Empires Of Planets 4
The Cyborg

Race Attributes
- Low growth rate
- Can turn humanoid, bovinoid, reptilian, avian, insectoid,
anphibian, and ghipsoldal natives into colonists
- Can turn all, except Crystal, enemy colonists, crew and
troops into colonists
- Colonists are highly resistant to being unhappy
- A great number of mineral mines on a planet (more than
100) can cause colonists to become confused to the point
that no income is generated
- Can not train troops
- Can not buy or sell contraband
- Can not be spied on
- Unable to spy on enemies
- Your colonists are automatically turned into crew as
needed
- Any colonists that you send over to an enemy ship in a
boarding action automatically turn into combat troops
- Lost crew on a ship is automatically replaced with
colonists on board
- Duranium is automatically turned into armor to replace
missing ship armor
- Very open to attack from cloaked ships
- Members of the race do not work in labor camps or labor
mines
- Your colonists do not care if they are being held
prisoners
- If your High Guard leader (King) is lost he is instantly
replaced

Unique Units
- The Cyborg King Your one high guard unit
is called the King. You can have one one King, if he is
lost another will be activated to take his place. Any
ship belonging to an enemy Cyborg will surrender to your
King if it ends its movement within 10 LY of a planet
your King is on or within 25 LY of a ship your King is
in. Only one enemy Cyborg ship will surrender a turn and
the surrender can be blocked by the enemy's King if he is
within 300 LY of the ship that would otherwise surrender.
The King will increase the growth rate of the planet he
is on to a rating of 120, which is higher than most other
races' growth rates. The King will increase the planet's
tax income by 300%. If the King lands on a planet with
over 100,000 native Humanoids your ship hull tech will be
increased by 1 level. If the King lands on a planet with
over 100,000 native Ghipsoldals your ship engine tech
will be increased by 1 level. All the Ghipsoldal and
Humanoid natives will be instantly turned into colonists.
No megacredits are collected from these instant
assimilation events. All other natives types are immune
to the King's powers.
- The Cyborg Colonists Each colonist can
capture 1 native on the planet per turn
if you have 20,000 or less colonists on a planet. If you
have over 20000 colonists the ratio of natives captured
decreases slowly to a low of 0.2 natives per colonist
when you have 100,000 or more colonists. Amorphous,
siliconoid, and chupanoid natives are immune to capture.
The Crystal race is immune to capture. It takes the
assimulation of 6 Insectoid natives to make one Cyborg
because of their smaller size.
- Cyborg Assimilator (Ground Assault Unit)
Each unit increases the number of enemy colonists and
natives that can be assimilated by 1000. It also gathers
megacredits from all assimilated enemy colonists at a
rate of 0.1 MC per enemy colonist taken by the
Assimilator or colonists. Amorphous, siliconoid, and
chupanoid natives are immune to assimilation. The Crystal
race is immune to assimilation.
Missing Base Buildings
- Training center
- Pod pad
- Raid shelter
- Public space port
- Government center
- Base shield
- Undercity
Special Base Buildings
- King's Palace: costs 5000 megacredits to
build plus 500 supplies. Your high guard (King) will
build one automatically on any planet he is on spending
5000 megacredits without using supplies. Your King will
build the palace even if you do not have high enough
planet tech level. Each palace produces 1000 megacredits
in the galactic central bank. (These central bank
megacredits are sometimes called galactic credits or GCs)
The palace will produce 100 megacredits for the base. If
your high guard (King) is at the base the megacredits on
the base will increase by 8%.. For example if you have
1,000,000 megacredits sitting at the base they will be
increased by 80,000 to 1,080,000.
Ship Attributes
- Small cheap hyperjumping B200 Probe ship can be used to
find natives and can carry enough colonists to begin the
assimilation process
- Iron Slave fueler is good fuel and cargo hauler
- B222 Destroyer can sweep minefields
- Quietus Class Cruiser can assimilate enemy colonists
- The Firecloud's Warp chunnel can move fleets of ships
unlimited distances
- The Firestorm's Base chunnel can move ground bases to
other planets
- The self fueling, self repairing, ordnance making Biocide
Class and Annihilation Class ships never have to return
home for repairs. They can attack and use the spoils to
rearm for the next fight.
Ship Special Devices
- Barbitic Mine Dropper: Converts
ordnance units into Barbitic mines and drops them.
Barbitic mines are powerful anti-ship mines that also can
be used to destroy enemy minefields. When a barbitic
minefield is detonated it does damage to all ships in the
field and destroys most minefield in the radius of the
field. When a minefield is set to detonate it will do so
before all movement starts. Blowing a Barbitic minefield
will completely clear the area of mines and allow safe
travel through the area. All minefields have a limited
life time of around 20 turns before they run out of power
and disappear. Any ship belonging to another race moving
through your barbitic minefield risks hitting a mine and
taking massive damage. Minefields can be stacked on top
of one another. Ships traveling speed 12 or less are safe
from hitting barbitic mines.
- Gravitonic Mine Dropper: Converts
ordnance units into gravitonic mines and drops them.
Gravitonic mines are anti-hyper jump mines. A hyper jump
can not be made by a ship in a gravitonic minefield. If a
ship is jumping through hyperspace and they cross over a
gravitonic minefield they will return to normal space.
Ships moving through a gravitonic minefield can hit them
and take some damage. A ship with a hull mass of 100 kt
can take up to 10% hull damage per hit. Gravitonic mines
are 10 times less powerful than barbitic mines but your
odds of hitting a gravitonic mine is 2.6 times greater
than your odds of hitting a barbitic. All ships traveling
speed 12 or less are safe from hitting gravitonic mines.
Gravitonic mines can be ordered to detonate and will do
engine damage to all ships in the area, because they do
not destroy other mines when they detonate a large number
of them can be overlapped in a stack and do massive
damage to ships in the area. Mines detonate before all
movement happens. If the enemy's engine damage goes over
100% and you steal all their repair units they enemy is
pretty much dead in space and you can attack it with
boarding attacks turn after turn until you capture it.
- 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.
- Long Range Mine Detector: Allows you to
see all minefield within 500 LY including cloaked ones.
There are no negitive effects for using this device.
- Bioscanner: Its primary use is detecting
native life on planets out to a distance of 700 LY. When
on the bioscanner's findings will be reported in the
ship's log. Using the scanner does not make the ship any
more visible to the enemy than normal.
- Assimilation Beam: When turned on over
an enemy base 250000 enemy colonists, crew, or troops are
turned into Cyborg colonists and placed on board the
ship. The device works through base shields. The device does
not work on natives or the Crystal race.
- Warp Chunneler: Moves a ship and all
ships next to it to another ship that has a warp chunnel
device.The target chunnel ship must be a member of the
same race and chunneling ship. Pods wings and ships can
all move through a warp chunnel. Chunneling burns 100 KT
of fuel. There is no limit to the distance warp chunnel
ships can move. Chunneling can not be blocked, stopped,
or disrupted by gravitonic mines or warp well ships.
There is no limit to how big or how many ships can travel
with the chunneling ship. To use the device set your
ship's speed to zero, set your waypoint 1 to the (x,y) of
a ship that you own and also has a chunnel device that
you want to travel to. Turn on the chunnel device. If you
have enough fuel your ship and all ships, wings and pods
next to you will be at the other ship next turn. Ships,
pods and wings belonging to other races can also travel
through the warp chunnel with you. The only ships that
will not enter the chunnel are ships that have a command
code set to "NCH".
- Ground Base Chunneler: Will only move a
base from one planet to another. Does not move anything
else. Burns 100 KT of fuel to do the move. The target
planet must have a ground chunnel or warp chunnel ship
over it. Ether one will work. To use the device park the
ground chunnel ship (Firestorm Class) over a base that
you want to move. Set the ship's speed to zero and the
ship's waypoint to any planet with a Firecloud or
Firestorm Class ship over it that you own. Turn on the
Ground chunnel device, next turn the ground base will be
at the other planet. If there is already a base there
under your ownership on the planet the two bases will
merge into one base. The ship that sent the base will
remain at the location it was at. This device does not
move ships.
- 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 at least 10 to 60 points. The device has
no effect on ore or metal that is sitting on the planet's
surface. It does not mine fuel or fuel ore.
- Global Warmer: When on it will warm a
planet by 5 climate units until the climate reaches 50.
The ship burns 5 kt of fuel to change the climate by 5
units.
- Global Icer When on it will cool planet
by 5 climate units until the climate reaches 50. The ship
burns 5 kt of fuel to change the climate by 5 units.
- Food To Supply Converter: When on all
the food on the ship is turned into supplies. One food
unit is turned into one supply unit.
- Mobile Ord Factory: When on it turns
supplies into ord units. One supply unit is turned into
10 ord units. It is only limited by the size of its cargo
hold and ordnance hold.
- Mobile Repair Plant: Produces repair
units from duranium. One duranium unit yields 100 repair
units. The only limits as to the amounts produced is the
size of the repair hold.
- Hacker Droid: When on, the plans to the
ship being towed are stored in the ships data bank. Will
only work if the ship's data bank does not currently have
a ship plan in it. Will work on any ship under tow,
including enemy ships that you are not in control of. To
use it just turn it one and tow the ship that you want
the plans of. If you end up towing it you will get the
ship plans.
- Boarding Laser: Only used when you are
transporting your colonists, troops, crew, or high guard
to an enemy ship as a hostile boarding action. The
boarding laser helps your troops take over the enemy
ship. It cuts holes in the enemy ship doing between 5%
and 300% hull damage to the target depending on the size
of the target ship. It kills up to 10% of the enemy crew,
40% of the enemy colonists, and 10% of the enemy troops.
You need to beam over 1 of your guys for every 5 enemies
you want to take out. There are 200 movement phases and
combat will not start until phase 50 so during the first
one quarter of movement you have time to fly past an
enemy ship, transport over a boarding party, rip the
enemy ship up with the boarding laser and get away back
out to deep space. The Crystals are immune to Boarding
lasers.
- 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.
- 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.
Ship Super Weapons
Playing As
Build King Palaces when possible to increase the money going
into the central bank so that you can increase your tech as
quickly as possible. Build and launch B200 probe ships filled
with colonists to take over as many worlds with natives that you
can assimilate. Build bases to strip the resources from as many
planets as possible and use the ground base chunnel device to
move the base filled with good stuff to a planet in your space
where you can protect it with a fleet of cubes. Move your king to
a planet with a good climate and build just farms and no cities
or smelters, cities and smelters will slow the growth rate of the
colonists. Ship in food to the planet and up to 10 million
colonists. Your King will increase the growth rate to 120 and
cause a 300% increase in the taxes collected. When you have over
20 million colonists on your King's base ship colonists off to
nearby bases on other worlds and place them in cities to earn
extra megacredits. Set you tax rate to enslavement. Build an
attack force of Biocide Class and Annihilation Class ships and
attack enemy bases as a fleet. Fill your fleet with the spoils
from the base that you use destroyed and use it to rearm, repair,
and refuel. Then move one to the next enemy base. Use the warp
chunnel device to add ships to your fleet or to quickly get home
to protect yourself from attack.
Playing Against
Attack them early in the game while they are still weak.
Destroy the weak bases their probes will make all over the place.
Send out light ships with good scanners to find all the new
Cyborg bases and attack at once. Protect worlds with high levels
of native population that the Cyborg can quickly assimilate. If
you have to fight a war against their fleet attck with as many
large ships as you can field. The larger the weapons the better.
If your race has good ground combat skills ground attack them
with a large group of troops. You will be able to reclaim 30% of
defeated Cyborg as colonists. The Birds can reclaim 50% of the
defeated Cyborg. The Crystals and Lizards can not reclaim any
Cyborg. If you see a lone Firecloud or Firestorm ship kill it
quick before the whole Cyborg fleet appears out of a warp
chunnel.
Natural Enemies
- The Crystals: They will trap your ships
in web mines and they are the only enemy race that can
not be assimilated.
- The Birdmen: Their ships are hard to
detect and Cyborg bases are open to attack due to the
Cyborg's inablity to build base shields. Their
Darkwing G battleship can fire its weapons right through
Cyborg shields. Fear the Darkwing G. The Birdmen Darkwing
G has a Nanovirus weapon that can transform 30% of the
Cyborgs on a base under them into natives again. The
Nanovirus will kill your King. Birdman ground troops can
reclaim 50% of all defeated cyborg, they will become
colonists. Other races can only recover 30% of the
defeated cyborg.
- Stormers: They have cloaking ships that
can reak havoc on your unshielded bases. Their ships are
highly resistant to photon torpedoes, a favorite Cyborg
weapon.
Cyborg Race Stats