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Game Details

• Abilities
• Combat
• Construction Queues
• Formations
• Happiness
• Hotkeys
• Intelligence
• Maintenance
• Ministers
• Orders
• Planets
• Political Message Types
• Politics
• Research
• Resource Types
• Ships
• Sight
• Simultaneous Games
• Status Icons
• Treaties
Units (Fighters, Mines,
• Satellites, Troops, Weapon
Platforms)
• Weapons And Damage

Windows

• Borders
• Cargo Transfer
• Colonies
• Combat Simulator
• Communicate
• Component Report
• Comparisons
• Construction Queues
• Create Design
• Culture Modifiers
• Designs
• Empires
• Empire Setup - General
• Empire Setup - Environment
• Empire Setup - Culture
Empire Setup -

Characteristics
Empire Setup - Advanced

Traits
• Empire Setup - Description
• Empire Status
• Facility Report
• File Menu
• Fleet Report
• Fleet Transfer
• Formation Report
• Galaxy Map
• Game Setup - Quadrant
• Game Setup - Events
• Game Setup - Technology
Game Setup - Player

Settings
• Game Setup - Players
Game Setup - Victory

Conditions
Game Setup - Game

Settings
• Game Setup - Mechanics
• Ground Combat
• History
• Help
• Intelligence
• Intro Window
• Launch \ Recover Units
• Load Game
• Log
• Main Window
• Main Window - Command
• Main Window - Galaxy
• Main Window - Ship List
• Main Window - Status
• Main Window - System
• Ministers
• Options
• Planet Report - Detail
• Planet Report - Facil
• Planet Report - Cargo
• Planet Report - Ability
• Planet Report - Empty
• Planets
• Player Computer Control
• Quick Start
• Race Report - Detail
• Race Report - Descr
• Race Report - Race
• Race Report - Tech
• Reorder
• Repair Priorities
• Research
• Scores
• Scrap
• Select Component
• Select Facilities
• Select Package
• Select Queue Type
• Select Waypoint
• Set Construction Queue
• Ship Report - Detail
• Ship Report - Comps
• Ship Report - Cargo
• Ship Report - Ability
• Ship Size Report
• Ships
• Stellar Manipulation
• Storm Report
• Strategic Combat
• Strategies
• Systems To Avoid
• Tactical Combat - Main
• Tactical Combat - Options
• Tactical Combat - Orders
Tactical Combat - Piece

Report
• Technology Tree
• Treaty Grid
• Victory Conditions
• Waypoints
• Weapon Mounts
• Weapons Report
Abilities

Description
Different objects in the game contain different abilities. Abilities are
the special capabilities that a component, ship, planet, facility, or
ship size can use. A ship which contains components (or a planet
which holds facilities) gains its abilities from the abilities that its
components have. As long as a component or facility is functional,
these abilities are available. Some abilities are automatic, meaning
that they are "on" all of the time. Other abilities must be activated
using a specific order.

Ability Types (some samples)


Rock Colony

• Can colonize a rock This component can be used to colonize a rock type
based planet. planet. You use the Colonize order to execute this
ability.
• Provides 20kT worth of This component provides extra cargo space to your
cargo space. ship. Your cargo space will automatically be larger
by 20kT.

Ion Engine I
• Generates 1 standard This component will generate one movement point
movement. per engine that is on the ship.

• Can store 500 units of This component will add 500 units of supply storage
supply. to the maximum storage capability of your ship.

Shield Generator I
• Generates 20 shield This component will generate 20 shield points for
points. this ship when it enters combat. As long as the
component is operational, you will get 20 points of
shields per each of these components when you
start combat.
Emergency
Propulsion I
• Generates 1 This component will generate one additional
emergency movement movement point when the component is used. For
point. this type of ability, this component must be used by
the "Use Component" order.
• Component is This component will be destroyed when you use it.
destroyed after use. So to get the emergency propulsion, you will need to
sacrifice the component to get it.

Mineral Miner Facility


I
• Mines 800 minerals This facility will generate 800 minerals per turn when
each turn. placed on a planet. This amount is also modified by
value of the planet, and any planet modifiers such
as population.

Ultra-Recycler I
• Items scrapped in this This facility will increase the returned resources
sector will reclaim 40% when an item is scrapped. No order is needed. Any
of their original scrap order which takes place in this sector will
resource value. automatically have the improved resource value
return.

Space Port
• Acts as a spaceport for This facility will act as a spaceport for this system.
this system. This ability is automatic. With a spaceport in the
system, the points generated by the planets will be
added to your empire's resource pool.

Special Notes
None

Related Areas
None
Combat

Description
Combat takes place when enemy forces enter the same location
within a solar system. Ships will battle each other using their
weapons until one side has been destroyed, or the time has
expired.

Combat Elements
Strategic A combat can be displayed in either a Tactical or
Combat Strategic form. Strategic Combat is where you view
combat at a high level and just watch the ships fight
each other. The control of the ships is done by
computer following the strategies that you have
layed out. Strategic Combat is viewed through the
Strategic Combat Window. Strategic Combat is
exactly the same as Tactical Combat, except that
you don't get to directly control your ships.
Tactical Tactical Combat is where you can directly control
Combat your ships during the combat situation. Tactical
Combat is carried out in the Tactical Combat
Window.
Combat Combat takes place in a fixed amount of time. Each
Turns combat is restricted to just 30 combat turns. Once
this time expires, combat is over.

Combat Each discrete object in combat is considered a


Pieces "piece". Each ship, base, and planet that you own is
considered a single piece. In addition, some pieces
can contain multiple smaller objects. For example,
when fighters move about in combat, they are
considered a fighter group. The one combat piece
actually contains several fighters because they are
so small.
Movement Each combat turn, the combat pieces can be moved.
If a piece has movement points remaining, it can be
moved up to that many squares during this combat
turn. Next turn, they will have their movement points
restored so that they can move again. Movement
points are computed by totaling up the number of
engines a ship has and taking into account any
factors such as no supplies.

Only one combat piece can occupy one square in


combat at a time. The only exception to this rule is
for seeking weapons ("seekers") which can overlap
other pieces as they move towards their target.

During a combat turn, a combat piece can both move


and fire its weapons. These can be done in any
order you wish.

Firing A ship can fire one or more weapons during its


combat turn. Each weapon is rated with a reload rate
so that once it has been fired, it will take that many
turns until it can fire again. Only weapons which are
undamaged can be fired at an enemy.

The number of targets a piece can fire is 1. It can


increase this number by adding Multiplex Tracking
components. A planet can automatically fire on up to
10 targets at a time.

Weapon There are 4 basic types of weapons in the game.


Types The first is "direct-fire", which means that the
weapon will immediately fire and either miss or hit its
target. The next is "seeking" which means that the
weapon will launch when fired, and then will move
towards it target and attempt to hit it. The third is
"point-defense" which means that the weapon will
automatically fire on enemy fighters and seekers
which come into range. The last is "warhead" which
cannot be fired, but will detonate if the ship rams an
enemy ship.

"Direct-Fire" and "Point-Defense" weapons have a


chance that they will either hit or miss their target.
The chance to hit is based on the distance between
the targets, the attacker's Combat Sensors bonus,
the defender's ECM bonus, any experience the two
pieces might have, and any environmental factors
that may interfere.

See Weapons and Damage for more details.

Damage When a ship is hit by weapon's fire, it will take


damage. Damage is applied first to any shields the
ship may have. Once the shields are depleted, the
armor takes damage. And finally, once the armor is
gone, all internal components will be damaged.
Some damage types done by weapons skip certain
types of components or even shields. Planet's are
damaged in much the same way with the population
being the target. As the population is destroyed,
facilities may be destroyed as well.

See Weapons and Damage for more details.

Ramming Ramming is performed when one ship tries to


physically run into another. Both ships usually take
damage with the smaller one being destroyed. The
damage done is strongly influenced by the size of
the ship, any armor present, and any undamaged
warheads. Your vehicle must have movement points
to be able to ram another vehicle.
Ship Capture Capturing a ship occurs when you send armed
soldiers from your ship to an enemy ship. They
attempt to take over the ship's control and pacify the
existing crew. If they succeed, then the ship will now
be under your control. If they fail, then they are all
killed. No matter what the outcome, your boarding
party components will be destroyed with the attempt.
Also keep in mind that if the enemy ship has a self-
destruct device, and they are going to be captured,
they will activate the device destroying their ship and
your ship.
Combat Ships flying through space typically fly in some kind
Groups of formation. To indicate this, their are combat
groups in Tactical Combat. A combat group consists
of a leader and a group of members. When the
leader moves, all of the members of the group will
follow along attempting to stay in formation. This is
very useful if you are trying to move large groups of
ships. When a fleet enters combat, the ships in the
fleet are automatically assigned to the same combat
group. If the leader of a combat group dies or is
removed, then the combat group is dissolved.

See Tactical Combat for more details on how to set


these groups up.

Allies in It is possible to get into combat with more than two


Combat players present. During combat, all of your treaties
are strictly enforced. Meaning that you can't fire on
your allies during combat. It may even happen that
you are present when two of your allies fight each
other. In this case, you must just sit back and watch
the battle.
Combat If you are using Strategic Combat, or Tactical
Strategies Combat in Auto Mode, then the computer is
controlling your forces. Now for the computer to
know what you want to do with each of your ships, it
looks at the strategies that you set for each of your
designs in the Designs Window. This strategy will tell
the computer how to move, and who to fire on. You
can test these strategies using the Combat
Simulator.
Launching If you have a carrier or planet in battle which is
Units carrying fighters or satellites, then you will want to
launch them to take place in the battle. Launching
units is done automatically in Strategic Combat, and
through orders in the Tactical Combat Window. Each
ship is rated with how many units per combat turn it
can launch. This amount is based on the
components which store and launch your units. You
can launch only up to that amount in one combat
turn. The next combat turn, you can launch that
many again.

Units that are launched into combat are composed of


groups of units. So each combat piece actually
consists of many units at one square on the map.
For all interactions with that group of units, they are
considered one combat piece with a lot of weapons.
When you fire their weapons, the firing is
summarized as one shot for each different type of
weapon. So for example, if you had a fighter group
with 10 fighters, then when they fire, you would see
just one shot for their 10 Anti-Proton Beams. The
single shot is computed to do as much damage as
the 10 individual beams would do if they had hit.

When combat is over, you do not need to recover


your units back on to your ships. This is done
automatically. If there is not enough space to recover
the unit, then it remains in space at that location.

Ground Ground combat occurs when troops are dropped


Combat onto an enemy planet. Ground combat takes place in
the Ground Combat Window. At the moment the
troops land on the planet, ground combat begins.
Ground combat consists of a battle between the
attacker's troops which are dropped, and the
defending units on the planet plus any population
present. Don't underestimate the general populous,
they will defend their planet vigorously.

Several turns of the ground combat will take place


until it is completed, or its time has expired (ground
combat has a limited number of turns like space
combat). Ground combat may extend pass the end
of this space combat, and may occur over several
game turns (at the end of each game turn, ground
combat may be displayed again to continue the
battle). At any time, you can drop additional troops
onto the planet to help take it over. The only
limitation in dropping troops is that you cannot drop
troops onto a planet where a ground combat is
currently in progress by two other empires.

The victor in ground combat gains control of the


planet. This includes any surviving facilities or units
in storage. The population that's left is also
subjugated by the enemy troops. This population is
now yours to do with as you please. You will
probably need to keep troops present to prevent
them from rioting. You can also transport the
population to other planets.

Combat in Combat is a little different in simultaneous games.


Simultaneous First off, you do not get to go through Tactical
Games Combat. All combat in a simultaneous game is
completely computer controlled. On your next turn,
you will receive a log message reporting the results
of the combat.

Combat in a simultaneous game takes place when


enemy forces are in the same location in a solar
system. Different than in a Turn-Based game,
combat does not begin automatically when enemy
ships first enter the same location. Combat only
takes place every 5 days in the 30 days of the turn
month. If the enemy forces are at the same location
on a 5th day, then combat will take place.

Special Notes
When your ships just finish a combat, be sure to check them out for
damage. Damaged ships will have significantly reduced abilities
such as slower movement. You'll want to move your ships to a
Space Yard or other repair location to fix them up.
Related Areas
Strategic Combat Window, Tactical Combat Window
Strategies Window

Description
This window allows you to configure the strategies that your ships will follow. You can modify
the existing strategies or add new ones to suit your needs. In the Designs Window, you can
select one of these strategies for each of your designs to use while in combat.

Controls
Strategies This lists all of the strategies your empire currently has. The selected
strategy is the one whose details are shown in the Strategy Details
section.
Strategy Details This section displays all of the properties of the strategy selected in the
Strategies List. You can modify any of these properties to change the
selected strategy.
Movement
Primary Movement This is the foremost movement strategy your ship will use in combat. The
Strategy selection governs what position your ship should take relative to its
enemies.
Don't Get Hurt Your ship will attempt to move to a location where it cannot be fired on by enemy
ships.
Drop Troops Your ship will attempt to move towards a planet, if there is one, and then drop any
troops that it is carrying.
Maximum Your ship will attempt to move to its maximum weapons range from its chosen target.
Weapons Range
Optimal Your ship will attempt to move to a location where it gives the most damage to its
Weapons Range enemies and yet takes the least damage.
Short Weapons Your ship will attempt to move to a very short distance (1 - 3 squares) from its chosen
Range target. In the short range area, it will try to move to a location where it takes the least
damage.
Point Blank Your ship will move as close as possible to its target.
Board Enemy Your ship will attempt to move next to enemy ships and capture them through some
Ships kind of boarding. If they succeed, the target ship will then belong to your empire.
Ram Your ship will move to point blank range from its target and ram them.

Secondary This selection has similar items as the Primary Movement Strategy,
Movement Strategy however this is used, if the Primary selection cannot be accomplished.
For example, if you choose Drop Troops for your Primary, but there is no
planet to drop troops on, then your ship will follow the Secondary
Movement Strategy.
Firing
Targeting Priority This selection will allow you to choose the sorting priority for targets.
When your ship wants to choose a target to fire on (and possibly move
towards), it will sort the possible targets using this order. For example, if
you choose Has Weapons and then Strongest, it will first select all of the
targets that actually have weapons, and then will pick the strongest of
those.
Do Not Use Type With this option selected, your type priority will not be taken into account
Priorities when looking for a target.
Type Priority Type priority is used to determine which target types you will attack
before others. For example, if you select Ships then Bases, then your
ship will attempt to kill all of the ship before it starts in on the bases.
Don't Fire on Types This selection allows you to choose certain target types that your ships
will not fire on. This is useful when you want certain classes of ships not
to fire on particular targets. For example, you might not want your Troop
Transport escorts to fire on planets.
Launching
Fighter Group Size This allows you to select the size of the group that your fighters should be
launched in. For example, a selection of 5 means that when your carriers
will attempt to launch your fighters in groups of 5 each.
Formation
Types the break These selections determine whether these types of vehicles will break
formation formation when they are in combat. By default, all vehicles that are in a
fleet will be part of that fleet's formation when combat begins. However,
some vehicles you do not want to stay in formation while the rest of the
group engages the enemy.

Buttons
Movement Displays selection items for this strategy that have to do with your ship's
movement.
Firing Displays selection items for this strategy that have to do with your ship's
targeting of enemy ships.
Launching Displays selection items for this strategy that have to do with your ship's
launching of fighters in combat.
Formation Displays selection items for this strategy that have to do with your ship's
presence in a fleet formation.
Add Pressing this button will allow you to choose a name for a new strategy.
This new strategy will then be added to the list for you to configure. You
cannot delete strategies. You just don't use the strategy and it is
effectively the same thing.
Close Closes this window and returns you to the Empire Status Window.

Special Notes
None

Related Areas
Empire Status Window
Designs Window

Description
This window allows you to view all of the vehicle designs of your empire and those that you
have seen of other empires. It also allows you to manage your designs and test them in the
Combat Simulator.

Controls
Designs List This is a list of all of the designs in your empire. The designs are broken
into groups depending on the type of design they are. Then, for each
design, the design's name size and whether its a prototype is listed.

If you are viewing enemy designs, then the list is displayed slightly
different. The designs are grouped by what empire they belong to. You will
not be able to see what type they are, or whether it is a prototype design.

When an item in the list is selected, the detail about the design is shown in
the Design Detail section.

Design Detail The design detail displays the specific information about the design
selected in the Designs List.
Size The name of the size of this vehicle, followed by its actual tonnage amount
in parenthesis.
Design Type The design type selected for this design. This is a general descriptive
grouping for the design.
Date Created The date that this design was first created. If this design has been made
"Obsolete", then the word obsolete will be displayed after the date.
Cost The cost in resources to construct this design. This cost is also used to
compute the maintenance cost for ships of this design.
Movement The maximum movement a vehicle of this design will have.
Shields The total number of shields this vehicle will have when not damaged.
Cargo Space The total amount of cargo space this vehicle will have to store and transport
cargo.
Supply Capacity The total amount of supplies this vehicle will be able to carry.
When Stats\Strategy is not selected:
Components on This is a list of the components on this design. If there are more components
Design than can be listed, arrow buttons will be displayed to allow you to scroll the
list. You can right-click on any of the components to display the Component
Report window.
When Stats\Strategy is selected:
Number This is the total number of this design that have actually been constructed by
Constructed your empire throughout the game.
Number in This is the total number of this design that have been constructed and still
Service exist as ships.
Number Lost This is the total number of this design that were constructed and then
subsequently destroyed.
Enemy Tonnage This is the total tonnage in enemy ships that has been destroyed by ships of
Destroyed this design.
Default Strategy This selection allows you to pick the strategy that ships of this design will
use in combat. If the ship is part of a fleet, its combat strategy will take
priority. For more information about ship strategies, see the Strategies
Window.

Buttons
Ship Designs This button will change the Designs List to display all of your ship designs.
Unit Designs This button will change the Designs List to display all of your unit designs.
Enemy Ship Dsgn This button will change the Designs List to display all of the ship designs
for other races you have seen in the game. You "see" another race's
design by either getting into combat with a ship of that type, by scanning
the ship will Long Range Scanners, or by using some kind of intelligence
operation.
Enemy Unit Dsgn This button will change the Designs List to display all of the unit designs for
other races you have seen in the game.
Create This selection is used to create a new design for your empire. When you
press this button, you will be asked what type of vehicle you wish to create.
After selecting that, the Create Design Window will then be displayed.
Copy This selection will copy the currently selected design in the Designs List
and open the Create Design Window so that you can edit it. It will be
identical to the design that you selected, except that the name will not be
filled in. You will have to give the design a new name before you can
create it. No two designs in the game can have the same name.
Edit This selection allows you to edit the currently selected design in the
Designs List. You may only edit Prototype designs. Prototype designs have
not actually been ever built. So you can change their design any way you
want. Once you construct a ship of a certain design, that design is no
longer considered a prototype. At that point, you can no longer edit the
design.
Upgrade This selection will take the currently selected design in the Designs List
and upgrade all of its components to the latest of that type. When you
select this, the Create Design Window will be displayed so that you can
view the design and actually create it with a new name. If you don't want
the design, just press cancel on the Create Design Window.
Make Obsolete This selection will mark the currently selected design as obsolete. As
designs get older, they are no longer useful because of outdated
technology. When a design is no longer useful to you, you should mark it
as obsolete. In different windows through the game, you can then hide
obsolete designs from being displayed. Obsolete designs will be
automatically deleted by the game after a certain amount of time has
passed. You cannot delete designs directly, just mark them as obsolete.
Hide Obsolete This option will hide all designs marked as obsolete from the Designs List.
Stats\Strategy This option will change the Designs Detail report to show slightly different
information. The components list will be hidden, and in its place, statistics
about this design will be displayed. These statistics are listed above.

In addition, a box will display the current default strategy for this design. All
ships of this design will use the strategy when engaged in combat (unless
they're part of a fleet, and then the fleet's strategy comes first). For more
information about ship strategies, see the Strategies Window.

Simulator This selection will display the Combat Simulator Window. The combat
simulator will allow you to put your designs through simulated combat
scenarios.
Close This selection will close this window and return you to the Main Window.

Special Notes
None

Related Areas
Main Window , Create Design Window, Combat Simulator Window
Component Report Window

Description
This window displays details about the selected component. You
can get this report by right-clicking on any component you see on
any window, or by going into the Help Window and selecting a
component.

Controls
Cost The cost in the three resource types for this
component. When you add this component to your
ship design, this cost will be added to the total cost
of the design.
Size The size of this component. When this component is
placed on your ship design, it will take up this much
space out of the total space your ship size can hold.
See Vehicle Designs for more information.
Damage This is the amount of damage that this component
Resistance can take before being destroyed. Most components
have a damage resistance equal to their size.
Components which are easily breakable will have a
lower damage resistance. If the component is made
of strong alloys, such as Armor, it will have a higher
damage resistance. Each damage point is equivalent
to 1kT of damage resistance. See Weapons and
Damage from more information.
Supplies When this component is used, it will take up this
Used many supplies. For example, every time you move
your ship, you expend the total "Supplies Used" for
all of your engines. Every time you fire a weapon,
you expend that weapons' "Supplies Used" from your
total supplies. See Supplies for more information.
Vehicle Types This displays the types of vehicles that this
component can be placed on. Values are: Ship,
Base, Weapon Platform, Troop, Fighter, Satellite,
Mine.
When this component is a weapon:

Weapon Type This is the type of weapon this component is. Values
are Direct Fire, Seeking, Point Defense, and
Warhead. See Weapons and Damage from more
information.
Can Target This displays the types of vehicles that this weapon
can target and fire on. Values are: Ship, Base,
Weapon Platform, Troop, Fighter, Satellite, Mine.
Fire Rate This is the reload rate for this weapon. The number
is how many combat turns before this weapon will be
able to fire again. For example, if the number is 1,
then this weapon will be able to fire every combat
turn.
Damage Type This is the type of damage that this weapon will do.
Examples are Normal, Shields Only, Skips Shields,
Engines Only, Planets Only, etc.
Damage at This is a detailed listing of exactly how much
Range damage this weapon will do at each range. The top
number in blue is the range in combat squares, the
bottom number is the amount of damage that will be
done. This is assuming that the weapon hits its
target.
All components :
Abilities This lists any special abilities that the component
has. See Abilities for more information.

Buttons
(Click) You can close this report window by clicking
anywhere on it.

Special Notes
None

Related Areas
Main Window , Help Window
Help Window

Description
This window allows you to view reports about the different items in the game.

Controls
Items For the selected button tab, this will display a list of those items that you
currently know of. Researching new technologies will add new items to the
list. When an item is selected in this list, a detailed report about it will be
displayed in the "Item Details" section.
Item Details This section presents a report about the selected item in the "Items" list.
See the tab buttons below for more details.

Buttons
Components Causes the "Items" list to show all the components your empire has
discovered. The "Item Detail" report will display the Component Report
Window.
Facilities Causes the "Items" list to show all the facilities your empire has
discovered. The "Item Detail" report will display the Facility Report Window.
Ship Sizes Causes the "Items" list to show all the ship sizes your empire has
discovered. The "Item Detail" report will display the Ship Size Report
Window.
Unit Sizes Causes the "Items" list to show all the unit sizes your empire has
discovered. The "Item Detail" report will display the Unit Size Report
Window.
Tech Areas Displays all of the technology areas that your empire has discovered.
These are the same technology areas that are listed in the Research
Window.
Treaties Displays all of the treaties that your empire can enter into with another
empire. These are the possible treaties that you can propose in the
Communicate Window.
Intel Projects Displays all of the intelligence projects that your empire has discovered.
These are the same intelligence projects that are listed in the Intelligence
Window.
Formations Displays all of the formations that your fleets can engage in. The "Item
Detail" report will display the Formation Report Window.
Hotkeys Displays all of the hotkeys that you can use in the game. See Hotkeys for
more details.
Weapons Report Displays the Weapons Report Window.
Close Closes this window and returns you to the Main Window .

Special Notes
None

Related Areas
Main Window , Weapons Report Window, Component Report Window , Facility Report
Window, Ship Size Report Window
Facility Report Window

Description
This window displays details about the selected facility. You can
get this report by right-clicking on any facility you see on any
window, or by going into the Help Window and selecting a facility.

Controls
Cost The cost in the three resource types for this facility.
The time it takes to construct this facility on a planet
will be based on the rate of the space yard versus
this cost.
Abilities This lists any special abilities that the facility has.
See Abilities for more information.

Buttons
(Click) You can close this report window by clicking
anywhere on it.

Special Notes
None

Related Areas
Main Window , Help Window
Resource Types

Description
There are three resources types used in the game to construct new
items: minerals, organics, and radioactives. In addition, there are
also research and intelligence points which can be spent towards
research and intelligence projects. These points are a
representation of your empire’s industrial, research, and
intelligence capacity. The more resources your empire generates
the greater it's capacity to build new ships, research new
technologies, and conduct covert operations.

Message Types
Minerals Minerals are the raw metal ore that your planets
mine and then refine into usable building materials.
Organics Organics are items such as food and bio-matter
which can be used in components.
Radioactives Radioactives are rare elements and compounds
that are manufactured on planets for use in
advanced devices.
Research Research points are a representation of your
Points empire's ability to research new technologies and
apply them.
Intelligence Intelligence points are a representation of your
Points empire's covert intelligence abilities.
Facilities Each of the resources are generated in turn by
Mineral Miner facilities, Organics Farm facilities,
Radioactives Extraction facilities, Research Center
Facilities, and Intelligence Center facilities. When
you build one of these facilities on a planet, you will
begin to receive those types of points. The number
of points you receive is primarily determined by the
facility itself. Each facility is rated with an amount of
resources it will produce. As the technology of a
facility increases, so does the number of resources
it produces.
On a planet, the number of resources produced is
also influenced by the amount of population and
the happiness of that population. Mineral, Organic,
and Radioactive facilities are also strongly
influenced by the value of the planet.

You can see how many resources an individual


planet generates in that planet's report window.
You can see the total amount that your empire is
receiving in the Empire Status Window.

Gathering Gathering the resources from all of your planets is


Resource automatic. Small freighters and merchant vessels
Types (too small to be tracked by the game) transport the
goods from where they are to where they need to
be. However, you do need a port in which all of
these merchant vessels can dock. This is where
Spaceports come in.

A spaceport in a system allows the merchant ships


to transport your points effectively. You must have
a Spaceport in each system if you wish to spend
the points generated by that system. Without a
spaceport in the system, the planets generate the
points, but they go nowhere. The goods just rot in
the warehouses. The points do not accumulate
waiting for you, they are lost. Once the spaceport is
functional, the points will be available to be spent
by your empire. You an easily tell which system do
not have spaceports by using the Galaxy Map
Window.

In addition, planets can be blockaded by enemy


ships in orbit around the planet. If there are enemy
ships in orbit around a planet, then that planet is
blockaded and cannot give its resources to the
empire.
Spending As each turn goes by, your empire receives these
Resources resources from its planets, and can spend them as
it sees fit. Research Points are spent in the
Research Window. Intelligence Points are spent in
the Intelligence Window. Minerals, Organics, and
Radioactives are spent in the Set Construction
Queue Window.

Special Notes
None

Related Areas
Empire Status Window, Set Construction Queue Window,
Research Window, Intelligence Window
Planet Report Window - Detail

Description
This window displays a report about the currently selected planet.
This window is normally displayed in the Main Window when you
left-click on a planet. It can also be displayed if you right-click on a
planet in any other window during the game. If this planet does not
currently have one of your colonies on it, then the Planet Report
Window - Empty will be displayed.

For more information on Planets, see Planets.


Controls
Owner Flag The flag of the owning empire will be displayed in the
upper-left corner of the window. This will be the
empire that owns the colony on this planet. You can
right-click the flag to display the Race Report
Window - Detail about this race.
Planet Picture The picture of the planet is displayed in the upper-left
corner of the report window.
Status Icons To give you a quick look at the capabilities and
status of this colony, status icons are displayed at
the bottom of the planet picture. These will tell you
the general capabilities of the planet. See Status
Icons for more details.
Name The name of this planet.
Type The physical type and size of this planet. Possible
planet types are Rock, Gas, and Ice. Possible sizes
for a planet range from Tiny to Huge. Different planet
types require different colonization technology to
create a colony there. Planet size dictates how much
population, facilities, and cargo that planet can hold.
Atmosphere The atmosphere type of this planet. Possible
atmosphere types are Oxygen, Hydrogen, Carbon
Dioxide, Methane, and None. Each race can only
breathe one atmosphere type. If the race on the
planet cannot breathe the atmosphere, then the
colony will be "Domed". A Domed colony cannot hold
as many people or facilities.
Conditions These are the environmental conditions on the
planet. Possible values for conditions range from
Pleasant to Deadly. Conditions represent how
difficult the environment on the planet would be to
live in. The worse the conditions the more unhappy
your people will become and the slower their
reproduction will be.
Value This is the relative value of the planet in Minerals,
Organics, and Radioactives (see Resources Types
for more details). In a normal game, this will be
shown as a percentage value. This percentage is a
modifier placed on the amount of that resources type
that you produce on the planet. There is an unlimited
supply of resources that the planet can generate.

In a Finite Resources game, the value of the planet


will be displayed as the actual number of resources
that remain on the planet. As you produce that type
of resource on the planet, the total remaining will
decrease.

Description This is a general description for the planet.


Colony Type The colony type is a description of the purpose of the
colony. You can set it when you colonize a planet to
help you categorize your colonies. It is also useful for
your Ministers (see the Ministers Window) so that
they know what your intention for the colony is as
well.
Population This is the total amount of population that is present
on the planet out of how much total population can
be present. The maximum amount of population a
planet can hold is based on the planet size and
whether it is a "Domed" planet or not. If the colony is
Domed, then a small dome status icon will appear
after the maximum population.

After the population number, there will also be a


small icon for the race that is present on the planet. If
there is more than one race present, there will be an
icon for each different race. If you right-click on a
race icon, you will display a window which shows
how much population of each race is present on the
planet. If there is one race on the planet which
cannot breathe the atmosphere, then the colony is
considered "Domed".
Reproduction This is the current reproduction rate for your
population on the planet. It changes depending on
the conditions of the planet and the population's
happiness.
Mood This is a description of the happiness of the
population on the planet. The happiness of a
population modifies how many resources are
produced by the planet. If a population grows angry,
it may riot or even rebel. See Happiness for more
details.
Resource This displays the current amount of resources
Production produced by this planet.
Research This display the current number of research points
produced by this planet. See the Research Window
for more details.
Intelligence This display the current number of intelligence points
produced by this planet. See the Intelligence Window
for more details.
Under If there is an item currently being constructed by the
Construction planet, it is displayed here. The items in this planet's
construction queue can be changed in the Set
Construction Queue Window.
Time For the item currently under construction, this is how
Remaining much time remains until the item is complete.

Buttons
Detail Selecting this tab button will display the Planet
Report Window - Detail.
Facil Selecting this tab button will display the Planet
Report Window - Facil.
Cargo Selecting this tab button will display the Planet
Report Window - Cargo.
Ability Selecting this tab button will display the Planet
Report Window - Ability.
Close Pressing this button will close this window. If this
window is being displayed on the Main Window, then
no close button will be present.
Special Notes
None

Related Areas
Main Window
Main Window

Description
This is the Main Window for the game. You will use this window to control your entire empire,
move your ships, and view all of the different systems in this section of the galaxy. The Main
Window is divided up into 5 sections. Each of these sections is described on its own page for
clarity.

Controls
Status Section See Main Window - Status for complete details. This is the narrow bar at the
very top of the window.
Command Section See Main Window - Command for complete details. This is the panel
containing many buttons just below the status section.
System Section See Main Window - System for complete details. This is the large area at the
bottom left of this window which displays planets and ships.
Ship List Section See Main Window - Ship List for complete details. This is the narrow bar at
the very top of the window.
Galaxy Section See Main Window - Galaxy for complete details. This is the list at the top
right of the window which lists ships and also gives individual reports for
items.

Special Notes
There are many "Hotkeys" which can be used in this window. Hotkeys are buttons on your
keyboard which can be used to jump to commands without using the mouse. See HotKeys for a
list of the keys for this window.

Related Areas
None
Main Window - Status Panel

Description
This panel on the Main Window displays general information about your empire.

Controls
Empire Flag This is your empire's flag.
Empire Name This is the name of your empire.
Emperor Name This is the name of your emperor ("you").
Game Date This is the current date in the game. All games start at date 2400.0 and
proceed upwards. Each turn is equivalent to one month or 0.1 year.
Resources This displays the current amount of Minerals, Organics, and Radioactives
that your empire has in storage. These resources can be spent on various
items such as new ships or facilities.

Buttons
Tutorial If you are playing the tutorial game, a small button with a "T" on it will appear
in the upper-right hand corner of this window (just to the left of the Minimize
button). Pressing it will cause the Tutorial window to be redisplayed.
Minimize This small button in the very top right of the Status Panel, looks like a
Windows minimize icon. Its function is just that. When you press it, the entire
Main Window will be minimized on your Windows desktop. To bring the
game back up again after minimizing it, just click on its button in your task
bar for windows.

Special Notes
None

Related Areas
Main Window
Main Window - Command Panel

Description
This panel allows you to control your entire empire and bring up
windows with different reports. This window is divided into 3
sections called the Command Buttons, Order Buttons, and
Selection Buttons. Most of the buttons in this section have
corresponding hotkeys which can be pressed to active them. See
the Orders section for more general details about orders.

Controls
None

Buttons
Command These buttons allow you to bring up windows to view and manipulate
Buttons your empire. You can press these at any time during the game.
________________________________________________________________
This button brings up the Game Menu Window. This window allows you
to save and load games, set game options, and set computer control of
players.
________________________________________________________________
This button brings up the Designs Window. This window allows you to
create new designs, view enemy designs, and engage in simulated
combat.
________________________________________________________________
This button brings up the Planets Window. This window displays all of
the planets throughout the galaxy that you have seen.
________________________________________________________________
This button brings up the Colonies Window. This window displays all of
the colonies in your empire.
________________________________________________________________
This button brings up the Ships\Units Window. This window displays all
of the ships, units, and fleets that you control.
________________________________________________________________
This button brings up the Construction Queues Window. This window
allows you to view and change all of the construction queues for your
planets and ships.
________________________________________________________________
This button brings up the Research Window. This window allows you to
research new technologies.
________________________________________________________________
This button brings up the Empires Window. This window allows you to
send messages to other empires, perform intelligence actions, and view
comparisons of the different empires.
________________________________________________________________
This button brings up the Log Window. This window displays all of the
news events that have happened since your last turn.
________________________________________________________________
This button brings up the Empire Status Window. This window allows
you to view your economy and change overall settings for your empire.
________________________________________________________________
This button brings up the Help Window. This window displays all of the
different components, facilities, and ship sizes that you have
discovered.
________________________________________________________________
This button will end the current turn. Once you select this, the various
panels of the Main Window will become disabled until all of the
computer players have completed their turn.
________________________________________________________________
Orders These buttons allow you to give orders to your ships and planets. When
Buttons you select a specific object in the System panel of the Main Window, the
orders that can be executed for that object will become lit-up. See
Orders for more information.
________________________________________________________________
This is the "Move To" order. This order will cause your ship to move
from its current location to a location that you specify. When you select
this order, the game will request that you select a destination point. This
point can be in either this system, or some other system.
________________________________________________________________
This is the "Move To Waypoint" order. This is order allows you to select
a waypoint to have your ship move to. It displays the Select Waypoint
window when pressed. This order is the equivalent of giving the Move
To order.
________________________________________________________________
This is the "Attack" order. This orders tells your ships to attack a
location. Since a ship will automatically attack a location just by moving
into it, the attack order only serves a purpose if you are trying to attack
the same location that your ship is currently at (if there are enemies at
that same location).

The Attack order serves another purpose in a Simultaneous game,


where it gives your ships the order to seek and attack a target. This is
useful since your ships will actually seek no matter where the target
moves during the turn.

________________________________________________________________
This is the "Resupply At Nearest" order. This order will give your ship
the Move To order to the nearest location where you have a Resupply
Depot facility.
________________________________________________________________
This is the "Clear Orders" order. Your ship may have several
unexecuted orders that it has in its orders list. This selection will clear all
of the unexecuted orders that your ship has.
________________________________________________________________
This is the "Warp" order. This order will cause your ship to warp through
a warp point. When you select this, you will be requested for a location
to warp through. Since a Move To order will cause your ship to warp
through a warp point as necessary, this order is only really needed if the
warp point is linked to an unexplored system.
________________________________________________________________
This is the "Colonize" order. This order will request that you select a
planet to colonize. Your ship will be give several orders. First, it will try
and load population from any planet at that location. It is important that
your ship has some population in its cargo bay so that they can be
placed on the planet when it is colonized. Next, the ship will be given
orders to Move To the planet. And finally, the ship will be given the
Colonize order.

When your ship colonizes a planet, the ship will be deconstructed for
raw materials. Any population or cargo being carried by the ship will be
placed on the planet. It is very important that your colony ship carry
population when it is colonizing a planet. Without population, a colony
will still be created, but it will have no people. A colony without
population will not be able to construct any facilities.

________________________________________________________________
This is the "Fleet Transfer" order. This order will display the Fleet
Transfer Window so that you can create new fleets, and add this ship
and others into the fleet.

________________________________________________________________
This is the "Repair At Nearest" order. This order will give your current
ship orders to Move To the nearest location where you have component
repair capabilities. The order in which the components is actually
repaired is specified in the Repair Priorities Window.
________________________________________________________________
This is the "Build Queue" order. This selection will display the Set
Construction Queue Window.
________________________________________________________________
This is the "Cargo Transfer" order. This selection will display the Cargo
Transfer Window so that you can transfer cargo between ships and
planets at this location. This order is not available in Simultaneous
Games.
________________________________________________________________
This is the "Load Cargo" order. This selection will display a window
asking to you select a cargo type. Then you will be asked for a location.
This button will give your ship orders to Move To the location specified,
then attempt to load all of the cargo it can of the type chosen. Your ship
will attempt to load the cargo from a planet or base that you own at that
location. If you have nothing that can hold the cargo at that location,
then the order will not be executed.

Usually, you will use the Cargo Transfer order to move cargo. You
would use this order if you want to perform the load sometime in the
future.

________________________________________________________________
This is the "Launch Units Remotely" order. This selection will display a
window asking to you select a unit type. Then you will be asked for a
location. This button will give your ship orders to Move To the location
specified, then attempt to launch all of the units it can of the type
chosen.

Usually, you will use the Launch/Recover Units order to launch units.
You would use this order if you want to perform the launch sometime in
the future.

________________________________________________________________
This is the "Sentry" order. A Sentry order causes the current ship to stay
at its current position and wait until an enemy comes near. A ship on
sentry will just skip its turn until an enemy ship comes into the same
system, at which point it will clear its orders.
________________________________________________________________
This is the "Set Partrol" order. When you select this button, you will be
asked to entry the patrol points. Each of these points is a location on the
map that you want your ship to patrol through. The final point should be
the location where your ship is now. This selection will also turn on the
"Repeat Orders" option so that your ship will continue to patrol
indefinitely.
________________________________________________________________
This is the "Launch/Recover Units" order. This selection will display the
Launch \ Recover Units Window so that you can launch and recover
units from this location in space. This order is not available in
Simultaneous Games.
________________________________________________________________
This is the "Drop Cargo" order. This selection will display a window
asking to you select a cargo type. Then you will be asked for a location.
This button will give your ship orders to Move To the location specified,
then attempt to drop all of the cargo it can of the type chosen. The
destination for the cargo will be a colony you have or a base. If you do
not have something that can hold the cargo at the location, then the
order will not be executed.

Usually, you will use the Cargo Transfer order to move cargo. You
would use this order if you want to perform the drop sometime in the
future.

________________________________________________________________
This is the "Recover Units Remotely" order. This selection will display a
window asking to you select a unit type. Then you will be asked for a
location. This button will give your ship orders to Move To the location
specified, then attempt to recover from space all of the units it can of the
type chosen.

Usually, you will use the Launch/Recover Units order to recover units.
You would use this order if you want to perform the recovery sometime
in the future.

________________________________________________________________
This is the "Explore" order. This order will cause your ship to Move To
the nearest system which is unexplored. It also takes into account
whether any other ships are already on their way to a system as well.
________________________________________________________________
This is the "Repeat Orders" order. This toggle will cause your current list
of orders to repeat indefinitely. Normally, when an order is completed, it
is deleted from the orders list for that ship. With repeat orders toggled
on, the orders are not removed and will cycle through when they reach
the bottom. This is a useful order to set up patrols, or cycling orders for
a transport to load and drop cargo.
________________________________________________________________
This is the "Stellar Manipulation" order. This selection will display the
Stellar Manipulation Window. Through this window you can execute any
stellar manipulation components you may have on your ship (Create
Planet, Destroy Star, etc.).
________________________________________________________________
This is the "Scrap / Analyze / Mothball" order. This selection will display
the Scrap Window. You can use this window to scrap your ship,
deconstruct and analyze it, mothball it, and more.
________________________________________________________________
This is the "View Orders" order. This selection will display a window
which will allow you to view all of the UN-executed orders for this ship.
________________________________________________________________
This is the "Scrap Facilities" order. When selected, the Select Facilities
Window will be displayed so that you can choose which facilities on this
planet that you would like to scrap.
________________________________________________________________
This is the "Cloak" order. If your ship contains an operational cloaking
device, then this order will cause your ship to cloak itself. A ship that is
cloaked cannot be seen by any other players unless they have sensors
equipped to detect them. If other players cannot see you, you can pass
through locations where their ships sit without engaging in combat.
While cloaked, many normal orders are not available. See Sight for
more details.
________________________________________________________________
This is the "Change Name" order. When selected, a window will be
displayed to allow you to enter a new name for this ship or planet.
________________________________________________________________
This is the "Change Formation \ Strategy" order. If you currently have a
fleet selected, then you can select this to change the fleet's formation
and strategy.
________________________________________________________________
This is the "Sweep Mines" order. If your ship has an undamaged mine
sweeping component on it, you can select this order to have your ship
sweep the mines at a location. Now your ships will automatically sweep
mines any time they move, but you may want to use this order to give
an area a special "going over".
________________________________________________________________
This is the "Jettison Cargo" order. This order will jettison the cargo that
your ship or planet is carrying. When you jettison cargo, it is removed
from your ship and destroyed when shot into space.
________________________________________________________________
This is the "Decloak" order. This is the reverse of the "Cloak" order. If
your ship is currently cloaked, then you can select this order to cause
the ship to decloak.
________________________________________________________________
This is the "Use Component" order. This selection will display the Select
Component Window so that you can choose a component to use. Some
components have a single use and then they are destroyed. Some
examples are the Emergency Resupply Component and the Emergency
Energy Component.
________________________________________________________________
This is the "Abandon Planet" order. This order will cause your people to
abandon your colony and leave the planet. When you abandon the
planet, you have the choice of whether you want to scrap the facilities
on the planet or leave them as they are. You may want to leave them if
you think that you will eventually be back to recolonize the planet. Be
sure that you use your transports to remove all of the population on the
planet before you abandon it.
________________________________________________________________
Not being used.

________________________________________________________________
This is the "Play Movement Log" order. This order is only available in
Simultaneous games. This will play the movement log from the
movement that the host executed. It will show all of the ships moving
over the course of the month. The movement of all players is
simultaneous. This is merely a replay of what happened. You can
change the current system you are looking at and then replay the log
again to see what happened in that system. This replay will progress
from beginning to end automatically.
________________________________________________________________
This is the "Play Movement Log Stepped" order. This is similar to the
Play Movement Log except that it will only step one day of the log with
each press of the button. You can use this to view the movement log in
a slower and more detailed manner.
________________________________________________________________
This is the "Use Facility" order. This selection will display the Select
Facility Window so that you can choose a facility to use. Some facilities
have a single use that can be executed in a turn.
________________________________________________________________
This is the "Convert Resources" order. This selection will display a
window which will allow you to convert resources from one type to
another. Any conversion from one resource to another is not perfect,
there is some loss of material when converting. For example, if there is
a 50% loss of material, you will use 3000 minerals to get 1500 organics.
This order is only available if the currently selected planet has a facility
with the resource conversion ability.

________________________________________________________________
This is the "Toggle Minister Control" order. This selection will set the
currently selected ship or planet under minister control (or turn it off if it
is currently on). Individual minister control means that the computer will
control this ship or planet and will use it as it sees fit. This is very useful
for you to reduce micromangement since you can put your less
important ships on a kind of "auto-pilot". This minister selection must be
used in conjunction with the minister selections in the Ministers window
(under Empire Status). The selections you make in the Ministers
window will tell the computer what kind of operations this ship can be
used for.
________________________________________________________________
This is the "Play Movement Log For Ship" order. This is similar to the
Play Movement Log except that it will play the entire movement log for
each of your ships. So instead of just viewing all of the movements
within just one system, this will allow you to follow and watch the
movements of all of your ships.
________________________________________________________________
This is the "Rewind Movement Log" order. As you use the Play
Movement Log Stepped order, you may want to rewind the log back to
the beginning. This order will move the movement log back to Day 1.
________________________________________________________________
Selection These buttons allow you to cycle through the various ships, planets, and
Buttons fleets of your empire.
________________________________________________________________
These buttons cycle through the ships at your command. In a Turn-
Based game, the cycle will only include ships which have movement
remaining. In a Simultaneous game, the cycle will include only those
ships which do not have orders.
________________________________________________________________
These buttons cycle through the fleets at your command.
________________________________________________________________
These buttons cycle through the planets at your command.

Special Notes
None

Related Areas
Main Window
Hotkeys

Description
Hotkeys are keyboard buttons that you can press as a shortcut for
a specific command in the game. All of the hotkeys listed below
can also be found in the Help Window. You can also find the
hotkey for a specific order in the Main Window by holding your
pointer over an active order button.

Hotkey Listing
Main Window

M Move To
W Warp
Alt 0 - 9 Set Waypoint #
Ctrl 0 - 9 Move To Waypoint #
C Colonize
A Attack
F Fleet Transfer
S Resupply
R Repair
Backspace Clear Orders
/ Del
Q Set Construction Queue
T Cargo Transfer
U Launch\Recover Units
L Load Cargo
D Drop Cargo
I Launch Units Remotely
O Recover Units Remotely
Y Sentry
E Explore
P Set Patrol
K Repeat Orders
B Stellar Manipulations
V View Orders
G Scrap / Analyze / Mothball
H Change Formation \ Strategy
N Change Name
J Jettison Cargo
Z Cloak
X Decloak
Ctrl M Sweep Mines
Ctrl T Add Tagged Minefield
Ctrl R Remove Tagged Minefield
Ctrl A Abandon Planet
Ctrl V Convert Resources
F1 Help
F2 Game Menu
F3 Designs
F4 Planets
F5 Colonies
F6 Ship\Units
F7 Construction Queues
F8 Research
F9 Empires
F10 Log
F11 Empire Status
F12 End Turn
Spacebar / Next Ship
Ctrl N
Ctrl B Previous Ship
Ctrl F Next Fleet
Ctrl D Previous Fleet
Ctrl C Next Colony
Ctrl X Previous Colony
Ctrl P Movement Log Replay Full
Ctrl O Movement Log Replay Reload
Ctrl I Movement Log Replay Single Step
Ctrl U Movement Log Replay Follow Ship
Ctrl L Toggle: Show Ship Movement Lines
Ctrl S Toggle: Sound
Ctrl H Show the Tutorial \ Scenario Window
Tactical
Combat
Window
Alt 0 - 9 Set Group # Leader
Ctrl 0 - 9 Set Group # Member
L Launch Units
T Drop Troops
R Ram Ship
C Capture Ship
E End Combat Turn
Spacebar / Next Ship with movement
Ctrl N
Ctrl B Previous Ship with movement
Ctrl F Next Ship which can fire
Ctrl D Previous Ship which can fire

Special Notes
None

Related Areas
Help Window, Main Window, Tactical Combat Window
Tactical Combat Window - Main

Description
This window is displayed to allow you to control the details of a combat. A normal combat takes
place over 30 combat turns or until one player is completely destroyed. Players take turns
moving their ships and firing their ship's weapons. As a ship takes damage, its components will
be destroyed. Once all of its components are destroyed, the entire ship is destroyed. See
Combat for complete details.

Controls
Status Bar This bar at the top of the window provides status information for this combat.
It tells you the system and location where the combat is taking place, what
current combat turn you are on, and the players involved in the combat. At
the end of the window there are selection buttons which will allow you to go
to the next / previous ship that still has movement this turn, and the next /
previous ship that still has weapons to fire this turn. The last button on the
window is a "Minimize" button which will shrink this entire window on your
desktop.
Tactical Map At the bottom left of the Tactical Combat window is a large map of the
combat area. Each ship is displayed separately as are any planets, moons,
asteroids, or warp points.

Left-Click: If you left-click on one of your own ships, you will select it (it will be
displayed in the Current Piece Display). If you left-click on an empty space
on the map, then your Currently Selected Piece will move to that location. If
you left-click on an enemy ship, then your Currently Selected Piece will
attempt to fire its weapons on the enemy ship.

Right-Click: If you right-click on a ship or planet, you will display the Combat
Piece Report Window about that item.

Pointer Move: This will change your pointer icon to be different types
indicating what you can do. If you have a standard pointer arrow, then you
can select a ship. If your pointer looks like a large directional arrow, then you
currently have a ship selected and the pointer is showing you that you will
move the ship in that direction. If your pointer is over an enemy ship, then it
will look like crosshairs so that you can click on this enemy and fire your
currently selected ship's weapons.

Current Piece If you left-click on one of your own ships in the Tactical Map, then it will
Display become selected. Its details will be displayed on the right-hand side of the
Tactical Combat Window. You will see a picture of your ship, its name, size,
your empire flag, an indicator of what combat group it belongs to, two bars
displaying shields and damage, and the current weapons on your ship.

Underneath your empire flag is a section where an indicator of what combat


group your ship belongs to is displayed. If nothing is displayed, then your
ship does not belong to a combat group. If a number on a blue background is
displayed, then your ship is the leader of that group number. If a red
background is displayed, then your ship is a follower in that combat group.
When a fleet enters combat, all of its members are made into a combat
group. You can change the combat groups by using the Orders button, or by
using the Hotkeys.

Two bars are displayed showing your current remaining shields, and your
current remaining damage that can be taken. If your ship takes normal
damage, then the shield bar (the blue dotted bar) will decrease first. Once it
is gone, your ship will take internal damage. The red bar shows how much
damage you can take before your ship is destroyed. Once its gone, your ship
blows up. The amount of damage your ship can take is measured by the total
of all of the Damage Resistance that the components on your ship can
withstand. You may take damage and none of your components are
destroyed. Once the damage is higher than a component's damage
resistance, then it will actually be marked as destroyed.

At the bottom of the current piece display, is a grid showing all of the
undamaged weapons on your ship. Each weapon is displayed with its picture
and an indicator of how long until it can fire. If there are red bars in the upper
right hand corner of the picture, then this is the number of turns until your
weapon can fire again. If there are no bars, then it can fire this turn. When
you left-click on an enemy piece, all of the weapons selected here will be
fired at the enemy ship. If you don't want certain weapons to fire, just left-
click on them to turn off the teal color background. Only weapons which are
selected will fire. You can also right-click on any of the weapons to get a
report about it.
Target Piece If you screen resolution is 1024x768 or better, then another section under the
Display Current Piece Display is shown. This section displays information about the
enemy ship that your pointer is currently over, or that your ship is firing on.
This display is very similar to the Current Piece Display in that it shows a
picture of the ship, the ship's name and size, the flag of the empire that
controls it, and bars showing how many shields and hit points it has left.

When your ship is actually firing on the enemy ship, then below the bars are
an indicator of how much damage the ship takes when hit by an enemy
weapons. When your weapon fires and hits an enemy ship, you will see two
number displayed, one in blue, the other in red. This is how much damage to
shields and how much internal damage the ship takes when it is hit.

Overview Map The overview map shows the entire combat area at one time. Ships in the
combat area are displayed as small squares in the color of the empire that
owns them. Larger gray squares indicate a planet of spacial body that is not
owned. A dotted white box appears on the overview map to show you where
the Tactical Map is currently displaying. You can left-click on the Overview
Map to change the area that the Tactical Map displays.

Buttons
Options This button displays the Combat Options Window.
Orders This button displays the Combat Orders Window.
Auto This option determines whether the computer will control all of the ships in
combat. This can be turned on or off at any time during combat. When this is
turned on, the computer will move the ships for all players. Once all
movement is complete, then the game will wait for you to press the End Turn
button.
End Turn This allows each player to end their turn after they have moved and fired the
weapons of all of their ships. Each human player will take their turn moving
their ships and firing their weapons. Once all of the movement is expended
and all of the weapons have fired (if you choose to do so), then press the
End Turn button to allow the next player to take their turn. Computer
controlled players will automatically move and fire their ships, and press End
Turn. When all ships or one side are dead, or the maximum number of
combat turns have passed, then combat will end automatically.

Special Notes
None

Related Areas
Main Window , Combat Options Window, Combat Orders Window, Combat Piece Report
Window
Create Design Window

Description
This window allows you to create a new design for your empire. Once a design has been
created, you can build ships of that design to use in space.

When creating a design, the following steps are usually done in order:

● Select the vehicle size.


● Select the design type.
● Select the vehicle name.
● Add components to the design.
● If you are adding weapons to the vehicle, select a weapon mount as needed.
● Check that there are no warnings being displayed.
● Press the Create Design button.

Controls
Size This selection allows you to choose the size of the vehicle you would like to
create. Pressing the arrow button displays the Select Vehicle Size Window.
Each vehicle size has two important attributes. One is its base cost, the
other is how large in tonnage it is. When you select a size, its cost will be
added to your total cost. The tonnage size of the vehicle size will determine
how much space you have available to fill with components. Certain
vehicle sizes also have special abilities that may prove useful. Other
vehicle sizes have restrictions on them which are displayed in the
Warnings box.
Design Type This is a group identifier that you can select for your new design. The
Design Type is a kind of classification for the design. For example, some of
the selections are Attack Ship, Defense Ship, etc. These allow you to
classify your design as being used for a particular purpose. On the Designs
Window, each of your designs is listed under the heading of its design
type.
Design Name This is the name that you would like for your design. You have two options
here. You can either click in the box and type your own custom name, or
you can press the arrow button to see a list of possible names to choose
from. This list of design names is loaded from the file that you selected in
the Empire Setup - General Window.
Space Used This item displays how much space you have used on the design out of
how much is available. When you select a Vehicle Size, that will give you
the total space available. As you add components on to your design, that
will take up available space. You can not use more space than is available
in your vehicle size.
Total Cost This is the total cost in resources for this design. This amount is calculated
as the vehicle size cost, plus the cost of each of the components that have
been added to this design. The total cost is the amount that you will have
to pay to construct a ship of this design.
Movement This is the total movement that a ship of your design would have in space.
Each movement points represents one square that a ship will be able to
move. Adding engine components to your design will increase its
movement.
Shields This is the total amount of shields that a ship of your design will generate.
Shields are used to protect your ship during combat. Adding shield
generator components to your design will increase its shield capacity.
Cargo Space This is the total amount of cargo space that a ship of your design will have
available. Cargo space is used to store items on your ship so that it can be
transported through space. For example, carriers require cargo space so
that they can transport fighters. Adding cargo container components to
your design will increase its cargo capacity.
Supply Capacity This is the total amount of supplies that a ship of your design will be able to
carry. Supplies are the food, ammo, and fuel that your ship uses to run its
day to day operations. As your ship moves, it will expend supplies. When it
fires its weapon, it will expend supplies. When your ship runs out of
supplies, it will lose many of its capabilities. Engines and supply container
components will increase your ship's supply capacity.
Components on This section lists the components on your design. To remove a component
Design from the list, just left-click on it. If you would like more information about
one of the components, just right-click on it. If you want to add more
components to the list, you need to left-click components in the
Components Available list. There are arrows at either end of the list which
will allow you to scroll the list in either direction.
Components This section lists all of the components that are known to your empire. As
Available your empire researches new technologies, more components will become
available in this list. To add a component to your design, just left-click on it.
If you would like more information about one of the components, just right-
click on it. There are arrows at either end of the list which will allow you to
scroll the list in either direction. Each component is displayed with its
picture, its name, and its size.

You may have noticed that some of the components have a small "I", "II",
"III", "IV", etc. in the bottom right hand corner of the picture. As some
components become more advanced, they improve their abilities. The
component is essentially the same as a previous version, just with better
abilities or a reduced cost. Each of these components is labeled with a
roman numeral indicating its advancement level. So a component labeled
with "I" would be the first component that is available. A component with
"IV" would be the fourth in the lineage of this component type. This
indicator makes it easier for you to identify different components of the
same family. You will almost always want to put the most advanced version
of a component on your design.

Warnings This box displays any warnings that are present for your design. It
indicates that there is a certain requirement that must be met for this
vehicle size, or that you have added a component that is not allowed. An
example of what might be displayed here is the message "Must have at
least 2 Life Supports." This warnings means that this vehicle size requires
that you place 2 life support components on it. Another message might be
"The total space limit for this size has been exceeded." This warning
means that you have used up too much space with components on your
design and that you will have to remove some. If there are warnings
displayed in the Warnings Box, you will not be able to create your design.
Once the box is empty, you will be allowed to create the design.

Component Details As you move your pointer over the components that are listed in the
Components on Design and Components Available boxes, this area will
display information about that component. It displays the picture of the
component, its name, its cost in resources, its size, and the first few lines
of its description.

Buttons
Comp Type This selection displays a window which will allow you to choose a
component type. Once you have selected an item, the Components
Available list will display just components of this type. Because there are
so many components available in the game, the list becomes very long and
tedious to scroll through. Using this option, you can have the list display
only components of a certain type. To return the list to displaying all of the
available components, select the "All" item. The currently selected
Component Type is listed in parenthesis after the Components Available
List title.
Weap Mount Selecting this option will display the Weapon Mounts Window. It will allow
you to choose the current type of weapon mount for your weapons.
Weapon Mounts are enhancements to existing weapons. For a price of
double the space and cost, you can get three times the normal damage of
the weapon (each weapon mount gives different modifiers). Weapon
Mounts are like taking a normal weapon and building it on a much larger
scale. Because the weapon is being built so much larger, some Weapon
Mounts have a minimum size requirement for the vehicle.

When you select this option, the Weapon Mount Type will be displayed just
above the Components Available List. The weapons that can use this
weapon mount will be displayed with a small letter in the top left of the
picture indicating the type of weapon mount. All of the costs and sizes will
change to reflect this weapon mount enhancement. You can then left-click
the weapon and have it added to your design. The letter identifier on the
picture will remain in the Components on Design list.

It is perfectly acceptable to mix weapon mounts on your design, not all of


the weapons have to be using the same weapon mount. In fact you don't
have to use them at all if you don't want to. But Weapon Mounts are very
valuable for your larger ships. It is much better to have 1 weapon in a
weapon mount then 3 normal weapons without weapon mounts.

Condensed View This option changes the way that the components are listed in the
Components on Design list. Normally, each component is displayed
separately. With this option selected, the components will be displayed
only once, with a number displayed in the bottom right to indicate how
many of these you have on your design. Using condensed view does
nothing to your design, it just shows your components in a more concise
manner.
Only Latest This option will restrict the items listed in the Components Available list to
only those that are the very latest. For example, as you research the
Shields technology area, you will attain Shield Generator I, then Shield
Generator II, and so on. Now when you are creating your design, you may
not care to see all of the different Shield Generator components which you
have discovered. By selecting this option, you will only see the very latest
Shield Generator available to you.
Weapons Report This button will display the Weapons Report Window. This window will
display all of the weapons that you have discovered, and display their
damages at different ranges. This window is very useful in helping you pick
a weapon that best suits your design.
Create Design This selection will create your design, close this window, and return you to
the Designs Window. If there are any outstanding Warnings being
displayed, you will not be allowed to use this button.
Cancel This will cancel your current design and return you to the Designs Window.

Special Notes
Once you have created a design, you should mark any old designs as obsolete in the Designs
Window. You may also want to change the default strategy for this design as well. If this is a
combat ship, you should test your new design in the Combat Simulator.

Related Areas
Designs Window, Weapons Report Window,, Weapon Mounts Window
Empire Setup - General Window

Description
This window allows you to set the general details of your empire such as name and picture.

Controls
Empire Name This selects the name of your empire. You may either type in something, or
select the down arrow button to be presented with a list of possible names.
Empire Type This selects the type of your empire. You may either type in something, or
select the down arrow button to be presented with a list of possible names.
When your full empire name is shown, it is usually shown as [Empire Name]
[Empire Type]. So if you select "Kratow" for the Empire Name, and "Alliance"
for the Empire Type, your full empire name will be shown as "Kratow
Alliance".

Emperor Title This is the title of your ruler. You may either type in something, or select the
down arrow button to be presented with a list of possible names. This
selection allows you to pick whether your ruler is an "Emperor", "King", or
whatever.
Emperor Name This is the actual name of you ruler. You may either type in something, or
select the down arrow button to be presented with a list of possible names.
When your full emperor name is shown, it is usually shown as [Emperor Title]
[Emperor Name].
Password This entry specifies the password for your empire. You may leave this blank
or fill it in. If you fill it in, you will be required to enter your password before
you begin your turn. This password is especially useful during multiplayer
games so that you can be sure only you play your empire's turn.
Email This entry specifies your email address. You may leave this blank if you
wish. This item is useful in multiplayer games so that the host can identify
each of the players and keep in touch with them.
Race Portrait / Ship Each empire is represented by a race style. This style gives your empire is
Style race portrait and the look for all of its ships. You can use the arrow button to
move through the different pictures. When you see the one you want to use,
just leave it in the display.
Design Name File When you create new designs for your ships, you will need to name each
one of them. To make this easier, files which contain lists of possible design
names are provided for you. In this selection, you can pick the name of the
file you wish to use to provide your design names.
Minister Style This selection allows you to pick the personality of your ministers. You may
use ministers during the game to control sections of your empire so that you
don't have to. This selection governs how those ministers will play the game.
Computer This option determines whether your empire is controlled by the computer or
Controlled not. For most players, you will leave this setting off. For some games,
though, you may want to set up your own custom computer players for a
game. With this on, the computer will control this empire when the game
starts.

Use Race Minister This option gets a little more complex. It works in conjunction with the
Style "Minister Style" selection above. In the game, each of the different races
have a very specific style to their play. By selecting this option, you are
saying that you want your ministers to operate as if they are a part of the
race style that you selected in the "Race Portrait / Ship Style" box. When you
enable this option, the "Minister Style" selection will become disabled.

Experience Points The current number of experience points your empire has accumulated is
displayed here. If you are creating a new empire, this value will be zero.
Race Age The age of your race is displayed here. If you are created a new empire, this
will display "Newborn".

Buttons
General Details Displays the Empire Setup - General Details Window.
Environment Displays the Empire Setup - Environment Window.
Culture Displays the Empire Setup - Culture Window.
Characteristics Displays the Empire Setup - Characteristics Window.
Advanced Traits Displays the Empire Setup - Advanced Traits Window.
Description Displays the Empire Setup - Description Window.
Create Empire Creates this empire and returns you to the Game Setup - Players Window.
Cancel Cancels this empire and returns you to the Game Setup - Players Window.

Special Notes
None
Related Areas
Game Setup - Players Window, Empire Setup - General Details Window, Empire Setup -
Environment Window, Empire Setup - Culture Window, Empire Setup - Characteristics Window,
Empire Setup - Advanced Traits Window, Empire Setup - Description Window.
Empire Setup - Environment Window

Description
This window allows you to the environment in which your race lives.

Controls
Atmosphere This control allows you to pick which atmosphere your race breathes. When
Breathed you start the game, your home planet will have this type of atmosphere.

Home Planet Type This control allows you to choose the type of planet your race begins on.

Buttons
General Details Displays the Empire Setup - General Details Window.
Environment Displays the Empire Setup - Environment Window.
Culture Displays the Empire Setup - Culture Window.
Characteristics Displays the Empire Setup - Characteristics Window.
Advanced Traits Displays the Empire Setup - Advanced Traits Window.
Description Displays the Empire Setup - Description Window.
Create Empire Creates this empire and returns you to the Game Setup - Players Window.
Cancel Cancels this empire and returns you to the Game Setup - Players Window.

Special Notes
None

Related Areas
Game Setup - Players Window, Empire Setup - General Details Window, Empire Setup -
Environment Window, Empire Setup - Culture Window, Empire Setup - Characteristics Window,
Empire Setup - Advanced Traits Window, Empire Setup - Description Window.
Empire Setup - Culture Window

Description
This window allows you to choose the culture which best describes your race. Each culture has
different modifiers which it will place on your society.

Controls
Culture This selection determines the cultural description for your race. You should
choose which ever culture best describes your race and its goals. Each
culture also carries with it certain modifiers to different values in the game.
Select the "Compare Culture Modifiers" button to see what these values are.

Buttons
General Details Displays the Empire Setup - General Details Window.
Environment Displays the Empire Setup - Environment Window.
Culture Displays the Empire Setup - Culture Window.
Characteristics Displays the Empire Setup - Characteristics Window.
Advanced Traits Displays the Empire Setup - Advanced Traits Window.
Description Displays the Empire Setup - Description Window.
Compare Culture Displays the
Modifiers
Create Empire Creates this empire and returns you to the Game Setup - Players Window.
Cancel Cancels this empire and returns you to the Game Setup - Players Window.

Special Notes
None

Related Areas
Game Setup - Players Window, Empire Setup - General Details Window, Empire Setup -
Environment Window, Empire Setup - Culture Window, Empire Setup - Characteristics Window,
Empire Setup - Advanced Traits Window, Empire Setup - Description Window.
Empire Setup - Characteristics Window

Description
This window allows you to modify the characteristics of your race.

Controls
Racial Points Modifying your characteristics costs Racial Points. This display shows how
Available many racial points you currently have remaining out of the total available.
When you increase a characteristic to higher than 100%, it will cost you
racial points (the cost is dependent on the characteristic you are changing). If
you reduce a characteristic below 100%, then you will actually gain racial
points to spend. You cannot create your empire if the number of racial points
is in the negative.
Physical Strength Determines the physical strength of your race. Increasing this value will
improve your ground combat ability.
Intelligence Determines the intellectual capacity of your race. Increasing this value will
improve your ability to research new technology.
Cunning Determines the cunning and craftiness of your race. Increasing this value will
improve your ability to conduct intelligence operations.
Environmental Determines how well your race can stand up to the harsh conditions on other
Resistance planets. Increasing this value will improve your population's ability to stand
up to bad planetary conditions.
Reproduction Determines how quickly your race reproduces. Increasing this value will
increase the rate at which your race reproduces.
Happiness Determines the overall happiness and positive outlook of your race.
Increasing this value will increase how quickly your populations grow
happier.
Aggressiveness Determines the aggressive nature of your race. Increasing this value will
improve your ships ability to attack enemies.
Defensiveness Determines the defensive nature of your race. Increasing this value will
improve your ships ability to defend against enemy attacks.
Political Savvy Determines the political ability of your race. Increasing this value will improve
the amount your race will earn from trade.
Mining Aptitude Determines the mining ability of your race. Increasing this value will give your
race a bonus to mineral production.
Farming Aptitude Determines the farming ability of your race. Increasing this value will give
your race a bonus to organics production.
Refining Aptitude Determines the refining ability of your race. Increasing this value will give
your race a bonus to radioactives production.
Construction Determines the construction ability of your race. Increasing this value will
Aptitude improve the rate at which your space yards can process resources.
Repair Aptitude Determines the repair ability of your race. Increasing this value will improve
the rate at which your ships will be repaired.
Maintenance Determines the maintenance ability of your race. Increasing this value will
Aptitude reduce the total cost to maintain your ships.

Buttons
General Details Displays the Empire Setup - General Details Window.
Environment Displays the Empire Setup - Environment Window.
Culture Displays the Empire Setup - Culture Window.
Characteristics Displays the Empire Setup - Characteristics Window.
Advanced Traits Displays the Empire Setup - Advanced Traits Window.
Description Displays the Empire Setup - Description Window.
Create Empire Creates this empire and returns you to the Game Setup - Players Window.
Cancel Cancels this empire and returns you to the Game Setup - Players Window.

Special Notes
None

Related Areas
Game Setup - Players Window, Empire Setup - General Details Window, Empire Setup -
Environment Window, Empire Setup - Culture Window, Empire Setup - Characteristics Window,
Empire Setup - Advanced Traits Window, Empire Setup - Description Window.
Empire Setup - Advanced Traits Window

Description
This window allows you to select advanced racial traits for your race. Advanced traits are special
abilities that you race possesses.

Controls
Racial Points Adding racial traits costs Racial Points. This display shows how many racial
Available points you currently have remaining out of the total available. You cannot
create your empire if the number of racial points is in the negative.
Racial Traits List This displays a list of all of the advanced racial traits that are available.
Before each listing is a box which shows if this racial trait has been selected.
Click on any item to turn the racial trait selection on or off. At the far right is a
listing of how much this racial trait costs in racial points.

Below the name for each racial trait is a description of what this racial trait
will do for your empire. Some racial traits provide bonuses, some remove
rules that most empires have to obey, and some provide access to unique
technology areas.
Buttons
General Details Displays the Empire Setup - General Details Window.
Environment Displays the Empire Setup - Environment Window.
Culture Displays the Empire Setup - Culture Window.
Characteristics Displays the Empire Setup - Characteristics Window.
Advanced Traits Displays the Empire Setup - Advanced Traits Window.
Description Displays the Empire Setup - Description Window.
Create Empire Creates this empire and returns you to the Game Setup - Players Window.
Cancel Cancels this empire and returns you to the Game Setup - Players Window.

Special Notes
None

Related Areas
Game Setup - Players Window, Empire Setup - General Details Window, Empire Setup -
Environment Window, Empire Setup - Culture Window, Empire Setup - Characteristics Window,
Empire Setup - Advanced Traits Window, Empire Setup - Description Window.
Empire Setup - Description Window

Description
This window allows you to enter general descriptive elements about your race.

Controls
Biological This is a general text entry where you can type in a description of the biology
Description of your race. This would include details of what your race looks like, their
average life span, reproduction habits, how they evolved, and any other
details you wish to provide. The entry of this field is optional.
Society Description This is a general text entry where you can provide details on the society of
your race. How does the government work? How to members of the society
treat each other and view aliens? The entry of this field is optional.
General History This is a general text entry where you can detail out the history of your race.
How did they first obtain space travel? How did they react to their first alien
encounter? What have been their great accomplishments? The entry of this
field is optional.
Demeanor This selection allows you to pick a general descriptive word to describe your
race's demeanor.
Buttons
General Details Displays the Empire Setup - General Details Window.
Environment Displays the Empire Setup - Environment Window.
Culture Displays the Empire Setup - Culture Window.
Characteristics Displays the Empire Setup - Characteristics Window.
Advanced Traits Displays the Empire Setup - Advanced Traits Window.
Description Displays the Empire Setup - Description Window.
Create Empire Creates this empire and returns you to the Game Setup - Players Window.
Cancel Cancels this empire and returns you to the Game Setup - Players Window.

Special Notes
None

Related Areas
Game Setup - Players Window, Empire Setup - General Details Window, Empire Setup -
Environment Window, Empire Setup - Culture Window, Empire Setup - Characteristics Window,
Empire Setup - Advanced Traits Window, Empire Setup - Description Window.
Game Setup - Players Window

Description
This window allows you to add players to the game, and configure the settings of the computer
controlled players.

Controls
Players in Game This is a listing of the current players in the game. Each player controls an
empire which is listed here. Each empire shows its flag, name, and age.
More players can be added to the game by selecting the Add New or Add
Existing buttons.
Random Computer These two options allow you to select whether there will be random computer-
Players controlled empires added to the game when it starts. Added computer
players can either be regular empires or neutral empires. Regular empires
are full fledged empires just like a human player. Neutral empires are
empires which are limited to their home system and are not a major threat in
the quadrant. When the game starts, the players that are listed in the
"Players in Game" list will be created, and then if these options are selected,
random empires will be created as well controlled by the computer.
Number of If one of the options for "Random Computer Players" is selected, then this
Computer Players selection controls how many random empires will be created.
Computer Player This selection controls the overall difficulty level of the computer controlled
Difficulty players.
Computer Player This option gives a bonus to the computer players to make them more
Bonus difficult. This is only recommended for experienced players.

Buttons
Quadrant Displays the Game Setup - Quadrant Window.
Events Displays the Game Setup - Events Window.
Technology Displays the Game Setup - Technology Window.
Player Settings Displays the Game Setup - Player Settings Window.
Players Displays the Game Setup - Players Window.
Victory Conditions Displays the Game Setup - Victory Conditions Window.
Game Settings Displays the Game Setup - Game Settings Window.
Mechanics Displays the Game Setup - Mechanics Window.
Add New Allows you to create a new empire to add to the game. Selecting this button
will display the Empire Setup - General Window.
Add Existing This selection will allow you to add a previously saved empire to the game. A
Load Empire window will be displayed to allow you to select from the
empires on file. First the empire will be analyzed to make sure that its
settings are allowed by the settings of this game, and if it is acceptable, it will
be added to the "Players in Game" list.
Edit Displays the Empire Setup - General Window so that you can edit the
currently selected empire in the "Players in Game" list.
Remove Removes the currently selected empire in the "Players in Game" list.
Save To File This option will display a Save Empire window which will allow you to save
the currently selected empire to file.
Begin Game Starts the game.
Cancel Cancels the new game and returns you to the Intro Window.

Special Notes
None

Related Areas
Intro Window , Game Setup - Quadrant Window, Game Setup - Events Window, Game Setup -
Technology Window, Game Setup - Player Settings Window, Game Setup - Players Window,
Game Setup - Victory Conditions Window, Game Setup - Game Settings Window, Game Setup
- Mechanics Window, Empire Setup - General Window
Game Setup - Quadrant Window

Description
This window allows you to configure the quadrant layout and characteristics for a new game.

Controls
Quadrant Type Allows you to select the different quadrant types to use in creating the
quadrant. The types dictate how the solar systems will be arranged on the
map and what kinds of planets they will be composed of.
Quadrant Map Displays the current quadrant map. This will be blank when you first enter
this window. When you start your game, the map will be generated
automatically. If you choose the "Generate Map Now" button, the newly
created map will be displayed here.
Quadrant Size Determines how many solar systems will be placed in the randomly created
quadrant.
General Options
All Warp Points This option means that all of the solar systems in the quadrant will
Connected have some kind of connection to all of the others. By turning this
off, the quadrant map may be created with clusters of solar
systems that are not accessible through standard warp points from
the other systems.
No Warp Points The solar systems created will not contain warp points.

Warp Points located Normally, warp points are only located on the outer most edge of a
anywhere in system solar system. By selecting this option, you allow warp points to be
present anywhere in a solar system.
All systems seen by all When the game starts, all players will have seen all of the solar
players systems in the quadrant. This is equivalent to having visited all of
the systems in the quadrant, but not being present in any of them.
Omnipresent view of all With this option selected, you will see a solar system as if you
systems were present in the system. You will see everything present
regardless of whether it is cloaked or not.
Finite resources With this option selected, planets will have a finite amount of
resources. As resources are obtained from a planet, the planet's
value will decrease until eventually it is worthless.

Buttons
Quadrant Displays the Game Setup - Quadrant Window.
Events Displays the Game Setup - Events Window.
Technology Displays the Game Setup - Technology Window.
Player Settings Displays the Game Setup - Player Settings Window.
Players Displays the Game Setup - Players Window.
Victory Conditions Displays the Game Setup - Victory Conditions Window.
Game Settings Displays the Game Setup - Game Settings Window.
Mechanics Displays the Game Setup - Mechanics Window.
Generate Map Now Generates a random quadrant and displays it in the Quadrant Map. If you
generate a map this way, then the map displayed will be the map that you
use when you start the game. You can select this as many times as you wish
to generate new quadrants.
Load Map Selecting this will display the Load Map Window, which will allow you to
select a saved map.
Begin Game Starts the game.
Cancel Cancels the new game and returns you to the Intro Window.

Special Notes
None

Related Areas
Intro Window , Game Setup - Quadrant Window, Game Setup - Events Window, Game Setup -
Technology Window, Game Setup - Player Settings Window, Game Setup - Players Window,
Game Setup - Victory Conditions Window, Game Setup - Game Settings Window, Game Setup
- Mechanics Window
Game Setup - Events Window

Description
This window allows you to configure the settings for natural events that will occur in the new
game.

Controls
Event Frequency This is a selection of how often natural events will occur during the game.

Maximum Event This is a selection of how severe the events can be. An example of a
Severity catastrophic event would be a star exploding.

Buttons
Quadrant Displays the Game Setup - Quadrant Window.
Events Displays the Game Setup - Events Window.
Technology Displays the Game Setup - Technology Window.
Player Settings Displays the Game Setup - Player Settings Window.
Players Displays the Game Setup - Players Window.
Victory Conditions Displays the Game Setup - Victory Conditions Window.
Game Settings Displays the Game Setup - Game Settings Window.
Mechanics Displays the Game Setup - Mechanics Window.
Begin Game Starts the game.
Cancel Cancels the new game and returns you to the Intro Window.

Special Notes
None

Related Areas
Intro Window , Game Setup - Quadrant Window, Game Setup - Events Window, Game Setup -
Technology Window, Game Setup - Player Settings Window, Game Setup - Players Window,
Game Setup - Victory Conditions Window, Game Setup - Game Settings Window, Game Setup
- Mechanics Window
Game Setup - Technology Window

Description
This window allows you to configure the technology cost and allowable tech areas in the new
game.

Controls
Technology Cost This is a selection of the relative cost of researching new technology areas
during the game.
Technology Areas This list allows you to select which technology groups you would like to allow
Allowed during the game. By deselecting an item, the entire technology group will not
be present for researching in the game.

Buttons
Quadrant Displays the Game Setup - Quadrant Window.
Events Displays the Game Setup - Events Window.
Technology Displays the Game Setup - Technology Window.
Player Settings Displays the Game Setup - Player Settings Window.
Players Displays the Game Setup - Players Window.
Victory Conditions Displays the Game Setup - Victory Conditions Window.
Game Settings Displays the Game Setup - Game Settings Window.
Mechanics Displays the Game Setup - Mechanics Window.
Begin Game Starts the game.
Cancel Cancels the new game and returns you to the Intro Window.

Special Notes
None

Related Areas
Intro Window , Game Setup - Quadrant Window, Game Setup - Events Window, Game Setup -
Technology Window, Game Setup - Player Settings Window, Game Setup - Players Window,
Game Setup - Victory Conditions Window, Game Setup - Game Settings Window, Game Setup
- Mechanics Window
Game Setup - Player Settings Window

Description
This window allows you to configure the general options used in setting up new players for a
game.

Controls
Starting Resources How many resources each empire will start with when the game begins.
for Player
Home Planet Value The relative value of the player's home planets to that of other planets.

Number of Starting The number of home planets a player starts the game with. If this selection is
Planets more than 1, a player may have multiple planets in multiple systems. The
systems will usually be grouped closely together.
Empire Placement

Allowed to start in the With this option selected, two different empires may start the game
same system within the same system. By default, this is unselected so that
players get a little breathing room when first starting the game.
Evenly distributed This option directs the game to place players as far away from
throughout the quadrant each other as possible. The game will attempt to "spread out" the
empires across the quadrant. It is possible that empires will end up
next to each other, but on the average, players will be evenly
placed on the map.
Score Display During the game, a player will be able to view their own score and see a
graph of several key values over time. This selection allows you to see other
allies scores, or even all players scores during the game. The default is that
you can only see your score and your allies score. Being able to see an
enemy's score is an advantage since you can see exactly how large they
are, and how they are devoting their resources.
Technology Level This selection governs how high each player's starting technology level will
for New Player be. The default is Low, which means that players only start with the lowest
level of technology. A selection of High, will start players with all technology
levels present in the game.
Racial Points for When creating a new race, racial points are used to select advantages for
New Players that player. This selection determines how many racial points will be
available for players to create their empires with.

Buttons
Quadrant Displays the Game Setup - Quadrant Window.
Events Displays the Game Setup - Events Window.
Technology Displays the Game Setup - Technology Window.
Player Settings Displays the Game Setup - Player Settings Window.
Players Displays the Game Setup - Players Window.
Victory Conditions Displays the Game Setup - Victory Conditions Window.
Game Settings Displays the Game Setup - Game Settings Window.
Mechanics Displays the Game Setup - Mechanics Window.
Begin Game Starts the game.
Cancel Cancels the new game and returns you to the Intro Window.

Special Notes
None

Related Areas
Intro Window , Game Setup - Quadrant Window, Game Setup - Events Window, Game Setup -
Technology Window, Game Setup - Player Settings Window, Game Setup - Players Window,
Game Setup - Victory Conditions Window, Game Setup - Game Settings Window, Game Setup
- Mechanics Window
Game Setup - Victory Conditions Window

Description
This window allows you to select the victory conditions that will apply to this game. The default
is that none of these victory conditions are selected. With no items selected, the game will
continue until only one player is left. When a victory condition is selected, the selector value at
the right will allow you to configure the exact value for that victory condition. You can select as
many victory conditions as you want to have apply to this game.

For example, if you select "First player to reach a score of", then the value selector to the right
of that selection will enable. You can then select the specific score amount you want to require
be reached for the game to end. If you don't change it, it defaults to a value of 50000 points
required.

Controls

Buttons
Quadrant Displays the Game Setup - Quadrant Window.
Events Displays the Game Setup - Events Window.
Technology Displays the Game Setup - Technology Window.
Player Settings Displays the Game Setup - Player Settings Window.
Players Displays the Game Setup - Players Window.
Victory Conditions Displays the Game Setup - Victory Conditions Window.
Game Settings Displays the Game Setup - Game Settings Window.
Mechanics Displays the Game Setup - Mechanics Window.
Begin Game Starts the game.
Cancel Cancels the new game and returns you to the Intro Window.

Special Notes
None

Related Areas
Intro Window , Game Setup - Quadrant Window, Game Setup - Events Window, Game Setup -
Technology Window, Game Setup - Player Settings Window, Game Setup - Players Window,
Game Setup - Victory Conditions Window, Game Setup - Game Settings Window, Game Setup
- Mechanics Window
Game Setup - Game Settings Window

Description
This window allows you to set some of the high level options for this game.

Controls
Game Master This allows you to enter the master password for the game. Each player can
Password have their own password to play their individual turn. But one password is
required to control the entire game. The master password allows someone to
enter the game and modify players, change whether they are computer
controlled, and run the host in simultaneous games.
Maximum number of This setting puts a maximum upper limit on the number of units (in space) a
units player can have. This should only be modified if you have specific memory
requirements. For example, if you have more than 64 meg of memory, you
can feel free to set these values higher. If you have a slow machine with only
32 meg of memory, then you might consider lowering these values to
prevent games from growing to large.
Maximum number of This setting puts a maximum upper limit on the number of ships a player can
ships have. See the comments under "Maximum number of units" for more
information on this setting.
Cheat Codes With this option turned on, various cheat codes are allowed during the game.
Allowed Cheat codes allow you to gain bonus points, instant repair times, and more
by pressing special key combinations.
Team Mode This setting means that the game will be played in a special mode where all
of the computer players will ally themselves together to fight the human
players. This is recommended for advanced players who want a real
challenge.
No Tactical Combat Selecting this option means that the choice for Tactical combat will not be
available. Players will only be allowed to resolve combat through Strategic
Combat.
Players can see This option allows players to have access to the Tech Tree window when
complete tech tree playing the game. When players are in the Research window during the
game, a button will be present which says Tech Tree. This button will display
the Tech Tree window which details all of the technology areas in the game,
how each are interdependent, and exactly what items will be received by
research each area. This option should only by advanced players who are
already familiar with the complete tech tree.
Allow Gifts\Tributes This option allows or prevents the ability to give gifts and tributes during the
game. This option is mainly provided for multiplayer games where players
often team up together and give each other gifts of technology to put their
team ahead. By turning this off, no gifts of tributes will be allowed.
Allow Technology This option is similar to the one above but is specifically towards just
Gifts\Tributes\Trades technology. By turning this off, players will not be able to give gifts, tributes,
or trades of technology. This is normally intended for multiplayer games.

Buttons
Quadrant Displays the Game Setup - Quadrant Window.
Events Displays the Game Setup - Events Window.
Technology Displays the Game Setup - Technology Window.
Player Settings Displays the Game Setup - Player Settings Window.
Players Displays the Game Setup - Players Window.
Victory Conditions Displays the Game Setup - Victory Conditions Window.
Game Settings Displays the Game Setup - Game Settings Window.
Mechanics Displays the Game Setup - Mechanics Window.
Begin Game Starts the game.
Cancel Cancels the new game and returns you to the Intro Window.

Special Notes
None

Related Areas
Intro Window , Game Setup - Quadrant Window, Game Setup - Events Window, Game Setup -
Technology Window, Game Setup - Player Settings Window, Game Setup - Players Window,
Game Setup - Victory Conditions Window, Game Setup - Game Settings Window, Game Setup
- Mechanics Window
Game Setup - Mechanics Window

Description
This window allows you to configure how this game will be played out.

Controls
Play Style This selection determines whether this will be a "Hotseat" or "Different
Machines" game. When playing hotseat, all players play on the same
machine. When playing on different machines, each of the players is on a
different computer, possibly in a different location. The game files will need to
be transferred between these machines as the game progresses.
Turn Style This selection determines how each turn will be played out. There are two
options for game play, Turn Based Movement and Simultaneous Movement.

Turn Based Movement is the most common type of turn based game where
each player takes their turn moving their ships. When a player completes
their turn, the next player can begin. If players are located on different
machines, then when each player completes their turn, the game will be
saved. This savegame file will need to be sent to the next player so that they
can play their turn, and then send the savegame on again.

Simultaneous Movement games are when all of the players of the game take
their turn at the same time. This is most advantageous for multiplayer games
so that each player can take their turn without having to wait for the previous
player. During a simultaneous movement turn, ships do not move
immediately. Players are merely giving their orders to their ships. When all
players complete their turn, the Host (the person who created the game and
runs it) will then process the turns which is when the orders for the ships are
actually executed.

In a game on different machines, players will play their turn and then a player
file will be generated. This file will be sent in to the Host, where with all of the
others, it will be processed to execute the ship orders. When the Host
completes execution, a new savegame file will be generated which is then
sent to each of the players for them to begin their next turn.

Multiplayer Game If the Play Style for this game is "Different Machines", then a multiplayer
Filename game filename will need to be entered. This is basically the filename that you
want to use for this game. When a turn is completed, this name will be used
to save the game to.
Autosave Frequency This option allows you to automatically save the game after so many turns.
The save will take place silently in the background after you end your turn.
When you want to load an autosave game, look in the Load Game Window
for files titled AutoSav0 - AutoSave9.

Buttons
Quadrant Displays the Game Setup - Quadrant Window.
Events Displays the Game Setup - Events Window.
Technology Displays the Game Setup - Technology Window.
Player Settings Displays the Game Setup - Player Settings Window.
Players Displays the Game Setup - Players Window.
Victory Conditions Displays the Game Setup - Victory Conditions Window.
Game Settings Displays the Game Setup - Game Settings Window.
Mechanics Displays the Game Setup - Mechanics Window.
Begin Game Starts the game.
Cancel Cancels the new game and returns you to the Intro Window.

Special Notes
None

Related Areas
Intro Window , Game Setup - Quadrant Window, Game Setup - Events Window, Game Setup -
Technology Window, Game Setup - Player Settings Window, Game Setup - Players Window,
Game Setup - Victory Conditions Window, Game Setup - Game Settings Window, Game Setup
- Mechanics Window
Intro Window

Description
This window is displayed when you first start Space Empires IV. It allows you to start a game, or
load an existing one.

Controls
Version The current version number of the game.
Loading Displays a progress bar indicating that the game is loading its data files. All
buttons will be disabled until loading is complete.

Buttons
Quick Start Displays the Quick Start Window.
New Game Displays the Game Setup Window.
Resume Game Loads and starts the last saved game.
Load Game Displays the Load Game window.
Tutorial Starts a tutorial game. This game shows a player all of the fundamentals
needed to learn how to play Space Empires IV.
Scenario Allows you to choose a scenario to play. Once the scenario begins, the Main
Window will be displayed.
Credits Displays a rolling credit list of all of the people that made Space Empires IV
possible!
Quit Game Quits Space Empires IV, and returns you to Windows.

Special Notes
None

Related Areas
Game Setup, Load Game, Quick Start Window
Quick Start Window

Description
This window is displayed when you want to begin a Quick Start game of Space Empires IV.

Controls
Race Portraits These are the different races that you can choose to start a game with. By clicking on a
portrait, you select that race to play the game with.

Buttons
Begin Game Starts the game with the selected race and displays the Main Window.
Cancel Cancels this setup and returns you to the Intro Window.

Special Notes
None

Related Areas
Intro Window , Main Window
Load Game Window

Description
This window allows you to select a game to load.

Controls
Save Game A list of the current savegame files found in your
List savegame directory. Each file is listed with just its
name (no extension) and the date it was last modified.
Click on a game in the list to select it for loading.

Buttons
Cancel Cancels loading a game and closes the window.

Special Notes
None

Related Areas
Intro Window
Weapon Mounts Window

Description
This window allows you to select a weapon mount setting for new
weapons added to your ship design in the Create Design Window.
A weapon mount is a version of a weapon which is basically larger
and more powerful. Not all weapons support a weapon mount, but
most direct-fire do. A weapon mount will increase the size of a
weapon, but will also increase the damage it does. Usually, the
damage increase is higher than the size increase, so its a real
bargain. Once a weapon mount is selected, then all new weapons
added to the design in the Create Design Window will use that
mount.

Controls
Weapon This lists all of the weapon mounts which are
Mounts available for this vehicle type. Different types of
vehicles have different weapon mounts which are
available. You can left-click on a weapon mount to
select it and close this window. Some weapon
mounts have requirements that the vehicle it is
placed on be of at least a certain size.

Buttons
Cancel Cancels this selection and returns you to the Create
Design Window.

Special Notes
None

Related Areas
Create Design Window
Weapons Report Window

Description
This window displays all of the weapons that you have available, and shows the damage they
do at different ranges.

Controls
Weapon This lists each weapon, with its size, reload rate, and the damage it does at
Components List different ranges.

Buttons
All Displays all of the weapons that your empire has available.
Direct Fire Displays only those weapons which fire directly at the target and hit or miss
instantly.
Seeking Displays only those weapons which "seek" towards their target (such as a
guided missile). Seeking weapons may take several turns until they hit their
target. The range displayed is the distance that they travel until they hit the
target.
Point-Defense Displays weapons which fire automatically at smaller targets such as
fighters and seekers.
Warhead Displays weapons which only detonate on contact with another ship.
Warheads are used on mines, and on kamikaze ships which ram into other
ships.
Weapon Mount This selection displays the Weapon Mount Window which allows you to
select the weapon mount for the weapons. This is so that you can see the
damage that these weapons will do if they were using a particular weapon
mount.
Only Latest This option will cause the list to only display the latest version of each
weapon that is available.
Dmg 1- 10 Displays ranges 1 - 10 on the grid.
Dmg 11 - 20 Displays ranges 11 - 20 on the grid.
Close Closes this window and returns you to the Help Window or the Create
Design Window.

Special Notes
None

Related Areas
Help Window, Create Design Window, Weapon Mount Window
Combat Simulator Window

Description
This window allows you to configure a combat simulation. A combat simulation is a mock
combat where no ships are actually lost. It allows you to test your designs against those of
your enemies and even against your own.

Controls
Combat Vehicles This is a list of the current vehicles slated to be in this combat simulation.
Each vehicle is first listed with its flag. The flag represents who will control
this vehicle. Next is displayed its picture, followed by its name. Under its
name is listed the cargo it contains, and if it belongs to a fleet. If you left-
click an item in this list, it is removed from the combat simulation.
Items to Choose This is a listing of all of our vehicle designs to choose from. This list also
contains any enemy designs that we have seen, and some sample planets
from our home system to include in the combat. By left-clicking on an item,
it will be added to the Combat Vehicles list (owned by the currently
selected "Owner for item"). You can repeatedly select the same item in this
list to add it multiple times.
Owner for item This list allows you to pick the current owner for the item you select in the
"Items to Choose" list. Each of these are virtual players that don't really
exist. For the course of the combat simulation, they are considered
different empires.
Buttons
Tactical If this item is selected, then when you press the Begin button, combat will
take place in the Tactical Combat Window.
Strategic If this item is selected, then when you press the Begin button, combat will
take place in the Strategic Combat Window.
No Obsolete This selection causes the Items to Choose list to only display your designs
which have not been marked as obsolete.
Strategies This selection will display the Strategies Window so that you can configure
the strategies for your designs.
Computer Control This selection will display the Player Computer Control Window so that you
can select which of the simulation races will be under computer control,
and which will be controlled by you.
Fleets for Plr This selection will display the Fleet Transfer Window so that you can create
fleets and put ships in them. This selection will only display vehicles for the
currently selected race in the "Owner for item" list.
Change Cargo This selection will display the Cargo Transfer Window so that you can add
cargo to your simulated ships. This is especially useful for carriers (where
you would want to add fighters) and planets (where you would want to add
Weapon Platforms).
Begin Pressing this button will begin the combat simulation. Depending on your
selection above, you will either see the Tactical Combat Window or the
Strategic Combat Window. When you have finished with the combat, you
will be returned to this window.
Cancel This will cancel your combat simulation and return you to the Designs
Window.

Special Notes
Combat Simulations are essential in preparing for your enemies. By testing your prototype
designs against the designs of you enemies, you can refine them until they are perfect.
Determining what weapons and what strategies work against your enemies will ensure your
victory.

Related Areas
Tactical Combat Window, Strategic Combat Window, Strategies Window, Player Computer
Control Window, Fleet Transfer Window, Cargo Transfer Window , Designs Window
Tactical Combat - Piece Report Window

Description
This window displays information about the current combat piece.
This is usually displayed by right-clicking on a ship in the Tactical
Combat Window. This report is very similar to the Ship Report and
Planet Report depending on the type of the piece. See those
windows for complete details.

Controls
Movement The current number of movement points this ship
has remaining in this combat turn.
Shields The current amount of shields this ship has
remaining in combat. All shields are completely
regenerated once combat is completed.
Damage This is the amount of damage this ship has taken.
The total amount of damage a ship can take is
computed as the total of the damage resistance of all
of the components on that ship.
Supply This is the total amount of supplies this ship has on
it. Supplies are used during combat to fire weapons.
Max Targets This is the maximum number of targets that your
ship can fire on in one combat turn. You can
increase this number by using Multiplex Tracking
components.
Combat This is the combat group number that this ship
Group belongs to and whether it is a leader or a member.
Formation If your ship belongs to a combat group, then this is
the name of the formation that the combat group is
following.

Buttons
None (See the specific reports for more details)

Special Notes
None

Related Areas
Tactical Combat Window
Ship Report - Detail Window

Description
This window displays a report about the currently selected ship.
This window is normally displayed in the Main Window when you
left-click on a ship. It can also be displayed if you right-click on a
ship in any other window during the game. If you bring up this
report for a ship that you do not own (an enemy), then most of the
details will be omitted.

Controls
Owner Flag The flag of the owning empire will be displayed in the
upper-left corner of the window. You can right-click
the flag to display the Race Report Window - Detail
about this race.
Ship Picture The picture of the ship is displayed in the upper-left
corner of the report window.
Status Icons To give you a quick look at the capabilities and
status of this ship, status icons are displayed at the
bottom of the ship picture. These will tell you the
general capabilities of the ship. See Status Icons for
more details.
Name The name of this ship.
Class The name of the design on which this ship was
based.
Size The name of the size of this ship. The actual tonnage
size is displayed in parenthesis after the name.
Movement The current amount of movement this ship has
remaining out of the total possible in a turn. After the
numbers displaying the movement are bars showing
the same values in a graphical form. Gray bars
represent possible movement, while white bars
represent actual movement remaining.
Damage This is the total amount of damage that this ship has
taken out of the total amount it can take. After the
numbers are bars showing the same values in a
graphical form. Green bars are undamaged
components, and red bars represent damaged
components.

Supplies This is the total number of supplies that your ship is


carrying out of the total amount that it can carry.
Supplies are used automatically when your ship
moves or when you fire your weapons. After the
numbers are bars which show the values in a
graphical format. Gray bars represent supply
capacity, and blue bars represent actual supplies
being carried.
Crew The amount of experience your ship's crew has
Experience accumulated. As your crew gets into combat and
performs actions, your ship will gain experience.
After the description of the experience is the actual
bonus amount in parenthesis. This bonus amount is
applied in combat for offensive and defensive
purposes.
Design Type The name of the fleet that this ship belongs to.

Fleet This is the current reproduction rate for your


population on the planet. It changes depending on
the conditions of the planet and the population's
happiness.
Maint. Cost This is the current maintenance cost that must be
payed for this ship each turn.

Buttons
Detail Selecting this tab button will display the Ship Report
Window - Detail.
Comps Selecting this tab button will display the Ship Report
Window - Comps.
Cargo Selecting this tab button will display the Ship Report
Window - Cargo.
Ability Selecting this tab button will display the Ship Report
Window - Ability.
Close Pressing this button will close this window. If this
window is being displayed on the Main Window, then
no close button will be present.

Special Notes
See Ships for more details.

Related Areas
Main Window
Race Report Window - Detail

Description
This window displays a report about the currently selected race.
This window is normally displayed in the Empires Window when
you right-click on a race portrait. It can also be displayed if you right-
click on a race portrait or empire flag in any other window during
the game.

Controls
Portrait The portrait picture for this race.
Name The empire name of this race.
Treaty If your empire and this empire currently have a
treaty, it will be displayed here.
Trade The current trade percentage between your empire
and this empire is displayed here.
Mood This displays the mood of this empire towards you.
Age This is the approximate age of this race.
Culture The culture description for this race.
Demeanor The general demeanor of this empire.
Home The type of atmosphere that this race can breathe.
Atmosphere
Home Planet The type of planet that this race originally evolved
Type on.
Experience If you are viewing the Race Report about your own
race, then your current experience points will be
displayed at the bottom of the report.

Buttons
Detail Selecting this tab button will display the Race Report
Window - Detail.
Descr Selecting this tab button will display the Race Report
Window - Descr.
Race Selecting this tab button will display the Race Report
Window - Race.
Tech Selecting this tab button will display the Race Report
Window - Tech.
Close Pressing this button will close this window.

Special Notes
None

Related Areas
Main Window , Empires Window
Empires Window

Description
This window allows you to communicate with all of the other empires that are known to you.
This window also provides a location where you can view all of the political and status
information for your empire and others.

Controls
Known Empires This is a list of all of the empires that are known to your empire. When you
first start the game, there will be no one listed here. As you explore the
galaxy, you will encounter other races and have a "First Contact". At that
point, the empire will be listed here.

By left-clicking on a portrait, you will be taken to the Communicate Window,


where you will be allowed to send a message to that empire. You can also
right-click on a portrait to get a detailed report on this race. The arrows at
either end of the list allow you to scroll through the different portraits.

Details for Each Below each portrait is a list of information. Depending on what selection tab
Empire (General, Trade, Tariff) has been selected, different information will be
displayed here. See the button descriptions below for complete details.

Buttons
Treaty This tab button will display information about each empire regarding what
current treaty is in place with that empire, what percentage of resources is
being earned through trade, and what the current mood of the empire's
leader is.
Trade This tab button will display the exact amount of resources that we currently
receive in trade from this empire. Trade resources are only generated if a
treaty of "Trade" of better exists between your two empires. See Treaties
for more information.
Tariff This tab button will display the exact amount of resources that we either
receive or pay to this empire as a tariff. A tariff is only payed if a treaty of
Subjugation or Protectorate is in place. See Treaties for more information.
History This button displays the History Window. It will allow you to view the history
of your interactions with other races.
Treaty Grid This button displays the Treaty Grid Window. It will allow you to view the
treaties that exist between the different races.
Intelligence This button displays the Intelligence Window. It will allow you to conduct
intelligence operations against other empires.
Borders This button displays the Borders Window. It will allow you to set your
empire's borders, and view the borders of each of the other empires.
Victory Conditions This button displays the Victory Conditions Window. It will allow you to view
the current victory condition settings for this game and which players have
attained them.
Scores This button displays the Scores Window. It will allow you to view the scores
of each of the other players.
Comparisons This button displays the Comparisons Window. It will allow you to view a
graphed comparison of each of the empires over time.
Our Race This button displays the Race Report Window. It will allow you to view the
specific details of your own race.

Special Notes
None

Related Areas
Main Window , History Window, Treaty Grid Window, Intelligence Window, Borders Window,
Victory Conditions Window, Scores Window, Comparisons Window, Race Report Window
Communicate Window

Description
This window allows you to form a message to send to another empire. You will select the type
of message you are sending, then the tone, then enter the specific text of the message. Only
one message per turn can be sent to another empire. Once it has been sent, a notification will
display on the Empires Window showing that a message has been sent. When the other
empire replies to you, it will be displayed on your next turn in the Log Window.

See Politics and Message Types for more details.

Controls
Race Portrait The race portrait on the left side of the window, displays the same
information as on the Empires Window. It displays the portrait of the race
you are sending the message to, their flag, name, any current treaty you
have with them, trade amount, and their mood.

If this empire has sent you a message that they want a reply on, it will be
displayed at the bottom of the window under the portrait. Examples are
"Treaty Offered" or "Gift Offered". The player expects you to reply to their
offer. For example, if "Treaty Offered" was displayed, it would show what
treaty type they wish to enter into with you. You could then select the
message type "Accept Treaty" to accept that treaty.
Message Type This selection allows you to choose the message type that you wish to
send to the other player. Each message type has corresponding meanings
and requirements. See Message Types for more details.
Message Tone This selection sets your overall tone for the message.
Message Text This is the specific text that the other player will read. This is automatically
filled in for you when you select the Message Type. This is just a sample of
what you might say. You are free to select the text with your pointer, press
delete, and then type in your own text.

Buttons
Report This button will display the Race Report Window for the empire that you
are sending this message to (the race whose portrait is displayed on the
left).
View Trade If, on the last turn, this empire offered to trade with you, then this button will
be enabled. You can press it to display the View Package Window. It will
show you the details of the trade they wish to offer you. If you want to
accept this trade, you will need to select a message type of "Accept
Trade". If you do not want this trade, you can select "Refuse Trade". You
may also edit the trade (using the Edit Trade button) and send a counter-
trade proposal.
View Tribute If, on the last turn, this empire offered a tribute to your empire, then this
button will be enabled. You can press it to display the View Package
Window. It will show you the details of the tribute.
View Gift If, on the last turn, this empire offered a gift to your empire, then this button
will be enabled. You can press it to display the View Package Window. It
will show you the details of the gift they are offering.
Edit Package If you have selected a Message Type that requires a package, this button
will become enabled. When pressed, it will display the Edit Package
Window to allow you to edit the package you want to send with this
message. Message Types that have packages are "Give Gift" and "Offer
Tribute".
Edit Trade If you have selected a Message Type of "Propose Trade" or "Counter
Trade", this button will become enabled. When pressed, it will display the
Edit Package Window to allow you to edit the trade you want to send with
this message.
Start Again By pressing this button, you will clear your current message.
Send Message This selection will send this message to the target empire, close the
window, and return you to the Empires Window.
Cancel This selection will cancel your message and return you to the Empires
Window.

Special Notes
None

Related Areas
Empires Window , Select Package Window, Race Report Window
Log Window

Description
This window allows you to view the news events which have happened since your last turn
(and on your last turn). Log items can be anything from a notification that a ship has been
constructed to a summary of a battle that happened. Your log report helps you keep track of
what other players are doing, and what is going on throughout your own empire. The Log
Window will be displayed automatically at the beginning of your turn if there are new items to
view.

Controls
Log Messages The are the specific news events which have occurred since your last turn.
By clicking on an item, the details about that item will be displayed in the
"Log Details" section.
Galaxy Map If the selected Log Message has occurred at a specific location, then the
system it occurred in will be highlighted on this map.
Log Details This section gives the specific details of the selected Log Message. Each
item gives the date that it occurred and complete details on what
happened.
Game Date This is the current game date.

Buttons
All Causes the "Log Messages" list to display all available messages.
Construction Causes the "Log Messages" list to display only messages which relate to
the construction of new items such as ships and facilities.
Research Causes the "Log Messages" list to display only messages which relate to
new research areas and items being discovered.
Intelligence Causes the "Log Messages" list to display only messages which relate to
intelligence projects being executed.
Events Causes the "Log Messages" list to display only messages which relate to
natural events that have occurred.
Politics Causes the "Log Messages" list to display only messages which relate to
messages being sent and political events.
Combat Causes the "Log Messages" list to display only messages which relate to
battle reports.
Misc Causes the "Log Messages" list to display only messages which do not fall
under any of the other categories.
Send Reply If the currently selected Log Message is a message from another player,
then this button will be enabled. Pressing it will take you to the
Communicate Window, so that you can send a reply message to their
message.
Combat Report If the currently selected Log Message is a combat report, then this button
will be enabled. Pressing it will display a detailed playback of the combat.
Constr. Queues Selecting this button will display the Construction Queues Window so that
you can modify your construction queues if needed.
Goto If the currently selected Log Message occurred at a specific location, then
this button will be enabled. Pressing it will take you to the Main Window
and will highlight the location on the System Map.
Close Pressing this button will close this window and return you to the Main
Window.

Special Notes
Using your Log Window is essential to running a large empire. Keep a careful watch on it to
see what is happening throughout the galaxy.

Related Areas
Main Window , Construction Queues Window, Communicate Window
Construction Queues Window

Description
This window allows you to view all of the construction queues in your empire and modify them.
All planets contain a construction queue for building new facilities and units. If a planet or a
ship contains a space yard, then it can build ships.

See Construction Queues for more details.

Controls
Statistics This region displays statistics about the amount of resources your empire
generates per turn, how many your resources your construction queues
use per turn, and how many Space Yards your empire has.
Quadrant Map This map displays your entire view of the quadrant. When you move your
pointer over a construction queue in the list, its location will be displayed
here.
Construction Queue This is a list of all of the construction queues throughout your empire. The
List main values that are displayed are the name of the ship or planet
containing the construction queue, how many resources per turn this
construction queue can process, and a list of the first three items within the
queue.

If you click on a construction queue in the list, the Set Construction Queue
window will be displayed. This window will allow you to select the items for
this specific construction queue.

Buttons
Rate This selection displays the maximum rate at which each construction
queue can use resources.
Usage This selection displays the actual usage in resources for this construction
queue this turn.
Planet Value This displays the value of the planet that this construction queue sits on (if
there is one).
Facilities This displays the number of facilities that are on this planet (if this is a
planet).
Cargo This displays the amount of cargo space available on this ship or planet.
Ships This selection adds all of your ships with construction queues to the list.
Planets This selection adds all of your planets with construction queues to the list.
Ship SY This selection adds all of your ships with space yards to the list.
Planet SY This selection adds all of your planets with space yards to the list.
Upgrade Facilities Selecting this button will cause all of the queues throughout your empire to
add upgrade items. Each queue will examine what facilities are present on
the planet, and then add upgrade items for any facilities that can be
upgraded. Obviously, this function will only work on planet construction
queues.
Close This will close the window, and return you to the Main Window.

Special Notes
None

Related Areas
Main Window
Set Construction Queue Window

Description
This window allows you to configure a construction queue. A construction queue is a list of
items that you want to have a planet or ship construct. These items can be ships, facilities,
units, or upgrades to existing facilities. The items in the list will be constructed in order from top
to bottom. The time it takes to construct each item is based on the rate of the construction
queue.

Controls
Construction Items Lists the items that you can add to your construction queue. The items
displayed are dependent on the tab button selection on the right. Left-click
on an item in this list to add it to the Construction Queue List. Different
types of items are separated in the list by headers. You can move your
pointer over items in the list to see a mini-report on the item displayed
below. You can use this mini-report to get an idea of how long it will take to
construct something.
Construction Queue This section displays information about the current ship or planet which has
the construction queue. All planets have a construction queue by default,
and ships can have a construction queue if they have a space yard
component.

This section displays a picture of the ship or planet, its name, the amount
of cargo space available, the number of facilities present (only valid for
planets), and the current rate of this construction queue. The rate of the
construction queue determines how many resources per month (turn) can
be used to build new items. For example, if the construction queue has a
rate of 2000, and an item costs 6000, then it will take approximately 3 turns
to complete the item. This also depends that your empire has the
resources available to supply the construction queue each turn.

Construction Queue This is the actual list portion of the construction queue. It lists all of the
List items which are currently "queued" up to be constructed. The item at the
top of the list is the one currently being worked on. You can have as many
items in your construction queue as you want. If however, you try to add
more facilities into the list then the planet can support, you will get a
warning message. If you left-click on an item in this list, it will be removed
from the construction queue. You can also move your pointer over items to
see a mini-report on the item displayed below.
Item Details This section shows a mini-report about the items above as you move your
pointer over them. It lists the name of the item, a brief description, the total
cost of the item, and the total time it will take to construct at this location
(based on the rate of the construction queue). If this is the first item in the
Construction Queue List, then the actual time remaining will be shown in
parenthesis.

Buttons
Ships This selection will cause the Construction Items list to display all of your
current ship designs. This tab button is only available if you have a space
yard on this ship or planet.
Facilities This selection will cause the Construction Items list to display all of the
facilities that your empire can build. This tab button is only available if this
is a planet.
Units This selection will cause the Construction Items list to display all of your
current unit designs. When you add a unit design to your construction
queue, you will be prompted to select how many units you would like to
construct.
Upgrades This selection will cause the Construction Items list to display all of the
possible upgrades for this construction queue. Upgrades are only available
if you have a facility on this planet which is older than your current
technology. In the Construction Items list, the newer facility will be
displayed. Adding an upgrade will cost a percentage of the total cost of all
of the new facilities, and when completed, will automatically change all of
the old facilities to the new facilities.
Only Latest This option will restrict the Construction Items list to only display the most
advanced version of each item. So for example, if you have research and
discovered the Mineral Miner Facility I, and the Mineral Miner Facility II,
then with this option on, you will only see the Mineral Miner Facility II in the
list.
Emergency Build This option will put your construction queue into an "emergency build
mode". While in "emergency build mode", your construction queue will
produce at double its normal rate. You can leave this option on for up to 10
turns. When you turn it off, or the 10 turns are reached, your construction
queue will go into "slow mode" for the same number of turns that is was in
"emergency mode". While in "slow mode" the construction queue will
produce at half of its normal rate.
Repeat Build This option causes your construction queue to repeat the top item in the
list. The top item will be repeated indefinitely.
Queue On Hold This option puts your construction queue on hold. The item currently under
construction will be paused until you turn this option off. This is typically
used when you want to lower your overall costs, but don't want to actually
delete the items in your construction queues. You can just put them on
hold to stop your costs, and them start them up again when you have the
resources.
Set Move To Selecting this button will display the Select Waypoint Window. If you select
a waypoint, all new constructions made at this construction queue will
automatically move towards that waypoint.
Clear Move To This button will clear any Move To orders you have for this Construction
Queue.
Fill Queue This button will display the Select Queue Type Window. If you select a
queue type, your construction queue will have the items from this queue
type added to it. You can also use this window to define a new queue type
based on your current construction queue.
Clear Queue Pressing this button will remove all of the items from your construction
queue.
Reorder Queue This button will display the Reorder Window. You can use this window to
change the order of the items in your construction queue.

Close Closes this window and returns you to either the Main Window or the
Construction Queues Window.

Special Notes
See Construction Queues for more details.

Related Areas
Construction Queues Window , Main Window, Reorder Window, Select Queue Type Window,
Select Waypoint Window
Select Waypoint Window

Description
This window allows you to choose a waypoint for your ship to move
to. Your waypoints are defined in the Waypoints Window. Once you
select an item in this list, your ship will be given orders to move to
that waypoint's location.

Controls
Waypoint List Lists all of the waypoints that you currently have
defined. By left-clicking on an item in the list, you will
give your ship orders to move to that waypoint.

Buttons
Cancel Cancels your selection and returns you to the Main
Window.

Special Notes
None

Related Areas
Main Window
Waypoints Window

Description
This window allows you to view and configure all of your waypoints. Waypoints are locations
that you define to provide an easy to remember location. Once a waypoint is defined, you can
easily send ships there and set space yards to automatically send newly built ships to that
location.

Controls
Existing Waypoints This lists your existing waypoints and their names. You can select
waypoints in this list to operate on them.
Quadrant Displays a map of the systems in the game. The currently selected
waypoint will be shown on the map.
Vehicles enroute to Displays all of the ships that you own that have orders to Moveto this
waypoint waypoint. You can right-click on ships in this list to get a report about them.
Spaceyards with Displays all of the space yards that you own which have automatic MoveTo
automatic moveto orders to move to this waypoint. You can right-click on items in this list to
get a report about them.

Buttons
Set This button will send you to the Main Window to allow you to select a
location for this waypoint.
Delete This button will delete the currently selected waypoint.
Rename This allows you to rename the currently selected waypoint.
Close Closes this window and returns you to the Empire Status Window.

Special Notes
Use waypoints to easily route ships through your empire. Its always good to have a few
waypoints defined on your military outposts on your borders. This way you can set your
spaceyards to automatically send newly constructed ships to your front lines.

Related Areas
Empire Status Window

C
Empire Status Window

Description
This window allows you to get an overview of your empire's resource spending. It takes the
form of a balance sheet where what you produce is listed at the top, then the amount you are
currently spending is deducted, and finally the net resources is listed as the total.

Controls
Resource This section lists all of the different areas where you can produce
Production Per Turn resources.

"From Our Colonies" lists all of the resources that our colonies are
producing per turn (see Resource Types for more details).

"From Trade" is the resources we generate per turn from trade (this is a
total of the individual trade amounts seen on the Empires Window).

"From Tariffs" is the amount of resources your empire receives from


Empires that are subjugated by you (see Treaties for more details).

"From Remote Mining" is the number of resources per turn that your ships
with remote mining components are generating.

"Total" is the total amount of resources per turn that your empire is
producing.
Resource Expenses This section lists all of the different areas where we are spending
Per Turn resources each turn.

"Tariffs" is the amount of resources that our empire must pay each turn to
the empire which has subjugated us (see Treaties for more details).

"Maintenance Cost" is the amount of resources that must be payed each


turn to maintain our ships (See Maintenance for more details).

"Construction Queue Usage" is the amount of resources that our


construction queues are currently using. (See Construction Queues for
more details).

"Total" is the total amount of resources per turn that your empire is
expending.

"Net Resources Per Turn" is the total resources your empire is producing
minus the total resources your empire is expending. This result can be
either positive or negative.

Resources in In addition to the amount of resources you are generating, there is the
Treasury amount of resources you currently have on hand.

"Current Total" is the total number of resources that your empire currently
possesses. Each turn this amount will change based on the "Net
Resources Per Turn" amount.

"Maximum Resource Storage" is the total number of resources that your


empire can store. Any resources you accumulate in excess of this amount
will be lost. You can increase this amount by building more Resource
Storage Facilities.

Buttons
Empire Options This button will display the Empire Options Window.
Ministers This button will display the Ministers Window.
Systems To Avoid This button will display the Systems To Avoid Window.
Waypoints This button will display the Waypoints Window.
Strategies This button will display the Strategies Window.
Repair Priorities This button will display the Repair Priorities Window.
Change Email This button will display a window to allow you to change your email
address.
Change Password This button will display a window to allow you to change your password.
Close This selection will close this window and return you to the Main Window.

Special Notes
It's important to try and maintain a positive "Net Resources Per Turn". If it goes negative, then
it means that you are spending more resources than you make. And you'll eventually run out.

Related Areas
Main Window , Empire Options Window, Ministers Window, Systems To Avoid Window, ,
Waypoints Window, Strategies Window, Repair Priorities Window
Planet Report Window - Empty

Description
This window displays a report about the currently selected planet.
This window is normally displayed in the Main Window when you
left-click on a planet. It can also be displayed if you right-click on a
planet in any other window during the game. If this planet has one
of your colonies on it, then the Planet Report Window - Detail will
be displayed.

Controls
Planet Picture The picture of the planet is displayed in the upper-left
corner of the report window.
Name The name of this planet.
Type The physical type and size of this planet. Possible
planet types are Rock, Gas, and Ice. Possible sizes
for a planet range from Tiny to Huge. Different planet
types require different colonization technology to
create a colony there. Planet size dictates how much
population, facilities, and cargo that planet can hold.
Atmosphere The atmosphere type of this planet. Possible
atmosphere types are Oxygen, Hydrogen, Carbon
Dioxide, Methane, and None.
Conditions These are the environmental conditions on the
planet. Possible values for conditions range from
Pleasant to Deadly. Conditions represent how
difficult the environment on the planet would be to
live in. The worse the conditions the more unhappy
your people will become and the slower their
reproduction will be.
Value This is the relative value of the planet in Minerals,
Organics, and Radioactives (see Resources Types
for more details). In a normal game, this will be
shown as a percentage value. This percentage is a
modifier placed on the amount of that resources of
that type that you produce on the planet. There is an
unlimited supply of resources that the planet can
generate.

In a Finite Resources game, the value of the planet


will be displayed as the actual number of resources
that remain on the planet. As you produce that type
of resource on the planet, the total remaining will
decrease.

Description This is a general description for the planet.

Buttons
Close Pressing this button will close this window. If this
window is being displayed on the Main Window, then
no close button will be present.
Special Notes
None

Related Areas
Tactical Window
Planets

Description
Planets are large bodies formed in space by stellar material. These
planets are locked into an orbit around a star (or stars) which form
the center of the solar system. Planets exist in different sizes and
may support atmospheres of different types. Planets can hold
populations of different races and allow them to thrive and grow.
Once colonized, the planet can hold numerous facilities and cargo.
An empire's life blood are the colonies which house its populations.

Planet Elements
Name Each planet is given a standard name based on its
system name. So if this planet is the fourth in the
Richex system, then it will be named Richex IV.
Once colonized, the owner of the planet can change
the name to something which suits them.

Size Planets come in different sizes from Tiny to Huge.


The size of the planet determines how much
population, cargo, and facilities it can hold.
Type The physical type of the planet. Possible planet
types are Rock, Gas, and Ice. Different planet types
require different colonization technology to create a
colony there. You start the game with the ability to
colonize planets of the same type as your home
planet. You must research technology to colonize
other planet types.
Atmosphere The atmosphere type of this planet. Possible
atmosphere types are Oxygen, Hydrogen, Carbon
Dioxide, Methane, and None. Each race can only
breathe one atmosphere type. If the race on the
planet cannot breathe the atmosphere, then the
colony will be "Domed". A Domed colony can only
hold a small fraction of the normal amount of
population.
Conditions These are the environmental conditions on the
planet. Possible values for conditions range from
Pleasant to Deadly. Conditions represent how
difficult the environment on the planet would be to
live in. The worse the conditions the more unhappy
your people will become and the slower their
reproduction will be.
Value This is the relative value of the planet in Minerals,
Organics, and Radioactives (see Resources Types
for more details). In a normal game, this will be
shown as a percentage value. This percentage is a
modifier placed on the amount of that resource type
that you produce on the planet. There is an unlimited
supply of resources that the planet can generate.

In a Finite Resources game, the value of the planet


will be the actual number of resources that remain on
the planet. As you produce that type of resource on
the planet, the total remaining will decrease.

Population The population on the planet is group of living beings


which inhabit it. They are the workforce which
operates the facilities on the planet.

The Population of the planet is described by its


reproduction and happiness. The reproduction of the
population is how many people will be born in each
year. The happiness is an indicator of the general
mood of the population. As the people become
happier, your planet will receive bonuses to its
production amount. As the population grows
unhappy, you will lose production. If the population
becomes unhappy enough to riot, then no resources
will be generated by the planet.

Populations on a planet can actually be composed of


different races. If one of these races cannot breathe
the atmosphere, then the colony is considered
Domed.
Facilities The main purpose of a planet is to add to the
industrial base of the empire. Facilities are huge
factories which can generate resources and add
capabilities to the planet. Facilities are constructed
on the planet, and once built, can never be moved.
The population of the planet operates the facilities
and their happiness and size modifies the production
of the facilities.

For the resources that your facilities generate to be


received by the empire, you must have a Spaceport
facility somewhere in the solar system.

Cargo Each planet can also hold a certain amount of cargo.


Cargo can be composed of any kind of unit such as
fighters, mines, troops, satellites, and weapon
platforms. Cargo can be transferred from and to
ships in orbit around the planet. Units can also be
constructed by the planet, at which point they are
placed into the cargo of that planet.
Abilities The abilities of the planet are modifiers or special
capabilities that effect the planet. The size of the
population on the planet can give bonus modifiers to
the production of the facilities. The same goes for
happiness, where the happier the population is, the
more of a bonus the planet will receive to its
resource production. In addition, the race that owns
the planet may have racial characteristics which
have an impact on the planet as well.
Construction Every planet which has a colony (and a population)
can construct new items. These items are limited to
new facilities and units, or to upgrade existing
facilities. For a planet to be able to construct ships in
space, it requires a Space Yard facility. A planet can
only construct one item at a time. This item is set in
the Set Construction Queue Window. The resources
used for construction are pulled for the resource pool
of the Empire.
Colonization If a planet does not currently have a colony on it, it
can be colonized by an empire. To colonize a planet,
you must move a ship (usually a Colony Ship) with a
Colonization Component into orbit around the planet.
You then issue the colonization order for the ship to
have it colonize the planet and deconstruct itself for
raw materials used in the colony. The colony also
requires a population to be a functioning colony.
Usually this population is carried aboard the Colony
Ship itself and is then dropped on the planet when
the colonization takes place.
Asteroids A close cousin to the planet is an asteroid belt. An
asteroid group can be formed naturally or by a
destroyed planet. Asteroids cannot be colonized like
a planet, but they can be remotely mined by ships at
that location. See Resource Types for more details.
Blockade If there are enemy ships in orbit around your planet,
then you cannot get your resources to your empire.
This is called a "Blockade" and means that your
resources are lost until there are no longer enemy
ships in orbit around your planet.

Special Notes
None

Related Areas
Planet Report Window, Planets Window, Set Construction Queue
Window
Happiness

Description
Happiness is a description for how happy or angry your populations
are. Each planet's population shows an approximation of the
happiness level of that population. Different events which occur
throughout your empire can effect this happiness. A high level of
happiness means increased production for your planet. An
unhappy population means reduced production and the chance of
a riot. Once a riot occurs, your planet will no longer produce
resources or construct any new items. You can quell the riot by
putting troops on the planet or by putting ships in orbit.

Keep in mind that the Happiness Modifiers displayed below are for
a "Peaceful" racial happiness type. Since you can pick others for
your race, those different racial happiness types can react to
events differently. For example, the "Bloodthirsty" racial happiness
type causes the worlds of your empire to grow happier for a
declaration of War. This is because your people love battle and
respond to it in a positive manner. A "Peaceful" people on the other
hand, do not like to be at war, and will react negatively to a
declaration of war. The racial happiness type for a race is selected
in the Empire Setup - Description window.

Happiness Modifiers
Empire Wide The following events will cause all of the planets
Anger Events throughout your empire to grow more angry:
Homeworld Lost, Any planet lost, Any of our planets
captured, Any ship lost, New bad treaty (War, Non-
Intercourse, Subjugation, Protectorate)

Empire Wide The following events will cause all of the planets
Happiness throughout your empire to become happier: Any
Events planet colonized, Any enemy planet captured, Any
ship constructed, New good treaty (Trade, Trade and
Research, Military Alliance, Partnership)
System Wide The following events will cause all of the planets in
Anger Events the system to grow more angry: Battle in system
(loss), Enemy ships in system, Ship lost in system
System Wide The following events will cause all of the planets in
Happiness the system to become happier: Battle in system
Events (win), Our ships in system
Location The following events will cause any planets at this
Specific location to grow more angry: Battle at this location
Anger Events (loss, stalemate), Enemy ships at location, Enemy
troops on planet, Population killed, Planet Plagued
Location The following events will cause any planets at this
Specific location to become happier: Battle at this location
Happiness (win), Our ships at location, Ship Constructed,
Events Facility Constructed

Special Notes
None

Related Areas
Planet Report Window, Colonies Window
Colonies Window

Description
This window allows you to get an overview of all of your colonies throughout the sector.

Controls
Statistics In the upper left corner of this window, are a number of statistics about
your colonies. They deal with how many colonies you have, how many
people you have in total, and the various resources produced by your
colonies.
Galaxy Map This map displays the entire sector. When you move your pointer over a
colony in the list, its location will be displayed on this map.
Colony List This is a list of all of your colonies in this sector. Depending on what option
button is selected, you will see different columns listing different
information about each colony. You may click on the header of a column to
sort the list by that attribute. You may left-click a colony to close this
window and jump to that colony in the Main Window. You may right-click
on a colony to have the Planet Report displayed for it.

Buttons
General This selection will display attributes such as Atmosphere, Conditions,
Population, and Mood.
Value This selection will display attributes such as Colony Type, Mineral Value,
Organics Values, and Radioactives Value.
Production This selection will display attributes such as Mineral Production, Organics
Production, Radioactives Production, Research Production, and
Intelligence Production.
Facilities This selection will display attributes such as Number of Facilities, Maximum
Facilities, and a short list of the first 3 facilities.
Cargo This selection will display attributes such as Cargo Space Used, Maximum
Cargo Space, and a short list of the first 3 cargo items.
Construction This selection will display attributes such as the current item under
construction and the time remaining for that item.
Status This selection will display all of the status icons for this colony.
Races This selection will display all of the different race populations which are on
the planet.
Set Colony Type This button will display a window which allows you to choose the type of
colony this is.
Close Closes this window and returns you to the Main Window .

Special Notes
None

Related Areas
Main Window
Units

Description
Units are the additional weapons that an empire employs. They are
vehicles that are much smaller than ships must be transported as
cargo. Units cannot carry cargo themselves. Units are designed
just like ships, and get their abilities from components.

Unit Types
Troops Troops are the ground based forces of an empire.
Though starships may be adept at patrolling space
and enforcing an empire’s will, they are too bulky
and clumsy when it comes to planet based combat.
This is where troops come into play. They can land
on a planet and capture the indigenous population
and facilities. In combat, they are dropped onto a
planet and must battle any defending troops and the
native population. If the troops successfully conquer
their adversaries, the planet becomes owned by their
controlling Empire. In this way, you don’t have to
have ships utterly decimate the population and
facilities from space. They can take the planet intact.
The existing population and facilities become there’s.

Troops have no space movement capability of their


own. They must be transported as cargo aboard
starships. A ship size specifically designed for this
purpose is the Transport. This ship size is
specialized for housing cargo. While the troops are
being transported, they have no offensive or
defensive capabilities. If the ship that’s carrying them
takes damage, and their cargo storage is destroyed,
then they will be destroyed as well. Troops can only
actively participate in combat when they are on a
planet, or when they are dropped onto a planet
during combat.
Fighters Fighters are small single-person space vehicles
designed to travel very fast for short distances. They
are adept at combat and can inflict tremendous
damage on enemy starships. They are constructed
with smaller versions of engines and weapon
components. The technology of the fighter
determines the type of weapon that they will
possess. More advanced fighters can even carry
ECM, Combat Sensors, and Shields.

Fighters have no warp capability and must be


transported by starships through warp points. The
carrier ship size is specialized to carry fighter. A
fighter is constructed then loaded onto a carrier for
transport into a combat situation. When combat
begins, the carrier launches all of its available
fighters to attack enemy ships. At the end of combat,
the surviving fighters are loaded back onto their
carriers. If, however, the carriers have been
destroyed, the fighters will remain in space. Fighters
will land back on any carrier they can. Fighters can
be carried by ships and planets.

Fighters can be launched during combat and during


the normal game. When launched from a planet or
ship, they can move around the system, but they
cannot warp through a warp point.

Mines Mines are small, computer-controlled warheads


which detonate near enemy ships. They are
undetectable and will detonate near any enemy ship
that enters the location in which they lay in wait.
When mines explode, they do damage to themselves
and to the enemy ship that is near.

Mines have no movement capability whatsoever.


They must be transported in cargo aboard starships.
A starship merely has to load the mines, and then
take them to a location is space and deploy, ‘lay’,
them. Once mines have been laid, there is no
retrieving them (though they can be self-destructed).
They will then sit in wait for any enemy ship to move
through the location. They consider an enemy to be
any Empire that your Empire currently has no
political relationship with or worse. Mines will
damage all enemy ships, including ones that are
cloaked.

Mines are completely invisible. They can only be


detected by sufficiently advanced sensor devices.
You can always see your own mines sitting in space.
As you encounter enemy minefields, though, you can
mark them so that your ships don’t move through
that location again. Your Empire designates the
location as having a Tagged Minefield. Your ships
will not move through this location unless you give
them specific orders to do so.

Though mines cannot be detected through normal


means, they can be eliminated, ‘swept’, by special
Mine Sweeping Components. A ship that has a Mine
Sweeping component will automatically sweep for
mines when it enters a sector. For more information
see Commands.

Satellites Satellites are small computer controlled weapon


stations. Much like mines, they sit in space and wait
for enemy ships to come near. When they do, the
satellites attack them with the weapons they
possess. Satellites are very much like mini bases.

Satellites have no movement capacity whatsoever.


They must be transported aboard ships in cargo and
then dropped to locations. Satellites can be loaded
and dropped as many times as you need. They are
best used as defenses for a planet, or as a greeting
for ships coming through a warp point.
Weapon Weapon Platforms are large ground based weapons
Platforms stations that site on planets. Weapon Platforms in
effect, give planets the same weaponry as starships.
However, with the use of weapon mounts, the
weapons on weapon platforms are very powerful.

Weapon Platforms have no movement capacity


whatsoever. They must be transported aboard ships
in cargo and then dropped onto other planets. They
can also merely be constructed on the destination
planet. They are best used as a main defense for a
planet.

Special Notes
None

Related Areas
Commands
Orders

Description
Orders are given to your ships and planets to cause them to carry
out actions. They are your directives that the ship must follow. A
ship can be given a long list of orders which it will attempt to carry
out over multiple turns. Once its orders have been completed, it will
sit idle in space waiting for you to give it new commands.

Orders are given to ships and planets in the Command Panel of the
Main Window. In a Turn-Based game, the ship will immediately
attempt to execute these orders. For example, if you give a ship the
"Move To" order, they ship will immediately move towards its
destination spending its movement points. Once its movement
points are expended, it will not be able to move any more this turn.
On the next turn, the ship will regain its movement points, and it will
continue to execute its orders. Once the ship reaches its
destination, it will remove the "Move To" order from its list of orders
as it has completed it.

In a Simultaneous Game, things work a little differently. On your


turn, you may only give your ships orders, but they will not execute
them. When the turn is processed by the host, all movement takes
places simultaneously. While this movement is going on, your ships
will execute the orders you have given them.

Order Elements
Repeat One option for your orders is to turn on the "Repeat
orders Orders" option. What this does is that when a ship
completes a given order, it will not remove the order
from its order list. The ship will merely move down to
the next order in the list. When it finishes the order at
the bottom of the list, it will start again at the top.
This option is very useful if you want to setup orders
for a ship that will repeat indefinitely.

For example, if you wanted to have a cargo ship load


population from one planet, then drop it on another,
and then keep doing this for a long time, you would
use this option. In the Main Window, you would
select your ship, then give it orders to move to the
first planet, then give it orders to load population,
then move to the second planet, then drop
population. After that, you would turn on the repeat
orders option. The ship would continually execute
this loop of orders. Be careful that you don't
accidentally turn on this option when the ship has
only one single order. This will cause the ship to sit
and do nothing.

You can, at any time, turn off the repeat orders


option or clear the orders of your ship.

Orders which Orders can really be classified into 2 different


take no time categories, those that take movement to execute,
and those that don't. Orders like "Move To" and
"Warp" require that your ship expend movement
points to execute them. Other orders such as
"Transfer Cargo" and " Launch Units" do not require
any movement points. These orders that don't
require movement points can effectively be done as
many times as you want in a turn without restriction.
Viewing You can, at any time, view the orders of any ship,
orders planet, or fleet. Use the "View Orders" order in the
Main Window. This will display a window which will
allow you to view all of the orders that this ship
currently has outstanding.
Changing Its very easy to change a ship's orders. If the ship
orders has no orders, then you can merely give it new
orders. If it has existing orders, then you will want to
clear those orders using the "Clear Orders" order in
the Main Window.
Things to One of the biggest problems that players run into is
watch out for when they try to give a ship orders when it already
has some. This will most often look like you trying to
give a ship orders, and then it won't execute those
orders. You need to use the "View Orders" command
to see if it currently has a list of orders, and then
clear those before you issues new orders.

Special Notes
None

Related Areas
Main Window - Command
File Menu Window

Description
This window allows you to access the main file functions of the
game. From here you can Load and Save Games, as well as save
the current map, save your empire, and change game options.

Controls
None

Buttons
New Selecting this button will start a new game. You will
be asked if you are sure you want to cancel the
current game. If you decide to start a new game, the
Game Setup - Players Window will be displayed.
Load This button will allow you to load a game. If there is
currently a game in progress, you will lose that
game. The Load Game Window will be displayed.
Save Game This button will allow you to save the current game.
When pressed, the Save Game Window will be
displayed.
Save Map This option allows you to save the current map to a
file. With the map saved to a file you can use it again
for future games.
Save Empire This option allows you to save your current empire to
a file. Saving your empire allows you to use it again
in future games (and retain your experience points).
Players Selecting this button will display the Player Computer
Control Window. This window allows you to change
which players are under computer control or not.
Options This button will display the Options Window.
Delete Game Selecting this button will display the Delete Game
Window which will allow you to delete saved games
from your hard drive.
Quit This option will quit the game and return you to
Windows.
Close This selection will close this window and return you
to the Main Window.

Special Notes
None

Related Areas
Main Window
Player Computer Control Window

Description
This window allows you to change whether each of the players in
the game is under the control of the computer of not.

This window is also used in the Combat Simulator Window to allow


you to set which of the simulated empires is under the control of
the computer during the combat.

Controls
Player List A listing of all of the players in the game. If they have
a green selection light next to their name, then they
are under the control of the computer.

Buttons
OK Accepts the changes you have made and returns
you to the Main Window.
Cancel Cancel any changes that you have made and returns
you to the Main Window.

Special Notes
None

Related Areas
Main Window
Strategic Combat Window

Description
This window displays a combat while it is in progress. This is called "strategic" combat
because you do not have any direct control over what is going on. You would choose to use
this type of combat when you don't want to sit through the details, but would rather see a
summary of the results quickly.

See Combat for more details.

Controls
System The system this combat is taking place in.
Coordinates The specific location within the system that the combat is taking place.
Combat Turn The number of the combat turn that the combat is currently on. This will
progress from 1 till the maximum number of combat turns, or until combat
is complete.
Combat Forces This list contains all of the players and the vehicles that are taking place in
combat. Each player has its flag listed, and then under their section, all of
the vehicle sizes that are present. Each item lists how many the player
currently has and how many they have lost. As combat proceeds, you will
see numbers move from the Current to the Lost column.
Combat Map This section displays a map of the combat area. Different vehicles will be
shown as squares in the color of their owner. Vehicles or planets that are
not owned are shown in dark gray. The map will be updated as each
combat turn goes by.

Buttons
Begin When you first see the Strategic Combat window, combat has not begun
yet. You must press the Begin button to start the combat. Once combat
has begun, it will not stop until one player is destroyed, or the maximum
number of combat turns is reached.
Close Once combat has completed, this button will become available for you to
select and close this window.

Special Notes
None

Related Areas
Main Window
Fleet Transfer Window

Description
This window allows you to create fleets and transfer ships into and out of them.

Controls
Vehicles in sector This lists all of the vehicles that are currently in this section of space. Each
vehicle will display its picture, name, and class. When you left-click and
item in this list, it will be added to the currently selected fleet in the "Fleets
in sector" list.
Fleets in sector This lists all of the fleets currently in this section of space, and all of the
vehicles contained in each fleet. You may select fleets by left-clicking on
them. If you left-click on a vehicle within a fleet, that vehicle will be
removed from the fleet and added to the "Vehicles in sector" list. If you
remove all of the vehicles from a fleet, that fleet will be removed entirely
from the list.

Buttons
Create Fleet This button will prompt you to create a new fleet. You will be asked to enter
the name of the fleet (which will already have a default name present).
Once a fleet has been created, it will be added to the "Fleets in sector" list.
You may then add new vehicles to it.
Formation This button will allow you to select the formation for the currently selected
fleet in the "Fleets in sector" list.
Strategy This button will allow you to select the strategy for the currently selected
fleet in the "Fleets in sector" list.
Existing Fleets This selection will display the Ships Window so that you can view which
fleets you currently have and where they are located.
Add All This button will add all of the vehicles in the "Vehicles in sector" list to the
currently selected fleet in the "Fleets in sector" list.
Remove All This button will remove all of the vehicles from the currently selected fleet
in the "Fleets in sector" list.
Close This will close the window and return you to the Main Window.

Special Notes
None

Related Areas
Tactical Window
Ships Window

Description
This window allows you to view all of the ships, units, and fleets you have throughout the
galaxy.

Controls
Statistics This section displays total numbers for your ships, units, and fleet. It also
shows you what your current total maintenance is per turn. All ships in
space cost maintenance every turn (unless they are mothballed).
Galaxy Map When you move your pointer over the items in the Ship List, their location
will be highlighted in the Galaxy map.
Ship List This list displays all of the vehicles you own in space based on the
selection tab on the right. Various details are displayed about each ship
depending on the tab button that is selected. If you left-click on a ship in
the list, then this window will be closed, and the item will be selected in the
Main Window. If you right-click on a ship in the list, then a report window
(like the Ship Report - Detail Window) will be displayed for that item.

Buttons
General This tab selection causes the Ship List to display the following columns:
Pic, Name, Size, Type, Move, Dmg, Supplies.
Orders This tab selection causes the Ship List to display the following columns:
Pic, Name, Class, Orders.
Cargo This tab selection causes the Ship List to display the following columns:
Pic, Name, Space, Max, Cargo List.
Fleet This tab selection causes the Ship List to display the following columns:
Pic, Name, Experience, Fleet.
Maintenance This tab selection causes the Ship List to display the following columns:
Pic, Name, Cost Minerals, Cost Organics, Cost Radioactives.
Show Ships This option causes the Ship List to display all of the ships your empire
owns.
Show Units This option causes the Ship List to display all of the units in space your
empire owns. Examples of units in space would be minefields, satellite
groups, and fighter groups.
Show Fleets This option causes the Ship List to display all of the fleets your empire
owns.
Close Closes this window and returns you to the Main Window.

Special Notes
None

Related Areas
Main Window
Race Report Window - Descr

Description
This window displays a report about the currently selected race.
This window is normally displayed in the Empires Window when
you right-click on a race portrait. It can also be displayed if you right-
click on a race portrait or empire flag in any other window during
the game.

Controls
Biological This section lists the general text descriptions for this
Description, race. These are the values that each race sets for
Society itself in the Empire Setup - Description window.
Description,
General
History

Buttons
Detail Selecting this tab button will display the Race Report
Window - Detail.
Descr Selecting this tab button will display the Race Report
Window - Descr.
Race Selecting this tab button will display the Race Report
Window - Race.
Tech Selecting this tab button will display the Race Report
Window - Tech.
Close Pressing this button will close this window.

Special Notes
None

Related Areas
Main Window , Empires Window
Race Report Window - Race

Description
This window displays a report about the currently selected race.
This window is normally displayed in the Empires Window when
you right-click on a race portrait. It can also be displayed if you right-
click on a race portrait or empire flag in any other window during
the game.

Controls
Physical This section lists the racial characteristics that this
Characteristics, race has. These are the values that each race sets
Vocational for itself in the Empire Setup - Characteristics
Aptitude, window.
Advanced
Traits

Buttons
Detail Selecting this tab button will display the Race Report
Window - Detail.
Descr Selecting this tab button will display the Race Report
Window - Descr.
Race Selecting this tab button will display the Race Report
Window - Race.
Tech Selecting this tab button will display the Race Report
Window - Tech.
Close Pressing this button will close this window.

Special Notes
None

Related Areas
Main Window , Empires Window
Race Report Window - Tech

Description
This window displays a report about the currently selected race.
This window is normally displayed in the Empires Window when
you right-click on a race portrait. It can also be displayed if you right-
click on a race portrait or empire flag in any other window during
the game.

Controls
Known This list displays the technology that you know this
Technology race has attained. It summarizes all of the
technology that the Designs you have seen of this
empire contain.

Buttons
Detail Selecting this tab button will display the Race Report
Window - Detail.
Descr Selecting this tab button will display the Race Report
Window - Descr.
Race Selecting this tab button will display the Race Report
Window - Race.
Tech Selecting this tab button will display the Race Report
Window - Tech.
Close Pressing this button will close this window.

Special Notes
None

Related Areas
Main Window , Empires Window
Status Icons

Description
Status icons are used to give you a quick glimpse into the abilities
or status of a given ship or planet. They are displayed in most of
the windows near the ship's picture. Each one has a different
meaning and time when it is displayed.

Icon Types
Space Yard - This ship or planet contains a working Space
Yard.
Repeat Orders - This ship is repeating its orders. It will continue
to repeat them until you tell it otherwise.
Has Sentry Orders - This ship has been given Sentry orders.
This ship will sit doing nothing until an enemy ship comes near.
Low Supplies - This ship is running low on supplies.
No Supplies - This ship has no supplies left.
Mothballed - This ship has been mothballed. A mothballed ship
cannot perform any actions, but its also does not cost any
maintenance resources.
Cloaked - This ship is cloaked from enemy sight. Go to Sight for
more details.
Under Minister Control - This ship is under individual minister
control. See Ministers for more details.
Can Repair - This ship contains either a Space Yard or a Repair
Bay. It can repair other ships at the same location.
Constructing Something - This ship or planet has an item in its
construction queue and is currently constructing it.
Ruins - This planet contains ruins. Ruins are planets that when
colonized, may hold advanced technology.
Under Repair - This ship is damaged and is being repaired by a
Space Yard or Repair Bay at this location.
Domed Colony - The population on this planet cannot breathe
the atmosphere and so the colony must be domed for their
protection. See Planets for more details.
Has Fighters in Cargo - This ship or planet has fighters in its
cargo storage. See Units for more details.
Has Satellites in Cargo - This ship or planet has satellites in its
cargo storage. See Units for more details.
Has Mines in Cargo - This ship or planet has mines in its cargo
storage. See Units for more details.
Has Population in Cargo - This ship or planet has population in
its cargo storage.
Has Troops in Cargo - This ship or planet has troops in its
cargo storage. See Units for more details.
Has Weapon Platforms in Cargo - This ship or planet has
weapon platforms in its cargo storage. See Units for more
details.
No Spaceport in System - This planet is in a system which does
not contain a Spaceport. None of the resources of this planet
are being transported to the empire. See Planets for more
details.
Damaged - This ship is damaged and needs to be repaired.
See Ships for more details.

Special Notes
None

Related Areas
Ships, Planets, Units
Sight

Description
Sight is a description for how you detect enemy ships. You can
always see your own ships, but there are different factors which
may cause you not to be able to see enemy ships.

Sight Types
System Sight All sight in the game is at a system level. This means
that if one of your ships sees (sensors) at a given
level, then you will see all items in that system at that
level. If you do not have any presence in the system,
then you will not be able to see anything in the
system (except for your maps of what the system
looks like).

When you start the game, there will be a number of


solar systems which you have not explored yet. If
you have never been in a solar system, then it is
marked as "Unexplored". You will not be able to see
anything in the system until you move at least one
ship into it. Once you have visited the system, then
you can view it again at any time. You will be able to
see all of the stellar bodies which are present.
However, if you do not have some kind of planet or
vehicle in a system, you will not be able to see any
enemy ships in that system.
Sight Types There are 5 sight types in the game called EM
Active, EM Passive, Psychic, Gravitic, and Temporal.
These are the technologies used to detect other
enemy ships. All objects can be seen with these
different sight types. Each object starts with a
standard rating of 1 in EM Active sight, and zero in
everything else. This means that they can detect
other objects by sensing their Electro-Magnetic
emissions. All objects in the game can be seen with
a level 1 in any of the 5 sight types (unless the object
is somehow obscured).

Objects can be obscured by natural or technological


means. Obscuring is the idea of making something
harder to see (sense). A cloaking device adds levels
of obscuring to the object in certain areas. Storms
and nebulae may also do the same. If an object is
obscured, it can only be detected by that level of
sight type or better.

For example, if I have a cloaking device which


obscures both EM Active and EM Passive to level 3,
then this ship cannot be seen by anyone. Unless,
however, a player in the system has sensors with
EM Active Level 3, EM Passive Level 3, Psychic
Level 1, Gravitic Level 1, or Temporal Level 1. A
sufficient sight level equal to or greater than the
ship's obscuring ability, in any of the 5 areas, will
allow you to see that ship.

Most storms will naturally give an obscuring ability to


any objects which are within it. The same goes for
nebulae, which will obscure anything in the entire
system.

Cloaking Cloaking is the activity of making your ship harder to


detect. Any kind of cloaking will give you levels in
different sight areas (obscuring). These levels are
only in effect while the ship is cloaked, and are
removed when the ship uncloaks. Cloaking can be
given through a device, special hull materials, or just
a natural part of the ship itself.
Sensors Sensors give your ships sight abilities to defeat
cloaks. The more advanced your sensors, the more
items you can "See" within a solar system. Since
sight is always at a system level, you see ships
within a system at the level of the best sensors of all
of your ships within the system. If you have two
different ships, with different sight abilities, you will
"see" the system with both of them combined.
Basically, if you have one ship in a system which can
see cloaked enemy ships, then you can see cloaked
enemy ships (of that level) everywhere in the
system.

Sensors are always on and do not need to be


activated.

Storms Some storms are like a natural cloaking device. They


will obscure any ships that are at the same location.
Not all storms obscure, so be sure and check their
abilities.
Nebulae Nebulae are just like storms except that they obscure
everything in an entire system.
Movement If your ship is obscured in some manner (cloaked),
then it cannot be attacked by enemy ships. Enemy
ships will move through the square and not engage
the ship in combat (because they cannot see it).
When you move a cloaked ship, you can move freely
through locations with enemy ships. If you wish to
attack the enemy, you must decloak first to do so.

Be careful when moving your ships. You have no


way of knowing what sensor level an enemy might
have. You may try and move through an enemy held
location, and combat may begin. If they do have
sensors that can detect you, combat will being
automatically.
Ministers

Description
Ministers are your computer controlled assistants. At your request,
they can control areas of your empire so that you don't have to.

There are two types of ministers. There are Global ministers and
Individual ministers. Global ministers are ministers who control
things at an empire wide level. For example, the "Ship Construction
Minister" is a global minister who will add new ships to the
construction queues throughout your empire. Individual ministers
are ministers which control certain actions but only for individual
ships or planets. Individual ministers can only control those ships or
planets that you make available to them (by turning on the minister
icon in the Main Window). An example of an individual minister is
the "Defense Minister" who will give orders to your ships to defend
against enemy threats. The Defense minister can only give orders
to those ships that you have turned on the minister control icon for.

If you choose to use ministers, you can activate them by going into
the Ministers Window and turning on those that you wish to use. In
this window, be aware that there is an option at the bottom of the
list called "Automatically use Individual Ministers for newly built
vehicles". This is used when you want any newly constructed ships
or colonized planets to be automatically set to have minister control
on. This is useful if you want the AI to completely control a section
of your empire without you having to always go and set the
individual minister on for every new ship or planet.

Minister Types
Design Controls the construction of new designs and the
making of them obsolete.
Ship Controls adding and removing new ships or units
Construction from the construction queues.
Expenses Controls overall expenses such as removing items
from the construction queues if we do not have
enough resources.
Production Controls construction queue settings such as
Output Emergency Build. Also tries to ensure that the
planets stay happy so that production is
maintained.
Research Controls the adding and removing of research
projects.
Intelligence Controls the adding and removing of intelligence
projects.
Politics Controls the sending of and replying to political
messages.
Repair Will clear ships orders and send them to a repair
location if they need it.
Resupply Will clear ships orders and send them to a resupply
location if they need it.
Scrap Will send ships to space yard locations and scrap
them if they are old or our maintenance cost is too
high.
Retrofit Will send older ships to a space yard so that they
can be retrofitted.

Facility Will construct new facilities on the selected planets.


Construction
Transports Controls the selected transport ships and moves
population and cargo to where it is needed.
Carriers Controls the selected carriers so that they will load
fighters and engage in combat.
Colonization Controls the selected colonization ships and sends
them to nearby planets to colonize.
Attack Controls all of your selected attack ships and sends
them on missions to attack your enemies.
Defense Controls all of your selected attack and defensive
ships and sends them on missions to defend your
empire from attack.
Exploration Uses any of the selected ships to explore new
locations.
Patrol Uses any of the selected ships to patrol your
planets.
Mines\Satellites Uses any of the selected ships to transport mines
and satellites and drop them in space.
Fleets Controls the selected fleets and uses them to
attack and defend.
Stellar Controls any selected ships with stellar
Manipulation manipulation abilities.
Ship Cloaking Controls the cloaking and uncloaking of your ships
if they have the ability.
Space Yard Controls the selected space yard ships and sends
Ships them to repair your ships and construct new items.
Troops Controls the selected ships to transport your troops
to other planets and to drop them on enemy
planets.

Automatically This is used when you want any newly constructed


use Individual ships or colonized planets to be automatically set to
Ministers for have minister control on. This is useful if you want
newly built the AI to completely control a section of your
vehicles empire without you having to always go and set the
individual minister on for every new ship or planet.
AI should not This is used when you are playing a simultaneous
make changes game. Normally, if you do not submit your turn file
to the empire when the host processes your turn, the computer
during a will automatically take over your turn and play it for
Simultaneous you. Now it may be that you don't want the AI to
game make any major changes to your empire while
you're away. Turning this option on means that if
the AI does take over control of your empire, then it
won't make many change.

Special Notes
None

Related Areas
Ministers Window, Main Window - Command
Ministers Window

Description
This window allows you to configure the ministers which run your empire. There are two
groups of minister types: Global Ministers and Individual Ministers.

Global Ministers are ministers which control a large area of your empire such as Ship Design
or Research. For example, if you turn on the Research minister, then the computer will
automatically add research projects it deems necessary. This may include removing existing
projects that you have added. When a minister is turned on, it believes that it has total control
over that area.

Individual Ministers are ministers which control individual objects such as ships, planets, etc.
Individual Ministers can only control ships or planets which have had their minister icon turned
on. For example, the Carriers minister, if turned on, will control all carriers which have their
minister icon turned on.

See Ministers for more details.

Controls
Ministers In Use Each minister can be turned either on or off. If the minister is on, the AI will
control that section of your empire.
Buttons
Select All Turns on all of the Ministers in the "Ministers in Use" list.
Select None Turns off all of the Ministers in the "Ministers in Use" list.
Indiv. Ministers On Turns on all of the Individual Ministers in the "Ministers in Use" list.
Indiv. Ministers Off Turns off all of the Individual Ministers in the "Ministers in Use" list.
Complete AI On Turns on all of the Ministers in the "Ministers in Use" list, and turns on all of
the minister icons for all of your ships and planets.
Complete AI Off Turns off all of the Ministers in the "Ministers in Use" list, and turns off all of
the minister icons for all of your ships and planets.
Close Closes this window and returns you to the Empire Status Window.

Special Notes
None

Related Areas
Empire Status Window
Treaties

Description
Treaties are agreements between empires to act a certain way
towards each other. It is a formal description of how the empires
will cooperate or not. Each treaty type carries with it certain
benefits to each empire. Treaties can be made or broken at any
time during the game. The following treaty types are in order from
worst to best.

Treaty Types
War War means that 2 empires are actively hostile
towards each other and will shoot on sight.

Non- Non-Intercourse is a somewhat cold relationship


Intercourse where the 2 parties agree to not get near each other
or interact in any way.
None When 2 empires have met but there is no treaty of
any kind.
Non- Non-Aggression means that the two empires are
Aggression friendly towards each other and will not attack each
other’s ships. Empires with this treaty in place can
move through locations with the other’s ships and
combat will not begin.
Subjugation Subjugation is where one empire dominates another.
The larger empire usually controls the smaller one
and limits its interactions with the rest of the
universe. In a Subjugation treaty, one empire is the
stronger and one is the weaker. The weaker empire
is not allowed to form any treaties with other
empires. They must also pay 40% of their resources
each turn to the stronger empire. The stronger
empire will get to see any new vehicle designs
created by the weaker empire, and will share in all of
the weaker empire's technological discoveries. The
treaty can be broken by either empire at any time.
Protectorate Protectorate is where one empire (the stronger)
offers to protect another empire (the weaker) for a
modest fee. The weaker empire must pay 20% of
their resources each turn to the stronger empire. The
stronger empire is "supposed" to protect the weaker
empire from any and all enemy threats. The treaty
can be broken by either empire at any time.
Trade The 2 empires agree to allow free-trade across their
Alliance borders. This results in prosperity across both
empires. A Trade Alliance generates resources for
both empires. See Politics for more details.
Trade and The 2 empires agree to allow cooperative research
Research between their scientists. This results in improved
Alliance research on both sides. A Trade & Research Alliance
generates research points for both empires.
Military The empires agree to be cooperative in their military
Alliance efforts. This means that ships can use the resupply
depots of either their planets or their allies planets.
Partnership Partnership is the best political relationship 2
empires can have. It means there exists total trust
between the two nations. Partnership benefits are
many. First, the empires will trade intelligence points.
Next, the empires will share all military information.
This means that you will be able to see all systems
that your partner can see as if you were in them. You
get knowledge of all systems that he explores. You
also get copies of all enemy designs that your ally
encounters.

Special Notes
These treaties are cumulative above treaty ‘None’. Meaning that
each higher level gets all of the benefits of the previous treaties.
For example, if you currently have a Military Alliance, you get all of
the benefits of having a Non-Aggression, Trade Alliance, and Trade
& Research Alliance.

Related Areas
Empires Window, Communicate Window
Politics

Description
Politics is the interaction of your empire and other empires. Politics
encompasses making treaties, setting boundaries, and sending
warning messages. Most of the politics in the game is carried out in
the Empires Window.

Message Types
First Contact Until you meet another player, you obviously know
nothing about them. This means that you will be
unable to form any political alliances, or perform any
type of intelligence operations on them. Once your
ships encounter their ships in a solar system, then it
is assumed that you at least know of each other’s
existence. At this point, you will be able to send
political messages, form treaties, and interact with
them as long as there is some physical path between
your two empires.

Losing Once you meet another empire, you can engage in


Contact any form of politics with that empire. This includes
what ever intelligence operations you wish to
perform. This contact between your two empire
remains in effect until such time as there is no
physical connection between your two peoples. If, at
the end of a game turn, there is no path from one of
your planets or ships to a planet or ship of another
player that you have met previously, then you will
lose contact with that empire. This means that any
political relations you have with them will be severed,
and you will not be able to send them any form of
messages. It also means that you will not be able to
perform any intelligence operations either. A path
between two empires is any connection of warp
points that would allow travel. It does not matter
whether you have explored the solar systems or not.
Once contact is lost, it can be reestablished by
meeting an empire’s ships in space just like when
you first encounter them. Also note that your ships
must be decloaked to make or maintain contact with
another empire.
Treaties The highest goal of politics is to ally yourself with
other empires through treaties. Treaties are
agreements between players to act a certain way
towards each other. Using politics, you can enter into
and break different treaties with other empires. Since
treaties have such an enormous impact on the
game, it is very advisable that you acquaint yourself
with them by going to Treaties.
Political Politics are carried out through messages. Messages
Messages are sent back and forth between Empires via the
Communicate Window. A message sent to an
empire will show in that empire’s log on the next turn.
After which, that empire can respond to the
message. A complete list of messages can be found
under Message Types.
Trade Trade is where two empires with a friendly political
relationship allow for a free flow of goods, research,
or intelligence across their borders. This trade is
automatic and is carried out by merchant vessels far
too small to be tracked in this game. Suffice to say
that if the opportunity exists, someone will fill the
void.

When empires enter into a treaty of Trade Alliance or


better (see Treaties), they will begin to establish
trade routes. As the trade routes grow, more and
more goods will flow between the two nations. If the
treaty is Trade Alliance or better, then construction
points will be traded. If the treaty is Trade &
Research Alliance or better, then research points will
be traded. If the treaty is Partnership, then
intelligence points will be traded. Trade routes have
a knack for finding a path even when one doesn’t
seem to exist. Trade cannot be interrupted, rerouted,
or prevented unless the two empires allow it.

When a treaty with trade is entered into, the trade


routes begin. This means that you and your ally will
begin to receive resources each turn. How many
resources is dependent on the size of your ally. You
begin by receiving 1% of the resources they
generate each turn in trade. These resources are not
taken from your ally, but are actually created from
the new commerce. Each turn thereafter, the trade
will increase by 1%. This will continue until you reach
20% which is the maximum amount of resources
which can be generated.

For example, you and empire X enter into a Trade


Alliance. Empire X generates 10,000 of each
resource type each turn. On the first turn, after the
turn the treaty is begun, you will receive 1% of his
output in trade. Which means you will get 100
minerals, organics, and radioactives in trade. The
next turn, you will receive 2%, or 200 resources. This
will continue until after 20 turns you are receiving
2000 resources per turn. Of course, after 20 turns,
empire X’s output will probably have increased and
you will receive even more resources. Also keep in
mind that empire X will receive 20% of your resource
output in trade as well. You don’t actually lose any
resources, but he will get more than normal, and so
will you.

Of course, if you break the treaty for some reason,


all trade ceases. No more free resources. If you do
reestablish the treaty, it will begin at 1% trade levels
and rise from there. Be certain you’re ready to forfeit
those resources before you do something rash like
declare war!

You can find out your current levels of trade with


each empire in the Empires Window. You can find
out your total amount from trade in the Empire Status
Window.
Tariffs Tariffs occur when your race is either subjugated or
in a protectorate, and you must pay a certain amount
to your benefactor (controlling empire) each turn.
This amount is a standard 20% for protectorate and
40% for subjugation. These resources are removed
from your available resources each turn before you
can spend them on anything. It is also possible that
you are the superior empire in one of these type of
treaties, in which case the tariffs are payed to you.
Surrender When all is lost, and your empire cannot possibly go
on, you can always surrender. You surrender to
another empire by sending them a Surrender
message. Once this message is sent, your entire
empire will become controlled by that other player.
Once you do this, your game will be over.
Borders Most empires in the game will want to clearly define
their borders. The borders of an empire are those
systems which they consider "theirs" and they will
fight to defend. In the Borders Window, you can
select which systems you consider to be part of your
territory. Other empires can view these selections
and use them to determine what territory you claim.
It is quite possible that two empires claim the same
systems.
Combat Of course, politics can make strange bedfellows. For
example, your allies can in turn be allies with your
enemies. Any political relationships are allowed.
When it comes to combat this makes for certain
conditions.

If you are at a location with your ally, and you are


attacked, then both you and your ally will defend
against the enemy threat. If you attack a location
where there are two empires who are allies, then
they will both defend against you. But what happens
if there are 2 empires at a location which I attack,
and one is a friend and one is an enemy? Don't
worry you will attack the target who is your enemy. If
there are two enemies at a location then your forces
will attack the one which is closer, and once their
polished off, move on to the other enemy forces.

The one caveat during combat is that you cannot fire


on your allies. Once combat is done, you can always
break the treaty and then fire on them, but during
combat you are prevented from firing on your allies.

Special Notes
None

Related Areas
Empires Window, Communicate Window, Borders Window
Intelligence

Description
Intelligence is a general description of the operations that your
empire conducts to spy against other nations, and to prevent
spying against your nation. In the game, these actions are
conducted through intelligence projects created in the Intelligence
Window.

All intelligence actions require intelligence points which are


generated by Intelligence Facilities that you build on your planets.
The total number of intelligence points you generate each turn can
be spent on various projects either for espionage, sabotage, or
defense. Keep in mind that intelligence points do not accumulate.
You either use them in a turn, or they are lost.

Intelligence projects work in a fairly simple manner. You create an


intelligence project which is targeted against another empire (or
defense which does not require a target). Each turn, intelligence
points are applied to that project. Once the "cost" of the project is
met, then the activity will be attempted. You are never guaranteed
that your intelligence project will be successful. It may fail because
of defensive measures conducted by the target empire, or because
the specific target of the project is not available.

Most intelligence projects can have a specific target. Besides the


usual target of which empire the project is against, a project may
have a specific target of a planet or a ship. If you are presented
with a list of specific target to choose from, you may either pick one
or pick the item called "Any". "Any" means that you don't care what
target the project is against. This selection is the most flexible and
has a higher chance of being successful. If you choose a specific
target, then the project will be conducted only against that specific
item.

For example, if you select the intelligence project for "Sabotage


Facility", then you will be asked which specific planet to conduct the
project against. The list of planets that is displayed will only be
those planets that you know of. You can also choose "Any" which
means that your operatives will pick which ever planet is easiest to
attack.

Intelligence Elements
Project Type The project type usually falls into one of 3
categories, either sabotage, espionage, or defense.
Sabotage is where your operatives are trying to
destroy or manipulate another empire. Espionage is
where your operatives are tying to gather information
or steal information from another empire. Defense is
used to protect your empire against hostile
intelligence actions of other empires.

Project Target This is the empire that you wish to conduct the
intelligence project against. The empire can be friend
or foe, it does not matter. The only requirement is
that you have communications ability with that
empire. The only type of project which does not
require a project target is the Defense project.
Project The specific planet, ship, or other empire that this
Specific project is targeting. This will often allow a selection of
Target "Any".
Cost The total cost in intelligence points before this project
is executed.
Time The estimate of how long is will be in turns before
Remaining this project is executed. The time is calculated as the
remaining cost of the project divided by the current
number of intelligence points being allocated. This is
only an estimate as the total number of intelligence
points that you generate may increase or decrease.

Special Notes
None

Related Areas
Intelligence Window, Empires Window
Intelligence Window

Description
This window allows you to conduct intelligence projects against other empires. Intelligence
projects are activities that your empire engages in to either sabotage or conduct espionage
against another empire. See Intelligence for more details.

Controls
Intelligence Points This is the total amount of Intelligence Points available to your empire this
Available turn. Each of your planets produces Intelligence points if it has Intelligence
Center Facilities on it. You can spend the intelligence points in this window
to conduct intelligence projects.
Intelligence Projects This is a listing of the available intelligence projects to your empire.
Intelligence projects are gained through research like everything else. As
you research Intelligence Operations in the Research Window, more
intelligence projects will become available in this window.

The intelligence projects are listed in groups based on their general


purpose. Each intelligence project is also listed with its total cost in
intelligence points. This will be the cost required to execute and complete
this project. By left-clicking on an intelligence project, you will add it to the
"Current Projects" list below. You can also right-click a project to see a
description of that project.

When you add an intelligence project to your current projects, you will be
prompted for specific information about the project. For every project, you
will be asked which empire to target it against. Some projects will ask you
for a specific target object, as well. For example, if you select the project
"Industrial Sabotage", you will be asked to select a target empire. After
that, you will be asked to select the specific planet to conduct the project
against. The planets listed will be the ones your empire knows of that the
target empire owns. You can select a specific planet, or you can select the
item "Any Planet". These selections will allow you to target your
intelligence operations against specific targets that your enemy owns.

Current Projects This is a listing of the intelligence projects that your empire is currently
executing. You may have up to 12 total projects going at once, with 4
displayed at a time in this list. You can view the other projects being
executed by pressing the tab buttons listed below.

Each executing project is listed with its name, a specific target if there is
one, the empire its against, the estimated number of years until its
completed, and the actual cost per turn in intelligence points. At the bottom
of the project is a bar which fills in as the project is completed. When the
bar reaches all the way to the right of the box, the project will be
completed.

If you left-click a current project, it will be removed from the current projects
list. Be careful not to remove projects that are nearing completion. You can
also right-click on a current project to get a brief description about it.

Buttons
Projects 1 - 4 Causes the "Current Projects" list to display projects 1 through 4.
Projects 5 - 8 Causes the "Current Projects" list to display projects 5 through 8.
Projects 9 -12 Causes the "Current Projects" list to display projects 9 through 12.
Repeat Projects This option means that when a project completes, it will automatically get
added back again to the list. This way, you can keep your projects running
continually without any input from you.
Divide Pts Evenly Normally, intelligence points are divided up evenly between the projects.
So if you generate 1000 points per turn, and you have 4 projects, then
each project will receive 250 points per turn. If you turn this option off,
projects will be given points in order from left to right. The points are
applied until the project is completed. So if you have 10000 points, and 3
projects which cost 4000 each, then the first two projects will get 4000
points each applied, and the third project will get 2000.
Reorder Projects Selecting this option will display the Reorder Window so that you can
reorder your intelligence projects.
Close This will close the window and return you to the Empires Window.

Special Notes
None

Related Areas
Empires Window
Research Window

Description
This window allows you to select research projects for your empire to undertake. Research
projects are activities that your empire engages in discover new components, facilities, ship
sizes, intelligence projects, and more.

See Research for more details.

Controls
Research Points This is the total amount of Research Points available to your empire this
Available turn. Each of your planets produces research points if it has Research
Center Facilities on it. You can spend the research points in this window to
attain new technology levels through research projects.
Research Projects This is a listing of the available technology areas that your empire knows
of. New technology areas can be discovered by research in the existing
areas.

The technology areas are listed in groups based on their general purpose.
Each technology area is also listed with its total cost in research points. By
left-clicking on a technology area, you will add it to the "Current Projects"
list below. You can also right-click a technology area to see a description of
it.
Current Projects This is a listing of the research projects that your empire is currently
executing. You may have up to 12 total projects going at once, with 4
displayed at a time in this list. You can view the other projects being
executed by pressing the tab buttons listed below.

Each executing project is listed with its name, the specific level that you are
trying to attain, the estimated number of years until its completed, and the
actual cost per turn in research points. At the bottom of the project is a bar
which fills in as the project is completed. When the bar reaches all the way
to the right of the box, the project will be completed.

If you left-click a current project, it will be removed from the current projects
list. Be careful not to remove projects that are nearing completion. You can
also right-click on a current project to get a brief description about it.

Buttons
Projects 1 - 4 Causes the "Current Projects" list to display projects 1 through 4.
Projects 5 - 8 Causes the "Current Projects" list to display projects 5 through 8.
Projects 9 -12 Causes the "Current Projects" list to display projects 9 through 12.
Repeat Projects This option means that when a project completes, it will automatically get
added back again to the list. This way, you can keep your projects running
continually without any input from you.
Divide Pts Evenly Normally, research points are divided up evenly between the projects. So if
you generate 1000 points per turn, and you have 4 projects, then each
project will receive 250 points per turn. If you turn this option off, projects
will be given points in order from left to right. The points are applied until
the project is completed. So if you have 10000 points, and 3 projects which
cost 4000 each, then the first two projects will get 4000 points each
applied, and the third project will get 2000.
Tech Tree This button is only displayed if you have selected the option "Players can
see complete tech tree" in the Game Setup - Game Settings Window.
Pressing this button will display the Technology Tree Window. This window
will allow you to view the entire tech tree and see what requirements there
are to reach each level, and what you receive from achieving each level.
Reorder Projects Selecting this option will display the Reorder Window so that you can
reorder your research projects.
Close This will close the window and return you to the Main Window.

Special Notes
None

Related Areas
Main Window
Research

Description
Research is essential to the progress of an empire’s technology.
An empire must put effort into its research if it wishes to develop
new technologies such as advanced weapons, bigger ship sizes,
new facilities, and more advanced intelligence projects. Everything
that an empire has to use is dictated by its current technology
levels. As they increase, newer items will become available.

Research Elements
Research An empire’s ability to research technology is
Points represented by the research points that it generates.
Each research center that the empire builds on a
planet, generates research points for the empire.
You can imagine these research facilities as being
huge complexes where scientists work on
developing the latest technologies. The research
points are a quantification of the number of scientists
you have to work on research. All they need is to be
told what they should be researching. That’s where
you come in. You need to tell your scientists what
technology areas to research in the Research
Window.

Tech Levels Your empire spends research points on different


technology areas to develop them. Each technology
area, is divided into technology levels. These Tech
Levels are discrete groupings of achievement in a
given area. Each tech level that your empire attains
is typically signified by there being new items
available for its use. For example, if an empire
reaches tech level 2 in Ship Construction, it now has
available the ship size Frigate and the ship
component Armor II. This means that your ships can
now be of a larger size than previously, and you
have the component Armor II available to place on
ships. If your empire reaches tech level 1 in
Colonizing Gas Giants, it will have the component
Colonization Module - Gas Giant available. You can
then design ships using this component and send
them to colonize Gas Giant planets.
Hidden Techs When you begin a game, there are a large number of
technology areas available to research. This list,
however, is not complete. There are certain ‘hidden’
tech areas that you cannot research straight off.
These ‘hidden’ tech areas are not known to your
empire until you reach certain levels in other tech
areas. Once your empire has attained the requisite
tech levels in certain tech areas, the “hidden”
technology area will be available to research.
Allocating Your empire specifies what technology areas it
Research wants to research in the Research Window. Using
this window, you get to add research projects to
develop each technology area. You add a research
project for tech areas you’re interested in. You will
spend your research points each turn in trying to
complete each project. When your empire attains a
tech level, you will receive a log message reporting
the new level.

Special Notes
You do not accumulate research points over multiple turns. You
either use them each turn, or you lose them. There is no
conceivable reason why you would not use the Research Window
and always have at least one research project going. Technology is
the dominant factor in most games, respect it and you may survive.

Related Areas
Research Window
Technology Tree Window
Description
This window allows you to view all of the different technology areas in the game and the
requirements for each. This window is available from the Research Window if you select the
option for it in the Game Setup Window.

Controls
Tech List (Tech This display of the list will show you all of the technology areas in the game
Area) and the required tech levels that must be completed before each one
becomes available.
Tech List (Tech This display of the list will show you all of the technology levels in the game
Levels) and which components, facilities, vehicles sizes, and intelligence projects
that will become available when you attain them.

Buttons
Tech Areas Displays the Tech Area List.
Tech Levels Displays the Tech Levels List.
Export Exports the currently viewed list to a text file in the SE4 directory.
Close Closes this window and returns you to the Research Window.

Special Notes
None

Related Areas
Research Window
Reorder Window

Description
This window allows you to reorder a list of items. This window is
used at different locations in the game to allow you to change the
order of items in a list.

Controls
List This list displays each of the items with a blue circle
in front of it. The currently selected item is denoted
by a green circle. If you want to move an item, select
the item by left-clicking on it, then press one of the
buttons below.
Buttons
Move Up Moves the currently selected item up one position.
Move Down Moves the currently selected item down one position.
Move To Top Moves the currently selected item to the first position
in the list.
Move To Moves the currently selected item to the last position
Bottom in the list.
OK Confirms this order of the items and returns you to
the launching window.
Cancel Cancels the changes you have made and returns
you to the launching window.

Special Notes
None

Related Areas
Main Window
Message Types

Description
When you engage in politics between your empire and another,
you mainly interact through messages sent back and forth. These
political messages can be as simple as just a text message, or they
can be complex trade arrangements with lists of give and take.
Below is a list of the different message types you can send to
another player. These messages are sent in the Communicate
Window. For different message types that you select, you will be
prompted to enter options for that message.

Message Types
General A general text message that can say pretty much
Message anything.

Propose Treaty Proposes that you and the other empire enter into
a political treaty. The treaty does not take effect
until the other empire accepts the treaty.
Accept Treaty If another player has proposed a treaty to you,
this message means that you accept the treaty.
The moment you accept the treaty, the treaty
becomes effective.
Refuse Treaty If another player has proposed a treaty to you,
this message refuses that treaty.
Offer Counter If another player has proposed a treaty to you,
Treaty Proposal this message means that you refuse their
proposal, but that you would prefer a different
type of treaty. When the other player receives
your message, its the equivalent of a propose
treaty message, meaning that they can accept or
refuse your counter treaty proposal.
Break Treaty If a treaty is currently in place between your
empire and another, this message will break that
treaty. This message does not need to be
accepted or refused. At the moment you send this
message, the treaty will be broken and no treaty
will exist between your empires.
Declare War This message means that you declare war on
another empire. No matter what treaty exists
between your empires, this message will break
the treaty and bring about a state of war. This
message does not need to be accepted or
refused, it immediately happens when you send
the message.
Propose Trade This message means that you propose a trade
between your empire and another empire. When
you choose to send this message, you will need
to select what items you wish to give in exchange
for what item you wish to get. This is done in the
Select Package Window. The trade that you
propose will not actually occur until the other
player accepts the trade.

When you select the items for a trade, you can fill
in items to receive with an "Any" placeholder.
This means that you want the other player to fill in
these items. This is useful if you don't know
exactly what the other player has to offer.

Accept Trade If another player has proposed a trade to you, this


message will accept the trade. When you send
this message, the items listed in the trade will
change hands.

If some of the items in the trade are "Any" items,


then you cannot accept the trade. Instead, you
must replace the "Any" items with actually items,
and then offer a counter trade proposal.

Refuse Trade If another players has proposed a trade to you,


this message will refuse that trade.
Offer Counter If another player has proposed a trade to you, this
Trade Proposal message means that you refuse their trade, but
that you would prefer a different type of trade.
When the other player receives your message, its
the equivalent of a propose trade message,
meaning that they can accept or refuse your
counter trade proposal.
Give Gift This message means that you wish to give a gift
to another empire. You will need to fill in the items
in the package that you wish to give. The items
will not actually get sent until the other empire
accepts the gift.
Accept Gift If another player has offered a gift, the this
message accepts the gift for you. When you send
this message, the items listed in the gift will be
sent to you.
Refuse Gift If another player has offered a gift to you, this
message refuses that gift.
Offer Tribute Similar to giving a gift, this offers a tribute to
another player. A tribute is a package of items
that you wish to give to another player. The items
in the gift will not be sent until the other player
actually accepts the tribute. A tribute is different
from a gift in that a tribute is usually given to a
stronger empire as a means to keep you in their
good graces.
Accept Tribute If another empire has offered you a tribute, then
this message accepts that tribute. When this
message is sent, the items in the tribute are
actually transferred to you.
Refuse Tribute If another empire has offered you a tribute, then
this message refused that tribute.
Surrender This message means that your empire surrenders
to the empire that you are sending the message
to. A surrender means that your entire empire
becomes controlled by the other empire. All of
your ships and planets immediately become
owned by the other empire. This one little
message will effectively end your game.
Grant This message means that your empire will grant
independence to independence to one of your colonies. When you
colony send the message, you will be asked to select
one of your planets. The change over of the
planet is not automatic. This gives you time to
remove your populations from the planet and get
the planet in order. Once you have abandoned
the planet, the other empire can come in and take
it over.
Demand / This item is not a true message. It is merely a
Request / Warn grouping for all of the possible demands or
requests that you can make. When you select
this, the entire list of demand messages will be
displayed. Demand and request messages are
not binding messages. They are merely ways of
telling another empire what you want them to do.
Want a gift Tells the receiving empire that you wish them to
send your empire a gift.
Want a tribute Tells the receiving empire that you wish them to
send your empire a tribute.
Demand your Tells the receiving empire that they must
surrender surrender to your empire.
Remove your Tells the receiving empire that you wish them to
ships from remove their ships from a specific system. You
system will be prompted for the specific system.
Remove your Tells the receiving empire that you wish them to
colonies from remove all of their colonies from a specific
system system. You will be prompted for the specific
system.
Leave planet Tells the receiving empire that you wish them to
remove their colony from a given planet. You will
be prompted for the planet that the other empire
owns.
Stop hostile Tells the receiving empire that you wish them to
actions against stop their attacks against another empire. You will
empire be prompted for the empire that you wish them to
stop attacking.
Break treaty with Tells the receiving empire that you wish them to
empire break their treaty with another empire. You will be
prompted for the empire that you wish them to
break the treaty with.
Declare war on Tells the receiving empire that you wish them to
empire declare war on another empire. You will be
prompted for the empire that you wish them to
declare war on.
Make peace with Tells the receiving empire that you wish them to
empire establish a peaceful treaty with another empire.
You will be prompted for the empire that you wish
them to make peace with.
Support us Tells the receiving empire that you wish them to
against another attack or assist you against another empire. You
empire will be prompted for the empire that you wish
them to attack.
Attack empire in Tells the receiving empire that you wish them to
system attack another empire in a specific system. You
will be prompted for the empire that you wish
them to attack and the name of the system.
Attack planet Tells the receiving empire that you wish them to
attack a specific planet. You will be prompted for
the planet that you wish them to attack.
Stop espionage Tells the receiving empire that you wish them to
activities stop their espionage intelligence activities against
your empire.
Stop sabotage Tells the receiving empire that you wish them to
activities stop their sabotage intelligence activities against
your empire.
Stop attacks in Tells the receiving empire that you wish them to
system stop their attacks in a specific system. You will be
prompted for the system that you wish them to
stop attacking.
Accept Tells the receiving empires that you accept their
Demand/Request demand. This means that you will do what they
request that you do.
Refuse Tells the receiving empires that you refuse their
Demand/Request demand. This means that you will not do what
they request.

Special Notes
None
Related Areas
Communicate Window
Select Package Window

Description
This window allows you to select a complete package for use in political messages. A package
is a collection of items from planets to the communication channels to other empires. When
sending a gift or tribute, you need to create a package to send to the other player. This window
allows you to select all of the items that will go in that package.

Controls
Item This lists all of the possible items for the currently selected tab button. If
you left-click an item in this list, it will be added to the Package list.
Package This is a listing of all of the current items in the package. Items of different
types are listed with a header above them. If this package was for a gift,
then these would be the items that you are giving to the other player.

Buttons
Systems Displays all of the systems that your empire knows of. Adding this item to
the list means that you would give that system to the other empire (no
longer claim it).
Planets Displays all of the planets that your empire has colonies on. Adding this
item to the list means that you would give that planet to the other empire (it
would change ownership).
Resources Displays the 3 different types of resources. Each click on this item will add
1000 of this type of resource to the package (you would transfer this many
resources to the other empire).
Technology Displays all of the technologies that your empire has attained. Adding this
item to the list means that you would give that technology to the other
empire (they would benefit if their existing level is lower than yours).
Ships Displays all of the ships that your empire owns. Adding this item to the list
means that you would give that ship to the other empire (it would change
ownership).
Units Displays all of the transport ships that your empire owns which are
currently carrying cargo. Adding this item to the list means that you would
give that ship to the other empire (the ship and its cargo would change
ownership).
Star Charts Displays all of the system that your empire has seen. Adding this item to
the list means that you would give knowledge of that system to the other
empire (they would be able to see the system as if they had explored it).
Treaty Displays all of the different treaty types that exist. Adding this item to the
list means that you would enter into the treaty with the other empire (when
they accept the package, the treaty would become active).
Comm Channels Displays all of the races that your empire has contact with. Adding this item
to the list means that you would give the communication ability with that
empire to the other empire (they would be able to talk to that empire).
Clear Package Clears out all of the items currently in the package.
Close Closes this window and returns you to the Communicate Window. The
package is automatically saved and used.

Special Notes
None

Related Areas
Main Window
Borders Window

Description
This window allows you to set the borders of your empire. Your borders are those systems
which you publicly state are owned by your empire. It is an indication to all of the other players
of the game which systems you consider your territory and will fight for. All other empires will
be able to see which systems you claim. It is possible for two empires (or even more) to claim
the same system.

Controls
Empires This is an option list of empires you wish to see displayed on the map. If
you select only your empire, then just the borders of your empire will be
displayed.
Systems claimed by Each system which is highlighted in your empire's color is claimed by your
empires empire. Systems which are claimed by other empires will be highlighted in
their color. If two empires claim the same system, it will appear yellow and
filled in. To toggle whether your empire claims a system, just click on it.

Buttons
Select All This will select all of the empires in the Empires List.
Allies This will select only those empires who are your allies in the Empires List.
Enemies This will select all of the empires in the Empires List for which you do not
have a treaty, or are at war with.
Us This will select just our empire in the Empires List.

Special Notes
None

Related Areas
Empires Window
Maintenance

Description
Maintenance is the cost of keeping your space vehicles running. To
provide the supplies and repair that your ships need, your empire
must pay a maintenance amount each turn. The maintenance for
your empire is calculated as the total of 30% of the cost of each
ship or base currently operating. If you cannot pay your
maintenance cost, then some of your ships will be scrapped as
they fall into disrepair.

The maintenance amount required is automatically subtracted from


your total generated resources each turn before they are used for
anything else (as shown in the Empire Status Window). You can
prevent paying maintenance on certain ship by mothballing them.

Maintenance Elements
Cost The cost per turn is the sum of the maintenance cost
for all of your currently operating ships and bases.
The maintenance cost for a ship or base is
calculated as 30% of its cost in resources.

Unable to Pay If you are unable to pay the maintenance cost in a


turn, several of your ships will be destroyed
automatically. The number of ships destroyed is
based on the amount that was unpayed in
maintenance.

Special Notes
None

Related Areas
Empire Status Window, Designs Window
Scrap Window

Description
This window allows you to modify the vehicles at this location in a number of ways. See the
button descriptions below for complete details on each of the various actions.

Controls
Selected Vehicles This section displays a list of the vehicle you own at this location. Each one
can be left-clicked on it to toggle its selection. The selected vehicles (the
ones with the green dot) will be the ones you want the actions to take place
on. As you select different vehicles, the values showed under statistics will
change to reflect them.
Scrap Value If you want to scrap your vehicles, then this is the value that you will
receive back from recycling their materials. The scrap value is determined
as a percentage of the cost of the vehicle designs.
Research Potential This is an approximation description of the relative value of these vehicles
if you Deconstructed and Analyzed them. The description is based on
whether the technology on these vehicles is significantly more advanced
then that of your Empire.
Status This item displays whether your vehicles are at status Normal, Mothballed,
or Cloaked. You can only unmothball a ship which is currently mothballed.
You can only mothball a ship which is at status Normal.
Cost to Unmothball This is the cost to your empire to unmothball these ships (if they are
currently mothballed). This is calculated as a percentage of the cost of the
design for each ship. You can only unmothball a ship which is currently
mothballed.
Can Self-Destruct This item tells you whether these ships can self-destruct. A ship can only
self-destruct if it has a non-damaged self-destruct component on board.
Can Be Fired On This item tells you whether these ships can be fired on and destroyed. This
will be "Yes" if there are other ships that you own at this location which
have weapons. If you select all of the vehicles in the list, then attempt to
use this action, all of the ships will be destroyed, except for the last one.
The last one cannot be fired on if all of the other vehicles present have
been destroyed.
Space Yard in Reports "Yes" if there is a spaceyard at this location. The spaceyard can
sector be either on a ship, or on a planet. Most of the commands in this window
require that there be a spaceyard present to execute them.

Buttons
Scrap This button will scrap your ships (destroy them) and return to your empire
the Scrap Value displayed. There must be a spaceyard at this location for
this action to be available. This is usually done to ships that you own which
are old and not useful anymore.
Analyze More accurately "Deconstruct and Analyze", this button will deconstruct
your ships (destroy them) and add their technology to your empire's
technology. This is only useful if the technology on the ship is more
advanced than what you empire currently has. There must be a spaceyard
at this location for this action to be available. This is usually done to enemy
warships which you have captured.
Retrofit This button allows you to retrofit your ships to a new design. When you
select this, a window will be displayed asking you to pick the new design
for this ship. Only designs which are for the same size as your ships can
be chosen. If you select ships in the vehicle list which have two different
sizes, this button will not be available. You cannot change the size of an
existing ship.

The cost for the retrofit change will be listed next to each of the designs
listed for you to choose from. Once the action is performed, your ships will
now have the components of the new design. All components which are
new of different from those of the old design will be marked as destroyed.
You will almost certainly need to repair your ships after their retrofit. There
must be a spaceyard at this location for this action to be available. This is
usually done to old ships you own where you want to update their
technology to the newest available.

Mothball This selection will Mothball your ships if they are currently at status Normal.
Mothballing your ship means that you remove its crew and shut it down
completely. The advantages of this are that you no longer have to pay
maintenance on the ship. You can then Unmothball it at a later date when
you need it. The disadvantages are that while the ship is mothballed, it has
no abilities whatsoever. It cannot move, raise its shields, or fire its
weapons. There must be a spaceyard at this location for this action to be
available.
Unmothball This selection will unmothball all of the selected ships that are currently
mothballed. The cost listed in "Cost to Unmothball" will be charged to
reactivate your ships. There must be a spaceyard at this location for this
action to be available.
Self-destruct This button will cause your ships to self-destruct. The only requirement is
that the ship have a non-damaged self-destruct component on board. This
is usually done if your ships are damaged, behind enemy lines, or in
danger of being captured.
Fire On This action will cause your ships at this location to open fire on these ships
and destroy them. This action is only available if you have ships at this
same location with undamaged weapons. This is usually done if the ship
does not have a self-destruct component, is damaged, behind enemy lines,
and in danger of being captured.

If you select all of the vehicles in the list, then attempt to use this action, all
of the ships will be destroyed, except for the last one. The last one cannot
be fired on if all of the other vehicles present have been destroyed.

Close Closes this window and returns you to the Main Window.

Special Notes
Its good to get in the habit of rotating your old ships off of the front line and bringing them back
to your spaceyards for retrofitting. This way, you can save yourself the cost of building
completely new ships with the latest technology.

Mothballing and Scrapping are very useful if you find your maintenance costs too high.
Mothballing is chosen if you may need these ships again in the future to help defend. If you
confident of your defenses, then scrapping is the way to go.

Related Areas
Main Window
Construction Queues

Description
Construction Queues are the items that your ships and planets
construct. A construction queue is literally a list of items that your
vehicle will construct in order.

Elements of a Construction Queue


Space Yard All planets contain a construction queue as they can
always build facilities and units. Ships will only have
a construction queue if they contain a Space Yard
component. A Space Yard component is required for
a ship or a planet to be able to construct ships in
space.

Rate Every construction queue has a rate at which is uses


resources to build an item. The rate determines how
long it will take to construct an item (the time being
the total resource cost of the item divided by the
construction queue rate). The rate for a construction
queue is determined on a ship by the rate of the
space yard. The rate for a planet is determined by
the population modifiers present. The rate can also
be increased or decreased if the queue is in
"emergency build mode" or "slow mode".
Emergency This option will put your construction queue into an
Build "emergency build mode". While in "emergency build
mode", your construction queue will produce at
double its normal rate. You can leave this option on
for up to 10 turns. When you turn it off, or the 10
turns are reached, your construction queue will go
into "slow mode" for the same number of turns that is
was in "emergency mode". While in "slow mode" the
construction queue will produce at half of its normal
rate.
Repeat Build This option causes your construction queue to repeat
the top item in the list. The top item will be repeated
indefinitely.
Queue On This option puts your construction queue on hold.
Hold The item currently under construction will be paused
until you turn this option off. This is typically used
when you want to lower your overall costs, but don't
want to actually delete the items in your construction
queues. You can just put them on hold to stop your
costs, and them start them up again when you have
the resources.
New Items When new ships are completed, they will appear in
the same location as the construction queue. Ships
do not show up while they are under construction.
Facilities are constructed on the planet. You can only
add as many facilities to the construction queue as
the planet can hold. Units that are constructed will
first be added to the cargo of the ship or planet that
has this construction queue. If space runs out, then
the units will attempt to be placed in any other cargo
space that this player owns. If no space at all is
available to hold the cargo, then the unit will not be
constructed and you will receive a message in your
log report warning you of the situation.
Upgrades Upgrades are used to upgrade the facilities which
are present on a planet. They allow you to change
older versions of a facility to the latest version. One
upgrade will cause all of old facilities on the planet to
change. The for the upgrade is calculated as a
percentage of the facility cost times the number of
facilities that need to be changed.

Special Notes
None

Related Areas
Construction Queues Window, Set Construction Queue Window
Select Queue Type Window

Description
This window allows you to choose the Queue Type for this
construction queue. A queue type is a collection of items for a
construction queue (kind of like a construction queue template). If
you select one, then the construction queue will be filled with the
items for this queue type. If you add a queue type here, it will be
filled with all of the items that are currently in the construction
queue.

Controls
Queue Type Lists all of the queue types that are currently defined.
List If you left-click an item in this list, the current
construction queue will be filled by the items in this
queue type.

Buttons
Add Type This button will allow you to create a new queue type
based on the items in the current construction
queue. When pressed, it will ask you for a name for
the new queue type.
Delete Type This selection will allow you to delete any of the
existing queue types.
Cancel Cancels your selection and returns you to the Set
Construction Queue Window.

Special Notes
If you find that you are adding a certain set of facilities (or anything
else) to a lot of construction queues, it would be easier to just
define a queue type for the list, and then when you want to add it to
a new construction queue, you just need to bring up this window
and select the queue type.

Related Areas
Main Window
Options Window

Description
This window allows you to configure options that control how the Main Window displays itself,
how your ships behave in certain situations, and if different dialogs are displayed while you
play your turn.

Controls
None

Buttons
Close This button will close this window and return you to the Empire Status
Window.

Special Notes
None

Related Areas
Empire Status Window
Systems To Avoid Window

Description
This window allows you to set which systems you want your ships to avoid (if possible). This is
useful if there is an enemy controlled system, or perhaps a black hole, which you don't want
your ships going near.

When you give your ships long Move To orders, they will consult this map to determine if they
should not enter a particular system when moving. If there is a route from where they are, to
where they have been ordered to move, which does not enter any of the Avoid systems, they
will proceed along it. If there is no possible route, then the ships will not execute their Move To
orders.

Controls
Systems To Avoid This is a map of the known galaxy. Left-clicking on a system in the map will
toggle whether that system should be avoided or not.

Buttons
Avoid With this tab selected, systems which are marked as avoid will be
displayed in red, and normal systems will be marked in gray.
Presence This tab will change the map so that it displays all of the systems that have
a presence in them (like the Galaxy Map on the Main Window normally
does).
Ally Claimed This tab will change the map so that it shows all of the systems that are
currently claimed by your allies.
Enemy Claimed This tab will change the map so that it shows all of the systems that your
enemies (or not aligned) have claimed.
Close Closes this window and returns you to the Empire Status Window .

Special Notes
None

Related Areas
Empire Status Window
Repair Priorities Window

Description
This window allows you to choose the order in which you want components repaired on your
ships.

Controls
Component Groups This lists presents all of the different component groups that you know of.
By left-clicking an item in this list, it gets moved to the Group Repair Priority
list.
Group Repair This lists the component groups in the order that you want them repaired.
Priority When one of your ships is damaged, and it undergoes repair, the
components are repaired in the order of the group they belong to in this list.
Left-clicking an item in this list will move it back to the Component Groups
list.

Buttons
Remove All Removes all of the items currently in the Group Repair Priority list.
Close Closes this window and returns you to the Empire Status Window .

Special Notes
None
Related Areas
Empire Status Window
Planets Window

Description
This window allows you to view all of the planets that you have seen throughout the galaxy.
From here you can sort the planet by value and send colony ships to colonize them.

Controls
Statistics This section displays general statistics about the planets you have seen in
the galaxy. It displays totals of all of the different planet types that you have
actually seen.
Galaxy Map The Galaxy Map displays a smaller version of the Galaxy Map that is seen
in the Main Window. When you move your pointer over a planet in the
Planet List, its location will be displayed on this map.
Planet List This list displays all of the planets that you have seen throughout the
galaxy. The list is divided into columns showing data of interest such as
atmosphere, planet value, and whether a colony ship is already enroute to
the planet to colonize it. You can click on any of the headers above the list
to sort by that given column. You can left-click any row in the list to close
this window and have the selected planet displayed in the Main Window.
Right-clicking a planet in the list will display the Planet Report Window.

Buttons
All This tab will filter the planet list to all known planets.
Colonizable This tab will filter the planet list to all planet which are colonizable by your
empire.
All Colonies This tab will filter the planet list to all planets which already have colonies
on them.
Enemy Colonies This tab will filter the planet list to all planets which have enemy or non-
aligned colonies on them.
Ally Colonies This tab will filter the planet list to all planets which have a colony of an ally
empire.
Coloniz\Empty This tab will filter the planet list to all planet which are empty and can be
colonized by your empire.
Coloniz\Breathe This tab will filter the planet list to all planets that can be colonized by your
empire, and which has an atmosphere that is breathable by your race.
Ship Enroute This tab will filter the planet list to only those planets which already have a
colony ship going to colonize them.
Asteroids This tab will filter the planet list to show only asteroids.
Special This tab will filter the planet list to show only planets which have some kind
of special attribute (such as Ruins present).
No Sys To Avoid Turning this option on, will filter the planet list so that planets which are in
systems marked as "Avoid" will not be shown. Marking a system as avoid
is done in the Systems To Avoid Window.
Send Colony Ship Selecting this button will send an available colony ship to colony a planet in
the list. When selected, you will be prompt for which visible planet in the list
you wish to colonize. The nearest colony ship, which can colonize that
planet, will be sent to colonize the planet. This button will only be available
if you have colony ships without current orders.
Close This selection will close this window and return you to the Main Window.

Special Notes
None

Related Areas
Main Window , Planet Report Window
Ships

Description
Ships are your space vehicles which you use to move out into
space and to colonize other worlds. At times they must fight to
defend your empire against alien threats.

Ship Elements
Design Ship Design is the greatest military art form of the
25th century. The crafting of a great ship design, that
stands the test of time, is a tribute to all of the brave
men and women that boldly pilot them. It is part
engineering, part artistry, that creates a robust,
effective design that can serve completely in the
capacity it was designed for. A design that proves
itself has hundreds of starships proudly bearing its
name. A design that fails to meets its requirements is
discarded as obsolete.

The first task of an Empire is to create starships to


explore and colonize the galaxy with. But you don’t
just build a starship, you create a plan, a design,
upon which to build one starship and then many
more. A ship design is a blueprint for the
construction of a starship. It is a model upon which
many starships can be built in its likeness. A different
design is created to fill a different role. These roles
are typically called design types because they
represent the different types of designs that exist.

For example, an empire wants to create a ship to go


and colonize a Rock based planet. You would first
create a design (using the Designs Window) that has
a colonization module for a rock-based worlds.
Finally, you would construct (using the Set
Construction Queue Window) a starship of this
design (also known as class). When the ship is
constructed, you would send it to colonize the planet.
As new rock planets are found, you can then
construct more starships based on this design. In the
future, when you have new technology, you would
create a new design, still of the Rock Colonizer type,
using the latest components. New ships needed to
colonize rock planets would be constructed based on
this new design. The old design, which is no longer
used, would be marked as obsolete. Thus, a cycle
begins of replacing old designs with new design of
the latest technology which can best complete the
task at hand.

A ship design (and a ship for that matter) is a ship


size filled with various components. First, a size is
picked for this design. The size dictates how many
components that will fit into the design. Next, you
pick what design type this design is of. This is a
general classification for the design. Next you pick a
name for this design. The name must be unique
among all of your designs. Now its time to start
putting components into the design. You select ship
components to add into the design. As components
are added, the tonnage remaining in the ship will
decrease. When it reaches zero, you cannot place
anymore components on the design.

There are a few types of components that are


required for all ships. The key control components
are the Bridge, Life Support, and Crew Quarters.
Without these, your ship cannot even function. Next,
a ship (as opposed to a base) needs some engines
for propulsion. After that, the components are up to
you. If you intend the ship to fight, you might
consider weapons. The components and ship sizes
you have available are determined by your current
tech levels (see Research). Whenever you achieve
new tech levels, you should consider creating some
new designs that use the new components that are
available.

The heart of ship design is the Designs Window and


the Create Design Window. With these windows you
can manage your existing designs and create new
ones.
Movement The movement of Starships through the galaxy is a
crucial part of any Empire’s efforts. Ships can be
moved from planet to planet and from solar system
to solar system.

Each ship that is built can move at a certain speed


through space. This speed is described as
movement points that the ship has to spend in a turn.
A ship can move one square at a cost of 1
movement point. When a ship’s movement points
are expended, it can no longer move in this turn.
Next turn, it will receive its full movement points
again to spend. Left over movement points from one
turn do not carry over to the next turn. For each
order that a ship can execute, there is a movement
cost that goes along with it. See Orders for more
information.

Movement points are calculated by examining the


number of undestroyed engines a ship has. Each
non-damaged engine generates one movement point
for a ship. There are also other modifiers to how
many movement points a ship receives a turn. If your
ship has zero supplies remaining, then your ship will
only receive 1 movement point per turn. If your ship
no longer has a Bridge, Life Support, or Crew
Quarters, then you will receive only 1 movement
point.

Some engines will also give you bonuses to the


number of movement points you receive. For
example, the Contra - Terrene Engine I gives a ship
+1 movement points per turn. This bonus only
applies, however, if all of the engines on the ship are
at the same level. Having one engine on the ship
that is lower than a Contra - Terrene Engine I would
lose you the bonus. The bonus applies after total
movement is calculated. So if you have a destroyer
with 6 Contra - Terrene Engine I's, you will receive 7
movement points per turn.

To move a ship, you need to give it orders. This is


typically the MoveTo order. See Orders for more
information on giving ships orders.

Supply As ships move through space they expend fuel. In


engaging in combat, the ship expends ammunition
and energy. As time goes by, the crew consumes the
food supplies that are aboard. Each ship is rated as
to how long it can operate before it needs to come
back to base and reprovision itself. These supplies
are all consider "Supply" and there is an amount of it
which each ship carry. When a ship leaves from port,
it is fully provisioned or supplied. Each turn, though,
it consumes some of those supplies. A ship’s
supplies are used by any actions it undertakes such
as movement or firing its weapons. You can view an
individual ship’s supply amount by looking at the
Ship Report Window.

Resupplying a ship is simple. A ship will


automatically resupply itself whenever it moves
through a sector containing a Resupply Depot
Facility. These depots always reside on planets and
are usually denoted by a small ‘R’ on the System
Window. Resupplying takes no movement points and
is instantaneous. Just move the ship through a
sector with a Resupply Depot and presto, the ship’s
resupply amount is reset back to its maximum or
initial value. An easy way to do this is to use the
Resupply Order which will automatically choose the
nearest resupply depot to that ship. Also keep in
mind that you can use the Resupply Depots that you
own, and those of your allies (see Treaties).

To aid players in noticing when a ship is getting near


to needing resupply, the Resupply Warning setting
was invented. The warning is signaled to players by
a small status icon appearing. There is one for "Low
Supplies" and another for "No Supplies". If you see
this icon in any window then you know that its time to
send the ship back to a Resupply Depot. The easiest
way to do this is by using the Resupply Order.

Inevitably, a ship’s supplies will get to zero before


you can get it back to a Resupply Depot. This has
some dire consequences for the ship. When the
ship’s supplies hit 0, it means that the ships has run
out of fuel, food, energy, and ammunition. Your ship
will only receive 1 movement point each turn. In
addition, if it is engaged in combat, it will on get half
its normal shields and one combat movement point.
Also, since supplies are needed to fire your
weapons, you will probably not be able to fire many
of them. A quick stop at the nearest Resupply Depot
will rectify this situation.

A ship’s maximum supply amount is based on how


much total supplies its components can store.
Engines, as a standard, can store a certain amount
of supplies. You can also increase this amount by
adding supply storage containers to your ship.

Sizes The size of a ship determines how many


components it can hold. Usually the larger a ship is,
the more powerful it is. Each ship size is rated
tonnage, which is the total tonnage in components it
can contain. Each ship size has its own requirements
for how many Life Support and Crew Quarters it
needs, and how many maximum engines it can
support. The size of a ship is determined when the
design for it is created.
Shields Shields are generated by shield generators. Shields
surround a starship and protect it from weapons fire.
Each shield generator on a starship generates a
certain number of shields for that ship. When combat
is entered, a ship puts up its shields to defend
against enemy fire. The shields take damage points
instead of the ship, and when the shields reach 0
damage points remaining, incoming fire will hit the
ship. Shields get automatically regenerated anytime
a ship enters combat. For example, if a ship has 50
shields in one combat and take 40 points of damage,
its shields are now at 10 damage points remaining. If
that ship then gets into another combat, its shields
will be back to 50 damage points again. Keep in
mind that shields are generated by shield
generators. If a ship’s shield generators are
damaged, then it will have less shields to generate.
During combat, shields will not be regenerated
unless the ship has a Shield Regenerator
Component on board.

There are actually two types of shields, normal


shields and phased shields. With the development of
phased weapons, phased shields were invented to
stop the phased weapons. Phased weapons pass
through normal shields as if they were not there.
Phased shields, however, will stop both phased and
normal weapons from doing damage to the ship.

Be aware that there are weapons that skip both


normal and phased shields. These weapons are of
the type Weapon Damaging, Engine Damaging, and
Shield Generator Damaging. These weapons cannot
be stopped by any means. Sorry!

Armor Armor is similar to shields in that it protects your ship


from damage. When your ship takes damage,
shields are hit first, then armor, then the rest of the
components on the ship. Armor is rated with a higher
damage resistance than its size. So for example,
Armor I is rated as a size of 10 tons of space taken,
but it has 30 tons of damage resistance. This means
that the component will withstand 30 points of
damage before it is destroyed.
Construction When an Empire wants to create new starships it
needs to construct them. Construction is the process
whereby an Empire converts its resources into actual
military vehicles. The construction of new war ships
cannot take place just anywhere, however.
Construction of space vehicles can only be made at
locations where there are Space Yards. The space
yards are the actual construction crews that will build
the selected item.

Space Yards can take the form of either a Space


Yard facility, or a Space Yard component. So you
can have planets build ships, or you can have other
ships build your ships. A Space Yard facility for a
planet merely allows you to construct ships as well
as facilities and units on the planet. A Space Yard
component means that a ship or base can construct
new ships in space.

See Construction Queues for more details.

Damage As ships move through the galaxy, they’re going to


take damage. This is usually as a result of enemy
weapons, but it can be caused by meteors, mines,
accidents, and a slew of other things. Now as your
ships take damage, they are going to start losing
their abilities. Its at this point that you typically take
them back to a space yard for repair. Having your
ship take damage is simple enough. Just move it
within weapons range of an enemy ship and see
what happens. Every weapon in the game is rated
with an amount of damage it will do. This amount of
damage is the amount of tonnage of your ship that it
will destroy if it hits your ship. For example, if an
enemy has a weapon that does 100 points of
damage, then when this weapon hits your
unprotected ship, it will destroy 100 tons worth of
components. Each component is rated with a
damage resistance amount. This amount is how
much tonnage in damage the component will take
before it is actually destroyed. For more information
on the amount and type of damage that each
weapon does, see Weapons and Damage.

When your ship gets hit by enemy fire, there is a


progression of things that happen. First, if your ship
has any shields, they will take the damage first. So if
your shields have a strength of 10, and you take 4
points of damage, then your shields will be down to a
strength of 6. When your shields reach strength 0,
they go down. Meaning, that they are no longer there
to protect you. Now incoming damage will hit your
ship directly. First it will hit the outermost section of
your ship, the Armor section. Once that section is
gone, damage will pass through to your remaining
components.

So now that your ship has taken damage, what’s that


mean to you. It means that your ship has lost
components and therefore lost abilities. If your ship
loses an engine, then it will get one less movement
point. If your ship loses a weapon, then it will have
one less weapon to fire in combat. If your ship loses
a shield generator, then your ship will lose the
shields that the shield generator was generating.
More dire consequences result from losing your
Bridge, Life Supports, or Crew Quarters.

Repair Repairing your ships is a necessity. That’s what


space yards and repair bays are for. You can either
move your ship to where there’s a space yard (which
has repair capabilities), or move a repair bay to
where the damaged ship is (repair bays are carried
on ships or bases). Each Space Yard or Repair Bay
is rated with how many components it can repair
each turn.

Once there, the repair will begin automatically. The


repair of the components on your ship is dictated by
your repair priorities. This lists the order in which you
would like components on your ship repaired. See
the Repair Priorities Window for more details.

Cargo Ships can carry what is termed cargo. Cargo can be


one of several different things. It can be population,
fighters, troops, satellites, weapon platforms, or
mines. Moving cargo is essential for getting non-
space worthy items from one planet to another. Both
ships and planets can store cargo. Planets have a
certain capacity for storage which is based on the
size of the planet. Ships have a capacity which is
based on the number of storage components they
contain.

To get cargo from and to your ship is a simple


process. You can give ships the Load Cargo Order
or the Drop Cargo Order to load or drop cargo from
planets and bases. The easiest way to transfer cargo
is to use the Transfer Cargo Order. These orders are
given in the Main Window - Commands section.

Once your ship is loaded with cargo, it merely needs


to move to where it wants to go. Cargo has no effect
on the ship what so ever. If your ship takes damage,
and the cargo components are destroyed, the cargo
will be lost as well. Cargo such as population and
mines can do nothing while they are being
transported. Troops can be dropped during Combat
onto enemy planets to attempt to take them over.
Fighters can be launched during combat to battle
enemy ships.

Maintenance All ships require basic necessities to function. Each


time a ship resupplies, it picks up fuel, food, ammo,
and other materials needs to operate. These
materials don’t just appear out of the air, they have
to be provided by the ship’s owner. That’s you. This
requisition of needed ship materials is handled
through the empire paying a certain maintenance
cost in resources. This maintenance cost is equal to
25% of the ship’s cost that has to be paid each turn
for the ship to remain operational.

If an empire can’t pay its maintenance fees, then a


ship will fall to pieces each turn. Of course which
ship is anyone’s guess. Maintenance is paid first,
before anything else. This means that if you can’t
pay all of your maintenance, you won’t have any
resources to spend on anything else. This is a
severe liability when it comes to running an empire.
You won’t have any resources left to spend on new
constructions. To get a listing of your exact expenses
for the turn, see the Empire Status Window.

Orders Orders are given to ships to have them perform


various actions. To have a ship move, you give it
MoveTo orders. To have a ship colonize a planet,
you give the ship Colonize orders. A ship maintains
its orders in a list which you can view in the View
Orders Window. A ship can have multiple orders at a
time. The ship attempts to execute each order in turn
and when it completes the order, it removes it from
the list. The majority of ship orders are given through
the Main Window.

A ship remembers its orders from turn to turn and will


use its movement points at the beginning of each
turn trying to complete these orders. Orders that you
give ships will remain with that ship until it has
completed the order, or cannot complete the order. If
a ship has orders to move to a sector, and it does,
the ship will clear the MoveTo order, and then
attempts to execute any other orders it has. If, on the
other hand, the ship cannot reach the destination
location, the orders will be cleared as well. If a ship is
blocked by enemy ships, or gets into combat, it will
clear its orders.

Fleets Fleets are groupings of starships which move as a


cohesive unit. Designating a ship as part of a fleet
means that you wish for it to remain with the other
ships in the fleet as they move. It has long been
known that individual ships are easy prey for
enemies, but large groups fare much better. Effective
use of fleets will help keep your ships alive as they
battle enemy forces.

Your empire is allowed as many fleets as you want.


Each fleet is identified by a name which you give the
fleet. You can have as many or as few ships
belonging to each fleet as you want. In fact, you can
have no fleets at all, or have all of your ships as part
of one huge fleet. Fleets are best used when the
ships within each fleet have the same goal in mind
(and usually the same orders as well). Each fleet
also has a certain formation and strategy which it
follows.

All ships that are in a fleet pool their supplies


together. As the fleet moves, supplies are shared
amongst the ship so no one ship is without supplies.

Ships that are part of a fleet behave identically to all


other ships, with one difference when it comes to
movement. When a fleet of ships moves, they will
stay together. This means that as they execute their
orders, they will wait for the slower ships in the fleet.
Fleet ships which have movement points will not
leave a location if it contains a ship that belongs to
their fleet and yet has no movement points
remaining.

For example, you have 3 destroyers and 2 escorts


who belong to fleet 1. They are all at the same
coordinates and are given orders to move to a
distant system. The destroyers have a movement of
6, while the escorts have a movement of 5. When
the ships execute their orders they will begin moving
towards they’re destination. When they have moved
5 squares, the escorts will be out of movement
points, but the destroyers will have 1 movement
point left. Because they belong to the same fleet, the
destroyers will not move out of the sector containing
the escorts. You would be able to look at them and
see that the destroyers still have 1 movement point
left, but they will not use it.

The ideal situation for fleets is in keeping together


groups of ships that have different movements. If
your fleet is a convoy that is protecting some slow
transports, you do not want your defensive ships to
leave your transports behind. If all of the ships are
designated as part of the same fleet, they will do so.
It is also good to keep fleet ships in the same sector,
and give them the same orders. If they have different
orders, you may end up splitting your fleet. Once the
ships are away from each other, the fleet designation
doesn’t mean much.

You specify which ships are part of a fleet by using


the Fleet Transfer Window. You can also get an
overview of all of your fleets in the Ships Window.

Special Notes
None

Related Areas
Create Design Window, Ship Report
Weapons and Damage

Description
Weapons are special components which can be used to damage
enemy ships. They come in a wide assortment with different
capabilities.

Weapon Elements
Weapon There are four main weapon types: Direct-Fire,
Types Seeking, Point-Defense, and Warhead. Direct-Fire
weapons will fire during combat and immediately hit or
miss their target. Seeking weapons as like missiles
which will seek after their target until they hit, or they
run out of fuel. Seeking weapons have the additional
property of their speed, how fast they move towards
their target. Point-Defense weapons are like direct-
fire, but they fire automatically without player control.
They will fire when any fighter or seeker moves into
range, or when your ship moves into range for the
point-defense to hit them. Warheads are weapons
which will only damage the enemy if your ship actually
rams the target. Warheads are used on mines to
cause damage to enemy ships.
Can Target Each weapon has a setting of what kinds of targets it
can hit. This list is a selection of Ships, Planets,
Fighters, Seekers, and Satellites. If a type of vehicles
is not in this list, then this weapon cannot fire on it.
Rate Each weapon is has a certain reload rate. This is the
rate at which it can fire in combat. So if it has a value
of 1, it can fire every combat turn. If it has a value of 2,
it can fire every other combat turn.
Damage At Weapons do a certain damage at a certain range. If a
Range Direct-Fire weapon hits its target, then the damage is
done is based on the range from the source ship to
the target ship. For Seeking weapons, the damage
done to the target is based on the distance (range)
that the seeker had to move until it hits the target.
Seekers will naturally extinguish once their damage
reaches zero.
Weapon Different weapons can sometimes be "mounted"
Mount which refers to the idea of building a much larger
version of a standard weapon. Weapon Mounts are
dependent on the size of the vehicle and what mounts
its supports. A weapon mount usually increases the
damage and size of the weapon proportionately.
Supplies Each weapon is rated with a supply amount used.
Used This is the amount of supplies that this weapon will
use each time it is fired.

Damage Types
Normal This is the standard type of damage in the game.
Damage hits shields first, then armor, then the rest of
the components.
Shields Only Will only damage your shields. Once your shields are
gone, this damage is harmless.
Skips This type of damage is done by phased weapons.
Normal These weapons will ignore normal shields as if they
Shields were not there. Of course, if you have phased-shields,
then this damage type behaves just like normal
damage.
Only Will only damage engines. It also has the added
Engines benefit that shields and armor will not stop it.
Only Will only damage weapons. It cannot be stopped by
Weapons shields, armor, or other components in the way. It is a
pulse that burns out your weapons without mercy.
Once your weapons are gone, you won’t take any
more damage from this type (some consolation).
Plague Causes a certain level of plague on a planet. Other
Level than causing a plague on a planet, it does no damage
to ships or planets.
Only Planet Biological weapons that kill people, but have no effect
Population otherwise.

Only Planet Ecosystem destroyers which harm planets conditions


Conditions only.
Only Smart bombs which seek and destroy Resupply
Resupply Depots.
Depots
Only Smart bombs which seek and destroy Spaceports.
Spaceports
Pushes Repulser beams which push enemy ships away but do
Target no real damage.
Pulls Target Tractor beams which pull enemy ships closer but do
no real damage.
Random Wormhole generators which cause hit ships to
Target randomly appear in another part of the sector.
Movement
Only Shield Will only damage shield generators. It also has the
Generators added benefit that shields and armor will not stop it.

Skips Armor Skips any armor that is present on the ship. This
damage will still hit shields first, then will skip armor
and hit the rest of the components.
Skips Skips shields and armor. The most dangerous type of
Shields And weapon!
Armor
Quad Will cause 4 times the damage to shields, and then
Damage To will cause normal internal damage.
Shields
Crew Cause the crew of the ship (or even a master
Damage computer) to forget what they are doing and will
increase the reload times for the ship's weapons.
Crew Converts a crew (or even a master computer) to the
Conversion control of another player.
Skips All Skips all shields regardless of type.
Shields

Special Notes
None

Related Areas
Component Report Window, Weapons Report Window, Weapons
Mounts Window
Ship Report - Comps Window

Description
This window displays a report about the currently selected ship.
This window is normally displayed in the Main Window when you
left-click on a ship. It can also be displayed if you right-click on a
ship in any other window during the game.

Controls
Component This list displays all of the components currently on
List your ship. If any of the components are damaged, its
picture will be replaced by a picture of a destroyed
component. Damaged components do not operate.
For example, if the component is an engine, then
your ship will receive one less movement point per
turn. If the component is a weapon, then that
weapon will not fire during combat. If you right-click
on a component, the Component Report Window will
be displayed for that component.
Damaged This item displays how many components on your
Components ship are damaged out of how many there are on the
ship. If all of the components on a ship are damaged,
the ship is destroyed. You can repair the
components on your ship by moving the ship to the
same location as a planet with a Space Yard or a
ship with a repair component.

Buttons
Detail Selecting this tab button will display the Ship Report
Window - Detail.
Comps Selecting this tab button will display the Ship Report
Window - Comps.
Cargo Selecting this tab button will display the Ship Report
Window - Cargo.
Ability Selecting this tab button will display the Ship Report
Window - Ability.
Close Pressing this button will close this window. If this
window is being displayed on the Main Window, then
no close button will be present.

Special Notes
None

Related Areas
Main Window
Ship Report - Cargo Window

Description
This window displays a report about the currently selected ship.
This window is normally displayed in the Main Window when you
left-click on a ship. It can also be displayed if you right-click on a
ship in any other window during the game.

Controls
Cargo List This is a list of the specific cargo items which are
present in this ship. Each unique cargo item will be
displayed in a square with a number for how many of
those items are present. Each cargo item takes up a
certain amount of space. The total space used is
displayed below. You can right-click on any item in
the list for a report about that item.
Cargo Space This is the amount of cargo space used in the ship
out of the total available. Cargo space in your ship is
generated by undamaged cargo components.

Buttons
Detail Selecting this tab button will display the Ship Report
Window - Detail.
Comps Selecting this tab button will display the Ship Report
Window - Comps.
Cargo Selecting this tab button will display the Ship Report
Window - Cargo.
Ability Selecting this tab button will display the Ship Report
Window - Ability.
Close Pressing this button will close this window. If this
window is being displayed on the Main Window, then
no close button will be present.

Special Notes
None

Related Areas
Main Window
Ship Report - Ability Window

Description
This window displays a report about the currently selected ship.
This window is normally displayed in the Main Window when you
left-click on a ship. It can also be displayed if you right-click on a
ship in any other window during the game.

Controls
Abilities List This is a list of the abilities that this ship has. Abilities
in this list are generated by things such as your
empire's racial traits and the size of the ship. Specific
abilities from the components on the ship are not
shown here. See Abilities for more details.

Buttons
Detail Selecting this tab button will display the Ship Report
Window - Detail.
Comps Selecting this tab button will display the Ship Report
Window - Comps.
Cargo Selecting this tab button will display the Ship Report
Window - Cargo.
Ability Selecting this tab button will display the Ship Report
Window - Ability.
Close Pressing this button will close this window. If this
window is being displayed on the Main Window, then
no close button will be present.

Special Notes
None

Related Areas
Main Window
Cargo Transfer Window

Description
This window allows you to transfer cargo between two different vehicles or a planet and a
vehicle. You may transfer as much cargo as you wish. There is no cost for transferring cargo.

Controls
Cargo From, Cargo Both of these lists work the same. Each of them lists a number of vehicles
To and below each vehicle is listed the cargo that it contains. You may select
a vehicle (which will turn its blue indicator to green) by clicking on it. Once
a vehicle is selected in both lists, you may click on the cargo items to
transfer them to the vehicle which is selected in the other list. Items will
only be moved if there is sufficient space on the target vehicle.

One thing to note in moving population is that you cannot remove all of the
population from a colony. You can only remove the population from a
planet down to the last 1 M. If you want to completely abandon a planet,
you need to remove most of the population, then use the "Abandon Planet"
order (see the Comment Panel for more details).

Buttons
Move One This selection means that when you click on a cargo item, it will attempt to
move only 1 unit of cargo at a time.
Move Five This selection means that when you click on a cargo item, it will attempt to
move 5 units of cargo at a time.
Move All This selection means that when you click on a cargo item, it will attempt to
move all of the units of cargo at once.
Close Closes this window and returns you to the Main Window..

Special Notes
None

Related Areas
Main Window
Main Window - System Panel

Description
This panel displays the currently selected system in the Galaxy
panel. You can explore the different objects in the solar system by
left-clicking on them and seeing their report in the Ship List panel.

Controls
This is a planet. Planets can be colonized by your
empire. There are many different types of planets
with different atmospheres.

This is an asteroid field. It cannot be colonized, but


you can remotely mine it with special components.

This is a star. It provides the energy for a solar


system and anchors the planets together.

This is a space storm. Ships that travel through it


can be effected in various ways such as being
damaged, hidden from view, etc.

This is a warp point. Ships "warping" through a


warp point will appear instantaneously at the other
side of the warp point. These provide the main
means of inter-system travel. If you have traveled
through the warp point, then the name of the
system it connects to will be displayed below it.
This is a planet which has a colony on it. The bars
at the top right represent how much population is
present on the planet. The color of the bars
indicate which empire owns the colony.
This is an empire flag which indicates that there is
one ship from this empire present in orbit around
this planet.

This is a ship moving through space. The small


number 2 in the bottom right indicates that there
are two ships present at this location. This is how
ships are displayed if all of the ships at this location
are owned by the same empire. If the ships were
owned by two different empires, then you would
see empire flags displayed like in the previous
entry above.
If you turn on the option to display movement lines,
then this is what they will look like. When you
select and move your ship, a line will be displayed
to indicate where it is going and how long it will
take. Each small circle on the line represents 1
movement point that must be expended, and the
number displayed is how many turns from now it
will take to get there.

In this picture, the ship has zero movement point


remaining. So the number on the ship is zero (no
time needed to get to where it already is) and the
next number down the line is a 1. The 1 indicates
that the ship will not reach this point for 1 turn.

Some systems have no planets, and instead are


filled with a nebulae or black hole. Nebulae and
Black Holes have different effects on your ships.
To get an individual report about the system itself,
you should just left-click on nothing in particular
within the system.
This indicates a planet that is selected. The small
yellow arrows are shown to indicate what location
you have selected within the system panel. This
will help you to know where the ships displayed in
the Ship List are actually located.
Small red or green stars are displayed on planets
to help you in your colonization efforts. If no star is
displayed, then you cannot colonize that planet. If
a green star is displayed, then you can colonize
the planet, and your people can breathe the
atmosphere.
A red star indicates that you can colonize the
planet, but your people cannot breathe the
atmosphere. If you colonize this planet, then your
colony will be "Domed" which means it will be
restricted in its maximum population.
This indicates a waypoint at this location.
Waypoints are created by you as locations for your
ships to travel to. This picture shows way point 1 at
this location in space. Use the Hotkeys or the
Waypoints window to establish new way points.
Left-click If you left-click on a location with only one object,
then the Ship List panel, will display an individual
report about that object. If you left-click on a
location with multiple objects, then the Ship List
panel will display a list of those items. If you left-
click on a location with no objects, then the Ship
List panel will display an individual report about this
entire solar system.
Right-click Same as left-click.

Buttons
None

Special Notes
None

Related Areas
Main Window
Main Window - Galaxy Panel

Description
This panel of the Main Window gives you a map of this section of
the galaxy. It is also used to control the System panel so that you
can view different systems in the galaxy.

Controls
Map This map is a view of this entire section of the galaxy.
This is the main map of the game.

Legend of Map Items:

Grid This is simply a background grid to the map to give it scale.


Each square represents about 10 light years.
Circle Each circle on the map represents a solar system. You start the
game knowing the location of all of the solar systems, but not
what they contain or how to get to them.
Lines A line connecting two circles on the map is the indication of a
between warp point connection between the two systems. This means
Circles that there is a warp point in both systems that leads to the other
system.
Short Line If you have seen a warp point in a system, but have not
from Circle traveled through it, then you will see a short line coming out of
the circle which represents that system. This indicates that you
know the warp point goes somewhere, but you don't know
where. Once you have traveled through the warp point, the
short line will become a full line which connects the two solar
systems.
Double When you left-click on a system, that system becomes the
Circle with current system being viewed in the System panel. The currently
Center selected system is indicated by a double circle with the center
Filled filled in.
Colored Circles can be of different colors to represent who is present in
Circles them. Circles that are dark gray have not been explored by you.
Circles that are white have been explored by you, but you are
not currently in the system. Circles which are your empire color
mean that you and only you are present in the system. Circles
which are a different color than yours mean that another empire
is present in that system.
Triangle A triangle instead of the usual circle for a system means that
you and another empire are present in that system. Typically
the triangle will be in your color, because you have to be in the
system to know what other empires are present in the system.
See Sight for more details.

Pointer Moving your pointer over the map will display the name of the
Move system that your pointer is closest to. If you have not explored a
system, then no name will be displayed.
Left-Click Left-clicking on a system will cause that system to become the
currently selected system. The System panel will change to
display that system.
Right-Click Right-clicking the map will display the Galaxy Map Window.

Buttons
None

Special Notes
None

Related Areas
Main Window
Galaxy Map Window

Description
This window displays an enlarged version of the galaxy map displayed on the Main Window.

Controls
Galaxy Map This is a map of the entire galaxy with circles representing solar systems,
and lines between the circles representing warp point connections.
Systems will be displayed in different colors depending on what buttons are
selected. Their meaning is described below. If you click on a solar system
(circle), you will be allowed to enter notes about that system.
Notes Display As you move your pointer around the galaxy map, the notes for the system
you are currently over will be displayed at the bottom of the window.

Buttons
Presence The galaxy map will display its solar system circles in colors depending on
the players that are known to be present. Dark Gray means that you have
never seen the system. Light Gray means that you have seen the system,
but currently have no ships present in it. A color means that the empire of
that color is present in the system. A triangle means that there is more than
one empire in the system.
Avoid This option will display systems in yellow that you have marked as systems
to avoid in the Systems To Avoid Window.
Ally Claimed This option will show which systems have been claimed by your allies. The
colors are similar to those used in the Borders Window.
Enemy Claimed This option will show which systems have been claimed by your enemies.
The colors are similar to those used in the Borders Window.
Spaceports This option will display which systems have spaceports in them. Systems
displayed in green have colonies and one of them has a spaceport.
Systems displayed in yellow have colonies, but do not have a spaceport.
Resupply Depots This option will display which systems have resupply depots in them.
Systems displayed in green have colonies and one of them has a resupply
depot. Systems displayed in yellow have colonies, but do not have a
resupply depot.
Goto System This selection will display a window listing all of the systems that you have
seen on the map. By selecting one of the system names from the list, the
Galaxy Map window will be closed, and the system you selected will be
displayed on the Main Window.
Show Distances This option will display the distances from the current system your pointer
is over. Distances are measured in light years from solar system to solar
system.
Show Names This option will cause the circles on the galaxy map to display with the
name of the system they represent drawn next to them.
Close This selection will close this window and return you to the Main Window.

Special Notes
None

Related Areas
Main Window
Main Window - Ship List Panel

Description
This section of the Main Window displays all of the items in the
currently selected location in the System panel. You may see one
of two things displayed here. Either you will see a list (like that
displayed above) or you will see an individual report (like that of the
Ship Report Window, Storm Report Window, or Planet Report
Window). If a list is displayed, then that means there is more than
one object (ship, planet, star, warp point, etc.) at the location that
you clicked on in the System panel.

Controls
Object List This list is displayed if there is more than one object
present at the current location in the System panel.
Each object is displayed with its picture and its
name. For ships, under their name is displayed the
class (design) of the ship. For planets or ships that
you own, status icons will be displayed at the right of
the list to give you an idea of what their capabilities
are.

You may left-click (or right-click) on any item in the


list to change the list view to that of an individual
report about that item. To return to the list view, you
can either press the up arrow in the top right of the
individual report window, or click again on the
System panel for this location. Once the individual
report view is shown, then the order buttons in the
Commands panel will light up so that you can give
orders to your ships.

If you want to give orders to multiple ships at a time,


there are two ways. The best way is to add all of the
ships into a fleet, and then give the fleet orders.
Another way is that you can hold the Shift key when
left-clicking on ships in the Ship List. As you do, each
item that is clicked will have a green arrow displayed
on them. You can then give orders to this group of
ships. Once the orders are complete, the ships are
no longer in a group.

Buttons
None

Special Notes
None

Related Areas
Main Window
Storm Report Window

Description
This window displays a general report about a storm. This window
is displayed on the Main Window when you click in the system
section on a storm. Each different stellar body in the game has a
similar report when it is clicked on.

Controls
Picture The picture of this storm.
Name The name of this storm.
Size A general description of the size of this storm.
Description A brief description about this storm.
Abilities A list of features that this storm has. Some storms
will cause your ship damage, others will obscure
sensors so that you cannot see other ships. This
section will tell you exactly what you can expect
inside the storm.

Buttons
None

Special Notes
None

Related Areas
Main Window
Launch \ Recover Units Window

Description
This window allows you to launch and recover units from space. You may transfer as many
units as you wish. There is no cost for launching or recovering units.

Controls
Units in Sector This is a list of the ships and planets you have at this location in space.
Each ship or planet will also list all of the units it is currently carrying in
cargo. If you left-click on a unit in the list, that unit will be launched into
space. If there is already a unit in space of this type, then it will join that
group. You can right-click on items in this list to get specific reports about
them.
Vehicles in Sector This is a list of the units that are currently in space. When you left-click an
item in this list, then that unit will be recovered back to the currently
selected ship or planet in the Units in Sector list.

Buttons
Move One This selection means that when you click on a unit type, it will attempt to
move only 1 of those units at a time.
Move Five This selection means that when you click on a unit type, it will attempt to
move 5 of those units at a time.
Move All This selection means that when you click on a unit type, it will attempt to
move all of those units at once.
Close Closes this window and returns you to the Main Window..

Special Notes
None

Related Areas
Main Window
Stellar Manipulation Window

Description
This window allows you to activate a stellar manipulation component that you have on your
ship. Once a stellar manipulation component has been used, it is destroyed. Be careful, many
of the stellar manipulations will actually destroy your own ship. The buttons on the right side of
the window will only be enabled if your current ship has the capability to perform that action.

Controls
System Display Displays the current location with your selected ship and any other stellar
bodies which are present.

Buttons
Create Planet Causes your ship to create a planet at this location. There must be
asteroids present to create a planet out of.
Destroy Planet Causes your ship to destroy a planet at this location. There must be a
planet present to destroy. A destroyed planet becomes an asteroid field.
Create Star Causes your ship to create a star at this location.
Destroy Star Causes your ship to destroy the star at this location. Destroying a star will
result in a shockwave that will destroy everything in the system (other than
warp points), including your ship.
Open Warp Point Causes your ship to open a warp point at this location. The Galaxy Window
will be displayed to allow you to select the destination system for the warp
point.
Close Warp Point Causes your ship to close the warp point at this location. There must be a
warp point present to close.
Create Storm Causes your ship to create a storm at this location.
Destroy Storm Causes your ship to destroy the storm at this location. There must be a
storm present to destroy.
Create Nebulae Causes your ship to create a nebulae at this location. A star must be
present to create the nebulae out of. Like destroying a star, the resulting
explosion will destroy everything in the system.
Destroy Nebulae Causes your ship to destroy a nebulae in this system. This system must be
filled with a nebulae for this action to work.
Create Black Hole Causes your ship to create a black hole at this location. A star must be
present to create the black hole out of. Like destroying a star, the resulting
explosion will destroy everything in the system.
Destroy Black Hole Causes your ship to destroy a black hole in this system. This system must
be filled with a black hole for this action to work.
Construct This selection displays a list of stellar constructions you can create such as
Ringworlds and Sphereworlds.
Close Closes this window and returns you to the Main Window .

Special Notes
None

Related Areas
Main Window
Select Facilities Window

Description
This window allows you to select facilities to scrap on the planet.
You can select as many from list as you want.

Controls
Facilities List This list displays all of the facilities which are on the
currently selected planet. Each facility has a box next
to it which shows whether it has been selected. Each
facility is also listed with the value in resources that
you will receive for scrapping this item. Left-click on
an item in the list to select or deselect it for
scrapping.

Buttons
OK Scraps all of the facilities selected in the list, and
returns you to the Main Window.
Cancel Cancels this action and returns you to the Main
Window.

Special Notes
None

Related Areas
Main Window
Select Component Window

Description
This window allows you to select a component from the
undamaged components on your ship. Usually, this window is used
to allow you to choose a component to use. Using a component is
for components that have one single use and then they are
destroyed. For example, the Emergency Propulsion component is
used to give you added movement for a given turn. Once used, it is
then destroyed.

Controls
Component Lists all of the components on your ship that can be
List selected for use. Left-click on a component to
choose that one.
Buttons
Cancel Cancels your current selection and returns you to the
Main Window.

Special Notes
None

Related Areas
Main Window
Planet Report Window - Facil

Description
This window displays a report about the currently selected planet.
This window is normally displayed in the Main Window when you
left-click on a planet. It can also be displayed if you right-click on a
planet in any other window during the game.

Controls
Facility List This is a list of the specific facilities which are
present on this planet. Each facility will be displayed
in a square with a number in the bottom right for the
level of the facility. Just like with components,
facilities are listed with roman numerals to
distinguish between more advanced versions. Each
facility takes up 1 facility space on the planet. The
total number of facilities which that planet can holed
is displayed below. You can right-click on any item in
the list for a report about that item.
Facilities This is the number of facilities present out of the total
number of facilities which are allowed on the planet.

Buttons
Detail Selecting this tab button will display the Planet
Report Window - Detail.
Facil Selecting this tab button will display the Planet
Report Window - Facil.
Cargo Selecting this tab button will display the Planet
Report Window - Cargo.
Ability Selecting this tab button will display the Planet
Report Window - Ability.
Close Pressing this button will close this window. If this
window is being displayed on the Main Window, then
no close button will be present.

Special Notes
None

Related Areas
Main Window
Planet Report Window - Cargo

Description
This window displays a report about the currently selected planet.
This window is normally displayed in the Main Window when you
left-click on a planet. It can also be displayed if you right-click on a
planet in any other window during the game.

Controls
Cargo List This is a list of the specific cargo items which are
present on this planet. Each unique cargo item will
be displayed in a square with a number for how
many of those items are present. Each cargo item
takes up a certain amount of space. The total space
used is displayed below. You can right-click on any
item in the list for a report about that item.
Cargo Space This is the amount of cargo space used on the planet
out of the total available.

Buttons
Detail Selecting this tab button will display the Planet
Report Window - Detail.
Facil Selecting this tab button will display the Planet
Report Window - Facil.
Cargo Selecting this tab button will display the Planet
Report Window - Cargo.
Ability Selecting this tab button will display the Planet
Report Window - Ability.
Close Pressing this button will close this window. If this
window is being displayed on the Main Window, then
no close button will be present.

Special Notes
None

Related Areas
Main Window
Planet Report Window - Ability

Description
This window displays a report about the currently selected planet.
This window is normally displayed in the Main Window when you
left-click on a planet. It can also be displayed if you right-click on a
planet in any other window during the game.

Controls
Abilities List This is a list of the abilities that this planet has.
Abilities in this list are generated by things such as
your empire's racial traits, the happiness of the
population, the amount of population present, and
others. Specific abilities from the facilities on the
planet are not shown here. See Abilities for more
details.

Buttons
Detail Selecting this tab button will display the Planet
Report Window - Detail.
Facil Selecting this tab button will display the Planet
Report Window - Facil.
Cargo Selecting this tab button will display the Planet
Report Window - Cargo.
Ability Selecting this tab button will display the Planet
Report Window - Ability.
Close Pressing this button will close this window. If this
window is being displayed on the Main Window, then
no close button will be present.

Special Notes
None

Related Areas
Main Window
History Window

Description
This window allows you to view the history of your interactions with other races. This window
provides a basic synopsis of events that have taken place between you and other empires.

Controls
Empires / Events This lists the different empires that you have come in contact with. If there
are general events, then a "General" item will be listed. Select an empire in
this list to display the historical events that have taken place.
Galaxy Map Some historical events took place at a specific location in the galaxy. If
there is a specific location for an event, the location will be highlighted on
the galaxy map.
Historical Events This control lists all of the major events that have taken place between your
empire and the empire selected in the "Empires \ Events" list. Each event
is listed with a date, and a brief description.
Game Date This is the current game date.

Buttons
Close Closes this window and returns you to the Empires Window.

Special Notes
None

Related Areas
Main Window , Empires Window
Treaty Grid Window

Description
This window allows you to view all of the current treaties which are in place between the
different empires. You can only see the treaties for players that you are allied with.

Controls
Treaty Grid This grid displays all of the treaties between the different empires. To find a
treaty, just located one empire across the top, and the other empire down
the side. Follow the grid to where they meet. In the box is listed an
abbreviation of the treaty that they have in place. See the legend for the
meaning of the abbreviation. The filled in gray boxes are where the same
empire is listed on both axis of the grid.
Legend The legend displays the meanings of the abbreviations shown in the treaty
grid.

Buttons
Empires 1- 10 Only 10 empires can be displayed at a time across the top of the treaty
grid. This allows you to see the first 10.
Empires 11 - 20 This selection changes the treaty grid to show the empires 11 to 20.
Close Closes this window and returns you to the Empires Window.
Special Notes
None

Related Areas
Empires Window
Victory Conditions Window

Description
This window allows you to view the status of the victory conditions defined for this game. The
victory conditions are listed down the side of the Victory Conditions Grid. If any of them have
been met, an X is displayed in the grid.

Controls
Victory Conditions This grid displays what victory conditions are in effect, and what players
Grid have completed them. If a victory condition is in effect, then it will be
displayed in white to the left of the grid. Conditions which are not in effect
are listed in dark gray. If an empire has completed that victory condition,
then an X will be listed under their empire flag.

Buttons
Empires 1 - 10 Displays the first 10 empires in the Victory Conditions Grid.

Empires 11 - 20 Displays the second 10 empires in the Victory Conditions Grid.

Close Closes this window and returns you to the Empires Window.
Special Notes
None

Related Areas
Empires Window
Scores Window

Description
This window displays the scores of the different players. You can use this as a comparison
between your empire and all of the other empires. Your empire's score will always be
displayed. Depending on your game settings, other player's scores will be displayed as well.
The standard setting is that you can view the scores of all of your allies.

Controls
Empire List Lists the flags of all of the empires you know of and whose score is to be
displayed.
Score This is a calculated total based on all of the statistics listed below.
Resources The total number of resources you generate each turn.
Research Points The total number of research points you generate each turn.
Intelligence Points The total number of intelligence points you generate each turn.
Tech Levels The total number of tech levels your empire has attained.
Systems The total number of systems that you have colonies in.
Planets The total number of planets that you have colonies on.
Population The total population of all of your colonies throughout the galaxy.
Units The total number of units your empire owns,
Ships The total number of ships your empire owns,
Bases The total number of bases your empire owns,
Rank A ranking of each empire based on its score. The ranking takes into
account all of the empires in the game, regardless of whether they are
shown here.

Buttons
Close Closes this window and returns you to the Empires Window.

Special Notes
None

Related Areas
Empires Window
Comparisons Window

Description
This window allows you to view the historical values of your fellow space empires. Values in
this window start from the beginning of the game and progress to the turn before this one.

Controls
Empires This is a selectable list of your empire and empires that you have treaties
with. Only the selected empires will be shown on the graph.
Comparison values This is a graphed representation of the currently selected value type. Each
empire is displayed as a line in their own empire color. Some lines may
have breaks in them. This is for periods where you did not have a treaty
with the empire and thus, did not know what their score was.

Buttons
Scores The graph will display the overall score of the empires.
Resources The graph will display the total resources produced by the empires.
Research The graph will display the total research points generated by the empires.
Intelligence The graph will display the total intelligence points generated by the
empires.
Tech Levels The graph will display the total number of tech levels for each empire.
Systems The graph will display the total number of systems for each empire.
Planets The graph will display the total number of planets for each empire.
Population The graph will display the total number population for each empire.
Units The graph will display the total number of units for each empire.
Ships The graph will display the total number of ships for each empire.
Bases The graph will display the total number of bases for each empire.
Close Returns you to the Empires Window.

Special Notes
None

Related Areas
Empires Window
Tactical Combat Window - Options

Description
This window allows you to configure options in the Tactical Combat. These options cover
things such as animation, combat speed, and items displayed in combat.

Controls
None

Buttons
Close This button will close this window and return you to the Tactical Combat
Window .

Special Notes
None

Related Areas
Tactical Combat Window
Tactical Combat Window - Orders

Description
This window allows you to give orders to your vehicles in combat.
These orders cover items beyond just moving your ships and firing
their weapons.

Controls
None

Buttons
Launch Units This button displays the Launch \ Recover Units
Window so that you can launch fighters or satellites
from the currently selected ship. Each ship has a
limit to how many fighters or satellites it can launch
per combat turn. Once that limit is reached, you
cannot launch any more units until the next combat
turn. When combat is completed, all units are
automatically recovered by the ships that can carry
them.

Launch This selection is similar to Launch Units, but it allows


Fighters in you to automatically launch your fighters into certain
Groups set group sizes. When you select this order, then a
window will be displayed to allow you to select the
size of the fighter group. Once you select a size,
then the currently selected ship will launch all of the
fighters it can this turn into groups of the size you
selected.
Drop Troops Use this command to cause your currently selected
ship to attempt to drop troops onto a nearby planet.
Requirements for this command are that you are
carrying troops and that you are in an adjacent
square to an enemy planet. If the troops are
dropped, then the Ground Combat Window will be
displayed to resolve the ground combat.
Ram Ship This selection will cause your currently selected ship
to attempt to ram another ship. When this button is
pressed, you will be returned to the Tactical Combat
Window to select the target ship to ram. The target
ship must be adjacent to your ship to be able to ram
it.

When your ship rams another ship, it may destroy


the other ship, and it may destroy itself as well. The
ships have their component resistance totaled, and
then applied to the other ship. If the damage is
greater than the ship can stand, it is destroyed.
Capture Ship This selection will cause your currently selected ship
to attempt to board and capture another ship. To
execute this order, your ship must have undestroyed
boarding parties of some kind and the target ship
must have no shields remaining. When this button is
pressed, you will be returned to the Tactical Combat
Window to select the target ship to capture.

When you attempt to capture another ship, your


boarding parties are compared against their
defenses. If your offense is superior to their defense,
then you will capture their ship and it will become
yours to control. If they have a self-destruct
component, they will activate it destroying both
ships. Regardless of whether the capture attempt
succeeds or fails, all of your boarding party
components will be destroyed.

Resolve This selection will cause the rest of combat to be


Combat executed automatically under computer control. This
is the same as the Auto setting, except that you will
not have to press the End Turn button to end each
turn.
Set Group This selection will set the currently selected ship to
Leader be a combat group leader. When this button is
pressed, a window will be displayed to allow you to
select a combat group. All combat group members of
this combat group will follow this leader ship in
formation.
Set Group This selection will set the currently selected ship to
Member be a combat group member. A window will be
displayed to allow you to select a combat group.
When the leader for this group is moved, all group
members will move automatically in formation.
Clear Group This selection will clear any combat group setting the
Assignment currently selected piece has.
Clear All This selection will clear all of the combat group
Group settings for all of your ships in combat.
Assignments
Cancel This button will close this window and return you to
the Tactical Combat Window.
Special Notes
None

Related Areas
Tactical Combat Window
Ground Combat Window

Description
This window is displayed to show a ground combat in progress. This can be displayed during a
Tactical Combat, Strategic Combat, or from the Main Window at the end of a turn. In combat,
ground combat will occur if someone attempts to drop troops on an enemy planet. Ground
combat can also occur if there are enemy troops on a planet at the end of the game turn.

Once troops are landed on a planet, ground combat will continue until one side is destroyed, or
until 20 ground combat turns have completed. If ground combat ends because of the expired
turns, then ground combat will continue for each game turn that goes by. Ground Combat only
really completes when the enemy troops are destroyed, or the planet has been conquered.

Controls
Title Bar The title bar for this window displays the system and location of the planet,
and how many ground combat turns have taken place (out of the total).
Planet Details The top-left section of the window displays details about the planet this
ground combat is taking place on.
Facilities This section displays all of the facilities on this planet. As ground combat
takes place, facilities can be destroyed by collateral damage.
Defender This section lists all of the defending units that are present. The defending
planet also gets a number of militia defenders from the population present.
Above the grid is displayed the flag of that owning empire. As defending
units are destroyed, they will be removed from this list.
Attacker This section lists all of the attacking units that are present. As attacking
units are destroyed, they will be removed from this list.

Buttons
Begin Pressing this button will begin the ground combat. Once begun, ground
combat will continue until one side is destroyed, or until the ground combat
turns have expired.
Close Once ground combat has concluded, you can press this button to close this
window.

Special Notes
None

Related Areas
Main Window, Tactical Combat Window , Strategic Combat Window
Ship Size Report Window

Description
This window displays details about the selected ship size. You can
get this report by right-clicking on any ship size you see on any
window, or by going into the Help Window and selecting a ship size
or unit size.

Controls
Cost The cost in the three resource types for this ship
size. When you select this ship size to build a design
out of, this cost is charged first off.
Size The size of this ship size. This is the total amount of
space your vehicle has for components. See Vehicle
Designs for more information.
Vehicle Type This is the type of vehicle this ship size is for.
Possible values are: Ship, Base, Weapon Platform,
Troop, Fighter, Satellite, Mine. When you view the
Component Report, it will display the allowable
vehicle types it can be placed on.
Abilities This lists any special abilities that the ship size has.
See Abilities for more information.

Buttons
(Click) You can close this report window by clicking
anywhere on it.

Special Notes
None

Related Areas
Main Window , Help Window
Vehicle Designs

Description
This

Message Types

Special Notes
None

Related Areas
Formation Report Window

Description
This window displays details about the selected formation. You can
get this report by right-clicking on any formation you see on any
window, or by going into the Help Window and selecting a
formation.

A formation is an arrangement of ships within a fleet. If you select a


given formation for a fleet, then the ships in it will try to form that
pattern seen here when moving.

Controls
Formation The arrangement of the ships around the Lead Ship.
Display The Lead Ship is denoted with an "L" on the
diagram. After the lead ship, each ship is placed in
order based on the numbers in the diagram. In
combat, when you move ships in a combat group,
each of the ships in the group will move to form this
pattern when the group leader moves.

Buttons
(Click) You can close this report window by clicking
anywhere on it.

Special Notes
None

Related Areas
Main Window , Help Window
Formations

Description
A formation is a preset arrangement of your ships as they move
through space. All fleets move in some kind of formation.

Elements of a Formation
Display A formation is represented by a grid with a single
letter L and then numbers going up from 1. The L
represents the location of the Leader ship. The
numbers are the members of this formation.
Wherever the Leader ship is located, the members
will attempt to move to a location which is in the
same relative position as it is on this grid.
Leader All formations have a leader. The leader is the one
ship that all of the other ships follow. During combat,
when the leader ship moves, all of the members of
the fleet move to make up the formation.
Members The members of the formation are the other ships
that are part of the fleet. The first member of the fleet
assumes position 1, the next position 2, and so on.
Breaking The formation will automatically break up if the lead
Formation ship is destroyed. You can also clear your formation
using the combat group orders during Tactical
Combat.

Special Notes
None

Related Areas
Formation Report Window, Fleet Report Window, Help Window
Fleet Report Window

Description
This window displays information about the currently selected fleet.

Controls
Name The name of this fleet.
Movement The amount of movement available out of the total
per turn.
Supply Pool The amount of supplies available out of the
maximum that can be carried.
Fleet The current experience level of this fleet. The bonus
Experience displayed will aide this ship in combat. If a fleet is
broken up, its bonus is lost.
Formation The current formation being used by this fleet. See
Formations for more information.
Strategy This is the overriding strategy for this fleet. All ships
within the fleet will use this strategy instead of their
default strategy (from their design) during combat.
Ships in Fleet The number of ships currently in this fleet.
Ships List This lists the specific ships which are in this fleet.
You may right-click any item in the list to get a pop-
up report about it.

Buttons
Close Closes this window and returns you to the window
that launched it. If this window is displayed in the
Main Window , then no Close button will be
displayed.

Special Notes
None

Related Areas
Main Window
Simultaneous Games

Description
Simultaneous Games work a little different than Turn-Based
games. Every player takes their turn at the same time as the other
players (if on different machines). Players can only give orders to
their ships, they will not move. Movement for all players is executed
at the same time after all of the players have taken their turns.
Combat which occurs is resolved automatically by the computer
and no Tactical Combat is allowed.

If a Simultenaeous game is played on the same machine, then


each player will take turns playing their turn, but movement will still
occur after they have all finished.

Elements
Players A simultaneous games still has players like a normal
game. Each player will take their turn and then send
their player file in to the host. When a player wants to
play their turn, they will load the game file and then
login as the empire that they play.
Host A new concept in a simultaneous game is that of a
Host. The host is the person that sets up the game
and who executes the movement of ships. A host
can be a player, or can be an automated process.
The Host is merely whatever executes the end of
turn processing.
Game Setup When the game is first setup, the game needs to be
selected as a simultaneous game in the Mechanics
section. The Host (or whomever sets up the game)
should come up with the settings for the game and
then let all of the players know what they are. This
would be things such as galaxy size, racial points
available, number of starting planets, etc.

Each player would then create their empire (.emp)


using these settings (or use an existing empire) and
send them to the host (this can be done through
email, ftp, whatever). The host will create the game
and add each of these empire to it. When he starts
the game, it will immediately be saved (using the
filename entered in the multiplayer game name). The
host will then send this game file (.gam) to each of
the players.

Transferring A player who receives a game file should place it in


Files the savegame directory. They can then start Space
Empires IV and load the savegame. The game will
prompt them to login as a given player. If the empire
was created with a password (highly recommended)
then the player must enter that password to login.
Now the player can play out the current turn of the
game. They can do everything as in a normal game,
except that the ships will not execute the orders.
Players can only give the ships orders at this point.

When the player completes their turn, the players


changes (orders) will be saved as a file (.plr). The
player should then send this file in to the Host. The
Host will collect all of the player's files and put them
in the savegame directory with the existing
savegame file for the game. The Host runs Space
Empires IV, loads the savegame, and then logs in as
the Host (this will require the game password). When
the Host presses the End Turn button, the game will
add the player's orders into the game, and then
execute simultaneous movement for all ships. When
this process completes, the game will be saved once
again (and all of the player files will have been
deleted). Now the Host sends this savegame (Gam)
file back out to all of the players and the process
repeats.

If the game is being played on the same machine (all


players on the same machine), no files need to be
transferred. Also, the execution of the host is
automatic as well.

Sequence of 1. Game Host comes up with the settings for a new


Events game. The most important facts about this game are
the number of racial points that the players have to
spend.

2. Host tells all of the players about the game


settings.

3. Each player creates an empire based on these


settings. They save the empire file and send it in to
the Host. If players are using a custom race style
(picture set), then they need to send this to the host
as well.

4. The Host gathers all of the player files together


into the savegame directory. The Host then creates
the game, adds the empires into it, and the game is
saved to a file. The Host sends this file (and any
custom race styles for the players) to every player in
the game.

5. Each player receives the game file (Gam) from the


host and puts it into their savegame directory. They
run the program, and load the savegame. They login
as their empire, and play their turn.

6. When they have finished their turn, the game will


create a player changes file (.plr). This file is then
sent in to the Host.

7. The Host receives the player changes files from


each of the players. If a player does not send in their
file, this is not a problem. The game will
automatically have the AI control any player that did
not supply a player changes file. The Host runs the
game, loads the savegame, and the presses End
Turn. When he does, the game will load all of the
player changes files, and then process the
movement for all of the players.

8. When the processing completes, the Host will


send the new game file (Gam) to each of the players.
This process then begins again at item number 5.

Orders On a player's turn, they can only give orders to their


planet and ships. For some things, this is
instantaneous such as transferring cargo or
renaming something. The player can also freely
change any research projects, intelligence projects,
send messages, or change construction queues.
However, none of the ships they give orders to will
actually move. Anything that uses movement points
will not move until the host executes the movement.

Keep in mind that all movement is Simultaneous.


This means that your ships will move at the same
time as enemy ships. This is fundamentally different
than a Turn-Based game. In a Turn-Based game, the
enemy could not run away while you were moving
your ships. You need to plan your strategy around
the fact that they may move somewhere else when
you are moving towards them.

To help with this, the Attack Order changes slightly in


a Simultaneous game. When you give the attack
order, your ship will seek after its target during
movement. It will change course as needed to that
the target does not get away. This is much better
than a Move To in that this takes into account a
moving target, while Move To will just send you to a
location.
Movement Simultaneous movement is played out of 30 days
during a single month (turn). Each ship movement is
converted into different days that they will get to
move. So if your ship has 5 movement points, then it
will get to move once every 6 days during the month.

When the savegame is returned to you as a player,


you can replay the movement of all of the ships that
has taken place. See the Command panel for more
details.

Combat Combat occurs in simultaneous movement when


enemy ships are at the same location. However,
unlike Turn-Based movement, combat will only occur
every 5 days at a given location. So even though
your ship may move into the same location as an
enemy, unless its a 5th day of the month, combat will
not occur.

For example, your ship moves into a location with an


enemy on the 3rd day of the month. If both of your
ships are still in the same place on the 5th day of the
month, then combat will occur. Combat can possible
occur 6 times for a given location in one month
(turn). The result of the combat will be reported to
you in a Log report.

Command As the Host, you can execute the game by running it,
Line and then loading the savegame, and then pressing
End Turn. You can also automate the process by
using command line options for the game. If you run
the program se4.exe you can supply 2 command line
parameters. The first is the exact path to the
savegame file, the second is the password for the
game. If the parameters are valid, the game will
execute silently, and when finished will generate a
new game file.

File Types
.emp An empire file. This contains a detailed description of
an empire for use in a game.
Gam The game file. This is the file that runs the entire
game.
.plr The player changes file. This file contains all of the
changes that a player makes on their turn. This
needs to be sent in to the host.

.trn A turn log file. This file is return to the players by the
host and allows them to view the movement replay
for the turn.
.cmb A combat log file. This file is returned to the players
by the host and allows them to view the combat
replay for the turn.
_events.txt An events file. When a player goes into the History
Window, they are viewing the contents of this file.
The host should send this file to the specific player it
is for with the game file each turn.
_stats.txt A statistics file. When a player goes into the
Comparisons Window, they are viewing the contents
of this file. The host should send this file to the
specific player it is for with the game file each turn.

Special Notes
None

Related Areas
Culture Modifiers Window

Description
This window displays all of the different culture modifiers that are available. Each culture
modifier is listed with the specific bonuses it will bring to your race. A legend is available at the
bottom of the window to tell you what each of the header abbreviations means.

Controls
Culture Modifier List This is a list of all of the culture available in the game. Each culture is listed
with the modifiers that choosing it will apply to your race.

Buttons
Close Selecting this button will close this window and return you to the Empire
Setup - Culture window.

Special Notes
None

Related Areas
Empire Setup - Culture

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