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