2 Credits\n\nMade By\nTaxes Trade Black Market\n\nUsed For\nMaking Buildings and Military Units
3 There are several ways to make money. Taxes give you credits each turn. City Centers, factories, airports, and shipyards can all raise money through trade. You can sell resources to another colony. You may even sell resources to the Black Market.
4 Labor
5 Labor\n\nAffected By\nNumber of Colonists\n\nWhat It Does\nChanges Resource and Unit\nProduction
6 You assign colonists to work in different buildings. Click and drag colonists in front of the building where you wish them to work. Each building has a colonist limit. For instance, a City Center can only have 800 colonists (8 icons) in it.
7 Food
8 Food\n\nAffected By\nFarm Production Crop Plagues\nCyth Poison Land Mission\n\nWhat It Does\nHelps Morale and\nPopulation Growth
9 A food surplus keeps your colonists happy, if colonists starve morale drops quickly. Farms, Hydroponic Farms, and Food Replicators all produce this important resource.
12 Wood is cut by farms. Farms placed over lightly and heavily forested areas produce the most wood. Also areas with a wood bonus icon increase the amount of wood cut.
15 Energy is generated by Nuclear Plants, Fusion Plants, and Anti-Matter Plants. The best territory to generate power in is a swamp territory. Also power plants built on bonus energy squares make even more energy.
16 Iron
17 Iron\n\nMade By\nSurface Mines Mantle Drills\nSub-Space Magnet\n\nUsed For\nMaking Buildings\nConstructing Military Units
18 Surface Mines, Mantle Drills, and Sub-Space Magnets all produce iron. Mountain regions are the best places to build a mine. Also rocky ground and iron bonus squares give you high ore production.
19 Steel
20 Steel\n\nMade By\nFactories\n\nUsed For\nBuildings and Military Units
21 Steel cannot be refined until Metallurgy is researched. Once this technology is finished all Factories, Automated Factories, Robotic Factories, and Replicator Stations convert iron into steel. Steel has five times the metal value of iron.
22 Endurium
23 Endurium\n\nMade By\nMines\n\nUsed For\nHigh Level Buildings and Units
24 This metal cannot be mined until your colony has researched the technology Endurium Mining. A rare ore found naturally on Gallius IV, endurium has five times the metal value of iron. Endurium is mined by Surface Mines, Mantle Drills, and Sub-Space Magnets.
25 Triidium
26 Triidium\n\nMade By\nFactories\n\nUsed For\nHigh Level Buildings and Units
27 Triidium Processing must be researched before this super-hard alloy can be refined. Once Triidium Processing is achieved, all Factories, Automated Factories, Robotic Factories, and Replicator Stations can convert endurium into triidium. Triidium has ten times the metal value of iron.
28 Anti-Matter Pods
29 Anti-Matter Pods\n\nMade By\nAnti-Matter Plants\n\nUsed For\nHigh Level Military Units\nand Buildings
30 Research Anti-Matter Containment and you can generate this powerful resource. Anti-Matter Pods are massive power cells needed for high level weapons. All power plants can produce anti-matter pods.
31 Art Objects
32 Art Objects\n\nMade By\nArt Complexes\n\nUsed For\nRaising Morale\nIncreasing Money
33 Art objects are created only by Art Complexes. Each art object raises morale by two points in that territory, as colonists feel that the object reflects their struggles. You may also sell art objects for a high price to other colonies and the Black Market.
36 Researching Electronics lets you manufacture this resource. Universities, Tech Labs, and Collective Tech Labs all manufacture electronic parts.
37 Resource Loss/Gain
38 Resource Loss/Gain\n\nHappens In\nAll Buildings\n\nWhat This Does\nChanges Resource Stockpile
39 As your colony grows it needs more resources. This causes you to use up more resources than you make. Research better technologies and construct more buildings to increase your production.
40 Transporting Resources
41 Transporting Resources\n\nHappens In\nAll Territories\n\nWhat This Does\nLets You Transport\nResources Between Territories
42 Colonists automatically move resources to territories that need them. You may also move resources yourself at a higher cost. Press the Toggle Resources/Military Units button. Click and drag the resource to the territory. Type in how much you wish to move in the dialog box.
43 Treasury
44 Treasury\n\nWhen Visible\nAlways\n\nWhat It Does\nShows How Much Money You Have
45 This is how much money you have to use this turn. Increasing taxes raises money but makes colonists unhappy. Some buildings give you additional trade income. Selling resources to another colony can add to your funds. You can also sell resources to the Skirineen Black Market.
46 Turn Readout
47 Turn Readout\n\nWhen Visible\nAlways\n\nWhat It Does\nDisplays Current Turn Number
48 This shows the turn number.
49 Combat Button
50 Combat Button\n\nWhen Visible\nAlways\n\nWhat It Does\nShows Recent Battles
51 Press this button to see a playback of any battles you fought at the end of last turn.
52 Statistics Button
53 Statistics Button\n\nWhen Visible\nAlways\n\nWhat It Does\nShows Colony Overview
54 This button gives you a detailed report on your colony. Each territory's population, buildings, military units, and resource production is shown.
55 Technology Button
56 Technology Button\n\nWhen Visible\nAlways\n\nWhat It Does\nLets You Check On Your Technology
57 Press this button to see or change your current research. This box shows the technology's description and how many turns it takes to finish it. You may change this technology by clicking on another available one in the list.
58 Events Button
59 Events Button\n\nWhen Visible\nAlways\n\nWhat It Does\nReviews Your Events
60 This button lets you look at all the events that happened this turn.
61 Send Message Button
62 Send Message Button\n\nWhen Visible\nAlways\n\nWhat It Does\nSends Messages to Other Colonies
63 Go ahead, talk to another colony! Do this by selecting an insult, threat, brag, complaint, or a custom message. Type custom messages in the message box. Then choose the race or races you wish to send the message to and press SEND.
64 Black Market Button
65 Black Market Button\n\nWhen Visible\nAlways\n\nWhat It Does\nContacts the Skirineen
66 Press this button to speak with the outlaw Skirineen. Buy or sell resources, information, technologies, and military units from them at slightly inflated prices.
67 Taxes Button
68 Taxes Button\n\nWhen Visible\nAlways\n\nWhat It Does\nLets You Change the Tax Rate
69 This button shows you how much money you will get from taxes the next turn. Set an overall tax rate for your colony or adjust a specific territory's tax rate. Each tax level causes a change in colonist morale.
70 Morale Button
71 Morale Button\n\nWhen Visible\nAlways\n\nWhat It Does\nShows You a Territory's Morale
72 Press this to see your territory's morale. Many things hurt your colony's spirit. High taxes make colonists angry. Starving and overpopulated colonists eventually rebel. Even patrolling units can lower morale. Low taxes, much culture, and art objects boost colony morale.
73 Toggle Resources/Military Units
74 Toggle Resources/Military Units\n\nWhen Visible\nAlways\n\nWhat It Does\nLets You Transport Resources\nBetween Territories
75 Your resources move automatically between your territories. However, if you need to transport resources yourself press this button. This displays your resources. Click and drag a resource into another territory. A box asks how many resources you need to move. Type in the amount and press OK.
76 Zoom In
77 Zoom In\n\nWhen Visible\nWorld Toolbar Only\n\nWhat It Does\nChanges Screen to Settlement View
78 This button changes the map to the settlement view. Highlight the territory you wish to see and press this button. The settlement view appears. You may only zoom into your own and bordering territories. You may also view territories that you are spying on.
79 Help Button
80 Help Button\n\nWhen Visible\nAlways\n\nWhat It Does\nGives You Information
81 This button connects you with me, Oolan. Under the Compact of Gallius IV, I help all colony leaders run their settlements.
82 End Turn Button
83 End Turn Button\n\nWhen Visible\nAlways\n\nWhat It Does\nEnds Your Turn and\nStarts A New One
84 Press this button and your turn ends. After a short time a new turn will start.
85 Buildings Button
86 Buildings Button\n\nWhen Visible\nSettlement Toolbar Only\n\nWhat It Does\nLets You Choose a Building
87 Click this button to construct a building. Choose the building you need and press BUILD. Your mouse arrow now has this building attached to it. Place it in the square or squares you want.
88 Demolish Button
89 Demolish Button\n\nWhen Visible\nSettlement Toolbar Only\n\nWhat It Does\nDestroys a Selected Building
90 This lets you get rid of useless buildings. When you press this button, the mouse arrow changes to a demolish icon. Choose the unwanted building. Its destruction soon happens.
91 Zoom Out
92 Zoom Out\n\nWhen Visible\nSettlement Toolbar Only\n\nWhat It Does\nChanges to the World View
93 This button switches the screen to the world view.
94 Colony Colors
95 Colony Colors\n\nWhen Visible\nAlways\n\nWhat They Are\nEach Colony's Flag Color
96 Each race has a separate map color. All units, flags, and other icons have this color. The colony colors are:\nCHCH-T: Orange CYTH: Black\nHUMAN: Gray MAUG: Dark Blue\nRE'LU: Greenish Blue TARTH: Red\nUVA MOSK: Grass Green
97 Moving Units
98 Moving Units\n\nCan Be Done\nWorld View Only\n\nWhat They Do\nThey Expand and Defend Your Colony
99 Move all units by clicking and dragging them. If you double click a unit, its Unit Orders box appears. For example, if you wish to colonize a territory, double click a Colonizer and select BUILD SETTLEMENT. Now move the Colonizer into another territory. The next turn the land is yours.
100 Territory Population
101 Territory Population\n\nCan Be Done\nWorld View Only\n\nWhat They Do\nShows Each Territory's\nPopulation
102 The world map shows each territory's population. One colonist icon equals one hundred colonists. Move colonists between all territories you own by clicking and dragging a colonist to another territory. Note that moving colonists costs money.
103 Satellite View
104 Satellite View\n\nWhen Visible\nAlways\n\nWhat It Does\nLets You Move Around World and\nSettlement Views
105 The map in the upper right is the SATELLITE VIEW. This map changes what you see on both the world and the settlement views. When you are in the world view click on another part of this map. The world map will move. Use this to see nearby territories in the settlement view. Click on another territory and soon it appears.
106 Population Bar
107 Population Bar\n\nWhen Visible\nAlways\n\nWhat It Does\nDisplays Happy and Angry Colonists
108 You see your total population in this area. Sometimes there are two groups of colonists displayed. The first group shows how many happy, productive colonists you have. The second group displays your unhappy colonists.
109 Technology Bar
110 Technology Bar\n\nWhen Visible\nAlways\n\nWhat It Does\nShows Research Progress
111 See your technology advance with this bar graph. The area in green is research you have finished, the yellow area is how far your research progresses next turn. Building Universities, Tech Labs, and Collective Tech Labs increases how fast you get technologies.
112 Colony Stockpile Box
113 Colony Stockpile Box\n\nWhen Visible\nAlways\n\nWhat It Does\nShows Your Total Resources
114 Your colony's resource stockpile is in the lower right. Under each resource are two numbers. The first number is how much of that resource you have. The second number shows how much of that resource is being produced this turn. If this number is red you have a shortage.
115 Settlement Labor
116 Settlement Labor\n\nWhen Visible\nSettlement View Only\n\nWhat They Do\nChange Building Production
117 You assign colonists to work in different buildings. Click and drag colonists in front of the building where you wish them to work. Each building has a colonist limit. For instance, a City Center can only have 800 colonists (8 icons) in it.
118 Morale
119 Morale\n\nAffected By\nFood Taxes Military Units\nOverpopulation\n\nWhat It Does\nChanges Colonist\nProductivity\n
120 Plentiful food, low taxes, culture, and art objects keep colonists happy and productive. Starvation, high taxes, overpopulation, and patrolling units drop morale, causing some colonists to stop working. Oppressing colonists with military units forces them back to work, but this could cause colonists to desert you.
121 Labor
122 Labor\n\nMade By\nColonists\n\nUsed For\nResource and Unit Production
123 Each colonist icon equals 100 workers. Click and drag your colonists to the buildings where you want them to work. Each building has a colonist limit. For instance, a Culture Center many only have 400 colonists (4 icons) making culture.
126 Food grows on Farms, Hydroponic Farms, and Food Replicators. Placing farms in flat areas produce the most food, farms in rocky areas raise the least. Also placing a farm over a food bonus icon boosts production.
127 Taxation
128 Taxation\n\nAffected By\nTax Rate\n\nWhat It Does\nIncreases or Decreases Your\nMoney Per Turn
129 You collect taxes every turn. Each tax level has a positive or negative effect on morale. You can even tax some territories more than others. This lets you tax populated areas for more money and give tax breaks to territories with a smaller population.
130 Transportation
131 Transportation\n\nAffected By\nRoad Type Oceans\nTerritory Ownership\n\nWhat It Does\nAssigns Transportation\nCosts
132 Transportation through friendly territories costs 0-2 credits. Resources moved over neutral territories and oceans cost 3-4 credits. Sneaking across enemy territories cost 5 credits. Researching Hoverway and Transporters reduces these costs.
133 Trade
134 Trade\n\nAffected By\nShipyards Airports\nFactories City Centers\n\nWhat It Does\nIncreases Your Money\n
135 Some buildings give you extra income through trade. Shipyards and airports generate the most, factories and City Centers also make you some money. Each of these buildings has a trade bar. The number on the bar is the extra money you will get next turn.
136 Culture
137 Culture\n\nAffected By\nCity Centers Culture Centers\nMuseums\n\nWhat It Does\nIncreases Your\nColonists' Morale
138 Culture reduces bad morale. For example, heavy taxes will cost you five morale points. Creating five culture points counters all of this bad morale. Only City Centers, Culture Centers, and Museums make culture.
139 Plains
140 Plains\n\nTerritory Type\n\nWhat It Does\nEffects Resource Production\nPopulation Growth
141 Plains are ideal territories to start a colony. Food usually grows best on plains. Your population grows the fastest on plains.
142 Forests
143 Forests\n\nTerritory Type\n\nWhat It Does\nEffects Resource Production\nPopulation Growth
144 Forests are good places to begin your colony, as they produce every natural resource in modest amounts. They never produce large amounts of anything.
145 Mountains
146 Mountains\n\nTerritory Type\n\nWhat It Does\nEffects Resource Production\nPopulation Growth
147 Mountain territories have large amounts of iron. However your population grows very slowly on this terrain type.
148 Swamps
149 Swamps\n\nTerritory Type\n\nWhat It Does\nEffects Resource Production\nPopulation Growth
150 Energy is easily generated in swamps, however the damp conditions severely limit your population's growth.
151 Oceans
152 Oceans\n\nTerritory Type\n\nWhat It Does\nSlows Down Transportation
153 Until you build ships, you cannot land in ocean territories or move across them. A shipyard lets you construct ships. These ships can transport military units over ocean territories.
156 Each square's terrain helps resource production. Flat ground and squares next to water are great for raising food. Cracked earth gives you energy bonuses. Light forests make high amounts of endurium, while dense forests create wood. Rocky areas have large quantities of iron.
157 Square Bonuses
158 Square Bonuses\n\nAffected By\nSettlement Map\nUva Mosk Shaman Mission\n\nWhat It Does\nGives You a Resource\nProduction Bonus
159 Some squares have a resource icon on them. These are special resource bonuses. Production of this resource is nearly doubled on that square!
163 Housing
164 Housing\n\nTechnology Needed\nNone\n\nWhat It Produces\nColonists
165 Housing increases your population; the more empty houses you have the faster your population will grow. Each Housing square supports 500 (5 icons) colonists. Colonists eventually upgrade Housing to an Apartment Complex.
166 Apartment Complex
167 Apartment Complex\n\nTechnology Needed\nNone\n\nWhat It Produces\nColonists
168 An Apartment Complex supports 1000 (10 icons) colonists. Colonists eventually upgrade Apartment Complexes to Luxury Housing. The more empty Apartment Complexes you have the faster your population grows.
169 Luxury Housing
170 Luxury Housing\n\nTechnology Needed\nNone\n\nWhat It Produces\nColonists
171 The most expensive housing complex, Luxury Housing holds up to 1500 (15 icons) colonists. The more empty Luxury Housing you have the faster your population grows. Note that morale will go down in overpopulated territories.
172 Farm
173 Farm\n\nTechnology Needed\nNone\n\nWhat It Produces\nFood and Wood
174 Farms produce both food and wood. Usually they do best in plains or forest territories, although resource square bonuses also can help production in mountains and swamps. Farms take up four squares on your settlement map.
175 Hydroponic Farm
176 Hydroponic Farm\n\nTechnology Needed\nSynthetic Fertilizer\n\nWhat It Produces\nFood and Wood
177 Once Synthetic Fertilizer is researched, you may build Hydroponic Farms. Hydroponic Farms raise much more food and wood than a normal Farm. These buildings take up four squares on the map.
178 Food Replicator
179 Food Replicator\n\nTechnology Needed\nFood Replication\n\nWhat It Produces\nFood and Wood
180 Food Replicators only take up one square of space. They produce much more food and wood than a Hydroponic Farm. Researching Food Replication lets you create these buildings.
181 Surface Mine
182 Surface Mine\n\nTechnology Needed\nNone\n\nWhat It Produces\nIron and Endurium
183 Surface Mines produce iron and endurium. You cannot mine endurium until you research the technology Endurium Mining. Surface Mines do best when placed in a mountainous territory or on rocky soil. They take up four squares.
184 Mantle Drill
185 Mantle Drill\n\nTechnology Needed\nMolecular Bonding\n\nWhat It Produces\nIron and Endurium
186 This building drills beneath the crust to mine a planet's molten rock. It then sucks molten iron and endurium to the surface where these metals cool down. It produces significantly more metal than a Surface Mine.
187 Sub-Space Magnet
188 Sub-Space Magnet\n\nTechnology Needed\nSub-Space Scanner\n\nWhat It Produces\nIron and Endurium
189 Tapping into sub-space regions, this mine selectively pulls the atoms needed to create iron and endurium. It produces metal faster than a Mantle Drill. A Sub-Space Magnet only mines iron until Endurium Mining is researched.
190 Nuclear Plant
191 Nuclear Plant\n\nTechnology Needed\nNone\n\nWhat It Produces\nEnergy
192 These buildings generate energy for your colony. Swamps and cracked earth squares are ideal spots for Nuclear Plants. Also placing a Nuclear Plant over an energy bonus square produces more power.
193 Fusion Plant
194 Fusion Plant\n\nTechnology Needed\nNuclear Fusion\n\nWhat It Produces\nEnergy
195 Researching Nuclear Fusion technology lets you build this high output power plant. Fusion Plants create more energy than a Nuclear Plant. They generate even more power on swamps, cracked earth, or energy bonus squares.
196 Anti-Matter Plant
197 Anti-Matter Plant\n\nTechnology Needed\nAnti-Matter Containment\n\nWhat It Produces\nEnergy and Anti-Matter Pods
198 This power plant generates both energy and anti-matter pods. Researching Anti-Matter Containment lets you construct this high energy producing plant.
199 Roads
200 Roads\n\nHoverway\nTransporters\n\nWhat It Produces\nTransportation
201 When you colonize a new territory a road connects this land to your colony. The first road built is a rough pathway, transportation on it is expensive. Hoverway technology improves these roads and saves you money. Transporter technology gets rid of all transportation costs.
202 Factory
203 Factory\n\nTechnology Needed\nNone\n\nWhat It Produces\nSteel Triidium Trade\nInfantry and Artillery Units
204 Factories build both infantry and artillery units. They also convert iron into steel and endurium into triidium, once you research Metallurgy and Triidium Processing. Factories can also trade, giving you extra money.
205 Automated Factory
206 Automated Factory\n\nTechnology Needed\nAutomation\n\nWhat It Produces\nSteel Triidium Trade\nInfantry and Artillery Units
207 Automation technology speeds up production -- letting you build the faster Automated Factory. Automated Factories make steel, triidium, and military units much faster than a Factory. Trade income is also increased.
208 Robotic Factory
209 Robotic Factory\n\nTechnology Needed\nArtificial Intelligence\n\nWhat It Produces\nSteel Triidium Trade\nInfantry and Artillery Units
210 Developing Artificial Intelligence lets you build the Robotic Factory. Robotic Factories manufacture infantry and artillery much faster than an Automated Factory. Steel and triidium processing happens at a highly productive rate and trade income also increases.
211 Replication Station
212 Replication Station\n\nTechnology Needed\nMetal Replication\n\nWhat It Produces\nSteel Triidium Trade\nInfantry and Artillery Units
213 Replication Stations are possible when you have Metal Replication technology. Replication Stations duplicate metals, letting these high tech factories manufacture steel, triidium, infantry, and artillery quickly. Your trade income is also increased.
214 Shipyard
215 Shipyard\n\nTechnology Needed\nNone\n\nWhat It Produces\nShip Units and Trade
216 Shipyards can only be built on coastal territories. Key trading centers that generate a lot of money, Shipyards also manufacture Sea Transports and warships. Molecular Bonding lets you build the Shockwave Dreadnought while Ionic Beams makes the giant Shockwave Carrier possible.
217 Hydroport
218 Hydroport\n\nTechnology Needed\nShockwave Projectors\n\nWhat It Produces\nShip Units and Trade
219 Research Shockwave Projectors technology to build the high tech Hydroport. This dock manufactures ships quickly but creates less trade income than a Shipyard. Hydroports may only be built on coastal territories.
220 Airport
221 Airport\n\nTechnology Needed\nNone\n\nWhat It Produces\nTrade and Airplane Units
222 Airports give you trade income and also build airplanes. At first you can build the Turbo Wing Fighter. Research Starflare Bombs and Cloaking to build better airplanes. Airports also refuel aircraft. Airplanes crash if they end a turn out of range from an Airport, a Fuel Depot, or a Shockwave Carrier.
223 Military Airbase
224 Military Airbase\n\nTechnology Needed\nNeutrionic Fuel\n\nWhat It Produces\nTrade and Airplane Units
225 High octane Neutrionic Fuel lets you build the Military Airbase. These bases manufacture airplanes much faster than an Airport. Military Airbases also give you trade income.
226 Fuel Depot
227 Fuel Depot\n\nTechnology Needed\nNone\n\nWhat It Does\nIncreases Range of Ground Units\nRefuels Airplanes
228 Fuel Depots can increase the range of aircraft, infantry, and artillery units. Airplanes that end their turn within range of Fuel Depot territories do not crash. Also artillery and infantry units that enter Fuel Depot territories can move another territory that turn.
229 Culture Center
230 Culture Center\n\nTechnology Needed\nNone\n\nWhat It Does\nMakes Culture
231 Culture Centers raise morale by producing culture. Each culture point counters one point of bad morale. So 5 points of culture gets rid of 5 points of bad morale. These buildings are great places for your weary colonists to unwind, relieving the stress of living on an untamed planet.
232 Museum
233 Museum\n\nTechnology Needed\nNone\n\nWhat It Does\nMakes Culture
234 Museums are more relaxing places than Culture Centers, giving you even more culture points. Colonists love to stroll through these buildings admiring the triumphs of galactic civilization.
235 Art Complex
236 Art Complex\n\nTechnology Needed\nNone\n\nWhat It Does\nCreates Art Objects
237 Art objects can only be made in Art Complexes. Every turn there is a chance of creating an art object, each art object increases morale by two points. You can also sell an art object for a high price.
238 Laser Defense
239 Laser Defense\n\nTechnology Needed\nNone\n\nWhat It Does\nDefends Colony
240 Laser Defense fortifications strengthen your colony's resistance to invading forces. These rapid fire guns are about equal in power to a Laser Tank.
241 Energy Defense
242 Energy Defense\n\nTechnology Needed\nEnergy Deflectors\n\nWhat It Does\nDefends Colony
243 An Energy Defense System is almost as effective as a Fusion Cannon. Once you finish Energy Deflector technology, put these powerful defense guns in place.
244 Anti-Matter Defense
245 Anti-Matter Defense\n\nTechnology Needed\nAnti-Matter Deflectors\n\nWhat It Does\nDefends Colony
246 Anti-Matter Defense fortifications are the most powerful stationary guns you can build. This is a must for defense against Disruptor Cannons. Researching Anti-Matter Deflectors gives you this system.
247 Missile Base
248 Missile Base\n\nTechnology Needed\nRocketry\n\nWhat It Does\nBuilds Missile Units
249 Build Missile Bases once you research Rocketry. Missile Bases manufacture all warheads -- the Scatterpack Warhead, the Groundbreaker Warhead, and the Supernova Warhead. Research Ionic Weapons and Anti-Matter Beams to get these missiles.
250 Anti-Colony Assault System
251 Anti-Colony Assault System\n\nTechnology Needed\nOrbital Surveillance Systems\n\nWhat It Does\nIncreases World Surveillance\nBuilds Missile Units
252 Research Orbital Surveillance Systems and you can build these devastating silos. These missile bases manufacture warheads much faster than a Missile Base. Also Anti-Colony Assault Systems launch surveillance satellites, giving you information on the entire planet.
253 University
254 University\n\nTechnology Needed\nNone\n\nWhat It Does\nImproves Research\nMakes Electronic Parts
255 Once you build a University you can begin researching technologies. Also when you gain the Electronics technology, you may start manufacturing electronic parts. These large research centers take up four squares in a settlement.
256 Tech Lab
257 Tech Lab\n\nTechnology Needed\nChaos Computers\n\nWhat It Does\nImproves Research\nMakes Electronic Parts
258 Thanks to Chaos Computer technology, these labs can research technologies faster than a University. Tech Labs also produce more electronic parts than a University.
259 Collective Tech Lab
260 Collective Tech Lab\n\nTechnology Needed\nCortex Scanner\n\nWhat It Does\nImproves Research\nMakes Electronic Parts
261 Cortex Scanner technology lets scientists communicate mentally -- saving much time. Collective Tech Labs research technologies at a quicker rate than a Tech Lab. The improved research facility allows scientists to make electronic parts quickly as well.
262 City Center
263 City Center\n\nTechnology Needed\nNone\n\nWhat It Does\nImproves Culture and Trade\nMakes Colonizers Scouts and\nCommand Corps
264 City Centers are hubs of trade income and culture. A City Center builds Colonizers -- units that move colonists into other territories. Once Electronics is researched, City Centers make Scouts and Command Corps units. Build enough City Centers and you can claim the planet.
265 Production Bars
266 Production Bars\n\nWhat They Do\nLets You Change How\nMuch Your Buildings\nProduce
267 Double click a building to see its dialog box. Each building has a production bar or bars. Adjust these bars to fit your strategy. For instance, a City Center produces trade, culture, and units. Build a unit by dragging the build units bar higher than the others.
268 Circular Queue
269 Circular Queue\n\nWhat It Does\nLets You Build Military\nUnits Continuously
270 City Centers, factories, shipyards, airports, and missile bases manufacture units. You can set up a circular queue that makes units nonstop. Select the units you wish to build and then check circular queue. If there are enough resources the factory will keep making these units.
271 Adding Colonists
272 Adding Colonists\n\nWhat It Does\nIncreases Or Decreases a\nBuildings Production
273 Adding colonists to a building increases its production. For example, a farm that only has two colonists on it might only produce 6 food and 1 wood. Adding another colonist icon might increase production to 9 food and 2 wood.
274 Scout
275 Scout\n\nTechnology Needed\nElectronics\n\nSpecial Missions\nSpy Steal Technology\nRace Specific Missions
276 Although they are poor in combat, Scouts have several special missions only they can do. All Scouts can spy and steal technology. Some races also have special missions that let Scouts steal resources, sabotage units, subvert morale, and poison land.
279 Territories can only be settled by Colonizers. Colonizers are large truck convoys which transport colonists to untamed regions. Start a settlement by moving your Colonizer to a neutral territory. Double click the unit and choose the Build Settlement mission. Next turn the territory is yours.
280 Command Corps
281 Command Corps\n\nTechnology Needed\nElectronics\n\nSpecial Missions\nIncrease Ground Unit Strength\nMind Blast Mind Control Shaman
282 Command Corps units give all artillery and infantry units a better chance to hit their targets. The Cyth Corps mind blast opposing units. Re'Lu Corps mind control enemy units. Uva Mosk Corps units have the Shaman mission that creates resource bonus squares.
285 You can build Laser Squads when you finish any factory. Human infantry may be ordered to berserk. Tarth units ordered to juggernaut destroy buildings. Uva Mosk infantry can spy in a rival territory, gathering valuable information.
286 SAM Troopers
287 SAM Troopers\n\nTechnology Needed\nSurface-Air Missiles\n\nSpecial Missions\nCan Attack Aircraft And Missiles\nSpy (Uva Mosk)\nBerserk (Humans) Juggernaut (Tarth)
288 SAM Troopers are equipped with rocket missiles that attack both ground and air targets. Because of this SAM Troopers can be used against artillery, infantry, airplanes, and missiles. The Humans, Uva Mosk, and Tarth SAM Troopers all have special abilities.
291 Battle Troopers have strong defensive and offensive capabilities. Once you have Anti-Matter Rifle technology, Battle Troopers are available in your factories. The Humans, Uva Mosk, and Tarth Battle Troopers all have special combat abilities.
294 Assault Troopers are the strongest infantry unit you can put on the battlefield. Research Assault Armor to outfit these troops. The Human, Uva Mosk, and Tarth Assault Troopers all have special combat abilities.
297 Factories manufacture Laser Tanks. These tanks are armed with a large version of the laser rifle, shooting a penetrating beam that burns buildings and maims Laser Squads.
300 Research Fusion Cannons to manufacture these strong artillery units. They create a beam by fusing atoms together and projecting the resulting energy. Fusion Cannons are manufactured by factories.
303 Even more effective than Fusion Cannons, these units vaporize most units and buildings. Disruptor Cannons fire an encased projectile of anti-matter. When this projectile impacts a target, the anti-matter is released. Any matter in its range instantly explodes.
306 The most destructive mobile gun in the galaxy, the Holocaust Cannon releases a disintegrating anti-matter beam. Research Anti-Matter Beam technology to make these units in your factories.
307 Turbo Wing Fighter
308 Turbo Wing Fighter\n\nTechnology Needed\nNone\n\nSpecial Abilities\nCan Fight Ships and Airplanes
309 These airplanes launch devastating attacks on other colonies. They are also armed with laser guns that take out enemy aircraft, so they are also great defense against Starflare Bombers and Supernova Spyjets. You make Turbo Wing Fighters in your airports.
310 Starflare Bomber
311 Starflare Bomber\n\nTechnology Needed\nStarflare Bombs\n\nSpecial Abilities\nCan Fight Ships and Airplanes
312 Research Starflare Bomb technology to make these powerful airplanes. Manufacture Starflare Bombs in your airports. Starflare bombs get their name because they explode with high amounts of destruction.
313 Supernova Spyjet
314 Supernova Spyjet\n\nTechnology Needed\nCloaking\n\nSpecial Abilities\nFights Ships and Airplanes\nHas Spy Mission
315 Cloaking technology gives you this attack plane. Supernova Spyjets have a special spy mission. If undetected, the Spyjet gathers information just like a Scout!
316 Sea Transport
317 Sea Transport\n\nTechnology Needed\nNone\n\nSpecial Abilities\nMoves Units Over Oceans\nCan Attack Ships and Airplanes
318 Sea Transports haul up to three land units. Colonizers, Scouts, Command Corps, Infantry, and Artillery units may all be moved by these ships. Build Sea Transports in your shipyards.
319 Shockwave Dreadnought
320 Shockwave Dreadnought\n\nTechnology Needed\nShockwave Projectors\n\nSpecial Abilities\nCan Attack Ships and Airplanes
321 These ships take out enemy Sea Transports. Shockwave Dreadnoughts unleash a harsh sonic wave that shakes apart enemy ships, causing them to sink. The shockwave also shakes loose the wings on bombing aircraft. Research Shockwave Projectors to make these ships.
322 Shockwave Carrier
323 Shockwave Carrier\n\nTechnology Needed\nIonic Weapons\n\nSpecial Abilities\nAttacks Ships And Airplanes\nRefuels Airplanes
324 The Shockwave Carrier transports and refuels airplanes. Any aircraft within range of a Shockwave Carrier will not crash at the end of a turn. These ships are a convenient way to increase the range of your airplanes.
330 Research Ion Weapons and your missile bases can make these warheads. Groundbreaker Warheads burrow into the soil twenty meters before detonating. This throws massive amounts of earth along with its explosion, adding massive destruction.
333 The most destructive weapon known in existence. Once Anti-Matter Beams are researched your missile bases can make Supernova Warheads -- and your enemies had better beware!
336 Laser Defense installations strengthen your colony's resistance to invading forces. These rapid fire guns are about equal in power to a Laser Tank.
337 Energy Defense
338 Energy Defense\n\nTechnology Needed\nEnergy Deflectors\n\nSpecial Missions\nNone
339 An Energy Defense fortification is almost as effective as a Fusion Cannon. Once you finish Energy Deflector technology, put these powerful defense guns in place.
342 Anti-Matter Defense fortifications are the most powerful stationary guns you can build. This is a must for defense against Disruptor Cannons. Researching Anti-Matter Deflectors gives you this system.
345 Your colonists always carry small laser pistols. When an invading army attempts to take over your territory, your colonists will help you fight off the invaders.
346 Stacking Limits
347 Stacking Limits\n\nTerritories Have a Limit\nOn How Many Units\nCan Be In Them
348 Each territory supports up to 4 infantry, 2 artillery, 3 ships, 3 airplanes, and 4 warheads in one territory. If there are too many military units in one territory when a turn ends some units will disband.
349 Unit Experience
350 Unit Experience\n\nUnits Gain Experience\nImproving Their Attack\nAnd Defense Strength
351 If a unit survives a battle it gains combat experience. More experienced units attack and defend themselves better. There are three levels of experience -- green, veteran, and elite.
352 Attack Normal
353 Attack Normal\n\nOrder\n\nCan Be Given To\nAll Units\n\nEffect\nAttacks Nearest Target
354 This order tells the unit to attack the nearest target -- military unit or building.
355 Attack Units Only
356 Attack Units Only\n\nOrder\n\nCan Be Given To\nAll Units\n\nEffect\nOnly Attacks Other Units
357 When given this order, the unit only attacks enemy units and does not damage buildings.
358 Attack Buildings
359 Attack Buildings\n\nOrder\n\nCan Be Given To\nAll Units\n\nEffect\nDestroys Buildings
360 This command orders the unit to destroy all buildings in a territory first. A useful command if you are slowing down your rival's development.
361 No Mission
362 No Mission\n\nMission\n\nCan Be Given To\nAll Units\n\nEffect\nNone
363 Units given this command do no special mission.
364 Patrol
365 Patrol\n\nMission\n\nCan Be Given To\nAll Units\n\nEffect\nCatches Spies
366 Patrolling units detect spying Scouts. Discovered Scouts are immediately executed. If a patrolling unit moves to another territory it cannot look for spies until the next turn. Patrolling units lower morale in the territory they are in.
367 Spy
368 Spy\n\nMission\n\nCan Be Given To\nScouts Spyjets\nUva Mosk Infantry\n\nEffect\nGathers Information
369 Scouts can slip across enemy borders to spy. Do this by giving a Scout the spy mission. Click and drag the unit into the rival territory. If the mission succeeds you can see into that territory next turn. Your spy could be caught if your rival has units set on the patrol mission.
370 Steal Technology
371 Steal Technology\n\nMission\n\nCan Be Given To\nScouts\n\nEffect\nTakes a Technology from\nAnother Colony
372 Send a Scout into an enemy colony with this dangerous mission and you might get a technology for free! Note that most Scouts are more easily caught doing this mission, however Maug Scouts have less chance of being captured.
373 Transfer To....
374 Transfer To....\n\nMission\n\nCan Be Given To\nAll Units\n\nEffect\nGives Unit to Another Colony
375 This mission lets you give the unit to another colony. Select the Transfer To... mission that has your ally's name on it. The next turn it will become theirs.
376 Repair
377 Repair\n\nMission\n\nCan Be Given To\nAll Units\n\nEffect\nFixes the Unit's Damage
378 This mission repairs all damage done to the unit. When a unit is set to repair it cannot move or fight during that turn. The next turn it will be at full strength.
379 Suppress Population
380 Suppress Population\n\nMission\n\nCan Be Given To\nAll Units\n\nEffect\nForces Rebel Colonists to Work
381 This mission imposes martial law on a territory, forcing irate colonists back to work. This helps when you are taxing your colonists heavily. If a suppressing unit is moved to another territory, it cannot suppress until the next turn. There is a chance suppressed colonists my defect.
382 Subvert
383 Subvert\n\nMission\n\nCan Be Given To\nRe'Lu Scouts Only\n\nEffect\nLowers Morale in Territory
384 Only Re'Lu Scouts have this special mission. Using their telepathic powers, Re'Lu mentally manipulate colonists to rebel against their colony. Colonist morale is hurt each turn the subverting Scout is in that territory.
385 Mind Control
386 Mind Control\n\nSpecial Ability\n\nPossessed By\nRe'Lu Command Corps Only\n\nEffect\nTakes Over Enemy Units\nDuring Combat
387 Re'Lu Command Corps units have this special power. During a battle there is a chance that an opposing unit will fall under the telepathic control of the Re'Lu Command Corps. This unit then turns against its colony and fights for the Re'Lu. Note that this is an ability, not a mission.
388 Berserk
389 Berserk\n\nOrder\n\nCan Be Given To\nHuman Infantry Units\n\nEffect\nIncreases Attack Strength
390 Only Human infantry units have this special attack. These troops inject themselves with a toxic adrenaline that gives them a huge attack bonus. However this adrenaline is fatal. All berserk units die after the battle.
391 Mind Blast
392 Mind Blast\n\nSpecial Ability\n\nPossessed By\nCyth Command Corps Only\n\nEffect\nKills Enemy Units
393 Only Cyth Command Corps units have this innate ability. By focusing a blast of psionic energy, they scramble the brains of whoever opposes them. These mind blasted units are quickly destroyed. Note that this is an ability, not a mission.
394 Poison Land
395 Poison Land\n\nMission\n\nCan Be Given To\nCyth Scouts Only\n\nEffect\nCauses Crop Plague
396 Cyth Scouts set to this mission infect an enemy's land with a disease. This causes a crop plague that destroys half the food in that territory.
397 Shaman
398 Shaman\n\nMission\n\nPossessed By\nUva Mosk Command Corps Only\n\nEffect\nCreates Resource Bonus
399 The Shaman mission gives Uva Mosk Command Corps units a chance to create a resource bonus square in a territory. They can create resource bonus squares for food, iron, endurium, and energy.
405 Developing Synthetic Fertilizer eliminates a farm's dependence on soil for nutrients. Synthetic Fertilizer has all the nutrients needed for healthy plant growth and increases food production. This technology lets you build the Hydroponic Farm.
406 Electronics
407 Electronics\n\nRequires No Technology\n\nLeads To\nSurface-To-Air Missiles\nRocketry\nChaos Computers\n\nGives You\nElectronics Scout\nCommand Corps
408 Once you have achieved Electronics your Universities, Tech Labs, and Collective Tech Labs are able to manufacture electronic parts. Also both Command Corps and Scouts cannot be made without this resource.
411 This process lets you turn iron ore into steel. Setting up the forges and furnaces in your factories takes some work. Once you have researched Metallurgy all your factories can convert iron ore into steel.
414 Shockwave Projectors emit sound waves at an extremely high frequency, shaking apart both ships and airplanes. These weapons arm the highly destructive Shockwave Dreadnought. The Hydroport may also be built -- an advanced ship manufacturing complex.
420 Molecular Bonding is a process necessary for building the Mantle Drill. This technique makes molecules cling, or bond, to a treated surface. The Mantle Drill then attracts molten iron and endurium particles inside the drill.
423 Arm your infantry with surface-air missiles to take out enemy aircraft and missiles. SAM Troopers can attack both ground and air targets quite effectively.
424 Rocketry
425 Rocketry\n\nRequires\nElectronics\n\nLeads To\nNeutrionic Fuel\nStarflare Bomb\nOrbital Surveillance Systems\n\nGives You\nMissile Base
426 Developing Rocketry allows you construct a Missile Base. Once the Missile Base is finished you may start building warheads.
429 The Chaos Theory helps these special computers glide through many complex permutations. They speed up research tremendously and aid in making electronic parts. This technology lets you build the Tech Lab.
432 Streamline factory production with this computerized conveyer system. Automation improves the processing within a factory, letting you make the much faster Automated Factory.
433 Hoverway
434 Hoverway\n\nRequires\nMetallurgy\n\nLeads To\nNo Technology\n\nGives You\nCheaper Transport
435 Hoverways reduce your transportation costs. These air cushioned roads push huge air barges between your territories, saving you money. All transport routes will cost one less credit to move upon.
438 These holding bays allow you to trap anti-matter pods. This is the key resource needed in several destructive weapons. Once you have this technology you may build the Anti-Matter Power Plant.
439 Energy Deflectors
440 Energy Deflectors\n\nRequires\nFusion Cannon or\nMolecular Bonding\n\nLeads To\nNo Technology\n\nGives You\nEnergy Defense
441 By bombarding an area with beams of energy, these dishes can take out many attacking units. An Energy Defense fortification is ideal for defending a territory against a Fusion Cannon onslaught.
444 The ultra-hard endurium ore can be mined when a special magnetic system sifts through crushed metal and rock. Endurium has five times the metal value of iron.
447 The Starflare Bomb causes massive amounts of destruction. These huge self-propelled weapons are fired from a specially designed aircraft -- the Starflare Bomber. You build Starflare Bombers in your airports.
448 Neutrionic Fuel
449 Neutrionic Fuel\n\nRequires\nRocketry\n\nLeads To\nNo Technology\n\nGives You\nAirbase\nIncreases Airplane Range
450 This high octane fuel burns efficiently, letting aircraft fly to another territory each turn. This fuel also powers high speed construction machinery, letting you build the Military Airbase.
453 This branch of programming increases the tasks computers can do. Artificial Intelligence lets you build a Robotic Factory. Simple robots are specially programmed to take over many difficult tasks in this factory.
456 Arming infantry with Anti-Matter Rifles lets you outfit Battle Troopers. Anti-matter containment fields are reducible to the size of a large bullet. These small fields hold anti-matter pods that can then be fired from this special rifle.
457 Ion Weapons
458 Ion Weapons\n\nRequires\nAnti-Matter Containment\n\nLeads To\nNo Technology\n\nGives You\nShockwave Carrier\nGroundbreaker Warhead
459 Ionic weapons concentrate the destructive effects of an ion storm. All Shockwave Carriers are armed with small scale ion guns. Also the Groundbreaker Warhead uses ion particles to create vibrations, letting these warheads burrow into the ground.
462 Converting endurium ore into triidium gives you a tremendous advantage. Triidium has ten times the metal value of iron.
463 Orbital Surveillance Systems
464 Orbital Surveillance Systems\n\nRequires\nRocketry\n\nLeads To\nAnti-Matter Defense\n\nGives You\nImproved World View\nAnti-Colony Assault Silo
465 Launching these low orbit satellites lets you see more of the planet's surface. Because of the deeper silos needed to launch surveillance satellites, the Anti-Colony Assault Silo is now possible.
466 Metal Replication
467 Metal Replication\n\nRequires\nAutomation or\nChaos Computers\n\nLeads To\nNo Technology\n\nGives You\nReplicator Station
468 Similar to food replicating, Metal Replication technology lets you duplicate steel and triidium. Once you build a Replication Station you can increase your supply of these metals. A must if you are pursuing a military campaign as Replication Stations really churn out units.
471 Cortex Scanners are neural implants that directly link minds together. Your scientists are then able to rapidly research technologies. You may then build the Collective Tech Lab.
474 Placing a fusion beam inside an anti-matter containment field creates the volatile disruptor beam. Disruptor beams need large equipment to operate, so this beam is only used as an artillery weapon. A Disruptor Cannon is vicious, searing through Energy Defense fortifications with ease.
477 Food Replication clones existing food supplies -- really increasing food production. This technology makes it possible to build the highly productive Food Replicator.
480 This technology lets you construct Anti-Matter Defense fortifications. They are the most powerful stationary guns you can build. These guns can completely obliterate Disruptor Cannons and Battle Troopers.
483 This Scanner searches sub-space for iron and endurium molecules. Once it finds these molecules it pulls them into an assembling area where the ore materializes. These Sub-Space Magnets mine large amounts of ore. Note that Sub-Space Magnets may only mine iron until Endurium Mining is researched.
486 Electronically enhanced assault shields provide excellent cover from most weaponry. When soldiers are fitted with these special shields they become nearly unstoppable. Assault Troopers are the toughest infantry unit you can put on the battlefield.
489 A technology which successfully blocks most scanning devices. Cloaking lets you build the Supernova Spyjet, a crucial warplane. Not only does the Spyjet have high attack strength, it also can carry out spy missions.
492 Using anti-matter as a weapon is dangerous. However redesigning and strengthening anti-matter containment fields makes it possible to create the Anti-Matter Beam. These beams can be both fired from Holocaust Cannons and housed inside Supernova Warheads.
495 Certain ground units can be effectively equipped with an improved cloaking device. Advanced Cloaking gives your infantry units, Sea Transports, and Colonizers a cloak mission.
498 This technology lets your Command Corps uncloak all invisible units in a territory. The Command Corps units project a special EC band that makes these units easier to see, forcing them to fight.
499 Transporters
500 Transporters\n\nRequires\nAnti-Matter Beam or\nAdvanced Cloaking\n\nLeads To\n?\n\nGives You\nIncreased Unit Movement\nGets Rid of Transport Costs
501 Transporters break non-living materials down to the molecular level and transports them across great distances. This eliminates all transportation costs. Also fuel can be transported into all military units, increasing the distance they can travel by one territory.
502 Time Dilation
503 Time Dilation\n\nRequires\nAll Other Technologies\n\nLeads To\nVictory!\n\nGives You\nResource Production Bonus
504 Transporter and Replication technology can be combined to create a time wave. This wave is projected over the entire colony. Time advances inside the wave so your colonists can make extra resources and credits. When the wave is shut off your colonists return to the present. This can only be done once.
505 Buying/Selling Resources
506 Buying/Selling Resources\n\nRisk Involved\nLow\n\nPenalty If Caught\nMinor
507 The Skirineen have several resources you can purchase, so if you are low on a resource consider buying it from them. They also pay a nice sum for any resources you might want to sell. The chances of this causing a scandal are low.
508 Buying Technology
509 Buying Technology\n\nRisk Involved\nMedium\n\nPenalty If Caught\nModerate
510 Catch up on a more advanced neighbor by buying a technology from the Skirineen. Note that sometimes the Skirineen might not have a technology to sell.
511 Buying Information
512 Buying Information\n\nRisk Involved\nHigh\n\nPenalty If Caught\nMajor
513 The Skirineen have special surveillance satellites which let them see the entire planet. Pay their price and you can directly view a rival territory.
514 Buying Military Units
515 Buying Military Units\n\nRisk Involved\nHigh\n\nPenalty If Caught\nSevere
516 Each turn the Skirineen have different units available. Some may even be at a higher technology than what you can manufacture. This is a great way to even the odds in a lopsided battle, but buying military units has a strong chance of causing a scandal.
517 Trade Between Colonies
518 Trade Between Colonies\n\nHow To Activate\nDrag and Drop Resources\nBetween Territories
519 Click and drag a resource to another colony. A dialog box will ask you to set the price and the amount of resources you wish to sell. You will next find out if the colony accepts this deal or not. Occasionally you are given trade offers. You may also accept or reject them.
520 Transfer To....
521 Transfer To....\n\nHow To Activate\nDouble Click Unit and\nSelect Transfer Mission
522 Every unit has several transfer to... missions. This lets you give that unit to another colony, helping out an ally who is getting slaughtered. Select the colony to whom you wish to give the unit. Next turn it becomes the property of that colony.
523 Sending Messages
524 Sending Messages\n\nHow To Activate\nClick Send Message\nButton on Toolbar
525 You can send insults, brags, threats, complaints, and your own personal messages to your opponents. Click on the send message button. Choose from the available animated messages or select custom to write your own.
528 A territory may become afflicted with a plague. Plagues defy all medical care and almost always kill off a quarter of a territory's population. Moving colonists out of that territory might also cause the illness to spread to other territories.
529 Crop Plague
530 Crop Plague\n\nCause\nNatural Disaster\n\nEffect\nReduces Food Production
531 Occasionally an unknown disease kills off your crops. Territories afflicted with a crop plague lose half of their food. Moving infected food to other parts of your colony might spread the crop plague to other territories.
532 Celebration
533 Celebration\n\nCause\nHigh Colonist Morale\n\nEffect\nGives You Money
534 If your colony's morale is high your colonists may throw a large celebration in your honor! During this party they hold a special fund raising campaign, donating many credits to your treasury.
535 New Resources Discovered
536 New Resources Discovered\n\nCause\nChance Event\n\nEffect\nGives You Resource Bonus
537 Occasionally your colonists may discover a mother lode of iron or a fertile patch of soil they missed in their first scan. Place the appropriate building over the bonus square and send your production soaring!
540 The natives on Gallius IV are watching all the colonies, deciding who they like and dislike. If your morale is high there is a chance some natives will join your colony -- adding to your population.
543 An earthquake may strike at any time -- damaging buildings and killing colonists.
544 Ion Storms
545 Ion Storms\n\nCause\nNatural Disaster\n\nEffect\nDisrupts Surveillance Systems
546 The upper atmosphere of Gallius IV is occasionally besieged by ion storms. These storms disrupt Orbital Surveillance Systems, causing these satellites not to work for a while.
549 Hurricanes move from territory to territory. Transportation is impossible through hurricane blasted territories. However, these storms usually follow a set weather pattern, so you can estimate which territory they will go through next.
552 There has been recent sightings of a huge monster thriving in the oceans of Gallius IV. If this leviathan is spotted in an ocean territory on your coast take precautions -- it may sink your ships. Note that all attempts to kill or sedate this horrible creature have failed.
553 Transportation Strike
554 Transportation Strike\n\nCause\nLow Morale\n\nEffect\nResource Transportation\nCosts More
555 Moving resources between your territories is a hazardous job -- many dangers can sideswipe a hovertruck. Because of this and other gripes transport workers may start a strike, immediately raising transportation costs. These rates do not come down until the strike is over.
556 Torrential Seas
557 Torrential Seas\n\nCause\nNatural Disaster\n\nEffect\nStops Ship Movement
558 Fierce sea storms are not uncommon over Gallius IV's oceans. These rough waters prevent all ships from moving until the storm dies down.
559 Bumper Harvest
560 Bumper Harvest\n\nCause\nChance Event\n\nEffect\nIncreases Food Production
561 The perfect combination of rain and sun lets your crops thrive. Territories experiencing this excellent weather increase their food production.
564 A wave of romance sweeps over your colony, causing an unexpected baby boom. Your colony's population will fill their housing very quickly.
565 Fanatical Troops
566 Fanatical Troops\n\nCause\nHigh Morale\n\nEffect\nGives Units Attack Bonus
567 If you win several battles, your military may become completely loyal to you. All your military units gain a huge attack bonus for a period of time. Once you lose a battle, your troops will immediately stop being fanatical.
568 ChCh-t
569 ChCh-t\n\nColonists Grow Quickly\n\nProduce All Units at\n150% Rate\n\nUnits Move Faster\n\nScouts Steal Resources\n\nPoor Researchers
570 The ChCh-t reproduce their population very quickly. They have weak military units which move quickly in combat. They manufacture infantry units extremely fast. Their Scouts also steal resources from other colonies.
573 The Cyth Command Corps has a special mind blast ability that mangles enemy units. Their Scouts can also poison land, which cuts a territory's food production in half. Cyth morale changes very little. Skirineen scandals and subvert missions only affect them for one turn.
574 Humans
575 Humans\n\nHave Double Trade Income\nAnd Get More Taxes\nThan Other Races\n\nHave Reduced Transport Costs\n\nInfantry Have Berserk Mission\n\nMore Prone To Scandal
576 Humans are a trade-based culture who make a lot of money each turn. Their infantry also has a special berserk order. Berserking infantry attack with a huge bonus that destroys them at the end of combat. Humans are also highly prone to scandal. Skirineen deals are often found out.
577 Maug
578 Maug\n\nProduce Electronics And\nMilitary Units Faster\n\nScouts Sabotage Units And\nSteal Technologies\n\nCan Study More Technologies\nDo Research Faster\n\nColonists Rebel More Often
579 The Maug develop technologies quickly, so they have many more technologies available to research. Maug Scouts are also adept at stealing technologies and sabotaging enemy artillery, airplanes, warheads, and buildings. Due to their ill health, Maug colonists tend to rebel more.
580 Re'Lu
581 Re'Lu\n\nSee More in World View\nMay Zoom in to Settlements\n\nCommand Corps Have\nMind Control Ability\n\nScouts Have Subvert\nMission\n\nHave Weak Military Units
582 Re'Lu telepathy lets them see world and settlement maps without any Surveillance technology. Their Scouts have a special subvert mission that hurts a territory's morale. Re'Lu Command Corps mind control enemy units, forcing them to fight for the Re'Lu. Their military units are very weak.
583 Tarth
584 Tarth\n\nHave Strongest Military\nin the Galaxy\n\nProduce Food Quickly\n\nInfantry Have \nJuggernaut Order\n\nTheir Ships Are Weak And\nScouts Do Not Spy Well
585 The Tarth have the strongest military in the galaxy. Their infantry have a juggernaut order which destroys enemy buildings. Tarth farmers raise great quantities of food for their troops. Due to their immense size however, Tarth Scouts make poor spies. Their ships are also weak.
586 Uva Mosk
587 Uva Mosk\n\nProduce More\nNatural Resources\n\nAll Infantry Units Can Spy\n\nCommand Corps Have\nShaman Mission\n\nPay Little Taxes
588 The Uva Mosk produce more natural resources than any other race. Also all Uva Mosk infantry units may spy. Their Command Corps units have a special shaman mission which creates bonus squares on their territories. Highly independent, they pay little in taxes.
589 Skirineen
590 Skirineen\n\nRun Black Market\n\nBuys and Sells Resources\n\nSells Technologies Military Units\nAnd Information\n\nDo Not Colonize And \nCause Scandals In Colony
591 The Skirineen refused to sign the Compact of Gallius IV and so cannot land a colony. A small group of Skirineen are in orbit buying and selling resources. They also have technologies, information, and military units for sale. Be warned though -- a Skirineen deal may cause a scandal.
592 Tolnan
593 Tolnan\n\nGives Information\nTo You
594 Since the Skirineen drove off or killed most of the Tolnans, they now travel the galaxy in the hopeful search of finding survivors. As part of the Compact they were nominated to advise all colony leaders.
595 On-Line Help System
596 On-Line Help System\n\nHow to Get Help\n\nPress the Help Button\n\nADVICE Buttons\n\nRight Click the Screen
597 I am Oolan, your on-line tutor. Contact me whenever you have any questions. Pressing the help button shows you all my information. Most dialog boxes also have ADVICE buttons that lets me answer your questions directly. Right clicking also connects you to me.
598 Interface
599 Interface
600 All toolbar buttons either control some part of your colony or give you information. There are three different views of the map -- the World View, Settlement View, and the Satellite View. Both the World View and the Settlement View have icons that you can move and control.
601 Colony Upkeep
602 Colony Upkeep
603 These areas help or hurt your colony's production. A territory's terrain affects how fast both population and resources grow. Resources automatically move between territories, but you also can move resources yourself. Also high taxes, low food, and little culture lower morale and production.
604 Resources
605 Resources
606 Food, wood, iron, energy, and art objects can be produced without any special technologies. Steel, endurium, triidium, electronic parts, and anti-matter pods all need a technology to be made. Credits and labor affect how fast all resources grow.
607 Buildings
608 Buildings
609 You choose which buildings you want to construct with the build button in the settlement view. At first you can only make low producing buildings -- but as your resources and technologies develop more advanced buildings can be yours.
610 Military Units
611 Military Units
612 City Centers, factories, airports, shipyards, and missile bases all make military units. When you first construct these buildings you may only manufacture a few units, but as your technology improves more advanced units can be yours.
613 Unit Orders and Missions
614 Unit Orders and Missions
615 Double click on a unit on the world view and the Unit Orders box appears. You can give a unit both a battle order and a mission. The battle order tells the unit how to fight, while a mission gives the unit an overall task.
616 Diplomacy
617 Diplomacy
618 Send messages to other colonies to make them allies or bitter enemies. You can trade resources between your neighbors, who can either accept or reject your offer. You may also give military units to another colony -- helping them win a crucial battle.
619 Technology
620 Technology
621 You cannot develop technologies until you build the University. Technological breakthroughs are necessary to create advanced resources, buildings, and military units.
622 Black Market
623 Black Market
624 The Skirineen refused to sign the Compact of Gallius IV and so cannot land a colony. However, a small band still lingers in orbit buying and selling resources. They also have military units, technologies, and information for sale. Be careful though -- dealing with the Skirineen may cause a scandal in your colony.
625 Events
626 Events
627 These are some events the planet may throw your way. Some are good. Some are bad. All of them could change your strategy in a hurry.
628 Racial Abilities
629 Racial Abilities
630 Each race has special abilities and weaknesses. Find out more about yourself and your rivals to improve your strategy.
631 Strategy Tips
632 Strategy Tips
633 There are many strategies you can use to conquer Gallius IV. Your overall plan depends on whether you will build City Centers or invade rival colonies. There are also subtle ways to gain advantages over your enemies.
634 Early Defense Strategy
635 Early Defense Strategy\n\nTry to prevent\nan early attack on\nyour colony.
636 Build Laser Defense installations when you first land. This will protect you from an early surprise attack.
637 Technology Tip
638 Technology Tip\n\nDo not fall\nbehind in technology.
639 Consider building a University immediately. Rival colonies always research technology when they can. If you get behind in technology you may soon be wiped out or out produced.
640 Construction Tip
641 Construction Tip\n\nBuild related buildings\nin the same territory.
642 Place together buildings that make and use the same resource. For instance, build a Factory with a Surface Mine. This lets your Factory get iron directly and saves you transportation costs. Also Universities take a lot of energy, so building a Nuclear Plant with these buildings gives them the power they need immediately.
643 Artifact Strategy
644 Artifact Strategy\n\nGive yourself a higher\nchance to find an artifact.
645 Send Scouts and Colonizers to as many territories as possible. They may find an artifact that will give you a free technology.
646 Attacking With Missiles
647 Attacking With Missiles\n\nUse missiles first\nand then follow up with\nA ground attack.
648 Use missiles to soften an enemy's defenses. Combine a missile attack with a ground attack and there is a high chance that you can take over a territory.
649 Housing Strategy
650 Housing Strategy\n\nBuild or destroy housing\nas you need.
651 Construct Housing when you need more colonists and destroy these buildings when you need less colonists. Housing eventually increases your population, but overpopulated territories lose morale.
654 Constantly increase your food supply. As your colonists grow in numbers they will need a lot of food. Food keeps their morale high.
655 Labor Assignments
656 Labor Assignments\n\nStrategically place your\ncolonists to increase\ntheir production.
657 Assign colonists to buildings in groups of two icons. Two colonists together produce more than twice the labor of one colonist.
658 Special Missions
659 Special Missions\n\nBe sure to use all\nthe special missions,\nbattle orders, and abilities\nthat you have.
660 Make full use of any Scout and Command Corps special abilities that you may have. For instance Re'Lu Scouts can subvert a territory's morale. This ability could let the Re'Lu get ahead in production.
661 Population Hints
662 Population Hints\n\nMove colonists to other\nterritories to keep your\npopulation growing.
663 Move colonists into new territories as soon as you can. Territories that are 50-75% full of colonists grow the fastest, giving you much in both taxes and labor.
664 Energy Tip
665 Energy Tip\n\nIncrease your energy\nsupply constantly.
666 Many buildings need energy each turn or they run less efficiently. More advanced buildings require more power, so your energy needs will gradually increase. Power plants built on cracked earth squares produce the most energy.
667 Juggernaut
668 Juggernaut\n\nOrder\n\nCan Be Given To\nTarth Infantry Only\n\nEffect\nDestroys Buildings
669 Tarth infantry are especially good at destroying buildings. When they are given this order they ram a building repeatedly until it falls down.
670 Sabotage
671 Sabotage\n\nMission\n\nCan Be Given To\nMaug Scouts Only\n\nEffect\nDestroys Artillery Airplanes\nAnd Military
672 Maug Scouts can quickly reprogram enemy artillery and aircraft computers, causing them to self-destruct. They can also manipulate missile guidance systems -- forcing missiles to go off and target their own territories! If the territory has no units, Maug Scouts will destroy buildings.
673 Steal Resources
674 Steal Resources\n\nMission\n\nCan Be Given To\nChCh-t Scouts Only\n\nEffect\nSteals Resources From\nAn Enemy Territory
675 ChCh-t Scouts can sneak across enemy borders to steal resources. They find whatever resource is the most plentiful and take all of it.
676 Disbanding Units
677 Disband Units\n\nCan Be Given To\nAll Units\n\nEffect\nGets Rid Of The Unit
678 Disband a unit by selecting it and pressing the <Esc> key. Half the resources that were used to make it are returned to your stockpile.
679 Torrential Skies
680 Massive thunderstorms can suddenly appear on Gallius IV. These thunderstorms are charged with moderate amounts of ion energy, making all air movement impossible. Only when these storms end can airplanes fly again.
681 Torrential Skies\n\nCause\nNatural Disaster\n\nEffect\nStops Airplane Movement
682 Retreat
683 All units, except berserking and mind controlled units, may flee a battle. Set your unit to retreat when a percentage of its defense points are gone. A unit with 4 defense points set to 50% retreat will flee a battle when it takes 2 points of damage.
684 Retreat\n\nPossessed By\nAll Units\n\nEffect\nPulls Units Off\nThe Battlefield
685 Metal Value
686 Iron, endurium, steel, and triidium are all metals. Iron is the least valuable while triidium is the most valuable. The more valuable the metal the faster buildings and units are made, as less metal is needed to build them.
687 Metal Value\n\nAll Metal Resources\nHave a Value Amount\n\nWhat This Does\nGives Metal Resources a\nConstruction Rating
1001 Hive Imperius, I am a field drone, one of the horde. What are your orders?
1002 Trouble's coming!
1003 Warning, Hive Imperius! Warning!
1004 Be prepared for this.
1005 Just look!
1006 Fortunes come, Hive keeper!
1007 Happiness. Much happiness.
1008 You're mad. I can tell.
1009 Oh-oh. Look at this.
1010 Yes. It's bad.
1011 Nice strategy, Hive Imperius.
1012 Our soldiers march with glee!
1013 Good planning, very good planning!
1014 I won't tell anybody you caused this.
1015 Oops!
1016 Why, Hive Imperius? Why?
1017 This just happened in the colony.
1018 Some news!
1019 I was just told this.
1020 Our hive leads!
1021 Our colony equals theirs!
1022 We're behind! Try something!
1023 This center is done. We're catching up!
1024 The Queen's blessings to you.
1025 Your horde is on alert!
1026 I'll report later!
1027 Wonder what's ahead for us.
1028 We'll keep you posted!
1029 We'll keep improving our position.
1030 So long for now.
1031 My watch continues!
1032 Let's push on.
1033 There's much ahead.
1034 Keep up your efforts.
1035 The drones will be busy.
1037 Yes?
1038 Welcome, Hive Imperius!
1040 Hello?
1042 That's a good change.
1043 Sure, we'll do that.
1044 That's what you want, so that's what we'll do.
1045 We'll keep studying!
1046 So long!
1047 We'll finish as soon as we can.
1048 We better get started.
1049 That's a strong move!
1050 A great subject, Hive Imperius.
1051 The research is finished!
1052 We are done with this.
1053 It is ready!
1054 What now?
1055 Give us your next choice.
1056 How can we help your plans?
1057 Skirineen commandos are landing! Help us!
1058 Hive Imperius, Skirineen commandos are landing!
1059 Little damage. Hardly a problem.
1060 Much was ruined Hive Imperius.
1061 Hive Imperius. This hurt.
1062 Only weak sloth hire Skirineen filth. Harsh justice now lands heavy... ON YOU!
1063 Our hordes have overrun you. Give up now!
1064 You are conquered! Glory to the Queen!
1065 Unwise. We will trample you.
1066 We've marched over the enemy. They will leave their hives!
1067 Our horde has driven them away!
1068 Hive Imperius! They still won't leave!
1069 Good-bye Chcht! Good-bye!
1071 All Humans are leaving!
1072 All the Maug are gone.
1073 Say farewell to the Tarth!
1074 The Re'Lu flee!
1075 The Uva Mosk are taking off!
1076 We must leave, Hive Imperius. Another planet calls our hive!
1077 Their colony's finished, so close up the Hive. A new world will be our home.
1078 You've won Hive Imperius! Let's call back the horde. We'll need a new home soon. The Queen hopes you'll lead us again.
1079 YOU SHOULD NEVER SEE THIS MESSAGE.
1080 Oh-oh, you're making plans. Now we're scared.
1081 You are no trouble.
1082 Do you really think you'll surpass us? Hah!
1083 THPBPBPBPBT!
1084 Skirineen have better insight.
1085 Many are the ChCh-t! Very few are you.
1086 You call that a colony? Ha!
1087 We can't wait to see your next mistake.
1088 Our drones outproduce you!
1089 Your colonists are slugs.
1090 You build so slowly.
1091 Such a tiny, tiny colony.
1092 That opposable thumb makes you weak.
1093 Those territories are yours?
1094 Lazy!
1095 You... mammal!
1096 Raising taxes won't even help you.
1097 You waste our time.
1098 You selfish planet grabbing empire building freak!
1099 We see you're having a hard time. Aren't you?
1100 You will feel our sting.
1101 We'll weave you inside our cocoon!
1102 When my claws squeeze, your throat will crack!
1103 We can slow down your progress.
1104 Any harm done to ChCh-t regions will be bad for you.
1105 We have hordes. And our hordes need your land.
1106 Hire the Skirineen, and we promise trouble.
1107 Provoke us and we'll march all over you.
1108 YOU WILL LOSE!
1109 We will not forget any of your threats.
1110 Relentless are Chch-t feet!
1111 We'll keep you way behind us.
1112 No more will we hold back our power.
1113 Time is wasting. So leave now.
1115 The Skirineen would enjoy your farms.
1116 Be careful. We're watching your progress.
1117 My hordes are targeting your colony.
1118 Do not anger us.
1119 We'll jump on your head. Twice.
1120 Hurry up and lose.
1122 You can't compete with us.
1123 Our infantry will march through your colony.
1124 This world will be ours!
1125 The ChCh-t reign supreme!
1126 You should give everything to the ChCh-t!
1127 Two more soldiers and we'll have a swarm.
1128 ChCh-t factories never stop!
1129 Our hives amass much. Much of everything.
1130 We can soon take this world.
1131 Our claws have a strong hold on this planet.
1132 ChCh-t research is making fast discoveries.
1133 Look at our colony. You'll tremble!
1134 We ChCh-t are near victory!
1135 Seventeen times seven times seven and a half, new ChCh-t every month.
1136 Defeat is yours.
1137 Clamor and weep. We grow fierce.
1138 Only we can win.
1139 Our energy builds.
1140 Praise the Queen! Our settlement is full of colonists.
1141 We have an exoskeleton. You have skin.
1142 This world will be ours!
1143 This competition is unfair! Unfair!
1144 Our population is too small.
1145 AARGH!
1146 We just want to build a few hives. Is that too much to hope for?
1147 Let us stay quietly. We just want to watch.
1148 The hardships you've made for us. Oh!
1149 Great you are. So you should help us, the weak. Please?
1150 None of our plans work!
1151 Trouble loves us.
1152 Our production is slow.
1153 The ChCh-t colony has so much wrong with it.
1154 Please let us keep this planet!
1155 The ChCh-t strategy is near hopeless now.
1156 Everyone else is doing better.
1157 Why can't our drones make more goods!
1158 We're losing.
1159 Don't hurt us anymore.
1163 Ooooh....
1164 We like our colony so... leave it be.
1165 It gets worse and worse!
1167 Some words for you!
1168 Here, read this!
1169 A secret from the Hive Imperius.
1170 A message arrives from the ChCh-t!
1174 Dark greetings to you, Veil Lord. I and my aides are here to assist you. We await your bidding.
1175 I must disturb your meditation.
1176 A complication has arisen.
1177 This could soften our dominance.
1178 The unforeseen has enhanced our colony.
1179 May this event please even you.
1180 Ah. A welcome surprise.
1181 Veil Lord, bedlam now reigns over us..
1182 There has been tragedy.
1183 Our colony suffers from misfortune.
1184 Veil Lord, your predictions are validated.
1185 Your strategy advances the colony.
1186 Progress has gone according to your design.
1187 Veil Lord, we show weakness.
1188 The minions grumble.
1189 These decisions appear feebleminded.
1190 There has been a change.
1191 Here is information which may be of use.
1192 I'm afraid I must interrupt you.
1193 We dominate this world.
1194 Our colony is on the same level as theirs
1195 You must stop them!
1196 Progress achieved. This center closes the gap.
1197 We shall keep transforming this planet.
1198 Guide our destiny.
1199 Much is ahead to pursue.
1200 Until my next report.
1201 We will call again.
1202 Your command is supreme.
1203 Show us your wishes.
1204 Our thoughts are yours.
1205 Until later, Dark One.
1206 Let your aura give wisdom.
1207 Reason well, Dark One.
1208 We share your dreams.
1210 I've been expecting you.
1211 You visit, my Lord!
1213 Veil Lord... You call.
1215 We shall start over immediately.
1216 A wise change.
1217 Our minds shall refocus....
1218 It will get done.
1219 Until you reappear....
1220 I predict we'll finish soon.
1221 Yes, dark one.
1222 Then... we begin....
1223 Ah... Perfect....
1224 New technology is in our control!
1225 Veil Lord, here is a new toy.
1226 We have finished this machine....
1227 Make known your next plan.
1228 What should we investigate?
1229 Your aura suggests you'll soon make a decision.
1230 Skirineen trespass our colony. Come, join in their destruction.
1231 Skirineen trespass our colony, Veil Lord.
1232 Repairs should not take long.
1233 This could soften our dominance.
1234 Veil Lord, we have a severe problem.
1235 Many injustices have harmed us throughout these galactic times. Here is another example. The Skirineen were brought against our colony by them!
1236 Your forces are decimated. Now my toothless prey, surrender... surrender to the Cyth!
1237 This is a sad farewell. We had such unique plans for you.
1238 Then prepare to become my unwilling experiment.
1239 They are nearly eliminated. We await their submission.
1240 All remaining resistance has been neutralized.
1241 They continue their pathetic struggle. Destroy them soon.
1242 The ChCh-t threat has been eliminated.
1244 There are no more Humans... here, Veil Lord.
1245 The Maug are vanquished.
1246 The Re'Lu are no longer a problem.
1247 The Tarth have fled.
1248 The Uva Mosk are deserting the planet.
1249 Build up your powers, Veil Lord. Other planets exist for us....
1250 These vile beings have completed their colony, it is over. But someday we shall get revenge!
1251 The planet is taken. Let us prepare the atmosphere. I hope, Veil Lord, that you are hungry for the next world....
1252 YOU SHOULD NEVER SEE THIS MESSAGE.
1253 Your mind has primitive neurons.
1254 We do not concern ourselves with the insignificant.
1255 Defeat is your only true ambition.
1256 Twist your muscles all day. It's all you possess of any significance.
1257 You overestimate your physical being.
1258 Nothing can come from a colony run by incompetence.
1259 There is not a need for your victory.
1260 Analyze your chances. Then be depressed.
1261 You are not worthy of your medulla oblongata. Let us have it.
1262 How trivial your colony is.
1263 Those territories shall be your ruin.
1264 Your technology only makes you more laughable.
1265 The Cyth do not fear you.
1266 Your military is no match for our minds.
1267 Your growth is of little consequence.
1268 An economy like yours means disaster.
1269 How inept you are.
1270 Gauge yourself by us. Then you'll clearly understand your failure.
1271 What part of your body do you think with, anyway?
1272 Your machines break down as often as your plans.
1273 Prepare for the lowest doom.
1274 We stop toying with you. Now we come for real.
1275 Ha, ha, ha, ha....
1276 Abandon all hope. Embrace hopelessness....
1277 You will fade away....
1278 Dread us.
1279 The Cyth will lift all your worries.
1280 Say farewell to this planet.
1281 There is a black sun looming over your dying horizon.
1282 My fingers will squeeze your failing colony.
1283 Your end will arrive. Be ready.
1284 Please, oh please, come into my territories. You may be... my guest.
1285 The Cyth reach is far.
1286 We have exactly numbered your remaining days.
1287 The time is soon right for you to writhe in misery.
1288 We shall eliminate you.
1289 Prepare for our judgment.
1290 Concede. Or we'll bathe you in the ashes of your colony.
1291 From now on you need to believe only in your defeat.
1292 Shelter from our oncoming storm is denied you!
1293 The buildings you own will be eliminated.
1294 This is our ultimatum. Leave.
1295 We, the interdimensional, claim this world.
1296 This world anticipates our embrace.
1297 There can be only one colony remaining. And that one is the Cyth.
1298 Someday you will clean my tubes.
1299 Do you not believe your destiny of defeat?
1300 The Cyth make worlds happy.
1301 We are beyond your weakening grasp.
1302 Our ascendance is inevitable.
1303 Even my breath would burn incisions on your skin.
1304 With a twitch of my mind your buildings would be rubble.
1305 We anticipate our victory.
1306 Commit yourself to the Cyth victory.
1307 No one can thwart us.
1308 Now we emerge. And we are supreme!
1309 We look forward to taking over your research center.
1310 Our factories eclipse yours.
1311 We shall vanquish all opposition.
1312 Our victory will corrupt this planet... forever.
1313 Evil has always had our face.
1314 Be warned. We can crush your chances.
1315 The great suffering we endure is from you.
1316 So little is left in my colony....
1317 Leave us be... with our thoughts....
1318 Upon my mask, I, I, am tired.
1319 No one understands the Cyth burden.
1320 Our powers ebb....
1321 Your good fortunes may force us to lose!
1322 We waste our effort on this insignificant globe.
1323 Our plains and forests are a disaster.
1324 Take this planet if you want. The Cyth have other plans.
1325 How did your colony get so... powerful?
1326 You are overwhelming us!
1327 NO!
1328 The Cyth dream, you've destroyed it!
1329 Our factories, power plants, farms... are dwindling....
1330 Injustice! Injustice!
1331 Someday we will get our revenge!
1332 My territories are worth nothing.
1333 Even our psionics fail us.
1334 The Cyth purpose is being decimated.
1336 Here's a secret for you....
1337 Here is something only for your... eyes.
1338 These words must not be spoken out loud.
1339 I bring a message from the Veil Lord.
1343 Commander! All colonists are reporting for their assignments. What should they do first?
1344 Something's come up.
1345 A predicament is getting worse.
1346 Better warn you about this.
1347 Say, we got a nice break.
1348 Look at what just happened!
1349 There's great news!
1350 You better look at this.
1351 You could say that this is a setback.
1352 There's been a problem.
1353 Your strategy is coming together!
1354 Excellent planning.
1355 Have I got a report for you.
1356 Ah, maybe you should rethink your plans.
1357 Hate to be bringing bad news, but....
1358 Shouldn't this be a priority?
1359 This was just transmitted.
1360 Here's some news you should look over.
1361 Some urgent information for you.
1362 Our colony's ahead!
1363 We have the same number of centers as they do.
1364 Take some action! We're getting behind!
1365 A City Center is done! We're catching up!
1366 Sir!
1367 We stand ready!
1368 I'll be calling again!
1369 If there's any changes I'll let you know.
1370 Keep us busy, Commander!
1371 I'll be keeping an eye on things.
1372 We're monitoring the situation.
1373 Standing by for your orders!
1374 There'll be more updates soon.
1375 The settlement awaits your command!
1376 If there's any changes I'll let you know.
1377 Good day!
1381 Commander! Good to see you.
1382 Sir, you called. Do you have a question?
1383 Yes, Commander?
1384 We'll redirect our studies immediately.
1385 It's as good as done.
1386 No problem. We'll be working on it!
1387 Come by whenever you need.
1388 Check on our progress at any time.
1389 My report is here if you need it.
1390 Good choice!
1391 That's quite a topic, sir....
1392 Then we'll get right on it.
1393 This device gives us a nice edge.
1394 A new machine is now operational.
1395 We have completed this device.
1396 We're all ready to do more.
1397 What can we investigate next?
1398 Please choose our next project.
1399 Skirineen commandos attack our colony! Join us and we'll stop them.
1400 Commander, Skirineen commandos are destroying our colony!
1401 We have light damage sir.
1402 It is pretty bad, Commander.
1403 Sir. We got pulverized.
1404 Please, please, please, everyone. Silence. We were invaded... illegally by Skirineen. And this criminal is responsible.
1405 Well, it looks like we've got you cornered. Better leave this planet while you still can.
1406 Don't worry about a thing. We'll take good care of your colony.
1407 You're kidding? Okay. Guess we'll just have to wear you down.
1408 Sir! We've captured their home territory. They may surrender.
1409 A strong campaign.
1410 Sure are a persistent bunch. They're going to keep on fighting.
1411 The ChCh-t are gone.
1412 The Cyth are defeated, sir.
1414 Sir. The Maug colony is destroyed.
1415 The Re'Lu are evacuating.
1416 The Tarth have left the planet.
1417 Commander, the Uva Mosk are leaving.
1418 We had a lot of trouble on this planet, Commander. Next time we will be more prepared.
1419 Look who just finished their colony. Guess we're off to the next planet, Commander.
1420 Commander, the planet is ours. Enjoy your victory! Already our colony is booming thanks to your efforts. Sir, good luck on your next world.
1421 YOU SHOULD NEVER SEE THIS MESSAGE.
1422 Think you're technically advanced? Well, you just go on thinking that if you want to.
1423 That's all the improvements you have? Hah!
1424 Just face it, your factories are obsolete.
1425 Oh. You seem so bad off. That's really terrible.
1426 Your chances are poor.
1427 Chicken! Cluck cluck cluuuuck....
1428 Don't take this too hard. But frankly, you smell.
1429 Is insomnia hurting your reason?
1430 Just so you're aware of this... feeling depressed is a big part of losing.
1431 Your colony is in tough shape.
1432 We have no worries because you are, well, not a problem.
1433 Don't bother attacking us with those... whatever you call them.
1434 Your colony has no potential.
1435 It's been hard going for you, hasn't it?
1436 You are really pathetic.
1437 Explain to me again how you will defeat us. I missed some of the details.
1438 Your factories couldn't produce a hammer.
1439 You don't have much to brag about anymore.
1440 Why did you put your colony in such a bad territory?
1441 Your poor management skills are showing.
1442 Our only goal is to beat you. And we will.
1443 Nice colony. But... easy come, easy go.
1444 Territory by territory, we will take you out.
1448 The noose around you draws tighter.
1449 The more buildings you make the more buildings we'll have.
1450 Our technology shall defeat you.
1451 I've heard rumors that the Skirineen have itchy feet... For your colony.
1452 This planet will not be part of your tyranny.
1453 We will wipe out your plans.
1454 You have territories we need.
1455 We'll force you to leave. That's a promise.
1456 Oh you will lose. There's no question of that.
1457 It is time to hurt you.
1458 Human dedication shall push down your every effort.
1459 Don't test Human patience.
1460 Have you been feeling a little pressure from us lately?
1461 You will not see any restraint from us.
1462 Knock, knock. We're here.
1463 We Humans will mess you up.
1464 Our colonists will vacation in your lands.
1467 Our colony competes quite well with yours.
1468 We have achieved balance in our perfect economy.
1469 Trust me. We'll win.
1470 Our power must intimidate you.
1471 I really feel that we are the best looking of everyone on this planet.
1472 There is just no substitute for good old Human perseverance.
1473 Praise us. C'mon. Why not?
1474 Our colony is now a finely tuned machine.
1475 Admit it. You are completely outclassed.
1476 I feel extremely proud!
1477 Our planning has created a strong Human presence.
1478 This wild planet will be tamed by Human hands.
1479 We are well on our way toward victory.
1480 Our military can conquer you. Our production can outbuild you. So your future is dim.
1481 Progress is a Human specialty.
1482 We are doing our part for Humanity!
1483 Our roads will last for eons.
1484 We Humans have always had a way with success.
1485 We will leave you behind.
1486 Our cities will soon be finished.
1487 There have been worse situations... though I don't remember them....
1488 It was the best of planets. It was the worst of planets.
1489 We love being here. So let us stay. Please?
1490 Yes, yes, your colony is great. Everyone can see that.
1491 It's only a planet. I don't care. It's only a planet.
1492 They are all laughing at me on Earth.
1493 This is it. The end. Keput. The knockout. The final curtain.
1494 Once I looked on my colony with pride. Those days are past.
1495 We can hardly produce anything.
1496 Oh!
1497 More taxes won't even help us.
1498 Everything about your colony is so much better than ours.
1499 We are failing.
1500 Our energy is never enough.
1501 We're losing, okay? Happy?
1502 My colonists have lost faith in me.
1503 If we could've built just one more thing, then I think we would've... But who knows.
1504 I am really embarrassed.
1505 This conflict has been hard on me.
1506 Soon all that will be left of us is memories and a few piles of garbage.
1507 If I lose how will I handle all the bad press?
1508 Read this note!
1509 I have an urgent message!
1510 My Commander wants you to see this.
1511 This may interest you.
1515 The colony is established, Maug-chief! May you have glorious success!
1516 A problem is festering.
1517 There could be terrible, terrible trouble!
1518 Prevent this from spreading.
1519 Our colony shines with vitality!
1520 A magnificent surprise!
1521 This will soothe your stomach.
1522 There's been an awful setback!
1523 This just happened! There was no warning!
1524 Our efforts have broken down.
1525 You make our machinery hum!
1526 Your choices are mighty!
1527 Even the most infirm are impressed.
1528 Help us! Please!
1529 Do you have a fever? Why are you making these decisions?
1530 Our production is ill.
1531 This has some weighty importance.
1532 Word was just received about this.
1533 There is much news for you!
1534 We have the most vigorous colony!
1535 Our colony now equals theirs.
1536 Our efforts get feeble! They are leading us!
1537 We're closing in on our foes!
1538 Good health to you.
1539 Long live our Maug-chief!
1540 Give us strength!
1541 May glory be yours!
1542 We follow your mighty commands!
1543 Good health to you.
1544 Heal us, Maug-chief!
1545 To medicine! To machines!
1546 Maug pain should end!
1547 Great chief!
1548 Keep our progress secure.
1549 Be glorious, my chief.
1552 I greet you, great Maug-chief!
1554 Our research is going well.
1555 You're checking on our efforts, I see.
1556 This change shall start without delay.
1557 A glorious choice.
1558 We have exactly what we need to study this.
1559 Be prepared for our next breakthrough.
1560 To you and the health of all Maugkind.
1561 May your headaches pass!
1562 Maug progress shall continue.
1563 Your scientists will commence immediately!
1564 May our coughing subside!
1565 A new device is ours!
1566 Great success! You can use this machine.
1567 Maug-chief, I present this apparatus.
1568 Pick a subject we should research.
1569 What can we study now?
1570 What will next fit your glorious strategy?
1571 Skirineen are landing in our territories! We need aid!
1572 Maug-chief! Skirineen are landing in our territories!
1573 Our tremendous resistance was effective.
1574 We have much to rebuild Maug-chief.
1575 Maug-chief! Our colony's health is dangerously poor!
1576 Spies have damaged our magnificent lands. We demand retribution! You, the guilty, must pay, and pay mightily.
1577 Concede! The mighty Maug have defeated you!
1578 Then vacate our lands. We are taking over.
1579 You dare! Then we shall strike at you again!
1580 A glorious Maug victory. Our might should force them to concede.
1581 Our power is supreme!
1582 Our enemies are stubborn, Maug-chief. Their leader battles on.
1583 The ChCh-t flee their colony.
1584 The Cyth have met their destiny.
1585 The Humans have left!
1587 Say your farewells to the Re'Lu!
1588 The Tarth have given up.
1589 All Uva Mosk are retreating.
1590 The next world will be stupendous. There the Maug will thrive!
1591 It is over, their colony has become... magnificent. May the next planet be a triumph!
1592 This planet is officially Maug! You have done it, great chief! Already the colony has improved our machines, and perhaps even Maug medicine will advance. Mighty chief, your next world awaits!
1593 YOU SHOULD NEVER SEE THIS MESSAGE.
1594 We have those same machines you use. In storage!
1595 We cannot stand you any more!
1596 You are an illness and we are the remedy.
1597 While you are here everyone on this planet suffers!
1598 Our mining drills outdo yours by far.
1599 You call that abacus a computer?
1600 This is a useless struggle. You will lose this planet.
1601 It will be a wondrous day when you get the urge to leave.
1602 A-ha, ha, ha, ha! [Cough!]
1603 That colony is not glorious.
1604 You use less strategy than a sleeping paramecium!
1605 Your economy dwindles while ours is on the rise.
1606 This world does not need you on it!
1607 Your colony grows with microscopic progress.
1608 May your factories break down!
1609 Your slow workers are holding you back, aren't they?
1610 Such weak power and poise you have.
1611 You look unwell.
1612 We abandoned those technologies years ago.
1613 You put your colony there? There?
1614 Concede to the Maug!
1615 You shall suffer as all Maugkind suffers!
1616 Do not attempt to win. Or you will taste our lasers.
1617 Maug science will overcome you.
1618 The Maug economy shall triumph!
1619 We wish much ill health on you.
1620 Keep away from us! We have ailments that will infect you all!
1621 Grrr!
1622 Maug laboratories have concocted your downfall.
1623 Our machines are designed to defeat you.
1624 The Skirineen will surgically strike at your colony.
1625 Do not be an obstacle to the great Maug!
1626 Our veins surge with power.
1627 Maug wrath never subsides.
1628 Once we begin our plans you cannot recover.
1629 Any infraction against us will be answered with vengeance.
1630 Beware our stamina! It's getting better!
1631 The Maug military can move on you at my command.
1632 Warn your colonists. The Maug is now your enemy.
1633 Our missiles are all aimed at your colony.
1636 We Maug continue to show our strength!
1637 Our factories outproduce you all!
1638 Much power is generated in our lands.
1639 Technology reigns supreme. And we Maug have it!
1640 We, the robust, shall conquer this world.
1641 Our glorious cities spring up.
1642 Even the very rivets of your machines fear us!
1643 None know pain as we Maug know pain!
1644 Triumph will be ours!
1645 Our marvelous territories exude health!
1646 The mighty Maug do not fear you.
1647 You will now have many worries, because my fever is completely gone.
1648 Watch, all, the power of the Maug.
1649 The Maug will thrive when we control this sphere.
1650 We Maug do not fear your threats.
1651 This fabulous planet is our destiny.
1652 Much power is generated in our stupendous lands.
1653 You cannot ignore us.
1654 The Maug will always endure.
1655 No one equals the Maug machine!
1656 You're against us too?
1657 All our territories are in bad shape.
1658 We are no longer the mighty Maug.
1659 Have sympathy, please, oh please.
1660 Pity is all we ask. We are hapless creatures who haven't felt well for centuries!
1661 Foul play! I was in the wash room and didn't see what was going on!
1664 Our plans have broken down with our machines.
1665 Our production fails us more and more.
1666 We are tired of you.
1667 High hopes have declined to low despairs.
1668 Sickness spreads all over this colony. [Cough!]
1669 You drain our every energy.
1670 You make us ill [Cough!] with your persistence.
1671 Our wretched colony [Cough!] is collapsing.
1672 What mighty sorrows are on our heads.
1673 Look what has been done to us! Poor ailing... us.
1674 Let us [Cough!] have a small reprieve. Please?
1675 This is a tragedy.
1676 Please let us build just a couple of City Centers. [Cough!] We mean no harm.
1677 The Maug-chief has written some incredible words.
1678 Pleasant words are here for your healthy eyes.
1679 Here is information for you.
1680 We send a glorious message.
1684 Win this planet, Overseer. It is intriguing.
1685 New problems may require your attention.
1686 Correcting this is vital to our success.
1687 This situation is escalating.
1688 A phenomenon most unusual.
1689 Fortune has been generous.
1690 This should give you inner peace.
1691 Something lamentable has occurred.
1692 The colony has a problem.
1693 Negative circumstances have arisen.
1694 Impeccable planning. Congratulations.
1695 Fine concentration. It has brought results.
1696 We reap benefits from your calculations.
1697 A change in plan is highly encouraged.
1698 Have you forgotten that there is a colony to manage?
1699 Find a solution for this triviality!
1701 Something has transpired.
1702 Pardon me, but this might be of interest.
1703 Recent intelligence has just arrived.
1704 None are as near completion as us.
1705 They are now on an equal plane with us.
1706 Pursue some immediate action. Our colony is behind.
1707 Soon we will overtake their lead. This center is complete.
1708 May you excel in your next endeavor.
1709 My vigillance continues.
1710 I shall keep a tight watch on our adversaries.
1711 Farewell for the present.
1712 May you excel in your next endeavor.
1713 Any further events will be reported to you.
1714 I will be punctual with any new developments.
1715 More messages are forthcoming.
1716 Proceed well, Overseer.
1717 A careful strategy could take us far!
1718 Overseer.
1719 Solidify us further.
1721 Ah, a pleasure seeing you, Overseer.
1722 Salutations to you, Overseer. Here is our status.
1723 You honor us with your intrusion.
1726 A fascinating decision.
1727 I shall notify the staff of your new choice.
1728 This change seems commendable.
1729 Only the mind matters in these matters of the mind.
1730 If we knew now what we will know then.
1731 Ah, the splendor of knowledge and all its delights.
1732 A most perfect selection.
1733 We have research to begin.
1734 We shall focus on this work.
1735 Amazing what one completes when so inclined.
1736 The device is yours, Overseer.
1737 This machine can now join your arsenal.
1738 Occupy us with a new task.
1739 Pick something new.
1740 Choose what gives you the best advantage.
1741 Perhaps you'd like to assist us. Skirineen commandos have dropped from orbit.
1742 Overseer! Skirineen are dropping from orbit! Stop them!
1743 That was a minor inconvenience.
1744 The damage should more than adequately employ our builders.
1745 Well. There is still some of the colony left.
1746 This savagery shows poor judgment. Perhaps this punishment will give... higher understandings. Peace to you.
1747 There seems to be an unwelcome intruder in your colony. Us. We urge you to, shall we say, leave.
1748 You have been a most gracious adversary.
1749 Oh really? Well, defiance can do wonders for your spirit. But it will probably kill your body.
1750 All opposition has been routed. We anticipate their defeat.
1751 We were delightfully persuasive.
1752 They continue to fight on. We should engage them again, Overseer!
1754 The ChCh-t have found this world... unsuitable.
1755 The Cyth have decided to rot on another planet.
1756 The Humans have decided to leave at this juncture.
1757 The Maug are staging a retreat.
1759 The Tarth are migrating to better pastures.
1760 The Uva Mosk depart.
1761 Prepare yourself, Overseer. We will yet grace another world.
1762 Our conflict comes to an unsatisfying conclusion. May the next world be more suitable.
1763 Overseer, you preside over this planet. It is an interesting place, abounding with mystery, and delightful curiosities. Years will transpire before we understand them all. By then you will capture many other worlds....
1764 YOU SHOULD NEVER SEE THIS MESSAGE.
1765 The winds blow unsympathetically toward your victory.
1766 Try using strategy. It helps.
1767 So you are still here. I find that most amusing.
1768 Could you say that another way? Otherwise we cannot understand all your... subtext.
1769 You seem to minutely understand this worldly game.
1770 Do not overestimate your minor abilities.
1771 Your colony grows with such... tranquillity.
1772 How can one live well in that, dare I say, diminutive colony?
1773 You instill such unparalleled boredom.
1774 Perhaps you would do better if you stopped trying.
1775 Your failures are very endearing.
1776 That inferior colony diminishes under your leadership.
1777 This world will not belong to someone with such primitive insight.
1778 The mining equipment you use is very inefficient.
1779 You think you still have a chance. Such delusions.
1780 You have a small concept of this planet's potential.
1781 Taxation is an art you have clearly not yet mastered.
1782 Your colony has many impressive aspects. Chief among them is... its poverty.
1783 An improvement? That? Oh.
1784 We admire you because you're so easy to understand.
1785 Your insolence will be remembered.
1786 Our worst can and will be done to you often.
1787 The burden of defeat will be yours.
1788 We will accelerate your misfortunes.
1789 We will defeat you cleverly.
1790 Your complete submission is unavoidably necessary.
1791 Included in our mythology shall be an ambiguous retelling of your... disappearance.
1792 You have caused us to have anger. That will be tragic for you.
1793 Maybe the Skirineen should visit you. They are such lively entertainment.
1794 You will give us a fine welcome someday.
1795 Our worst can and will be done to you often.
1796 Enjoy our company. You have no choice.
1797 We will deter your progress.
1798 If you want us as enemies we will be happy to accommodate you.
1799 Tread around us very carefully. Very carefully.
1800 Our colonists find you an amusing challenge.
1801 We now shall begin to surpass your economy.
1802 Perhaps there is a territory here or there which you would like to part with?
1803 I suggest you not get too settled in. Things can often happen.
1804 Your roads shall be of great use to us.
1805 It is too bad none of you can comprehend our perfection.
1806 Believe in our ascendancy.
1807 Look over your map. Notice the flourishing Re'Lu cities, and then please be jealous.
1808 Our managerial abilities will leave you behind.
1809 Re'Lu factories, farms, power plants, airfields... all, all are beyond exquisite.
1810 It is with extreme anticipation that we foresee our victory.
1811 Our progress is becoming a hardship for you.
1812 Feeling superior to you is one of life's carnal pleasures.
1813 You should know better than to compete against us.
1814 We excel only because we can.
1815 Trying to catch up to us, can only fail.
1816 We excel only because we can.
1817 Your military should avoid our forces if at all possible.
1818 Does our colony worry you? It should.
1819 There is so much here for us; so little here for you.
1820 Think of this planet as a riddle and that we are its solution.
1821 Sentimental thoughts do not cloud the Re'Lu mind.
1822 Our economy continues to make exceptional gains.
1823 We continue to demonstrate our successful planning.
1833 Tired. Weary. Without hope. These words describe us perfectly.
1834 We are humbled.
1835 Well, this is certainly turning into a regrettable education.
1836 We must admit that you are doing better than us.
1837 Losing is so... uninspiring.
1838 Could we say we won, figuratively? No? I suppose not.
1839 Our foresight is weak compared to our hindsight.
1840 So... this is disaster.
1841 Losing is so... uninspiring.
1842 We must admit that you are doing better than us.
1843 You have caused our undoing!
1844 Disappointment is all I can hope for.
1845 I have nothing to say because I have nothing left.
1846 Please desist!
1847 My mind is being overrun with my sadness.
1848 A witticism arrives in this gilded screen.
1849 We present a charming composition.
1850 Please peruse the following.
1851 Few masterpieces have the poise of this.
1855 Reporting in, Ubergeneral. Us will conquer puny aliens!
1856 Got weak spot here.
1857 This could be much trouble.
1858 Something bad is going on.
1859 Say! Look at this!
1860 A lucky break!
1861 Tarth just got big surprise!
1862 It a stupid day!
1863 Oh, no. This not good.
1864 Tarth just got bad bad trouble.
1865 You real smart.
1866 That a great thing you did there.
1867 These plans of yours are pretty good.
1868 This not look good for you.
1869 Ah... maybe you try something else now.
1870 Better do different thing. Soon.
1871 Look at this.
1872 Hey! I just got told this!
1873 Here's something you should know.
1874 Tarth colony is out in front!
1875 Mmm... Now us are same size as them.
1876 Tarth colony losing! Us getting behind!
1877 Us have edge. New center all done.
1878 Us now got stuff to do.
1879 See ya later.
1880 Us'll talk again, Ubergeneral.
1881 I will bring more news.
1882 Uh-huh. Yeah sure okay then.
1883 Uh, all right.
1884 Tarth will make aliens eat mud.
1885 Ubergeneral. Make colony strong!
1886 Ah....
1887 Be back later on!
1888 Figure out next plan Ubergeneral.
1889 I'll go check on more stuff.
1892 Ubergeneral! Hello!
1894 Our research is strong as ever, Ubergeneral.
1895 Yeah? You got question for us?
1896 Hm... Okay.
1897 Us start study on this new thing.
1898 That's a good one to do.
1899 Call us later.
1900 Us will be working hard.
1901 This'll give colony muscle.
1902 Yeah. Sure thing.
1903 That pretty good choice!
1904 Scientists start right away.
1905 Us got machine done, Ubergeneral.
1906 This thing all finished.
1907 Work wrapped up on this device!
1908 Give us new command.
1909 Us need new orders.
1910 Well, what next plan?
1911 Come, pound flesh with us! Skirineen land in colony!
1912 Trouble Ubergeneral! Skirineen land in our colony!
1913 Ubergeneral, laugh at the little damage.
1914 They wrecked many buildings.
1915 Ubergeneral. Us got real busted up.
1916 QUIET! SHUT UP! Only cowards make secret deals with Skirineen. But this coward is caught!
1917 Leave planet now or us'll get real ugly!
1918 Tarth make you look like big fool. Bye-bye.
1919 Think you're tough, huh? Then you real stupid.
1920 Tiny aliens couldn't handle Tarth. Us maybe make them leave.
1921 More of planet is ours.
1922 Big fools stay! Let's make them hurt, Ubergeneral.
1923 The ChCh-t leave their hives.
1924 The Cyth are going away.
1925 The Humans lose.
1926 The Maug are squashed.
1927 Re'Lu all up in smoke. Too bad.
1929 The Uva Mosk are taking off!
1930 Oh! Next time Tarth win.
1931 Ubergeneral, their colony's all done. Us gotta do better on next planet.
1932 You make planet Tarth planet. Now Tarth Empire is even stronger. Ubergeneral, more worlds will be yours to lead!
1933 YOU SHOULD NEVER SEE THIS MESSAGE.
1934 BURP!
1935 Tarth laugh at little devices.
1936 You scrawny alien!
1937 Us could squeeze you into new dimension.
1938 Ha ha! Weakling!
1939 You're as dead as Skirineen Empire.
1940 Tarth could sip you through twisted straw!
1941 Your airplanes aren't worth much.
1942 Look at cute tiny alien person. So sweet.
1943 Manage this planet? You? Ha, ha, ha!
1944 Tarth make great supper in your honor. When you leave.
1945 You soft like sponge.
1946 Alien under Tarth foot has small hopes.
1947 You don't use territories very well.
1948 So, you think you push us around? Ha, ha, ha! That funny!
1949 Your machines thin. Us break them up real easy.
1950 Your fancy junk is nothing.
1951 You're losing. Press Control-Alt-Delete!
1952 Your colony's too small to do anything.
1953 That's your army? That? Ha, ha, ha!
1954 Us push your buildings into the dirt.
1955 Tarth grind skulls and break spines!
1956 This planet is Tarth planet.
1957 GRRR!
1958 Tarth take over your farms.
1960 World too small with you on it.
1961 Tarth got guns. You got problems.
1962 You maybe need Skirineen to help you?
1963 Us smell minerals in your territories.
1964 Us turn your colony to rubble.
1965 Tarth give you break. Which bone?
1966 Us make you part of our plans real soon.
1967 Be scared. Us Tarth hate you.
1968 Tarth forces soon turn your military into meat.
1969 You puny little things better get out of Tarth way.
1970 Us run over your colonists, with tanks.
1971 Tarth victory soon close.
1972 Us like your colony. Us just don't like you in it.
1973 Us Tarth keep planet forever.
1974 You big joke. Tarth no joke.
1975 Tarth will hurt you often.
1976 Your little engines poor match for ours.
1977 Big power in Tarth science!
1978 Us do not worry about small mites like you.
1979 Great is Tarth persuasion!
1980 Tarth culture simple. So Tarth culture superior.
1981 Listen how Tarth yell. AAARGH! Good, huh?
1982 Us make planets tremble.
1983 Tarth cooks make best strudel, barbecue, bean dip, fish, cat food, smelt, piston rings, tofu, and cam shafts....
1984 Our mine shafts make big piles of metal.
1985 Tarth colonists work hard.
1986 Us Tarth strong, bright, and clear.
1987 Tarth factories build well.
1988 Your place small. Tarth place big.
1989 Our colony makes you jealous.
1990 Us build iron solid empire!
1991 The Tarth military is greatest on planet!
1992 Our economy makes yours look sick.
1993 Tarth colony rich!
1994 Once us Tarth make building, building never falls down.
1995 Tarth production is booming.
1996 OH!
1997 Farmers not make enough food. Tarth army get weak.
1998 Us have better luck breaking rocks on heads.
1999 Muscles too sore, too tired. Can't fight.
2000 Tarth get no good production from colony.
2001 Nobody likes us. Everybody hates us. Us eat worms.
2002 It soon be over for us.
2003 Us wind down to a big halt.
2004 Us hate interplanetary politics.
2005 These are grim days.
2006 Trouble is us.
2007 Tarth colony really stinks.
2008 You don't want to be Tarth right about now.
2009 Us should've built more buildings and less tanks.
2010 Our territories are really poor and very bad.
2011 Tarth strategy is spoiling.
2012 Our colonists slow and stupid.
2013 Us no threat to you anymore.
2014 Tarth are humiliated!
2015 Us make no excuses. Tarth are losing.
2016 Now not good time to be Tarth. Maybe yesterday but not today.
2017 Words from Tarth!
2018 Ubergeneral speaks. You read now!
2019 I have info for you to read.
2020 The Ubergeneral writes this to you.
2024 Lead our cause, Grand Hortus! We shall overcome all and claim this world!
2025 Here is a growing worry.
2026 An obstacle threatens our efforts.
2027 Anticipate a problem.
2028 This world rewards our dedication!
2029 The unforeseen gives us aid.
2030 Nature cherishes our very identity!
2031 The land harms us.
2032 Nature feels we are not an ally!
2033 This world rejects our goodness.
2034 Supreme planning, well done!
2035 The settlement gains power!
2036 The colony rallies around you!
2037 Are you hurting the cause on purpose?
2038 Work to overcome errors, comrade.
2039 Many are displeased.
2040 There has been a change in our status.
2041 Here are some recent events.
2042 Word has come of this.
2043 Our colony is the largest. It leads the world!
2044 We are now equal.
2045 Rally our cause! They are ahead.
2046 Our colony gains on the enemy!
2047 All hardship shall be overthrown!
2048 We await your command with high anticipation!
2049 Strive far, Grand Hortus.
2050 For the planet!
2051 The revolution can never die!
2052 Our great struggle will succeed!
2053 May your convictions guide, True Leader.
2054 Let our roots dig deep.
2055 Advance us, Grand Hortus.
2056 To unity, peace, and strong fertilizer.
2057 Guide us to prosperity!
2058 True Leader, we follow you.
2061 Grand Hortus! How can we assist your revolution?
2063 The study grows and grows.
2064 Yes? Do you have a concern?
2065 Certainly. We will begin this change.
2066 It shall be done.
2067 That is an interesting subject.
2068 Farewell!
2069 We have found much harmony in this work.
2070 This research soon will be complete.
2071 We shall own this world!
2072 A wonderful choice.
2073 We admire your decision.
2074 This device is ready for our colony.
2075 This advance is all done.
2076 The planet sings its praises of you! This machine is finished.
2077 What should our work be?
2078 Pick a good area for us to explore.
2079 Exactly what should we study next?
2080 Skirineen are landing! Join our cause, and we'll dispose of these defilers!
2081 Skirineen land, Grand Hortus! They're defiling our colony!
2082 They barely hurt the colony, Grand Hortus.
2083 This will take a while to repair. Our revolution stumbles!
2084 It's horrible! The entire colony is all ash and smoke!
2085 The Skirineen once destroyed entire worlds. Now they wish to harm this planet. These fools who hired them must be punished!
2086 Our revolution has vanquished you! Leave or face our wrath.
2087 The planet rejoices at your demise!
2088 Your end will come soon, defiler!
2089 We have brought the corrupters down. They may yield to us.
2090 This fight is over!
2091 Our enemies remain, Grand Hortus!
2092 All ChCh-t have left their hives.
2093 The Cyth polluters flee! The great cause continues!
2094 All the Humans are gone. Worry on them no longer!
2095 The Maug are moving off this planet.
2096 Our cause advances! The Re'Lu are flying away!
2097 Grand Hortus, the Tarth have left their colony.
2099 Another green world will call us soon. Then, Grand Hortus, our revolution will be victorious.
2100 Their colony is done. But press on, Grand Hortus, our cause never dims!
2101 Our cause has succeeded, Grand Hortus. You have saved this world. It has become lush once again. So continue the Uva Mosk revolution on all your future planets.
2102 YOU SHOULD NEVER SEE THIS MESSAGE.
2103 You have the worst factories on this planet!
2104 Nya, nya, nya, nya!
2105 You are a corrupter of this earth.
2106 Leave. Immediately.
2107 How can you be so ugly?
2108 A parasite wouldn't stay on you.
2109 We laugh at that colony!
2110 Compared to us you are nothing.
2111 You're wasting all your resources.
2112 The lands you own are withering.
2113 You are declining.
2114 This planet cannot stand your mismanagement any longer!
2115 Your little spots of land produce nothing.
2116 That economy of yours is way beneath ours.
2117 You are not part of the great Uva Mosk revolution.
2118 Even your trees are retched.
2119 A snail moves faster than your colony grows.
2120 Defiler!
2121 Your waste is your greatest flaw.
2122 May your mines deplete soon.
2123 You are a corrupter of this earth.
2124 Our great purpose demands that we remove your colony.
2125 Do not get in the way of our convictions.
2126 Uva Mosk production will mow you down.
2127 We will soon correct your excesses.
2128 I swear on my proboscis that you will be gone.
2129 The days of your growing season are numbered.
2130 Very soon nothing will be left of your colony.
2131 We will uproot all resistance.
2132 You shall immediately stop fouling the planet's atmosphere. Or you will answer to us.
2133 Your chances will wither much because of us.
2134 We will tear out all your roads and ruin your power plants.
2135 You will see how superior our technology is.
2136 Do not attempt to stop our cause.
2137 Your future is being turned to mulch.
2138 From now on be careful. You've become our chief concern.
2139 You have several territories that need our tending.
2140 We shall destroy your cities as an example for the galaxy!
2141 Nowhere will we let you thrive. And that is a real promise.
2142 The Skirineen may soon land on your soil.
2143 Your territories will be ours if you ever annoy us.
2144 We shall push you back from where ever you came, whatever the cost!
2146 We, of the loam, stand strong.
2147 Our cities have plenty of buildings. But you should see our gardens!
2148 If you cut us down, our colony would still grow up from the stumps.
2149 Have you ever seen a colony flourish so? With roads so hidden? Buildings so efficient?
2150 We tax as well as we spend!
2151 You should be envious of our large farms.
2152 Have you ever seen a colony so resilient? I doubt it.
2153 Our roots are now secure.
2154 We, nature's siblings, shall claim this world!
2155 The Skirineen couldn't even damage what we've begun.
2156 See how our colony grows!
2157 The planet knows that we will care for it, and so we are being given every advantage.
2158 Admit how powerful we have become. We won't mind.
2159 We are as solid as the strongest tree.
2160 Our cause shall drive us to victory!
2161 Without us, this world cannot survive.
2162 The Uva Mosk colony is even making good use of your waste.
2163 Only we understand the full value of this land.
2164 Much energy, tremendous energy, powers our thriving colony.
2166 We amount to little if anything at all.
2167 We shrivel while you grow and grow.
2168 It isn't going very well for us. Not at all.
2169 All Uva Mosk shout injustice!
2170 I have so much... anger at you!
2171 Our factories make but little and our farms have small crops.
2172 We did much better on Centauris III.
2173 Boo, hoo, hoo, hoo, hoo....
2174 We are clipped and cut off completely from our roots....
2175 This world will feel sorrow if the Uva Mosk leave.
2176 You make the great cause suffer!
2177 Our gardens are so barren....
2178 Even the planet is working against us!
2179 Our colony dishonors the ground it's placed on.
2180 We are sad as we watch you achieve so much glory.
2181 Our resources are depleting by the minute.
2182 We blame you for our decline.
2183 Somehow we haven't been able to coax enough out of our territories.
2184 Our colony dishonors the ground it's placed on.
2185 We are way behind you!
2186 Our great cause! We must somehow keep it alive!
2187 Comrade! A message is here for you.
2188 Here is a statement from the Grand Hortus.
2189 We deliver a note, comrade.
2190 These pithy words are written for you!
2194 Just in case you haven't heard, the Skirineen are open for business.
2195 Hm, you haven't called. Please consider us in your future plans.
2196 Don't forget, the Skirineen are here for your needs.
2197 Here are the services we provide.
2198 Are you falling behind?
2199 Welcome!
2200 And what can I sell you? Wood? Iron? A minor technology?
2201 Yes? How can I help?
2202 My warehouse is your only hope.
2203 I'll give you a deal. I promise.
2204 Ah. My favorite customer.
2205 Well. Do you need my assistance?
2206 Greetings, generous friend!
2207 Make sure you're prepared for anything.
2208 You have come to my humble market.
2209 At last! A customer
2210 I predict you'll be here again.
2211 Your business, as always, is appreciated.
2212 A sincere thank you.
2213 Please return soon. We're always open.
2214 I so love your money!
2215 Why make resources when you can buy them?
2216 Don't make this a long good-bye.
2217 Such a wise, wise colonist.
2218 Don't make this a long good-bye.
2219 Many pleasant farewells.
2220 There are always bargains here.
2221 You are very shrewd.
2222 How modest.
2223 Interesting.
2224 I guess it's money.
2225 May your colony thrive. Somehow.
2226 Getting a little desperate?
2227 So you feel the need to hire a commando.
2228 Well look who calls.
2229 Let us solve your worries.
2230 Our commandos can be yours... for a price.
2231 Experiencing trouble?
2232 So, what do you dare bid?
2233 Offer us the money you can afford.
2234 How much do you care to part with?
2235 Bid what pleases you.
2236 A large sum is good insurance.
2237 Spend a little. Receive a lot.
2238 Of course all this depends upon who pays the most....
2239 We will... discuss... your offer.
2240 Your offer might be enough.
2241 That's all? [Laughs.] Better hope it's a slow day.
2243 In a moment, you will have our answer.
2245 Hm. We shall see.
2246 You might be hearing from us.
2248 There's always a chance.
2250 Where do we land?
2251 Now show us where we should go.
2252 Pick the territory you need us in.
2253 So, where do you want us to pillage?
2254 This better be worth our enthusiasm.
2255 We've arrived. Now what?
2256 Good.
2257 It begins.
2258 They will tremble.
2259 How lovely.
2260 Ah. Of course.
2261 A brilliant choice.
2262 Very little was destroyed. Unfortunately.
2263 This damage should slow them down for awhile.
2264 We annihilated them.
2265 Welcome colony leader! I'm here to help you get started. First, choose the race you will be.
2266 Now we'll colonize a newly discovered planet.
2267 Choose the territory you will land in. It's often best to start in a plains or a forest.
2268 There are two ways to win. Build at least five City Centers or drive away all opposition.
2269 You are seeing the world view. There are many things you control here.
2270 This is the settlement view. From here you'll give specific orders to your colonists.
2271 Press your survey button.
2272 These bars show the natural resources each area can produce. One important resource is food.
2273 We should make a Farm to feed your colony. Press your buildings button.
2274 Choose the Farm. Then, press build.
2275 Now pick a good place to set down the Farm.
2276 Not bad.
2277 Here is your City Center. Make enough of these and you can win.
2278 I bet I know what you're thinking. How do I get more territories? Well, you'll first need a Colonizer unit.
2279 Double click on your City Center.
2280 Choose the Colonizer unit.
2281 Drag the build units bar all the way to the right. This tells your workers to create the Colonizer.
2282 A Farm and a Colonizer are now being made. Drag half your colonists to your new Farm and half to your City Center.
2283 There, now your colonists are busy.
2284 Your Colonizer is finished. Let's give it a mission. Double click on the unit.
2285 Order this unit to colonize. This mission settles a new territory.
2286 Click on this unit. Now drag it across any of your borders.
2287 Excellent. Next turn, you might own more land!
2288 We better check your colony's morale. Press the morale button.
2289 Ah. Happy, contented colonists. You manage them well.
2290 This turn you also finished your Farm. Double click on it.
2291 Let's make sure there's enough to eat. Move your production bars so the Farm only makes food.
2292 This overworks your Farm, but we'll deal with that later.
2293 You should always develop better technologies, so lets make a tech lab. Press the buildings button.
2294 Now choose the tech lab, and press the build button.
2295 Put your tech lab down in any unoccupied space.
2296 You're doing well! Let's go on to the next turn.
2297 Occasionally your rivals share some words. You can also give them a piece of your mind.
2298 Guess what? The Colonizer has disbanded, and you now own two territories!
2299 Let's move more people into your new land. Click on a person in your home territory.
2300 Next place this person over your new territory and click again.
2301 They love the change of scenery.
2302 You can also move resources between territories.
2303 The colony's off to a great start.
2304 Your tech lab is finished. So lets choose a technology to study.
2305 Occasionally, your advisor will give you updates.
2306 Remember your Farm? Well there's trouble. It's wearing out from overproducing all that food!
2307 Better double click on your home territory.
2308 Next double click on your Farm.
2309 Assign some colonists to upkeep. Then your Farm can maintain itself.
2310 There you are. You have all the basics, but here are additional things you should know.
2311 I'll leave you for now. But contact me any time you have a question. Just press the advice button.
2312 Farewell. May you win many worlds!
2313 Click the advice button if you need more information.
2314 Now, let's double click on your territory.
2315 Click the exit button.
2316 Press end turn.
2317 Press okay.
2318 Here is some more helpful information.
2319 This also is important.
2320 Please note this as well.
2321 Try that again.
2322 That's not quite right.
2323 Let's do that over.
2324 How can I assist you?
2325 Yes?
2326 Which area puzzles you?
2327 What do you need help with?
2328 Having problems?
2329 Many greetings, colony leader.
2330 Run your colony with these controls.
2331 Manage these well and you'll prosper.
2332 Resources are needed to build up and maintain your colony.
2333 Research gives you advances in economic and military technologies.
2334 All buildings improve your colony.
2335 Create a tough military to expand and defend your colony.
2336 You can give your military both missions and combat orders.
2337 Speak to and even ally with other colonies.
2338 Use satellites or Scouts to find out your opponent's secrets.
2339 A Skirineen deal has dangerous risks... and valuable rewards.
2340 Which race do you want to know better?
2341 Here are some tips you can use.
2342 Happy colonists produce better.
2343 Your people will work where ever you put them.
2344 Starving colonists hurt morale.
2345 High taxes mean more money... and angry colonists.
2346 Move your resources to where they're needed.
2347 Different terrain types produce different resources.
2348 Money. What more is there to say.
2349 Your workforce produces everything.
2350 Food lets your colony grow.
2351 Art makes colonists happy and you rich.
2352 Go to a forest. Cut some wood.
2353 You can't build much without iron.
2354 This tough metal will boost your military.
2355 A rare ore found deep underground.
2356 Convert your endurium into this dense alloy.
2357 Power keeps your colony running.
2358 If you want fancy gadgets you'll need electronics.
2359 Produce this rare resource and not much can stop you.
2360 Computers let you research more advanced technologies.
2361 Some developments need a little chemical know how.
2362 Enhance special aspects of your colony.
2363 Better power sources means much more energy.
2364 Make enemies fear you.
2365 Clear communication is good for everybody.
2366 Move your resources more easily.
2367 Create neurological weapons and technologies.
2368 Food and wood are made on farms.
2369 Build mines and get minerals.
2370 These buildings produce energy.
2371 Faster roads improve transportation.
2372 Factories produce weapons and convert ore.
2373 Rule oceans with your ships.
2374 Use planes to tame the skies.
2375 Creative colonists will love you.
2376 Defend yourself from enemies.
2377 Launch missiles and satellites.
2378 Develop your technologies faster.
2379 Build enough of these and you can win.
2380 Explore the world and spy on your neighbors.
2381 Expand into new territory with these units.
2382 Infantry and artillery attacks are more effective with this unit.
2383 These are the backbone of your army.
2384 These are the big guns.
2385 Transport goods and bomb your rivals.
2386 Move resources and attack coastlines.
2387 Build these and cause some massive carnage.
2388 These defend your colony.
2389 Orders your military to fight enemy units only.
2390 This unit shoots at the nearest target.
2391 Tells this unit to blow apart enemy buildings.
2392 This unit will guard a certain part of your colony.
2393 Dismantles the unit.
2394 Your unit will have no special command.
2395 This unit patrols for spies and rival armies.
2396 Gather information on your enemies.
2397 Gives this unit to another colony.
2398 Fixes the unit's battle damage.
2399 This stops rioting, ungrateful colonists.
2400 The numerous ChCh-t hordes can overrun many worlds.
2401 The Cyth use bizarre mind powers to destroy opposition.
2402 Economic geniuses, Humans make productive colonies.
2403 The partially mechanized Maug develop technology quickly.
2404 Re'Lu colonize worlds in their quest for knowledge.
2405 Military behemoths, all Tarth are great warriors.
2406 The Uva Mosk use nature to further their cause.
2407 Skirineen commandos can help you out of trouble. Sort of.
2408 Thanks for asking! We advise everyone who needs help.
2409 Transport goods through another colony.
2410 Trade resources with another colony.
2411 Give military units to a friendly colony.
2412 Let other colonies hear a piece of your mind.
2413 Buy resources and technologies for a special price.
2414 A hired Skirineen can destroy enemy buildings.
2415 Your satellite's beam weapons can help or hinder a Skirineen raid.
2416 Launch an orbiter and scan this world.
2417 Have your Scouts sneak over the border.
2418 These should give you a beginning.
2419 When things get too tough push back with these strategies.
2420 A strong military can wipe out your opponents.
2421 Good production can put you in the lead.
2422 Here are some special things you should know.
2423 Any more questions?
2424 Still need help?
2425 Want answers on something else?
2426 Good luck.
2427 If you need me, I am here.
2428 Be victorious.
2429 Have triumph, colony leader.
2430 Go and thrive.
2431 Make this planet yours.
2432 Call again.
2433 Good-bye.
2434 Dream of your revenge, colony leader. Someday we shall return! Let us quickly leave this solar system. There was little we could do as their power overwhelmed us. But next time, they will be the ones fleeing the planet! Perhaps this defeat gave you new wisdom. Look on this not as a loss, colony leader. Look on this as... an experience.
5001 This tutorial will take you through Deadlock basics.\n\nChoose the race you want to play. Each race has unique abilities and weaknesses; click on each to find out who they are. When you have selected a race press OK.
5002 Seven races are competing to own Gallius IV. This world is one of the few planets still not colonized in this part of the galaxy. Its strategic location and vast riches make it quite valuable.\n\nCapture Gallius IV, colony leader. Your race will suffer a terrible loss if you fail....
5003 Right click over any territory to find out more about each one. There are four land types.\n\nPlains -- Colonists and food grow the best on plains.\nForests -- Forests have fair (never large) amounts of natural resources.\n\nMountains -- These territories are great for mining iron.\nSwamps -- Much energy is generated in a swamp. \n\nThere are also oceans, but you cannot land on them.
5004 You can take the planet in two different ways. You will win if you build five City Centers and are able to hold them for one turn. However, if bloodshed and carnage are more your thing, you can also win by blasting apart everybody else.\n\nThere are several strategies you can explore. Economic, military, and technological superiority can all lead to triumph.
5005 The top row of buttons is the TOOLBAR. Each button controls a different part of your colony.\n\nThe map in the upper right is your SATELLITE VIEW. Click on this map to change the world view.\n\nThe colonist icons are your MORALE -- right now everyone is happy! Underneath them is the TECHNOLOGY BAR which shows your research progress.\n\nYour COLONY STOCKPILE details all your resources and how much of each you will produce next turn.
5006 The territory you landed in should be in the middle of your map. If you cannot see it, press 'C' on your keyboard. It will then appear on the world map.\n\nEither press the magnifying glass or double click the territory to zoom in to the settlement view.
5007 The controls here are almost the same as the world view. Only the toolbar changes. It has two buttons you do not have in the world view -- the BUILD button and the DEMOLISH button.\n\nThis view lets you make buildings, assign colonists to specific buildings, and change what each building produces.
5008 This button lets you choose which buildings you want to construct. At first you may only make a few structures, but as technology improves and resources grow you can make better buildings.\n\nDifferent buildings produce resources, military units, and other enhancements for your colony.\n\nNext we will build a Farm. Press continue and then press the buildings button.
5009 Every building you can make is listed in this box. When you click on a building the money, labor, resources, and technology it needs is also shown.\n\nA Farm needs 50 credits and 75 labor units.\n\nSelect the Farm and press the build button.
5010 Farms produce the most food in flat squares.\n\nSquares that have a food icon over them are especially fertile. They produce much more food than a normal square.\n\nDrag the Farm to where you wish to build it. Place it down by left-clicking the mouse.
5011 These buildings are the government centers for your settlement. You win this tutorial if you build five City Centers and can protect them for one turn.
5012 COLONIZERS are large hovertrucks that move colonists to other territories. You cannot take over a neutral territory without sending a Colonizer there first. These units move one hundred colonists (1 icon) to a new territory.
5013 Colonizers are made in your City Center.\n\nTo build a Colonizer, double click on your City Center
5014 Build a Colonizer by clicking the ADD UNIT button. The build unit box will show you the Colonizer. Select the Colonizer and press OK.
5015 You now see the Colonizer in the UNIT QUEUE. Notice that it will take two turns to make. In the WORKER ASSIGNMENTS box there is a blue bar that says BUILD UNITS. Drag this all the way to the right. The Colonizer will be finished next turn.\n\nWhen you have set your unit production to 100%, select OK.
5016 Click and drag two colonist icons to your Farm site. Now both your Farm and your Colonizer will be finished next turn. Buildings and units are made faster when you have more colonists assigned to them.\n\nNOTE: Each colonist icon represents one hundred colonists.
5017 Press the Zoom Out button. This brings you back to the world view.
5018 Press this button to end your turn.
5019 Your advisor keeps you informed of all the events in your colony.
5020 Every unit has a UNIT ORDERS dialog box. Double click on the unit and you will see this box.
5021 You can give your units both BATTLE ORDERS and MISSIONS. Some missions can only be done by certain units. Settling another territory is a special Colonizer MISSION. Select the down arrow on the mission bar to see all the missions.\n\nChoose BUILD SETTLEMENT. This tells the unit to colonize a new territory. Press OK to exit the screen.
5022 Click and drag the Colonizer into a neighboring territory. The Colonizer is now in this territory.
5023 Let's zoom into your starting territory again.
5024 Your colonists get upset if you do not treat them well. Unhappy colonists refuse to work. As their morale drops more and more colonists stop working. If morale gets too low your colonists may riot, destroying some of your buildings.\n\nPress your morale button now.
5025 Several things can hurt morale. High taxes, no food, and overpopulation all make colonists unhappy. If military units are looking for spies with the PATROL mission, some colonists get scared and stay at home.\n\nLow taxes, culture, and art objects raise morale. You change taxes with the TAXES button. Culture is produced in CITY CENTERS, CULTURE CENTERS, and MUSEUMS. Art objects are created in ART COMPLEXES.
5026 Lets take a look at your new Farm!\n\nDouble-click on the Farm.
5027 Farms produce both food and wood. Right now you need more food, so click and drag your FOOD PRODUCTION BAR all the way to the right. This Farm will then only produce food. Press OK when you are finished.
5028 Notice the food icon in your COLONY STOCKPILE. If you built your Farm in a fertile spot, this number is probably positive. This means that you are growing more food than your colony is eating. Your food surplus is growing!
5029 You cannot research technologies until you build your first tech lab -- the UNIVERSITY.\n\nPress the buildings button.
5030 The first tech lab you can build is the UNIVERSITY. When your technologies improve you can build the other two tech labs -- the TECH LAB and the COLLECTIVE TECH LAB.\n\nScroll down to the University, select it and press build.
5031 Universities take up four squares on your map. Normally it takes two turns to finish this building, but because this is a tutorial you will finish it next turn.\n\nDrag the University to a good spot. Left-click to place it on your map.
5032 Press this button to end your turn.
5033 You can send messages to other colonies. There are animated insults, threats, brags, and complaints! You can also type your own custom messages. Custom messages are highly useful in multi-player games. \n\nYou will be able to send messages once this tutorial is over. \n
5034 All new territories start with 100 colonists (1 icon) and one housing unit. \n\nIf any enemy units were in this territory, a battle would have happened. Luckily no one was there. Colonizers are very weak military units and are easily killed off.
5035 Click and drag a colonist icon into your new territory. There will then be 200 colonists (2 icons) in this new settlement. It costs you 25 credits to move 100 colonists.\n\nNOTE: You may only move colonists between territories you own!
5036 Each territory has part of your resource stockpile. Normally resources move automatically between your territories, but sometimes you may wish to move resources in a hurry. \n\nMove resources yourself by pressing the Toggle Resources/Military Units button. Your resources will appear. Click and drag a resource into another territory. A box will next ask how many resources you would like to move. Type in what you want and press OK.
5037 Press this button to end your turn.
5038 Press this button to choose your first technology.
5039 Each technology advances your colony through resource production, new buildings, or more powerful military units. Click on a technology and press OK. Your colonists will start researching it.\n\nNOTE: You can find out what each technology does. Choose the technology and press the ADVICE button. You will be given the technology's description.
5040 Hot Tip! Build a factory to start manufacturing infantry and artillery units! The first military units you can produce are Laser Troopers and Laser Tanks.
5041 Contact me whenever you have any questions. Pressing the HELP button lets you see all my information. Most dialog boxes also have ADVICE buttons that let me answer your questions directly. Right clicking anything on the screen also connects you with direct information.\n\nHave success, colony leader!
5042 Press ADVICE if you are stuck. I may then give you more specific answers.
5045
6001 We %s can't stand you %s! Our war begins!
6002 Arm your lasers! We %s are marching towards your colony! You %s will die!
6003 %s soldiers will soon swarm over your borders. Tremble with fear, %s!
6004 Oops! Maybe we %s shouldn't have started a war with you. Can we just forget about it? Please?
6005 We %s want to be your friends. Let's have peace. Okay?
6006 Our war has been fun but we %s would rather build more hives. Can we have peace now?
6007 The %s attacked our hives! Help us! HELP US!
6008 We've been attacked by the %s! They said you're next! Join us before it's too late!
6009 The %s burned several hives. Many ChCh-t are dead. Help us get revenge!
6010 The %s have the best colony. Let's horde together and crush them!
6011 Quick! Let's do something! The %s are about to win!
6012 The %s have almost won! Let's march all over them! Together!
6013 How about a deal? We will buy %s from you at %d credits for each resource unit. Sound good?
6014 ChCh-t %s supplies are very low. We'll pay %d credits per resource unit. To you!
6015 Ship us some %s, and we ChCh-t will pay %d credits for each resource unit. That's right, that much! Apiece!
6016 %s is a ChCh-t territory. You can't take it.
6017 ChCh-t hordes will never give up %s! Ever!
6018 You want %s? Hah! Never!
6019 No, you took %s! Let us have it back. Pretty, pretty please?
6020 Our hordes are massing to invade %s. You'll see, we'll retake our territory!
6021 %s! The ChCh-t'll get that territory back! We will!
6022 %s would be better off belonging to the ChCh-t. So, we now attack you!
6023 We ChCh-t are invading %s. Move out, or you'll die.
6024 See the many columns of ChCh-t marching towards %s? We're taking it over!
6025 No fair! You've built that %s in %s! Stop doing so well!
6026 Our drones are getting nervous. You've made a new %s in %s!
6027 We know you've built that %s in %s! Shut it down or else!
6028 Prepare your mortuary. We %s shall now eliminate you pathetic %s!
6029 You are an irritant to the %s strategy. All %s shall now be removed from this world FOREVER!
6030 The %s military will immediately reduce the %s colony to smoldering ashes. Enjoy your remaining moments of consciousness.
6031 We %s only wish peace with you. Let us now end all hostilities.
6032 My advisors and I have decided to leave you be for the present. The %s are no longer at war with you.
6033 Our objectives have changed. We %s will temporarily cease our destruction of your colony.
6034 Assist us in ridding the planet of the %s. They have dared to assault our colony.
6035 The %s have heartlessly raided our colony. Help us make them scream in misery!
6036 The malignant %s have started a war with us. Aid us, and together we shall put an end to any possible threat they may pose to you.
6037 Our plans are undone! The %s may soon win unless we join together to stop them!
6038 Have no more hesitation. You have now seen how %s persistence can undo us all. Join us and we shall transform their colony into nothingness.
6039 The %s are too powerful! The struggle for this planet will be over unless we all become allies against them!
6040 Cyth %s resources have declined. We are more than willing to pay you %d credits for each unit of this resource.
6041 Please consider this offer. We need %s, and so we can pay %d credits to you in compensation for each resource unit.
6042 %s supplies are dangerously low in the Cyth colony. We will give you %d credits for every unit of this resource you feel able to sell to us.
6043 You attacked %s. Realize now fool, that this was of no consequence. Our defenses in that territory are impenetrable.
6044 That active imagination has lead you astray. You shall never control %s.
6045 Abandon your desire to take over %s. YOU SHALL NEVER, EVER OWN IT!
6046 Your victory in %s was foreseen. You are foolishly pursuing all our predictions for you.
6047 We see you are celebrating your capture of %s. You imbecile! We Cyth have now marked you for destruction.
6048 Somber days are ahead for your colony. Taking %s will prove to be quite a horrible mistake.
6049 %s is such a lovely territory. Soon it shall be absorbed into the Cyth colony.
6050 Only one gift can appease our wrath. Give us %s and all your past infractions against us might be forgiven.
6051 %s needs the unique care that only we Cyth can give. Let us annex this territory.
6052 My scouts inform me that you have made a new %s in your %s territory. Slow down your colony's development or you shall suffer as you have never suffered before!
6053 Our minds sense that there is a fully operating %s in %s. This building shall one day be of much use in many Cyth experiments.
6054 Destroy that %s in %s, or your food supplies shall become poisoned!
6055 Let's make this official. The %s military formally declare war on you %s. All our diplomatic ties are hereby severed.
6056 I, the %s Commander, have reached a decision about you. We will attack the %s colony until you are all gone. Or dead.
6057 We %s colonists are going to take on you %s. And we shall not rest until you are chased off this globe!
6058 Good news. We %s are calling back our troops! Our war with you is over.
6059 In the interest of galactic diplomacy we %s have decided to make peace with you. Please do the same so we can end this trying war.
6060 Okay, starting a war with you was a HUGE mistake. We %s want to stop the fighting. You'll want to stop fighting us as well, won't you?
6061 Guess what happened now? The %s attacked us. How about helping us take them out?
6062 I know we haven't always gotten along but now times are very different. The %s have started a war with us and we'd like your help.
6063 Join our war against the %s colony. Together we can take out a large piece of them.
6064 We've all got a lot of trouble now. The %s are about to win unless we join our forces to stop them.
6065 I hoped you've noticed that the %s colony has almost taken over this planet. Let's work together to slow them down!
6066 Look, we can't ignore the %s anymore. They'll win unless we work together to get rid of them!
6067 %s supplies are really low in our colony. If we give you %d credits for each resource unit would you send some our way?
6068 Maybe you can help us out of a tough problem. We're getting low on %s, and we would be willing to pay %d credits apiece for each resource unit you want to sell.
6069 Are you up for some trading? Right now we need %s, and we'll offer you %d credits per every resource unit you wish to offer us. If that sounds good to you just ship some resources our way.
6070 Are you an idiot? There's no way you can capture %s. No way!
6071 Trying to take over %s is a really stupid strategy. Why don't you try something else and leave us alone?
6072 Were you seriously attacking %s or just doing some sort of worthless military drill?
6073 Big deal, so you got %s. We'll take it back. Don't you worry.
6074 So %s is now yours. But don't count us out of the picture just yet.
6075 You've just witnessed a very nicely done tactical retreat. %s will be part of the Human colony again very soon.
6076 %s. A very nice territory that will soon be added to the Human colony.
6077 One of the best territories you have is %s. And guess what? We plan on taking it over.
6078 You know that territory you own, %s? We're moving in and there is not much you can do to stop us.
6079 We know you've built a new %s somewhere in %s. Eventually we will be destroying this building. That's a promise.
6080 Our scouts just reported that you've built a new %s in %s. Interesting choice. I wouldn't have put that particular building there, but hey! That's just me, not you.
6081 You're wasting your time building that %s. Especially putting it in %s? Bad idea. Seriously, that is a very bad idea!
6082 We, the glorious %s, shall vanquish you %s! Prepare for war!
6083 At long last will we show our renewed strength. You now shall fight a war against the mighty %s! There is much to fear, %s!
6084 %s technology has become so gloriously advanced that we shall defeat you pitiful %s! OUR WAR BEGINS!
6085 The %s army is suffering from a terrible bout of influenza. We no longer want to fight you anymore.
6086 You have a mighty military. We %s respectfully ask you for peace.
6087 This war is hurting both of our colonies. We will withdraw our %s forces if you do the same with your troops!
6088 Tragedy! Tragedy! The %s assaulted our colony! Help us strike back at them!
6089 Attacking %s have made many of our soldiers unwell. Please strike back at them before they destroy us!
6090 Our Maug colony is failing. The %s have destroyed our research centers. Aid in our efforts against them or we will be lost!
6091 The vile %s are taking over this planet. Only if we combine our might will we be able to prevent them from winning!
6092 The %s are ahead of all of us. Let's ally our forces now. We could be a powerful threat against their might.
6093 Now my fever has really gotten high. The %s have become too healthy. Unless we fight them now it is all over.
6094 Maug %s supplies are dangerously low. We will pay you %d credits for each resource unit. Please don't refuse our offer! Please!
6095 Our %s stockpile is ill. How about selling us some units of this resource for %d credits apiece?
6096 We Maug are interested in buying some %s. We can pay %d credits for each resource unit you send us.
6097 Ha! Your technologies are not mighty enough to take over %s!
6098 Our advanced defense systems in %s will easily keep your feeble forces out.
6099 The war machinery you have was easily repelled in %s. Give up on this assault now.
6100 Maug health shall rebound! Even now we are building up our forces to retake %s! This territory will not be lost to us!
6101 %s shall soon be a Maug territory again!
6102 Our scientists are drawing up designs that will eliminate all your military advantages! %s cannot remain yours forever.
6103 The glorious Maug colony shall now take over %s. Flee this territory now before our forces make your colonists need a hospital!
6104 There is a territory of yours that we need for our success. %s. Evacuate it now!
6105 We will now practice our advanced weaponry in one of your territories. %s is a perfect location to do these highly glorious tests.
6106 Many congratulations to you. Your healthy colony has built a working %s in %s. Never mind how we found out about this....
6107 You mean all you can build is that unglorious %s? And in, of all places, %s? You are really falling behind economically, aren't you?
6108 So. You've built a new %s. My sources even tell me you built it in %s! Are you sure that was a wise plan? Your choice of location is not very glorious.
6109 We %s have arrived at a simple solution for dealing with you %s. Unfortunately it involves your death and the total destruction of your colony.
6110 The %s shall now wage a devastating war against you %s. Alas, we wish we could feel pity for your upcoming plight. But strangely we cannot.
6111 A delightful war against the %s is in your immediate future. Be so kind as to lose, dear %s.
6112 We %s would like to abandon our little war with you. We hope that you will agree wholeheartedly and stop all warfare against us.
6113 This war has been most embarrassing to us %s. We humbly suggest that we end this worthless conflict before it is too late.
6114 Perhaps we could cease this foolish war? Would it not be more advantageous for you to have us %s as your blissful allies?
6115 The %s military has tried to violate our colony's sovereignty. Aid us in our upcoming campaign against these foes.
6116 Let us not waste effort on idle words, hopeful ally. We wish to force the %s colonists off the planet, and we ask you to assist us in this joyful endeavor.
6117 We ask that you become our allies as we launch an assault on the %s colony. They have engaged in much violence against us and we, of course, are very serious about preventing them from harming us.
6118 How dare you ignore the %s brigands any longer? They may soon take over this planet unless we all come together to alleviate their threat!
6119 There can be no more questions about them. We must all wear down these malignant %s marauders or they shall be the undoing of all our colonies!
6120 How did those insipid %s buffoons even begin to get ahead of our colonies? Come, dear friend, let us form a alliance against these most ridiculous upstarts!
6121 %s is a commodity we are regrettably short on. Would you be so kind as to sell each unit of this resource for %d credits? This price is beyond fair, but as you know we Re'Lu live to be generous.
6122 Seriously consider the following generous proposal. Our colony needs %s, and we would be more than willing to pay %d credits for each unit of this resource.
6123 The Re'Lu colony is experiencing a terrible shortage. A boost in our %s supply is needed. We will compensate you handsomely with our offer of %d credits for each dab of this resource that you wish to sell us.
6124 Come now, dear enemy. %s is too well defended. There certainly must be a more creative way to kill off your colonists, isn't there?
6125 I hope you do not believe you can overrun %s? If you seriously believe that you can take this territory, you are easily one of the biggest idiots that has landed on this planet.
6126 The territory that you just attacked, %s, will never become yours. Kindly restrain yourself from performing such self defeating acts of futility.
6127 So you have finally captured %s! Many congratulations. Sadly you shall soon lose what you fought so hard to gain. We will recapture it soon.
6128 Relish your victory in %s, because you will not have long to enjoy it. Preparations are being made to undermine your colonists' trust in you.
6129 We did not need %s anyway. It is the worst territory in our colony. We are glad you have taken over that liability.
6130 %s is such a delightful morsel of a territory. It shall be such an utter joy to add it to the burgeoning Re'Lu colony.
6131 Your resources seem stretched a bit too far. Perhaps if we take over %s we can help boost your weakening economy.
6132 We Re'Lu shall now take permanent residence at %s. Kindly remove all your colonists from there before we do something painful to them.
6133 So you have built a new %s in your %s territory. Most decidedly impressive.
6134 A secret about you was just revealed by our scouts. You have put a new %s in that territory of yours, let's see, called %s. What joy you must feel.
6135 There is completed %s in one of your territories, I believe it is in %s. Be so accommodating as to shut it down.
6136 Us %s smash you %s up for good! CHARGE!
6137 %s think it funny you puny %s things are still here! So us now all set on kicking you off the planet.
6138 Us start big war with you! %s warriors are going to smash apart %s colony. Ha, ha!
6139 You pretty good fighter. Us %s are humbled. Let's stop our battles before somebody else invades our colonies.
6140 Us %s too tired to smash you up right now. Maybe us fight later, huh?
6141 %s hungry, us not want war with you. Soldiers need to go back to farms.
6142 The %s cause Tarth big big trouble. Maybe us could burn their colony down together?
6143 Tarth colony just got raided! Come pound weakling %s with us!
6144 Us Tarth not in good way. %s just attacked us, so Tarth really badly need your help.
6145 The %s got huge bad colony! How about our armies work together to bust up their city centers?
6146 Puny %s got colony that could take over planet. All us need to whittle them down together! Then they won't be threat to anybody.
6147 See what's going on? The %s might win if us don't tear down some of their buildings!
6148 %s supplies in Tarth colony pretty low. Us pay %d credits for each resource unit of them.
6149 Got problem maybe you can solve. Tarth %s supply almost gone, and us would pay big money, %d credits each unit, to get these resources.
6150 Tarth got great deal for you. Us will buy %s for %d credits each resource unit! What do you say, pretty good deal, huh?
6151 You try to take %s over? That's a big laugh, very big laugh. HA! HA! HA! HA! HA! HA! HA! HA! HA! HA! Funny, funny!
6152 %s is Tarth territory. Leave that place be or us'll break a few of your bones. Understand weakling?
6153 It was stupid plan to invade %s. Us stopped you real easy.
6154 How did you weaklings conquer %s? Us Tarth really mad now!
6155 You make big mistake in %s! Your colony will soon get hurt bad!
6156 So you think you smart, huh? Well, Tarth will get back %s, then us will see who's smart!
6157 Tarth soldiers real bored. They take you on in %s so they won't have too many naps.
6158 Us are raiding %s! Leave while you still don't bleed!
6159 You better defend %s or us will take it over for good.
6163 Us got spy in your colony! Tarth know you build new %s in %s! Too bad us soon attack you to tear it down.
6164 Tarth get intelligence from top secret source. You made a big %s in %s! Us don't like that very much.
6165 How you able to build a new %s in %s? Us Tarth better bust that up pretty soon.
6166 The %s Revolution is succeeding beyond all hopes. Next you defiling %s vermin shall be eliminated!
6167 %s spies have found out all about your wasteful practices. You shall now be destroyed, %s!
6168 You now will have a war with us, the %s! Death is near, %s! You are no longer allowed to desecrate this beautiful world!
6169 The %s Revolution shall spare your colony for now. We have called back our guerrillas.
6170 Now that you have felt the power of the %s we shall leave you alone. Annoy us again, and we promise that we shall no longer be this lenient.
6171 You are much more resourceful than we thought. We %s wish to end all hostilities against you. We trust you'll accept this peace offering.
6172 Defiling %s polluters have harmed the Uva Mosk colony. Attack them now so that we may wipe out their menace to this world!
6173 Many horrible atrocities have been done to us by the %s colony. Join our campaign against them!
6174 Our gardens have been burnt down by raiding %s warriors! Help us fend them off and we shall leave your colony alone for a considerable period of time.
6175 Let us forget our differences, comrade, and take on the %s threat together. Otherwise they shall be victorious!
6176 We cannot sit by idle while the %s spoilers solidify their claim on the planet. Add your military to ours and we shall destroy their massive colony!
6177 The %s colony can only be stopped if you join the Uva Mosk Revolution! Otherwise we will all fail.
6178 The Uva Mosk Revolution needs your aid. We request that you give us some %s. We offer to pay you %d credits for each resource unit.
6179 Our production has unfortunately slowed way down. We need %s, and we can give %d credits each for whatever amount of this resource you can spare.
6180 %s supplies have become way too scarce in our colony. We Uva Mosk are willing to pay you %d credits for each resource unit.
6181 The Uva Mosk will never allow you to control %s. Ever!
6182 %s has helped us drive you off its soil. Our victory should finally prove to you the wisdom of our ways.
6183 This a warning, defiler. Desist in your attacks on %s or face Uva Mosk wrath.
6184 Our main efforts were being carried out elsewhere when you captured %s! Our cause shall now be devoted to recapturing this territory. This violation of our colony cannot go unanswered!
6185 You have made a terrible mistake, my enemy, capturing %s. Even now our infantry has secretly crept past your defenses. On my command they shall reveal themselves and strike you down.
6186 Marauding spoiler! End your occupation of %s immediately!
6187 %s is being destroyed by your mismanagement. Prepare to hand this territory over to our care.
6188 Your tyranny ends today in %s. We shall make this territory part of the Uva Mosk Revolution!
6189 We officially declare that %s is part of the Uva Mosk colony. It shall belong to us soon.
6190 Uva Mosk troops just watched you build a new %s. %s has no need for such a structure. We cannot stand your wasteful planning. Tear it down now.
6191 My many spies tell me that a new %s is on-line in %s. This impressive territory shall now become the recipient of our devotion. Prepare for your defeat.
6192 Building that wasteful %s in %s has caused a terrible drain on your resources. Our cause shall take advantage of this weakness!