The Barbarians V1.1

Government: Anarchy

Leader: The high prophet

Minimum Farm Climate 30
Maximum Farm Climate 65
Favorite Climate 45
Colonist Combat 40
Crew Combat 80
Troop Combat 120
Highguard Combat 40
Growth Rate 55
Colonist to Crew 85
Crew to Troop 80
Troop to Highguard 3
Political Correctness 50
Spy Rating 1
PSI Rating 130
Leadership 100
Public Relations 0
Lawfulness 125
Income 5
Mineral Mining 35
Happiness 120
Dark Powers 175
Light Powers 350
Pod Speed 10
Contraband Likes
Lerchin Spices 130
Handguns 110
Able To Build
FarmsYes
Mines10
Smelter1
CitiesYes
Pod LauncherYes
Fighter PlantYes
Air Attack BaseYes
Assault PlantYes
RanchosYes
Temple5
Black MarketYes
Radio StationYes

Lifeform Type: Barbarian / Humanoid
To collect experience is the sense of life. The visions of our prophets discover the presence and what can be, to help us on our way to spider. We carry our experience after our death to the holy spider and woe to those, who have not made some.

Race Abilities

Ground Units : NONE
Ground Combat : After ground combat they kill 50 % of all prisoners.
Prisoners will be converted to colonists with a Radio Station.
Base Overtaking : They can use any buildings except race-special buildings they conquer.
ET : They can buy everything except special and colonists.
Tech : they can only raise Planet Tech.
Spy Missions : Not able to do them.
Native boni : they get nothing from natives like engines or weapons. only from Amorphous they get spice.
Contraband : If the contra price is higher than 4 they sell for 25 % of the normal price else they get 1 mc minimum .
Taxes are fixed to Ultra Conservative.
No taxe income from natives
Able to use the Gal-Bank Device of the Celestia, if they get one through boarding or trading.
No re-breeding from HG to colonist possible.
Temple trained personal is not removed from colonists.
Alliances are possible with the exception of Borgs and Robot.
Happyness : doesnt matter them ! They are immune to influence of Privateers.
Immunity to be attracted by Robos Insectoid Nests.
Immunity to be assimilated .. the borg dont want to have such a low-tech race. They want to annihilate them.
Partially immune to Worldcrusher Missiles (all buildings, 50% goods, 10 % livings are killed).
A HG aboard of a ship can see what is in range of 500ly except cloakers. Also all ships with a HG aboard are partially immune to any type of mines. That means the chances they hit mines are reduced to 1/3 of the normal odds.
Assault Gondolas of the Privateers donīt work at the Barbarians from range. Only at same planet, coz they see them coming and can take cover.
Any usage of Cargo-grapplers, retuculian light beam or other nasty device over the base invokes a combat.

Now to the fighter .. this fighter-type is very special, its a mix of an assault pod and a fighter ... it will act like a fighter in combat but also act like an assault pod. It will try to dock onto a ship,what is set with intercept at the fighter wing or with the attack settings of the wing like "closest first", and try to board it. Therefor every fighter what is build needs 20 troops and one crewman. If the boarding is not successful, the wing is killed. If successful, the number of fighters is decreased by the number of the losses in that action and by 1, what is needed to fly that ship. Against this type of boarding (coz physically without any transporting beams) helps nothing .. no transport inhibitor (there is no transport !) also the feds arent immune against this type of boarding, coz the small fighters fly through the shield and dock and burn a hole in the hull.
The barbarians will destroy any ship with cloning devices after boarding !
At the air attack base they can set what kind of ships they want to board when in defense .. means closest first or dangerous first...

Race Number: 845
Race Version: 101