Main
 Games
   CounterStrike
   Deus Ex
   Diablo
   Diablo II
   Doom III
   Neverwinter Nights
   Starcraft / Broodwar
   VGA Planets 4
   Quake II
   Quake III Arena
   Ultima Online
   Warcraft II

 Message Boards   
   General
   Linux
 Sandbox
 Guilds
 Contact
 Search

 Main
 Guilds
 Games
   Planets 4
     Download
     Races
     Things to know

     How to play
     How to Host  
 FAQ
 Message Boards   
 Links
 Contact
   Planets 4
   Downloads
   Things to know
   Races
   Ships
   Bases
   Knowledge Map
       Prisoners
   Hulls at a Glance 
   How to Play 
   How to Host 

  Prisoners!

Holding prisoners is a powerful way of hurting an enemy's economic power and for some races a great source of income.

If you can grab 100,000 enemy prisoners and hold them on a base you will inflict a minus 50 point happiness decrease on all the enemy's bases 30% of the time. If the enemy has a PC rating of over 40 (like the Solar Federation ) you will inflect a 50 point happiness drop 100% of the time on that enemy. If you can place over 100,000 enemy prisoners on 6 different base you will be delivering a minus 300 happiness hit to all the enemy bases every turn. This will grind your enemy into to an economic meltdown.

Lizards sell all the prisoners that that capture at the asking price of 2.2mc for colonists, 8mc each for crew, 12mc each for troops and 125mc each for highguard. Robots use prisoners as food for their insectoid nests to grow more insectoid natives. Stormers and EE are especially well adapted to capturing prisoners, who can be put to work in labor camps / mines.

Keep prisoners off worlds where there are useful structures as they regularly destroy these in riots. a few hundred troops of yours, and a few dozen HG, on prisoner worlds to reduce frequency of riots from 75% to just 50% of turns. The enemy is sent the location of where the prisoners are kept.

Borg and Robot prisoners are useless, they won't work in prison camps / mines.

The best way of capturing enemy prisoners is the use a force made up of mostly high guard and weak ground assault units.

After ground combat is all over the strength of the two remaining side is measured and the side that can best the other side by at least a factor of 300% captures the other side. This is how the strength points are calculated:

Colonist 0.0001 Combat Rating
Crew 0.01 Combat Rating
Troop 1 Combat Rating
High Guard 1 Combat Rating
Ground Assault Unit 100 Each

Given the above numbers a single trooper with a combat rating of 10 can capture 333332 enemy colonists with a combat rating of 1, if he survives the battle. Even cheap and otherwise useless ground assault units can be very useful in forcing a surrender.