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	<updated>2026-04-19T10:32:24Z</updated>
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	<entry>
		<id>https://vgaplanets.org/index.php?title=Tachyon_Device&amp;diff=5307</id>
		<title>Tachyon Device</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Tachyon_Device&amp;diff=5307"/>
		<updated>2026-02-25T07:42:05Z</updated>

		<summary type="html">&lt;p&gt;Glyn: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The Tachyon Device is a special characteristic of the [[Loki Class Destroyer]] that [[Cloaking|decloaks]] &#039;&#039;all&#039;&#039; ships within 10 lightyears, excluding ships with [[Loki Immunity]]. Under default settings, ships under the control of a [[The Solar Federation|Fed]], [[The Lizard Alliance|Lizard]], and [[The_Empire_of_Birds|Bird]] player are granted &#039;&#039;&#039;Loki Immunity&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Without Loki Immunity, even if you own the [[Loki Class Destroyer]], your ships will be decloaked.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
The Tachyon Device is a passive function. In order for a Loki to emit its Tachyon Device, it must have at least 1 [[Neutronium|fuel]] present, and have taken less than 20% damage.&lt;br /&gt;
&lt;br /&gt;
{{HostDiffs|In Host 3.22, the Feds and Lizards&#039; immunity to Lokis cannot be disabled}}&lt;br /&gt;
==See also==&lt;br /&gt;
[[Glory Device]], a related hull function&lt;br /&gt;
&lt;br /&gt;
[[Category:Hull Functions]]&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Glory_Device&amp;diff=5210</id>
		<title>Glory Device</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Glory_Device&amp;diff=5210"/>
		<updated>2025-04-27T18:49:43Z</updated>

		<summary type="html">&lt;p&gt;Glyn: /* Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Glory Device is a hull function that acts as a self-destruct feature. Although all hull models belong exclusively to the Fascist fleets, the device can be triggered by any race in possession of a ship equipped with the device.&lt;br /&gt;
&lt;br /&gt;
These hulls below are each given varying degrees of friendly splash damage relative to a mine hit.&lt;br /&gt;
&lt;br /&gt;
* [[D19b Nefarious Class Destroyer]] (20% friendly splash)&lt;br /&gt;
* [[Saber Class Frigate]] (10% friendly splash)&lt;br /&gt;
* [[Campaign]] ship [[D7b Painmaker Class Cruiser]] (half the normal mine hit damage and Planetary structures destroyed, net 10% friendly splash)&lt;br /&gt;
* [[Campaign]] ship [[D19c Nefarious Class Destroyer]] (20% friendly splash)&lt;br /&gt;
* [[Campaign]] ship [[Saber Class Shield Generator]] (10% friendly splash)&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
There are two principle activation triggers for the Glory Device:&lt;br /&gt;
&lt;br /&gt;
=== Manual Trigger ===&lt;br /&gt;
By setting the friendly code of the ship to &#039;POP&#039; the Glory Device will be activated.  The ship does not need [[Neutronium|fuel]], however it will fail to trigger if it is destroyed beforehand by a mine/webmine hit or an [[ion storm]]. This code always detonates before the [[Warp Chunnel]] step in [[Host Order]].  On Planets.Nu even without any Crew due to Radiation Halo&#039;s, detonation is still possible.&lt;br /&gt;
&lt;br /&gt;
=== Cloak Detection Trigger ===&lt;br /&gt;
By setting the friendly code of the ship to &#039;TRG&#039; the glory device will activate if certain criteria are met, keeping in mind the effects the shockwave has on [[cloak]]ed ships:&lt;br /&gt;
* The Glory Device ship and a cloaked enemy ship are present, the Glory Device ship has it&#039;s mission set to KILL&lt;br /&gt;
* The Glory Device ship and a cloaked enemy ship are present, and the Glory Device ship has the Primary Enemy set to that of the cloaked ship&lt;br /&gt;
&lt;br /&gt;
Note:  At Planets.Nu the KILL! mission will reset on a ship without fuel if anything interacts with it, such Robbed, Webmine hit, Webdrain or runs out-of-fuel while moving.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
Triggered Glory Devices detonate and causes 1 mine hit worth of damage each (exception: D7b pop does half damage) to all ships at the location after the movement phase simultaneously. &lt;br /&gt;
ShipID# only comes into play as you get priority points for killing your own poppers with glory ships AS you pop &#039;em, IF the damage goes to 100.&lt;br /&gt;
Any [[cloak]]ed ships caught in the detonation are decloaked &#039;&#039;regardless&#039;&#039; of the [[Host Configuration|damage level to prevent cloak]] setting.&lt;br /&gt;
&lt;br /&gt;
Fascist ships, along with ships belonging to the player who owns the Glory Device ship take only the &#039;&#039;friendly splash percentage&#039;&#039; as listed in the overview.&lt;br /&gt;
When a glory device is triggered over an foreign planet the following additional damage will be done:&lt;br /&gt;
* 40% of all [[Colonists]] will be killed. [[The Lizard Alliance|Lizard]] and [[The Crystal Confederation|Crystalline]] Colonists are immune.&lt;br /&gt;
* All [[Amorphous]] [[Native]]s will be vaporized, leaving behind a [[supply]] cache at a range of 1 per 10 clans, regardless of planetary ownership.&lt;br /&gt;
* 40% of all other [[Native]]s will also be killed. excluding [[Siliconoids]], [[Reptilians]], and [[Bovinoids]] as they are immune.&lt;br /&gt;
* 25% of all planetary structures will be destroyed (halved to 12.5% if detonated by a [[D7b Painmaker Class Cruiser]])&lt;br /&gt;
&lt;br /&gt;
Note: Numbers of Colonists/Natives/structures destroyed are rounded down, so one of each will always remain no matter how many detonations occur.&lt;br /&gt;
&lt;br /&gt;
=== Ship Repair Reference ===&lt;br /&gt;
This reference is for Fascist players that need to plan how to handle their fleets when Glory Device(s) are used. [[Cargo]] numbers are &#039;&#039;&#039;bolded&#039;&#039;&#039; for those ships which can repair themselves on the same Turn as the detonation happens, provided they have enough Supplies onboard after they get hit by a Glory Device.&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;3&amp;quot;  cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px dashed darkgray;&amp;quot;&lt;br /&gt;
|- border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Tech&lt;br /&gt;
! Name&lt;br /&gt;
! Mass&lt;br /&gt;
! Cargo&lt;br /&gt;
! 20% FSD&lt;br /&gt;
! 10% FSD&lt;br /&gt;
|- &lt;br /&gt;
| 1 || [[Small Deep Space Freighter]] || 30 || 70 || 335 || 165 ||&lt;br /&gt;
|- &lt;br /&gt;
| 2 || [[D7a Painmaker Class Cruiser]] || 170 || &#039;&#039;&#039;120&#039;&#039;&#039; || 60 || 30 ||&lt;br /&gt;
|- &lt;br /&gt;
| 2 || [[Little Pest Class Escort]] || 75 || 20 || 135 || 65 ||&lt;br /&gt;
|- &lt;br /&gt;
| 3 || [[Neutronic Fuel Carrier]] || 10 || 2 || dead || dead ||&lt;br /&gt;
|- &lt;br /&gt;
| 3 || [[Medium Deep Space Freighter]] || 60 || &#039;&#039;&#039;200&#039;&#039;&#039; || 165 || 85 ||&lt;br /&gt;
|- &lt;br /&gt;
| 4 || [[D7 Coldpain Class Cruiser]] || 175 || &#039;&#039;&#039;100&#039;&#039;&#039; || 55 || 30 ||&lt;br /&gt;
|- &lt;br /&gt;
| 4 || [[Small Transport]] || 30 || 50 || 335 || 165 ||&lt;br /&gt;
|- &lt;br /&gt;
| 5 || [[Ill Wind Class Battlecruiser]] || 275 || &#039;&#039;&#039;260&#039;&#039;&#039; || 35 || 20 ||&lt;br /&gt;
|- &lt;br /&gt;
| 5 || [[D3 Thorn Class Destroyer]] || 90 || 40 || 110 || 55 ||&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[Large Deep Space Freighter]] || 130 || &#039;&#039;&#039;1200&#039;&#039;&#039; || 75 || 40 ||&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[Valiant Wind Class Carrier]] || 180 || &#039;&#039;&#039;80&#039;&#039;&#039; || 55 || 30 ||&lt;br /&gt;
|- &lt;br /&gt;
| 6 || [[Deth Specula Class Frigate]] || 113 || 35 || 90 || 45 ||&lt;br /&gt;
|- &lt;br /&gt;
| 6 || [[D19b Nefarious Class Destroyer]] || 96 || 40 || 105 || 50 ||&lt;br /&gt;
|- &lt;br /&gt;
| 8 || [[Saber Class Frigate]] || 153 || 25 || 65 || 35 ||&lt;br /&gt;
|- &lt;br /&gt;
| 9 || [[Neutronic Refinery Ship]] || 712 || &#039;&#039;&#039;1050&#039;&#039;&#039; || 15 || 5 ||&lt;br /&gt;
|- &lt;br /&gt;
| 10 || [[Super Transport Freighter]] || 160 || &#039;&#039;&#039;2600&#039;&#039;&#039; || 65 || 30 ||&lt;br /&gt;
|- &lt;br /&gt;
| 10 || [[Victorious Class Battleship]] || 451 || &#039;&#039;&#039;130&#039;&#039;&#039; || 20 || 10 ||&lt;br /&gt;
|- &lt;br /&gt;
| 10 || [[Merlin Class Alchemy Ship]] || 920 || &#039;&#039;&#039;2700&#039;&#039;&#039; || 10 || 5 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Formulas used:&lt;br /&gt;
* =ROUND(10000/mass*0.2)*5 for D19b Glory Device Explosion&lt;br /&gt;
* =ROUND(10000/mass*0.1)*5 for Saber Glory Device Explosion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
hitdamage = Round(10000/(m+1));&lt;br /&gt;
&lt;br /&gt;
d7bhitdamage = Round(hitdamage / 2);&lt;br /&gt;
&lt;br /&gt;
d7bfriendlydamage = Round(d7bhitdamage * 0.2);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{HostDiffs|&lt;br /&gt;
* [[Stellar Cartography]]: Any non-[[The Robotic Imperium|Robotic]] ships that get hit by a Glory Device while in radiation will immediately take a loss in crew and colonists equal to the radiation due to the sudden hull breach&lt;br /&gt;
* [[Campaign]]: The [[D7b Painmaker Class Cruiser|D7b]], [[D19c Nefarious Class Destroyer|D19c]], and [[Saber Class Shield Generator|Saber Shield Generator]] designs are exclusive to NuHost&lt;br /&gt;
* NuHost does not require a Glory Device ship to have [[Neutronium|fuel]] in order to use any of the triggers. Host 3.22, on the other hand, &#039;&#039;requires&#039;&#039; fuel on a &#039;&#039;&#039;trg&#039;&#039;&#039; code involving a &#039;&#039;&#039;kill&#039;&#039;&#039; [[mission]]}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://www.donovansvgap.com/help/glory.htm Glory Device on Donovan&#039;s Super Site]&lt;br /&gt;
* [http://www.planetsmagazine.com/strategy/advancedstrategy/absolution-gap-frequently-asked-questions-about-glory-devices/ Absolution Gap: Frequently Asked Questions about Glory Devices - Planets Mag]&lt;br /&gt;
* [http://help.planets.nu/abil-glory-device Glory Device on Planets.Nu&#039;s Documentation]&lt;br /&gt;
&lt;br /&gt;
[[Category:Hull Functions]]&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Tow_Capture&amp;diff=5209</id>
		<title>Tow Capture</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Tow_Capture&amp;diff=5209"/>
		<updated>2025-04-27T18:17:57Z</updated>

		<summary type="html">&lt;p&gt;Glyn: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
The [[Privateers]] and [[The Crystal Confederation|Crystal People]] can [[capture]] [[starships]] in space that are out of [[fuel]].  To [[capture]] the helpless enemy [[starships]] they need to lock a [[tow]] beam onto the enemy [[starship]] (fuel not required for Tow-lock, but must have fuel by the Tow Capture stage in Host Order).  When they do this the capturing vessel Transorts over armed [[crew]] members to take over the enemy [[starship]]. When the [[starship]] is secured (all the enemy [[crew]] jettisoned into space) half of the capturing starship&#039;s [[crew]] or a full compliment for the captured [[starship]] (which ever is less) will transport over and man the captured [[starship]]. (i.e., Say starship A has 500 [[crew]] and [[capture]]s [[starship]] B which normally has a [[crew]] of 1000.  250 crew member from starship A will man [[starship]] B.  If B had only required 100 [[crew]] members to be full only 100 [[crew]] members would have transported over to run the starship).&lt;br /&gt;
&lt;br /&gt;
== Disabling the Tow Capture ==&lt;br /&gt;
*The tow capture can be disabled by using the [[Friendly Codes|Friendly Code]] &amp;quot;&#039;&#039;&#039;nbr&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The Tow and Movement Phases ==&lt;br /&gt;
Tow capture takes place during the [[tow]] phase of the movement stage of [[host]]. The 3 movement phases of host are:&lt;br /&gt;
&lt;br /&gt;
    *Move Tow&lt;br /&gt;
    *Move Most (Not Towing, Not being towed and Not intercepting)&lt;br /&gt;
    *Move Intercepting ships&lt;br /&gt;
&lt;br /&gt;
== Crew Defections ==&lt;br /&gt;
As stated above the [[crew]] of the captured [[starship]] is ejected into space except for [[The Solar Federation|Fed]], [[The Privateer Bands|Privateer]], [[The Evil Empire|Empire]], and [[The Missing Colonies of Man|Colonial]] starships. With these [[race]]s some of the [[crew]] members will rather go traitor than be ejected into space.  the following shows the percentage of original [[crew]] members that grovel well enough to be kept on as lesser [[crew]] members.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#333333; color:#FFFFFF;&amp;quot;&lt;br /&gt;
| align=&amp;quot;Center&amp;quot; | Race&lt;br /&gt;
! align=&amp;quot;Center&amp;quot; |  %traitor	&lt;br /&gt;
|- align=&amp;quot;Center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Feds&lt;br /&gt;
|  90 %&lt;br /&gt;
|-&lt;br /&gt;
| Privateer &lt;br /&gt;
|   100 %&lt;br /&gt;
|-&lt;br /&gt;
| Empire &lt;br /&gt;
|  40 %&lt;br /&gt;
|-&lt;br /&gt;
|  Colonial  &lt;br /&gt;
|  70 %&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tactics]]&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Glory_Device&amp;diff=5208</id>
		<title>Glory Device</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Glory_Device&amp;diff=5208"/>
		<updated>2025-04-27T17:33:37Z</updated>

		<summary type="html">&lt;p&gt;Glyn: /* Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Glory Device is a hull function that acts as a self-destruct feature. Although all hull models belong exclusively to the Fascist fleets, the device can be triggered by any race in possession of a ship equipped with the device.&lt;br /&gt;
&lt;br /&gt;
These hulls below are each given varying degrees of friendly splash damage relative to a mine hit.&lt;br /&gt;
&lt;br /&gt;
* [[D19b Nefarious Class Destroyer]] (20% friendly splash)&lt;br /&gt;
* [[Saber Class Frigate]] (10% friendly splash)&lt;br /&gt;
* [[Campaign]] ship [[D7b Painmaker Class Cruiser]] (half the normal mine hit damage and Planetary structures destroyed, net 10% friendly splash)&lt;br /&gt;
* [[Campaign]] ship [[D19c Nefarious Class Destroyer]] (20% friendly splash)&lt;br /&gt;
* [[Campaign]] ship [[Saber Class Shield Generator]] (10% friendly splash)&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
There are two principle activation triggers for the Glory Device:&lt;br /&gt;
&lt;br /&gt;
=== Manual Trigger ===&lt;br /&gt;
By setting the friendly code of the ship to &#039;POP&#039; the Glory Device will be activated.  The ship does not need [[Neutronium|fuel]], however it will fail to trigger if it is destroyed beforehand by a mine/webmine hit or an [[ion storm]]. This code always detonates before the [[Warp Chunnel]] step in [[Host Order]].  On Planets.Nu even without any Crew due to Radiation Halo&#039;s, detonation is still possible.&lt;br /&gt;
&lt;br /&gt;
=== Cloak Detection Trigger ===&lt;br /&gt;
By setting the friendly code of the ship to &#039;TRG&#039; the glory device will activate if certain criteria are met, keeping in mind the effects the shockwave has on [[cloak]]ed ships:&lt;br /&gt;
* The Glory Device ship and a cloaked enemy ship are present, the Glory Device ship has it&#039;s mission set to KILL&lt;br /&gt;
* The Glory Device ship and a cloaked enemy ship are present, and the Glory Device ship has the Primary Enemy set to that of the cloaked ship&lt;br /&gt;
&lt;br /&gt;
Note:  At Planets.Nu the KILL! mission will reset on a ship without fuel if anything interacts with it, such Robbed, Webmine hit, Webdrain or runs out-of-fuel while moving.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
Triggered Glory Devices detonate and causes 1 mine hit worth of damage each (exception: D7b pop does half damage) to all ships at the location after the movement phase simultaneously. Any [[cloak]]ed ships caught in the detonation are decloaked &#039;&#039;regardless&#039;&#039; of the [[Host Configuration|damage level to prevent cloak]] setting.&lt;br /&gt;
&lt;br /&gt;
Fascist ships, along with ships belonging to the player who owns the Glory Device ship take only the &#039;&#039;friendly splash percentage&#039;&#039; as listed in the overview.&lt;br /&gt;
When a glory device is triggered over an foreign planet the following additional damage will be done:&lt;br /&gt;
* 40% of all [[Colonists]] will be killed. [[The Lizard Alliance|Lizard]] and [[The Crystal Confederation|Crystalline]] Colonists are immune.&lt;br /&gt;
* All [[Amorphous]] [[Native]]s will be vaporized, leaving behind a [[supply]] cache at a range of 1 per 10 clans, regardless of planetary ownership.&lt;br /&gt;
* 40% of all other [[Native]]s will also be killed. excluding [[Siliconoids]], [[Reptilians]], and [[Bovinoids]] as they are immune.&lt;br /&gt;
* 25% of all planetary structures will be destroyed (halved to 12.5% if detonated by a [[D7b Painmaker Class Cruiser]])&lt;br /&gt;
&lt;br /&gt;
Note: Numbers of Colonists/Natives/structures destroyed are rounded down, so one of each will always remain no matter how many detonations occur.&lt;br /&gt;
&lt;br /&gt;
=== Ship Repair Reference ===&lt;br /&gt;
This reference is for Fascist players that need to plan how to handle their fleets when Glory Device(s) are used. [[Cargo]] numbers are &#039;&#039;&#039;bolded&#039;&#039;&#039; for those ships which can repair themselves on the same Turn as the detonation happens, provided they have enough Supplies onboard after they get hit by a Glory Device.&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;3&amp;quot;  cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px dashed darkgray;&amp;quot;&lt;br /&gt;
|- border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Tech&lt;br /&gt;
! Name&lt;br /&gt;
! Mass&lt;br /&gt;
! Cargo&lt;br /&gt;
! 20% FSD&lt;br /&gt;
! 10% FSD&lt;br /&gt;
|- &lt;br /&gt;
| 1 || [[Small Deep Space Freighter]] || 30 || 70 || 335 || 165 ||&lt;br /&gt;
|- &lt;br /&gt;
| 2 || [[D7a Painmaker Class Cruiser]] || 170 || &#039;&#039;&#039;120&#039;&#039;&#039; || 60 || 30 ||&lt;br /&gt;
|- &lt;br /&gt;
| 2 || [[Little Pest Class Escort]] || 75 || 20 || 135 || 65 ||&lt;br /&gt;
|- &lt;br /&gt;
| 3 || [[Neutronic Fuel Carrier]] || 10 || 2 || dead || dead ||&lt;br /&gt;
|- &lt;br /&gt;
| 3 || [[Medium Deep Space Freighter]] || 60 || &#039;&#039;&#039;200&#039;&#039;&#039; || 165 || 85 ||&lt;br /&gt;
|- &lt;br /&gt;
| 4 || [[D7 Coldpain Class Cruiser]] || 175 || &#039;&#039;&#039;100&#039;&#039;&#039; || 55 || 30 ||&lt;br /&gt;
|- &lt;br /&gt;
| 4 || [[Small Transport]] || 30 || 50 || 335 || 165 ||&lt;br /&gt;
|- &lt;br /&gt;
| 5 || [[Ill Wind Class Battlecruiser]] || 275 || &#039;&#039;&#039;260&#039;&#039;&#039; || 35 || 20 ||&lt;br /&gt;
|- &lt;br /&gt;
| 5 || [[D3 Thorn Class Destroyer]] || 90 || 40 || 110 || 55 ||&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[Large Deep Space Freighter]] || 130 || &#039;&#039;&#039;1200&#039;&#039;&#039; || 75 || 40 ||&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[Valiant Wind Class Carrier]] || 180 || &#039;&#039;&#039;80&#039;&#039;&#039; || 55 || 30 ||&lt;br /&gt;
|- &lt;br /&gt;
| 6 || [[Deth Specula Class Frigate]] || 113 || 35 || 90 || 45 ||&lt;br /&gt;
|- &lt;br /&gt;
| 6 || [[D19b Nefarious Class Destroyer]] || 96 || 40 || 105 || 50 ||&lt;br /&gt;
|- &lt;br /&gt;
| 8 || [[Saber Class Frigate]] || 153 || 25 || 65 || 35 ||&lt;br /&gt;
|- &lt;br /&gt;
| 9 || [[Neutronic Refinery Ship]] || 712 || &#039;&#039;&#039;1050&#039;&#039;&#039; || 15 || 5 ||&lt;br /&gt;
|- &lt;br /&gt;
| 10 || [[Super Transport Freighter]] || 160 || &#039;&#039;&#039;2600&#039;&#039;&#039; || 65 || 30 ||&lt;br /&gt;
|- &lt;br /&gt;
| 10 || [[Victorious Class Battleship]] || 451 || &#039;&#039;&#039;130&#039;&#039;&#039; || 20 || 10 ||&lt;br /&gt;
|- &lt;br /&gt;
| 10 || [[Merlin Class Alchemy Ship]] || 920 || &#039;&#039;&#039;2700&#039;&#039;&#039; || 10 || 5 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Formulas used:&lt;br /&gt;
* =ROUND(10000/mass*0.2)*5 for D19b Glory Device Explosion&lt;br /&gt;
* =ROUND(10000/mass*0.1)*5 for Saber Glory Device Explosion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
hitdamage = Round(10000/(m+1));&lt;br /&gt;
&lt;br /&gt;
d7bhitdamage = Round(hitdamage / 2);&lt;br /&gt;
&lt;br /&gt;
d7bfriendlydamage = Round(d7bhitdamage * 0.2);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{HostDiffs|&lt;br /&gt;
* [[Stellar Cartography]]: Any non-[[The Robotic Imperium|Robotic]] ships that get hit by a Glory Device while in radiation will immediately take a loss in crew and colonists equal to the radiation due to the sudden hull breach&lt;br /&gt;
* [[Campaign]]: The [[D7b Painmaker Class Cruiser|D7b]], [[D19c Nefarious Class Destroyer|D19c]], and [[Saber Class Shield Generator|Saber Shield Generator]] designs are exclusive to NuHost&lt;br /&gt;
* NuHost does not require a Glory Device ship to have [[Neutronium|fuel]] in order to use any of the triggers. Host 3.22, on the other hand, &#039;&#039;requires&#039;&#039; fuel on a &#039;&#039;&#039;trg&#039;&#039;&#039; code involving a &#039;&#039;&#039;kill&#039;&#039;&#039; [[mission]]}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://www.donovansvgap.com/help/glory.htm Glory Device on Donovan&#039;s Super Site]&lt;br /&gt;
* [http://www.planetsmagazine.com/strategy/advancedstrategy/absolution-gap-frequently-asked-questions-about-glory-devices/ Absolution Gap: Frequently Asked Questions about Glory Devices - Planets Mag]&lt;br /&gt;
* [http://help.planets.nu/abil-glory-device Glory Device on Planets.Nu&#039;s Documentation]&lt;br /&gt;
&lt;br /&gt;
[[Category:Hull Functions]]&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Web_mines&amp;diff=5201</id>
		<title>Web mines</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Web_mines&amp;diff=5201"/>
		<updated>2025-01-26T21:30:34Z</updated>

		<summary type="html">&lt;p&gt;Glyn: /* The host settings for these new rules are: (with default values listed) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Web mines are a special kind of space mines that can only be laid by [[The Crystal Confederation]]. All [[ships]] with [[torpedo]] [[launch tubes]] owned by the [[The Crystal Confederation|Crystallines]] can use the [[mission]] &amp;quot;Lay [[Web mines]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Like normal [[space mines]], web mines will [[damage]] enemy [[ships]] that hit a webmine. The chance of hitting a web mine is higher than for hitting a normal [[mines|mine]], and disregards [[cloaking]]. Additionally, all ships that start inside a webmine field are drained of 25kT of [[fuel]] per web field per turn.&lt;br /&gt;
&lt;br /&gt;
Web mines may be laid in the identity of a foreign player. This can be used to the [[Crystal]]&#039;s advantage, because of their web mine immunity; however, the foreign player may also travel them safely. They lack the constant passive drain effect, but still deal devastating damage, a forced stop, and fuel drain when triggered.&lt;br /&gt;
&lt;br /&gt;
== Trigger Effects ==&lt;br /&gt;
Webmines deal about 10% of normal damage to starships compared to normal [[space mines]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;&lt;br /&gt;
 \operatorname{damage} =&lt;br /&gt;
 floor(1000 / mass)&lt;br /&gt;
&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, they will instantly stop any [[ship]]s that trigger them (set to [[warp]] 0) and drain [[fuel]]. This fuel loss is in addition to the fuel that would have been used to arrive at the intended waypoint.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;&lt;br /&gt;
 \operatorname{drain} =&lt;br /&gt;
 max(50, ceil(fuel / 6))&lt;br /&gt;
&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Webmine lay ==&lt;br /&gt;
&lt;br /&gt;
Web mines have the very same multipliers than normal mines when they are laid per [[torpedo]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Torpedo type&lt;br /&gt;
!Mine multiplier&lt;br /&gt;
|-&lt;br /&gt;
|Mark 1 Photon&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
|Proton Torpedo&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 4&lt;br /&gt;
|-&lt;br /&gt;
|Mark 2 Photon&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 9&lt;br /&gt;
|-&lt;br /&gt;
|Gamma Bomb&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 16&lt;br /&gt;
|-&lt;br /&gt;
|Mark 3 Photon&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 25&lt;br /&gt;
|-&lt;br /&gt;
|Mark 4 Photon&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 36&lt;br /&gt;
|-&lt;br /&gt;
|Mark 5 Photon&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 49&lt;br /&gt;
|-&lt;br /&gt;
|Mark 6 Photon&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 64&lt;br /&gt;
|-&lt;br /&gt;
|Mark 7 Photon&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 81&lt;br /&gt;
|-&lt;br /&gt;
|Mark 8 Photon&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Webmine sweep ==&lt;br /&gt;
[[Beams]] have a harder time sweeping web mines than they do normal mines.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Beam class&lt;br /&gt;
! Sweep multiplier&lt;br /&gt;
! Normal sweep rate&lt;br /&gt;
! Web sweep rate&lt;br /&gt;
|-&lt;br /&gt;
|Laser&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
|X-Ray Laser&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 12&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Bolt&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 36&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 27&lt;br /&gt;
|-&lt;br /&gt;
|Blaster&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 64&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 48&lt;br /&gt;
|-&lt;br /&gt;
|Positron Beam&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 75&lt;br /&gt;
|-&lt;br /&gt;
|Disruptor&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 36&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 144&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 108&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Blaster&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 49&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 196&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 147&lt;br /&gt;
|-&lt;br /&gt;
|Phaser&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 64&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 256&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 192&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Disruptor&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 81&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 324&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 243&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Phaser&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 400&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Default Host Settings for webmines: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Web mine decay rate:&#039;&#039;&#039; 5 %&lt;br /&gt;
:Five percent of all webmines plus one additional webmine vanish from each webminefield each turn as a result of natural causes, like flying spacedebris.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Webminefield sweep rate:&#039;&#039;&#039; 3&lt;br /&gt;
:One laser type beam on a ship will sweep three spacemines from a webminefield. Higher tech beams sweep more webmines, depending on their type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Web minefield sweep range:&#039;&#039;&#039; 0&lt;br /&gt;
:Webmines can only be swept from within the web.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colonial fighter can sweep webs:&#039;&#039;&#039; NO&lt;br /&gt;
:Because of the special nature of webmines, [[The Missing Colonies of Man|Colonial]] [[fighter]]s can not sweep them as they can normal mines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mines destroy enemy webmines:&#039;&#039;&#039; NO&lt;br /&gt;
:Minefields laid over webmines won&#039;t destroy the webmines (nor the other way around).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Odds of hitting a webmine per LY&#039;&#039;&#039;: 5%&lt;br /&gt;
:The chance of hitting a webmine is higher than for normal minefields, at 5% per lightyear travelled. This is independent of the ship&#039;s mass, speed or size, or [[cloaking]] state.&lt;br /&gt;
&lt;br /&gt;
== Ally and Friendly Code Host Settings (Nu only) ==&lt;br /&gt;
As of 2020 at Planets.nu, webmine fields [http://planets.nu/post/summary-of-new-standard-features rules were changed] in Standard. Players could still use custom settings for the old rules.&amp;lt;br&amp;gt;&lt;br /&gt;
The changes for Standard were:&lt;br /&gt;
* Sapphire Class Space Ship no longer grants immunity to web mines for ships travelling with it.&lt;br /&gt;
* Allies are no longer immune to hitting web mines or being drained by them.&lt;br /&gt;
* Web minefields no longer have friendly codes.&lt;br /&gt;
* Web minefields can not be layed in another player&#039;s identity.&lt;br /&gt;
* Crystals are not immune to web minefields layed by other players.&lt;br /&gt;
&lt;br /&gt;
=== The host settings for these new rules are: (with default values listed) === &lt;br /&gt;
*&#039;&#039;&#039;crystalwebimmunity:&#039;&#039;&#039; 2&lt;br /&gt;
:0: Classic. Crystals immune to all Webs&lt;br /&gt;
:1: Crystals immune to non-Crystal Webs&lt;br /&gt;
:2: Standard. Crystals only immune to own Webs&lt;br /&gt;
*&#039;&#039;&#039;webdiplomacylevel:&#039;&#039;&#039; 4&lt;br /&gt;
:0: Classic. SafePassage gives Web Immunity&lt;br /&gt;
:3: Share Intel gives Web Immunity&lt;br /&gt;
:4: Standard. Full Alliance gives Web Immunity&lt;br /&gt;
:100: No Web Immunity for Allies&lt;br /&gt;
*&#039;&#039;&#039;sapphirenowebimmunity:&#039;&#039;&#039; true&lt;br /&gt;
: Sapphire will no longer make ships travelling with it immune to webs.&lt;br /&gt;
*&#039;&#039;&#039;nowebfriendlycodes:&#039;&#039;&#039; true&lt;br /&gt;
: Webmine fields no longer have friendly codes. This means you can&#039;t pass through them with a matching friendly code.&lt;br /&gt;
*&#039;&#039;&#039;nowebsinotherids:&#039;&#039;&#039; true&lt;br /&gt;
: Players cannot lay webs in other player&#039;s names anymore.&lt;br /&gt;
&lt;br /&gt;
=== Related Topics ===&lt;br /&gt;
*[[Minefields]]&lt;br /&gt;
*[[Torpedo]]es&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Artifacts&amp;diff=5173</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Artifacts&amp;diff=5173"/>
		<updated>2025-01-08T16:51:36Z</updated>

		<summary type="html">&lt;p&gt;Glyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See https://help.planets.nu/emorks-legacy&lt;br /&gt;
&lt;br /&gt;
Additional information:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Alioth: https://planets.nu/#/sector/461349&lt;br /&gt;
&lt;br /&gt;
From what I wrote to the @Editors account two years ago:&lt;br /&gt;
&amp;quot;Hello, I&#039;d like to report an artifact combination finding.  In my current game: 461349&lt;br /&gt;
My ship s45, after turn 145, having the combination of blood, mind, bones, flesh; the ship will travel twice the distance of the maximum warp if the waypoint is beyond that distance.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve checked over the history and this is present on turns 149-150, 169-170, 170-171, 174-175, 176-177, and 183-184.&lt;br /&gt;
&lt;br /&gt;
Works with towing.  Distance in the interface doesn&#039;t take this into consideration.&lt;br /&gt;
&lt;br /&gt;
Prior to turn 145 with only blood, mind and bones I hadn&#039;t observed the double distance working.  Turn 143 to 144 I received bones on s45, and the ship had a distance greater than max distance and traveled the expected distance.  &lt;br /&gt;
&lt;br /&gt;
All this to say that the combination of blood, mind, and flesh could produce this as well, but I haven&#039;t tested.&lt;br /&gt;
&lt;br /&gt;
Thanks for your confirmation or not that this is expected behavior or a bug. :)&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
_ _ _&lt;br /&gt;
&lt;br /&gt;
Documentation error possibly found:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tigga: Proof in sector 628293, near the end. My Iron Command ship S46 (Maggie) has Blood, Flesh and Spirit. It spent some time with only Blood and Spirit. No torps appeared. Maybe it has to be orbiting a planet?&amp;quot;&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Artifacts&amp;diff=5172</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Artifacts&amp;diff=5172"/>
		<updated>2025-01-06T04:30:17Z</updated>

		<summary type="html">&lt;p&gt;Glyn: Created page with &amp;quot;See https://help.planets.nu/emorks-legacy  Additional information:  &amp;quot;Alioth: https://planets.nu/#/sector/461349  From what I wrote to the @Editors account two years ago: &amp;quot;Hello, I&amp;#039;d like to report an artifact combination finding.  In my current game: 461349 My ship s45, after turn 145, having the combination of blood, mind, bones, flesh; the ship will travel twice the distance of the maximum warp if the waypoint is beyond that distance.  I&amp;#039;ve checked over the history and...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See https://help.planets.nu/emorks-legacy&lt;br /&gt;
&lt;br /&gt;
Additional information:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Alioth: https://planets.nu/#/sector/461349&lt;br /&gt;
&lt;br /&gt;
From what I wrote to the @Editors account two years ago:&lt;br /&gt;
&amp;quot;Hello, I&#039;d like to report an artifact combination finding.  In my current game: 461349&lt;br /&gt;
My ship s45, after turn 145, having the combination of blood, mind, bones, flesh; the ship will travel twice the distance of the maximum warp if the waypoint is beyond that distance.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve checked over the history and this is present on turns 149-150, 169-170, 170-171, 174-175, 176-177, and 183-184.&lt;br /&gt;
&lt;br /&gt;
Works with towing.  Distance in the interface doesn&#039;t take this into consideration.&lt;br /&gt;
&lt;br /&gt;
Prior to turn 145 with only blood, mind and bones I hadn&#039;t observed the double distance working.  Turn 143 to 144 I received bones on s45, and the ship had a distance greater than max distance and traveled the expected distance.  &lt;br /&gt;
&lt;br /&gt;
All this to say that the combination of blood, mind, and flesh could produce this as well, but I haven&#039;t tested.&lt;br /&gt;
&lt;br /&gt;
Thanks for your confirmation or not that this is expected behavior or a bug. :)&amp;quot;&amp;quot;&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Main_Page&amp;diff=5171</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Main_Page&amp;diff=5171"/>
		<updated>2025-01-06T04:27:31Z</updated>

		<summary type="html">&lt;p&gt;Glyn: /* NuHost Add-ons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 15px;&amp;quot;&lt;br /&gt;
|+ Player races&lt;br /&gt;
!Full Race Name&lt;br /&gt;
!Short Forms&lt;br /&gt;
!Plurals&lt;br /&gt;
|-&lt;br /&gt;
| [[The Solar Federation]]&lt;br /&gt;
| [[Federation]], [[Fed]]&lt;br /&gt;
| Feds&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lizard Alliance]]&lt;br /&gt;
| [[Lizard]], Liz&lt;br /&gt;
|-&lt;br /&gt;
| [[The Empire of Birds|The Empire of the Birds]]&lt;br /&gt;
| [[Bird]], Birdman&lt;br /&gt;
| Birds, Birdmen&lt;br /&gt;
|-&lt;br /&gt;
| [[The Fascist Empire]]&lt;br /&gt;
| [[Fascist]], Klingon&lt;br /&gt;
|-&lt;br /&gt;
| [[The Privateer Bands]]&lt;br /&gt;
| [[Privateer]], Pirate&lt;br /&gt;
|-&lt;br /&gt;
| [[The Cyborg]]&lt;br /&gt;
| [[Cyborg]], Borg&lt;br /&gt;
| Borg&lt;br /&gt;
|-&lt;br /&gt;
| [[The Crystal Confederation]]&lt;br /&gt;
| [[Crystal]], Tholian&lt;br /&gt;
| Crystals&lt;br /&gt;
|-&lt;br /&gt;
| [[The Evil Empire]]&lt;br /&gt;
| [[Empire]], EE&lt;br /&gt;
|-&lt;br /&gt;
| [[The Robotic Imperium]]&lt;br /&gt;
| [[Robot]], Cylon&lt;br /&gt;
|- &lt;br /&gt;
| [[The Rebel Confederation]]&lt;br /&gt;
| [[Rebel]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Missing Colonies of Man]]&lt;br /&gt;
| [[Colonies]]&lt;br /&gt;
| Colonials&lt;br /&gt;
|-&lt;br /&gt;
| [[The Horwasp Plague]]&lt;br /&gt;
| [[Horwasp]], Bugs&lt;br /&gt;
| &#039;wasps&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== VGA Planets Wiki ==&lt;br /&gt;
&lt;br /&gt;
This wiki is intended to serve as a repository for information about the game &#039;&#039;&#039;VGA Planets&#039;&#039;&#039;, by Tim Wisseman: a turn-based strategy game designed to be played by up to 11 players. VGA Planets (or VGAP, or Planets) was released in 1992 as a BBS &amp;quot;door game&amp;quot;, and is now played over the Internet via email or via Web interface.&lt;br /&gt;
&lt;br /&gt;
Due to problems with spammers, user account creation is disabled; if you want an account, contact rbos-contact@novylen.net.&lt;br /&gt;
&lt;br /&gt;
Although this wiki is largely intended to serve as a supplement for [http://vgaplanets.nu VGA Planets Nu], much information can also apply to VGA Planets Host 3.22.&lt;br /&gt;
&lt;br /&gt;
* [[Where To Play]]&lt;br /&gt;
* [[:Category:Tutorials|Tutorials]]&lt;br /&gt;
&lt;br /&gt;
=== Starships ===&lt;br /&gt;
* [[Ship List]]&lt;br /&gt;
* [[Ship Components]]&lt;br /&gt;
* [[Ship Movement]]&lt;br /&gt;
* [[Starship Missions]]&lt;br /&gt;
&lt;br /&gt;
=== Planetary Economics ===&lt;br /&gt;
: &#039;&#039;Main Article&#039;&#039;: [[Planet]]&lt;br /&gt;
* [[Native Race Advantages]]&lt;br /&gt;
* [[Taxes, Happiness, and Population Growth]]&lt;br /&gt;
* [[Defenses]]&lt;br /&gt;
* [[Climate]]&lt;br /&gt;
* [[Priority Build Points]]&lt;br /&gt;
* [[Starbases]]&lt;br /&gt;
** [[Starbase Missions]]&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
* [[Cloak Intercept]]&lt;br /&gt;
* [[Disguising Ship Movement]]&lt;br /&gt;
* [[Warp Wells]]&lt;br /&gt;
* [[Combat Order]]&lt;br /&gt;
* [[Mine Laying]]&lt;br /&gt;
* [[Ship vs Ship]]&lt;br /&gt;
* [[VCR Side Advantage]]&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
* [[Friendly Codes]]&lt;br /&gt;
* [[Host Order]]&lt;br /&gt;
* [[Host Configuration]]&lt;br /&gt;
* [[Ion storm]]&lt;br /&gt;
* [[Planets.Nu API]]: Commonly used to develop small scripts&lt;br /&gt;
** [[Planets Nu Client Add-ons]]&lt;br /&gt;
&lt;br /&gt;
=== NuHost Add-ons ===&lt;br /&gt;
&lt;br /&gt;
* [[Explore Map]]: Historical add-on that significantly limits visibility of planets&lt;br /&gt;
* [[Blitz]]: 1 vs 1 that takes place on a much smaller Starmap&lt;br /&gt;
* [[Stellar Cartography]]: Nebulae, Asteroid Fields, Star Clusters and more.&lt;br /&gt;
* [[Campaign|Campaign Mode]]: Customizable campaign system where the player designs his own ship list and Advantages.&lt;br /&gt;
* [[Production Queue]]: Alternative construction system, allowing priority builds to go over the (soft) ship limit.&lt;br /&gt;
* [[Wandering Tribes]]: Alternative start condition with only STF&#039;s.&lt;br /&gt;
* [[Artifacts]]: Unique items that grant special abilities to planets or ships.&lt;br /&gt;
&lt;br /&gt;
=== Additional Resources ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.planetsmagazine.com/ Planets Mag]&lt;br /&gt;
* [http://www.gaming-strategy.com/computer-gaming/vga-planets/beginner-tips/ Zrog&#039;s Beginner Tips]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Templates|Wiki Templates]]&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Planetary_Structures&amp;diff=4595</id>
		<title>Planetary Structures</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Planetary_Structures&amp;diff=4595"/>
		<updated>2021-02-26T21:38:06Z</updated>

		<summary type="html">&lt;p&gt;Glyn: /* Defenses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
[[Planet]]ary structures are the infrastructure for a planet. They can be used to harvest minerals out of the ground, produce [[supplies]], or provide defense.&lt;br /&gt;
&lt;br /&gt;
Care should be taken when building these structures, as they can anger the colonists and natives (except defenses), especially when you are dealing with non-[[Avian]] Anarchists.&lt;br /&gt;
&lt;br /&gt;
==Mines==&lt;br /&gt;
Mineral mines are the structures necessary to mine the minerals out of the ground. Again, care should be taken, as the planet will eventually run out of resources that may be mined. They cost four (4) [[megacredit]]s and one [[supply]] each.&lt;br /&gt;
&lt;br /&gt;
Up to twenty (20) mines may be safely built on any planet to avoid [[Starship_Missions|sensor sweep]] detection.&lt;br /&gt;
&lt;br /&gt;
==Factories==&lt;br /&gt;
Factories produce the supplies that are necessary to produce additional structures, build [[fighter]]s in space, perform [[alchemy]], or sell for [[megacredits]]. They cost three (3) [[megacredit]]s and one [[supply]] each.&lt;br /&gt;
&lt;br /&gt;
Up to fifteen (15) factories may be safely built on any planet to avoid [[Starship_Missions|sensor sweep]] detection.&lt;br /&gt;
&lt;br /&gt;
==Defenses==&lt;br /&gt;
Defenses are important to protecting the planet against combat, as well as provide protection against Sensor Sweep. Planetary defenses cost ten (10) [[megacredit]]s and one [[supply]] each.&lt;br /&gt;
&lt;br /&gt;
The percentage odds that an enemy planet will show up on a Sensor Sweep scan are:  100% - Defense Outposts * 6.66% (Unverified for Planets NU) &lt;br /&gt;
&lt;br /&gt;
Sixteen (16) defense posts are needed to block [[Starship_Missions|sensor sweep]] regardless of the other structures (although fewer posts will prorate the detection percentage), and twenty-one (21) are needed to block a [[Bioscanner|bio scan]].&lt;br /&gt;
&lt;br /&gt;
=== Protection against Super Spy ===&lt;br /&gt;
If there are thirty (30) or more defense posts on the planet, ten (10) may be sacrificed in case the [[friendly code]] of the [[planet]] is changed by [[The Empire of Birds|Bird]] spies.&lt;br /&gt;
&lt;br /&gt;
The ion pulse will decloak &#039;&#039;all&#039;&#039; [[ship]]s in orbit upon trigger, but only has a 20% chance of actually triggering. If the friendly code has been changed to &#039;&#039;mfX&#039;&#039;, then the ion pulse will always go off as long the required defense posts are present.&lt;br /&gt;
&lt;br /&gt;
=== Ground Combat ===&lt;br /&gt;
Planetary defense posts contribute to a multiplier which is then multiplied by the &#039;&#039;&#039;racial ground defense&#039;&#039;&#039; to provide the final defense ratio. It is this final defense ratio that is compared to the attack ratio of the attacking race (usually the [[The Lizard Alliance|Lizards]]).&lt;br /&gt;
&lt;br /&gt;
The multiplier starts at 1. &#039;&#039;Each&#039;&#039; defense post adds .05 to this multiplier. 20 defense posts will double your racial defense, 40 will triple it, and so on.&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Ghost_ship&amp;diff=4564</id>
		<title>Ghost ship</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Ghost_ship&amp;diff=4564"/>
		<updated>2020-01-20T05:41:36Z</updated>

		<summary type="html">&lt;p&gt;Glyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When radiation from [[Star Clusters]] kills off all of a ships crew, it will become a &amp;quot;ghost ship&amp;quot; and can be captured by any starship with which Tows it and has at least 20 crew (Towing always requires two or more engines at Planets.Nu). The warp speed of a ghost ship will be Warp0 and will belong to no Race and thus cannot be initiated into combat.&lt;br /&gt;
&lt;br /&gt;
Capturing a ghost ship will cause 10 crew to be added to it, even if its maximum crew number is less.&lt;br /&gt;
&lt;br /&gt;
[Not confirmed 20 crew is required]&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Glory_Device&amp;diff=4561</id>
		<title>Glory Device</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Glory_Device&amp;diff=4561"/>
		<updated>2020-01-11T22:47:08Z</updated>

		<summary type="html">&lt;p&gt;Glyn: /* Manual Trigger */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Glory Device is a hull function that acts as a self-destruct feature. Although all hull models belong exclusively to the Fascist fleets, the device can be triggered by any race in possession of a ship equipped with the device.&lt;br /&gt;
&lt;br /&gt;
These hulls below are each given varying degrees of friendly splash damage relative to a mine hit.&lt;br /&gt;
&lt;br /&gt;
* [[D19b Nefarious Class Destroyer]] (20% friendly splash)&lt;br /&gt;
* [[Saber Class Frigate]] (10% friendly splash)&lt;br /&gt;
* [[Campaign]] ship [[D7b Painmaker Class Cruiser]] (half the normal mine hit damage and Planetary structures destroyed, net 10% friendly splash)&lt;br /&gt;
* [[Campaign]] ship [[D19c Nefarious Class Destroyer]] (20% friendly splash)&lt;br /&gt;
* [[Campaign]] ship [[Saber Class Shield Generator]] (10% friendly splash)&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
There are two principle activation triggers for the Glory Device:&lt;br /&gt;
&lt;br /&gt;
=== Manual Trigger ===&lt;br /&gt;
By setting the friendly code of the ship to &#039;POP&#039; the Glory Device will be activated.  The ship does not need [[Neutronium|fuel]], however it will fail to trigger if it is destroyed beforehand by a mine/webmine hit or an [[ion storm]]. This code always detonates before the [[Warp Chunnel]] step in [[Host Order]].  On Planets.Nu even without any Crew due to Radiation Halo&#039;s, detonation is still possible.&lt;br /&gt;
&lt;br /&gt;
=== Cloak Detection Trigger ===&lt;br /&gt;
By setting the friendly code of the ship to &#039;TRG&#039; the glory device will activate if certain criteria are met, keeping in mind the effects the shockwave has on [[cloak]]ed ships:&lt;br /&gt;
* The Glory Device ship and a cloaked enemy ship are present, the Glory Device ship has it&#039;s mission set to KILL&lt;br /&gt;
* The Glory Device ship and a cloaked enemy ship are present, and the Glory Device ship has the Primary Enemy set to that of the cloaked ship&lt;br /&gt;
&lt;br /&gt;
Note:  At Planets.Nu the KILL! mission will reset on a ship without fuel if anything interacts with it, such Robbed, Webmine hit, Webdrain or runs out-of-fuel while moving.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
When triggered, the devices detonates the ship and causes 1 mine hit worth of damage (exception: [[D7b Painmaker Class Cruiser|D7b]] pop does half damage) to all ships at the location AFTER the movement phase. Any [[cloak]]ed ships caught in the detonation are decloaked &#039;&#039;regardless&#039;&#039; of the [[Host Configuration|damage level to prevent cloak]] setting.&lt;br /&gt;
&lt;br /&gt;
Fascist ships, along with ships belonging to the player who owns the Glory Device ship take only the &#039;&#039;friendly splash percentage&#039;&#039; as listed in the overview.&lt;br /&gt;
When a glory device is triggered over an foreign planet the following additional damage will be done:&lt;br /&gt;
* 40% of all [[Colonists]] will be killed. [[The Lizard Alliance|Lizard]] and [[The Crystal Confederation|Crystalline]] Colonists are immune.&lt;br /&gt;
* All [[Amorphous]] [[Native]]s will be vaporized, leaving behind a [[supply]] cache at a range of 1 per 10 clans, regardless of planetary ownership.&lt;br /&gt;
* 40% of all other [[Native]]s will also be killed. excluding [[Siliconoids]], [[Reptilians]], and [[Bovinoids]] as they are immune.&lt;br /&gt;
* 25% of all planetary structures will be destroyed (halved to 12.5% if detonated by a [[D7b Painmaker Class Cruiser]])&lt;br /&gt;
&lt;br /&gt;
Note: Numbers of Colonists/Natives/structures destroyed are rounded down, so one of each will always remain no matter how many detonations occur.&lt;br /&gt;
&lt;br /&gt;
=== Ship Repair Reference ===&lt;br /&gt;
This reference is for Fascist players that need to plan how to handle their fleets when Glory Device(s) are used. [[Cargo]] numbers are &#039;&#039;&#039;bolded&#039;&#039;&#039; for those ships which can repair themselves on the same Turn as the detonation happens, provided they have enough Supplies onboard after they get hit by a Glory Device.&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;3&amp;quot;  cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px dashed darkgray;&amp;quot;&lt;br /&gt;
|- border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Tech&lt;br /&gt;
! Name&lt;br /&gt;
! Mass&lt;br /&gt;
! Cargo&lt;br /&gt;
! 20% FSD&lt;br /&gt;
! 10% FSD&lt;br /&gt;
|- &lt;br /&gt;
| 1 || [[Small Deep Space Freighter]] || 30 || 70 || 335 || 165 ||&lt;br /&gt;
|- &lt;br /&gt;
| 2 || [[D7a Painmaker Class Cruiser]] || 170 || &#039;&#039;&#039;120&#039;&#039;&#039; || 60 || 30 ||&lt;br /&gt;
|- &lt;br /&gt;
| 2 || [[Little Pest Class Escort]] || 75 || 20 || 135 || 65 ||&lt;br /&gt;
|- &lt;br /&gt;
| 3 || [[Neutronic Fuel Carrier]] || 10 || 2 || dead || dead ||&lt;br /&gt;
|- &lt;br /&gt;
| 3 || [[Medium Deep Space Freighter]] || 60 || &#039;&#039;&#039;200&#039;&#039;&#039; || 165 || 85 ||&lt;br /&gt;
|- &lt;br /&gt;
| 4 || [[D7 Coldpain Class Cruiser]] || 175 || &#039;&#039;&#039;100&#039;&#039;&#039; || 55 || 30 ||&lt;br /&gt;
|- &lt;br /&gt;
| 4 || [[Small Transport]] || 30 || 50 || 335 || 165 ||&lt;br /&gt;
|- &lt;br /&gt;
| 5 || [[Ill Wind Class Battlecruiser]] || 275 || &#039;&#039;&#039;260&#039;&#039;&#039; || 35 || 20 ||&lt;br /&gt;
|- &lt;br /&gt;
| 5 || [[D3 Thorn Class Destroyer]] || 90 || 40 || 110 || 55 ||&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[Large Deep Space Freighter]] || 130 || &#039;&#039;&#039;1200&#039;&#039;&#039; || 75 || 40 ||&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[Valiant Wind Class Carrier]] || 180 || &#039;&#039;&#039;80&#039;&#039;&#039; || 55 || 30 ||&lt;br /&gt;
|- &lt;br /&gt;
| 6 || [[Deth Specula Class Frigate]] || 113 || 35 || 90 || 45 ||&lt;br /&gt;
|- &lt;br /&gt;
| 6 || [[D19b Nefarious Class Destroyer]] || 96 || 40 || 105 || 50 ||&lt;br /&gt;
|- &lt;br /&gt;
| 8 || [[Saber Class Frigate]] || 153 || 25 || 65 || 35 ||&lt;br /&gt;
|- &lt;br /&gt;
| 9 || [[Neutronic Refinery Ship]] || 712 || &#039;&#039;&#039;1050&#039;&#039;&#039; || 15 || 5 ||&lt;br /&gt;
|- &lt;br /&gt;
| 10 || [[Super Transport Freighter]] || 160 || &#039;&#039;&#039;2600&#039;&#039;&#039; || 65 || 30 ||&lt;br /&gt;
|- &lt;br /&gt;
| 10 || [[Victorious Class Battleship]] || 451 || &#039;&#039;&#039;130&#039;&#039;&#039; || 20 || 10 ||&lt;br /&gt;
|- &lt;br /&gt;
| 10 || [[Merlin Class Alchemy Ship]] || 920 || &#039;&#039;&#039;2700&#039;&#039;&#039; || 10 || 5 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Formulas used:&lt;br /&gt;
* =ROUND(10000/mass*0.2)*5 for D19b Glory Device Explosion&lt;br /&gt;
* =ROUND(10000/mass*0.1)*5 for Saber Glory Device Explosion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
hitdamage = Round(10000/(m+1));&lt;br /&gt;
&lt;br /&gt;
d7bhitdamage = Round(hitdamage / 2);&lt;br /&gt;
&lt;br /&gt;
d7bfriendlydamage = Round(d7bhitdamage * 0.2);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{HostDiffs|&lt;br /&gt;
* [[Stellar Cartography]]: Any non-[[The Robotic Imperium|Robotic]] ships that get hit by a Glory Device while in radiation will immediately take a loss in crew and colonists equal to the radiation due to the sudden hull breach&lt;br /&gt;
* [[Campaign]]: The [[D7b Painmaker Class Cruiser|D7b]], [[D19c Nefarious Class Destroyer|D19c]], and [[Saber Class Shield Generator|Saber Shield Generator]] designs are exclusive to NuHost&lt;br /&gt;
* NuHost does not require a Glory Device ship to have [[Neutronium|fuel]] in order to use any of the triggers. Host 3.22, on the other hand, &#039;&#039;requires&#039;&#039; fuel on a &#039;&#039;&#039;trg&#039;&#039;&#039; code involving a &#039;&#039;&#039;kill&#039;&#039;&#039; [[mission]]}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://www.donovansvgap.com/help/glory.htm Glory Device on Donovan&#039;s Super Site]&lt;br /&gt;
* [http://www.planetsmagazine.com/strategy/advancedstrategy/absolution-gap-frequently-asked-questions-about-glory-devices/ Absolution Gap: Frequently Asked Questions about Glory Devices - Planets Mag]&lt;br /&gt;
* [http://help.planets.nu/abil-glory-device Glory Device on Planets.Nu&#039;s Documentation]&lt;br /&gt;
&lt;br /&gt;
[[Category:Hull Functions]]&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Planetary_Structures&amp;diff=4558</id>
		<title>Planetary Structures</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Planetary_Structures&amp;diff=4558"/>
		<updated>2019-11-27T15:30:45Z</updated>

		<summary type="html">&lt;p&gt;Glyn: /* Defenses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
[[Planet]]ary structures are the infrastructure for a planet. They can be used to harvest minerals out of the ground, produce [[supplies]], or provide defense.&lt;br /&gt;
&lt;br /&gt;
Care should be taken when building these structures, as they can anger the colonists and natives (except defenses), especially when you are dealing with non-[[Avian]] Anarchists.&lt;br /&gt;
&lt;br /&gt;
==Mines==&lt;br /&gt;
Mineral mines are the structures necessary to mine the minerals out of the ground. Again, care should be taken, as the planet will eventually run out of resources that may be mined. They cost four (4) [[megacredit]]s and one [[supply]] each.&lt;br /&gt;
&lt;br /&gt;
Up to nineteen (20) mines may be safely built on any planet to avoid [[Starship_Missions|sensor sweep]] detection.&lt;br /&gt;
&lt;br /&gt;
==Factories==&lt;br /&gt;
Factories produce the supplies that are necessary to produce additional structures, build [[fighter]]s in space, perform [[alchemy]], or sell for [[megacredits]]. They cost three (3) [[megacredit]]s and one [[supply]] each.&lt;br /&gt;
&lt;br /&gt;
Up to fourteen (15) factories may be safely built on any planet to avoid [[Starship_Missions|sensor sweep]] detection.&lt;br /&gt;
&lt;br /&gt;
==Defenses==&lt;br /&gt;
Defenses are important to protecting the planet against combat, as well as provide protection against Sensor Sweep. Planetary defenses cost ten (10) [[megacredit]]s and one [[supply]] each.&lt;br /&gt;
&lt;br /&gt;
The percentage odds that an enemy planet will show up on a Sensor Sweep scan are:  100% - Defense Outposts * 6.66% (Unverified for Planets NU) &lt;br /&gt;
&lt;br /&gt;
Fifteen (15) defense posts are needed to block [[Starship_Missions|sensor sweep]] regardless of the other structures (although fewer posts will prorate the detection percentage), and twenty are needed to block a [[Bioscanner|bio scan]].&lt;br /&gt;
&lt;br /&gt;
=== Protection against Super Spy ===&lt;br /&gt;
If there are thirty (30) or more defense posts on the planet, ten (10) may be sacrificed in case the [[friendly code]] of the [[planet]] is changed by [[The Empire of Birds|Bird]] spies.&lt;br /&gt;
&lt;br /&gt;
The ion pulse will decloak &#039;&#039;all&#039;&#039; [[ship]]s in orbit upon trigger, but only has a 20% chance of actually triggering. If the friendly code has been changed to &#039;&#039;mfX&#039;&#039;, then the ion pulse will always go off as long the required defense posts are present.&lt;br /&gt;
&lt;br /&gt;
=== Ground Combat ===&lt;br /&gt;
Planetary defense posts contribute to a multiplier which is then multiplied by the &#039;&#039;&#039;racial ground defense&#039;&#039;&#039; to provide the final defense ratio. It is this final defense ratio that is compared to the attack ratio of the attacking race (usually the [[The Lizard Alliance|Lizards]]).&lt;br /&gt;
&lt;br /&gt;
The multiplier starts at 1. &#039;&#039;Each&#039;&#039; defense post adds .05 to this multiplier. 20 defense posts will double your racial defense, 40 will triple it, and so on.&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Planetary_Structures&amp;diff=4557</id>
		<title>Planetary Structures</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Planetary_Structures&amp;diff=4557"/>
		<updated>2019-11-27T15:30:01Z</updated>

		<summary type="html">&lt;p&gt;Glyn: /* Defenses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
[[Planet]]ary structures are the infrastructure for a planet. They can be used to harvest minerals out of the ground, produce [[supplies]], or provide defense.&lt;br /&gt;
&lt;br /&gt;
Care should be taken when building these structures, as they can anger the colonists and natives (except defenses), especially when you are dealing with non-[[Avian]] Anarchists.&lt;br /&gt;
&lt;br /&gt;
==Mines==&lt;br /&gt;
Mineral mines are the structures necessary to mine the minerals out of the ground. Again, care should be taken, as the planet will eventually run out of resources that may be mined. They cost four (4) [[megacredit]]s and one [[supply]] each.&lt;br /&gt;
&lt;br /&gt;
Up to nineteen (20) mines may be safely built on any planet to avoid [[Starship_Missions|sensor sweep]] detection.&lt;br /&gt;
&lt;br /&gt;
==Factories==&lt;br /&gt;
Factories produce the supplies that are necessary to produce additional structures, build [[fighter]]s in space, perform [[alchemy]], or sell for [[megacredits]]. They cost three (3) [[megacredit]]s and one [[supply]] each.&lt;br /&gt;
&lt;br /&gt;
Up to fourteen (15) factories may be safely built on any planet to avoid [[Starship_Missions|sensor sweep]] detection.&lt;br /&gt;
&lt;br /&gt;
==Defenses==&lt;br /&gt;
Defenses are important to protecting the planet against combat, as well as provide protection against sensors. Planetary defenses cost ten (10) [[megacredit]]s and one [[supply]] each.&lt;br /&gt;
&lt;br /&gt;
The percentage odds that an enemy planet will show up on a scan are:  100% - Defense Outposts * 6.66% (Unverified for Planets NU) &lt;br /&gt;
&lt;br /&gt;
Fifteen (15) defense posts are needed to block [[Starship_Missions|sensor sweep]] regardless of the other structures (although fewer posts will prorate the detection percentage), and twenty are needed to block a [[Bioscanner|bio scan]].&lt;br /&gt;
&lt;br /&gt;
=== Protection against Super Spy ===&lt;br /&gt;
If there are thirty (30) or more defense posts on the planet, ten (10) may be sacrificed in case the [[friendly code]] of the [[planet]] is changed by [[The Empire of Birds|Bird]] spies.&lt;br /&gt;
&lt;br /&gt;
The ion pulse will decloak &#039;&#039;all&#039;&#039; [[ship]]s in orbit upon trigger, but only has a 20% chance of actually triggering. If the friendly code has been changed to &#039;&#039;mfX&#039;&#039;, then the ion pulse will always go off as long the required defense posts are present.&lt;br /&gt;
&lt;br /&gt;
=== Ground Combat ===&lt;br /&gt;
Planetary defense posts contribute to a multiplier which is then multiplied by the &#039;&#039;&#039;racial ground defense&#039;&#039;&#039; to provide the final defense ratio. It is this final defense ratio that is compared to the attack ratio of the attacking race (usually the [[The Lizard Alliance|Lizards]]).&lt;br /&gt;
&lt;br /&gt;
The multiplier starts at 1. &#039;&#039;Each&#039;&#039; defense post adds .05 to this multiplier. 20 defense posts will double your racial defense, 40 will triple it, and so on.&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Planetary_Structures&amp;diff=4556</id>
		<title>Planetary Structures</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Planetary_Structures&amp;diff=4556"/>
		<updated>2019-11-27T04:38:56Z</updated>

		<summary type="html">&lt;p&gt;Glyn: /* Factories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
[[Planet]]ary structures are the infrastructure for a planet. They can be used to harvest minerals out of the ground, produce [[supplies]], or provide defense.&lt;br /&gt;
&lt;br /&gt;
Care should be taken when building these structures, as they can anger the colonists and natives (except defenses), especially when you are dealing with non-[[Avian]] Anarchists.&lt;br /&gt;
&lt;br /&gt;
==Mines==&lt;br /&gt;
Mineral mines are the structures necessary to mine the minerals out of the ground. Again, care should be taken, as the planet will eventually run out of resources that may be mined. They cost four (4) [[megacredit]]s and one [[supply]] each.&lt;br /&gt;
&lt;br /&gt;
Up to nineteen (20) mines may be safely built on any planet to avoid [[Starship_Missions|sensor sweep]] detection.&lt;br /&gt;
&lt;br /&gt;
==Factories==&lt;br /&gt;
Factories produce the supplies that are necessary to produce additional structures, build [[fighter]]s in space, perform [[alchemy]], or sell for [[megacredits]]. They cost three (3) [[megacredit]]s and one [[supply]] each.&lt;br /&gt;
&lt;br /&gt;
Up to fourteen (15) factories may be safely built on any planet to avoid [[Starship_Missions|sensor sweep]] detection.&lt;br /&gt;
&lt;br /&gt;
==Defenses==&lt;br /&gt;
Defenses are important to protecting the planet against combat, as well as provide protection against sensors. Planetary defenses cost ten (10) [[megacredit]]s and one [[supply]] each.&lt;br /&gt;
&lt;br /&gt;
Fifteen (15) defense posts are needed to block [[Starship_Missions|sensor sweep]] regardless of the other structures (although fewer posts will prorate the detection percentage), and twenty are needed to block a [[Bioscanner|bio scan]].&lt;br /&gt;
&lt;br /&gt;
=== Protection against Super Spy ===&lt;br /&gt;
If there are thirty (30) or more defense posts on the planet, ten (10) may be sacrificed in case the [[friendly code]] of the [[planet]] is changed by [[The Empire of Birds|Bird]] spies.&lt;br /&gt;
&lt;br /&gt;
The ion pulse will decloak &#039;&#039;all&#039;&#039; [[ship]]s in orbit upon trigger, but only has a 20% chance of actually triggering. If the friendly code has been changed to &#039;&#039;mfX&#039;&#039;, then the ion pulse will always go off as long the required defense posts are present.&lt;br /&gt;
&lt;br /&gt;
=== Ground Combat ===&lt;br /&gt;
Planetary defense posts contribute to a multiplier which is then multiplied by the &#039;&#039;&#039;racial ground defense&#039;&#039;&#039; to provide the final defense ratio. It is this final defense ratio that is compared to the attack ratio of the attacking race (usually the [[The Lizard Alliance|Lizards]]).&lt;br /&gt;
&lt;br /&gt;
The multiplier starts at 1. &#039;&#039;Each&#039;&#039; defense post adds .05 to this multiplier. 20 defense posts will double your racial defense, 40 will triple it, and so on.&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Planetary_Structures&amp;diff=4555</id>
		<title>Planetary Structures</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Planetary_Structures&amp;diff=4555"/>
		<updated>2019-11-27T04:38:37Z</updated>

		<summary type="html">&lt;p&gt;Glyn: /* Mines */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
[[Planet]]ary structures are the infrastructure for a planet. They can be used to harvest minerals out of the ground, produce [[supplies]], or provide defense.&lt;br /&gt;
&lt;br /&gt;
Care should be taken when building these structures, as they can anger the colonists and natives (except defenses), especially when you are dealing with non-[[Avian]] Anarchists.&lt;br /&gt;
&lt;br /&gt;
==Mines==&lt;br /&gt;
Mineral mines are the structures necessary to mine the minerals out of the ground. Again, care should be taken, as the planet will eventually run out of resources that may be mined. They cost four (4) [[megacredit]]s and one [[supply]] each.&lt;br /&gt;
&lt;br /&gt;
Up to nineteen (20) mines may be safely built on any planet to avoid [[Starship_Missions|sensor sweep]] detection.&lt;br /&gt;
&lt;br /&gt;
==Factories==&lt;br /&gt;
Factories produce the supplies that are necessary to produce additional structures, build [[fighter]]s in space, perform [[alchemy]], or sell for [[megacredits]]. They cost three (3) [[megacredit]]s and one [[supply]] each.&lt;br /&gt;
&lt;br /&gt;
Up to fourteen (14) factories may be safely built on any planet to avoid [[Starship_Missions|sensor sweep]] detection.&lt;br /&gt;
&lt;br /&gt;
==Defenses==&lt;br /&gt;
Defenses are important to protecting the planet against combat, as well as provide protection against sensors. Planetary defenses cost ten (10) [[megacredit]]s and one [[supply]] each.&lt;br /&gt;
&lt;br /&gt;
Fifteen (15) defense posts are needed to block [[Starship_Missions|sensor sweep]] regardless of the other structures (although fewer posts will prorate the detection percentage), and twenty are needed to block a [[Bioscanner|bio scan]].&lt;br /&gt;
&lt;br /&gt;
=== Protection against Super Spy ===&lt;br /&gt;
If there are thirty (30) or more defense posts on the planet, ten (10) may be sacrificed in case the [[friendly code]] of the [[planet]] is changed by [[The Empire of Birds|Bird]] spies.&lt;br /&gt;
&lt;br /&gt;
The ion pulse will decloak &#039;&#039;all&#039;&#039; [[ship]]s in orbit upon trigger, but only has a 20% chance of actually triggering. If the friendly code has been changed to &#039;&#039;mfX&#039;&#039;, then the ion pulse will always go off as long the required defense posts are present.&lt;br /&gt;
&lt;br /&gt;
=== Ground Combat ===&lt;br /&gt;
Planetary defense posts contribute to a multiplier which is then multiplied by the &#039;&#039;&#039;racial ground defense&#039;&#039;&#039; to provide the final defense ratio. It is this final defense ratio that is compared to the attack ratio of the attacking race (usually the [[The Lizard Alliance|Lizards]]).&lt;br /&gt;
&lt;br /&gt;
The multiplier starts at 1. &#039;&#039;Each&#039;&#039; defense post adds .05 to this multiplier. 20 defense posts will double your racial defense, 40 will triple it, and so on.&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Debris_Disks&amp;diff=4551</id>
		<title>Debris Disks</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Debris_Disks&amp;diff=4551"/>
		<updated>2019-09-14T22:04:16Z</updated>

		<summary type="html">&lt;p&gt;Glyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Also known as an asteroid field, a debris disk is a collection of debris clumped together into a small area of space.&lt;br /&gt;
&lt;br /&gt;
== Limited mass ==&lt;br /&gt;
Ships whose hulls [[mass]] is 200kT or more cannot enter or cross a debris disk. The weak armor to mass ratio of the [[Large Deep Space Freighter|Large Freighter]], [[Super Transport Freighter|Super Transport]], [[Neutronic Fuel Carrier]],  [[Chameleon Class Freighter]]s, also prohibits them from entering a debris disk. Any other ships hulls that are less than 200kT may enter safely.&lt;br /&gt;
&lt;br /&gt;
[[The Evil Empire|Imperial]] owned ship hulls with 200kT or greater can enter debris disks, but run the risk of colliding with asteroids, taking damage as if they had triggered a [[Minefields|mine]]. The faster the speed, the higher the risk. The formula for the risk of hitting an asteroid &#039;&#039;each&#039;&#039; &#039;&#039;&#039;light year&#039;&#039;&#039; is given as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;&lt;br /&gt;
 \operatorname{chance} =&lt;br /&gt;
 \frac{round(warp / (10 - warp) * 2)}{2}&lt;br /&gt;
&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that a ship moving at warp 1 would have no chance of colliding, a ship moving no faster than warp 4 has 0.5% of colliding, and it escalates from there, with a warp 9 ship having a whopping 9% chance of colliding!&lt;br /&gt;
&lt;br /&gt;
== Planetoids ==&lt;br /&gt;
Some of the particles clump up large enough to form colonizable planetoids. In order to colonize these planetoids, a player must initially bring a huge amount of supplies to the planetoid in order to support the colony (for purposes of population support, planetoids always count as a [[Hostile Planets|hostile planet]] that carries a base support of 0 clans). Planetoids do not have warp wells, and rarely have natives, but they are 20 times as likely to experience meteor showers.&lt;br /&gt;
&lt;br /&gt;
Note: There may be an undocumented ability regarding survival rate on planetoids; http://play.planets.nu/#/activity/3248114&lt;br /&gt;
&lt;br /&gt;
=== Mining Station ===&lt;br /&gt;
:Main Article: [[Mining Stations]]&lt;br /&gt;
Once enough minerals have been mined and the required credits has been unloaded or received from taxaion, Mining Stations may be built for a considerably cheaper cost than a normal starbase. However, they cannot be used to build ships or upgrade technology, and they can only hold 20 [[fighter]]s and 50 defenses.&lt;br /&gt;
&lt;br /&gt;
Mining stations support 50,000 [[colonists]] without supplies, and doubles the rate at which minerals are mined.&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
*The [[Falcon Class Escort|Falcon Escort]] can hide from hostile ships by ending its turn inside a debris disk. Its visibility is only a single light year&lt;br /&gt;
*Ships cannot be towed into a debris disk. The lock is broken, and both ships are stopped.&lt;br /&gt;
*[[Firecloud Class Cruiser|Firecloud Cruisers]] should take care when opening a chunnel to or from a debris disk. Ships that participate in the chunnel are destroyed by the collisions with asteroids.&lt;br /&gt;
*Although ships can hyperjump into or through a debris disk, they cannot hyperjump out, and will move normally instead.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stellar Cartography]]&lt;br /&gt;
[[category:Space Objects]]&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Debris_Disks&amp;diff=4550</id>
		<title>Debris Disks</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Debris_Disks&amp;diff=4550"/>
		<updated>2019-09-14T21:57:51Z</updated>

		<summary type="html">&lt;p&gt;Glyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Also known as an asteroid field, a debris disk is a collection of debris clumped together into a small area of space.&lt;br /&gt;
&lt;br /&gt;
== Limited mass ==&lt;br /&gt;
Ships whose hulls [[mass]] is 200kT or more cannot enter or cross a debris disk. The weak armor to mass ratio of the [[Large Deep Space Freighter|Large Freighter]], [[Super Transport Freighter|Super Transport]], [[Neutronic Fuel Carrier]],  [[Chameleon Class Freighters]], also prohibits them from entering a debris disk. Any other ships hulls that are less than 200kT may enter safely.&lt;br /&gt;
&lt;br /&gt;
[[The Evil Empire|Imperial]] owned ship hulls with 200kT or greater can enter debris disks, but run the risk of colliding with asteroids, taking damage as if they had triggered a [[Minefields|mine]]. The faster the speed, the higher the risk. The formula for the risk of hitting an asteroid &#039;&#039;each&#039;&#039; &#039;&#039;&#039;light year&#039;&#039;&#039; is given as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;&lt;br /&gt;
 \operatorname{chance} =&lt;br /&gt;
 \frac{round(warp / (10 - warp) * 2)}{2}&lt;br /&gt;
&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that a ship moving at warp 1 would have no chance of colliding, a ship moving no faster than warp 4 has 0.5% of colliding, and it escalates from there, with a warp 9 ship having a whopping 9% chance of colliding!&lt;br /&gt;
&lt;br /&gt;
== Planetoids ==&lt;br /&gt;
Some of the particles clump up large enough to form colonizable planetoids. In order to colonize these planetoids, a player must initially bring a huge amount of supplies to the planetoid in order to support the colony (for purposes of population support, planetoids always count as a [[Hostile Planets|hostile planet]] that carries a base support of 0 clans). Planetoids do not have warp wells, and rarely have natives, but they are 20 times as likely to experience meteor showers.&lt;br /&gt;
&lt;br /&gt;
Note: There may be an undocumented ability regarding survival rate on planetoids; http://play.planets.nu/#/activity/3248114&lt;br /&gt;
&lt;br /&gt;
=== Mining Station ===&lt;br /&gt;
:Main Article: [[Mining Stations]]&lt;br /&gt;
Once enough minerals have been mined and the required credits has been unloaded or received from taxaion, Mining Stations may be built for a considerably cheaper cost than a normal starbase. However, they cannot be used to build ships or upgrade technology, and they can only hold 20 [[fighter]]s and 50 defenses.&lt;br /&gt;
&lt;br /&gt;
Mining stations support 50,000 [[colonists]] without supplies, and doubles the rate at which minerals are mined.&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
*The [[Falcon Class Escort|Falcon Escort]] can hide from hostile ships by ending its turn inside a debris disk. Its visibility is only a single light year&lt;br /&gt;
*Ships cannot be towed into a debris disk. The lock is broken, and both ships are stopped.&lt;br /&gt;
*[[Firecloud Class Cruiser|Firecloud Cruisers]] should take care when opening a chunnel to or from a debris disk. Ships that participate in the chunnel are destroyed by the collisions with asteroids.&lt;br /&gt;
*Although ships can hyperjump into or through a debris disk, they cannot hyperjump out, and will move normally instead.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stellar Cartography]]&lt;br /&gt;
[[category:Space Objects]]&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Debris_Disks&amp;diff=4549</id>
		<title>Debris Disks</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Debris_Disks&amp;diff=4549"/>
		<updated>2019-09-14T21:56:51Z</updated>

		<summary type="html">&lt;p&gt;Glyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Also known as an asteroid field, a debris disk is a collection of debris clumped together into a small area of space.&lt;br /&gt;
&lt;br /&gt;
== Limited mass ==&lt;br /&gt;
Ships whose hulls [[mass]] is 200kT or more cannot enter or cross a debris disk. The weak armor to mass ratio of the [[Large Deep Space Freighter|Large Freighter]], [[Super Transport Freighter|Super Transport]], [[Neutronic Fuel Carrier]],  [[Chameleon Class Freighters]], also prohibits them from entering a debris disk. Any other ships hulls that are less than 200kT may enter freely.&lt;br /&gt;
&lt;br /&gt;
[[The Evil Empire|Imperial]] ships with 200kT or greater can enter debris disks, but run the risk of colliding with asteroids, taking damage as if they had triggered a [[Minefields|mine]]. The faster the speed, the higher the risk. The formula for the risk of hitting an asteroid &#039;&#039;each&#039;&#039; &#039;&#039;&#039;light year&#039;&#039;&#039; is given as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;&lt;br /&gt;
 \operatorname{chance} =&lt;br /&gt;
 \frac{round(warp / (10 - warp) * 2)}{2}&lt;br /&gt;
&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that a ship moving at warp 1 would have no chance of colliding, a ship moving no faster than warp 4 has 0.5% of colliding, and it escalates from there, with a warp 9 ship having a whopping 9% chance of colliding!&lt;br /&gt;
&lt;br /&gt;
== Planetoids ==&lt;br /&gt;
Some of the particles clump up large enough to form colonizable planetoids. In order to colonize these planetoids, a player must initially bring a huge amount of supplies to the planetoid in order to support the colony (for purposes of population support, planetoids always count as a [[Hostile Planets|hostile planet]] that carries a base support of 0 clans). Planetoids do not have warp wells, and rarely have natives, but they are 20 times as likely to experience meteor showers.&lt;br /&gt;
&lt;br /&gt;
Note: There may be an undocumented ability regarding survival rate on planetoids; http://play.planets.nu/#/activity/3248114&lt;br /&gt;
&lt;br /&gt;
=== Mining Station ===&lt;br /&gt;
:Main Article: [[Mining Stations]]&lt;br /&gt;
Once enough minerals have been mined and the required credits has been unloaded or received from taxaion, Mining Stations may be built for a considerably cheaper cost than a normal starbase. However, they cannot be used to build ships or upgrade technology, and they can only hold 20 [[fighter]]s and 50 defenses.&lt;br /&gt;
&lt;br /&gt;
Mining stations support 50,000 [[colonists]] without supplies, and doubles the rate at which minerals are mined.&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
*The [[Falcon Class Escort|Falcon Escort]] can hide from hostile ships by ending its turn inside a debris disk. Its visibility is only a single light year&lt;br /&gt;
*Ships cannot be towed into a debris disk. The lock is broken, and both ships are stopped.&lt;br /&gt;
*[[Firecloud Class Cruiser|Firecloud Cruisers]] should take care when opening a chunnel to or from a debris disk. Ships that participate in the chunnel are destroyed by the collisions with asteroids.&lt;br /&gt;
*Although ships can hyperjump into or through a debris disk, they cannot hyperjump out, and will move normally instead.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stellar Cartography]]&lt;br /&gt;
[[category:Space Objects]]&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Debris_Disks&amp;diff=4548</id>
		<title>Debris Disks</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Debris_Disks&amp;diff=4548"/>
		<updated>2019-09-14T21:54:56Z</updated>

		<summary type="html">&lt;p&gt;Glyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Also known as an asteroid field, a debris disk is a collection of debris clumped together into a small area of space.&lt;br /&gt;
&lt;br /&gt;
== Limited mass ==&lt;br /&gt;
Ships whose hulls [[mass]] is 200kT or more cannot enter or cross a debris disk. The weak armor to mass ratio of the [[Large Deep Space Freighter|Large Freighter]], [[Super Transport Freighter|Super Transport]], [[Neutronic Fuel Carrier]],  [[Chameleon Class Freighters]], also prohibits them from entering a debris disk. Any other ships that are less than 200kT may enter freely.&lt;br /&gt;
&lt;br /&gt;
[[The Evil Empire|Imperial]] ships with 200kT or greater can enter debris disks, but run the risk of colliding with asteroids, taking damage as if they had triggered a [[Minefields|mine]]. The faster the speed, the higher the risk. The formula for the risk of hitting an asteroid &#039;&#039;each&#039;&#039; &#039;&#039;&#039;light year&#039;&#039;&#039; is given as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;&lt;br /&gt;
 \operatorname{chance} =&lt;br /&gt;
 \frac{round(warp / (10 - warp) * 2)}{2}&lt;br /&gt;
&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that a ship moving at warp 1 would have no chance of colliding, a ship moving no faster than warp 4 has 0.5% of colliding, and it escalates from there, with a warp 9 ship having a whopping 9% chance of colliding!&lt;br /&gt;
&lt;br /&gt;
== Planetoids ==&lt;br /&gt;
Some of the particles clump up large enough to form colonizable planetoids. In order to colonize these planetoids, a player must initially bring a huge amount of supplies to the planetoid in order to support the colony (for purposes of population support, planetoids always count as a [[Hostile Planets|hostile planet]] that carries a base support of 0 clans). Planetoids do not have warp wells, and rarely have natives, but they are 20 times as likely to experience meteor showers.&lt;br /&gt;
&lt;br /&gt;
Note: There may be an undocumented ability regarding survival rate on planetoids; http://play.planets.nu/#/activity/3248114&lt;br /&gt;
&lt;br /&gt;
=== Mining Station ===&lt;br /&gt;
:Main Article: [[Mining Stations]]&lt;br /&gt;
Once enough minerals have been mined and the required credits has been unloaded or received from taxaion, Mining Stations may be built for a considerably cheaper cost than a normal starbase. However, they cannot be used to build ships or upgrade technology, and they can only hold 20 [[fighter]]s and 50 defenses.&lt;br /&gt;
&lt;br /&gt;
Mining stations support 50,000 [[colonists]] without supplies, and doubles the rate at which minerals are mined.&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
*The [[Falcon Class Escort|Falcon Escort]] can hide from hostile ships by ending its turn inside a debris disk. Its visibility is only a single light year&lt;br /&gt;
*Ships cannot be towed into a debris disk. The lock is broken, and both ships are stopped.&lt;br /&gt;
*[[Firecloud Class Cruiser|Firecloud Cruisers]] should take care when opening a chunnel to or from a debris disk. Ships that participate in the chunnel are destroyed by the collisions with asteroids.&lt;br /&gt;
*Although ships can hyperjump into or through a debris disk, they cannot hyperjump out, and will move normally instead.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stellar Cartography]]&lt;br /&gt;
[[category:Space Objects]]&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Debris_Disks&amp;diff=4547</id>
		<title>Debris Disks</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Debris_Disks&amp;diff=4547"/>
		<updated>2019-09-14T21:54:47Z</updated>

		<summary type="html">&lt;p&gt;Glyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Also known as an asteroid field, a debris disk is a collection of debris clumped together into a small area of space.&lt;br /&gt;
&lt;br /&gt;
== Limited mass ==&lt;br /&gt;
Ships whose hulls [[mass]] is 200kT or more cannot enter or cross a debris disk. The weak armor to mass ratio of the [[Large Deep Space Freighter|Large Freighter]], [[Super Transport Freighter|Super Transport]], [[Neutronic Fuel Carrier]],  [[Chameleon Class Freighters]] also prohibits them from entering a debris disk. Any other ships that are less than 200kT may enter freely.&lt;br /&gt;
&lt;br /&gt;
[[The Evil Empire|Imperial]] ships with 200kT or greater can enter debris disks, but run the risk of colliding with asteroids, taking damage as if they had triggered a [[Minefields|mine]]. The faster the speed, the higher the risk. The formula for the risk of hitting an asteroid &#039;&#039;each&#039;&#039; &#039;&#039;&#039;light year&#039;&#039;&#039; is given as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;&lt;br /&gt;
 \operatorname{chance} =&lt;br /&gt;
 \frac{round(warp / (10 - warp) * 2)}{2}&lt;br /&gt;
&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that a ship moving at warp 1 would have no chance of colliding, a ship moving no faster than warp 4 has 0.5% of colliding, and it escalates from there, with a warp 9 ship having a whopping 9% chance of colliding!&lt;br /&gt;
&lt;br /&gt;
== Planetoids ==&lt;br /&gt;
Some of the particles clump up large enough to form colonizable planetoids. In order to colonize these planetoids, a player must initially bring a huge amount of supplies to the planetoid in order to support the colony (for purposes of population support, planetoids always count as a [[Hostile Planets|hostile planet]] that carries a base support of 0 clans). Planetoids do not have warp wells, and rarely have natives, but they are 20 times as likely to experience meteor showers.&lt;br /&gt;
&lt;br /&gt;
Note: There may be an undocumented ability regarding survival rate on planetoids; http://play.planets.nu/#/activity/3248114&lt;br /&gt;
&lt;br /&gt;
=== Mining Station ===&lt;br /&gt;
:Main Article: [[Mining Stations]]&lt;br /&gt;
Once enough minerals have been mined and the required credits has been unloaded or received from taxaion, Mining Stations may be built for a considerably cheaper cost than a normal starbase. However, they cannot be used to build ships or upgrade technology, and they can only hold 20 [[fighter]]s and 50 defenses.&lt;br /&gt;
&lt;br /&gt;
Mining stations support 50,000 [[colonists]] without supplies, and doubles the rate at which minerals are mined.&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
*The [[Falcon Class Escort|Falcon Escort]] can hide from hostile ships by ending its turn inside a debris disk. Its visibility is only a single light year&lt;br /&gt;
*Ships cannot be towed into a debris disk. The lock is broken, and both ships are stopped.&lt;br /&gt;
*[[Firecloud Class Cruiser|Firecloud Cruisers]] should take care when opening a chunnel to or from a debris disk. Ships that participate in the chunnel are destroyed by the collisions with asteroids.&lt;br /&gt;
*Although ships can hyperjump into or through a debris disk, they cannot hyperjump out, and will move normally instead.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stellar Cartography]]&lt;br /&gt;
[[category:Space Objects]]&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Debris_Disks&amp;diff=4546</id>
		<title>Debris Disks</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Debris_Disks&amp;diff=4546"/>
		<updated>2019-09-14T21:54:09Z</updated>

		<summary type="html">&lt;p&gt;Glyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Also known as an asteroid field, a debris disk is a collection of debris clumped together into a small area of space.&lt;br /&gt;
&lt;br /&gt;
== Limited mass ==&lt;br /&gt;
Ships whose hulls [[mass]] is 200kT or more cannot enter or cross a debris disk. The weak armor to mass ratio of the [[Large Deep Space Freighter|Large Freighter]], [[Super Transport Freighter|Super Transport]], [[Neutronic Fuel Carrier]] also prohibits them from entering a debris disk. Any other ships that are less than 200kT may enter freely.&lt;br /&gt;
&lt;br /&gt;
[[The Evil Empire|Imperial]] ships with 200kT or greater can enter debris disks, but run the risk of colliding with asteroids, taking damage as if they had triggered a [[Minefields|mine]]. The faster the speed, the higher the risk. The formula for the risk of hitting an asteroid &#039;&#039;each&#039;&#039; &#039;&#039;&#039;light year&#039;&#039;&#039; is given as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;&lt;br /&gt;
 \operatorname{chance} =&lt;br /&gt;
 \frac{round(warp / (10 - warp) * 2)}{2}&lt;br /&gt;
&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that a ship moving at warp 1 would have no chance of colliding, a ship moving no faster than warp 4 has 0.5% of colliding, and it escalates from there, with a warp 9 ship having a whopping 9% chance of colliding!&lt;br /&gt;
&lt;br /&gt;
== Planetoids ==&lt;br /&gt;
Some of the particles clump up large enough to form colonizable planetoids. In order to colonize these planetoids, a player must initially bring a huge amount of supplies to the planetoid in order to support the colony (for purposes of population support, planetoids always count as a [[Hostile Planets|hostile planet]] that carries a base support of 0 clans). Planetoids do not have warp wells, and rarely have natives, but they are 20 times as likely to experience meteor showers.&lt;br /&gt;
&lt;br /&gt;
Note: There may be an undocumented ability regarding survival rate on planetoids; http://play.planets.nu/#/activity/3248114&lt;br /&gt;
&lt;br /&gt;
=== Mining Station ===&lt;br /&gt;
:Main Article: [[Mining Stations]]&lt;br /&gt;
Once enough minerals have been mined and the required credits has been unloaded or received from taxaion, Mining Stations may be built for a considerably cheaper cost than a normal starbase. However, they cannot be used to build ships or upgrade technology, and they can only hold 20 [[fighter]]s and 50 defenses.&lt;br /&gt;
&lt;br /&gt;
Mining stations support 50,000 [[colonists]] without supplies, and doubles the rate at which minerals are mined.&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
*The [[Falcon Class Escort|Falcon Escort]] can hide from hostile ships by ending its turn inside a debris disk. Its visibility is only a single light year&lt;br /&gt;
*Ships cannot be towed into a debris disk. The lock is broken, and both ships are stopped.&lt;br /&gt;
*[[Firecloud Class Cruiser|Firecloud Cruisers]] should take care when opening a chunnel to or from a debris disk. Ships that participate in the chunnel are destroyed by the collisions with asteroids.&lt;br /&gt;
*Although ships can hyperjump into or through a debris disk, they cannot hyperjump out, and will move normally instead.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stellar Cartography]]&lt;br /&gt;
[[category:Space Objects]]&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Capture&amp;diff=4502</id>
		<title>Capture</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Capture&amp;diff=4502"/>
		<updated>2019-06-17T08:59:13Z</updated>

		<summary type="html">&lt;p&gt;Glyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Capture ==&lt;br /&gt;
Basically when a [[ship]] [[starbase]] or [[planet]] changes ownership it is considered captured. there are two forms of capture. [[ship]] and [[planet]].&lt;br /&gt;
&lt;br /&gt;
== Starship Capture ==&lt;br /&gt;
Capturing a star[[ship]] is a tremendous feat. however there are many ways to capture a [[ship]]&lt;br /&gt;
&lt;br /&gt;
=== VCR Capture ===&lt;br /&gt;
to Capture a [[ship]] during [[combat]] you must [[kill]] all [[crew]] on board the enemy vessel before his [[hull]] is destroyed. some [[weapons]] a re better suited for capture than they are for destruction. &lt;br /&gt;
successfully killing all remaing [[crew]] awards you the capture of that [[ship]].&lt;br /&gt;
&lt;br /&gt;
=== Tow Capture ===&lt;br /&gt;
Privateer and Crystal have a special ability if the Advantage is active known as [[Tow Capture]].&lt;br /&gt;
&lt;br /&gt;
If an enemy [[ship]] has no [[fuel]] on board during the Tow movement phase, you will [[Tow Capture]] the ship when using the Tow mission.  You do not have to move in order for this to succeed.&lt;br /&gt;
&lt;br /&gt;
=== Ghost Ship Capture ===&lt;br /&gt;
&lt;br /&gt;
Ships that lose all their crew to Stellar Cartography such as Star Cluster Halo Radiation can be captured by anyone, simply by using the Tow Mission on them.  Takes place during Tow Movement in order of ascending ShipID# and doesn&#039;t require moving to succeed.&lt;br /&gt;
&lt;br /&gt;
=== Friendly Code Capture ===&lt;br /&gt;
by useing [[Friendly Code]] &amp;quot;gsN&amp;quot; you can turn over your control of a [[ship]] to another player, thus allowing him to capture your [[ship]]. the player must have a [[ship]] at the same location with [[crew]] on board for this to work.&lt;br /&gt;
&amp;lt;PRE&amp;gt;&lt;br /&gt;
gsN - give ship to race N, where N is 1=Fed, 2=Liz, ... 9=Bots, a=Reb, b=Col&lt;br /&gt;
      An enemy ship of race N must be at the same location with colonists on board.&lt;br /&gt;
&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Starbase Capture ===&lt;br /&gt;
*See [[Starbases|Force Surrender]] for more details&lt;br /&gt;
&lt;br /&gt;
==Capturing Planets ==&lt;br /&gt;
Capturing a [[planet]] occurs when you drop [[clans]] on an enemy [[plane]]t in an effort to Capture the [[planet]] in tact. &lt;br /&gt;
* See [[Combat|Ground Combat]] for more details&lt;br /&gt;
&lt;br /&gt;
==Breaking a Tow==&lt;br /&gt;
&lt;br /&gt;
The requirements to break a tow [credit to challengespaceyard] are:&lt;br /&gt;
* Two (2) or more engines&lt;br /&gt;
* 25kT or more fuel&lt;br /&gt;
* Warp factor at least as high as tower (after factoring in 2x gravitonic bonus for the tower, if any)&lt;br /&gt;
* A waypoint longer than the square of your warp factor (even if by .1 LY, such as 81.1 LY)&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Capture&amp;diff=4501</id>
		<title>Capture</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Capture&amp;diff=4501"/>
		<updated>2019-06-17T08:54:43Z</updated>

		<summary type="html">&lt;p&gt;Glyn: /* Tow Capture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Capture ==&lt;br /&gt;
Basically when a [[ship]] [[starbase]] or [[planet]] changes ownership it is considered captured. there are two forms of capture. [[ship]] and [[planet]].&lt;br /&gt;
&lt;br /&gt;
== Starship Capture ==&lt;br /&gt;
Capturing a star[[ship]] is a tremendous feat. however there are many ways to capture a [[ship]]&lt;br /&gt;
&lt;br /&gt;
=== VCR Capture ===&lt;br /&gt;
to Capture a [[ship]] during [[combat]] you must [[kill]] all [[crew]] on board the enemy vessel before his [[hull]] is destroyed. some [[weapons]] a re better suited for capture than they are for destruction. &lt;br /&gt;
successfully killing all remaing [[crew]] awards you the capture of that [[ship]].&lt;br /&gt;
&lt;br /&gt;
=== Tow Capture ===&lt;br /&gt;
Privateer and Crystal have a special ability if the Advantage is active known as [[Tow Capture]].&lt;br /&gt;
&lt;br /&gt;
If an enemy [[ship]] has no [[fuel]] on board during the Tow movement phase, you will [[Tow Capture]] the ship when using the Tow mission.  You do not have to move in order for this to succeed.&lt;br /&gt;
&lt;br /&gt;
=== Friendly Code Capture ===&lt;br /&gt;
by useing [[Friendly Code]] &amp;quot;gsN&amp;quot; you can turn over your control of a [[ship]] to another player, thus allowing him to capture your [[ship]]. the player must have a [[ship]] at the same location with [[crew]] on board for this to work.&lt;br /&gt;
&amp;lt;PRE&amp;gt;&lt;br /&gt;
gsN - give ship to race N, where N is 1=Fed, 2=Liz, ... 9=Bots, a=Reb, b=Col&lt;br /&gt;
      An enemy ship of race N must be at the same location with colonists on board.&lt;br /&gt;
&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Starbase Capture ===&lt;br /&gt;
*See [[Starbases|Force Surrender]] for more details&lt;br /&gt;
&lt;br /&gt;
==Capturing Planets ==&lt;br /&gt;
Capturing a [[planet]] occurs when you drop [[clans]] on an enemy [[plane]]t in an effort to Capture the [[planet]] in tact. &lt;br /&gt;
* See [[Combat|Ground Combat]] for more details&lt;br /&gt;
&lt;br /&gt;
==Breaking a Tow==&lt;br /&gt;
&lt;br /&gt;
The requirements to break a tow [credit to challengespaceyard] are:&lt;br /&gt;
* Two (2) or more engines&lt;br /&gt;
* 25kT or more fuel&lt;br /&gt;
* Warp factor at least as high as tower (after factoring in 2x gravitonic bonus for the tower, if any)&lt;br /&gt;
* A waypoint longer than the square of your warp factor (even if by .1 LY, such as 81.1 LY)&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Starbases&amp;diff=4499</id>
		<title>Starbases</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Starbases&amp;diff=4499"/>
		<updated>2018-11-01T05:47:57Z</updated>

		<summary type="html">&lt;p&gt;Glyn: /* Primary Mission */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Starbases =&lt;br /&gt;
Starbases Comprise the epicenter of any military commander. a military commander plans his needs for global domination across the galaxy around the management of his/her Starbases. it is the hub of shipping and transport as well as the construction yard for new starships. as such a starbase must be well defended and if possible, never ever attacked or destroyed.&lt;br /&gt;
&lt;br /&gt;
== Constructing The Starbase ==&lt;br /&gt;
==== Where to Build a Starbase ====&lt;br /&gt;
picking the right planet to build a starbase at can be very tricky, things to consider when choosing a location are &lt;br /&gt;
*&#039;&#039;&#039;Distance from enemy&#039;&#039;&#039;: How much fuel will your ships need to get to the front lines?  Do I need to defend this planet?  Is this a key spot?&lt;br /&gt;
*&#039;&#039;&#039;Native Race bonuses&#039;&#039;&#039;: What bonuses if any will I receive if I build here?&lt;br /&gt;
&#039;&#039;&#039;Ghipsoldal&#039;&#039;&#039;: 10 engine tech&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Amphibian&#039;&#039;&#039;: 10 beam tech&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Humaniod&#039;&#039;&#039;: 10 hull tech&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Siliconoid&#039;&#039;&#039;: 10 torpedo tech&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Distance From Resource Planets&#039;&#039;&#039;: Are there enough resources planets nearby to support the needs of this Starbase?&lt;br /&gt;
* &#039;&#039;&#039;Temperture of base&#039;&#039;&#039; : Finding the right climate will aid your base&#039;s population growth.&lt;br /&gt;
while there many reasons to decide on a location, choose the one the suits you best, willy-nilly starbase location selections will eventually do you more harm than good.&lt;br /&gt;
==== Resource requirements for starbase construction====&lt;br /&gt;
{| cellspacing=0 cellpadding=0 border=0&lt;br /&gt;
|-style=line-height:100% &lt;br /&gt;
|colspan=4 align=center|&#039;&#039;&#039;Standard&#039;&#039;&#039;&lt;br /&gt;
|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|colspan=2 align=center|&#039;&#039;&#039;[[Stellar Cartography]]&#039;&#039;&#039;&lt;br /&gt;
|-style=line-height:100%&lt;br /&gt;
|&lt;br /&gt;
|align=right|Base&lt;br /&gt;
|align=right|&amp;amp;nbsp;&amp;amp;nbsp; 200 [[Defense]]&lt;br /&gt;
|align=right|&amp;amp;nbsp;&amp;amp;nbsp; 60 [[Fighters]]&lt;br /&gt;
|&lt;br /&gt;
|[[Debris Disk]]&lt;br /&gt;
|&amp;amp;nbsp;&amp;amp;nbsp; [[Radiation]]&lt;br /&gt;
|* Robots build standard base&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;[[Duranium]]&#039;&#039;&#039;&lt;br /&gt;
|align=right|120&lt;br /&gt;
|align=right|200&lt;br /&gt;
|align=right|0&lt;br /&gt;
|&lt;br /&gt;
|align=right|70&lt;br /&gt;
|align=right|145&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;[[Tritanium]]&#039;&#039;&#039;&lt;br /&gt;
|align=right|402&lt;br /&gt;
|align=right|0&lt;br /&gt;
|align=right|180&lt;br /&gt;
|&lt;br /&gt;
|align=right|242&lt;br /&gt;
|align=right|582&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;[[Molybdenum]]&#039;&#039;&#039;&lt;br /&gt;
|align=right|340&lt;br /&gt;
|align=right|0&lt;br /&gt;
|align=right|120&lt;br /&gt;
|&lt;br /&gt;
|align=right|160&lt;br /&gt;
|align=right|380&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;[[Megacredits]]&#039;&#039;&#039;&lt;br /&gt;
|align=right|900&lt;br /&gt;
|align=right|6000&lt;br /&gt;
|align=right|2000&lt;br /&gt;
|&lt;br /&gt;
|align=right|480&lt;br /&gt;
|align=right|1100&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
==== Total resource requirements for fully outfitted standard starbase====&lt;br /&gt;
Construction + defense + fighter wing =&lt;br /&gt;
*&#039;&#039;&#039;Duranium&#039;&#039;&#039;:320&lt;br /&gt;
*&#039;&#039;&#039;Tritanium&#039;&#039;&#039;:582&lt;br /&gt;
*&#039;&#039;&#039;Molybdenum&#039;&#039;&#039;:460&lt;br /&gt;
*&#039;&#039;&#039;Megacredits&#039;&#039;&#039;:8900 (tech upgrades not included)&lt;br /&gt;
So, the total mineral requirements of a fully outfitted starbase are slightly more than the capacity of a Large Deep Space Freighter.  However, if there are 162kt of existing minerals on the ground, it is possible to outfit a LDSF with a &amp;quot;starbase kit&amp;quot; of minerals and cash.&lt;br /&gt;
&lt;br /&gt;
== Building Starbase Defenses and Fighters ==&lt;br /&gt;
You may add to the starbase&#039;s defense strength through the use of duranium and megacredits. The higher the defense strength of a base, the better able the base is to adsorb damage from attacking enemy ships.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
You may build and store up to 60 fighters in a starbase and you may put fighters on board any starship equipped with fighter bays. The fighters onboard a starbase will be used to defend the base and planet against attacks from enemy starships.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
If a planet comes under attack the fighters on a starbase and the fighters on the planet&#039;s surface are launched against the attacking ship. Defense posts on the planet&#039;s surface and the defense weapons on the starbase will be fired against the attacking ship. The higher the defense strength of both the planet and the starbase, the greater number and power of the planetary beam weapons.&lt;br /&gt;
=== Factoring Defenses ===&lt;br /&gt;
*The defense_factor = 100 + starbase_defense + planet_defense&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can compare this defense factor with starship defense factors, which are equal to the empty hall mass of the ship.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Defense factor is the resistance to enemy fire, in both shield strength and damage resistance after the shields are down.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The number of beam weapons that a planet/starbase has equals the square root of one third the defense factor.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*number_of_beams = SQR( defense_factor / 3 )&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The tech level of the beam weapons is the square root of one half the defense factor or the beam tech level of the starbase, which ever is higher.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*tech_of_beams = SQR( defense_factor / 2 )&lt;br /&gt;
&lt;br /&gt;
== Purchasing Tech Levels ==&lt;br /&gt;
There are four different [[tech levels]] at every starbase.&amp;lt;br&amp;gt;&lt;br /&gt;
These four [[tech levels]] are, [[starship]] [[hull]], [[starship]] [[engines]], [[starship]] [[beam weapons]] and [[starship]] [[torpedo]]s. You must spend [[megacredits]] for each leap in [[tech level]] you take. The cost of each jump in [[tech levels]] increases as you move up in [[tech levels]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your choice of [[starship components]] increases as you increase your [[tech level]]. The cost of high-tech [[starship components]] is far more than  the basic low tech version of the same components.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Every starbase&#039;s [[tech levels]] are independent of all other starbases. When you build a new starbase all four [[tech levels]] normally start at level 1. Four of the [[native races]] give a [[tech level]] 10 bonus for building a starbase.&lt;br /&gt;
&lt;br /&gt;
== Starbase Orders ==&lt;br /&gt;
=== Primary Mission ===&lt;br /&gt;
The Primary base orders command instructs the base to take one of the five automatic actions.&lt;br /&gt;
&lt;br /&gt;
*Refuel:  The base will load neutronium onto any ship at the bases location that is of your race or have the same friendly code as the planet.&lt;br /&gt;
*Max defense: The base will automatically build up defense strength to max.&lt;br /&gt;
*Load Torpedoes: Base will automatically load torpedoes of the proper type onto all ships that have torpedo launchers. The ships must be yours or have the same friendly code as the planet.&lt;br /&gt;
*Unload Freighters: The base will automatically unload all cargo and money from ships at the base location that are of your race or have the same friendly code as the planet.&lt;br /&gt;
*Repair Base: The base will repair 5% damage per Turn (pre-planet combat).&lt;br /&gt;
*Force a surrender: The base will force all &amp;quot;enemy&amp;quot; ships  with the same friendly code as the planet to surrender to the starbase. Ships without fuel will surrender no matter what the friendly codes are.&lt;br /&gt;
&lt;br /&gt;
=== Recycling Starships ===&lt;br /&gt;
Starbases may also recycle one [[ship]] per turn. When a [[ship]] is recycled the [[engines]] and [[weapons]] are placed in storage and the hull is converted to [[Metals]] (100%).&lt;br /&gt;
&lt;br /&gt;
=== Repairing Starships (FIX) ===&lt;br /&gt;
The starbase can &#039;&#039;&#039;fix&#039;&#039;&#039; one damaged [[ship]] per turn that is in orbit around the same [[planet]] as the starbase. This [[fix command]] also replaces mission [[crew]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The starbase fix command will [[repair]] all [[damage]] to the one [[starship]]. The [[repair]]s will be finished next turn. If the ship has [[torpedo]] launchers or [[fighter]] bays and [[cargo]] room, you may load [[torpedo]]es or [[fighters]] onto the [[ship]]. You may load [[torpedo]]es and [[fighters]] onto as many [[ships]] per turn as you wish, but you may only [[repair]] the [[damage]] of one [[ship]] per turn per starbase. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Fix will NOT upgrade the engine or weapon systems of a starship.&lt;br /&gt;
&lt;br /&gt;
=== Refitting Starships ===&lt;br /&gt;
[[The Solar Federation]] is the only [[Race]] Capable of [[Super Refit|Reffit]]ing [[Ships]] at Starbases&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Solar Federation]] is the only [[race]] that can upgrade the [[tech levels]] of old [[starships]]. If a [[Federation]] [[ship]] sets their [[mission]] to &amp;quot;[[Super Refit]]&amp;quot; and is at a [[Federation]] [[starbase]] for one [[turn]]. The chief engineer will remove the [[engines]], [[beam weapons]] and [[torpedo]] [[launch tubes]] and replace the [[components]] with the highest [[tech level]] [[component]] available from the starbase&#039;s Storage. If a higher tech component is not available the chief engineer will not swap [[components]]. Old [[components]] taken off the [[ship]] will be placed in storage. [[Super Refit]] requires a full set of components for the [[ship]] to work correctly.&lt;br /&gt;
&lt;br /&gt;
== Building Torpedoes and Fighters ==&lt;br /&gt;
Starbases can build both [[torpedo]]es and [[fighters]]. The starbase can load [[torpedo]]es and [[fighter]]s onto [[ship]]s that are equipped to handle them by using the &amp;quot;fix&amp;quot; starbase command. When you build [[torpedo]]es remember to build only the [[torpedo]] type that matches the launcher types that you are using on your [[ships]], otherwise the [[torpedo]]es will remain in storage&lt;br /&gt;
&lt;br /&gt;
== Building New Starships ==&lt;br /&gt;
Starbases can construct one new [[starship]] per turn per starbase from [[starship components]] in  its storage. You can also construct and store new [[starship components]] such as [[hulls]], [[engines]] and [[weapons]] for use at a later time.&lt;br /&gt;
&lt;br /&gt;
=== Building Starship Components ===&lt;br /&gt;
The [[starship]] hull build display lists the [[hull]]s and shows you the completed design of the [[starship]] [[hull]]s that you have both the [[resources]] and [[tech level]] to build at this time in green. When you build a [[hull]] it remains in storage at the starbase until you use it to build a complete [[starship]]. The items that are in red are hulls that you do not have the [[tech level]] and/or [[resources]] to build at this time. The gray hulls are hulls that you do not have the [[tech level]] to build at this time. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
All [[ships]], except [[freighters]], can carry [[weapons]]  of some sort. The display shows you what type and the maximum number of [[weapons]]  that can be mounted on the [[ship]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This display shows you the minimum [[hull tech level]] needed by the starbase to build a [[hull]] of this type.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The [[mass]] ( empty ) of the hull is a measure of the [[mass]] of  the [[ship]] and [[engines]] with no [[weapons]]  mounted, no [[cargo]] and no [[fuel]]. Max [[fuel]] is the maximum amount of [[fuel]] that will fit into the ship&#039;s fuel tank. A [[starship]]&#039;s [[fuel]] ([[neutronium]]) is superdense and needs a very strong inertial damping field to prevent [[damage]] to the ship&#039;s superstructure. This limits to amount of fuel a ship can carry. The max [[cargo]] is the maximum [[cargo]] space the [[ship]] has to carry standard [[cargo]], such as [[metals]] ( [[tritanium]], [[duranium]] and [[molybdenum]] ), [[supplies]] and [[Colonists|clans]].             &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapon Banks and Fighter Bays ===&lt;br /&gt;
&lt;br /&gt;
There are different types of [[weapon Components]] that a ship may have. The main weapon Component is the [[beam weapon]] ([[lasers]], [[phasers]], etc.). A [[beam weapon]] draws its power from the [[ship]]&#039;s [[engines]].  Many [[ships]] have only [[beam weapons]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The auxiliary [[weapon Components]] can be one or more [[torpedo]] [[launch tubes]] or [[fighter]] [[launch bays]]. A [[fighter]] takes up one [[kiloton]] in the [[cargo hold]]. In [[combat]] the [[fighters]] are moved from the [[cargo hold]] into the [[fighter]] [[launch bay]] to be [[fuel]]ed and armed. [[Ships]] with a greater number of [[fighter]] [[launch bays]] can get more [[fighters]] into [[combat]] sooner. [[Fighter]] bays are designed into the [[hull]] and unlike [[torpedo]] [[launch tubes]] cannot be added. Some [[races]] (such as [[The Solar Federation]]) have very few, hull designs that include [[launch bays]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A starbase has room for up to 60 [[fighters]] to be used in [[defense]] of the base. [[Ships]] with [[fighter]] [[launch bays]] can also take on [[fighters]] from the starbase by using the load torps/fighters button.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The [[torpedo]] [[launch tube]] aims and arms standard [[torpedo]]es. A standard [[torpedo]] takes up one [[killoton]] of [[cargo]] space. In [[combat]] [[torpedo]]es are moved from the [[cargo hold]] into the [[launch tube]]. The [[torpedo]] is the most powerful [[weapon]] on any [[starship]] and has a range second only to [[fighters]].&lt;br /&gt;
(View the selected weapons Killing/Destructive Power)&lt;br /&gt;
&lt;br /&gt;
=== Cost and Materials ===&lt;br /&gt;
The display shows the cost to build this hull in [[megacredits]] and the amount of Resources needed. This display also shows the amount of [[Megacredits]] in the [[planet]]&#039;s treasury and [[resources]] remaining on the [[planet]] ready to be made into whatever you see fit.&lt;br /&gt;
&lt;br /&gt;
=== New Component Construction ===&lt;br /&gt;
If you need more [[starship components]] ([[hull]], [[engines]], [[weapons]]) to complete a [[ship]] use the buttons to use the [[hull]], [[engine]] and [[weapon]] construction windows. The [[starship components]] you construct will be put into starbase storage until  you need them for starship construction.&lt;br /&gt;
&lt;br /&gt;
== Starbase Friendly Codes ==&lt;br /&gt;
====Configuration codes====&lt;br /&gt;
*&#039;&#039;&#039;con&#039;&#039;&#039;: Set on planet will send you the HCONFIG settings. (&#039;&#039;Shareware and Registered players&#039;&#039;)&lt;br /&gt;
*&#039;&#039;&#039;noc&#039;&#039;&#039; Causes the Host program to NOT send you any configuration messages&lt;br /&gt;
&lt;br /&gt;
====General codes====&lt;br /&gt;
*&#039;&#039;&#039;bum&#039;&#039;&#039;: Will beam up all of your money from planet to all enemy starships and split evenly. (&#039;&#039;Planetary friendly code&#039;&#039;) (&#039;&#039;Shareware and Registered players&#039;&#039;)&lt;br /&gt;
*&#039;&#039;&#039;mf#&#039;&#039;&#039; This is the universal minefield friendly code, where the # can be any character that can be found on the keyboard (&#039;&#039;no strange ASCII codes&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
==== Battle codes ====&lt;br /&gt;
*&#039;&#039;&#039;ATT&#039;&#039;&#039;: The attack friendly code will cause a planet to attack all enemy ships in orbit not if they have fuel. (&#039;&#039;some ships on special missions can not  be attacked using this code&#039;&#039;) This code can be turned off by the host person. (&#039;&#039;Shareware and Registered players&#039;&#039;)&lt;br /&gt;
*&#039;&#039;&#039;NUK&#039;&#039;&#039;: The nuke friendly code will cause a planet to attack all enemy ships in orbit weather or not if they have any fuel. (&#039;&#039;some ships on special missions can not be attacked using this code&#039;&#039;) This can be turned off by the host. (&#039;&#039;Shareware and Registered players&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
====Starbase codes ====&lt;br /&gt;
(&#039;&#039;note: all planet codes work on planets with starbases too&#039;&#039;)planet and starbase codes are one in the same when the starbase is in orbit above the same planet. there is no difference between them.&lt;br /&gt;
*&#039;&#039;&#039;dmp&#039;&#039;&#039;: Will dump and recycle old parts from starbase. (&#039;&#039;Planetary friendly code&#039;&#039;) (&#039;&#039;Registered players only&#039;&#039;)&lt;br /&gt;
*&#039;&#039;&#039;PBx&#039;&#039;&#039;: This code can be used to give certain starbases priority when it comes to shipbuilding. Only works if you have 20 or more priority points, replace &amp;quot;x&amp;quot; with the number in which order you want to prioritise your bases.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[http://www.donovansvgap.com/help/starbases.htm Starbase Donovan&#039;s]&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Host_Order&amp;diff=4497</id>
		<title>Host Order</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Host_Order&amp;diff=4497"/>
		<updated>2018-09-12T01:40:09Z</updated>

		<summary type="html">&lt;p&gt;Glyn: /* Host Order */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Host Order ==&lt;br /&gt;
&lt;br /&gt;
Planets.Nu players see Host Order list here; http://help.planets.nu/host-order &lt;br /&gt;
&lt;br /&gt;
Update of clientside-actions:&amp;lt;br&amp;gt;&lt;br /&gt;
- own cargo transfers&amp;lt;br&amp;gt;&lt;br /&gt;
- planetary structures built&amp;lt;br&amp;gt;&lt;br /&gt;
- [[starbases]] built&amp;lt;br&amp;gt;&lt;br /&gt;
- alliance codes checked&amp;lt;br&amp;gt;&lt;br /&gt;
- jettison from ships&amp;lt;br&amp;gt;&lt;br /&gt;
- lock towbeam&amp;lt;br&amp;gt;&lt;br /&gt;
Cheat detect&amp;lt;br&amp;gt;&lt;br /&gt;
[[Cloak]]&amp;lt;br&amp;gt;&lt;br /&gt;
AuxHost1.bat&amp;lt;br&amp;gt;&lt;br /&gt;
AuxHost1.ini&amp;lt;br&amp;gt;&lt;br /&gt;
Meteor shower&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sensor sweep]] &amp;amp; [[bioscan]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Loki]] first decloak&amp;lt;br&amp;gt;&lt;br /&gt;
Cloak fail&amp;lt;br&amp;gt;&lt;br /&gt;
Superspy deluxe (Friendly code change)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Minefield]] [[friendly codes]] established&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lady Royale]] generates [[megacredits]]&amp;lt;br&amp;gt;&lt;br /&gt;
Most Mission 9, in order of ID:&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Rob]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Hiss]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Build fighters]] (incl. &#039;lfm&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Repair Self]] (Borg)&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Dark sense]]&amp;lt;br&amp;gt;&lt;br /&gt;
Cargo drop (ship - planet)&amp;lt;br&amp;gt;&lt;br /&gt;
- including Imperial Assault&amp;lt;br&amp;gt;&lt;br /&gt;
- including Ground Combat&amp;lt;br&amp;gt;&lt;br /&gt;
Transfers (ship to foreign ship)&amp;lt;br&amp;gt;&lt;br /&gt;
Beam transfer friendly codes (by ID)&amp;lt;br&amp;gt;&lt;br /&gt;
- including give ships (gsX)&amp;lt;br&amp;gt;&lt;br /&gt;
Planets beam up money (&amp;quot;bum&amp;quot;)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gather missions]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Alchemy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lay mines]]&amp;lt;br&amp;gt;&lt;br /&gt;
Lay web mines&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ion storms]]:&amp;lt;br&amp;gt;&lt;br /&gt;
-move&amp;lt;br&amp;gt;&lt;br /&gt;
-join&amp;lt;br&amp;gt;&lt;br /&gt;
-decloak ships&amp;lt;br&amp;gt;&lt;br /&gt;
-damage ships&amp;lt;br&amp;gt;&lt;br /&gt;
-drag ships&amp;lt;br&amp;gt;&lt;br /&gt;
-new storms formed&amp;lt;br&amp;gt;&lt;br /&gt;
-affect minefields&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mine sweep]]/scoop&amp;lt;br&amp;gt;&lt;br /&gt;
Mine decay&amp;lt;br&amp;gt;&lt;br /&gt;
Mines destroy mines&amp;lt;br&amp;gt;&lt;br /&gt;
New minefield friendly codes established&amp;lt;br&amp;gt;&lt;br /&gt;
Web drain&amp;lt;br&amp;gt;&lt;br /&gt;
[[Starbases]] [[fix]] or [[recycle]] ships&amp;lt;br&amp;gt;&lt;br /&gt;
First build new ships&amp;lt;br&amp;gt;&lt;br /&gt;
[[Clone]] ships&amp;lt;br&amp;gt;&lt;br /&gt;
[[Super refit]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Force a surrender]] at [[starbase]]&amp;lt;br&amp;gt;&lt;br /&gt;
Mass check, repair &amp;amp; mkt(make torpedoes)&amp;lt;br&amp;gt;&lt;br /&gt;
Towing ships move&amp;lt;br&amp;gt;&lt;br /&gt;
Cobol Ramscoop makes fuel&amp;lt;br&amp;gt;&lt;br /&gt;
Warpwell calculation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Most ships move (Incl. HYP)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Cobol Ramscoop makes fuel&amp;lt;br&amp;gt;&lt;br /&gt;
Warpwell calculation&amp;lt;br&amp;gt;&lt;br /&gt;
Intercepting ships move&amp;lt;br&amp;gt;&lt;br /&gt;
Cobol Ramscoop makes fuel&amp;lt;br&amp;gt;&lt;br /&gt;
Warpwell calculation&amp;lt;br&amp;gt;&lt;br /&gt;
Glory device ships detonate&amp;lt;br&amp;gt;&lt;br /&gt;
Firecloud chunnel&amp;lt;br&amp;gt;&lt;br /&gt;
Loki second decloak&amp;lt;br&amp;gt;&lt;br /&gt;
Starbase Primary Orders&amp;lt;br&amp;gt;&lt;br /&gt;
Starbases build &#039;free&#039; fighters&amp;lt;br&amp;gt;&lt;br /&gt;
Starbases dump parts (dmp)&amp;lt;br&amp;gt;&lt;br /&gt;
Mass check, repair &amp;amp; mkt(make torpedoes)&amp;lt;br&amp;gt;&lt;br /&gt;
New natives appear&amp;lt;br&amp;gt;&lt;br /&gt;
Colonize ships&amp;lt;br&amp;gt;&lt;br /&gt;
AUXBC.INI&amp;lt;br&amp;gt;&lt;br /&gt;
Loki third decloak&amp;lt;br&amp;gt;&lt;br /&gt;
Glory device ships detonate&amp;lt;br&amp;gt;&lt;br /&gt;
Mass check, repair &amp;amp; mkt(make torpedoes)&amp;lt;br&amp;gt;&lt;br /&gt;
Ship vs. ship combat&amp;lt;br&amp;gt;&lt;br /&gt;
Borg gather debris&amp;lt;br&amp;gt;&lt;br /&gt;
Mass check, repair &amp;amp; mkt(make torpedoes)&amp;lt;br&amp;gt;&lt;br /&gt;
Ship vs. planet/base combat&amp;lt;br&amp;gt;&lt;br /&gt;
Minefield friendly codes established&amp;lt;br&amp;gt;&lt;br /&gt;
Terraforming&amp;lt;br&amp;gt;&lt;br /&gt;
Structure decay&amp;lt;br&amp;gt;&lt;br /&gt;
Fascists Pillage planets&amp;lt;br&amp;gt;&lt;br /&gt;
Rebel Ground Attack&amp;lt;br&amp;gt;&lt;br /&gt;
Happiness change computed&amp;lt;br&amp;gt;&lt;br /&gt;
Supplies produced (inc Bovinoids)&amp;lt;br&amp;gt;&lt;br /&gt;
Taxes produce megacredits (if happyness &amp;gt; 30)&amp;lt;br&amp;gt;&lt;br /&gt;
Borg assimilate natives&amp;lt;br&amp;gt;&lt;br /&gt;
Population growth (if happyness &amp;gt; 69)&amp;lt;br&amp;gt;&lt;br /&gt;
Overpopulation dies/eats supplies&amp;lt;br&amp;gt;&lt;br /&gt;
Amorphous worms eat clans&amp;lt;br&amp;gt;&lt;br /&gt;
Riots&amp;lt;br&amp;gt;&lt;br /&gt;
Civil wars&amp;lt;br&amp;gt;&lt;br /&gt;
Mines produce minerals&amp;lt;br&amp;gt;&lt;br /&gt;
Trans-uranium mutation&amp;lt;br&amp;gt;&lt;br /&gt;
Second ship build&amp;lt;br&amp;gt;&lt;br /&gt;
Mass check, repair &amp;amp; mkt(make torpedoes)&amp;lt;br&amp;gt;&lt;br /&gt;
Superspy / Explore&amp;lt;br&amp;gt;&lt;br /&gt;
Make score log&amp;lt;br&amp;gt;&lt;br /&gt;
Priority Build Points Messages&amp;lt;br&amp;gt;&lt;br /&gt;
Auxhost2.bat&amp;lt;br&amp;gt;&lt;br /&gt;
Auxhost2.ini&amp;lt;br&amp;gt;&lt;br /&gt;
Mass check, repair &amp;amp; mkt(make torpedoes)&amp;lt;br&amp;gt;&lt;br /&gt;
Dump old messages&amp;lt;br&amp;gt;&lt;br /&gt;
Count UFO&#039;s&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Save Host data&amp;lt;br&amp;gt;&lt;br /&gt;
Update time stamp&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Used with permission from [http://www.donovansvgap.com/ Donovan&#039;s VGA Planets Super Site]&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Glory_Device&amp;diff=4496</id>
		<title>Glory Device</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Glory_Device&amp;diff=4496"/>
		<updated>2018-09-12T01:38:01Z</updated>

		<summary type="html">&lt;p&gt;Glyn: /* Cloak Detection Trigger */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Glory Device is a hull function that acts as a self-destruct feature. Although all hull models belong exclusively to the Fascist fleets, the device can be triggered by any race in possession of a ship equipped with the device.&lt;br /&gt;
&lt;br /&gt;
These hulls below are each given varying degrees of friendly splash damage relative to a mine hit.&lt;br /&gt;
&lt;br /&gt;
* [[D19b Nefarious Class Destroyer]] (20% friendly splash)&lt;br /&gt;
* [[Saber Class Frigate]] (10% friendly splash)&lt;br /&gt;
* [[Campaign]] ship [[D7b Painmaker Class Cruiser]] (half the normal mine hit damage and Planetary structures destroyed, net 10% friendly splash)&lt;br /&gt;
* [[Campaign]] ship [[D19c Nefarious Class Destroyer]] (20% friendly splash)&lt;br /&gt;
* [[Campaign]] ship [[Saber Class Shield Generator]] (10% friendly splash)&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
There are two principle activation triggers for the Glory Device:&lt;br /&gt;
&lt;br /&gt;
=== Manual Trigger ===&lt;br /&gt;
By setting the friendly code of the ship to &#039;POP&#039; the Glory Device will be activated.  The ship does not need [[Neutronium|fuel]], however it will fail to trigger if it is destroyed beforehand by a mine/webmine hit or an [[ion storm]]. This code always detonates before the [[Warp Chunnel]] step in [[Host Order]]&lt;br /&gt;
&lt;br /&gt;
=== Cloak Detection Trigger ===&lt;br /&gt;
By setting the friendly code of the ship to &#039;TRG&#039; the glory device will activate if certain criteria are met, keeping in mind the effects the shockwave has on [[cloak]]ed ships:&lt;br /&gt;
* The Glory Device ship and a cloaked enemy ship are present, the Glory Device ship has it&#039;s mission set to KILL&lt;br /&gt;
* The Glory Device ship and a cloaked enemy ship are present, and the Glory Device ship has the Primary Enemy set to that of the cloaked ship&lt;br /&gt;
&lt;br /&gt;
Note:  At Planets.Nu the KILL! mission will reset on a ship without fuel if anything interacts with it, such Robbed, Webmine hit, Webdrain or runs out-of-fuel while moving.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
When triggered, the devices detonates the ship and causes 1 mine hit worth of damage (exception: [[D7b Painmaker Class Cruiser|D7b]] pop does half damage) to all ships at the location AFTER the movement phase. Any [[cloak]]ed ships caught in the detonation are decloaked &#039;&#039;regardless&#039;&#039; of the [[Host Configuration|damage level to prevent cloak]] setting.&lt;br /&gt;
&lt;br /&gt;
Fascist ships, along with ships belonging to the player who owns the Glory Device ship take only the &#039;&#039;friendly splash percentage&#039;&#039; as listed in the overview.&lt;br /&gt;
When a glory device is triggered over an foreign planet the following additional damage will be done:&lt;br /&gt;
* 40% of all [[Colonists]] will be killed. [[The Lizard Alliance|Lizard]] and [[The Crystal Confederation|Crystalline]] Colonists are immune.&lt;br /&gt;
* All [[Amorphous]] [[Native]]s will be vaporized, leaving behind a [[supply]] cache at a range of 1 per 10 clans, regardless of planetary ownership.&lt;br /&gt;
* 40% of all other [[Native]]s will also be killed. excluding [[Siliconoids]], [[Reptilians]], and [[Bovinoids]] as they are immune.&lt;br /&gt;
* 25% of all planetary structures will be destroyed (halved to 12.5% if detonated by a [[D7b Painmaker Class Cruiser]])&lt;br /&gt;
&lt;br /&gt;
Note: Numbers of Colonists/Natives/structures destroyed are rounded down, so one of each will always remain no matter how many detonations occur.&lt;br /&gt;
&lt;br /&gt;
=== Ship Repair Reference ===&lt;br /&gt;
This reference is for Fascist players that need to plan how to handle their fleets when Glory Device(s) are used. [[Cargo]] numbers are &#039;&#039;&#039;bolded&#039;&#039;&#039; for those ships which can repair themselves on the same Turn as the detonation happens, provided they have enough Supplies onboard after they get hit by a Glory Device.&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;3&amp;quot;  cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px dashed darkgray;&amp;quot;&lt;br /&gt;
|- border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Tech&lt;br /&gt;
! Name&lt;br /&gt;
! Mass&lt;br /&gt;
! Cargo&lt;br /&gt;
! 20% FSD&lt;br /&gt;
! 10% FSD&lt;br /&gt;
|- &lt;br /&gt;
| 1 || [[Small Deep Space Freighter]] || 30 || 70 || 335 || 165 ||&lt;br /&gt;
|- &lt;br /&gt;
| 2 || [[D7a Painmaker Class Cruiser]] || 170 || &#039;&#039;&#039;120&#039;&#039;&#039; || 60 || 30 ||&lt;br /&gt;
|- &lt;br /&gt;
| 2 || [[Little Pest Class Escort]] || 75 || 20 || 135 || 65 ||&lt;br /&gt;
|- &lt;br /&gt;
| 3 || [[Neutronic Fuel Carrier]] || 10 || 2 || dead || dead ||&lt;br /&gt;
|- &lt;br /&gt;
| 3 || [[Medium Deep Space Freighter]] || 60 || &#039;&#039;&#039;200&#039;&#039;&#039; || 165 || 85 ||&lt;br /&gt;
|- &lt;br /&gt;
| 4 || [[D7 Coldpain Class Cruiser]] || 175 || &#039;&#039;&#039;100&#039;&#039;&#039; || 55 || 30 ||&lt;br /&gt;
|- &lt;br /&gt;
| 4 || [[Small Transport]] || 30 || 50 || 335 || 165 ||&lt;br /&gt;
|- &lt;br /&gt;
| 5 || [[Ill Wind Class Battlecruiser]] || 275 || &#039;&#039;&#039;260&#039;&#039;&#039; || 35 || 20 ||&lt;br /&gt;
|- &lt;br /&gt;
| 5 || [[D3 Thorn Class Destroyer]] || 90 || 40 || 110 || 55 ||&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[Large Deep Space Freighter]] || 130 || &#039;&#039;&#039;1200&#039;&#039;&#039; || 75 || 40 ||&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[Valiant Wind Class Carrier]] || 180 || &#039;&#039;&#039;80&#039;&#039;&#039; || 55 || 30 ||&lt;br /&gt;
|- &lt;br /&gt;
| 6 || [[Deth Specula Class Frigate]] || 113 || 35 || 90 || 45 ||&lt;br /&gt;
|- &lt;br /&gt;
| 6 || [[D19b Nefarious Class Destroyer]] || 96 || 40 || 105 || 50 ||&lt;br /&gt;
|- &lt;br /&gt;
| 8 || [[Saber Class Frigate]] || 153 || 25 || 65 || 35 ||&lt;br /&gt;
|- &lt;br /&gt;
| 9 || [[Neutronic Refinery Ship]] || 712 || &#039;&#039;&#039;1050&#039;&#039;&#039; || 15 || 5 ||&lt;br /&gt;
|- &lt;br /&gt;
| 10 || [[Super Transport Freighter]] || 160 || &#039;&#039;&#039;2600&#039;&#039;&#039; || 65 || 30 ||&lt;br /&gt;
|- &lt;br /&gt;
| 10 || [[Victorious Class Battleship]] || 451 || &#039;&#039;&#039;130&#039;&#039;&#039; || 20 || 10 ||&lt;br /&gt;
|- &lt;br /&gt;
| 10 || [[Merlin Class Alchemy Ship]] || 920 || &#039;&#039;&#039;2700&#039;&#039;&#039; || 10 || 5 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Formulas used:&lt;br /&gt;
* =ROUND(10000/mass*0.2)*5 for D19b Glory Device Explosion&lt;br /&gt;
* =ROUND(10000/mass*0.1)*5 for Saber Glory Device Explosion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
hitdamage = Round(10000/(m+1));&lt;br /&gt;
&lt;br /&gt;
d7bhitdamage = Round(hitdamage / 2);&lt;br /&gt;
&lt;br /&gt;
d7bfriendlydamage = Round(d7bhitdamage * 0.2);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{HostDiffs|&lt;br /&gt;
* [[Stellar Cartography]]: Any non-[[The Robotic Imperium|Robotic]] ships that get hit by a Glory Device while in radiation will immediately take a loss in crew and colonists equal to the radiation due to the sudden hull breach&lt;br /&gt;
* [[Campaign]]: The [[D7b Painmaker Class Cruiser|D7b]], [[D19c Nefarious Class Destroyer|D19c]], and [[Saber Class Shield Generator|Saber Shield Generator]] designs are exclusive to NuHost&lt;br /&gt;
* NuHost does not require a Glory Device ship to have [[Neutronium|fuel]] in order to use any of the triggers. Host 3.22, on the other hand, &#039;&#039;requires&#039;&#039; fuel on a &#039;&#039;&#039;trg&#039;&#039;&#039; code involving a &#039;&#039;&#039;kill&#039;&#039;&#039; [[mission]]}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://www.donovansvgap.com/help/glory.htm Glory Device on Donovan&#039;s Super Site]&lt;br /&gt;
* [http://www.planetsmagazine.com/strategy/advancedstrategy/absolution-gap-frequently-asked-questions-about-glory-devices/ Absolution Gap: Frequently Asked Questions about Glory Devices - Planets Mag]&lt;br /&gt;
* [http://help.planets.nu/abil-glory-device Glory Device on Planets.Nu&#039;s Documentation]&lt;br /&gt;
&lt;br /&gt;
[[Category:Hull Functions]]&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Glory_Device&amp;diff=4495</id>
		<title>Glory Device</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Glory_Device&amp;diff=4495"/>
		<updated>2018-09-12T01:37:37Z</updated>

		<summary type="html">&lt;p&gt;Glyn: /* Cloak Detection Trigger */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Glory Device is a hull function that acts as a self-destruct feature. Although all hull models belong exclusively to the Fascist fleets, the device can be triggered by any race in possession of a ship equipped with the device.&lt;br /&gt;
&lt;br /&gt;
These hulls below are each given varying degrees of friendly splash damage relative to a mine hit.&lt;br /&gt;
&lt;br /&gt;
* [[D19b Nefarious Class Destroyer]] (20% friendly splash)&lt;br /&gt;
* [[Saber Class Frigate]] (10% friendly splash)&lt;br /&gt;
* [[Campaign]] ship [[D7b Painmaker Class Cruiser]] (half the normal mine hit damage and Planetary structures destroyed, net 10% friendly splash)&lt;br /&gt;
* [[Campaign]] ship [[D19c Nefarious Class Destroyer]] (20% friendly splash)&lt;br /&gt;
* [[Campaign]] ship [[Saber Class Shield Generator]] (10% friendly splash)&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
There are two principle activation triggers for the Glory Device:&lt;br /&gt;
&lt;br /&gt;
=== Manual Trigger ===&lt;br /&gt;
By setting the friendly code of the ship to &#039;POP&#039; the Glory Device will be activated.  The ship does not need [[Neutronium|fuel]], however it will fail to trigger if it is destroyed beforehand by a mine/webmine hit or an [[ion storm]]. This code always detonates before the [[Warp Chunnel]] step in [[Host Order]]&lt;br /&gt;
&lt;br /&gt;
=== Cloak Detection Trigger ===&lt;br /&gt;
By setting the friendly code of the ship to &#039;TRG&#039; the glory device will activate if certain criteria are met, keeping in mind the effects the shockwave has on [[cloak]]ed ships:&lt;br /&gt;
* The Glory Device ship and a cloaked enemy ship are present, the Glory Device ship has it&#039;s mission set to KILL&lt;br /&gt;
* The Glory Device ship and a cloaked enemy ship are present, and the Glory Device ship has the Primary Enemy set to that of the cloaked ship&lt;br /&gt;
&lt;br /&gt;
Note that at Planets.Nu the KILL mission will reset on a ship without fuel if anything interacts with it, such Robbed, Webmine hit, Webdrain or runs out-of-fuel while moving.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
When triggered, the devices detonates the ship and causes 1 mine hit worth of damage (exception: [[D7b Painmaker Class Cruiser|D7b]] pop does half damage) to all ships at the location AFTER the movement phase. Any [[cloak]]ed ships caught in the detonation are decloaked &#039;&#039;regardless&#039;&#039; of the [[Host Configuration|damage level to prevent cloak]] setting.&lt;br /&gt;
&lt;br /&gt;
Fascist ships, along with ships belonging to the player who owns the Glory Device ship take only the &#039;&#039;friendly splash percentage&#039;&#039; as listed in the overview.&lt;br /&gt;
When a glory device is triggered over an foreign planet the following additional damage will be done:&lt;br /&gt;
* 40% of all [[Colonists]] will be killed. [[The Lizard Alliance|Lizard]] and [[The Crystal Confederation|Crystalline]] Colonists are immune.&lt;br /&gt;
* All [[Amorphous]] [[Native]]s will be vaporized, leaving behind a [[supply]] cache at a range of 1 per 10 clans, regardless of planetary ownership.&lt;br /&gt;
* 40% of all other [[Native]]s will also be killed. excluding [[Siliconoids]], [[Reptilians]], and [[Bovinoids]] as they are immune.&lt;br /&gt;
* 25% of all planetary structures will be destroyed (halved to 12.5% if detonated by a [[D7b Painmaker Class Cruiser]])&lt;br /&gt;
&lt;br /&gt;
Note: Numbers of Colonists/Natives/structures destroyed are rounded down, so one of each will always remain no matter how many detonations occur.&lt;br /&gt;
&lt;br /&gt;
=== Ship Repair Reference ===&lt;br /&gt;
This reference is for Fascist players that need to plan how to handle their fleets when Glory Device(s) are used. [[Cargo]] numbers are &#039;&#039;&#039;bolded&#039;&#039;&#039; for those ships which can repair themselves on the same Turn as the detonation happens, provided they have enough Supplies onboard after they get hit by a Glory Device.&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;3&amp;quot;  cellpadding=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px dashed darkgray;&amp;quot;&lt;br /&gt;
|- border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Tech&lt;br /&gt;
! Name&lt;br /&gt;
! Mass&lt;br /&gt;
! Cargo&lt;br /&gt;
! 20% FSD&lt;br /&gt;
! 10% FSD&lt;br /&gt;
|- &lt;br /&gt;
| 1 || [[Small Deep Space Freighter]] || 30 || 70 || 335 || 165 ||&lt;br /&gt;
|- &lt;br /&gt;
| 2 || [[D7a Painmaker Class Cruiser]] || 170 || &#039;&#039;&#039;120&#039;&#039;&#039; || 60 || 30 ||&lt;br /&gt;
|- &lt;br /&gt;
| 2 || [[Little Pest Class Escort]] || 75 || 20 || 135 || 65 ||&lt;br /&gt;
|- &lt;br /&gt;
| 3 || [[Neutronic Fuel Carrier]] || 10 || 2 || dead || dead ||&lt;br /&gt;
|- &lt;br /&gt;
| 3 || [[Medium Deep Space Freighter]] || 60 || &#039;&#039;&#039;200&#039;&#039;&#039; || 165 || 85 ||&lt;br /&gt;
|- &lt;br /&gt;
| 4 || [[D7 Coldpain Class Cruiser]] || 175 || &#039;&#039;&#039;100&#039;&#039;&#039; || 55 || 30 ||&lt;br /&gt;
|- &lt;br /&gt;
| 4 || [[Small Transport]] || 30 || 50 || 335 || 165 ||&lt;br /&gt;
|- &lt;br /&gt;
| 5 || [[Ill Wind Class Battlecruiser]] || 275 || &#039;&#039;&#039;260&#039;&#039;&#039; || 35 || 20 ||&lt;br /&gt;
|- &lt;br /&gt;
| 5 || [[D3 Thorn Class Destroyer]] || 90 || 40 || 110 || 55 ||&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[Large Deep Space Freighter]] || 130 || &#039;&#039;&#039;1200&#039;&#039;&#039; || 75 || 40 ||&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[Valiant Wind Class Carrier]] || 180 || &#039;&#039;&#039;80&#039;&#039;&#039; || 55 || 30 ||&lt;br /&gt;
|- &lt;br /&gt;
| 6 || [[Deth Specula Class Frigate]] || 113 || 35 || 90 || 45 ||&lt;br /&gt;
|- &lt;br /&gt;
| 6 || [[D19b Nefarious Class Destroyer]] || 96 || 40 || 105 || 50 ||&lt;br /&gt;
|- &lt;br /&gt;
| 8 || [[Saber Class Frigate]] || 153 || 25 || 65 || 35 ||&lt;br /&gt;
|- &lt;br /&gt;
| 9 || [[Neutronic Refinery Ship]] || 712 || &#039;&#039;&#039;1050&#039;&#039;&#039; || 15 || 5 ||&lt;br /&gt;
|- &lt;br /&gt;
| 10 || [[Super Transport Freighter]] || 160 || &#039;&#039;&#039;2600&#039;&#039;&#039; || 65 || 30 ||&lt;br /&gt;
|- &lt;br /&gt;
| 10 || [[Victorious Class Battleship]] || 451 || &#039;&#039;&#039;130&#039;&#039;&#039; || 20 || 10 ||&lt;br /&gt;
|- &lt;br /&gt;
| 10 || [[Merlin Class Alchemy Ship]] || 920 || &#039;&#039;&#039;2700&#039;&#039;&#039; || 10 || 5 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Formulas used:&lt;br /&gt;
* =ROUND(10000/mass*0.2)*5 for D19b Glory Device Explosion&lt;br /&gt;
* =ROUND(10000/mass*0.1)*5 for Saber Glory Device Explosion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
hitdamage = Round(10000/(m+1));&lt;br /&gt;
&lt;br /&gt;
d7bhitdamage = Round(hitdamage / 2);&lt;br /&gt;
&lt;br /&gt;
d7bfriendlydamage = Round(d7bhitdamage * 0.2);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{HostDiffs|&lt;br /&gt;
* [[Stellar Cartography]]: Any non-[[The Robotic Imperium|Robotic]] ships that get hit by a Glory Device while in radiation will immediately take a loss in crew and colonists equal to the radiation due to the sudden hull breach&lt;br /&gt;
* [[Campaign]]: The [[D7b Painmaker Class Cruiser|D7b]], [[D19c Nefarious Class Destroyer|D19c]], and [[Saber Class Shield Generator|Saber Shield Generator]] designs are exclusive to NuHost&lt;br /&gt;
* NuHost does not require a Glory Device ship to have [[Neutronium|fuel]] in order to use any of the triggers. Host 3.22, on the other hand, &#039;&#039;requires&#039;&#039; fuel on a &#039;&#039;&#039;trg&#039;&#039;&#039; code involving a &#039;&#039;&#039;kill&#039;&#039;&#039; [[mission]]}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://www.donovansvgap.com/help/glory.htm Glory Device on Donovan&#039;s Super Site]&lt;br /&gt;
* [http://www.planetsmagazine.com/strategy/advancedstrategy/absolution-gap-frequently-asked-questions-about-glory-devices/ Absolution Gap: Frequently Asked Questions about Glory Devices - Planets Mag]&lt;br /&gt;
* [http://help.planets.nu/abil-glory-device Glory Device on Planets.Nu&#039;s Documentation]&lt;br /&gt;
&lt;br /&gt;
[[Category:Hull Functions]]&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Combat&amp;diff=4493</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Combat&amp;diff=4493"/>
		<updated>2018-08-15T02:23:03Z</updated>

		<summary type="html">&lt;p&gt;Glyn: /* Ground Combat formulas and tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
there are two forms of combat in VGA Planets, Ground Combat and VCR Combat.&lt;br /&gt;
&lt;br /&gt;
=== VCR Combat ===&lt;br /&gt;
[[VCR]] Combat is when [[ships]] [[planets]] and [[starbases]] located at same position in space collide in a battle for victory. the results of these combats are display in your [[VCR]].&lt;br /&gt;
* see [[VCR]] for more Details&lt;br /&gt;
&lt;br /&gt;
=== Ground Combat ===&lt;br /&gt;
Ground combat is when one player drops [[Clans]] on a [[planet]] controlled by another player. the [[clans]] will battle with each other for control of the [[planet]].  Each Race is given a combat and defense ratio.  The number of [[clans]] combined with these ratios and the planets [[defenses]] are weighed and the victory is awarded.  A successful defense allows the defending player to retain control of the planet. a successful attack allows the attacker to gain control and thus capture the planet.  Both sides should receive a message on the following [[turn]] as to the results of the ground combat battle.&lt;br /&gt;
&lt;br /&gt;
* If both the attackers and defenders Clans are both eliminated, the attacker will receive a report of taking control of the planet, but without any Clans leftover the planet becomes unowned.&lt;br /&gt;
&lt;br /&gt;
==== Ground Combat formulas and tools ====&lt;br /&gt;
&lt;br /&gt;
* The VGAP3 Host can configure the ground attack and defense multipliers of all Races, while at Planets.Nu Host config is standardized &lt;br /&gt;
&lt;br /&gt;
* Every 20 Defense Posts adds an additional point of Ground Combat multiplier to the planets default 1. &lt;br /&gt;
&lt;br /&gt;
* By default all Races have attack and planet defense multipliers of one, with the exception of;&lt;br /&gt;
&lt;br /&gt;
          * Lizard: x30 attacking, x15 defending&lt;br /&gt;
          * Fascist: x15 attacking, x5 defending&lt;br /&gt;
&lt;br /&gt;
* Formula: Attackers[#Clans x Races-attack-multiplier] , Defenders[#Clans x PlanetDefense-multiplier x Races=defense-multiplier], higher number wins... ties mean planet becomes unoccupied.&lt;br /&gt;
&lt;br /&gt;
          Example] 100 Lizard Clans dropping onto a planet with 100 Robot Clans and 25 Defense Posts:&lt;br /&gt;
          100-LizClans x 30 = 3000&lt;br /&gt;
          100-RoboClans x [1 + (25/20)] = 225   ... the Lizards win!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To determine the amount of surviving Clans, you subtract the lower number and undo the multipliers that Race received.&lt;br /&gt;
&lt;br /&gt;
          3000 - 255 = 2775&lt;br /&gt;
          RoundUp(2775 / 30) = 93 LizClans survived&lt;br /&gt;
&lt;br /&gt;
* see [http://vgaplanets.ca/vgapcalc.php#groundcombat| Ground Combat calculator]&lt;br /&gt;
&lt;br /&gt;
* see Psydev&#039;s [http://goo.gl/NUuyYE| Ground Combat calculator spreadsheet]&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Combat&amp;diff=4492</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Combat&amp;diff=4492"/>
		<updated>2018-08-15T02:05:29Z</updated>

		<summary type="html">&lt;p&gt;Glyn: /* Ground Combat formulas and tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
there are two forms of combat in VGA Planets, Ground Combat and VCR Combat.&lt;br /&gt;
&lt;br /&gt;
=== VCR Combat ===&lt;br /&gt;
[[VCR]] Combat is when [[ships]] [[planets]] and [[starbases]] located at same position in space collide in a battle for victory. the results of these combats are display in your [[VCR]].&lt;br /&gt;
* see [[VCR]] for more Details&lt;br /&gt;
&lt;br /&gt;
=== Ground Combat ===&lt;br /&gt;
Ground combat is when one player drops [[Clans]] on a [[planet]] controlled by another player. the [[clans]] will battle with each other for control of the [[planet]].  Each Race is given a combat and defense ratio.  The number of [[clans]] combined with these ratios and the planets [[defenses]] are weighed and the victory is awarded.  A successful defense allows the defending player to retain control of the planet. a successful attack allows the attacker to gain control and thus capture the planet.  Both sides should receive a message on the following [[turn]] as to the results of the ground combat battle.&lt;br /&gt;
&lt;br /&gt;
* If both the attackers and defenders Clans are both eliminated, the attacker will receive a report of taking control of the planet, but without any Clans leftover the planet becomes unowned.&lt;br /&gt;
&lt;br /&gt;
==== Ground Combat formulas and tools ====&lt;br /&gt;
&lt;br /&gt;
* The VGAP3 Host can configure the ground attack and defense factors of all Races, while at Planets.Nu Host config is standardized &lt;br /&gt;
&lt;br /&gt;
* Every 20 defense outposts adds an additional point of Ground Combat multiplier to the planets default 1. &lt;br /&gt;
&lt;br /&gt;
* Some Races have Ground Combat multipliers:&lt;br /&gt;
&lt;br /&gt;
          * Lizard: x30 attacking, x15 defending&lt;br /&gt;
          * Fascist: x15 attacking, x5 defending&lt;br /&gt;
&lt;br /&gt;
* Formula: attack points - defense points&lt;br /&gt;
&lt;br /&gt;
          Example] 100 Lizard Clans dropping onto a planet with 100 Robot Clans and 25 Defense Posts:&lt;br /&gt;
          100-LizClans x 30 = 3000&lt;br /&gt;
          100-RoboClans x [1 + (25/20)] = 225   ... the Lizards win!&lt;br /&gt;
&lt;br /&gt;
          Now to calculate how many Lizards survived:&lt;br /&gt;
          3000 - 255 = 2775&lt;br /&gt;
          RoundUp(2775 / 30) = 93 LizClans survived&lt;br /&gt;
&lt;br /&gt;
* see [http://vgaplanets.ca/vgapcalc.php#groundcombat| Ground Combat calculator]&lt;br /&gt;
&lt;br /&gt;
* see Psydev&#039;s [http://goo.gl/NUuyYE| Ground Combat calculator spreadsheet]&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Combat&amp;diff=4491</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Combat&amp;diff=4491"/>
		<updated>2018-08-15T02:02:02Z</updated>

		<summary type="html">&lt;p&gt;Glyn: /* Ground Combat formulas and tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
there are two forms of combat in VGA Planets, Ground Combat and VCR Combat.&lt;br /&gt;
&lt;br /&gt;
=== VCR Combat ===&lt;br /&gt;
[[VCR]] Combat is when [[ships]] [[planets]] and [[starbases]] located at same position in space collide in a battle for victory. the results of these combats are display in your [[VCR]].&lt;br /&gt;
* see [[VCR]] for more Details&lt;br /&gt;
&lt;br /&gt;
=== Ground Combat ===&lt;br /&gt;
Ground combat is when one player drops [[Clans]] on a [[planet]] controlled by another player. the [[clans]] will battle with each other for control of the [[planet]].  Each Race is given a combat and defense ratio.  The number of [[clans]] combined with these ratios and the planets [[defenses]] are weighed and the victory is awarded.  A successful defense allows the defending player to retain control of the planet. a successful attack allows the attacker to gain control and thus capture the planet.  Both sides should receive a message on the following [[turn]] as to the results of the ground combat battle.&lt;br /&gt;
&lt;br /&gt;
* If both the attackers and defenders Clans are both eliminated, the attacker will receive a report of taking control of the planet, but without any Clans leftover the planet becomes unowned.&lt;br /&gt;
&lt;br /&gt;
==== Ground Combat formulas and tools ====&lt;br /&gt;
&lt;br /&gt;
* The VGAP3 Host can configure the ground attack and defense factors of all Races, while at Planets.Nu Host config is standardized &lt;br /&gt;
&lt;br /&gt;
* Every 20 defense outposts adds an additional point of Ground Combat multiplier to the planets default 1. &lt;br /&gt;
&lt;br /&gt;
* Some Races have Ground Combat multipliers:&lt;br /&gt;
&lt;br /&gt;
          * Lizard: x30 attacking, x15 defending&lt;br /&gt;
          * Fascist: x15 attacking, x5 defending&lt;br /&gt;
&lt;br /&gt;
* Formula: attack points - defense points&lt;br /&gt;
&lt;br /&gt;
Example] 100 Lizard Clans dropping onto a planet with 100 Robot Clans and 25 Defense Posts;&lt;br /&gt;
&lt;br /&gt;
100-LizClans x 30 = 3000&lt;br /&gt;
&lt;br /&gt;
100-RoboClans x [1 + (25/20)] = 225&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Liz win! Now to calculate how many LizClans survived;&lt;br /&gt;
&lt;br /&gt;
3000 - 255 = 2775&lt;br /&gt;
&lt;br /&gt;
RoundUp(2775 / 30) = 93 LizClans&lt;br /&gt;
&lt;br /&gt;
* see [http://vgaplanets.ca/vgapcalc.php#groundcombat| Ground Combat calculator]&lt;br /&gt;
&lt;br /&gt;
* see Psydev&#039;s [http://goo.gl/NUuyYE| Ground Combat calculator spreadsheet]&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Combat&amp;diff=4490</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Combat&amp;diff=4490"/>
		<updated>2018-08-15T02:00:02Z</updated>

		<summary type="html">&lt;p&gt;Glyn: /* Ground Combat formulas and tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
there are two forms of combat in VGA Planets, Ground Combat and VCR Combat.&lt;br /&gt;
&lt;br /&gt;
=== VCR Combat ===&lt;br /&gt;
[[VCR]] Combat is when [[ships]] [[planets]] and [[starbases]] located at same position in space collide in a battle for victory. the results of these combats are display in your [[VCR]].&lt;br /&gt;
* see [[VCR]] for more Details&lt;br /&gt;
&lt;br /&gt;
=== Ground Combat ===&lt;br /&gt;
Ground combat is when one player drops [[Clans]] on a [[planet]] controlled by another player. the [[clans]] will battle with each other for control of the [[planet]].  Each Race is given a combat and defense ratio.  The number of [[clans]] combined with these ratios and the planets [[defenses]] are weighed and the victory is awarded.  A successful defense allows the defending player to retain control of the planet. a successful attack allows the attacker to gain control and thus capture the planet.  Both sides should receive a message on the following [[turn]] as to the results of the ground combat battle.&lt;br /&gt;
&lt;br /&gt;
* If both the attackers and defenders Clans are both eliminated, the attacker will receive a report of taking control of the planet, but without any Clans leftover the planet becomes unowned.&lt;br /&gt;
&lt;br /&gt;
==== Ground Combat formulas and tools ====&lt;br /&gt;
&lt;br /&gt;
* The VGAP3 Host can configure the ground attack and defense factors of all Races, while at Planets.Nu Host config is standardized &lt;br /&gt;
&lt;br /&gt;
* Every 20 defense outposts adds an additional point of Ground Combat multiplier to the planets default 1. &lt;br /&gt;
&lt;br /&gt;
* Some Races have Ground Combat multipliers:&lt;br /&gt;
&lt;br /&gt;
- Lizard: x30 attacking, x15 defending&lt;br /&gt;
&lt;br /&gt;
- Fascist: x15 attacking, x5 defending&lt;br /&gt;
&lt;br /&gt;
* Formula: attack points - defense points&lt;br /&gt;
&lt;br /&gt;
Example] 100 Lizard Clans dropping onto a planet with 100 Robot Clans and 25 Defense Posts;&lt;br /&gt;
&lt;br /&gt;
100-LizClans x 30 = 3000&lt;br /&gt;
&lt;br /&gt;
100-RoboClans x [1 + (25/20)] = 225&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Liz win! Now to calculate how many LizClans survived;&lt;br /&gt;
&lt;br /&gt;
3000 - 255 = 2775&lt;br /&gt;
&lt;br /&gt;
RoundUp(2775 / 30) = 93 LizClans&lt;br /&gt;
&lt;br /&gt;
* see [http://vgaplanets.ca/vgapcalc.php#groundcombat| Ground Combat calculator]&lt;br /&gt;
&lt;br /&gt;
* see Psydev&#039;s [http://goo.gl/NUuyYE| Ground Combat calculator spreadsheet]&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Combat&amp;diff=4489</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Combat&amp;diff=4489"/>
		<updated>2018-08-15T01:59:30Z</updated>

		<summary type="html">&lt;p&gt;Glyn: /* Ground Combat formulas and tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
there are two forms of combat in VGA Planets, Ground Combat and VCR Combat.&lt;br /&gt;
&lt;br /&gt;
=== VCR Combat ===&lt;br /&gt;
[[VCR]] Combat is when [[ships]] [[planets]] and [[starbases]] located at same position in space collide in a battle for victory. the results of these combats are display in your [[VCR]].&lt;br /&gt;
* see [[VCR]] for more Details&lt;br /&gt;
&lt;br /&gt;
=== Ground Combat ===&lt;br /&gt;
Ground combat is when one player drops [[Clans]] on a [[planet]] controlled by another player. the [[clans]] will battle with each other for control of the [[planet]].  Each Race is given a combat and defense ratio.  The number of [[clans]] combined with these ratios and the planets [[defenses]] are weighed and the victory is awarded.  A successful defense allows the defending player to retain control of the planet. a successful attack allows the attacker to gain control and thus capture the planet.  Both sides should receive a message on the following [[turn]] as to the results of the ground combat battle.&lt;br /&gt;
&lt;br /&gt;
* If both the attackers and defenders Clans are both eliminated, the attacker will receive a report of taking control of the planet, but without any Clans leftover the planet becomes unowned.&lt;br /&gt;
&lt;br /&gt;
==== Ground Combat formulas and tools ====&lt;br /&gt;
&lt;br /&gt;
* The VGAP3 Host can configure the ground attack and defense factors of all Races, while at Planets.Nu Host config is standardized &lt;br /&gt;
&lt;br /&gt;
* Every 20 defense outposts adds an additional point of Ground Combat multiplier to the planets default 1. &lt;br /&gt;
&lt;br /&gt;
* Some Races have Ground Combat multipliers:&lt;br /&gt;
- Lizard: x30 attacking, x15 defending&lt;br /&gt;
- Fascist: x15 attacking, x5 defending&lt;br /&gt;
&lt;br /&gt;
* Formula: attack points - defense points&lt;br /&gt;
&lt;br /&gt;
Example] 100 Lizard Clans dropping onto a planet with 100 Robot Clans and 25 Defense Posts;&lt;br /&gt;
100-LizClans x 30 = 3000&lt;br /&gt;
100-RoboClans x [1 + (25/20)] = 225&lt;br /&gt;
&lt;br /&gt;
Liz win! Now to calculate how many LizClans survived;&lt;br /&gt;
3000 - 255 = 2775&lt;br /&gt;
RoundUp(2775 / 30) = 93 LizClans&lt;br /&gt;
&lt;br /&gt;
* see [http://vgaplanets.ca/vgapcalc.php#groundcombat| Ground Combat calculator]&lt;br /&gt;
&lt;br /&gt;
* see Psydev&#039;s [http://goo.gl/NUuyYE| Ground Combat calculator spreadsheet]&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Combat&amp;diff=4488</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Combat&amp;diff=4488"/>
		<updated>2018-08-15T01:58:26Z</updated>

		<summary type="html">&lt;p&gt;Glyn: /* Ground Combat formulas and tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
there are two forms of combat in VGA Planets, Ground Combat and VCR Combat.&lt;br /&gt;
&lt;br /&gt;
=== VCR Combat ===&lt;br /&gt;
[[VCR]] Combat is when [[ships]] [[planets]] and [[starbases]] located at same position in space collide in a battle for victory. the results of these combats are display in your [[VCR]].&lt;br /&gt;
* see [[VCR]] for more Details&lt;br /&gt;
&lt;br /&gt;
=== Ground Combat ===&lt;br /&gt;
Ground combat is when one player drops [[Clans]] on a [[planet]] controlled by another player. the [[clans]] will battle with each other for control of the [[planet]].  Each Race is given a combat and defense ratio.  The number of [[clans]] combined with these ratios and the planets [[defenses]] are weighed and the victory is awarded.  A successful defense allows the defending player to retain control of the planet. a successful attack allows the attacker to gain control and thus capture the planet.  Both sides should receive a message on the following [[turn]] as to the results of the ground combat battle.&lt;br /&gt;
&lt;br /&gt;
* If both the attackers and defenders Clans are both eliminated, the attacker will receive a report of taking control of the planet, but without any Clans leftover the planet becomes unowned.&lt;br /&gt;
&lt;br /&gt;
==== Ground Combat formulas and tools ====&lt;br /&gt;
&lt;br /&gt;
* The VGAP3 Host can configure the ground attack and defense factors of all Races, while at Planets.Nu Host config is standardized &lt;br /&gt;
&lt;br /&gt;
. Every 20 defense outposts adds an additional point of Ground Combat multiplier to the planets default 1. &lt;br /&gt;
&lt;br /&gt;
. Some Races have Ground Combat multipliers:&lt;br /&gt;
- Lizard: x30 attacking, x15 defending&lt;br /&gt;
- Fascist: x15 attacking, x5 defending&lt;br /&gt;
&lt;br /&gt;
- Formula: attack points - defense points&lt;br /&gt;
&lt;br /&gt;
Example] 100 Lizard Clans dropping onto a planet with 100 Robot Clans and 25 Defense Posts;&lt;br /&gt;
100-LizClans x 30 = 3000&lt;br /&gt;
100-RoboClans x [1 + (25/20)] = 225&lt;br /&gt;
&lt;br /&gt;
Liz win! Now to calculate how many LizClans survived;&lt;br /&gt;
3000 - 255 = 2775&lt;br /&gt;
RoundUp(2775 / 30) = 93 LizClans&lt;br /&gt;
_&lt;br /&gt;
&lt;br /&gt;
*see [http://vgaplanets.ca/vgapcalc.php#groundcombat| Ground Combat calculator]&lt;br /&gt;
*see Psydev&#039;s [http://goo.gl/NUuyYE| Ground Combat calculator spreadsheet]&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Combat&amp;diff=4487</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Combat&amp;diff=4487"/>
		<updated>2018-08-15T01:04:19Z</updated>

		<summary type="html">&lt;p&gt;Glyn: /* Ground Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
there are two forms of combat in VGA Planets, Ground Combat and VCR Combat.&lt;br /&gt;
&lt;br /&gt;
=== VCR Combat ===&lt;br /&gt;
[[VCR]] Combat is when [[ships]] [[planets]] and [[starbases]] located at same position in space collide in a battle for victory. the results of these combats are display in your [[VCR]].&lt;br /&gt;
* see [[VCR]] for more Details&lt;br /&gt;
&lt;br /&gt;
=== Ground Combat ===&lt;br /&gt;
Ground combat is when one player drops [[Clans]] on a [[planet]] controlled by another player. the [[clans]] will battle with each other for control of the [[planet]].  Each Race is given a combat and defense ratio.  The number of [[clans]] combined with these ratios and the planets [[defenses]] are weighed and the victory is awarded.  A successful defense allows the defending player to retain control of the planet. a successful attack allows the attacker to gain control and thus capture the planet.  Both sides should receive a message on the following [[turn]] as to the results of the ground combat battle.&lt;br /&gt;
&lt;br /&gt;
* If both the attackers and defenders Clans are both eliminated, the attacker will receive a report of taking control of the planet, but without any Clans leftover the planet becomes unowned.&lt;br /&gt;
&lt;br /&gt;
==== Ground Combat formulas and tools ====&lt;br /&gt;
&lt;br /&gt;
* The VGAP3 Host can configure the ground attack and defense factors of all races, but not at Planets.Nu as Host config is standardized&lt;br /&gt;
&lt;br /&gt;
. Every 20 defense outposts add a defense factor to the planet. Since your starting defense factor is 1, 100 defense outposts would increase a planet&#039;s defense factor by +5 (giving the result: 1 + 5 = 6). Hence, 100 defense outposts gives a total ground defense ratio of 6.&lt;br /&gt;
&lt;br /&gt;
*see [http://vgaplanets.ca/vgapcalc.php#groundcombat| Ground Combat calculator]&lt;br /&gt;
*see Psydev&#039;s [http://goo.gl/NUuyYE| Ground Combat calculator spreadsheet]&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Tenacity&amp;diff=4480</id>
		<title>Tenacity</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Tenacity&amp;diff=4480"/>
		<updated>2018-07-28T07:26:23Z</updated>

		<summary type="html">&lt;p&gt;Glyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OLD INCORRECT INFO DELETED... see http://help.planets.nu/tenacity for time being.&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Tow&amp;diff=4479</id>
		<title>Tow</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Tow&amp;diff=4479"/>
		<updated>2018-07-27T01:08:38Z</updated>

		<summary type="html">&lt;p&gt;Glyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An attempt to establish a Tow Lock doesn&#039;t require fuel.  So a foreign ship could transfer fuel to your ship and successfully Tow despite starting the Turn without fuel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.planetsmagazine.com/facts/straight-talk-about-the-tractor-beam/ Planets Magazine Tow]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://www.planetsmagazine.com/PlanetsPedia/tow/ PlanetsPedia Tow]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://www.donovansvgap.com/help/movement.htm#towing Donovans Tow]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Ship Movement]]&amp;lt;br&amp;gt;&lt;br /&gt;
Ship [[Intercept]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Rank&amp;diff=4476</id>
		<title>Rank</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Rank&amp;diff=4476"/>
		<updated>2018-04-20T05:48:36Z</updated>

		<summary type="html">&lt;p&gt;Glyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you have an Officer two Ranks above the max you can not join even if your officer in that race is below.  Your &amp;quot;Highest Rank&amp;quot; applies in this situation if your current Rank is lower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Likewise, if you have an Officer two Ranks above the minimum requirement then, even if your Officer in that race is below the minimum you&#039;ll be able to join. &lt;br /&gt;
&lt;br /&gt;
[http://planets.nu/#/activity/1540380 Source Joshua]&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Rank&amp;diff=4475</id>
		<title>Rank</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Rank&amp;diff=4475"/>
		<updated>2018-04-20T05:48:20Z</updated>

		<summary type="html">&lt;p&gt;Glyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you have an Officer 2 Ranks above the max you can not join even if your officer in that race is below.  Your &amp;quot;Highest Rank&amp;quot; applies in this situation if your current Rank is lower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Likewise, if you have an Officer two Ranks above the minimum requirement then, even if your Officer in that race is below the minimum you&#039;ll be able to join. &lt;br /&gt;
&lt;br /&gt;
[http://planets.nu/#/activity/1540380 Source Joshua]&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Warp_Wells&amp;diff=4472</id>
		<title>Warp Wells</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Warp_Wells&amp;diff=4472"/>
		<updated>2018-04-09T18:02:32Z</updated>

		<summary type="html">&lt;p&gt;Glyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:warpwell-1.jpg|300px|thumb|right|Warp well surrounds each planet]]&lt;br /&gt;
Planets are surrounded by a &#039;&#039;&#039;warp well&#039;&#039;&#039;, a region of space approximately 3 light-years in radius in which ships exiting warp speed travel will be sucked into planetary orbit.&lt;br /&gt;
&lt;br /&gt;
The warp well consists of 28 points: the 8 points immediately next to the planet (+/- 1 ly); the 16 points surrounding those (+/- 2 ly from the planet), and then 4 points directly above, below, left and right of the planet, exactly 3 ly away.&lt;br /&gt;
&lt;br /&gt;
Any ship that ends &#039;&#039;movement&#039;&#039; at warp 2 or greater in one of these points will be sucked into the planet&#039;s orbit. This gravity-assisted movement requires no [[neutronium|fuel]], and cannot be avoided. Ships can move within the warpwell at warp 1 and not be sucked into the planet. [[Gravitonic_Accelerator|Gravitonic]] ships may also move at warp 1 within the warpwell, they will travel 2 ly and not be sucked into the planet&#039;s orbit. Ships sitting in the warp well but not moving will not be sucked to the planet no matter their warp setting. Ships being towed to a planet&#039;s warp well will continue to be towed to the planet (even if the towing ship is out of fuel by the time it arrives). [[hyperjump|Hyperjumping]] ships are also subject to the warpwell, but only for 16 of the 20 points -- the 4 points 3.0 ly away (top, bottom, left, right) are not considered part of the warpwell for hyperjumping ships.&lt;br /&gt;
&lt;br /&gt;
You will not be at risk of minehits for the portion of the Warp Well that your starship slides.&lt;br /&gt;
&lt;br /&gt;
Strategy points with warpwells include:&lt;br /&gt;
* setting ship waypoint to the edge of the warpwell to shorten the journey by 2-3 ly, thereby saving fuel&lt;br /&gt;
* moving within warpwell at warp-1, thereby preventing intercept by ships traveling faster than warp-1&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Super_Refit&amp;diff=4463</id>
		<title>Super Refit</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Super_Refit&amp;diff=4463"/>
		<updated>2018-03-17T23:28:31Z</updated>

		<summary type="html">&lt;p&gt;Glyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
[[The Solar Federation]] is the only [[race]] that can permanently upgrade the [[tech levels]] of [[starships]] [[components|parts]]. &lt;br /&gt;
&lt;br /&gt;
Successfully takes place if a [[Federation]] [[ship]] sets their [[mission]] to &amp;quot;Super Refit&amp;quot; and is at a [[Federation]] [[Starbase]] after Ion Storms move.  Doesn&#039;t require fuel and can be missing crew or be damaged.&lt;br /&gt;
&lt;br /&gt;
* Super Refit is processed in order in order of ascending shipID#.&lt;br /&gt;
&lt;br /&gt;
* All the [[engines]], [[beam weapons]], [[torpedo]] launch tubes and loaded torpedoes will be placed in storage.&lt;br /&gt;
&lt;br /&gt;
* [[components|Parts]] assigned to a ship being built at the Starbase are not available for Super Refit, even if the ship doesn&#039;t get built.&lt;br /&gt;
&lt;br /&gt;
* Only complete sets of [[components|parts]] for the [[ship]] can be installed, and of those the highest tech level components in storage will be equipped.  &lt;br /&gt;
&lt;br /&gt;
Warning: If your ship start with less than the full amount possible of beams or torpedo launch tubes equipped, and have insufficient [[components|parts]] for a complete set, the ship will not be re-equipped with any at all.  For example a [[Nova Class Super-dreadnought]] that has only 9 beams, but 10 torpedo launcher tubers, and is Super Refit at [[Starbase]] that doesn&#039;t have 10 or more of the same tech level beams in storage, will end up with no beams and 10 torpedo launcher tubes. &lt;br /&gt;
&lt;br /&gt;
* Available torpedoes will then be loaded onto the ship.&lt;br /&gt;
&lt;br /&gt;
== [[Host Order]] ==&lt;br /&gt;
&lt;br /&gt;
Super Refit takes place after the first Priority Builds, Regular Build and Clone ships. But is done right before Starbase Force Surrender.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Campaign-mode ships with [[Squadron]] Advantage can be Super Refit with beams to replace missing ships. (Unknown what occurs if Super Refit removes all beams due to no complete set of beams to install)&lt;br /&gt;
&lt;br /&gt;
* A Command-movement ship could arrive at a Starbase and Super Refit, while normally ships are Super Refit and then can be moved away from the Starbase.&lt;br /&gt;
&lt;br /&gt;
[[Category:Racial Abilities]]&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Super_Refit&amp;diff=4462</id>
		<title>Super Refit</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Super_Refit&amp;diff=4462"/>
		<updated>2018-03-17T23:27:49Z</updated>

		<summary type="html">&lt;p&gt;Glyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
[[The Solar Federation]] is the only [[race]] that can permanently upgrade the [[tech levels]] of [[starships]] [[components|parts]]. &lt;br /&gt;
&lt;br /&gt;
Successfully takes place if a [[Federation]] [[ship]] sets their [[mission]] to &amp;quot;Super Refit&amp;quot; and is at a [[Federation]] [[Starbase]] after Ion Storms move.  Doesn&#039;t require fuel and can be missing crew or be damaged.&lt;br /&gt;
&lt;br /&gt;
* Super Refit is processed in order in order of ascending shipID#.&lt;br /&gt;
&lt;br /&gt;
* All the [[engines]], [[beam weapons]], [[torpedo]] launch tubes and loaded torpedoes will be placed in storage.&lt;br /&gt;
&lt;br /&gt;
* [[components|Parts]] assigned to a ship being built are not available for Super Refit.&lt;br /&gt;
&lt;br /&gt;
* Only complete sets of [[components|parts]] for the [[ship]] can be installed, and of those the highest tech level components in storage will be equipped.  &lt;br /&gt;
&lt;br /&gt;
Warning: If your ship start with less than the full amount possible of beams or torpedo launch tubes equipped, and have insufficient [[components|parts]] for a complete set, the ship will not be re-equipped with any at all.  For example a [[Nova Class Super-dreadnought]] that has only 9 beams, but 10 torpedo launcher tubers, and is Super Refit at [[Starbase]] that doesn&#039;t have 10 or more of the same tech level beams in storage, will end up with no beams and 10 torpedo launcher tubes. &lt;br /&gt;
&lt;br /&gt;
* Available torpedoes will then be loaded onto the ship.&lt;br /&gt;
&lt;br /&gt;
== [[Host Order]] ==&lt;br /&gt;
&lt;br /&gt;
Super Refit takes place after the first Priority Builds, Regular Build and Clone ships. But is done right before Starbase Force Surrender.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Campaign-mode ships with [[Squadron]] Advantage can be Super Refit with beams to replace missing ships. (Unknown what occurs if Super Refit removes all beams due to no complete set of beams to install)&lt;br /&gt;
&lt;br /&gt;
* A Command-movement ship could arrive at a Starbase and Super Refit, while normally ships are Super Refit and then can be moved away from the Starbase.&lt;br /&gt;
&lt;br /&gt;
[[Category:Racial Abilities]]&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Super_Refit&amp;diff=4461</id>
		<title>Super Refit</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Super_Refit&amp;diff=4461"/>
		<updated>2018-03-17T23:27:35Z</updated>

		<summary type="html">&lt;p&gt;Glyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
[[The Solar Federation]] is the only [[race]] that can permanently upgrade the [[tech levels]] of [[starships]] [[components|parts]]. &lt;br /&gt;
&lt;br /&gt;
Successfully takes place if a [[Federation]] [[ship]] sets their [[mission]] to &amp;quot;Super Refit&amp;quot; and is at a [[Federation]] [[Starbase]] after Ion Storms move.  Doesn&#039;t require fuel and can be missing crew or be damaged.&lt;br /&gt;
&lt;br /&gt;
* Super Refit is processed in order in order of ascending shipID#.&lt;br /&gt;
&lt;br /&gt;
* All the [[engines]], [[beam weapons]], [[torpedo]] launch tubes and loaded torpedoes will be placed in storage.&lt;br /&gt;
&lt;br /&gt;
* [[Components|parts]] assigned to a ship being built are not available for Super Refit.&lt;br /&gt;
&lt;br /&gt;
* Only complete sets of [[components|parts]] for the [[ship]] can be installed, and of those the highest tech level components in storage will be equipped.  &lt;br /&gt;
&lt;br /&gt;
Warning: If your ship start with less than the full amount possible of beams or torpedo launch tubes equipped, and have insufficient [[components|parts]] for a complete set, the ship will not be re-equipped with any at all.  For example a [[Nova Class Super-dreadnought]] that has only 9 beams, but 10 torpedo launcher tubers, and is Super Refit at [[Starbase]] that doesn&#039;t have 10 or more of the same tech level beams in storage, will end up with no beams and 10 torpedo launcher tubes. &lt;br /&gt;
&lt;br /&gt;
* Available torpedoes will then be loaded onto the ship.&lt;br /&gt;
&lt;br /&gt;
== [[Host Order]] ==&lt;br /&gt;
&lt;br /&gt;
Super Refit takes place after the first Priority Builds, Regular Build and Clone ships. But is done right before Starbase Force Surrender.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Campaign-mode ships with [[Squadron]] Advantage can be Super Refit with beams to replace missing ships. (Unknown what occurs if Super Refit removes all beams due to no complete set of beams to install)&lt;br /&gt;
&lt;br /&gt;
* A Command-movement ship could arrive at a Starbase and Super Refit, while normally ships are Super Refit and then can be moved away from the Starbase.&lt;br /&gt;
&lt;br /&gt;
[[Category:Racial Abilities]]&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Imperial_assault&amp;diff=4460</id>
		<title>Imperial assault</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Imperial_assault&amp;diff=4460"/>
		<updated>2018-03-15T00:48:16Z</updated>

		<summary type="html">&lt;p&gt;Glyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The &#039;&#039;&#039;Imperial Assault&#039;&#039;&#039; is a special ability available only to the [[Super Star Destroyer]] (or simply SSD). Combined with the passive [[Planet immunity]], it is incredibly powerful. Any race that controls SSDs can perform the ability.&lt;br /&gt;
&lt;br /&gt;
=== Benefits ===&lt;br /&gt;
* Can &#039;&#039;capture&#039;&#039; any [[planet]], &#039;&#039;regardless&#039;&#039; of number of defending clans or defense posts. Activated by dropping 10 or more [[clans]] onto the planet.&lt;br /&gt;
* SSD has [[Planet Immunity]] and thus cannot be attacked by any enemy planet.&lt;br /&gt;
* Will destroy all Defense Posts and Burrows on the planet&lt;br /&gt;
* Can arrive there fuel-less when accompanied by a [[cloak]]ed ship to prevent enemy ships from attacking.&lt;br /&gt;
&lt;br /&gt;
=== Drawbacks ===&lt;br /&gt;
* Easily destroyed by mid-sized enemy ships.&lt;br /&gt;
* Must be undamaged and fueled to perform planetary assault&lt;br /&gt;
* Low fuel tank makes it easy to be [[The Privateer Bands|robbed]] or [[The Crystal Confederation|drained]] of fuel and then subsequently &#039;&#039;boarded&#039;&#039;.&lt;br /&gt;
* &#039;&#039;All&#039;&#039; defense posts are destroyed, making the planet extremely vulnerable to a counter attack, especially a [[The Fascist Empire|15:1]], or even a [[The Lizard Alliance|30:1]], counter ground attack.&lt;br /&gt;
* Can be prevented by [[The Privateer Bands|robbery]], if it causes the ship to lose all of its fuel. There is a workaround available (by dropping some fuel along with the clans), but this tactic is unavailable in [[VGA Planets Nu|NuHost]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Hull Functions]]&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Cargo&amp;diff=4455</id>
		<title>Cargo</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Cargo&amp;diff=4455"/>
		<updated>2018-03-03T23:00:21Z</updated>

		<summary type="html">&lt;p&gt;Glyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Cargo Space=&lt;br /&gt;
Cargo Space is the space within a ship or vessel that allows the transport of [[metals]], [[fuel]], [[colonists]], [[Supplies]], [[torpedo]]es, [[Fighter]]s, or [[megacredits]]. All cargo is measured in units of KT [[killiton]]s.&lt;br /&gt;
Cargo space is separated in cargo hold types, Fuel cargo, Standard Cargo and vault.&lt;br /&gt;
&lt;br /&gt;
===Fuel Cargo===&lt;br /&gt;
Due to the instability of [[neutronium]], it&#039;s cargo is separated from standard cargo. Each unit equals 1 kt.&lt;br /&gt;
&lt;br /&gt;
===Standard Cargo===&lt;br /&gt;
standard cargo will hold all other goods up to the ship designs limit of cargo space in kt&lt;br /&gt;
&amp;lt;Pre&amp;gt;&lt;br /&gt;
1 fighter = 1 kt&lt;br /&gt;
1 torpedo = 1 kt&lt;br /&gt;
1 supply = 1 kt&lt;br /&gt;
1 Duranium metal = 1 kt&lt;br /&gt;
1 Tritanium metal = 1 kt&lt;br /&gt;
1 Molybdenum metal = 1 kt&lt;br /&gt;
100 colonists = 1 clan = 1 kt&lt;br /&gt;
&amp;lt;/Pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Vault Cargo===&lt;br /&gt;
Specifically designed for carrying megacredits only. all ships have 1 vault. all [[ship]] vaults are the same, and all vaults have a capacity to carry 10,000 [[megacredits]] at no additional weight in kt. in other words [[megacredits]] have no weight even in the amount of 10,000.&lt;br /&gt;
&lt;br /&gt;
=== Jettison Cargo ===&lt;br /&gt;
When not orbiting a planet, starships can jettison cargo into Deep Space if they have at least 1kt of fuel before the Host Order step that Jettison is performed.   This is useful to make the [[ship]] lighter so the ship can travel farther or to prevent an [[enemy]] from seizing the fuel/cargo if the [[ship]] is in danger of being captured.&lt;br /&gt;
&lt;br /&gt;
[[Ships]] can transfer cargo from and to any other ship located at the same location in space, but cargo transfers to Foreign ships requires at least 1kt of fuel before the Host Order step that Foreign Cargo transfers occur to successfully transfer any fuel/cargo.&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Combat_Order&amp;diff=4453</id>
		<title>Combat Order</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Combat_Order&amp;diff=4453"/>
		<updated>2018-02-09T23:54:35Z</updated>

		<summary type="html">&lt;p&gt;Glyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Priority Intercept Attack===&lt;br /&gt;
&lt;br /&gt;
Ships with a [[Cloaking Device]], the mission [[Intercept]], and [[Primary Enemy]] set appropriately will always attack first (presumably in order of ship ID or [[Friendly Codes|friendly code]]), and they will specifically attack the target they are set to intercept.  Once they have intercepted (and presumably destroyed) their target, they will then be decloaked and participate in the main combat order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Main combat order===&lt;br /&gt;
Ships fight according to their battlevalue. Lowest battlevalue begins.&lt;br /&gt;
&lt;br /&gt;
Battlevalue:&lt;br /&gt;
&lt;br /&gt;
* if friendlycode is numerical: friendlycode&lt;br /&gt;
* else: 1000 + 10 (if mission is NOT kill) + 5 (if NO Primary Enemy is set)&lt;br /&gt;
&lt;br /&gt;
===2nd combat order===&lt;br /&gt;
(if both ships have the same main combat order)&lt;br /&gt;
&lt;br /&gt;
Combat order sorted by ship [[ID]]s. Ships with a lower ship [[ID]] attack earlier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Comment===&lt;br /&gt;
&lt;br /&gt;
This means, that your ships fight in the following order:&lt;br /&gt;
&lt;br /&gt;
* Ships with friendly codes from 001 to 999, the lowest number fights first &lt;br /&gt;
* Ship with friendly code that contains at least one letter   &#039;&#039;&#039;+&#039;&#039;&#039;   Mission &#039;Kill&#039;   &#039;&#039;&#039;+&#039;&#039;&#039;   Primary Enemy set &lt;br /&gt;
* Ship with friendly code that contains at least one letter   &#039;&#039;&#039;+&#039;&#039;&#039;   Mission &#039;Kill&#039;&lt;br /&gt;
* Ship with friendly code that contains at least one letter   &#039;&#039;&#039;+&#039;&#039;&#039;   Primary Enemy set &lt;br /&gt;
* Ship with friendly code that contains at least one letter   &#039;&#039;&#039;+&#039;&#039;&#039;   the opponent has to attack &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If two of your ships meet the same conditions, then the ship with the lower ID# attacks first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mission &#039;Kill&#039; and Primary Enemy set &#039;&#039;do not&#039;&#039; influence friendly codes between 001 and 999&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Ghost_ship&amp;diff=4452</id>
		<title>Ghost ship</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Ghost_ship&amp;diff=4452"/>
		<updated>2018-02-05T20:28:06Z</updated>

		<summary type="html">&lt;p&gt;Glyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When radiation from [[Star Clusters]] kills off all of a ships crew, it will become a &amp;quot;ghost ship&amp;quot; and can be captured by any starship with which Tows it and has at least 20 crew (Towing always requires two or more engines at Planets.Nu). The warp speed of a ghost ship will be Warp0 and will belong to no Race and thus cannot be initiated into combat.&lt;br /&gt;
&lt;br /&gt;
Capturing a ghost ship will cause 10 crew to be added to it, even if its maximum crew number is less.&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Crew&amp;diff=4451</id>
		<title>Crew</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Crew&amp;diff=4451"/>
		<updated>2018-02-05T20:25:38Z</updated>

		<summary type="html">&lt;p&gt;Glyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Crew are the members of a starship. You need crew in order to pilot starships.&lt;br /&gt;
&lt;br /&gt;
Whenever a ship is built, a full compliment of crew is automatically supplied to the ship. Crew can be killed through combat, ion storms (though it can&#039;t kill &#039;&#039;all&#039;&#039; crew), or even [[Star Clusters|star cluster]] radiation.  Should a ship lose all of its crew to radiation from Star Clusters, it will become a [[ghost ship]].&lt;br /&gt;
&lt;br /&gt;
If a ship loses all of its crew during combat, it is captured, and the new owner gets to command the ship with 10 free crew even if the hull normally has less than 10 crew.&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Crew&amp;diff=4450</id>
		<title>Crew</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Crew&amp;diff=4450"/>
		<updated>2018-02-05T20:22:59Z</updated>

		<summary type="html">&lt;p&gt;Glyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Crew are the members of a starship. You need crew in order to pilot starships.&lt;br /&gt;
&lt;br /&gt;
Whenever a ship is built, a full compliment of crew is automatically supplied to the ship. Crew can be killed through combat, ion storms (though it can&#039;t kill &#039;&#039;all&#039;&#039; crew), or even [[Star Clusters|star cluster]] radiation.&lt;br /&gt;
&lt;br /&gt;
If a ship loses all of its crew during combat, it is captured, and the new owner gets to command the ship with 10 free crew even if the hull normally has less than 10 crew.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Should a ship lose all of its crew to radiation from Star Clusters (Ion Storms?), it will become a [[ghost ship]].&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Ghost_ship&amp;diff=4449</id>
		<title>Ghost ship</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Ghost_ship&amp;diff=4449"/>
		<updated>2018-02-05T20:19:52Z</updated>

		<summary type="html">&lt;p&gt;Glyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Radiation from [[Star Clusters]] and [[Ion Storms]] can kill a ships crew.  When a ship loses all of its crew it will become a &amp;quot;ghost ship&amp;quot; and can be captured by any starship with which Tows it (Towing requires two or more engines). The warp speed of a ghost ship will be Warp0 and will belong to no Race and thus cannot be initiated into combat.&lt;br /&gt;
&lt;br /&gt;
Capturing a ghost ship will cause 10 crew to be added to it, even if its maximum crew number is less.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Research Needed:&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Ion Storms are unable to kill all of a starship&#039;s crew.&amp;quot; ; http://help.planets.nu/ion-storms&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Ghost_ship&amp;diff=4448</id>
		<title>Ghost ship</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Ghost_ship&amp;diff=4448"/>
		<updated>2018-02-05T20:17:55Z</updated>

		<summary type="html">&lt;p&gt;Glyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Radiation from [[Star Clusters]] and [[Ion Storms]] can kill a ships crew.  When a ship loses all of its crew due to radiation will become a &amp;quot;ghost ship&amp;quot; and can be captured by any starship with which Tows it (thus must have two or more engines). The warp speed of a ghost ship will be Warp0 and will belong to no Race and thus cannot be initiated into combat.&lt;br /&gt;
&lt;br /&gt;
Capturing a ghost ship will cause 10 crew to be added to it, even if its maximum crew number is less.&lt;/div&gt;</summary>
		<author><name>Glyn</name></author>
	</entry>
</feed>