a Virgo that
is immune to mines are also immune from minefields. Be careful of
minefields, only your Virgo Class ship can act as a mine sweeper.
An enemy that lays minefields where you do not have any Virgo
Class ships to provide immunity can quickly entrap or destroy
your ships.
Because your bases are so weak it might be a good idea to keep
most your population in space on board ships and only send them
down to planets when you need a base to mine for metals or to
build new fighters to replenish your fighter wings.
Your colonists will grow and produce money in space and you
have the power to send and retrieve money from the galatic bank
account so you might consider sending a few large colonists ships
off the map and into deep deep space where nobody will look for
them. Send along a Celestia class ship to collect the money from
the colonist ships and send it into the galatic bank, the more
space you can put between you and your enemies the better. You
can use other Celestia class ships in the battle zone areas to
withdraw money 10000 units at a time from the galatic bank and
build what you need.
You should remain as mobile as possible and use planets mainly
as sources of fuel and metals. Build bases to act as listening
posts and as places to build new fighters and ships.
Your Virgo Class Carrier and your fighters are expensive so
use them wisely. Do not let them be destroyed in cheap sneek
attacks from enemy ships with Nemesis torpedoes or by a large
group of Glory Device ships blowing up in the middle of your
fleet or the enemy detonating Barbitic minefields turn after turn
grinding your ships slowly into dust.
Be sure to build a base with lots of training centers to build
up a large number of High Guard and place them on a Celestia
Class ship to generate a easy and reliable source of income.
Use the Cobol class ship to drill for fuel directly from the
planets you park the ship over. Send these ship ahead of the
fleet to gather fuel to keep your ships moving.
Use your Warrior Shuttles' warrior assault device to destroy
important enemy special race buildings, like Robot Gun Zero
structures, Pirate Coves, and Cyborg King's Palaces. The Warrior
assault device has a range of 10LY so you can park the shuttle
near the enemy planets without having to go into orbit and risk
combat.
Playing Against
The most powerful and dangerous
ship the Colonies Of Man have is the Virgo class. It is also
their only mine sweeping ship. If you see one of they ships do
what you can to destroy it. If they do not have any Virgos in the
area all their other ships can fall prey to any minefields that
you lay. Most the Colony of Man ships are of just medium speed so
you will do well if you use your high speed ships to make hit and
run attacks on their very weakly defended bases. Rush in quick
and drop off assault pods full of ground assault units and take
out their bases. The Colonies do not own a single ship that can
lay a mind fields so you should be able to move freely through
out their space without fears of hitting a mindfield.
The Colony of Man do not have
any ships that can build fighters in space so they must build a
ground base in order to replenish their fighter wings. Lay lots
of mindfields near Colony ships to force them to use their Virgo
class ships to clear the mines or protect the ships. If you have
access to a Crystal Light Ship and you have to attack a Colony
fleet that has fighter wings send the Light Ship in as a second
wave ship with the X device turned on, this will cause the
Colonial fighters to loose 75% of their normal fighter weapon
accuracy and will give your fighters a fighting chance against
them. If you have access to Nemesis torpedoes use those weapons
to destroy as many Colonial fighters as possible during combat.
If you are finding it very hard to destroy the Colonial fighter
threat it might be best to use small destroyer class ships with
many point defense systems to combat the fighters. Quad Lasers
and Turbo Lasers work well against Colonial fighters. Remember
that the Virgo class is able to move through all types of
minefields without hitting a mine, so minefields will give you
very little protection when the Colonies Of Man attack with a
Virgo class. If you are a Robot you can lay Nova Barbitic mines,
the the Colonies use their Virgo immunity to move through your
Nova Bartitic mines just detonate the minefields when you find
the ships in the field to damage their fleet. The Colonies are
immune to hitting minefields but they are not immune to
detonating minefields
If you have access to Glory
Device ships use them against the slow moving Colonies of Man
ships that will tend to group together in a large fleet around
their Virgo class ships for protection.
Natural Enemies
- The Federation: Cheap, evasive and fast
ships
- The Rebels: Their fighters will stand up
to your fighters
- The Robots: Can lay very powerful Nova
Barbitic minefields that can explode in a chain reaction
going much damage to all the ships in your fleet
- The Stormers: Victorious Class can carry
a Nemesis Torpedo super weapon which can destroy all the
fighters in a fleet in a single shot!
- The Crystals: Mines, Mines, and more
Mine! They have gravitonic, webs, lasers and barbitics!
And your only mine sweeping ship is your very expensive
Virgo Class
- The Birdmen: They can send in cloaked
ships with super laser that can outrun in normal space
most Colonial ships
- Cyborg: The cubes can really make a mess
of Colonial planets and yes they can assimilate you!
- The Privateers: Can rob you blind by
stealing contraband and megacredits. Their ships are so
small and fast that they are almost impossible to catch,
because your ships are so small. When building a base to
build more fighters you have to stay on the lookout for
Privateers stealing your money.
Colonies of Man Race Stats