
                                COSMOS SciFi
                        Stellar Conflict game rules

                                      

                                April, 2006
                                      
    COSMOS, its rules, documentation and game text are (C) 1992-2006 by
     Morten Larsen. All rights reserved by the author. No part of these
   rules may be reproduced, stored in a retrieval system, or transmitted,
     in any form or by any means, electronic, mechanical, photocopying,
    recording, or otherwise, without the prior written permission of the
                                  author.

Contents

     * List of Tables
     * 1 Introduction
          + 1.1 The game and how to win it
          + 1.2 About these rules
     * 2 Orders
          + 2.1 Administration limit
          + 2.2 Command range
          + 2.3 Default orders
          + 2.4 Diplomatic broadcasts
     * 3 The turn report
          + 3.1 Initial turn report (set-up)
     * 4 Inter-racial relations
          + 4.1 Primitives
     * 5 The map
          + 5.1 Star systems
          + 5.2 Stellar dust
          + 5.3 Black holes
          + 5.4 Mapping radius
     * 6 Planets
          + 6.1 Planet size
          + 6.2 Minerals & industrial production
          + 6.3 Planet frequencies
          + 6.4 Planet IDs and names
          + 6.5 Home planets
     * 7 Population
          + 7.1 Population growth
     * 8 Colonies
          + 8.1 Colony IDs
          + 8.2 Installations
          + 8.3 Happy colonies
          + 8.4 Industrial production
          + 8.5 Initial colony
          + 8.6 Empty colonies
          + 8.7 Primitive colonies
     * 9 Starships and fleets
          + 9.1 Building ships
          + 9.2 Fleets
          + 9.3 Movement
               o 9.3.1 Graviton drives
               o 9.3.2 The jump drives
          + 9.4 Cloaking
          + 9.5 Ship combat
               o 9.5.1 Fleeing combat
               o 9.5.2 Weapon and shield types
          + 9.6 Repair and upgrades
          + 9.7 Special ships
               o 9.7.1 Loading and unloading cargo and population from
                 ships
               o 9.7.2 Reserving i.p. to load on ships
          + 9.8 Initial ships
          + 9.9 Giving ships (and colonies) to your allies
     * 10 Exploration and colonization
          + 10.1 Sharing map information with allies
          + 10.2 Colonization
     * 11 Colony conquest
          + 11.1 Bombing a colony
          + 11.2 Planetary defences
          + 11.3 Probing colony defences
          + 11.4 Salvage of installations and i.p.
          + 11.5 Enslaving a colony
     * 12 Slaves
          + 12.1 Slave revolts and anarchy
     * 13 Gas giant mining
     * 14 Research and technology
          + 14.1 Technology trade between allies
          + 14.2 Description of technologies
               o 14.2.1 Basic technologies
               o 14.2.2 Advanced Technologies
               o 14.2.3 Super advanced technologies
               o 14.2.4 Exotic technologies
     * 15 Working overtime
          + 15.1 Overtime production of research points
          + 15.2 Overtime production of administration points
     * 16 Race types
          + 16.1 Industrialist
               o 16.1.1 Double industrialist
          + 16.2 Researcher
               o 16.2.1 Double researcher
          + 16.3 Administrator
               o 16.3.1 Double administrator
          + 16.4 Survivor
               o 16.4.1 Double survivor
          + 16.5 Megaworlder
               o 16.5.1 Double megaworlder
          + 16.6 Traveller
               o 16.6.1 Double traveller
          + 16.7 Warlord
               o 16.7.1 Double warlord
          + 16.8 Diplomat
               o 16.8.1 Double diplomat
          + 16.9 Slaver
               o 16.9.1 Double slaver
          + 16.10 Xenophobe
               o 16.10.1 Double xenophobe
     * 17 Initial resources
     * 18 Advanced orders
          + 18.1 Clearing and modifying old orders
          + 18.2 Aliases
               o 18.2.1 Counting aliases
          + 18.3 Timing and coordinating actions
          + 18.4 Passing orders to others
          + 18.5 Repeating orders
     * 19 Complete list of orders
     * 20 Turn event sequence
          + 20.1 Order priority
               o 20.1.1 Order priorities, colonies
               o 20.1.2 Order priorities, gas giant mining colonies
               o 20.1.3 Order priorities, ships
     * 21 The team game variant
          + 21.1 The teams
          + 21.2 Special restrictions in team games
          + 21.3 Team game victory points
     * 22 Tips for new players
          + 22.1 Starting positions
          + 22.2 Victory points
          + 22.3 Population growth
          + 22.4 Industrial growth
          + 22.5 Research
          + 22.6 Colonization
          + 22.7 Command range
          + 22.8 Combat
          + 22.9 Defence
          + 22.10 Invasions
          + 22.11 Alliances
          + 22.12 Finding out where other races are
          + 22.13 Administration points
     * 23 Tables
     * Index

List of Tables

     * 1. Types of planets and their characteristics.
     * 2. Chances of finding the different types of planets in different
       systems.
     * 3. Ship attacks.
     * 4. Ship types.
     * 5. Basic technologies.
     * 6. Advanced technologies, requires General Science I.
     * 7. Super advanced technologies, requires General Science II.
     * 8. Exotic technologies, requires Exotic Science.
     * 9. Efficiency of industries operatable by one unit of working
       population.

                                1 Introduction

   In COSMOS SciFi: Stellar Conflict you play one of a number of galactic
   races competing for control of habitable planets. The goal of the game
   is to colonize as many planets as possible and get as large a
   population as possible. Each race starts off with a single home planet
   and a few starships. During the game, you must explore star systems to
   locate habitable planets, send your population to the best planets to
   found new colonies, develop your colonies to obtain the resources
   needed for further colonization, develop your military to defend your
   colonies or attack those of other races, and develop new technology to
   further colonization and conquest.

1.1 The game and how to win it

   The game ends after 12 to 14 turns, the exact length of the game being
   unknown to the players (until you develop the "technology" Deep
   Secrets of Cosmology). Each turn consists of first 12 action/combat
   phases and then a special production phase. Each action/combat phase
   (hereafter referred to just as a phase) consists of first an action
   part and then a combat part. During the action part of a phase
   colonies may build installations or new starships and ships may
   perform various actions such as moving, exploring, founding new
   colonies, et cetera. During the combat part of each phase any space
   battles are resolved. During the production phase, the populations of
   the colonies grow, industrial points are produced (these can be used
   in later turns) and research points are produced (these must be used
   for research the following turn).

   At the end of the game, a victory point score is computed for each
   player. Points are awarded for colonies on certain types of planets
   (50 points for terran planets and 20 points for sub-terran), for
   population (1 point for each population unit in colonies) and for
   happy population (1 further point for each happy population unit).
   There are also certain special bonus points you can earn depending on
   your race type. The winner is the player with the highest score. In
   your turn report each turn, your current victory point total will be
   stated (this would be your score if the game had ended that turn).
   Each player is told only his or her own point score and what all the
   point scores are, but not which player has which score.

   Example: In a 14-player game player NN at the end of turn 4 has 3
   colonies on terran planets and 103 units of population, none of which
   is "happy". He or she can read in the turn report that this is worth
   253 victory points and that the scores of all players are, from
   highest to lowest, 276, 255, 253, 253, 250, 219, 214, 188, 179, 175,
   170, 163, 163 and 150. NN can thus see that he or she currently shares
   a 3rd place with another player.

1.2 About these rules

   These rules are all you need to know to play COSMOS SciFi: Stellar
   Conflict. You need to read all the rules and at least familiarize
   yourself with the mechanisms for expanding your colonies and founding
   new ones. This means at least learning the orders construct
   (section 8.2), build (section 9.1), move (section 9.3), explore
   (section 10) and colonize (section 10.2).

   Wherever an order is explained in these rules, the order format will
   be shown with the order name in bold and any arguments to the order in
   italics, like this:

   order-name argument1 argument2

   Many of the more important rules are repeated in several different
   sections. This hopefully makes it easier to find a specific rule you
   are looking for, when using the rules for reference during the game.

   Section 22 contains some tips on how to play which may be useful to
   new players.

   The important tables of ship types and technologies are near the end
   of the rulebook, in section 23.

   Last in the rulebook is an index giving page references for important
   key words.

                                   2 Orders

   You control your race by giving orders to your space fleets and to
   your colonies. Each turn, you can give a limited number of orders. To
   receive orders, your space ships must (at least initially) be within a
   short distance of your colonies. Section 19 is a complete alphabetical
   list of all the orders in the game, with references to the relevant
   sections where the orders are described in detail.

   General orders are orders which you can give to your race as a whole.
   This includes orders that specify which other races are your enemies
   and which are your allies, orders about which technologies to
   research, and orders to (re)name colonized planets.

   Colony orders are orders which you can give to your colonies such as
   orders for building or repairing starships or orders to build new
   industries or research centres.

   Fleet orders are orders which you give to your fleets of starships.
   This will typically be movement orders, invasion orders or special
   orders that can only be given to special types of ships (such as the
   colonize order, which can only be given to fleets with colony
   transports or exodus ships, or the load and unload orders, which can
   only be given to fleets with freighters or ships capable of loading
   passengers).

   You specify your orders as follows: First you write your general
   orders (orders given to the race as a whole). Then you write orders
   for your colonies and fleets in any order you wish. Orders for each
   colony must be preceded by the colony ID and orders for each fleet
   must be preceded by the ID of the starship that acts as flagship for
   the fleet.

   If a fleet or colony has orders left over from the previous turn
   (because its orders took longer than 12 phases to execute), they will
   be listed in your status report. New orders given to the fleet or
   colony will be appended to the orders it already has. If you do not
   wish this but want the new orders to replace the old orders, you
   should use the break or clear order described in section 19.

   The following is an example of a (small) set of orders for race number
   1. This example uses the example map in figure 1 (see section 5 for an
   explanation of the map and the term "hex"). C138 is a colony in hex
   H1414, S0100 is a Corvette in hex H1415, S0101 is a Scout in hex H1417
   and S0103 is an Explorer in hex H1211:

          race 1:
          research "Improved Industrial Engineering"

          C138:
            build "colony transport"
              orders:
               farmove H1417
               colonize
              .
            construct research 5
            construct industries

          S0100: @ corvette
            farmove H1417

          S0101: @ scout
            farmove H1419
            explore

          S0103: @ explorer
            explore
            move H1210 H1110
            explore

   The first order (research) is a general order, then follows 3 orders
   (with two embedded orders in the build order) for the colony C138:
   Build a Colony Transport (and tell it to go to hex H1417 and found a
   new colony), construct 5 research centres and finally construct
   industries for any resources left. The orders of the ship S0100 are to
   move to hex H1417 (presumably to protect the Colony Transport when it
   gets there). The orders for S0101 are to move to H1419 and explore
   that hex. S0103 is told to explore the hex it is in and then move to
   H1110 (via H1210) and explore.

   CAPTION: Figure 1: An example map. This is what your map could look
   like after the first turn has been played (if you play a traveller and
   build a few explorers).

                             Image steimg1.gif

2.1 Administration limit

   You can only give a limited number of orders each turn. Initially you
   have an administration limit of 20 orders (unless you play an
   administrator race, see section 16.3) and later this may be increased
   to an administration limit of 28 by developing Superlogistics. All
   orders count against your administration limit, except as specified
   below. Note that orders embedded in other orders (such as in build or
   repeat orders) count as separate orders.

   Some orders are free orders. You can give any number of free orders
   each turn, they do not count towards your administration limit. The
   following orders are free: research, name, policy, alias, myalias,
   repair, reserve, cloak, uncloak, type (used only in turn 1) and spy
   (only available to diplomat races). All these except myalias, repair,
   reserve, cloak and uncloak are general orders.

   The first two (non-repair/reserve) orders (per turn) given to each
   colony do not count against the administration limit. Any
   (non-repair/reserve) order in excess of the two do count. These extra
   "free" colony orders cannot be transferred to other colonies or to
   fleets. Embedded orders count as separate orders for this purpose,
   thus if the first order for a colony is a build with some embedded
   orders to be given to the ship to be built, then the build will be the
   first "free" order and the first embedded order will be the second
   "free" order.

   All orders (except myalias, cloak and uncloak) given to fleets count
   against your administration limit, except that fleets composed
   entirely of scouts and/or explorers get one "free" order per turn.
   This applies even to scouts and explorers who are broken out of a
   fleet to receive their own orders.

   Example: For the order example given above, the first order is free,
   the build order for C138 and its embedded farmove order are not
   counted but the embedded colonize order and the two construct orders
   are, and four of the six orders for the three ships are also counted
   while the first order for the scout and the first order for the
   explorer are not. This means a total of 7 orders counted against the
   administration limit of race number 1.

   Orders which are being carried over from a previous turn (such as a
   move that has not finished) do not count against your administration
   limit. Only new orders count (i.e. those that are entered that turn).

   If your administration limit is exceeded, the last of the orders you
   have written will be ignored. The online order checker will warn you
   when this happens.

   Note: Apart from determining which orders will be skipped in case you
   exceed your administration limit, the order in which you write your
   fleets and colonies with their orders is not important. The order in
   which you write the orders for each individual fleet or colony is
   important however, as it indicates in which order the orders should be
   executed. So in the example orders above it does not matter whether
   the orders for C138 are written before or after the orders for S0100,
   but the order of the three orders for C138 matters as it specifies in
   which sequence the colony should build and construct things (and thus
   spend its resources).

   You may temporarily increase your administration limit by "buying"
   more administration points with the overtime order, see section 15.

2.2 Command range

   At the start of the game (and until you develop the Tachyon
   Communicator), you can only give orders to fleets which are within 5
   hexes of one of your colonies (this limit is 7 hexes if you play a
   traveller race, see section 16.6). You may order your ships to move
   beyond the command range, but once they are out of range, you cannot
   give them new orders, until either they are back within range, a
   colony has been established within 5 (or 7) hexes of the fleet, or you
   develop the Tachyon Communicator.

   The range of 5 (or 7) hexes is measured inclusive the hex where the
   ship is located but exclusive the hex of the colony. Orders to fleets
   outside command range are ignored, but they do count against your
   administration limit. The order checker will warn you if you try to
   give orders to ships which are out of range.

   Fleets which consist entirely of scouts and/or explorers are not
   limited by the command range.

   In the special case where you have lost all your colonies (and have
   not developed the Tachyon Communicator) but you still have colony
   transports or exodus ships left, you may give orders to fleets which
   contain ships of one of these types (but not to other fleets, except
   scout/explorer fleets).

2.3 Default orders

   If, for some reason, your orders are not in by the deadline, those of
   your colonies which do not have orders carried over from last turn
   will execute a set of default orders:

    1. Your colonies build as many colony transports and/or exodus ships
       as required to allow maximum population growth without risk of
       exceeding maximum colony size. Exodus ships will only be built if
       the colony has a size 30 or bigger starport. If the starport size
       is less than the 10 required to build a colony transport, the
       starport is expanded first.
    2. For any remaining resources, colonies will construct industries,
       up to the maximum which may be operated on the planet (with the
       available technology), but only if their potential accumulated
       production until the end of the game exceeds their cost. Then
       defence bases will be constructed, up to the maximum allowed, and
       then planet shields, if the technology is available and any
       resources remain. Finally, research centres will be constructed,
       up to half the number which can be supplied by the maximum
       production.

   Your fleets will not receive or execute any default orders.

2.4 Diplomatic broadcasts

   You can enter messages to be "broadcast" in the turn reports of all
   players (or just specific players) with your orders. Details on how to
   do this are at the game web site at:

          http://www.pbem.dk/help/messages.html

   (or just choose "Help!" from the left hand site menu at pbem.dk and
   find the link to "Diplomatic messages").

                               3 The turn report

   Each turn you will receive a turn report. A turn report consists of
   the following parts:

   A map.
          See section 5.

   Map notes.
          These notes list what you have seen in the galaxy, in hex ID
          order. A hex is only listed if you have seen ships or planets
          in it, or if you have explored it (see section 10). All planets
          and colonies you have ever seen are listed (as these are not
          capable of moving around). Only ships seen during the same turn
          are listed (i.e. those only seen in previous turns are not
          listed). A ship may have a phase number after it: this is the
          last phase in which you saw it. If no phase is specified, it
          means you can still see it at the end of the turn. Furthermore
          it may be listed what a ship was/is doing (if it is obvious),
          i.e. "moved to H0423", "moving towards H0423", et cetera. You
          may check the event report (described below) for the phase in
          question for further details.

   Status report.
          This gives an overview of the status of your race. It is
          composed of several parts:

        Victory points:
                The number of victory points you have.

        Race type:
                The race type you play, see section 16.

        Administration:
                How many administration points you have for giving orders
                next turn (and how much it costs to buy more with the
                overtime order, see section 15).

        Research:
                The number of research points available next turn (and
                how many you can at most get with the overtime order, see
                section 15), followed by how many you used this turn.
                Then follows an overview of the technologies you have
                developed and those you can research next turn, see
                section 14.

        Industrial production:
                An overview of the industry points (abbreviated i.p.) you
                produced and used in the turn and how many are available
                next turn (you must look in the section describing your
                units in detail to see exactly how the available i.p. are
                distributed).

        Population:
                A summary of population status and growth this turn.

        Policies:
                Your policies towards other races.

        Units:
                A list of all your colonies (and gas giant mining
                colonies) and ships, starting with colonies. This list
                gives you details of population, resources,
                installations, ship technologies, cloaked ships and
                fleets which are out of command range. Fleets are listed
                by flagship ID. If a unit has orders which it has not yet
                finished, these are listed after the unit. The first
                order may have a "(begun-x)" appended, where x indicates
                the phase in which something happens next with that
                order, assuming nothing disturbs the unit (e.g. for the
                move order this is the phase in which the fleet will
                enter the next hex).

        Units dissolved:
                A list of the colony transports and exodus ships which
                have been dismantled in colonization during this turn.

        Units lost:
                A list of all your ships destroyed in combat (and
                colonies destroyed by invasions) during this turn. The
                phase and place of destruction are listed for each unit.

   Event report.
          This report states how many orders you gave this turn and how
          many were counted against your administration limit. Then
          follows a phase-by-phase description of the events of the 12
          action/combat phases. Last in the event report are statistics
          on victory point scores, production, research, population,
          number of colonies and fleet sizes. For each statistic the
          figures are sorted by value, not by player number, so it is not
          possible to tell exactly which players have which statistics.
          Finally, the combined i.p. value of all ships destroyed during
          the turn is listed.

   Notes & Messages.
          This part of your turn report contains your orders as processed
          by the game engine (so you may check them against what you
          think you wrote). It also contains the diplomatic messages
          broadcast by yourself and other races and any special messages
          from the game master.

3.1 Initial turn report (set-up)

   With your set-up you will receive a turn report labelled "Turn 0".
   This is like a normal turn report, except there is no event report. As
   you receive the turn 0 report before you choose race type (see
   section 16), the information on your ships and resources show only the
   "standard" set-up. The turn 0 report will contain some hints on the
   immediate surroundings of your home system (such as the number of
   terrans and sub-terran worlds within 4 hexes, if any).

                           4 Inter-racial relations

   Whenever ships of one race encounters ships of another race, they will
   normally fight each other. However, if both races have declared each
   other neutral or allied, no combat will take place. From the start of
   the game all races are by default declared neutral by you, except if
   you play a xenophobe race, in which case you consider all other races
   enemies at all times (and therefore cannot use the policy order).

   To declare another race allied, neutral or enemy, use the policy order
   (this is a free general order):

   policy race-number policy
   The policy specified by this order (either "ally", "neutral" or
   "enemy") immediately becomes the new policy of your race towards the
   specified race. Instead of the race number you may give the one to
   three letter abbreviation used for the race in the event report and
   map notes.

   The main effect of being allied is that it allows some limited trade
   in i.p. and technology. Freighters may unload at allied colonies (but
   cannot load from them, see section 9.7). Ambassador ships may teach
   prerequisites of technologies to allied colonies or may be taught by
   them (see section 14.1). Ships may also be transferred between allies
   (see section 9.9). There is no mechanism to ensure that allies keep
   their trade agreements, trade must work on mutual trust.

   A side effect of being allied is that in battles involving cloaked
   enemy ships, your ships will be forewarned by any allied ships in the
   system carrying the Tachyon Scanner, see section 9.4. Allies will also
   try to spare your population when attacking colonies where they are
   being held as slaves, see section 11.5.

   Policy changes are secret, so you cannot know other races' policies
   towards you until you encounter their ships. Exceptions: If you are a
   diplomat race (see section 16.8) or you have ambassador ships at
   colonies of allies (see section 9.7), you are able to monitor other
   races' policies towards you.

   An "allied" or "neutral" race is automatically declared "enemy" at the
   end of a phase in which its ships attack your ships or colonies.
   However, during this phase your ships (and colonies) will be totally
   unprepared for combat against that race and will therefore not be
   prepared to defend themselves. Furthermore, such "surprise attacks"
   have greater effect than normal attacks, see section 9.5 and Table 3.

   Diplomat races get victory points for each race allied to them, see
   section 16.8.

4.1 Primitives

   Some of the planets of the universe are inhabited by less developed
   races who have not yet discovered how to travel between the stars,
   so-called primitives. Specifically, all terran type planets will be
   inhabited by primitives at the start of the game. As there is no
   reason to distinguish between the many different primitive races of
   the universe, all primitive colonies (and late in the game their
   orbital defences) are for game purposes owned by one race: race number
   99 "Primitives" with abbreviation Pr.

   Primitives are xenophobic and consider all races their enemies, except
   double diplomat races who always have neutral relations with
   primitives; see section 16.8.1.

   Primitives never develop any technology enabling them to leave their
   start systems or to colonize other planets within their systems. They
   do, however, develop some weapon technology over the course of the
   game: In turn 4, primitives develop ion cannons, in turn 5 the energy
   shield, in turn 6 antimatter guns, in turn 8 the graviton shield and
   in turn 11 the antimatter shield (see section 9.5.2).

   See section 8.7 for more about primitives and their colonies.

                                   5 The map

   Every turn you get an updated map of the portion of the galaxy you
   have explored so far (or that your allies have disclosed information
   about). The galaxy is divided into hexagons (called hexes for short).
   The number of hexes varies depending on the number of players in the
   game. As you explore more and more of the galaxy, your map will
   expand. An example map is shown in figure 1 and a map legend in
   figure 4. You can get the map in several "flavours" depending on your
   preferences: in colour for on-screen viewing or colour printing, in
   grayscale for a non-colour printer, with dark background or white
   background.[*The dark background maps may look more like interstellar
   space than the white background maps, but printing them out will eat
   away your printer supplies, so they are primarily meant for on-screen
   viewing.]

   Hexes are identified by ID codes of the form "Hccrr", where cc is a
   two-digit column number and rr a two-digit row number, e.g. "H1204"
   for the fourth hex of column 12. These ID codes are used for
   specifying movement and for identifying hexes in the turn reports. On
   the map, hex ID numbers are shown without the initial "H" to make them
   easier to read, and you can in fact omit the "H" when you write hex ID
   numbers in your orders (but be careful to no confuse hex ID numbers
   with ship ID numbers which are also four digits but prefixed with an
   "S"). If you have a colony in a hex, a frame will be drawn around its
   ID number on your map (see figures 3 and 4).

   Note that the different races of the galaxy (the different players)
   use different coordinate systems (except in team games, see
   section 21), so no two races will use the same hex ID to refer to the
   same star system. In fact the hex ID numbers you use will always have
   your original home system as the centre of the universe (e.g. in a
   galaxy measuring 28 columns by 28 rows of hexes the centre is H1414,
   so every race will use a coordinate system which places their home
   system in H1414). This means that when you communicate with other
   players you cannot use hex ID numbers to identify e.g. star systems,
   you must use landmarks such as planets or the overall pattern of map
   features to find a common reference.

   The galaxy wraps around at its edges so that the hexes at the top are
   connected to those at the bottom, and the rightmost column of hexes is
   connected to the leftmost column in such a way that if you move from
   any hex in a straight line in one of the six main directions (north,
   north-east, south-east, south, south-west or north-west) you will end
   up in your starting hex again, see figure 2.

   CAPTION: Figure 2: Illustration of wrap-around at the edges of a
   (small) 6 by 6 galaxy. If you start in any hex (such as H0403) and
   travel 6 hexes in any one direction you will end up in the same hex
   again. The east/west wrap-around is displaced by half the column
   height to yield this geometry. In this example, when you go north-east
   from H0602 you do not end up in H0102 but rather 3 hexes displaced in
   hex H0105.

                             Image steimg2.gif

   CAPTION: Figure 3: The anatomy of a (star system) hex on the map.

                             Image steimg3.gif

   CAPTION: Figure 4: Map symbols shown for the four different map
   flavours.

                             Image steimg4.gif

   A hex can contain either deep space (nothing), stellar dust, a star
   system or a black hole. Some star systems (type "D" systems) are in
   hexes with stellar dust.

5.1 Star systems

   There are four types of star systems: "A", "B", "C" and "D". This
   represents different types of stars with different sizes and
   temperatures. Type "A" systems are those star systems that are most
   likely to have habitable planets orbiting them, this chance decreases
   as system types go from "A" to "D".

   Once a star system is explored, its planets will be shown on the map
   below the star symbol (see figure 3 and figure 4). A planet is drawn
   so that its area is proportional to the population that the planet may
   support (the planet size). The type of planet is indicated by its
   colour. A moon is also drawn, its placement indicating the mineral
   content of the planet: upper right means 1, lower right 2, lower left
   3 and upper left 4. If you know of a colony on the planet a small flag
   is drawn, its colour indicating whether the colony is yours or belongs
   to an ally, a neutral or an enemy. All this information is also
   present in the "map notes" section of your text report, so if you
   cannot make out all the little symbols (or need to know the exact
   planet size) you can refer to that.

   All interaction between ships takes place in star systems (and in
   hexes with black holes) - empty space is simply too big for ships to
   find each other. Ships of different races in empty space hexes will
   not sight each other and cannot fight each other.

   If ships are present in a hex, one or more ship markers are drawn on
   the map (see figure 3). The size of the ship marker(s) increases with
   increasing firepower of the fleet(s) in the hex, maxing out at 1000
   guns or more. It may sometimes happen that ships are spotted in a hex
   during the turn but that you do not observe them at the end of the
   turn and in this case the corresponding ship marker gets a chevron
   after its tail, indicating that (some of) the ships in that fleet
   (maybe) moved away.

5.2 Stellar dust

   The only effect of stellar dust is that starships moving through hexes
   with stellar dust have to slow down. See section 9.3.

5.3 Black holes

   Black holes are stellar objects which are so dense that not even light
   can escape them. Initially, no starships can enter hexes containing
   black holes. However, if a race develops the Graviton Drive, the ships
   of that race may enter a hex with a black hole and use the enormous
   gravity field to flip to another point in space.

5.4 Mapping radius

   Your map will expand as you push outwards from your initial colony.
   All ships will map the hexes in a one hex radius around them,
   explorers will map a two hex radius. Each new colony you found will
   map a radius of four hexes around its system. The Graviton Scanner
   technology will increase the mapping radius of all your colonies and
   those of your ships equipped with the scanner by 1. Similarly, Tachyon
   Scanner technology will increase mapping radius by 2 (in total, not
   cumulative with the Graviton Scanner).

   Note that the mapping performed by colonies and ships gives you only
   the basic types of hexes, not information on planets or colonies or
   ships of other races. To get this information you need to explore
   hexes, see section 10.

   Map information can be shared with your allies using the disclose
   order, see section 10.1.

                                   6 Planets

   Most stars (in this game anyway) have planets orbiting them. The
   object of the game is to colonize as many good planets as possible and
   get as large a population as possible. There are 5 types of planets:

   Terran planets are planets which are very much like the Earth - very
   habitable. Each terran planet that you colonize is worth 50 victory
   points.

   Sub-terran planets are not quite as perfect as terran planets but are
   still habitable. The technology Terraforming II allows a colony on a
   sub-terran planet to convert it to a terran planet, permanently. A
   colony on a sub-terran planet is worth 20 victory points.

   Minimal terran planets are planets barely able to support life, but a
   colony may struggle through on a minimal terran planet anyway. The
   technology Terraforming I allows a colony on a minimal terran planet
   to convert it to a sub-terran planet, permanently. Colonies on minimal
   terran planets are not worth any victory points.

   Barren planets are uninhabitable rock balls where mining colonies can
   be established. Barren planets are always very mineral rich. Colonies
   on barren planets are not worth any victory points.

   Gas giants are giant planets like Jupiter or Saturn, mainly made up of
   gasses. They are not habitable, but with Gas Giant Mining they may be
   mined for raw materials.

6.1 Planet size

   Each planet has a "size" which determines the maximum size of a colony
   on that planet. It is not a physical size but a measure of how large a
   population the planet can sustain. Planet sizes are always multiples
   of 5. Table 1 lists the size ranges for the different types of
   planets.

6.2 Minerals & industrial production

   Each planet has a mineral content which determines the possible
   industrial output from industries placed on the planet. Each industry
   in a colony produces a number of industry points (i.p.) equal to the
   mineral content of the planet.

   On terran, sub-terran and minimal terran planets, colonies will have
   an industrial output even without industries. This is independent of
   the mineral content. On barren planets, there is no such extra output
   as everything is needed to keep the colony alive.

   Table 1 lists possible mineral content for each planet type, as well
   as the extra industrial output for each point of colonists (fractions
   are rounded down).

6.3 Planet frequencies

   The different types of planets are found in the different types of
   star systems with different frequencies. There may be more than one
   planet in a star system, but at most one planet at each star will be a
   terran planet. Gas giants never occur alone (as a colony is needed to
   exploit a gas giant). A few star systems have no usable planets at
   all.

   Table 2 specifies the probability of finding at least one of the
   different planet types in the different types of star systems.

6.4 Planet IDs and names

   Each planet has an unique ID of the form "Pxxx", where xxx is three
   numerical digits, e.g. "P314" or "P003". This ID code identifies the
   planet and is used in orders referring to the planet.

   Each planet also has a name. This name cannot be used to identify the
   planet, as different planets may have the same name. The planet names
   merely add spice to the map notes and the turn reports.

   At the start of the game all planets have random alphanumeric codes as
   names. It is possible, once a planet has been colonized, to rename the
   planet. This is done with the free general order name, as follows:

   name planet-number name

   Names may not contain any characters that are not either letters,
   numerical digits, spaces or one of the special characters "-" (dash)
   and "'" (apostrophe), and they must be between 2 and 32 characters
   long. Numbers are only allowed in names if they are at most three
   digits long and are immediately followed by a letter (such as in "2nd
   Home").

6.5 Home planets

   Each race (player) starts off with a colony on a special terran home
   planet of size 80 and mineral content 2. There are no other planets in
   home systems. On your own home planet you have an extra production
   (see section 8.4) of 2 i.p. per population unit while you will only
   have an extra production of 1.5 i.p. per population unit on other
   races' home planets, if you should ever establish colonies there.

   All home systems are type "A" systems. They are at least 6 hexes
   apart, and yet there is at most 8 hexes to the nearest neighbour
   (counting the hex of the home system of the neighbour but not counting
   the hex of your own home system).

                                 7 Population

   All your population is in your colonies (including gas giant mining
   colonies) and in your colony transports (or exodus ships and stasis
   transports). You will be out of the game if you ever lose your entire
   population or you have population only in stasis transports or gas
   giant mining colonies and no regular colonies to unload them to.

   Population is measured in "population units", an abstract measure
   where each unit represents several million individuals.

   At the end of the game, you receive 1 victory point for every
   population unit in your colonies, including gas giant mining colonies.
   Population in spaceships is not counted for scoring purposes, so it is
   vital that all your population is in colonies at the end of the last
   turn (unless you play a double traveller race, see section 16.6.1).

   You receive 1 additional victory point for every happy population unit
   in your colonies. Happy population is population living in happy
   colonies, see section 8.3. Population in gas giant mining colonies or
   spaceships is never happy (not even travellers).

7.1 Population growth

   In the production phase at the end of each turn, before industrial
   production, the population may grow in colonies on terran and
   sub-terran worlds. The population on terran worlds grows by 20% each
   turn. On sub-terran worlds it grows by 10% (unless you play a survivor
   race in which case it grows more, see section 16.4).

   Assume, for example, that a colony on a sub-terran world has a
   population size of 47. 10% of 47 is 4.7, so the colony grows with at
   least 4 points. The last 0.7 is converted to a 70% chance that the
   colony grows by a fifth point (so in this example there is a 70%
   chance that the colony grows by 5 points and a 30% chance that it only
   grows by 4 points).

   The population of a colony will never grow beyond the maximum size of
   the colony (so excess population growth will be lost). To maximise
   your victory points and your production potential you should always
   try to ensure that there is enough room for full population growth in
   all your colonies.

   The technology of Cloning allows population growth on barren and
   minimal terran planets. The growth rate is then 10% (as for sub-terran
   worlds). The growth rates of terran and sub-terran colonies are not
   affected by cloning. Survivor races have the 10% population growth on
   barren and minimal terran planets even without Cloning, see
   section 16.4.

   Population in spaceships never grows (unless you play a double
   survivor race, see section 16.4.1).

                                  8 Colonies

   Colonies are settlements on planets. At the start of the game, each
   player has one colony, located on his or her "home planet". Further
   colonies are founded by building colony transports or exodus ships,
   moving them to other star systems and having them colonize new
   planets. There can never be more than one colony on a planet (though
   there may be one colony on each planet in a multi-planet system).

8.1 Colony IDs

   Each colony has a unique ID code to identify it. This number is used
   when giving the colony orders or to refer to the colony in orders
   given to fleets (such as the bomb, enslave, load and unload orders). A
   colony ID is always equal to the planet ID, except the leading "P" is
   replaced by a "C", so for example the colony on planet "P342" will
   have ID "C342". This means you will always know the ID of a colony if
   you know the ID of its planet. This is useful for example if you wish
   to unload cargo to a colony in the same turn you create it.

8.2 Installations

   Installations are structures built by colonies. There are the
   following types of installations:

   Industries:
          These are facilities for producing i.p. (industry points), the
          basic resource used to build starships and installations. The
          output of each industry is one i.p. multiplied by the mineral
          content of the planet. A colony cannot operate more than one
          industry per working population unit (although more may be
          built) until the development of Robotic Industry, after which
          each working population unit may operate up to 3 industries.
          After the development of Advanced Cybernetics, each working
          population unit may operate up to 5 industries, and with
          Artificial Intelligence each working population unit may
          operate up to 7 industries. At the start of the game, each
          industry costs a number of i.p. to build equal to the mineral
          content of the planet plus 3 i.p. After the development of
          Improved Industrial Engineering each industry costs only 2 i.p.
          plus planet mineral content i.p. to build (i.e.\ the cost is
          reduced by 1 i.p.). So e.g. in your starting colony which is on
          a mineral content 2 planet you must pay 5 i.p. per industry you
          build initially and 4 i.p. per industry after you get Improved
          Industrial Engineering.

   Starport:
          To build starships, a colony must have a starport. This
          represents the facilities for transport from ground to orbit.
          When a colony is first founded, it automatically builds a size
          5 starport (exception: the colonies of a traveller race build
          size 10 starports, see section 16.6). Thereafter the starport
          may be expanded, each size point costing 4 i.p. until the
          development of Efficient Construction, after which it costs 3
          i.p. A colony may not build or refit ships which are larger
          than the size of its starport. It may repair larger ships as
          long as it has any starport at all, and loading and unloading
          of i.p. or population e.g. to/from freighters and gas giant
          mining colonies may also take place even with a minimal
          starport.

   Defence bases:
          These are planetary defences used to fend off invasions of the
          colony (see section 11). The more defence bases, the better the
          colony will be able to defend itself from invasion. Defence
          bases also help keeping any slave population in check, see
          section 12.1. Each defence base costs 5 i.p. until the
          development of Efficient Construction, after which each base
          costs only 4 i.p. to build. After the development of Robotic
          Army defence bases cost only 3 i.p. to build. A defence base
          has an attack strength equal to one starship gun. A colony can
          operate at most 2 defence bases per fighting population unit
          until the technology Robotic Army is developed, after which a
          colony may operate up to 8 defence bases per fighting
          population unit, see section 11.2. A colony may not build more
          than 5 defence bases more than the maximum number of operable
          bases. In case the number of operable bases is reduced any
          excess defence bases will not be removed; the colony is just
          unable to build more. Unlike the weapons of starships, the
          weapons of defence bases are automatically upgraded free of
          cost when higher technology weapons become available. Note that
          defence bases only attack ships which are invading the colony
          and cannot attack enemy ships which are merely present in the
          star system. Defence bases cannot attack in the phase they are
          constructed, but they can be destroyed in that phase.

   Research centres:
          These produce r.p. (research points). Initially each research
          centre converts two i.p. from the colony to one r.p. If General
          Science I has been developed, each research centre converts the
          two i.p. used to two r.p. and after General Science II has been
          developed, each centre converts the two i.p. to three r.p. This
          conversion happens immediately after industrial production at
          the end of the turn. Each research centre costs 3 i.p. to
          build, except for double researcher races who pay only 2 i.p.
          per research centre (see section 16.2.1). Research centres may
          be dismantled if a player finds that too many i.p. are being
          spent on research on a planet.

   Shields:
          After the development of the Planet Shield, shields can be
          installed in any of your colonies. Each colony can have up to
          200 shields. The shields protect against attacks from space
          (see section 11). Each shield costs 1 i.p.

   Installations are constructed by the construct order. This is a colony
   order. The format is like this:

   construct installation-type amount
   construct installation-type
   Installation type must be either "industries", "starport", "bases",
   "research" or "shields", and the amount (if given) is the number of
   installations to construct. For example, the order

          construct industries 5

   means construct 5 industries. If no amount is given, the colony will
   construct as much as it can, subject to i.p. and other limitations.
   So, for example:

          construct industries

   means "construct as many industries as possible". Construction is
   instantaneous and the necessary i.p. must be present in the colony. If
   there are not enough i.p., only as many installations as can be paid
   for will be constructed.

   To dismantle installations, use the dismantle order:

   dismantle installation-type amount
   This dismantles the given amount of the given installation type,
   recovering 1 i.p. of the original cost per installation dismantled,
   except when dismantling planet shields (and except when dismantling
   industries in gas giant mining colonies, see section 13). The i.p.
   recovered may be used immediately in orders following the dismantle
   order.

8.3 Happy colonies

   A well-run, balanced colony makes for a happy population. Having happy
   population is important on the last turn of the game because each unit
   of it is worth an extra victory point over the normal one point per
   unit.

   For a colony to count as a happy colony in any given turn, the
   following conditions must be met at the end of the turn:

    1. There must be at least 20 regular population units in the colony.
    2. There must have been room for full population growth that turn,
       i.e. population growth must not have been capped by the maximum
       colony size. The same goes for growth of your own slave caste
       population for double slavers.
    3. The colony must not have been used in an overtime order that turn.
    4. The planet type must allow population growth for your race. That
       means you must play a survivor or have Cloning to achieve a happy
       colony on a barren or minimal terran planet.
    5. If you have terraforming technologies, the planet must have been
       terraformed to its best possible type. That means a colony cannot
       be happy on a minimal terran planet if you have Terraforming I or
       better and cannot be happy on a sub-terran planet if you have
       Terraforming II or better.
    6. The number of industries in the colony must be between one third
       and two thirds of the maximum operable by the working population.
       If e.g. you have Advanced Cybernetics and a colony has a working
       population of 43 units then the number of industries must be
       between 72 and 143 inclusive (as the maximum that can be operated
       is 215).
    7. The number of defence bases must be at least equal to half the
       number of regular population units (rounded down).
    8. The number of research centres must be at least equal to half the
       number of regular population units (rounded down).
    9. The size of the starport must be at least equal to half the number
       of regular population units (rounded down). Exception: If you play
       a traveller ("single" or double) the colony must have a starport
       at least equal in size to the number of population units.
   10. If your race has Planet Shield technology, the colony must have at
       least 2 shields per regular population unit (or the maximum 200
       shields if the population is over 100 units).
   11. If you play a double slaver, the colony must for every 2 regular
       population units have at least 1 slave population unit. Your own
       slave caste population counts towards this of course.

   Note that colony happiness is decided on a turn to turn basis, so a
   previously happy colony may become unhappy due to new technologies
   being developed or insufficient room for growth. Note also that only
   the last turn really matters, but due to the limited number orders
   available each turn you should not expect to be able to make all your
   colonies happy "from scratch" in only one turn. From turn 6 the status
   report for each colony will indicate whether the colony is happy and
   if not what is needed to make it so.

8.4 Industrial production

   At the end of each turn, after population growth, each colony performs
   industrial production.

   Each industry operating at full efficiency in a colony produces 1
   industry point (i.p.) multiplied by the mineral content of the planet.
   Industries are operated by your working population, which is the sum
   of the number of regular population units in the colony and half the
   slave population units, rounded up (see section 12 for more about
   slaves). Until the development of Robotic Industry, only one industry
   per working population unit may produce anything. With Robotic
   Industry up to three industries per working population unit can
   produce. With Advanced Cybernetics up to five and with Artificial
   Intelligence up to seven industries per working population unit can
   produce. Industries beyond the first two per working population unit
   work at reduced production efficiency. The third industry operated by
   a working population unit works at 90% efficiency, the fourth at 80%
   efficiency and so on. The technology Self-repairing Robots allows the
   operation of up to four industries by a working population unit at
   full efficiency and with this technology the 10% efficiency decrease
   per extra industry sets in at the fifth industry. See table 9 for
   further clarification.

   Colonies on terran, sub-terran and minimal terran worlds have an extra
   production in addition to the i.p. produced by the industries. On
   terran worlds, 1.5 i.p. extra is produced for each working population
   unit. On sub-terran and minimal terran worlds the extra production is
   1 i.p. and 0.5 i.p. per working population unit respectively. On your
   original home world the extra production per population is 2 i.p.
   rather than the 1.5 i.p. normal for terran worlds (such as other
   players' home worlds).

   Industrialist races have a bonus i.p. production in their colonies,
   see section 16.1.

   The industry points produced are accumulated in the colonies and may
   be used by each colony to build installations and/or starships. A
   colony need not use all the i.p. produced, excess i.p. are simply
   stored until needed. I.p. may be moved by freighters to other colonies
   or transmitted directly if Matter Transmission has been developed.

   Remember that i.p. are produced last in the turn, after all the
   action/combat phases, so the i.p. produced in a turn cannot be used or
   moved until the following turn.

   Research centres use i.p. to produce research points (r.p.). This
   happens immediately after industrial production, so the i.p. produced
   in a turn are immediately available for conversion into r.p. in the
   same turn. Each centre converts two i.p. (if available) to one r.p.
   (until the development of General Science I). All the research points
   produced by your colonies are pooled into a racial r.p. pool. This
   pool must be spent immediately at the beginning of the following turn
   (see section 14).

   Colonies of researcher races have a bonus r.p. production, see
   section 16.2.

   Example 1: A colony has a population of 32 and has 10 industries and 5
   research centres. It is located on a terran world with mineral content
   1. During population growth, the colony grows to size 38. Then, during
   industrial production, the colony produces 10 (for industries) plus 57
   (for population) i.p. for a total of 67 i.p. altogether. Of these, 10
   i.p. are immediately converted to 5 r.p. by the research centres. The
   colony now has 57 i.p. to spend during the next turn or save for later
   turns.

   Example 2: A colony on a mineral content 4 barren world has 5
   population and 23 industries. The race owning the colony has developed
   Advanced Cybernetics as its most advanced industrial technology. The
   population does not grow at the end of the turn. The first ten
   industries produce at 100% efficiency, the next five at 90%
   efficiency, the next five at 80% efficiency and the last three at 70%
   efficiency. This gives a total production from industries of
   4*(10+5*0.9+5*0.8+3*0.7) = 82.4 i.p., which gets rounded to 82 i.p.
   There is no extra production from population because the planet is
   barren.

   Example 3: The same colony on the mineral content 4 barren world later
   in the game now with 10 population and 70 industries. The race owning
   the colony has developed Artificial Intelligence as well as
   Self-repairing Robots. The first 40 industries produce at 100%
   efficiency, the next 10 at 90% efficiency, the next 10 at 80%
   efficiency and the last 10 at 70% efficiency. This gives a total
   production from industries of 4*(40+10*0.9+10*0.8+10*0.7) = 256 i.p.

   Gas giant mining colonies also produce i.p., but these are not
   automatically transferred to a colony. See section 13.

8.5 Initial colony

   At start each race has a colony with 50 population, 25 industries, 5
   defence bases, a size 15 starport (size 20 if you play a traveller,
   see section 16.6), 10 research centres and no shields. The colony is
   located on a terran planet with room for 80 population units and of
   mineral content 2. Thus, if no population is shipped out during turn
   1, at the end of the turn the population will grow to 60 and the
   industrial output at the end of the turn (assuming no industries have
   been built) will be 170 i.p. (184 i.p. for an industrialist, 198 i.p.
   for a double industrialist). Of the 170 i.p., 20 i.p. will be spent to
   run the 10 research centres (assuming you have not constructed or
   dismantled research centres).

   In addition to the installations, the initial colony has 130 i.p.
   which may be used during the first turn for installations and
   starships or may be saved for later turns.

8.6 Empty colonies

   It is possible but rare that a colony becomes completely empty of
   population. This can happen as a result of an invasion that destroyed
   all population but failed to destroy all defence bases, or it will
   happen if the entire population is shipped out to other colonies. Such
   empty colonies do not give any victory points, nor will they produce
   any i.p. (this is not strictly true if you are an industrialist). The
   colony will still be there and is assumed to be manned by a "skeleton
   crew". This means it may do any colony orders and may produce research
   points (provided that the needed i.p. are stored there). The colony
   will also count when checking whether a fleet is within your command
   range.

   An empty colony may be given away to an allied race, see section 9.9.

8.7 Primitive colonies

   All terran type planets start the game with colonies belonging to the
   non-player "Primitives" race (see section 4.1). A colony belonging to
   primitives start the game with a little less than half the population
   the planet can support, 1 to 10 industries and and amount of i.p. a
   little over half the planet size. From this starting point it will
   develop over the course of the game, although slower than most
   player-controlled home worlds. Population will grow only 1 per 15
   units each turn. The i.p. available will be spent on strengthening the
   colony, but primitives must pay 1 extra i.p. for every type of
   installation compared to other races. Bases will be constructed at the
   rate of 5 each turn and the rest of the available i.p. will be spent
   on industries, until the colony is fully developed with industries. At
   this point the colony will start constructing bases exclusively, until
   it may construct no more. For the remainder of the game, all available
   i.p. will be spent on building orbital defences (and starport as
   needed). Generally a primitive colony will build an orbital station or
   a starbase on its first turn of building orbital defences (turn 7 or
   8), a starbase or a cluster on the next turn and clusters on all
   subsequent turns (up to two per turn). All this is of course only as
   long as the colony is not destroyed or enslaved by a player.

   On the game web site you can find tables of the minimal, average and
   maximal development of primitive colonies.

                            9 Starships and fleets

   There are many types of starships ranging from ships for exploration
   over freighters and colony transports to warships. Orbital stations,
   starbases and clusters are special ships that cannot move but are
   otherwise treated just like other ships.

   Each ship is assigned a unique ID when it is created. This is used to
   identify the ship when giving it orders or when including it in a
   fleet. Starship IDs have the form "Sxxxx", where xxxx is four
   numerical digits, for example "S0119". Each race has an allotted
   interval of 100 starship IDs from Srr00 to Srr99, where rr is the race
   number. Numbers are assigned one by one as your ships are built, so
   the first ship you build will be Srr03 (you start with three ships
   already built), the second will be Srr04 and so on until you reach
   Srr99. If the IDs in your allotted interval are used up, your ships
   will be given IDs from a pool of ship IDs common to all races (i.e.
   the first two digits will not refer to any race).

   When you have more than one colony building ships in the same phase
   you cannot predict the order in which ID numbers will be assigned and
   in that case you may have to give your ships alias IDs with the
   myalias order, see section 18.2.

9.1 Building ships

   Ships are built by colonies. A colony may build as many ships in a
   single phase as it has i.p. for, subject to starport restrictions.
   Ship building is instantaneous.

   A colony can never build a ship which has a size greater than the size
   of its starport, e.g. to build a battleship it will need a size 60
   starport. Furthermore, a colony may during a single turn not build
   starships totalling more than its starport capacity in size. The
   starport capacity of a colony is its starport size multiplied by the
   starport capacity factor of your race. Initially your starport
   capacity factor is 3, so with a standard size 15 starting colony
   starport you can build starships of total size 45, as long as none of
   them are larger than size 15 (you can e.g. build 4 colony transports
   or 3 frigates or a combination). You can increase your starport
   capacity factor by developing the Space Elevator and/or Efficient Ship
   Building. Administrator races have improved starport efficiency factor
   over other races.

   Ships cannot be built by colonies in systems where armed enemy ships
   are present, unless your own or allied armed ships are also present.
   It does not matter whether you have declared the owner of the
   interfering ships enemy or not, only their policy against your race
   matters. As combat is always until one side is eliminated or has fled,
   it is in fact very rare that two enemy races have armed ships in the
   same system at the beginning of a phase when colony orders are
   executed (it can only occur in the first phase of the turn and only if
   the two races were allied in the previous turn), so you should not
   hope to break a blockade by sending in ships from outside the system
   (unless you can eliminate the entire enemy fleet in combat). It is
   however possible to have warships of two alien races present in the
   system at once, if they are allied or neutral towards each other, and
   if one of the races is allied to your race, it will be possible for
   you to build ships. If you have developed the Secure Launch System,
   you may use the launch order (instead of the usual build order) to
   build your ships regardless of any enemies present.

   If a colony cannot build a ship due to the presence of armed enemy
   ships, it will postpone the build order until it can build the ship
   (i.e. until the enemy ships are gone). All orders following the build
   will thus also be postponed (so from that point of view it is
   generally a good idea to write construct orders before build orders,
   not after).

   Colony transports (and exodus ships) are special in that they require
   population units as well as i.p. to build. This population cost is
   subtracted from the population of the colony building the ship. When
   the ship later executes a colonize order, its population will be
   transferred to the planet colonized and the ship will be dismantled
   (removed from the game).

   To have a colony build a ship, give the build or the launch order to
   that colony:

   build type-of-ship
   build type-of-ship orders
   launch type-of-ship
   launch type-of-ship orders
   The build order builds a ship of the specified type (a list of the
   ship types is given in Table 4). You may specify the ship type either
   by number or by name (enclosing names of more than one word in
   quotes). The new ship may optionally be given some orders embedded in
   the build order (so you do not have to wait until next turn to give it
   orders). To embed orders in the build order you write the key word
   orders: on the line immediately following the build order, then the
   orders to be given to the new ship (one order per line) and finally a
   period on a line by itself to terminate the list of embedded orders
   (see the example below).

   Until a ship is built, its ID code is in principle unknown and thus
   you cannot refer to the ship in any other orders given that turn (see
   section 18.2, however). The launch order works exactly as the build
   order but can only be used by races that have developed the Secure
   Launch System. The only difference between the two orders is that the
   launch order will build the ship even if there are enemy armed ships
   present and no friendly armed ships to neutralize them.

   Example:

          C138:
            build "colony transport"
             orders:
              move H1415 H1416 H1417
              colonize P155
             .

   This order tells the colony C138 to build a colony transport ship
   (type 3) and to give the ship orders to move to hex H1417 and colonize
   the planet P155 (or add population to the colony already there).

   Ship building is instantaneous (so a single colony may build as many
   ships as it can afford during a single phase). A ship can begin
   executing orders the same phase it is built.

9.2 Fleets

   Ships may be bundled together in fleets. A fleet moves together like a
   single ship (or rather: a single ship is considered a one-ship fleet).
   Joining ships in fleets is the only practical way of moving many ships
   each turn without exceeding the administration limit.

   A fleet is identified by the ID of its flagship. Any orders given to
   the flagship will be performed by the whole fleet. All ships in a
   fleet must belong to the same race. Note that only the flagship can
   receive and execute orders on behalf of the fleet. The other ships of
   a fleet cannot execute orders, and in fact any pending orders they may
   have when they are included in the fleet will be deleted.

   If you give orders to a ship which is not a flagship it will be taken
   out of its fleet and become the flagship of its own fleet. This is
   regardless of whether the orders are given to the ship in your normal
   orders or by an order order (described in section 19). Thus you do not
   have to explicitly take a ship out of a fleet before giving it new
   orders.

   There are four orders dealing with the administration of fleets:

   form list-of-ship-IDs
   A new fleet is formed with the ship itself as the flagship and
   including the specified ships. All the ships must be in the same hex
   when the fleet formation takes place. If the ship executing the form
   was already a flagship in a fleet, its old fleet is dissolved first,
   i.e. the ships in the old fleet become separate fleets of single
   ships. If any of the ships specified in the list to be included are in
   other fleets, they will automatically be taken out of their old fleets
   before being put in the new fleet, i.e. you do not have to specify
   leave orders (described below) to take them out of their old fleets.
   If any of the included ships were flagships, their old fleets are
   dissolved and any pending orders they had are deleted.

   include list-of-ship-IDs
   This is exactly like the form order, except that if the new flagship
   has a fleet already, that fleet will not be dissolved, the new ships
   will simply be added to it. If any of the included ships were
   flagships, their old fleets will be dissolved, exactly as for a form.

   join ID-of-fleet
   This order makes one fleet (of possibly only one ship) join another
   fleet (of possibly only one ship). The flagship that executes this
   order becomes part of the specified fleet and thus it will no longer
   be a flagship after the join order. Any orders given after a join will
   therefore be discarded if the join succeeds.

   leave list-of-ship-IDs
   This order instructs a flagship to take the specified ships out of its
   fleet. The specified ships become separate fleets of one ship each,
   without any orders. This order is very rarely needed as ships are
   automatically taken out of their fleets if they are to be included in
   another fleet or if you give them orders to make them new flagships of
   their own fleets.

   Example: The ships S0100, S0101, S0102 and S0103 are in a fleet with
   S0100 as the flagship. The player owning these ships wishes to have
   S0100 and S0101 continue what they are doing and to have S0102 and
   S0103 move to hex H1414 via hex H1415. Thus he or she writes:

          S0102:
            form S0103
            move H1415 H1414

   As these orders are given to S0102, S0102 is immediately taken out of
   the fleet of S0100 and becomes its own flagship. S0102 starts
   executing its orders in the first phase of the turn and the form order
   then takes S0103 out of the fleet of S0100 and puts it in the fleet of
   S0102.

   If a flagship is destroyed in combat or exploration, or dismantled in
   colonization, another flagship will be found among the remaining ships
   of the fleet. Any pending orders of the fleet are transferred to the
   new flagship.

9.3 Movement

   Fleets may move from hex to hex using the move order or the farmove
   order. Initially, with the standard star drive, it takes 4 phases to
   move from one hex to the next (so a ship can move a total of 3 hexes
   in a turn). After the development of the Relativity Drive, fleets
   where all ships are equipped with this drive use only 3 phases to move
   from one hex to the next. Similarly, fleets with the Warp Drive use
   only 2 phases to move a hex and fleets with the Hyper Drive use only 1
   phase (and can thus move up to 12 hexes per turn).

   Stellar dust (and "D" systems) take longer to move through. It takes 6
   phases to move from one stellar dust hex to another, regardless of
   drive type (exception: for traveller races it takes 3 phases, see
   section 16.6). When moving from a non-dust hex to a dust hex or vice
   versa, the ships pay half the cost of the dust hex and half the cost
   of the other hex, the total rounded up. Thus for a (non-traveller)
   ship with a relativity drive it takes 1.5+3=4.5 phases to move from
   empty space into a dust hex, rounded up to 5 phases.

   Cloaked ships (see section 9.4) use double the normal number of phases
   to move from hex to hex.

   The move order has the following format:

   move path-of-hexes
   All hexes that the fleet is to move through must be specified, in the
   correct order. If an in-between hex is missing, the move stops at that
   point. You should not specify the hex of origin.

   Example: The ship S0102 is at hex H1416 and is ordered to move to hex
   H1618 through the hexes H1517 and H1617:

          S0102:
          move H1517 H1617 H1618

   The farmove order is similar to the move order:

   farmove path-of-hexes
   The only difference to the move order is that "holes" in the movement
   path are allowed (i.e. you do not have to specify every hex to move
   through) and the fleet will automatically choose the fastest path
   between each two hexes in the path given. Often there will be several
   paths which are equally fast, in which case one of them is chosen at
   random.

   Example: The ship S0102 is at hex H1416 and is ordered to move to hex
   H1618, the exact route travelled not mattering:

          S0102:
            farmove H1618

   Fleets always move at the speed of the slowest ship (the one with the
   oldest drive). Fleets containing orbital stations, starbases or
   clusters cannot move at all.

   A fleet which is in the process of moving from one hex to another is
   not considered to be in any of the two hexes. The fleet will be listed
   in map notes and the status report as being in the hex it is moving
   from. If that hex is a star system or a black hole hex then the fleet
   will be able to observe what happens in the hex as if it was in that
   hex, and other fleets and colonies will be able to observe the fleet,
   but they cannot interact with it. The fleet cannot observe the hex it
   is moving into until it actually arrives in that hex, nor will
   observers in that hex see the fleet (except with the Tachyon Scanner
   and an explore order, see section 10).

   If a move order is broken off while a fleet is "between" two hexes,
   the fleet is immediately considered to be back in the hex it was
   moving from.

  9.3.1 Graviton drives

   A ship may be equipped with a Graviton Drive (once this drive has been
   developed by your race). This is in addition to the normal drive and
   enables an extra form of movement, the flip. A flip can only be done
   by a fleet in a black hole hex (ships not equipped with a Graviton
   Drive may not enter a hex containing a black hole at all, so all ships
   in a fleet attempting a flip must have the drive). The destination of
   a flip may be any hex within 10 hexes of the black hole (even a new
   black hole). The flip takes only one phase, regardless of the distance
   travelled. The order format is:

   flip destination-hex

  9.3.2 The jump drives

   Ships may be equipped with a Jump Drive, once this technology has been
   developed. This is an additional drive mounted together with the
   normal drive and the graviton drive (if any). The jump drive enables
   the ship to jump from any empty space hex (i.e. a hex without a
   system, a black hole or stellar dust) to any other empty space hex,
   anywhere on the map. This takes only 1 phase. The format of the order
   is:

   jump destination-hex

   All ships in a fleet must have the jump drive for the fleet to attempt
   a jump.

   Ships may also be equipped with the Ultimate Jump Drive, which
   replaces the normal jump drive. The ultimate jump drive allows jumps
   between any two hexes (regardless of hex types). All ships in a fleet
   must have the ultimate jump drive to jump to or from hexes which are
   not empty space. If a ship which is not equipped with a graviton drive
   jumps to a hex containing a black hole, the ship will be destroyed.

9.4 Cloaking

   After your race has developed the Cloaking technology, your ships may
   cloak themselves to become undetectable to the enemy. Cloaked ships
   can only be detected by ships equipped with the Tachyon Scanner, and
   never by colonies.

   A ship is cloaked by use of the cloak order and may become visible
   again by use of the uncloak order:

   cloak
   This order makes all ships in a fleet cloak themselves, if they are
   equipped with a cloaking device. This takes no time.

   uncloak
   This order removes the cloaking of all ships in the fleet.

   Both the cloak and uncloak orders are "free" and do not count against
   the administration limit.

   A cloaked fleet automatically becomes uncloaked when it begins
   executing a move, farmove, bomb, enslave, persuade, gift or teach
   order. It also becomes visible if it attacks or is attacked in combat,
   but only for the duration of the battle.

   Ships may move while cloaked, at half speed, using the sneak and
   farsneak orders:

   sneak path-of-hexes
   farsneak path-of-hexes
   These orders correspond to move and farmove, but are only available to
   fleets consisting entirely of ships equipped with cloaking devices.
   The fleet will move while cloaked, and will in fact automatically
   cloak when it begins executing the order. Cloaked ships move at half
   normal speed.

   A ship which is attacked by cloaked ships which it could not see will
   not be allowed to defend against the attacking ships, and furthermore
   the attacks will have increased effect (see Table 3). It may, however,
   attack later in the same combat segment, if it survives the surprise
   attacks and was not altogether unprepared for combat in that combat
   segment. Ships are unprepared for combat if at the start of a combat
   phase their side can see no enemy ships (armed or unarmed), i.e. if
   all enemy ships in their hex are cloaked and undetected or if they are
   supposedly allied. Cloaking is thus most efficient when your entire
   fleet is cloaked.

   Cloaked ships do not prevent enemy colonies from building, repairing
   or refitting ships, nor do they prevent attacks on unarmed ships.
   Similarly, your own or your allies' cloaked ships will not neutralize
   the presence of (uncloaked) enemy ships for the purpose of the build
   order. It is entirely possible for two enemy cloaked fleets to coexist
   in the same hex and never know of each other, if neither is equipped
   with the Tachyon Scanner.

9.5 Ship combat

   Combat between fleets takes place during the combat portion of the
   combat/action phases, i.e. in the end of every phase. When armed ships
   of different non-allied races are in the same hex, and that hex is a
   star system or a black hole, combat will occur. Ships in the process
   of moving out of a hex are not considered to be in any hex and thus
   they will not engage in combat.

   Combat is resolved in battles on a hex-by-hex basis. A battle lasts
   until only one side remains in the hex or no side has armed ships
   present. A battle takes place over a number of combat segments. In
   each combat segment each armed ship gets to fire its guns once. The
   typical duration of a battle between evenly matched fleets is 2-4
   combat segments.

   Large ships (those with more than 10 guns) may divide their firepower
   between several targets and thus attack several ships in the same
   combat segment while smaller ships can only attack one target per
   combat segment.

   In each combat segment, ships attack (or attempt to flee) in
   initiative order. Initiative is determined according to current ship
   speed (in their current hex) so that ships with faster speeds act
   before ships with slower speeds. Note that cloaked ships (see
   section 9.4) also for the purpose of determining initiative have their
   speeds halved. When ships are tied for speed, initiative is determined
   randomly.

   Each ship selects its "best" target. This will be the target having
   the weakest protection (i.e. the one that may be damaged the most, not
   the one with the fewest remaining damage points or the fewest guns),
   except that unarmed targets are attacked only when no armed targets
   are available. Note that an armed but cloaked target which the ship
   cannot see does not prevent it from attacking unarmed targets.

   The effect of an attack is determined by the number and types of guns
   firing and the shields (if any) and armour of the target. There is no
   difference between the guns carried by large ships and the guns
   carried by smaller ships, large ships just pack more guns. Each ship
   has a number of damage points that indicate how much punishment it can
   take before being destroyed. The damage inflicted by each attack is
   subtracted from the damage point total of the ship, and when the ship
   reaches zero, it is destroyed (only after it has had its chance to
   fire back though). Large ships can take more damage than smaller
   ships.

   When a ship is attacked, it will return attack if it has not already
   used its attacks in that combat segment. Exception: Ships which are
   surprised by supposed allies or attacked by cloaked ships which they
   could not see are never allowed to return attack. Large ships that
   while defending manage to eliminate their attackers using only some of
   their guns may attack or return attack against other ships later that
   segment.

   Table 3 specifies how much damage you can expect a single starship gun
   to do in a single shot. The numbers given are average values. Due to
   the fact that some damage "carries over" from one shot to the next,
   the values given are only valid after about ten shots have been fired
   at the same target. The first ten shots on a target are likely to
   inflict slightly less damage than stated in the table.

   For each attack it is reported how much damage is inflicted. This may
   be "marginal damage", which means that de damage was too slight to
   inflict at least one h.p. (hull point), but it made it easier to
   damage the ship the next time it is attacked during that combat. An
   attack will never inflict no damage at all.

  9.5.1 Fleeing combat

   Unarmed ships involved in combat will attempt to flee, except ships
   which are cloaked and undetected by the enemy warships (see
   section 9.4). A ship is allowed to flee in a given combat segment if
   it gets the initiative before being attacked by any enemy ship. This
   could either be because the ship is faster than the enemy ships,
   because it is cloaked and any faster enemy ships could not detect it,
   because the enemy ships are busy firing at armed ships (which must be
   eliminated before unarmed ships can be attacked) or simply because
   there are so many unarmed ships that the enemy warships cannot attack
   them all in one combat segment.

   A ship which is allowed to flee is out of the battle and cannot be
   attacked. When the battle is over, it is determined what happens to
   ships which fled.

   A ship which fled is allowed to stay in the hex if there are no armed
   enemy ships left in the hex after the battle (or if any armed enemy
   ships cannot detect it because it is cloaked). A ship which is allowed
   to stay in the hex will remain in its fleet (if any) and keeps any
   orders it has (if a flagship).

   A ship which fled and is not allowed to stay in the hex will start
   moving towards another hex in the action portion of the next phase. It
   will move back to the hex it originally moved into the battle hex
   from. If there is no such hex (i.e. if it was built in the battle hex
   or if it has used the flip or jump order to enter the hex) it will
   move to a random neighbouring hex among those it can legally move to.
   If it moves slower in stellar dust hexes than in other hexes it will
   choose a non-dust hex, if possible. The ship is taken out of its fleet
   (if any) and any orders the ship had are deleted. Special rule: Ships
   equipped with the Ultimate Jump Drive will jump rather than move.

  9.5.2 Weapon and shield types

   Initially, all armed ships are equipped with lasers. New and more
   deadly guns may be developed during the game. These are (from the
   lowest to the highest technology) ion cannons, antimatter guns and
   disruptors. All types of guns attack with the same strength but are
   effective against different shield technologies (see below). Against
   an unshielded target, all attack types are equally effective.

   Initially, ships have no other protection than their armour. However,
   different shields may be developed. Shields reduce the effects of the
   attacks they affect, see Table 3. The energy shield protects against
   lasers, the graviton shield defends against both ion cannons and
   lasers, and the antimatter shield affects all guns except disruptors.
   No shield protects against disruptors.

9.6 Repair and upgrades

   Damaged ships may be repaired in space or at colonies. Repair in space
   is automatic. One damage point is repaired every 4 phases when the
   ship is executing orders or every 2 phases if the ship does nothing.
   No damage is repaired in phases during which the ship was involved in
   combat.

   Repair at colonies is performed by the repair order (a colony order):

   repair ship-ID amount
   This makes the colony repair the specified ship (which must be your
   own and must be in the colony's hex), removing the specified amount of
   damage. If no amount is specified, the ship is fully repaired, or
   repaired for as many i.p. as are available in the colony if there are
   not enough for a full repair. There must be no armed enemy ships
   present in the system (the presence of you own or allied ships does
   not change this). Repair is instantaneous but costs 1 i.p. for every
   damage point repaired. The ship to be repaired must not already be in
   the process of moving out of the system but may begin a move in the
   same phase (as ships execute orders after colonies). A colony must
   have at least a size 1 starport to repair ships. The repair order does
   not cost administration points, so you can give a colony any number of
   repair orders and repair many ships in the same turn despite each
   order repairing only one ship.

   When a new ship is built, it is automatically equipped with the latest
   technology drives, guns, shields and scanners. However, when a new
   technology is developed, the technology of old ships is not
   automatically updated. An old ship can get new technology installed by
   a colony of its own race in its hex. The colony must have a starport
   big enough to build the ship and there must be no armed enemy ships
   present (the presence of your own or allied ships does not change
   this). The colony must execute a refit order, which is instantaneous.
   The cost of a refit is half the cost of the refitted ships, rounded
   up, no matter how many things are upgraded (exception: if there is
   nothing to upgrade the colony will refuse to refit the ship and thus
   nothing is paid in that case). The format of the refit colony order
   is:

   refit list-of-ship-IDs
   This refits the ships specified. Like with the repair order, ships to
   be refitted must not already be in the process of moving out of the
   system but may start to move in the same phase.

   In the status report, the technological level of each ship is listed.
   For example (note that the damage status and position are also
   listed):

   S0112 Corvette: 5 d.p. at H1417
   Status: tech=wg-ig-c

   The string of characters after "tech=" indicates the technology of the
   main drives (marked by the initial letter), Graviton Drive (if present
   marked by a "g", otherwise by a "-"), jump drives (marked by "j" for
   normal Jump Drives or "u" for Ultimate Jump Drives, otherwise "-"),
   guns and shields (marked by initials or "-"), scanners (marked with
   "g" for the Graviton Scanner, "t" for the Tachyon Scanner or "-" for
   no scanners) and cloaking device (marked by a "c" if installed, "-"
   otherwise), in that order. So the corvette S0112 has warp and graviton
   drives, no jump drive, ion cannons, a graviton shield, no scanners and
   a cloaking device. Initially ships have "s-l--", the ultimate
   high-tech ship has "hgudatc". Unarmed ships have a dash "-" for their
   gun technology and stationary ships (such as orbital stations) have
   dashes for the drives.

   Note that drives, weapons, shields, scanners and cloaking devices are
   the only technologies requiring a refit to take effect on old ships.
   The Tachyon Communicator affects all ships immediately after its
   invention.

   Planetary defence bases, unlike ships, are automatically updated to
   the latest technology weapons, at no cost.

9.7 Special ships

   Orbital stations, starbases and clusters
          are ships unable to move, i.e. they can never leave the system
          in which they were built. They are otherwise like starships in
          all respects (except of course they are cheaper and have
          heavier armour).

   Freighters
          are ships for moving i.p. from one planet (colony) to another.
          A small freighter has room for 5 i.p., a medium freighter for
          15 i.p. and a large freighter for 40 i.p. Industry points are
          loaded and unloaded at colonies using the load and unload
          orders.

   Scouts and explorers
          are the only ships which can receive orders when they are
          outside command range, see section 2.2. Explorers are immune to
          exploration hazard, see section 10 and have a mapping radius of
          2, see section 5.4.

   Colony transports and exodus ships
          are ships for moving population and establishing new colonies.
          A colony transport transports 5 population units, an exodus
          ship transports 15. Note that you should not use the load and
          unload orders with these ships, the population is loaded and
          unloaded automatically, see section 10.

   Stasis transports
          are also ships for moving population. They become available
          when you develop Suspended Animation. They are reusable, unlike
          colony transports and exodus ships. They are not automatically
          filled with population when built but are operated the same way
          as freighters, using the load and unload orders. The capacity
          of a stasis transport is 10 population units. If you have
          developed Xenobiology you may transport slave population on
          stasis transports as well (see section 12). Note that stasis
          transports cannot colonize like colony transports or exodus
          ships, they can only move population between already
          established colonies.

   Ambassador ships
          are special ships which allow allied races to exchange
          knowledge, see section 14.1, or transfer ships and empty
          colonies, see section 9.9. An ambassador ship will also inform
          your race immediately when any allied or neutral race which has
          colonies in the system which the ship occupies change policy
          towards you to "enemy"; thus the surprise combat bonus is
          negated.

   Pocket battleships and super dreadnoughts
          are special warships available only to warlords, see
          section 16.7. They have thicker armour than other warships
          (their armour is equivalent to that of the special stationary
          defence ships mentioned above).

   Slave Transports
          are ships for transporting slave population (see section 12).
          They operate using the load and unload orders like freighters
          and stasis ships. Unlike stasis ships they do not require any
          special technology to be built or to load slaves. The capacity
          of a slave transport is 10 units of slave population.

   Slaver ships
          are all-round ships only available to slaver races. They can
          transport up to 5 units of slave population (like a small slave
          transport) but are also armed and well suited to participating
          in enslavement of colonies (see section 11).

   Slaver colony transports
          are special colony transports used by double slaver races, see
          section 16.9.1. They transport both population and slaves for
          new colonies (6 population units and up to 4 slave population
          units).

   Gas giant mining colonies
          are not really ships as such, but they are built/launched like
          ships. See section 13.

  9.7.1 Loading and unloading cargo and population from ships

   Fleets containing freighters, stasis transports, slave transports
   and/or slaver ships can load and unload i.p., population and/or slaves
   from your colonies and may unload i.p. and/or slaves to allied
   colonies. Colonies loaded from or unloaded to must have at least a
   size 1 starport. The load and unload fleet orders are used to load and
   unload:

   load colony-ID what-to-load
   load colony-ID
   This order loads the specified cargo/population from the specified
   colony (it must be your own colony and the loading fleet must be in
   the hex of the colony), or as much as the fleet has room for, or as
   much as the colony has, whichever is less. If the specification of
   what to load is omitted, the fleet will try to load as many i.p. as it
   has room for (but no population or slaves even if it has capacity for
   that). Loading takes one phase, unless nothing is loaded, in which
   case it takes no time. Note that double diplomat races may not load
   primitives from terran worlds (see section 16.8.1).

   Note: You do not use the load order to load population (and slaves)
   onto colony transports, exodus ships, and slaver colony transports -
   the loading of the required population for these ships is mandatory
   and automatically done when the ships are built.

   unload colony-ID what-to-unload
   unload colony-ID
   This order unloads the specified cargo/population at the specified
   colony, or as much as the fleet has or the colony has room for,
   whichever is less. If the specification of what to unload is omitted,
   the fleet will unload its entire i.p. cargo (only). The colony must be
   either your own or must belong to an allied race (this is the only way
   to transfer i.p. and slaves between races). You can only unload your
   own population if the colony is also your own, but you can unload
   slaves to allied colonies (exception: double diplomats cannot unload
   primitives to allied colonies). The fleet must be in the hex of the
   specified colony. Unloading takes one phase, unless nothing is
   unloaded, in which case it takes no time.

   Note: You cannot use the unload order to unload population (and
   slaves) from colony transports, exodus ships and slaver colony
   transports. The population from these ships can only be transferred to
   a colony with the colonize order, destroying the ships in the process
   (see section 10.2). Thus colonization ships are good for one trip
   only.

   The colony ID may be omitted from a load or unload order if you are
   loading or unloading from/to your own colony and it is your only
   colony with a starport in the system.

   You can specify exactly what to load or unload, as follows:

   Industry points
          are specified as:
          number i.p.
          or just
          number
          for a specific quantum of i.p., or just
          i.p.
          for all i.p. available or full loading capacity of i.p.

   Population
          is specified as
          number population
          or just
          number pop
          for a specific number of population units; omitting the number
          means all population available or full loading capacity of
          population.

   Slave population
          is specified as
          number slaves
          or just
          number sl
          for a specific number of slave population units of any race;
          omitting the number means all slaves available or full loading
          capacity of slaves. It is possible to specify the slave race if
          you have several kinds of slaves on the colony or in the fleet:
          number slaves/race
          or just
          number/race
          where race is the race number of the slaves you want to move;
          again omitting the number means "all available" or "full
          capacity". Finally, you can use a shorthand for slaves of the
          "Primitives" race (see section 4.1) as follows:
          number primitives
          or just
          number pr
          where omitting the number has the usual meaning.

   Specification of i.p., population and slaves may be combined in a
   single load or unload order as required.

   Sometimes it is necessary to be even more specific and specify which
   ships in the fleet should load or unload. This is possible simply by
   inserting the ship number before the parts of the specification
   pertaining to that ship. The special word "any" may be used to
   indicate that the following part of the specification is not specific
   to any ship.

   Examples: A load or unload order may be as simple as

          load

   which means "load full capacity of i.p. from my only colony in this
   system",

          unload C138

   which means "unload all i.p. to the colony C138" or

          load C138 8 pop

   which means "load 8 population units from the colony C138", or as
   complex as'

          load C138 S0115 8 pop and any slaves/2 and 60 i.p.

   which means "load from colony C138 onto ship S0115 8 population and
   then onto any ships of the fleet full capacity of slaves of race 2
   plus 60 i.p.", or

          unload C251 i.p. and slaves and S0115 pop

   which means "unload to colony C251 all i.p. and slaves carried by the
   fleet plus all population on board the ship S0115".

  9.7.2 Reserving i.p. to load on ships

   It is quite easy to forget to not use the i.p. intended for loading
   onto freighters. This is because all colony orders are executed before
   ship orders, i.e. before freighters get a chance to load i.p. The
   following set of orders will not work as intended:

          C138:
            build "large freighter"
              orders:
               load C138
               farmove H1417
               unload
              .
            construct industries @ BEWARE!

   With the orders above, the colony C138 will first build a large
   freighter and then immediately after spend all its remaining i.p. on
   industries. Thus when the freighter gets to act, which is after the
   colony has executed its orders, there will be no i.p. left to load. To
   work as intended, the orders should be changed either so that the
   construct order constructs a limited number of industries or by
   inserting a reserve order that temporarily makes the i.p. intended for
   loading unavailable for the construct order:

          C138:
            build "large freighter"
              orders:
               load C138
               farmove H1417
               unload
              .
            reserve 40
            construct industries

   With the orders above, 40 i.p. are temporarily taken out of the
   resources available to the colony. These reserved i.p. are put back
   when the colony has finished it orders for the phase and before the
   freighter acts and are thus available for the freighter's load order.

   The format and exact effect of the reserve order are as follows:

   reserve amount phases
   reserve amount
   This is a colony order temporarily taking the specified amount in i.p.
   out of the resources available in the colony. The reserved i.p. will
   "reappear" in the colony after the specified number of phases
   (counting the phase the reserve order is executed as the first). If a
   number of phases is not specified the reserved resources will
   "reappear" in the same phase but after colonies have acted (and before
   gas giant mining colonies and ships get to act). The reserve order is
   a "free" order not counting against your administration limit.

9.8 Initial ships

   Initially each race has 2 scouts and a corvette (for most race types,
   see section 16 for exceptions). The warships all have "tech=s-l--" and
   the unarmed ships all have "tech=s---" (exception: traveller ships are
   equipped with relativity drives, see section 16.6). Each ship is the
   flagship of its own one-ship fleet (i.e. ships are not combined in
   fleets at game start).

9.9 Giving ships (and colonies) to your allies

   You may use the gift order to give ships or colonies to your allies.
   Only ships which do not carry population and which are not ambassador
   ships, and only colonies empty of population may be gifted away.
   Furthermore, double diplomat races may not give away ships or colonies
   containing primitives, see section 16.8.1.

   Your race must be declared allied to the race which is to receive the
   gift, and that race must be declared allied to you.

   To receive the gift, your ally must have either an ambassador ship or
   a colony in the hex where the gift is to be given. Only one of your
   ambassador ships (which must be either a flagship or not in any fleet)
   or one of your colonies may execute the gift order, so the conditions
   for the gift order are the same as for the teach order (see
   section 14.1).

   The format of the gift order is:

   gift ID-of-gift ID-of-receiver
   Here ID-of-gift is the ID of the ship or colony to be gifted away and
   ID-of-receiver is the ID of the ambassador ship or colony which is to
   receive the gift. A ship given away is taken out of its fleet and any
   pending orders which the gift has are deleted before it changes owner.
   An empty colony may gift itself away. To give orders to a ship or
   colony received from another player on the same turn in which it is
   received, you must use the order order described in section 18.4. The
   receiver must be "known" to you, so if it is a colony you must have
   explored the system previously and if it is an ambassador ship it must
   not be cloaked unless you have the required scanner technology. A
   cloaked ambassador ship executing a gift order is automatically
   uncloaked, but the gift (if cloaked) is not, nor is any receiving
   ambassador ship.

                        10 Exploration and colonization

   The only planet you know about from the start of the game is your home
   planet. You need to explore other star systems to find out which
   planets (if any) are in those star systems. When you move a fleet into
   a star system, you will not automatically get any information on the
   planets in the system, such as their IDs, names, planet types, maximum
   sizes, whether there are colonies on the planets and who owns the
   colonies (if any). To discover these things, you need to explore the
   system. A fleet may use the explore order to explore the star system
   it is located in. Ships equipped with the Graviton Scanner or better
   may also explore adjacent hexes:

   explore
   explore list-of-hex-IDs
   This order makes a fleet explore one or more star systems for planets.
   If hex IDs are not given, it means exploration of the hex the fleet is
   in (the only possible exploration until the development of the
   Graviton Scanner). You will be told the planet types, planet sizes
   (maximum population) and whether there are colonies on the planets
   (and their owners). If there are no armed ships and no explorer ships
   in the exploring fleet (and if you are not a survivor race and have
   not developed the Graviton Scanner), there is a 20% chance for each
   ship in the fleet that it will be destroyed (this is known as
   exploration hazard). If the entire fleet is destroyed, you will not
   get any information on the planets of the system. Fleets containing
   armed ships or explorers are not affected by exploration hazard. An
   explore order takes one phase per hex explored.

   When the Graviton Scanner has been developed by your race, all new
   ships automatically become equipped with such a scanner. Old ships may
   also be refitted with a Graviton Scanner (see section 9.6). Fleets may
   then explore either the hex they are in or any adjacent hexes. There
   is no exploration hazard when using the Graviton Scanner.

   A more advanced scanner is the Tachyon Scanner. It has all the effects
   of the Graviton Scanner, except its range is two hexes (rather than
   one) and it will in addition give more detailed reports on explored
   hexes and colonies. For each colony in the explored system, the
   current population and the amount of shields installed will be given.
   You will also get a list of all ships present in the explored system.
   In addition to this, ships equipped with this scanner will
   automatically detect cloaked ships (see section 9.4).

   Exploring a system removes the exploration hazard in that system for
   your race. This means that there will be no exploration hazard on any
   subsequent explorations you make in the same system.

   Once you have explored a system, it will be listed on your map notes
   as "explored". Size and mineral contents for planets in explored
   systems will also be listed in your map notes, as well as any colonies
   on them. For each planet, the turn in which you last explored the
   planet will be indicated. On the graphical map, icons will appear for
   the planets in explored systems. If another player changes the name of
   a planet you have seen, the name will not automatically be changed in
   your map notes. You will have to explore the system again to get the
   updated information. Likewise, if the type of a planet you have
   explored is changed by terraforming or if a colony is destroyed or an
   empty planet colonized, the new information will not be listed on your
   map notes until you explore the system again.

10.1 Sharing map information with allies

   You may disclose map information to other, allied races and thus share
   map information with your allies. You may even disclose information on
   explored systems and the planets and colonies you have discovered,
   thereby eliminating your ally's need to explore the systems you have
   explored (and thus the exploration hazard associated with initial
   exploration).

   To share map information you use the disclose order:

   disclose colony-or-ship-ID what
   The specified (regular) colony or ambassador ship must be in the same
   hex as the (regular) colony or ambassador ship executing the disclose
   order and must belong to an allied race. Both races must have declared
   the other allied. A colony can disclose information to another colony
   (on another planet in the same hex) or an ambassador ship which is
   either uncloaked or detectable by your scanner technology. An
   ambassador ship can disclose information either to colonies or to
   other ambassador ships (uncloaked or detectable). A colony doing a
   disclose order will reveal itself to the target (as if it had been
   discovered by exploration). Similarly, a cloaked ambassador ship will
   automatically uncloak when doing a disclose order (but a target
   cloaked ambassador ship will not uncloak).

   The what argument of the disclose order must be one of map, planets or
   colonies:

   map:
          Share information on hex types for all the hexes on your map
          but not the contents of explored systems.

   planets:
          Share hex information as for "map" and also share planet
          information for all the systems you have explored. This will
          also eliminate exploration hazard for your ally in those
          systems you have explored.

   colonies:
          Share hex and planet information as for "planets" and also
          share the locations of your own colonies as well as alien
          colonies you have discovered by exploration.

10.2 Colonization

   Once you have found suitable planets, you will want to colonize them.
   You do this by moving a fleet containing colony transports and/or
   exodus ships to a system containing a planet you wish to colonize. You
   then colonize the planet using the colonize order:

   colonize
   colonize planet-ID
   colonize planet-ID orders
   colonize * orders
   This order lets the colony transports and exodus ships of a fleet
   found a colony on an empty planet or add to the population of an
   existing colony there (if it is your own colony). If a new colony is
   founded, it will get a size 5 starport (size 10 if you play a
   traveller, see section 16.6). Colony transports and exodus ships are
   dismantled in this process and their population is placed in the (new)
   colony. The population of the colony may never exceed the population
   limit, so any colony transports or exodus ships with excess population
   do not take part in the colonization. If no planet ID is given, the
   fleet will attempt to colonize the most suitable planet. This will be
   done by first doing an exploration (as detailed for the explore order
   above - this does not count as an extra order towards the
   administration limit) to obtain data on the planets, and then
   colonizing the "best" planet. The "best" planet is the one closest to
   terran and, in case of several planets of the same type, the one
   allowing the largest population. If several planets are of the same
   type and size, the one with the largest mineral content is chosen. If
   planets are completely alike, the one with the lowest ID is chosen. If
   the "best" planet already has a colony, the second best is chosen, and
   so on. If there are no planets without colonies, the best planet
   containing one of your own colonies (if any) is chosen. The colonize
   order takes 1 phase, regardless of whether an exploration had to be
   performed and regardless of whether any colonization actually takes
   place. You may optionally specify orders for a new colony in the
   colonize order (in the same way as in a build order, see section 9.1).
   The colony will start executing those orders in the phase following
   its foundation. The colony will only be given orders specified in the
   colonize order that actually founds the colony, not any orders
   specified in later colonize orders.

   Note that if the flagship of the colonizing fleet is a colony
   transport or an exodus ship, it will be the last ship in the fleet to
   colonize (in case there is not room on the planet for all the
   population). If there is room for the colonists from the entire fleet,
   the flagship will also colonize, and another ship in the fleet (if any
   remain) will be assigned as the new flagship and any remaining orders
   will be transferred to it.

   Note that a system must always be explored before you can colonize in
   it. If you colonize in a system you have not previously explored (and
   that has not been disclosed to you by an ally) the colonizing fleet
   will always explore first, regardless of whether you specify a planet
   number. If you colonize a previously unexplored system you thus risk
   the loss of population (due to the 20% exploration hazard), unless you
   have warships or explorers in the colonizing fleet, play a survivor or
   has scanner technology eliminating exploration hazard.

                              11 Colony conquest

   To take over a planet with an enemy colony, you can either destroy the
   enemy colony by bombing and then found a new colony, or you can
   enslave the enemy population and take over the existing colony.
   Warships in a system with an enemy colony do not automatically attack
   the colony. You must use either the bomb or the enslave order to make
   the ships attack.

11.1 Bombing a colony

   You may bomb a colony to try to destroy it (unless you play a double
   slaver race, in which case you have to try to enslave it, see
   section 11.5). Note that you can only bomb colonies belonging to races
   you have declared enemy, see section 4). It is also possible (but
   bloody) to free the slave population of a colony by bombing until
   there are insufficient defence bases and master population left to
   keep control and the colony therefore changes owner, see section 12.1.

   Bombing is done with the bomb order:

   bomb colony-ID
   bomb colony-ID number-of-phases
   This orders a fleet to attempt bombing of the specified enemy colony
   for the specified number of phases, or until it is destroyed. All
   ships in the fleet with bombing capability will participate in the
   bombing. If a number of phases is not specified, the bombing will last
   until either there are no more ships with bombing capability or the
   enemy colony has been destroyed (or possible the slave population of
   the colony overthrow their masters and the colony changes to be owned
   by a race not declared enemy by the attacker, see section 12.1).

   Note that to attack a colony, you must previously have explored its
   star system, it is not enough to have/guess the colony or planet ID
   number. If you have not previously explored the system, your fleet
   will automatically first spend a phase to explore (this phase is in
   addition to the number of phases you have specified in the order).

   It is possible to omit the colony ID from the bomb order, or
   equivalently to just specify the hex ID instead of the colony ID. In
   this case, the fleet will attack the enemy colony on the most juicy
   planet in the system (best planet type, largest population capacity
   and highest minerals, in that order).

   During each phase of a bombing, the following happens: First the the
   planetary defence forces attack the ships participating (i.e. those of
   the bombing fleet with actual bombing capability). Any ships surviving
   the attack of the defence bases proceed to destroy installations
   and/or population at the rate of 1 installation or population unit per
   point of bombing capability. Exception: Slave population of races
   different from the attacker's race and not declared allied by the
   attacker is destroyed at the rate of 2 units per point of bombing
   capability - they do not get the benefit of shelters and the attacker
   is not trying to spare them.

   The following ship types have bombing capability, points listed being
   without/with Smart Bombs technology: slaver ships (2/2 points),
   cruisers (3/4 points), assault bombers (5/6 points), pocket
   battleships (5/6 points), battleships (7/9 points), dreadnoughts
   (15/19 points), super dreadnoughts (20/25 points) and invasion ships
   (25/31 points).

   Example: A fleet of 2 assault bombers and a cruiser would have a
   bombing capability of 13.

   If the colony has any planet shields, these will be destroyed first,
   at the rate of 1 shield point per point of bombing capability. Any
   excess bombing capability goes on to damage other installations and
   population. Each capability point is considered a separate attack and
   will destroy 1 point of installation or population (or 2 points of
   slave population of races not allied to the attacker), randomly
   chosen. Hits are distributed according to the following keys:
   defence bases: 40%
   other installations: 40% (20% if attacker has Bio-weapons)
   population/slave population: 20% (40% if attacker has Bio-weapons)
   If "other installations" are hit, damage is distributed as follows:
   industries: 30%
   starport: 60%
   research centres: 10%
   If population is hit, damage is distributed as follows:
   regular population: 40% (60% if attacker has Bio-weapons)
   slave population: 60% (40% if attacker has Bio-weapons)
   The technology Bio-weapons changes the way bombing hits are
   distributed, see above.

   There are no misses, so if some type of installation (or population)
   is not present in the colony, damage which would go to that type of
   installation or population is distributed among the other
   installations or population according to the keys above.

   Example: In a colony with no defence bases, no research centres and no
   slave population, attacked by a race without Bio-weapons, damage will
   be distributed randomly with on average 44% hitting starport, 22%
   hitting industries and 33% hitting population.

   A colony is destroyed when it has no defence bases and no population
   (normal or slave) left.

11.2 Planetary defences

   The planetary defences of a colony consists of its population and any
   defence bases and/or planetary shields. The number of defenders (each
   with an attack equivalent to a starship gun) that a colony will have
   to defend itself against attacking ships during one action phase is
   equal to the number of operational defence bases plus one fifth the
   fighting population, rounded up. The fighting population of a colony
   is normally equal to the number of population units in the colony,
   minus any needed to keep slave population under control (see
   section 12.1), plus one half the primitive population if the colony is
   one previously persuaded by a double diplomat (see section 16.8.1).
   The fighting population of a colony is however never less than 5
   units.

   The maximum number of operational defence bases is twice the fighting
   population of the colony until the development of Robotic Army, after
   which it is eight times the fighting population. The number of actual
   operational defence bases is the number of defence bases present in
   the colony up to this maximum. Any defence bases above the maximum
   operational in any given phase will not get to fire that phase but may
   come into play in later phases as bases are destroyed, and they do
   count towards keeping slave population in check.

   All the defenders of a colony will generally shoot at the first fleet
   to attack the colony in a given phase. Only if all the attacking ships
   of the first fleet(s) to attack the colony are completely destroyed
   with defenders to spare or if the attack was merely a probe will there
   be any shots left for shooting at subsequent fleets attacking in the
   same action phase.

   The shots of defenders are distributed randomly among the ships in the
   attacking fleet proportional to their sizes.

11.3 Probing colony defences

   Until the development of the Tachyon Scanner, information about the
   population, installations and defences of colonies is only revealed
   when you attack them. Even with the scanner, you are only given
   limited information (the population and planet shields but not the
   number of defence bases). To get information on colony defences (and
   installations) without risking a full-scale attack you may use a probe
   attack:

   probe colony-ID
   This orders a fleet to feint an attack on a colony in order to probe
   its defences. The attack will last one phase only. All ships in the
   fleet with bombing capability will participate in the probe. Only ten
   defenders in the colony get the chance to attack the fleet and
   therefore even a single (undamaged) assault bomber will most likely
   succeed and with more or larger ships success is guaranteed. The
   probing fleet will not inflict any damage on colony installations or
   population. The exact population and installations of the colony will
   be revealed to the attacker.

   Similarly to when using the bomb order you can omit the colony ID from
   the probe order (or just specify the hex ID instead of the colony ID)
   if you want the fleet to probe the enemy colony on the "best" planet
   in the system (best planet type, largest population capacity and
   highest minerals, in that order). If you probe in a system you have
   not previously explored, the fleet will automatically spend a phase
   exploring first.

   Note that from the time of the probe to the time you make your attack
   the colony may of course build more defences. Probes are therefore
   most useful against primitive colonies because they will not take
   special steps after being probed (such as building even more defences
   than usual). Most players on the other hand will most probably expect
   an attack after being probed...

11.4 Salvage of installations and i.p.

   When a colony is destroyed, its remaining industries, starport,
   research centres and i.p. are left on the planet. The next colony
   founded on that planet will automatically take over all the i.p. and
   half (rounded down) the installations on the planet, if the new colony
   belongs to another race than the race which had the destroyed colony.
   If the same race which had the destroyed colony re-colonizes the
   planet (and no other colonies were founded on the planet in the
   meantime), all rather than half the surviving installations will be
   salvaged.

   Exploration of a system will reveal which installations can be
   salvaged but not how many i.p. are present on a planet.

11.5 Enslaving a colony

   Wiping out the entire population of a planet in order to promote your
   own superior way of life may seem brutal to some (even if they are
   just worthless alien scum). Not only that; it may also seem wasteful
   to kill beings which, while repulsive and inferior, might have lived
   out their remaining life providing valuable labour. All things
   considered, giving the alien population of the planet a chance to live
   useful lives as slaves of your superior race is both the most humane
   and the most economically sound thing to do, rather than bombing them
   completely off the surface of the planet.

   You may try to enslave the population of a colony in order to take
   over the colony with many of its installations intact as well as to
   get some slaves to work in your industries.

   Note: If you play a xenophobe race, you cannot enslave enemy colonies,
   you can only bomb them. Aliens are so repulsive to xenophobes that
   they do not even want them as slaves...

   The enslave order is much like the bomb order:

   enslave colony-ID
   enslave colony-ID max-number-of-slaves
   enslave colony-ID max-number-of-slaves number-of-phases
   This orders a fleet to attempt enslaving the population of the
   specified enemy colony and take over the colony. The attack will last
   for the specified number of phases, or until either the population of
   the colony is enslaved, the colony is destroyed or the attacking fleet
   no longer has the capacity to enslave the colony. All ships in the
   fleet with bombing capability will participate in the attack. If a
   maximum number of slaves is given in the order, the colony will only
   be enslaved when the (future slave) population of the colony has been
   reduced to this number or less.

   Similarly to when using the bomb order you can omit the colony ID from
   the enslave order (or just specify the hex ID instead of the colony
   ID) if you want the fleet to attack the enemy colony on the most juicy
   planet in the system (best planet type, largest population capacity
   and highest minerals, in that order).

   An enslave attack proceeds just like a bomb attack: The invading ships
   are fired upon by the defenders and those which survive proceed to
   destroy installations and population according to their bombing
   capability, see section 11.1. The difference is that usually bombing
   will end not when the colony is destroyed but rather when it is ready
   to be taken over and that bombing damage is distributed among
   installations and population according to a different key than when
   bombing to destroy. Once a colony is ready to be taken over, its
   original population will be converted to slaves, any slave population
   of the attacking race will be freed (converted to regular population)
   and any population in the attacking fleet will immediately be unloaded
   to the colony (dismantling colony transports and exodus ships in the
   process as with a colonize order). The colony now belongs to the
   attacker.

   For a colony to be taken over by an enslave order, five requirements
   must be fulfilled:

    1. All defence bases of the colony must have been destroyed.
    2. The total enslaving capability (see below) of the attacking ships
       must be at least equal to the number of non-slave population units
       in the colony.
    3. The colony must be viable if taken over by the attacker, i.e. the
       number of slaves after a takeover must be within the allowed
       number of slaves on the planet; see section 12.
    4. The number of slaves after a takeover must be at most equal to the
       maximum number specified in the enslave order.
    5. The attacker must have sufficient population on ships in the fleet
       and/or already in the colony (as slaves) to be able to control the
       colony when all the existing population is enslaved (see
       section 12.1).

   The enslaving capability of a ship is a measure of how many troops it
   carries for ground assault. The following ship types have enslaving
   capability: pocket battleships (2 points), battleships (3 points),
   slaver ships (5 points), dreadnoughts (7 points), super dreadnoughts
   (7 points) and invasion ships (12 points).

   Example: A fleet containing one invasion ship and two slaver ships has
   a total enslaving capability of 22 points and this can enslave at most
   22 population units (33 or 44 population units if belonging to a
   slaver or double slaver race respectively, see section 16.9).

   In an enslave attack, bombing damage is distributed according to the
   keys below, once all shields have been destroyed. Percentages are
   shown without/with the Bio-weapons technology (if only one percentage
   is shown it means the number is unaffected by Bio-weapons).
   defence bases: 40% (45%/50% if attacker is a slaver race)
   other installations: 20%/15% (25%/20% if attacker is a slaver race)
   population: 15%/20% (15% if attacker is a slaver race)
   misses: 25% (15% if attacker is a slaver race)
   If "other installations" are hit, damage is distributed the same as in
   bomb attacks, as follows:
   industries: 30%
   starport: 60%
   research centres: 10%
   If population is hit, damage is distributed as follows:
   regular population: 40%/60% (50%/70% if attacker is a slaver race)
   slave population: 60%/40% (50%/30% if attacker is a slaver race)
   If some type of installation (or population) is missing, damage which
   would go to that type of installation or population is distributed
   among the other installations or population according to the keys
   above.

   Example: In a colony with no defence bases, no research centres and no
   slave population, attacked by a non-slaver race without Bio-weapons,
   damage will be distributed randomly with on average 22% hitting
   starport, 11% hitting industries, 25% hitting population and 42%
   hitting nothing.

                                   12 Slaves

   If you succeed in enslaving an enemy colony its population will be
   converted to slave population. If you play a double slaver race, you
   will also have some slave population in your initial colony, see
   section 16.9.1. Slave population in a colony help working your
   industries but will not take up any of the precious room for your own
   population in the colony.

   The maximum number of slave population units a colony can support is
   half the number of regular population units it can support (i.e. half
   the planet size adjusted for race type and technology of the master
   race of the colony). Slave population occupies "extra" space in the
   colony, so the presence of slaves does not alter how much regular
   population there is room for, nor will the amount of regular
   population influence the capacity for slaves (it does however
   determine how large a slave population can be kept under control, see
   section 12.1). Slaver races may support additional slave population in
   their colonies, see section 16.9.

   In your status report you will be able to see the details on the
   slaves kept in your colonies, including the maximum number of slaves
   and maximum number that can be kept under control in each colony.

   Slaves are put to work in industries. For purposes of determining how
   many industries a colony may operate, half the number of slave
   population units (rounded up) is added to the regular population to
   yield the total working population of the colony, see section 8.4.

   Slave population does not grow, except if you play a double slaver
   race, in which case your slave population on terran and sub-terran
   worlds grow at the same rate as your normal population. Note that
   slaves get no benefit from being of a survivor race, nor do your
   slaves benefit if you develop Cloning. Slave population in a colony
   will never grow beyond the number that your regular population of the
   colony can master.

   Members of your own race held as slaves are automatically set free and
   become regular population when you retake the planet they are on (if
   they survive).

   Slaves are never transported in colony transports or exodus ships. If
   you wish to move slaves, you must use either a slave transport (which
   can carry up to 10 slave population units) or a stasis ship (which can
   carry up to 10 population units, some or all of which may be alien
   slaves after you develop Xenobiology). If you play a slaver race you
   can also build slaver ships, which can transport up to 5 slave
   population units. Slave population is loaded and unloaded with the
   load and unload orders described in section 9.7.1.

12.1 Slave revolts and anarchy

   There is a limit to how many slaves your population can master without
   the slaves being able to revolt and take over your colony. Normal
   races can master up to 2 slave population units per regular population
   unit, slaver races can master up to 4 and double slaver races can
   master up to 6. The technology Mind Control allows you to master three
   times as many as you otherwise could. The defence bases you have in a
   colony are added to your population for the purpose of determining how
   many slaves can be mastered in the colony.

   If at the end of an action phase the number of slaves in a colony
   exceeds what you can master, the slaves revolt, meaning you lose
   control of the colony. If the slaves are sufficiently many that they
   can master your population as slaves in the colony, without the
   benefit of the colony defence bases, they will take over the colony
   (enslaving your population in the process) and the colony will be
   transferred to the player of the now dominant race. If there is more
   than one race of slaves in your colony, the most numerous one will
   take over the colony, provided they are enough to master the
   population of all the other races present. If no race has sufficiently
   many population present to control the colony, the colony will enter a
   state of anarchy.

   In a colony in anarchy, the different races present will fight each
   other, resulting in death of population. Each action phase, between 1%
   and 5% of the population of each race present will be killed, until a
   new race emerges as the dominant one and takes over the colony.

                              13 Gas giant mining

   The gas giants of a star system with their enormous gravity fields and
   dense atmospheres are uninhabitable. However, with the right
   technology, precious materials in almost unlimited amounts may be
   extracted from the mineral cores of exploitable gas giants. Such gas
   giant mining operations are carried out from huge orbital
   installations in space known as gas giant mining colonies because of
   the significant population working and living there. The resulting
   industrial output is shuttled to the inhabited planets of the system
   or used to expand the gas giant mining facilities.

   If you develop Gas Giant Mining you may establish gas giant mining
   colonies in any system containing an exploitable gas giant as well as
   at least one of your regular colonies. A gas giant mining colony is
   built using either the build or the launch order, just like it was a
   spaceship, see section 9.1.

   Gas giant mining colonies have ID numbers of the form "Mxxxx", where
   xxxx is a four digit number. There can be any number of gas giant
   mining colonies in the same system, possibly belonging to different
   races, all exploiting the same gas giant. Gas giant mining colonies
   may not combine in "fleets".

   A gas giant mining colony has some of the traits of regular colonies:
   It needs population and possibly also a slave population to operate
   and it has industries that produce i.p.

   The maximum population a gas giant mining colony may support is 10
   units, at most 9 of which may be slave population. Population in gas
   giant mining colonies never grows. Slaves in a gas giant mining colony
   can never revolt, but the gas giant mining colony does not produce
   anything unless it has at least one unit of regular population.

   Each industry in gas giant mining colonies produce 1 i.p. per mineral
   content of the gas giant in the system, provided there is manpower to
   operate it. The working population of a gas giant mining colony is
   three times that of a regular colony, i.e. the sum of the number of
   regular population units plus half the slave population units, rounded
   up, all multiplied by three. The number of industries that may be
   operated per unit of working population and the efficiency at which
   they are operated is the same as for regular colonies, see
   section 8.4. Thus in gas giant mining colonies you can achieve three
   times the production with the same population and mineral content
   compared to a regular colony.

   Example: A gas giant mining colony with 1 regular population unit and
   9 slave population units has a working population of 18 units (1+4.5 =
   5.5, rounded to 6 and multiplied by 3). With Advanced Cybernetics this
   allows the operation of up to 90 industries, the first 36 operating at
   full efficiency, the next 18 at 90%, the next 18 at 80% and the last
   18 at 70%.

   A gas giant mining colony may use the construct order to build
   industries, initially each at the cost of 3 i.p. over the mineral
   content of the gas giant (i.e. 7 i.p. for a mineral content 4 gas
   giant and 6 i.p. for a mineral content 3 giant). After the development
   of Improved Gas Giant Mining the cost per industry drops by 1 i.p. to
   2 i.p. over the gas giant mineral content. The development of the
   Graviton Pump further reduces the cost of industry to only 1 i.p. over
   the gas giant mineral content (cheaper than possible in regular
   colonies). Like in a regular colony the dismantle order may be used to
   dismantle industries, recovering 1 i.p of the original cost per
   industry dismantled.

   I.p. produced by gas giant mining colonies and not spent on
   constructing industries may using the unload order be transferred to
   colonies (or other gas giant mining colonies) in the system. I.p. to
   be used to expand the gas giant mining facilities may similarly using
   the load order be loaded from colonies (or other gas giant mining
   colonies) in the system. In the same fashion, population and slave
   population may using the load and unload orders be transferred between
   gas giant mining colonies or to and from regular colonies, see
   section 9.7.1. Fleets may also load and unload i.p. and/or population
   to and from gas giant mining colonies as if they were regular
   colonies. Gas giant mining colonies may hold any number of i.p.

   Note that in each phase gas giant mining colonies always execute their
   orders after regular colonies (see section 20). This means that the
   i.p. produced by gas giant mining colonies cannot be used in a regular
   colony the first phase of the turn because they are unloaded (or
   transmitted) after the colony has acted. Colonies which want to use
   i.p. from gas giant mining colonies must generally wait one phase
   first (see section 18.3).

   Gas giant mining colonies can be a little tricky to set up, so here is
   a "template" set of orders for doing it:

          C123:
          build "gas giant mining colony"
            orders:
             load C123 5 pop and 150 i.p.
             construct industries
            .
          reserve 150

   Note how the reserve order is used to set aside the i.p. which are to
   be loaded by the new gas giant mining colony.

   Here is a set of orders which can be given to an already fully
   developed gas giant mining colony to have it unload the produced i.p.
   to the colony C123 every turn:

          M1240:
          repeat 0
            orders:
             unload C123
            .

                          14 Research and technology

   Research can give you better weapons, faster ships and other
   advantages. Research effort is measured in research points (r.p.). All
   research point contributions from your colonies are pooled together in
   one joint research point pool for your race. Research points are
   produced during the production phase by research centres (see
   section 8.4), initially at the rate of 1 r.p. per 2 i.p. used. In your
   turn report you will see how many research points you have produced
   the current turn. These points must be used immediately at the
   beginning of the next turn.

   You may also "buy" additional research points at the beginning of a
   turn by using the overtime order, see section 15. This is an expensive
   way to produce research points but can be very useful if it allows you
   to acquire some key technology one turn earlier than you otherwise
   would have.

   Research takes place at the very beginning of the turn, before the
   first action/combat phase. All r.p. produced the previous turn must be
   used. The research order can be used to specify which technologies
   your race wishes to research:

   research technology
   research technology amount
   This order specifies research for your race. Research orders do not
   count against your administration limit. The specified amount of r.p.
   are used towards research of the specified technology. If you do not
   specify an amount, all your r.p. or as many as are needed (whichever
   is less) are used (this is the usual form of the research order). You
   can give more than one research order if you wish to research several
   technologies (and have the necessary r.p.), the research will be done
   in the order you specify.

   Note that due to limitations in the order reader you have to enclose
   multi-word technology names in double quotes, e.g. you have to write

          research "Improved Industrial Engineering"

   but you can get away with writing

          research Cloning

   There are four tables listing the technologies you may develop:
   Table 5 lists basic technologies, Table 6 lists advanced technologies,
   Table 7 lists super advanced technologies and Table 8 lists exotic
   technologies. Each table contains a list of technologies and their
   costs. Once you have paid the cost of a technology, you may use it
   immediately. Some technologies require that you have certain other
   prerequisite technologies before you may research them. These
   prerequisites must have been developed in an earlier turn. Some
   technologies are cheaper if you already have certain other
   technologies and those technologies were developed in an earlier turn.

   There are three special technologies: General Science I, General
   Science II and Exotic Science. They are a measure of the scientific
   maturity of your race. You cannot research any advanced technology
   until you have developed General Science I. You cannot research any
   super advanced technology until you have developed General Science II.
   You cannot research any exotic technology until you have developed
   Exotic Science.

   In your turn report you will find a technology report that specifies
   which technologies you have, which technologies you may research next
   turn and how much of the cost of these technologies you have already
   paid. You can never research a technology which is not mentioned in
   your latest technology report.

   If you do not specify research orders, or if you have more r.p. than
   you specified research for, the excess r.p. goes towards the cheapest
   technology available. If there are several technologies of the same
   cost, the one mentioned first in the technology tables is chosen. If
   there are enough r.p. to develop this technology, any excess r.p. goes
   towards developing the now cheapest technology, et cetera. Only in the
   extremely rare case you still have research points left after all
   researchable technologies have been developed will r.p. be saved for
   next turn.

14.1 Technology trade between allies

   Allies may teach each other technologies. If an ally teaches you a
   technology, you do not immediately acquire it, but it becomes easier
   for yourself to develop it. Being taught a technology has two effects:

    1. You get a 20% discount (rounded up) on the r.p. cost of that
       technology, computed after other cost reductions. Diplomat races
       are better than others at communication so they bestow/get a 30%
       discount instead of the usual 20% when teaching or being taught.
       If you play a non-diplomat and is taught by a diplomat the extra
       10% discount will be given in the form of 10% of the research cost
       being immediately added to the points you have spent on that
       technology. If the cost of the technology should later be reduced,
       the points already received this way are not reduced
       correspondingly, so in some cases the extra bonus for being taught
       by a diplomat may actually exceed 10%.
    2. You do not need to have any prerequisites which are normally
       required to research that technology, except that you always need
       General Science I to research advanced technologies, General
       Science II to research super advanced technologies and Exotic
       Science to research exotic technologies.

   If you are taught a technology you have just developed yourself in the
   same turn you will get a number of research points for use in the next
   turn corresponding to the 20% or 30% discount you would normally have
   received had you been taught the technology the turn before. That
   means it is possible for two or more races to save research points
   doing "joint development" when they develop a technology
   simultaneously and immediately teach it to each other.

   Note that you can only be taught a given technology once and that it
   is the first teaching which counts. That means that if you do not play
   a diplomat yourself and are taught the same technology first by a
   non-diplomat and then by a diplomat you will not get the extra 10%
   from being taught by a diplomat.

   If you have already spent sufficient research points on a technology
   to pay for its development when the teach bonus is taken into account,
   you will immediately develop that technology the moment you are taught
   about it.

   You might offer other races to teach them technologies they have not
   yet developed in return for teaching your race about technologies you
   have not yet developed, or you may offer to unload i.p. at their
   colonies, give them ships, aid in war, or whatever else you may agree
   upon. There is no mechanism in the game to enforce trade agreements;
   trade partners must trust each other.

   Example 1: You want to develop the Graviton Shield. This would
   normally require that you first develop the Energy Shield. Your
   trusted ally, the Einsteinians, have already developed the Graviton
   Shield and you persuade them to teach you about it. With your new
   information about the Graviton Shield your researchers no longer need
   to develop the Energy Shield before developing the Graviton Shield,
   and you get a 20% discount. You just saved 42 r.p. (30 r.p. for the
   Energy Shield and 12 r.p. discounted on the Graviton Shield).

   Example 2: You have not yet developed any drive technology and your
   friendly ally the Mentorians who are playing diplomats teach you about
   the Hyper Drive. The cost of this technology is normally 120 r.p. and
   with the 20% discount you get from being taught the technology the
   cost is reduced to 96 r.p. Because the teacher was a diplomat you are
   entitled to a further 10% discount which is given in the form of 12
   r.p. being noted as already spent on the technology. If you later
   develop the Warp Drive which reduces the cost of the Hyper Drive by 20
   r.p. the cost will now be 100 r.p. minus 20%, i.e. 80 r.p. of which
   you will already have "spent" 12 r.p. bringing the actual cost down to
   68 r.p.

   Example 3: You and the Einsteinians both develop General Science I on
   the same turn and both teach it to each other. You each receive 20
   r.p. you can spend on research next turn.

   Example 4: You have already spent 40 points on developing Gas Giant
   Mining. The Einsteinians teach you this technology (normally costing
   50 r.p.), reducing the cost to the 40 r.p. you have already paid. You
   therefore immediately develop Gas Giant Mining and your colonies may
   build Gas Giant Mining Colonies later in the same turn.

   Your race does not get the benefit of the prerequisites to any
   technologies you are taught about, nor do you become able to research
   other technologies requiring the same prerequisites. Also, only
   technologies you actually have developed will reduce the cost of other
   technologies.

   Example 5: If you are taught about the Planet Shield you do not need
   to develop the Graviton Shield first. This does not mean that you know
   about this prerequisite technology and thus your ships will not get
   graviton shields, nor can you develop any of the other graviton
   technologies any cheaper, nor may you develop the Antimatter Shield
   (even assuming you have already developed Antimatter Guns, the other
   required prerequisite).

   Remember that the special "prerequisites" General Science I, General
   Science II and Exotic Science are not cancelled by teaching.

   Example 6: If the Einsteinians teach you about Advanced Cybernetics it
   only means you do not have to develop Robotic Industry before
   researching the more advanced technology, you still need General
   Science I.

   To teach another race about a technology you should use the teach
   order. This is an order that may be used only by (regular) colonies or
   ambassador ships (an ambassador ship must be the flagship of its fleet
   to execute the teach order). You must "know" the colony or ship to be
   taught - if it is a colony you must have explored its system and if it
   is a ship it may not be cloaked (unless you have scanners to detect
   it). The format of the order is:

   teach colony-or-ship-ID technology
   The specified (regular) colony or ambassador ship must be in the same
   hex as the (regular) colony or ambassador ship executing the teach
   order and must belong to an allied race. Both races must have declared
   the other allied. A colony can teach another colony (on another planet
   in the same hex) or an ambassador ship. An ambassador ship can teach
   either colonies or other ambassador ships. You must of course already
   have developed the technology that you teach. A colony doing a teach
   order will reveal itself to the target (as if it had been discovered
   by exploration). Similarly, a cloaked ambassador ship will
   automatically uncloak when doing a teach order (but a cloaked
   ambassador ship being taught will not uncloak).

   Note that you can teach another race about a technology in the same
   turn you have developed it yourself.

14.2 Description of technologies

  14.2.1 Basic technologies

   General Science I.
          This represents basic research that furthers your research into
          the specific technologies. General Science I is required to
          research any of the advanced technologies from Table6. After
          the development of General Science I, your research centres
          start producing 2 r.p. per turn (still at the cost of 2 i.p.
          per research centre).

   Efficient Construction.
          Reduces the cost of starports to 3 i.p. per point and defence
          bases to 4 i.p. per base. See section 8.2.

   Improved Industrial Engineering.
          Reduces the cost of industries from 3 i.p. over the mineral
          content of the planet to 2 i.p. over the mineral content per
          industry. See section 8.2.

   Efficient Ship Building.
          Increases your starport capacity factor by 1. See section 9.1.

   Robotic Industry.
          Enables the operation of 3 industries per working population
          unit in a colony rather than just 1 industry per working
          population unit. See sections 8.2 and 8.4.

   Various drives.
          See section 9.3. Remember that you have to refit your old ships
          to install new drive technology.

   Various weapons and shields (except planetary shield).
          See section 9.5. Remember that you have to refit your old ships
          to install new weapon and shield technology.

   Planet Shield.
          Enables you to build planet shields, at 1 i.p. per shield
          point. See sections 8.2 and 11.

   Gas Giant Mining.
          Allows the building of gas giant mining colonies in systems
          with gas giants. See section 13.

   Secure Launch System.
          Allows colonies to use the launch order instead of the build
          order. This order lets a colony launch ships even if there are
          enemy warships present in the system and no allied warships.
          See section 9.1.

  14.2.2 Advanced Technologies

   You need General Science I to research these, in addition to any other
   prerequisites listed in the technology table.

   General Science II.
          Like General Science I, except that you may now research the
          super advanced technologies from Table 7 and your research
          centres now produce 3 r.p. per turn (still at the cost of 2
          i.p. per research centre).

   Graviton and Jump Drives.
          See sections 9.3.1 and 9.3.2. Remember that you have to refit
          your old ships to install new drive technology.

   Space Elevator.
          The ability to send materials into orbit or beyond by crawling
          up super strong cables extending from the surface of the planet
          and into space. Increases your starport capacity factor by 2.
          See section 9.1.

   Suspended Animation.
          The ability to arrest the biological functions of the body,
          sending starship passengers to sleep on long space voyages.
          This technology enables you to build stasis transports, see
          section 9.7. Furthermore, the cost of a colony transport is
          reduced to 10 i.p. and the cost of an exodus ship is reduced to
          25 i.p. If you play a double slaver, the cost of your slaver
          colony transports is reduced to 20 i.p.

   Xenobiology.
          The biology of alien races. Enables you to transport slaves
          from other races on your stasis transports, see section 9.7.
          Note that you may develop this technology at reduced cost if
          you actually have alien slaves in at least one of your colonies
          or ships.

   Bio-weapons.
          Biological weapons tailored to combat alien races. Changes the
          way damage is distributed when you bomb alien colonies, see
          section 11.

   Graviton Scanner.
          Enables fleets to explore hexes adjacent to their position
          (rather than just their own hex) and eliminates exploration
          hazards even for fleets with no armed ships and no explorers.
          See section 10. Furthermore, the mapping radius of all your
          colonies and of those ships equipped with the scanner is
          increased by 1, see section 5.4. Remember that you have to
          refit your old ships to install new scanner technology.

   Tachyon Communicator.
          Allows your fleets to receive orders beyond the command range
          of 5 hexes from a colony (7 hexes for a traveller race, see
          section 16.6). This is instantly installed in all ships (or
          rather: on all colonies). See sections 2.2.

   Advanced Cybernetics.
          Enables the operation of 5 industries per working population
          unit in a colony. See sections 8.2 and 8.4.

   Improved Gas Giant Mining.
          Reduces the cost of constructing industries in gas giant mining
          colonies to 2 i.p. over gas giant mineral content each, see
          section 13.

   Superlogistics.
          This technology raises your administration limit (see
          section 2.1) from 20 to 28 administration points. For
          administrator races (see section 16.3), Superlogistics raises
          the administration limit from 25 to 35.

   Hydroponics.
          This technology enables your colonies to hold more population
          than the size of their planets. Colonies on terran and
          sub-terran planets may hold 10 population units over the size
          limit and colonies on minimal terran or barren worlds may hold
          5 population units over the size limit. This bonus is added
          before any bonus for being a megaworlder race is computed (see
          section 16.5).

   Cloning.
          This technology enables a 10% population growth per turn on
          barren and minimal terran planets. See section 7.1. If you play
          a survivor race (see section 16.4) you do not gain anything
          from this technology, so developing it is a waste of research
          points.

   Exotic Science.
          Like General Science I and General Science II, except that you
          may now research the exotic technologies from Table 8. There is
          no increase in research point production from developing this
          technology.

  14.2.3 Super advanced technologies

   You need General Science II to research these, in addition to any
   other prerequisites listed in table 7.

   Tachyon Scanner.
          This is an improved version of the Graviton Scanner. In
          addition to the effects of the Graviton Scanner it allows ships
          to see cloaked ships (see section 9.4) and it gives you details
          on population and planet shields of colonies in the hexes you
          explore. It also gives a list of ships in explored hexes and
          thus you may check for enemy fleet strength before deciding
          whether to enter a system. Furthermore, tachyon scanning has a
          range of two hexes, so you can specify a hex to explore which
          is up to two hexes away, not counting the hex of the exploring
          ship(s). Finally, the mapping radius of all your colonies and
          of those ships equipped with the scanner is increased by 2 (in
          total, not cumulative with the increase for the Graviton
          Scanner), see section 5.4. Remember that you have to refit your
          old ships to install new scanner technology.

   Terraforming I.
          This allows your colonies on minimal terran planets to
          terraform them into sub-terran planets. This is done by the
          colony order terraform:

          terraform
          This makes a colony terraform its planet. The cost for the
          colony is 100 i.p. which are paid when terraforming is started.
          Terraforming a planet takes a whole turn and must be started in
          phase 1 or 2 of the turn (starting in phase 2 is allowed in
          order to make it possible to unload or transmit i.p. from gas
          giant mining colonies or other colonies in phase 1). The colony
          may execute other orders while terraforming; terraforming runs
          in parallel with other activities. Terraforming permanently
          changes the type of the planet but not its size or mineral
          content. The planet type is changed for all purposes, i.e.
          victory point value, population growth, hydroponics bonus,
          extra production and further terraforming in later turns (see
          below). Terraforming of course also makes the planet more
          attractive to other races...

   Terraforming II.
          Terraforming II works like Terraforming I, except it allows
          colonies on sub-terran planets to terraform them into terran
          planets, also at the cost of 100 i.p.

   Terraforming III.
          Terraforming III allows colonies on minimal terran planets to
          terraform them directly into terran planets in one operation,
          skipping over sub-terran so to speak. With this technology
          terraforming from minimal terran to terran takes only one turn
          and costs only 100 i.p.

   Artificial Intelligence.
          This enables the operation of up to 7 industries per working
          population unit in a colony, see section 8.4.

   Self-repairing Robots.
          This increases the efficiency of industries operated in
          colonies beyond the second industry per working population
          unit, see section 8.4.

   Robotic Army.
          Enables the building and operation of up to 8 defence bases per
          population unit in a colony rather than the standard 2. See
          section 8.2.

   Ultimate Jump Drive.
          This is an improved version of the Jump Drive. See
          section 9.3.2. Remember that you have to refit your old ships
          to install new drive technology.

  14.2.4 Exotic technologies

   You need Exotic Science to research these, in addition to any other
   prerequisites listed in table 8.

   Graviton Pump.
          This device allows local partial inversion of a gravity field
          by utilising the field itself and thus locally neutralising
          gravity at low energy cost. The primary use of this is to make
          operations in extreme gravity environments easier in an
          economical way. Reduces the cost of constructing industries in
          gas giant mining colonies to 1 i.p. over gas giant mineral
          content each, see section 13.

   Smart Bombs.
          Increases the bombing capability of your ships, see
          section 11.1.

   Cloaking.
          Cloaking technology allows you ships to cloak themselves and
          hide from the enemy. See section 9.4. Remember that you have to
          refit old ships to install cloaking devices.

   Matter Transmission.
          This technology enables you to transmit i.p. directly between
          your colonies and gas giant mining colonies, thus eliminating
          the need for freighters. To transport i.p. in this way, a
          colony or gas giant mining colony must use the transmit order:

          transmit colony-or-gas-mine-ID quantum
          transmit colony-or-gas-mine-ID
          This order makes a colony or gas giant mining colony send the
          specified quantum of i.p. (or as many i.p. as the colony or gas
          giant mining colony has, whichever is less) to another colony
          or gas giant mining colony specified in the order. If you
          specify no quantum, all the i.p. available are transmitted.
          Transmission is instantaneous.

   Mind Control.
          Allows your race to control three times more slaves per
          population unit. See section 12.1. Note that you can develop
          this technology only if you actually have alien slaves in at
          least one of your colonies or ships.

   Deep Secrets of Cosmology.
          Knowledge of life, the universe and everything. This is not a
          technology as such but rather insight into the true nature of
          the cosmos which no being was meant to have. It gives you
          information about when the game ends, i.e. which of the turns
          12, 13 or 14 is the final turn. After the development of this
          "technology" the turn number of the final turn will be listed
          in the research section of your status report. Note that you
          cannot develop this "technology" any later than turn 12.

                              15 Working overtime

   Sometimes you may find that you need just one or two extra
   administration points to carry out some complicated operation such as
   setting up gas giant mining colonies in a system while at the same
   time leaving enough orders for all the other things you want to do.
   Sometimes you may find that you have miscalculated or some events
   beyond your control mean you are a few research points short of being
   able to develop some key technology. In these cases you can choose to
   have your population work overtime in order to provide you with the
   missing administration or research points.

   The overtime order is used for this:

   overtime colony-ID amount what
   This is a general order (race order) specifying that the population of
   some colony worked overtime the turn before and they produced some
   extra research points or administration points which are therefore
   available now. The overtime order itself is a "free" order in the
   sense that it does not count towards your administration limit. The
   colony you specify must belong to you and must have sufficient i.p. to
   pay for the order. The amount is how many points of what the
   population colony produced working overtime, where what must be one of
   "research" or "administration".

   Example: The order

          overtime C123 5 research

   specifies that the colony C123 produced 5 research points extra
   working overtime. This gives you 5 extra research points for immediate
   use.

   Note that population working overtime is not happy and thus overtime
   should probably be avoided on the final turn as it may cost you
   victory points, see section 8.3.

15.1 Overtime production of research points

   The cost of producing research points with the overtime order is 4
   i.p. per research point, taken from the colony specified. If you play
   a "single" researcher you get a 10% discount on this and if you play a
   double researcher you get a 20% discount, see section 16.2.

   A colony can at most produce as many research points overtime as it
   has research centres.

15.2 Overtime production of administration points

   A colony which is to produce extra administration points overtime must
   have a working population of at least 20 units.

   The cost of producing administration points with the overtime order
   varies with how large your industrial production is. The reason for
   this is that the "cost" reflects lost production (because part of your
   population was filling out, signing, stamping and counter-signing
   forms rather than being productive in your manufacturing industry).
   The base cost of producing an administration point overtime is
   therefore equal to twice your total production the turn before divided
   by your total working population, rounded up. If you have developed
   superlogistics, this base cost is increased by 40%. If the base cost
   computed this way is less than 10 i.p. it is increased to 10 i.p.
   Then, if you play an administrator the base cost is reduced 10% and if
   you play a double administrator it is reduced 20%. Your base cost of
   overtime administration for the next turn will always be stated in
   your status report.

   The first administration point produced overtime in a turn costs a
   number of i.p. from the specified colony equal to the base cost. The
   second point produced the same turn costs four times the base cost,
   the third costs nine times the base cost, the fourth sixteen times the
   base cost and so on.

   Example: You play a double administrator with a total production last
   turn of 2431 i.p. from a working population of 222 units. You have
   already developed superlogistics. Your base cost of overtime
   administration point production is therefore 2*2431/222*1.4*0.8 =
   24.52, rounded up to 25. The first point of overtime administration
   will then cost you 25 i.p., the next 100 i.p., a third 225 i.p. and a
   fourth no less than 400 i.p.! You give the following orders:

          race 1:
          overtime C123 1 administration
          overtime C321 1 administration
          overtime C123 1 administration

   This will give you an extra three administration points, at the cost
   of 25+225 i.p. from the colony C123 and 100 i.p. from the colony C321.

                                 16 Race types

   Each player race belongs to a race type selected at the beginning of
   the game. Depending on your race type you have special advantages not
   available to races of other types. You choose your race type when you
   submit your orders for turn 1. This means that before you choose race
   type you will know your immediate surroundings on the map (i.e.
   distance to nearest systems and layout of dust clouds). From your
   set-up report you will also have some hints about the number of
   certain planet types within a range of 4 hexes.

   If you forget to choose a race type, your race is automatically made a
   double industrialist race.

   Note that for some race type choices, the information in your initial
   turn report will not be correct (it assumes a "standard" race type, as
   you have not chosen race type yet). When you select one of the
   affected race types you should ignore the wrong information in your
   turn 0 turn report when you give your turn 1 orders.

   The other players will not be told what race type you have chosen, nor
   will you be told their race types. Only time (and for diplomats the
   spy order) will tell which race types the other players have.

   There are the following ten basic race types: industrialist,
   researcher, administrator, survivor, megaworlder, traveller, warlord,
   diplomat, slaver and xenophobe. You select a combination of two of
   these basic race types for your race, e.g. industrialist-traveller or
   xenophobe-warlord. The only restriction is that you cannot combine
   xenophobe with either of the types diplomat or slaver. It is also
   possible to specialize in only one basic race type by selecting a
   double race type, e.g. double megaworlder or double industrialist.

   As the very first order of your very first turn you should give a type
   order:

   type first-type second-type
   This race order is only valid in turn 1 and only once. It selects your
   race type for the game. Specify two basic race types or the world
   "double" and a single basic race type.

   Example:

          race 1:
          type administrator traveller

   Or, if selecting a specialised race:

          race 1:
          type double traveller

   The race types and their special advantages are detailed in the
   following sections.

16.1 Industrialist

   As an industrialist, your race has a special talent for industrial
   production. In addition to your normal i.p. production, each colony
   produces 2 extra i.p. per planet mineral content plus 1 extra i.p. for
   every 5 (own) population units in the colony before population growth,
   rounded down. Furthermore, you get a 5 r.p. discount developing each
   of Robotic Industry and Gas Giant Mining, 10 r.p. on each of Advanced
   Cybernetics, Improved Gas Giant Mining and the Graviton Pump, and 30
   r.p. on Artificial Intelligence.

   Example: On your home planet (mineral content 2) you have 66
   population and 55 industries. At the end of the turn, the population
   increases to 79. The normal industrial production is 2 times 79 plus 2
   times 55 giving a 268 i.p. total. Because you are an industrialist,
   you receive an extra 17 i.p. (66 divided by 5, rounded down, plus 4)
   for a total production of 285 i.p.

   This special production will mean the most at the start of the game
   and on new colonies. You should therefore in the early turns do your
   utmost to preserve your advantage by investing the extra i.p. in
   industries. The all-round usefulness of extra i.p. means that an
   industrialist is the most straightforward race type to play.

  16.1.1 Double industrialist

   As a double industrialist you simply get twice the benefits of a
   normal, "single" industrialist: twice the extra production and twice
   the research discounts.

   If as a double industrialist you have at the end of the game the
   highest industrial production among all players you will be awarded a
   bonus 50 victory points.

16.2 Researcher

   As a researcher, your race has a special talent for research. In
   addition to any r.p. produced by research centres, each colony will
   without spending any i.p. produce 1 r.p. extra for each 10 population
   in the colony before population growth, rounded down. You also get a
   10% discount on research points bought with the overtime order
   (rounded down). Furthermore, you get a 10 r.p. discount on General
   Science I and a 20 r.p. discount on each of General Science II and
   Exotic Science.

   Example: From the terran planet mentioned in the example for the
   industrialist, a researcher receives 6 free r.p. (66 divided by 10,
   rounded down).

   As r.p. are initially more expensive than i.p., a researcher race may
   actually, assuming the same research effort, get a an industrial
   capacity on its home planet comparable to that of an industrialist
   (the researcher can construct industries for the i.p. the
   industrialist uses for research). However, once colonization begins,
   the industrialist will have faster growth on other colonies
   (especially on high mineral content planets) and will probably need
   fewer freighters.

  16.2.1 Double researcher

   As a double researcher you get twice the benefits of a normal,
   "single" researcher: twice the extra r.p. production, a 20% discount
   on overtime research and twice the technology discounts. You also pay
   only 2 i.p. for each research centre you construct in your colonies
   (where others pay 3 i.p.).

   If as a double researcher you have at the end of the game the highest
   research point production among all players you will be awarded a
   bonus 50 victory points.

16.3 Administrator

   As an administrator your race has a special talent for administration
   and logistics. You have 25% more administration points than other
   races. This means you have 25 administration points before developing
   superlogistics and 35 administration points thereafter. Your base cost
   for buying extra administration points with the overtime order is also
   10% less than for other races, see section 15.2.In addition, you get a
   5 r.p. discount on each of Efficient Construction and Efficient Ship
   Building and a 15 r.p. discount on Superlogistics. Furthermore, as
   your administrative skills aid in the management of large projects,
   you get a 10% discount on developing each of the Terraforming
   technologies (saving 25 r.p. on Terraforming I, 30 r.p. on
   Terraforming II and 35 r.p. on Terraforming III). Finally, your
   starport capacity factor is one greater than normal, i.e. 4 rather
   than the normal 3, before any bonuses for developed technologies.

   Note that the increased administration limit is effective from turn
   one, so you may give 5 extra orders over non-administrator races even
   on your first turn.

   The administrator is especially strong in the late turns of the game.
   Throughout the game you should have a better chance of optimising your
   exploration and colonization effort and in the last turns you may
   better coordinate your invasions and/or your terraforming of planets.

  16.3.1 Double administrator

   A double administrator gets twice the research discounts of the
   "single" administrator, twice the discount on overtime administration
   and twice the increase in starport capacity factor. There is also an
   increased administration limit over that of "single" administrators:
   one extra administration point for every colony you own (including
   your starting colony). These extra administration points are added to
   your racial pool, i.e. they are not tied to the colonies that
   "produce" them.

   If you as a double administrator at the end of the game have the most
   colonies of all players you will be awarded a bonus 50 victory points.

16.4 Survivor

   The population of a survivor race is tough and can survive in almost
   any environment. Your ships are immune to the exploration hazard even
   without weapons or any of the special scanners. You can also develop
   Suspended Animation for 25 r.p. less than other races. Finally, your
   population grows 1 point for every 10 population on barren and minimal
   terran worlds (like other races on sub-terran worlds) and 1 point for
   every 7 population on sub-terran worlds. You will get no benefit from
   developing Cloning (and therefore that technology is not available to
   you). Population growth on terran worlds is normal.

   As a survivor you do not need to worry too much about losing
   population growth because you are forced to colonize non-terran
   planets. If you build explorers it will be for their mapping range;
   for detailed exploration scouts will serve you just as well at half
   the price.

  16.4.1 Double survivor

   As a double survivor you have the same advantages as a "single"
   survivor, except you get 50 r.p. off on Suspended Animation.
   Furthermore, your population in colony transports and exodus ships
   will grow 20% in the production phase on their first turn in space
   (from 5 to 6 and from 15 to 18 respectively). Further turns in space
   will not give additional growth. This means that without loss of
   population growth you can colonize systems which two turns to travel
   to. You can in fact even send your population on non-terran planets on
   a "pleasure cruise" at the end of each turn to optimize population
   growth at the expense of industrial production.

   As a double survivor you get victory points for colonies on barren and
   minimal terran planets where others get for only terrans and
   sub-terrans: you get 10 victory points for each.

16.5 Megaworlder

   As a megaworlder your race has a talent for optimal utilisation of the
   limited resources of planets. Your population can exceed the normal
   planet size limit by 10%, rounded up. This bonus is computed after any
   bonus for Hydroponics is added. In addition, you can develop
   Hydroponics for 25 r.p. less than other race types.

   Examples: On your size 80 home planet your population can be as large
   as 88 without hydroponics or 99 with that technology. On a size 20
   barren planet you may have 22 population without hydroponics or 28
   with it.

   As a megaworlder you can postpone the expensive colonization just a
   little bit. You get more out of the "good" planets and can maintain a
   large population growth with less expansion than others. This makes
   your colonies potentially stronger.

  16.5.1 Double megaworlder

   As a double megaworlder your get twice the advantages of the "single"
   megaworlder: You get a 50 r.p. discount on Hydroponics and can exceed
   planet size with 20%, rounded up.

   Examples: On your size 80 home planet your population can be as large
   as 96 without hydroponics or 108 with that technology. On a size 20
   barren planet you may have 24 population without hydroponics, or 30
   with it.

   If as a double megaworlder you have at the end of the game the largest
   happy population (see section 8.3) of all players you are awarded a
   bonus of 50 victory points.

16.6 Traveller

   As a traveller you are a race of accomplished space travellers. Your
   communication range is 7 hexes instead of the usual 5. Dust clouds
   cost only 3 phases to move through for your ships, not 6. Your initial
   colony starts with a size 20 starport (normal: size 15) and every new
   colony you found will automatically get a size 10 starport (normal:
   size 5). You have developed the Relativity Drive before the start of
   the game and your three initial ships have this drive installed. You
   get a 5 r.p. discount on development of the Warp Drive, 10 r.p. on
   both the Hyper Drive and the Graviton Drive and 20 r.p. on each of the
   two Jump Drives (all in addition to other cost reductions).

   If your home system is 3 or more hexes from the nearest neighbour
   systems or you are surrounded by a lot of stellar dust, you should
   consider playing a traveller. Your initial ships (and any additional
   ships you build in turn 1) may move up to 3 hexes and explore on the
   first turn while other races can only explore systems within 2 hexes
   on their first turn. The bigger starports are just additional bonuses
   allowing you to concentrate your initial resources on growth. The
   advantages of being a traveller are greatest in the beginning of the
   game.

  16.6.1 Double traveller

   As a double traveller you get twice the research discounts of the
   "single" traveller. Your population also enjoys space travel so much
   that you actually get victory points even for population on board
   colony transports and exodus ships (but not those in stasis
   transports) where other races get only victory points for population
   in colonies (including gas giant mining colonies). Furthermore, your
   population in colony transports and exodus ships count as happy
   population and are thus worth an extra victory point per unit.

16.7 Warlord

   A warlord race is warlike and ruthless, bent on conquest of the galaxy
   (but aren't they all?). You start with a frigate and two scouts
   instead of a corvette and two scouts. The costs for developing weapon
   and shield technologies are reduced (in addition to normal cost
   reductions) with the following amounts: 5 r.p. for Ion Cannons, Energy
   Shield, Antimatter Guns and Graviton Shield, 10 r.p. for Antimatter
   Shield, 15 r.p. for Disruptors, and 25 r.p. for Robotic Army and Smart
   Bombs. Furthermore, only warlord races may build the special pocket
   battleships and super dreadnoughts.

   As a warlord you should have an advantage in combat through the entire
   game. In the first few turns you have the frigate, later you should
   have superior weapons and shields, making each of your ships count
   twice against the enemy, and in the last turns of the games you can
   hopefully afford the cost-efficient pocket battleships and the
   virtually unstoppable super dreadnoughts. Just remember: War is
   expensive...

  16.7.1 Double warlord

   As a double warlord you get twice the research discounts on weapon
   technologies of the "single" warlord. Your starting ships are a
   frigate and two corvettes, giving you extra "punch" in the first few
   turns and also meaning less worries about exploration hazard.

   If as a double warlord you at the end of the game have the largest war
   fleet of all players, counted as the number of starship guns in
   non-stationary ships, you are awarded a bonus of 50 victory points.

16.8 Diplomat

   As a diplomat your race has superior diplomatic and inter-racial
   communication skills. You can build ambassador ships at half price and
   you start the game with 2 ambassador ships instead of the normal 2
   scouts. You will always know when allies turn enemies and thus you are
   never surprised by a supposed ally. You also get and bestow a 30%
   discount (rounded up, computed after other cost reductions) on
   research of technologies which you tare taught by or teach to other
   races, rather than the normal 20% (see section 14.1). Diplomats pay
   only 30 i.p. to build an ambassador ship where other races pay 40 i.p.
   and in research diplomats get a 25 r.p. discount on the Tachyon
   Communicator technology. Furthermore, diplomats can use the special
   spy order once per turn, see below. Finally, you get two victory
   points permanently for each non-diplomat race that you are allied to
   at the end of each turn and one victory point for each "single"
   diplomat.

   Example: If you have two non-diplomat allies at the end of a turn, you
   get four victory points that turn. If they become your enemies the
   next turn, you do not lose the four points you have already earned,
   but if on the other hand they continue to be your allies, you get
   another four points. For every non-diplomat player you convince to be
   your ally for the entire game you will depending on game length earn a
   total of 24 to 28 victory points!

   The diplomat (especially "single") is probably the most difficult race
   type to play. It is totally worthless to be a diplomat if you cannot
   get any other races to ally with you and trade technologies with you.
   On the other hand: If three players beforehand agree to be allied and
   all play diplomats, they can with proper coordination probably
   out-research even the most determined researcher race and each earn 2
   extra victory points per turn! Before choosing a diplomat race you
   should talk to potential allies and try to find out who your
   neighbours are (although this is very difficult as all players have
   very limited starting maps and hex ID numbers cannot be used as common
   reference). Technology trade with far-away races is not impossible,
   but it takes a long time to get an ambassador ship to someone far
   away, and when it gets there, it is out of command range, so you may
   have to issue all its teach orders beforehand. If you play a diplomat
   you should be prepared to spend a lot of time talking and writing to
   other players.

   The special spy order is available to diplomat races only:

   spy race-number
   This is a free, general order which can only be used once per turn.
   The diplomat player receives a report on the specified race, compiled
   by the diplomat's spy network at the end of the turn. It varies
   exactly which things are reported, but the following are guaranteed to
   be there: Race type(s), approximate population and approximate i.p.
   production. Other information which may be in the report is the
   location of the home system of the race, the approximate research
   point production, drive and weapon technologies developed, approximate
   victory point total, alliances, locations of colonies and approximate
   combined fleet i.p. value. Reports on allied races are generally more
   accurate and comprehensive than reports on neutral races or enemies,
   and reports on races with colonies close to one of your colonies are
   also more accurate and comprehensive than reports on races further
   away. If you have an Ambassador Ship in a system in which a colony of
   the target race is located it will count as if you had a colony just
   one hex removed. If you have never discovered a colony belonging to
   the target race it will mean a much less accurate spy report.

  16.8.1 Double diplomat

   A double diplomat race is extremely empathetic and abhor warfare and
   killing of other beings. They start the game considering themselves
   allied to all other races, including the non-player primitives, and
   the reputation of double diplomats is in fact such that primitives
   have neutral relations towards them where they consider all other
   races enemy. They can never voluntarily change their policy towards
   another race to enemy or neutral, only when other races declare them
   enemy do they change policy to mirror that hostile attitude (and this
   change is instant and automatic like for the "single" diplomat).
   Double diplomats start the game with 3 ambassador ships rather than
   the normal corvette and 2 scouts. Like "single" diplomats they get and
   bestow a 30% teach bonus rather than the 20% of normal races (see
   section 14.1) and pay only 30 i.p. for their ambassador ships. They
   get a 50 r.p. discount on the Tachyon Communicator technology. Their
   spy reports are generally more accurate and comprehensive that those
   of "single" diplomats. Double diplomats get three permanent victory
   points per non-diplomat race allied to them at the end of a turn
   (where "single" diplomats get only two victory points) but still get
   only one point for an allied "single" diplomat and none for allied
   double diplomats.

   As a double diplomat can never declare war on even the non-player
   primitives they are unable to ever take over a terran type planet by
   attacking and eliminating or enslaving the primitive colony there.
   However, the diplomatic talents of the double diplomat are so
   developed that they can actually persuade a primitive colony to become
   "enslaved" by them, at least until the primitives become too strong
   and independent (persuasion works only the first 8 turns of the game).
   When taking over a primitive colony the double diplomat race in
   reality enter a mutually advantageous and almost symbiotic
   relationship with the original population, but in game terms it works
   almost exactly as if the primitive colony had been enslaved and its
   population converted to slave population. Important differences are
   that there is never any danger that the primitive (slave) population
   will rebel and that the primitives will participate in colony defence,
   see section 11.2. Furthermore, as the primitives as far as the double
   diplomat is concerned count more as population than as slaves,
   primitives may never be loaded from a terran planet nor may colonies
   or ships containing primitives be gifted away to other races.

   To take over a colony owned by primitives, the persuade order is used:

   persuade colony-ID
   This is a fleet order. The double diplomat fleet executing it must
   have at least one ambassador ship per 20 population units of the
   target colony (rounded up), plus at least one ship carrying population
   that may be transferred to the colony (i.e. a colony transport, an
   exodus ship or a stasis transport) or population already in the colony
   as slaves (this is theoretically possible but extremely unlikely). In
   order to establish the needed government liaison, one ambassador ship
   per 20 population (rounded up) is permanently stationed in the colony
   (i.e. dismantled). Any ambassador ships in the fleet beyond the one
   needed per 20 primitive population will not be affected (and if the
   flagship is an ambassador ship it will be the last to be dismantled).
   The target colony, which must belong to the non-player primitives race
   (see section 8.7) and must be in the same system as the fleet, will
   become owned by the owner of the fleet and all population in the fleet
   will be transferred to the colony, up to the limit the colony can
   support. The original primitive population will (for game purposes) be
   converted to primitive "slave" population. The number of defence bases
   and number of industries present in the colony will be halved when it
   is persuaded and the starport of the colony will be changed to size 5,
   regardless of its previous size.

   Like with the bomb and enslave orders the fleet will first spend a
   phase exploring the system if it has not been explored by you before,
   and it is possible to omit the colony ID (or specify the hex ID
   instead) if you want to persuade the "best" colony of primitives in
   the system (it is very unlikely there will be more than one eligible
   colony in a system, so here "best" is for practical purposes the same
   as "only").

   The persuade order is only available up to and including turn 8. From
   turn 9, primitives have become so string that they no longer see an
   advantage in allying with a double diplomat.

   Important note: Due to the space taken up by primitives the double
   diplomat is limited to having a population 20 units less than the
   planet would normally support, if the planet is terran and if it
   contains any primitive population at all. Primitives from a persuaded
   colony may generally not be loaded onto ships or gas giant mining
   colonies except from non-terran worlds.

   Note that primitives in a persuaded colony will continue to grow in
   number at the normal rate for primitives and that the capacity for the
   primitive "slave population" is always equal to the size of the planet
   (and not to the normal slave population capacity of the colony), minus
   any regular slaves in the colony.

16.9 Slaver

   A slaver race specialises in enslaving other races. As a slaver, the
   bombing damage distribution in your enslave orders is changed so that
   you have fewer misses and are more likely to get a useful slave
   population in the end, and the enslaving capability of your ships is
   increased by 50% over non-slaver races, see section 11.5. You may also
   control twice the slave population in a colony compared to non-slaver
   races, see section 12.1, and the slave population capacity of your
   colonies is increased by 50% over non-slaver races, see section 12.
   Furthermore you get a 25 r.p. discount on developing Mind Control. As
   a slaver you may also build the special all-purpose slaver ships (ship
   type 23). Finally, you receive 1 victory point for every 3 slave
   population units in your regular colonies and gas giant mining
   colonies alike at the end of the game.

   When you play a slaver you should try to get the most out of your
   racial advantages and enslave enemy colonies whenever possible, rather
   than bombing them. You actually get victory points for the population
   you manage to enslave!

  16.9.1 Double slaver

   As a double slaver, slavery is an integral part of your culture and
   you keep slaves even of your own race! Your starting population is 35
   rather than the usual 50 units, but you also start with 30 units of
   slave population of your own race. Because part of your population
   will be counted as slaves throughout the game, the maximum regular
   population you can have on any planet is reduced by 25%, after any
   adjustments due to Hydroponics.

   Slave population of your own race is distinguished from your normal
   population by being "slave caste". They can never be freed or
   otherwise converted to normal population. Slave caste population is of
   race type "minus your race number", e.g. slave caste population of
   race 4 is denoted race type -4. Your own slave caste slaves will never
   rebel against you and they are not counted towards the number of
   slaves that you need regular population to control (see section 12.1).

   As a double slaver, your slave population in regular colonies
   (including your own slave caste population) will grow at the same rate
   as your normal population, depending on planet type and technology
   (exception: slave population of xenophobe races never grows). Slave
   population will however never grow beyond the size that your regular
   population in the colony may control.

   As a double slaver you may never bomb enemy colonies, only enslave
   them.

   Because slavery is inherent in your culture, your population rarely
   travels without slaves to serve them. Therefore, your race may not
   build regular colony transports or exodus ships. Rather, for your
   colonization effort you must build slaver colony transports (ship type
   24) which carries 6 population units and 4 slave population units.
   Slave population will automatically be loaded from the colony when you
   build such a ship, with preference given to your own slave caste
   population. In the case where you have insufficient slave population
   in the colony the ship can still be built, but it will only load as
   many slaves as are available. A slaver colony transport may not freely
   load or unload slave population like a slave transport, the slave
   population which was loaded when it was built will be unloaded only
   when the ship is dismantled in colonization. In the very rare case
   where a slaver colony transport colonizes a planet and the available
   population capacity on the planet is sufficient to allow the regular 6
   population units to be transferred but the unused slave population
   capacity of the colony is insufficient to receive all the slaves on
   the ship, the excess slaves will be lost.

   You have all the advantages of the "single" slaver, some of them to a
   greater degree: Your bombing damage distribution in enslave orders is
   changed as for the "single" slaver. The enslaving capability of your
   ships is double that of non-slaver races, see section 11.5. You may
   control three times the slave population in a colony compared to
   non-slaver races, see section 12.1, and the slave population capacity
   of your colonies is 2.5 times that of non-slaver races, see
   section 12. Furthermore you get a 50 r.p. discount on developing Mind
   Control. Finally, you receive 1 victory point for every 2 slave
   population units in your regular colonies and gas giant mining
   colonies alike at the end of the game (and thus the initial exchange
   of 15 regular population units for 30 slave caste population units is
   neutral for your victory point score).

   If as a double slaver you have at the end of the game the most slaves
   among all players, not counting your own slave caste population, you
   are awarded a bonus of 50 victory points.

16.10 Xenophobe

   Xenophobes hate and fear alien races and therefore have only one
   response towards alien life they encounter: Terminate it! You may
   never enslave alien colonies, only bomb them (and colonize the planet
   when it has been cleansed). If the unthinkable should happen and you
   should somehow find yourself the master of a colony with alien slaves,
   the slaves are immediately exterminated. You can never have any other
   policy than enemy towards other races and therefore you cannot use the
   policy order. However, you get 1 victory point for every 4 alien
   population units of player races you destroy during the game, whether
   by bombing colonies or destroying ships carrying population (primitive
   aliens, while repulsive, are no real challenge and therefore you do
   not receive points for destroying them).

   The race type xenophobe cannot be combined with the race types
   diplomat or slaver.

   As a xenophobe you have several restrictions and only one real
   advantage: The victory points. But if you plan on destroying everyone
   around you, you might as well play a xenophobe and get victory points
   for it. You could even win the game despite of being almost wiped out
   yourself if you manage to take sufficiently many aliens with you!

  16.10.1 Double xenophobe

   Like the "single" xenophobe, only more so: You get 1 victory point for
   every 3 alien population units of player races that you manage to
   destroy.

   Playing a double xenophobe is for players who want to demonstrate they
   are so good at playing Stellar Conflict that not only do they not need
   any special advantages to grow powerful, they are in fact also capable
   of seriously hurting their opponents in the process.

                             17 Initial resources

   At the start of the game, each race has a single colony with a
   population of 50, situated on a terran planet of size 80 and mineral
   content 2. The colony also has 25 industries, 5 defence bases and a
   size 15 starport (size 20 if you are a traveller, see section 16.6),
   10 research centres and no planet shields. The colony has 130 i.p. to
   spend on the first turn (or save for later turns). If you play a
   double slaver, the colony will have only 35 population, but you will
   also have 30 "slave caste" population, see section 16.9.1.

   In your home system, you will have two scout ships and a corvette. If
   you choose to play a warlord or a diplomat, the ships will be replaced
   as follows: Single warlord: The corvette is replaced by a frigate.
   Double warlord: Further, the 2 scouts are replaced by 2 corvettes.
   Single diplomat: The 2 scouts are replaced by 2 ambassador ships.
   Double diplomat: Further, the corvette is also replaced by an
   ambassador ship.

   If you choose to play a traveller, your starting ships will
   automatically get the Relativity Drive installed, free of cost. You
   will also start with the Relativity Drive technology already
   developed, free of cost.

   Initially, each of the starting ships is in its own fleet of one ship
   (i.e. the ships are not combined).

   You will start with 10 research points to spend towards developing
   your first technology. You should therefore remember to give a
   research order. While 10 research points is in itself insufficient to
   develop any technology, you must still specify which technology they
   should go towards developing. It is also possible using the overtime
   order to get an additional 10 research points for at total of 20
   research points on the first turn, which will allow immediate
   development of one of the cheapest technologies.

                              18 Advanced orders

   This section contains descriptions of some "advanced" orders you need
   not worry about on a first read of the rules but which may come in
   handy when you want to optimize your play.

18.1 Clearing and modifying old orders

   As mentioned earlier the orders given to a unit in a given turn are
   normally appended to the orders it already has, i.e. orders given in
   previous turns but not yet executed. Some times you may want to remove
   pending orders when giving new ones. There are two special orders for
   this purpose: break and clear. Unlike other orders they are not
   executed during the normal sequence of the turn but are instead
   executed immediately when they are appended to the list of orders of
   the unit or location which receives them.

   break
   break number-of-last
   The break order tells the unit to forget orders preceding the break
   order in its order list, including the one that is currently begun, if
   any. In its first form (no arguments) it clears all orders from the
   beginning of the order list up to the break order. A single number can
   be given as an argument to specify the number of the last order to
   remove. This is counted from the beginning of the order list if the
   number is positive and counted backwards from the break order if it is
   negative.

   clear
   clear number-of-first number-of-last
   The clear order works like the break order except that in its first
   form (no arguments) it does not interrupt and remove the first order
   if that order is "begun" (see section 3), and except that in its
   second form (with arguments) it can be used to remove any sub-list of
   orders preceding it in the order list. The first argument is the
   number of the first order to be removed, counted from the beginning of
   the list if it is positive and counted backwards from the clear order
   if it is negative. If it is zero or omitted it means remove from the
   first order if it is not "begun" and from the second order otherwise.
   The second argument is the last order to be removed, specified in the
   same fashion except that zero (or an omitted second argument) has the
   same meaning as -1, i.e. it refers to the last order before the clear
   order.

   Examples:
   Assuming that the clear order is given as the very first new order to
   a unit already having some orders (as will usually be the case),

          clear -3 -1

   means clear the last three of the old orders,

          clear 2

   means clear all old orders except the first and,

          clear * 2

   means clear the first two of the old orders, except do not clear the
   first if it is already begun.

   It is also possible to insert new orders at the beginning or middle of
   the list of old pending orders. The insert order is used for this:

   insert insertion-point orders
   The orders given as argument to the insert order are inserted in the
   list of pending orders after the order identified by the insertion
   point, which is a number. The number given should be zero to insert
   the orders at the very beginning of the order list, positive to
   identify an order counting from the beginning of the list of pending
   orders and negative to identify an order counting backwards from the
   insert order. Note that orders cannot be inserted before an order
   which is "begun".

   Examples:
   Assuming that the insert order is given as the very first new order to
   a unit already having some orders (as will usually be the case),

          insert -2
            orders:
              move H1416
            .

   means insert the move order before the last of the old orders,

          insert 0
            orders:
              move 123
            .

   means insert the move order before all old orders, and

          insert 1
            orders:
              move H1416
            .

   means insert the order after the first of the old orders.

   Finally, it is possible to modify lists of orders given as arguments
   to old orders (including adding a list of orders to a pending order
   which has an empty order argument). This is useful e.g. for adding
   orders to an existing repeat order. The embed order is used for this:

   embed number-of-order orders
   The orders given as argument to the embed order are appended to the
   list of orders given as an argument to the pending order identified by
   the given number-of-order argument. Orders are counted from the
   beginning of the list of pending orders if a positive number is given
   and backwards from the embed order if a negative number is given. The
   order identified must be one of the orders accepting a list of orders
   as an argument (it will typically be a build or a repeat order).

   Examples:
   Assuming that the embed order is given as the very first new order to
   a unit already having some orders (as will often be the case),

          embed -1
            orders:
              unload C137 20 i.p.
            .

   means append the unload order to the list of embedded orders of the
   last pending order, and

          embed 3
            orders:
              clear
              move H1416 H1415
            .

   means append the clear and move orders to the orders given as argument
   to the third pending order (the clear order will then erase any
   previously embedded orders leaving the move order as the only embedded
   order).

18.2 Aliases

   Sometimes you need to use the unit ID of an as yet unbuilt ship in an
   order, e.g. to form a fleet with the ship. As colonies act in random
   order it is impossible to predict the ID numbers of the ships you
   build when you have several colonies building ships simultaneously. To
   overcome this problem, you can use an alias IDs in place of regular
   IDs in any order needing ID numbers and then have aliases assigned to
   your ships as they are built.

   The simplest way to explain this is by an example:

          C138:
            build "Invasion Ship"
              orders:
               myalias $victory
               farmove H1417
               bomb C156
              .
            build "Assault Bomber"
              orders:
               join $victory
              .

   In the orders above, the colony C138 builds two ships, an invasion
   ship and an assault bomber. The assault bomber should join the fleet
   of the invasion ship, but at the time of order writing the ID number
   of the invasion ship is unknown. Instead of guessing an ID number, the
   player uses the alias "victory" (written $victory) to refer to the
   invasion ship in the join order of the bomber. The player then gives a
   myalias order setting as the first order to the invasion ship, setting
   the alias "victory" to refer to this ship (once the myalias has been
   executed). When the join is executed, the alias will be replaced by
   the ID number it refers to, i.e. the ID number of the invasion ship.

   An alias must be preceded by the dollar character "$". Aliases may be
   at most 50 characters long and may contain only letters "a"-"z"
   (either upper or lower case), digits "0"-"9" and the dash "-",
   underscore "_" and period "." characters (aliases ending with a period
   have special meaning, see section 18.2.1).

   In very rare cases you may want to refer to an alias defined by one of
   your allies. You must then add the race number and a slash "/"
   immediately after the dollar sign and before the alias name itself,
   e.g. "$4/victory" for the alias "victory" defined by race 4. You can
   only refer to aliases of allied races this way.

   Aliases in an order are replaced with the ID they refer to when
   execution of the order is first begun. Once aliases have been replaced
   in an order the IDs in the order are fixed; subsequent changes of the
   aliases will have no effect on that order. If an alias has not been
   defined at the time an order it appears in is executed, the alias will
   be replaced with

   The same unit may have several aliases.

   The order myalias used to create aliases:

   myalias alias
   This makes the alias specified refer to the ID of the unit that
   executes the order. If the given alias already referred to another ID
   it is simply changed to refer to the new ID. The order may be used by
   ships, gas giant mining colonies or regular colonies alike. The order
   is a free order, costing no administration points to use.

   Aliases need not be defined to refer only to newly created units. You
   can use the alias order to define new aliases to refer to any ID:

   alias ID alias
   This makes the alias specified refer to the ID specified. If the given
   alias already referred to another ID it is simply changed to refer to
   the new ID. If a dash "-" is given as ID, the alias is deleted. The
   order is a general order (i.e. a race order, not a unit order). The
   order is free, costing no administration points to use.

   Example:
   To be able to use the alias "nostromo" for the ship S0100, the player
   of race 1 must give the following order:

          race 1:
            alias S0100 $nostromo

   The alias can then in the future be used to identify the ship and may
   from the next turn onwards even be used to identify the ship when
   giving it orders, e.g.:

          $nostromo:
            move H1415 H1416
            explore

  18.2.1 Counting aliases

   In conjunction with a build order inside a repeat order it can be
   useful to assign different aliases to the different ships built.
   However, since the ships are built with the same order they will also
   all receive the same myalias order, meaning that if a standard alias
   is used, the alias will end up referring to the ID of only one of the
   ships (the one executing its myalias order last). To overcome this
   problem, a counting alias should be used.

   Example:
   In the orders below, the colony C138 builds three colony transports,
   two of which are to be included in the fleet of an invasion ship and
   go to one system to enslave a colony, and the third of which is to be
   taken to a different system by a destroyer.

          C138:
            repeat 3
              orders:
               build "Colony Transport"
                 orders:
                  myalias $transport.
                 .
              .
            build "Invasion Ship"
              orders:
               form $transport1 $transport2
               farmove H1417
               enslave C156
              .
            build "Destroyer"
              orders:
               form $transport3
               farmove H1211
               colonize
              .

   Notice the use of $transport. in the myalias order. This alias ends in
   a period, identifying it as a counting alias. Counting aliases are
   treated specially by the myalias and alias orders: The trailing period
   is replaced by a running number which is incremented by one for each
   new alias defined from the same counting alias. In the example above,
   the first colony transport to execute its myalias order will get the
   alias "transport1", the next "transport2" and the third "transport3".
   These are the three aliases used in the form orders of the other
   ships.

   A counting alias itself will refer to the last alias generated from
   it. E.g. after the orders above, the alias "transport." will refer to
   $transport3. If the counting alias itself is ever used in an order
   which is not either myalias or alias it will be replaced by the alias
   it refers to (the last generated from it), which again will be
   replaced by whatever ID that refers to. To "reset" a counting alias
   (and make it start over from 1 if used again), delete it with the
   alias order like this:

          alias - $transport.

18.3 Timing and coordinating actions

   There are a number of orders available for timing events and for
   coordinating actions between units. Some examples of the need for such
   orders are when a colony needs to wait for some i.p. being unloaded
   from a freighter or when a fleet needs to assemble before an invasion.

   wait number-of-phases
   This tells a unit to do nothing for the number of phases specified.

   time turn phase
   This is like the wait order but specifies the turn and phase in which
   the unit should go on to execute the next order.

   waitonesig list-of-unit-IDs 
   waitallsig list-of-unit-IDs
   signal list-of-unit-IDs
   These three orders are for synchronising the orders of units. The
   waitonesig and waitallsig order tells a unit to wait for one or more
   signals from some other unit(s) before continuing with its next
   orders.
   A unit executing a waitonesig will wait until it has received a signal
   from (at least) one of the units in the list.
   A unit executing a waitallsig will wait until it has received signals
   from all units in the list which are not "known dead". A unit ID
   designates a "known dead" unit if it is inside the ship ID number slot
   of your race or one of your allies, is below or equal to the number of
   the last built ship from the slot and does not identify an existing
   unit.
   The signal order sends a signal to each of the specified units.

   waitforone where list-of-unit-IDs
   This order tells a unit to wait until it can see one of the units in
   the specified list, at the given relative position where. As where you
   can specify:

     * system: The expected unit must be in the same system as the
       waiting unit.
     * fleet: Relevant for ships only. The expected ship is in the same
       fleet as the waiting ship. This is useful when a flagship is
       waiting for other ships to join the fleet.

   waitforall distance list-of-unit-IDs
   This order is similar to waitforone, except that all the specified
   units simultaneously must be either at the specified relative position
   or be a "known dead unit" (see the description of the waitallsig order
   above).

18.4 Passing orders to others

   The order described here can be used if you expect to receive some
   unit from some other race and wish to give it some orders in the turn
   in which you acquire it, or if you send a ship with orders for a fleet
   which is out of command range. It is can also be used for moving some
   ships together in a fleet and then giving the individual ships
   different tasks once they reach their destination.

   order number-of-unit list-of-orders
   This order lets a unit give orders to another owned unit in its hex.
   Fleets whose flagship is a scout or an explorer cannot use this order.
   The order is useful for bringing orders to fleets stranded beyond
   command range, or for timing events. If you want the ordered fleet or
   colony to break and/or discard its current orders before accepting the
   new orders, you should include a break or clear order as the first
   order to be given. If a non-flagship ship receives orders, it will
   break from its fleet and become a fleet of one ship. It takes no time
   to execute the order.

18.5 Repeating orders

   The repeat order can be used for saving administration points:

   repeat number-of-times list-of-orders
   This order tells a unit to repeat the given orders the specified
   number of times. If the first argument is zero or omitted, the orders
   will be repeated indefinitely. If the embedded orders take no time to
   execute and the number of repetitions is not limited (i.e. the first
   argument was zero or omitted) then a one phase wait will be inserted
   between each execution of the embedded orders. The repeat order is
   useful for setting up patrols and freight routes, and for building
   multiple ships of the same type which should all receive the same
   orders (or no orders).

                          19 Complete list of orders

   This section gives an alphabetical listing of all the orders in the
   game. All of these have been described elsewhere in this text, but are
   listed here with cross references. Orders which have several forms are
   listed in all their forms.

   bomb colony-ID number-of-phases
   bomb colony-ID
   See section 11.1. This is a fleet order, taking a variable number of
   phases.

   break
   break number-of-last
   See section 18.1. This is a colony and fleet order.

   build type-of-ship orders
   build type-of-ship
   See section 9.1. This is a colony order, taking no time.

   clear
   clear number-of-first number-of-last
   See section 18.1. This is a colony and fleet order.

   cloak
   See section 9.4. This is a fleet order, taking no time. It is a "free"
   order not counting towards the administration limit.

   colonize planet-ID orders
   colonize planet-ID
   colonize * orders
   colonize
   See section 10.2. This is a fleet order, taking one phase.

   construct installation-type amount
   See section 8.2. This is a colony order, also allowed for gas giant
   mining colonies. It takes no time.

   disclose colony-or-ship-ID what
   See section 10.1. This is an order that may be executed only by
   colonies and ambassador ships. It takes no time.

   dismantle installation-type amount
   See section 8.2. This is a colony order, also allowed for gas giant
   mining colonies. It takes no time.

   embed number-of-order orders
   See section 18.1. This is a colony and fleet order.

   enslave colony-ID
   enslave colony-ID max-number-of-slaves
   enslave colony-ID max-number-of-slaves number-of-phases
   See section 11.5. This is a fleet order, taking a variable number of
   phases.

   explore
   explore list-of-hex-IDs
   See section 10. This is a fleet order, taking one phase per hex
   explored.

   farmove path-of-hexes
   See section 9.3. This is a fleet order, taking several phases
   depending on drive.

   farsneak path-of-hexes
   See section 9.4. This is a fleet order, taking several phases
   depending on drive.

   flip destination-hex
   See section 9.3.1. This is a fleet order, taking one phase.

   form list-of-ship-IDs
   See section 9.2. This is a fleet order, taking no time.

   gift ID-of-gift ID-of-receiver
   See section 9.9. This order may only be executed by ambassador ships
   and colonies. It takes no time.

   include list-of-ship-IDs
   See section 9.2. This is a fleet order, taking no time.

   insert number-of-order orders
   See section 18.1. This is a colony and fleet order.

   join ID-of-fleet
   See section 9.2. This is a fleet order, taking no time.

   jump destination-hex
   See section 9.3.2. This is a fleet order, taking one phase.

   launch type-of-ship orders
   launch type-of-ship
   See section 9.1. This is a colony order, taking no time.

   leave list-of-ship-IDs
   See section 9.2. This is a fleet order, taking no time.

   load colony-ID what-to-load
   load colony-ID
   See section 9.7.1. This is a fleet (or gas giant mining colony) order,
   taking one phase if anything is loaded and otherwise no time.

   move path-of-hexes
   See section 9.3. This is a fleet order, taking several phases
   depending on drive.

   name planet-ID name
   See section 6.4. This is a free general order (it does not count
   against your administration limit).

   order unit-ID orders
   See section 18.4. This is a colony or fleet order, taking no time. It
   cannot be executed by fleets with scout or explorer flagships.

   overtime colony-ID amount what
   See section 15. This is a free general order (it does not count
   against your administration limit).

   persuade colony-ID
   See section 16.8.1. This is a fleet order, available only to double
   diplomat races. It takes one phase.

   policy race-number policy
   See section 4. This is a free general order (it does not count against
   your administration limit).

   probe colony-ID
   See section 11.3. This is a fleet order, taking one phase (or two, if
   the system is previously unexplored).

   refit list-of-ship-IDs
   See section 9.6. This is a colony order, taking no time.

   repair ship-ID amount
   repair ship-ID
   See section 9.6. This is a colony order, taking no time. It is a
   "free" order not counting against your administration limit.

   repeat number-of-times orders
   See section 18.5. This is a colony or fleet order, taking no time in
   itself (except if the embedded orders take no time and an unlimited
   number of repetitions is specified).

   research technology amount
   research technology
   See section 14. This is a free general order (it does not count
   against your administration limit).

   reserve amount phases
   reserve amount
   See section 9.7.2. This is a colony order, taking no time. It is a
   "free" order not counting against your administration limit.

   signal list-of-unit-IDs
   See section 18.3. This is a fleet or colony order, taking no time.

   sneak path-of-hexes
   See section 9.4. This is a fleet order, taking several phases
   depending on drive.

   spy race-number
   This is a special, free, general order which can only be used by
   diplomat races, and only once per turn. See section 16.8.

   teach colony-or-ship-ID technology
   See section 14.1. This is an order that may be executed only by
   colonies and ambassador ships. It takes no time.

   terraform
   See section 14.2.3. This is a colony order, taking no time.

   time turn phase
   See section 18.3. This is a colony or fleet order, taking until the
   turn and phase specified.

   transmit colony-or-gas-mine-ID amount
   transmit colony-or-gas-mine-ID
   See section 14.2.4. This is a colony order but may also be used by gas
   giant mining colonies. It takes no time.

   uncloak
   See section 9.4. This is a fleet order, taking no time. It is a "free"
   order not counting towards the administration limit.

   unload colony-ID what-to-unload
   unload colony-ID
   See section 9.7.1. This is a fleet (and gas giant mining colony)
   order, taking one phase if anything is unloaded and otherwise no time.

   wait number-of-phases
   See section 18.3. This is a colony or fleet order, taking the
   specified number of phases.

   waitallsig list-of-unit-IDs
   See section 18.3. This is a colony or fleet order, taking until a
   specified condition occurs.

   waitforall where list-of-unit-IDs
   See section 18.3. This is a colony or fleet order, taking until a
   specified condition occurs.

   waitforone where list-of-unit-IDs
   See section 18.3. This is a colony or fleet order, taking until a
   specified condition occurs.

   waitonesig list-of-unit-IDs
   See section 18.3. This is a colony or fleet order, taking until a
   specified condition occurs.

                            20 Turn event sequence

   It is useful to fully understand the exact sequence of events during a
   turn. This will help you answer questions like "Why can't I use i.p.
   from a gas giant mining colony in my colonies in phase one?", etc.
   This section may seem a bit technical and you might want to skip it on
   a first reading of the rules. However, to optimize your game,
   knowledge of the turn sequence is helpful.

   The sequence of events is:

    1. Fleets and colonies receive their orders. Non-flagship ships which
       receive individual orders are taken out of fleets; the
       administration limit is checked and excess orders ignored; fleets
       marked last turn as being unable to receive orders (due to command
       range) will ignore any orders.
    2. General orders are executed: type (turn 1 only), policy, research,
       name and alias. Then any automatic policy changes are done, i.e.
       those for diplomat races and those due to monitoring by ambassador
       ships.
    3. The 12 action/combat phases. In each action/combat phase, the
       following happens:
         1. Colonies execute one phase worth of their orders, by order
            priority (see below). Colonies with orders of the same
            priority act in random order.
         2. Gas giant mining colonies execute one phase worth of their
            orders, by order priority. Gas giant mining colonies with
            orders of the same priority act in random order.
         3. Fleets execute one phase worth of their orders, by order
            priority. Fleets with orders of the same order priority act
            in flagship initiative order. The movement speed of the
            flagship in its current hex determines when it acts: The
            higher speed, the sooner it acts (the movement speed of
            stationary ships is zero, so they act last). Ties are broken
            by "rolling a die".
         4. Battles are resolved.
         5. The policy towards any "allies" or "neutrals" who attacked
            your ships or colonies this phase will be changed to enemy.
         6. Automatic ship repairs take place.
       Note 1: The fact that gas giant mining colonies act after normal
       colonies means that the i.p. produced by a gas giant mining colony
       in the previous turn can at the earliest be available in a normal
       colony on phase two. When the gas giant mining colony unloads its
       i.p. to a colony in phase one, the colony will already have acted.
       Note 2: The fact that colony actions occur before fleet actions
       means that if there are no (uncloaked) enemies in a colony's
       system at the end of the turn, the colony can execute all orders
       normally in the first phase of the next turn (at least up to the
       first time, wait, waitforone, waitforall, waitonesig or waitallsig
       order, if any). The only thing which could prevent such a colony
       from executing its orders would be if previously allied warships
       in its system turned enemy at the start of the turn.
    4. Population growth and production. Population growth takes place,
       and colonies then produce first i.p. and then r.p. Gas giant
       mining colonies produce i.p.
    5. Communication range is checked. Ships in fleets outside the
       communication range are marked as being unable to receive orders
       next turn.
    6. Victory points are computed.
    7. Spy reports for diplomats are compiled.

20.1 Order priority

   In the action phases step (a) to (c), orders are executed by units
   according to order priority. The purpose of order priority is
   primarily to resolve questions of timing. Priorities are designed so
   that in the most "common scenarios" players can get by without the use
   of the explicit synchronisation orders, e.g. because of order priority
   you can ensure that a transmit order transferring resources from one
   colony to another will be carried out before the construct orders of
   the recipient colony simply by letting the transmit order be the first
   order of the sender, or you can be certain that the colonize order
   forming a new colony will be executed before an unload order dumping
   i.p. to the new colony in the same action phase.

   Order priority works like this: From the active pool of units
   (colonies in action phase step (a), gas giant mining colonies in step
   (b) and ships in step (c)) the unit which as its next order has the
   highest priority order is activated and executes this order. Ties in
   order priority are resolved randomly in steps (a) and (b) and by
   initiative (flagship drive speed) in step (c). Then a new unit is
   chosen from the pool of active units, again according to the order
   priority of its next order. When a unit executes an order taking zero
   time, the unit is put back in the pool of active units and is allowed
   to act again in that phase, according to the order priority of its now
   current order (and indeed it can be selected as active unit again
   immediately).

   Example: Two colonies have the following orders:

          C123:
            construct industries

          C217:
            transmit C123 80
            build Corvette

   The transmit order has higher priority than the construct order, so
   first C217 executes its transmit. Then the next order of C217 is a
   build which has the same priority as construct, so which of the two
   colonies next gets to execute an order is determined randomly.

   If the execution and removal of a zero time order "uncovers" an order
   which has higher priority than the one removed, the unit will always
   immediately get to act again because it will have the highest priority
   next order of all active units.

   Example: A colony has the following orders:

          build Corvette
          transmit C123 80

   The transmit order has higher priority than build, so when the build
   has been executed (taking zero time) the transmit will be immediately
   executed before any other colonies get to execute more orders.

  20.1.1 Order priorities, colonies

   The order priorities of orders executable by colonies, from highest
   (fastest) to lowest (slowest), are:

    1. time, repeat, myalias.
    2. waitforone, waitforall, waitonesig, waitallsig.
    3. signal.
    4. order.
    5. transmit.
    6. build, launch, repair, refit, construct, dismantle, terraform,
       reserve, teach, disclose, gift.
    7. wait.

  20.1.2 Order priorities, gas giant mining colonies

   The order priorities of orders executable by gas giant mining
   colonies, from highest (fastest) to lowest (slowest), are:

    1. time, repeat, myalias.
    2. waitforone, waitforall, waitonesig, waitallsig.
    3. signal.
    4. order.
    5. transmit.
    6. construct, dismantle, reserve.
    7. load, unload.
    8. wait.

  20.1.3 Order priorities, ships

   The order priorities of orders executable by ships, from highest
   (fastest) to lowest (slowest), are:

    1. time, repeat, myalias.
    2. waitforone, waitforall, waitonesig, waitallsig.
    3. signal.
    4. join.
    5. leave.
    6. order.
    7. form, include.
    8. cloak, uncloak.
    9. explore, colonize, enslave, bomb, probe, persuade, teach,
       disclose, gift.
   10. load, unload.
   11. flip, jump.
   12. move, farmove, sneak, farsneak.
   13. wait.

                           21 The team game variant

   Stellar Conflict may be played either free-for-all or as a team game
   where everyone plays in fixed teams of four races each. This section
   details the special rules which apply in the team game.

21.1 The teams

   A team consists of four players, playing four races which must
   cooperate throughout the game. Teams are assigned at game start. The
   four races on a team will have home systems close to each other (at
   least one neighbour will be a fellow team member). The members of a
   team can never declare each other enemy and fight each other. There
   are also a few changes compared to the standard game which are
   designed to make cooperation easier between team members:

    1. Team members are told the locations of each other's home systems
       at the start of the game.
    2. Player on the same team use the same map coordinates. Normally
       each player uses his own coordinates to refer to hexes, so that
       different players will use different hex IDs to refer to the same
       hex. In a team game, all members of a team use the same hex IDs to
       refer to the same hexes.
    3. The starting map shows the combined mapping information of all the
       team members. The shared map is however not automatically updated;
       team members still need to meet and use the disclose order to
       share information uncovered after game start.

21.2 Special restrictions in team games

   There are two restrictions in team games compared to normal games:

    1. You cannot play a xenophobe race. Xenophobes do not cooperate with
       other races and therefore it would not be meaningful to have them
       in a team game.
    2. Diplomat races do not receive victory points for being allied to
       their team mates. This probably means that diplomats in team games
       are unlikely to get any victory points from allies. However, the
       teach bonus for diplomats may mean it is well worth to have a
       diplomat or two on a team anyway.

21.3 Team game victory points

   In team games you win or lose as a team. The team with the most points
   at the end of the game according to the scoring rules below will be
   declared winners. The relative standings of the individuals within the
   winning team is not important.

   The team victory point score is calculated from the scores of its four
   members. The victory points of the highest scoring team member do not
   count as part of the team score at all. The victory points of the
   second highest scoring member and those of the lowest scoring member
   are halved and added together with the full score of the second-lowest
   scoring team member to produce the total team score.

   Example: The four players of team 1 have 700, 600, 500 and 400 victory
   points. Their team score is then 600/2 + 500 + 400/2 = 1000 victory
   points.

   The reason for the highest score not counting and the second highest
   counting only half is to encourage equal development of the races in a
   team. The reason the lowest score counts only half is to make it
   harder for opponents to reduce the team score by hitting on only one
   member of the team.

   The team scores are public throughout the game, so it is possible to
   keep track of which team is doing best (and so target them for
   attacks).

                            22 Tips for new players

   The purpose of this section is not to give you a recipe of how to win
   the game, but merely to point out some consequences of the game
   design.

22.1 Starting positions

   The "galaxy" is generated by a computer program designed to be as
   "fair" as possible to all races while still generating fairly
   different starting positions. After all systems have been generated
   (with statistics which over a great number of games follows Table 1),
   each starting position is evaluated for industrial and population
   growth potential and the two scores are combined to produce a
   "potential" value.of the same type to make "poor" starting positions
   better and "rich" starting positions worse, until all starting
   positions have about equal potential. The effect of all this is that
   if you can see that you have only a few systems close to your own
   system (compared to other home systems) then there is a good chance
   that they will contain good planets while if you have many systems
   nearby, they are less likely to be very good. In your set-up report
   you will also receive some hints about the nearby systems to guide
   your choice of race type and initial strategy.

   The planet shuffling also tends to place the really juicy systems
   (which would upset the balance if placed close to any single player)
   in positions where they are equally far from several players. This
   means you should not wait too long to explore such systems.

   It should be noted that due to the randomness built into the galaxy
   generating program, some games are generally "richer" than others.
   That means that if all your nearby systems seem really poor, then all
   the systems near other players are probably also poor, while if
   everything you touch turns to gold, the other players probably have it
   the same way.

22.2 Victory points

   Remember that industrial production and research are not goals in
   themselves, it is (mainly) population and colonies on terran and
   sub-terran worlds that give victory points. This makes Terraforming I
   and (especially) Terraforming II valuable technologies that may earn
   you victory points even at the last moment, but they are very
   expensive to research. Cloning may also earn you points if you develop
   it sufficiently early. From turn 10 or so you should start worrying
   about ensuring the population in your larger colonies will be happy at
   the end of the game in order to get the extra victory points for happy
   population.

   The game will likely be won by someone having at least 900 victory
   points, probably more.

22.3 Population growth

   Population growth is the key to victory in this game. Population
   growth is exponential, so any population you lose in early turns or
   put down on sub-terran or worse planets means quite a lot of points in
   the end- game. At the start of the game, 20 points for a sub-terran
   planet may seem like a lot, but with proper management (and good
   planets to colonize), you will earn 50-60 points from population
   growth alone in each of the last few turns. Each colonist on a
   non-terran world is wasted. Each turn a colony transport or exodus
   ship spends in space without colonizing means fewer points in the end.
   Keep your population on terran planets as long as possible to maximise
   growth (a larger population also means a potentially larger industrial
   production). However, never let your planets "run full", there should
   always be room for full growth on your planets at the end of each
   turn.

   Sooner or later you will want to establish colonies on minimal terran
   or barren planets with high mineral content to boost your industrial
   strength. Do it if you have to, but remember the victory points you
   are losing...

22.4 Industrial growth

   Industrial growth is the key to survival. If your neighbours are
   hostile, you need industrial capacity to build warships and defences.
   If you want technology, you need i.p. to supply your research centres.
   Industrial capacity, like population, has the potential for
   exponential growth. Each i.p. you use to build industries in the early
   turns of the game will mean quite a large number of i.p. at your
   disposal in the last few turns, if you re-invest the industrial output
   in more industries.

   This means that i.p. you spend on warships, colonization and research
   in the early turns dramatically reduces your industrial potential in
   the later turns (but what good are industries if your colony is
   destroyed?). Too much early research may especially hamper your
   growth: Research centres not only cost i.p. to build, they also drain
   away i.p. each turn. And remember: It is a waste of good i.p. to build
   research centres on a mineral content 2 planet while building
   industries on a mineral content 1 planet: concentrate research where
   industrial growth would be slow and build industries where industrial
   growth is fast. Vital for industrial growth are the technologies
   Improved Industrial Engineering, Robotic Industry and (from around
   turn 7) Advanced Cybernetics. You will want to develop the first of
   these technologies fairly early (turn 2 or 3) and the second around
   turn 3 or 4. Artificial Intelligence may be interesting if you have
   several really small planets with mineral content 4, or if you are
   simply not interested in losing too much population growth potential
   by putting too many colonists on these industrial planets. Gas Giant
   Mining is in terms of victory points a much cheaper (but more
   vulnerable) way of getting a really large industrial output. With the
   Graviton Pump gas giant mining industries becomes cheaper than regular
   industries and thus give you the fastest industrial growth.

22.5 Research

   Research is the aspect of the game which requires the most planning.
   You may have only 12 turns to do your research, so if you want to have
   any of the "expensive" technologies and the technologies requiring
   many prerequisites, you need at least a rough plan of when to develop
   what from the very beginning of the game.

   Technology trade can be a great boon if planned properly, especially
   for technologies requiring prerequisites. Typically only two
   technology trades are required before an ambassador ship pays off due
   to the 20% discount alone, and when you can skip prerequisites you
   really save i.p.

   A good industrial output is also vital for research and a coordinated
   research effort is necessary to get the "industrial technologies" at
   the time you need them. The General Science technologies of course
   greatly increase your r.p. production, so they are worth developing
   even if you have no immediate plans to develop advanced or super
   advanced technologies.

22.6 Colonization

   If you colonize barren and minimal terran worlds, and wish to have any
   industrial production there (why else colonize such worlds?) you have
   to ship in i.p. for the first few industries, using freighters (this
   is not strictly true if you play an industrialist but usually you will
   want to anyway). You may also get a few i.p. to kick-start industrial
   production by dismantling the starting starport (but leave 1 unit of
   starport so you can load/unload from/to the colony).

   You can choose either to attempt to colonize many different planets
   early in the game or to concentrate on building one colony at a time.
   The advantage of early widespread colonization is that once you have
   taken the planets it will require some effort to throw you off or
   enslave them. The disadvantage is that with many small colonies, each
   colony will develop slowly and thus be weaker if attacked. And with
   many colonies, there are so many places you can be attacked...

   If you colonize late you might find that all the "good" planets are
   taken, so you should be prepared to go out and grab them with force.
   This will mean making enemies. You can be fairly certain that once you
   have taken a planet, soon the original owner will turn up with a fleet
   to attempt to take back what rightfully belongs to him or her.

   If you are forced to consider colonizing "bad" planets, you should
   develop Cloning as soon as possible (unless you are a survivor of
   course). Hydroponics will also help you make the most of the planets
   you have. You must consider terraforming in the last few turns of the
   game, to dramatically increase your score (especially with
   Terraforming II).

22.7 Command range

   You may colonize or invade planets in systems which are outside your
   command range simply by giving your colonization or invasion fleet all
   its orders before it leaves your command range. If you have ships
   unexpectedly stranded beyond command range, you can send some cheap
   ship with orders to include the stranded ships and do whatever is
   needed to bring them back in command range.

22.8 Combat

   In combat, numbers are everything. Two equal strength fleets will
   almost completely destroy each other, the "victorious" fleet (if any)
   will be reduced to almost nothing. If your fleet is twice the strength
   of the enemy fleet, you will eliminate the enemy twice as fast, and
   thus the enemy fleet will only be able to fire half the shots it would
   have fired otherwise. Result: you lose only about one fourth of your
   fleet.

22.9 Defence

   As home systems are at least 6 hexes apart, you can be certain you
   will not be visited during turn 1 and most likely not with any
   significant force in turn 2 or 3. You will want to keep the location
   of your home world a secret for as long as possible (although often it
   is not too difficult to determine which systems are potential home
   systems).

   It will take some time before any race can mount a fleet with any
   significant invasion capability. This means you should have time to
   make your home world almost impregnable, if you wish to spend your
   resources that way.

   You should be careful (especially in the first turns where you have
   few colonies) that not all your colonies are simultaneously prevented
   from building ships (by enemy ships in their systems). This will
   really hurt if you cannot get your colony transports off planet and
   you lose population growth potential. If you have few colonies (and
   have not developed the Secure Launch System), you may want to keep
   most of your warships in just one system to maximise your chances of
   having at least one surviving fleet if all your systems are attacked
   at once.

   An invasion is best stopped in space. Clusters provide the cheapest
   guns in the game (if you have the starport to build them) and take a
   large number of shots to eliminate. To overcome clusters the invader
   needs to bring battleships and dreadnoughts rather than "just"
   invasion ships, and this means a reduced effective invasion capability
   and perhaps a second chance for your planetary defences.

   You need a lot of defence bases to make a difference once the invasion
   begins (remember that bases are the targets most likely to be
   destroyed in the early phases of an invasion, so your bases may not
   survive to fire many shots). However, if you do have a lot of bases,
   they are quite effective. Once you have developed the Planet Shield,
   the combination of shields and bases is even more cost effective than
   building clusters (especially versus battleships and dreadnoughts).

   In the last few turns some players can probably muster really huge
   invasion fleets (in the order of 1500 i.p. or even more). You cannot
   hope to fend off such fleets with the defences you can build using
   just the production of one (non-home) colony, especially if you have
   colonized many planets. You will have to guess where the enemy will
   invade and send reinforcements. Here it is vital to have a good
   knowledge of where your neighbours have colonies and have good
   diplomatic relations with at least some of your neighbours. You might
   also consider using the Tachyon Scanner to scan empty space hexes
   where enemy invasion fleets are likely to gather (i.e. explore empty
   space hexes near your terran worlds at the end of each turn), but this
   does of course not protect you from fleets using jump drives.

22.10 Invasions

   A successful invasion hurts the enemy in two ways: The player loses
   victory points for the planet and the population you destroyed or
   enslaved, and the industrial capability of the player has been
   reduced. Here are a few simple rules that will help you make
   successful invasions:

    1. Make sure your entire invasion fleet arrives in the same phase so
       your ships will not be picked off one by one as they arrive.
    2. You should arrive early in the turn to have time to do some
       serious damage, but not too early, as there is a chance that your
       unsuspecting target for invasion will build some warships in phase
       1 and immediately move them out of the system; this means you
       should arrive no earlier than phase 2.
    3. Combine all invading ships in one fleet before you start the
       invasion. This will mean that shots from planetary defences are
       spread more evenly among your ships (rather than being
       concentrated on the first ship to invade in a given phase) and
       thus the chance of losing ships is less.
    4. If you plan to destroy a colony by bombing it and then to colonize
       immediately afterwards you should bring colony transports or
       exodus ships to take over the planet, combine them in the fleet
       with the invading ships and give the colonize order after the bomb
       order. This will mean that the timing for the colonize order will
       always be correct.
       Example:
               S0145:
                 bomb C516
                 colonize P516
    5. If you are in the later turns of the game, your target may scan
       empty space hexes using the Tachyon Scanner. This means it may be
       better at the end of the turn prior to the invasion to have your
       fleet two hexes away from the target colony rather than just one
       hex away. Of course it is even better not to build your invasion
       fleet at all before the turn you need it.

22.11 Alliances

   Unless you have really good reasons (such as being a diplomat, trading
   technology or doing a joint invasion venture) there is absolutely no
   reason to be declared allied to anyone in the last few turns. An
   alliance effectively reduces your defences against an "allied" who
   attacks you, and a lot of last-minute grab-the-good-worlds will be
   going on in the last turns. If you have ambassador ships over the
   colonies of your allies, or you are a diplomat, you do not need to
   worry about this of course.

   A working alliance with a player is a good way of ensuring you will
   not be the first to be attacked by that player in the last couple of
   turns. A working alliance means not only declaring each other allied
   (and agreeing on borders) but actually cooperating, such as trading
   technologies, i.p. or ships or jointly waging war on other players. An
   alliance has a much greater chance of succeeding in grabbing some
   planets and keeping them than a single player has: By hitting more
   than one colony of the same player in the same turn you seriously
   cripple the target and reduce the chances of reinforcements arriving
   (or later repercussions).

22.12 Finding out where other races are

   Hex ID numbers cannot be used as common reference because every player
   uses a different number system (except team mates in a team game). If
   you tell your buddy that you are located in hex H1414 (s)he will say:
   "So am I". You can establish a common reference with someone if you
   encounter their ships (or colonies) or if you have explored some of
   the same star systems and thus have seen some of the same planets.
   Until you actually "make contact" you only have the pattern of map
   features to go by when trying to establish where you are located
   relative to each other. At the start of the game you can see only a
   very small portion of the map and it will only overlap with your
   immediate neighbours (and only by a little). In a "full" galaxy (one
   with 9, 16, 25, 49, 64 or 81 races in it) you have six immediate
   neighbours, so the chance of your buddy being one of them is six in
   the number of other players (e.g. 6 in 15, or 40%, in a 16-player
   game). If you exchange starting maps with your buddy you may be able
   to find out if you are neighbours, but you cannot really be sure until
   you map some more of the galaxy.

22.13 Administration points

   There are a few tricks to saving administration points. First of all:
   Use the repeat order whenever possible. Look at these orders for the
   colony C733:

          C733:
            build "Colony transport"
              orders:
                move H0413 H0414
                colonize P612
              .
            build "Colony transport"
              orders:
                move H0413 H0414
                colonize P612
              .
            build "Colony transport"
              orders:
                move H0413 H0414
                colonize P612
              .

   Compare with this equivalent set of orders:

          C733:
            repeat 3
              orders:
                build "Colony transport"
                  orders:
                    move H0413 H0414
                    colonize P612
                  .
              .

   The first form costs 7 administration points (having subtracted the
   two orders allowed for the colony), the second form costs 2
   administration points. You may also use the repeat order to set up
   freight routes, passenger routes (using stasis transports), patrols
   and automatic unloading of gas giant mining colonies. An example of a
   freight route could be:

          S0414:
            repeat 0
              orders:
                move H0413 H0414
                load C612
                move H0413 H0412
                unload C733
              .

   This moves freight from C612 to C733 indefinitely, thus saving
   administration points the following turns.

   Use fleets when possible. Compare:

          C137:
            build "Invasion ship"
              orders:
                move H1413
                jump H0623
                move H0622
                bomb C517
              .
            build "Battleship"
              orders:
                move H1413
                jump H0623
                move H0622
                bomb C517
              .

   to

          C137:
            build "Invasion ship"
              orders:
                myalias $invader
                move H1413
                jump H0623
                move H0622
                bomb C517
              .
            build "Battleship"
              orders:
                join $invader
              .

   The second form uses 3 less administration points. Note that the
   standard Jump Drive is "expensive" to use: you need a move, followed
   by a jump, followed by another move to get from one system to another.
   The Ultimate Jump Drive is a great improvement saving phases and
   administration points.

   You may avoid unnecessary wait and time orders for fleets by making
   "detours" in their move orders. A typical application is:

          S0132:
            move H1418
            wait 4
            move H1419
            bomb C532

   which may be modified as follows to save 2 administration points
   (using the map in Figure 1 and assuming S0132 is equipped with the
   hyper drive):

          S0132:
            move H1418 H1518 H1519 H1518 H1418 H1419
            bomb C532

                                   23 Tables

[NOTE: Most of these tables have been poorly translated from HTML to text,
 so they are all but unreadable. Get one of the other formats if you need
 the tables.]

   CAPTION: Table 1: Types of planets and their characteristics.

   Planet type Size range Mineral content Extra production
   Home (Terran) 80 2
     2 (you)
   1.5 (others)
   Terran 65-80 1 1.5
   Sub-terran 45-60 2 1
   Minimal terran 25-40
   2 (50%)
   3 (50%)
   0.5
   Barren 20-60
   3 (50%)
   4 (50%)
   0
   Gas giant -
   3 (50%)
   4 (50%)
   -

   CAPTION: Table 2: Chances of finding the different types of planets in
   different systems.

                                 Star system type
                              A    B    C       D
   Terran                    50%  30%  10%     0%
   Mininum 1 sub-terran      31%  41%  21%     5%
   Mininum 1 minimal terran  14%  24%  42%     35%
   Mininum 1 barren          11%  16%  28%     57%
   Gas giant                 29%  42%  53%     79%
   No usable planets          5%   0%  10%     15%
   More than 1 planet        40%  55%  65%     83%
   Average number of planets 1.37 1.57 1.60   1.92
   Average point value       31.4 23.5 9.3     1.0

   CAPTION: Table 3: Ship attacks. The tabulated values are the average
   damage done by one gun in one shot in the specified type of attack
   versus the specified type of armour.

                                        Armour strength
        Type of attack and target       1    2     2.5
   Normal attack     unshielded target 2.18 1.04   0.82
                     shielded target^c 1.04 0.47   0.35
   Cloaked attack^a  unshielded target 2.30 1.10   0.87
                     shielded target^c 1.18 0.54   0.40
   Surprise attack^b unshielded target 3.55 1.74   1.38
                     shielded target^c 1.81 0.85   0.67

   ^a: A cloaked attack is what a cloaked ship gets against a target
   which did not see it, but knows it is an enemy, and expected to be in
   combat (because it can see other enemy ships in the hex).

   ^b: A surprise attack is what you get when the target is attacked by
   some ship it thought was an ally, or when a ship which did not expect
   to be in combat is attacked by a cloaked ship.

   ^c: A shielded target is a target that has a shield type that defends
   against the type of guns the attacker has, i.e. energy shield or
   better versus lasers, graviton shield or better versus ion cannons or
   antimatter shield versus antimatter guns.

   CAPTION: Table 4: Ship types.

   No Name Cost Size Hull^a Armour^b Guns Notes
   1 Scout 5 2 2 1 - Not limited by command range
   2 Explorer 10 5 5 1 - Not limited by command range,
   immune to exploration hazard,
   mapping radius 2
   3 Colony Transport 15^c 10 5 1 - Takes 5 population, can colonize
   4 Exodus Ship 35^c 30 10 1 - Takes 15 population, can colonize
   5 Small Freighter 10 5 5 1 - Loads up to 5 i.p.
   6 Medium Freighter 20 15 10 1 - Loads up to 15 i.p.
   7 Large Freighter 40 30 15 1 - Loads up to 40 i.p.
   8 Corvette 15 5 5 2 2
   9 Frigate 50 15 15 2 8
   10 Cruiser 100 30 30 2 18 Bombing capability 3
   11 Battleship 200 60 60 2 40 Bombing / enslaving capability 7 / 3
   12 Dreadnought 350 90 90 2 80 Bombing / enslaving capability 15 / 7
   13 Assault Bomber 50 15 15 2 4 Bombing capability 5
   14 Invasion Ship 200 60 60 2 20 Bombing / enslaving capability 25 / 12
   15 Orbital Station 10 5 5 2.5 2 Cannot move
   16 Starbase 30 15 15 2.5 8 Cannot move
   17 Cluster 100 50 50 2.5 30 Cannot move
   18 Stasis Transport 40 10 10 1 - Requires tech., loads up to 10
   population
   19 Ambassador Ship 40 10 10 1 - Has special functions,
   costs 30 i.p. for diplomats
   20 Pocket Battleship 150 40 40 2.5 30 Bombing / enslaving capability 5
   / 2,
   available only to warlords
   21 Super Dreadnought 400 90 90 2.5 100 Bombing / enslaving capability
   20 / 7,
   available only to warlords
   22 Slave Transport 50 20 10 1 - Loads up to 10 slave population
   23 Slaver Ship 60 20 15 2 4 Bombing / enslaving capability 2 / 5,
   loads up to 5 slave population,
   available only to slavers
   24 Slaver Colony Transport 25^c 15 5 1 - Takes 6 population and 4
   slave population,
   can colonize, available only to double slavers
   29 Gas Giant Mining Colony 20 20 10 1 - See section 13

   ^a: Hull indicates the amount of damage (damage points), the ship can
   take.

   ^b: Armour indicates the thickness of the ship armour (the higher the
   better, see the ``effects of attacks'' table).

   ^c: The cost of a colony transport is reduced to 10 i.p. the cost of
   an exodus ship is reduced to 25 i.p. and the cost of a slaver colony
   transport is reduced to 20 i.p. for races who have developed Suspended
   Animation.

   CAPTION: Table 5: Basic technologies.

   Technology Cost Required prerequisites Reduced cost
   General Science I 100
   Efficient Construction 30   25 with Improved Industrial
   Engineering
   Improved Industrial Engineering 20   15 with Efficient Construction
   Efficient Ship Building 40
   Robotic Industry 50   40 with Improved Industrial
   Engineering
   Relativity Drive 20
   Warp Drive 50   40 with Relativity Drive
   Hyper Drive 120 Relativity Drive 100 with Warp Drive
   Ion Cannons 20
   Antimatter Guns 40 Ion Cannons
   Disruptors 120 Antimatter Shield
   Energy Shield 30
   Graviton Shield 60 Energy Shield 50 with Graviton Scanner or
   Graviton Drive
   Antimatter Shield 90 Graviton Shield and
   Antimatter Guns
   Planet Shield 100 Graviton Shield 80 with Antimatter Shield
   Gas Giant Mining 50 Robotic Industry
   Secure Launch System 80

   CAPTION: Table 6: Advanced technologies, requires General Science I.

   Technology Cost Required prerequisites^1 Reduced cost
   General Science II 300
   Graviton Drive 100   80 with Graviton Scanner or
   Graviton Shield
   Jump Drive 200 Hyper or Graviton Drive 150 with Graviton Drive
   Space Elevator 75
   Suspended Animation 75
   Xenobiology 75   50 with alien slaves
   Bio-weapons 125 Xenobiology
   Graviton Scanner 50   40 with Graviton Drive or
   Graviton Shield
   Tachyon Communicator 100 Hyper or Jump Drive 80 with Tachyon Scanner
   Advanced Cybernetics 150 Robotic Industry 120 with Gas Giant Mining
   Improved Gas Giant Mining 100 Gas Giant Mining 80 with Advanced
   Cybernetics
   Superlogistics 150 Efficient Construction
   Hydroponics 150
   Cloning 150
   Exotic Science 300   150 with General Science II

   ^1: Besides General Science I.

   CAPTION: Table 7: Super advanced technologies, requires General
   Science II.

   Technology Cost Required prerequisites^1 Reduced cost
   Tachyon Scanner 200 Graviton Scanner or
   Tachyon Communicator 160 with Tachyon Communicator
   Terraforming I 250 Hydroponics or Cloning
   Terraforming II 300 Terraforming I
   Terraforming III 350 Terraforming II
   Artificial Intelligence 400 Advanced Cybernetics and
   Superlogistics
   Self-repairing Robots 300 Artificial Intelligence
   Robotic Army 200 Artificial Intelligence
   Ultimate Jump Drive 150 Jump Drive plus either
   Tachyon Communicator or
   Tachyon Scanner

   ^1: Besides General Science II.

   CAPTION: Table 8: Exotic technologies, requires Exotic Science.

   Technology Cost Required prerequisites^1 Reduced cost
   Graviton Pump 150 Improved Gas Giant Mining 130 with Graviton Drive
   Smart Bombs 150   100 with Artificial Intelligence
   Cloaking 150 Graviton Scanner or
   Tachyon Scanner
   Matter Transmission 250   200 with Tachyon Communicator
   or Tachyon Scanner
   Mind Control 150 Xenobiology and
   must have alien slaves
   Deep Secrets of Cosmology 300

   ^1: Besides Exotic Science.

   CAPTION: Table 9: Efficiency of industries operatable by one unit of
   working population.

     Industry per working population
     1st 2nd 3rd 4th 5th 6th 7th
   At game start 100% - - - - - -
   With Robotic Industry 100% 100% 90% - - - -
   With Advanced Cybernetics 100% 100% 90% 80% 70% - -
   With Artificial Intelligence 100% 100% 90% 80% 70% 60% 50%

   With Self-repairing Robots^1 100% 100% 100% 100% 90% 80% 70%

   ^1: It is possible to be taught and develop Self-repairing Robots
   without developing Artificial Intelligence. In this case the decline
   in efficiency is as shown for Self-repairing Robots but the number of
   operable industries will be less than seven.

-------------------------------------------------------------------------
[NOTE: This index is generated from the HTML version of the rules.
 It refers to section numbers (ideally it would have referred to line numbers
 in this text version instead).]

Index

   administration limit
          2.1
   administrator race
          2.1 | 9.1 | 14.2.2 | 15
        double
               15
   advanced cybernetics
          8.2 | 8.4 | 14.2.2
   alias order
          18.2
        examples
               18.2 | 18.2.1
   aliases
          18.2
        counting
               18.2.1
   ambassador ships
          14.1
   anarchy
          12.1
   antimatter guns
          9.5.2
   antimatter shield
          9.5.2
   artificial intelligence
          8.2 | 8.4 | 14.2.3
   barren planets
          6
   bases
          see defence bases
   bio-weapons
          11.1 | 11.5 | 14.2.2
   black holes
          5.3
        flipping from
               9.3.1
   bomb order
          11.1 to 11.1
        examples
               18.2 | 22.10 | 22.13
   bombing capability
          11.1
        list by ship type
               11.1
   break order
          18.1
   build order
          9.1
        examples
               2 | 9.1 | 9.7.2 | 9.7.2 | 13 | 18.2 | 18.2 | 18.2.1 |
               18.2.1 | 18.2.1 | 22.13 | 22.13
   centre of the universe
          5
   clear order
          18.1
        examples
               18.1 | 18.1 | 18.1 | 18.1
   cloak order
          9.4
   cloaking
          9.4 | 14.2.4
   cloning
          7.1 | 8.3 | 12 | 14.2.2
   colonize order
          10.2
        examples
               2 | 9.1 | 18.2.1 | 22.10
   colony
        double administrator bonus from
               16.3.1
        happy
               15
        mapping radius of
               5.4
   colony defenders
          11.2
   colony orders
          2
   colony transports
          10.2 | 14.2.2
   construct order
          8.2
        examples
               2 | 2 | 8.2 | 8.2 | 9.7.2 | 9.7.2 | 13
   coordinating actions
          18.3
   counting aliases
          18.2.1
   damage
        from bombing
               11.1
        from enslave attack
               11.5
   deep secrets of cosmology
          1.1
   default orders
          2.3
   defence bases
          8.2 | 11.2 | 11.5
        mastering slaves
               12.1
        operational
               11.2 | 11.2
   defenders, colony
          see colony defenders
   diplomat race
          2.1 | 4 | 4 | 14.1 | 15
        double
               4.1 | 15
        in team games
               21.2
   diplomatic broadcasts
          2.4
   disclose order
          10.1
   dismantle order
          8.2
   disruptors
          9.5.2
   dust, stellar
          see stellar dust
   efficient construction
          8.2 | 8.2 | 14.2.1
   efficient ship building
          9.1 | 14.2.1
   embed order
          18.1
        examples
               18.1 | 18.1
   energy shield
          9.5.2
   enslave order
          11.5 to 11.5
        examples
               18.2.1
   enslaving capability
          11.5
   exodus ships
          10.2 | 14.2.2
   exotic science
          14.2.2
   exploration hazard
          10
        eliminating for allies
               10.1
   explore order
          10
        examples
               2 | 2 | 2 | 18.2
   explorer
          10
        mapping radius of
               5.4
   farmove order
          9.3
        examples
               2 | 2 | 2 | 9.3 | 9.7.2 | 9.7.2 | 18.2 | 18.2.1 | 18.2.1
   farsneak order
          9.4
   fighting population
          11.2
   fleet orders
          2
   fleets
          9.2
   flip order
          9.3.1
   form order
          9.2
        examples
               9.2 | 18.2.1 | 18.2.1
   free orders
          2.1
   game duration
          see deep secrets of cosmology
   gas giant mining
          6 | 13 | 14.2.1
   gas giant mining colonies
          8.2 | 13
   gas giants
          6
   general orders
          2
   general science I
          8.2 | 8.4 | 14.2.1
   general science II
          8.2 | 14.2.2
   gift order
          9.9
   graviton drive
          9.3.1
   graviton pump
          13 | 14.2.4
   graviton scanner
          5.4 | 10 | 10 | 14.2.2
   graviton shield
          9.5.2
   happy colonies
          15
   happy population
          7 | 8.3
   hexes
          5
        coordinates
               5
             in team games
                    21.1
   holes, black
          see black holes
   hydroponics
          14.2.2
   hyper drive
          9.3
   improved gas giant mining
          14.2.2
   improved industrial engineering
          8.2 | 14.2.1
   include order
          9.2
   industrialist race
          8.4 | 8.5 | 15
        double
               15
   industries
          8.2
        i.p. production of
               6.2 | 8.4
   initiative order
          9.5 | 20
   insert order
          18.1
        examples
               18.1 | 18.1 | 18.1
   ion cannons
          9.5.2
   join order
          9.2
        examples
               18.2 | 22.13
   jump drive
          9.3.2
        ultimate
               9.3.2 | 9.5.1
   jump order
          9.3.2
        examples
               22.13
   launch order
          9.1
   leave order
          9.2
   load order
          9.7.1
        examples
               9.7.1 | 9.7.1 | 9.7.1 | 9.7.2 | 9.7.2 | 13 | 22.13
   mapping radius
          5.4
   matter transmission
          8.4 | 14.2.4
   megaworlder race
          14.2.2 | 15
        double
               15
   messages
        diplomatic broadcasts
               2.4
   mind control
          12.1 | 14.2.4
   mineral content
          6.2 | 8.4
   minimal terran planets
          6
   move order
          9.3
        examples
               2 | 9.1 | 9.2 | 9.3 | 18.2 | 22.13
   myalias order
          18.2
        examples
               18.2 | 18.2.1 | 22.13
   name order
          6.4
   names
        restrictions on
               6.4
   order arguments
        orders as
             modifying
                    18.1
   order order
          18.4
   order priority
          20.1
        colonies
               20.1.1
        gas mining colonies
               20.1.2
        ships
               20.1.3
   orders
        as arguments to other orders
             modifying
                    18.1
        clearing and modifying
               18.1
        colony
               2
        default
               2.3
        descriptions of
             alias
                    18.2
             bomb
                    11.1 to 11.1
             break
                    18.1
             build
                    9.1
             clear
                    18.1
             cloak
                    9.4
             colonize
                    10.2
             construct
                    8.2
             disclose
                    10.1
             dismantle
                    8.2
             embed
                    18.1
             enslave
                    11.5 to 11.5
             explore
                    10
             farmove
                    9.3
             farsneak
                    9.4
             flip
                    9.3.1
             form
                    9.2
             gift
                    9.9
             include
                    9.2
             insert
                    18.1
             join
                    9.2
             jump
                    9.3.2
             launch
                    9.1
             leave
                    9.2
             load
                    9.7.1
             move
                    9.3
             myalias
                    18.2
             name
                    6.4
             order
                    18.4
             overtime
                    15 to 15.2
             persuade
                    16.8.1
             policy
                    4
             probe
                    11.3 to 11.3
             refit
                    9.6
             repair
                    9.6
             repeat
                    18.5
             research
                    14
             reserve
                    9.7.2
             signal
                    18.3
             sneak
                    9.4
             spy
                    16.8
             teach
                    14.1
             terraform
                    14.2.3
             time
                    18.3
             transmit
                    14.2.4
             type
                    16
             uncloak
                    9.4
             unload
                    9.7.1
             wait
                    18.3
             waitallsig
                    18.3
             waitforall
                    18.3
             waitforone
                    18.3 to 18.3
             waitonesig
                    18.3
        examples of
             alias
                    18.2 | 18.2.1
             bomb
                    18.2 | 22.10 | 22.13
             build
                    2 | 9.1 | 9.7.2 | 9.7.2 | 13 | 18.2 | 18.2 | 18.2.1 |
                    18.2.1 | 18.2.1 | 22.13 | 22.13
             clear
                    18.1 | 18.1 | 18.1 | 18.1
             colonize
                    2 | 9.1 | 18.2.1 | 22.10
             construct
                    2 | 2 | 8.2 | 8.2 | 9.7.2 | 9.7.2 | 13
             embed
                    18.1 | 18.1
             enslave
                    18.2.1
             explore
                    2 | 2 | 2 | 18.2
             farmove
                    2 | 2 | 2 | 9.3 | 9.7.2 | 9.7.2 | 18.2 | 18.2.1 |
                    18.2.1
             form
                    9.2 | 18.2.1 | 18.2.1
             insert
                    18.1 | 18.1 | 18.1
             join
                    18.2 | 22.13
             jump
                    22.13
             load
                    9.7.1 | 9.7.1 | 9.7.1 | 9.7.2 | 9.7.2 | 13 | 22.13
             move
                    2 | 9.1 | 9.2 | 9.3 | 18.2 | 22.13
             myalias
                    18.2 | 18.2.1 | 22.13
             overtime
                    15 | 15.2
             repeat
                    13 | 18.2.1 | 22.13 | 22.13
             research
                    2 | 14
             reserve
                    9.7.2 | 13
             type
                    16 | 16
             unload
                    9.7.1 | 9.7.1 | 9.7.2 | 9.7.2 | 13 | 22.13
             wait
                    22.13
        fleet
               2
        free
               2.1
        general
               2
        passing between units
               18.4
        repeating
               18.5
   overtime order
          15 to 15.2
        and happy colonies
               8.3
        examples
               15 | 15.2
   persuade order
          16.8.1
   planet shield
          8.2 | 8.3 | 11.2 | 14.2.1
   planet types
          6
   policy order
          4
   population
        as defenders
               11.2
        growth of
               7.1
        happy
               7 | 8.3
        in gas giant mining colonies
               13
        victory points for
               7
   prerequisite technologies
          14
   primitives
          4.1
        as colony defenders
               11.2
   probe order
          11.3 to 11.3
   production efficiency
          8.4
   race type
          16
        double
               16
   refit order
          9.6
   relativity drive
          9.3
   repair order
          9.6
   repeat order
          18.5
        examples
               13 | 18.2.1 | 22.13 | 22.13
   research centres
          8.2
   research order
          14
        examples
               2 | 14
   research points
          14
   researcher race
          8.4 | 15.1 | 15
        double
               8.2 | 15.1 | 15
   reserve order
          9.7.2
        examples
               9.7.2 | 13
   robotic army
          8.2 | 8.2 | 11.2 | 14.2.3
   robotic industry
          8.2 | 8.4 | 14.2.1
   secure launch system
          9.1 | 9.1 | 14.2.1
   self-repairing robots
          8.4 | 14.2.3
   shields
          8.2
   signal order
          18.3
   signals
          18.3
   slave population
          12
        in gas giant mining colonies
               13
   slave transport
          12
   slaver colony transports
          14.2.2
   slaver race
          9.7 | 12 | 12.1 | 15
        double
               8.3 | 8.3 | 9.7 | 11.1 | 11.5 | 12 | 12 | 14.2.2 | 15
   smart bombs
          11.1 | 14.2.4
   sneak order
          9.4
   space elevator
          9.1 | 14.2.2
   spy order
          16.8
   starport
          8.2
   starport capacity
          9.1
   starport capacity factor
          9.1
        administrator race bonus
               16.3
   stasis ship
          12
   stellar dust
          5.2
   sub-terran planets
          6
   superlogistics
          2.1 | 14.2.2
        increasing the cost of overtime work
               15.2
   survivor race
          7.1 | 8.3 | 10 | 12 | 15
        double
               7.1 | 15
   suspended animation
          9.7 | 14.2.2
   tachyon communicator
          2.2 | 9.6 | 14.2.2
   tachyon scanner
          5.4 | 9.3 | 9.4 | 14.2.3
   teach order
          14.1
   team victory point score
          21.3
   tech codes
          9.6
   terraform order
          14.2.3
   terraforming I
          6 | 8.3 | 14.2.3
   terraforming II
          6 | 8.3 | 14.2.3
   terraforming III
          14.2.3
   terran planets
          6
        primitives on
               4.1
   time order
          18.3
   timing actions
          18.3
   transmit order
          14.2.4
   traveller race
          2.2 | 8.2 | 8.3 | 8.5 | 9.3 | 9.8 | 14.2.2 | 15
        double
               7 | 15
   type order
          16
        examples
               16 | 16
   ultimate jump drive
          9.3.2 | 9.5.1 | 14.2.3
   uncloak order
          9.4
   unload order
          9.7.1
        examples
               9.7.1 | 9.7.1 | 9.7.2 | 9.7.2 | 13 | 22.13
   wait order
          18.3
        examples
               22.13
   waitallsig order
          18.3
   waitforall order
          18.3
   waitforone order
          18.3 to 18.3
   waitonesig order
          18.3
   warlord race
          15
        double
               15
   warp drive
          9.3
   working population
          8.4 | 12
        in gas giant mining colonies
               13
   wrapping at map edges
          5
   xenobiology
          9.7 | 12 | 14.2.2
   xenophobe race
          4 | 11.5 | 15
        double
               15
        not allowed in team games
               21.2
