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  Exotic Tech!

These are all very special tech bonus factors that you can buy at an initial cost level. You then must pay a maintenance price each turn to keep the special tech. This is a good way to blow lots of money real fast. However, it also boosts your powers quite a bit even with the smallest of them. The buying and turning on of Exotic tech is before movement/combat. However it is also before transfer from Government centers, but after taxs.

The exotic tech screen can be found on the central command ( HQ ) screen.

Not everything works as good as you would assume. Others have interesting bonus effects.

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Agnonic Emitter A

Increases shield power by 100 on all your ships. They have to have a shield installed to recive this bonus. Stacks with the other two.

Cost: 1000
Maintenance: 100

Agnonic Emitter B

Increases shield power by 300 on all your ships. They have to have a shield installed to recive this bonus. Stacks with the other two.

Cost: 3000
Maintenance: 3000

Agnonic Emitter C

Increases shield power by 500 on all your ships. They have to have a shield installed to recive this bonus. Stacks with the other two.

Cost: 8000
Maintenance: 8000

Anti Fighter Computer

Causes all PD weapons to have 3x range and have +30% odds of hitting an enemy fighter and then a 60% chance of getting past the fighter's armor. ( PD Weapons normally have a 40% chance ) Prevents 70% of fighter beams from firing beyond a range of 60 and 90% of fighter missiles from firing beyond a range of 120.

Fighter ECM Box can partially counter its effects.

Cost: 450,000
Maintenance: 20,000

Battle Computer Mark 1

Adds +10 Attack Bonus to your ships, stacks with the other two.

Cost: 3,000
Maintenance: 300

Battle Computer Mark 2

Adds +20 Attack Bonus to your ships, stacks with the other two.

Cost: 40,000
Maintenance: 400

Battle Computer Mark 3

Adds +50 Attack Bonus to your ships, stacks with the other two.

Cost: 90,000
Maintenance: 5,000

Borlox Armor

All ships create/repaire armor each turn, at 20% aa turn, until fully armored.

Cost: 25,000
Maintenance: 5,000

Energized Sand

Causes the Sand Shield Tech to fail to protect fighters. It also causes sand casters to have a 25% bonus to hit the target enemy ship, it causes Concussion Rockets to miss the incoming sand caster blast 50% of the time, a 50 point extra amount of shield drain, the sand to arcs through 2000 units of ship armor, and does 20% ship system damage per hit.

Cost: 240,000
Maintenance: 70,000

Fighter ECM Box

Helps counter the effects of the Anti-Fighter Computer Exotic Tech.

Anti-Fighter Computer 3x PD range negated (normal range restored), attack bonus reduced 25%. and
causes fighter armor to be bypassed only 30% of the time. Without Anti-Fighter Computer, odds remain at the normal level of 40%.

Cost: 600,000
Maintenance: 20,000

Ion Deflector

Makes your ship completely immune to ground base ion cannons.

Cost:100,000
Maintenance: 50,000

Jammer ECM A

Adds +10 Evasive Bonus to your ships, stacks with Jammer ECM B.

Cost: 5,000
Maintenance: 1,000

Jammer ECM B

Adds +10 Evasive Bonus to your ships, stacks with Jammer ECM A.

Cost: 25,000
Maintenance: 5,000

Large Weapon Magnum A

Adds +5 Armor Drain to your ships Large Weapons, stacks with the Large Weapon Magnum B.

Cost: 10,000
Maintenance: 5,000

Large Weapon Magnum B

Adds +10 Armor Drain to your ships Large Weapons, stacks with the Large Weapon Magnum A.

Cost: 40,000
Maintenance: 20,000

Large Weapon Overcharger A

Adds +10 Shield Drain to your ships Large Weapons, stacks with the Large Weapon Overcharge B.

Cost: 10,000
Maintenance: 1,000

Large Weapon Overcharger B

Adds +25 Shield Drain to your ships Large Weapons, stacks with the Large Weapon Overcharge A.

Cost: 40,000
Maintenance: 2,000

Nem Shield

Claims to make your fighters immune to Nemesis Torpedoes, but it only protects 50% of them. The Evil Empire's fighters enjoy 80% protection using the Nem Shield Tech. The Aczanny have a natural 30% to 70% protection from Nemesis Torpedoes and buying Nem Shield Tech does them no good at all.

Cost: 25,000
Maintenance: 15,000

Omega Pulse

All base shields, even your own, fail to work for 5 turns.

Cost: 500,000
Maintenance: 500,000

PD Boost

Your ship Point defense charge 33% faster. (most documentation says 50%, but my test shows otherwise). This doesn't work on Point defense that has a recharge rate of 1.

Cost: 20,000
Maintenance: 10,000

Plasma Manifold A

Reduces the fuel your ships use by 20%. Works on warp but not hype movement.

Cost: 3,000
Maintenance: 300

Plasma Manifold B

Reduces the fuel your ships use by 50%. Works on warp but not hype movement.

Cost: 15,000
Maintenance: 3,000

Poison Propaganda

Decreases happiness on all bases by 20 a turn, including your own. Can be used with with Soft Propaganda and Vile Propaganda.

Cost: 150,000
Maintenance: 150,000

Sand Shields

Helps protect fighters from sandcasters. You will still lose fighters, but not as fast. Better to not have large fighter wings (500 in size or bigger).

Cost: 75,000
Maintenance: 5,000

Shokazul Pulse

Stops all races from growing while enabled. Insectoids stop building robots too. But there are still some limited ways to "grow" such as Cyborg Assimilation, Cloning Labs, Public Spaceports, Resorts, and the Peoples Recruiting Center.

Robots like to use this to stop people from growing, while they build up a supply of Tritanium and then turn off to have the insectoids build a lot of robots, then to turn on again a turn later.

Cost: 100,000
Maintenance: 100,000

Small Weapon Magnum A

Adds +2 Armor Drain to your ships Small Weapons, stacks with the Small Weapon Magnum B. Does not work with Lasers and Pulse Lasers.

Cost: 4,000
Maintenance: 2,000

Small Weapon Magnum B

Adds +5 Armor Drain to your ships Small Weapons, stacks with the Small Weapon Magnum B. Does not work with Lasers and Pulse Lasers.

Cost: 12,000
Maintenance: 10,000

Small Weapon Overcharger A

Adds +2 Shield Drain to your ships Small Weapons, stacks with the Small Weapon Overcharger B. Does not work with Lasers and Pulse Lasers.

Cost: 4,000
Maintenance: 2,000

Small Weapon Overcharger B

Adds +2 Shield Drain to your ships Small Weapons, stacks with the Small Weapon Overcharger A. Does not work with Lasers and Pulse Lasers.

Cost: 8,000
Maintenance: 4,000

Soft Propaganda

Decreases happiness on all bases by 5 a turn, including your own. Can be used with with Vile Propaganda and Poison Propaganda.

Cost: 25,000
Maintenance: 25,000

Stage 2 Pod Kicker A

Increases the pod speed by 10. Can be stacked with Stage 2 Pod Kicker B and C.

Cost: 5,000
Maintenance: 500

Stage 2 Pod Kicker B

Increases the pod speed by 20. Can be stacked with Stage 2 Pod Kicker A and C.

Cost: 10,000
Maintenance: 2,000

Stage 2 Pod Kicker C

Increases the pod speed by 30. Can be stacked with Stage 2 Pod Kicker B and C.

Cost: 25,000
Maintenance: 5,000

Stealth Fighters

Lowers your fighter wings noise by 90%

Cost: 10,000
Maintenance: 500

Stealth Mines

Lowers your minefields noise by 60%

Cost: 10,000
Maintenance: 900

Tachnor Sensor Array A

Increases your ship scan power by +100. They only get the bost with long range scanners, a half boost with mid range and a one quarter boost with short range scanners . Can be stacked with Tachnor Sensor Array B and C.

Cost: 10,000
Maintenance: 100

Tachnor Sensor Array B

Increases your ship scan power by +200. They only get the bost with long range scanners, a half boost with mid range and a one quarter boost with short range scanners . Can be stacked with Tachnor Sensor Array A and C.

Cost: 4,000
Maintenance: 3,000

Tachnor Sensor Array C

Increases your ship scan power by +300. They only get the bost with long range scanners, a half boost with mid range and a one quarter boost with short range scanners . Can be stacked with Tachnor Sensor Array A and B.

Cost: 12,000
Maintenance: 10,000

Tank-O-Tronic Cloning System A

This is a +20 boost to your breeding rate, which works out increasing your growht rate about 2% more, not a free 20% of your total population per turn. This will varry as it is muliplied with other things like happiness, food, etc. This can stack with the other two.

Cost: 8000
Maintenance: 8000

Tank-O-Tronic Cloning System B

Same as the above but a +50 boost to your breeding rate. This can stack with the other two. You will see about 5% increase in growth rate.

Cost: 50,000
Maintenance: 50,000

Tank-O-Tronic Cloning System C

Same as the above but a +70 boost to your breeding rate. This can stack with the other two. You will see about 7% increase in growth rate.

Cost: 100,000
Maintenance: 100,000

The Transphased World Crusher

World Crusher Missile to fire through Base Shields. But the World Crusher Missile only has a 33% chance of hitting the enemy base.

Host 196: Only Birds, Stormers, and Aczanny can use this Exotic Tech.

Cost: 200,000
Maintenance: 10,000

Vile Propaganda

Decreases happiness on all bases by 10 a turn, including your own. Can be used with with Soft Propaganda and Poison Propaganda.

Cost: 60,000
Maintenance: 60,000