SAMPLE RACES for STARS!

Since designing reasonably competitive races is often difficult for Many Players (particularly those just starting out), I have asked a number of folks to contribute good race designs. Note that these are not their "best" races, so you can try to "improve" them. I have not had any opportunity to "Test" these; nevertheless, they will give you a good place to start.

One thing that I will suggest is that you at least "fiddle" with the Habitat settings, so that you don't end up with exactly the same race as someone else. You can nudge one factor a click or two one way; another, the other way; or you can move something from the right side to the left (or vice versa). Make the race your own -- or simply use these for ideas.

All of these files are downloadable. They are downloaded as ".zip" files. You will have to unzip them before you can use them. Also, while I'm not positive, I believe that these race files will work for the "Demo" version of STARS!

To Download, click on the "Race Number" (such as IT #4 or WM #2) that starts each of the downloadable race descriptions.

While I've tried to credit those individuals who have given me the race descriptions, the actual "names" of the races are my own creations (since the designs seldom came with a name). Also, if you come accross a file that differs from the printed description, please let me know -- there were a lot of races to try to keep straight.

Note that in the general description of each PRT, the information on "Starting Tech Levels" presumes that the race does NOT have either of the LRTs of IFE or CE (both of which raise your Prop Tech); it also presumes that you have not taken any Research at "75% more, starting at Tech Level 3 (or 4)". So, the starting Tech you see is the minimum. Similarly, starting ships will also presume a minimum tech start and no ART (because it adds ships).

On the other hand, the starting tech listed for each downloadable race should be accurate for that race.

Tech is listed in this order -- Energy, Weapon, Propulsion, Construction, Electronics, Biotechnology.

Alternate Reality Claim Adjustors Hyper Expander Inner Strength
Inter-Stellar Travelers Jack of All Trades Packet Physics
Space Demolitions Super Stealth War Monger

Note for Novices: PRTs with Green Planets are good choices; those with Amber Planets should be selected with caution; and PRTs with red planets should be avoided until you are more experienced. Within each PRT, designs are listed in order of overall habitability, widest first.

Claim Adjustors
Note: This PRT is an excellent choice for Novices -- the automatic terraforming is great.

Minimum Tech = 1 1 1 2 0 6
Initial Ships = 3 = scout, colonizer & "Change of Heart"

CA #1 from Eric Larocque -- initial tech = 1 1 1 2 0 6
==== 16% CA -- NRSE, OBRM, NAS, RS === 1 per 1000 colonists
==== 10 factories produce 10; cost 10; operate 10 == less G checked
==== 10 mine produce 10; cost 5; operate 10
==== Research == All are normal
==== 1/2 Habitat -- G: 0.53 to 8.00 -- T: -96 to 200 -- R: 0 to 100

CA #2 from Joel Pasqual -- initial tech = 3 1 4 3 3 6
==== 16% CA -- IFE, TT, NRSE, OBRM, NAS, LSP === 1 per 2000 colonists
==== 10 factories produce 13; cost 8; operate 22 == less G checked
==== 10 mine produce 10; cost 7; operate 25
==== Research == Weapons, Biotechnology are normal -- rest are +75% -- start at 3
==== 1/3 Habitat -- G: 0.27 to 3.68 -- T: -124 to 124 -- R: 18 to 82

CA #3 from Bob Crosswell -- initial tech = 1 1 1 2 0 6
==== 16% CA -- TT === 1 per 1000 colonists
==== 10 factories produce 10; cost 10; operate 9
==== 10 mine produce 10; cost 3; operate 10
==== Research == Biotech -50% -- Energy +75% -- rest are normal
==== 1/4 Habitat -- G: 0.33 to 2.96 -- T: -52 to 180 -- R: 21 to 79

CA #4 from Greg Lon -- initial tech = 3 1 4 2 3 6
==== 16% CA -- IFE, ISB, OBRM === 1 per 2500 colonists
==== 10 factories produce 12; cost 8; operate 17 == less G checked
==== 10 mine produce 10; cost 4; operate 14
==== Research == Weapons, Construction, Biotech -50% -- rest are +75% -- start at 3
==== 1/5 Habitat -- G: Immune -- T: -32 to 144 -- R: 19 to 61

CA #5 from Brian Price -- initial tech = 3 1 4 3 3 6
==== 19% CA -- IFE, NRSE, OBRM, LSP === 1 per 1000 colonists
==== 10 factories produce 13; cost 8; operate 19 == less G checked
==== 10 mine produce 10; cost 3; operate 18
==== Research == Weapons -50% -- rest are +75% -- start at 3
==== 1/8 Habitat -- G: 1.48 to 7.04 -- T: -176 to 8 -- R: 29 to 93

Inner Strength
Note: This PRT is a decent choice for the Novice -- not as easy as some, but a very good PRT.

Minimum Tech = 0 0 0 0 0 0
Initial Ships = 2 = scout & colonizer

IS #1 from Jason Cawley -- initial tech = 3 0 4 3 3 3
==== 18% IS -- IFE, OBRM, NAS, RS === 1 per 1000 colonists
==== 10 factories produce 12; cost 8; operate 16 == less G checked
==== 10 mine produce 10; cost 3; operate 15
==== Research == Weapons -50% -- rest are +75% -- start at 3
==== 1/4 Habitat -- G: 0.33 to 3.44 -- T: -104 to 136 -- R: 32 to 84

IS #2 from Gary McClellan -- initial tech = 0 0 1 0 0 0
==== 19% IS -- IFE, NRSE, OBRM, NAS, LSP === 1 per 1000 colonists
==== 10 factories produce 12; cost 9; operate 18 == less G checked
==== 10 mine produce 10; cost 4; operate 17
==== Research == Weapons -50% -- Construction normal -- rest are +75%
==== 1/4 Habitat -- G: 0.36 to 5.12 -- T: -172 to 36 -- R: 7 to 63

IS #3 from Greg Lon -- initial tech = 3 0 4 3 3 3
==== 17% IS -- IFE, NRSE, OBRM, NAS === 1 per 1000 colonists
==== 10 factories produce 12; cost 8; operate 18 == less G checked
==== 10 mine produce 10; cost 3; operate 18
==== Research == Weapons -50% -- rest are +75% -- start at 3
==== 1/5 Habitat -- G: 0.24 to 3.68 -- T: -64 to 152 -- R: 19 to 65

IS #4 from Brian Price -- initial tech = 3 0 3 3 0 3
==== 20% IS -- NRSE, OBRM, LSP === 1 per 2500 colonists
==== 10 factories produce 15; cost 6; operate 20 == less G checked
==== 10 mine produce 10; cost 3; operate 20
==== Research == Weapons -50% -- Electronics normal -- rest are +75% -- start at 3
==== 1/6 Habitat -- G: 1.00 to 6.56 -- T: -172 to -12 -- R: 11 to 87

IS #5 from Gaël Eichler -- initial tech = 3 0 4 3 3 3
==== 19% IS -- IFE, ISB, NRSE, OBRM, LSP, RS === 1 per 1000 colonists
==== 10 factories produce 13; cost 9; operate 17
==== 10 mine produce 10; cost 3; operate 19
==== Research == Weapons -50% -- rest are +75% -- start at 3
==== 1/7 Habitat -- G: 0.36 to 3.68 -- T: -128 to 112 -- R: 15 to 45

Inter-stellar Travellers
Note: This is a good PRT for the Novice -- great mobility and good Tech start.

Minimum Tech = 0 0 5 5 0 0
Initial Ships = 5 = 2 scouts, colonizer, privateer & destroyer
Two Planets with 100/250 Starbases

IT #1 from Howard Messing -- initial tech = 0 0 5 5 0 0
==== 19% IT -- NRSE, OBRM, NAS === 1 per 1000 colonists
==== 10 factories produce 13; cost 9; operate 16 == less G checked
==== 10 mine produce 10; cost 3; operate 15
==== Research == Weapons -50% -- rest are +75%
==== 1/4 Habitat -- G: 0.24 to 6.56 -- T: -120 to 176 -- R: 5 to 45

IT #2 from Brian Price -- initial tech = 3 0 5 5 3 3
==== 19% IT -- ISB, NRSE, OBRM, LSP === 1 per 2500 colonists
==== 10 factories produce 15; cost 6; operate 19 == less G checked
==== 10 mine produce 10; cost 3; operate 19
==== Research == Weapons -50% -- Construction normal -- rest are +75% -- start at 3
==== 1/6 Habitat -- G: 1.36 to 6.80 -- T: -16 to 176 -- R: 17 to 91

IT #3 from Paul Hager -- initial tech = 3 0 6 5 3 3
==== 17% IT -- ISB, NRSE, CE, OBRM, NAS === 1 per 1000 colonists
==== 10 factories produce 12; cost 9; operate 18
==== 10 mine produce 12; cost 6; operate 14
==== Research == Weapons, Construction normal -- rest are +75% -- start at 3
==== 1/6 Habitat -- G: 1.08 to 5.60 -- T: Immune -- R: 52 to 90

IT #4 from Calvin Wang -- initial tech = 0 0 5 5 0 0
==== 17% IT -- ISB, NRSE, OBRM === 1 per 2000 colonists
==== 10 factories produce 12; cost 8; operate 20 == less G checked
==== 10 mine produce 10; cost 3; operate 15
==== Research == Propulsion, Construction -50% -- Weapons normal -- rest are +75%
==== 1/8 Habitat -- G: Immune -- T: -4 to 132 -- R: 16 to 50

IT #5 from Jason Cawley -- initial tech = 0 0 6 5 0 0
==== 19% IT -- IFE, NRSE === 1 per 1000 colonists
==== 10 factories produce 11; cost 9; operate 16 == less G checked
==== 10 mine produce 10; cost 3; operate 13
==== Research == Weapons -50% -- Construction normal -- rest are +75%
==== 1/11 Habitat -- G: Immune -- T: 76 to 196 -- R: 69 to 99

Jack of All Trades
Note: This is an excellent PRT for the Novice -- good all around race with great scanning.

Minimum Tech = 3 3 3 3 3 3
Initial Ships = 6 = scout, armed scout, colonizer, freighter, miner, destroyer

JOAT #1 from Gerald Ogaard -- initial tech = 3 3 4 3 3 3
==== 18% JOAT -- IFE, NRSE, OBRM, NAS === 1 per 1100 colonists
==== 10 factories produce 13; cost 8; operate 16 == less G checked
==== 10 mine produce 10; cost 4; operate 16
==== Research == Weapons -50% -- rest are +75%
==== 1/4 Habitat -- G: 0.31 to 3.20 -- T: -120 to 120 -- R: 20 to 80

JOAT #2 from Gaël Eichler -- initial tech = 4 3 5 4 4 3
==== 17% JOAT -- IFE, TT, GR, NRSE, OBRM, NAS, RS === 1 per 1400 colonists
==== 10 factories produce 14; cost 9; operate 18
==== 10 mine produce 10; cost 3; operate 17
==== Research == Weapons -50% -- Biotech normal -- rest are +75% -- start at 4
==== 1/5 Habitat -- G: 0.92 to 7.04 -- T: -64 to 168 -- R: 34 to 96

JOAT #3 from John W. Bonnot -- initial tech = 3 3 4 3 3 3
==== 19% JOAT -- IFE, ISB, GR, OBRM, NAS, RS === 1 per 1000 colonists
==== 10 factories produce 14; cost 9; operate 19
==== 10 mine produce 12; cost 9; operate 14
==== Research == Weapons normal -- rest are at +75%
==== 1/6 Habitat -- G: 0.17 to 8.00 -- T: -76 to 148 -- R: 54 to 84

JOAT #4 from Brian Price -- initial tech = 4 3 5 4 4 4
==== 18% JOAT -- IFE, NRSE, OBRM, NAS === 1 per 1000 colonists
==== 10 factories produce 12; cost 9; operate 18 == less G checked
==== 10 mine produce 10; cost 3; operate 18
==== Research == Weapons -50% -- rest are +75% -- start at 4
==== 1/8 Habitat -- G: Immune -- T: 92 to 188 -- R: 5 to 55

JOAT #5 from Mike Lemon -- initial tech = 4 3 5 4 4 4
==== 19% JOAT -- IFE, NRSE, OBRM, NAS, LSP === 1 per 1300 colonists
==== 10 factories produce 12; cost 8; operate 21 == less G checked
==== 10 mine produce 12; cost 3; operate 18
==== Research == Weapons normal -- rest are +75% -- start at 4
==== 1/11 Habitat -- G: 0.67 to 1.56 -- T: -52 to 52 -- R: Immune

Super Stealth
Notice: This is a good choice for the Novice -- lots of fun toys and good Tech.

Minimum Tech = 0 0 0 0 5 0
Initial Ships = 3 = scout, colonizer, freighter

SS #1 from Scoop Crobers -- initial tech = 3 3 5 3 5 3
==== 16% SS -- IFE, GR, NRSE, CE, OBRM, NAS === 1 per 900 colonists
==== 10 factories produce 15; cost 9; operate 10 == less G checked
==== 10 mine produce 11; cost 10; operate 10
==== Research == All are +75% -- start at 3
==== 1/3 Habitat -- G: 0.31 to 3.20 -- T: -128 to 136 -- R: 27 to 95

SS #2 from Jason Cawley -- initial tech = 3 0 4 3 5 3
==== 18% SS -- IFE, NRSE, OBRM === 1 per 1100 colonists
==== 10 factories produce 11; cost 9; operate 16 == less G checked
==== 10 mine produce 10; cost 3; operate 13
==== Research == Weapons -50% -- rest are +75% -- start at 3
==== 1/4 Habitat -- G: 0.44 to 4.16 -- T: -104 to 136 -- R: 24 to 84

SS #3 from Brian Price -- initial tech = 3 0 4 3 5 3
==== 19% SS -- IFE, NAS, OBRM, LSP, RS === 1 per 2500 colonists
==== 10 factories produce 15; cost 6; operate 19 == less G checked
==== 10 mine produce 10; cost 3; operate 19
==== Research == Weapons -50% -- Electronics normal -- rest are +75% -- start at 3
==== 1/6 Habitat -- G: 1.44 to 7.28 -- T: -180 to 20 -- R: 2 to 76

SS #4 from Greg Lon -- initial tech = 0 0 1 0 5 0
==== 15% SS -- IFE, OBRM, RS === 1 per 1500 colonists
==== 10 factories produce 12; cost 8; operate 17
==== 10 mine produce 12; cost 4; operate 10
==== Research == Energy, Weapons, Construction, Electronics -50% -- rest are +75%
==== 1/9 Habitat -- G: 0.73 to 4.88 -- T: -156 to 20 -- R: 44 to 86

SS #5 from Jason Cawley -- initial tech = 3 0 4 3 5 3
==== 19% SS -- IFE, NRSE, OBRM === 1 per 1200 colonists
==== 10 factories produce 12; cost 9; operate 16 == less G checked
==== 10 mine produce 10; cost 3; operate 14
==== Research == Weapons -50% -- rest are +75% -- start at 3
==== 1/10 Habitat -- G: Immune -- T: 16 to 136 -- R: 54 to 84

War Mongers
Note: This is an excellent choice for the Novice -- better weapons means good hunting.

Minimum Tech = 1 6 1 0 0 0
Initial Ships = 2 = armed scout, colonizer

WM #1 from Olen Whitaker -- initial tech = 1 6 2 0 0 0
==== 15% WM -- IFE, ISB, OBRM === 1 per 1000 colonists
==== 10 factories produce 12; cost 10; operate 14
==== 10 mine produce 10; cost 8; operate 9
==== Research == Weapons, Const -50% -- Prop, Elec are normal -- rest are +75%
==== 1/3 Habitat -- G: 0.24 to 4.16 -- T: -116 to 92 -- R: 0 to 68

WM #2 from Greg Lon -- initial tech = 3 6 5 0 3 3
==== 17% WM -- IFE, NRSE, CE, OBRM === 1 per 1000 colonists
==== 10 factories produce 11; cost 9; operate 18
==== 10 mine produce 10; cost 3; operate 18
==== Research == Weapons -50% -- Construction normal -- rest are +75% -- start at 3
==== 1/4 Habitat -- G: 0.19 to 1.88 -- T: -88 to 152 -- R: 28 to 88

WM #3 from Jay Ellish -- initial tech = 3 6 4 3 3 3
==== 17% WM -- IFE, ISB, NRSE, OBRM, NAS === 1 per 2500 colonists
==== 10 factories produce 14; cost 7; operate 16 == less G checked
==== 10 mine produce 10; cost 3; operate 15
==== Research == Weapons -50% -- rest are +75% -- start at 3
==== 1/4 Habitat -- G: 0.27 to 1.80 -- T: Immune -- R: 23 to 63

WM #4 from Gaël Eichler -- initial tech = 1 6 4 3 3 3
==== 17% WM -- IFE, ISB, NRSE, LSP === 1 per 1000 colonists
==== 10 factories produce 12; cost 9; operate == 16 less G checked
==== 10 mine produce 10; cost 3; operate 11
==== Research == Weapons -50% -- Energy normal -- rest are +75% -- start at 3
==== 1/6 Habitat -- G: 0.19 to 3.68 -- T: 72 to 200 -- R: 17 to 89

WM #5 from Brian Price -- initial tech = 3 6 4 3 3 3
==== 20% WM -- IFE, NRSE, OBRM, LSP, RS === 1 per 2500 colonists
==== 10 factories produce 15; cost 5; operate 17 == less G checked
==== 10 mine produce 10; cost 3; operate 18
==== Research == Weapons -50% -- rest are +75% -- start at 3
==== 1/8 Habitat -- G: 1.52 to 7.76 -- T: 12 to 196 -- R: 1 to 75

Hyper Expanders
Note: A reasonable choice for the Novice -- BUT -- lots of players are paranoid about HEs.

Minimum Tech = 0 0 0 0 0 0
Initial Ships = 4 = scout & 3 mini-colonizers

HE #1 from Gaël Eichler -- initial tech = 0 0 0 0 0 0
==== 4% HE -- ISB, GR, OBRM === 1 per 1000 colonists
==== 10 factories produce 15; cost 5; operate 25 == less G checked
==== 10 mine produce 18; cost 2; operate 17
==== Research == All except Bio -50% -- Biotechnology +75%
==== All Habitats -- G: Immune -- T: Immune -- R: Immune

HE #2 from Varn Richard -- initial tech = 3 0 3 3 3 3
==== 7% HE -- NRSE, OBRM === 1 per 2500 colonists
==== 10 factories produce 13; cost 7; operate 19 == less G checked
==== 10 mine produce 10; cost 3; operate 14
==== Research == Weapons -50% -- rest are +75% -- start at 3
==== All Habitats -- G: Immune -- T: Immune -- R: Immune

HE #3 from Rick Bladwell -- initial tech = 3 3 0 3 3 3
==== 7% HE -- TT, NRSE, OBRM === 1 per 1000 colonists
==== 10 factories produce 15; cost 8; operate 15 == less G checked
==== 10 mine produce 24; cost 5; operate 15
==== Research == Propulsion -50% -- rest are +75% -- start at 3
==== Most Habitats -- G: 0.20 to 6.32 -- T: -180 to 180 -- R: 5 to 95

HE #4 from Gaël Eichler -- initial tech = 3 0 3 3 3 3
==== 16% HE -- ISB, NRSE, OBRM, LSP, RS === 1 per 1000 colonists
==== 10 factories produce 12; cost 9; operate 18 == less G checked
==== 10 mine produce 10; cost 3; operate 17
==== Research == Weapons -50% -- rest are +75% -- start at 3
==== 1/4 Habitat -- G: 0.67 to 1.88 -- T: -200 to 136 -- R: 22 to 100

HE #5 from Phredd Groves -- initial tech = 3 0 4 3 3 3
==== 17% HE -- IFE, OBRM, NAS === 1 per 2500 colonists
==== 10 factories produce 12; cost 6; operate 20 == less G checked
==== 10 mine produce 12; cost 3; operate 20
==== Research == Weapons Normal -- rest are +75% -- start at 3
==== 1/5 Habitat -- G: Immune -- T: -176 to -16 -- R: 52 to 94

Packet Physics
Note: This is not the best PRT for the Novice -- although the new full strength damage helps.

Minimum Tech = 4 0 0 0 0 0
Initial Ships = 3 = 2 scouts, colonizer
Two Planets with Mass Driver Fives

PP #1 from Mark Evers -- initial tech = 4 3 3 3 3 3
==== 18% PP -- TT, ISB, GR, NRSE === 1 per 1000 colonists
==== 10 factories produce 10; cost 8; operate 20 == less G checked
==== 10 mine produce 10; cost 8; operate 10
==== Research == All are +75% -- start at 3
==== 1/3 Habitat -- G: 0.60 to 8.00 -- T: -196 to 60 -- R: 35 to 99

PP #2 from Jeff Hudelson -- initial tech = 4 0 3 3 3 3
==== 15% PP -- ARM === 1 per 2500 colonists
==== 10 factories produce 14; cost 7; operate 18 == less G checked
==== 10 mine produce 12; cost 3; operate 17
==== Research == Energy, Weapons -50% -- rest are +75% -- start at 3
==== 1/5 Habitat -- G: 0.44 to 6.08 -- T: -156 to 36 -- R: 41 to 89

PP #3 from Greg Lon -- initial tech = 4 0 3 3 3 3
==== 13% PP -- ARM, NRSE, LSP, RS === 1 per 2500 colonists
==== 10 factories produce 12; cost 7; operate 18 == less G checked
==== 10 mine produce 19; cost 3; operate 16
==== Research == Energy, Weapons -50% -- rest are +75% -- start at 3
==== 1/6 Habitat -- G: 0.18 to 2.96 -- T: -8 to 152 -- R: 41 to 89

PP #4 from Damon Domjan -- initial tech = 4 0 4 3 3 3
==== 19% PP -- IFE, NRSE, OBRM, LSP === 1 per 1000 colonists
==== 10 factories produce 12; cost 9; operate 17
==== 10 mine produce 10; cost 3; operate 15
==== Research == Energy, Weapons -50% -- rest are +75% -- start at 3
==== 1/7 Habitat -- G: 0.58 to 5.60 -- T: -56 to 136 -- R: 40 to 80

PP #5 from Damon Domjan -- initial tech = 4 0 5 3 3 3
==== 18% PP -- IFE, CE, OBRM === 1 per 1000 colonists
==== 10 factories produce 12; cost 9; operate 17
==== 10 mine produce 10; cost 3; operate 15
==== Research == Energy, Weapons -50% -- rest are +75% -- start at 3
==== 1/11 Habitat -- G: Immune -- T: 76 to 196 -- R: 69 to 99

Space Demolition
Note: This is not the best PRT for the Novice -- tends to make you too defensive.

Minimum Tech = 0 0 2 0 0 2
Initial Ships = 4 = scout, colonizer, 2 mine-layers

SD #1 from Gaël Eichler -- initial tech = 3 0 4 3 3 2
from Gaël Eichler -- 16% SD -- IFE, TT, OBRM, GR === 1 per 1000 colonists
==== 10 factories produce 12; cost 9; operate 15 == less G checked
==== 10 mine produce 11; cost 3; operate 16
==== Research == Weapons, Biotech normal -- rest are +75% -- start at 3
==== 1/5 Habitat -- G: 0.20 to 1.60 -- T: -36 to 164 -- R: 25 to 81

SD #2 from Greg Lon -- initial tech = 3 0 4 3 3 3
from Greg Lon -- 15% SD -- IFE, NRSE, OBRM, RS === 1 per 1000 colonists
==== 10 factories produce 12; cost 8; operate 17 == less G checked
==== 10 mine produce 10; cost 3; operate 15
==== Research == Weapons -50% -- rest are +75% -- start at 3
==== 1/6 Habitat -- G: Immune -- T: -140 to 20 -- R: 50 to 84

SD #3 from Jay Ellish -- initial tech = 3 0 4 3 3 2
from Jay Ellish -- 17% SD -- IFE, ISB, NRSE, OBRM === 1 per 2500 colonists
==== 10 factories produce 13; cost 8; operate 19 == less G checked
==== 10 mine produce 11; cost 3; operate 17
==== Research == Weapons -50% -- Biotech normal -- rest are +75% -- start at 3
==== 1/5 Habitat -- G: 0.73 to 5.36 -- T: Immune -- R: 15 to 53

SD #4 from Brian Price -- initial tech = 3 0 4 3 3 2
from Brian Price -- 19% SD -- IFE, TT, NRSE, OBRM, NAS, LSP === 1 per 2500 colonists
==== 10 factories produce 15; cost 6; operate 19 == less G checked
==== 10 mine produce 11; cost 3; operate 19
==== Research == Weapons -50% -- Biotech normal -- rest are +75% -- start at 3
==== 1/7 Habitat -- G: 0.17 to 1.16 -- T: -20 to 156 -- R: 32 to 86

SD #5 from Damon Domjan -- initial tech = 0 0 3 0 0 2
from Damon Domjan -- 19% SD -- IFE, LSP, RS === 1 per 1500 colonists
==== 10 factories produce 12; cost 9; operate 21 == less G checked
==== 10 mine produce 10; cost 3; operate 15
==== Research == Weapons -50% -- most are Normal -- Electronics are +75%
==== 1/8 Habitat -- G: 0.36 to 5.12 -- T: -148 to 12 -- R: 53 to 89

Alternate Reality
Note: This PRT is not recommended for Novices -- since it is so different from other PRTs

Minimum Tech = 1 0 0 0 0 0
Initial Ships = 2 = scout & colonizer

AR #1 from Gaël Eichler -- initial tech = 1 0 4 0 3 3
==== 13% AR -- IFE, ARM, ISB, NRSE === Co-efficient of 13
==== Research == Energy, Weapons, Construction -50% -- rest are +75% -- start at 3
==== 1/5 Habitat -- G: Immune -- T: 8 to 128 -- R: 16 to 76

AR #2 from Mike Lemon -- initial tech = 1 0 4 0 3 3
==== 19% AR -- IFE, ARM, ISB, NRSE, LSP === Co-efficient of 15
==== Research == Energy, Weapons, Construction -50% -- rest are +75% -- start at 3
==== 1/10 Habitat -- G: Immune -- T: -8 to 112 -- R: 49 to 79

AR #3 from Barry Kearns -- initial tech = 1 0 4 0 3 3
==== 19% AR -- IFE, ARM, ISB, NRSE, LSP === Co-efficient of 10
==== Research == Energy, Weapons, Construction -50% -- rest are +75% -- start at 3
==== 1/21 Habitat -- G: Immune -- T: 4 to 84 -- R: 66 to 86


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This page was updated on August 12, 1998

This page was created on November 2, 1997



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