Campaign
Overview
The campaign mode, released on September 14, 2012, introduces a wide variety of design and tech upgrades for each race so as to allow them to become more competitive.
There will continue to remain classic games. In fact, some prior experience is required to participate in 11-player campaign games, although no experience is required to participate in the newly released giant campaign melees, which combines the 30 players mechanic with the campaign mechanics.
Advantage Allocation
Each race has a Base Advantage Value (BAV) that determines how customizable they are. The lower the number, the more flexible a race is. A maximum of 500 advantage may be carried into these new games by default. The BAV is subject to change as Planets Nu evolves.
Bear in mind that all races can lay mines up to 150 LY, which is worth a total of 100 advantage. However, 30 advantage can be freed by reducing the maximum radius to 100 LY. Likewise, races that can clone can remove cloning to free an additional 10 advantage, or can upgrade to advanced cloning for 55 advantage more.
Locked Advantages
As some tech of each race cannot be disabled, each race has also been assigned a locked advantage value. This is the absolute minimum a race would have if they were to disable everything worth something that they can disable. Not that they should disable everything, as many hulls are absolutely essential to their survival in normal games.
Resources
Planets captured during the game (for the first time) or maintained when the game ends will contribute to officers' resource pools. Even Planetoids, which do not influence victory conditions, contribute towards campaign resources. Earning resources applies only to public games.
The rate that minerals are earned during the game as planets are captured is as follows:
Where d is density (converted to decimal), r is the mineral richness, appearing as vertical bars on a game's page, and t is an officer's tenacity (also converted to decimal). Each planet also awards 4 megacredits, modifiable only by tenacity.
End of game bonuses
When an officer survives the game, he is given another boost in resources. The formula this time is more complicated.
The formula for the minerals at the end of the game is as follows:
Where v is the victory bonus (currently x1-x6), d is the densities of all of the planets maintained (summed, then converted to decimal), r is the mineral richness, t is the tenacity, and l is the number of turns the officer played (1 - 0.02 for each turn short of 50). Planets maintained award 4 megacredits each, modifiable by the factors above except d and r (since they do not apply).
Estimated starting resources
Most officers are given some starting resources as well to aid in getting their first upgrades before they start their first campaign game. These starting resources seem to be based on a race's BAV, giving 8 Du, 10 Tr, 7 Mo, and 30 mc for each point below 500.
Race | Du | Tr | Mo | mc | Locked | BAV |
---|---|---|---|---|---|---|
Fed | 440 | 550 | 385 | 1,650 | 170 | 445 |
Lizard | 80 | 100 | 70 | 300 | 260 | 490 |
Bird Man | 960 | 1200 | 840 | 3,600 | 95 | 380 |
Fascist | 360 | 450 | 315 | 1,350 | 170 | 455 |
Privateer | 80 | 100 | 70 | 300 | 200 | 490 |
Cyborg | None | 150 | 500 | |||
Crystalline | 360 | 450 | 315 | 1,350 | 230 | 455 |
Empire | 560 | 700 | 490 | 2,100 | 150 | 430 |
Robotic | 200 | 250 | 175 | 750 | 240 | 475 |
Rebel | 440 | 550 | 385 | 1,650 | 255 | 445 |
Colonial | 360 | 450 | 315 | 1,350 | 240 | 455 |
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