ActionCode
Description
Location1
Flt1
Qty
BldCode
Empire_Ship_Name
Flt2
Location2
SpecN
1
Move Fleet
XXX11211
25
2
Scan + Move Fleet
XXX33321
12
3
Build
XXX22232
(1)
2
260
(Ship Name)
(1)
4
Raise Overall Tec Level
5
Move Platform (Nomad)
XXX11122
XXX32112
6
Terraform World + Move Fleet (ICB)
XXX21241
4
7
Reclaim Planet + Move Fleet
XXX22354
9
8
Colonize World + Move Fleet
XXX21335
17
9
Install Production Center + Move Fleet
XXX31327
21
10
Install Trade Center + Move Fleet (Trader)
XXX31329
18
1
2
3
4
5
6
7
8
9
10
...
256 - Mining Center
257 - Fighters
258 - Forts
259 - Shipyard
260 - Production Center
261 - Population
262 - Marines
263 - Retool Planet
264 - Mobilization
267 - Heavy Marines
281 - Colony Base
282 - ABM's
284 - Torpedo Class 1
285 - Torpedo Class 2
286 - Torpedo Class 3
287 - Torpedo Class 4
288 - Torpedo Class 5
289 - Torpedo Class 6
290 - Torpedo Class 7
291 - Torpedo Class 8
292 - Torpedo Class 9
293 - Torpedo Class 10
294 - Torpedo Class 11
295 - Torpedo Class 12
296 - Torpedo Class 13
297 - Torpedo Class 14
298 - Torpedo Class 15
299 - Torpedo Class 16
300 - Retool Torpedo Class
Choose Turn Results to Upload
Overall Tec Level
Starting Location
Destination Location
Result:
ACTION CODE EXAMPLES AND EXPLANATIONS 1. Move - Orders the Fleet to move to a new location. Action Code / Location #1 / Fleet #1 Action Code / Destination / Fleet # 2. Scan - Orders the Fleet to move to a new location and scan that location. Action Code / Location #1 / Fleet #1 Action Code / Destination / Fleet # 3. Build - There are two versions of the build code. SHIP BUILDS Action Code/ Location#1/Fleet #1 /# to Build /Build Code /Ship Name /Spec.# Action Code/ Planet /Fleet # / # Being /Build Code / Name of /Ship # Coordinates Built Ship(s) When building ships the planet must have a shipyard present. You must also designate the fleet number that the ship(s) will be assigned to. If that number has not been previously assigned, then you will have created a new Fleet. If the Fleet already exists, it must be within the same star system as the ships under construction in order to assign them to the Fleet. The special number allows you to build several ships with the same name. If you build three ships named STRIKE, and place "24" in the Spec. # slot, the ships would be named STRIKE24, STRIKE25, and STRIKE26. (Ship names and special numbers are optional) PLANETARY BUILDS Action Code / Location #1 / # to Build / Build Code Action Code /Planet Coordinates / Number Being built / Build Code These are things built directly onto or around the planet. 4. Overall Tec Level Raise - Raises your overall Tec Level by one. Action Code/ Action Code/ The action code is all that is required. 6. Terraform Planet Action code / Location #1 / Fleet /#1 Action code / Planet Coordinate / Fleet Number 7. Reclaim Planet - Moves fleet and restores looted and stripmined planets to unterraformed status. Action Code / Location #1 / Fleet #1 Action Code / Planet Coordinates / Fleet # 8. Colonize - This action moves a fleet and converts an unterraformed planet to a colony. A Colony Ship must be in planetary orbit to dismantle and create the colony. Action Code / Location #1 / Fleet #1 Action Code / Planet Coordinate / Fleet # 9. Install PC - This order a fleet with a Production Center Ship to move and land on a terraformed planet and convert to a Production Center. You may then build additional PCs. Action Code / Location #1 /Fleet # Action Code / Planet Coordinates /Fleet # 10. Install Trade Center Action Code / Location #1 / Fleet #1 Action Code / Planet Coordinate / Fleet Number 11. Install MC - MCs are installed in the same manner as PCs. 13. Install Fort - This orders an orbiting Fort Ship to land and convert to a Fort. Forts may be installed on ANY planet including asteroid belts and Gas Giants. Action Code / Location #1 / Fleet #1 Action Code / Planet Coordinate / Fleet # 15. Tramp Mine Action Code / Location #1 / Fleet #1 Action Code / Planet Coordinate / Fleet Number 16. Install Colony Base - This action orders a colony base ship to move and land on a colony, and convert to a colony base. (Please note that the colony must be owned by the player attempting to land the colony base.) Action Code / Location #1 / Fleet #1 Action Code / Planet Coordinates / Fleet # 17. Diplomacy - This action allows you to send one attached file e-mail message to another player. Be sure to spell the name correctly or the message will not be received. Action Code / Empire-Ship Name Action Code / Empire Name 18. Convert Planet to a Platform Action Code / Location #1 Action Code / Planet Coordinate 19. Standing Orders - The Fleet will obey this order until it is changed. Action Code / Location #1 / Fleet #1 / Spec. # Action Code / Coordinate / Fleet # / Standing Order # 20. Fleet Maneuver - The Fleet will use this maneuver in all combats until it is changed. Action Code / Location #1 / Fleet #1 / Spec. # Action Code / Coordinate / Fleet # / Fleet Maneuver # 21. Combat Loss Directive (Stand Down) - The Fleet will retreat when the percentage of losses equals the Combat Loss Directive number you have given it. This number may never be higher than your aggression level. Action Code / Location #1 / Fleet #1 / Spec. # Action Code / Coordinate / Fleet # / CBT DIR Loss # 22. Fleet Status - Requests the present status of a Fleet. Action Code / Fleet #1 Action Code / Fleet # 23. Ship Status - Requests the status of every ship in a specific Fleet. Action Code / Fleet #1 Action Code / Fleet# 24. Scan Ancient Civilization - Orders a Fleet to scan a planet with an Ancient Civilization status. Only Explorers and Scouts may scan. This may result in additional information (star maps), RUs, or even a Tec Level raise. Action Code / Location #1 / Fleet #1 Action Code / Planet Coordinates / Fleet # 25. Merge Your Own Fleets - This allows you to merge your Fleets. The Fleets must be at the same coordinate. Action Code / Location #1 / Fleet #1 / Fleet #2 Action Code / Coordinate / Receiving Fleet / Merging Fleet 26. Merge with Alien Fleet - This action allows you to merge your fleet into an Alien Fleet. The Alien becomes the owner of the merged ships. Fleets must be at the same coordinates. Action Code / Location #1 / Fleet #2 / Empire-Ship Name / Fleet #2 Action Code / Coordinate / Receiving Alien Fleet / Alien Empire Name / Merging Fleet 27. RU Transfer - Allows you to give up to 32,000 RUs to another player. Action Code / Empire-Ship Name / Spec. # Action Code / Receiving Empire / RU Amount 28 - Overhaul Action Code / Location #1 / Fleet #1 / Build Code Action Code /Planet Location / Fleet Number / Build Code of class of ship to be overhauled 29. Mask Identity - Masks all of your Fleets and planets so that Aliens will be unable to determine true ownership of those fleets and planets. Action Code/ Action Code/ 30. Unmask Identity - Reverses Mask Identity order. Action Code/ Action Code/ Only the action code is needed for actions 29 & 30. 31. Declare Alliance - Allows you to Ally with another player. If the other player also Allies with you, your Fleets and planets will not attack one another. Action Code / Empire-Ship Name Action Code / Empire Receiving Declaration 32. Cancel Alliance - Cancels action 31. Action Code / Empire-Ship Name Action Code / Empire Receiving Declaration 33. Declare War - If you have declared war on another player, your fleets will attack that player whenever encountered. Action Code / Empire-Ship Name Action Code / Empire Receiving Declaration 34. Cancel War Declaration - Cancels action 33. Action Code / Empire-Ship Name Action Code / Empire Receiving Declaration 35. Coup - If successful, you will become the owner of the planet you are attempting the Coup on. If you fail, the planet owner will be told that you attempted it. Up to 10,000 RUs may be spent on a Coup attempt. Action Code / Location #1 / Spec. # Action Code / Planet Coordinates / RUs Spent 36. LOAD MISSILES Action Code / Location #1 / Fleet #1 / Spec. # Action Code / Location of Shipyard / Fleet being / Number of Loaded Missiles Loaded 37. Search and Destroy - Marines on planet will attempt to locate any Guerrillas and Smuggling Centers, and attack them. Action Code / Location #1 Action Code / Planet Coordinates Guerrilla Attacks - There are several types of Guerrilla attacks possible. 38. Guerrilla attack against Marines. 39. Guerrilla attack against Forts. 40. Guerrilla attack against Trade Center. 41. Guerrilla attack against Agricultural Center. 42. Guerrilla attack against Mining Center. 43. Guerrilla attack against Production Center. 44. Guerrilla attack against Smuggling Center. 45. Guerrilla attack against Shipyard. 46. Guerrilla attack against Population. 47. Guerrilla attack against Fighters. Action Code / Location #1 Action Code / Planet Coordinates 48. Recruit Guerrillas - This allows you to recruit Guerrillas on someone elses planet. The RUs spent will not be refunded even if the attempt fails. Action Code / Location #1 / Spec. # Action Code / Planet Coordinates / RUs Spent 49. Land Guerrillas Action Code / Location #1 / Fleet #1 / Spec. # Action Code / Target Planet / Fleet Number / No. of Marines Coordinate to be landed 50. Send Message to your Spy on a Planet Location Action Code / Location #1 / Spec. # Action Code / Planet Coordinate / Message Number To send a message to your Spy, include the action code, Planet where your Spy is located and the message number below in the Special Number box. 1 - Request Spy makes contact with Guerrillas on planet and report how many. 2 - Request Spy reports how many Marines are on the planet. 3 - Request Spy reports how many Heavy Marines are on the planet. 4 - Request Spy reports how many Fighters are on the planet. 5 - Request Spy reports how many Forts are on the planet. 6 - Request Spy reports how many ABMs are on the planet. 7 - Request Spy reports how many Naval Yards are on the planet. 8 - Request Spy reports how many Pop are on the planet. 9 - Request Spy reports how many Mining Centers are on the planet. 10 - Request Spy reports how many Production Centers are on the planet. 11 - Request Spy reports how many Torpedoes are on the planet and what class. 12 - Request Spy reports if there is an Ag Center on the planet. 13 - Request Spy reports if there is a Smuggling Center on the planet. 14 - Request Spy reports if there is a Trade Center on the planet. 15 - Request Spy reports who is owns the Mining Rights on the planet. 16 - Request Spy reports the current Tec Level of the planet. 17 - Request Spy reports the owner of the planet. 18 - Request Spy reports how many Colony Bases are on the planet. 19 - Request Spy reports planet stats. 51. Popular Tax - This allows you to tax a specific planet for one turn. Take care not to tax too much or the populace will revolt! Action Code / Location #1 / Spec. # Action Code / Planet Coordinates / Tax % 52. Loot - This allows you to dismantle every installation on a planet and get a few RUs in return. It also takes RUs from the populace (which could be risky). Action Code / Location #1 Action Code / Planet Coordinates 53. Flood market (Fleet in system orbit) Action Code / Location #1 / Fleet #1 / Spec. # Action Code / Planet Loc. / Fleet Number / Cargo units to buy or sell 54. Nationalize - This action allows you to seize all alien industries on one of your planets. Action Code / Location #1 Action Code / Planet Coordinates 55. Shut Down - This allows you to Eliminate all installations owned by you on a specified planet. Action Code / Location #1 Action Code / Planet Coordinates 56. Action Code Not Currently used 57. Action Code Not Currently used 58. Action Code Not Currently used 59. Embark Marine Units - Allows you to Load MUs onto one of your fleets. The Fleet must be in planetary orbit to embark MUs. Action Code / Location #1 / Fleet #1 / Spec. # Action Code / Planet Coordinates / Fleet # / # of MUs Embarking 60. Embark Troops onto Alien Vessels - This action works the same as action 59. Once aboard, only the Alien Fleet Owner may give the order to disembark or invade. Action Code / Location #1 / Fleet #1 /Empire-Ship Name /Spec. # Action Code /Planet Coordinates/Alien Fleet # /Alien Empire Name /# of MUs Embarking Note - Alien troops may not be on the same vessel as your troops. 61. Disembark Marine Units - Allows you to offload MUs. If done at an Alien planet, the marine units become the property of the Alien. The fleet must be in planetary orbit. Action Code / Location #1 / Fleet #1 / Spec. # Action Code / Planet Coordinates / Fleet # / # of MUs Disembarked 62. Disembark Alien Troops - The Fleet owner is the only one able to order these troops to offload. Action Code / Location #1 /Fleet #1 /Empire-Ship Name / Spec. # Action Code /Planet Coordinates/Fleet # /Alien Empire Name / # of Alien MUs Disembarking 63. Pirate Probe Action Code / Location #1 / Location #2 Action Code / Launching Planet / Planet to be Coordinate Probed 64. Smuggling Center Report Action Code / Location #1 Action Code / Planet Coordinate 65. Launch Planetary Probe - This action launches an automated probe from your shipyard to a planetary coordinate you have designated. The Probe has an unlimited range. However, the greater the distance, the greater the chance of failure. Action Code / Location #1 / Location #2 Action Code / Location of Launching Shipyard / Probe Destination 66. Launch Sector Probe - Orders probe to be launched to explore a specific sector. ONLY THE THREE LETTER SECTOR COORDINATE SHOULD BE GIVEN IN THE LOCATION #2 POSITION. Action Code / Location #1 / Location #2 Action Code / Location of Launching Shipyard / Target Sector 67. Sell to a terraformed world Action Code / Location #1 / Fleet #1 / Special Number Action Code / Planet Local / Fleet No. / Cargo units to Buy or sell 68. Sell to a colony Action Code / Location #1 / Fleet #1 / Special Number Action Code / Planet Local / Fleet No. / Cargo units to Buy or sell 69. Buy from a terraformed world Action Code / Location #1 / Fleet #1 / Special Number Action Code / Planet Local / Fleet No. / Cargo units to Buy or sell 70. Buy from a colony Action Code / Location #1 / Fleet #1 / Special Number Action Code / Planet Local / Fleet No. / Cargo units to Buy or sell 71. Raid with Corsair(s) Action Code / Location #1 / Fleet #1 Action Code / Target Planet / Fleet no. Coordinate 72. Raid with Volsair(s) Action Code / Location #1 / Fleet #1 / Special Number Action Code / Target Planet / Fleet no. / POP to Raid Coordinate 73. Fighter Cap Up Action code / Location #1 / Fleet #1 / Special Number Action code / Location / Carrier Fleet / Number of FTR(s) Launching 74. Fighter Cap Down Action code / Location #1 / Fleet #1 / Special Number Action code / Location / Carrier Fleet / Number of FTR(s) Recovering Combat Air Patrol - CAP UP orders a specified number of fighters from the fleet to protect the fleet against enemy FTR(s), not ships. CAP will remain in place until ordered down. Only those FTR(s) not on CAP will be allowed to make strikes against enemy targets. CAP will only protect against FTR(s), not ships. 75. Load Ftrs on Freighter from the planet. Action Code / Location #1 / Fleet #1 / Special Number Action Code / Planet Location / Fleet Number / Number of Ftrs to be loaded or 76. Unload Ftrs from Freighters to the planet. Action Code / Location #1 / Fleet #1 / Special Number Action Code / Planet Location / Fleet Number / Number of Ftrs to be loaded or unloaded 77. Assignment from Planet to Fleet Action Code / Location #1 /Fleet #1 /Special # Action Code / Planet Location / Fleet # /# of FTR(s) to load AC 77 will build and load FTRs in one action (up to a limit of 50 fighters per shipyard). 78. Fighter Assignment from Planet to Planet - Allows you to transfer FTR(s) to other planets within the same subsector. If the planets are unowned they become yours. If they're owned by aliens then the FTRS will abort. Action Code / Location #1 / Location #2 / Spec. # Action Code / Planet FTRs are / Planet FTRs are / # of FTRs Transferring transferring from transferring to 79. Assignment from Fleet to Planet or Fleet to Fleet Fleet to planet Action Code / Location #1 /Fleet #1 / Location #2 / Special # Action Code / Location / Fleet # / Planet Location / # of FTR(s) Fleet to Fleet Action Code / Location #1 /Fleet #1 / Fleet #2 / Special # Action Code / Location / Fleet # / Fleet # / # of FTR(s) AC 79 will move a fleet to its new location and either send fighters to a planet location or another fleet, depending on which box is filled in. The receiving planet or fleet must be within range of the fighters. 80. Fighter Attack from Planet to Planet - Allows you to attack another planet within the same subsector. Action Code / Location #1 / Location #2 / Spec. # Action Code / Planet FTRs are / Planet FTRs are / # of FTRs Attacking from Attacking Attacking 81. Action Code Not Currently used 82. Attack from Fleet against Planet Action code / Location #1 / Fleet #1 / Location #2 / Special # Action code / Fleet location / Fleet # / Planet Location / # of FTR(s) Launching 83. Fighter Recon from Planet - Orders one fighter to recon the entire system for an Alien presence. Action Code / Location #1 Action Code / Planet Coordinates 84. Fighter Recon from Fleet Action code 84 allows you to send your carrier fighters to recon for alien fleets in the same subsector. This is a move and do action code, meaning that you use action code 84, give the fleet its new destination in location #1, the fleet conducting the recon mission in Fleet #1, plus the number of fighters you wish to send on the recon mission in the spec. #. The fleet moves to it's new location and performs the recon mission with the fighters allocated. This action code works exactly like action code 83, fighter recon from planet, but is from a fleet rather than a planet. The example below would move fleet 99 to XXX2221 and order it to recon XXX2221 and all planets in the system with 30 fighters. Action Code / Location #1 / Fleet #1 / Spec. # 84 / XXX2221 / 99 / 30 However you can use the Location #2 as the destination of your search without your fleet having to move there. For instance: If you want to recon a system from an adjacent system you would use the following example. This orders fleet 99 to XXX2221 and orders it to recon XXX2225 and all planets in the system with 30 fighters. Action Code / Location #1 / Fleet #1 / Location #2 / Spec. # 84 / XXX2221 / 99 / XXX2225 / 30 Obviously this gives you the ability to recon one system while keeping your fleet safely at another. You could also give Location #2 a planet location in which case all recon fighters would just recon the target planet. If you moved your fleet to a subsector without giving it a location #2 then the fighters would recon the entire subsector, all systems, and all planets and report if any alien fleets were spotted. If the subsector were full then it would take about 200 fighters to do the job. You can send any number on the recon mission, however the greater the number of fighters in the search the greater your chance of spotting alien fleets. Since the chance of spotting an alien fleet in a stellar cloud is far less likely, you should increase the number of recon fighers. There is no guarantee that a fighter recon will find an alien fleet even if it is in the search pattern and even less likely if it is in a stellar cloud. There will most likely be operational losses due to navigational problems or mechanical failure. There is a greater chance in stellar clouds of this happening. The owners of spotted fleets will be notified that their fleet has been spotted unless the fighters remain undetected. Fleets with cap up will most likely spot the recon fighters. Fighters may be lost if spotted by an alien fleet and attacked. The fleet may even destroy the enemy fighters before they report. If so they will probably report the owner of the fighters destroyed. Alien fleets may assume any fighter recon is hostile and may attack it even if allied. The recon fighters will never attack alien fleets they spot although alien fleets will most likely attack them. If you want to attack any fleet spotted then fill in the number of fighters in the build number slot you wish to use for a strike. The following will move the fleet and recon the second location with 30 fighters while following up any spotted fleet with a 100 fighter strike. AC / Location #1 / Fleet #1 / Quantity / Empire-Ship Name / Location #2 / Spec. # 84 / XXX2221 / 99 / 100 / Empire Name / XXX2225 / 30 If you want to only attack certain empire fleets or all alien fleets that you are at war with use the empire/ship name field and type in either the empire name or just the word WAR. If you leave this field blank then all non-allied fleets will be attacked. Remember, fighters you assign to recon duties will not be available for a strike. 85. Fighter attack from Planet against Fleet - Allows you to attack Alien Fleets anywhere in the same subsector. Action Code / Location #1 / Location #2 / Spec. # Action Code / Planet FTRs are from / Location of / # of Attacking FTRs Target Fleet 86. MISSILE STRIKE AGAINST Colony Base 87. Action Code Not Currently used 88. MISSILE STRIKE AGAINST HEAVY MUs 89. MISSILE STRIKE AGAINST FORTs 90. MISSILE STRIKE AGAINST TRADE CENTER 91. MISSILE STRIKE AGAINST AG CENTER 92. MISSILE STRIKE AGAINST MINING CENTERs 93. MISSILE STRIKE AGAINST PRODUCTION CENTERs 94. MISSILE STRIKE AGAINST SHIPYARDs 95. MISSILE STRIKE AGAINST POPULATION Action Code / Location #1 / FLeet #1 / Spec. # Action Code / Target Planet / Attacking Fleet / Number of to be fired 96. Rift Jump - Allows your fleet to travel down a rift. Action Code / Fleet #1 Action Code / Fleet # 97 - FTR Attack from Fleet against enemy Fleet Action code / Location #1 / Fleet #1 / Empire-Ship Name / Location #2 / Special number Action code / Location / Fleet no. / Empire Name / Location of / No. of FTR(s) Enemy Fleet Launching Action code 97 strikes non allied fleets at the either location #1 or #2 depending on whether you put a location in the second slot. If you do the fleet will move to the first location and send fighters on a strike to the second location. If you omit the second location then the fleet will not move but send fighters to the 1st location without moving the fleet. Non Allied fleets with fighters on cap will protect other fleets at the attacked location and your fighters will attempt to pick out the fleet of most value to attack at the location. Again if you wish to only attack on empire then put the empire name in the Empire-Ship Name box or the word WAR if you wish to attack all empire fleets you're at war with. 98. Action Code Not Currently used 99. Invade - Troops aboard the invading Fleet will invade. The Fleet must be in planetary orbit of the target planet and no enemy Fleets or Forts may be present. Action Code / Location #1 / Fleet #1 / Spec. # Action Code / Planet Coordinates / Invading Fleet # / # of MUs Invading 100. Invade with Alien Troops - Alien troops aboard the invading Fleet will invade. Action Code / Location #1 /Fleet #1 /Empire-Ship Name/Spec. # Action Code / Planet Coordinates/Invading Fleet # /Alien Empire /# of Troops Alien Troops Invading 101. Repair at Shipyard - The entire Fleet will move and be repaired in one action. The Fleet must move to the location of a Shipyard to effect repair. Action Code / Location #1 / Fleet #1 Action Code / Planet Coordinates / Fleet # 102. Action Code Not Currently used 103. Action Code Not Currently used 104. Alliance and War Status Check - The action code is the only information required for this action. Action Code/ Action Code/ 105. Load POPs on Starliners from planet. 106. Unload POPs from Starliners to planet. Action Code / Location #1 / Fleet #1 / Special Number Action Code /Planet Location / Fleet Number / Number of POPs to be loaded or unloaded 107 - Smuggle off planet (Fleet in system orbit) Action Code / Location #1 / Fleet #1 / Spec. # Action Code / Planet Loc. / Fleet Number / Cargo units to buy or sell 108. Fleet Positional Report - Gives the location of every Fleet you own. The action code is all that is needed. Action Code/ Action Code/ 109. Load Probes Action Code / Location #1 / Fleet #1 / Spec# Action Code /Loc. of Loading SY/ Flt. Being /No. of Probes Loaded Being Loaded Use action code 109 to move a fleet to a planet with a shipyard of at least tec level 18 to load or reload probe ships in fleet. 110. Launch Probe from Probe Action Code / Location #1 / Fleet #1 / Location #2 Action Code /Probe Destination/ Launching Flt# / Probe (Planet) Destination or (Planet) Location to move Fleet to 111. Transfer Ship to another Fleet - Allows you to transfer a specific ship to another Fleet of yours. Action Code / Fleet #1 / Empire-Ship Name / Fleet #2 Action Code / Fleet Trans- / Ship Name / Fleet Transferring ferring from to 112. Launch Rift Probe (from Probe Ship) Action Code / Location #1 / Fleet #1 Action Code /Fleet Destination / Launching Fl.# (Subsector) 113. Establish Slave World Action Code / Location #1 / Fleet #1 Action Code / Planet Coordinate / Fleet no. 114. Diplomatic Message to a Planet - This allows you to send a message to a planet when you don't know who owns it. Action Code / Location #1 Action Code / Planet Coordinates 116. Planet Report - Gives a complete readout on any planet that you own. Action Code / Location #1 Action Code / Planet Coordinates 117. Establish Pirate Haven Action Code / Location #1 / Fleet #1 Action Code / Planet Coordinate / Fleet no. 118. Execute Population - Allows you to execute the population on any planet you own. However, you must have a garrison five times the size of the population to prevent popular resistance. Action Code / Location #1 / Spec. # Action Code / Planet Coordinates / # of POP units executed 119. Action Code Not Currently used 120. Action Code Not Currently used 121. Action Code Not Currently used 122. Cyber Loot Action Code / Location #1 Action Code / Planet Coordinate This action allows you to loot a planet which you own. It is an exceptionally efficient form of looting and will usually result in the loss of a few POP units in the process. 123. Action Code Not Currently used 124. Action Code Not Currently used 125. Action Code Not Currently used 126. Sector Ownership Report - Searches an entire sector and reports any location owned by the player. Only a three-letter sector coordinate is needed. Action Code / Location #1 Action Code / Sector to be Searched 127. Install Military Base on planet. Action Code / Location #1 / Fleet #1 Action Code /Planet Location / Fleet Number 128. Action Code Not Currently used 129 � Land Diplomat on Planet Action Code / Location #1 / Fleet #1 Action Code / Planet Coordinate / Fleet Number 130. Fleet Recon with Vanguard Fleet Action Code / Location #1 / Fleet #1 / Fleet #2 Action Code / Coordinate / Fleet Number / Fleet Number 131. Fleet Attack on Planet - Allows you to attack a planet. Action Code / Location #1 / Fleet #1 Action Code / Planet Coordinates / Fleet # 132. Shut Down Forts - Dismantles all Forts on a planet you own. Action Code / Location #1 Action Code / Planet Coordinates 133. Sell special cargo to a terraformed world Action Code / Location #1 / Fleet #1 / Special Number Action Code / Planet Local / Fleet No. / Cargo units to Buy or sell 134. Land Spy on Planet Action Code / Location #1 / Fleet #1 / Location #2 Action Code / Coordinate / Fleet Number / Planet Coordinate 135. Multiple Ship Transfer - Allows the transfer of several ships to a new or existing fleet. Action Code / Fleet #1 / Build Code / Fleet #2 / Spec. # Action Code /Fleet ships are /Ship Build Code/Fleet ships are /# of ships transferred from transferring to transferring 136. Action Code Not Currently used 137. Action Code Not Currently used 138. Load Lancer Missile(s) on Lancer(s). Action Code / Location #1 / Fleet #1 / Spec. # Action Code / Planet Coordinates / Fleet # / # of Missiles to be Loaded 139. Move-Scan for Platforms - Allows Lancer fleet to move to and scan the subsector for Nomad Platforms in one action but will not attack. Action Code / Location #1 / Fleet #1 Action Code / Subsector to be Scanned / Fleet # 140. Move-Scan-Launch - Lancer fleet will move to and scan subsector, and launch Lancer Missiles if Platforms are found in one action. Action Code / Location #1 / Fleet #1 Action Code / Subsector to be Scanned / Fleet # 141. SELL CARGO (CYBER TRADER) - Allows fleet to sell goods aboard Cyber Trade Ship to one of your terraformed worlds. Action Code / Location #1 / Fleet #1 / Spec # Action Code / Planet Location / Fleet number / No. of cargo units sold 142. CYBER COLLECTION - Orders the destruction of the target planet. Cyber Trade Ship must be in orbit around target planet, and planet must be owned by the same player. Action Code / Location # 1 / Fleet # 1 Action Code / Planet Location / Fleet Number
TA'KA'MO (High Radnian, Radnia--Central continent from TAI(Universe) and KHA'MO(ebb and flow) 1.Gestalt, the wholeness of the universe. 2. History. 3. Conflict. --Taken from Vol. 234, file 451, Sepal's Unabridged Galactic Dictionary. ************** E-MAIL PLAYTEST DRAFT ************************** --A strategic game of interstellar expansion and conquest. Design by Randall Ritnour, Allan Edeker, Bill Hayes and Bill Bunselmeyer. TAKAMO Game System, Programs, Rulebook copyright 1998 (c) by Aleator Games. TABLE OF CONTENTS THE GALAXY The Galaxy ......................................... Getting Started .................................... Habitat Range ...................................... Mapping ............................................ Sectors ............................................ Subsectors ......................................... Systems ............................................ Planets ............................................ Putting It All Together ............................ Movement ........................................... Movement Failure ................................... How To Begin Play .................................. Exploration ........................................ Sector Probe ....................................... Planetary Probes ................................... Fighter Reconnaissance ............................. Rift Jumps ......................................... Navigational Hazards ............................... EXPANSION Planetary Ownership ................................ Colonization ....................................... Terraforming ....................................... Planetary Status ................................... Reclamation Ship ................................... Economics (RUs, CBs, MCs, PCs, TCs, SCs, ACs) ...... Deficit Spending ................................... Planetary Populace Tax ............................. Nationalization .................................... Shut Down .......................................... Looting ............................................ Tec Level .......................................... Planetary Tec Raises ............................... Builds ............................................. Fleet Assignment ................................... Fleet Moves Per Turn ............................... Fleet Merges And Transfers ......................... Limits ............................................. Shipyards .......................................... Repairs ............................................ Population ......................................... COMBAT Combat And Aggression Levels ....................... Combat Factors (Firepower) ......................... Combat Damage ...................................... Combat Loss Directive .............................. Standing Orders .................................... Fleet And Ship Status Reports ...................... Ships .............................................. Fleet Maneuvers .................................... Conquest ........................................... Marine Unit Invasion ............................... Marine Unit And Fort Deployment .................... Mobilization ....................................... Guerrilla Units .................................... Coups .............................................. Asteroid Belts And Gas Giants ...................... Search And Destroy ................................. Fighter Groups ..................................... Anti-Fighter Orbital Mines ......................... Planetary Torpedoes ................................ Lancers ............................................ DIPLOMACY Diplomacy .......................................... Alliances War Declarations ......................... RU Transfers ....................................... Military Aid ....................................... Foreign Aid ........................................ COMMON ACTION CODES Action Code Examples And Explanations .............. TABLES Action Code Quick Index ............................ Common Planetary Build Codes ....................... Shipyard Table ..................................... Shipbuilding Chart ................................. Common Tec Level 10 Ships .......................... Fleet Movement Chart ............................... Fleet Maneuver Table ............................... Standing Order Table ............................... Mining Potential Table ............................. Torpedo Table ...................................... THE GALAXY The galaxy in TAKAMO has a diameter of 15,600 parsecs. A universal mapping system, developed by the Radnian Empire, divides the galaxy into a series of cubes called sectors. Each sector is 600 parsecs across. Sectors are further divided into subsectors. There are 27 subsectors in a sector. Each subsector is 200 parsecs across and may contain as many as five or as few as zero stars. In all, 17,576 sectors comprise the galaxy, which may be divided into 474,522 subsectors. GETTING STARTED Along with the general rulebook and player rules, you will have received a current list of your possessions. Among these possessions is your home world, which is your base for interstellar expansion. Your home world listing should look something like the example below. E'TATSE FEDERATION PLANET LOCATION XYZ12111 SIZE 45,000 Km (9) STATUS HOME WORLD ATMOS Argon, CO2,NO,Neon (5) HYP 90% (9) MINING POT. 6 PROD.CENTER(S) 15 SHIPYARD(S) 1 MINING PROD. 3 AGGRESSION LEVEL 65 TEC LEVEL 10 FORT(S) 4 FIGHTER(S) 0 MU(S) 50 POPULATION UNIT(S) 60 "CHARACTER NAME" - The character name of your race is listed at the top of your home world listing. Be sure to check it for spelling. After your first turn, character names CANNOT be changed. "CHARACTER TYPE" - tells what type of character race you'll be playing. Make sure it's what you wanted. After your first turn character types CANNOT be changed. "PLANET LOCATION" - is your planet's mapping coordinates. "SIZE" - shows the planetary diameter in kilometers. The number in parentheses is your world's planet class. "STATUS" means planetary status. This entry shows the condition of the planet. Yours is a "homeworld" unless you are a nomad in which case it will say "Platform". "ATMOS" means atmosphere. This entry shows the type of atmosphere which the planet possesses. Atmospheres range from near-vacuum to dense organic gases. Asteroids may also possess an atmosphere type, but this represents frozen gases trapped during their formation. The number in parentheses is your species' atmosphere habitat number. "HYP" means hydrographics. The "HYP" entry is the percentage of a planet's surface covered by oceans. Asteroids may also possess frozen liquid trapped during their formation. The number in parentheses is your species' hydrographics habitat number. "MINING POT" denotes the number of mining centers (MCs) which may be built. "SHIPYARD(S)" means starships yards (SYs). This is where your spacecraft, fighters and torpedoes are constructed and retooled. "MINING PROD." means mining production. This entry shows the number of operating mining centers (MCs) on a planet. "PROD. CENTERS" shows the number of production centers on the world. "AGGRESSION LEVEL" (or government) portrays the aggressiveness of the planetary population. This entry is a number on a 10-100 scale. "100" represents the most aggressive species possible. "TEC LEVEL" means technology level. This entry shows a planet's technological advancement. (See the Tec Level section) "FORT(S)" means fortifications (Forts). These are automated aerospace defense complexes. The "FORT(S)" entry indicates how many are on a planet. "FIGHTER(S)" means fighter groups (FTRS). Fighters are space-going interceptors which are used to defend a planet, attack another planet in the same subsector, or a fleet within the same subsector. The "FIGHTER(S)" entry shows how many fightergroups are on the planet. "MU(S)" means marine units (MUs). The marine unit is the basic ground combat force used in TAKAMO. The number indicates how many are on the planet. "POPULATION UNIT(S)" represent the planetary population. This entry shows the total planetary population. HABITAT RANGE The habitat range represents the environmental changes which your species can tolerate. Your species can survive a +/- one change of the atmosphere habitat number and the hydrographics habitat number of your homeworld. Thus, if your homeworld atmosphere habitat number is three and your hydrographics habitat number is six, your species habitat range would look like our example. ------------------- | 2,5 | 3,5 | 4,5 | |-----|-----|-----| | 2,6 | 3,6 | 4,6 | |-----|-----|-----| | 2,7 | 3,7 | 4,7 | ----------------- From looking at the example, you can see that this species can survive on nine planet habitats, ranging from 2,5 to 4,7. A habitat exactly like your home planet allows you to build MCs and PCs at a reduced cost. MAPPING Mapping is on a 3-D scale and is somewhat complicated. A little patience is all that's needed to master the system. The mapping system is based on a modified X-Y-Z coordinate system. (See figure 1). X runs from front to rear, Y from top to bottom, and Z from left to right. The galaxy is divided into sectors and subsectors as outlined below. SECTORS There are 17,576 sectors in the galaxy. Each sector has a three-letter coordinate, composed of the letters A through Z. The first letter of the three-letter sector coordinate is the X- axis letter. The second is the Y- axis letter. The third letter is the Z- axis letter. (See figure 2). Sector MMM is considered the centerof the galactic area. SUBSECTORS Mapping subsectors is similar to mapping sectors. Within each sector are 27 subsectors. Each subsector has its own three-digit code. (See figure 3). The center of any sector will be subsector 222. SYSTEMS There are five locations in a subsector which may have stars. Each system will have a one-digit coordinate of one through five. (See figure 4). If there are three stars in a subsector, they will always be located in the first, second, and third positions. Example: If subsector MMM222 has three stars they will be in the following positions: MMM2221, MMM2222, and MMM2223. Each system will have a star-type listing. This listing is one of 120 different types ranging from the ultra-hot Wolf-Raynet to the cooler type S red star. PLANETS Planets will be numbered one through nine, with one being the planet closest to the sun. Due to Nomad Platform movement, some star systems may have empty orbits where one would expect to find a planet. Example: If system MMM2221 has five planets in orbit, two of them might be at MMM22211, and MMM22212 while the third position (MMM22213) might be empty, and the rest of the planets present in orbits four (MMM22214), five (MMM22215), and six (MMM22216). PUTTING IT ALL TOGETHER The easiest way to remember how to map is to keep in mind that you are moving from a large area to a smaller one. Here's an example: MMM is considered the center sector of the galaxy. So....MMM222 is the center subsector of MMM. And....MMM2221 is the first system of the center subsector of MMM. And....MMM22213 is the third planet from the sun of the first system of the center subsector of MMM. The entire mapping code may be divided as follows: MMM 222 1 3 Sector Subsector System Planet It's possible to move from subsector "deep" space directly to a planet's orbit if you have the correct coordinates. Suggestion: Don't start pulling coordinates out of the air and directing fleets there if you haven't explored the location. Ship navigation systems are fully automated and these computers don't care if you fly into a nova or not. Please note that you must use at least the sector and subsector coordinates (MMM213) when making any move. Moves using only sector coordinates (MMM) will be ignored. MOVEMENT Movement distance is measured in sectors. It does not matter whether you move your fleet to the nearest, or farthest subsector within a sector; any movement across sector boundaries is considered a full sector move by the computer. Example 1: A move from AAA to AAB, ABA or BAA are all calculated as a 1 sector jump. Example 2: A move from MMM to NNN has a calculated distance of 1.732 sectors (square root of 1 squared, plus 1 squared, plus 1 squared) The movement distance between any two sectors is calculated as the real (three dimensional) distance between those two sectors. The number of sector edges crossed in each of the 3 Axis is squared, and the 3 values are added together. The square root of this sum is then calculated to obtain the straight line distance traveled. Example 3: A move from MMM to OLJ has a calculated distance of 3.74 sectors (square root of 2 squared plus 1 squared plus 3 squared. MOVEMENT FAILURE Although the distance a fleet may attempt to move in a single action is unlimited, the danger of movement failure or fleet destruction increases with the distance moved (See Fleet Movement Chart in Tables section). The chances of movement failure are reduced as your Tec Level increases. Each Tec Level step over Tec Level 10 has the effect of reducing the calculated distance moved by 0.05 sectors. (Example 1 above would be safe for a Tec Level 10 ship, example 2 would be safe for a Tec Level 15 starship, and example 3 would not be safe unless your spacecraft had a Tec Level of 55.) If movement failure occurs, the computer will mumble something about the fleet's crew going temporarily blind while moving to sector XXX (or wherever it was you wanted to move the fleet), or there was a hyperdrive failure preventing the move, or any of a dozen other messages. There is a danger of fleet destruction while making multiple sector moves. The fleet's hyperdrives could overload and BOOM...no more fleet. HOW TO BEGIN PLAY Early exploration of your system (on your homeworld listing) has given you a limited knowledge of its planets. To expand beyond your solar system, you must explore other systems to locate suitable worlds for use. EXPLORATION Exploration is accomplished by sending your fleets to scan subsectors, systems, and planets. At the moment, only your explorer and scout class ships possess the special equipment needed to give you information (scan). Your Tec Level will determine how accurately and with what detail these ships may scan. For your fleet to scan a given area, use the scan action code. (AC 2) Please note that this code also allows your fleet to move while scanning. Upon arriving at its destination, the fleet's explorers or scouts will scan this area. If you happen to scan an occupied planet which has an equal or greater Tec Level, your scanners may be blocked by sophisticated jamming equipment. In fact, if their Tec Level is high enough, THEY'LL scan YOUR fleet! It's a good idea to lower your explorer or scout aggression level when scanning to lessen chances of triggering defenses. This will be discussed later. You will also receive a report when any fleet orbits a planet which you control. SECTOR PROBE Sector probes are extremely efficient probes that may only be launched from terraformed worlds which have a shipyard. (AC 66) The official range of the probe is unlimited although most probes won't make it much farther than 2 sectors (excluding the originating sector) from the launch site. Sector probes provide general information about targeted sectors, such as whether stars may be present in a subsector, and if there are any dangerous areas. Sector probes cost 250 RUs each. The sector probe readout will appear as below: 111 112 113 || 121 122 123 || 131 132 133 211 212 213 || 221 222 223 || 231 232 233 311 312 313 || 321 322 323 || 331 332 333 NoSt NoSt Safe Safe NoSt NoSt SC NoSt NoSt SCld NoSt NoSt NoSt NoSt Safe Safe NoSt NoSt Safe NoSt NoSt SCld NoSt Rift Scld SN NoSt NoSt = No Star in Subsector Safe = Stars may be present Scld = Stellar Cloud SN = Super Nova present SC = Star Cluster Rift = Rift present PLANETARY PROBES You may send expendable interstellar probes from any planet which you own to scan any planets by using the interstellar probe action code (AC 65). Each probe action costs 30 Rus. There is no limit to the range of the probe, but the greater the distance, the greater the danger of failure. Planetary Probes should only be sent to planets. Planetary Probes sent to subsector or star locations will result in loss of communication with the probes. Loss of communication will also occur when Planetary Probes are sent to planet locations which have no planets. FIGHTER RECONNAISSANCE A form of scanning that does not require an explorer or a scout is the fighter reconnaissance. (AC 83) To perform this action you must own at least one fighter group within the system that you want to recon. The fighter group will send a fighter to recon the system, as well as each planet within the system. The fighter will only report the presence of fleets. If attacked it will attempt evasive action and return. Note that this patrol is made up of one fighter and not a fighter group. This is the only case where you can use a single fighter. RIFT JUMPS "Minor Scanner disturbances from presence of a Hyperspace Rift." You may encounter this message during a subsector scan. It alerts you to the only "safe" type of Rift in the galaxy. (The Rift that you encounter in a sector probe is a subsector-wide black hole and should be avoided at all costs.) This Hyperspace Rift acts as a hyperspace tunnel, a wormhole if you will, allowing travel across incredible distances in a single action. (AC 96) However, there are problems: 1) You don't know what Sector the Rift goes to. It could be empty space, a Star Cluster, or filled with hostile aliens.... 2) Ships traveling the Rift could suffer severe damage, or destruction. 3) It's a one way tunnel: If Fleet 5 went from JLQ to AAA it'd be a long time getting back. 4) Although you usually (but not always) arrive in the same Sector each time you travel, you'll seldom arrive in the same Subsector. NAVIGATION HAZARDS A number of star systems pose a threat to interstellar navigation. Entry into these star systems will destroy the approaching fleet. Hazardous star systems include any star which has a blackhole secondary star, neutron stars, and novas. Subsector-wide hazards include supernovas, stellar rifts, star clusters, and stellar clouds. Stellar clouds are not dangerous in themselves, but natural radiation does hamper scanning operations and they could contain hazardous stars. The only proper way to effectively scan a stellar cloud is to send a scout or explorer to the star locations in that subsector. If there is a star present, you'll be able to scan it and any orbiting planets normally. If there is no star, your fleet will say so. If the star happens to be a neutron star, or a blackhole...scratch one fleet. Example: If there is a stellar cloud at RRR222 and you wish to explore it to see if there are any useful planets or nasty aliens hiding inside, you simply send a fleet of one scout to RRR2221. If there is a star there, you will be told the star type and how many planets (if any) are present. If the star is a bad one (blackhole, etc.), then you've lost a brave scout captain and crew. If there isn't a star at RRR2221, then you can safely assume that there are no stars in the subsector, and abandon the search. Sector-wide hazards are supernovas, stellar rifts, quasars, and galactic core clusters. Galactic core clusters are densely packed stars found throughout the galaxy. PLANETARY OWNERSHIP There are two basic ways a player becomes the owner of a planet. You may land combat units (MUs, FTRS, Forts) or a Colony Ship on an unowned planet and thus win ownership by right of occupation. Or you may invade an owned planet with MU's. (discussed in next section) If you have the only MUs on someone else's colonized or terraformed planet after an invasion, then you own it! MUs, Forts, and FTRS can survive on any planet regardless of habitat range. COLONIZATION Colonization is a way of populating an unterraformed planet. Any player may colonize any planet regardless of habitat range. The planet to be colonized must be unterraformed and unowned or owned by the colonizer. To colonize a planet, you must first build a colony ship and send it to a specified unterraformed planet. The colony ship is converted to a planetary colony, using the establish colony action code. (AC 8) TERRAFORMING Terraforming is a special ability given only to Independent Civilization Builders (ICB) and Nomads. The ICB's ability requires a terraforming ship that must be in orbit around a colony owned by the terraformer. When ordered, the terraforming ship will dismantle itself in the same manner as a colony ship. The ICB cannot colonize and terraform in the same turn. Nomads do not use a terraforming ship but must spend two turns and considerably more income to "platform" a world. Terraformers may only terraform worlds close to their habitat range. The actual habitat range each player type can terraform is a function of their Tec Level. ICB's extend their terraforming range by a greater amount as their Tec Level increase than Nomads do. Asteroid belts and gas giants may not be terraformed. PLANETARY STATUS The following is a list of planetary statuses you will be likely to encounter in Takamo. UNTERRAFORMED: A virgin world. No new industry may be placed. However, it may be defended using MUs, FTRS, FORTs and planetary torpedoes. COLONY WORLD: This planet has been colonized and is owned either by a player or a computer-run character (non-player character or NPC). Colony bases may be built on colony worlds. TERRAFORMED: Terraformed planets are those worlds which are considered habitable by all races. However, there are differences in habitat that may cause problems for your race. HOMEWORLD: Each new player receives one or two planets, depending on their character type, with which to begin the game. Your planet is fully terraformed with your perfect habitat range and already has some industry built on it earning income for you. NOMAD PLATFORM: Identical to a terraformed world, but equipped with star drives. PIRATE HAVEN: A terraformed planet owned by an NPC with a planetary Tec Level less than 10 which has had a pirate haven established on it. Pirate havens are used by pirates for selling pirate booty and by smugglers for selling smuggled goods. Only pirates and smugglers will get this report when scanning. All other players will view it as a terraformed world. ANCIENT CIVILIZATION: A terraformed world that has a deteriorating habitat. The installations that are already on the planet may be used normally, and only the following items may be built: population, marine units, and planetary torpedoes. Ships may be built if there is a shipyard already present, (new shipyards cannot be built) and ancient civs may also be retooled. PLANETARY DEBRIS: A planet that has been blown to itty bitty bits, probably by a cybernetic race. Treat it as a size one for military purposes. RECLAMATION SHIP Players may restore looted and strip-mined planets to unterraformed status. Reclamation Ships behave in the same way as Colony and Terraforming Ships. Simply orbit the Reclamation Ship around the target planet and use the reclaim planet action code. (AC 7) The ship will dismantle and the planet will be restored to unterraformed status. ECONOMICS This is a very important part of the game. Without a proper financial base, players will be unable to build and explore new areas of the galaxy. Here's a list of the economic terms used in the game and an explanation of each: RU (Resource Unit). This is the standard term for money or credit. (*** each of the following must be "installed". In some cases additional units may be built once the initial one is installed. An explanation of installation is given at the end of the section.) CB (Colony Base). These centers are small production factories which are only used on colonies. If the planet is ever terraformed or platformed the colony bases will be destroyed. The first thing that needs to be done is to install a base colony ship (BCS, not CB) on the colony. (AC 16) Once you have a colony base in place you may build more colony bases. The maximum number of CB's allowed on a colony is 1 x planet size. Treat size 0 planets as size 1 and size 10 planets as 10. Colony bases earn 10 ru's each per turn. They are also very important in determining price per cargo unit when trading at that planet. MC (Mining Center). These centers earn RUs by recovering new material, such as ores and timber, from the planet's crust. Mining Corporations may build MCs and MC ships cheaper than any other player. A limit of one MC per planetary mining potential point may be built, unless you are a miner. Miners have the ability to extract undetected ore deposits through the use of their specialized mining centers. Whenever a mining corporation owns the mining rights on a planet, that planet will be able to support additional mining centers. (See mining potential chart in the Tables Section.) Miners may setup MCs on terraformed planets they own and also terraformed planets owned by others. The first player to install an MC on a terraformed world has sole mining rights to that planet and no other player may land or build MCs there. Only the player with the mining rights will receive any RUs from the MCs on that world. An MC earns 20 RUs per turn. NOTE: If a non-mining corporation race gains control of the mining rights, by whatever means, the extra MCs and any PCs they support will be destroyed. PC (Production Center). These are city-sized factories which provide a portion of your income. You may increase your RU income by building more PCs. An MC must be present on the planet before a PC can be built. You must own the planet, but not necessarily the MC's in order to build PC's. The maximum number of PCs allowed on a planet is equal to five times the number of mining centers on the planet. A PC earns 20 RUs per turn. * There is no limit to how many MCs and PCs may be built in one action (up to the planet's limit) unless the planet is out of your habitat range. Then the limit is one per action. TC (Trade Center). Traders possess a natural trade monopoly. They earn their profits by placing TCs on terraformed planets which have production centers. Each TC earns 2 RUs per PC per turn for the planet's owner and also the trader that owns the trade center. (So if you own the planet and the trade center you will earn 4 RUs per PC per turn.) Trade Centers handle interplanetary commerce throughout the galaxy. Only Traders may build or use TC ships. Only one TC per planet. In addition, Trade Centers increase the amount of cargo that can be loaded from a world in a single order, and help defeat any coup attempts that may be made against the planet. SC (Smuggling Center). SCs may be constructed on any Terraformed planet or Nomad Platform. These centers are hidden on the planet's surface. Each SC collects 10 RUs per turn. SCs sell black market goods to planetary populations. Smugglers may flood the markets with blackmarket goods and deprive the PC, MC, TC and AC owners of their revenue for one turn on a given planet. SCs are also used to smuggle in guerrilla units. The presence of an SC tends to hurt the planet in the event of a coup attempt. Only Smugglers may build or use SC ships. Only one SC per planet may be built, so it's probably better to have a friend or ally put one on your planet than to have someone unfriendly install one. AC (Agricultural Center) These are vast automated farms, producing a variety of foodstuffs for many species. Regardless of species, an AC will double the number of population units which can be built in one action. Only one AC per planet (must be terraformed) may be built. ACs also allow the planetary owner to get a 10% discount on MU, FTR, Fort, SY, PC, and MC builds and the presence of an Ag Center also helps defend a planet against any coup attempts. Only Agricultural Corporations may build or use AC ships. Ships are used to transport the nucleus of your heavy industries to a new planet. To install any of the above, the appropriate ship must first be built on a terraformed planet that you own that has a SY and at least one MC. The ship is then sent to the receiving planet and dismantled using an "install" action code. Example: To install a colony base you must first build a base colony ship (BCS) at a shipyard. Don't forget to assign a fleet number. Send the fleet to the colony that is to receive the colony base and dismantle it using the "move and install colony base" action code (#16). Additional CBs, MCs, and PCs may be built right on the planet once the initial unit has been placed. Remember, an MC must be present on the terraformed planet before you can dismantle a PC ship. Players may expand their economic base by conquering other players' terraformed planets. Any PCs, MCs, etc., on the captured planet may be used by the conqueror. But if the conquered planet is outside the conqueror's habitat range, the conqueror can only build at the rate of one PC or MC per action. DEFICIT SPENDING Despite our country's historical example, you may not spend more than you earn. If you attempt to over-spend, the computer program will eliminate build items which you can't afford and allow only those within your budget. PLANETARY POPULACE TAX You may tax a specific planet using the planetary tax action code. The amount raised will depend on the Population of the planet being taxed. Example: If a world has its maximum number of Pop units, and you tax 10% you could expect to earn several hundred RUs. The money raised is available for immediate use on even the very next action. It is important to note that players taxing above 20% in one action will risk planetary revolt. (Tax rates exactly equal to 20% do not risk revolt but may cause an increase in Guerrilla units on your planet) You may tax more than once per turn. This is a good way to earn income until your economic base improves. NATIONALIZATION The owner of a planet may nationalize the "alien" industries of Traders, Mining Corporations and Agricultural Corporations. The planet's owner will then receive the profits of these nationalized industries. Players may nationalize "alien" industries by using the nationalization action code. (AC 54) This action code will affect all "alien" installations on the planet. Nationalizing players should, however, realize that the "alien" corporations may retaliate by destroying their centers on other planets owned by the nationalizing player, as well as other more violent measures. SHUT DOWN Players may destroy their installations on any planet, by using the shut down center action code. Be sure to include the planetary mapping coordinates. LOOTING Looting is the way players can convert a planet's economic base to ready cash. To loot a planet, a player must first own it. Looting alters the planets' status and no builds are allowed until that planet has been reclaimed and reterraformed. It should be understood that looting a world will not generate large amounts of cash. The primary purpose of looting a world is to deny the use of a world to your enemy when you cannot defend it yourself. TEC LEVEL As you begin the game, your Tec Level will be set at 10 or above. Tec Level 10 is an advanced space-faring technology. Any civilization lower than 10 will have very little space-going ability. Many fascinating and exciting discoveries await you as you conduct research and development. A number of tantalizing possibilities have been predicted by your scientists. Larger, more specialized ships with improved propulsion, scanning and firepower are being proposed. Your Tec Level will not increase unless you are willing to spend resources in research and development. There are a few chance happenings which will boost your Tec Level. But generally, Tec Levels are raised only after the proper R&D amount has been paid, using the overall Tec Level advancement action code (AC 4). You must pay this amount during one action. You will not be allowed to pay for a Tec Level in installment; nor can you skip Tec Levels by paying the R&D amount for higher Tec Levels. To determine your R&D cost, add one to your current Tec Level and cube this number. For a Tec Level 10 species to raise its Tec Level to 11, cube 11 (11 x 11 x 11). The product is 1,331. 1,331 is the R&D cost. PLANETARY TEC RAISES When you have raised your overall Tec Level to the next level, you must pay for each planet you wish to raise to the new level including your homeworld. Any planet may be retooled regardless of status. You will not be allowed to raise the planetary Tec Level above your overall Tec Level. The cost to retool your planet is 150 times the square of the number of Tec levels you are increasing. (250 if the planet is owned by somebody else.) Example: 1 level = (1)2* 250 = 250 RU's 3 levels = (3)2* 250 = 2250 RU's 10 levels = (10)2* 250 = 25,000 RU's Another player with a higher Tec Level may raise your planet's Tec Level for you, but there are certain benefits that only come from raising your own overall Tec Level. In order to raise the planet's Tec Level, the player must know your planet's coordinates. The higher Tec Level player then pays the retooling fee, using the retool planet build code (Build Code 263). This does not mean that the player receiving the higher Tec Level planet will receive build codes above his overall Tec Level. These build codes will be sent only when the player's overall Tec Level reaches the proper level. Please note that you could strike a deal with another player to gain the build codes you require. Planetary Tec Level is crucial to building new types of ships and weapons, you will not be allowed to build advance equipment with out-of-date Production Centers and Shipyards. You must pay to retool your planets if you wish to build more advanced equipment. BUILDS Building ships and installations is accomplished by paying their RU cost and specifying the planet where the build is to occur. Don't forget to use the correct build code! All builds are completed on the same action they are ordered. Ships may be named, using up to seven characters. This includes dashes, letters, numbers, and apostrophes. (No spaces.) To keep better track of your ships, it's a good idea to name them. If you choose not to name them they will automatically be named their abbreviation. (ex. A scout will be named SC by the computer) Hint: Name your ships, using a five letter name followed by a three digit number. When you build several of the same type ship in one action, be sure to include a starting number in the special numbers box. The computer will then sequentially number all the ships built in that one action. Do not use 00X or 0X for your beginning number. The computer will simply ignore the 0's. If you do not put in a beginning number, one ship will not receive a number but all other ships built (in that same action) will be numbered beginning with one. FLEET ASSIGNMENT The fleet is TAKAMO'S basic movement unit. A fleet consists of one or more starships. (Please note that fighter groups [FTRS] are not starships and, at Tec Level 10, may not be assigned to fleets). When a ship is built, it is assigned to a fleet designated by the builder, that's you. This means that you can move a ship on the same turn that it's built. Ships must be assigned to new or existing fleets. If you are assigning a new ship to a new fleet (a fleet that doesn't exist yet), simply designate the new fleet number. The new ship will then be assigned to the fleet and will orbit the planet where the ship was built. If you are assigning the new ship to a fleet that already exists, that fleet must be somewhere within the same star system where the ship is to be built. You may have no more than 1,000 ships total. New fleet IDs are assigned as they are needed. You have been given a fleet ID system which allows you to have up to 100 fleets. (Numbered 1 to 100) To create a new fleet, simply use the next higher number or the number of a defunct fleet. Here's an example: A player has seven fleets numbered 1-7. He wants to build another fleet, so using the build action code he designates fleet 8 (or any other number other than the 7 already used. Fleets don't need to be numbered in order) as the next fleet. FLEET MOVES PER TURN There is no restriction on the number of actions per turn that a fleet may move. We suggest, however, that no more than five actions be given to a fleet in a single turn since the fleet might be destroyed before accomplishing all of its missions, causing the loss of several good actions. FLEET MERGES AND TRANSFERS Two fleets may be merged into one fleet in one action, using the fleet merge action code. To merge more than two fleets requires more than one action. i.e. Three fleets will require two merge actions; four fleets will require three merge actions. To successfully merge fleets, they must be located at the SAME coordinate. The best results are in planet and system space because there is not as big an area for the two fleets to find each other. Chances of finding each other in subsector space are slim but not impossible. When merging with an alien fleet both fleets MUST be UNmasked. Players may divide their fleets by transferring one or more ships to another new or existing fleet in a single action. When creating a new fleet in this way it retains the parent fleet's standing orders, maneuver and combat loss directive. There are several ship transfer options: A. By using action code #135, ships may be transferred out of an existing fleet and may be given a new fleet number. This allows players to divide existing fleets to create new ones. B. By using action code #135, one or more ships may be transferred from one fleet to another in groups without having to merge the entire fleet. C. Individual ships may be transferred out of a fleet to create a new fleet by action code #111 and designating a new fleet number for the ship being transferred. D. Individual ships may be transferred to an already existing fleet using action code #111. E. Ships may also be transferred to an existing alien fleet. Both fleets must be at the exact same location and both fleets must be UNmasked. LIMITS Each player may have no more than 100 fleets and no more than 1,000 starships. SHIPYARDS Shipyards are the only places where fighters and starships may be built or repaired. In other words, if there are no shipyards on a planet, then no fighters or starships may be constructed on that planet. The number of shipyards allowed on a planet varies with the planet's class size (See the shipyard table in the Tables section). To build any ships on a planet, you must first have at least one MC (mining center) and one SY (shipyard) on that planet. FTRS (fighters) only require that a shipyard be present. Each MC produces 10 tonnage class points of ship building materials per build action. These tonnage class points are not cumulative. The number of ships built by one SY is governed by the ship tonnage class and the number of MCs on the planet. If you have 5 MC's you may build 5 x's the number of shipyards per action of any ship that is tonnage class 10 or less. (See the ship building chart in the Tables section). So, if you have 4 shipyards you may build 20 ships per action. Tonnage class zero ships consume very few resources. Therefore, you may build five tonnage class zero ships per SY build action as long as you have one MC. So, if you own a planet with three SYs and one MC, you can produce 15 tonnage class zero ships per build action on that planet. You may build any number of ships in one action on a planet as long as you have the proper number of SYs and MCs. REPAIRS Shipyards also repair damaged ships. To repair a fleet, move it to a planet with a SY using the move and repair action code. (AC 101) SYs have a limited repair capacity of 1000 repair points per SY per action. (The repair points required to repair a damaged ship is equal to the fire power lost which is equal to the number of hits the ship took.) Each point of damage repaired costs 1/5 RU (1 RU for 1-5 repair points). Repairing 1000 points of damage would cost 200 RU. Fire power lost = Tec Level X Tonnage class - Present fire power. POPULATION Planetary populations have several purposes. They serve as the MU recruiting base and are also essential for Tec Level raises. To retool, there must be one POP unit for every MC (raise planetary Tec Level) 1 level, 2 POP per MC to retool 2 levels, and 3 or more POP per MC to retool 3 or more levels. If there are no Mcs, there must be at least 4 POP on the planet to retool. Population units are able to survive on any world, regardless of habitat. However, POP units will suffer attrition whenever they are moved to a planet with a habitat range different from the planet they most recently left. The greater the difference, the greater the attrition. Once the units have suffered the initial losses, they will become aclimated and will assume the habitat of the world they are on. POP units cost 100 RUs each. They may only be built on terraformed planets and, with certain exceptions, only one unit may be built per action. The maximum number of POP units allowed on a planet is equal to the planetary size, multiplied by 13. For example, a size nine planet may have up to 117 POP units. If an Agricultural Center (AC) is established on a planet, the planetary population growth rate is doubled. Thus, for each 100 RUs spent, two POP units are automatically built, even if only one is ordered to be built. ICBs also have a special ability to raise population faster than one POP unit per action. Each time an ICB orders a population increase, the number of population units will increase by 7.5% (15% if an AC is present). COMBAT COMBAT AND AGGRESSION LEVELS Combat may occur under a variety of circumstances. It can be between fleets, between plantes, between a planet and a fleet, or it can occur between combat units on a planet. Whenever a fleet enters and alien planet's orbit, the computer program will compare planet and fleet aggression levels of the alien units present. If the sum of the two alien aggression levels equals 100 or more, then combat is triggered. Each side will blame the other for starting the fight when the battle is reported. A low aggression level will usuall limit combat at planets. However, you may order your forces to attack the planet (but not attack fleets), regardless of your aggression level using action code 131. Fleets will not engage in battle unless one or both fleets have standing orders to do so, (standing orders are explained later) or a status of war has been declared by the owner of at least one of the fleets against the owner of the other fleet. Fleets will not engage each other in subsector space regardless of aggression levels or orders to the contrary. Aggression levels also determine the combat losses your species is willing to sustain before your forces will retreat. Players with high aggression levels may want to reduce a particular fleet's level by using the Combat Loss Directive, which is discussed later in this section. COMBAT FACTORS (FIREPOWER) Combat factors for TAKAMO's combat units are determined in the following manner: Ships: Ship Tec Level (Tec Level of the Planet where it is built) x Tonnage Class = Combat Factors. Forts: Planet Tec Level x Tonnage Class = Combat Factors. Marine Units: Planet Tec Level x Number of Units = Combat Factors. Fighter Groups: Planet Tec Level x Number of Units = Combat Factors (for planet-based fighters) OR lowest carrier starship Tec Level x Number of Units = Combat Factors (for fleet based fighters). COMBAT DAMAGE The outcome of battle is determined by relative strength and tactical maneuver. We will discuss tactical maneuver in a later section. Fort and ship combat strength is represented by points which consist of firepower and armor. If a ship or fort takes two hits, its combat strength is reduced by two points. MU, GU, and FTR losses are taken in units, not in combat strength points. For example, three MUs with a combat strength of ten each, have a combined strength of thirty. If one MU is destroyed, then the total combat strength of the MU force drops to twenty. COMBAT LOSS DIRECTIVE The Combat Loss Directive (CBT DIR) action code (AC 21) is used to raise or lower a fleet's aggression level. The Fleet's aggression level may not be lowered more than thirty points below, nor raised above, you species' normal (Homeworld) level. A Cybernetic Race may NEVER lower its aggression level. STANDING ORDERS You may also give a fleet standing orders. (AC 19) The fleet will obey that standing order until changed by the owner. (See the Tables section for a complete list of standing orders and their explanations.) A fleet can have a staning order and a combat loss directive, such as a combat loss directive of eighty percent and a "Break Contact" order, or a combat loss directive of thirty percent and a "Shoot on Sight" order. FLEET AND SHIP STATUS REPORTS You may request fleet status reports using the fleet status and ship status action codes. Action code # 108 reports the location of each fleet, the number of ships in each fleet, and the total ships in your navy. Remember that you are limited to 1,000 starships. Action code #22 reveals a single fleet's firepower, CBT DIR, tactical maneuver order, standing order, present location, fighters assigned to combat air patrol (CAP) and fleet damage (if any). In addition, you are given a summarized list of all ships in the fleet, broken down by Tec Level and ship class. Also, a total of all types of cargo is printed (broken down by total capacity, cargo loaded, and free space) as well as ship count. Action code #23 gives you information on a particular fleet's ships. Each ship in the fleet will be listed individually with the following information on each one as it applies: ship type; name; firepower; tec level; and number of cargo units on board. Cargo can be trade merchandise; cyber loot; smuggled goods; POP units; FTRs; or MUs. In the case of MUs, the owner of the MUs will also be given. The ship status report also reveals the location of the fleet and the total number of ships in the fleet. SHIPS As a Tec Level 10 player, you have two armed ship classes, the scout and the cutter. The scout is essentially an armed explorer with a one tonnage class strength. The cutter is a one tonnage class warship which possesses no scanning ability (For a complete listing of all Tec Level 10 ships common to players, see the Tables section.) FLEET MANEUVERS These are the offensive and defensive maneuvers used by space fleets attempting to gain an advantage or improve their odds against opponents. All the maneuvers presented here are strong, time-tested tactical formulas designed by ancient empires. There are several problems with these maneuvers that are immediately visible to even the most novice of space warriors. The most obvious of these difficulties is the absence of tactical information about the enemy fleet prior to engagement. Ship scanners can report the presence of another ship because of the hyperspace bow wave created when it moves and by the emmissions from its transponders, scanners and communications arrays. However, it is impossible to predict what tactical maneuver, if any, the enemy fleet is likely to use. Fleet commanders must make a determination as to which maneuver to use without the benefit of the knowledge of enemy intentions. Fleet maneuvers are similar to standing orders. When a fleet is given a fleet maneuver (AC20), it will use that maneuver each time in combat, until a new maneuver order is given. There are ten fleet maneuvers in general use by spacefaring races. FEINT ACTION: A favorite of the Reyem Empire; designed to draw the opposing fleet in and expose its froward elements. FRONTAL ASSAULT: Much used by the more aggressive races. A simple head-on attack, usually resulting in heavy casualties on both sides. The Gedi Cybernetic race has used this tactic with much success. WARBIRD: A grazing attack, usually against the exposed flank of an opponent. First used by the Sythian Nomads. FLANKING SWEEP: Usually launched at the rear of an enemy fleet. Similar to the Warbird, except at a sharper angle of attack. Often used by the Lotharian Pirates. LINEAR SWEEP: A grazing attack against the forward elements of another fleet. Favorite of the Seth Naf Gar. LINEAR THRUST: An in-line attack. Brianchild of the Stelltron Trade Corporation. PHALANX: Born of the "Stand and Fight" philosophy of the Radnian Empire. RECEDING THRUST: A linear variation of the Feint Maneuver. Favored tactic of the Ghrishaka. SHIFTING POINT: This maneuver is flexible enough to allow the commander to place maximum firepower at the enemy's point of attack. A feared tactic of the Kvizier. NEAR MELEE: A simple attempt to close and mix with the enemy fleet. Usually results in heavy casualties to both sides. The Phantatwain Nomads' favorite maneuver. None of these maneuvers are effective against all other maneuvers. Each is better against some and worse against others. The only maneuver that is always inferior to the maneuvers listed above is no maneuver at all. CONQUEST Conquest is a simple, although violent, way of obtaining new worlds, but it is costly in military terms. There are three methods of conquering worlds; marine invasion, guerilla action, and coup. MU INVASION Enemy planets may not be invaded until all Forts have been destroyed and there are no enemy fleets in orbit. (Remember, Forts will not automatically be attacked when you enter orbit unless the aggression comparison is 100 or greater, or the fleet moved into orbit using AC 131.) You must conduct all planetary invasions from the target planet's orbit. Planets are considered conquered when all regular enemy ground units are destroyed or have become guerrillas, and at least one invading MU is left on the planet's surface. When you attack a planet with MUs, you must use the invade action code. If you use the Disembark MU action code (AC 61), your MUs will unload and join the enemy. * Note: By the above discussion, you can see that it is possible to reinforce and alien world by disembarking MUs at the planet. MARINE UNIT AND FORT DEPLOYMENT The number of MUs which may be recruited in a single action is limited by the size of the planet's population. One MU may be recruited per POP unit, per turn. (BC 262) If there is an Ag. Center present, MUs may be built at double the rate, or 2 MUs per POP per turn. The maximum number of MUs that may be present on a planet is 100 times the planetary size. Remember, you may only recruit MUs once per turn per planet. MUs may be transported to another planet by using a Stellar Yawl. The Stellar Yawl can carry up to 20 Mus. You may load and unload troops by using the Embark (AC 59) and Disembark action codes. (AC 61) Remember to use the Invade action code (AC 99) if your MUs are attacking the target planet. Another type of marine unit is the Heavy Marine Unit. (HMU) This unit is designed to meet and defeat successive waves of invading marine units through superior firepower. The HMUs have double the strength of conventional marine units and are impervious to fighter strikes. They do have a limited ability to attack and destroy fighters during a fighter strike, i.e. in the same manner as Forts. Due to their anti-invasion doctrine, HMUs are ineffective against guerrilla units, and will not be able to prevent a coup or a total takeover by guerrilla forces. HMUs are also unable to conduct or participate in Search & Destroy missions. (AC 37) Because of the heavy weapons required to carry out their primary mission, HMUs may NOT be transported to other planets. They must be built in place and must remain on the planet where they were recruited. (BC 267) In all other aspects, HMUs function as MUs. HMUs and MUs may not be built on the same planet int the same turn. Non-player (computer run) worlds may contain more that 100 MUs times the planetary size. Example: You might invade a low tec, computer run world and find, to your horror, that there are 3,000 MUs down there! Forts are built on non-terraformed worlds by using a Fortification Center Ship. (FCS) Once the fleet containing the FCS attains orbit, the ship lands and dismantles itself upon command (AC 13) and builds a Fort on the planet. Forts may be built on terraformed worlds (BC 258) without the need for a FCS and without the need for a shipyard. You may dismantle all forts on a single planet in one action. (AC 132) The amount of RUs received from shutting down forts is 250 RUs per fort. This action is essential if you wish to peacefully transfer ownership of a planet to another player. The maximum number of forts allowed on a planet is five times the planet size. For example: a size nine planet may have 45 forts. Please note that any planet will support marine units, fighters and forts. MOBILIZATION You may mobilize your POP units to create MUs. Each POP units may be converted into 10 MUs. Once a POP unit is mobilized, the planetary population shrinks by one point. You may mobilize any number, up to the total planetary population, by paying 100 RUs per POP unit, using the mobilization build code. (BC 264) GUERRILLA UNITS Guerrilla units (GU) infest planets in a variety of ways. They can be imported by a smuggler for the purpose of overthrowing the planetary owner, or they can be formed from defeated ground armies, or they may be formed by POP units who are fleeing execution or excessive taxation. Any player may attempt to recruit guerrilla units to overthrow a planetary owner and take over the planet. Guerrilla units are recruited from the planetary population by using the recruit guerrillas action code (AC 48). Up to 10,000 RUs may be spent per action to recruit guerrillas. The more you spend, the more success you'll have recruiting. Once recruited, the guerrillas can be given various attack orders (AC 37 through AC 47). GUs have the same numerical limitations as MUs on planets. (100 x planet size) NOTE: GUs belong to no one. They are only under your command during the actions that you give them orders to attack. Anyone may recruit them and anyone may order them to attack. If guerrillas, while under your command, manage to take over a world. The GUs become your MUs and the surviving MUs of the world's former owner become GUs for someone else to use. COUPS Players may attempt to overthrow planetary owners by a coup action. To attempt a coup, a player must use the coup action code, (AC 35) which designates the target planet, and declares how much will be spent for the coup attempt. The maximum amount you can spend in a coup attempt is 32,000 RUs. The chance of a successful coup depends on a number of factors. The presence of an AC, TC, MCs, PCs and a moderate number of military units on-planet are stabilizing factors which weigh against any coup attempt (unless the player attempting the coup happens to own the installations). Cyber worlds and Homeworlds are more difficult to take by coup. The presence of too little or too many military units, a SC, Gus, the absence of an AC or TC are all destabilizing factors and will tend to make a successful coup attempt more likely. Regardless of all of these factors, every coup attempt has some chance of success. ASTEROID BELTS AND GAS GIANTS Asteroid belts (size 0) and gas giants (size 10) should be treated as size one planets for all military purposes. SEARCH AND DESTROY Players who think that their planet has Guerilla Units or smuggling centers may attempt to eliminate them by using the Search & Destroy action code (AC 37). MUs must be present on the planet to use this code. The Mus will search for guerrillas first. If guerrillas are found and engaged, the Mus will consider their mission a success and will not go on to search for a smuggling center. Your marines may have to conduct several search and destroy missions before all guerrillas are found and destroyed. Only after all geurrillas are eliminated will marines be able to find and destroy a smuggling center. FIGHTER GROUPS There is only one class of fighter used in TAKAMO. This class of fighter is capable of interplanetary flight. At Tec Level 10, fighters may only be based on planets. At higher Tec Levels, fighters can be carried and launched from starships. Fighters are used to defend and attack planets and fleets in planet orbit, sysem space, and subsector space. Fighter attack against fleets in subsector space affect only the first fleet the fighters encounter. Any number of fighter groups (FTRS) may be built in a single action, up to the limit of 25 times the planet size (BC 257). FTRS must be built at a planet with a shipyard. Each shipyard can build up to 50 FTRS per action. ANTI-FIGHTER ORBITAL MINES The anti-fighter orbital mine is a small satelite that orbits the planet where it was built and launched. These mines are especially nasty because they can not be detected by starship scanners. However, mines do show up on planetary reports (AC 116). Attacking fighter groups will not be able to detect the orbital fighter mines until the fighters have entered the mines' zone of effect. Another deadly feature of these mines is that once one mine has detected a fighter group, other mines will use their navigational thrusters to converge on and attack the target. These mines are strictly for defense against starfighters and will not attack any other targets. These weapons are proximity blast devices that will cause variable damage to fighter groups. A good rule of thumb for fighter commanders is to expect one fighter group lost for every two mines detonated. Anti-fighter mines are extremely accurate and will continue to attack and destroy fighters until all of the fighters or mines are destroyed, or the fighters abort their attack. You may build anti-fighter mines at a cost of 10 Rus each. (BC 265) The maximum number of mines that may be built in one action is 999. The maximum number of mines that may be in orbit around a planet is 32,000. The mines will automatically launch into the planet's orbit when built. Mines may only be built at Homeworlds, terraformed worlds, and Nomad Platforms. PLANETARY TORPEDOES Due to the immense firepower of interstellar navies, defense experts have developed new and heavier fortification weapons. Although these weapons differ in size and complexity, they have been given the general term "Planetary Torpedoes." These new weapons are actually long range missiles which are automatically launched while the planet is still out of range of the enemy fleet's standard weapons. Torpedoes are housed inside the planet's forts. Each fort has the capacity to hold up to 20 torpedoes. The only defense an attacking fleet has against this threat is to stay out of planetary orbit, or to launch a pre-emptive missile strike against the forts. If the attacking missile ships achieve surprise, they will be able to strike the forts before torpedoes can be launched. Once a specific class of torpedo has been installed on a planet, no other class of torpedo may be built on that world until the existing torpedoes have been retooled to the new class. Only after retooling is complete, may the new class of torpedo be built. For example: If a planet has class 1 torpedoes, only class 1 torpedoes may be built on that world. If a player wishes to build class 3 torpedoes on that planet, the player must first retool the existing torpedoes to class 3. The cost of retooling torpedoes (BC 300) is the difference between the cost of the old torpedo class and the new one. The cost for a particular class of torpedo is the same, whether you build at that class or retool up to it. (See Torpedo Table in TABLES section) LANCERS This weapons system gives starfaring races the ability to hunt down, and strike Nomad platforms. The Lancer is a ship that attacks nomad platforms by moving to subsector space to scan the entire subsector and its systems for nomad platforms. Once the Lancer has detected a platform in the subsector, it will report to the homeworld the coordinates of the starsystem in which the platform is located. The Lancer will be unable to determine the exact planetary orbit of the platform. Each Lancer carries one Lancer Missile for attacks against platforms. Platforms may be attacked by Lancers by using the (Move) Scan and Launch action code (AC 140). Fleets containing Lancers may move to any subsector designated, scan all the starsystems there for nomad platforms, and launch Lancer missiles at those platforms, all in one action. One Lancer missile will be launched at each platform picked up by the fleet's scanners, unless there are fewer missiles available than there are platforms to hit. Even though the fleet does not have the exact planetary orbit of the platform, the missiles will home in on the platform engines and strike the target. It is possible that the Lancer missiles will be destroyed before reaching their target. However, if a missile hits, it will always strike the platform's propulsion systems. Damage to the target can range from destruction of the drive engines to complete destruction of the platform and all orbiting fleets. The only verification received by the attacking Lancer fleet regarding the missile attack will be the confirmation of missile launch. The fleet will not be able to determine damage, if any, to the target without moving to the target's system. The Lancer carries one Lancer missle, but is empty when initially built. Once a Lancer missile has been launched at a target, the ship must be reloaded in order to attack another platform. Lancers need not have missiles aboard to scan. This ship may be used to scan for platforms whether loaded with a missile or not. Platforms can not detect scans by Lancer ships. Only an attack by the Lancer missile will be detected by the nomad platform. Lancer missiles cost 1,000 RUs each. DIPLOMACY Initial contact with other players is only possible through the game, unless of course you have a friend playing. Contact is made by addressing messages to the player concerned and using the diplomacy action code (AC 17) for each message sent through game channels. Each message should be attached as an ASCII text file and attached to your e-mail turn. It is best not to include any crucial information about yourself or your player position in your first message. Better to learn if this alien is a potential friend or foe before divulging interstellar secrets. Keep your planet locations and personal information to yourself unless you don't mind visits to your planet by aliens armed to the teeth, fangs, etc. However, be sure to include the correct spelling of your player race so that the alien can respond through game channels. We will not distribute obscene or profane diplomatic messages. Notes of this type will be thrown out with the rest of the garbage. Yes, this means that we will read your diplomatic messages. ALLIANCES AND WAR DECLARATIONS Players may create alliances, using the alliance action code. (AC 31) For an alliance to become effective, a player must use the alliance action for each of the players with whom the player wishes to ally. This only needs to be done once. The other players must do the same. If alliances are not made by BOTH players, the computer program will ignore the alliance. Alliances may be broken by using the cancel alliance action code (AC 32). A player may declare war on another player by using the Declare War action code (AC 33). If the player is allied with the player wishes to declare war upon, the player must first cancel the alliance. The reverse is true if a player is at war and wishes to ally with the player's former enemy. To declare peace, a player must use the Canel War action code (AC 34). Please note that no player may have more than a total of thirty alliances and war declarations. Players may verify their diplomatice status (all alliances and war declarations) by using action code 104. RU TRANSFERS Players may buy and sell information, ships and other items by using the RU transfer action code (AC 27). Taxes (from other players) and "tribute" may be collected using the above action code. The maximum Rus that may be transfered in a single action is 32,000. However, RU transfers between cybernetic races and non-cybernetic races is limited to 4,000 Rus per action. MILITARY AID You may transfer fleets to an alien by using the Merge With Alien Fleet action code ( AC 26). This action operates in the same way as Merge Your Own Fleet action code (AC 25). The only exception is that ship transfers between cybernetic races and non-cybernetic races are prohibited. Additionally, you may place your troops in alien vessels, by using the Embark Troops Onto Alien Vessels action code (AC 60). To unload your troops at a planet, the FLEET OWNER uses the Disembark alien troops action code (AC 62). Invasions with alien troops are conducted by the FLEET OWNER by using the Invade With Alien Troops action code (AC 100). FOREIGN AID It is possible to build on another player's planet. All you need is the player's planet location. Anything built becomes the property of the planet owner. The following items may be installed by the corresponding player types, but ownership remains with the installer: MC - Mining Corp.; TC - Trade Corp.; SC - Smuggler; AC - Agricultural Corp. If these installations are to remain the property of the installer, these items must be transported to the planet rather than built there. If it requires a shipyard to build it on the planet, an alien can not build it on another player's world, except for fighters. Cybernetic players may not give foreign aid to non-cybernetic players, nor can non-cybernetics give foreign aid to cybernetic controlled worlds. The only exception to this rule is that any race may raise the tec level of an alien world by one level per action. COMMON ACTION CODES ACTION CODE EXAMPLES AND EXPLANATIONS 1. Move - Orders the Fleet to move to a new location. Action Code / Location #1 / Fleet #1 Action Code / Destination / Fleet # 2. Scan - Orders the Fleet to move to a new location and scan that location. Action Code / Location #1 / Fleet #1 Action Code / Destination / Fleet # 3. Build - There are two versions of the build code. SHIP BUILDS Action Code/ Location#1/Fleet #1 /# to Build /Build Code /Ship Name /Spec.# Action Code/ Planet /Fleet # / # Being /Build Code / Name of /Ship # Coordinates Built Ship(s) When building ships the planet must have a shipyard present. You must also designate the fleet number that the ship(s) will be assigned to. If that number has not been previously assigned, then you will have created a new Fleet. If the Fleet already exists, it must be within the same star system as the ships under construction in order to assign them to the Fleet. The special number allows you to build several ships with the same name. If you build three ships named STRIKE, and place "24" in the Spec. # slot, the ships would be named STRIKE24, STRIKE25, and STRIKE26. (Ship names and special numbers are optional) PLANETARY BUILDS Action Code / Location #1 / # to Build / Build Code Action Code /Planet Coordinates / Number Being built / Build Code These are things built directly onto or around the planet. 4. Overall Tec Level Raise - Raises your overall Tec Level by one. Action Code/ Action Code/ The action code is all that is required. 7. Reclaim Planet - Moves fleet and restores looted and stripmined planets to unterraformed status. Action Code / Location #1 / Fleet #1 Action Code / Planet Coordinates / Fleet # 8. Colonize - This action moves a fleet and converts an unterraformed planet to a colony. A Colony Ship must be in planetary orbit to dismantle and create the colony. Action Code / Location #1 / Fleet #1 Action Code / Planet Coordinate / Fleet # 9. Install PC - This order a fleet with a Production Center Ship to move and land on a terraformed planet and convert to a Production Center. You may then build additional PCs. Action Code / Location #1 /Fleet # Action Code / Planet Coordinates /Fleet # 11. Install MC - MCs are installed in the same manner as PCs. 13. Install Fort - This orders an orbiting Fort Ship to land and convert to a Fort. Forts may be installed on ANY planet including asteroid belts and Gas Giants. Action Code / Location #1 / Fleet #1 Action Code / Planet Coordinate / Fleet # 16. Install Colony Base - This action orders a colony base ship to move and land on a colony, and convert to a colony base. (Please note that the colony must be owned by the player attempting to land the colony base.) Action Code / Location #1 / Fleet #1 Action Code / Planet Coordinates / Fleet # 17. Diplomacy - This action allows you to send one attached file e-mail message to another player. Be sure to spell the name correctly or the message will not be received. Action Code / Empire-Ship Name Action Code / Empire Name 19. Standing Orders - The Fleet will obey this order until it is changed. Action Code / Fleet #1 / Spec. # Action Code / Fleet # / Standing Order # 20. Fleet Maneuver - The Fleet will use this maneuver in all combats until it is changed. Action Code / Fleet #1 / Spec. # Action Code / Fleet # / Fleet Maneuver # 21. Combat Loss Directive (Stand Down) - The Fleet will retreat when the percentage of losses equals the Combat Loss Directive number you have given it. This number may never be higher than your aggression level. Action Code / Fleet #1 / Spec. # Action Code / Fleet # / CBT DIR Loss # 22. Fleet Status - Requests the present status of a Fleet. Action Code / Fleet #1 Action Code / Fleet # 23. Ship Status - Requests the status of every ship in a specific Fleet. Action Code / Fleet #1 Action Code / Fleet# 24. Scan Ancient Civilization - Orders a Fleet to scan a planet with an Ancient Civilization status. Only Explorers and Scouts may scan. This may result in additional information (star maps), RUs, or even a Tec Level raise. Action Code / Location #1 / Fleet #1 Action Code / Planet Coordinates / Fleet # 25. Merge Your Own Fleets - This allows you to merge your Fleets. The Fleets must be at the same coordinate. Action Code / Fleet #1 / Fleet #2 Action Code / Receiving Fleet / Merging Fleet 26. Merge with Alien Fleet - This action allows you to merge your fleet into an Alien Fleet. The Alien becomes the owner of the merged ships. Fleets must be at the same coordinates. Action Code/ Fleet #1 / Empire-Ship Name / Fleet #2 Action Code/ Receiving Alien Fleet / Alien Empire Name / Merging Fleet 27. RU Transfer - Allows you to give up to 32,000 RUs to another player. Action Code / Empire-Ship Name / Spec. # Action Code / Receiving Empire / RU Amount 29. Mask Identity - Masks all of your Fleets and planets so that Aliens will be unable to determine true ownership of those fleets and planets. Action Code/ Action Code/ 30. Unmask Identity - Reverses Mask Identity order. Action Code/ Action Code/ Only the action code is needed for actions 29 & 30. 31. Declare Alliance - Allows you to Ally with another player. If the other player also Allies with you, your Fleets and planets will not attack one another. Action Code / Empire-Ship Name Action Code / Empire Receiving Declaration 32. Cancel Alliance - Cancels action 31. Action Code / Empire-Ship Name Action Code / Empire Receiving Declaration 33. Declare War - If you have declared war on another player, your fleets will attack that player whenever encountered. Action Code / Empire-Ship Name Action Code / Empire Receiving Declaration 34. Cancel War Declaration - Cancels action 33. Action Code / Empire-Ship Name Action Code / Empire Receiving Declaration 35. Coup - If successful, you will become the owner of the planet you are attempting the Coup on. If you fail, the planet owner will be told that you attempted it. Up to 10,000 RUs may be spent on a Coup attempt. Action Code / Location #1 / Spec. # Action Code / Planet Coordinates / RUs Spent 37. Search and Destroy - Marines on planet will attempt to locate any Guerrillas and Smuggling Centers, and attack them. Action Code / Location #1 Action Code / Planet Coordinates Guerrilla Attacks - There are several types of Guerrilla attacks possible. 38. Guerrilla attack against Marines. 39. Guerrilla attack against Forts. 40. Guerrilla attack against Trade Center. 41. Guerrilla attack against Agricultural Center. 42. Guerrilla attack against Mining Center. 43. Guerrilla attack against Production Center. 44. Guerrilla attack against Smuggling Center. 45. Guerrilla attack against Shipyard. 46. Guerrilla attack against Population. 47. Guerrilla attack against Fighters. Action Code / Location #1 Action Code / Planet Coordinates 48. Recruit Guerrillas - This allows you to recruit Guerrillas on someone elses terraformed planet. The RUs spent will not be refunded even if the attempt fails. Action Code / Location #1 / Spec. # Action Code / Planet Coordinates / RUs Spent 51. Popular Tax - This allows you to tax a specific planet for one turn. Take care not to tax too much or the populace will revolt! Action Code / Location #1 / Spec. # Action Code / Planet Coordinates / Tax % 52. Loot - This allows you to dismantle every installation on a planet and get a few RUs in return. It also takes RUs from the populace (which could be risky). Action Code / Location #1 Action Code / Planet Coordinates 54. Nationalize - This action allows you to seize all alien industries on one of your planets. Action Code / Location #1 Action Code / Planet Coordinates 55. Shut Down - This allows you to Eliminate all installations owned by you on a specified planet. Action Code / Location #1 Action Code / Planet Coordinates 59. Embark Marine Units - Allows you to Load MUs onto one of your fleets. The Fleet must be in planetary orbit to embark MUs. Action Code / Location #1 / Fleet #1 / Spec. # Action Code / Planet Coordinates / Fleet # / # of MUs Embarking 60. Embark Troops onto Alien Vessels - This action works the same as action 59. Once aboard, only the Alien Fleet Owner may give the order to disembark or invade. Action Code / Location #1 / Fleet #1 /Empire-Ship Name /Spec. # Action Code /Planet Coordinates/Alien Fleet # /Alien Empire Name /# of MUs Embarking Note - Alien troops may not be on the same vessel as your troops. 61. Disembark Marine Units - Allows you to offload MUs. If done at an Alien planet, the marine units become the property of the Alien. The fleet must be in planetary orbit. Action Code / Location #1 / Fleet #1 / Spec. # Action Code / Planet Coordinates / Fleet # / # of MUs Disembarked 62. Disembark Alien Troops - The Fleet owner is the only one able to order these troops to offload. Action Code / Location #1 /Fleet #1 /Empire-Ship Name / Spec. # Action Code /Planet Coordinates/Fleet # /Alien Empire Name / # of Alien MUs Disembarking 65. Launch Planetary Probe - This action launches an automated probe from your shipyard to a planetary coordinate you have designated. The Probe has an unlimited range. However, the greater the distance, the greater the chance of failure. Action Code / Location #1 / Location #2 Action Code / Location of Launching Shipyard / Probe Destination 66. Launch Sector Probe - Orders probe to be launched to explore a specific sector. ONLY THE THREE LETTER SECTOR COORDINATE SHOULD BE GIVEN IN THE LOCATION #2 POSITION. Action Code / Location #1 / Location #2 Action Code / Location of Launching Shipyard / Target Sector 78. Fighter Assignment from Planet to Planet - Allows you to transfer FTR(s) to other planets within the same subsector. If the planets are unowned they become yours. If they're owned by aliens then the FTRS will abort. Action Code / Location #1 / Location #2 / Spec. # Action Code / Planet FTRs are / Planet FTRs are / # of FTRs Transferring transferring from transferring to 80. Fighter Attack from Planet to Planet - Allows you to attack another planet within the same subsector. Action Code / Location #1 / Location #2 / Spec. # Action Code / Planet FTRs are / Planet FTRs are / # of FTRs Attacking from Attacking Attacking 83. Fighter Recon from Planet - Orders one fighter to recon the entire system for an Alien presence. Action Code / Location #1 Action Code / Planet Coordinates 85. Fighter attack from Planet against Fleet - Allows you to attack Alien Fleets anywhere in the same subsector. Action Code / Location #1 / Location #2 / Spec. # Action Code / Planet FTRs are from / Location of / # of Attacking FTRs Target Fleet 96. Rift Jump - Allows your fleet to travel down a rift. Action Code / Fleet #1 Action Code / Fleet # 99. Invade - Troops aboard the invading Fleet will invade. The Fleet must be in planetary orbit of the target planet and no enemy Fleets or Forts may be present. Action Code / Location #1 / Fleet #1 / Spec. # Action Code / Planet Coordinates / Invading Fleet # / # of MUs Invading 100. Invade with Alien Troops - Alien troops aboard the invading Fleet will invade. Action Code / Location #1 /Fleet #1 /Empire-Ship Name/Spec. # Action Code / Planet Coordinates/Invading Fleet # /Alien Empire /# of Troops Alien Troops Invading 101. Repair at Shipyard - The entire Fleet will move and be repaired in one action. The Fleet must move to the location of a Shipyard to effect repair. Action Code / Location #1 / Fleet #1 Action Code / Planet Coordinates / Fleet # 104. Alliance and War Status Check - The action code is the only information required for this action. Action Code/ Action Code/ 108. Fleet Positional Report - Gives the location of every Fleet you own. The action code is all that is needed. Action Code/ Action Code/ 111. Transfer Ship to another Fleet - Allows you to transfer a specific ship to another Fleet of yours. Action Code / Fleet #1 / Empire-Ship Name / Fleet #2 Action Code / Fleet Trans- / Ship Name / Fleet Transferring ferring from to 114. Diplomatic Message to a Planet - This allows you to send a message to a planet when you don't know who owns it. Action Code / Location #1 Action Code / Planet Coordinates 116. Planet Report - Gives a complete readout on any planet that you own. Action Code / Location #1 Action Code / Planet Coordinates 118. Execute Population - Allows you to execute the population on any planet you own. However, you must have a garrison five times the size of the population to prevent popular resistance. Action Code / Location #1 / Spec. # Action Code / Planet Coordinates / # of POP units executed 126. Sector Ownership Report - Searches an entire sector and reports any location owned by the player. Only a three-letter sector coordinate is needed. Action Code / Location #1 Action Code / Sector to be Searched 131. Fleet Attack on Planet - Allows you to attack a planet. Action Code / Location #1 / Fleet #1 Action Code / Planet Coordinates / Fleet # 132. Shut Down Forts - Dismantles all Forts on a planet you own. Action Code / Location #1 Action Code / Planet Coordinates 135. Multiple Ship Transfer - Allows the transfer of several ships to a new or existing fleet. Action Code / Fleet #1 / Build Code / Fleet #2 / Spec. # Action Code /Fleet ships are /Ship Build Code/Fleet ships are /# of ships transferred from transferring to transferring 138. Load Lancer Missile(s) on Lancer(s). Action Code / Location #1 / Fleet #1 / Spec. # Action Code / Planet Coordinates / Fleet # / # of Missiles to be Loaded 139. Move-Scan for Platforms - Allows Lancer fleet to move to and scan the subsector for Nomad Platforms in one action but will not attack. Action Code / Location #1 / Fleet #1 Action Code / Subsector to be Scanned / Fleet # 140. Move-Scan-Launch - Lancer fleet will move to and scan subsector, and launch Lancer Missiles if Platforms are found in one action. Action Code / Location #1 / Fleet #1 Action Code / Subsector to be Scanned / Fleet # ACTION CODE QUICK INDEX The following index is intended to show which positions should be fillied in on the turnsheet template for specific actions. LEGEND AC = Action Code L#1 = Location Number 1 F#1 = Fleet Number 1 #TB = Number to Build BC = Build Code ESN = Empire/Ship Name F#2 = Fleet Number 2 L#2 = Location Number 2 SP# = Special Number + = Action Code is higher than Tec. Level 10 or only for certain Characters. M = Indicates a "Move and Do It" in one action. 1 2 3 4 5 6 7 8 9 TURNSHEET FORMAT | AC | L#1 | F#1 | #TB | BC | ESN | F#2 | L#2 | SP# | ------------------- |1|2|3|4|5|6|7|8|9| ------------------- 1. Move |*|*|*| | | | | | | 2. Scan |*|*|*| | | | | | | 3. Build (Ships) |*|*|*|*|*|*| | |*| 3. Build (On Planet) |*|*| |*|*| | | | | 4. Overall Tec Level Raise |*| | | | | | | | | 5. Move Platform + |*|*|*| | | | |*| | 6. Terraform M+ |*|*|*| | | | | | 7. Reclaim Planet M |*|*|*| | | | | | | 8. Colonize M |*|*|*| | | | | | | 9. Install Prod. Center M |*|*|*| | | | | | | 10. Install Trade Center M+ |*|*|*| | | | | | | 11. Install Mining Center M |*|*|*| | | | | | | 12. Install Agricultural Center M+ |*|*|*| | | | | | | 13. Install Fort |*|*|*| | | | | | | 14. Install Smuggling Center + |*|*|*| | | | | | | 15. Tramp Mine + |*|*|*| | | | | | | 16. Install Colony Base M |*|*|*| | | | | | | 17. Diplomacy |*| | | | |*| | | | 18. Convert Planet to a Platform + |*|*| | | | | | | | 19. Standing Orders |*| |*| | | | | |*| 20. Fleet Maneuvers |*| |*| | | | | |*| 21. Combat Loss Directive (Stand Down) |*| |*| | | | | |*| 22. Fleet Status |*| |*| | | | | | | 23. Ship Status |*| |*| | | | | | | 24. Scan Ancient Civilization |*|*|*| | | | | | | 25. Merge Your Own Fleets |*| |*| | | |*| | | 26. Merge with Alien Fleet |*| |*| | |*|*| | | 27. RU Transfer |*| | | | |*| | |*| 28. Overhaul Ship(s) at Shipyard + |*|*|*| |*| | | | | 29. Mask Identify |*| | | | | | | | | 30. Unmask Identify |*| | | | | | | | | 31. Declare Alliance |*| | | | |*| | | | 32. Cancel Alliance |*| | | | |*| | | | 33. Declare War |*| | | | |*| | | | 34. Cancel War Declaration |*| | | | |*| | | | 35. Coup |*|*| | | | | | |*| 36. Load Missiles + |*|*|*| | | | | |*| 37. Search & Destroy |*|*| | | | | | | | 38. Guerrilla Attack Against Marines |*|*| | | | | | | | 39. Guerrilla Attack Against Forts |*|*| | | | | | | | 40. Guerrilla Attack Against Trade Center |*|*| | | | | | | | 41. Guerrilla Attack Against Agricultural Center |*|*| | | | | | | | 42. Guerrilla Attack Against Mining Center |*|*| | | | | | | | 43. Guerrilla Attack Against Production Center |*|*| | | | | | | | 44. Guerrilla Attack Against Smuggling Center |*|*| | | | | | | | 45. Guerrilla Attack Against Shipyard |*|*| | | | | | | | 46. Guerrilla Attack Against Population |*|*| | | | | | | | 47. Guerrilla Attack Against Fighters |*|*| | | | | | | | 48. Recruit Guerrillas |*|*| | | | | | |*| 49. Land Guerrillas + |*|*|*| | | | | |*| 51. Popular Tax |*|*| | | | | | |*| 52. Loot |*|*| | | | | | | | 53. Flood Market (Fleet in System Orbit) + |*|*|*| | | | | |*| 54. Nationalize |*|*| | | | | | | | 55. Shut Down |*|*| | | | | | | | 59. Embark Marine Units |*|*|*| | | | | |*| 60. Embark Troops onto Alien Vessels |*|*|*| | |*| | |*| 61. Disembark Marine Units |*|*|*| | | | | |*| 62. Disembark Alien Troops |*|*|*| | |*| | |*| 63. Launch Pirate Probe + |*|*| | | | | |*| | 64. Activate Smuggling Center (Report) + |*|*| | | | | | | | 65. Launch Planetary Probe |*|*| | | | | |*| | 66. Launch Sector Probe |*|*| | | | | |*| | 67. Sell to Terraformed World + |*|*|*| | | | | |*| 68. Sell To Colony World + |*|*|*| | | | | |*| 69. Buy from Terraformed World + |*|*|*| | | | | |*| 70. Buy from Colony World + |*|*|*| | | | | |*| 71. Raid with Corsairs + |*|*|*| | | | | | | 72. Raid Pop Units with Volsairs + |*|*|*| | | | | |*| 73. Fighter CAP Up + |*| |*| | | | | |*| 74. Fighter CAP Down + |*| |*| | | | | |*| 75. Load Fighters on Freighters from Planet + |*|*|*| | | | | |*| 76. Unload Fighters from Freighters to Planet + |*|*|*| | | | | |*| 77. Fighter Assignment from Planet to Fleet + |*|*|*| | | | | |*| 78. Fighter Assignment from Planet to Planet |*|*| | | | | |*|*| 80. Fighter Attack from Planet to Planet |*|*| | | | | |*|*| 82. Fighter Attack from Fleet against Planet + |*|*|*| | | | | |*| 83. Fighter Recon from Planet |*|*| | | | | | | | 85. Fighter Attack from Planet to Fleet |*|*|*| | | | | |*| 86. Missile Strike Against Colony Base + |*|*|*| | | | | |*| 88. Missile Strike Against Heavy Marine Units + |*|*|*| | | | | |*| 89. Missile Strike Against Forts + |*|*|*| | | | | |*| 90. Missile Strike Against Trade Center + |*|*|*| | | | | |*| 91. Missile Strike Against Ag Center + |*|*|*| | | | | |*| 92. Missile Strike Against Mining Centers + |*|*|*| | | | | |*| 93. Missile Strike Against Production Centers + |*|*|*| | | | | |*| 94. Missile Strike Against Shipyards + |*|*|*| | | | | |*| 95. Missile Strike Against Population + |*|*|*| | | | | |*| 96. Rift Jump |*| |*| | | | | | | 97. Fighter Attack from Fleet Against Fleet + |*|*|*| | | | | |*| 99. Invade |*|*|*| | | | | |*| 100. Invade with Alien Troops |*|*|*| | |*| | |*| 101. Repair at Shipyard M |*|*|*| | | | | | | 104. Alliance and War Status Check |*| | | | | | | | | 105. Load Pop(s) on Starliner(s) from Planet + |*|*|*| | | | | |*| 106. Unload Pop(s) from Starliner(s) to Planet + |*|*|*| | | | | |*| 107. Smuggle Off Planet (Fleet in System Orbit) + |*|*|*| | | | | |*| 108. Fleet Positional Report |*| | | | | | | | | 109. Load Probes on to Probe Ship + |*|*|*| | | | | |*| 110. Launch Probes from Probe Ship + |*|*|*| | | | | | | 111. Transfer Ship to Another Fleet |*| |*| | |*|*| | | 112. Launch Rift Probe M |*|*|*| | | | | | | 114. Diplomatic Message to a Planet |*|*| | | | | | | | 115. Sell at a Pirate Haven + |*|*|*| | | | | |*| 116. Planet Report |*|*| | | | | | | | 117. Establish a Pirate Haven + |*|*|*| | | | | | | 118. Execute Population |*|*| | | | | | |*| 122. Cyber Loot + |*|*| | | | | | | | 126. Sector Ownership Report |*|*| | | | | | | | 131. Fleet Attack on Planet |*|*|*| | | | | | | 132. Shut Down Fort |*|*| | | | | | | | 133. Sell Special Cargo at a Terraformed World + |*|*|*| | | | | |*| 135. Multiple Ship Transfer |*| |*| |*| |*| |*| 138. Load Lancer Missile(s) on Lancer(s) |*|*|*| | | | | |*| 139. Move-scan for Platforms M |*|*|*| | | | | | | 140. Move-scan-launch M |*|*|*| | | | | | | 141. Sell Cargo (Cyber Trader) + |*|*|*| | | | | |*| 142. Cyber Collection (Looting/Processing) + |*|*|*| | | | | | | COMMON PLANETARY BUILD CODES BUILD TONNAGE ITEM CODE COST CLASS REMARKS --------------------------------------------------------------------------- MC 256 100/500 -- Costs 100 RUs if planet has your home world habitat. Costs 500 RUs if the planet is +/- 1 on habitat range. FTRS 257 50 -- Space-going interceptors FORTS 258 500 10 Aerospace defense complex. Fires on attacking FTRS and fleets in planetary orbits. SY 259 1,000 -- Builds starships. See shipyard table. PC 260 90/100 -- Costs 90 RUs if planet has your home world habitat. Costs 100 RUs if planet is +/- 1 on habitat range. POP 261 100 -- Recruiting, tax, and mobilization base. MU 262 5 -- Ground combat unit, recruited from planetary population Retool 263 500 -- Upgrades planet to next Tec Level. Mobiliza- 264 100 per -- Allows permanent mobilization tion mobilized of POPs. 10 MUs are mobilized POP from each POP. Anti-Ftr. 265 10 -- Max. built per action is 999. Mines Attacks FTRs only. Heavy 267 20 -- Planet defense only. May not Marine be transported and may not Unit (HMU) fight GUs. Immune to FTR attack. Colony 281 50 -- May only be built if there is Base already a CB present (i.e. a Colony Base Ship has converted to a CB). SHIPYARD TABLE MAXIMUM NUMBER PLANET CLASS OF SYs ALLOWED -------------- -------------- 1 1 2 1 3 2 4 2 5 3 6 3 7 4 8 4 9 5 SHIP BUILDING CHART MAXIMUM NUMBER MCs REQUIRED SHIP TONNAGE OF SHIPS PER SY TO BUILD MAXIMUM CLASS PER BUILD ACTION TONNAGE CLASS SHIPS ------------ ---------------- ------------------- 0-10 5 5 11-20 4 8 21-30 3 9 31-40 2 8 41-50 1 5 51-60 1 6 61-70 1 7 71-78 1 8 MAXIMUM NUMBER MCs REQUIRED SHIP TONNAGE OF SHIPS PER 2 SY TO BUILD MAXIMUM CLASS PER BUILD ACTION TONNAGE CLASS SHIPS ------------ ---------------- ------------------- 79-90 1 9 91-100 1 10 101-110 1 11 111-120 1 12 121-130 1 13 131-140 1 14 141-150 1 15 151-160 1 16 161-170 1 17 171-180 1 18 181-190 1 19 191-200 1 20 COMMON TEC LEVEL 10 SHIPS BUILD TONNAGE SHIP SHIP CODE COST CLASS ABBREV REMARKS --------------------------------------------------------------------------- Colony Ship 146 100 0 COL Transports colony to unterraformed planets. Colony Base 187 50 0 BCS Lands colony base on a Ship colony. Cutter 66 100 1 CT An armed ship incapable scanning. Explorer 1 100 0 EX Scans planets, systems and subsectors. Fort Ship 140 500 0 FORT Transplants a Fort to any given planet. Lancer 250 1000 1 LAN Scans for Platforms. Holds 1 Lancer Missile MC Ship 139 500 0 MCS 1 Transplants mining (Class 1) equipment to terraformed planets. Nucleus for future MCs. PC Ship 137 100 0 PRD Transplants heavy industry to terraformed planets. Nucleus for future PCs. Reclamation 130 1000 0 REC Restores planets to Ship unterraformed status. Scout 2 200 1 SC Armed Explorer Stellar Yawl 132 100 0 YAWL Transports 20 MUs FLEET MOVEMENT CHART Distance Percentage (in Sectors) chance of success 1 or less 100% 2 90% 3 80% 4 70% 5 60% 6 50% 7 40% 8 30% 9 20% 10 or greater 10% Movement failure will have the following may result: 30% Chance that nothing happens. Fleet doesn't move. 20% Chance that your fleet is destroyed. *50% Chance that fleet is pulled through a Hyperspace Rift. *This is only possible if a Hyperspace Rift is present in the subsector your fleet is moving from. Otherwise, nothing happens, and the fleet doesn't move. FLEET MANEUVER TABLE 0 - None Negates previous fleet maneuver order. 1 - Feint Action 2 - Frontal Assault 3 - Warbird 4 - Flanking Sweep 5 - Linear Sweep 6 - Linear Thrust 7 - Phalanx 8 - Receding Thrust 9 - Shifting Point 10 - Near Melee STANDING ORDER TABLE Code # Order Remarks 0 None Negate previous standing orders 1 Shoot on Sight Fleet will attack any fleet entering the area, excluding allied fleets. Fleet will also attack any non-allied world upon entering orbit. 2 Break Contact Fleet will withdraw after the first round of combat. 3 Patrol Fleet will scan for, and report the presence of other fleets. MINING POTENTIAL TABLE If the mining potential of the Then the planet planet is: will support: --------------------------------------- 5 or less 1 additional MC 6,7,8,9,10 2 additional MCs 11,12,13,14,15 3 additional MCs 16,17,18,19,20 4 additional MCs 21 or more 5 additional MCs TORPEDO TABLE MAXIMUM TORPEDO BUILD POSSIBLE TEC CLASS CODE COST DAMAGE LEVEL ------- ---- ---- -------- ----- 1 284 100 200 10 2 285 200 400 15 3 286 300 600 20 4 287 400 800 25 5 288 500 1000 30 6 289 600 1200 35 7 290 700 1400 40 8 291 800 1600 45 9 292 900 1800 50 10 293 1000 2000 55 11 294 1100 2200 60 12 295 1200 2400 65 13 296 1300 2600 70 14 297 1400 2800 75 15 298 1500 3000 80 16 299 1600 3200 85 *The maximum possible damage is the greatest amount of damage a single torpedo can inflict on a single ship. The actual damage done will usually be less.
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Submit Turn New Feature This function is now active. From this point forward you'll be able to submit your turn without emailing it to Randy. The function will put the turn in a data base that Randy can download all the turns at one time. What this does for us. First Randy does not have to spend an hour or so just downloading all the turns and adding them to the file that holds everyone's actions. This will speed up the time and get your turns to you earlier in the evening. Second there is no chance he'll miss your email or that there is a problem with an email getting through. So no more missed turns from email errors. Third it will be more accurate. Many times players send in their actions using a spreadsheet or some other editor. While this usually works there have been times Randy has had to spend considerable time sorting out what the player intended to do from the file. Or the file will simply not import so he has to retype the whole turn for the player. How to use the Submit button and answers to questions sure to be asked. First prepare your turn as normal using the Input page. For those that use a Spreadsheet you can continue to do the same. Second when you have a partial turn filled out you can still continue to save it to your local drive as you have in the past. You don't have to submit it till your done. Third when finished with your turn make sure you save it to your local drive as normal. No reason to not have a backup on your local computer so do it. Then you can click on the Submit button and the turn will be sent to the data base storing all your actions for the turn. Fourth if you find you want to change your turn after submitting it earlier during the week you can do so at any time as many times as you want. All previous actions will be deleted and the new actions will be saved. So don't send partial turns or just a couple fixed actions. Submit the entire turn every time. Questions sure to be asked and answers to those questions. Q: How do I know my turn was successfully sent and received by the data base? A: If the turn has a problem you'll get a message that an action or actions cannot be saved, listing the actions not saved. You can go back and edit the actions and submit again. If you get a response that the turn has saved all 70 actions or more then it worked. Q: What happens if the page crashes when submitting the turn? A: Well that can happen so be prepared for it. Remember you saved your turn as normal before submitting the turn. Reload the input page, load your turn and look it over carefully to make sure there is not something wrong with an action box. If it continues to crash email me and I can see if there is something wrong with the page. Q: What happens if no matter what I can't submit the turn? A: Email it to Randy as normal. We'll use the same routines we've been using to include you in the run. Q: Can I check my turn after submitting it somehow? A: Not at the moment. Since all turns go into the same data base there needs to be some security built to make sure a player can only get his own turn. I will probably require some kind of verification that the person trying to retrieve the data is who they say they are. Q: Should I continue to send my turns in by email? A: YES! At least for the first few weeks so we can match email submissions with the turns in the data base. Plus if for some reason the data base does not get your turn or does not work we can go back to the past routines to add your turn. Q: When is this going to be available? A: I will have it available in the next few days. Any player can submit their turn this coming week using the new feature. Button will be active when it turns Green. But please also send in your turn via email as usual.
This will Submit your turn to a data base that the Game uses to run your turns. You will not need to send in your turn by email but should for a backup. By clicking on the Submit Turn button here your turn will be sent. You'll get a message stating how many actions were submitted and if successful in the yellow box with the green border on the page. This function is live now. Any turns submitted via this method will be run using Information submitted here. Remember you can submit your turn multiple times but only the last one will be run. All previous actions will be deleted each time you submit a turn so submit a full turn and not just corrected actions.
You can now get an email confirmation that your turn was submitted! Type your email address into the box. Make sure it's spelled correctly. That's right. I'm not going to make you type it twice so make sure. When you're sure it's right click on Submit. You should recieve an email shortly after submitting the turn. The return email address is from thomwalla@hobbytown.com. In case your email does not recognize the address you may want to check your spam or add this address to your recognized email addresses.
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