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-
-
- VGA Planets(tm) Version 3
- PLANETS.EXE Version 3.00
- HOST.EXE version 3.14
-
-
- (0.00)
- TABLE OF CONTENTS
-
- PLANETS1.DOC
- (0.01) ABOUT VERSION NUMBERS
- (0.02) SYSTEM REQUIREMENTS
- (0.03) REGISTRATION
-
- (1.00) INTRODUCTION TO VGA PLANETS
- (1.01) THE SCENARIO
- (1.02) HELP!
- (1.03) GAME MAIL PACKETS
- (1.04) THE HOST.EXE PROGRAM
- (1.05) BBS HOST SYSOP
- (1.06) INDEPENDENT HOST
- (1.07) PLANETS ON ONE COMPUTER
- (1.08) PLANETS ON MANY COMPUTERS IN THE SAME BUILDING
- (1.09) PLAYING PLANETS FROM THE HOST DIR IN A MULTICOMPUTER GAME
- (1.10) PATHS
- (1.11) Xmodem and Ymodem
- (1.12) Windows
- (1.13) Program Crashes
-
- (2.0) PLANETARY ECONOMY
- (2.1) MINERALS
- (2.2) MINERAL MINES
- (2.3) FACTORIES
- (2.4) DEFENSE POSTS
- (2.5) SUPPLIES
- (2.6) TAXES AND POPULATIONS
- (2.7) METEOR IMPACTS
- _________________
-
- PLANETS2.DOC
-
- (3.00) STARSHIPS
- (3.01) TECH LEVELS
- (3.02) NEW SHIPS
- (3.03) WEAPON BANKS AND FIGHTER BAYS
- (3.04) FIGHTERS
- (3.05) WEAPON KILLING/DESTRUCTIVE POWER
- (3.06) STARSHIP FIX / RECYCLE
- (3.07) FUEL
- (3.08) CARGO
- (3.09) PRIMARY ENEMY
- (3.10) SHIP MISSIONS
- (3.11) STARSHIP NAVIGATION
- (3.12) FUEL
- (3.13) REPAIRS IN SPACE
- (3.14) COLONIZE MISSION
- (3.15) ALCHEMY SHIPS
- (3.16) MINE FIELDS
- (3.17) ORDER OF COMBAT
- (3.18) COMBAT LAWS/RULES
-
- (4.0) STARBASES
- (4.1) DEFENSE AND FIGHTERS
- (4.2) A BASE'S ROLE IN SHIP BUILDING AND ARMING
- (4.3) STARBASE ORDERS
- (4.4) PLANETARY / STARSHIP FRIENDLY CODE
- (4.5) STARBASE SCANNER
- (4.6) STARBASE FIX COMMAND
-
- (5.0) THE STARCHART
- -----------------
-
- PLANET3.DOC
-
- (6.0) VICTORY CONDITIONS
- (6.1) LIST OF STARSHIP TYPES
- (6.2) A REVIEW OF THE RACE FLEETS
- (6.3) PERSONALIZED RACE NAMES
- (6.4) RACE.NM AND THE HOST
- (6.5) RACE.NM AND THE REMOTE PLAYER
- (6.6) RACE.NM AND THE LOCAL GAME
- (6.7) RACE.NM AND BBS SYSOPS
-
- (7.0) STARTING THE GAME
- (7.1) STARTING IF YOU ARE NOT HOSTING THE GAME
- (7.2) THE GAME FILES ( A BRIEF LIST )
- (7.3) LIST OF PLAYER FILES
- (7.4) LIST OF ALL THE HOST FILES
-
- (8.0) SUPPORT
- (8.1) REGISTRATION
- (9.0) NEW FEATURES IN VERSION 3
- -----------------
-
- PLANET4.DOC
-
- (10.0) RACE ADVANTAGES
- (10.01) PLAYER 1 ( The Solar Federation )
- (10.02) PLAYER 2 ( The Lizards )
- (10.03) PLAYER 3 ( The Bird Men )
- (10.04) PLAYER 4 ( The Fascists )
- (10.05) PLAYER 5 ( The Privateers )
- (10.06) PLAYER 6 ( The Cyborgs )
- (10.07) PLAYER 7 ( The Crystal People )
- (10.08) PLAYER 8 ( The Evil Empire )
- (10.09) PLAYER 9 ( The Robots )
- (10.10) PLAYER 10 ( The Rebels )
- (10.11) PLAYER 11 ( The Colonies )
- (10.12) A QUICK OVERVIEW
-
- (11.0) NATIVE RACE ADVANTAGES
- (11.1) HUMANOID
- (11.2) BOVINOID
- (11.3) REPTILIAN
- (11.4) AVIAN
- (11.5) AMORPHOUS
- (11.6) INSECTOID
- (11.7) AMPHIBIAN
- (11.8) GHIPSOLDAL
- (11.9) SILICONOID
-
- (12.0) NATIVE GOVERNMENT SYSTEMS AND TAXES
- (12.1) COLLECTING TAXES FROM NATIVES
- (12.2) COLLECTING TAXES FROM COLONISTS
- (12.3) TAKING OVER PLANETS WITH COLONISTS
-
- (13.0) DEFENSE AND ATTACKS
- (13.1) PLANETARY DEFENSE
- (13.2) GROUND WAR
- (13.3) SHIP TO SHIP MATH
- (13.4) SHIP DAMAGE EFFECTING WEAPONS AND ENGINES
-
- (14.0) SHIP WEAPON AND ENGINE STATS
-
- (15.0) MOUSE DRIVER SCALING FACTORS
-
- (16.0) HCONFIG.EXE
- (16.1) CONFIGURE STARSHIP RECYCLE RATE
- (16.2) CONFIGURE METEOR IMPACT ODDS
- (16.3) CONFIGURE MINE FIELDS
- (16.4) CONFIGURE ALCHEMY SHIPS
-
- (17.0) ERROR MESSAGES
- -----------------
-
- PLANET5.DOC
-
- Appendix A:
-
- Ship hull spec list.
- Covers: Federation, Lizards, BirdMen, Fascist and Privateer.
- -----------------
-
- PLANET6.DOC
-
- Appendix A:
-
- Ship hull spec list.
- Covers: Cyborg, Crystalline, Evil Empire, Robots,
- Colonies and Rebels.
- -----------------
-
- PLANET7.DOC
-
- Appendix B:
- HINTS AND TIPS FROM THE INTERNET
- -----------------
-
- (0.01) ABOUT VERSION NUMBERS
-
- This is version 3.0 and will NOT work with all previous
- releases. I will continue to support version 2.1 & 2.2 as long as
- there are version 2 games being played.
-
- (0.02) SYSTEM REQUIREMENTS
-
- The game can be played on any IBM compatible with VGA graphics
- and a 286 or faster CPU with a hard drive.
-
- (0.03) REGISTRATION
-
- Please register the game. This will allow me to continue
- eating, paying the bills and PROGRAMING. Thanks!
-
- Registered players may play in the same game as unregistered
- players. Registered players will have a slight tech advantage.
- If a player decides to register the game they can switch over to
- the registered version of the game and have easier access to
- tech levels 7 through 10. The shareware ( unregistered ) version
- of the game also allows access to all tech levels, but it takes
- more work to do so.
-
- Players that give registered copies of the game away will
- be attacked in the game by the Tim Continuum.
-
- (0.04) WARNING!!!: VGA Planets is >>>EXPENSIVE<<<
-
- Each computer system must have it's own registered copy to
- buy tech levels 7 to 10.
-
- If the game is being played on 11 different computers your
- players will have to each buy a registered copy. Yes, this adds
- up to $165.00. Yes, that is alot of money. Yes, some people can
- not afford to buy a registered copy for themselves and 10 of
- their friends, tough cookies! Let them buy their own copy.
-
- Sysop's should not worry about buying registered copies for
- the players, leave that to them.
-
- BBS systems CAN NOT register the game. Only players can.
- The HOST.EXE, MASTER.EXE, CPLAYER.EXE, REF.EXE, RCONFIG.EXE
- and HCONFIG.EXE programs are all FREEWARE. You can download
- these all from my BBS at (209) 877-4921 free of charge.
-
- If the sysop is also a player then yes they need to register.
-
- (1.00) INTRODUCTION TO VGA PLANETS
-
- VGA Planets is a graphical multiplayer play by turn war game
- that simulates combat in space between galactic empires. The
- game emphasizes mining, colonization and the construction of
- starships. The players compete against each other economically
- and militarily on a galactic scale.
-
- Although there is an economic component to the game, it is
- mainly a tactical and strategic wargame. Although the player
- with the best economy usually has the best potential to win,
- it's not the purpose of the game -- and the scoring system
- reflects this.
-
- The game system allows players to construct their own starships
- by selecting various components and placing them on a given hull
- type. This game can handle from two to 11 players. The game is
- designed to be a BBS or Net game. This game can also be played on
- one computer alone. The game can be played on any BBS that
- supports file transfers, with or without the sysop's help.
- Many people are playing VGA Planets over the NET using Email
- and UUENCODE.
-
- To begin the game, you are given a planet, a starbase, and
- two ships. You have to manage your planet's population and
- resources wisely. You can create more ships and expand your
- domain through colonization or conquest of neighboring planets.
- Of course, the other players are attempting to do the same thing.
-
- The game can also be set up so that players start with just
- freighters and no homeworlds.
-
- VGA Planets can be compared to a 11-player chess game in
- which all players move all their pieces simultaneously, one turn
- at a time.
-
- (1.01) THE SCENARIO
-
- Ten years ago a small fleet of freighters left your home
- world in a quest to find new worlds to colonize. Half way
- through your journey you lost all contact with fleet command.
- You then begin to fear the worst, a full scale galactic war may
- have broken out and your small fleet may be the last of your
- race.
-
- You left home with four very special ships that were equipped
- with tech 17 Bussard Ramscoops which gather low grade matter
- from the interstellar medium and converts it to antimatter
- fuel. The tech 17 Bussard Ramscoop Fuel Ships served you well
- until you lost the last one a year ago when the final
- cobalt-lanthanide-boronite fractionator coil (CLBF coil) burnt
- out, your fleet was then forced to make the rest of the journey
- burning low grade neutronic fuel. Your fleet finally arrived at
- your goal, the small Echo open star cluster on the outer tip of
- third major arm of the Milky Way. This open cluster contains 500
- planets that are all named after the stars from your home star
- sectors.
-
- The last fuel base you passed is over 7000 light years away
- and you are unable to build new CLBF coils. In fact, the only
- know source of CLBF coils is small super high tech research
- station ran by a group of Andromedians near the galactic core
- 30000 light years away. The coils are shipped to all the major
- homeworlds by Endoane traders. A shipment of supplies which
- included 20 new CLBF coils was following one year behind your
- fleet until it was lost to an unknown band of pirates. The
- highest tech level ever achieved by your race has been tech 10,
- so it is really very unlikely that you will ever be able to
- build any CLBF coils on your own. Unless you
- reestablish contact with your homeworld or a supply shipment
- shows up you can regard this as a one way mission.
-
- Upon arrival at the first world you came to all your
- starships were landed on the planet's surface to be converted
- into raw materials for the building of mines, factories and one
- low tech starbase. A small local system freighter and a small
- capital ship were built when your starbase was completed.
-
- You soon learn that you are not alone. Moving across your
- starcharts are enemy races that have followed you to this star
- cluster. You must now put every effort into building the most
- powerful fleet of war ships possible before you are attacked.
- Your best hope is to send small freighters in every direction to
- drop off colonists and supplies so that they can grow in numbers
- on new planets and extract the minerals that your starbase needs
- to build more ships.
-
- You need to act fast because your enemies will most likely be
- trying to expand also. Pay close attention to the starchart,
- because you can see your enemy's ships as they
- travel between planets. Good luck . . .
-
- (1.02) HELP!
-
- In the game you can press <H> on most screens to see a help
- screen that explains this part of the game to you.
-
- (1.03) GAME MAIL PACKETS
-
- Players upload their turn (TRN) files to the host BBS or
- Email account. The host runs the actual calculations involved,
- and produces a result (RST) files that are sent back to the
- players. The players run the local program to view their
- situation and set up their orders for the next turn.
-
- Players then run an UNPACK program that decodes and expands the
- game result file (RST) into several data files. Then the main
- program PLANETS is run to play the game. When you are playing the
- game you can order your starships around, build new starships,
- receive messages and do many other fascinating activities.
-
- When a player has completed their game turn they exit the
- PLANETS program and run a program MAKETURN that packs the new
- data into a TRN file that is sent back to the host computer.
- After the TRN files from all the players are gathered
- into one directory by the person hosting the game the program
- HOST is ran to decode all the TRN files at once. New RST files
- are generate by the HOST program. These new RST files are then
- sent back to all the players.
-
- NOTE: If any player miss out on a turn the game will continue
- just fine. Their ships and planets will continue
- performing their last order. Ships will continue the
- same coarse and speed and planets will continue to mine
- minerals and produce supplies. A missed turn can't be
- made up! The host cannot use old TRN files. They are
- meaningless to the host.
-
- (1.04) THE HOST.EXE PROGRAM
-
- All the TRN files of the players from all the players who are
- taking part in the current turn must be in the game data directory
- when you run HOST.
-
- You can only run HOST once per game turn.
-
- Running HOST outside the directory that contains the game
- universe data files DOES NOTHING!
-
- TRN files from other games are rejected by HOST and erased.
-
- A person hosting a game called me up and told me about the
- following problem:
-
- Nine people are currently playing a game. One person somehow
- lost their RST file. So they had the person hosting the game
- run HOST again. The player with the missing file then put the
- new RST file on floppy and went home. They next day everyone
- puts all ten of their TRN files in the host directory and
- HOST is run. Everyone notices none of their new commands are
- recognized and the HOST says all but one file is stale.
- What went wrong?
-
- Answer: When HOST was run the second time all old TRN files
- and RST files became stale files from last turn. Only the player
- that lost the RST has a fresh file after they grabbed the new
- RST file after the HOST program ran. All ten of the other
- players missed TWO turns because of this. The last turn because
- they had not turned in their TRN files yet and the current turn
- because the files that they did turn in were stale and had to
- be rejected.
-
- ONLY RUN HOST ONCE PER TURN.
-
- You may wish to make a backup directory to store all the
- current RST files after you run HOST, just in case someone
- loses their RST file.
-
- Don't let anyone talk you into running HOST before the
- players have turned in their current TRN files.
-
- HOST needs all the TRN files all the players who are
- going to be in on the current game turn, because all the action
- and interaction between players TAKES PLACE AT ONCE, when HOST
- is run.
-
- Stale File: A RST or TRN from a previous game turn.
- The HOST program rejects all stale TRN files.
- The player with the stale file will miss a turn.
- If you unpack a stale RST file, all your data files
- will be stale and you will end up producing a stale
- TRN file when you run MAKETURN.
-
- Fresh File: A RST or TRN from the current game turn.
-
- When a person misses a game turn, they MUST get a fresh
- RST file from the host computer. Or they will end up making a
- stale TRN file.
-
- (1.05) BBS HOST SYSOP
-
- Just how many turns there are per day are completely up to
- the person hosting the game. You may wish to have only one game
- turn per day. If you are a sysop you may wish to just put in a
- little batch file that is run every day at clean up time that
- has your machine copy all the PLAYER TRN files into the proper
- directory, perform a game turn ( run HOST ) and copy the
- PLAYER RST files into a directory from which the players can
- then download their file.
-
- If the host crashes while running it will log the error to
- the error log file and exit to dos.
-
- When you have 250K or more of free memory you can run HOST
- from a DOS shell.
-
- The game administrator has the option when first starting the
- game to give each race their own password, so that even if a
- player downloads another player's RST file that
- player will be unable to open it without the real player's
- password.
-
- Players can change their password during their turn, but the
- change does not take effect until the next turn. Players can
- also turn off the password check by changing the password to
- "NOPASSWORD".
-
- I strongly advise the sysop set up the BBS so that
- the TRN files can only be uploaded by the proper players,
- unless you feel that you can trust your players.
-
- For example:
-
- I am player 2 ( The Lizard Player ). The file that
- I upload to the BBS host computer is "PLAYER2.TRN". The file that
- I download from the BBS host is "PLAYER2.RST". Nobody else should
- be able to upload a file named "PLAYER2.TRN" and mess up my
- turn.
-
- There are not several very good door programs that makes
- setting up BBS games very easy.
-
- Many sysops compress the PLAYER RST files using PKZIP, ARJ
- or LHA to make RST download times faster. The PLAYER TRN
- files are so small that there is really no point in compressing
- them.
-
- (1.06) INDEPENDENT HOST
-
- An independent host is a BBS user ( or a Net user ) that is
- hosting a VGA Planets game on their own computer. The
- independent host uses the BBS only for a means of transferring
- the RST and TRN files to and from all the players in the game.
- One easy way of moving the files around is to attach the
- files to Email.
-
- Once a day the person acting as the independent host
- downloads all the TRN files sent to him from all the players
- in the game. The files are moved into the planets data
-
- directory and HOST is run. The result files (RST) are then mailed
- back to all the players.
-
- The independent host should be sure to tell all the players
- what time the TRN files have to be in by, when then next turn
- will take place and when they can log back onto the BBS to pick
- up their new RST file.
-
- (1.07) PLANETS ON ONE COMPUTER
-
- A group of people can set up a game on one computer and take
- turns playing out their turn. After everyone has had their
- chance to play out their turn the game administrator will then
- exit the PLANETS program, run MAKETURN, HOST and finally UNPACK.
- All this will perform the math and file data file building for
- the next turn. Players can then again take turns playing
- out their turn.
-
- All the files remain in one directory on the computer. You
- may use the TURN.BAT file to run all the above files in the
- correct order and return to the planets game automatically.
-
- (1.08) PLANETS ON MANY COMPUTERS IN THE SAME BUILDING
-
- All the computers must have the planets player files
- installed in a directory. One computer must act as host and have
- the host files installed. You can use a network to transfer RST
- and TRN file back and forth or you can use a pair of floppies.
-
- Using a pair of floppies:
- ....................................................................
- Label floppy one "RST result files".
-
- Place the "RST result files" floppy into the host computer
- and copy all the RST files from the Planets directory onto it.
-
- Pass the floppy around to each player so that they can copy
- the file that belongs to them into their Planets directory.
-
- _______________________
-
- AN EXAMPLE:
- Player 2, the Lizard player, has the game installed in
- directory c:\PLANETS
-
- The Lizard places the "RST result files" floppy into drive a:
- copy a:\player2.rst c:\planets
-
- The Lizard player then passes the floppy along to the next
- player who hasn't yet gotten their RST file yet.
-
- _______________________
-
- Players must run UNPACK to decode the RST into data
- files. The players may then run PLANETS and play the game.
- After finishing their turn they exit the game and run
- MAKETURN that generates a new TRN file.
-
- Label floppy two "TRN the players turns".
-
- Pass "TRN the players turns" around to each player that has
- finished their game turn and ran MAKETURN already. The
- players then copy the TRN file in their game directory onto the
- floppy and pass the floppy along to the next player.
-
- _______________________
-
- AN EXAMPLE:
-
- Player 1, the federation player, has the game installed in
- the directory c:\PLANETS
-
- The fed player places the floppy "TRN the player turns"
- in drive a:
-
- copy c:\planets\player1.trn a:
-
- The fed player then passes the floppy along to the next player.
-
- _______________________
-
-
- After all the TRN files are gathered, they are all copied
- into the host's data directory from the floppy "TRN the players
- turns".
-
- The game administrator will then run HOST. This will
- decode all the TRN files and generation brand new RST files.
-
- The whole cycle repeats . . .
- ....................................................................
-
- (1.09) PLAYING PLANETS FROM THE HOST DIR IN A MULTICOMPUTER GAME
-
- You ready shouldn't play planets from the host directory if you
- are hosting a game where files (TRN) and (RST) are being
- transferred back and forth over modem or net. Set up another
- directory to play the game. The danger in playing from the HOST
- directory is you may clobber the in coming TRN files by mistake
- when you run MAKETURN and the RST files when you run UNPACK.
- This will cause all the game turns, except yours, to become stale
- and their commands will be thrown away.
-
- It is best to make a sub directory and play out your turn
- there. (SEE PATHS 1.10)
-
- NEVER run TURN.BAT in a multicomputer game! TURN.BAT is
- for local games (one computer, one game directory).
-
- (1.10) PATHS
-
- NEW for version 3 is the ability to specify a path to where
- the data files for the game are stored. All VGA Planets
- programs will accept a path. If you do not specify a path the
- programs will look for the data in the current directory.
-
-
- master dirname
-
- Where "dirname" is the name of the directory where this VGA
- Planets game's data files are to reside. If "dirname" does not
- exist, MASTER.EXE will create it if it can. It is recommended
- that an empty directory be used for new games of VGA Planets.
-
- In case you are hosting more than one game of VGA Planets,
- you should know that the data files for each game MUST be kept
- in separate directories! If you run MASTER.EXE and specify a
- directory containing a VGA Planets game-in-progress, the game-
- in-progress will be lost, overwritten by the newly started game.
-
- MASTER.EXE allows the host to control several key game
- parameters:
-
- - which races will be participating?
- - whether or not each race will have a starting password.
- - whether friendly codes on planets will be randomized.
- - range of starting distances between homeworlds.
- - mineral richness of all homeworlds.
- - the starting population of the planet
- - starting engine tech level for all homeworlds' starbases.
-
- These parameters cannot be changed without destroying the game
- and starting over.
-
- You don't really need to use the path option unless you
- are running more the one game. By using the path option you can
- have many games running at once on your machine and use very
- little extra disk space.
-
- When you run MASTER with a path all the data important to a
- game will be moved to the game data directory.
-
- You can zip up all the files in the game data directory and
- move them to another computer, if you should ever need to move
- a game to another computer.
-
- All the EXE programs will look for game data at the path
- given and they will also look for the static data files in the
- current directory. The static data files are installed on your
- hard drive when you install the game.
-
-
- Example: ( INSTALLING THREE GAMES )
-
- You have installed the game on your hard drive at C:\PLANETS
- c:
- cd \planets
- mkdir game1 <- you make the directory for the game
- master game1 <- make the game universe
- host game1 <- make the first set of RST files
-
- ----------------------
-
- < Time out while you play your turn >
-
- copy \planets\game1\player1.rst \temp
-
- unpack \temp <- unpack the RST files
- planets \temp <- play!
- maketurn \temp <- make the TRN file
-
- copy \temp\player1.trn \planets\game1
-
- -----------------------
-
- < START A SECOND GAME >
- mkdir game2
- master game2
- host game2
-
- < START A THIRD GAME >
- mkdir game3
- master game3
- host game3
-
- < you now have three games going >
-
- ____ game1
- |
- c:\planets\-+---- game2
- |
- ---- game3
-
-
- Example: ( MOVING GAME ONE TO ANOTHER MACHINE )
-
- cd \planets\game1
- pkzip game1.zip *.*
-
- give game1.zip to the other sysop
-
- (1.11) Xmodem and Ymodem
-
- Xmodem and Ymodem transfer protocols should not be used to
- transfer TRN and RST files. Xmodem and Ymodem may cause
- data transmission errors. Use Zmodem if possible.
-
- (1.12) Windows
-
- Planets sometimes works under MS Windows as a DOS Session.
-
- (1.13) Program Crashes
-
- If any of the programs crash run the MS-DOS command CHKDSK /F
- to make sure your hard drive is free of errors.
- DR-DOS users use the command CHKDSK /M/F
- MS DOS now has a great new tool called SCANDISK that works
- far better CHKDSK.
-
- ------------------------------------------------------------------------------
- (2.0) PLANETARY ECONOMY
-
- The planetary economy is based on mining, factory production,
- taxes and population.
-
- (2.1) MINERALS
-
- There are 4 types of minerals:
-
- Neutronium is the super dense mineral used for fuel on
- starships. It is far too unstable for use in building ship
- components.
-
- Duranium is a very strong mineral used to build the frame
- work of starship components and the armor skin of starbases and
- fighters.
-
- Tritanium is a mineral that can withstand very high
- pressures and temperatures. It is used widely in starship
- construction.
-
- Molybdenum is used mainly in high power energy wave guides.
- It is important for weapon construction and engine construction.
- High tech components tend to use greater amounts of molybdenum
- then lower tech components.
-
- All unexplored planets will have some minerals sitting on
- the planet's surface along with minerals buried in the planet's
- core that can be mined.
-
- (2.2) MINERAL MINES
-
- Mines extract minerals from the planet's core as long as
- one of the four minerals are present. If no minerals are
- present, mines are completely useless. The cost of building a
- mine is 4 megacredits and a supply unit. The maximum number of
- mines that can be constructed on a planet is limited by the
- size of your colonist population.
-
- Mines only remove minerals from the ground, they DO NOT
- produce minerals out of thin air, they will stop giving you
- minerals when the planet runs out of minerals. When a
- planet runs out of minerals all the mines on the surface
- become useless junk that cannot be recycled. Mines are
- permanent scars on the planet's surface and will add
- to the planet population's discontent.
-
- Starships and colonists can take a mining survey of the
- planet that will show you a graph of the amounts of minerals
- remaining unmined in the planets core and a listing of the
- amounts of ore that have been mined so far and are ready for
- use.
-
- The survey will also tell you the number of mines present on
- the planet. The rate that your mines can extract ore out of the
- ground depends on the concentration of the ore. There are five
- grades of mineral concentration.
- 1. very scattered ( ten mines can extract a KT per turn )
- 2. scattered
- 3. dispersed ( three mines can extract a KT per turn )
- 4. concentrated
- 5. large masses ( one mine can extract a KT per turn )
-
- The amount of minerals in a planet is rated at five different
- grades.
- 1. none ( 0 KT )
- 2. very rare ( 0 to 99 KT )
- 3. rare ( 100 to 599 KT )
- 4. common ( 600 to 1199 KT )
- 5. very common ( 1200 to 4999 KT )
- 6. abundant ( 5000+ KT )
-
- Most planets can be mined clean in just a few turns, but
- planets with abundant minerals will produce minerals for a
- very long time.
-
- If you build a great number of mineral mines the population
- on the planet will unhappy and you will be forced to drop the
- tax rate to keep them happy or else face the risk of riots and
- war. Mineral mines and factories risk showing up on enemy sensors
- unless the planet has a planetside defense of more than 100.
-
- (2.3) FACTORIES
-
- Factories produce one supply unit each turn. The cost of
- building a factory is 3 megacredits and one supply unit. The
- maximum number of factories that you can build on a planet is
- limited by the size of your colonist population.
-
- When a planet becomes over populated (at somewhere around
- 11,000,000 on your homeworld) the colonists will be forced
- to eat and use supplies to keep from starving. Some planets
- can reach a state of over population at around 1,000,000
- colonists if they have an arctic or desert climate. If you
- notice that your supply production has stopped or slowed then
- you are having an over population problem.
-
- There are a few desert and arctic planets were the climate is so
- bad that 1 clan is considered over populated.
-
- (2.4) DEFENSE POSTS
-
- Defense posts protect the planet from attacking starships.
- Cost of building a defense post is 10 megacredits and one
- supply unit. The maximum number of defense posts you can build
- on a planet is limited by the size of your colonist population.
-
- Defense posts will screen the planet's industrial activity from
- long range sensor sweeps by enemy ships. The odds of detection
- are (100 - NUMBER OF DEFENSE POSTS )%.
-
- The number of fighters that a planet can launch to defend the
- planet from enemy ship attacks equals SQR( NUMBER OF DEFENSE POSTS ).
-
- Fighters from a planet are regenerated after each attack.
-
- (2.5) SUPPLIES
-
- The supplies produced by your factories can be carried by
- starship to new planets to be used to build new factories, mines
- and defense posts. You can also sale supply units for one
- megacredit each.
-
- Alchemy ships can use supplies to make minerals and fuel.
-
- (2.6) TAXES AND POPULATIONS
-
- By taxing the colonist and native populations you can
- generate megacredits for building mines, factories, defense
- posts, a starbase and starship components.
-
- The populations will become upset with you if the tax rate is
- too high or if there is over population. They may become upset
- if there are too many mines, factories, or defense posts due to
- environmentalist movements begins within the population. Over
- several turns the populations of a planet may become very
- unhappy. If they ever become too unhappy they will start a riot
- or even a civil war. If this happens they will kill each other
- and destroy your mines, factories and defense posts.
-
- If a riot starts the tax rate will be instantly set to 0%
- to prevent a civil war.
-
- A high tax rate slows the birth rate. You can use
- this factor to prevent over population. Keep in mind that a
- population with a tax rate of 0 will cause the population to
- expand at the maximum rate.
-
- A planet's climate will also affect the maximum population
- and the birth rate. Temperate warm planets provide the best
- possible conditions for all lifeforms. Desert and arctic planets
- are the worst possible conditions for life. If the population is
- ever greater than the population that the planet's climate can
- sustain, the colonists will consume supplies to survive.
- If the climate is too harsh you may have to make regular freighter
- runs of supplies to the planet to keep the colonists alive.
-
- (2.7) METEOR IMPACTS
-
- The Host person can set the odds of ONE very large meteor
- crashing into a planet by using the HCONFIG program.
-
- When a meteor strikes a planet, massive amounts of new minerals
- and fuel ore will be buried deep in to planet's core. That planet
- will then become a mineral rich world and a very good place to
- build mineral mines.
-
- Many bad things happen to a planet that is hit by a meteor.
- A great number of the population will be killed. Many mines,
- factories, and defense outposts will be destroyed and the planet
- may be plunged into a civil war.
-
- Your starbase and all ships in orbit will be safe from the
- effects of the meteor.
-
- When a meteor hits the resulting explosion is so large that
- all the races will know which planet was hit
- (everyone will receive a message). This could trigger
- a "mineral rush" to get to that planet first and setup a colony
- there first. The impacted planet should have enough minerals
- buried in it to build a starbase and many new ships. That makes
- the planet impacted a real prize.
-
-
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- [ Continued . . . SEE PLANETS2.DOC ]
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