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Object of the game:
The object of the game is to dominate the galaxy by colonizing 200 planets and holding them for 48 hours. An alliance of up to three empires may delcare victory if all members are allied with each other.
General Game Play:
Each day you may play up to 175 turns. During your turns you can move ships, build improvements on your colonies, and attack other players. There are various types of ships, each with a special purpose. Ships can be used to colonize planets, explore the galaxy, refuel your fleets, transport goods, and attack your enemies. Your colonies provide your empire with money, goods, and technological research, and they have the ability to build new ships. In order to win the game, all of the enemy fleets and colonies must be destroyed.
Planets:
There are 300 planets in the galaxy. Some planets can be better than others for various reasons. Planets have atmosphere, fuel ore, iron ore, and titanium ore. The atmosphere determines the maximum number of people that can live on the planet. For each percent of atmosphere, 500 colonists can survive. Fuel refineries are used to extract the fuel ore from the planets and turn it into usable fuel for your ships. Iron and titanium refineries convert ore from the planet into usable metals for building ships.
Work is performed on your planets at 15 minute time increments. After each time increment, taxes are collected, research is conducted, and each refinery manufactures 1 ore.
Budget:
Your income comes from taxing the citizens of your colonies. If a spaceport is present on a colony, each colonist pays $1 in taxes per turn. Since each colony requires a maintence cost of $10,000 per turn, a planet must have a spaceport and more than 10,000 citizens in order to produce a profit. If you are losing too much money from a colony, you may need to abandon it.
Structures:
There are several different structures you can build on your planets. They are the spaceport, shipyard, ion cannon, fuel refinery, iron refinery, titanium refinery, research center, defense station, and stargate. The spaceport allows taxes to be collected from the planet, and it allows ships to be refueled and cargo to be loaded or unloaded. The shipyard is used to build and repair ships. An ion cannon allows your planet to return fire if it is attacked by an enemy ship. The refineries extract ore and covert it into usable materials. Each research station provides 9 tech points per turn. At the control center, you set which technology your research centers will pursue. Defense stations each add 1 unit of shield protection to your colony in case of an attack.
Ships:
New ships can be designed at any planet with a shipyard. When designing a new ship, you must choose the type of ship you want to build, how many of each add-on you want to include, and a name for the ship. Here are the types of ships you can build and their characteristics:
Colony Ship:
Base Cost: $200000 + 250 iron
Capable of Attacking: No
Special Ability: Has the ability to colonize planets. 2500 colonists will be deducted from the colony from which the ship was built.
Special Characteristics: None.
Scout Ship:
Base Cost: $50000 + 35 iron
Capable of Attacking: No
Special Ability: None.
Special Characteristics: Its engines will be one level above what it was assigned and it's fuel tank will be larger. Its cargo space is only half the amount assigned.
Tanker:
Base Cost: $50000 + 150 iron
Capable of Attacking: No
Special Ability: Has the ability to refuel other ships except other tankers.
Special Characteristics: Its fuel tank will be 10 times larger than another ship with equivalent engines.
Cargo Ship:
Base Cost: $75000 + 175 iron + 25 titanium
Capable of Attacking: Yes
Special Ability: Cargo can be unloaded onto a planet even if it doesn't have a spaceport.
Special Characteristics: Its cargo hold will be 5 times larger than another ship build with equivalent cargo space. Its engines are only half the level assigned.
Fighter:
Base Cost: $125000 + 50 iron + 75 titanium
Capable of Attacking: Yes
Special Ability: Acts as an escort to your other ships in the sector.
Special Characteristics: Its fuel tank will be 40% smaller. Its cargo space is only half the amount assigned.
Cruiser:
Base Cost: $400000 + 400 iron + 300 titanium
Capable of Attacking: Yes
Special Ability: Has the ability to attack enemy colonies.
Special Characteristics: Its shields will be one level above what it was assigned.
Battleship:
Base Cost: $1000000 + 900 iron + 700 titanium
Capable of Attacking: Yes
Special Ability: Has the ability to attack enemy colonies.
Special Characteristics: Its weapons and shield will be one level above what it was assigned, its armor will be two levels above what it was assigned, but its engines will be one level less.
Attacking:
Cargo ships, fighters, cruisers, and battleships are capable of initiating attacks against other ships. Only cruisers and battleships can attack enemy colonies. Weapon power, shields, and armor are all factors that affect the outcome of the battle, as well as the types of ships involved. In a ship to ship battle, the attacker stikes first. An amount of shield power equal to the attacker's weapon power will be subtracted from the defender. If all of the defender's shields are gone, an amount of armor equal to half as much as the attacker's weapons will be subtracted. If shield and armor power is at zero, one hit will destroy the ship. After the attacker fires, the defender will fire back.
If a fighter is present in a sector and an attack is made against another ship, the fighter will act as an escort and do an amount of damage to the attacking ship equal to 75% of the fighter's weapon power. If there are multiple fighters present, the one with the strongest weapons will fire.
When jumping into a sector owned by an enemy, the planet will open fire on the arriving ship. The planet will inflict an amount of damage equal to .075 times the number of defense stations on the planet.
Certain ship types have advantages in battle over others. There is a 75% chance that each ship will receive a weapon power bonus. Weapon power bonuses are calculated as follows:
Cargo Ship -10% vs. Colony Ship +0
Cargo Ship -10% vs. Scout Ship -10%
Cargo Ship -10% vs. Tanker +0
Cargo Ship -10% vs. Fighter +20%
Cargo Ship -10% vs. Cargo Ship +0
Cargo Ship -50% vs. Cruiser +40%
Cargo Ship -50% vs. Battleship +60%
Fighter +10% vs. Colony Ship +0
Fighter +10% vs. Scout Ship -10%
Fighter +10% vs. Tanker +0
Fighter +10% vs. Fighter +10%
Fighter +10% vs. Cargo Ship +0
Fighter -25% vs. Cruiser +15%
Fighter -25% vs. Battleship +25%
Cruiser +35% vs. Colony Ship -50%
Cruiser +35% vs. Scout Ship -75%
Cruiser +35% vs. Tanker -50%
Cruiser +35% vs. Fighter +0
Cruiser +35% vs. Cargo Ship -25%
Cruiser +0 vs. Cruiser +0
Cruiser +0 vs. Battleship +15%
Battleship +50% vs. Colony Ship -60%
Battleship +50% vs. Scout Ship -80%
Battleship +50% vs. Tanker -60%
Battleship +50% vs. Fighter -25%
Battleship +50% vs. Cargo Ship -50%
Battleship +15% vs. Cruiser +0
Battleship +15% vs. Battleship +15%
When attacking a planet, the planet's defense stations act as the colony's shields. Each damage the ship does to the planet subtracts a defense station. If the planet has an ion cannon, it will return fire with 125% of the owner's weapon level. If there is not ion cannon present, the planet will do an amount of damage equal to .075 times the number of defense stations present.
There is a 75% chance an attacking ship will receive a bonus in a planetary battle. When attacking with a cruiser, there is a 75% chance that the planet will also receive a bonus. When attacking with a battleship, there is a 2/3 chance that the planet will receive its bonus. The planet cannot receive its bonus if it does not have an ion cannon.
Cruiser +0 vs. Planet +20%
Battleship +35% vs. Planet +10%
When a colony is destroyed, the planet's resources and infrastructure remain. If the colony destroys the attacking ship, wreckage will fall to the planet's surface. The amount of wreckage is equal to 20% of the metal used in the ship's construction.
Repairing:
If a ship is damaged it can be repaired at a shipyard. While a ship is being repaired, it cannot move for the rest of the day.
Technology:
Each research center you own, provides 9 technology points towards your set field of research and requires a maintenence cost $4000. You may choose to research weapons, shields, armor, ship size, engines, or terraforming. Ship size allows you to build larger cargo holds on your ships. Better engines will allow your ships to travel greater distances in less time and will allow them to hold more fuel. For each advancement in terraforming, it will have the effect of adding 2% to each of your planet's atmospheres. Although the planet will not be directly affected, more people will be able to move to that colony. If you do not want to pay the maintenence cost for all of your research centers, you can select what percentage of them you would like to fund. Unfunded research centers do not produce tech points.
Allies:
You may choose to ally with other empires. To do so, send a message to the player you wish to ally with and check the "Propose Alliance" box. If the other empire agrees to your proposal, an alliance will be formed. You cannot attack an ally's ships or planets and he cannot attack yours. Your ally can repair your ships as his shipyards and load your ships at his spaceports. You will also have the option to refuel your ships at allied planets where spaceports are present. Your allies' planents will not fire at your ships and allied fighters will defend your ships if they come under attack.
Scrapping Ships:
If a ship has become absolete, you can scrap it to recycle its metal. Scrapping a ship causes 40% of the metal used in its construction to fall to the surface of the planet over which the ship was orbiting.
Abandoning Planets:
You may need to abandon a planet if it is losing money. Sometimes it is useful to mine a planet and then abandon it if there is not enough atmosphere to support a profitable colony. Abandoning a planet does not restore the colony ship used in its establishment.
Meteor Showers:
There is a 1 in 10,000 chance per planet per 15 minute time increment that a meteor shower will strike one of your colonies. A meteor shower will add a random amount of ore to the planet but the falling matter will kill 5000 colonists.
Stargate:
By bending the fabric of space-time, stargates allow for instantaneous ship travel across great distances. Once a planet has constructed a stargate, the owner gains the ability to transport any ship in orbit of the planet to any other planet in the galaxy that has also built a stargate. The planet sending a ship through the stargate consumes 3 fuel each time the gate is used, and initial enemy jump damage is not inflicted on ships traveling through a stargate. Stargates can only be built after you reach engine level 4.
Consider your stargate strategy wisely. They can provide a huge advantage in maintaining convenient supply lines across your empire and between your allies. However, building a stargate also creates an opportunity for your enemies to strike deep inside your space.
Supernova Missile:
The supernova missile is the most powerful weapon available. You will have the option to build it when you have reached weapon level 10. It has a construction cost of $50 million + 2000 titanium + 3000 iron + 350 fuel. The missile has a launch radius of 15 planets and a blast radius of 30. After the missile has been launched, it will destroy all defense stations and ion cannons on every planet within its damage range.
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