home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
PC Gamer 2.9
/
1996-10_Disc_2.9.iso
/
deadlock
/
docs
/
guide.txt
next >
Wrap
Text File
|
1996-07-15
|
166KB
|
3,371 lines
****************************************
* DEADLOCK: Planetary Conquest *
* *
* Colony Leader's Guidebook *
****************************************
Greetings, colony leaders!
Soon you will engage several rival colonies on the surface of Gallius IV.
I realize that the events of the past few weeks are bewildering, many of you
have never run a colony before. Do not worry. All of your colonies should
thrive in your more than capable hands (and claws).
Through a special provision of the Compact of Gallius IV, I, Oolan, may
provide you all with this portfolio of information. Most of it was gleaned
from the files I have in my shipboard data system. The technology, military,
and building information is all accurate. However, I have kept the details
about the races brief, as the complete history of each culture would fill
many volumes! Instead, I have selected only the information that will aid in
your strategic planning.
I have also included a brief synopsis that explains how we got into this
horrible deadlock. It is up to you to end the stalemate and stop this
brewing galactic war. If the Compact is unable to resolve our problems there
could be a war as huge as any of our past major conflicts.
Please accept my apologies for tossing this together so quickly. Since the
Compact was signed I have been frantically trying to make this as accurate as
I can. I find myself in the unexpected position of being your consultant;
originally I came here only to help survey Gallius IV! I hope you will find
my meager assistance satisfactory.
The planet awaits!
-- Oolan, Gallius IV Observer
The Planet, Gallius IV
Discovered just a short time ago, Gallius IV has drawn all the known space
faring races into a battle over it. Located in a remote solar system inside
the sensor-shadowed eddies of the Omicron Nebula, this planet is one of the
richest and most mysterious worlds ever known.
Hospitable planets have certainly become rare in our rapidly shrinking
universe. Gallius IV would never have been located without the help of a
broken runestone, the pieces of which are in the hands of both the devious
Cyth and the telepathic Re'Lu. The runestone seems to have been carved by a
race that has disappeared, possibly conquered by the Skirineen centuries ago.
Because of their recent defeat by the combined forces of the seven galactic
races, the Skirineen have been forced to open up this part of space for
colonization. However it is not likely that much more will be found out
about this lost race, as the Skirineen usually wipe out all civilizations
they conquer. But then who knows, there still may be a few artifacts left to
examine. Of course I hope whatever is found will reveal clues to the
whereabouts of my people, the Tolnans. This is unlikely, however.
This world could be a salvation for all the races. The ChCh-t are
overpopulating their planets at unprecedented rates. Gallius IV would
definitely ease the pressure on them. The Maug hope to end the sickness that
plagues them; possibly a rare medicine can be developed here. The ancient
civilization on Gallius IV has piqued the interest of the Re'Lu, they hope to
discover if the lost race that once lived here still exists. The Uva Mosk
wish to preserve the planet from the other races, and prove for all time that
their ecological revolution is just. The Cyth are anxious to advance their
transformation into beings of pure thought; Gallius IV could provide many new
rare materials for their experiments. Ever since the Tarth helped defeat the
Skirineen, they have been longing for a way to expand the Tarth empire even
further across the galaxy. Gallius IV would be a large addition for them.
Even the Humans are desperate, as they are suffering from the worst economic
depression they have experienced since the twentieth century. The laser
weapons of the universe are gathering, and Gallius IV floats precariously b
etween all of them.
Luckily, the Compact of Gallius IV has temporarily eased the tensions in
space, but the war is sure to escalate on the surface below. Once all colony
ships land nothing can hold back each race's savagery and strategy. Whoever
wins Gallius IV will definitely gain much power and prestige in the galaxy.
The Deadlock over Gallius IV
The Tattered Quadra Alliance Arrives
The clues on the Cyth portion of the runestone revealed the location of a
livable planet in the Gallius solar system. Eager Cyth scientists imagined
all the bizarre experiments they could perform on the plants and animals on
this unknown world. Unfortunately their leaders, the heavily robed Veil
Lords, felt that the runestone was not evidence enough to fund an expedition
to Gallius. Despite the hisses and arguments from their scientists, an
expedition was not organized until other political pressures were put upon
the Cyth leadership.
Relations with their former allies, the giant warrior Tarth and the insectoid
ChCh-t, were growing more and more strained. Many Tarth and ChCh-t felt that
they were being manipulated by the Cyth, and wanted to dissolve their
weakening Quadra Alliance. As a diplomatic gesture, the Veil Lords suggested
a joint research mission between the three races to the Gallius system.
The Tarth and ChCh-t ambassadors were strangely enthusiastic. When the three
armadas reached Gallius IV, this enthusiasm was explained quite clearly.
When the ChCh-t saw that the planet was habitable, they turned their guns on
the Cyth and Tarth ships. This surprise attack was not successful, as the
Tarth had also arrived armed with anti-matter beam weapons. The Tarth plan
was to destroy the Cyth fleet to show off their strength. The Tarth would
then sever ties with the manipulating Cyth forever. A mass of laser and
anti-matter beams lanced towards the supposedly unprepared Cyth fleet; it
seemed that the Cyth were about to become unrecognizable space debris.
The Cyth had sensed that this deteriorating situation could happen when they
arrived. Once the attacks were launched, they hit the advance ships with
their psionic mind blast rays, turning the fighter pilots into twitching
vegetables. This nullified the advance attack and evened out the sides.
The three former allies plunged into a bloody war with the warm glow of
Gallius IV lighting their every battle.
The Re'Lu and Humans Race to Gallius IV
The Re'Lu and Humans have never gotten along, disagreeing on every issue from
planetary boundaries to pet care. Once allies against the Quadra Alliance,
most contact between the two races had ceased. A joint Human-Re'Lu project
of the Gallius runestone was still going on -- the last remnant of an almost
forgotten scientific exchange treaty. The Humans and Re'Lu discovered that
the stone was an encrypted map leading to the Gallius solar system in the
Omicron Nebula. Both groups of scientists quickly scrambled out of the old
research center and transmitted messages home with the information.
The Re'Lu expedition left several days ahead of the Humans. However, the
Humans had more accurate maps of the nebula and arrived just a short time
after the Re'Lu. When both giant fleets came out of hyperjump they had a
shocking surprise. Their former Quadra Alliance enemies were tearing each
other up in the outer planets of the solar system.
The Humans and Re'Lu at first fought against the rampaging Tarth forces.
The Human warships were in an extremely vulnerable position; their leadership
felt that the strategic location of the planet was a better attack position.
They tried to move in closer to Gallius IV to take it over. The Re'Lu soon
headed off the Human assault, and the last vestiges of Re'Lu-Human peace was
blasted apart.
More ships were radioed in to help from all sides. The five armadas
retreated, each setting up a base around one of the outer planets. Once
their military bases were established, their leaders began to plan their
next strategies. It became clear as the days and weeks moved on that all
five armadas were stuck in a deadlock.
The Uva Mosk Decloak
Small scout ships from each armada were dispatched to reconnoiter the surface
of Gallius IV. However every scout that reached Gallius IV was destroyed as
soon they passed the planet's outer moon. A huge Uva Mosk armada decloaked.
Their spies had been closely monitoring the efforts of the Humans and the
Re'Lu and they were not amused. Once the Uva Mosk found out about Gallius IV
their armada secretly arrived, setting up a base on the planet's outer moon.
They declared the planet part of the great Uva Mosk ecological revolution and
engaged the other five races in battle. The Uva Mosk fleet far outnumbered e
ach race, but together the five were almost double the power of the Uva Mosk.
Their armada was beaten and they retreated. Despite their covert plans, the
Uva Mosk unfortunately also became part of the standoff.
The Maug Discover the Skirineen Ambush
Somehow the Skirineen knew all about the expeditions to Gallius. It is
suspected that there was a surveillance satellite orbiting a moon somewhere,
but no one had a safe moment to scan for it. Regardless of how they knew,
the once mighty Skirineen empire gathered up some ships from its decimated
fleet and flew cloaked to the Gallius system. Since their unsuccessful
Skirineen Conquest against the other seven races, they had supposedly agreed
not to arm themselves. They clearly violated this treaty as some of their
larger warships were fully armed and operational. The Skirineen moved this
small fleet into a remote orbit and waited patiently, undetected, watching
to see whom of the six armadas would be the winner. When one race vanquished
the other five, they would quickly swoop in for a sneak attack.
Meanwhile Maug spies had been monitoring the Cyth, Tarth, and ChCh-t
expeditions. The former fourth member of the Quadra Alliance hoped to thwart
yet another Cyth plan. Ever since the Cyth forced them off of their
homeworld, the Maug have done what they can to torment the Cyth. The hope of
a new planet also excited Maug scientists. They eagerly anticipated all the
medical research that could be done on a new world. Arganis X, the hostile
planet which the Cyth moved them to gradually rewrote their DNA; now all Maug
are chronically afflicted with minor ailments from birth to death. They
constantly search for a cure for this illness.
Massing a large force they slowly, carefully arrived at the Gallius system.
The Maug-chief placed his fleet at an outermost orbit, watching the battle
from afar. An alert Maug Scout saw a translucent Skirineen ship and sounded
the alarm. Disruptor beams lanced out towards the translucent Skirineen
ships. The Skirineen immediately attacked the Maug and suddenly the outer
rim of the Gallius solar system was ablaze in energy fire.
The Compact of Gallius IV Is Signed
All eight fleets were upon each other, trying to capture the planet. The
Skirineen suffered the most losses from a combined onslaught from the Tarth
and the Humans. But soon the Uva Mosk started to eradicate the Humans with
a rear assault; these two legged mammals were forced to leave the Skirineen
to the Tarth. Meanwhile the Maug targeted the Cyth ships until the Re'Lu
swooped in to mind control some Maug vessels. These vessels started fighting
for the Re'Lu. Maug forces quickly turned their guns against the Re'Lu. The
struggles grew and grew. The explosions seemed to rival the glow of Gallius,
the large sun of this solar system.
Tensions elsewhere in the galaxy mounted. Re'Lu began massing on their
ChCh-t and Human borders. The ChCh-t likewise deployed all their ships to
the many edges of their domain. The Tarth fought the Cyth on a moon in the
Noath system. Major strategic plans were being drawn up by military leaders
across the galaxy.
Then a catastrophe almost happened. A damaged Tarth battleship began falling
towards Gallius IV. If the ship had blown up in the atmosphere a great piece
of the planet's surface would have been destroyed. Fortunately the ship
crashed into an ocean, shorting out the electrical system and shutting down
the ship's hyperjump engines. It became obvious though that there was enough
firepower over Gallius IV to burn off most of its atmosphere. Too many
habitable worlds had been wiped out during the both the Quadra Wars and the
Skirineen Conquest -- to lose yet another would be unthinkable. A tense
cease-fire was called and all the races went back to their orbiting field
bases.
Inside a ruined warship a quick treaty came to be written -- the Compact of
Gallius IV. This treaty set up a way to resolve who will own this planet.
Only the Skirineen refused to sign this Compact. They left the solar system
hissing in anger, promising that they would rise once again. Rumors persist
though that some Skirineen remain cloaked in orbit around the planet. Their
purpose for staying here is still unclear.
The conflict will now be settled on the planet itself. Each armada assembles
a small landing party that will colonize part of the planet. Whoever builds
the most successful colony or drives the other colonists away keeps the
planet.
The Compact of Gallius IV
We, the leaders of the ChCh-t, Human, Maug, Re'Lu, Tarth, and Uva Mosk, agree
to stop hostilities in space. Since we all wish to claim the planet,
Gallius IV, the conflict will be moved to the surface and resolved there.
Each race can drop one colony ship onto the planet. Five hundred colonists
armed only with laser pistols may land. The colonies will have food,
energy, iron, and wood.
There are no limits on weapons or technologies. The colony leaders should
develop resources and military units as fits their strategy.
Intentional contact with the Skirineen is a direct violation of this treaty.
Only Oolan, a Tolnan, may be contacted in space. She will give advice to all
colony leaders.
Any colony that builds the agreed upon number of City Centers or drives the
other colonies away, keeps the planet forever.
Race Descriptions
ChCh-t
Home Planet: JkNd-d
Years in Space: 64
Special Abilities: Colonists grow quickly, Produce units at 150% rate,
Units move faster in combat
Special Unit Mission or Order: Scouts can steal resources
Weaknesses: Poor researchers, Have weak infantry and artillery units
All ChCh-t hatch with instinctive knowledge for a specific profession. Since
most ChCh-t only live between six to nine years, putting a young ChCh-t
immediately to work is very important. Usually there is little trouble for a
young ChCh-t to find a place for itself; once it comprehends its instinct the
hatchlet has five intense weeks of training. Its expertise matures and the
hatchlet begins its life work. All work is for the hive and the divine glory
of the Mother Queen.
Reproduction is handled by the Mother Queen and her Lesser Queens, so the
ChCh-t have no gender. These Queens hatch several hundred ChCh-t at a time.
Thus ChCh-t grow very quickly, often overpopulating planets. This ability
makes them notorious planet grabbers as the Re'Lu and Humans lost several
worlds to them when the ChCh-t were part of the Quadra Alliance. ChCh-t
planets are once again threatened with overpopulation. Gallius IV would be a
prime world for them to settle on.
Day to day government affairs are handled by the Hive Imperius, who oversees
the progress of the drones. Several hatchlets are always born that have
potential to become the Hive Imperius. Each of these hatchlets, or
administrators, are evaluated for the task. The most intelligent hatchlet is
given the title Hive Imperius. All the other administrators immediately
become the Hive Imperius's advisors.
Other ChCh-t are also born with special abilities. ChCh-t Scouts are keenly
adept at stealing resources. They steal in packs of drones that carry off
large amounts of anything quickly. They do this by placing a bundle of
resources on their backs and wrapping their strong stinger tails over the
bundle. They then scurry to their hives where the resources are immediately
put to use in the frantic ChCh-t economy.
ChCh-t society is very fast paced. They waste little time on words, devoting
most of their time to work. Production is so rapid that ChCh-t manufacture
military units faster than other colonies. Their frenetic culture has also
entered their unit designs in combat. All ChCh-t units move quicker than
most other races' units. This is an advantage that will serve the ChCh-t
well on Gallius IV.
However, even the busy ChCh-t must eventually slow down and relax. They have
great passion for a dangerous sport called stingboxing. Matches are set up
between five warriors that have their stinger tails dipped in a numbing
poison. Each warrior fights for itself, but with five in the ring eventually
two must gang up on one. Culture Centers are always packed when a
stingboxing tournament begins.
This race was first discovered by the Cyth. The ChCh-t had not developed
space travel yet; they had not even developed astronomy! The Cyth were eager
to have the ChCh-t join them in space (Cyth scientists wanted to meet their
Mother Queen), so they gave the ChCh-t space travel before they were ready to
understand this technology. Because of this the ChCh-t lack some technical
ability and are somewhat slow at researching new technologies.
When ChCh-t reach the age of six, they are evaluated for participation in the
Dance of Devouring. If any ChCh-t are found weakened mentally or physically,
they are asked to dance. Invitation is a huge honor, as it is a celebration
of these ChCh-ts' lives. The infirm ChCh-t are brought before the Queen and
begin to dance around her as quickly as they can. Soon the ChCh-t tire and
the Queen eats them whole. These complex proteins give the Queen the needed
nutrients for more hatchlets and several hundred ChCh-t are often born after
a Dance of Devouring. Because of this the ChCh-t do not believe in death.
They feel their essence -- knowledge and personality -- is passed on to the
next group of hatchlets. Although ChCh-t have no recollection of past lives,
their quick training lays much credence to this belief.
History
The ChCh-t evolved on JkNd-d, a semi-arid planet in the KlKl-p system.
Possibly this race never would have developed space travel, but the Cyth were
so fascinated with the ChCh-t Queens that they introduced them to hyperjump
technology. Within a few years crude ChCh-t starships were leaving their
solar system. Many accidents happened on the first ChCh-t space flights.
Eventually the ChCh-t caught on and became the space faring race they now are.
Ancient ChCh-t civilization follows the development of the ChCh-t soldier.
It is theorized that the Queen first developed a dim sentience when she
organized soldiers to defend her hive. These soldiers eventually inherited
a level of self-determination themselves. Soldiers began to toss stones at
each other in battle, with this weapon came a diversification of labor.
Drones were devoted to breaking apart stones and producing food, while the
soldiers did all the fighting.
Clearly ancient Queens exerted a sort of natural psionic control over the
soldiers and drones. This control grew difficult for the Queen to maintain
as the ChCh-t soldiers became more intelligent with each hatching. There is
some archeological evidence pointing to mass murders committed by a Queen to
maintain her dominance. Apparently if a group gained too much independence
from her they would all be plunged to their deaths. This, of course,
weakened a Queen's power, and frequently these foolish Queens were conquered
by rival hordes. These rival hives had more intelligent ChCh-t that were
often lead by a Hive Imperius.
Eventually the ChCh-t exoskeleton became thick enough to shield out virtually
all Queen psionic control. Today the ChCh-t do not have any psionic powers.
However this past ability fascinated the Cyth scientists, who landed on
JkNd-d to study the ChCh-t and their Mother Queen. Several Cyth secretly
crept into the regal hive, hoping they could get a tissue sample from the
Mother Queen. Her reaction was brief. When the ChCh-t drones were able to
pull the impaled scientists from her massive stinger tail, most of them had
stopped twitching. ChCh-t leaders were afraid of a Cyth reprisal, but the
last gasping Cyth scientist was clearly filled with joy and peace. The Cyth
Veil Lords merely transmitted a message commending them on their impressive
Queen.
Cyth
Home Planet: Unknown
Years in Space: Unknown
Special Abilities: Morale generally stays the same
Special Unit Mission or Order: Cyth Command Corps have mind blast ability,
Cyth Scouts can poison land
The Cyth have a harsh reputation mainly because they were the founders and
instigators of the former Quadra Alliance's more horrific activities.
Certainly they have committed more than a few atrocities (among their most
notorious was forcing the Maug off their homeworld) but many of their actions
have been merely misunderstood. The goal of most Cyth is to transform
themselves into beings of pure thought. Once this evolution happens they
believe that finally they will reach an age of new enlightenment.
Because of this the Cyth find their bodies a ridiculous nuisance; they even
hate using their feet. Through self-discipline, many Cyth can move by
levitation. Older Cyth are so good at this that they can fly through the air
for short distances. However most Cyth never achieve this much mental
prowess, so the average Cyth combines levitation with a sort of shuffle walk.
Older Cyth eventually gain even stronger mental powers. They can mind blast
any opponent from a long range, turning their enemy's nerve cells into sticky
protoplasm. The victims that do not die are severely damaged. Buildings,
defense fortifications, and warheads cannot be mind blasted; all other units
are easy targets. Older Cyth who have this power are of the highest rank in
the Cyth military. Thus only the Cyth Command Corps have this special
ability.
The natural psionic ability of the Cyth is small, almost nothing. They get
their psionic powers by ingesting a rare concoction of fluid squeezed from
spider eggs. The arachnid that they get the juice from is unknown;
apparently it is a spider only indigenous to their also unknown homeworld.
They drink this juice constantly. For some reason digestion intensifies its
psionic effects so the Cyth apparently regurgitate the fluid and drink it
again. After an unknown number of these cycles, the liquid becomes even
toxic to the Cyth and the foul smelling stuff is jettisoned out of a chest
tube.
This concoction, called Kli fluid, is highly poisonous and so it is a useful
weapon. Cyth Scouts use small amounts of Kli fluid to poison huge tracts of
land. This poison frequently kills off a growing crop, cutting a territory's
food stockpile in half.
The Cyth are always searching for ways to strengthen their fluid. During
the old days of the Quadra Alliance they actively colonized planets to gather
all kinds of extractions to mix into their fluid. A new planet would give
them many new resources to manipulate. Obviously the Cyth are very keen on
taking over Gallius IV to continue these experiments. If they win the planet
they will enshroud it with clouds, so their work can be carried out unseen by
the rest of the galaxy.
They allow themselves to be governed by an appointed psionic master, the Veil
Lord. The Veil Lord is always the strongest Cyth with the highest mental
powers; thus only a strongly disciplined Cyth can reach this level.
The Cyth rarely have problems with morale. Even though they may disagree
with their Veil Lord, leaving Cyth brethren to abandon the mental
transformation is unthinkable. Thus their morale rarely changes as they
tinker with new ways to evolve themselves. Someday they will discover the
way to their new existence. Someday....
History
The Cyth developed on an unknown planet somewhere in the Umbarian sector.
Long ago an asteroid smashed into their homeworld, disrupting their society.
Very little is known about their ancient past before the asteroid fell.
According to a legend (which the Cyth no longer believe) the moon god Galesh
became jealous of the brilliant light of Aswarth, the sun god. Galesh threw
a great stone that hit Aswarth, killing her. A big piece of the stone broke
off and fell onto their planet's surface. The skies permanently clouded and
over any life that did not die suffered horribly. Different groups of Cyth
blamed each other for Aswarth's demise and the planet was thrown into total
anarchy. Many believed that some Cyth secretly had allegiance to Galesh,
giving him the power to throw the stone. Rival communes would raid weaker
communes in an effort to rid the world of Galesh's followers. Great numbers
of Cyth died in these struggles.
The clouds and dust never left and their ancient civilization became more
myth than reality. Eventually the upheaval ended. Forgetting the past and
enjoying the present became all the vogue. Tribesmen experimented with
bizarre roots, vegetables, and meat trying to make life more pleasing and
bearable. An economy evolved whereby rival tribes would outdo the other by
creating various pleasures of the senses. Sometimes the tribes would develop
something specialized, like a prized mold, and sell it to the more
established tribes. Eventually huge marketplaces arose called Consumatoriums,
whereby one would go to ignore the hardship of the planet. But this did not
change their world as the dust stung their eyes and filled up their lungs.
All Cyth longed for a way to rid themselves of their terrible lives.
Rumors abounded that the old Aswarth communes were filled with salves and
fluids that held magic from the ancient past. Small bands began exploring
the ruins. One explorer, Kli, was tearing apart a stone wall and discovered
a small room. Inside were the mummified remains of a commune member, dead
for hundreds of years. The mummy was bent over a cauldron of liquid. Part
of the liquid had not yet evaporated because of the dank temperatures. Kli
dipped a talon in the goo. Instantly his mind burst loose a bolt of energy.
His mind's neural energy had become charged and, with practice, Kli was able
to turn this mental energy into a weapon. The modern age of the Cyth began.
Cyth space travel grew out of their need to increase the power of their Kli
fluid. They became so intent on this task that they colonized many worlds.
Eventually they discovered the ChCh-t and helped them achieve space travel.
The Cyth are very proud of this benevolence. It was also a tricky feat
allying themselves with the warlike, Tarth who had originally wanted to smash
them to pieces. Only by giving up several planets to the Tarth were they
able to pacify these huge warriors. The Tarth space ships were able to roam
across large expanses of the galaxy, and the Cyth found their rugged ships
invaluable for discovering new worlds and new data.
The Maug were at first very headstrong and would not become partners in the
Cyth quest. With the help of the Tarth and the ChCh-t, the Maug were
eventually forced to join the Cyth. The Quadra Alliance was born. According
to Cyth historians, Maug respect for the Cyth became so strong that they
voluntarily moved off their home world, Maug-hau, to let the Cyth perform
many experiments on their planet! The Cyth helped them take over Arganis X,
where the Maug still make their unfortunate home.
The Maug did not enjoy being part of the Alliance. When the Quadra Alliance
met the Humans and the Re'Lu, a series of wars broke out called the Quadra
Wars. The Quadra Alliance was easily beating back the two humanoid species
until the Maug switched sides. The Quadra Alliance was defeated and the
Tarth and the ChCh-t began to mistrust the Cyth. Relations continued to
worsen until the present conflict on Gallius IV erupted.
Humans
Home Planet: Earth
Years in Space: 317
Special Abilities: Have increased trade income, Get more taxes than other
races, Have reduced transport costs saving 1 credit per trip
Special Unit Mission or Order: Infantry has berserk mission
Weaknesses: The Humans are more likely to have a Skirineen scandal
No culture has achieved the economic and social prosperity of the Humans.
Nearly their entire civilization hinges on maintaining an excellent economy.
Many Humans brilliantly arrange sales between other Humans, greatly
increasing their income. Thus this race gets tremendous amounts of money
through trade.
This emphasis on trade has a large impact on this race's government affairs.
In order to stimulate trade income, generous subsidies are given to
transportation workers. These subsidies offset the cost of transporting
resources so the Humans have reduced shipping costs. They save one credit
on each trip. This subsidy increases the income of most businesses, which of
course increases the amount of taxes the government gets back in return.
Occasionally a recession will hit which causes much hardship in Human
society. Several economic safeguards exist that try to keep businesses
above bankruptcy, but unfortunately these safeguards demand much from the
Human treasury. Accustomed to maintaining their economic stability, Humans
generally pay more in taxes than other races. Lately even these safeguards
have failed. The Human economy needs a boost or their civilization will be
hit by the worst galactic depression since the mid twentieth century.
Gallius IV would be just the boost they need.
The Humans have successfully faced many terrible hardships before. During
the Skirineen Conquest their homeworld's only moon was devastated by several
Supernova Warheads. A quarter of this moon was blown apart and now a white
ring permanently encircles Earth. Obviously hatred for the Skirineen is very
strong. Any connection with a Skirineen, no matter how innocent, can cause a
severe scandal. Human colony leaders must be wary of having any sort of
publicly perceived relationship with the Skirineen.
The many trials this race faced during the Quadra Wars and the Skirineen
Conquest have given the Humans a strong sense of self-sacrifice. The Humans
would rather give up their lives than fall under the tyranny of an invading
army. Every soldier is issued a special adrenaline vial. When ordered to
do so by their Commander, a Human soldier will inject themselves with this
vial. The unit's attack and defensive strength doubles, making them
extremely deadly fighters. Many close battles have been won because the
soldiers fought with this berserk intensity. Unfortunately the Human body
cannot withstand the infusion of adrenaline. Human muscles eventually
retract, causing the soldier to suffer severe weakness; some even die and
most can never fight again. This personal sacrifice shocks many other
cultures. However the Humans strongly believe that this is for the
preservation of both their society and the Human individual.
History
The Humans developed on a mild planet in the Sol system. Their ancient
civilization began in several areas of the planet, suggesting that their
prehistoric ancestors were nomadic. Since their civilization evolved in
different regions, many Human groups developed independently from one
another. This accounts for the rich diversity of culture; there are more
subdivisions of Humans than any other race. Unfortunately this diversity
also caused much strife on their planet.
Early Humans had a strong sense of patriotism. Most of their cultural
history recounts war after war. As Human technology developed and their
civilizations matured, these conflicts grew in size and intensity. Towards
the middle of the twentieth century great wars were fought which engaged
many countries of Earth, their homeworld. These wars, the World Wars,
caused much carnage and damage to Human society. The Humans rebounded from
all this carnage, however, showing the vitality of this species.
While the power of Human weaponry grew so did the need for a stable economy.
Gradually their bloodlust was channeled into economic battles. Trade wars
between various groups grew more and more common. Often these trade wars
caused much strife, particularly when relations broke down between countries
and embargoes were put in place. However, economic hardships rarely became
life threatening and most major wars ceased. The Humans became experts in
dealing with these economic conflicts and battled against each other to
solidify economic prosperity.
The Humans were anxious to get into space. Thanks to their nearby telepathic
neighbors, the Re'Lu, they literally dreamed about space travel. Starting
around 1914 (a Human year, not a galactic year), Re'Lu telepathy beams began
connecting with Humans. Unfortunately very few Humans are telepathic. The
messages they managed to receive often arrived damaged. The miscommunication
was compounded because most Humans saw these messages during their special
dream state. Several people imagined themselves being abducted into Re'Lu
hovercraft, getting paralyzed with stun rays, watching cattle get dissected,
and so on. The Re'Lu never really could tell what effect their messages had
because they only received strangely violent and bizarre return images. When
the Re'Lu and the Humans finally met two hundred years later on Inalga VI,
they had a good laugh over these early "close encounters."
Despite this telepathically induced early contact, space travel had been the
goal of many a Human scientist for centuries. Several writers (the Humans
call them science fiction writers) during the twentieth century started a
great interest in space travel. Also a primitive Earth entertainment called
moving pictographics showed Humans exploring their dead moon and beyond.
Many of these entertainments depicted great battles between the Humans and
other unknown aliens. Sadly, many of these predictions came true.
Maug
Home Planet: Originally Maug-hau, now Arganis X
Years in Space: 423
Special Abilities: Have more technologies available to research, Great at
researching, Build military units faster, Produce electronics faster
Special Unit Mission or Order: Scouts steal technology better, Scouts can
sabotage artillery, airplanes, and warheads
Weaknesses: Colonists revolt and defect more often
Technological skill has always been the guiding glow behind Maug civilization.
Most Maug have a great love for gadgetry of all kinds, and this engineering
skill lets them conceptualize complex machinery quickly. Thus Maug scientists
complete many more technologies much earlier than all the other races. When
the Cyth forced them off their homeworld to unpleasant Arganis X, this
technical aptitude became their only way to survive. The Maug would possibly
have become extinct were it not for the diverse artificial means they
developed to sustain themselves.
Maug horns have always been a symbol of health and vitality. Sadly, few Maug
still have the stately horns that distinguished this race -- these days they
are usually prosthetic. Chronic horn loss and ill health afflicted most Maug
immediately upon settling on Arganis X. Now they cannot survive without
respirators and environmental suits. Within three to four weeks all newborn
Maug start having health problems that are completely incurable. The young
Maug are immediately fitted with the appropriate sized respirator.
The reason for these illnesses is still unknown. Somehow Maug DNA has been
massively rewritten, perhaps caused by the unusual V9 rays emanating from the
sun in the Arganis system. All Maug are chronically afflicted with light
ailments such as colds and sore throats, and many spend their whole lives
suffering from a mild fever. The average Maug lifespan is half as long as
it was during the days of happiness on Maug-hau, their former homeworld.
The Maug try not to dwell on their problems. Almost all of them believe
that healthy minds will eventually create healthy Maug. Maug greetings and
farewells echo their dedication to positive mental health. Shouts of "May
all your earaches heal!", "May your gallstones be small!", and "To you and
the health of all Maug-kind!" are heard everywhere. This shows that the Maug
is healthy and ready to take on the struggles of the day.
These affirmations only hide the desperation the Maug actually feel. Because
of their medical condition, many Maug suffer from intense despair as they
fear that the cure for the Maug-Pain will never be found. Often these
depressed individuals stay at home, going so far as shutting off all their
electronic devices! Maug leaders sometimes have a difficult time maintaining
the work force. Morale frequently drops quickly. Luckily the Maug like to
fill their Culture Centers with their favorite electronic games and toys.
Building one of these centers often draws depressed Maug out of their
darkened homes and back into the work force.
Their technological skill gives them abilities in other ways. Maug Scouts
are quite deft at stealing technology. Frequently they gain access to an
enemy's computer, download all the necessary information into small high
memory storage chips, and then leave before the laboratory guards realize
what happened. Maug Scouts are equally good at sabotaging enemy military
units. They can quickly reprogram artillery computers to self-destruct.
This destroys enemy mobile cannons. Also airplane navigation systems can be
dismantled by the Maug, causing these planes to crash and explode during take
off. Their most devastating ability, however, is that Maug Scouts can also
reprogram warhead guidance systems. This first causes the warheads to go off.
Then in mid flight these warheads do a U-turn and target the enemy's own
territory! If there are no other targets for the Scout to go sabotage, they
plant small explosives inside key buildings of an enemy's colony; these
explosives often destroy the building.
The basic resource for all these operations is electronic parts. Maug
production of electronic parts is much faster than any other culture. These
production techniques also work well with factory technologies, letting them
build units slightly faster than other races.
Even though the Maug have adapted to their troubles, it is the great hope of
every Maug to restore their lost health. Maybe they can develop the
medicines they need on Gallius IV.
History
The glories of life on Maug-hau are well documented. Early in their history
they created a nearly perfect society, essentially free from all major
warfare and intrigue. Most daily tasks were taken care of with a multitude
of fast chore systems. These systems varied from Maug to Maug, as each
individual customized their computers to fit their personal needs. Since
most drudgery was eliminated, each Maug could pursue their life interests.
Many Maug pursued scientific disciplines. It is rumored that knowledge
doubled on Maug-hau every five years.
Just before they entered space they ended the old clan system that their
early city-states were founded upon. Eventually the need for a military
faded as the city-states joined together to become one unified country.
Weapons only existed for the Maug-police and of course the high tech
criminals these police would catch. Not until their war with the Cyth,
Tarth, and ChCh-t would the ancient military title of Maug-chief be
reinstated.
Their horns were a source of much pride. Old pictures often show their horns
decorated and tattooed in many colorful styles. A common child's pastime on
Maug-hau was horn standing -- young Maug would dare each other to see who
could stand upside down on their horns the longest. Apparently the average
Maug was very nimble and could even perform acrobatics that could almost
rival the Humans and the ChCh-t. The tragedy of their illnesses is only
worsened when one sees these faded images of their past life.
Contemporary Maug history begins when a Tarth Scout ship encountered a Maug
explorer on the edge of the Gotala solar system. Relations were cordial
between the Maug and the Tarth, Cyth, and ChCh-t. However the Maug were a
little wary of their new allies and began arming themselves. They noticed
that the Tarth always carried weapons, so this convinced Maug leaders that
things might not be so perfect in the universe as it was on Maug-hau. Great
factories were built to manufacture artillery. Space ports even began to
develop Maug starfighters.
Meanwhile Cyth ambassadors coveted the many advances on Maug-hau. Privately
the Cyth met with Tarth leaders. The Tarth were, of course, very hungry for
a battle, so a great Tarth fleet assembled in the outer planets of the
Maug-hau solar system.
The attack was fierce, but the Maug were able to hold off the invading Cyth
and Tarth. All military restrictions were abandoned and Maug-hau
experimented with several technologies not known before or since. Many of
these devices were effective, but it was too late. The ChCh-t joined the
struggle. Horde after horde landed on the planet, each onslaught chipping a
little away at Maug resolve. The Maug were finally defeated.
The Cyth tore apart the world that the Maug had worked centuries to create.
The surviving Maug rallied to stop these atrocities. Many rebellions were
led against the occupation until Cyth patience was exhausted. The Maug were
relocated to Arganis X so the Cyth could carry on their investigations
without interruption. The Maug were also conscripted into joining the Quadra
Alliance and reluctantly helped the Cyth in their wars against the Humans and
the Re'Lu.
After a few years on Arganis their illnesses began. They tried to recreate
the great society they once had on Maug-hau, but the fevers, colds, and
bunions made this impossible. When the Quadra Alliance began defeating the
Humans and the Re'Lu, the Maug secretly switched sides. Their technology was
manufactured by the Humans and the tides of battle switched. The Quadra
Alliance was eventually beaten back and peace was restored. But this was at
a great cost. Many terran worlds were destroyed, never to be inhabited
again. Meanwhile, the Maug retreated back to Arganis X, trying to find a
cure for their troubles. They only colonize worlds in the hopes of finding
new medicines.
Re'Lu
Home Planet: Ye'Midi
Years in Space: 267
Special Abilities: Their ESP lets then see everything in the World and
Settlement Views
Special Unit Mission or Order: Command Corps have mind control ability, Scouts
have subvert mission
Weaknesses: They have weak military units
The Re'Lu are a symbiont race. The Re'ite is the humanoid half while the
Lu'ite fang beast is the animal half. These two organisms have a strong
physical dependence on each other. Most Re'ites are quite weak and depend
on the strength of their fang beasts for personal defense. The Lu'ites also
have a strong dependence on the Re'ite. They have no eyes and need to
instinctively "see" through the Re'ite.
Re'ites and Lu'ites primarily connect telepathically. The Re'ite channels
all distracting thoughts out of his/her head into the Lu'ite beast. This
allows the Re'ite to mentally focus on a task and solve it quickly. The
Lu'ites enjoy the telepathically projected "distracting thoughts" and find
them soothing. Re'ite thought waves cause the Lu'ites to coo. Daily life
in a Re'Lu settlement is quite relaxing as Lu'ite cooing sounds are
everywhere. These sounds are often incorporated into Re'Lu music.
Their telepathy also lets them visualize all of the surface of a planet.
They can see both the World and Settlement Views without spying units or
surveillance equipment. This lets them see military units massing in
territories that normally are hidden from other races. Unfortunately, their
telepathy does not let them see cloaked units.
Re'Lu powers are strong enough to mind control other sentient beings. This
is especially true if the target is experiencing large amounts of fear. A
powerful ability during battles, most units can be mind controlled to turn
on fellow units. The effect of this is permanent. If mind controlled unit
survives the battle they will always fight for the Re'Lu. Re'Lu Command
Corps units all have this ability. The telepathic power needed for this is
huge however, and so the mind control attack must be done at a close range.
Only buildings, defense systems, warheads, and militia cannot be mind
controlled.
Although fear gives them total mind control over an individual, the Re'Lu
can also mildly affect normal emotions. This ability lets them turn all
emotions into anger. Scouts are often assigned to subvert an enemy's
population. Feelings of scandal and starvation begin to cloud the minds of
the Re'Lu targets. This actually causes these individuals to feel large
amounts of anger -- thus lowering morale. This lowered morale spreads.
As more colonists become angry they project these emotions to other
individuals, causing more and more colonists to rebel against their leaders.
A supreme telepath controls all Re'Lu settlements. This individual is the
Overseer. The Overseer has total control over a colony until the Supreme
Hi'Jer Council feels his or her services are no longer required. Then a
council of telepaths are elected to run the colony; often however the
Overseer is still given a high position on this council.
Their quest for knowledge never stops. The Re'Lu are very curious about the
ancient civilization that was on Gallius IV. Once they get total control of
the planet they will be able to carry out their archeological excavations in
peace. The hope to discover if members of this race escaped the Skirineen.
If they did, they hope to find any clues as to where this civilization might
be now.
History
The primitive Re'ite humanoid evolved side by side with the dog-shaped Lu'ite
beast; they developed both a physical and a mental dependence to these
creatures. Somewhere towards the end of the Metageisic Era Re'ite remains
are found next to Lu'ite remains, indicating that the Re'ites had perhaps
trained the beasts to fight for them. Early cave etchings show the Lu'ite
defending the Re'ite while the Re'ite attacks a creature from afar with
ingenious catapults, firebrands, and large spears. Other paintings depict
the Lu'ites being given food, warmth, and shelter. The Re'ite gradually
became even smaller and weaker while the Lu'ite grew larger and their fangs
longer and more dangerous. At first the primitive Lu'ites had eyes, but as
dependence on the Re'ite grew their need for eyes became unnecessary.
Eventually the Lu'ite evolved into the sightless beast it is today.
Re'Lu civilization developed very quickly. Re'Lu began banding together,
building large thought fortresses to keep out the beasts that roam Ye'Midi, t
heir homeworld. Many historic conflicts occurred in these fortresses. The
most notorious one was between Tiota Vitus, a mind wave engineer, and Calis
Natronis, another mind wave engineer. Both claimed to have discovered a way
to project thoughts over a short distance. They got support from different
sides of the thought fortress and several Lu'ite battles happened inside the
compound. Eventually Overseer Nota Nota moved in with his cadre of troops.
Nota Nota had a tough problem. Many Re'Lu demanded the insurgents be made
an example of in some harsh way -- some even demanded the punishment of
death. Nota Nota did not want to set a precedent of fear among Re'Lu
communities, as a greater problem of creativity and innovation was at stake.
Instead he ruled that both groups be ostracized on separate mountains and
that any discoveries made by either group could not be allowed into the Re'Lu
scientific community until all the perpetrators were deceased. Fifty-seven
years passed before the last insurgent died. A group of researchers moved in
to see what they had been working on for all this time. What they found was
amazing. The insurgents had continued work on enhancing mind wave projections.
They had created a primitive thought projector. This device made it possible
to move thoughts over great distances, including outer space. Ancient Re'Lu
space travel began.
The data received from telepathic exploration kept Re'lu astronomers busy.
Of course the telepathic beam had limitations. Often the data received was
faulty. And any kind of special field such as a quasar or a black hole would
throw off the beam into a totally different direction. Physical space travel
did not begin for another two hundred years, once it was discovered that the
Humans had begun physical space travel.
Re'Lu contact with the Humans started when a telepathic beam contacted their
homeworld, Earth. Once the Re'Lu discovered that there was intelligent life
in this sector, they tried even more contact with them. The Re'Lu projected
four images. They sent an individual image of themselves extending their
arms in friendship, their hovercraft airplanes flying through the air, a
Re'ite petting a Lu'ite, and a hovercraft landing with a Re'Lu exiting the
ship. The images they received from the Humans were very disturbing. Humans
were seen hurting themselves by running away and tripping. Some Humans
emanated loud noises that hurt Lu'ite ears. Then there was an image of
Humans detonating some sort of crude metal projection device in front of
them. Of course the tiny bits of metal that this device threw would pass
right through their telepathic projections. Often this weapon would be
thrown on the ground and the Human would run away screaming. Many Re'Lu
thus concluded that these aliens were partially insane.
The Re'Lu argued whether or not it was worth contacting these strange beings
or not. However, the Re'Lu Overseers felt it was worth the risk. When the
Re'Lu warily met the Humans on Inalga VI, their tense intergalactic
relationship began. Initially they greeted each other with enthusiasm.
This ended, though, when some Human activists felt that the Re'ites should
release their link with the Lu'ites. Although not all Humans believed this,
the Re'Lu were highly offended with this suggestion. Some Re'Lu saw the
Humans only as sophisticated savages and began to regard them with contempt.
These prejudices have never turned to violence until the Re'Lu and Humans
started fighting each other over Gallius IV.
Tarth
Home Planet: Korga
Years in Space: 343
Special Abilities: Infantry units, artillery units, and defense
fortifications all get an attack bonus; Produce more food than other
races
Special Unit Mission or Order: Infantry all have the juggernaut order
Weaknesses: Scouts are terrible spies; Their ships are weak units
War has always been the drumbeat of Tarth life. Their giant tanks,
impressive fortifications, and devastating infantry have plowed through
opposition time and time again. Tarth soldiers are also all strong brutes
that have high endurance. Their grasp is strong enough to turn rocks into
sand. They also enjoy using this technique on enemy soldiers' limbs. Tarth
infantry tote rifles that are three times the size of normal guns. This
gives them a strong advantage on any battlefield. This warlike tendency has
spread to their concept of the universe. All Tarth believe that the more
planets they control, the stronger they will be. Gallius IV would be a very
strong addition to the vast Tarth empire.
The Tarth are always fond of crushing and smashing things, they particularly
like large buildings. Destroying buildings is a combat discipline, so all
Tarth infantry may do a special juggernaut attack. These infantry units get
double their attack and defensive strength. They also move twice as fast as
a normal infantry unit. Unfortunately some of the Tarth cannot get out of
the way from the falling debris, so each successful hit causes a few injuries
among the troops. Once they slam into the building enough times it bursts
apart. Juggernaut units fill the air with loud roars of rage, making them
extremely terrifying. The sight of a mass of Tarth muscle running and
screaming towards a settlement often fills the defenders with tremendous
fear.
One aspect of war at which the Tarth do not excel at is spying. While other
races' Scouts dig small holes or hide behind trees, the Tarth are just too
big to hide behind anything. Frequently Tarth Scouts are caught, often
trying to disguise themselves as large rocks. Occasionally a Tarth Scout
will succeed in spying, but this is so rare that the Tarth Scout is made a
hero by the ruling Ubergeneral.
Tarth ships are poorly designed. They are so heavy that they frequently fill
with water after taking a small amount of damage. Thus, most Tarth hate sea
duty, but they will dutifully travel over oceans when ordered to do so by
their Ubergeneral.
Who controls the government is also decided through combat might. An
Ubergeneral has to earn the right to rule a colony. When a new settlement
is established, all eligible and willing Tarth take part in a battle for
leadership. Combatants fight each other in vicious battles. There are no
rules. The last Tarth left standing becomes the Ubergeneral.
But not all Tarth innovation is geared towards warfare. Tarth farmers are
the most impressive in the galaxy, as they produce more food than any other
race. Since Tarth physiology makes it impossible for them to go for long
periods without food, their scientists have pursued agricultural studies
above everything else. Tarth farms raise much more food than any other race.
Once the Tarth build Hydroponic Farms and Food Replicators, their food
production really skyrockets, giving them a bountiful harvest time and time
again. This works well with Tarth military needs, as this always ensures
that their soldiers are healthy, happy, and very strong.
History
The Tarth home planet is the most inhospitable sphere that any known sentient
species has ever evolved upon. Korga is huge, roughly one third the size of
the Sol system's giant planet, Jupiter. Gravity is at a near crushing level
and life on the surface took a long time to develop. Only large behemoths
could survive here. In order to hold themselves upright the Tarth developed
a large frame with three times the muscle development of any other beings in
the galaxy. To this day the Tarth do not really stand upright. Their long
front arms can also be used as legs.
The Tarth have a great affinity for food. Their main diet is the bitter
fruits found all over their homeworld, particularly the extremely sour Azarga
berry. Tarth civilization began in earnest when bands of four footed Tarth
planted Azarga berries in large patches, creating an agrarian society. They
would eat from these patches until the Azarga berry bushes died. They would
next migrate to a new place, gathering seeds along the way to prepare for the
next time they would settle down.
Modern Tarth society was founded by a warrior turned astronomer named Guh.
Guh was a huge brute, a fit soldier in the swelling ranks of a powerful band.
However a tragedy was dealt to Guh. As he was running down a particularly
large mountain to a attack a rival band, he tripped over a rock. Rolling
down the steep incline he ended up impaled through his back on a five pronged
spear. Presumed dead, his soldiers rallied over his death and, fortunately
for Guh, beat back their enemies. Darkness fell and the severely wounded Guh
woke up. Unable to move, he sadly felt that his time on Korga was soon over.
Since he had no other choice he looked up at the heavens, admiring the seven
beautiful moons that floated above him. As he watched Tunt, a small
multi-colored moon, he saw a volcano erupt. Intrigued, he squinted his eyes
to look closer at the moon. He then saw what he thought were small clouds
moving across its surface. Guh decided he needed to see more. He got back
his desire to survive. With extreme will power, he pulled himself loose from
the spear and crawled into a ruined Azarga berry field, munching on the
crushed berries.
Guh became a hermit. Over a period of several years and many failed
attempts, he at last created a crude telescope. To his amazement, the moon
Tunt was actually a living world. He started investigating other moons and
found that another moon, Nunt, looked like it could also support life. (This
was later proved wrong.) Excitedly, the partially maimed Guh limped back to
his fellow warriors.
Moon watching became the major pursuit of many Tarth. Better seeing devices
were made and more of the details on Tunt were discovered. The Tarth felt
that they should be able to travel up to Tunt and plant Azarga berries there.
A prominent land baron, Itoth, decided that he would conquer Tunt once and
for all. He financed a group of moonwatchers to build an immense catapult.
He thought that if one threw a Tarth far enough into the sky he would pass
through the falling point, where a thrown Tarth would start to fall in the
other direction towards the moon. His moonwatchers designed this catapult;
it was a device rumored to be over seven hundred meters tall. Unfortunately
the moonwatchers could not agree as to who should get thrown to Tunt, so all
five ended up on the catapult. The cord was cut and the five Tarth shot up
into the air about fifty meters before descending into a dead heap on the
rocks below. Conventional Tarth wisdom from then on stated that "Wise
moonwatchers take turns."
Within a few hundred years they were in space roaming far and wide over the
galaxy. Eventually they met the Cyth and helped form the Quadra Alliance.
The Tarth even established a colony on their moon, Tunt. The capital of the
Tunt colony, Guh, has a giant statue carved in the likeness of their hero.
Guh is shown, impaled on a spear, looking up through a telescope at the
heavens.
Uva Mosk
Home Planet: Moska Bost
Years in Space: 469
Special Abilities: Produce more iron, endurium, and wood than other races,
Produce more food than all races except the Tarth
Special Unit Mission or Order: All infantry units can spy, Command Corps
units have shaman mission
Weaknesses: Pay little taxes
The Uva Mosk worship nature. Throughout their culture, they believe that
planets are living things that support life and so they always treat them
with absolute devotion. Their view of themselves is that they are parasites
that live off a host planet. The Uva Mosk are horrified by what they feel is
the wanton waste of all the other galactic races. They believe that if it
were not for space travel, these races' homeworlds would have killed all of
them off. Unfortunately these polluting, wasteful beings escaped into space,
spreading their blight to other planets. The Uva Mosk believe that their
way, the Uva Mosk Revolution, will slowly convert other races into following
Uva Mosk ways. Gallius IV would be the perfect world to prove the justice of
their revolution.
To maintain the strength of this revolution, the Uva Mosk have spent much
effort perfecting the arts of guerrilla warfare. All their infantry units
have the ability to spy. Their soldiers change their body colorings to fit
their surroundings; this makes their Scouts and infantry hard to see. Spying
infantry can then go undetected inside enemy territory and launch a guerrilla
attack, taking the other colony by surprise.
Careful observers of nature, they note all the variations in plant growth and
rock outcroppings. Nothing escapes their meticulous topographical skill. An
Uva Mosk settlement always produces more natural resources than other colonies
and so they have plentiful supplies of food, wood, iron, energy, and endurium.
Only their food production falls second -- as Tarth farmers produce larger
crops.
As Uva Mosk grow older this skill of observation becomes a science. By
performing a shaman dance mission, Uva Mosk Command Corps can detect hidden
reserves of natural resources. These reserves give huge bonuses to any
building placed on that square in the settlement map.
The Uva Mosk only allow one individual to guide their revolution. This high
shaman, called the Grand Hortus, watches over the well-being of the Uva Mosk
colony. All military and economic actions become this Grand Hortus's
responsibility. Once the colony feels they that no longer require the
services of this great shaman, the Grand Hortus retires to tend several lush
gardens.
But even though they recognize the need for a single leader, the Uva Mosk
have a huge problem with authority. The smaller the government, the better
off they feel they are. Thus the Uva Mosk pay little in taxes.
Uva Mosk are born as medium-sized eight-legged larvae. The back four legs
grow together within the first four years, eventually giving the young Uva
Mosk the more common appearance of two legs, two claw appendages, and two
hands. So dependent are the Uva Mosk on the nature of the planet that they
wrap their young in leaves during the full moon. The lunar light is just
the right intensity to stimulate photosynthesis in the leaves; the moist
young feed off the photosynthetic energy generated by these leaves.
History
Uva Mosk literally means "Of Tree" as they believed their species originally
bloomed from the Tree of Life. The legend has it that their homeworld was
covered by desert. Only one part of the planet supported life -- a small
fertile oasis around the Tree of Life. The Uva Mosk were created to tend
the Great Tree and protect it from the harsh sandstorms. The Tree grew to
astounding heights because of the care given it by the Uva Mosk. Each Uva
Mosk was responsible for tending the different areas of the tree.
Unfortunately, one gardener, named Tuka Dimx, was very lazy. He would rather
bask in the shade of the great tree and dream about all the care he would
give it when done napping. The tree grew weak on that side because the
slothful Tuka would not keep it strong. A fierce sandstorm arose and tossed
the Tree of Life about. Eventually the wind blew towards Tuka's area.
His weakened section of the tree snapped and the Tree of Life crashed on top
of the napping Tuka. His name is still reviled in many an Uva Mosk
gathering.
Over time the Tree of Life rotted away leaving a deep canyon where it had
once lain. This huge canyon is called the Bed of a Thousand Tears. Rotting
pieces of the Tree of Life were cut off and moved to other parts of the
desert. Small oases sprang up and soon the Uva Mosk turned their planet
into a hospitable world.
Their civilization developed with little conflict until the time of the
Disbelief. A group of sophists came to the conclusion that the Bed of a
Thousand Tears was actually formed by the many rivers that ran through it
and that the Tree of Life was only imaginary. This shook the foundation of
Uva Mosk civilization and this idea was immediately suppressed. However much
damage was done and soon a great debate arose from this radical idea.
Two factions emerged -- the Moska (Treeists) and the Burka (Riverists).
Several wars broke out using guerrilla tactics that devastated both Moska
and Burka alike. Some parts of the planet were severely damaged, but the
victorious group was always careful to replant the destroyed vegetation.
The Moska ultimately had the advantage. Years of tradition gave them much
support and the Burka were eventually beaten back into the woods. One the
eve of the second moon of 1072 (an Uva Mosk year, not a galactic year), the
Moska launched a unified attack at every Burka settlement. The hard pressed
Burka lost many converts. Former Burka felt that they were wrong for not
believing in the Tree of Life and fled the sophists in droves. Finally even
the original radicals decided their beliefs were wrong and came out of
hiding. The Moska leadership welcomed their fallen brethren back into their
settlements and the sad time of the Disbelief ended.
The Uva Mosk were the first race in space, wishing to tend other planets in
their solar system. They developed a slow flying plane that could eventually
ascend into orbit. They next built huge space stations where they could
shoot off their early spacecraft without damaging the soil of Moska Bost,
their homeworld.
Moska Bost is located far away from all the other homeworlds, so the Uva Mosk
were not known by the other sentients until about eighty-seven years ago.
When the Uva Mosk met Human Scout ships, they reluctantly started to trade
with these bipeds. However since the Uva Mosk have a deep mistrust of other
races, they kept their interstellar involvement low, content to watch the
Quadra Wars from a distance. Only when the Skirineen began their conquest
did they actively join the galactic community.
Skirineen
Home Planet: Krinsk
Years in Space: 332 (1)
Special Abilities: Great with trading everything,
They get supplies from seemingly nowhere (2)
Special Note: This race refused to sign the Compact of Gallius IV and is
not allowed to land.
They sent only one message to the shocked Humans. "We begin." The Supernova
Warheads sped to Earth's moon, blasting off a quarter of it. The debris made
a white ring around the Earth that still exists to this day. All Skirineen
believe in their philosophy of domination called Galactic Qua. This
philosophy has three principles: 1. All that a Skirineen sees becomes the
property of the Skirineen Empire. 2. Any species that is in Skirineen space
must be eliminated. 3. All space will be Skirineen space.
This devious race first introduced themselves less than fifty years ago.
They claimed that they were peaceful and that they had been monitoring the
space traffic in this part of the galaxy, explaining they had several goods
for sale. They set up small trading space stations in most parts of the
known galaxy. A station was first set up on Mars, a world in the Human home
system. Another station was established in the ChCh-t main system. Cyth,
Maug, and Re'Lu all had major bases. They ignored the Tarth, explaining that
they did not have the resources to commit to a base inside their empire.
They tried to set up a base in Uva Mosk territory, but the Uva Mosk refused
to grant them the right to place a base in their region of the galaxy.
Trading with the Skirineen turned out not to be a prosperous enterprise.
The Skirineen were (and maybe still are) ruthless traders that paid little
and charged much. Much frustration happened at these markets. However in
the interest of intergalactic peace these races all traded with the
Skirineen, hoping that eventually trade income would improve. Too much
bloodshed had happened during the Quadra Wars, and no race wanted to provoke
another conflict.
Secretly the Skirineen were plotting against all the other beings. Each base
had a secret contingent of cloaked war craft. Skirineen scientists were also
evaluating each race, trying to discover weaknesses they could exploit.
These trading bases all attacked their host races simultaneously. A strike
force invaded the ChCh-t regal hive, capturing the Mother Queen and holding
her hostage. When ChCh-t soldiers tried to rescue their Mother Queen the
Skirineen cut off a piece of her and sent it back to the ChCh-t. Several
space fighters also flew over a couple Re'Lu planets, filling the air with a
deadly gas that killed many Lu'ite beasts. Large polluting bombs decimated
some bordering Uva Mosk planets, severely intimidating the reclusive Uva Mosk.
Much of the Skirineen's cloaked armada massed against the unprepared Maug,
defeating them in battle after battle. They had also sold to the Cyth
special tablets which nullified their fluid, making many of the Cyth's
psionic abilities ineffective. It took a long time to restore the potency of
the Cyth juice.
The Tarth were attacked conventionally. The Skirineen felt that they were
worthy opponents to take on without any tricks. They did not count on Human
resolve, however. The near destruction of Earth's moon worked the Humans up
into a near berserk frenzy, and soon the Skirineen were battling two huge
armies on several fronts. Then the Uva Mosk unleashed a guerrilla attack
upon them while the Maug helped out with their many devious machines.
Eventually the Skirineen were beaten back to their original space.
The thirst for revenge was very strong with all seven races. The Skirineen
were given a tough lesson as they were pushed back inside their space to
their home planet and the dead moons that orbit it. The Skirineen Empire
was completely crushed, and the seven races began colonizing planets in
their former empire.
Many fear that the Skirineen will rise again. They managed to somehow
assemble a strong fleet and fly to Gallius IV. They must have some reason
for trying to stop the colonization of this planet. And even though most of
the Skirineen have left, there have been some verified sightings of a
translucent Skirineen ship in orbit around Gallius IV, apparently interested
in trading again! Do they really just want to trade, or do they have some
other reason for being here?
________________________________________
1. Historical facts about the Skirineen are still unkown
2. Actual statistics on Skirineen abilities have not been gathered
Tolnans
Home Planet: Koelia III
Years in Space: 8
Special Note: Only fourteen known Tolnans still survive
My people, the Tolnans, fell victim to the Skirineen nearly two hundred years
ago. The Skirineen mercilessly attacked our planet. We had barely learned
space travel and so our weapons were way behind theirs. Those Tolnans who
did not escape fled to unknown parts of the galaxy in crude spaceships. They
probably perished in these ships. A small group of approximately one hundred
Tolnans hid in a deep bunker on Koelia III to await an evacuating rocket.
The rocket apparently never took off, and these Tolnans remained trapped
underground. My great-grandparents were among those that planned on boarding
that ship.
When the Consortium members defeated the Skirineen during their last
Conquest, Re'Lu and Human archaeologists started excavating Tolnan ruins.
A group of them was digging under the city where our bunker was. A few of us
were still living in our slowly failing contained environment. Time was
weakening our lighting systems and our agricultural plots were becoming
infertile. There were only fourteen of us left.
We had never seen the sky, stars, suns, or even horizons. These things had
only been told to us in song and story. Although several Tolnans had wanted
to break the seal, fear of a fortified Skirineen encampment above kept us
hidden. We all have great interest in your "Above World." Most of us have
decided to become ambassadors to each race. Our quest is to discover more
Tolnans or to find clues to where they may now be.
Tolnans are not humanoid. Our actual appearance has been described as "three
oval-shaped spheres connected by a thin orange membrane." We have a limited
psionic ability that lets us project different appearances to eye-using
creatures. We never become the actual organism--the image simply reflects
off the surface of an eye. You can identify Tolnan projections by the blue
spots that often cover us. We have all taken the form and voice of a Human
in honor of the archaeologist who discovered us.
Technologies
Resource Technologies
Food and Wood Technologies
Synthetic Fertilizer
Category: Resource Technology
Tech Level : One
Research Cost: 50 labor points
Base Technology: None
Technology It Leads To : Molecular Bonding
Buildings You Can Make: Hydroponic Farm
What It Improves: Produces food much faster
This effective mixture of hydrocarbons and ammonia eliminates the need for
plants to be raised on soil. Food is then grown hydroponically in
greenhouses rather than outdoors; this lets farmers control the weather
conditions instead of the weather conditions controlling them. A greenish
yellow sludge, synthetic fertilizer has a pungent stench that can last for a
week when it is exposed to air. It is best to keep this fertilizer in sealed
containers.
Food Replication
Category: Resource Technology
Tech Level : Five
Research Cost: 1000 labor points
Base Technology: Triidium Processing
Technology It Leads To: None
Buildings You Can Make: Food Replicator
What It Improves: Increases food production
Most beginning attempts at food replication result in materializing a grayish
blue clump of foul protoplasm. Only through much experimentation can the
replication process clone food that retains its palatability. The benefits
from this technology are huge as these replicators far exceed the food
production of a Hydroponic Farm. Some individuals claim that replicated
food is not as tasty as the original. However a special spice, Replo-Taste,
can be sprinkled onto the cloned food to reproduce the flavor of natural
foodstuffs.
Energy and Anti-Matter Technologies
Nuclear Fusion
Category: Resource Technology
Tech Level : One
Research Cost: 50 labor units
Base Technology: None
Technology It Leads To : Fusion Cannon,
Shockwave Projector
Buildings You Can Make: Fusion Plant
What It Improves: Produces more energy
Nuclear fusion is a highly efficient power source. Two deuterium atoms are
joined to make helium. This ensuing reaction generates much more power than
splitting atoms. Fusion technology is also used in the creation of two
weapon technologies -- the Fusion Cannon and the Shockwave Projector.
Gaining Nuclear Fusion allows you to build the Fusion Plant, a highly
powerful generator.
Anti-Matter Containment
Category: Resource Technology
Tech Level : Three
Research Cost: 250 labor points
Base Technology: Fusion Cannon or Molecular Bonding
Technology It Leads To: Anti-Matter Rifle, and Ion Weapons
Resources You Can Make: Anti-Matter
Buildings You Can Make: Anti-Matter Plant
What It Improves: Increases energy production and lets you produce
anti-matter
The special turbine and shielding field required to contain anti-matter is
extremely powerful. First the containment field is generated. Then an
anti-matter rift is created inside the containment field. When anti-matter
contacts the air particles (matter) there is a terrific explosion. The
containment field is then quickly shrunk down to a round sphere about a half
a meter in diameter. Technicians encase this field inside a hardened plastic
transport pod, or anti-matter pod. This energy source is necessary to
manufacture both Anti-Matter Rifle and Ion Weapon technology. Also once
this technology is achieved, a high producing power plant, the Anti-Matter
Plant, may be constructed.
Iron and Endurium Technologies
Molecular Bonding
Category: Resource Technology
Tech Level : Two
Research Cost: 100 labor points
Base Technology: Synthetic Fertilizer
Technology It Leads To: Anti-Matter, Containment, Energy Defense
Endurium Mining
Buildings You Can Make: Mantle Drill
What It Improves: Lets you mine more metal
A process of molecular manipulation, this technique makes molecules cling,
or bond, to a polyporized surface. If enough of these surfaces are placed
together large amounts of molecules may be captured. This process's most
successful application is in ore mining. The Mantle Drill is equipped with
polyporized surfaces that attract molten iron particles inside the drill's
holding vat. These surfaces can also be calibrated to attract endurium
molecules. Metal production increases drastically with this technology.
Sub-Space Scanner
Category: Resource Technology
Tech Level: Five
Research Cost: 1,000 labor points
Base Technology: Cortex Scanner
Technolgy It Leads To: None
Buildings You Can Make: Sub-Space Magnet
What It Improves: Lets you mine more metal
This scanner operates on a hyperwave radio technology that analyzes sub-space
for iron and endurium molecules. Once it finds these molecules it converts
them into energy. This energy is then dropped inside another chamber where
the energy materializes into metal. Operators of a Sub-Space Magnet must
wear specially tinted eye shields to protect themselves from the searing
light created by the scanner. This is currently the most efficient mining
process known to the galaxy.
Endurium Mining
Category: Resource Technology
Tech Level: Three
Research Cost: 250 labor points
Base Technology: Molecular Bonding or Fusion Cannon
Technolgy It Leads To: Triidium Processing
Resources You Can Make: Endurium
What It Improves: Lets you mine endurium
This extremely hard ore can be mined when a special molecular bonded system
sifts through crushed rock. Endurium is a metamorphic ore often found under
ancient forests. Much like coal is created from ancient plant matter,
endurium originally comes from mineral rich forest soil. Although it is
found in much smaller amounts than iron, endurium has five times the metal
value of iron.
Steel and Triidium Technologies
Metallurgy
Category: Resource Technology
Tech Level: One
Research Cost: 50 labor points
Base Technology: None
Technolgy It Leads To: Automation, Hoverway
Resources You Can Make: Steel
What It Improves: Lets you convert iron into steel
Metallurgy is the science of converting iron into steel. Scientists research
forges and furnaces that make all your factories able to convert iron ore
into steel. Steel has five times more metal value than iron.
Triidium Processing
Category: Resource Technology
Tech Level: Four
Research Cost: 500 labor points
Base Technology: Endurium Mining
Technolgy It Leads To: Food Replication
Resources You Can Make: Triidium
What It Improves: Lets you convert endurium into triidium
Just like iron ore can be converted into steel, endurium can be refined to
make triidium. Triidium is a combination of three materials -- iron,
endurium, and carbon. Steel forges must be reinforced to withstand the
extreme heat needed to make triidium. This alloy is the strongest metal
known in the galaxy. It has ten times the metal value of iron.
Electronics Technologies
Electronics
Category: Resource Technology
Tech Level: One
Research Cost: 50 labor points
Base Technology: None
Technolgy It Leads To: Rocketry, Surface-Air Missiles, Chaos Computer
Resources You Can Make: Electronic Parts
Units You Can Make: Scouts, Command Corps
What It Improves: Lets you make electronic parts
Universities, Tech Labs, and Collective Tech Labs are all able to manufacture
electronic parts. Your scientists know how to make these parts but they must
set up the machinery necessary to manufacture them. Electronic parts are a
key resource for Command Corps, Scouts, and several crucial military units.
Both Command Corps and Scout units need hyperwave radio transmitters; these
transmitters cannot be built without electronic parts.
Colony Enhancements
Research Technologies
Chaos Computer
Category: Colony Enhancement
Tech Level: Two
Research Cost: 100 labor points
Base Technology: Electronics
Technolgy It Leads To: Metal Replication, Artificial Intelligence
Buildings You Can Make: Tech Lab
What It Improves: Speeds up technology research
The Chaos Theory is encrypted into these special computers. They speed up
research tremendously as models of a proposed device or process are
programmed into the computer. All possible random faults, even the most
extreme, are subjected to these models. This detects flaws early on during a
project. In order to compute rapidly, chaos computers must have a mammoth s
torage center. Electronic media does not have a large enough capacity; only
organic neural tissue contains the required memory. This tissue is grown
synthetically to the size needed for the computer. As a bit of grotesque
humor, scientists often shape this mass of neural tissue to resemble a
sentient brain.
The operating system that runs these computers, known as XOS, (short for
Chaos Operating System) also speeds up the manufacture of electronic parts.
The XOS program has a special tool written in it which connects it to
electronic manufacturing machines.
Cortex Scanner
Category: Colony Enhancement
Tech Level: Four
Research Cost: 500 labor points
Base Technology: Artificial Intelligence
Technolgy It Leads To: Sub-Space Scanner, Assault Armor, Cloaking
Buildings You Can Make: Collective Tech Lab
What It Improves: Speeds up technology research
This mind link is a special 64 terrabaud modem that allows two or more
individuals to hook their brains together. This connection gives instant
and clear communication. Group minds and computer networks work in complete
harmony -- rapidly solving many complex problems in an environment of pure
data sharing. The danger is that participants can overhear personal
thoughts, causing some users to get quite angry at one another. Luckily, a
special screening program known as HeadWatch sifts through the data being
transferred. Any thoughts that contain words relating to the subject being
discussed are allowed through; any that do not have the proper words are
blocked.
Factory Technologies
Automation
Category: Colony Enhancement
Tech Level: Two
Research Cost: 100 labor points
Base Technology: Metallurgy
Technolgy It Leads To: Metal Replication, Artificial Intelligence
Buildings You Can Make: Automated Factory
Special Abilities: Speeds up unit production in a factory
You can streamline factory production with this computerized conveyer system.
These assembly lines move resources quickly to all machines in a factory.
When an amount of resources is needed to build a military unit, that amount
is brought to the proper machine. This program also reroutes materials when
there is a jam up on the assembly line. This technology is a must if you
wish to produce artillery in a big hurry.
Artificial Intelligence
Category: Colony Enhancement
Tech Level: Three
Research Cost: 250 labor points
Base Technology: Chaos Computers or Automation
Technolgy It Leads To: Cortex Scanner
Buildings You Can Make: Robotic Factory
What It Improves: Speeds up production in a factory
Simple robots can be constructed to oversee the automated conveyor system in
a factory. These robots all have several multi-jointed arms that have more
flexibility than a normal arm. As resources, gun parts, and engine parts
pass by these stationary robots their electronic eyes scan them. If any
defect is detected, the arm grabs the defective object and throws it into a
special trash conveyor. The object is broken down into its component parts
and recycled. Most factory workers will now spend their days inside glass
walled offices, watching the work of their robot employees. Some of these
workers even have installed a robot that is especially deft at pouring
oooooomi -- a popular diet drink.
Metal Replication
Category: Colony Enhancement
Tech Level: Four
Research Cost: 500 labor points
Base Technology: Chaos Computers or Automation
Technolgy It Leads To: None
Buildings You Can Make: Replication Station
Special Abilities: Speeds Up unit production in a factory
Similar to replicating food, Metal Replication lets you duplicate steel and
triidium. When a metal is brought to a factory it is passed through a metal
replicator. The amount of metal you have in your factory is greatly
increased. This metal is then used to build whatever units you currently
have under construction, so Replication Stations can really churn out the
military units.
It should be noted that even though food and metal may be replicated,
complex animals may not. There appears to be some matter lost with each
replication. Any experiments made to clone animals or sentients have always
been somewhat less than successful.
Colony Transportation
Hoverway
Category: Colony Enhancement
Tech Level: Two
Research Cost: 100 labor points
Base Technology: Metallurgy
Technolgy It Leads To: None
What It Improves: Reduces all transport costs by one credit a trip
These high tech roads give your hovertrucks a smooth surface to travel over,
reducing your transportation costs by one credit a trip. Hoverways have
small air holes in the top of them. These holes force air under a hovertruck,
increasing how fast it may travel.
Transporters
Category: Colony Enhancement
Tech Level: Seven
Research Cost: 5,000 labor points
Base Technology: Anti-Matter Beam Advanced Cloaking
Technolgy It Leads To: None
What It Improves: Eliminates transportation costs and increases how far
military units travel
Once this technology is in use, transporter decks are quickly made in all
parts of your colony. The size of a warehouse, transporters break non-living
materials down to the molecular level. They then can broadcast the molecular
stream across great distances where another transporter deck collects and
re-materializes them. This eliminates all transportation costs. Transporters
also have another important use. Fuel can be transported into the tanks of
any military unit. This increases the distance all units travel by one
territory. Note that once transporters are researched both of these abilities
happen immediately.
This device is a favorite among the Humans. Long ago an ancient vidscreen
entertainment had an unrealistically high powered transporter featured as a
story device. These fictional transporters were actually able to break apart
and reassemble living tissue! Many Human scientists chuckle about this today
as transporting living tissue is impossible. The results at the receiving
end are not pretty.
Colony Defense Systems
Energy Deflectors
Category: Colony Enhancement
Tech Level: Three
Research Cost: 250 labor points
Base Technology: Molecular Bonding or Fusion Cannon
Technologies It Leads To: None
Buildings You Can Make: Energy Defense
What It Improves: Increases your colony's defense capability
These deflector dishes emit strong energy beams that can accurately target
invaders. Thanks to Molecular Bonding technology, actual particles of energy
can be projected into the air. These energy particles are bonded together,
creating many energy beams that shoot at oncoming targets. These beams are
about as effective as a Fusion Cannon, and so these deflectors have some
success at keeping out fusion bolts as well.
Anti-Matter Deflectors
Category: Colony Enhancement
Tech Level: Five
Research Cost: 1,000 labor points
Base Technology: Orbital Surveillance System
Buildings You Can Make: Anti-Matter Defense System
Technology It Leads To: None
What It Improves: Increases your colony's defense capability
Anti-Matter Deflectors make use of an internalized containment field. By
temporarily breaking this containment field, a large amount of anti-matter
shoots out in front of the shield dish. Anti-Matter Defense dishes can then
douse the area in front of them with rapid fire anti-matter beams, targeting
any attacking units within range. They are the strongest defense system you
can build for your colony.
Surveillance Systems
Orbital Surveillance System
Category: Colony Enhancement
Tech Level: Four
Research Cost: 500 labor points
Base Technology: Rocketry
Technolgy It Leads To: Anti-Matter Defense System
Buildings You Can Make: The Anti-Colony Assault Silo
Special Abilities: Lets you see more of the planet in the planet view.
Once you have adapted Gallius IV's resources to make low orbit rockets, you
may have your scientists create this satellite system. Launching these
satellites lets you see many details in your planet view. The location of
all settlements can be seen as well as the population of every territory.
All enemy military units also become visible so you can tell if a rival
colony is planning on blasting you to smithereens.
Because of the deeper silos needed to launch surveillance satellites, you
can also build the more devastating Anti-Colony Assault Silo. These large
silos install warheads much faster than a Missile Base, so you can have many
more warheads armed and ready for a major onslaught.
Military Technologies
Infantry Technologies
Surface-Air Missiles
Category: Military Technologies
Tech Level: Two
Research Cost: 100 labor points
Base Technology: Electronics
Technolgy It Leads To: None
Units You Can Make: SAM Trooper
Special Abilities: Attack both ground and air targets equally well
Arm your infantry with hand held surface-air missiles to take out enemy
aircraft. These missiles have an unusual propulsion system as it uses both
air and rocket fuel. Once ignited, this missile first shoots out a pocket of
compressed air. The air safely propels the rocket twenty meters ahead of the
missile launcher -- eliminating the chance of scorching the soldier. Once
its reaches this distance, the missile ignites its rocket fuel and speeds
towards the target. A platoon of SAM (Surface-Air Missile) troopers often
are successful at shooting down enemy planes and warheads, making them the m
ost effective anti-aircraft weaponry you can have. SAM troopers can also
attack ground units. They are particularly good at blasting apart Laser
Cannons.
Anti-Matter Rifle
Category: Military Technologies
Tech Level: Four
Research Cost: 500 labor points
Base Technology: Anti-Matter Containment
Technolgy It Leads To: Disruptor Beam
Units You Can Make: Battle Trooper
Once the trigger is pressed, this rifle unleashes a tiny contained field of
anti-matter. Any matter this field collides with is immediately transformed
into energy. Even though the beam only lasts for one and a half seconds, it
can often take out significant numbers of infantry, artillery, or any other
opposition. Battle Troopers are armed with these rifles. These units are a
highly effective invasion force.
Assault Armor
Category: Military Technologies
Tech Level: Five
Research Cost: 1,000 labor points
Base Technology: Cortex Scanner
Technolgy It Leads To: None
Units You Can Make: Assault Trooper
Assault Armor is a personal shielding system that leaves no part of the
soldier exposed. Although difficult to build because of these shields'
small size and high energy usage, Assault Armor technology is the most
effective shielding available for your soldiers. Assault Troopers are the
toughest infantry unit you can put on the battlefield, having high attack
and defensive capabilities.
Artillery Technologies
Fusion Cannon
Category: Military Technologies
Tech Level: Two
Research Cost: 100 labor units
Base Technology: Nuclear Fusion
Technolgy It Leads To: Anti-Matter Containment, Energy Defense,
Endurium Mining
Units You Can Make: Fusion Cannon
These mobile guns house a tiny fusion reactor inside of them. When fired,
the gun allows two deuterium atoms to fuse together, releasing tremendous
energy. This energy goes out through a gun barrel that shapes it into a
beam. Operators of these cannons wear special shield suits that prevent
them from getting radiation poisoning. This power shielding technology
paves the way for researching Anti-Matter Containment and Energy Defense
Systems.
Disruptor Beam
Category: Military Technologies
Tech Level: Five
Research Cost: 1,000 labor points
Base Technology: Anti-Matter Rifle
Technolgy It Leads To: Anti-Matter Beam
Units You Can Make: Disruptor Cannon
Placing a fusion beam inside an anti-matter containment field creates the
volatile Disruptor Beam. Disruptor beams need large equipment to work
properly, so this beam can only be used as an artillery weapon. The
disruptor cannon is vicious, searing through Energy Defense, Laser Tanks,
and Fusion Cannons with guilty ease. Strong enough to dissipate huge
sections of metal, often partially damaged artillery units will crash into
other units on the battlefield -- causing much havoc. A nasty must for any
colony leader that plans on a military campaign.
Anti-Matter Beam
Category: Military Technologies
Tech Level: Six
Research Cost: 2,000 labor points
Base Technology: Disruptor Beam
Technolgy It Leads To: Transporters
Units You Can Make: Holocaust Cannon Supernova Warhead
This is the most destructive technology used in the galaxy. Several planets
are still recovering from the carnage unleashed by this cataclysmic weapons
technology. By redesigning and strengthening anti-matter containment fields,
it becomes possible to hurl large amounts of anti-matter at your unlucky
enemies. The aptly named Holocaust Cannon often sets the battlefield ablaze.
Not much can stop these machines of death -- except of course, other
Holocaust Cannons.
The ultimate weapon, however, is the Supernova Warhead. The warhead contains
five anti-matter pods. Upon impact a firing mechanism similar to the one
found on the Holocaust Cannon throws these pods away from the impact point.
The five anti-matter pods collide with the ground, setting off a massive,
devastating explosion.
Ship Technologies
Shockwave Projectors
Category: Military Technologies
Tech Level: Two
Research Cost: 100 labor points
Base Technology: Nuclear Fusion
Technolgy It Leads To: None
Buildings You Can Make: Hydroport
Units You Can Make: Shockwave Dreadnought
These sonic dishes take tuning fork technology to a new extreme. They emit
sound waves at an extremely high frequency, so high that only a few
marsupials species on Balta III can actually hear the sounds. When these
waves pass through any conductive surface (such as metal or wood) this
surface will start to vibrate. Weak spots in the material that are unable to
handle this stress immediately tear. Thus airplanes that are hit with a
shockwave often break apart. Hull rivets on ships are also wrenched free,
creating huge gaps that lets seawater pour into the ship. The gunboat that
these weapons are mounted on, the Shockwave Dreadnought, can let you rule the
seas.
Shockwave Projectors are also necessary for Hydroport construction. Some of
the programming necessary for Shockwave Projectors goes into the coding of
some ship manufacturing machines, so you need this technology before you can
build the Hydroport.
Ion Weapons
Category: Military Technologies
Tech Level: Four
Research Cost: 500 labor points
Base Technology: Anti-Matter Containment
Technolgy It Leads To: None
Units You Can Make: Shockwave Carrier, Groundbreaker Warhead
This large energy beam localizes the effects of an ion storm. A small energy
collider inside the beam's projection unit speeds up the ion particles. When
released, these imploded particles "feed" off of themselves, creating a
widening beam. Anything electrical inside the beam's effect immediately
shuts down. This can cause airplane engines or ship propellers to shut off.
Ion particles also vaporize the nucleus inside plant and animal cells. This
kills anything in its area of effect. Shockwave Carriers are armed with ion
beam guns and so they cannot be built without this technology. Likewise the
Groundbreaker Warhead uses an ion beam to burrow into the ground before
exploding.
Aircraft Technologies
Starflare Bomb
Category: Military Technologies
Tech Level: Three
Research Cost: 250 labor points
Base Technology: Rocketry
Technolgy It Leads To: None
Units You Can Make: Starflare Bomber
The Starflare Bomb gets its distinction from its unique explosion that seems
to equal the intensity of a solar flare. Inside this Starflare Bomb is a
volatile mixture of hydrogen-phosphorous-based compounds. The explosion is
potent enough to level buildings and damage units. These weapons are a great
way to soften up your enemy's resistance. These self propelled weapons are
fired from a specially designed aircraft -- the Starflare Bomber.
Cloaking
Category: Military Technologies
Tech Level: Five
Research Cost: 1,000 labor points
Base Technology: Cortex Scanner
Technolgy It Leads To: Advanced Cloaking Uncloaking
Units You Can Make: Supernova Spyjet
Special Abilities: Gives you a special cloaked airplane
A technology that successfully blocks most scanning devices. Cloaking
devices redirect all scan waves, fooling the waves into not seeing what is
really there. Cloaking is most effective when used on fast moving airplanes,
as they have a very low chance of being detected. The Supernova Spyjet makes
good use of cloaking, letting it often spy successfully on other territories.
Warhead Technologies
Rocketry
Category: Military Technologies
Tech Level: Two
Research Cost: 100 labor points
Base Technology: Electronics
Technolgy It Leads To: Starflare Bomb, Neutrionic Fuel,
Orbital Surveillance System
Buildings You Can Make: Missile Base
Units You Can Make: Scatterpack Warheads
Rocket fuel must be manufactured before you can build any warheads. Your
scientists first must find the precise compounds to make this fuel. Once
they have discovered these compounds you can then start building a Missile
Base. Building a Missile Base should make all your enemies plenty nervous,
as you now are able to start producing Scatterpack Warheads.
Unit Enhancements
Neutrionic Fuel
Category: Colony Enhancement
Tech Level: Three
Research Cost: 250 labor points
Base Technology: Rocketry
Technolgy It Leads To: None
Buildings You Can Make: Military Airbase
Special Abilities: Lets your airplanes fly one more territory
Aircraft fuel can be modified by fusing neutrionic particles within the s
tandard hydrocarbon molecule. This creates high octane neutrionic fuel that
increases the distance your airplanes can travel by one territory. Plus, if
you have any clothes that smell from working with synthetic fertilizer,
washing them in neutrionic fuel clears up the foul odor instantly. Since it
evaporates quickly, this fuel must be kept in large water-cooled vats
underground. You may then build the Military Airbase. These fuel tanks
make up a large part of this building's underground structure.
Advanced Cloaking
Category: Unit Enhancement
Tech Level: Six
Research Cost: 2,000 labor points
Base Technology: Cloaking
Technolgy It Leads To: Transporters
Special Abilities: Lets your infantry units, Colonizers, and sea transports
have a cloaking ability
It is possible to give infantry, Colonizers, and Sea Transports cloaking
devices by increasing the strength of a normal cloaking field. Cloaked units
are not detectable by normal scanning devices. Also advanced cloaking
devices refract light waves. This makes the unit nearly invisible. Only by
watching the battlefield very carefully can a cloaked unit be seen. Slight
ripples in the landscape often indicate the general direction of the unit --
but by then it may be too late to stop the oncoming attack....
Uncloaking
Category: Unit Enhancement
Tech Level: Six
Research Cost: 2,000 labor points
Base Technology: Cloaking
Technolgy It Leads To: None
Special Abilities: Lets all your Command Corps detect cloaked units
After making some delicate modifications, a cloaking device can withstand
being fed inverse polarity energy. This projects an UC band that is watched
carefully using a small tracking system. Its light bends around any cloaked
objects present, making them much easier to see. Cloaked units that become
uncloaked are forced to fight.
Buildings
Colonist Dwellings
Housing
Cost to Build: 50 credits
Resources Needed: 10 labor points
Technology Needed: None
Size of Building: One square
Cost per Turn: None
How Many Colonists Can Live in It: 5 (500)
Special Abilities: Increases both the territory population limit and growth
rate
Your colonists set up these crude hovels when you first land. They are one
story tall so they can only hold 500 colonists. Housing units increase your
population; the more empty houses you have the larger your population will
grow. Colonists also enjoy carpentry as a hobby. They eventually upgrade
their Housing to Apartment Complexes. If your colonists are angry they
always barricade themselves inside their homes. This lets them protect the
meager possessions they have from your supposed tyranny.
Apartment Complexes
Cost to Build: 100 credits
Resources Needed: 50 labor points
Technology Needed: None
Size of Building: One Square
Cost per Turn: None
How Many Colonists Can Live in It: 10 (1,000) colonists
Special Abilities: Increases both the territory population limit and growth
rate
Apartment Complexes cost more to make than Housing, but each apartment
supports one thousand colonists. These buildings have a lot of nice perks
inside them as well. There is a weight room, a pool, and a jacuzzi inside
each. Colonists love Apartment Complexes and they gradually upgrade them to
Luxury Housing. The more empty apartments you have the faster your
population grows.
Luxury Housing
Cost to Build: 150 credits
Resources Needed: 100 labor points
Technology Needed: None
Size of Building: One Square
Cost per Turn: None
How Many Colonists Can Live in It: 15 (1,500) colonists
Special Abilities: Increases both the territory population limit and growth
rate
Luxury Housing holds up to fifteen hundred colonists. Great care is put into
the design of these dwellings. They are as functional as they are
aesthetically pleasing. These homes usually have anti-gravity fountains
installed inside their yards. Please beware though, colony leader, your
morale can go down if your populace feels they are becoming overpopulated.
Food and Wood Production
Farm
Cost to Build: 50 credits
Resources Needed: 75 labor points
Technology Needed: None
Size of Building: 4 Squares
How Many Colonists Can Work in It: 8
Cost per Turn: None
Resources It Produces: Food and Wood
Farms have changed little since the beginning of civilization. They produce
food and wood for the price of hard, honest work. Your Farms' food and wood
production depends on the areas on which you place them. Usually Farms do
much better in plains or forest territories, but resource square bonuses also
can aid production in mountains and swamps. Your farmers also cut much wood
in forest territories.
Hydroponic Farm
Cost to Build: 100 credits
Resources Needed: 150 labor points, 50 wood, 50 metal
Technology Needed: Synthetic Fertilizer
Size of Building: Four Squares
Cost per Turn: 2 energy
How Many Colonists Can Work in It: 6
Resources It Produces: Food and Wood
Using synthetic fertilizer for nutrients, Hydroponic Farms suspend plants
from a greenhouse ceiling. Hooked up to each root is a plastic bulb filled
with synthetic fertilizer. An electronic regulator monitors the amount of
nutrients that the plant needs. When the plant has received its daily supply
of fertilizer the plastic bulb is lowered, stopping the contact between the
fertilizer and the roots. Plants regulated this way grow twice as fast,
producing a much higher amount of food than what a Farm can make.
Unfortunately these huge greenhouses occupy a large parcel of land. Also
note that it is best not to be downwind when old synthetic fertilizer is
being washed out of the greenhouses. The stench is strong enough to make
your sinuses whistle.
Food Replicator
Cost to Build: 200 credits
Resources Needed: 250 labor points, 50 energy, 100 wood, 100 metal
Technology Needed: Food Replication
Size of Building: One Square
Cost per Turn: 10 energy
How Many Colonists Can Work in It: 4
Resources It Produces: Food and Wood
This cloning device duplicates food. This increases the size of the harvest,
creating significantly more food than a Hydroponic Farm. Note that most food
can only be replicated once. After that point the food loses its consistency
and turns into a semi-liquid tasteless blob. Food Replicators only take up
one square in your settlement.
Iron and Endurium Production
Surface Mine
Cost to Build: 100 credits
Resources Needed: 100 labor points, 50 wood
Technology Needed: None
Size of Building: Four Squares
Cost per Turn: None
How Many Colonists Can Work in It: 5
Resources It Produces: Iron and Endurium
Surface Mines dig into the top five hundred meters of a planet's crust and
blast apart a respectable pile of rock. This rock is then crushed and spun
in a huge drum. The ore particles stick to the walls of the drum, while the
nearly worthless limestone and other sedimentary rock collects in the middle.
This waste rock is then piped outside and a new pile of rock is brought in.
Once Endurium Mining technology is researched the drums are refitted with
special electromagnets. These magnets capture endurium particles easily.
Mantle Drill
Cost to Build: 200 credits
Resources Needed: 200 labor points, 50 wood, 10 metal
Technology Needed: Molecular Bonding
Size of Building: One Square
Cost per Turn: 5 energy
How Many Colonists Can Work in It: 4
Resources It Produces: Iron and Endurium
Mantle Drills penetrate a planet's crust to tap the first layer of the
mantle. The drill captures molten rock inside its specially designed hollow
core. Thanks to Molecular Bonding, the drill is selective about which molten
rock particles it draws up inside of it. Coated with polyporization, the
drill's insides only draw in molten iron particles. Endurium magnets can
also be added to the inside of the drill, letting you mine molten endurium
as well. The metals captured are so pure, (once cooled down) that your
colony's iron and endurium production greatly increases.
Sub-Space Magnet
Cost to Build: 300 credits
Resources Needed: 350 labor points, 100 wood, 50 metal, 15 electrical parts
Technology Needed: Sub-Space Scanner
Size of Building: One square
Cost per Turn: 10 energy
How Many Colonists Can Work in It: 3
Resources It Produces: Iron and Endurium
Using a sub-space scanner, this magnetic separator produces much more metal t
han the cruder Mantle Drill. The Sub-Space Magnet collects certain molecules
in sub-space. When the molecules are captured they are turned into energy.
Since the scanner is mounted on a pivot it next tilts, dropping the elements
inside an assembling area where the metal materializes. This assembling area
contains a series of magnets which spin around the material. The metallic
particles are drawn to the magnets creating large piles of ore. Once
Endurium Mining technology is researched, this building can be recalibrated
to gather endurium.
Energy and Anti-Matter Production
Nuclear Plant
Cost to Build: 100 credits
Resources Needed: 50 labor points, 25 metal
Technology Needed: None
Size of Building: One Square
Cost per Turn: None
How Many Colonists Can Work in It: 5
Resources It Produces: Energy and Anti-Matter Pods
When you land you are equipped with durable radioactive shielding material,
so you may build Nuclear Plants immediately. These buildings contain fission
reactors, which break apart the molecules of radioactive compounds. Much
energy is released when the molecules split apart. Nuclear Plants can also
be fitted with anti-matter containment fields. This will let your Nuclear
Plant produce anti-matter pods. Swamps are ideal for Nuclear Plants, as the
available hydrocarbons aid in the operation of the plant.
Fusion Plant
Cost to Build: 200 credits
Resources Needed: 150 labor points, 200 metal
Technology Needed: Nuclear Fusion
Size of Building: One Square
Cost per Turn: None
How Many Colonists Can Work in It: 3
Resources It Produces: Energy and Anti-Matter Pods
This excellent power plant is almost a perpetual motion machine. Fusion
reactors generate power through two phases, the fusion and the fission phase.
During the fusion phase, deuterium atoms combine to form helium. The
released energy pushes a turbine that generates electricity. The power
plant than enters its second phase -- nuclear fission. The helium molecules
are split apart, also producing energy. Very little deuterium is needed in
a fusion core because the deuterium material is reused. Radioactive material
only loses 0.0000012 percent of its mass during the fusion phase and
0.0000034 percent of its mass during the fission phase.
Fusion Plants can be expanded to house anti-matter containment fields,
letting you produce anti-matter pods.
Anti-Matter Plant
Cost to Build: 400 credits
Resources Needed: 250 labor points, 25 energy, 20 electronic parts
Technology Needed: Anti-Matter Containment
Size of Building: One Square
Cost per Turn: None
How Many Colonists Can Work in It: 2
Resources It Produces: Energy and Anti-Matter Pods
Specially designed to house anti-matter containment fields, these structures
automatically generate both conventional energy and anti-matter pods. The
main sphere on top of this plant can withstand creating a giant matter rift
inside. The walls of the sphere produce an anti-matter containment field
which then shrinks around this matter rift. Meanwhile the anti-matter
contacts the atmosphere. These starts a series of explosions, generating
much power. As a back-up feature, anti-matter pods are used to generate
conventional energy as well. Thus an Anti-Matter Plant will produce the
most power for your colony.
Electronic Parts Manufacturing and Technology Development
University
Cost to Build: 100 credits
Resources Needed: 100 labor points, 25 metal
Technology Needed: None
Size of Building: Four Squares
Cost per Turn: 10 energy
How Many Colonists Can Work in It: 4
Resources It Produces: Electronics
Special Abilities: Researches technologies
When you land, only a small group of your colonists are actually scientists.
These few individuals are well versed in all areas of science, but there are
so few of them that they will need to train other colonists. Once you build
a University you begin researching technologies. The more colonists you
assign to your University the more will learn and the faster you finish
technologies. Also when you gain Electronics technology, you may start
manufacturing electronic parts.
Tech Lab
Cost to Build: 200 credits
Resources Needed: 200 labor points, 5 electronic parts, 100 metal
Technology Needed: Chaos Computers
Size of Building: One Square
Cost per Turn: 20 energy
How Many Colonists Can Work in It: 4
Resources It Produces: Electronics
Special Abilities: Researches technologies
Developing Chaos Computers lets you build these high tech laboratories.
Research is slower in the University because much of the space is reserved
for classrooms and training. Now many colonists are competent in several
fields of technology, so the Tech Lab is a fully working laboratory. These
laboratories speed up your research tremendously. All the labs in a Tech Lab
have access to a chaos computer, letting your colonists run high-tech
experiments. Electronic parts production is also much faster in a Tech Lab.
Collective Tech Lab
Cost to Build: 300 credits
Resources Needed: 300 labor points, 250 metal, 25 energy, 25 electronic parts
Technology Needed: Cortex Scanner
Size of Building: One Square
Cost per Turn: 40 energy
How Many Colonists Can Work in It: 3
Resources It Produces: Electronics
Special Abilities: Researches technologies
The cortex scanner hooks up your scientists' brains directly through a fast
64 terrabaud modem. Collective Tech Labs are specially designed to handle
this hook-up system. Scientists are suspended in small plastic cubes on top
of each other, and each cube has a computer station in it. Neural implants
are placed in the scientist's head. These implants are connected to the
computer station and all of these computer stations are linked to a double
size chaos computer. Scientists are able to pass ideas back and forth in
the fastest, most accurate system of data sharing known in the galaxy. This
process is very intense, so many scientists are exhausted after even a few
hours of researching this way. They welcome the repetitive and relaxing
action of manufacturing electronic parts -- so they can make this resource
quickly.
Art Objects and Culture Creation
Culture Center
Cost to Build: 50 credits
Resources Needed: 100 labor points, 25 wood
Technology Needed: None
Size of Building: One Square
Cost per Turn: None
How Many Colonists Can Work in It: 5
Special Abilities: This building creates culture
These buildings are places for weary colonists to unwind, relieving the
stress of living on untamed Gallius IV. Culture Centers raise morale by
producing culture. Each culture point gets rid of one point of bad morale.
The more colonists you have producing culture, the happier your territory
will be.
Each race entertains themselves in different ways. Humans have a fond love
for ancient science fiction pictographics. The ChCh-t hold exciting
stingboxing matches. The Uva Mosk are fans of live theatre, and their most
popular entertainment genre is the beloved Screech Opera. The interiors of
Maug Culture Centers are basically high-tech playgrounds with networked
electronic games. The most popular Maug game is one where you can shoot at
each other in a virtual world filled bizarre weapons one picks up while
running around very quickly. The Tarth turn their Culture Centers into "Big
Dare Rooms" where they brag to each other about doing various feats of
strength. A popular game is crushing boulders on their heads. Re'Lu Culture
Centers are quiet places where Re'ite and Lu'ite alike can relax in serene
telepathic meditation. The Cyth participate in obscure group activities that
are best not discussed.
Museums
Cost to Build: 100 credits
Resources Needed: 200 labor points, 10 energy, 25 wood, 25 metal
Technology Needed: None
Size of Building: One Square
Cost per Turn: None
How Many Colonists Can Work in It: 3
Special Abilities: This building creates culture
Colonists love to stroll through these buildings to admire the triumphs of
their past and present glories. Museums give your colonists a strong sense
of group patriotism, letting them view you and your actions in a much more
positive light. You will be seen as someone who does actions for the good
of the community -- even if your actions are not always so honest! They
give you even more culture than a Culture Center.
Art Complex
Cost to Build: 200 credits
Resources Needed: 200 labor points, 15 energy, 15 wood, 25 metal
Technology Needed: None
Size of Building: Four Squares
Cost per Turn: None
How Many Colonists Can Work in It: 4
Resources It Produces: Art Objects
The daily grind of working on a fledgling colony leads to much stress. This
is especially true if any of your colonists are creatively inclined but must
work on a scientific or agrarian type job. Art Complexes give these
colonists a place to express themselves freely, letting them make art
objects. Although there is no guarantee that your colonists will create an
artistic masterpiece, the longer your colonists stay in these buildings the
greater the chance will be that an art object is made. Having an art object
in your colony increases morale by 2 points. You can also sell art objects
for a high price to other colonies or even the Black Market. The Black
Market pays a particularly high price for art objects.
Steel and Triidium Processing; Infantry and Artillery Production
Factory
Cost to Build: 100 credits
Resources Needed: 100 labor points, 50 metal
Technology Needed: None
Size of Building: Four Squares
Cost per Turn: 2 energy
How Many Colonists Can Work in It: 8
Resources It Produces: Steel and Triidium
Units It Produces: Infantry and Artillery Units
Special Abilities: This building generates trade income
Factories are crucial buildings for your colony. They can give you four
things -- military units, steel, triidium, and trade income. Initially
Factories will work with iron and endurium ore to make your units. Once you
have researched Metallurgy, your Factories start producing steel. When
Triidium Processing has been mastered your Factories can also start making
triidium. Since many resources and products pass through Factories, they
create a moderate amount of trade income as well. All infantry and artillery
must be outfitted in a Factory.
Automated Factory
Cost to Build: 250 credits
Resources Needed: 150 labor points, 100 metal
Technology Needed: Automation
Size of Building: One square
Cost per Turn: 5 energy
How Many Colonists Can Work in It: 6
Resources It Produces: Steel and Triidium
Units It Produces: Infantry and Artillery Units
Special Abilities: This building generates trade income
When your colonists build a regular Factory, they can only equip it with
crudely designed conveyors that frequently break down. Although this system
does the job, it is not very efficient. Once your scientists have researched
Automation, Factories may be refitted that makes use of the latest in
computer assisted automation. Conveyors now detect a jam up before it starts
and correct this problem immediately. Production of military units and
resources happens at a much faster rate. Trade income rises as well as more
resources are being shipped through this new Automated Factory.
Robotic Factory
Cost to Build: 500 credits
Resources Needed: 200 labor points, 200 metal, 25 energy, 20 electronic parts
Technology Needed: Artificial Intelligence
Size of Building: One Square
Cost per Turn: 10 energy
How Many Colonists Can Work in It: 4
Resources It Produces: Steel and Triidium
Units It Produces: Infantry and Artillery Units
Special Abilities: This building generates trade income
Simple robots take over mundane tasks in these high tech factories. Robots
weld tanks with more precision. Each weld is virtually identical as there
is only a 0.00023 percent margin of variation. Production happens
continuously as robots do not need rest breaks. These robots have infrared
eyes that scan guns and artillery mounts for flaws. Rejected units are
immediately tossed on a conveyor belt behind the robots and melted down.
Robotic Factories produce much more steel, triidium, and units than an
Automated Factory. Trade income also grows as more resources are moved in
and out of the factory.
Replication Station
Cost to Build: 750 credits
Resources Needed: 250 labor points, 50 energy, 50 electronic parts, 500 metal
Technology Needed: Metal Replication
Size of Building: One Square
Cost per Turn: 25 energy
How Many Colonists Can Work in It: 3
Resources It Produces: Steel and Triidium
Units It Produces: Infantry and Artillery Units
Special Abilities: This building generates trade income
You can build these incredibly fast factories once your research Metal
Replication. Combining the efficiency of robots and automation with
replication technology, these factories make the production of a Robotic
Factory seem small. Any alloy processed in the factory, either steel or
triidium, is immediately passed through a giant metal replicator. This
device is similar to the food replicator -- except that it is able to
duplicate metal. Robots then handle the increased metal supply. They
rapidly assemble rifles, infantry shields, and gun bases. The most efficient
factory possible, it has the added advantage of giving you a lot of trade
income.
Ship Production
Shipyard
Cost to Build: 150 credits
Resources Needed: 150 labor points, 75 metal
Technology Needed: None
Size of Building: One Square
Cost per Turn: 2 energy
How Many Colonists Can Work in It: 8
Units It Produces: Ship Units
Special Abilities: This building generates the most trade income
Shipyards are important buildings that may only be built on coastal
territories. Your colonists arrive from all parts of your coast, peddling
whatever they have found in the wild regions. Thus trade booms inside your
port. You can also manufacture transports and, with the right technologies,
high tech battleships. Sailing the high seas of Gallius IV may be pretty
hazardous though. There have been rumors of a giant sea beast that swims at
the lower depths of the oceans. Since Gallius IV has never been adequately
explored until now, this beast may or may not be real. If you get a report
of a sea beast sighting, take it very seriously.
Hydroport
Cost to Build: 250 credits
Resources Needed: 250 labor points, 250 metal, 20 energy, 10 electrical parts
Technology Needed: Shockwave Projector
Size of Building: One Square
Cost per Turn: 5 energy
How Many Colonists Can Work in It: 6
Units It Produces: Ship Units
Special Abilities: This building generates trade income
Hydroports are designed for rapid ship manufacturing. Some of the programming
necessary for Shockwave Projectors goes into the coding of some manufacturing
programs, so you need this technology to build the Hydroport. The marvel of
this building is that all areas of it are put into good use. Even the
ceiling of its large interior is rigged with manufacturing devices. Rivets
and other fasteners are made in specially sealed anti-gravitonic processors
that hang completely upside down.
Airplane Production
Airport
Cost to Build: 150 credits
Resources Needed: 300 labor points, 100 metal
Technology Needed: None
Size of Building: Four Squares
Cost per Turn: 5 energy
How Many Colonists Can Work in It: 8
Units It Produces: Airplanes Units
Special Abilities: This building generates trade income.
Airports manufacture all airplanes and give you trade income. You
immediately can manufacture the Turbo Wing Fighter. After Starflare Bombs
and Cloaking technologies are researched you can build the Starflare Bomber
and the Supernova Spyjet. Also several of your colonists are certified
pilots. They will fly small cargo planes that give you a large amount of
trade income each turn.
Military Airbase
Cost to Build: 300 credits
Resources Needed: 500 labor points, 300 metal, 20 energy, 25 electronic parts
Technology Needed: Neutrionic Fuel
Size of Building: Four Squares
Cost per Turn: 10 energy
How Many Colonists Can Work in It: 6
Units It Produces: Airplane Units
Special Abilities: This building generates trade income
Major warplane production starts once you build the Military Airbase. Geared
for Spyjet and Bomber production, Military Airbases build units much faster
than an Airport. Special molding vats cast the fuselage of all your planes.
Once this molding vat is removed mobile robots fill in the electronic insides
of your airplanes. All of this high-tech production needs a lot of parts and
services, so a Military Airbase gives you some trade income. Also the
foundation of the Military Airbase is equipped with specially fueled tanks
that hold large amounts of neutrionic fuel. Your airplanes will be able to
fly an additional territory further than they were able to before.
Warhead Production
Missile Base
Cost to Build: 100 credits
Resources Needed: 100 labor points, 50 metal
Technology Needed: Rocketry
Size of Building: One Square
Cost per Turn: 2 energy
How Many Colonists Can Work in It: 4
Units It Produces: Warhead Units
Once your scientists have finished researching Rocketry, the construction of
a Missile Base may be immediately started. There is sufficient material in
a Missile Base to immediately build the Scatterpack Warhead. Depending upon
the technology you have, you may also build the Groundbreaker Warhead and the
Supernova Warhead. Warheads are great for softening up your enemy before you
launch a major ground or air strike.
Anti-Colony Assault Silo
Cost to Build: 250 credits
Resources Needed: 200 labor points, 150 metal, 25 energy, 10 electronic parts
Technology Needed: Orbital Surveillance System
Size of Building: One Square
Cost per Turn: 15 energy
How Many Colonists Can Work in It: 2
Units It Produces: Warhead Units
You may build the Anti-Colony Assault Silo once you have the Orbital
Surveillance System in place. This building greatly increases your warhead
production. The Anti-Colony Assault Silo is twice as deep, giving your
colonists more room to build all warheads and attach these warheads to their
proper missiles. If you build and launch enough warheads there will be
little left of any opposing colonies. Thus, this structure gets its name.
Defense Fortifications
Laser Defense
Cost to Build: 75 credits
Resources Needed: 100 labor points, 15 metal
Technology Needed: None
Size of Building: One Square
Cost per Turn: None
How Many Colonists Can Work in It: None
Special Abilities: Protects Your Colony.
These stationary guns are so self-contained that they run without any
personnel. The power supply is made up of five energy cells. When one is
in use another is recharging. During a heavy battle the Laser Defense System
draws from the three other energy cells for reserve power. Because of this
ingenious design it rarely runs out of power. This accurate swivel mounted
laser quickly locates any invading military units. These fortifications have
about the same amount of attack ability as a Laser Cannon.
Energy Defense
Cost to Build: 100 credits
Resources Needed: 150 labor points, 50 metal, 5 energy
Technology Needed: Energy Deflectors
Size of Building: One Square
Cost per Turn: 5 energy
How Many Colonists Can Work in It: None
Special Abilities: Protects Your Colony
Once Energy Deflectors become one of your technologies, you can erect Energy
Defense fortifications. These deflector dishes project energy beams. Thanks
to an advanced targeting scanner, these beams can be accurately focused on
targets. The more Energy Defense guns that are in place, the better they
will be able to hold off an attack. These fortifications protect any other
buildings next to them. Energy Defense fortifications are about equal in
strength to a Fusion Cannon.
Anti-Matter Defense
Cost to Build: 150 credits
Resources Needed: 200 labor points, 100 metal, 10 energy
Technology Needed: Anti-Matter Deflectors
Size of Building: One Square
Cost per Turn: 10 energy
How Many Colonists Can Work in It: None
Special Abilities: Protects Your Colony
These defense fortifications project anti-matter particle beams in front of a
large emitting dish. These anti-matter beams easily target most incoming
units. This is the strongest defense system you can build for your colony.
They have about the same power as a Disruptor Cannon.
Colony Transportation
Fuel Depot
Cost to Build: 50 credits
Resources Needed: 50 labor points, 20 energy, 25 metal
Technology Needed: None
Size of Building: One Square
Cost per Turn: None
How Many Colonists Can Work in It: None
Special Abilities: Increases the range of aircraft
Lets tanks and infantry move an additional territory each turn
Fuel Depots have large tanks of simple octane fuel and, once you have
researched Neutrionic Fuel technology, high octane neutrionic fuel. When
any artillery units move into a territory that has one of these useful
buildings, they refuel and move ahead one more territory. Infantry can also
use these buildings. Fuel Depots all have a hearty cafeteria where weary
soldiers can get a decent meal. Rested from this brief stop, your infantry
will have the boost they need to move an additional territory. Fuel Depots
also have a small runway. This runway is just big enough to let Supernova
Spyjets land, so all planes can land here and refuel. Airplanes that end
their movement within range of a Fuel Depot do not crash.
Roads
Cost to Build: None
Resources Needed: None
Technology Needed: None
How Many Colonists Can Work in It: None
Special Abilities: Transports resources between territories
Colonists build roads when they settle a new territory. These roads are
basically crude pathways that have only some of the rougher mountain passes
and swamp trails covered with tar. No matter what pummels your colony, these
roads are always passable. Any resources transported usually cost you a few
credits. Sometimes your hovertruck operators feel road conditions too
difficult to drive over and they may stage a strike. When this happens your
transportation costs are unfortunately increased until the strike is over.
Hoverway
Cost to Build: None
Resources Needed: None
Technology Needed: Hoverway
How Many Colonists Can Work in It: None
Special Abilities: Reduces transport costs between territories
Forcing your hovertrucks to drive over crude gravel and tar paths is
expensive. A good investment for you would be to build hoverways over some
roads between your territories. Hoverways are elevated roads that have small
air holes all over on them. Air is forced through these holes, aiding in
the hovering power of your trucks. Transportation costs are reduced
significantly, cutting costs by one credit per trip. If you have a large
colony these savings really add up.
Transporters
Cost to Build: None
Resources Needed: None
Technology Needed: Transporters
How Many Colonists Can Work in It: None
Special Abilities: Transports resources between territories
All units can move an additional territory
Once you have Transporter technology, your colonists immediately build large
transporter decks. These decks are the size of a small warehouse and move
resources to any other territory in your colony. Transporters break
non-living materials down to the molecular level. They can then broadcast
this molecular stream across great distances. All transportation costs are
eliminated as there are no more terrain difficulties to travel through. Also
a special section of the transporter deck is reserved for moving fuel. All
military units can be refueled from a distance. Fuel is dematerialized at
the transporter station and then rematerialized inside the moving unit's
fuel tank! This increases the range of every military unit by one territory.
City Centers
Cost to Build: 500 credits
Resources Needed: 600 labor points, 250 metal, 50 energy
Technology Needed: None
Size of Building: Four Squares
Cost per Turn: None
How Many Colonists Can Work in It: 8
Units It Produces: Colonizer Scout Command Corps
Special Abilities: Generates trade income and creates culture
City Centers are the central hubs of your colony. Construct enough of these
buildings and Gallius IV becomes your planet. Your colonists all have
business in these centers, so these buildings have a small amount of trade
income. They also regulate trading practices; City Centers double the income
you get from other trade producing buildings that are in the territory. City
Centers are the buildings where you, colony leader, are likely to spend a lot
of time. These centers help morale as your colonists might get a chance to
meet you.. Many colonists come to get a tour of your command station and
look at the many plaques and hologram awards you have hung up here and there.
City Centers also outfit three important units. Colonizers are large
hovertrucks that allow colonists to set up Housing and roads in another
territory. You cannot colonize territories without them. Scouts are
debriefed and equipped with the latest hyperwave transmitters in City
Centers. Likewise the military officers who make up your Command Corps
units are equipped with field computers here. They also get filled in on
your strategy directly.
Military Units
Combat
You will probably engage enemies in several battles, colony leader. The
following information describes how the power of your units affects every
battle's outcome.
How a Battle Happens
There are several ways combat occurs on Gallius IV. If you invade a
territory owned by another colony, your units will be engaged by the
defending forces. If you and an enemy send units across a common border, a
border combat will occur. Lastly when two or more invading forces move in on
a defending colony, the invaders must fight each other first. After the
battles between all invaders are finished, the winner immediately moves on to
attack the defending colony.
Accuracy And Unit Experience
Terrain features, weapons range, racial advantages, racial disadvantages,
and unit experience affect how likely a unit will hit a target. Experience
greatly increases a unit's chance of doing damage. When a unit is first
manufactured it is a green unit and has no accuracy bonus. When it survives
a few battles and earns 100 experience points, it will become a veteran unit.
If a unit is lucky enough to earn 500 experience points, it gains elite
status.
Command Corps units also increase target accuracy. All units in the same
territory as a Command Corps have a 20% better chance of hitting their
targets.
Unit Statistics
All units have several statistics that help you see how good these units are
in combat. Here is each statistic:
Type: There are three types of units -- ground, ocean, and air units.
Move points: Each unit has a set number of move points. Moving into
friendly territories costs you less than moving into unfriendly territories.
Moving into territories you do not occupy uses up all the unit's movement
points. Some units may also move more than one territory in a turn.
Attack: This is how many points of damage this unit does when successfully
hitting another unit.
Defense: Every unit can withstand some damage. This number is how much
damage the unit can take before being destroyed. You can set the unit to
retreat when a certain percentage of these points are gone. For instance, a
unit has 4 defense points. If the unit is set to retreat at 50% damage it
will leave the battle when it has taken two points of damage. Units set to
100% never retreat. Units set to 0% always retreat as soon as they see an
enemy.
Speed: This indicates how fast or slow a unit moves in combat. Warheads
move at ultra fast speeds while Colonizers move at very slow speeds.
Firing Rate: The time it takes for the unit to recharge its weapons is
displayed in rounds per second. The higher the rounds per second the more
often it fires, while the lower this number is, the less it fires.
Range: Each unit shoots ahead of itself a certain number of settlement
squares.
Defensive Units
Militia
Cost to Build: Nothing
Resources Needed: None
Technology Needed: None
Type: Ground Unit
Cost per Turn: Nothing
Attack: 2
Defense: 2
Speed: Very Slow
Firing Rate: 1 round/second
Range: 1 square
Special Abilities: None
All your colonists are armed with small laser pistols. When attackers invade
your colony, your colonists do their best to defend their territory.
Militia can be killed like any other unit. Each dead militia unit is one
hundred colonists, so after a battle many colonists may be gone.
Defense Installations
Laser Defense
Cost to Build: 75 credits
Resources Needed: 100 labor points, 15 metal
Technology Needed: None
Type: Ground Installation
Cost per Turn: None
Attack: 6
Defense: 15
Firing Rate: 0.5 rounds/second
Range: 2.3 squares
Special Abilities: None
These stationary guns are so self-contained that they run without any
personnel. The power supply is made up of five energy cells. When one is
in use another is recharging. During a heavy battle the Laser Defense System
draws from the three other energy cells for reserve power. Because of this
ingenious design it rarely runs out of power. This accurate swivel-mounted
laser quickly locates and finds any invading military units. These
fortifications have about the same amount of attack ability as a Laser
Cannon.
Energy Defense
Cost to Build: 100 credits
Resources Needed: 150 labor points, 50 metal, 5 energy
Technology Needed: Energy Deflectors
Type: Ground Installation
Cost per Turn: 5 energy
Attack: 6
Defense: 30
Firing Rate: 0.67 rounds/second
Range: 2.6 squares
Special Abilities: None
Once Energy Deflectors become one of your technologies, you can erect Energy
Defense fortifications. These deflector dishes project energy beams. Thanks
to an advanced targeting scanner, these beams can be accurately focused on
targets. The more Energy Defense guns that are in place, the better they
will be able to hold off an attack. These fortifications protect any other
buildings next to them. Energy Defense fortifications are about equal in
strength to a Fusion Cannon.
Anti-Matter Defense
Cost to Build: 150 credits
Resources Needed: 200 labor points, 100 metal, 10 energy
Technology Needed: Anti-Matter Deflectors
Type: Ground Installation
Cost per Turn: 10 energy
Attack: 8
Defense: 45
Firing Rate: 0.75 rounds/second
Range: 3 squares
Special Abilities: None
These defense fortifications project anti-matter particle beams in front of
a large emitting dish. These anti-matter beams easily target most incoming
units. This is the strongest defense system you can build for your colony.
They have about the same power as a Disruptor Cannon.
Attack Units
City Center Units
Colonizer
Cost to Build: 50 credits
Resources Needed: 5 labor, 10 wood, 100 colonists
Technology Needed: None
Type: Ground Unit
Move Points: 3
Cost per Turn: None
Attack: 2
Defense: 4
Speed: Very Slow
Firing Rate: 0.75 rounds/second
Range: 1 square
Special Abilities: Colonizes new territories
Colonizers are hovertruck convoys that move colonists into untamed
territories. Each Colonizer is equipped with the food, wood, and metal
essential in establishing a colony. A small road cutter moves ahead of the
convoy, creating a road that connects your colony with this new territory.
When a Colonizer completes a settlement, this new territory will have one
hundred colonists and one Housing unit. All colonists are armed with laser
pistols and the trucks themselves are lightly shielded, so if attacked
Colonizers weakly defend themselves.
Scout
Cost to Build: 100 credits
Resources Needed: 25 labor points, 10 metal, 1 electronic part
Technology Needed: Electronics
Type: Ground Unit
Move Points: 3
Cost per Turn: None
Attack: 2
Defense: 5
Speed: Very Slow
Firing Rate: 1 round/second
Range: 1 square
Special Abilities: Race specific
Although they are very poor in combat, Scouts are powerful units. All Scouts
can sneak across a border to spy on a colony. They do this by camouflaging
themselves in the underbrush and setting up hyperwave broadcasting equipment.
They must have electronic parts to build these special spying instruments.
Scouts can also steal technology. This difficult mission has a high chance
of failure, as your Scout must infiltrate enemy laboratories and download the
technology's complete schematics. All kinds of detection devices are
strategically placed in most laboratories, making it hard for the Scout to
sneak past them. If this mission is successful you may get a technology for
free. Maug Scouts have high technological understanding and so are very good
at stealing technologies. They can deactivate alarm systems with ease and
break through most encryption codes.
Maug Scouts also sabotage enemy buildings, artillery, airplanes, and
warheads. By scrambling the computer systems on artillery and airplanes
they cause these units to self-destruct, destroying them. Maug Scouts can
also reprogram the launching systems on warheads, causing them to go off and
then target the territory they came from! If there are no military units to
sabotage, the Maug Scout plants explosives on key enemy buildings --
destroying them instantly.
Re'Lu Scouts subvert morale. They sneak across enemy borders and set up a
special telepathic transmitter. These transmitters release thought waves
that partially telepathically control enemy colonists. These colonists
immediately lose their morale, rebelling without any clear cause. The
effect spreads, so soon the Re'Lu Scout subverts almost the entire population
of a territory.
ChCh-t Scouts always travel in large groups. This lets them sneak into
a building at night and make off with many resources. They always target
buildings that have the most resources in them, stealing all of the largest
resource.
Cyth Scouts also have a nasty ability -- they poison land. The spying Cyth
Scout takes some of its spider juice and dumps the poison into a territory's
water supply. Although the poison gets too diluted to harm colonists, it is
strong enough to kill off many plants. The territory's food stockpile is cut
in half when Cyth Scouts are successful.
Tarth Scouts are terrible at spying. They are so large and bulky, they do
not have the ability to hide (they often try to unsuccessfully disguise
themselves as large rocks.) from patrolling units. Because of this, they
are often caught. Occasionally a Tarth Scout will succeed at spying, but
this is extremely rare.
Command Corps
Cost to Build: 250 credits
Resources Needed: 25 labor points, 5 metal, 5 electronic parts
Technology Needed: Electronics
Type: Ground Unit
Move Points: 3
Cost per Turn: 1 credit
Attack: 2
Defense: 5
Speed: Ultra Slow
Firing Rate: 1 round/second
Range: 1 square
Special Abilities: Race specific
Outfitting your top ranking military officers with field computers makes them
very effective. These computers have a large vidscreen that connects them to
all their ground units on the battlefield. They can guide attacking and
defending units more accurately, making all units in the territory 20% better
at hitting targets. Command Corps units themselves are quite weak, as the
military leaders have only themselves and their entourage around to defend
them.
Cyth Command Corps can also mind blast opposing units. They emit a long
range bolt of neural energy that causes a tremendous amount of damage to a
unit.
Re'Lu Command Corps have a powerful telepathic ability. They can mind
control entire units, forcing these units to turn against their colony and
fight for the Re'Lu. If the mind controlled unit survives the fight, it
becomes a Re'Lu unit.
In the Uva Mosk hierarchy only those who can perform the shaman dance are
allowed into the Command Corps. This mission lets them discover a hidden
bonus square in the territory they are in.
Factory Units
Laser Squad
Cost to Build: 35 credits
Resources Needed: 30 labor points
Technology Needed: None
Type: Ground Unit
Move Points: 3
Cost per Turn: None
Attack: 2
Defense: 5
Speed: Slow
Firing Rate: 1 round/second
Range: 1 square
Special Abilities: Berserk (Humans); Spy (Uva Mosk); Juggernaut (Tarth)
Laser Squads can be outfitted once you have built a Factory. Factories
manufacture laser rifles to arm Laser Squads. These laser rifles are more
powerful than the laser pistol used by militia.
Human Laser Squads can inject themselves with a toxic adrenaline extract
which gives them extra strength and agility. They fight fiercely and often
can win battles over stronger units. However the adrenaline is nearly fatal.
Soldiers who do not die become severely ill, as their muscles retract and
they cannot fight any more.
Tarth infantry study building destruction as a combat discipline, so Tarth
infantry units all have a juggernaut battle order. This gives them a high
chance of successfully destroying several structures in an enemy territory.
Due to their natural ability they have to camouflage themselves, all Uva
Mosk Laser Squads can spy on other territories. Soldiers that successfully
spy move through enemy territories with ease, radioing back their findings
to their Grand Hortus.
SAM Troopers
Cost to Build: 60 credits
Resources Needed: 50 labor points, 10 iron, 5 electronic parts
Technology Needed: Surface-Air Missiles
Type: Ground Unit
Move Points: 3
Cost per Turn: 1 credit
Attack: 4
Defense: 12
Speed: Slow
Firing Rate: 1 round/sec
Range: 1 square
Special Abilities: Attacks both air and ground units.
Berserk (Humans); Juggernaut (Tarth); Spy (Uva Mosk)
SAM troopers are unique infantry because they can damage both air and ground
targets. SAM troopers fire missiles from hand held launchers. These
missiles have an unusual propulsion system. When fired the missile shoots
out a pocket of compressed air. The air safely propels the rocket twenty
meters ahead of the soldier. This insures that the soldier will not become
a toasted mess. At twenty meters the missile ignites its fuel and speeds
towards the target. All planes and warheads can be shot down with these
missiles. Also the missiles can be fired at all ground targets -- with
fairly impressive results.
Just like the Laser Squad, Human SAM Troopers can be given the berserk order.
Also Uva Mosk SAM Troopers have the ability to spy on other colonies and
Tarth SAM Troopers can juggernaut enemy buildings.
Battle Troopers
Cost to Build: 100 credits
Resources Needed: 100 labor points, 25 metal, 8 electronic parts
Technology Needed: Anti-Matter Rifle
Type: Ground Unit
Move Points: 3
Cost per Turn: 2 credits
Attack: 8
Defense: 24
Speed: Fast
Firing Rate: 1 round/second
Range: 1.3 squares
Special Abilities: Berserk (Humans); Spy (Uva Mosk); Juggernaut (Tarth)
Adapting the laser rifle to shoot anti-matter pods is a hard task. However
once your scientists have developed anti-matter rifles, your factories start
making these deadly weapons. The rifle unleashes a tiny contained field of
anti-matter. The field is easily broken when it contacts a solid object.
This releases the anti-matter, turning any matter in the area into energy.
These soldiers can easily take out Laser Squads, SAM Troopers, Laser Tanks,
and SAM Troopers.
Just like SAM Troopers, Human Battle Troopers can be given the berserk order.
Also Uva Mosk Battle Troopers have the ability to spy on other colonies and
Tarth Battle Troopers can juggernaut enemy buildings.
Assault Troopers
Cost to Build: 200 credits
Resources Needed: 200 labor points, 50 metal, 10 electronic parts
Technology Needed: Assault Armor
Type: Ground Unit
Move Points: 3
Cost per Turn: 5 credits
Attack: 12
Defense: 36
Speed: Fast
Firing Rate: 2 rounds/second
Range: 1.3 squares
Special Abilities: Berserk (Humans); Spy (Uva Mosk); Juggernaut (Tarth)
Electronically enhanced assault armor protects your troopers from most laser
and anti-matter fire. This gives them incredible defense strength as they
can melt through almost all resistance. They are quite a sight, as often
the deflected beams bounce back and forth between several soldiers. Once
your scientists have perfected Assault Armor technology, you may then mass
produce this personal shield device. They are the toughest infantry units
you can put on the battlefield.
Just like Battle Troopers, Human Assault Troopers can be given the berserk
order. Also Uva Mosk Assault Troopers have the ability to spy on other
colonies and Tarth Assault Troopers can juggernaut enemy buildings.
Laser Cannon
Cost to Build: 75 credits
Resources Needed: 40 labor points, 25 metal
Technology Needed: None
Type: Ground Unit
Move Points: 4
Cost per Turn: 1 credit
Attack: 4
Defense: 10
Speed: Slow
Firing Rate: 1 round/second
Range: 1.3 squares
Special Abilities: None
Laser Tanks provide good offense and defense for your colony. Once you have
built a Factory you can begin mass producing Laser Tanks. These mobile guns
are mounted with giant versions of the laser rifle. The laser beams they
shoot easily burn through metal, plant matter, and animal matter. They are
especially effective against Laser Squads.
Fusion Cannon
Cost to Build: 100 credits
Resources Needed: 100 labor points, 50 metal
Technology Needed: Fusion Cannon
Type: Ground Unit
Move Points: 4
Cost per Turn: 2 credits
Attack: 8
Defense: 20
Speed: Slow
Firing Rate: 2 rounds/second
Range: 1.3 squares
Special Abilities: None
These mobile artillery cannons are armed with a small fusion reactor core.
When the cannon fires two deuterium atoms fuse together. This releases
tremendous energy. This energy travels down the cannon's barrel. Fusion
energy is tremendously more powerful than laser fire; these cannons easily
mow down any laser armed infantry and tanks in the area. These are also
very effective against Laser Defense fortifications.
Disruptor Cannon
Cost to Build: 200 credits
Resources Needed: 200 labor points, 100 metal, 5 electrical parts
Technology Needed: Disruptor Cannon
Type: Ground Unit
Move Points: 4
Cost per Turn: 5 credits
Attack: 15
Defense: 40
Speed: Slow
Firing Rate: 2 rounds/second
Range: 1.6 squares
Special Abilities: None
Incredibly more effective than Fusion Cannons, Disruptor Cannons vaporize
units and buildings instantly. This is done by placing a fusion beam inside
an anti-matter containment field. The placing of these two energy beams
together causes them to react violently, searing through Energy Defense
fortifications, Laser Tanks, and Fusion Cannons.
Holocaust Cannon
Cost to Build: 500 credits
Resources Needed: 400 labor points, 250 metal, 10 electrical parts,
20 anti-matter pods
Technology Needed: Anti-Matter Beam
Type: Ground Unit
Move Points: 4
Cost per Turn: 10 credits
Attack: 25
Defense: 100
Speed: Fast
Firing Rate: 10 rounds/second
Range: 2 squares
Special Abilities: None
The Holocaust Cannon is the most terrifying ground unit in the galaxy. The
destruction these cannons caused during the Quadra Wars is still being
rebuilt on many planets! Anti-matter beams are large containment fields
filled with anti-matter pods. The Holocaust Cannon throws these beams for a
range unrivaled by any other cannons. These units are an excellent choice
for the military minded colony leader -- a few Holocaust Cannons and an
enemy may at least contemplate leaving.
Shipyard Units
Sea Transport
Cost to Build: 50 credits
Resources Needed: 25 labor points, 25 metal
Technology Needed: None
Type: Ocean Unit
Move Points: 4
Cost per Turn: None
Attack: 5
Defense: 25
Speed: Slow
Firing Rate: 1 round/second
Range: 1.3 squares
Special Abilities: Moves ground units over water
Sea transports are large ships that can carry up three ground units. These
ships are crucial if you wish to launch an attack on a colony across a
continent. Sea transports move Colonizers, Scouts, Command Corps, Laser
Squads, SAM Troopers, Battle Troopers, Laser Tanks, Fusion Cannons, Disruptor
Cannons, and Holocaust Cannons. Sea Transports have poor attack and defense
abilities. If the sea ahead is full of enemy Shockwave Dreadnoughts and
Carriers, you might want to protect your transports with battleships and
airplanes of your own.
Shockwave Dreadnought
Cost to Build: 150 credits
Resources Needed: 75 labor points, 100 metal
Technology Needed: Shockwave Projector
Type: Ocean Unit
Move Points: 4
Cost per Turn: 1 credit
Attack: 10
Defense: 50
Speed: Fast
Firing Rate: 1 round/second
Range: 2 squares
Special Abilities: None
Shockwave Dreadnoughts unleash a harsh sonic wave that shakes apart enemy
ships and airplanes. Rivets on ship hulls are often torn apart, creating
large holes that sink the vessel. The shockwave also shakes loose the wings
on attacking aircraft. No shielding exists to keep out the vibrations, so
this weapon affects a huge area. They can take out shipping lanes or guard
Sea Transports. Build enough of these and you can rule the oceans and seas
of Gallius IV. This is the most heavily armed ship you can build.
Shockwave Carrier
Cost to Build: 350 credits
Resources Needed: 300 labor points, 200 metal, 10 anti-matter pods
Technology Needed: Ion Weapons
Type: Ocean Unit
Move Points: 4
Cost per Turn: 2 credits
Attack: 6
Defense: 75
Speed: Fast
Firing Rate: 10 rounds/second
Range: 1.6 squares
Special Abilities: Can refuel airplanes
Shockwave Carriers refuel airplanes, so any aircraft that is within range of
a Shockwave Carrier will not crash at the end of a turn. You can greatly
increase the attack range of your aircraft if you move Shockwave Carriers
and airplanes together. These mammoth aircraft carriers are not as heavily
armed as the Shockwave Dreadnought, but they can withstand a tremendous
amount of damage before they break apart.
Airport Units
Turbo Wing Fighter
Cost to Build: 75 credits
Resources Needed: 25 labor points, 50 metal
Technology Needed: None
Type: Air Unit
Move Points: 2
Cost per Turn: 1 credit
Attack: 1
Defense: 10
Speed: Very Fast
Firing Rate: 50 rounds/second
Range: 1.3 squares
Special Abilities: Attacks Ground, Ocean, and Air Units
Turbo Wing Fighters are laser armed warplanes you can build immediately once
you have constructed an Airport. Their laser beams attack ground, ocean, and
air units. This ability gives them advantages both as a defense force
against enemy aircraft and as an attack force against other colonies. When
attacking, Turbo Wing Fighters can fly in and blow apart defense
fortifications. This leaves the territory exposed to your ground forces.
Turbo Wing Fighters do have some limitations. They need tremendous amounts
of fuel. If they are not within range of an Airport, a Fuel Depot, or a
Shockwave Carrier at the end of a turn they crash. Be sure to keep your
warplanes within range of a refueling station, or they will become a pile of
scrap on Gallius IV.
Even if you pulverize all opposition in an enemy territory you will not be
able to take it over with just your airplanes. Since airplanes cannot land
without an airfield, the territory will remain your opponent's until you move
in with your ground forces.
Starflare Bomber
Cost to Build: 100 credits
Resources Needed: 75 labor points, 100 metal, 10 electronic parts
Technology Needed: Starflare Bomb
Type: Air Unit
Move Points: 3
Cost per Turn: 2 credits
Attack: 2
Defense: 15
Speed: Very Fast
Firing Rate: 50 rounds/second
Range: 1.6 squares
Special Abilities: Attacks Ground, Ocean, and Air Units
Starflare Bombers carry huge payloads of self-propelled bombs. Sending them
out ahead of your ground forces can soften up or even eradicate enemy
defenses. Named for the intense light their bombs give off when detonated,
the interior of the bomb carries a volatile mixture of hydrogen and
phosphorous-based compounds. Once this bomb flies to the ground, the metal
casing around these compounds cracks, exposing them to air. The resulting
explosion is devastating.
Supernova Spyjet
Cost to Build: 250 credits
Resources Needed: 125 labor points, 250 metal, 20 electrical parts,
10 anti-matter pods
Technology Needed: Cloaking
Type: Air Unit
Move Points: 4
Cost per Turn: 5 credits
Attack: 4
Defense: 25
Speed: Very Fast
Firing Rate: 50 rounds/second
Range: 2 squares
Special Abilities: Has spy mission
The Supernova Spyjet is a cloaked plane. A web of light refraction is
released around the plane in certain strategic areas. Most scanning devices
cannot detect a Spyjet because the scanning waves are bent around the
airplane, fooling the detection device into thinking that the plane is not
really there. This makes these planes difficult to detect and so they can
spy into distant territories. Move a Spyjet over a rival colony and you
might be able to look at that territory's settlement view. They have as
much success at spying as a Scout. Spyjets are the toughest planes you can
make.
Missile Base Warheads
Scatterpack Warhead
Cost to Build: 100 credits
Resources Needed: 50 labor points, 25 metal
Technology Needed: Rocketry
Type: Air Unit
Move Points: 3
Cost per Turn: None
Attack: 20
Defense: 4
Speed: Ultra Fast
Firing Rate: does not shoot
Range: does not shoot
Special Abilities: Each unit can only be used once
Once a Missile Base is complete you may manufacture Scatterpack Warheads.
This effective warhead is armed with several smaller explosive packets. When
the Scatterpack Warhead lands it detonates like a conventional weapon.
However, this first explosion throws the explosive packets from the impact
site and scatters them over a large area. When these packets impact the
ground and they also explode. This increases how much damage these warheads
dish out.
Groundbreaker Warhead
Cost to Build: 125 credits
Resources Needed: 75 labor points, 50 metal, 5 electronic parts,
10 anti-matter pods
Technology Needed: Ion Weapons
Type: Air Unit
Move Points: 4
Cost per Turn: None
Attack: 25
Defense: 6
Speed: Ultra Fast
Firing Rate: does not shoot
Range: does not shoot
Special Abilities: Each unit can only be used once
When the Groundbreaker lands on a target, it does not explode right away.
Instead, it has a special ion gun that drills into the soil ahead of the
warhead, letting it burrow underground about thirty meters. When it reaches
that depth the warhead detonates. The combined explosion of soil, rock, and
ionic energy causes much damage. The Groundbreaker Warhead thus inflicts
much more destruction than a Scatterpack Warhead. Order your scientists to
research Ion Weapons technology and these effective warheads will be added
to your arsenal.
Supernova Warhead
Cost to Build: 150 credits
Resources Needed: 100 labor points, 100 metal, 10 electronic parts,
20 anti-matter pods
Technology Needed: Anti-Matter Beam
Type: Air Unit
Move Points: 5
Cost per Turn: None
Attack: 30
Defense: 8
Speed: Ultra Fast
Firing Rate: does not shoot
Range: does not shoot
Special Abilities: Each unit can only be used once
The most powerful weapon in the galaxy is the Supernova Warhead. This
warhead houses five anti-matter pods. Upon impact a firing mechanism
similar to the one used in the Scatterpack Warhead throws these pods in all
directions. Once the containment fields touch the ground these anti-matter
pods break open. Any matter around each broken pod is instantly turned into
energy. Obviously five of these pods exploding at once creates a significant
amount of havoc. Researching Anti-Matter Beam technology lets you
manufacture these units, because your munitions experts can now create an
anti-matter containment field that withstands the initial explosion of the
warhead.
Credits
Executive Producer Chris Downend
Producer Matthew Ford
Asst. Producer Dan Evans
GAME DESIGN
Lead Designer Russell "Commander" Shiffer
Design Team K. "Veil Lord" Capelli
Dan "Maug-Chief" Evans
Matthew "Overseer" Ford
Mark "Hive Imperius" Jensen
Paul "Grand Hortus" Kwinn
Gary "Ubergeneral" Strawn
PROGRAMMING
Senior Programmers Paul Kwinn
Russell Shiffer
Programmer Gary Strawn
Additional Programming Dennis Benson
John Canfield
David Houston
Game Text Mark Jensen
ART & GRAPHICS
Lead Artist K. Capelli
Artists Heather Capelli
Chin-Han Hsu
John Xu
Yongki Yoon
Conceptual Art/ Design Heather Capelli
K. Capelli
Beckett Gladney
Chin-Han Hsu
Patricia Pearson
Additional Art Scott Burroughs
Ken Macklin
Mike McLaughlin
Accolade 3d Modelers Heather Capelli
K. Capelli
Kelly Pinson
Taunya Shiffer
John Xu
Alien Models Viewpoint Datalabs (Orem, Utah)
Oolan Model Zygote Media Group (Provo, Utah)
SGI DEPARTMENT
3D Graphics Manager Chris Eckardt (R & D animator)
Lead Animator Dexx Dorris (facial specialist)
Senior Animator Steve Martinez (lip sync specialist)
Animators Jason Quo
Nicole Allen (lip sync assistant)
CINEMATIC ANIMATIONS
Design Dan Evans
Mark Jensen
Animation Production Dan Evans
Script Writer Mark Jensen
Storyboards Patricia Pearson
Opening Animation Metropolis Digital (San Jose, Calif.)
Finale Animations Accolade SGI Department
K. Capelli (defeat animation)
SOUND & MUSIC DESIGN
Sound Effects Design Rudy Helm
Alien Voice Design Rick Kelly
Voice Recording Rick Kelly
InHouse Productions, (San Francisco, Calif.)
Original Music Compositions Chip Harris
VOICE TALENT
ChCh-t Christiane Crawford
Cyth Julian Lopez-Morillas
Human Colin Thomson
Human Commander Alexander Van Frank
Human Pilot Taunya Shiffer
Maug Gary R. Voss
Oolan Jan Carty Marsh
Re'Lu Alexander Van Frank
Skirineen Brian A. Vouglas
Tarth J. S. Gilbert
Uva Mosk Baomi Butts-Bhanji
DOCUMENTATION
Manual & Player's Guide Mark Jensen
Manual Layout W.D. Robinson
TESTING
Lead Tester David Fung
Testers Scott Barnes
Brian P. Clayton
Kraig Horigan
Erik Johnson
Ray Massa
Brian Sexton
SPECIAL THANKS
Ralph Betza, Russell Bornschlegel, Bob Busick, Heather Capelli, Diet Cola,
David Davids, Dilbert, Joel Finkle, Katharine Ford, Beckett Gladney, Jill
Jensen, Robert Johnson, Tim Jordan, David Osborn, Jen Pesek, Manic Panic Hair
Dye, Mike Mathison, M.U.L.E., Spider-Man, Taunya Shiffer, Valerie Strawn,
Todd Thorson, Wizards of the Coast