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Object of the game:
The object of the game is to be the first country to progress through the post-industrial age and into the space age by launching three interstellar colonies.
General Game Play:
Each day you may play up to 75 turns. On your first day you will be given extra turns to help establish your country. During your turns, you can build new structures, trade goods and military units, draft troops into your army, or attack other players. The structures each benefit your country in some way. However, most structures require maintence costs, use electricity generated by your power plants, and possibly create pollution as well. Your primary income comes from taxing your citizens, but you can also earn money from tourism and from trading goods with other players.
Budget:
Your main source of income comes from taxing your citizens, but tourism and trade can also provide you with income. Your popular support will have an effect on how much money your are able to collect from tourism and taxes.
Each turn, you must pay a maintenance cost for your structures. Some factories also require certain goods in order to function. Failure to provide the resource requirements for a factory will cause it to halt production. Failure to pay the maintence cost will result in the disintegration of your structures. If your power plants are unable to supply enough power to support your cities, electricity will need to be imported from the world power center at a cost of $15 per power unit.
Structures:
Each structure you build benefits your country in some way. Here is a list of the structures you can build and their effects:
Textile Mill:
Tech Level: 1
Construction Cost: $5000 + 100 lumber
Maintenence Cost: $10
Power Consumption: 15
Workers Needed: 350
Special Requirements: Each Textile Mill requires one Plantation in order to function
Effect: Adds $2,500,000 to your country's economy.
Plantation:
Tech Level: 1
Construction Cost: $3000
Maintenence Cost: $15
Power Consumption: 0
Workers Needed: 50
Effect: Allows one Textile Mill to function.
Farm:
Tech Level: 1
Construction Cost: $2000
Maintenence Cost: $1
Power Consumption: 1
Workers Needed: 125
Effect: Produces food. Amount of food produced per farm = .2 * (Valleys - PollutionLevel * 1.5)
School:
Tech Level: 1
Construction Cost: $5000 + 25 lumber
Maintenence Cost: $35
Power Consumption: 5
Workers Needed: 250
Effect: Produces 2 literacy points per turn.
Lumber Mill:
Tech Level: 1
Construction Cost: $7500 + 50 lumber
Maintenence Cost: $45
Power Consumption: 10
Workers Needed: 525
Effect: Produces lumber. Amount of lumber produced per mill = Foothills * .5
Coal Power Plant:
Tech Level: 2
Construction Cost: $65000 + 100 lumber + 150 metal
Maintenence Cost: $50
Goods Required: 5 coal
Pollution Produced: 25
Workers Needed: 5000
Effect: Produces 250 power units.
Cannery:
Tech Level: 2
Construction Cost: $10000 + 75 lumber + 50 metal
Maintenence Cost: $30
Power Consumption: 15
Goods Required: 1 metal + 1 oil
Pollution Produced: 4
Workers Needed: 400
Effect: Produces food and adds $3,000,000 to your country's economy. Amount of food produced per cannery = (Rivers - (Dams * 25) + (Hatcheries * 3)) + Coast - (Pollution * 1.5)
Housing:
Tech Level: 2
Construction Cost: $2500 + 10 lumber
Maintenence Cost: $5
Power Consumption: 5
Effect: Improves your quality of life by 80 happiness points.
Metal Mine:
Tech Level: 2
Construction Cost: $10000 + 10 lumber
Maintenence Cost: $3
Power Consumption: 2
Pollution Produced: 3
Workers Needed: 700
Effect: Produces metal. Amount of metal produced per mine = Mountains * .5
Coal Mine:
Tech Level: 2
Construction Cost: $7500 + 10 lumber
Maintenence Cost: $3
Power Consumption: 2
Pollution Produced: 8
Workers Needed: 500
Effect: Produces coal. Amount of coal produced per mine = Mountains * .75
Resort:
Tech Level: 3
Construction Cost: $25000 + 50 lumber + 10 manufactured goods
Maintenence Cost: $15
Power Consumption: 20
Workers Needed: 800
Effect: Increases tourism and adds $2,500,000 to your country's economy. Income from tourism per resort = 3.5 * QualityOfLife * (Airports + 1) * (Coast - PollutionLevel * 4) * PopularSupportPercentage15
Seaport:
Tech Level: 3
Construction Cost: $75000 + 200 lumber + 150 metal + 25 manufactued goods
Maintenence Cost: $75
Power Consumption: 20
Goods Required: 3 oil + 1 manufactured goods
Pollution Produced: 10
Workers Needed: 2800
Effect: Increases sale value of goods sold to the World Market, and adds $21,000,000 to your country's economy. Sale value increased by a percentage of 25 - (25 / (Seaports + 1))
University:
Tech Level: 3
Construction Cost: $15000 + 100 lumber
Maintenence Cost: $125
Power Consumption: 23
Workers Needed: 1250
Special Requirements: Each University requires five Schools in order to function.
Effect: Produces 10 literacy points per turn.
Dam:
Tech Level: 4
Construction Cost: $300000 + 200 metal + 100 manufactured goods
Maintenence Cost: $450
Workers Needed: 25000
Effect: Produces 1000 power units but destroys fish from the rivers.
Sanitation Center:
Tech Level: 4
Construction Cost: $40000 + 75 lumber + 100 metal + 20 manufactured goods
Maintenence Cost: $45
Power Consumption: 20
Workers Needed: 2500
Effect: Reduces pollution by 30 points.
Hatchery:
Tech Level: 4
Construction Cost: $10000 + 50 metal
Maintenence Cost: $15
Power Consumption: 3
Workers Needed: 500
Effect: Increases the amount of fish in the rivers.
Paper Mill:
Tech Level: 4
Construction Cost: $35000 + 250 lumber + 50 manufactued goods
Maintenence Cost: $15
Power Consumption: 20
Goods Required: 5 lumber
Pollution Produced: 35
Workers Needed: 1250
Effect: Adds $17,500,000 to your country's economy.
Park:
Tech Level: 4
Construction Cost: $15000 + 50 lumber + 25 metal
Maintenence Cost: $25
Power Consumption: 20
Effect: Adds an amount of Quality of Life points in relation to the size of your military compared to your population. Amount added per park = 50 * Population / (1 + Troops + (Tanks * 175) + (Bombers * 1000)). The maximum each park can produce is capped at 800.
Oil Well:
Tech Level: 5
Construction Cost: $25000 + 25 lumber
Maintenence Cost: $5
Power Consumption: 1
Pollution Produced: 5
Workers Needed: 1250
Effect: Produces oil. Amount of oil produced per well = Coast * .25
Radio Station:
Tech Level: 5
Construction Cost: $75000 + 100 lumber + 50 manufactured goods
Maintenence Cost: $25
Power Consumption: 35
Workers Needed: 1800
Effect: Adds $14,500,000 to your country's economy.
Mass Transit:
Tech Level: 5
Construction Cost: $50000 + 200 metal + 50 manufactured goods
Maintenence Cost: $75
Power Consumption: 50
Workers Needed: 3500
Effect: Reduces pollution created by people by 70 points.
Solar Power Plant:
Tech Level: 5
Construction Cost: $100000 + 200 metal + 75 manufactured goods
Maintenence Cost: $150
Workers Needed: 7500
Effect: Produces 200 power units.
Manufacturing Plant:
Tech Level: 6
Construction Cost: $150000 + 200 lumber + 150 metal
Maintenence Cost: $50
Power Consumption: 35
Goods Required: 10 lumber + 3 coal + 9 oil + 5 metal
Pollution Produced: 25
Workers Needed: 15000
Effect: Produces 10 manufactured goods.
Military Factory:
Tech Level: 6
Construction Cost: $750000 + 250 lumber + 250 metal + 250 manufactured goods
Maintenence Cost: $175
Power Consumption: 75
Goods Required: 20 lumber + 7 coal + 20 oil + 40 metal + 15 manufactured goods
Pollution Produced: 40
Workers Needed: 60000
Special Requirements: Since each factory produces fractional units, multiple factories are required.
Effect: Produces military units. Units produced per factory (rounded down) = 2 tanks + .75 bombers + .5 transports + .5 missile bases.
Airport:
Tech Level: 6
Construction Cost: $250000 + 175 lumber + 300 metal + 100 manufactured goods
Maintenence Cost: $225
Power Consumption: 55
Goods Required: 2 metal + 7 oil + 3 manufactured goods
Pollution Produced: 30
Workers Needed: 5000
Special Requirements: Each Airport requires twenty Resorts in order to increase tourism.
Effect: Increases tourism and adds $45,000,000 to your country's economy.
Nuclear Power Plant:
Tech Level: 6
Construction Cost: $1250000 + 300 metal + 300 manufactued goods
Maintenence Cost: $1500
Pollution Produced: 15
Workers Needed: 95000
Effect: Produces 4000 power units. There is a 1 in 7500 chance of a meltdown. The chance of a meltdown doubles if there are riots in your country.
Sea Colony:
Tech Level: 7
Construction Cost: $1000000 + 400 metal + 400 manufactured goods
Maintenence Cost: $75
Power Consumption: 5
Workers Needed: 10000
Effect: Adds 2 more coastal regions.
Moon Colony:
Tech Level: 8
Construction Cost: $3500000 + 500 metal + 500 manufactured goods
Maintenence Cost: $100
Power Consumption: 5
Workers Needed: 10000
Effect: Adds 2 more mountain regions.
Hospital:
Tech Level: 8
Construction Cost: $3000000 + 450 lumber + 400 metal + 350 manufactured goods
Maintenence Cost: $500
Power Consumption: 300
Workers Needed: 250000
Effect: Reduces the death rate from a biological attack from 45% to 25%.
Satellite Defense System:
Tech Level: 10
Construction Cost: $10000000 + 750 metal + 750 manufactured goods
Maintenence Cost: $5000
Power Consumption: 1000
Workers Needed: 10000
Effect: Adds a 50% chance that a nuclear missile shot at your country will be intercepted.
Interstellar Colony:
Tech Level: 10
Construction Cost: $20000000 + 5000 food + 2500 metal + 5000 oil + 4000 manufactured goods + 500000 people
Maintenence Cost: $0
Power Consumption: 0
Special Requirements: A country cannot construct more than one interstellar colony per day.
Effect: The first person to build 3 interstellar colonies wins the game.
Markets:
There are two market to buy or sell from. The arms market provides a place to quickly buy or sell military units. The world market allows you to quickly buy or sell various types of goods. Goods sold through them are sold at half the market price, but building seaports will increase the amount you receive for goods sold to the world market.
Military:
You may launch attacks on other players up to four times each day. There are two types of conventional attacks available--air strike and ground attack. In an air strike, you first select the target for your bombers to destroy. The enemy's missile bases will try to stop your bombers. Each missile base has a defensive power of 3 and each bomber has an attack power of 1. If your bombers overpower the enemy's missile bases, then the air strike will be successful in damaging your enemy.
A ground attack gives you the opportunity to capture the enemy's resources and money. In a ground attack, each trooper has an attack and defensive power of 1, each tank has an attack power of 160 and a defensive power of 200. The defender also has the advantage that 2% of his population will take up arms to defend the country. If the attacker can overpower the defender, the attacker will capture a portion of his enemy's money and resources. In order to send attacking troops into a battle, transports are required. Each transport can bring 1000 troops into the battle.
There are three types of high power weapons available--biological, chemical, and nuclear. A biological attack will kill off 45% of your enemy's population. If he has a hospital, the death rate is reduced to 25%. A chemical strike eliminates 50% of your enemy's farms, 7% of his hatcheries, and destroys all of your enemy's food reserves. Each time a chemical weapon is fired, 75 pollution is added to every player in the game. A nuclear strike destroys 2 of each of your target's land types. If your enemy has a satellite defense system, there will be a 50% chance that the nuclear weapon will be intercepted and not destroy the land. Everytime a nuclear weapon is fired, 250 pollution is added to every player in the game. Even if a defense system intercepts a nuclear attack, the pollution is still added to each player.
Population:
Your population has a variety of effects on your country. Every 1000 citizens eats 1 food, every 1750 people creates 1 pollution, and each person adds $75 to your country's economy. Your population is your work force. If you do not have enough people to run your country, your income will be reduced. If you do not have enough food to feed your people, a famine will occur resulting in the loss of 20% of your population and a drop in popular support. Your population will increase based on the amount food you are producing and your quality of life.
Your popular support is an important factor to keep track of. Popular support is lowered by drafting troops into the military, attacking other players, and building and launching high power weapons. It will increase each turn by an amount related to the quality of life in your country. If popular support falls too low, however, tax revenues will decrease, tourism will decrease, people may begin to leave your country, and riots could occur. When you draft troops, you may only draft up to 5% of your population per turn. This in not recommended though since your popular support would drop 50% after a 5% draft. Each time you attack another player, your popular support will decrease by 3%. Building and launching high power weapons lowers popular support significantly. Here is a table of how much your popular support will decrease when building weapons:
| Weapon | Building | Launching |
| Biological | -10% | -20% |
| Chemical | -15% | -30% |
| Nuclear | -20% | -40% |
Pollution:
Pollution affects many different aspects of your country. Certain structures, population, and nuclear explosions create pollution. Pollution can be cleaned up by building sanitation centers and mass transit systems. It can also be prevented by not building especially polluting structures or by preventing nuclear wars. If your pollution level reaches poisonous, your population will start to die off.
| Amount of Pollution | Pollution Level |
| 0-50 | (0) Clean |
| 51-100 | (1) Low |
| 101-150 | (2) Moderate |
| 151-225 | (3) Dirty |
| 226-300 | (4) Super Dirty |
| 301-425 | (5) Toxic |
| >425 | (6) Poisonous |
Quality of Life:
Your quality of life is determined by: ((PerCapita * 5) + HousingFactor + ParkFactor) / ((Pollution * .5) + 1).
| Happiness | Quality Level |
| 0-999 | (1) Hellish |
| 1000-4499 | (2) Bearable |
| 4500-14999 | (3) Fair |
| 15000-39999 | (4) Great |
| >40000 | (5) Utopia |
Education: New types of structures will be available to build as your technology level increases. Schools and universities are required to increase your literacy rate. When the literacy rate reaches certain levels, your tech level will increase.
| Literacy Points | Tech Level |
| 250 | 2 |
| 1000 | 3 |
| 5000 | 4 |
| 20000 | 5 |
| 80000 | 6 |
| 200000 | 7 |
| 400000 | 8 |
| 600000 | 9 |
| 950000 | 10 |
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