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Manual
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Story:After a successful Terraforming the Galactic Control Authority has opened up a new planet for Colonization. To control the new settlers, trustworthy persons are given a license to claim a territory. You are among them and should try to justify the confidence put on you by creating a large, successful and prospering nation. Since the control authority does not sanction physical violence, the only means to conquer new territory is by influencing the inhabitants. Rules:Aim of the Game is the control of a territory as large as possible (as many fields as possible) on the planetary surface. The Game runs in Rounds, with a duration of approximately one hour each. During a Round the players can execute the desired actions. At the end of the Round the effects are calculated and the map is updated. The Planetary surface is divided into hexagonal fields, each of them adjacent to six other fields. The Control Authority will open up additional territories at the edge of the inhabitable area once the inhabitation gets too dense. A field is controlled by the player the has the biggest influence on this field. To conquer a field owned by another player you have to get more influence than he on this field. The conquest can be made more difficult by defense facilities. There are certain field that give advantages to the player in possession or to all the players of his alliance. These advantages may only be visible and available if the player has a certain influence on this field. A few advantages are kept by the player even if he loses the control over the respective field. The players start in an orbital station and are equipped by a Main Base module by the Control Authority. The player can ground this module inside the inhabitable area and erect a Main Base on a field not yet controlled by any player. Due to the difficult descent through the athmosphere the desired landing place can only be chosen approximately. Each player has a certain amount of Command Points. He can freely distribute these Command Points in his bases. A base with Command Points creates an influence on the surrounding fields. The base's influence gets smaller on more distant fields. A change of the influence is not updated at once on the surrounding fields but takes some rounds and can be slowed additionally by enemy players. The influence of several bases stacks. The size of the influenced area does not grow, though. By erecting several adjacent bases it is possible to create a very high influence in a small area. The fields controlled by an Allied Player are not conquered, even if the own influence gets higher than the one of the allied player. However, it is possible to conquer enemy fields adjacent to the allied territory. Own bases in allied territory increase the allied players influence on his fields, though not in the same amount as on own fields. All fields influenced by a player including the adjacent fields are visible to that player. Neighboring allied territories are visible too. A player may erect buildings on fields controlled by him or an allied player, some buildings require a certain influence on the target field, though. Most of the buildings may be moved to other fields controlled by the player or his alliance. When a field is conquered by an enemy player, the building on this field is conquered too. Buildings may be removed. Each field that is controlled by a player and has at least a certain influence produces Energy for that player. By default the Energy is only available during the current round and is lost when advancing to the next round. However, there are possibilities to store Energy. Energy is needed for the Creation, Relocation and Maintenance of the player's buildings. While most of the buildings require a constant Maintenance Rate, Bases' Maintenance depends on the amount of Command Points assigned to the Base. Energy may be transferred to the alliance with a certain loss. Energy not spent and not stored is lost at the end of the Round. If there isnt enough Energy for the Buildings' Maintenance and the alliance transfer the Energy is distributed according to a priority table. Bases are supplied first, the alliance last. The player can collect Research Points by running scientific facilities. These Research Points may be used to purchase certain technologies. If a player's Main Base is removed or conquered, the player will be sent back to the orbital station. He keeps his Main Base in the current configuration as well as his research achievements and certain permanent advantages. |