Bob Forsman
Hammor
cis.ufl.edu@thoth
client, server, tools, archivist
Heath Kehoe
Key
icaen.uiowa.edu@hakehoe
client, server, tools
Bill Dyess
Thought
dyess.com@Bill
client, server
Mike McGrath
Kaos
maroon.tc.umn.edu@mcgrath
client, server, wacky implementations
Brandon Gillespie
Lynx
cc.usu.edu@Brandon
Creator, wacky ideas
Heiji Horde
Kreelscum/KnightRaven
reed.edu@Horde
mailing list, archivist
Kurt Olsen
Bubbles
cc.usu.edu@kurto
Creator
Ted Hadley
Pteryductyl
Mark Kolb
Mike Lutz
icaen.uiowa.edu@MikeL
Clients can be retrieved from www-radiology.ucsd.edu in the directory /pub/paradise/bin as netrek.* .
Send mail to paradise-request to get on|off a list (not to the list itself). !NOTE! paradise-request is not a listserver.
Resource Times (Growing), there are a bunch of other things which modify this, so I will just post the raw number so that people can have an idea of how long it takes for each surface type: FUEL = 100, AGRI = 350, REPAIR = 150, SHIPYARD = 400.
Key to the planet tables:
Planet Resources Atmosphere --- --Z -f- -fZ a-- a-Z af- afZ 2 3 2 2 5 7 4 8 Toxic (TOXC) 3 5 2 4 9 11 7 12 Tainted (TNTD) 5 7 4 6 12 14 10 15 Thin (THIN) 8 12 7 10 20 24 18 23 Standard (STND)
Planet Resources Atmosphere --- --Z -f- -fZ a-- a-Z af- afZ -.08 0 -.1 -.03 0 .5 -.05 .5 Toxic (TOXC) .03 .05 .02 .04 .06 .07 .06 .07 Tainted (TNTD) .05 .07 .05 .06 .10 .11 .08 .10 Thin (THIN) .09 .12 .08 .10 .17 .19 .15 .18 Standard (STND)
Planet Resources Atmosphere --- --Z -f- -fZ a-- a-Z af- afZ 5 10 7 10 15 15 10 18 Toxic (TOXC) 9 14 11 14 20 20 14 22 Tainted (TNTD) 12 18 15 18 25 25 19 27 Thin (THIN) 15 22 18 25 40 35 27 40 Standard (STND)
ratio = kills/losses battle = ratio + offense strategy = dooshes + planets + resources bombed + armies bombednow it is:
battle = (offense + dooshes) / 2; strategy = (planets + resources + armies) / 6; special = (jsrating + wbrating + sbrating) / 3; ratio = (battle + strategy + special) / 3;Strategy is averaged by double its amount, because it has a tendency to become very high, very fast... (which may mean that the strategy requirement for ranks will go up).
Rank Geno's DI Battle Strategy Special Recruit - -- ---- --- --- Specialist 1 10 0.30 0.3 --- Cadet 2 25 0.40 0.6 --- Midshipman 3 45 0.50 0.9 --- Ensn. Jnr. Grd. 4 70 0.70 1.2 --- Ensign 5 100 0.90 1.5 --- Lt. Jnr. Grd. 6 140 1.10 2.0 --- Lieutenant 8 190 1.30 2.5 --- Lt. Cmdr. 10 250 1.50 3.0 0.5 Commander 15 300 1.80 3.5 0.7 High Cmdr. 18 350 2.00 4.0 1.0 Captain 25 400 2.10 4.3 2.5 Fleet Captain 50 500 2.15 4.8 3.0 Commodore 75 700 2.20 5.3 3.3 Admiral 100 900 2.25 5.7 3.6 Rear Admiral 300 1200 2.30 6.0 3.8 Moff 700 1700 2.35 6.1 4.0 Grand Moff 1000 2500 3.40 6.2 4.2
This is so that if mindless drivel decide to 'crash' the game, there is hopefully somebody around who can handle it. We *may* allow anybody to choose any royalty they desire, other than Emperor--to augument their player name (such as Dread Pirate Lynx). Royalties:
THE SCOUT (SC) Combat Speed(s): 5 (4-7) Cruising Speed (without shields): 8 Max Impulse Speed: 12 Warp Speed: 27 Warp Initialize Time: 30 (4 seconds) Warp Initialize Speed: 3 Max Afterburner Speed: 14 Max damage/shields: 75/75 Torpedo Speed: 16 Torpedo damage/fuelcost: 25/175 Phaser damage, close range: 50-75 Phaser cost: 525 bomb: 0 Maximum fuel: 5000 Maximum armies: 2 Maneuverability: Excellent Acceleration: Excellent Deceleration: Excellent Tractor/presser strength: Poor Notes: Scanners: Scouts have strong scanners and therefore get automatic updates on any planet they are near. THE DESTROYER (DD) Combat Speed(s): 5 (4-6) Cruising Speed (without shields): 6-7 Max Impulse Speed: 10 Warp Speed: 22 Warp Initialize Time: 50 (6 seconds) Warp Initialize Speed: 3 Max Afterburner Speed: 12 Max damage/shields: 85/85 Torpedo Speed: 14 Torpedo damage/fuelcost: 30/210 Phaser damage, close range: 60-85 Phaser cost: 595 bomb: 5 Maximum fuel: 7000 Maximum armies: 5 Maneuverability: Good Acceleration: Good Deceleration: Excellent Tractor/presser strength: Fair Notes: The Destroyer is a good ship that does everything ok, but nothing spectacularly. It is good for quick run and takes of planets. THE CRUISER (CA) Combat Speed(s): 4 (4-5) Cruising Speed (without shields): 6 Max Impulse Speed: 9 Warp Speed: 19 Warp Initialize Time: 60 (7 seconds) Warp Initialize Speed: 2 Max Afterburner Speed: 11 Max damage/shields: 100/100 Maximum fuel: 10000 bomb: 10 Torpedo damage/fuelcost: 40/280 Plasma damage/fuelcost: 100/3000 Phaser damage, close range: 90-100 Phaser cost: 700 Maximum armies: 10 Manuverabilty: Fair Acceleration: Fair Deceleration: Good Tractor/Pressor strength: Good THE LIGHT CRUISER (CL) --Alternate Paradise Combat Speed(s): 5 (4-5) Cruising Speed (without shields): 6-7 Max Impulse Speed: 10 Warp Speed: 24 Warp Initialize Time: 45 (5.5 seconds) Warp Initialize Speed: 2 Max Afterburner Speed: 12 Max damage/shields: 90/95 Torpedo Speed: 13 Torpedo damage/fuelcost: 35/240 Phaser damage, close range: 55-80 Phaser cost: 600 bomb: 6 Maximum fuel: 9000 Maximum armies: 4 Maneuverability: Good Acceleration: Good Deceleration: Good Tractor/pressor strength: Fair (Important other stuff for notes: CL phaserfuse 8 CL repair 85 CL tractstr 2800 CL tractrng .9 CL torpfuse 30) THE CARRIER (CV) --Alternate Paradise Combat Speed(s): 3-4 Cruising Speed (without shields): 5 Max Impulse Speed: 9 Warp Speed: 20 Warp Initialize Time: 75 (8.5 seconds) Warp Initialize Speed: 1 Max Afterburner Speed: 11 Max damage/shields: 150/120 Fighter Torpedo Speed: 12 Fighter torp damage/Fighter launch cost: 40/750 Phaser damage, close range: 65-90 Phaser cost: 450 bomb: (20) Maximum fuel: 15000 Maximum fighters: 24 (6 armies) Maneuverability: Very Poor Acceleration: Fair Deceleration: Fair Tractor/pressor strength: Good (stuff for notes: CV phaserfuse 6 CV dronespeed 14 (fighters) CV dronefuse 250 (" ") (effective fuse: 100 -- before they return)) THE FLAGSHIP/FRIGATE (FR) Combat Speed(s): 3 (3-5) Cruising Speed (without shields): 5 Max Impulse Speed: 8 Warp Speed: 17 Warp Initialize Time: 70 (8 seconds) Warp Initialize Speed: 2 Max Afterburner Speed: 10 Max damage/shields: 115/115 Maximum fuel: 12500 Torpedo damage/fuelcost: 40/290 Plasma damage/fuelcost: 130/3900 Phaser damage, close range: 80-105 Phaser cost: 800 bomb: 15 Maximum armies: 6 Manuverabilty: Fair Acceleration: Fair Deceleration: Fair Tractor/Pressor strength: Good Notes: The frigate stands between the Cruiser and BB (so much so that when I statted it out, I just averaged nearly all of the scores together from the two ships). It is *not* a Galaxy class ship, because people were confusing it with a Galaxy class ship, we changed its name to Frigate. THE BATTLESHIP (BB) Combat Speed(s): 3 (3-4) Cruising Speed (without shields): 4 Max Impulse Speed: 8 Warp Speed: 16 Warp Initialize Time: 70 (8 seconds) Warp Initialize Speed: 1 Max Afterburner Speed: 10 Max damage/shields: 130/130 Maximum fuel: 14000 Torpedo damage/fuelcost: 40/300* Plasma damage/fuelcost: 130/3900 Phaser damage, close range: 80-105 Phaser cost: 900* bomb: 20 Maximum armies: 6 Manuverabilty: Poor Acceleration: Poor Deceleration: Fair Tractor/Pressor strength: Excellent * These are slightly lower than in broncotrek THE ASSAULT SHIP (AS) Combat Speed(s): 4 (4-6) Cruising Speed (without shields): 6 Max Impulse Speed: 8 Warp Speed: 18 Warp Initialize Time: 80 (9-10 seconds) Warp Initialize Speed: 1 Max Afterburner Speed: 10 Internal damage/shields: 200/80 Torpedo Speed: 16 Maximum fuel: 6000 Torpedo damage/fuel: 30/270 Phaser damage: close range: 55-80 Phaser cost: 560 Bomb: 50 Maximum armies: 20 Manuverabilty: Poor/Fair Acceleration: Fair Deceleration: Good Tractor/Pressor strength: Poor/Fair Notes: The best and most deadly usage of a AS is in unison with a JumpShip THE JUMPSHIP (JS) Cruising Speed: 6-10 Max Impulse Speed: 20 Warp Speed: 45 Warp Initialize Time: 7 (a minute seconds) Warp Initialize Speed: 2 Max Afterburner Speed: 60 Internal damage/shields: 60/5 Torpedo Speed: 18 Maximum fuel: 50000 Torpedo damage/fuel: 5/1000 Phaser damage: close range: 15-25 Phaser cost: 500 Bomb: *cannot orbit* Maximum armies: *cannot carry armies* Manuverabilty: Good Acceleration: Excellent Deceleration: Excellent Tractor/Pressor strength: Excellent Docks: 4 Defenders required: 3 Planets required: 0 Rebuild time: 12 minutes (this is a recent change) Maximum Number: 1 Rank required: 1 (Specialist) Notes: *The JS is an engine, a DAMN big engine, with four docks on it. The weaponry is thrown on, on the side. Tearing somebody off a dock (this includes all bases) damages the ship carrying it, but is an often used tactic with the JS (quick AS depositing). *The JS can refuel. THE WARBASE (WB) Combat Speed(s): 2 (2-3) Cruising Speed (without shields): 3 Max Impulse Speed: 3 Warp Speed: 6 Warp Initialize Time: 100 (12 seconds) Warp Initialize Speed: 2 Max Afterburner Speed: 5 Internal damage/shields: 250/500 Torpedo Speed: 15 Maximum fuel: 50000 Torpedo damage/fuel: 45/450 Phaser damage: close range: 135 Phaser cost: 1150 Bomb: 90 Maximum armies: *cannot carry armies* Tractor/Pressor strength: Excellent Docks: 2 Defenders required: 3 Planets required: 4 Rebuild time: 15 minutes (this is a recent change) Maximum Number: 1 Rank required: 1 (Specialist) (Later will move to 3, Midshipman) Notes: *The Warbase is a weapons/bombing platform. It cannot carry armies, but can orbit planets, and is extremely deadly when bombing, having a chance of bombing to 1 army. *Phasers and Torps are both extremely potent near a Warbase, but they loose their effectiveness with range rather quickly. *the Warbase Can fuel and repair, but cannot refit planets. It can orbit. THE STARBASE (SB) Combat Speed(s): 2 (2-3) Cruising Speed (without shields): 3 Max Impulse Speed: 3 Warp Speed: 6 Warp Initialize Time: 100 (12 seconds) Warp Initialize Speed: 2 Max Afterburner Speed: 5 Internal damage/shields: 500/600 Torpedo Speed: 14 Maximum fuel: 60000 Torpedo damage/fuel: 30/300 Phaser damage: close range: 120 Phaser cost: 960 Bomb: 50 Maximum armies: 25 Tractor/Pressor strength: Excellent Docks: 6 Defenders required: 4 Planets required: 7 Rebuild time: 30 minutes (this is a recent change) Maximum Number: 1 Rank required: 2 (Cadet) (later will move to 4, Ensign Jnr.) THE JUMPSHIP (working as a team) The Jumpship probably requires more teammwork to pull off correctly than any other ship in Netrek. It can carry up to 4 passengers and can hit warp 45 (impulse 20, afterburn 60)
Now, to the carrier: Use simple short commands, the best thing to do is to give polar coordinates and then give more detailed directions later, such as:
R0->R3 n Jumpship->R3 Twinkerbell (R0) has successfully docked on bay 2 Captain.at this point the JS pilot should simply scream to the north (only avoiding stars and ugly looking enemies). Note: the most frustrating thing is to tell a js captain to move, and have him sit there doing nothing. Warp initialize takes 7 ticks (less than a second). Therefore, the best thing to do is to first use afterburners to get away, then switch to warp at a later point. (n = north, s = south, e = east, w = west--don't use galaxy rotation, it throws this all off :) then, after you are away from danger the carrier can give better directions, say system first, then planet:
R0->R3 dec twiWhich means the dec system, planet twi
Other things that the carrier could say would be:
R0->R3 ++ R0->R3 --++ means I can still drop armies
If there are enemies in the area, cloak, and stay near the carrier, if they are really near the planet, uncloak and try to lure them away (people have this habit of trying to kill the nearest JS, since they are so annoying).
When a ship comes to dock on you slow to warp 2 (its easier). If the AS is near you tractor them to you, but TURN OFF your tractors before they are within a few millimeters of you (Same goes for the AS). The best thing to do is to be on the planet when they are ready to leave, so they can do the same thing you do on dropping them off (just lock onto you, and you fly by them--they don't have to move (AS's accelerate damn slow)).
Also, while a carrier is dropping if there are enemies do your best to keep them from firing on the planet. Tractor them away, do whatever you can, but mess up their aim, etc (don't fire torps, its a waste of time/fuel/wtemp). If your real bored its alway's fun to tractor enemies into the stars :)
ID: Royal Databit 1153847 Security: Top, Super, Kill-Your-Grandmother-If-She-Glances-At-It Secret From: Emperor Odius XIIV, Ruler of The Galaxy (except for a very small portion currently occupied by pretenders to the royal title) To: Praetor Triferro, Keeper of the Snakes Subject: Last minute details before plan Z Stardate: 2592.paradise.2.0 -------It has come to my attention that some of our troops are not up to the usual high standards of the empire's military. This is intolerable. We must wipe out those pesky pretenders to my title. I AM Emperor Kaiban, ruler of the galaxy, and I will not accept anyone else calling themself emperor in MY galaxy. If someone wishes to call themself emperor, well, then let them go find another galaxy. This one is mine.
Today we launch plan Z to exert my authuority across the entire region of known space. The troops must be ready to exterminate the enemy. As a last minute detail, all empire troops should update their knowledge of miltitary science.
I, therefore, decree that all troops must review the enclosed information to brush up on their knowledge. So let it be written, so let it be done.
His Royal Majesty Odius ------- end: Emperor's Official Correspondence: Royal Databit 1153847
Holographic Information System #532634265433.32463 Begin: introduction Course: ID# 2450Hi! I am your instructor. As you might have surmised, I am not a real person. I am an artificial intelligence entity. What you are seeing is a holographic body. I will be your instructor in the arts of war.
Hey!! What do you mean my body is green? Green is a perfectly fine color. The emperor has declared green to be one of his favorite colors. If you don't like it, I can introduce you to a re-education program I know. Anyway, I wanted to be blue, but the engineers did not have any blue holographic imagers on hand.
Now, enough of this. I must teach you what you need to know, or the emperor might have me imprisoned in a digital kitchen appliance.
On to the lesson.
The galaxy has nine known stars. There are shown on your space ship's screen with the pictures to the right...the RIGHT you eediot. That's your left. Wake up--(smack) (smack)--this is important. Ever since planet Hawiian Tropic had an unfortunate nuclear accident, the galaxy has suffered a star screen shortage. Running over a star can result in extreme sunburn to the captain and the crew. Therefore, it is strictly forbidden to take one of the emperor's ships too close to a star.
Each star has a cluster of planets around it. Almost all planets are in clusters excpet for a few errant ones, which the emperor plans to have demolished to make way for the new inter-galactic super-highway as soon as the other petty governments in the galaxy are dealt with.
You know the emperor has decreed that all planets are equal, but some planets are more equal than others. You certainly would not want to spend your shore leave on Arrakis. You must be able to determine which planets to drop imperial troops on, so we'll start with planetary atmospheres.
Every planet has an atmosphere and there are four types: toxic, tainted, thin, and standard. Toxic atmospheres might be fine for Rigellian leg worms, but YOU would not want to live there...and you certainly would not want to raise kids on a panet with a poison atmosphere. But, being in the employ of the emperor, sometimes you just will not have a choice.
The best type of atmosphere for a planet is, of course, a standard one--signified as STND on the ship's sensors. The next best is a thin atmosphere, which, suprisingly enough is designated THIN on the sensors. Not really hospitable, but tolerable is a tainted atmosphere, TNTD. And of course every soldier's nightmare is being posted to a planet with a toxic atmosphere (TOXC).
The type of atmosphere a planet has and the resources that have been built on it determine how fast the planet pops and how many armies the planet can hold. A planet with an agri and a shipyard built on it pops a lot faster and can support more armies than a planet with a tainted atmosphere and a repair station on it.
Toxic atmospheres are particularily bad because they slowly kill off the armies posted to them until there are only three armies left, the ones who can fit inside the standard-sized military issue fortress.
Planets with standard atmospheres are rare and prized by the emperor. If you discover one, take it to further the noble objectives of our beloved emperor.
I know you learned this in your academy planetary geology classes; but let's review it, just in case you spent your time chasing after Denebian women instead of attending classes. (The low level of the troops the emperor, bless him, has been sending me lately just boggles the mind).
Now we come to attributes of planets. Galactic geologist have currently identified three planetary attributes: dylthium crystal deposits, metal deposits, and arable land.
First off, dylithium crystals--What? NO, FOOL! You most certainly cannot give a ring with a diythium crystal on it to your girl friend. (smack) (smack) (Kapow) What type of twisted sicko are you? Dilythium crystals are poisonous! Deposits of dilythium crystals on a planet have the side effect of creating a toxic atmosphere.
The existence of dilithium crstals on a planet allows a fuel depot to be built there. I don't know if I have to remind you of this, but your trusty space ship needs dilythium to get from one point in space to another. No dilithium, no fuel depot. No fuel depot, you no go go.
As any member of the Imperial Youth would know: dilythium deposits on a planet are indicated by a capital D in the surface attributes of a planet info window or planet list.
Now, onto metal deposits. Metal deposits are easy to understand. Even you should be able to. Your ship is made of metal, therefore you need metal to build ships. You also need metal to repair ships. So a repair station or a shipyard can only be built on a planet with metal deposits, which are identified with a capital letter M on the info window and the planet list.
The last known planetary attribute, as of yet, is arable land. Arable land is more than just soil, of course. It also takes into account the availability of water and whether edible plants grow there. To build an AGRI planet requires that the planet be arable. There are not many of planets in the galaxy with arable land, especially not many with both arable land and a standard atmosphere. If you find one, claim it in the name of the Emperor immediately...or sooner if possible.
It is the goal of the emperor to control the whole of the galaxy. There- fore you should try to take all planets in the galaxy. Planets with toxic atmosperes and no attributes are not particularily valuable, so you do not have to waste troops on them. We'll come back to take take them after we wipe out the pretenders to the royal throne.
Once you take a planet, the imperial armies will begin to construct resources on the planet. This contruction takes some time, but the construct- ion goes faster the more armies that are on the planet. If an imperial starbase is orbiting the planet, construction is much, much faster.
There are four types of resources that can be constructed on a planet: fuel depots, repair stations, agricultural facilities, and shipyards. As I mentioned earlier, fuel depots can only be built on a planet with dilythium deposits, repair stations and shipyards cn only be constructed on planets with metal deposits, and agricultural facilities can only be constructed on planets with arable land.
Fuel depots are constructed the fastest; repair stations take a little longer. Once a repair station is constructed, the imperial engineers will begin to turn it into a shipyard. It takes the longest to construct agri- cultural facilities.
Agricultural facilities are very valuable because they produce troops faster than non-agri planets. And the emperor can always use more cannon fodder--er, soldiers like yourself.
Shipyards are where we build all of our starcraft. Since usually launch new ships from a shipyard, it is important to have shipyards on the front line. We need to be able to get new ships into combat as fast as possible. Shipyards are also used to repair ships at and to refit to shiny new ships. There have been some upgrades to the sensor display of new ships to indicate whether or not a planet has a shipyard on it. They are designated with a gear on your planetary display (picture to the right).
As our troops strive to build resources on planets, so do the troops of the enemy strive to build resources on their own planets. When you get the chance you should bomb the enemies planets. If you bomb enough, you can destroy the enemy's resources. Even if you do not have time to completely destroy a facility, you can bomb the planet to set back the enemy's construct- ion process. Or bomb it a little at one time, then come back and finish the job later.
Each ship type has a different capacity to bomb armies and men off enemy planets. To bomb off resources it is best to use an assault ship or a battle ship. Though all ships can bomb off resources; it just may take a lot longer. If you can get a warbase behind enemy lines, that will provide the ultimate in resource bombing.
Sshhhh. Not so loud. He might hear you. Don't stare, fool! The one over near the corner. He looks like a revolutionary to me. Hide your empire troop badge. Jupitor, and Venus. Do I have to explain everything to you?
Ships cost money. Now, we both know that all good citizens enjoy paying 80% taxes to the empire bureaucracy--which, of course, goes to purchase worthwhile things, like Clinton's hair dye. But there are always a few who stir up trouble. Look at this one to the left --> Notice his shifty eyes, whacked out long hair. He's obviously a rebel. Probably hiding out on a college campus, too.
So, now that we have learned how to identify rebels, I will cover the official Imperial policy:
It is official Imperial policy to leave at least three armies on a planet. Less than that and it is almost certain that the revolutionaries will rise up and try to overthrow our wonderful imperial government. The prefect of the planet will give warnings so you can bring in re- enforcements, but don't delay; planets are usually crawling with guerrillas. And don't flash your bureaucratic ID card around while on shore leave: It's just not safe.
(Also known as advancing to the rear, but never, under imperial decree, as retreating.)
Sometimes, in the course of war, a planet may come under an onslaught of the enemy that is so fierce that the empire may have to temporarily abandon a planet or two. Under these circumstances, the imperial troops on a planet should be saved if possible. All the armies should be taken off a doomed planet and the resources should be bombed off to prevent them from falling into the hands of the enemy.
The military needs the most up to date information possible about what the state of enemy planets. You can get information on a planet by orbiting it. Once you leave orbit you never get an update on the status of the planet until you or one of the empire's other ships orbit the planet again. The age of the information the empire curently has on a planet is indicated on the info window and planet list of your sensors.
Your trusty spacecraft has three types of engine speeds: impulse, after- burners, and warp. You can use impulse by hitting the keys from 0-20. Impulse engines should be used for travelling short distances and maneauvering in combat. Afterburners are started with the ` key. THey quickly accellerate the ship, but guzzle fuel and heat the engines very fast. They are best used to dodge torps. The warp drive is started by hitting the - key. There is a one time fuel cost for engaging the warp engines. After they are engaged, your ship will slow down, and there will be a several second power buildup before you take off.
gen DI batl strat spec name 0 0 0.00 0.0 0.0 Recruit 1 10 0.30 0.3 0.0 Specialist 2 25 0.40 0.6 0.0 Cadet 3 45 0.50 0.9 0.0 Midshipman 4 70 0.70 1.2 0.0 Ensn. Jnr. Grd. 5 100 0.90 1.5 0.0 Ensign 6 140 1.10 2.0 0.0 Lt. Jnr. Grd. 7 190 1.30 2.5 0.0 Lieutenant 8 250 1.50 3.0 0.5 Lt. Cmdr. 9 300 1.80 3.5 0.7 Commander 13 350 2.00 4.0 1.0 1st Officer 18 400 2.10 4.3 2.5 Captain 22 500 2.15 4.8 3.0 Commodore 27 700 2.20 5.3 3.3 Fleet Captn. 30 900 2.25 5.7 3.6 Branch Adml. 35 1100 2.30 6.0 3.8 Rear Adml. 40 1400 2.35 6.1 4.0 Moff 50 1700 2.40 6.2 4.2 Grand Moff