IBM Works for OS/2 | 1994-11-24 | 3MB | 6,664 lines
IBM Works OS/2
GalCiv Manual
Copyright (C) Footprint Software Inc. 1993-1994
LASERJET
Panasonic KX-P4430
Panasoni
A new galaxy
A new challenge
A newcomer
Stardock Systems
(313)/782-2248
(313)/782-9868 FAX
Version 1.02
(Express Manuall)
Table of Contents
I. Foreword
II. Installation
III. Starting a new game
IV. A walk through of Galactic Civilizations
V. Playing the Game
VI. Frequently Asked Questions
I. Foreword.
On November 3, 1994 Advanced Idea Machines made Galactic Civilizations generally available. This game was developed over the past year and a half by Stardock Systems Inc. (SDS). The production of Galactic Civilizations was a team effort by the design and development talent of SDS and the marketing and publishing talent of Advanced Idea Machines. The division of labor on GalCiv was fairly clearly defined. The game itself was in the hands of SDS, the packaging, manual, and marketing would be in Advanced Idea Machines (AIMS) hands.
In late September, AIMS told SDS that their research had shown that a hypertext manual instead of a "hardcopy" manual with GalCiv would be a better way of showing users how to play the game. Most games come with a hardcopy manual but a hypertext manual has several advantages over hardcopy such as quick lookup features. For cost reasons, both a hardcopy version and hypertext manual could not be included. SDS had submitted to AIMS its own version of a hardcopy manual to be included in the package but that manual was not used in the actual game.
This brief manual represents some of the highlights of the original SDS manual that I had written. It has been updated to include all the versions of the game plus some of our future plans.
The version history of GalCiv is as follows:
9/94: v1.0: Limited release to some direct customers.
10/94: v1.01c: Generally available version (the one that comes in the box). Optimized to work well under both Warp and OS/2 2.x.
11/94: v1.01d: First updated version which includes SDS/AI v1.02. Fixes or works around bugs
in GalCiv or OS/2. Adds a "DEMO" mode and is faster.
-Bradley Wardell
II. Installation.
Installation of Galactic Civilizations is quite trivial. If you have v1.0 of the install program (it's on the title bar) then you select which version of the game you want to install. There is a documented bug in install program v1.0, do not select drive H . Once you have selected the version you want (if you are using v1.01, you only have to press the install button).
The multithreaded install will allow you to work on other things while it install. A beep will sound when it is time to switch disks. When the install is complete, a WPS object for Galactic Civilizations will be created.
Once you have done this, you can put in Disk5 which contains AIMS' REXX install script for the documentation.
III. Starting a new game
When you select the "New Game" option of GalCiv, you will be presented with this menu. Here, you can select the intelligence level of each opponent that you wish to play. You can also rename the opponent to anything you wish. When you are ready, just press the "ACCEPT" button.
You will then be allowed to choose the alignment of the players you have chosen to compete with. If you choose random, the players will be be randomly aligned. There are 20 different shades between "Good" and "Evil".
Finally, you will be asked to name yourself, choose your political party and the name of your civilization. Your political party will become important as your civilization grows and becomes a democracy or federation. The Dynamic Star Map option will tell the game to have the starmap grow as you explore it galaxy rather than have it show the entire galaxy at all times.
Once you have selected this, the threaded map generation will create a galaxy and put your ship somewhere within it. What happens next is up to you.
IV. A walk through of Galactic Civilizations
Galactic Civilizations is an immensely complicated and challenging game. It will take you many hours of play to fully explore all the features of it. This walk through will help you get started in your new galaxy.
AVI video of your trip through the wormhole
When you start out, you have just entered in through a wormhole. You don't know where anything is in this new galaxy. As you move your ship with the cursor keys or by pressing the mouse button in the area you want to direct your ship towards, you will begin to uncover new areas. Star systems will quickly come to be visible. You can click with the right mouse button on those stars and view the solar system within it. In general, the right mouse button will gather any information about any object in the game. The left mouse button will select most objects in the game.
Yellow stars generally have the best chance of having a planet that we humans could survive on. For entertainment purposes, the number of nice worlds in the game is much higher than it probably is in reality. In GalCiv, planets are complicated things that are simplified in terms of how useful they are overall. In many games, a planet could be a "mining" world while another would be a "farming" world. To try to keep some element of reality in the game, we chose to make the worlds be scalable from "crud" to "incredible". In our limited exploration of our solar system, it has been found that most planets are generally made of about the same elements. We have not come across a planet made of gold or platinum (not that there aren't any). A planet that is richer in ore but is extremely hostile to work on is not going to generate as much as a less mineral rich planet that is easy to work with. This is why the scale of planets ranges from 1 to 26 on a linear scale (in terms of production, the scale is exponential).
The galaxy is broken down into "Quadrants". We broke it down this way to make it easier to navigate about the galaxy (not to mention it is a heck of a lot faster in terms of processing).
When you send a ship outside the boundary of a quadrant, the next quadrant is automatically brought up and you can begin navigating it. In the quadrant above, the blue areas are areas of unexplored space. There are 4 stars in this quadrant, two of them colonized by you.
Now that you have some of the basics of the game down, let's get your game going. Colonize the first good world you find. Don't waste too much time trying to explore with your colony ship. It only has a base movement of 1 unit. You get about a dozen free movements out of the wormhole so you can explore a little bit without being penalized. Once you have colonized a planet, you can build a scout to explore the galaxy quickly. Be ready to build new colony ships quickly so that you can grow FAST.
The key to doing well at Galactic Civilizations is to expand quickly and use your resources to gain new technology.
Once you send out scouts, it won't be long until you come in contact with other civilizations. In the picture above, the Drengin Empire already controls a star. You can click on that star with the right mouse button and view what kind of solar system they have. This star system has a yellow star in it that has not been colonized. The AI will probably choose this star to colonize next. In general, it is best to grab stars that there is not as much competition for (unless you are certain you can beat the others to the star).
Once you find other civilizations, it is a good idea to be be aware of how well defended you are. When a system is defended, a little shield will show up.
When a star system has a shield, you can click on that shield with the right mouse button and have it bring up what ships are within that star system. If you own the ship, you can double click on the ship to bring of the dialog for leaving orbit. This is important to remember because if you surrender a star system to an enemy, you may still have ships in that system and you are not allowed to attack your own ships, having your ships leave orbit first by clicking on the shields would be important in such a case.
Like any strategy game, the key to winning is expand, be a good diplomat, and pursue technology as fast as you can. If you are able to do those things well, you should be able to begin defeating the game in no time (at least on the lower levels).
V. Playing The Game.
In order to get anywhere in GalCiv, you will have to learn how to use the controls. At first, the buttons and maps may seem confusing but you will quickly learn that GalCiv is generally a simple game to control and that the buttons are there for your convenience.
Those are the general controls to the game. Instead of a menu bar, we simply have an icon bar. At the bottom of the screen, you have two general buttons,
which ends your current turn and
which will find a ship if available, if it doesn't it will end your turn (this can be changed in the settings notebook).
(this snapshot didn't turn out very well...)
The money indicator tell you in billions of credits how much you have. The "Pop" tells you your current population in millions. The Year is...well the year.
When a ship is selected the other information comes up which represents the bridge of the ship. When the ship gets damaged, you will see battle scars on that ship's bridge. You can rename your ship by click on the name and typing a new one. Keep an eye on the strength of your ship, that is another way of saying how many "hit points" it has remaining. When it drops below zero, that ship has been destroyed. The other buttons are self-explanatory. Auto pilot will turn on auto pilot mode, just click where you want to send the ship (the same thing can be done by double clicking on your ship). By pressing "sentry" your ship will be sentried. They will come unsentried when an alien ship comes near (unless it is a sensor buoy). The "Pass" button will tell it to go to the next ship and end this ship's turn. Logs will keep track of which civilizations can track that ship. Your ship is invisible to other civilizations unless they are mentioned in the logs. Details will let you look at the ship's details or destroy the ship.
When you view a planet, you will get a ton of new options. The population tells you how many people live on this particular planet. A census is done every other year and new births, immigrations, deaths, etc will be updated then. The approval rating is also given. This is very important as it will reflect how productive the people are and your likelihood of getting their votes in the next election (if you're a democracy of federation). The commerce of this planet tells you how big of a trade planet this is. When you build more industry, the commerce will increase. The pollution level is also given which also should be kept track of. High pollution means some really unhappy people. You can also see how much money this planet brings to the central government and how much money it takes back to maintain their social programs. The middle part of the screen tells you how many billions of credits each year it is spending in a particular area (Military, Social, Research). That money comes from the central government and while lots of shields are great, it also means you are spending a lot of money too. The bottom part of the screen lets you choose various projects to build. By double clicking on those projects, you can see how much they benefit you. The "Purchase Now" will let any private industry that happens to be around to bid on the project you want to build. They won't have the same prices and it is up to you to decide which is the best way to go. Buying and leasing are options. Leasing means you pay that much every year (low down payment) for a certain number of years. Be careful as buying on credit can get you in deficit spending quickly.
The name of the planet is near the bottom. You can rename it by clicking on the planet. The ships in orbit of that particular planet are also listed on the right hand side. By clicking on them, you can have them leave orbit or take on troops/colonists if applicable.
Finally, there is the details button which will let you fine tune your planet and view various statistics of your planet.
In the details are of the planet, you can see what achievements and social programs they have (in the picture above, they have nothing). You can also modify it so that they spend money locally a bit differently than the global ratios (on the icon bar). When you change your local government spending, the statistics for that planet will change. You can also kill social programs that cost too much, abandon colonies, or go back to the main view.
Settings...
You can change the settings of the game by clicking on the disk buttons and selecting "Setup".
The Watch Autopilot option (YES by default) will allow you to keep track of what is happening with each of your ships on autopilot. Most experience users turn this off since it is a chore watching the game switch to various quadrants every turn. The Update starmp (Every 4 yeras by default) tells how often the starmap is updated. If you have a 486, you should make it yearly so that it remains accurate. Auto next turn changes whether the game will jump to the next turn when there are no more ships to move. Autosave tells how often you want the game to
save a temporary game for you.
The second page lets you change the various multimedia settings. Do you want digitized sound (MMPM/2 required for all these). Do you want video clips (Ultimotion) to be played? Do you want the game to play its MIDI sound track?
The last page lets you set up the detail level. If you want the ultimate in speed and don't really care about how pretty the game is, turn the detail to low as it can make a difference (especially if you have a slow video card). The game priority lets you set up what priority the game runs. We recommend that you keep it at Normal as High doesn't seem to make GalCiv play much faster but does hurt background tasks. The DEMO MODE (requires v1.01d or later), allows those who want to demonstrate GalCiv to have the game play by itself. No human interaction is required.
The last page of the settings notebook
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"""""""""
Keyboard Control:
You can also control the game for the most part from the keyboard. The keypad is the part of the keyboard you should use:
Keypad Function
North West
8 North
9 North East
4 West
6 East
1 South West
2 South
3 South East
0 FIND
. (Del) Sentry
Enter TURN
Spacebar PASS or "DONE" on Dialog
Esc Abort Dialog(s)
Some Conclusions:
This manual is quite brief but will hopefully give you a better understanding of the game. The online instructions included by AIMS are quite thorough but for those who prefer to read about the game at their leisure, this hardcopy version should help you start out. If there is demand, I will continue to enhance this manual to make it more thorough. The original manual we had was over 100 pages (unfortunately, it is backed up on some disk somewhere at one of our offices!).
SDS will continue to develop native OS/2 software. In addition to our upcoming "OS/2 Essentials" product, SDS will be getting into the applications and multimedia OS/2 sectors. If the "Windows" ISVs are unable to make quality OS/2 products, then SDS will attempt to fill that void by offering mainstream alternatives of high quality native OS/2 applications and multimedia softarware. Add ons to GalCiv will begin appearing in the first quarter of 1995 along with a beta of "Entrepreneur" our second full fledged OS/2 game. Next year we intend to begin showing off some of our OpenDoc based applications...stay tuned.
Wardell@IBM.NET (my email address)
VI. Frequently Asked Questions
(excerpts are from the GalCiv FAQ written by Mark Anderson).
How do I find the best planets?
Scouts seem to be the best way of locating any planets of
worth. Sometimes, if the geometry of the situation is
right, you might be able to predict where another race's
colony ship is headed and beat them to the spot.
John Martz suggests using 2 scouts to block another race from
colonizing a choice planet before you do. This strategy works
until impulse when you need 3 scouts. There are seldom any
planets left to colonize once you get Warp Drive.
Other than this, send your scouts out on an ever increasing
spiral and send out the colonists. The scout can be sent on
a diagonal sweep through a quadrant to pick up >50% of the
area in one pass or send it on a U-shaped course to pick
up 100%. The path of the "U" can be adjusted to have the
scout adjacent to the next target quadrant when it finishes.
Two scouts could be used to map a quadrant in one pass.
How does the economic system function?
There are three factors that affect the economy directly.
1) the tax-n-spend icon [$]: This icon gives you access to two
sliders that control the taxation rate and the spending rate.
Each represents the percentage of the availible that you are
tapping into, be it taxable income or spending capacity. Set
the % at 100 for taxes and you're taking all of the peoples'
money. They will not like this. Set the % at 100 for
spending, and you are spending at your maximum ability to
spend. If you take in more money than you spend, it builds up
in a treasury. Aside from overt taxation, your government
sponsors inter-galactic traders that give you a cut. This
helps fund your ambitious goals of ....inter-species alliance
or galactic conquest. It should be noted that Dean Iverson first
proposed a model similar to this one to Brad and company.
Continuing efforts on the part of Steve Lamb, one of the beta
testers, helped convince SDS to implement this model in the game.
This is a compliment to Dean and Steve since the previous one was
a bit...less flexible.
2) the allocation icon [three horizontal sliders]: This icon
gives you access to three slider that control the % of your
spending that is going into military projects (star ships,
including colony ships and freighters), social projects
(entertainment centers, antimatter plants) and research
(technology advancement).
3) the planets [planets]: Each planet can handle building one
project or one ship at a time. If no planets are actually
building something, then you are not actually spending any
money and any reserve goes into your treasury.
How do I allocate my funds?
Funding is divided between ships (military), research and
social spending (planetary construction). In the early game,
I've tried pumping out the colony ships as fast as possible
with a 60/30/10 split on resources, plus setting my spending
level at 80% and keeping taxes at 28%. Observations: it's not
a sure-fire plan. I seem to spend too much time playing
"catch-up". I need to catch-up in research, social spending
and despite the high spending on colony ships, planets. I'm
now trying a more even split. Any comments on this would be
appreciated.
A more successful approach that I have using lately was
suggested by John Martz. Set the the resource sliders to a
25/50/25 split. This game is driven by technology. He with
the best tech wins, or at least has a good shot at winning.
Getting to Impulse as fast as you can is paramount. Now, pump
out the colony ships and use you're hopefully superior movement
rate to compensate for your lack of omniscience. On the
technology front, shoot for Universal Translator and then
Galactic Trade.
How do I increase the population of my planets?
Make happy people. Happy people do happy things, and one of
those things is to increase the planet's population. One main
influence is taxation. If the tax rate is too high, then the
population does not grow, and in fact, even decreases. It is
not so much that you're taxing your people to death but that
instead of staying in your little settlement, they've joined
the Inter-stellar Posse Commitas. A planet is a very big
place, and a few hundred thousand, spread out, would be real
hard to find. However, be careful about lowering the tax rate
since the population gets even more unhappy about raising
taxes once they've been lowered than if you had kept them the
same.
Taxation aside, another method is to increase the moral of the
people through various social programs. Planetary programs
have primarily three functions: increase moral, increase
production or other. Most programs have mixed benefits but
some target one aspect in particular. Example: Entertainment
Networks. They do not help research or starship attacks, but
your people are much happier.
If your people are unhappy living where they are, ship them
somewhere else; off to war, for example. I've been known to
stick them in orbit, waiting for the next war. Reducing the
population of a planet is one way to make the remaining people
happy. It's best not to speculate why.
Reduce pollution. Polluted planets are unhappy planets.
Although Earth First! would not be a good name for unhappy
people in this situation, the projects your planets are
building may have to be put on hold to prevent widespread
revolt. Consider building pollution abatement projects.
And lastly, reform your government. The increased freedoms of
the Star Democracy and the Star Federation can generate
happier people. However, if you already have low morale (40%
or less), going to these forms of government may actually
foster widespread revolt. While I've not tested it
personally, I am under the impression that Imperial
Governments do not suffer revolts. Or, at least, it has
to get a _whole_ lot worse than under the other two forms.
A GENERAL NOTE!!!!
DON'T FORGET THE RESOURCE ALLOCATION BUTTONS!!!
The details window of the planet can let you fine tune the
amount of resources you spend on various aspects of your
planet. You can vary the allocations between social projects
(the cornucopia), military projects (the open-end wrench),
research (the OS/2 terminal), and morale (the microphone).
Consider allocating resources at the local level instead of
doing it galactically with the sliders. (thanks, John)
Which research path should I select?
The beginning is easy. Take General Cold Fusion, followed by
Impulse Drive, then Universal Translator and Galactic Trade.
Start your trading empire since money is the key!!!!! Then,
pick up Galactic Diplomacy and race for Warp Drive (via
Antimatter) and Shields (via Deflectors). Then, grab
Battle Tech I. Above all, trade, trade, trade. Tech and
goods. However, don't trade Battle Tech unless it's with
an ally! John Martz first articulated this strategy in
several of his posts to comp.sys.os2.games. Of course, there
are lots of ways to play the game, this is one that works for
many.
What's the best way to conduct a war?
Aggressively! Given the design of the game, being the
attacker is _the_ bonus. What I mean by this, is that you
should _attack_ incoming, enemy vessels, rather than letting
them attack your systems and using the planetary defense bonus
as your protection. Cover your home systems with one
(maybe 2) ships and have a fleet nearby to attack incoming,
enemy vessels. It can also be handy to leave one planet
unguarded to act as a trap for enemy transports. Some of the
personalities in the AI do not see ships sitting in space as a
vicious threat, which they are. They only occasionally
attack them. Beware of Draginol. This military commander
was tweaked to counter this strategy and makes extensive use
of stealth cruisers.
How do I make friends and influence enemies?
Trade. Other routes of influence are the "secretly declare
war" option and the "destablize" option under the GIA.
How do I select the best trade routes?
Rich planet to rich planet, I think. I must admit to not
being very quantitative on this one, but that is what I think
I've been seeing. Do note, that as your planets improve,
you will need to send out new freighters to take advantage
of your increased planet wealth. New technology begets new
products for trade that in turn require new trade routes to
be established.
How do I bargain with those dirtba.... the customers?
hmmm????
In general, there are three basic characteristics for the race
with whom you are attempting to bargain. The first is their
"greed" level. I guess this affects how quickly they are
satisfied with a deal. The second characteristic is how
ethical they are. I suspect this governs whether the initial
bid will be reasonable or not. The last racial trait is
guillibility, which is easily tied to how tough it is to just
plain bargain with them. As a note, your fifth bid is your
last bid. If that bid is not accepted, you have lost the
deal.
Which planets should be doing what construction?
Obvious suggestions: always opt to increase production on a
planet, but other than that, chose military projects for the
frontier planets and social/research projects for the interior
planets. Beyond this, any planet I've colonized has built
"Soil Enhancement" followed by "Schools" and then
Entertainment Network". All three are cheap to build. Schools
have no maintenance cost so that is why I include them. The
choice of the Entertainment Network may be dubious. It is
expensive to maintain.
John Martz suggested Schools then Soil Enhancement. Since
a solid research program can be the key to this game, I concur
with this strategy, unless your tax rate is too high. If the
the tax rate is high (40%+) then the morale of the inhabitants
may be too low. Schools do not add enough morale, but a Soil
Enhancement project may.
Aside from an Excaliber, are there really any better ships than a
starfighter?
Yes, there are. From reading the net posts, the most
commonly used ships for offense are War Hammers, Interceptors,
and Battle Ships. Interceptors, with their superlative speed,
are good for scouting out what, if any, enemy ships are
approaching the area. Use the interceptor as a lure to drag
the enemy ships away from the vulnerable system. Interceptors
are just good enough to try and whomp the occasional
transport. However, they will often take damage from these
attacks, so caution is advised. War Hammers are
a poor man's battle ship. Yes, they can take out a Battle
Ship now and then. But, they will often take damage from such
an encounter. The AI will usually not attack a ship at full
strength but seldom lets a wounded foe escape. The Battle
Ship (and its off-spring) is the queen of the battle field.
Keep one or more handy near the home worlds for defense and
send the rest out on conquest. Watch the damage they
accumulate. If one takes too much, send it home for repairs.
They cost too much to try and rebuild from scratch. In
addition, Battle Cruisers are a good ship when you can't build
War Hammers. They are cheaper than Battle Axes, with a better
defense and higher speed.
For defense, the Defender, in orbit, is a good ship. If you
opt to be a good player (or you manage to trade for it), the
Corvette is an excellent ship on defense. In orbit, it can
take the occasional Battle Ship. This is definitely worth it!
As for the other ships, one of the most important is the
transport. Although I have yet to use this strategy, it would
seem that building some transports on a planet when it's not
doing any other projects is a good idea. You can blast the
opposing star fleet to radioactive debris but you've done
nothing unless you can invade!
And for completeness, the colony ship is, of course, without
peer for being important! Next, try the freighter. Without
enough revenue from trade, your dreams of empire will most
likely come to naught. I would suggest holding a few
freighters in reserve for the inevitable lose of a trade or
two during a conflict.
I'm getting some crazy swapper growth. What did you guys do? Can't
you write a simple video game? Where's my lawyer???
Swapper growth was one of the most trying problems we had
with GalCiv. Because there are few large scale games (at the time
of GalCiv, there are no others that we know of), many of OS/2's more
obscure API calls were not well tested. As a result, tiny leaks in
OS/2 never got caught. Lucky for us, GalCiv uses those calls a lot
and those tiny leaks add up. There are, however, some solutions to
the problem (if you are getting it).
#1 Make sure you have GalCiv v1.01c or later. It works
around most of OS/2's leaks.
#2 MOST IMPORTANT: Set your swapper file size to default
to at least 8 megabytes. This can be done by going to
the config.sys and changing the second number in the
swapper path statment to 8092. We do not know why
this works but in my experience, this completely
eliminates swapper growth. I theorize that once your
swapper starts to grow in OS/2 (particularly OS/2 3.0)
it will just grow and grow and grow. By the way, this
advice applies to every OS/2 app, not just GalCiv.
#3 If you are still getting growth, try turning off the
sound and making sure Fastload (Windows) isn't activated.
#4 If none of the above work, contact IBM or SDS or AIMS.
How to I invade other colonies?
You need to build Transports. You obviously can't take over an
entire planet with a star fighter so you need troops. When you build
a transport, you can put troops onto the ship and then take it to an
UNDEFENDED planet.
I haven't bought GalCiv yet. What other games is it like?
It is most like Civilization with respect to the fact that you are trying
to create a civilization. It is like Empire in terms of how you work
you strategy. Each ship is its own unit. It also combines some elements of
Masters of Orion since you can win the game by forming a united galaxy
and diplomacy is a much more important aspect of the game than in
Civilization or Empire.
I really like GalCiv but I miss the feature in Masters of Orion where I
could design my own ships. Is there any way to make GalCiv more like
Masters of Orion?
On January 1, 1995, SDS will be releasing Shipyards for GalCiv which
will be an add on that lets you do just that. When Shipyards is
installed, a new button will appear on the icon bar that will let you
create new ships. Your opponents will also be able to build their own
ships. You can even choose how your ship will look like. One added
feature is that you can "steal" ship designs from your opponents.
Is it easier to win by being good or evil? Where's the payoff for being
a good guy?
Being a nice guy has never meant that you get rewarded. It works
like this though, good guys are treated better by other nice
civilizations. Being a bad guy offers a lot of short term benefits
but good civilizations will likely come after you while other evil
civilizations won't lift a finger to help you. There are about a
dozen technologies available only to good guys (there are also about
10 technologies only available to evil players too).
I've been hearing a lot about GalCiv but where I live there are no stores
that carry OS/2 software. How can I get GalCiv?
The best thing you can do is to try to get your store to carry it.
However, if that doesn't work, you can order it from numerous sources
including SDS. SDS's number is (313)782-2248 (FAX: 313-782-9868). All
you need is a credit card (or you can order it COD). They'll need your
name, address, city, zip, credit card number and expiration date. A
distributor called Micro Central will be the place to tell stores that
they can get it from.
I don't have OS/2, just Windows 3.1. Will there be a Windows 3.1 version
of GalCiv?
No.
How do I repair my ships?
Take them home. A ship can only be repaired by placing it in
orbit about its home-WORLD, not system. Also note that if a
ship is in orbit about it's homeworld and it takes damage, it
is not automatically repaired. Take it out of orbit and back
in to repair the damage. Shakedown cruise? ((This may not be
true for the GA. Let me know about this.))
What does it mean that this game has a configurable set-up?
For me, it means that I can move the quadrant map to the left
hand side of the screen, move the button bar to the middle and
over-draw the graphs and button bar with my star map. If I