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

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
--=====================_3119859==_ Content-Type: text/plain; charset="us-ascii"

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

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