The People's Army
Race # 801
ONLY a version 4 race
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| Race history: Red haze pierces the smoke-laden skies in patches as the new day dawns. Generations uncounted have passed since the native inhabitants have known their newfound freedom. Alien societies came, and new alien societies followed and conquered, in a senseless interminable struggle for supremacy. But the latest foreigners became jaded, and the time had finally come to strike back. In a coup that spanned the galaxy, the proud descendants of the native races arose in unison and crushed their slavers. A few planets were quelled in their rebellion, and their may be rival factions who seek domination of their own rather than peace. As this new era dawns, you must lead your people to renew contact with your brethren throughout the galaxy, and exterminate the cruel alien races who seek to master you. The People's Army is a union of the 'native' races. They recruit other natives into their 'race' through bases, cruise ships, or recruitment centers. Their technology is based on records left behind by overthrown alien races, and reflects a wide range of disciplines. They are not naturals at capital ship building however, so their craft tend to be bulky and expensive. The ships have decent speed, but are not the fastest in the galaxy, peaking at 150ly/month. The native races are instinctive hunters, but do not use sophisticated weaponry when engaging in ground combat. Training will improve their skill a small amount. After throwing off the yoke of oppression, the natives enjoy a lower tax rate and perform less mining. Espionage comes more naturally as they blend in with natives living in enemy bases. They are likewise susceptible to espionage from other races. |
The facts about this race:
race number
801 race name
The People's Army government
Capitalist Libertarian Republic min. farm climate
30 max. farm climate
65 favorite climate
45 income
80 mining
90 happyness
140 Public Relations
70 law
75 pod speed
20 PSI factor
2 leadership
80 combat colonist
10 combat crew
10 combat troop
20 combat high guard
30 colonist to crew
20 crew to troop
5 troop to high guard
3 growth rate
150 dark powers
20 light powers
20 PC factor
50 spy rating
3
Buildings: Farms
yes Factories
yes Training Center
yes Smelter
yes Mineral Mines
yes Pod Launch Pad
yes Raid Shelter
yes Public Space Port
yes City
yes Undercity
yes Med Lab
yes Ship Repair Plant
yes Ord Plant
yes Government Center
yes Terraformer
yes Scanner
yes Anti-Fighter Gun
yes Laser Cannon
yes Ion Cannon
yes Base Shield
yes Resort
yes
Contraband: Illegal Books
0 VR-6x Holochips
0 Stim-Bright Pills
50 Grecken Blood Wine
60 Emotion Chips
0 Handguns
0 Illegal Music CDs
0 Kerria Crystals
30 Lerchin Spices
120 Alpha Wave Floggers
0 Vaggen War Hounds
80 PSI Geese
0