Empyrean Cluster Wars

 

 

And

 

 

Central Command Users Manual

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

FORWARD

 

 

Thanks for your interest in this manual!   The game being described here was adapted from a play by mail game written in 1978 and launched in 1979.  It was called Empyrean Challenge.  EC was a computer moderated play by mail game.  It involved paper printouts and manually generated lists of orders.  The time between turns was lengthy.

 

This incarnation is using email instead. Eventually turns will be transmitted through the Internet directly between the processing computer and the game client software. Turn are stored and presented using a program called Central Command. Central Command will also puts the users orders into files that can be sent to the game processor.  Anyone who played the old game will quickly see the advantages added by Central Command.

 

We hope that you decide to play the game.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

ABOUT THE GAME

 

          INTRODUCTION

EMPYREAN CLUSTERS

COLONIES

SHIPS

POPULATION ISSUES AND REQUIREMENTS

PRODUCTION

 TURN SEQUENCE AND ORDERS

            ORDER LIST

            ADD-ON ORDERS

SETUP ORDERS

TRANSFERS

TECHNOLOGY

SHIP MOVEMENT

INTELLIGENCE GATHERING

COMBAT

REBEL ACTIVITIES

VICTORY CONDITIONS

UNIT CHARACTERISTICS CHART

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

INTRODUCTION

 

Empyrean Cluster Wars is a computer moderated, hidden movement, play by email / Internet, science fiction game. The goal of the game is to control the local Empyrean Star cluster.

The size of the cluster will vary from game to game.  Currently we are using what we call a size 1 to a size five cluster. Size 1 will fit in a cube 10 light-years on a side. Size 5 will be 50 light years on a side room enough to contain 125 size 1 clusters.

Achieving your goal of controlling your star cluster you will be colonizing planets as well as conquering and/or destroying your opponents’ colonies.

 

 

 

 

EMPYREAN CLUSTERS

 

Some time ago, a galactic empire was born. It prospered and grew to encompass myriad solar systems and hundreds of races. The Empire was mighty and ponderous. Then, as in other empires, corruption and oppression set in; stirring the subject planets' always-present desire for independence to a fever pitch.

One planet, whose rulers were braver than most, did rebel and was promptly destroyed. This sparked the revolution and started a galactic holocaust.

During the worst years of the war, when biological warfare was used and planets were being decimated right and left; a group of leaders from the rebel worlds decided to hedge their races' continued existence. Their plan was to colonize worlds, all located in the distant Empyrean Cluster group.

 

The planets would be in separate solar systems and would each be inhabited by one of galactic races. As the rebel worlds couldn't spare much in technological aid, it was decided that the colonies would be agricultural in nature, rather than industrial.

It was not long after the colonies were established that the rebel worlds, having finally overthrown the Empire., began to fight with each other for the remains of the Empire.

These struggles became so intense that hardly a planet escaped massive injury. The result of this tremendous destruction left virtually no planet capable of interstellar flight and no single interplanetary government functioning.

The colonies, isolated now, had no problem with food supplies, but their manufacturing capabilities were very limited.  Their technologies improved, over the centuries, until fairly high levels were achieved; resulting in the re-discoveries of anti-gravity and hyperspace travel.   

 

So here you are ready to begin your quest to dominate your cluster.

 

STAR LOCATIONS OR MAP

 

The cluster is mapped on a three dimensional grid, and is from 10 light years to 50 light years per side.  Each axis is numbered in light years.  Solar systems are designated by their coordinates, which are shown as three two-digit numbers.

 

These numbers range from 0 to the size of the cluster, an example being 28/02/28, or 02/03/05.

 

MULTIPLE STAR SYSTEMS

 

There can be two or more stars are at the same coordinates, they are known as a binary system (two stars), or a trinary system (three stars), etc.  Each star of the system has 10 orbits around it; each star with its planets revolves around the other star (or stars).  There is an 11th orbit surrounding each system and its planets, which serves the entire multiple star systems. Adding a letter to the coordinates designates a multiple star system. Thus, star B of system of 28/02/18 designates the second star of a multiple star system.

 

COORDINATES ON THE PRINTOUT

 

All coordinates are given relative to each player’s home planet.  So, each race's

home planet coordinates are always 0/0/0.  At the start of the game each player

should order a magnicude-10 system probe.  This will give the coordinates of all stars within 10 light years from the home planet, their distances from the home planet.

 

SOLAR SYSTEMS

 

Each system has at least one planet, with no more than 10 planets per star.  A star has 11 orbits, numbered from 1 to 11; number 1 is closest to the star, and number 11 is farthest from it.  Orbits 1 - 10 may be occupied by one planet of any type.  A planet never occupies orbit 11.  If there are two or more stars in a coordinate point, the 11th orbit surrounds the stars and the planets, as explained above. Ships from other systems always arrive in orbit 11.

 

 

TYPES OF PLANETS

 

Each star has from one to ten planets, which are located in any orbit, one thru

ten.   There is only one planet per orbit; but there are three possible types. Some systems may have 0 planets, with no more than 10 planets per star. The types of planets are: gas giants, terrestrial, and asteroids.

 

 

Gas Giants

 

They are huge with gaseous atmospheres. Surface colonies are assumed to be located on the moons of these planets. Gas giants and their moons are shown as one--body.

 

Terrestrial

 

Terrestrial planets are too small to retain the huge atmospheres of gas giants, but large enough to have become spherical. Terrestrial in this context   does not necessarily mean earthlike or habitable.  However, only terrestrial planets can be habitable.

 

Asteroids

 

Asteroids are so small they are able to retain irregular shape. The term Asteroids is meant to refer to an entire Asteroid belt, and is also considered co be a planet. The asteroids in an orbit are shown as one body.

 

HABITABILITY

 

The habitability number is the number of population that can live on the planet without being overcrowded or having to use alternate farming (other than tech 1 farms) methods or import food.

 

 

RESOURCE DEPOSITS

 

Each planet has six natural resource deposits. Each deposit has a number of resource units usually in the hundreds of millions to billions a few are unlimited.

 

TIME SCALE

 

One turn in the game equals one quarter of a (galactic standard) year.

 

 

 

COLONIES

 

 

TYPES

 

There are: Enclosed Surface Colonies, Open Surface Colonies, and Orbiting Colonies.

 

 

LOCATION RESTRICTIONS

 

Open Colonies are not allowed on planets with a habitability number of 0.

Enclosed Surface Colonies may be on any planet.

Orbiting Colonies may be located in any orbit around a star, whether or not there is a planet there.

 

STRUCTURAL REQUIREMENTS

 

Assembled Structure, or Light Structure units must encompass the volume of any colony units and population, with the exception of Non Metals and Metals in Open Colonies and Enclosed Surface Colonies. The   total volume of all the units in the colony times the STRUCTURE RATIO is the structural requirement.  In Open Colonies and Enclosed Surface Colonies, Non Metals and Metals are stored outside the colony.

 

STRUCTURE RATIO

 

The minimum Structure, or Light Structure required to enclose a single volume unit are:

Open Colonies 1

Enclosed Surface Colonies 5

Orbiting Colonies 8

 

Exceeding structural requirement limits will prevent new items from entering the colony.  They can even stop factory production.

 

 

 

 

 

SHIPS

 

 

Ships may be located in any orbit around a star, whether or not there is a planet there, and may be moved from orbit to orbit.  All incoming ships arrive in the system's 11th orbit. See ship movement

 

STRUCTURAL REQUIREMENTS

 

Assembled Structure, or Light Structure units must encompass the volume of any ships units and population, The   total volume of all the units in the ship times the STRUCTURE RATIO is the structural requirement. 

 

STRUCTURE RATIO

 

The minimum Structure, or Light Structure required to enclose a single volume unit is 10 for Ships. If a Ship is to transport 100,000 volume units, it will require a minimum of 1,000,000 Structure, or Light Structure.  For the number of volume units per item see the UNIT CHARACTERISTICS SUMMARY.

 

 

 

 

POPULATION

 

 

 

TYPES OF POPULATION

 

UNEMPLOYABLES

 

Unemployables are child rearing and pregnant females, children, aged, crippled, and those soldiers who have surrendered.

 

 

UNEMPLOYABLE INCREASES

 

Unemployable increases are caused by births, Soldiers captured in combat, and Arrested Rebels.  All births add to this population type, never in any other.   All births occur in colonies, never in ships.   Birth increases occur each turn and are never less than 0.25%, or more than 5%, of the total population of a colony. Births decrease as the standard of living rises and also as the total quantity of population units approaches the amount indicated by the habitability number.    The total number of combat casualties determines the number of wounded becoming Unemployables.  Increases are automatic and need no orders.

 

 

UNEMPLOYABLE DECREASES

 

Unemployable decreases occur automatically. When a portion of Unemployables are used to increase the number of Unskilled.

 

 

UNSKILLED WORKERS

 

Unskilled workers are those who do not require long apprenticeships or training.   Unskilled can be drafted to become soldiers or trainees, or construction worker units or they may work in farms, mines, and factories. All disbanded soldiers become Unskilled.

 

 

UNSKILLED INCREASES

 

The computer draws unskilled increases automatically from the Unemployables. All disbanded Soldiers, Police, and Constructors   become Unskilled, when a Disband order is issued for those units.

 

 

UNSKILLED DECREASES

 

Unskilled decreases are due to the Draft orders for trainees, soldiers, Constructors, or Police.

 

 

PROFESSIONALS

 

Professionals require long apprenticeships or a great deal of training.   Professionals are graduated from the trainees, and are used to train the trainees, as well. They are also drafted to become Special Agents, and are part of the work force for farms, mines, and factories.   Soldiers, (5% ANNUALY), retire from the military and become Professionals.

 

 

PROFESSIONAL INCREASES

 

Professional increases are caused by the influx of trainees each turn, and by the entry of retiring Soldiers.  5% of all Soldiers retire each year (every four turns), and 5% of all TRN graduate each turn.  These percentages become Professionals   automatically.

 

 

PROFESSIONAL DECREASES

 

Professional decreases are due to Draft orders for Special Agents.

 

 

SOLDIERS

 

Soldiers include all military personnel.  Soldiers are drafted from Unskilled.  Soldiers are used in combat.

Five percent, of all soldiers retire annually, (on every fourth turn), and become Professionals.  Any number of soldiers may be disbanded on any turn, with a disband order, and these become Unskilled.

 

 

SOLDIER INCREASES

 

Soldier increases are due to the draft of Unskilled.  The player writes a draft order for the Soldiers needed, and that number is deducted from the quantity of Unskilled and added to the existing Soldiers on that turn.

 

 

SOLDIER DECREASES

 

Soldier decreases are due Disband orders and retirement (5% per year), and combat casualties.  Disbanded Soldiers become Unskilled.

 

 

SPECIAL AGENTS

 

Special Agents help reduce discontent and help capture rebels.   A Special Agent unit is drafted, or disbanded on any turn.

 

 

SPECIAL AGENT INCREASES

 

Special Agent increases are ordered by the player, using a Draft order for Special Agents takes the necessary quantity of Professionals and makes them Special Agents.

 

 

SPECIAL AGENT DECREASES

 

Special Agent decreases are due Disband orders.  Disbanded Special Agents   become Unskilled.

 

 

CONSTRUCTORS

 

Constructors (formerly construction workers) execute Assemble, Disassemble, Scrap, and help with Add-On, Setup, and Junk orders.  Constructors are drafted from Unskilled.

 

 

CONSTRUCTOR INCREASES

 

Construction worker increases are ordered using a Draft order. 

 

 

CONSTRUCTOR DECREASES

 

Construction worker decreases are due to Disband orders each Constructor disbanded into one Unskilled.

 

 

POLICE

 

They may find and arrest rebels and help reduce their activities.

 

 

POLICE INCREASES

 

Police are drafted from Unskilled.

 

 

POLICE DECREASES

 

Police decreases are due Disband orders.  Disbanded Police become Unskilled.

 

 

 

 

TRAINEES

 

Trainees are Unskilled in training to become Professionals.  Each 100 Trainees requires one Professional to train them.   Five percent, (5%), of all trainees graduate each turn.

 

 

TRAINEE INCREASES

 

Trainee increases are caused by Draft orders.

 

 

MALCONTENTS

 

Malcontents (formerly Rebels) are merely a tally of the number of population units in each ship or colony who are   willing to rebel or cheering on the rebels.  Currently this number is reported as a tally, we plan to change this to a more useful percentage of the total population.

 

 

MALCONTENT INCREASES

 

These increases are based upon several conditions which may occur in a s/c because of  a player' s management style:

1.  General population is underpaid (Standard of Living less than 1), or back pay exists.

2.  General population is underfed (less than 0.25 food per turn).

3.                  Starvation occurring.  Causes greater increases than #2.

 

 

MALCONTENT DECREASES

 

Malcontent decreases are caused by the activities of Special Agents and by high standard of living (above 1.0)

 

 

 

REBELS

 

Rebels formerly rebel soldiers, are an actual units drawn from each of the other types. Rebels do not work, and can only be arrested(become unemployables) by Police or occasionally killed. They will steal Consumergoods and Food from the population stockpiles. For other Rebel Activities click the link. 

 

 

REBEL INCREASES

 

Rebel increases are based on the # of Malcontents and any of the 3 items listed as causing Malcontents.

 

 

REBEL DECREASES

 

They can only be arrested by Police or occasionally killed. Arrested Rebels become Unemployables.

 

 

 

DEATH RATE

 

The death effects all Population in a ship or colony rate per s/c per turn is 0.625%.  The computer applies this percentage to each population type within the ship or colony.  This percentage is increased   for all open colonies when the planet's habitability number x 10,000,000 is less than the total POP in all the Open Colonies of the planet.

 

 

 

POPULATION UNITS

 

Each unit of population consists of 100 people.

 

 

 

BASIC NEEDS  (FOOD, CONSUMER GOODS, LIFE SUPPORT)

 

FOOD CONSUMPTION

 

Each population unit automatically consumes up to one quarter of a food unit per turn, this will be the amount given to the population when the ration order is set to 100%. If the ration rate is set lower they will be given the percentage set. The ration rate cannot be set lower than 25%.  The population of a Ship or colony will try to stockpile a years supply of food, therefore they may consume less than all the food they were given. They will, however, consume at least 1/16 of a food unit per turn if they have enough available. If less than 1/16 of a food unit per Population unit is available there will be starvation.  Ration orders cannot be more than 100% (1/4 food unit per Population), or less than 25% (1/16 food unit per Population).  A portion about 30 % of the starving population will die each turn starvation continues.

 

 

RATION PERCENTAGE

 

The percentage of a ration order is the percentage of the normal 1/4 food unit per population unit.

 

 

 

CONSUMER GOODS

 

CONSUMPTION

 

All population types except unemployables* are paid in Consumergoods.  All PAY orders are standing orders; they remain the same until changed by the player.   At the start of the game, all unskilled units are paid 0.125 Consumergoods per turn; soldiers are paid 0.25   Consumergoods per turn; and professionals are paid 0.375 per turn.    Construction workers are paid the unskilled rate plus the Professionals rate divided by 2.    Special Agents are paid the Professionals pay rate plus the Soldiers pay rate divided by 2.  Trainees are paid at the unskilled rate.  To change the pay rate, the player writes a PAY order.

 

 

BACK PAY

 

If a colony does not have enough CNGD to pay its people, then the unpaid amount is added to Back Pay Amount.  Back pay has the effect of increasing Malcontents.  The larger the amounts of back pay in proportion to the population, the greater the increase in Malcontents.  Ships crews are paid at the home colony of the ship they are on. 

 

 

STOCKPILES

 

The population of each colony maintains a stockpile of food and of Consumergoods separate from the player’s inventory. The population will try to accumulate 1 year’s (4 turns) supply of each. The full rationed amount of food and the total paid amount of Consumergoods are added to these stockpiles. The population will try to consume 25% of the Consumergoods and food each turn. Food consumption will be more than 25% of the stockpile if needed to prevent starvation; also no more than 0.25 units of food will be consumed per population. The amount of Consumergoods consumed each turn divided by the population and then multiplied by 4 is the standard of living.

 

 

 

LIFE SUPPORTS

 

Life support units are used in a ship or colony to recycle air and water.  They will support the number of Population equal to their TL squared.   For instance, a TL-5 Life Support Unit will support 25 Population.   A LFS uses one fuel   unit times its TL per turn (i.e. a LFS-5 uses five fuel units per turn).  Only Open Colonies do not require Life Support Units.  Life Support Units on Orbiting Colony in orbits 1-5 do not use FUEL, but use solar power.

DEATH RATE AFFECTED

If the Life Support Units capacity of a ship or colony is exceeded, the unsupported population die. If there is not enough fuel to run the required life supports the death rate will be increased. Any turn the ship or colony’s Life Support Units capacity is not exceeded, the death rate will be dropped dramatically.

 

 

 

 

PRODUCTION

 

 

FARMING

 

Farming is done by farm Farms.  All of the farm units at each technological level (TL) form a FRM group.  There can be only one group per TL in a ship or colony. For instance one Open colony could have one group of 50,000 FRM-1, and 30,000 FRM-2 and 90,000 FRM-3.  In order for the farm units to be taken from storage and put to work, the player assembles them into a FRM group.  This is done with an Assemble order, and is explained in detail in, Assembly.

 

 

AMOUNT OF FOOD PRODUCED

 

The amount of food produced per turn per farm unit depends on the unit's TL.  A Farm-1 unit (TL-1 farm unit) will produce 25 food units per turn.  A Farm -2 thru Farm -10 will produce 5 times the TL in food units per turn.  So, a Farm-2 will produce 10 food units per turn.          

 

 

EFFECT OF SHORTAGES

 

A shortage of fuel or labor will cause the Farms to partially produce.  If there is a shortage of space available to hold the food, the extra food is thrown out.   A shortage of fuel or labor may only affect part of the farms; i.e., if there is enough fuel for 50,000 Farms out of a total of 90,000 Farms, then 40,000 Farms will not produce.

 

 

TYPES OF FARMS

 

TL-1 Farms are like our modern dirt farms.  They may only be assembled in Open colonies.

Farms -2 through Farms -5

These are hydroponics farms.  They may be assembled in any colonies in orbits 1through 5, but not in ships in any orbit, and not in colonies in orbits 6 -11.

Farms - 6 and above

These use artificial sunlight and may be used in any ship or colony.

 

 

PERSONNEL REQUIRED

 

The personnel required for run one Farm unit of any TL are one Professional and 3 Unskilled.

 

 

FUEL USE

 

Farms - 1 uses 0.5 fuel units per turn one FRM-2 through FRM-5 uses 0.5 times the TL in fuel units per turn; one Farms - 6 and above uses 1 fuel unit times the TL per turn.  Farms on Orbiting Colonies in orbits 1-5 use no fuel, but use solar power.

 

 

SHUT DOWNS AND START UPS

 

Shut down orders are used to stop the farming done by all assembled farms in a ship or colony; or to shut down only a portion of them.  Starts up orders are used ONLY to start up farms   that have been shut down.  Farms are assembled in running condition.

 

 

QUANTITY OF FARMS ALLOWED PER PLANET

 

The number of Farms - 1 that can be assembled in the open colonies of a planet is limited to the habitability number of the planet times 100,000.  There   is no limit to the number of Farms TL-2 on up that can be assembled in open colonies.  And there is no limit co Farms of any TL in ships, enclosed surface colonies, or orbiting colonies, providing there is enough space for them, and   the restrictions in above are observed.

 

 

MINING

 

Mine units at deposits of natural resources do mining.  The three types of natural resources are:  fuel, non-metals, and metals.  In order for a mine unit to work, it must be taken from storage and assembled into a Mine Units group. (All Mine Units 's in a group must be   of the same TL.)  This is done with an assembly order, and is explained in, Assembly

 

 

AMOUNT OF RESOURCES MINED

 

Each deposit is rated for yield; the yield percentage indicates the percentage of usable resources that can be extracted from each unit of resources mined. If a deposit had a 90% yield, and 100 units of resource were mined, 90 units   of resources would be added to the player's resources in storage. One Mine Unit mines 25 times its TL in resource units per turn.

 

 

EFFECT OF SHORTAGES                                        

 

 If there is a shortage of available space to hold the amount of fuel that would normally be mined on a turn, the Mine Units will only mine the quantity that will fit the space available, and no more.  Shortages of space do not affect Non Metals or Metals:  extra amounts of those are stored outside the colony walls. (This applies only to enclosed surface colonies and open colonies.  Mines   are not operable on ships or orbiting colonies).  Shortages of fuel or labor will cause Mine Units to not produce, either fully or partially.  Mine Units groups produce one by one, starting with MIN group #, then #2, etc.  As many mines will produce as are able before the shortage stops production.

 

 

FUEL AND PERSONNEL REQUIRED

 

Each MIN consumes 0.5 times its TL in fuel each turn.  Therefore, a Mine Units - 3 consumes 1.5 fuel units each turn.  One MIN of any TL requires one Professional and 3 Unskilled to operate it.

 

 

QUANTITY OF MINES ALLOWED

 

Only one colony may have a Mine Units group at a deposit.  If two colonies attempt to place Mine Units groups on the same deposit, only one of them will succeed.  A colony may not have more than one Mine Units group at a deposit.   Only 6 mine groups are allowed in any enclosed surface colony, or in any open colony.  Since all deposits are located on planets, no Mine Units can function on ships or orbiting colonies.  Mine Units   may   be   held in storage, however. Each Mine group is limited to 1 million mine units.

 

 

MANUFACTURING

 

Factory units do manufacturing. In order for a factory unit to work it must be taken from storage and assembled into a group, as is explained in Assembly. All of the factories in a factory group must be the same TL.  Factory groups make everything but food, resources, and population.  Each factory group manufactures on type of thing at a time. No item can be built in less than a year.  All factory groups require four turns to complete a batch of whatever item they are building.  Each colony is limited to 40 factory groups. Completed items are added to storage in colony.  Factory groups may not be assembled in ships, although unassembled factories may be carried in ships.

 

 

FUEL AND PERSONNEL REQUIREMENTS

 

Each factory requires 1 Professional and 3 Unskilled to run it. Each factory uses 0.5 times the TL of the factory fuel each turn it is operating.  Orbiting colonies in orbits 1 through 5 don’t require fuel.

 

 

CAPACITY OF A FACTORY GROUP

 

One-factory unit produces 5 x its TL MU per turn; that is 20 MU x its TL per year. This annual production in mass units, times the number of factory units in the group, divided by the mass units per item, will give the quantity of an item to be produced per year by a Factory group.  For example:  A Factory group of 50,000 Factory-1 is set up to build Life Support Units - 2.  20 (mass units per year) times 50,000 (number of Factory units in the group) divided by 16 (a Life Support Units - 2 is 16 mass units) will equal 62,500   Life Support Units - 2 produced per year, or 15,625 Life Support Units -2 produced per turn.

 

 

WORK IN PROCESS

 

Work in process includes all items in the process of being manufactured. Using the example in of 50,000 Factories - 1 being Assemble   (on turn 3) to build 62,500 Life Support Units - 2, output will report the work in process in this way:

TURN             WIP 1/4 COMP.     WIP 1/2 COMP.     WIP 3/4 COMP.

3000

4                62,500 Life Support-2     0                                 0

5                0                                        62,500 Life Support-2                      0

6                0                                         0                      62,500 Life Support-2

 

Note that the Factory group does not complete 1/4 of the Life Support Units - 2 per turn (15,625 in other words), but instead will get the entire 62,500 one quarter of the way to being complete.  On turn 7 of the example, 62,500 LFS-2 will show up on   the storage report on the printout, and the work in process will look like it did on turn 3. Let's say that we assembled this group on turn three, and assembled more Factories units to the group on turn 4, and turn 5 and turn 6.   The printout will show:

TURN             WIP1/4 COMP.          WIP 1/2 COMP.       WIP 3/4 COMP.

3                               0                                     0                                   0

4             62,500 Life Support-2                               0                                   0

5             62,500 Life Support-2          62,500 Life Support-2                    0

6              62,500 Life Support-2         62,500 Life Support-2       62.500 Life Support-2

Starting on turn 7, 62,500 LFS-2 are added to storage each turn.

 

 

ORDERS AFFECTIG FACTORY GROUPS

 

Once ordered to manufacture an item, a factory group will continue to do so, unless ordered to build something else with a build change order or to shut.  Once ordered to shut down, a Factory group (still assembled) remains shut down, or partly shutdown, unless ordered to start up with a Build Change.  One final way to stop a factory from producing is to disassemble it with a disassembly order.  This is explained in Assembly.  Disassembled factory units go into storage. A combine order combines two factory groups into one; both groups must be manufacturing the same item.

 

A Factory group may be changed from building one item to building another. A Build Change order will do the

 

 

SHORTAGES AND FACTORY GROUP NUMBERS

 

FCT groups will move as many items through its WIP as there are resources, labor, and fuel to do so.   The computer processes the manufacturing group by group in group number order, and within each group starting with Work in Process 3/4, Work in Process 1/2 then Work in Process 1/4.  When the shortage occurs, the computer will cease to work on the production it was processing, and not do any more processing. If the shortage has been taken care of on the next turn, the computer will process as normal, starting with FCT group #1, WIP 3/4.  If the shortage still exists, processing will not be done.

 

AUTOMATION

 

Automation units are used to replace Unskilled for Farms, Mine Units, Laboratories and Factories. Automation Units TL squared times the number of Automation Units assembled equals the number of Unskilled being replaced.  Automation Units are not assigned to specific production groups, but are counted as unskilled labor available to any production group in the ship or colony. If a colony, for instance, has 1,000 Farms, 10,000 Mine Units, and one 50,000-factory unit group, it will need 183,000 Unskilled or the equivalent in Automation Units  (which could be 183,000 AUT-1 or 45,750 AUT-2 or 7,320 AUT-5, etc).   Automation Units   use no fuel.

 

 

 

 

 

 

TURN SEQUENCE AND ORDERS

 

 

 

Game data cleanup.

 

Zero value records are deleted.

Dead ships and colonies are removed.

Accumulator fields are zeroed out.

 

Combat orders are processed. 

 

 

 

Dodge                                                  

Auto Return Fire                           

Pre-maneuver Energy Weapon Fire        

Pre-maneuver Missile Fire          

*** Allocate Damage                              

Close Proximity Targeting                    

Run

Tactical Maneuver

Close

Dock

*** Allocate Damage 

After-maneuver Energy Weapon Fire

After-maneuver Missile Fire

*** Allocate Damage  

Withdraw   

Defend   

Invasion   

Offensive Support    

Supply   

***Cycle ground combat   

 

 

 

Process all permission orders.

 

Permission to Colonize

Home Port Change

 

 

 

Disassembly Stage

 

Disassemble

Scrap

Junk

Merge

Give

Combine Factory Group

Define Cargo Hold  

Expend Research

 

 

Setup Stage

 

Set Up

Add On

 

 

Transfer Stage

 

Unload  

Transfer

Pick Up

Load Cargo  

 

 

 

Build Change Stage

 

Factory Group Change

Build Change

Mine Change

Shut Down

Start Up

 

 

 

Draft orders

 

Draft

Disband

 

 

 

Assembly Stage

 

Assemble

 

 

 

Surveys and Probes

 

S/c Probes Only

Survey

 

 

Pay change

 

Pay

Ration

 

 

 

Naming Orders

 

Name

Note

Control Planet

Un-control Planet

Message

 

Ship Movement

 

Jump

Move

 

 

 

Probe Stage

 

Probes

Launch Robot Probe

 

 

Production Stage

 

Cycles thru the colonies.

            Sums and reports Professionals used to pilot transports.

            Collects data for surveys.

            Totals automation capacity and life support capacity.

            Does production in the following order

                        Power Production

                        Mine Production

                        Farm Production

                        Laboratory Production

                        Factory Production

            Food Consumption

            Consumer Goods Consumption (includes ships based out of the colony being processed)

            Rebel Actions

            Population Changes (Births Deaths Graduations Retirements)

            Statistics updates

           

Cycles thru the ships.

            Sums and reports Professionals used to pilot transports.           

            Totals automation capacity and life support capacity.

            Does Farm production in the following order                

            Food Consumption      

            Rebel Actions

            Population Changes (Deaths Graduations Retirements)

            Statistics updates

 

Produce Out Put  Stage

 

Send Out Put Stage

 

ORDERS LIST

 

 

 

Alphabetical

 

A

Add On

After-maneuver Energy Weapon Fire

After-maneuver Missile Fire

Auto Return Fire                           

Assemble

B

Build Change

C

Close

Close Proximity Targeting          

Combine Factory Group

Control Planet

D

Defend   

Define Cargo Hold

Disassemble

Disband

Dock

Dodge  

Draft

E

Expend Research

F

Factory Group Change

G

Give

H

Home Port Change

I

Invasion   

J

Jump

Junk

L

Launch Robot Probe

Load Cargo

M

Merge

Message

Mine Change

Move

N

Name

Note

O

Offensive Support    

P

Pay

Permission to Colonize

Pick Up

Pre-maneuver Energy Weapon Fire        

Pre-maneuver Missile Fire          

Probes

R

Ration

Run

S

S/c Probes Only

Scrap

Set Up

Shut Down

Start Up

Supply   

Survey

T

Tactical Maneuver

Transfer

U

Unload

Un-control Planet

W

Withdraw   

 

 

 

 

 

 

 

 

 

Add On          

Format:  SHIP OR COLONY ID#, Add On, Quantity, item, target SHIP OR COLONY ID#          

 

The SHIP OR COLONY is directed to add on the item listed to the specified SHIP OR COLONY. 

more

 

 

After-maneuver Energy Weapon Fire                    

 

SHIP OR COLONY ID#, After-maneuver E.W., target SHIP OR COLONY ID#, # of energy weapons to fire, target area

 

This order directs the S/C to fire its energy weapons at the target S/C after all ship maneuvers have been completed.  After-maneuver E.W. orders take precedence over FIR, ARF and ODF orders.

 

If the SHIP OR COLONY is to not to fire all of its energy weapons at the target SHIP OR COLONY, the number of energy weapons to fire must be specified. 

 

If the target is a colony, a target area may be specified.  Specifying a target will reduce the total damage done to the colony to 80% of normal, but the specified target will absorb 4 times more damage than it would normally.  If a target area is not specified, or if the target is a ship, damage will be assigned randomly.

 

A surface colony may not fire energy weapons against another surface colony.

 

Population units will sustain casualties at 25% of the normal rate of mass destroyed, and military items will absorb damage at 50% of the normal rate.

 

Cargo items sustain damage at 200% of the normal rate.

 

A ship or colony cannot fire weapons at a ship or colony to which it is docked (or which is docked to the firing ship or colony).

 

Firing will be aborted if the target has docked with a ship or colony owned by the firing player. 

 

Players may abort the firing if a ship or colony is beyond a certain distance by appending a /Dxx to the order where xx is the maximum distance for firing.

 

 

Bombardment Target Areas

1. Population (population type(s) randomly selected)

2. Non-assembly and unassembled units

3. Assembled units

4. Mine groups

5. Factory groups

6. Military bases (Assault Craft , Assault Weapons , Military Robots , Soldiers )

7. Weaponry (energy weapons , energy shield , missile launchers , anti-missiles , missiles)

 

 

 

 

After-maneuver Missile Fire

 

 

 SHIP OR COLONY ID#, After-maneuver Missile, target SHIP OR COLONY, # of missiles to fire, target.

 

 

This order directs the s/c to fire its missiles at the target ship or colony after all ship maneuvers have been completed.  After Maneuver Missile Fire orders take precedence over FIR, ARF and ODF orders.

 

If the ship or colony is to not to fire all of its missiles at the target ship or colony, the number of missiles to fire must be specified.

 

If the target is a colony, a target area may be specified.  Specifying a target will reduce the total damage done to the colony to 80% of normal, but the specified target will absorb 4 times more damage than it would normally.  If a target area is not specified, or if the target is a ship, damage will be assigned randomly.

 

Each missile fired requires assembled missile launchers of equal TL.  Each missile launcher can launch only one missile in the after maneuver fire round.

 

Population units will sustain casualties at 25% of the normal rate of mass destroyed, and military items will absorb damage at 50% of the normal rate.

 

Cargo items sustain damage at 200% of the normal rate.

 

A ship or colony cannot fire weapons at an ship or colony to which it is docked (or which is docked to the firing ship or colony).

 

Firing will normally abort if the target ship or colony has docked with an ship or colony owned by the firing. 

 

Players may abort the firing if a ship or colony is beyond a certain distance by appending a /Dxx to the order where xx is the maximum distance for firing.

 

Bombardment Targets

1. Population (population type(s) randomly selected)

2. Non-assembly and unassembled units

3. Assembled units

4. Mine groups

5. Factory groups

6. Military bases (Assault Craft, Assault Weapons, Military Robots, Soldiers)

7. Weaponry (energy weapons, energy shield, missile launchers, anti-missiles, missiles)

 

 

 

 

AUTO RETURN FIRE

 

SHIP OR COLONY ID#, Auto Return Fire, %.

 

 

This order directs the ship or colony to fire its weapons at any that ship or colony fires at it during the bombardment round.  If the target ship or colony attacked during the pre-maneuver round, the return fire for both rounds will be targeted on it (unless the target is completely destroyed during the first round). Each return fire will occur when the sc is fired on. Using the specified % in the order. Attaches that do no damage will be ignored.

 

Only weapons, which have not been previously fired, are available for Auto Return Fire.  Auto Return Fire orders take precedence over CPT orders.

 

The ship or colony will not fire more weapons than are required to destroy the target.

 

A surface colony may not fire energy weapons against another surface colony.

 

Population units will sustain casualties at 25% of the normal rate of mass destroyed, and military items will absorb damage at 50% of the normal rate.

 

A ship or colony cannot fire weapons at an ship or colony to which it is docked (or which is docked to the firing s/c).

 

Firing will normally abort if the target ship or colony has docked with a ship or colony owned by the firing player.

 

 

ASSEMBLE

Format:  SHIP OR COLONY ID#, Assemble, Quantity, item

                                                                 (Quantity, Factories -TL, item to build)

                                                                 (Quantity, Factories -TL, factory group #)        

                                                                 (Quantity, Mine Units -TL, deposit number)

 

The ship or colony is directed to assemble the given quantities of the specified items.  This order is used to assemble to assemble items in storage.

 

Factories may not be assembled on ships. Factories will be assembled only if a factory group or a production order, which the ship or colony is able to build, is included.  Mines may be assembled only in surface colonies, and will be assembled to the specified deposit #.

 

Assembly of items requires 1 CNW for every 500 mass units.  If there is a shortage of Constructors, assembly orders will be processed in the sequence in which they are given, and assembly will halt when all Constructors have been used.

 

Only 1 million mines can be assigned to a deposit. They will be in the same group and of the same TL.

 

 

 

 

BUILD CHANGE      

 

 

SHIP OR COLONY ID#, Build Change, factory group #, new order

 

The colony is directed to change the build orders for the specified factory group.  The new order may be a different item to build, or nothing.

 

One of the item choices is Shut Down. If Shut Down is chosen you can also choose a quantity of factories to shut down.  While shut down, the factories group will not build any new items nor advance its work in progress, and they will not use any resource units nor employ any population units.

 

Ordering a group to build nothing is different then a shut down, in that when ordered to build nothing the group will continue to complete the work in process but will not start any new items.

 

Start Up is also an item choice. Factories in the group, which were previously shut down, will start up and resume normal production.

 

Many of the item choices to build also require a specified tech level.  The factory group will build the highest level you have achieved for that item or the tech level you specify in the order. This will allow you to order a factory group to build  transports – 150. If you have achieved tech level 7 in transports the group  will be building level 7. Then in a few turns you achieve level 9 the factory group will start building level 9 without needing a new build change order to be issued.

 

 

                       

 

CLOSE         

 

Format:  Ship ID#, Close, target ship

 

The ship is directed to move to the same tactical coordinates as its target ship's position after maneuvers (TMV, CLS, or RUN), or as close to that position as its speed and FUEL supply allow.

 

If a /<number> is appended to the order, the ship will instead attempt to move to a position that is the given number of distance units away from its target ship.

 

 

 

 

CLOSE PROXIMITY TARGETING 

Format:  SHIP OR COLONY ID#, Close Proximity Targeting, %.

 

 

This order directs the ship or colony to fire its weapons at any ship, which attempts to close with it.

 

Only weapons, which have not been previously fired, are available for CPT.

 

The ship or colony will not fire more weapons than are required to destroy the target.

 

Close Proximity Targeting fire will abort if it will result in 0 Damage. This order processed in the maneuver segment.

 

 

 

 

COMBINE FACTORY GROUP                  

 

Format:  SHIP OR COLONY ID#, Combine Factory group, Factories group, Factory group to be absorbed

 

The S/C is directed to combine the two factory groups into one.  The factories and work in progress of the factory group to be absorbed are added to the specified factory group.  Both factory groups must be of the same tech level, be making the item-TL, and have same item-TL work in progress.  The factory group number of the group to be absorbed will become available for re-use.

 

If a /W is appended to the order, only the work in progress of the group to be absorbed will be added to the other factory group. In this case the factories would remain assembled in their current factory group. (This allows the combining of the work in progress of factory groups of different TLs if desired.)  If a /Wyx is appended, Y and X can be 1,2,or 3, to indicate quarters to absorbed. The /W indicates all three quarters.

 

 

 

 

 

CONTROL PLANET

 

Format:  Colony ID#, Control Planet.

 

The colony is directed to take control of the planet it is on.  Only surface colonies may be given this order.  If two colonies attempt to take control of the same planet on the same turn, the colony with the greatest mass will gain possession.  A Control order will fail if another colony is already in control of the planet.

 

 

 

 

 

 

DEFEND      

 

Format:  SHIP OR COLONY ID#, Defend, SHIP OR COLONY ID# being defended

Quantity, item (Items to be included)

1, End Defend

 

The ship or colony is directed to send the troops, weapons, and supplies listed to support the defense of the target ship or colony against invasions.  The troops may be Soldiers and/or Military Robots.  Assault Weapons may be used only to support surface colonies or ships docked to surface colonies.  Assault Craft may be used to support ships and colonies   of any type.  Support of ships and Orbiting Colonies requires Assault Craft to transport the Soldiers /Military Robots  (unless the supporting ship or colony is docked to the supported ship or colony.  If there are insufficient Assault Craft, the excess troops will not go into battle.  Assault Weapons and Assault Craft require troops to operate them.  If there are insufficient troops, the excess Assault Weapons and Assault Craft will not go into battle.

 

Military supplies for the troops and fuel (for the Assault Craft) may be included in the Defend order. If military supplies and/or fuel are not listed in the Defend order, or supplied via a supply order, the troops will automatically draw them from the sending ship or colony.  If there is a shortage of supplies available, unsupplied units will not go into battle.  The troops giving defensive support will expend military supplies and fuel whether or not an invasion actually takes place.  The Transports  (and their fuel) needed to move the supporting force are not listed in the Defend order.

 

When the combat ends, the troops and supplies will automatically withdraw to the S/C which sent them. (No TPT or FUEL is required for this.)  If the sending S/C is no longer at this location (or has been captured/destroyed), the troops will withdraw to their owner's largest colony at this location (or largest ship if their owner has no colonies at this location).  If no appropriate S/C is available, the DEF troops will join the S/C they were supporting.

 

 

 

 

DEFINE CARGO HOLD

                       

Format:  Ship ID #, Define Cargo Hold, Quantity of space

 

This order sets aside a portion of the total space available in the ship as a cargo bay.  This cargo space can only be accessed via the Load and Unload orders.  The quantity of space may not be greater than the total space available in the ship, nor may it be less than the amount presently in use by items in the cargo section.

 

The size of the cargo hold may only be changed when the ship is docked to a colony owned by the ship's owner.

 

Items placed in the cargo bay are considered to be crated, and are unusable by the ship.  Thus, cargo items use only 50% of their normal space requirements.  Population carried in cargo are considered to be cryogenically frozen, and do not require either food or life support.

 

The ship must be docked to the colony, which is loading and/or unloading the cargo.

 

Population unloaded from a cargo hold are not able to work on the turn they are revived (and will show as employed in the colony's statistics section).  In addition, a percentage of the population will die (not survive the cryogenic freezing).  The percentage not reviving will be a random number between 1 and 10, plus the current death rate of the ship on which they arrived.

 

One should keep in mind that the ship will no longer have access to this space for other than cargo hold usage.

 

 

 

DISASSEMBLE

 

Format:  SHIP OR COLONY ID#, Disassemble, Quantity, item

                                                                      (Quantity, FCT-TL, factory group #

                                                                      (Quantity, MIN-TL, mine group #.)

 

The ship or colony is directed to disassemble the items listed and place them into storage.  A group number for FCT and MIN must be given, or the order will fail.  Disassembly requires 1 CNW for each 500 mass units to be disassembled.  If there is a shortage of CNW, as many items as possible will be disassembled in the sequence the orders are issued.  10% of the items disassembled are lost.

 

If all factories are disassembled from a factory group, the factory group and its work in progress will remain in existence through the assembly stage so that factories of another TL may be assembled to the group to carry on production. 

A total of 40 factory groups may exist in one colony. Groups with no factories or work in process will disappear at the end of the turn.

 

 

 

DISBAND

 

Format:  SHIP OR COLONY ID#, Disband, quantity, Soldiers, Constructors, Police, Special Agents, or Trainees

 

The ship or colony is directed to disband the given quantity of its Soldiers, Constructors, Police, Special Agents, or Trainees.  The disbanded Soldiers, Police, Constructors, Special Agents, or Trainees will become Unskilled.   Note: Special Agents are drafted from Professionals and when disbanded become Unskilled.

 

 

DOCK

 

Format:  SHIP ID#, Dock, target SHIP OR COLONY ID#

 

The ship is directed to attempt to close with and then dock itself to the target ship or colony.  Docked Ships and colonies may not fire energy weapons or missile launchers upon one another, or on docked entities where one of the entities is owned by the firing player.  When a ship is docked to a surface colony, it may be attacked with Assault Weapons via invasion.  When a ship is docked to a ship or Orbiting Colony, Assault Craft are not required in order to invade to/from the Orbiting Colony.

 

If a ship is already docked, any bombardment attacks against it will affect the docked Ships but not colonies.    While docked, all connected Ships and colonies combine their defenses against bombardment, but bombardment damage will be proportionately distributed among ships connect to the target only. Also colonies will not share damage with ships.

 

Ships will automatically undock if the ship, which ordered the dock, issues a Close, Tactical Maneuver, Run, Jump, or Move order.

 

A ship which has another player's ship docked to it can move only if it can move the combined mass of both ships.

 

Two ships belonging to the same player will move as a single entity if the ship being docked to is given a maneuver or Move /Jump order.  The space drives or Hyper Engines of the ship being docked to (the one to which the maneuver or Move /Jump order was given) will be used first.  The space drives or Hyper Engines of the docking ship(s) will be used also if necessary to move the ships' combined mass.

 

 

 

 

DODGE

 

Format:  SHP ID#, Dodge, amount of speed to use

 

This order directs the ship to use the amount of speed specified in its attempt to avoid hostile missile or energy weapon fire or docking attempts by other ships.  Only the amount of speed not being used by Dodge is available for other maneuvers.  A Dodge order will remain in effect until changed, or the ship docks with another ship or colony.

 

 

 

DRAFT

 

Format:  SHIP OR COLONY ID#, Draft, quantity, Soldiers, Constructors, Special Agents, Police, or Trainees

 

The ship or colony is directed to draft the given quantity of Soldiers, Constructors, Police, or Trainees from its Unskilled.  Special Agents are drawn from PRO.  The use of race numbers is not optional.

 

 

 

 

 

EXPEND

 

Format:  COLONY ID#, Expend, quantity of research points, Item

OR     :   COLONY ID#, Expend, quantity of item(1 to 20), Item-TL

 

The colony is directed to expend the given quantity of research points to acquire the ability to build the item at a higher TL.  Any of a player's colonies may contribute research points toward improving TL of any item. Once a TL has been acquired, a player may begin building the new TL item in any of his colonies (except Light Structure   which may be built only in Orbiting Colonies).  It is not necessary to expend sufficient research points to acquire a higher TL of an item all in one turn.  Any remainder will be carried over but is committed to the item in the order. Once research points are expended on a given item, it remains committed to that item.  It cannot be recalled and expended on a different item.

 

The ability to raise an item one TL requires 1,000,000 * (current TL) research points.  A player may jump more than one TL on a given item on a single turn if enough RSCH is expended.

 

The number of research points required to reach a higher TL may be reduced by using existing units of the item-TL as prototypes.  Each prototype will replace 4% of the research point requirement and up to 20 prototypes may be used to replace a maximum of 80% of the research point requirement.  The prototypes will be expended by the expend order and cease to exist.  To use prototypes, the expend order must include the TL to be achieved, and all of the research points and prototypes must be contributed by one colony on a single turn.  If there are insufficient prototypes or research points available to achieve the specified TL, the order will abort.

 

 

Research required reaching each TL level from the previous level:

 

      TL           without prototypes       with 20 prototypes

      2               1,000,000                  200,000

      3               2,000,000                  400,000

      4               3,000,000                  600,000

      5               4,000,000                  800,000

      6               5,000,000                1,000,000

      7               6,000,000                1,200,000

      8               7,000,000                1,400,000

      9               8,000,000                1,600,000

     10              9,000,000                1,800,000

     11            10,000,000                2,000,000

    Etc             + 1,000,000 / TL           + 200,000 / TL

 

 

FACTORY GROUP CHANGE

 

Format:  SHIP OR COLONY ID#, Factory Group Change, Existing Factory Group #, New Group #,  # of Factories

 

This order can change the group number of an existing factory group, split a factory group in two, move factories from one group to another,

 

Changing the group number of an existing factory group affects only the sequence in which the factory groups are supplied with workers and resources.  Thus critical groups should be given a low factory number to be sure they run during times of material or personnel shortages.  When a factory group is changed to a new group number, another factory group may be assigned to its original group number, provided that the orders are written in the proper sequence.

 

To split a factory group, the number of factories to be split off is required.  When a factory group is split, all of the work in progress will remain with the original group.

 

Factories may be moved to another existing group.  The factories being moved and the factories in the target group must be of the same TL.

 

 

 

GIVE

 

Format:  SHIP OR COLONY being given, Give, ship or colony ID# receiving

 

With this order, the S/C is given to the specified player. Home colonies may not be given away, even if not controlled by their original owners.  The receiving player must have a Ship or Colony in the same system as the Ship or Colony to be given.

 

HOME

 

Home Port Change                    

 

Format:  Ship ID#, Home, colony ID#

 

The ship is directed to change its homeport.  The ship and the colony must both belong to the same player.  The homeport is the colony, which executes the pay orders for the ship (in effect paying the crew's families from its supply of Consumergoods).  A ship's original home colony is the colony which set it up; or if set up by a ship, the mother ship's home colony.  Only ships may issue a HOM order; only colonies may be homeports.

 

 

 

INVADE

 

Format:  SHIP OR COLONY ID#, Invade, target SHIP OR COLONY

        Quantity, item

        1,end invade

 

Additional note: Sending troops to Docked s/c does not require TPTs or Assault Craft. Also for troop moves when targets are not docked targets must be within 1 distance unit.

 

The ship or colony is directed to invade the target ship or colony using the troops, weapons, and supplies listed.  Troops may be Soldiers and/or Military Robots.  Assault Weapons may be used only against a surface colony or a ship docked to a surface colony.  Assault Craft may be used in the invasion of any type of ship or colony.  Invasions of ships and Orbiting Colonies require Assault Craft to transport the Soldiers /Military Robots unless the invading ship or colony is docked to the other.  If there are insufficient Assault Craft, the excess troops will not go into battle.  Each Assault Weapons/Assault Craft requires one Soldier  (or equivalent Military Robots) to function.  If there are insufficient troops, the excess Assault Weapons /Assault Craft will not go into battle.

 

The invasion order may include military supplies for the troops and fuel for the Assault Craft, (or these may be provided with a supply order); otherwise, these will be automatically drawn from the invading ship or colony. Unsupplied units will not go into battle.  Excess military supplies and fuel will remain with the troops to support subsequent turns (if necessary).  Any remaining supplies will become part of the target ship or colony when the invasion ends.  The Transports  (and their fuel) used to move troops and Assault Weapons to battle are not included in the invade order.

 

 

 

 

JUMP

 

Format:  Ship ID#, Jump, star system coordinates (/distance)

 

The ship is directed to move to the star system at the coordinates given.  It will arrive in the 11th orbit of that system.  An optional tactical distance order (Close, Medium, or Long) may be appended to direct how many distance units from tactical position 0/0/0 the ship will arrive.  The default tactical distance (no tactical distance order given) is 5 to 10 distance units. 

Close is 5 to 10 distance units. Medium is 11 to 50 distance units. Long is 51 to 100 distance units.

 

 

 

 

JUNK 

 

Format:  SHIP OR COLONY ID#, JNK, SHIP OR COLONY to be junked

 

The ship or colony is directed to disassemble the indicated ship or colony and to put the resulting component parts into its own storage.  The ship or colony being junked will cease to exist.  Both entities must belong to the same player and must be within 1 distance unit of each other.

 

Junking a ship or colony requires Transports and Constructors.  The Transports and Constructors of the ship or colony to be junked are used first, and if necessary, the Transports and Constructors of the ship or colony issuing the order will also be used to disassemble the ship or colony and move its component parts.  The population of the junked ship or colony joins the population of the ship or colony issuing the order.

 

 

 

 

LAUNCH ROBOT PROBE

 

Format:  SHIP OR COLONY ID#, launch robot probe, (probe type), Star letter, Orbit  #

 

Probe Type can be ORBIT, SYSTEM, SHIP, or COLONY.

 

 

ORBIT PROBE

The ship or colony is directed to launch a robot probe vehicle to obtain a probe of the specified orbit, system, shi, or colony.  This enables the ship or colony to obtain probes without moving to the orbit and without using sensors.

 

Each robot probe vehicle can obtain one orbit probe.  It is expended in this action and cannot be reused.  An orbit probe report obtained by an RPV is identical to probe report generated by an ship or colony located in that orbit. 

 

 

SYSTEM PROBE

The ship or colony is directed to launch a robot probe vehicle to obtain a system probe.  The system probe the type of planet in each orbit.

 

One robot probe vehicle is expended times the magnitude to obtain the system probe.  This report is identical to the system probe obtained via sensors.  If robot probe vehicle of more than one TL are present in the ship or colony, the lowest TL robot probe vehicle will be used.

 

Robot probe vehicle are launched after ship movement, therefore the information obtained is for the system at which a ship ends its move.

 

SHIP OR COLONY PROBE

Performs exactly like a sensor except the probe is expended.

 

 

 

 

LOAD CARGO                     

 

Format:  Colony ID#, Load, Quantity, item, ship ID

        

 

The colony is directed to load the items listed from its own storage to the cargo section of receiving ships.  The items to be transferred must be either population or unassembled/non-assembly items.  The ship must be docked to the colony.  The load order requires one-fifth the transport capacity of a transfer order.  A load to a ship belonging to another player will fail.

 

Items placed in the cargo bay are considered to be crated, and are unusable by the ship.  Thus, cargo items use only 50% of their normal space requirements.  Population carried in cargo are considered to be cryogenically frozen, and do not require either food or life support.

 

Population unloaded from a cargo hold are not able to work on the turn they are revived (and will show as employed in the colony's statistics section).  In addition, a percentage of the population will die (not survive the cryogenic freezing).  The percentage not reviving will be 10%.

 

 

 

 

MERGE

 

Format:  SHIP ID#, Merge, SHIP that is being absorbed

 

This order causes the two ships to be combined into one.  After the merge, the ship that was absorbed will no longer exist, and the ship, which issued the order, will now contain all of its items from both ships.  The combined ship will have a death rate equal to the higher of the rates of the merging ships.  In order to merge the ships must belong to the same player, and be at the same tactical coordinates of the same orbit.  Merges do not require TPT or CNW.

 

 

 

 

MESSAGE

 

Format: SHIP OR COLONY ID#, message, SHIP OR COLONY, text

 

This order is used to send a message to other players via their ships or colonies.  The target is the receiving ship or colony. Both the receiving and receiving ships and colonies must be in the same system before moving.

 

 

 

 

MINE CHANGE

 

1. Format:  Colony ID#, Mine Change, from mine group #, to mine group #, quantity of mines

 

The Colony is directed to move the given quantity of mines from the specified mine group number to the new deposit, which is given as a deposit number. If a quantity of mines is not specified, all of the mines comprising the mine group will be moved.

 

 

2. Format:  Colony ID#, Mine Change, mine group #, Shut Down or start up, quantity of mines

 

The Colony is directed to give the new order to the specified mine group.  If a Shut Down order is chosen, the mine group will shut down production.  The mines will remain assembled, but will not produce resource units nor require fuel nor employ population units.  If a start up order is given, the mine group, which was previously shut down, will start up and resume normal production. A quantity to be started or shut down may be secified.

 

 

 

 

MOVE

 

Format:  Ship ID#, MOV, orbit.(/distance)

 

 

The ship is directed to move to the specified orbit.  The orbit designation consists of the star id (A, B, C, etc.) followed by the orbit number.  An optional tactical distance order (Close, Medium, or Long) may be appended to direct how many distance units from tactical position 0/0/0 the ship will arrive.  The default tactical distance (no tactical distance order given) is 5 to 10 distance units. Close is 5 to 10 distance units. Medium is 11 to 50 distance units. Long is 51 to 100 distance units.

.

 

 

 

 

 

NAME

 

Format:  SHIP OR COLONY ID#, Name, Item, name

 

This order assigns a name to an item.  The items that can be named are SHIP, COLONY, SYSTEM, STAR, and PLANET. The maximum length of a name is 30 characters. A name may contain any printable ASCII character except the comma.  An item may be named (or renamed) on any turn.

 

Note: the game tracks each player’s name for system stars and planets separately. 

 

          

 

 

 

NOTE

 

Format:  SHIP OR COLONY ID#, Note, Text

 

This order causes the text of the note to be printed below the name of the SHIP OR COLONY on its owner's report only.  It will continue to appear until the note is replaced with new text or is turned off.  The text is limited to 200 characters, including spaces.

 

 

 

 

OFFENSIVE SUPPORT

 

Format: SHIP OR COLONY ID#, Offensive Support, defending SHIP OR COLONY, SHIP OR COLONY being supported

            Quantity, item

            End offensive Support

 

The ship or colony is directed to send the troops, weapons, and supplies listed to the support of the specified ship or colony in its invasion of the defending ship or colony.  The troops listed may be Soldiers and/or Military Robots.  Assault Weapons may be used only to support surface colonies or ships docked to surface colonies.  Assault Craft may be used in support of invasions of any type of ship or colony.  Support of ships and Orbiting Colony require Assault Craft to transport the Soldiers /Military Robots  (unless the supporting ship or colony is docked to the receiving ship or colony).  If there are insufficient Assault Craft, the excess troops will not go into battle.  Each Assault Weapons /Assault Craft requires one Soldiers  (or equivalent Military Robots) to function.  If there are insufficient troops, the excess Assault Weapons /Assault Craft will not go into battle.

 

Military supplies for the troops and fuel (for the Assault Craft) may be included in the Offensive Support order or in a separate supply order; otherwise these supplies will be automatically drawn from the sending ship or colony. If there is a shortage of supplies available, the unsupplied units will not go into battle.  The forces giving offensive support will expend military supplies and fuel whether or not the invasion actually takes place.  The Transports  (and their fuel) used to move the supporting forces are not listed in the OFS order.

 

When the combat ends, the troops and supplies will automatically withdraw to the ship or colony, which sent them. (No Transports or fuel is required for this.)  If the sending ship or colony is no longer at this location (or has been captured/destroyed), the troops will withdraw to their owner's largest colony at this location (or largest ship if their owner has no colonies at this location).  If no appropriate ship or colony is available to withdraw to, the offensive support troops will surrender to the enemy after combat.

 

 

 

 

PAY

 

Format:  Colony ID#, Pay, Amount per unit, Population type

 

This order directs the ship or colony to pay the specified amount of Consumergoods for each unit of the given Population type, Unskilled, Professionals, or Soldiers.  Race numbers are not used in Pay orders.  The rate of pay will remain standing until changed. If the population type ALL is selected then the amount is a percentage.  When this option is used the existing rates are changed to the % of their current value. If you use 150% then you have increased all pay rates to half again as much as they are.  If you use 25% then you will have reduced them made them one quarter their current value.

 

 

 

 

 

 

PERMISSION TO COLONIZE

 

Format:  COLONY ID#, Permission To Colonize, Ship # being given permission

 

With this order, the colony in control of a planet grants permission to a ship belonging to another player to set up a colony at that planet.  A Permission to Colonize order is valid only on the turn it is issued.  A Permission to Colonize order is not required if the player setting up a new colony already has a colony present in the orbit.  If a planet is not under the control of any ship or colony, permission to colonize is not required. 

 

 

 

PICK UP

 

Format:  SHIP OR COLONY ID#, Pick Up, Quantity, item SHIP OR COLONY to pick up from

        

 

The ship or colony is directed to pick up the item listed from the storage of the ship or colony listed and to place the items into its own storage.  Items to be picked up must be population units, unassembled or non-assembled units.  All ships and colonies involved must be at the same tactical coordinates of the same orbit.

 

A pick up order will fail if there is a lack of transport capacity, fuel or Professionals to operate the transports.  A pick up from a ship or colony belonging to another player will fail.   A pick up order is like a transfer order except that the receiving ship or colony provides the transport.

 

 

 

 

 

PRE-MANEUVER ENERGY WEAPON FIRE

 

Format:  SHIP OR COLONY ID#, Pre-Maneuver E.W. fire, target SHIP OR COLONY

 

This order directs the ship or colony to fire its energy weapons at the target ship or colony before any ship maneuvers are performed.  Pre-Maneuver E.W. fire orders take precedence over Auto Return Fire and Close Proximity Targeting orders.

 

If the ship or colony is to not to fire all of its energy weapons at the target ship or colony, the number of energy weapons to fire must be specified.  If the target is a colony, a target area may be specified.  Specifying a target arfea will reduce the total damage done to the colony to 80% of normal, but the specified target will absorb 4 times more damage than it would normally.  If a target area is not specified, or if the target is a ship, damage will be assigned randomly.

 

A surface colony may not fire energy weapons against another surface colony.

 

Population units will sustain casualties at 25% of the normal rate of mass destroyed, and military items will absorb damage at 50% of the normal rate.

 

Cargo items sustain damage at 200% of the normal rate.

 

A ship or colony cannot fire weapons at an ship or colony to which it is docked (or which is docked to the firing ship or colony).

 

Players may abort the firing if an ship or colony is beyond a certain distance by appending a /Dxx to the order where xx is the maximum distance for firing.

 

Bombardment Target Areas

1. Population (population type(s) randomly selected

2. Non-assembly and unassembled units

3. Assembled units

4. Mine groups

5. Factory groups

6. Military bases (Assault Craft, Assault Weapons, Military Robots, Soldiers)

7. Weaponry (energy weapons, energy shield, missile launchers, anti-missiles, missile)

 

 

 

 

 

 

PRE-MANEUVER MISSILE FIRE

 

Format:  SHIP OR COLONY ID#, Pre-Maneuver Missile Fire, target SHIP OR COLONY

 

This order directs the ship or colony to fire missiles at the target ship or colony before all ship maneuvers.  Pre-Maneuver Missile Fire orders take precedence over Auto Return Fire and Close Proximity Targeting orders.

 

If the ship or colony is to not to fire all of its missiles at the target ship or colony, the number of missiles to fire must be specified.

 

If the target is a colony, a target area may be specified.  Specifying a target area will reduce the total damage done to the colony to 80% of normal, but the specified target will absorb 4 times more damage than it would normally.  If a target area is not specified, or if the target is a ship, damage will be assigned randomly.

 

Each missile fired requires assembled missile launchers of equal or greater TL.  Each missile launchers can launch only one missile in the after maneuver fire round.

 

Population units will sustain casualties at 25% of the normal rate of mass destroyed, and military items will absorb damage at 50% of the normal rate.

 

Cargo items sustain damage at 200% of the normal rate.

 

A ship or colony cannot fire weapons at a ship or colony to which it is docked (or which is docked to the firing ship or colony).

 

Players may abort the firing if an ship or colony is beyond a certain distance by appending a /Dxx to the order where xx is the maximum distance for firing.

 

 

Bombardment Target Areas

 

1.Population (population type(s) randomly selected

2. Non-assembly and unassembled units

3. Assembled units

4. Mine groups

5. Factory groups

6. Military bases (Assault Craft, Assault Weapons, Military Robots, Soldiers)

7. Weaponry (energy weapons, energy shield, missile launchers, anti-missiles, missile)

 

 

 

 

 

PROBE

 

1. Format:  SHIP OR COLONY ID#, Probe, ”Orbit”, star, orbit

 

The ship or colony is directed to execute an orbit probe of the given orbit(s).  If “ALL”  is substituted for the orbit #, the probe will report on all orbits of the given star. If “ALL” is substituted for the star then all of the stars at that system will be probed for in the given orbit. If “ALL” is substituted  for both star and orbit then the order will probe for all of the orbits of all of the stars at that system.    An orbit probe requires one Sensor -1 equivalent for each orbit probed, except for the orbit the ship or colony is in, which requires no Sensor.

 

Note that if a star exists it comes with 10 orbits, the orbits can be probed weather or not they have planets. The system will always have at least one star, and an 11th orbit.

 

An orbit probe will report the planet type and the Ships and colonies present in the orbit, the log base 10 of their mass, their ID#s and names, and their tactical coordinates.  For the orbit the ship or colony is in, an orbit probe will report the habitability, the planet type.  It will also report the log base 10 of the mass of the Ships and colonies in the orbit to one more significant digit.  Every ship or colony automatically receives an orbit probe of the orbit it is in.

 

The orbit designation consists of the star ID (A, B, C, etc.) followed by the orbit number, the star ID or “ALL”  must be included.

 

2. Format:  SHIP OR COLONY ID#, PRB, "System", Magnitude

max magnitude equal to 10

 

The ship or colony is directed to execute a system probe of the given magnitude.  A system probe will report the planet types in all orbits of the system the ship or colony is in after the ship movement phase, and will report the coordinates and distances of all stars within the number of light years equal to the probe's magnitude.  The maximum system probe range is equal to 10.  System probes of magnitude 10 or less require one Sensor -1 or equivalent per magnitude. 

 

 

PROBE SC

 

Format:  SHIP OR COLONY ID#, PRB, SHIP OR COLONY to be probed

 

The ship or colony is directed to execute ship or colony probes of the specified Ships and colonies.  The ship or colony executing the probe and the Ships and colonies being probed must be in the same system before movement.  A ship or colony probe will report the log base 10 of the mass of the ship or colony, its population, its assembled structural units, and its available space.    It will report the type (but not TL) and percentage of total ship or colony mass of the top 6 items of the probed ship or colony.  One Sensor -1 equivalent is required per S/C probed.

 

 

 

 

RATION

 

Format:  SHIP OR COLONY ID#, RTN, percentage of one turn's FOOD supply

 

The ship or colony is directed to give its population the given percentage of one turn's normal food supply.  The percentage may not exceed 100%, and the population will not accept FOOD in excess of a five-turn supply in its stockpile, nor will they consume more the 0.25 food per turn.  A Ration order will remain standing until changed.

 

 

 

 

RUN

 

Format:  Ship ID#, RUN, target ship or colony

 

This ship is directed to move as far away from the target as its speed and fuel supply allow.

 

 

 

 

SCRAP

 

Format:  SHIP OR COLONY ID#, Scrap, Quantity, item

 

The ship or colony is directed to convert the specified items to resource units.  The items to be scrapped must be unassembled or non-assembly items.  1 Constructors is required for each 300 mass units to be scrapped.  There is a 30% loss when items are scrapped.

 

 

 

 

 

SET UP                      more

 

Format:  SHIP OR COLONY ID#, Setup, type of Ships and colonies, number of ships (colonies are always 1)

             Quantity, item

            (Quantity, Factories -TL, item to build.)

             (Quantity, Mine Units -TL, deposit number or type)

 

The ship or colony is directed to set up the given number of the specified type of Ships and colonies, each composed of the items listed.  [A DSN-# may be substituted for an item as follows; say 1,XDShip-12.  This is 1 of ship design #12. If you wanted to setup a ship 3 times that size it would be 3,XDShip-12.]  The quantity of Ships and colonies to be set up must be one, unless the ship or colony type is Ship.

 

Not yet implemented

[Move or Jump orders may be listed in the Setup order for ships.]

 

When the set up is executed, the items listed are assembled or transferred in the order in which they are listed.  Construction will halt if there is a shortage of Constructors, fuel, or transport capacity, at the point at which any of these runs out.  In the set up order, structural units should be the first item listed.  All assembly type items listed in a set up order will be assembled in the new ship or colony, (with the possible exception of Mine Units, Factories and Farms), unless a /U is appended after the item in the set up order.  Factories will be assembled only if a product is specified, and mines will be assembled only if a deposit number or deposit type is given.  Farms -1 will only be assembled in Open Colony; and Farms -2 through Farms -5 will be assembled only in colonies in orbits 1 - 5.  Factories, Farms with TL less than 6, Laboratories, Power Plants, and Mines may not be assembled on ships.  Items that are not assembled during set up will go into storage in the new ship or colony.


 

 

 

 

SHUT DOWN

 

Format:  SHIP OR COLONY ID#, Shut Down, Quantity, Farms -TL or Laboratory -TL

 

The ship or colony is directed to shut down some or all of its farms or labs as specified.  This order may be used to shut down all or a percentage of the farms or labs of the given TL in the given ship or colony.  The shutdown farms or labs will remain assembled, but will not produce.  While shut down, the farms or labs not will require fuel and not employ population units.  A start up order will return the farms or labs to production.

 

 

 

 

START UP

 

Format:  SHIP OR COLONY ID#, start up , Quantity, Farms -TL or Laboratory -TL

 

The ship or colony is directed to restart some of its shut down farms or labs.  This order may be used to startup all some of those of a certain TL, and in the given ship or colony.  The farms or Laboratories, which had previously been shut down, will now resume normal production.

 

 

 

SUPPLY

 

Format:  SHIP OR COLONY ID#, SUP, defending SHIP OR COLONY, SHIP OR COLONY to be supported

                        Quantity, item

 

The ship or colony is directed to send the military supplies and/or fuel listed to the battle in the defending ship or colony to supply the forces of the given S/C.  The supply order may be used to send more supplies to the ships and colonies own forces involved in a multi-turn battle, or may be used to give supplies to another ships and colonies forces.  The forces receiving the supplies may be engaged in invasions, offensive troop support, or defensive troop support. These supplies become the property of the ship or colony to be supported.  If no ship or colony to be supported is given, the supplies will go to the troops of the ship or colony issuing the order. If this ship or colony has no troops present, then the supplies will go to the defending ship or colony. If the ship or colony to be supported has no forces present, the supplies will be captured by the defending ship or colony.

 

The military supplies and fuel in the supply order use transport capacity at the combat rate.

 

 

 

SURVEY

 

Format:  SHIP OR COLONY ID#, Survey, PLANET.

 

The ship or colony is directed to survey the planet it is at.  A survey will report the type, yield, and quantity of resource units of each resource deposit, the planet's habitability number, the number of assembled Farms -1, and the total population of all open colonies.  Surveys require 200 units of transport capacity.

 

 

 

 

TACTICAL MANEUVER

 

Format:  Ship ID#, Tactical Maneuver, new tactical coordinates

 

The ship is directed to move to the new tactical coordinates in its present orbit, or as close to that position as its speed and fuel supply allows.  The tactical coordinates should be given as three numbers separated by commas.

 

 

 

 

 

TRANSFER                           more

 

Format:  SHIP OR COLONY ID#, Transfer, Quantity, item target SHIP OR COLONY

 

The ship or colony is directed to move the items listed from its own storage to the storage of the receiving ship or colony.  The items to be transferred must be population units or unassembled or non-assembled items.  Both Ships and colonies must be at the same tactical coordinates of the same orbit.   A transfer order will fail if there is insufficient transport capacity, fuel, or Professionals to operate the transports.  A transfer to a ship or colony belonging to another player will fail.

 

 

 

 

UNCONTROL PLANET

 

Format:  Colony ID#, Uncontrol Planet

 

The colony, in control of the planet it is on, is directed to release control of the planet.  Only the colony in control of the planet may give this order.

 

 

 

UNLOAD

 

Format:  Colony ID#, Quantity, item, Unload, ship ID(s)

        

 

The colony is directed to unload the items listed from the cargo hold of the ship listed and to place the items into its own storage.  Items to be picked up must be population units, unassembled or non-assembled units.  To unload, the ship must be docked to the colony.  The unload order requires one-fifth transport capacity of what a transfer would require.  An unload from a ship belonging to another player will fail.

 

An unload order will fail if the colony does not have enough space for the items.  All items are considered to be immediately uncrated, and will need their normal space in the colony.  Population will be require food and life support. 

Unloaded population may NOT be used on the turn it is unloaded.

 

A newly created colony cannot unload a ship.

 

 

 

WITHDRAW

 

Format:  SHIP OR COLONY ID#, Withdraw, defending SHIP OR COLONY

         Quantity, item

 

The ship or colony is directed to withdraw all of its forces from the battle in the defending ship or colony.  This order may be used to recall forces engaged in invasions, offensive troop support, or defensive troop support.  All Withdraws take place before any invade, Defensive Troop Support, or, offensive support orders.  If the-ship or colony giving the order is not at the same tactical coordinates, or has been captured/destroyed, the troops will ignore the WTD order.

 

 

 

ADD-ON DETAILS

 

DESCRIPTION

 

An add-on order adds units onto an existing ship or colony, using the Transports, constructors, and materials from another ship or colony.  The ship or colony doing the Add On does not have to be the establishing ship or colony. There is no limit to the size of an Add On.

 

 

ADD ON RESTRICTIONS

 

An existing ship or colony may Add On to any other type or number of ships and colonies, so long as the restrictions listed below are met.

 

 

ADD ON FAILURES

 

Portions of an Add On, or all of an Add On, may fail due to a shortage of Constructors, fuel for the Transports, Transport capacity, or space available to hold all the additional units.

 

 

HOW ADN ORDERS WORK

 

A player wishing to Add On to a ship or colony writes an Add On order to the ship or colony, that has the items to added on. Transports and Constructors are used to move the materials described to the target, and if required assemble them there.

 

 

CONSTRUCTION WORKERS AND ADD-ONS

 

The rules regarding Constructors and set ups apply to add-ons, setups.

 

 

TRANSPORTS AND ADD-ONS

 

The rules regarding Transports and set-ups apply to add-ons, setups.

 

 

ASSEMBLIES AND ADD-ONS

 

All rules regarding assemblies and set-ups apply to Add On orders too. In addition factories in an Add On

can also be ordered to be added-on to an existing factory group.

 

 

ADD-ON LOCATIONS

 

The s/c doing the Add On must be at the same location (tactical position) as the ship or colony being added-on-to.

A player cannot Add On to ship or colony belonging to another player.

 

 

 

 

 

SETUP ORDERS

 

 

SET UPS DESCRIPTION

 

A set up order establishes a new ship or colony.  A ship or colony does not have to be established all in one turn; part may be set up on one turn, and the rest of it can be built on following turns, using add-on orders and transfer orders.  The newly set up ships are docked to the ship or colony that set them up. Ship must be 1 distance unit from the planet (0,0,0) when setting up a surface colony. Orbiting colonies will be set up at the same location as the ship or colony the sets them up unless that location is the planets location. In that case Orbiting colonies will be 1 distance unit away.

 

 

S/C ID NUMBERS

 

ID Numbers are set during the setup.

 

 

SET UP RESTRICTIONS

 

Ships and colonies may establish any other type or number of ships and colonies, providing restrictions listed below are met.

 

 

RESTRICTIONS ON TYPE OF SHIP OR COLONY

 

A player may not set up a colony if this would result in more than one of each type of colony at the same tactical location owned by the same player.  This does not apply to ships.

 

PERMISSION TO COLONIZE

 

A player may not set up a colony on a planet controlled by another player, unless that player has written a permission co colonize Permission to Colonize order.  There is no limit to the number of players that may establish colonies at a location, as long as Permission to Colonize is granted, and as long as the limit of one of each type of colony per location per player is observed.   When a player has received Permission to Colonize on a planet, he does not need permission to set up more colonies there.

 

 

FAILURES TO SET UP

 

All set-up orders, whether for ships or colonies, will abort if no population is included in the set up order.    Portions of a Setup, or all of it, may fail due to a shortage of construction workers, transports, fuel (for the transports), or due to a shortage space in the new ship or colony.  The ships and colonies otherwise have no size limitations, and players   may build them as they choose.

 

 

 

PERSONNEL

 

Personnel requirements will vary with the equipment being set up.   The section entitled Personnel Requirements/Unit on the Unit Characteristics Summary has this information.

 

 

CONSTRUCTION WORKERS AND SET-UPS

 

The automatic assembling by construction worker units in the new ship or colony, applies only to unassembled items.  1 Constructor assembles 500 mass units of unassembled items. All Constructors listed in the Setup order do as many assemblies as they are able to perform, and remain in the new; ship or colony when done.  All the assembling in a   Setup order only lasts one turn.  All Constructors listed in the Setup order will stay in the new ship or colony regardless of whether their numbers are greater or less than the number necessary to perform the assemblies in one turn.  If there are not enough Constructors listed in the Setup order for the required assemblies, they are helped out by the Constructors in the establishing ship or colony.  The helping Constructors return to the establishing ship or colony when they are done.  If there are no Constructors listed in the Setup order at all, all the work is done by Constructors of the establishing ship or colony, and they all return to it.  If there are not enough Constructors in the establishing ship or colony either, as many items in the Setup order are assembled as possible, IN THE ORDER IN WHICH THEY ARE LISTED IN THE Setup ORDER.  Except that the Structure or Light Structure is assembled  first, followed by the other units in the order of their importance).   Unassembled items that cannot be assembled by the Constructors are simply left in the establishing ship or colony.

 

 

TRANSPORTS AND SET-UPS

 

If there are no transports listed in the Setup order, then Transports from the establishing ship or colony are used, which return to the establishing ship or colony when done.  All the work in a Setup is accomplished in one turn.  If there are more Transports listed in the Setup than necessary to do the required transfers, then those unnecessary Transports are used by the establishing s/c for other work.  All the Transports in the Setup return to the new ship or colony.  If there are some Transports listed in the Setup, but not enough to do the required transfers, they are helped by Transports from the establishing ship or colony. The helping Transports do their transfers and return to the establishing ship or colony when done. If there are not enough Transports in the establishing ship or colony, as many items in the Setup are done as possible, IN THE SEQUENCE IN WHICH THEY ARE LISTED IN THE STP- Items that cannot be transferred are left in the establishing ship or colony.

 

 

ASSEMBLIES AND SET-UPS

 

Items listed in the Setup, excluding population units, are taken from the establishing ship or colony storage.  Storage consists of non-assembly items and unassembled items.  NON –assembly items are considered to be whole or complete, and do not require assembling (or disassembling).  Unassembled items are items that have been disassembled to save space in storage.  Population listed in a Setup is taken from the establishing ship or colony’s population groups.  Items listed in a Setup are never taken from the establishing ship or colony assembled items.  NON-assembled items listed in a Setup go to storage at the new ship or colony immediately.  (This is done automatically - no order from the player is necessary).  Unassembled items in a STP are assembled by Constructors and used in the new ship or colony; they do not go into storage, EXCEPT FOR MINES AND FACTORIES. (This is also done automatically and needs no special order from the player).  Population    goes into the new ship or colony population groups automatically.   Mines listed in a Setup are not automatically assembled upon arrival in the new colony; they are put into storage and will need an assemble order on the next turn to start them functioning, unless in the Setup order they were ordered to be setup on a deposit, in which case they will begin automatically..  Factory units will be put into storage in the new ship or colony, unless in the Setup order they were ordered to manufacture something, in which case they will begin automatically.

 

 

 

TRANSFERS

 

 

 

TRANSFERS AND PICK-UPS

 

A transfer order moves units from one ship or colony to another, using transports of the sending ship or colony.  A pick-up order moves units from one ship or colony to another, using Transports of the receiving ship or colony.  Any item may be Transferred or Pick Upped if both ships and colonies belong to the same player.

 

 

TRANSPORTS

 

Pick Ups and Transfers are done by transports.  Transports also do surveys, Add Ons, Setups, and move troops in combat.  Transports are not capable of making trips between planets.  They are only used to move goods and people between ships and colonies at the same orbit and tactical coordinates.  Transports have their own life support capabilities; it is not necessary to provide food or Life Support Units for Population being moved in Transports.    10 Transports can be operated by 1 Professional unit.

 

 

TRANSPORT CAPACITY

 

Transport capacity is the mass units Transports can carry in one turn.  To determine Transport capacity, multiply the Transport TL squared times 20.

 

 

TRANSFERRING TRANSPORTS

 

Transports being transferred or picked up simply move themselves from one ship or colony to another.  They do not use any Transport capacity. The Transports do all their work before being transferred or Pick Upped.  The ship or colony that has the Transports being transferred gets full use of them on the turn they are transferred; the new ship or colony will not be able to use them until the next turn.

 

SHORTAGES

 

Shortages of fuel or Professionals Transports will result in all or part of the Transfer or Pick Up orders failing.  Transfers and Pick Ups are done in the order in which they are listed in the player’s orders. They are done one by one unless stopped by a shortage.  The order will also abort if there is not enough space in the receiving ship or colony to house the new items.

 

 

 

 

TECHNOLOGY

 

 

STARTING TECHNOLOGY

 

Players start at TL-1 in each item and advance through the levels (1 through 200) in consecutive order.  The TL the player has for a particular unit determines the highest TL unit that can be manufactured by that player. A player’s TL does not limit the TL of the items existing in his ships and colonies.

 

   

MANUFACTURING

 

A Factories TL does not affect the TL of what it can manufacture, it only affects the Factories output capacity. 

 

 

IMPROVING TL

 

Once a unit has been manufactured, (any unit - even Factories), its TL cannot be changed.  Therefore, if a player wishes to upgrade the TL of his Factories, Assault Weapons, etc, he must manufacture, or trade for the higher-TL items, and decide what should be done with the lower-TL items.  A unit's TL is part of the unit's name.   A Sensor-1 is very different from Sensor -10 in mass, fuel consumption, and capabilities.    When writing orders, the player must always include the TL on items that need it; otherwise his orders may fail.  A player is not restricted to having one TL per item, he could have Sensor -1, Sensor -5, and Sensor -10 all in the same ship or colony. Only players TL knowledge can be improved.  There are two ways to do this.

 

 

 RESEARCH POINTS

 

One way to improve a players TL is to make the required amount of research points necessary to raise it.  A Laboratory can make research points 0.25 times its TL per turn. Each TL costs the (TL – 1) times 1 million research points. Thus TL 2 will cost 1 million, TL 3 will cost 2 million and so on.  This is per item.  If you want to advance from TL –1 in each to be able to build Automation Units – 4,  Factories – 2 and Mine – 3 you will need 10 million research. That’s 1 + 2 + 3 or 6 for the Automation - 4, plus 1 for Factories - 2, and 1+ 2 or 3 for the Mines –3 for a total of 10.

 

 

PROTOTYPES

If a player acquires an item several Tech levels above his current level for that item say 25 Sensor – 30. Assume he has Sensor – 20 he can use up to 20 of the Sensor – 30 as Prototypes. Each one will account for 4% of the total cost of jumping to that level. Jumping from TL 20 to TL 30 would cost 245 million research points. If he used 20 prototypes he will reduce that to 49 million.  So if the player has the 49 million research points in the same colony as the prototypes ha can expend them and make the jump all in one turn.

 

 

 

 

SHIP MOVEMENT

 

HYPER ENGINES

 

Hyper engines are used to propel ships through hyper space, either within a solar system or from one system to another.  The hyper engine's jump range is three light years times the square root of its TL.  A ship may have as many Hyper Engines as desired, but all Hyper Engines on one ship do not have to be at the same TL.  Each Hyper Engine can propel 1045 mass units times its TL.  If the mass of the ship exceeds this, the ship will not respond to move or jump orders.   In calculating the number of Hyper Engines necessary to propel the ship, the mass of the Hyper Engines are always   counted.   Ships with less than 100 Hyper Engines, regardless of the size of the ship, will fail  to Move or Jump if ordered.   Also, if a ship does not have enough fuel to complete a Move or Jump order, the ship will fail to carry out that order.  (In other words, a partial Move or Jump will not be made).  Only the Hyper Engines required by the mass of the ship will use fuel.  A minimum of 100 Hyper Engines must always be present.

 

If Hyper Engines of mixed TL are used then the range is determined according to the lowest TL Hyper Engine used.  If a ship had 500 TL 4 Hyper Engines assembled and 500 TL 1 Hyper Engines the range would depend on the ship’s mass.   If the ship’s mass were 2,090,000 (1045 x 4 x 500) or less it would move using the TL 4’s its range would be 6 light years. If its mass were any greater it would require the use of some of the TL1  engines and would only have a range of 3 light years.  

 

 

SPACE DRIVES

 

A ship must have at least one space drive in order to establish itself in a stable orbit around a planet.  A ship without a space drive establishes itself in a decaying orbit, which has a 50% chance of terminating each turn.  Other than the one space drive used to maintain orbit, space drives are used for ship movement, at a given orbit.  The maneuver orders are processed during the combat stage. The ship position relative to other entities at the same orbit affects the ship’s ability to interact.

 

 

MOVEMENT

 

Ships may land with a docking order. Ships that are docked to a ship or colony can do transfers if they have transport capacity.  Transfers of Population and other units are done by Transports.   There are two ways in which a ship may be propelled.   It can move, with a Move order or it can jump with a Jump order. 

 

 

JUMPS

 

Jumps are not made within a solar system; they are only made from one system to another.  When a Jump order is issued, a ship may jump from any orbit in a system to the 11th orbit in another system.  (To move from the 11th orbit to another orbit, the player issues a Move order).    Each jump requires one turn to complete.   The distances in jumps are measured in light years. To find the distance between one system and another, a system probe is made.   

 

 

MOVES

 

Moves can be between orbits in the same system only.  When moving the ship always arrives in the orbit between 5 and 10 distance units from the planet unless ordered otherwise.  Interplanetary moves are always counted as 0.1 light years in distance, for purposes of fuel usage, and always take one turn. 

 

 

FUEL USE

 

Hyper Engines use 40 x the distance in light years in FUEL units.  When moving from one orbit to another orbit of the same star, the distance used is 0.1 light years. 

 

 

 

 

SURVEYS, PROBES, AND OTHER INTELLIGENCE GATHERING

 

 

SURVEYS

 

A survey will report the number of natural resource deposits on a planet, their deposit location numbers, the resource each deposit contains, quantity of resource per deposit, and the planet's habitability number.   A survey also reports the number of TL-1 farms assembled and the total population of the open colonies if any.    A Survey can only be made if the planet and ship or colony   is in the same orbit and the Surveying ship or colony is within 2 distance units. A Survey is completed in one turn, and requires 200 mass unit of transport capacity to complete.  The Transports will in turn use 1 unit of fuel. The number of Professionals used will depend on the tech level of the transports used.

 

 

PROBES

 

There are three types of probes that may be made. 

 

 

ORBIT PROBES

 

An orbit probe lists the ships and colonies at the planet, the log base 10 of each ship or colony mass, its ID#, its name, the type of planet and its habitability number. Ships and colonies automatically get a probe report of the orbit they are in every turn.  An orbit probe can be made of any other orbit in the system the probing entity is in.   The orbit probe also lists the tactical coordinate positions of the ships and colonies at the planet.

Log Base 10

Mass                                             Log Base 10

0-9                                                       0

10-99                                                   1

100-999                                              2

1,000-9,999                                        3

10,000-99,999                                   4

100,000-999,999                              5

1,000,000-9,999,999                       6

and so on.

 

 

S/C PROBES

 

A ship or colony probe lists the log base 10 the mass of a ship or colony, its population, its assembled Structure, or Light Structure, and its structural requirements.  Both the ship or colony   doing the probing and the ship or colony being probed must be in the same system.

 

 

SYSTEM PROBES

 

A system probe will give the planet types by orbit in the current system; and a list of coordinates and distances of all the stars within a number of light years, depending on the magnitude of the probe.  Each magnitude equals one light-year.  A magnitude   3   probe can probe 3 light years.  The maximum magnitude is 10. The distances given by a system probe are the distances from the system the probing ship or colony is in. The coordinates given are the coordinates relative to the home system.

 

 

SENSORS

 

A sensor is the instrument that performs a probe.  The number of probes a ship or colony can perform per turn is limited to the number of Sensors it has assembled   times.  A system probe requires times the magnitude in probes to perform.

 

 

ROBOT PROBE VEHICLES

 

Robot probe vehicles can be used to perform all of the functions of a Sensor.  The deference is that the robot probe vehicle is used up.  We are looking at the possibility of making the robot probe vehicle attach itself to the target ship or colony for a period of time. It would continue to send ship or colony probes and orbit probes at random intervals. Its chance of being discovered would be inversely related to its TL.

 

 

SUPERSPY (not implemented)

 

This would be an individual (0.01 of a population unit) able to disguise himself as the host. He would travel between ships and colonies at the same system. Possibly could ride robot probe vehicles to other player’s ships and colonies.  Activities would be to grow a espionage network and rebels in the target ships and colonies. The number of rebels and the level of Malcontents would increase the chances of success in obtaining information.

 

 

 

 

COMBAT

 

 

COMBAT ORDERS

 

INVADE

 

Attempt to take control of another ship or colony using troops (Soldiers and/or Military Robots).   This is

started with an invade order.

 

 

SUPPORT

 

Send troops either to help conquer or to defend another ship or colony.  This is done with an offensive support order or defensive support order respectively.

 

 

WITHDRAW

 

Remove support from a battle, or as an invader, to end an invasion.   This is done with a withdraw order.

 

 

BOMBARD

 

Fire energy weapons and missiles at other ships and colonies.  Bombardment is done the following orders:  pre-maneuver energy weapon fire, pre-maneuver missile fire, after-maneuver energy weapon fire, and after maneuver missile fire.

 

 

MANEUVER

 

Change the position of ships around a planet, using the ship's space drives. It is done with the following orders:  tactical maneuver, close, dock, and run orders.

 

 

INVASION

 

In the invade order, the Player lists the material and personnel that are to be used in the invasion.  Only troops (soldiers and military robots), assault craft, and assault weapons as well as military supplies and fuel can be listed in an invade order,

 

 

ASSAULT WEAPONS

 

Assault weapons are something like a cannon; they are very powerful, but they are not self-propelled.  They must be carried to the assigned ship or colony in transports. They may be used to invade, support, raid, or defend open colonies and enclosed surface colonies only.   Each Assault Weapon requires one soldier or military robot equivalent to operate it.  The Transports required to carry the Assault Weapons into battle are not written in the order.  They are automatically assigned.  If there are not enough Transports, then that number of ASW will not participate.  Troops cannot use Assault Weapons to invade ships(unless they are docked to a colony) or orbiting colonies.

 

 

 

ASSAULT CRAFT

 

Assault craft are armed vehicles that not only carry troops into battle, but are formidable weapons, as well.  They may be used to invade, support, or defend any type of ship or colony.  Assault Craft require one Soldier or Military Robot equivalent to operate a unit.  Assault Craft   do not require Transports to move them into combat; they are completely mobile.  When invading ships, the Assault Craft speed must be greater than the ship's speed unless the invading ship is docked to the target ship or colony.  An Assault Craft speed is 5 times its TL.  If the number of Assault Craft is insufficient to hold the Military Robots and Soldiers, enough Transports will be assigned to carry the balance if the situation allows them to be sent.  Assault Craft use fuel when sent into battle, and then use fuel each turn the battle lasts.

 

 

TRANSPORTS-FUEL

 

Transports are not fired upon in an invasion.  They are assumed to drop troops, or troops and Assault Weapons, at a distance from the ship or colony.  The Transports then return to base.  In combat, each transport can move 3 x its TL in mass units per turn.  Thus, ten   Soldiers armed with ten ASW-1 require the use of 10 Transports -1. If there are not enough Assault Craft, or Transports or fuel for either, the troops will not go. Transports used in combat can still be used in transfer type operations.  Transport capacity is not used up in invade or raid orders.

 

 

TROOPS   

                                                

Troops consist of soldiers and military robots.  One Soldier can operate one Assault Craft or one Assault Weapons at the same time, but not both.  A Military Robots can operate   two times its TL in Assault Craft and/or Assault Weapons.  Troops can only use "small arms" or Assault Craft to invade ships or orbiting colonies.  Troops can use "small arms", or Assault Craft or Assault Weapons, or both Assault Weapons  and Assault Craft  to invade enclosed surface colonies or open  colonies.

 

Note: The game assumes that Soldiers and Military Robots have “small arms”. There is no unit by that name in the game.

 

 

SUPPORT

 

Invaders or defenders   in an invasion   may receive supporting forces from   other ships and colonies.  These ships and colonies may belong to other players. The supporting forces fight for the ship or colony designated in the order.  If a force is supporting an invading force, and the invader's force is withdrawn, then the supporting force will be forced to withdraw.  Should a force (supporting or otherwise) be forced to withdraw with no place to withdraw to, (their ship or colony of origin having been destroyed, captured, or moved), it must surrender.  This applies to a force ordered to withdraw, as well.

 

 

WITHDRAWAL

 

Invading or supporting players may withdraw all or part of their forces on any turn if they have a ship or colony at the same orbit to withdraw to. A withdraw order cannot be issued without a destination to withdraw to.  If the destination is no longer available the withdrawing force will ignore the order. Withdraw orders do not use transport capacity.

 

 

BOMBARDMENT

 

TYPES OF BOMBARDMENT ORDERS

 

PRE-MANEUVER ENERGY WEAPON FIRE

 

The pre-maneuver energy weapon fire orders has a ship or colony fire a percentage of its energy weapons at a certain ship or colony before ship maneuvers are processed in the combat execution sequence.  The player, if desired may choose a particular target within the colony.  This is explained in the Targets section.

 

 

PRE-MANEUVER MISSILE FIRE

 

The pre-maneuver missile fire orders has a ship or colony fire a percentage of its missile launchers at a certain ship or colony before ship maneuvers are processed in the combat stage of the execution sequence.  A particular target may be chosen within the colony. This is explained in the Targets section

 

 

AFTER-MANEUVER ENERGY WEAPON FIRE

 

The After-maneuver energy weapon fire orders has a ship or colony fire a percentage of its energy weapons at a certain ship or colony after ship maneuvers are processed   in the combat execution sequence.  Again, a particular target may be chosen if the target is a colony. This is explained in the Targets section

 

 

AFTER-MANEUVER MISSILE FIRE

 

The after-maneuver missile fire order has s/c fire a percentage of its missile launchers at a certain ship or colony after ship maneuvers are processed in the combat execution sequence.  A target within the colony  may be chosen. This is explained in the Targets section

 

 

TARGETS

 

A player does not have to specify a target in his bombardment orders.  If targets are not specified, the damage will be done randomly to the colony fired at.  Specifying a target will increase the chance of hitting the target area by 50%.  Only colonies may have areas targeted for bombardment, not ships.

 

Types of Targets

 

Bombardment Target Areas

 

1.Population (population type(s) randomly selected

2. Non-assembly and unassembled units

3. Assembled units

4. Mine groups

5. Factory groups

6. Military bases (Assault Craft, Assault Weapons, Military Robots, Soldiers)

7. Weaponry (energy weapons, energy shield, missile launchers, anti-missiles, missile)

 

 

MISSILES AND MISSILE LAUNCHERS

 

Missile launchers fire missiles, one missile per missile launcher per fire phase. (There is one pre and one after maneuver phase) A missile does 100 x its TL-squared mass units in damage.  Missile launchers will fire missiles of the same TL only.  Missiles are fired by ships or colonies at ships or colonies in the same orbit.

 

 

MISSILE HITS

 

The number of missile hits per volley is calculated as follows:  Hits = missiles fired  / { [(distance  +  (speed/10))  /  Sensor TL ]/Missile TL}.   Anti-missiles and energy weapons may further reduce the number of hits.  If the expression, [distance + (speed/10)]/Sensor TL/ Missile TL, is less than 1, the value 1 will be used instead. The expression (speed/10) only applies if a doge order is in effect.

 

 

ANTI-MISSILES

 

The number of anti-missiles that can be fired per attack equals the number of assembled missile launchers in the ship or colony.    Anti-missiles   are only used defensively; they are fired at each bombardment on a ship or colony.  This is not written in an order; it is done automatically.  Missile launchers fire anti-missiles, and those missile launchers must be of the same TL as the anti-missiles.

 

 

 

 

ANTI-MISSILE HITS

 

Hits made by anti-missiles are determined as follows:  Hit% = the quantity, 2 to the power of the anti-missiles TL divided by 2 to the power of the missiles TL, times 0.9. 

 

 

ENERGY WEAPONS AND ENERGY SHIELDS

OFFENSE   

                                    

Energy weapons are fired by ships and colonies at ships and colonies in the same orbit.  Energy weapons fire a beam of energy and are not mobile.  

 

The damage is calculated as follows:

Mass destroyed =energy fired /{[ distance + (SP/10)] / sensor TL} – shields at target.   

Sensor TL is the highest TL sensor assembled in the attacker's ship or colony, energy fired is the energy of each energy weapon unit fired (10 x TL^2 times the number of energy weapons), Shields is the target’s shielding. (Shielding is the total energy units deflected by all of the assembled energy shields in the target ship or colony.  Each energy shield deflects 10 x its TL-squared energy units per attack).     If the expression D + SP/10 / S is less than 1, the value one will be used.  The firing of energy weapons against ships and colonies   happens twice per turn:  pre-maneuver and after maneuver.  Energy weapons MAY NOT FIRE FROM A SURFACE COLONY AT A SURFACE COLONY.   Energy weapons use fuel each time they are fired. (4 times TL per firing)

 

 

DEFENSE

 

Energy weapons are also used for defense against missiles. This is automatic, it is never ordered.  Energy weapons fire at each volley of missile  that were not destroyed by anti-missiles. The damage, against bombardment, is calculated as follows:  Hit% = ( 2 to the power of the energy weapons TL   divided by 2 to the missile’s TL) times 0.2.

 

 

ENERGY SHIELDS

 

Energy shields are used only defensively against the beams of energy weapons.  Energy shields operate at each attack.  Therefore, if two attackers each fired twice, the defender's energy shields would operate 4 times during that turn.  Energy shields use fuel at each attack sufficient to deflect the energy beams that reach the target.  One energy shield can deflect 10 x its TL-squared energy units per attack, and uses 10 x TL in fuel units per attack.

Example

 

 

BOMBARDMENT MISCELLANEOUS

 

DISTANCES AND SPEED

 

Surface colonies may not fire energy weapons at each other, as they do not have line of site.  All surface colonies are shown to be at tactical position of 0/0/0. Tactical coordinates cannot be greater than 999 or -999.  When determining missile and energy weapons hits on colonies, a colony's speed is always 0. Distance is calculated by comparing the ships and colonies tactical position.

 

 

COMMITMENT PERCENTAGE

 

When ships and colonies with multiple-TL energy weapons and missiles are involved in bombardment, the percentage commitment (percent of weapons committed) applies equally   to each missile launchers and energy weapons the ship or colony has assembled, regardless of the TL of each.

 

 

MISCELLANEOUS

 

Energy shields, missile launchers, and energy weapons (used defensively) never use more than enough fuel (and in the case of missile launchers, anti-missiles), to stop an attack.  For instance, just enough anti-missiles are used to stop incoming missiles even if the ship or colony has more missile launchers and anti-missiles available.  If the target ship or colony has multiple-TL energy shields, the highest TL energy shields will be used first.  Ships always take 10 times the mass units in damage that a colony does.  For instance, a colony hit with one missile -1 loses 100 M.U.: a ship hit with one missile -1 loses 1,000 M.U.  (Ships are more compact than colonies).  A ship may not fire an energy weapons or missile launcher unless it has at least one assembled sensor on board.  A colony can't fire on a ship unless it has an assembled Sensor.  A colony can fire on another colony without a Sensor.  Damage from bombardment against untargeted colonies and against ships is allocated randomly.   Ship maneuvers during combat take place on a 3-D grid, with the planet at 0/0/0.  The scale is 1 distance unit = 10,000 miles.   Troops and weapons are not as likely to be hit as other items are, even if they are in the designated target group.  Ships do not collide.

 

 

MILITARY SUPPLIES

 

Military supplies consist of first aid supplies, ammunition, small arms, and other supplies.  Military supplies are provided to all Soldiers and Military Robots in combat automatically by the ship or colony that sent them to battle or the ship or colony they are part of.  They may also be included in the order for a combat mission.   The standard ration of military supplies to Soldiers or Military Robots is one military supplies each per turn of combat.

 

 

EFFECTS OF A SHORTAGE OF MILITARY SUPPLIES

 

Invaders, or supporters cannot function without military supplies.  If there are no military supplies, the action will not take place; if the military supplies run out in the middle of an action, the troops will return home.  Defenders, however, can fight without military supplies, but their proportional combat factor is halved.

 

 

EXTRA MILITARY SUPPLIES PROVISIONS

 

Troops not provided with Assault Craft or Assault Weapons are provided with 2 military supplies each, instead of one each as usual.  (This is so that they can use the small arms in the military supplies to compensate for the lack of Assault Craft or Assault Weapons).  If there were not enough military supplies in stock for these troops, they would not go into battle.

 

 

COMBAT EXECUTION SEQUENCE

 

It does not matter in what order the player has his combat orders written on his turn.  All orders are executed step-by-step according to the following sequence:

 

 

PRE-MANEUVER FIRE

 

All energy weapons and missile launchers may be fired before ships maneuver.   The defensive weapons (energy weapons and anti-missiles) defend against the energy beams and missiles, and then the damage is calculated. Damage is applied after all ships and colonies have fired in this phase.

 

 

SHIP MANEUVERS

 

Ships will either close, stand, or run, as ordered, within the limits of the ship’s speed.  A ship's speed is equal to its total thrust divided by its mass. Speed is measured in distance units per turn.  All fractions are rounded down.  One distance unit equals 10,000 miles.  A ship may only be given one maneuver order per turn.  Total thrust is measured by adding up the thrust of all the assembled space drives on the ship for which there is fuel. (That’s 3000 times the space drive’s TL squared)   

                           

 

POST-MANEUVER FIRE

 

All energy weapons and missile launchers may be fired after ships maneuver.   The defensive weapons (energy weapons and anti-missiles) defend against the energy beams and missiles, and then the damage is calculated. Damage is applied after all ships and colonies have fired in this phase.

 

 

TROOP MOVEMENT

 

All invading, supporting, and withdrawing troops are moved at this time.

 

 

SURRENDER CHECK

 

If the ratio of combat factors of defenders and their supporters to invaders and their supporters is greater than 6 to 1, then the invaders surrender.  If the ratio is 1 to 6, then the defenders surrender.

 

 

INVASION CASUALTIES

 

The formulas for casualties are;

 

Attackers combat factors times a random integer from 1 to 5 divided by 10 = Defenders losses in combat factors

Defenders combat factors times a random integer from 1 to 5 divided by 10 = Attackers losses in combat factors

 

 

CALCULATING COMBAT FACTORS

 

TROOPS WITH military supplies

 

Each Military Robots counts as 2 x its TL in combat factors.  Each Assault Weapons counts as 2 x its TL squared in combat factors.  Each Assault Craft counts as 10 x its TL in combat factors. Each Soldier counts as one combat factor.

 

 

TROOPS WITH NO MILITARY SUPPLIES

 

If all of the troops are without military supplies, the total combat factor is halved. If portions of the troops are without military supplies, then that portion of the combat factor is halved.  Only defending troops can function without military supplies.

 

 

DETERMINING UNIT LOSSES IN COMBAT

 

The number of combat factors lost is divided by the total combat factors the side has. Then the resulting ratio is multiplied by the number of units (Military Robots, Assault Weapons, Soldiers and/or Assault Craft) present in each force.  This result is the number of units lost. Fractions are dropped. 

 

 

MISSION COMPLETION

 

If the defending troops have been eliminated, then the invaded ship or colony becomes the property of the owner of the largest invading force.  Supporters of the invader retire from the field.  65% of malcontents in the captured ship or colony become loyal, while 65% of the loyal Population in the captured ship or colony become malcontents. If the attacking forces have surrendered, withdrawn, or been destroyed, then the defender's supporters will Withdraw now.  The victor's supporters will also withdraw unless there is another invader there.  If so, the victor's supporters will support the victor against the other invader.  Unfinished battles will continue on the following turn.

 

Notes on the affects of docking in combat:

 

The manual does not specify the affects of being ships being docked on  missile and energy weapon fire.  If a ship is docked to another entity is fired on all of the entities  connected to it will help defend it.
That's by using their shields and energy weapons to absorb hits.  Likewise for a colony that is fired on.
The damage from any hits that get through the defenses will only be  shared by ships (not colonies) connected to the targeted ship.   Other ships connected to the colony but not the targeted ship will not
share in the damage. If a colony was the target it will absorb all of the damage even  though connected ships will help with the defense.
 
 We are using the word connected to mean entities that are docked to each
 other or docked to other entities that are in turn docked to the  entities in question.
 Entities in this context are either ships or colonies.

 

 

REBEL ACTIVITIES

It is intended that rebels, as their numbers reach certain levels in proportion to the general population of a ship or colony, will become more and more troublesome.

Rebels eat just like any other population type, but they never work.

They appropriate consumer goods from your populations stockpile.

They can be discovered by Police with help of Special Agents, and arrested.

Some may be killed in the process and Police may be injured. Arrested Rebels and Injured Police become Unemployables.

 

DEMONSTRATIONS

 

No real affect except putting the player on notice that trouble is brewing.

 

 

STRIKES

 

Causing partial or complete work stoppages in randomly selected production groups.

 

 

RIOTS

 

These would result in destruction of randomly selected units as well as deaths.

 

 

NOTES

 

The magnitude and duration of any of these actions would be relative to the number of rebels, and the percentage of malcontents. Police and Special Agents would act to mitigate rebel activities.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

VICTORY CONDITIONS

 

 

TOTAL VICTORY

 

One way to win is to eliminate all of the other players.

 

 

DOMINATION VICTORY

 

Settle the most habitable real estate. Each planet has habitability number. Players with an Open colony on a habitable planet get victory points. One for each hundred thousand population in the open colony up to the total habitability of the planet.  If more than one player has an open colony on a planet the oldest colony (the one with the lowest number) gets points first. Each point represents a unit of settled habitable planet.

 

To win domination victory one player must have more than half of the victory points available and must more than twice the victory points of the second place player.

 

 

 

 

UNIT CHARACTERISTICS CHART

 

 

 

Item Name

Type

Mass..

 

Volume

Metals.. 

To Build

NonMetals

To

Build

Operational

Requirements

Output and Notes……………

Anti-Missiles

Vehicles

4 x TL

4 x TL

2 x TL

2 x TL

Missile Launcher of same TL

Destroys Missiles see combat

Assault Craft

Vehicles

5 x TL

5 x TL

3 x TL

2 x TL

1 soldier or military robot equivalent + 0.1 fuel in combat

Provides 10 x TL combat factors does not require transports to attack

Assault Weapons

Vehicles

2 x TL

2 x TL

1 x TL

1 x TL

1 soldier or military robot equivalent

Provides 2 x TL^2 combat factors

Automation

Assembly

4 x TL

2 x TL

2 x TL

2 x TL

Must be assembled

Replaces 1 x TL^2 Unskilled see Automation in Production chapter

Consumergoods

Consumables

0.6

0.3

0.2

0.4

 

Consumption determines SOL

Energy Shields

Assembly

20 x TL

10 x TL

10 x TL

10 x TL

1 soldier / 100 and uses 10 x TL fuel

Deflects 10 x TL^2 energy units per use

Energy Weapons

Assembly

10 x TL

5 x TL

5 x TL

5 x TL

1 soldier / 100 and uses 4 x TL fuel

Destroys 10 x TL^2 mass per hit

Factories

Assembly

2 x TL + 12

TL + 6

8 + TL

4 + TL

1 professional 3 unskilled and 0.5 x TL fuel or power

Produces 20 x TL mass per turn see Manufacturing

Food

Consumables

6

3

0

0

 

Feeds 4 to 16 population each turn see Basic Needs

Farms

Assembly

2 x TL + 6

TL + 3

4 + TL

2 + TL

1 professional 3 unskilled fuel varies

Production varies via TL see Farming

Fuel

Consumables

1

0.5

0

0

 

Raw material used by many units

Hyper Engines

Assembly

45 x TL

22.5 x TL

25 x TL

20 x TL

1 professional / 100 fuel 40 per light year

Lift capacity 1045 x TL range is (Square root of TL) x 3

Laboratories

Assembly

2 x TL + 8

TL + 4

5 + TL

3 + TL

3 professional 1 unskilled 0.5 x TL fuel/power

Produces 0.25 x TL research per turn

Life Supports

Assembly

8 x TL

4 x TL

3 x TL

5 x TL

1 x TL fuel or power

Supports 1 x TL^2 population

Metals

Consumables

1

0.5

0

0

 

Raw material used in production

Mines

Assembly

2 x TL + 10

TL + 5

5 + TL

5 + TL

1 professional 3 unskilled 0.5 x TL fuel/power

Mines 25 x TL per turn in raw ore. Actual net depends on yield of deposit see Mining

Military Robots

Bots

2 x TL + 20

TL + 10

10 + TL

10 + TL

2 x TL military supplies

Same as 2 x TL soldiers

Missile Launchers

Assembly

25 x TL

12.5 x TL

15 + TL

10 + TL

1 soldier / 100

Launches 1 missile per attack see Combat

Missiles

Vehicles

4 x TL

4 x TL

2 x TL

2 x TL

Missile Launcher of same TL

Destroys 100 x TL^2 Mass

Military Supplies

Consumables

0.04

0.02

0.02

0.02

 

Required by soldiers in combat

Non-Metals

Consumables

1

0.5

0

0

 

Raw material used in production

Power Plants

Assembly

2 x TL+10

TL + 5

5 + TL

5 + TL

 

Produces TL Power per turn (think hydro electric)

Robot Probe Vehicles

Bots

500/TL

500/TL

200/TL

300/TL

 

Obtains probe data – expended when used

Research

Consumables

0

0

0

0

 

Expended to increase TLs

Sensors

Assembly

3000 x TL

1500 x TL

1000 x TL

2000 x TL

0.05 x TL fuel

Used to obtain probe information

Light Structure

Assembly

0.01 x TL

0.005 x TL

0.005 x TL

0.005 x TL

May only be built in Orbiting Colonies

Encloses (1 x TL^2) divided by type factor

Space Drives

Assembly

25 x TL

12.5 X TL

15 X TL

10 x TL

1 professional / 100 and 1 x TL fuel

Produces 3000 x TL^2 thrust

Structure

Assembly

0.1 x TL

0.05 x TL

0.07 x TL

0.03 x TL

 

Encloses (1 x TL^2) divided by type factor

Transports

Vehicles

4 x TL

4 x TL

2 x TL

2 x TL

1 professional / 10 and 0.1 x TL^2 fuel

Transports 20 x TL^2 Mass

 

 

 

 

 

Central Command

 

 

Downloading and installing the software

 

Here's how to download and install the Current version of Central Command.  

Then uninstall Central Command. 

Download - Open your web browser and go to the following URL. 

 http://empyreanchallenge.com/       

 You should be able to click on the link. If not, copy and paste it into the address bar of your web browser.

 When the Empyrean Challenge web site opens look for link on the left hand side labeled Products

Click on the products icon and wait for the next page to open.

In the upper middle of the products page you will see a "New Game download" link. Click on that link.

Now a login window will pop up - the user name is ***** and the password is *******. The user name and password will probably not be required once testing phase is over. 

When you login the next window is a download. Click on open and follow the prompts.

When the installation is complete Launch Central Command.  Find Central Command on the programs list and click on it to start it running.  Or click the icon on your desktop.

You will be prompted to enter your account number, as seen below.

 

When you enter your account number and click ok Central Command will close. Launch it again this you will not be prompted for your account.

         

If this is the first time you have installed Central Command or if you deleted the Central Command folder you may see some of the popups below.

Note Jvtest1 in the windows below is the name of the game being loaded.  It is the demo game.

You will see the window above. Click YES.

When/if you see the box above. Click OK.

 

When Central Command opens it will look like the screen shot below.  

Choose “Open Game” from the game menu. Which will give you as below.

 

Now you see the Game Control window.  Choose the game name in the Select Game Name drop down.  This will enable the Set Game button. You will see this as it will no longer be grayed out. Click the Set Game button. Now the Reload DB button will be active.  Click on it.

This message box will appear. Click yes

Then you will get to the box below.

This box will indicate when the load is done, click ok.

 

Then click the “Open Empire” Button. You should see it as shown below.

 

 

You might want Maximize the Imperial Directory. If you now pull down the turns pull down on the far left of the Imperial Directory, you will see turns are loaded. Select any turn in the pull down. Usually you will want the most recent turn. Then the Display Empire menu will highlight.  At this point your only option is Standard Sort.

 

Now you can check out the turn you selected. If you choose turn 29 here is how it looks. Now the other sort options in the Display Empire menu are enable.

Location sort will look like the one window below.

 

The boxes on the right hand display several game wide statistics. The habitability numbers are what the victory conditions are based on.  The ranking boxes are not fully implemented yet.

 

.

 

To see what a colony report looks like, click on the one of the colonies listed in the entity column of the Imperial Directory. This is a big change from what we had. You can have several ships and colonies open at the same time.

 

           

 

In the upper left hand corner you can see the Identification information in the yellow highlighted area also on the title bar. In blue is the location data. Then below  those in a black background you find the notes section.  These are notes you generate with the notes order.  The Tabs separate the report into more convenient sections will scroll bars where necessary. 

 

Note the drop downs in the Orbit probe report. You can use these to access the latest probe report for any orbit in the system. You can use the Window menu to move from screen to screen as needed.

 

Any ship or colony in the system can pull up this view.

 

 

 

If you click on the Ship tab after selecting a ship on the Empire Display tab it will look something like this.

 

 

Click on Production Data to see the currently selected colony’s factory and mine groups, and in the lower right the most current survey report.

 

 

 

 

Go back to the Imperial Directory and in the Rulers Tools menu select technology  and see what techs you can build. With there actual costs and requirements.

 

 

or click the Actual button and get the formulas as below.

 

 

 

 

The ship and colony designer (another Ruler’s Tools item) will help you design efficient ships and colonies. You keep up to 200 designs of each type if you wish.  You will be able to select to update existing designs or create new ones. You can name your design and add notes. You can also select a design when doing a setup orders more about that under the Order Writer item. Start by selecting a design type, then either selecting an existing design New Design in the Designs pull down. The designer does not save automatically like the order writer. In the Actions Menu you will find Add Item, Edit Item, Delete Item, and Save Design, Delete Design, Name Design, and last Use as template. The designs status is listed in the title bar. If the status in not Saved then you should save it before leaving the screen.

 

Add Item use this after you have defied an item by selecting it and entering its quantity and selecting any other pertinent data in the pull downs and boxes on the right.

 

Edit item,  first select an item in the design then Edit item will be active. When you click on the edit item option the line will be cleared and the pull downs and boxes to the right will be populated. Make what changes you like then when your done click the change button and your new version of the item will populate the selected line.

 

Delete Item,  first select an item in the design then select this option, this will remove it from the design.

 

Save Design will save the design note the status changes to saved. The other status possibilities are Changed and New.

 

Delete Designs will remove the entire design.

 

Name design just names it.

 

Use as Template, leaves the old design and  creates a new design with the same items but a new ID number. You can the proceed to edit,  add, or delete its items starting with the existing base. 

 

 

 

 

Now in the order writer you can create all the orders allowed in the game and then are placed in a file in this file path “C:\Program Files\Central Command\JVtest1\TurnsOut”, when you click the Send Turn button. Note that “Jvtest1” in the path name will be the game name of whichever game you are playing. This also takes you to the turn upload.

 

           

           

I will be adding more instruction here as soon as possible. For now always start by selecting an order in the order pull down first. In this example Add On was selected. Next choose an actor. If you choose the ship radio button the available ships will be listed if you choose colony your existing colonies will be shown.  In most cases you will be choosing only one actor per order.  Next you should choose an item in this type of order, and its tech level if it has one. Then choose quantity type or except the default, then enter the quantity to be added. In this case(no longer shown) I selected 7 ships as targets. So colony 2 will attempt to add 100 million Light Structure – 7 to each of 7 ships. After selecting the targets I clicked the Add Order(s) button. My new orders were then listed as shown above. You should try this to get a feel for how it works.

 

If I close central command now, these orders will not be lost. When I start Central Command again choose the same turn and go to this tab they are put them back in the display box.

 

When you are finished with your turn in your game click the Send Turn button. This

sends your turn to the TurnsOut folder for you game.

 

 

Then you will see …