Ultracorps

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Ultracorps

Ultracorps screenshot
Players 2-100+
Age range 10 and up
Playing time Varies
Random chance Some
Skills required Arithmetic
Diplomacy

Ultracorps is an online, multi-player, turn-based space strategy game originally developed by VR-1 Entertainment for Microsoft's MSN Gaming Zone in 1998. The game couples distinctive 3-D rendered artwork and the ability to play with hundreds of people in a single game with just a web browser. As of 2006, the game is currently under redevelopment by Steve Jackson Games.


[edit] Game Play

Starting with a single planet, the goal of an Ultracorps game is to either conquer as many planets as you possibly can or accumulate score in various categories (the victory condition varies). Since the duration of the game is limited, but the number of planets is effectively unlimited, players are encouraged to be highly aggressive at all times.

Players buy units, group those units into fleets, move those fleets, attack enemy planets, and purchase technology during their turn. Players may also conduct diplomacy through an in-game messaging system when required. There are no AI fleets in the game, with the sole exception of the static defensive fleets which guard neutral planets.

Ultracorps has a "tick" based turn system. Players log in and make their moves and purchases, then the moves, battles and economic changes are calculated by the server (the "Acutron") at a set time during the day (or, for player-owned PUB games, whenever they choose), at which point a new turn starts. A player can log in at any time to modify their moves, and the continuation of the game is not contingent on each and every player taking a turn.

Technology takes the form of unit "licenses" purchased on a planet, representing production and training facilities. Once a player purchases the license for a unit, they may produce that unit on the planet where the license was purchased. Certain planets will be rich with licenses for technology, while others will have only licenses to build basic defensive units. Players may buy licenses for new units, as well as licenses which allow the upgrading of units.

The cost of producing a unit is determined by a dynamic economic system. As more players begin to purchase a unit, its price climbs accordingly. When demand for the unit eventually fall, the price of the unit also begins to decrease. Part of the strategy of the game involves taking advantage of price fluctuations to produce units at a lower price.

[edit] Races

There are 13 races in Utracorps that players can choose from. Other than graphics, the only differences between the races are their starting homeworld, unit types and licences owned. Early game, each race has a distinctive strategy dictated by what technology is available.

Also, as of December 8, 2006, certain races now have traits that distinguish them further from their fellows. For example, the Nozama race has the unique ability to produce 'Queens' that can spawn several Nozama Fighters every turn without the use of any resources.

  • Arachnons - A destructive fleet that tends to kill population rather than capturing it.
  • Cosmic Needle Men - A small fleet of high-speed, invisible fighters. For aggressive players.
  • Ectonians - A very balanced starting fleet. Good for beginners.
  • Entradishar - A potent fleet with one strong, slow capital ship. Good for aggressive beginners.
  • Guir - Starts with fast transport and relatively little striking power. Good for experienced players who like economic development.
  • Mah-Tog - Starts with huge amounts of money and a few defensive units. Design your own fleet. For experienced players.
  • Nozama - The Amazon Battlesuit Horde. The starting fleet is strong but slow. Good for beginners, as long as you build more types of unit soon.
  • Orn - A very powerful defensive setup. Your homeworld will be safe for a long time. Good for beginners.
  • Swamp Beasts - A fairly balanced force that can be played defensively or aggressively. Good for beginners.
  • SxullBorgs - Starts with a huge variety of licenses and a large, motley fleet. Good for beginners.
  • VaT'ak Warriors - A great fleet for conquest, though somewhat brittle. Good for aggressive beginners.
  • Xirons - A fairly small but durable fleet. Good for players who want to expand methodically.
  • Zenrin - Starts with nothing but cannon fodder, but can build up to the ultra-potent Zenrin Master. For experienced players.

[edit] External links