Holding prisoners is a powerful
way of hurting an enemy's economic power. If you can grab more than 3% of an
enemy’s population and hold them on a base you will inflict a minus 10
point happiness decrease on all the enemy's bases 30% of the time. If you can
grab more than 20% of an enemy’s population 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 and this will grind your enemy into to an economic meltdown. The
best way of capturing enemy prisoners is the use a force made up of mostly high
guard and weak ground assault units. Use enough troops to soften the enemy but
have enough high guard as a backup force to force the enemy into giving up. Or
you could just grab any enemy life pod that you happen to see flying by.
Sometimes you will run across and enemy base that has just colonists, not
troops or assault craft this is an easy target for just a few troops to land on
a capture the whole base. Cyborg is the only race that is immune to this
happiness drop. Be careful when holding enemy prisoners, the enemy will find
out where you are keeping them and will try to mount a raid to get them back
any way possible.
Happiness loss done to the
enemy when holding a percentage of them prisoners
|
More than 0.1%
|
-1 Happiness 30% of enemy bases |
|
1% to 2.99% |
-2 Happiness 30% of enemy
bases |
|
3.00% to 19.99% |
-10 Happiness 30% of enemy
bases |
|
20% to 34.99% |
-50 Happiness 30% of enemy
bases |
|
35% or more Prisoners |
-60 Happiness 30% of enemy
bases |
The math behind the art of
taking prisoners
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 surrender.
Enforces need only have more strength
than the enemy
to force a surrender, this is their
special combat bonus.
You can only hold prisoners
belonging to races that you are at war with, the moment you become friendly
with a race you are holding prisoners of all the prisoners will be released at
once.
If your prison base falls victim
to a blockade from ANY enemy race the prisoners will all escape and from an
enemy base.
Lizards sell all the prisoners
that that capture at the asking price of .66mc for colonists, 2.4mc each for
crew, 3.6mc each for troops and 7.5mc each for high guard. Lizards are so good
at hand to hand combat they tend to smash the enemy so badly that there are few
survivors if they use too large of an attacking force. The Metron Cannon is a
useful tool for the Lizards to use in capturing enemy prisoners. It will
hopefully not kill too many enemy colonists before forcing them to give up.
Cyborg, Robot and Empire prisoners sell for far less then all other races
prisoners.
Robots use prisoners as food for
their insectoid nests to grow more insectoid natives.
The Enforcers have a ground
assault unit that can arrest enemy colonists inside bases on the same planet
and make them prisoners.
Dec 20, 2005
Host 4.000.195