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[[File:Horwasp_portrait.jpg|180px|thumb|left|Horwasp portrait from [http://planets.nu Planets Nu]]]
{{Player Race
{{Player Race
  |raceicon=Feds_Race_Icon_Nu.png
  |raceicon=Horwasp_Race_Icon_Nu.png
  |racename=The Horwasp Plague
  |racename=The Horwasp Plague
  |RaceDescription='''The Solar Federation''' better known as ‘The Feds’, are based on the United Federation of Planets as found in the Star Trek series and movies. The Federation can loosely be considered the stereotypical utopian "good guys": on the side of order, morality, and government, the Feds are the slightly creepy father figure who knows what is good for you, and by damn, will force you to accept it whether you want it or not. Other, similar races in Science Fiction are the "Alliance" in Firefly, Ian M. Banks' "Culture", and the US Government in nearly everything it shows up in. They have a very nice all-round fleet of ships, ready to fulfill any purpose you might think of. In the division which is often made between 'fighter-races' and 'torpedo-races' the Feds are definitely a torpedo-race, and a good one too.  
  |RaceDescription='''The Horwasp Plague''' The Horwasp are an add-on race available only at Planets.nu. The Horwasp are an inter-dimensional species that are invading known space. Little is known about them, but they are widely feared for their destructive and chaotic power. They are very different from every other race in Planets, having no starbases, not using factories or mines, not using supplies or MC and not taxing natives. The Horwasp may not share intel or make an alliance with non-Horwasp players. They also cannot capture ships, have their ships captured, or give or receive ships with another player. 
|RaceCharacteristics=The Federation have the widest array of torpedo ships ranging from the small two-tube [[Nocturne Class Destroyer]] to the massive [[Nova_Class_Super-dreadnought]]. This race is relatively easy to play (no dirty tricks you need to master first) and is fairly newbie friendly (super refit allows you to build tech 10-everything ships provided you find the right natives, and they have quite some useful ships below hull tech 7).
 
The Horwasp are currently in early testing (Alpha 2, as of this writing) and can therefore be expected to change quickly. As a result, documentation you read about them may not be up to date.
 
Horwasp are only available to paying members of Planets.nu.
|RaceCharacteristics=
Horwasp population only grows by consuming natives on planets they control. The Horwasp automatically stop consuming natives once they are at the limit of what they can sustainably feed themselves with (as of Alpha 2). If there are no natives on a planet to feed on, the Horwasp will slowly starve. Horwasp can land a small pod full of clans on a native planet and quickly grow in size within a few turns. This rapid growth allows Horwasp to spread from that planet to nearby planets for further colonization or attack. (Perhaps this rapid spread is why they are called a "plague").
 
The combat strength of Horwasp ships is determined by the number of clans on board. Horwasp ships do not use ammo, but instead rely on their "psycho-kinetic energies" as weapons, which are based on the number of clans on board. When a Horwasp ship is full of clans, it has Mk. 8 torps and Heavy Phasers. In combat, torps never run out, while fighters regenerate after each combat round.  
 
Horwasp pods are non-steerable ships that are launched from planets, usually to another planet. Pods travel slowly, at warp 6, and are hard to detect, being detectable only at 25 LY, or at 50 LY if they have weapons. Pods cannot change their course after being launched, and cannot use the intercept mission.  
 
Horwasp ships can hit mines as normal, but pods are immune to all mines. Both ships and pods are unaffected by the per-turn energy drain of webmines.  
 
As of Alpha 0.2, Horwasp are more similar to other races in priority points. Destroying Horwasp ships gives PP as normal. Pods do not give you any priority points (this includes Stingers). Horwasp must spend PPs to build ships, but not pods.  
  |StrategyGuides=
  |StrategyGuides=
These strategy guides helped inform and in some cases word much of what is contained in this article:
[https://planetsmagazine.com/2021/10/08/commander-koskis-anti-horwasp-guide-aka-sir-mf/ Anti-Horwasp guide] by Commander Koski. (How to kill Horwasp).
[https://planetsmagazine.com/2023/09/08/sting-no-more/ Sting No More!], also by Commander Koski.
|RacialAbilities=
The Horwasp main abilities
* Psychic Scanning - Ability to detect enemy ships regardless of cloak or environmental conditions. Also detects enemy colonies and starbases. Range is 150 LY. (Cloaked ships can still not be attacked by Horwasp, only detected). Does not work against Robots. <br>
* Rock Attacks - Ability to hurl rock at other planets, causing major damage to enemies.<br>
* Swarming - Whenever a Horwasp ship is destroyed, 10% of the clans on board are deposited on nearby planets within 100 LY, and initiate ground combat. If there are no enemy clans, they settle a colony.<br>
* Ship-building Planets - Ships can be built from any colony. Horwasp can build any ship at any colony, provided they have enough clans and minerals to build it. Clans are consumed to manufacture a ship or pod, so a planet's population will go down from construction.


*[http://www.donovansvgap.com/guides/fgmain.htm The Federation: a guide] by Donovan
Disadvantages:
*[http://www.donovansvgap.com/guides/lsfeds.htm The Solar Federation] by Conrad Lesnewski
* Reduced Diplomacy - Cannot share intel or make alliance with other players, unless Horwasp.
*[http://www.donovansvgap.com/guides/feds.htm The Imperial Federation] by WarriorSol
*[http://www.donovansvgap.com/guides/fedsbyed.htm Ed's guide to the Federation] by Ed Robinson
*[http://www.donovansvgap.com/guides/fedsmax.htm The Federation player in VGA Planets] by Mike Haslam
*[http://www.donovansvgap.com/guides/fedrufus.htm Feds] by Rufus Aurand
*[http://www.donovansvgap.com/guides/fedsarend.htm Playing the Federation in VGA Planets] by Arend Wellmann
|RacialAbilities=
The Feds main abilities revolve around their ability to maximize the economic efficiency of any native race they work worth, their Engineers that are able to come through in the clutch, and their modular ship design.  However, the bureaucratic oversight that gives them so many economic advantages holds them back from being able to exploit the mineral deposits on planets they colonize, causing a reduction in mining efficiency.


The main race characteristics that distinguish the Feds from other races are:
==== Colony auto-management ====
* [[Super Refit]] (50)
Horwasp colonies can be neglected and they will auto-manage themselves. They follow a particular order upon planetfall:
* 200% [[Megacredits|tax rate]] (50): The Federation encourages the economic development of their Colonies, effectively doubling their tax base. Because of this the Feds have about as strong of a money Economy as the [[Lizards]] and the [[Cyborg]]
* Harvest natives. (Will harvest until at equilibrium with native population and can feed without causing de-population)
* Fed Crew Bonus (40): Federation Engineers are among the most knowledgeable, crafty, and some may say downright lucky of all Engineers and they are able to increase the performance of their ships by increasing their [[Mass|hull mass]] (+50 kT), increasing [[Fighter|fighter bays]] (+3), allowing [[Shields]] to regenerate in between battles (+25% per battle), and allowing all weapons to remain available
* Burrow - Will dig planet defenses until 100% (1 burrow for each clan). Takes 4 turns for 1 clan to build 1 burrow. Burrows affect ship combat but not ground combat.
* Loki Immunity (20)
* Mine - workers will mine planet until it is depleted of minerals.
* Terraform - workers will terraform planet until at 50 degrees.
* Rest. (If there are burrows, Horwasp consume half their normal food)


Disadvantages:
* Reduced [[Mining]] Efficiency (-40): Due to Federation environmental protection laws, they mine at 70% the efficiency of all other races, except the [[Lizards]].  If a player is not careful this can cause serious problems with development.
* 90% of the crew goes traitor when boarded by another ship
  |ShipList=
  |ShipList=
  |ImportantShips=
  |ImportantShips=
Only the most useful ships will be mentioned here.
* '''[[Hive]]s''' are your motherships. While a fully-loaded Hive is powerful, it is less powerful than a [[Golem Class Baseship|Golem]]. Moving a fully-loaded Hive is incredibly expensive in fuel. It often makes more sense to send a relatively empty Hive to a planet with natives, and grow Horwasp clans there. Has the Swarm mission for ground attacks on enemy planets.<br>
* '''[[Brood]]''' - A powerful carrier. With 900 cargo, it is useful for transporting clans and colonizing.
* '''[[Soldier]]''' - A torp ship, good against other torpers. Can tow ships and stationary pods (sentry). Its 650 kt fuel tank makes it a good fuel transporter.
* '''[[Jacker]]'''- No beams but has a thick skin that gives it resistance to fighter hits (fighters have only 25% chance of hitting Jacker). Good for attacking starbases, or weakening enemy carriers before finishing them off with another ship.
 
=== Important Pods ===
* '''Stinger''' - Your main weapon that helps you spread your empire. It is quite inexpensive in minerals and clans but reasonably powerful. Like any pod, if you need this pod to travel faster to a planet, you can launch it it from a planet at warp 9 and it will arrive at its destination sooner.
* '''Accelerator''' - stationary, weaponized (3 beams, strength depends on clans aboard) pod that accelerates your pods to a higher warp speed. It provides 25 free fuel to each of your ships at the same location. The Accelerator cannot be towed, but can be pushed by Ion Storms.
* '''Protofields''' - A pod launched to a location where it deploys a minefield. Very cheap in minerals, but can be expensive in clans, depending on size of mine field. Max size is 2500 clans, which makes 2500 mines (48 LY radius). The pod takes one turn to transform into a minefield after it reaches its destination, so opponents will always see that a minefield is coming before it is deployed.  Privateer ships that attempt Rob mission inside a Protofield fail to Rob and are immediately consumed by the proto molecules and is destroyed.
* '''Farms''' - Horwasp are unique in their ability to transport natives from one planet to another, to sustain their population. Reptilian natives are very useful, as they will double your mining output. Spread reptilians to all your colonies if you can, for this reason. Spreading amorphous natives to every planet as a denial weapon can be very useful. You can spread 1 amorphous clan to every planet, making the planet harder to colonize for other players.
* '''Sentry''' - Stationary pod with beams that is useful for mine sweeping. Provides 5 free fuel per turn to each of your ships at the same location. Can be towed by Soldier or Hive.
* '''Rocks''' - Use them to transport minerals between your planets, or throw them at enemy planets to kill colonists and natives. Very large rocks can do catastrophic damage to enemy colonies. Rocks will destroy some factories, mines and defense posts, and also lower the happiness of the population.
 
== Formulas ==
For publicly released formulas, go to [http://help.planets.nu/horwasp-details Horwasp - Details and Formulae]. Not all the formulas have been released yet.  <br>
==== Colonist deaths caused by Rocks ====
The formula for colonist deaths (rounding not known yet):
 
<math>
\operatorname{clandeaths} =
(impactmass / 13,500) * clans + sqrt(impactmass)
</math> <br><br>
"Impact Mass" is the measure of the power of the rock:
 
<math>
\operatorname{impactmass} =
mass * warpfactor
</math> <br><br>
If the rock was sent through an Accelerator, the impact mass is further multipled by 1.5. (This is true even if it's already at warp 9). The maximum impact mass is (1,000 * warp 9 * 1.5 = 13,500).
 
The formula for clan deaths is essentially a percentage value. If your impact mass is 13,500, then you will kill 100% of the population. You can therefore take out a homeworld with a rock that big. For smaller planets, it might not be worth the fuel and minerals to do this.
 
The formulas for clan happiness change and destruction of buildings are not yet known.
 
== Natives ==
Some native races confer bonuses (or disadvantages) to the Horwasp player.
* '''Reptilian''' - Doubles your mining rate. This is a very valuable ability. Try to spread reptilians to all your mining planets. They also have a 2:1 ground combat advantage against other natives, when transported by a Farm.
* '''Gipsoldal''' - You can launch pods at warp 7 in addition to the regular speeds of warp 3, 6 and 9.
* '''Bovinoid''' - Horwasp will harvest them faster, getting 4 larve per harvesting clan instead of 3.
* '''Avian''' - Their population growth is +25%. Your harvesting rate of them is slower, only 2 larvae per harvesting clan instead of 3.
* '''Insectoid''' - Harvest of them is slow, yielding only 1 larva per clan instead of 3.
* '''Siliconoid''' - Horwasp cannot harvest them at all and consider them pests. Horwasp can exterminate them instead of harvesting them.
 
 
= How to Kill Horwasp =
The most frequently asked question, after "how the heck do Horwasp work?", is "how do I kill Horwasp?" We will attempt to guide you. The best way to learn is to try them in a Blitz game, or a single-player scenario. Once you have a basic understanding of how they work, killing them becomes much easier and more fun.
 
The best short explanation for defeating Horwasp: Try to destroy their colonist clans and access to natives. Deny them access to planets with natives. Since Horwasp require fuel, try as much as possible to remove fuel from any planets being invaded by them. You cannot hope to save all your colonies from a Horwasp attack. You must accept there will be a "no man's land" where neither side can settle for a while. Instead of defending every planet, instead focus on preventing Horwasp from establishing a foothold in an area and spreading.
 
* Carrier races: Use big carriers to defeat them favorably in PP and ship cost. Stacking 2 or more carriers in battle gives best results.
* Ground attack races (Liz, Fascist, EE, Rebel) use it to wipe out Horwasp population centers and deny Horwasp access to planets with natives.
* Torp races: consider building capital ships with cheap engines as defenders against a Horwasp attack.
* Cloaking ships: Have good beams to sweep protofields. Be sure to carry supplies on your cloaked ships, to repair damage from protofields, or you can't cloak.
* Starbases with fighters are effective defense against pods (stingers). They do not fare well against jackers and broods.
* "Picket lines" of ships can be formed when you space many ships 50 LY apart. This allow detection of any incoming low-visibility rocks or pods (25 LY detection range). If you have fewer ships, you can space them 100 LY apart instead. This will allow you to detect any armed pods (stingers, armored nests), which have a 50 LY range).
 
'''Lizards''' - Avoid direct combat unless needed. The easiest way to defeat a Horwasp player is to deny them planets in the "no man's land". Use cloaked LCCs or to drop clans on Horwasp colonies. The Horwasp have no ground combat bonuses, so you can lay waste to them with your full 30:1 ground combat advantage. Even a Reptile's 50 cargo can stave off a Horwasp takeover when it's cloaked above a planet. T-Rex's are good against most Horwasp ships. You might need a Madonzilla against his hive.
 
'''Birds''' - Birds are a bit weak but can use cloak & intercept mission to disrupt enemy plans. Resolutes with Mk.7 torps can kill Stingers 97% of the time, but will take a lot of damage sometimes. Use Dark Wings for combat if you can. It is often easier to avoid combat with stingers, and then attack the planet they conquered the next turn with a ship. You might not want to do this at a planet with good natives, as this will cause their population to drop. In those cases, try to defend the planet from conquest. Dark Wings are your best bet for combat against any single ship. If possible, try to pick off enemy ships one by one with cloak & intercept or towing ships from a planet. In situations where you have less control and have to fight multiple ships at once, it might make sense to alternate between Resolutes and Dark Wings (damaging a Horwasp ship severely weakens it for the next round).
 
'''Fascists''' - You can use your planet immunity to great effect for clan drops and pillage. You can get a great econ boost by pillaging large Horwasp planets. Be sure to destroy any amorphous you see, as Horwasp can harvest them. Glory devices do almost no damage to Horwasp ships, so don't bother using them. You will rely a lot on D7s for all your cloaking actions behind enemy lines (scouting, clan drop, pillage, towing). You will need to protect from protofields by giving them good beams, or else by being escorted by Ill Winds which can sweep (and also cargo along for support). Make sure your core planets are defended well, but let your outer colonies fall to the enemy sometimes to preserve your ships and ammo. You can profit from pillaging them or re-take them with ground combat.
 
'''Crystals''' - Horwasp pods (Stingers, nests, rocks...) can travel through all your minefields without getting hit. Horwasp ships can still hit webmines as normal. However, all Horwasp ships and pods are immune to web drain. Keeping his ships at bay will likely be relatively easy, but you will face problems from incoming stingers and rocks, since they can travel through your mines. Emeralds can defend against Stingers, using their big cargo to repair damage with supplies between turns. You can use Opals or Topaz ships to form "picket lines". Topaz squadrons can use their planet immunity to scout Horwasp planets looking for ships.
 
'''Evil Empire''' - Try to obtain a cloaker to scout enemy planets before bringing in ships. If a planet is unoccupied, you can avoid fighting it by putting an SSD there and performing Imperial Assault. If the planet has a lot of natives, larvae usually hatch anew each turn (as of Alpha 0.2). This can be annoying as a Horwasp player's colony can persist after that player has resigned. This might be changed in the next revision. In practice, you may want to simply use Gorbies to destroy planets. Stack 2 or more Gorbies for best results against a large fleet of Horwasp ships. Starbase fighter transfer will help you logistically very much, keeping your Gorbies at the front with fighters without needing re-supply ships. If you have Ru25 gunboats, build many with cheap engines to form a "picket line". Gunboats are also useful for scouting planets since their planet immunity prevents Horwasp planets from attacking them.
 
'''Privateer''' - Robbing Horwasp Pods and ships of all their fuel immediately disintegrate them spreading 10% of the onboard Horwasp Clans onto all planets within 100lys.  Pods have only 1kt of fuel normally, but will have have 2kt of fuel if enroute to/from an Accelerator.
 
|StrategyOverall= overall
|StrategyEarly=  Start with...
|StrategyMid=  See if ...
|StrategyEnd=  Get...
|StrategyNotes= With the Horwasp,


* [[Nocturne Class Destroyer]]: This is a small and cheap torpedo ship. It is useful as a minelayer for laying [[small overlapping minefields]] to thwart cloakers.  Useful for the early game, but since it only has one engine its utility diminishes.
* [[Bohemian Class Survey Ship]]:  Warms planets up to 50 degrees.
* [[Eros Class Research Vessel]]: Cools planets down to 50 degrees.
* [[Nebula Class Cruiser]]:  The small/medium warship and primary minelayer of your fleet. Decent mass, large cargo hold, large crew, large tank, four beams and four torptubes.
* [[Brynhild Class Escort]]: The Federation [[Bioscanner]], which has a 20% chance of scanning planets within 200 LYs for natives and temperature when it's mission is set to 'sensor sweep'.
* [[Missouri Class Battleship]]: The best tech 8 ship around. 8 Beams, 6 tubes, high mass and a large crew.
* [[Loki Class Destroyer]]: This ship should never do any fighting for you. It's far too valuable. It will decloak those sneaky cloakers, after which one of your other ships can kill them. Beware of Lizards and Birdmen: their cloakers are immune to the Loki's tachyon field.
* [[Diplomacy Class Cruiser]]:  Six torp tubes and six beams. Holds 95 torps, weighs 180 KT and has a nice big 350 KT fueltank.
* [[Kittyhawk Class Carrier]]:  The Kitty is the Federation's only carrier. It has six fighterbays, holds 65 fighters and has four beams. With the three bonus fighterbays it puts fighters in the battle at the rate of a ship with 9 bays, only one bay less than the large carriers. It's main drawback is it's limited cargohold.
* [[Nova Class Super-dreadnought]]: The biggest ship in your list. Pretty good, but on it's own it still won't win from any of the large carriers or the [[Annihilation Class Battleship]].
|StrategyEarly=  Start with Nocturnes and LDSFs.  Always produce a ship since good hull can be upgraded later (but be careful to let a pile of hulls be destroyed by a rogue intruder).  The Eros and Bohemian can be built cheap with tech 1 beams and engines but still be useful.  Engage in diplomacy since the 70% mining leaves you a little weak in the beginning.
|StrategyMid=  See if you can trade for any interesting hulls from other races (get them with tech 1 weapons and engines to save yourself money on the cloning).  Produce Missouris and Diplomacys, but make sure you have enough Lokis and Merlins.
|StrategyEnd=  Get all your ships upgraded, including the base hulls you built before the ship limit was hit because you could upgrade them later.
|StrategyNotes= With the Feds, there is a good example of how to use a race advantage to offset a disadvantage.  The 70% mining is a handicap.  However, with Super Refit, the ship can be made with lesser equipment to save minerals and upgraded later when minerals are available. 
Another way to offset the mineral disadvantage is to be better at logistics.  If you want to minimize the amount of Super Refit you do (since this requires the ship to return to a base), smaller amounts of minerals delivered just in time can be more valuable than large shipments less often.  For just-in-time logistics, the MDSF is very cheap in minerals and carries a useful amount of cargo for the early to mid-game.
  |AllianceOverall=  Your main value as an ally is in: <br>
  |AllianceOverall=  Your main value as an ally is in: <br>
1. Lokis for anyone dealing with Fascists or Pirates.<br>
1. Transfer Natives to others planets<br>
2. Bohemians and Eros, to make hot or cold planets with natives more useful. <br>
3. Super refit later in the game, after the ship limit is reached.<br>
You mainly want from an alliance:<br>
You mainly want from an alliance:<br>
1. Fighters; carriers to take advantage of the Fed crew bonus<br>
1.  
2. Cloakers, which can be very useful for scouting since you don't have the type of heavy ships where you can just smash anything in your path like you might with, say, a Cube.<br>
  |AllianceFed=
3. Neutronic Fuel Carriers, which you can't build (even though in The Wrath of Khan the Kobayashi Maru was a Neutronic Fuel Carrier)<BR>
  |AllianceLizard=  
4. Special ships (e.g. Meteor, Firecloud), since the double price of cloning is less of an issue for you.  Doubly so with Super Refit -- trade for hulls with tech 1 engines to save lots of money when cloning, because you can refit the cloned hulls.<p>
  |AllianceBird=  
One opinion on best allies for Feds:<br>
  |AllianceFascist=  
Best: Robots, Colonies, Pirates<br>
  |AlliancePrivateer=  
Okay: Rebels, Fascists, Lizards, Birds<br>
  |AllianceCyborg=  
Not much synergy:  Borg, Crystals, Empire.
  |AllianceCrystal=  
  |AllianceFed= This doesn't really get you anything.
  |AllianceEmpire=  
  |AllianceLizard= The Lizards can provide cloakers.  Lizard HISS plus your 2x taxation can generate huge amounts of cash, but otherwise you don't have a lot to offer each other since you are both torp races with mostly midsize ships.
  |AllianceRobot=  
  |AllianceBird= Birds can provide very useful information and cloakers, but otherwise you don't have a lot to offer each other since you are both torp races with mostly midsize ships.  The Valiant Wind is much better with the Fed crew bonuses.
  |AllianceRebel=
  |AllianceFascist= The Fascists can provide you with Glory Device ships if you are going to have to deal with the Birds or Lizards (or amorphous natives), and he can provide you useful cloakers.  The Valiant Wind is much better with the Fed crew bonuses.
  |AllianceColony=  
  |AlliancePrivateer= The Privateers can give you Gravatonic ships for reconnaissance.  From a logistics point of view, freighters towed by Gravatonic ships with low tech beams and tubes, is valuable so the speed can help offset your mineral weakness.  Then later you can upgrade them.  The Bloodfang is much better with the Fed crew bonuses.  However, everyone wants to ally with the Pirates so 1) they can get MCBRs, and 2) then they don't have to deal with the aggravation the Pirates cause.
  |EnemyOverall=   
  |AllianceCyborg= There's not much reason for the Borg to ally with the Feds (which is appropriate in the context of the Star Trek universe) with some minor possible exceptions.  The Borg have a weakness where the Fed has a strength in mid-weight ships (e.g. Nebula, Diplomacy), so there could be some trades there; another trade could be for a probe, which would help the Fed move all of his money around.  A Fed Biocide is fearsome.
  |EnemyFed=  
  |AllianceCrystal= Of course, webmines are great defensively, and that can help you early when your mineral weakness is more pronounced.  Otherwise, there's really no advantage to allying with the Crystals since your ship lists are more similar than complimentary.  A Fed Crystal Thunder is especially thunderous. 
  |EnemyLizard=  
  |AllianceEmpire= Imperial carriers don't have many bays; you benefit quite a bit from the Fed crew bonus bays if you can trade for those ships.  Probes are useful for moving your money.  The Imperials may like your Lokis, terraformers, and torpedo ships, but you probably benefit more from this alliance than he does.
  |EnemyBird=
  |AllianceRobot= The Feds get Fed crew bonus bays, so any alliance that brings in fighters and carriers is good.  He will need cash for his mines.
  |EnemyFascist=   
  |AllianceRebel= The Feds get Fed crew bonus bays, so any alliance that brings in fighters and carriers is good.  Falcons can help move money.
  |EnemyPrivateer=
  |AllianceColony= The Feds get Fed crew bonus bays, so any alliance that brings in fighters and carriers is good.  Since the Federation has no fuel carriers, the Colonies can provide those, and/or the Cobol and/or Aires for fueling on the move.
  |EnemyCyborg=  
  |EnemyOverall= The Feds are not the most feared enemy, particularly in the early-middle game.  Mineral production limits are a handicap against producing large ships.  Once the ship limit is reached, you have time and minerals to upgrade your ships and you are stronger.  
  |EnemyCrystal=
  |EnemyFed= A stalemate.
  |EnemyEmpire=
  |EnemyLizard= Lizard immunity to Lokis is very unfortunate.  He will come in under cloak and drop his 30x fighting clans on your planets.  These guys are very difficult to deal with. 
  |EnemyRobot=
  |EnemyBird= As with Lizards, it's very unfortunate that the Birdmen are immune to Lokis.  The Birds will steal your 2x cash and hit your undefended planets.  Darkwings are a problem too because they are one of the few ships that can overpower the Missouri, and he can sneak them in under cloak.
  |EnemyRebel=
  |EnemyFascist= The Loki will work on the Fascist.  The Fascist strength in beams is more of an advantage when he fights fighter races, so with the Lokis and your good numbers of torpedo tubes you're better equipped to deal with the Fascists than many other races.  
  |EnemyColony=  
  |EnemyPrivateer= The Federation is more effective fighting Pirates than most races.  With Lokis, you have the best non-mines tool for stopping Pirate raids.  If you combine Lokis with your heavies, the Privateers will be hard-pressed to stop you. 
  |EnemyCyborg= Nobody wants to fight the Borg in the late game.  So use your good early game/ mid-weight ships to stop him before he gets going.  Same with your mid-weight ships and the Fireclouds, destroy them before they can get close.
  |EnemyCrystal= You have ships with good numbers of beams, and you can upgrade existing ships to good beams, so you are more able to counter webmines than the other races.  For mine sweeping, the Diplomacy offers six beams and a pretty good fuel tank, and if attacked should be able to defeat any Crystal ships other than the Flame and the Thunder.
  |EnemyEmpire= You have a good number of beams, which should allow you to counter the Imperial fighters especially because Imperial carriers don't have that many bays.  Your midsize ships should be able to damage SSDs before then can land troops. 
  |EnemyRobot= Since you have good beams ships, and you can upgrade those ships, you are relatively well equipped to deal with the Robot minefields and fighters.  There are easier targets for the Robots than the Federation.
  |EnemyRebel= If you have to fight the Rebels, have lots of beams to counteract the carriers.  Your effective small ships should be able to deal with any Falcons that jump onto your planets.
  |EnemyColony= If you have to fight the Colonies, have lots of beams to counteract the carriers.  Unfortunately minefields are not going to help you in defense, he will be able to sweep them faster than you can lay them. 
}}
}}


[[Category:Player Races]]
[[Category:Player Races]]

Latest revision as of 19:10, 13 November 2023

Horwasp portrait from Planets Nu
The Horwasp Plague race icon from VGA Planets Nu

The Horwasp Plague The Horwasp are an add-on race available only at Planets.nu. The Horwasp are an inter-dimensional species that are invading known space. Little is known about them, but they are widely feared for their destructive and chaotic power. They are very different from every other race in Planets, having no starbases, not using factories or mines, not using supplies or MC and not taxing natives. The Horwasp may not share intel or make an alliance with non-Horwasp players. They also cannot capture ships, have their ships captured, or give or receive ships with another player.

The Horwasp are currently in early testing (Alpha 2, as of this writing) and can therefore be expected to change quickly. As a result, documentation you read about them may not be up to date.

Horwasp are only available to paying members of Planets.nu.

Race Characteristics

Horwasp population only grows by consuming natives on planets they control. The Horwasp automatically stop consuming natives once they are at the limit of what they can sustainably feed themselves with (as of Alpha 2). If there are no natives on a planet to feed on, the Horwasp will slowly starve. Horwasp can land a small pod full of clans on a native planet and quickly grow in size within a few turns. This rapid growth allows Horwasp to spread from that planet to nearby planets for further colonization or attack. (Perhaps this rapid spread is why they are called a "plague").

The combat strength of Horwasp ships is determined by the number of clans on board. Horwasp ships do not use ammo, but instead rely on their "psycho-kinetic energies" as weapons, which are based on the number of clans on board. When a Horwasp ship is full of clans, it has Mk. 8 torps and Heavy Phasers. In combat, torps never run out, while fighters regenerate after each combat round.

Horwasp pods are non-steerable ships that are launched from planets, usually to another planet. Pods travel slowly, at warp 6, and are hard to detect, being detectable only at 25 LY, or at 50 LY if they have weapons. Pods cannot change their course after being launched, and cannot use the intercept mission.

Horwasp ships can hit mines as normal, but pods are immune to all mines. Both ships and pods are unaffected by the per-turn energy drain of webmines.

As of Alpha 0.2, Horwasp are more similar to other races in priority points. Destroying Horwasp ships gives PP as normal. Pods do not give you any priority points (this includes Stingers). Horwasp must spend PPs to build ships, but not pods.

Strategy Guides

Anti-Horwasp guide by Commander Koski. (How to kill Horwasp).

Sting No More!, also by Commander Koski.

Racial Abilities

The Horwasp main abilities

  • Psychic Scanning - Ability to detect enemy ships regardless of cloak or environmental conditions. Also detects enemy colonies and starbases. Range is 150 LY. (Cloaked ships can still not be attacked by Horwasp, only detected). Does not work against Robots.
  • Rock Attacks - Ability to hurl rock at other planets, causing major damage to enemies.
  • Swarming - Whenever a Horwasp ship is destroyed, 10% of the clans on board are deposited on nearby planets within 100 LY, and initiate ground combat. If there are no enemy clans, they settle a colony.
  • Ship-building Planets - Ships can be built from any colony. Horwasp can build any ship at any colony, provided they have enough clans and minerals to build it. Clans are consumed to manufacture a ship or pod, so a planet's population will go down from construction.

Disadvantages:

  • Reduced Diplomacy - Cannot share intel or make alliance with other players, unless Horwasp.

Colony auto-management

Horwasp colonies can be neglected and they will auto-manage themselves. They follow a particular order upon planetfall:

  • Harvest natives. (Will harvest until at equilibrium with native population and can feed without causing de-population)
  • Burrow - Will dig planet defenses until 100% (1 burrow for each clan). Takes 4 turns for 1 clan to build 1 burrow. Burrows affect ship combat but not ground combat.
  • Mine - workers will mine planet until it is depleted of minerals.
  • Terraform - workers will terraform planet until at 50 degrees.
  • Rest. (If there are burrows, Horwasp consume half their normal food)

Ship List

See The master ship list for a list of The Horwasp Plague ships.

Important Ships

  • Hives are your motherships. While a fully-loaded Hive is powerful, it is less powerful than a Golem. Moving a fully-loaded Hive is incredibly expensive in fuel. It often makes more sense to send a relatively empty Hive to a planet with natives, and grow Horwasp clans there. Has the Swarm mission for ground attacks on enemy planets.
  • Brood - A powerful carrier. With 900 cargo, it is useful for transporting clans and colonizing.
  • Soldier - A torp ship, good against other torpers. Can tow ships and stationary pods (sentry). Its 650 kt fuel tank makes it a good fuel transporter.
  • Jacker- No beams but has a thick skin that gives it resistance to fighter hits (fighters have only 25% chance of hitting Jacker). Good for attacking starbases, or weakening enemy carriers before finishing them off with another ship.

Important Pods

  • Stinger - Your main weapon that helps you spread your empire. It is quite inexpensive in minerals and clans but reasonably powerful. Like any pod, if you need this pod to travel faster to a planet, you can launch it it from a planet at warp 9 and it will arrive at its destination sooner.
  • Accelerator - stationary, weaponized (3 beams, strength depends on clans aboard) pod that accelerates your pods to a higher warp speed. It provides 25 free fuel to each of your ships at the same location. The Accelerator cannot be towed, but can be pushed by Ion Storms.
  • Protofields - A pod launched to a location where it deploys a minefield. Very cheap in minerals, but can be expensive in clans, depending on size of mine field. Max size is 2500 clans, which makes 2500 mines (48 LY radius). The pod takes one turn to transform into a minefield after it reaches its destination, so opponents will always see that a minefield is coming before it is deployed. Privateer ships that attempt Rob mission inside a Protofield fail to Rob and are immediately consumed by the proto molecules and is destroyed.
  • Farms - Horwasp are unique in their ability to transport natives from one planet to another, to sustain their population. Reptilian natives are very useful, as they will double your mining output. Spread reptilians to all your colonies if you can, for this reason. Spreading amorphous natives to every planet as a denial weapon can be very useful. You can spread 1 amorphous clan to every planet, making the planet harder to colonize for other players.
  • Sentry - Stationary pod with beams that is useful for mine sweeping. Provides 5 free fuel per turn to each of your ships at the same location. Can be towed by Soldier or Hive.
  • Rocks - Use them to transport minerals between your planets, or throw them at enemy planets to kill colonists and natives. Very large rocks can do catastrophic damage to enemy colonies. Rocks will destroy some factories, mines and defense posts, and also lower the happiness of the population.

Formulas

For publicly released formulas, go to Horwasp - Details and Formulae. Not all the formulas have been released yet.

Colonist deaths caused by Rocks

The formula for colonist deaths (rounding not known yet):



"Impact Mass" is the measure of the power of the rock:



If the rock was sent through an Accelerator, the impact mass is further multipled by 1.5. (This is true even if it's already at warp 9). The maximum impact mass is (1,000 * warp 9 * 1.5 = 13,500).

The formula for clan deaths is essentially a percentage value. If your impact mass is 13,500, then you will kill 100% of the population. You can therefore take out a homeworld with a rock that big. For smaller planets, it might not be worth the fuel and minerals to do this.

The formulas for clan happiness change and destruction of buildings are not yet known.

Natives

Some native races confer bonuses (or disadvantages) to the Horwasp player.

  • Reptilian - Doubles your mining rate. This is a very valuable ability. Try to spread reptilians to all your mining planets. They also have a 2:1 ground combat advantage against other natives, when transported by a Farm.
  • Gipsoldal - You can launch pods at warp 7 in addition to the regular speeds of warp 3, 6 and 9.
  • Bovinoid - Horwasp will harvest them faster, getting 4 larve per harvesting clan instead of 3.
  • Avian - Their population growth is +25%. Your harvesting rate of them is slower, only 2 larvae per harvesting clan instead of 3.
  • Insectoid - Harvest of them is slow, yielding only 1 larva per clan instead of 3.
  • Siliconoid - Horwasp cannot harvest them at all and consider them pests. Horwasp can exterminate them instead of harvesting them.


How to Kill Horwasp

The most frequently asked question, after "how the heck do Horwasp work?", is "how do I kill Horwasp?" We will attempt to guide you. The best way to learn is to try them in a Blitz game, or a single-player scenario. Once you have a basic understanding of how they work, killing them becomes much easier and more fun.

The best short explanation for defeating Horwasp: Try to destroy their colonist clans and access to natives. Deny them access to planets with natives. Since Horwasp require fuel, try as much as possible to remove fuel from any planets being invaded by them. You cannot hope to save all your colonies from a Horwasp attack. You must accept there will be a "no man's land" where neither side can settle for a while. Instead of defending every planet, instead focus on preventing Horwasp from establishing a foothold in an area and spreading.

  • Carrier races: Use big carriers to defeat them favorably in PP and ship cost. Stacking 2 or more carriers in battle gives best results.
  • Ground attack races (Liz, Fascist, EE, Rebel) use it to wipe out Horwasp population centers and deny Horwasp access to planets with natives.
  • Torp races: consider building capital ships with cheap engines as defenders against a Horwasp attack.
  • Cloaking ships: Have good beams to sweep protofields. Be sure to carry supplies on your cloaked ships, to repair damage from protofields, or you can't cloak.
  • Starbases with fighters are effective defense against pods (stingers). They do not fare well against jackers and broods.
  • "Picket lines" of ships can be formed when you space many ships 50 LY apart. This allow detection of any incoming low-visibility rocks or pods (25 LY detection range). If you have fewer ships, you can space them 100 LY apart instead. This will allow you to detect any armed pods (stingers, armored nests), which have a 50 LY range).

Lizards - Avoid direct combat unless needed. The easiest way to defeat a Horwasp player is to deny them planets in the "no man's land". Use cloaked LCCs or to drop clans on Horwasp colonies. The Horwasp have no ground combat bonuses, so you can lay waste to them with your full 30:1 ground combat advantage. Even a Reptile's 50 cargo can stave off a Horwasp takeover when it's cloaked above a planet. T-Rex's are good against most Horwasp ships. You might need a Madonzilla against his hive.

Birds - Birds are a bit weak but can use cloak & intercept mission to disrupt enemy plans. Resolutes with Mk.7 torps can kill Stingers 97% of the time, but will take a lot of damage sometimes. Use Dark Wings for combat if you can. It is often easier to avoid combat with stingers, and then attack the planet they conquered the next turn with a ship. You might not want to do this at a planet with good natives, as this will cause their population to drop. In those cases, try to defend the planet from conquest. Dark Wings are your best bet for combat against any single ship. If possible, try to pick off enemy ships one by one with cloak & intercept or towing ships from a planet. In situations where you have less control and have to fight multiple ships at once, it might make sense to alternate between Resolutes and Dark Wings (damaging a Horwasp ship severely weakens it for the next round).

Fascists - You can use your planet immunity to great effect for clan drops and pillage. You can get a great econ boost by pillaging large Horwasp planets. Be sure to destroy any amorphous you see, as Horwasp can harvest them. Glory devices do almost no damage to Horwasp ships, so don't bother using them. You will rely a lot on D7s for all your cloaking actions behind enemy lines (scouting, clan drop, pillage, towing). You will need to protect from protofields by giving them good beams, or else by being escorted by Ill Winds which can sweep (and also cargo along for support). Make sure your core planets are defended well, but let your outer colonies fall to the enemy sometimes to preserve your ships and ammo. You can profit from pillaging them or re-take them with ground combat.

Crystals - Horwasp pods (Stingers, nests, rocks...) can travel through all your minefields without getting hit. Horwasp ships can still hit webmines as normal. However, all Horwasp ships and pods are immune to web drain. Keeping his ships at bay will likely be relatively easy, but you will face problems from incoming stingers and rocks, since they can travel through your mines. Emeralds can defend against Stingers, using their big cargo to repair damage with supplies between turns. You can use Opals or Topaz ships to form "picket lines". Topaz squadrons can use their planet immunity to scout Horwasp planets looking for ships.

Evil Empire - Try to obtain a cloaker to scout enemy planets before bringing in ships. If a planet is unoccupied, you can avoid fighting it by putting an SSD there and performing Imperial Assault. If the planet has a lot of natives, larvae usually hatch anew each turn (as of Alpha 0.2). This can be annoying as a Horwasp player's colony can persist after that player has resigned. This might be changed in the next revision. In practice, you may want to simply use Gorbies to destroy planets. Stack 2 or more Gorbies for best results against a large fleet of Horwasp ships. Starbase fighter transfer will help you logistically very much, keeping your Gorbies at the front with fighters without needing re-supply ships. If you have Ru25 gunboats, build many with cheap engines to form a "picket line". Gunboats are also useful for scouting planets since their planet immunity prevents Horwasp planets from attacking them.

Privateer - Robbing Horwasp Pods and ships of all their fuel immediately disintegrate them spreading 10% of the onboard Horwasp Clans onto all planets within 100lys. Pods have only 1kt of fuel normally, but will have have 2kt of fuel if enroute to/from an Accelerator.

Strategy

Overall Strategy

overall

Early Game

Start with...

Midgame

See if ...

Endgame

Get...

Notes

With the Horwasp,

Alliances

Overall

Your main value as an ally is in:
1. Transfer Natives to others planets
You mainly want from an alliance:
1.

The Solar Federation

The Lizard Alliance

The Empire of Birds

The Fascist Empire

The Privateer Bands

The Cyborg

The Crystal Confederation

The Evil Empire

The Robotic Imperium

The Rebel Confederation

The Missing Colonies of Man

Enemies

Overall

The Solar Federation

The Lizard Alliance

The Empire of Birds

The Fascist Empire

The Privateer Bands

The Cyborg

The Crystal Confederation

The Evil Empire

The Robotic Imperium

The Rebel Confederation

The Missing Colonies of Man