Section 8:
Race
Information
The Original game has 7 unique
races to choose from. Here is some
information about the 7 races.
Humans – The Humans are the
everymen. They have some skill in
everything. Their Galley and Galleon
are designed to be used as either warships or trade vessels. Humans don’t get any special race bonuses,
however.
Krioni – Krioni are the most
warmonging race available. They get a
super warship, the Bounty Hunter, which can kill pretty much everything
else. Krionis are all bounty hunters,
and so they get 20% more money from bounties they claim. It costs them more to place bounties as well
however. The Krioni race also has the
ability of seeing through cloaking devices, as every Krioni ship is equipped
with sensors. Krioni tend to get along
well with police forces, but criminals hate them and steal from them at every
opportunity.
Neothans – The Neothans are the
sneaky race. Neothans can choose from a
variety of cloaked ships that many players cannot see, including the infamous
Pirate. The Neothans have a reputation
for being criminals, and when their Pirates kill your ships, they collect Yap
from the wreckage which they can then sell in the Evil Galaxy. Neothan players have special standing with
fellow criminals, and they are rarely robbed.
Neothans also get an extra 25% ship exp when they destroy enemy ships.
In addition, Neothans get a slight exp bonus when trading in Gold.
Artes
– Artes are the best traders of the universe.
Artes players have access to a variety of trade-oriented ships. Their Trade Upgrade at their Race House
makes for massive trading ships as well.
Yodi’ki
– Yodi’ki are oriented towards planets.
They get the Armored Freighter, a heavily armed ship that can be very
hard to kill. Yodi’ki can also buy
Devastators from the ship shop, making them great planet attackers. Yodi’ki Devastators do an extra 20% damage
when attacking planets. Yodi’ki love
working in the mines, and they get a 20% bonus when they sell low-level goods
(the ones that come from Mines).
Hyperions
– The Hyperions are a mysterious race.
It doesn’t seem like anything they have or do is conventional. Hyperions have a special bonus where every
ship they buy comes with an extra 20% max shields, max armor, and max
drones. They also have access to the
Hyper Merchant, a weak ship that has 8 upgrades. Hyperions get the Artillery Cruiser as well, which can bombard
neighboring sectors with a deadly artillery barrage.
Draconians
– The Draconians specialize in speed.
Their ships have high maneuverability, and they get a special Advanced
Propulsion Upgrade that makes movement cost 1/3 the turns. This makes them excellent colonist
transporters, traders, and scouts.
Race Houses
Every race in Quest for Yap has a special race house. These move around much like the House of Caz. You will see the House of Human, House of Krioni, House of Artes, and so on. At these houses there are special upgrades, weapons, and other items for the races. You can only visit the House for your own race. Race Houses are NOT in the newbie’s game, so this is for original game players only. Here is a list of the upgrades, what races can buy them, and what they do.
Upgrade: Sonar Sensors
Cost 2500000
Races: Human, Artes, Hyperions, Draconians
Description: Sonar Sensors allow the ship carrying them to see and attack cloaked ships. They are a bit pricey, but can be well worth the cost. These take up 1 upgrade slot. Krioni basically have these on all of their ships automatically.
Upgrade: War Upgrade
Cost 2500000
Races: Krioni
Description: The War Upgrade is a special upgrade for the Krioni race. It adds 180 max shields, 225 max armor, and 90 drone capacity. A Krioni bounty hunter with 2 of these can be an unstoppable force. Takes up 1 upgrade slot.
Upgrade: Neo Upgrade
Cost 2000000
Races: Neothans
Description: The Neo Upgrade is a special upgrade for the Neothan race. It adds 100 max armor, 50 drone capacity, and gives the ship it is added to a cloaking ability. A ship with more than one of these or a ship that already has cloak does not gain extra cloaking ability with this. Takes up 1 upgrade slot. Neo Upgrade now adds Advanced Cloak.
Upgrade: Trade Upgrade
Cost 1500000
Races: Artes
Description: Artes can make use of this upgrade to gain extreme trading power. It adds 500 cargo holds to the ship it is added to! This makes for some excellent trading abilities. Takes up 1 upgrade slot.
Upgrade: Defense Upgrade
Cost 750000
Races: Yodi’ki, Hyperions
Description: Adds 250 max shields and 300 max armor to the ship it is added to. Good defense at an affordable cost. Takes up 1 upgrade slot.
Upgrade: Hyper Laser
Cost 500000
Races: Hyperions
Description: 120 shield and 200 armor damage makes this a fierce weapon for the Hyperions. These can make a frigate nearly as scary as a Bounty Hunter. Takes up 1 turret.
Upgrade: Yap Laser
Cost 3000000
Races: Hyperions
Description: 800/1000 special weapon developed by the Hyperions. Instant death for pretty much anything. Takes up 5 turrets.
Upgrade: Wonder EMP
Cost 3000000
Races: Humans
Description: 5000 shield damage weapon intended for use against planets. Takes up 5 turrets.
Upgrade: Steel
Cost 100
Races: Artes
Description: Those Artes just aren’t fair. J They can purchase a limitless steel supply from their House at a cheap cost. This takes away exp just like buying regular goods. This takes up a regular cargo hold and is sold just like cargo.
Upgrade: Hydrogen Compresser
Cost 500000
Races: Humans, Hyperions
Description: This upgrade doubles income made from hydrogen. If you have 2 of them, it quadruples the income. 3 increases the income 6-fold. Takes up an upgrade slot.
Upgrade: Nuke
Cost 25000000
Races: Hyperions
Description: This weapon is just freaky.. It can only be fired at a planet and only when the planet has no shields, but it will destroy 20% of all colonists, drones, and all buildings. Takes up 2 upgrade slots.
Upgrade: Cloaker
Cost 1000000
Races: Neothans
Description: Adds Standard Cloak to the ship it is added to. Doesn’t use any upgrades. Also recloaks a ship that has been hit with a pulse.
Upgrade: Bio-Missile
Cost 200000000
Races: Yodi’ki
Description: Scarier than a nuke sometimes.. Kills 15% of population regardless of defense. Takes up 2 upgrade slots. Very expensive.
Upgrade: Solar Mirror
Cost 50000000
Races: Human, Hyperions
Description: Reflects solar rays of the sun onto a planet, destroying 15% of the planet’s buildings. Takes up 2 upgrade slots. This weapon eventually explodes when the mirror just cant take it anymore, so it cannot be used more than once.
Upgrade: Super Minelayer
Cost 500000
Races: Yodi’ki, Hyperions
Description: Lays 75 mines, takes up 1 turret.
Upgrade: Trailer Hitch
Cost 6000000
Races: Neothans
Description: Adds 4000 cargo bays to the Pirate for use in capturing Yap from destroyed ships. Can only be added to Pirates. Uses 1 upgrade slot.
Upgrade: Maximize
Cost 1200000
Races: Humans
Description: Adds 100 shields, 100 armor, 30 drones, 75 cargo, 1 maneuverability, and boosts weapon damage by 10%. Maximize truly does maximize the power of the ship it is on, taking advantage of the Humans skill as everymen. Uses 1 upgrade.
Upgrade: Piratize
Cost 500000
Races: Neothans
Description: This is an interesting upgrade for the Neothans. It changes the ship it is given to into a Pirate. The ship retains all of it’s stats, but it gets the Pirate’s special ability of stealing cargo and the class is changed to say Pirate. Ships that have been Piratized can also buy Trailer Hitches for their ship. You cannot visit ports after you Piratize your ship. Takes up 1 upgrade.
Upgrade: Spider Web
Cost 700000
Races: All
Description: The Spider Web can only be placed on Spiders. It lays 110 mines, much more than any other minelayer in the Original game. Takes up 1 turret.
Upgrade: Advanced Propulsion Upgrade
Cost 50000000
Races: Draconians
Description: The Advanced Propulsion Upgrade is similar to the regular propulsion upgrade, but it reduces turn cost to 1/3 instead of 1/2. Advanced Propulsion Upgrades and regular propulsion upgrades cannot be used together, just one or the other. Like its younger cousin, it uses 2 upgrade slots and can only be placed on “multi-purpose” ships.
Upgrade: Draco Scanner
Cost 4000000
Races: Draconians
Description: The Draco Scanner allows a Draconian player to see more about the stats of an enemy ship. The scanner is not precise, but gives good general information about the shields, armor, drones, and weapons of the ship in question. The Draco Scanner cannot scan cloaked ships, however. The Draco Scanner does NOT take up an upgrade slot.
Upgrade: Advanced Sonar Sensors
Cost 5000000
Races: Human, Krioni, Hyperions
Description: Advanced Sonar Sensors are required to see ships using Advanced Cloak. This takes up 1 upgrade slot. Krioni do NOT automatically have Advanced Sonar Sensors and they will need to buy it.
Upgrade: Illusion: Merchant
Cost 8000000
Races: Draconians
Description: This upgrade allows any Draconian ship appear to be a Merchant(0/2). There is no way to see past the illusion, unless you scan the ship with a Draco Scanner. Great way to sneak up on an unsuspecting enemy and kill him with your “Merchant.” Note that illusion does NOT change the NAME of the ship, only the type and attack/defense rating. Rename your ship for a better effect.
Upgrade: Illusion: Frigate
Cost 8000000
Races: Draconians
Description: This upgrade allows any Draconian ship appear to be a Frigate(28/19). There is no way to see past the illusion, unless you scan the ship with a Draco Scanner. Note that illusion does NOT change the NAME of the ship, only the type and attack/defense rating. Rename your ship for a better effect.
Upgrade: Grav Trap
Cost 9000000
Races: Neothans
Description: The Grav Trap can be dropped in any non-mall sector. When an enemy ship hits the Grav Trap, they will be stuck in that sector for 2 hourly maints. Clan mates ships are not affected by the grav trap. Grav Traps can be countered with a Grav Trap Releaser. Only one Grav Trap will attach per sector entry per player laying traps.
Upgrade: Yap Mine Trap
Cost 28000000
Races: Neothans
Description: When an enemy ship hits the yap mine trap, it secretly attaches itself to their ship. After 6 hourly maints, it explodes and does 200 damage to everything in the sector. Does not affect clan mate’s ships. If the fleet leader has advanced sensors, the Yap Mine Trap will be detected and swept and will not attach. Only one Yap Mine Trap will attach per sector entry per player laying traps.
Upgrade: Wormhole Trap
Cost 5000000
Races: Neothans
Description: Similar to the wormhole random event when crossing 7/510 warp. Sends entire enemy fleet to a random sector. Only used once, clan mate’s ships are not affected. Only one can be placed per sector.
Upgrade: Pirate Trap
Cost 4000000
Races: Neothans
Description: Places a one-time Pirates random event in the sector. Clan mates WILL be affected by this, however, ALL Neothan players are immune and will receive a friendly wave.
Upgrade: Draco Upgrade
Cost 2200000
Races: Draconians
Description: Adds +2 maneuverability much like the standard maneuver upgrade, but also adds 100 shields and 20 drones. Cannot be placed on Hyper Merchant.
Upgrade: Advanced Probe Sensors
Cost 7000000
Races: Draconians
Description: Upgrade for Probes only, adds Draco Scanner and Advanced Sonar Sensors. Does not use an upgrade(Probes have 0 upgrade slots).
Upgrade: Grav Trap Releaser
Cost 3000000
Races: Humans, Krioni, Neothans, Artes, Yodi’ki, Hyperions, Draconians
Description: One use upgrade, removes a Grav Trap from a ship. Can be used on the ship that has the releaser, or in a “medic role” on a friendly ship in the same sector. Takes 1 upgrade slot.
Buildings
Here is the stats for all of the buildings in the Quest for Yap Original Game. Please tell me if any of these stats appear to be wrong in any way. Thank you.
Building: Mine
Requires: 250 colonists set to “Mines” (was 500)
Outputs: 20 iron, 16 coal, 8 silicon, 8 uranium, 4 gold
Description: Mines are the beginning of all
construction. The goods produced by mines will be required in production of
everything else.
Building: Foundry
Requires: 20 iron, 10 coal, 250 colonists set to “Foundries”
Outputs: 20 steel (was 10)
Description: Foundries produce Steel, which is found in
almost all of the higher level goods and can be sold by itself as well.
Building: Electronics Plant
Requires: 12 silicon, 4 gold
Outputs: 4 Computer Chips
Description: Computer Chips are a requirement in a few
of the top level buildings, and they can also be sold at high prices by themselves.
The nice thing about Electronics Plants is they do not require any colonists to
function.
Building: Armor Factory
Requires: 2 steel, 125 colonists set to “Armor Factories” (was 250)
Outputs: 10 Armor
Description: For not much steel, armor factories turn
out massive quantities of armor.
Building: Drone Factory
Requires: 4 steel, 2 computer chips, 250 colonists set to “Drone
Factories”
Outputs: 10 Drones
Description: Drone Factories require both steel and
computer chips, but each one turns out 10 drones. With large numbers of these,
you can quickly turn a planetary outpost into a defensive giant. Great for
supplying your ships, too.
New Buildings
This is for the 5 new buildings recently added to the Yap original game. The buildings are Enrichment Plant, Hull Factory, Turret Factory, Cargo Factory, and Nuclear Reactor Plant. While it is pretty self-explanitory what these things do, you really need to know the math behind them to be able to use them effectively.
Building: Hull Factory
Requires: 25 steel, 4 computer chips, 2 gold, 750 colonists set to
“Hull Factories”
Outputs: 1 Hull Component
Description: Hull Components are one of the main things
you will be using to build ships. As with all of these things, you need a lot
of goods to get a single component, but it’s worth it in the end.
Building: Turret Factory
Requires: 15 computer chips, 10 steel, 5 iron, 1000 colonists set to
“Turret Factories”
Outputs: 1 Turret Component
Description: Turret Components are required to put
turrets on ships you are building, 1 per turret. Useful when building ships on
planets, obviously.
Building: Cargo Factory
Requires: 20 steel, 2 computer chips, 1000 colonists set to “Cargo
Factories”
Outputs: 1 Cargo Component
Description: Cargo Components are required for the cargo
bays on ships you build from your planets. They don’t take as many goods as the
other factories, but they still take 1000 colonists.
Building: Enrichment Plant
Requires: 10 uranium, 250 colonists set to “Enrichment Plants”
Outputs: 3 Plutonium
Description: You need high-grade radioactive material to
run nuclear reactors. Enrichment plants
convert the Uranium 135(mine-grade) into weapons-grade plutonium for use in
nuclear reactors. This is the only one
of the 5 new buildings that does not directly effect ship construction, but you
need it for a nuclear reactor plant to be worth anything. The Enrichment Plant is the only new
building that can be used for a purpose other than ship construction:
Converting uranium to plutonium is the best way to make a profit on plutonium
from ports.
Building: Nuclear Reactor Plant
Requires: 15 plutonium, 15 steel, 5 iron, 1000 colonists set to
“Nuclear Reactor Plants”
Outputs: 1 Nuclear Reactor
Description: Nuclear Reactors are the biggy in ship
creation. If you combine the enrichment plant into the nuclear reactor plant,
you really need 50 uranium and an extra 1250 colonists, plus 5 enrichment
plants, to make one of these! Ouch. But you WILL need these, can’t make a ship
without one.
Changes Between NG and Original
Here is a list of some changes
between the NG and Original game that anybody moving from NG to Original should
look at. I might have missed some, so don’t be surprised if there is something
else that is different.
Original Game Maint Order
Here is the maint order for the original game. This is the order stuff is done during the maint. This is not required reading, but it is important if you are setting up planetary construction.
Planet Stuff:
· Building Construction(in order: Foundries, Mines, Electronics Plants, Armor Factories, Drone Factories, Hull Factories, Turret Factories, Cargo Factories, Enrichment Plants, Nuke Reactor Plants, Dronecap, Shieldcap)
· Mining
· Industry(in order: Steel, Computer Chips, Armor, Drones, Hull Components, Turret Components, Cargo Components, Plutonium(aka enrichment), Nuke Reactors)
· Colonist Taxing
· Colonist Procreation
· Procreation from Yap
· Planet Shield Regenerate
Ship Stuff:
· Hydrogen Gathered
· Minelayers set, mines laid
· Ship shield regenerate
Other Stuff:
· Move House of Caz
· Move race houses
· Turns
· Interest(bounty and bank)
· Skeleton Updates
· Hacks(fixes)
· Ports Updated
· News posted
Ship Queue Stuff:
· Ships created and queues updated