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Introduction

Marauder


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Marauder


Eons ago the Guardian and the Marauder were in a constant war, which almost bought about the total genocide of this two alien races. After hundreds of years of war, the Marauder were winning the war by almost conquering the galaxy, leaving the Guardians to a handful of colonies left. As the main Marauder's fleet together with Bastille, the center of command for the Marauder approaches, the Guardian race out of desperation used an untested Kal-Zul artifact thought to be a mass destruction weapon of some kind against the invaders. Upon activating the alien artifact the entire solar system was overwhelmed with an unknown sub-space energy burst. This resulted in the mutation of the Guardian race from an organic being to an energy-based entity. The entire fleet of the Marauder has been mutated to an unknown form and was teleported to a distant Dark Galaxy, by the artifact as well.

Having lost their leadership and main fleet, the Marauder soon lost the war. The new Terran race soon enslaved the Marauder during the Expansion Period of the Terran race, taking advantage of the situation. However, the Marauder being an aggressive race refused to be enslaved and launched a rebellion. They were crushed by the Terran fleets and forced to flee.

Marauder now live off the Terran by pillaging and plundering their colonies. Marauder are also known to be always on the move, keeping their colonies small in size, as not to attract unwanted attention.

Special ability
Ships have very low upkeep
Harder to get sabotaged
Starts with Titan System instead of Sol System
All system starts with additional +2 Defense, similar to have a System Defense II activated on all new systems

Requirements to play this Race
Act 1 - Mission 10

Empire death
Bankruptcy - when unable to repay debt

Races Traits

Alien attributes
Difficulty Setting Hard
Exploration Hard
Research Yes
Missions No
Maximum System 7


Race modifiers
Tax from population - 60 %
Tax from Commercial + 25 %
Agriculture yield + 50 %
Industry efficiency + 100 %
Demand for goods - 95 %
Infrastructure Maintenance 0 %
Mineral Generation - 40 %






Technology Tree
TechnologyTypeTurnsPre-requisite
Composite Class Ships Ship class50
Class 3 Marauder Hull Ship class100
Strafez Engineering Genetic20
F Class Ships Genetic150
Cyril Class Ships Technology160
Mega Projects Technology75
Capsule Lab Alien130
Class 5 Marauder Hull Ship class120 - Class 3 Marauder Hull
Class 6 Marauder Hull Ship class140 - Class 5 Marauder Hull
D Class ships Ship class160 - Class 6 Marauder Hull
Space Program I Technology130 - Upgrade System
Upgrade System Technology90 - Mega Projects
Destroy System Technology110 - Upgrade System
I-Tech Libary Technology150 - Space Program I
I-Tech Lab Technology200 - I-Tech Libary
Spying Capability Technology150 - Mega Projects
Spy Recon Technology170 - Spying Capability
Spy Sabotage Technology170 - Spying Capability
System Defense I Technology120 - Destroy System
System Defense II Technology140 - System Defense I
System Defense III Technology160 - System Defense II
System Defense IV Technology180 - System Defense III
System Defense V Technology200 - System Defense IV
Space Program II Technology150 - Space Program I
Space Program III Technology170 - Space Program II
Space Program IV Technology190 - Space Program III
Space Program V Technology210 - Space Program IV
Ministers Office Technology90 - Mega Projects
Ministers Training Facility Technology165 - Ministers Office
Century Temple Technology100 - Ministers Office


See also:
Info - Marauder Technology Tree (hierarchical visual representation)

Marauder is highly efficient in industry activities. To manufacture consumer goods efficiently, Heavy system is highly recomended. Beside that, you might give a try to others infrastructure as shown below (higher value is better).



Name Tax
Income
Commercial
Income
Agriculture
Income
Industry
Income
Marauder-1.5 6.34.56.0