The United Enforcement
Authority (Enforcers)
A write up sent in by David Ouimet.
Last updated February 2001.
Updated by Norman Violet (AKA Flynx)
in March and July 2005 again.
A race sure of the law, and seeing that others follow the path that
the UEA has set out. They will do what they can to see that their laws
are followed, to the letter.
Feb 17th 2001: an updated race pack has been
released. Quite a bit has been changed, a lot of the ships received crew
increases. The Enforcers should also get 2x taxes from natives with government
centers. They also get a structure that converts contraband into more usable
items.
Over all it fixes the income problems of the
Enforcers, and makes them a playable race without a dedicated ally to sell
contraband for them.
March 31th 2005: Many host changes occured
since the last update of this guide. Even some really important ones.
This updated guide reflects the changes up to host 189 (March 1, 05).
New changes are now bright red.
July 30th 2005: The Contraband Lockdown device
is also build into the Law Dog. This isn't written in the original
documentation!
Also some additional comments to contrabands and Redistribution Center.
These changes are added in bright red since their not so many.
General Race Overview & Special Abilities
- The first race to specialise in hyperspace abilities.
- The UEA follows a strong set of laws and guidelines. Their military
is very popular so the UEA army tends to be large and fairly well trained.
Due to strict population guidelines the UEA growth is kept under careful
watch and they tend to develop slower than the other races. Not all citizens
are happy with the UEA but they are kept in line.
- The UEA use their troops in a wide range of projects. To reflect the
addition resources available to the government when UEA colonists are trained
into Crew, Troops, or HighGuards some MC become available for other projects.
Just a fraction of a MC for crew up to 100 MC for each highguard trained.
The income depends on all new trained crew, troops
and highguards.
The base value per trained person decreases with the amount of newly
trained persons
(see below in the host changes, host 74). So a HighGuard only training world
seems to be a very good idea, but the training of HighGuards was decreased for
all races a few hosts ago.
- The rules and guidelines of the UEA allow them to use generate the
maximum resources by allowing natives to work at optimum levels. This allows
the UEA to gain additional MC's from natives when a government center is
present in the form of 2x(?) native tax income.
Host 67 says it's 2.5x income. These rules work
for the Enforcer citizen as well: UEA cities make double money
(host96)
- Insectoids hate the UEA and will attempt to kill them on sight, the
UEA colonists of course feel the same way. 100 Colonists, or 50 crew, or
1 troop will be killed to take down 1 Insectoid. As such Insectoid Worlds
should be avoided until large contingents of troops are available to cleanse
the planet. Hosts 123 and 86: Enforcer public space
ports won't attract Insects anymore. Type 2 ground assault unit can kill
1250 insectoids each and Type 1 fighter craft can kill 800 insectoids.
(host 54): One Insectoid will kill 100 colonists before being killed. One
Insectoid will kill 50 crew before being killed. One Insectoid will kill one
trooper before being killed
- The UEA have developed many special devices and methods to insure chaos
is controlled. Below is a list of some of their quite capable
developments.
- The UEA will not support the use of contraband, they will not purchase
or sell it. Of course they can buy it. In fact
this is really important because they can buy food and ord and supplies this
way. Of course this will be useful only if there's at least on contraband
type which is cheaper then 4 MCr (see below the newsgroup discussion) or
in some special situations too. They can't give contraband to other races
using a Gold Pod or by giving bases away! (But they can transport their
contrabands with pods to their own bases)
- The UEA can convert Contraband into more acceptable products through
a Redistribution Center. This will break down the contraband into Supplies,
Credits, Food, and Ordinance. To be exactly: 1 mc,
1 supply, 3 food and 100 ord. The Contraband Lockdown device doesn't stop
this building from converting contras!
- The troops engaging the UEA are 3 times more likely to surrender than
normal. This means fighting at a 1 to 1 strength will mean most races will
surrender to the UEA. At the moment there's something
wrong with the new base attack mode "capture", but after it has been
fixed it's quite likely the best mode for Enforcers
- The UEA Arrester can capture 500 Colonists, 350 Crew, and up to 5 troops
each turn per unit. The UEA have built the unique Super Taser to disable
enemy ships without destroying them. Advice:
Think about dropping those Arresting Units in turn 1, where no ground
combat will
occur (since host ..I don't know). Get those expensive units up again with
Dust off device at the beginning of the next turn and drop at the same time a
pod with useful troops and ground units ...
- Enforcer Small and Large weapons do 4 times normal system damage, and
are designed to minimize crew casualties inflicting half the normal casualties.
The Enforcer Super Laser (Tazer) will deal double
system damage as well (host 93)
- The Enforcer Bomber can target specific buildings on a planet using
a command code of B##. Each bomber can destroy one building, the bombing
run takes place during ground combat on deep ground patrol or stronger
attacks. Base command code "b01" to "b30" The codes
corraspond with the order of the buildings listed on the base overview
screen. Each bomber destroys 1 building. Thirty bombers destroy 30 cities
or 30 farms.
- Hawking retraining centers can convert up to 300 POW's into troops,
but require 5 food, 1 supply, and 1 medical unit to work.
They use nothing if on and there are no prisoners and you can build more
than one. The medical units must be on the planet, but at the moment they're
not used up in this process. I'm not sure about food and supplies.
- Some UEA ships have an Incarceration beam, allowing them to capture
the crews of crippled ships(90% or more damage).
This sound not very useful, but combined with the heavily increased
system damage it's quite likely to get enemy ships damaged in that way.
Remember to board the empty ships then! :-) This way the Enforcers are
able to get alien ships too (besides of using the Boarding Laser)
- Since host 63: All fighters have a chance of
taking out the base shield generator. Per shot there is a 1 in 100 chance
for missiles and a 1 in 1000 chance for a beam weapon to take it out. The
Enforcers have better odds of taking out the base shield. They have
a have a
3 in 100 chance for missiles and a 5 in 1000 chance for beams!
-
Since host 149 exploding Enforcer grav mines will deal 25% system
damage to every ship (including your own!). Remark that system
and control damage is the same (the docs are sometimes confusing
about that). So you'll need only four overlapping grav mine fields
to deal 100% system damage to enemy ships. After that the use of
an Incarceration Beam device and you'll be soon the new owner!
I'm not 100% sure in what order the repairing of ships and the Incarceration
Beam works: It might be possible that the enemy ship might repair itself
to a damage level below of 90% before you will arrest the crew.
Advice: If a ship has no crew and you board it than all other personell
on board will be evacuated immediately into the space, so there's no danger
of enemy troops when you board the ship with your crew.
Special Fighters & Ground Combat Review
The AU-147 Arresting Unit can capture enemy personnel during
combat, this can be quite effective as they can be re-trained to act as
troops on the UEA's side.
The PA-245 Battlemech is designed to take on enemy troops and
colonists.
The Mi-266H Assault Vehicle fills a supporting role of the
Battlemech,
it is designed to take down heavy enemy units. Its effective vs. all assault
units be it fighters or ground vehicles.
The C-3 Defender works best in a ground support role to deal
with enemy troops and fighters within the atmosphere, but can act as a
short range interceptor if needed and is perhaps best qualified as a fighter
bomber.
The DOA-187x Bomber is capable of precision strikes against enemy
structures. Able to deal with enemy structures ranging from Farms, to Base
Shields, to Heavy Lasers. It can also be used to try and strike at enemy
capital ships.
The AS-480 Assault Fighter is a fast multi-role aircraft. Its
similar to the Defender in its multi-role capabilities, though it much
more effective than the Defender at taking down a target it. The AS-480
tends to take slight higher causalities than the Defender but it deals
out more damage to the enemy as well.
UEA Ship Review
General: UEA Ships tend to have a large crew load, this allows them
to impound enemy ships and still not be at great risk of capture themselves.
In addition UEA ships fall into one of three types for the most part. 1:
Sub-Space Warship & Scouts, ships typical of other races with a mixes
ranged of abilities. 2: Hyperspace Warships, these ships are adept at traveling
through Hyperspace. 3. Combat Transports.
Informant Class Scout The Informant is a very effective early
Scout, not only does it have a 350 ly Scanner it also is equipped with
a BioScanner. In addition its well suited to set up listening posts as
it moves along. The Informant is bet kept to its scouting duties as even
a light warship can easily destroy the Informant.
Hammer Class Troop Carrier The Hammer is a solid early assault
ship. While not well armed or protected it is able to transport 3 assault
pods and up to 15,000 additional troops. It is also equipped with the Dust
Off Device allowing them to pull out of a losing situation if they call
off the attack in time. The Dust Off device also allows the hammer to collect
assault units and move on even if the system does not have a pod launcher.
Sentinel Class Destroyer This light warship is expensive, but
well worth it. Well armed it can take on many other light warships, but
care should be taken as its shields are rather weak even it is well armored.
The Sentinel is hard to capture in combat and can transport 2 cargo pods
around if needed. Its equipped with an Incarceration beam allowing the
Sentinel to easily impound enemy ships once they are crippled. In an empire
support role it is also equipped with a Psi-Opp unit to keep the local
population in line if needed. The Sentinel makes a good early warship as
well as an acceptable transport and support ship.
Arbitrator Class Strike Ship The Arbitrator is a light warship
to be feared. Easily built and able to penetrate most point defense systems,
the ship is often seen early in a war. It is well armed and hard to damage,
though not particularly well shielded or armored. When taking on an Arbitrator
be well aware of what your getting into. This ship often doubles as a scout
with its long scanner range. The Arbitrator tends to be the primary warship
of the UEA until much heavier warships can be built. Though it falls into
disfavor when fighting races with Grav mines.
Maxim Class Frigate A good support vessel, though its light armed
and even weaker protected its role as a mine layer is excellent. A very
cheap ship to build and carrying 4200 units of ordinance to feed its Gravitonic
Mine layer, the ship is great for maintaining a boarder. Its also able
to sweep enemy mines if need be. The Maxim is cheap enough that you will
often see dozens of them operating in UEA space.
Battalion Class Troop Carrier The Battalion is able to transport
up to 6 assault pods into hostile space along with an additional 50,000
troops. Should the need to withdraw become clear they can use their dust
off device to save any planet bound assault units. Care should be taken
as the Battalion needs an escort at all times.
Judgment Class Cruiser The Judgment is a solid warship, while
not as agile as the Arbitrator it is able to carry more and larger weapons
although it can not deliver them as effectively. The Judgment is not well
shielded but it is well armored. Like the Sentinel its able to capture
crippled enemy ships and packs a Psi-Ops hisser unit to keep the local
population happy. It is also well suited as a transport with its 6 pod
bays.
Ranger Class Station The Ranger is well suited to protecting
a given area. With 6 700kt Weapon mounts and 10 point defense system the
station can handle its own in light combat. Its well shielded and armored
and packs a massive 800 ly scanner unit. In addition to these basic features
it has a Tachyon Emitter to deal with cloaked enemy ships, Orbital processing
facilities, fuel converters, mobile ord and parts factories, along with
a range of minor additions such as the Mine Sweeper Array and Incarceration
beam. The Ranger is sure to be found throughout the UEA empire, even if
it must be towed or jumped into position. By a Law Dog, Enforcer Class
ship, or Pax Class ships.
Pax Class Jumpship The pride and joy of the UEA special strike
forces, and a nightmare for other races. The Pax is sure to be sought as
a great price by the enemy. The Pax JumpPoint Generators allow the UEA
fleets to Hyperjump along with the Pax up to 650 light-years at a time.
The Pax itself is not well protected but it is sure to be heavily escorted
as its an expensive ship to build and easily destroyed.
Warrant Class Assault Ship The Warrant is the UEA's patrol ship.
Well enough armed and protected to allow it to take on enemy raiders and
smugglers, its also decked out with a boarding laser and incarceration
beam to assist in disabling and capturing hostile ships. With its 6000
guest capacity it performs well in this role and can act as a mine sweeper
if needed.
Sergeant At Arms Class Strikeship The Sergeant At Arms is a solid
and flexible warship. Well armed and protected its a very solid warship
that is able to hyperjump on its own up to 600 light-years. The Sergeant
At Arms takes on many of the roles of the Arbitrator, as the SAA is a much
heavier warship its better suited to heavy engagements. The Arbitrator
will still see use in hunting down agile and lighter targets though.
Don't forget the always on Contraband lockdown device
with a range of 100ly!
Law Dog Class Battleship A very fast UEA battleship and somewhat
agile, the Law Dog can move to trouble areas very fast and unlike many
other UEA ships it does not count on a hyper drive to be there. Packing
a fairly strong weapons array and good protection this ship can deal with
most threats. It can also act as a fast armed freighter with its 12 cargo
pods and 10,000 guest capacity. Its equipped with a mine sweeper array,
Psi-Opps unit, and the UEA's Incarceration beam.
This hull has been build with the Contraband Lockdown
device as well, even if this isn't mentioned anywhere!
Enforcer Class Dreadnought The Heavy warship of the UEA fleet,
the Enforcer performs this role well. Equipped with a range of gear to
deal with enemy minefields and able to lay its own Gravitonic fields the
Enforcer serves in a utility role as well. The Enforcer Class Dreadnought
can mount up to 20 700kt weapons, as well as 22 small weapon mounts and
10 point defense systems allowing to perform well in combat. Its also able
to mount the Super Laser(Taser) capable of disabling enemy ships with a
single shot. The ship also has an incarceration beam allowing it to capture
the crew of enemy disabled ships. The Enforcer is also very well shielded
and heavily armored, luckily for other races its not a cheap warship to
build.
Stuff from a NG thread, Oct 2003
For all people playing the UEA for the first time, and as this isn´t
mentioned in the raceguide at Pauls site.
If starting conditions are 1 mio colos or more, you´ll neither have
enough
food for full growth nor enough supplies to max out your citys.
All races have to deal with this limitation in the beginning, except the
UEA
(and the COM to some extend)
Simply buy 1 or 2 k of the cheapest contraband around and let it be
transformed into food, supplies and ord by your Redistribution Center
Don´t build factories, you don´t need them (except if no
contraband is below
5 mc or so)
Don´t switch on your ord plant, you´ll have plenty of ord all
the time
Use the money saved to buy cheap contra
1 Contra yield
1 mc
1 Supply
1 Food
100 Ord
So, in effect you are getting 1 mc in cash, 1 mc in
supplies, and 6 mc
in ord (1 supply and 1 mc per 100 ord or was this changed to per 10 ord?)
and the food for free.
--
Greetings and happy hunting
Ralph Hoenig, Germany
UEA can't buy contra., objected someone.
Oh shure you can. I´m doing it all the time. You just cant SELL
contra.
The raceguide is wrong in this - Ralph
As Ralph said, UEA can buy contra. And doing a little math, it is even
profitable to do so if the price is below 4 MC:
1 Contra = 1 MC + 1 Supply + 100 Ord + 1 Food
1 Supply = 1 MC
100 Ord = 1 MC + 1 Supply
=> 1 Contra = 4 MC + 1 Food
The only problem is, that Contraband prices go up quite fast on games
with many races.
Xris
There not suppose to be able to buy contraband for exactly that
reason;
but that never got added for some reason.
Chris Olin
I wanted it left in for that reason. Besides, some Natives need CB to
join.
Greg Bahr
UEA Creator
Actually, using the Redistribution Centers get 1 MC, 1 Supply, 100
ord, and 3 Food (not just 1). In one game I had them as an ally and
was buying 40,000 contraband/turn for the 40,000 supplies and 120,000
food per turn. Using that amount of food you can make all the HG you
can stand or using food=>supply and alchemy devices, thats 40,000
minerals per turn and 4 million ord. - Hoss
History of host changes regarding the UEA:
What is new in Host.exe Version 4.000.149
Fixed: Enforcer grav mines not giving 25% system damage.
What is new in Host.exe Version 4.000.123
New: Public space ports belonging to Enforcers no longer attract
insectoids
What is new in Host.exe Version 4.000.096
New: UEA cities make double money
What is new in Host.exe Version 4.000.093
New: Enforcer Tazer (Super Laser) does 200% system damage to target
ship
What is new in Host.exe Version 4.000.086
New: Enforcers: Type 2 ground assault unit can kill 1250 insectoids each
New: Enforcers: Type 1 fighter craft can kill 800 insectoids
New: Enforcers: Sergent At Arms has a contraband lockdown device that is
always on
and has a range of only 100 ly
What is new in Host.exe Version 4.000.085
New: Enforcers: Can not give contraband to other races using a Gold Pod
New: Enforcers: Can not give contraband to other races by giving bases
away
What is new in Host.exe Version 4.000.074
New: The amount of megacredits the Enforcers get from training has been
reduced. The money will decrease as a factor of (1/(100 + N^(1.3))) where
N is the number of newly trained crew, troops and highguard.
What is new in Host.exe Version 4.000.067
New: UEA (Enforcers) get 2.5X more income then normal from natives
New: UEA (Enforcers) get income from training centers (Reported in the base
log)
New: UEA Building: Material Redistribution Center turns contraband into: 1 mc,
1 supply, 3 food and 100 ord
What is new in Host.exe Version 4.000.063
New: All fighters have a chance of taking out the base shield generator.
Per shot there is a 1 in 100 chance for missiles and a 1 in 1000 chance for
a beam weapon to take it out. The Enforcers have better odds of taking out the
base shield. They have a have a 3 in 100 chance for missiles and a 5 in 1000
chance for beams.
What is new in Host.exe Version 4.000.055
New: Enforcers are not attacked by Insectoids untill after turn 6. No
Insectoids
will be on their homeworld
What is new in Host.exe Version 4.000.054
New: Enforcer Hawking retraining centers convert up to 300 enemy prisoners
into troops a turn, when working they use 5 food 1 supply and 1 med each.
They use nothing if on and there are no prisoners.
New: The Enforcer Bomber can target one building type using the base command
code "b01" to "b30" The codes corraspond with the order of the buildings listed
on the base overview screen. Each bomber destroys 1 building. Thirdy bombers
destroy 30 cities or 30 farms. Bombing happens when the base is in attack mode
deep ground patrols or better.
New: Enforcer small and large ship weapons do 4X system damage and kill
only half
the normal number of crew members.
New: Enforcer super weapon "Laser - Taser" does NO hull damage to target
ship.
New: Enforcers can NOT sell contraband, they can buy it, but not sell it.
New: Enforcer arrester unit captures 500 colonists, 350 crew and 5 troops a
turn, each.
New: Victims of a Enforcer ground war attack are 3 times more likely to
surrender.
Normally surrender takes place if the victim is outnumbered 3 to 1 after first
phase of fighting. All races surrender if they are simply out numbered by
the Enforcers.
New: Enforcers are eaten alive by Insectoid natives. One Insectoid will
kill 100
colonists before being killed. One Insectoid will kill 50 crew before being
killed. One Insectoid will kill One trooper before being killed
What is new in Master.exe Version 4.000.026
New: Starting Enforcer Ships