|  |  | Privateers! 
 
           
            |  
  | Motto: We are always looking to make the big score. We are the masters 
                of thievery and contraband smuggling. We steal what the weak can 
                not protect and use it against them. Our wars are won by bankrupting 
                our enemies and depriving them of the means of waging war. Description: Parasites, can steal most everything and needs too. Economy and 
                warfare is dependent on natives/contra/stealing. Very weak ships, 
                and planets. Completely dependent on other races for cleaning 
                up mine fields. Can only build farms on very few planets. Not 
                a beginner race.   |   
            |  |   |  
             
              | Strengths | Weaknesses |   
              | 
                   High growth rate Can steal fuel, crew, and cargo from shipsCan steal food and money from basesFastest pods at 120 LY per turn Boarding attack power for troops increase at a rate of 
                    ( Experience / 100 ) So an experience level of 240 gives a 
                    ship a 240% boarding combat bonus.The Meteor Class Blockade Runner has fast Hype and Gravitonic 
                    Accelerator.Enemies are force to combat you in different ways than they 
                    use for any other race.Ship scanners get a 200% bonus when it comes to scanning 
                    enemy ground basesAll ship weapons have a 400% kill bonus against enemy crew 
                    and guestsIf a Privateer designed ship enters battle with the plans 
                    of an enemy ship all the Privateer designed ships in the battle 
                    get a 400% shield and armor drain bonus against that type 
                    of enemy shipReceive 20,000 MC in HQ at turn 4 | 
                  Can not build cities (your income is not from cities)Unable to smelt metal oreUnable to use alien hull plans to build new shipsUnable to give hull plans to another racePods can not hold alien hull plansVery poor metals mining rateLawless race, colonists grow very unhappy if you try to 
                    tax them at high levels. Very narrow farming range, it is very hard to find good 
                    farming planetsVery poor income rate, your income is not from taxes.The privateers lack several major Base Buildings that are 
                    essential for most races. Bases with 1 million or more colonist are 3 times as noisy(easier 
                    to see with scanner)No mine sweepers Unable to lay barbitic minefieldsNo way of destroying enemy minefieldsScanners have a very low chance of detecting minefield, 
                    They have 1/8 the normal chance of detecting enemy mines.Only ships can train crew, troops and high guard. (double 
                    edge sword)Ships are costly and make poor warships.No alchemy ship device |    
             
              | People 
                   
                    | Growth Rate | 145 |   
                    | Colonist to Crew | 111 |   
                    | Crew to Troop | 30 |   
                    | Troop to Highguard | 40 |   
                    | Colonist Combat | 35 |   
                    | Crew Combat | 40 |   
                    | Troop Combat | 50 |   
                    | Highguard Combat | 110 |  Economy 
                   
                    | Income | 40 |   
                    | Mineral Mining | 25 |   
                    | Happiness | 160 |   
                    | Pod Speed | 120 |   
                    | Minimum Farm Climate | 46 |   
                    | Maximum Farm Climate | 53 |   
                    | Favorite Climate | 50 |  Spy and Government 
                   
                    | Dark Powers | 10 |   
                    | Light Powers | 0 |   
                    | Political Correctness | 0 |   
                    | Spy Rating | 60 |   
                    | PSI Rating | 5 |   
                    | Leadership | 10 |   
                    | Public Relations | 1 |   
                    | Lawfulness | 1 |  | Buildings Contraband Likes 
                   
                    | Illegal Books | 10 |   
                    | VR-6x Holochips | 70 |   
                    | Stim-Bright Pills | 170 |   
                    | Grecken Blood Wine | 140 |   
                    | Handguns | 120 |   
                    | Illegal Music CDs | 91 |   
                    | Lerchin Spices | 10 |   
                    | Alpha Wave Floggers | 10 |   
                    | Vaggen War Hounds | 2 |   
                    | Repterrian Psi - Geese | 3 |  Misc:  |    How to play:Early game you need to get contraband and natives. I would also look 
          for famable and heavy Neutronium planets. Raise your Tech levels to 
          build a Lady Royale, your steady income will depend on her. The Meteor 
          Class Blockade Runner is to Privateers as the Cubes is to the Borg. 
          The dwarf is a poor but acceptable subsitute, just like how borg has 
          the Quititus.
 Make a special effort to get your hands on as many mine sweeper ships 
          as possible. Minefields are your number one weakness. Weak and costly 
          warships are the number two so try to aquire some bigger ships. (not 
          Evil Empire or Lizards) Consider breaking your empire up into many worlds spaced far apart. 
          Try to hide in places that nobody has yet moved into yet. If attacked 
          by an overwhelming force consider just running away. Maybe build a jump 
          gate just for escaping if attacked. Lay a ring of gravitonic minefields 
          around your populated worlds so that you will have an early warning 
          of attack as ships slow down or are stopped by the minefield, especially 
          ones with hyper drives.  Ship Experience and Training:Privateers can only train Crew, Troops, and HG on ships. Training crew 
          only needs colonist on board and room for crew, but for troops and highguard 
          you need 50 and 100 experience on the ship. You will also need to know 
          the ways to best get experience other than combat since your ships leave 
          much to be desired in the battle field.
  
          Other Facts:
            Ships can train 5% of their crew needs per turn from any colonists 
              on the ship Ships with an experience level above 50 can train 5% of the colonists 
              on the ship to be troops Ships with an experience level above 100 can train 10% of the 
              troops on the ship to be high guard Stealing cargo from an enemy resupply pod is worth 10 experience 
              points Stealing food from an enemy base with the cargo grappler is worth 
              10 experience points The money tap stealing more than 5000 mc is worth 25 experience 
              points Stealing an alien hull plan from an enemy base with the hull 
              plan napper is worth 50 experience points Stealing an alien hull plan from an enemy ship's computer core 
              is worth 20 experience points Stealing an alien hull plan from an enemy gold pod that is docked 
              with an enemy ship is worth 10 experience points Taking a Privateer hull ship away from an enemy by spacing their 
              crew with the "Auto Capture" attack is worth 30 experience 
              points Using a boarding laser on an enemy ship is worth 5 points and 
              10 points if the enemy is using a hull that is not of their own 
              design 
 
           
            | 
                 Boarding attack power for troops increase at a rate of ( 
                  Experience / 100 ) So an experience level of 240 gives a ship 
                  a 240% boarding combat bonus. Ships unable to beam cargo to enemy bases Ships can only beam cargo to friendly alien bases if the 
                  ship is using the target race's universal friendly code | 
                Privateer bases cause colonists on other bases belonging to 
                  other empires within 200LY to grow unhappy due to having to 
                  be near them. Other empires loose 10 points per Privateer base 
                  near them. All natives except for the Ghipsoldals also loose 
                  10 happy points a turn. The Evil Empire is immune to happiness 
                  drops.If any race shares data with the Privateers the Privateers 
                  will be able to see that race's universal friendly code |    |  |