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-
-
- version 1.0
-
- (C) FLP Nov '95
-
-
- reference manual
-
-
-
-
- 1. Introduction
- First game
- Solar systems
- Ships
- Science
-
- 2. Game setup
- System requirements
- Registration - Limitations
-
- Playing on a standalone computer
- Network playing
- BBS or Internet
-
- The Game window
- Creating new game
- Choosing scenarios
- Game setup
- Hosting a game
-
- 3. Game interface
-
- 4. Main game
- Main window
- Ship orders
- Combat orders
- Trade orders
- Trade routes
- Battle reports
- Solar system orders
- Solar system view and mining
- Politics
- Energy
- Trade support
- Colony
- Sunlist
- Budget
- Ship and starbase construction
- Overall status
- Science
- Embassy
- Race treaty
- Government
- Messages
- Race specifics
-
- Exit without saving
- Save turn and exit
- Help
- View hull types
-
- Events
-
- Appendixes
- A - To do list
- B - Build your first ship (Walk through)
-
-
-
- @0
- [1. INTRODUCTION]
- By the beginning of the 21st century the technology for spacetravelling
- begun to emerge. Since late 20th century, population growth had laid
- heavy on the planets resources, expansion to new worlds was called for.
-
- Pollux is a competitive game of interstellar exploration, diplomacy and
- conquest. You are elected as the leader of your planets government. You
- will be in charged of the production of food, rawmaterials, starships etc.
- Your object is to explore and conquer the galaxies.
-
- You will encounter other worlds, some inhabitet some not. When you meet
- other races, you will have to use your diplomacy skill or perhaps your
- military force to make them see your ways. You will also encounter long
- lost civilizations and their inventions or guardians. Wormholes will take
- your well-equipped ships over fare distances. Black holes and spacerifts
- will destroy you if you do not have the acquired science. You will have to
- know how to use your races special skills to the fullest, if you are to
- survive other-galaxy invaders.
-
- Spaceships can be constructed completely according to your needs, provided
- you have the acquired sciences. There are a few limitations to the
- various hulls your race can build, ie a small freighter can only carry
- weapons weighting 10% of its full weight, but 90% can be cargospace.
-
- Science is a major part of Pollux. You have to develop it along the way.
- To explore all the over 120 science fields is beyond normal players reach,
- so you have to buildup a strategy developing just the things you need,
- wether it is to further your own strategy, or to counter your rival
- players attacks.
-
- !First game
- There a 3 basic elements in this game.
-
- - The Solar systems gives resources (workforce or minerals)
- - Your starships gives you military power and exploration
- - Science improves resources, power and exploration
-
- !Solar systems
- Solar systems provides you with the resources to build starships and to
- develop new science. There are 7 windows describing the solar systems.:
-
- Window Contents
- Solar system View of the planets in the Solar system. Here you can mine
- the planets. You need rawmaterials to build starships.
- Politics Information of the inhabitet world. Here you set the income
- tax, build the defense systems, train the ground forces and
- provide funding for the police and church.
- Energy The production of energy is vital to your empire. The energy
- supply is allocated to different areas like agriculture (to
- feed to population), nature (to clean up pollution),
- entertainment (to keep'em happy) etc.
- Trade Trade support increases chance of public trade. This
- increases your trade tax income and gives you the opportunity
- to buy and sell tradeitems.
- Colony Uninhabitable planets needs CHAP-facilities to grow. Here
- you can also buy other improvements to your colonies like
- a university to improve science, better planetary defense
- systems, soil enrichment, terraforming equipment etc.
- Sunlist Provides a quick view of your empire with data like GNP,
- Population, defense systems ao.
- Budget Show a budget for next year for both the single Solar system
- and the entire empire.
-
- !Ships
- Ships are used for many things like exploration, colonization, war and
- trade. Thus how you build the ship is very important. There are 3 windows
- with ship orders. You should check out the appendix for building your first
- starship.
-
- Window
- Combat orders All technical data about the ship is displayed here. How
- much damage the ship can sustain, how long the ship can
- scan the enemies etc. You also decide the exploration orders
- and the wartime orders here.
- Trade orders Trade can be a major part of your empires income. This
- window allows you to buy and sell items produce by the
- population.
- Trade routes Government traderoutes is a sources of great income. It is
- hard to establish, but when you get this going, you can
- make this more than 40% of your GNP.
-
- @1
-
- !Science
- Science are very important. Almost everything in this game relies on you
- developing the nessecary equipment. Science are divided into 9 categories,
- Beam weapons, Bombs, Missile weapons, Ground attack, Hull improvements,
- Construction, Ecology, Computers and Energy. You develope science by
- allocating energy to science on your planets. The more hours you allocate,
- the better the chance of new science being developed. When you have
- allocation energy, you can use the science window to adjust the level of
- development for each science group.
-
- !Messages
- This game would not be much without the multiplayer option. It is the
- human opponent that makes this game fun. You can write message to your
- opponents when you get it contact with them. This is done by developing
- the Communication equipment. The range of this equipment determines if
- an opponent is within range and establishes a link if possible. Use the
- messages option to diplomatically kill your enemies. The more you write
- and read, the more fun the game. Writing universal messages pays you 5000
- per turn.
-
-
- [2. GAME SETUP]
- !System requirements
- Computer CPU Intel 80286 or compatible (80386 or better recommended)
- Video VGA 640x480 in 16 colors.
- RAM 4Mb
- Mouse You need a mouse, but many hotkeys exists.
- Harddisk 2Mb for the game + 1,5 Mb each hosted game.
-
- There are no music or special effects in this the first version, so sound
- cards are irrelevant. In future versions the Sound Blaster 16 standard will
- be used.
-
- !Windows and OS/2
- Pollux is fully Windows and OS/2 compatible. There should not be any
- problems at all. Pollux is a DOS program, but can run under Windows using
- the included .PIF file. Also included is a Windows icon, but no OS/2 icon.
- To use the extra RAM needed, Pollux comes with a DPMI-driver, but this
- can be deleted if run under windows or OS/2.
-
-
- !Registration
- This is not a free program (buhuuu). By registering the game, you allow me
- to continue the development of Pollux, I hope you want that !?!
-
- Registered players can play in the same game as unregistered players, but
- the registered players will have a big advantage developing technology.
- Unregistered users cannot develop science beyond level 3. If players
- register Pollux, they can switch to the registered version within a game.
-
- If unauthorized copies of Pollux are made, the player will be corrected in
- the game and you DONT want that !
-
-
- !Playing on a standalone computer
- The game has a fully integrated multiplayer interface. From the main screen
- you select and play your turns. When all players have played their turn, you
- select the Host pushbutton on the main screen, and a few minutes after,
- you can start the next round.
-
- !Network playing
- Pollux is not an actiongame, and thus does not support network gaming via
- IPX or alike. Pollux CAN be played on a network though. You will need to
- make the Pollux directory available to all users. All players start Pollux
- and select the game directory. Then you play your turns and one of the
- players select the Host-pushbutton, and the next turn should be ready soon.
- You could also make a host-session to automatically host the game using the
- POLLUX /HOST <directory> parameters.
-
- !BBS or Internet
- Pollux was made for this kind of gaming. This is the todo list.
-
- 1) The host creates the game.
- 2) The host packs the player files and distribute them (Playerx.GUE,
- MsgINx.DAT and Warx.LOG).
- 3) The player copies them to a game directory and plays his turn
- 4) The player then packs the game (the Playerx.GUE and Msgoutx.DAT files)
- and returns them to the host.
- 5) The host, host's the game and distributes the player files and so forth..
-
- If the player misses a turn, not too much damage is done. All the old
- commands from the last turn is remembered and carried out. All planetary
- settings are also still calculated. In version 1.0 you only lose your
- messages.
-
-
- !The Game window
- The Game window allows you to choose the game you want to play, and the
- playerfiles you have access to just by pressing the pushbuttons. The Game
- window has several buttons :
-
- Player buttons (with logo) Enters the player turn in the current game. You
- can also see 2 dates. The first is the host
- date (HST file) the second is the player turn
- date (GUE file).
- Quit Quits Pollux and returns to DOS.
- Create New Game To get started, you need to create a host.
- Host game Calculates playerscommands and generates new
- turn files to distribute to the players.
- Listbox Select the game you want to play here. This
- will alter the player buttons according to the
- players in the selected game.
- Game Setup Technical information about the game.
- ? Help menu appears.
- View hulls View hull types available.
-
-
- !Creating new game
- To get started with a game, you need to create a host. The Create New Game
- pushbutton helps you do that. Here you can decide how many human players
- you want in the game, you decide how much distance there should be to the
- other races and some scenariodata can also be chosen. You should also
- enter the name of the game, which is actually the directory in which the
- game will be put. The host only consists of 1 file, the POLLUX.GAM file.
-
- When you accept the window by pressing the OK-button, Pollux generates the
- game, the planets, the races, events, ships etc., and puts them in the
- POLLUX.GAM file. Be sure to always take a backup of this fie. Something
- players do not want, is for their 150 turn game to be erased by accident.
- Dont ask me how I know...
-
- !Choosing scenarios
- In the Choose scenarios listbox, you can choose between predefined
- scenarios. When you choose, the numbers on the right will change.
-
- One Alliance survives Option reserved for later version
- Galaxy explored One way to win is to explore the galaxies. This is
- how much you need to explore, to win.
- Last year is Predefine when the game is gonna stop. This is the
- timebomb equally for all players. The best position
- after this, wins the game.
-
- Under Start conditions, you define how much each player has when he starts
- to play the first turn.
-
- Number of planets at start This is actually one home world and several
- developed colonies. Do not choose more than
- 60 planets per player.
- 1st player start planets To make the 'All versus the Empire' scenario
- this option can give the 1st player a
- different number of planets to start with.
- Number of start ships This will all be small level 1 ships with a
- single level 1 warship among.
- 1st player start ships The 1st player can have a different number of
- start ships.
- Science event % How many planets should be with lost
- civilizations. This is not an actual number
- but only a percentage.
- Oracles How many oracles should there be. Oracles are
- planets that develop science at double speed.
- 1st player is Borgh The legend of the Borgh. The Borghs starts on
- a very distant Solar system and must conquer the
- world from all other races.
-
- !Hosting a game
- After players have finished playing their game turn, it is time to host the
- game (calculated what they have done). This is done by selecting the game
- in the game listbox, and press the Host pushbutton. This will take approx.
- 1-3 minutes to calculate depending on the progress of the game and speed of
- your computer...
-
- Before you host a game, be sure that all players have delivered their files
- and that they are in the right directory. The player will give you up to
- 2 files (Playerx.GUE and MsgOutx.DAT) and you should give the player the
- Playerx.HST, MsgInx.DAT and the Warx.LOG files in return after you have
- hosted the game.
-
- There are a few error messages that can occur.
- Player receives as message. Host receives in HSTERROR.LOG
-
- Last turnfile was an old turn. Old turn <x> file from player <y>
- Last turn, your file was missing Missing player <x>∩s turn ! Missed y turns
- and could not be calculated.
- You are dead and gone from this
- game, sorry !
-
-
- !Game setup
- Game setup is the window that gives information of memory, the registration
- number and the current game. Players can also join a game even after the
- first turns. The computer will calculate the number of ships, science and
- planets the new player will get, and place the new player a little off the
- main battlegrounds. When you have edited the host, you should save it.
-
-
- [3. GAME INTERFACE]
- You will need a mouse, not all commands are available through keyboard.
- Most of the function you can see on the screen, can be pointed out with
- the mouse and selected using the mousebuttons
-
- There are a lot of hotkeys available. Most of them will be listed in the
- description of the windows, but here are some generel hotkeys.
-
- TAB Select next object.
- SHIFT TAB Select previous object.
- SPACEBAR Activate selected object.
-
- !Menus
- The menus are only available during gameplay. They are a list of all the
- available commands when playing your turn. They can be selected using the
- mouse or by pressing the ALT + first letter. Menus cannot be reached when
- in a dialogbox. You actually dont need the menus to play, all you need
- is the feature icons.
-
- !Feature Icons
- The featureicons are the smoothest way to get from one window to another.
- Not all windows have an icon though, like the view hull types window, here
- you should use the menus. If you point at a featureicon with your mouse,
- you will get a help description of what the featureicon does, in the buttom
- of the screen. This message will vanish when you point at another object.
-
- !Info-line
- The infoline provides information about the game during gameplay. There are
- 6 active infos.
-
- 1 Name of current playing race.
- 2 Name of current ship.
- 3 Name of current planet or position.
- 4 Golden Planets, the currency.
- 5 Name of current game.
- 6 Current year. This is actually 2000 + number of current turn.
-
-
- [4. MAIN GAME]
- !Main window
- The Main window has 3 modes. The Sunmode (press Sunkey), the shipmode
- (press shipicon) and the Starviewer mode (press the star-button).
-
- The starmap displays stars as very small lightgray circles, ships as bigger
- circles with the races color inside. There are 4 different colors of the
- sunnames.
-
- Green Planets you have not yet reached or scanned.
- Red Planets you have scanned but are currently not occupied.
- LightCyan Planets owned by another race.
- Yellow Planets owned by you.
-
- LIST or PageUp Displays a list of available empireships and checkboxes
- for choices of Stardust on/off, Ratings view, Display
- System names and Update ship.
- Ratings colorscheme is:
- Blue Biomism
- Green Waterfuel
- Cyan Fossil fuel
- Red Atomic fuel
- Orange Dilithium fuel
- Brown Xenic
- LightGray Iron
- DarkGray Supplies
-
- + and - Zoom in or out on the starmap. When you zoom right, you
- will get information about the starnames and galaxynames.
-
-
- !The Sunmode
- Displays information about the current Solar system. You can select to view
- another Solar system or search for the nearest ship and goto shipmode.
-
- RIGHT MOUSEBUTTON Selects nearest Solar system and displays information.
- LEFT MOUSEBUTTON Selects nearest ship and goes to shipmode.
- PageDn Selects next sun and displays information about it.
-
- !The Shipmode
- Displays information about the current ship. You can select to view another
- ship or give the current ship orders to move to selected star/position. The
- information about the ship is pretty selfexplaining, but I will just mention
- the Warp speed. It is measure in Warps in the bar, but the number displayed
- is the actual lightyears that will be flown. The number in () after warp,
- is how much fuel will be spent on the journey.
-
- Cargo room is display just above the Warpspeed in (). Each 10Mt rawmaterials
- uses 2 spaceunits.
-
- RIGHT MOUSEBUTTON Selects nearest ship and displays information.
- LEFT MOUSEBUTTON Sets waypoint for current ship. This can be either
- a planet, intercepting a ship or a position in
- deep space. Remember here to set the Warp speed too.
- PageDn Selects next ship without orders.
- Ctrl PageDn Look at the next ship with or without orders.
-
- !Starmode
- The Starmode feature is a means to scroll around on the starmap. It keeps
- the current settings of the LIST-checkboxes and zoom, so if it is too slow,
- try to remove the sunnames, ratings and/or stardust option. You cannot do
- anything while in the starmode except moving the mouse around. You exit by
- pressing the right mousebutton or the ESC key.
-
- Perhaps I should mention the function keys too.
-
- F2 Save current game without exiting.
- F3 Displays available rawmaterials in each solar system. The bars shown
- for each planet is
-
- Biomism Blue
- Water Green
- Fossil fuel Cyan
- Atomic fuel Red
- Dilithium Orange
- Xenic Brown
- Iron LightGray
- Supplies DarkGray
-
- F4 Tradeitem prices for each solar system. Bar below the mid, is prices
- below the average price.
-
- Steel/Mining Blue
- Textiles Green
- Chemicals Cyan
- Food Red
- Construction Orange
- Finance Brown
- Media LightGray
- Electronics DarkGray
- Tourism LightBlue
- Artifacts LightGreen
-
- F5 Full screen view. Press F5 or escape to get back to normal.
- F6 Your own deep space scanner ranges
-
- Dark blue Battlescanner range
- Dark red Deep space scanner range
-
- F7 Your enemies deep space scanners, colors as above.
- F8 Warpcircles
- F9 Full screen orbital view. View ships at current location.
- F10 Save game and exit.
-
-
- [Ship orders]
- The Combat orders window is divided into 3 windows. The Ship orders, the
- Trade orders and the Trade routes.
-
- !Combat orders - Hotkey CTRL-S
- This screen show a lot of information about the ship and the equipment it
- has been built with.
-
- Class The starship class. This regulates what can be installed
- on the ship. See Weapon, Cargo and Science.
- M.W.H. Millions of Work Hours. How many hours is needed before the
- ship is ready to fly. This can be increased by modifications,
- Bachyon sweeps and Damage repairs.
- Space How much free space is left for tradeitems, rawmaterials
- and fuel. This can be improved by the Hull size science.
- Crew How much crew is currently employed on the ship. If a ship
- during a battle loses all crew before it is destroyed, it
- is captured by the enemy. Crew will automatically be updated
- when new equipment is bought, or when the ship has been
- damaged and returns to an owned planet.
- Age The age problem is increasingly important. You can do only
- one thing with a ship too old, selfdestruction. The
- more wornout the ship becomes, the more repairproblems will
- arise. A ship should be able to withstand about 100 years.
- Bachyon When travelling with Warp speed, the hull becomes radiated
- with bachyon. High Bachyon radiation can kill crew, so you
- should sweep this as often as you can. This is not done here
- but on the Build starship window, this is merely info.
- Damage This displays the amount of damage on the ship, see under
- Armor for how much damage the ship can sustain. Damage is
- also repair on the Build starship window.
- Hull weight The mass of the ship without fuel, rawmaterials or trade-
- items. This influences the selfdestruct order, the higher
- the hull mass, the higher the explotion effect. Also the
- amount of fuel used is influenced by the Hull weight.
-
- Weapon, These 3 categories are the limits of the starship
- Cargo, construction. Non of these areas can be exceeded if the
- Science ship shall be able to fly.
-
- The blue boxes displays information about what the equipment can provide.
- This is a kind of summary with the most important information deducted from
- the brown listbox below to the right.
-
- @2
-
- !Exploring orders
- Move to The ship moves to the specified waypoint and activates the
- wartime orders if countered.
- Explore The ship moves to the specified waypoint and activates the
- wartime orders, but if anything new and unexplored is near
- the ship, this will be explored first. This is a kind of
- automatic exploration ability that can be used during turns
- where a player cannot play his/her turn.
- Orbit planet Ship orbits planet and uses wartime orders if attacked.
- Trade Ship sends messages wanting trade and is not attacked by
- the opponent. If it is a planet, you will have to be able
- to pay the trade access code.
- Colonize ship Arriving at an unexplored planet, this command will use
- the ships rawmaterials to build a new colony. This colony
- includes CHAPs if nessacary, the conversion of rawmaterials
- and selling computerequipment and thereby raising cash.
- All rawmaterials onboard the ship will be unloaded to the
- planet.
- Tractor When ships run out of fuel, a starbase needs relocation,
- or an enemyship needs transportation, the ships tractor
- beams are used. The ship or ships that shall carry out the
- tractoring must have the command Tractor and the target
- ship (the one being towed) must have the command Enter.
- Enter When you need a ship tractored someplace, you use the
- Enter command to specify which ship is being tractored.
- The Enter command is also used when dealing with Stargates
- and Wormholes. Then this command means that the ship
- should try and enter.
- Transmute When you eventually develope the transmuter device, this
- command will generate rawmaterials based on supplies. You
- will need to enter a specific code as well, in the
- Transmuter entryfield. The codes are.:
-
- Code Effect
- 1 1 Biomism for 1 supply
- 2 1 Waterfuel for 3 supplies
- 3 1 Fossilfuel for 2 supplies
- 4 1 Atomic fuel for 3 supplies
- 5 1 Dilithium for 5 supplies
- 6 1 Xenic for 8 supplies
- 7 1 Iron for 5 supplies
- 8 Destruction of all supplies onboard the ship.
-
- New Owner Sometimes during diplomacy, you must pay for peace. The
- New Owner command provides means to hand over a ship to
- an opponent. The ship to be handed over, must have the
- New Owner command, and an opponent ship on the same
- location will take over. If there is a starbase on the
- location, the equipment used on the ship will be learned
- by the other race ie. means to transfer science.
- Selfdestruct When the enemy comes to close, it can sometimes payoff to
- selfdestruct your ship. The selfdestruction sequence
- is very destructive, and ships, starbases and planets on
- the same location will surely be heavily damaged if not
- destroyed. It is a kind of kamikaze attack.
- Cloak Moves to specified waypoint, but are invisible during
- flight. You must uncloak (choose another command) to
- attack opponents. This can be countered by the Detect
- Light distortion or Detect Cloak depending on which
- equipment has been used to make the invisibility. Cloaking
- costs 1 unit of fuel each round.
-
- !Wartime orders
- Eliminate threat Attacks and try to destroy everything in its way.
- Invade planet Use this command to attack and set down troops on the
- planet. This command will primarily try to get close
- enough to beam down forces.
- Flee when bad odds If the ship loses >50% of the total hit points during
- an attack, it will try to escape.
- Always flee If possible, the ship will try to escape any attacks.
- This can be countered by initiative thus tractor beams,
- impulse drives and battlecomputers have an influence
- here.
- Patrol route This is a kind of Patriot missile command. The ship
- orbits a planet or stays on a position, until an
- intruder enters battlerange. At this time, the ship
- goes after the intruder using an intercept order,
- to kill it.
- Intercept The Intercept orders are given if you want to meet
- somebody in deep space or track someone down. You must
- set your waypoint to the location of the intruder you
- want to intercept. You can click more than once on the
- same location to change ship to intercept.
-
-
- !Trade orders
- Industrial waste, one of the hazards of this game, can be loaded onboard
- ships and dumped in deep space, or in orbit of an enemy planet, even though
- the last choice is a bit to the evil side. You load and unload industrial
- waste here. See also Planet Energy and Planet Colony for further
- information. A good advice is to take control of the industrial waste before
- it takes control over you.
-
- The purpose of Ground forces are either to defend your own planet or to
- conquer another opponent planet. To transport them to this other planet,
- you load them onboard a ship and fly to the planet. Here you must use the
- Invade Planet order. When you train new ground forces (on Planet Politics)
- you will not get these troops right away, although they are visible in
- this window. It takes a year/one turn to train ground forces.
-
- You also get a list of the weaponry your ground forces will use. This is
- not something you can choose directly. Ground forces will always use the
- newest and best suited weaponry.
-
- To the right you get information about the planets trading politics. Who
- owns the planet, wether there is an administration to pay the trade
- access code to, wether the trade access code is known, or you have to
- buy it, how much the trade access code is and how much tax must be paid.
- See the Planet Trade and the Planet Colony windows to control these values.
-
- Below is listed the available tradeitems. The ship column is how much you
- have on your ship, and the starbase or planet column is how much is
- available for you to buy. The price listed under ship is the last price
- the ship encountered. The planet price is how much you must pay for
- each item. To buy an item you must have room enough on your ship (See
- Ship mode). If you click on the item below the ship, you sell that item
- for the planet price. If you click on the items below the starbase or
- planet column, you attempt to buy that item.
-
- You should look for planets with starbases on. This gives you a bonus of
- 10% of the price. Further more, enemy planets gives you a bonus of 20% of
- the price.
-
-
- !Trade routes
- Government trade routes is one of the most important ways to earn money.
- To establish a government trade route, you need to explore an enemy solar
- system, and buy trade access to it.
-
- This window also gives you information about the exact price of each
- individual tradeitem on the solar systems you have explored. You should
- however try using the F4-key on the main starmap, its easier...
-
-
- !Battle reports
- The battles of Pollux are a complex series of information. Most ships has
- its own way of conducting the battle according to the weapons and
- equipment installed on them. This battle report shows a detailed text
- description of each battle.
-
-
- @3
- [Solar system orders]
- The window 'Planet' is divided into 7 subwindows, the Solar system display,
- Politics, Energy, Trade, Colony, Sunlist and the Budget windows.
-
- !Planet Solar system - Mining
- This window provides a visual display of the planetary system. You can
- click on each sun, planet and moon to get further information about them.
- Planets and moons can be mined if you need rawmaterials. How good the
- survey looks depends on the sciencelevel of Mining Equipment. There are
- different types of planets giving different results. Below is shown a
- factorpoint of each planet type. Factor 5 is greater than factor 1.
-
- Biom. Water Foss. Atom. Xenic Iron
- Moon type 1%
- Terran type 10% 15-75% 25% 25% 5% 10%
- Red Mars type 80%
- Green Uranus type 75% 5%
- Blue Neptune type 70% 8%
- Yellow Saturn type 5% 10%
- Brown type 5%
-
- These numbers are automatically calculated in the Mining window (press
- the Mine button). In the Mine window, you decide if you want to mine the
- planet. A calculated price for transportation and initial cost is displayed.
-
- You can only mine one planet or moon for each planet in the Solar system.
-
- There are also different types of solar systems. You can encounter single
- star, double star, triple star and quadouble star systems. The suntypes
- are also different according to the evolutionary step.:
-
- Maximum planets in system
- Very young sun with surrounding gas clouds 2
- Very young sun with starting planets 3
- Young yellow sun 5
- Yellow sun 9
- Orange sun 8
- Large orange sun 7
- Very large dark red sun 5
- Giant orange sun 3
- Giant red sun 3
- Small white dwarf sun 2
- Small black rock dwarf sun 2
- Unknown 2 (class not determined)
- Protostar/Thin gas cloud 2
- Pulsar 2
- Sun being born 2
- Colliding gascloud 2
- Exploded red giant 2
- Optical view of small galaxy 2 (effect not known)
- Black hole 2 (dangerous!)
-
-
- When determining the climate of a Solar system, it is actually the main
- planet that are the subject. This also applies to wether a Solar system
- is inhabitable or not. Climate are as follows..:
-
- Climate values (as listed under Race specifics)
- Inferno 0 - 47
- Tundra 48 - 69
- Jungle 70 - 85
- Steppe 86 - 97
- Terran 98 - 104
- Arid 105 - 110
- Barren 111 - 120
- Rocky 121 - 135
- Desert 136 - 160
- Dead 161 - 200
-
-
- !Planet Politics
- !Religion
- Inhabitation and Religious groups has no meaning in this version, it has
- only been included to give the game life.
-
- !Radiation
- Radiation is a very important factor. To high a radiation could mean that
- the planet is uninhabitable and that many people will die each year. There
- are 3 ways to counter this. At low sciencelevels, you can only use the
- Planet Energy Medicine to keep people from dying. You could also invent the
- moon base. This helps reducing the effects of the radiation, but costs for
- each planet. When you reach higher levels of science, you will have the
- opportunity to develop Radiation control. You put radiation control on
- ships to reduce the solar systems natural radiation levels.
-
- !Pollution
- Pollution is likewise important. You counter pollution in many ways. You
- can allocate energy to Nature. This will clean up the nature and get rid
- of the pollution. You can also load the pollution on board a ship and
- dump it in deep space or on a nabour planet. You could also buy industrial
- waste equipment and use a ship or a starbase to destroy the pollution.
- The following influences pollution.:
-
- - Planet trade
- - Nature (Planet energy allocation)
- - Industrial waste level (Planet Colony)
-
- Each tradeitem pollutes differently, this is how.:
-
- Pollution
- Steel / Mining +5
- Textiles +3
- Chemicals +5
- Food +1
- Construction +1
- Finance 0
- Media 0
- Electronics +1
- Tourism +1
- Transportation +3
-
-
- !Patriotism
- Patriotism is how loyal the population is to you. If the patriotism is
- too low, the planet may be stricken with violent demonstrations or rebel
- forces. The following influences patriotism.:
-
- - Entertainment on planet.
- - Planetary tax.
- - Waste
- - Radiation
- - Church influence.
-
- !Crime
- Crime is fatal for your income. The Crime percentage is directly stolen
- from your GNP, and could zero your income. You should keep your crime as
- low as possible, about 3-7% seems fair. Crime is influenced by
- the following :
-
- - Policing
- - Church influence
- - Planet Trade
- - Population density
- - Patriotism
-
-
- !Population growth
- All production of rawmaterials and spaceships comes from the population
- thus population growth is very important. Expansion of your empire is one
- way of getting more population, but you should also consider the means to
- make your current empire grow, both colonies and your homeworld. Colonies
- should typically be a couple of hundred thousands inhabitants. There are
- drawbacks of to much population, but you can invent yourself out of these
- problems. The drawbacks are the population density, which influences crime,
- and pollution which is influenced by trade and thereby population density.
-
- The following influences population growth.:
-
- - Bonus for inhabitable planets
- - Rawreserves (perspects of business), the more the better
- - Planet trade
- - Agriculture allocation (Planet energy)
- - Population density
- - Science Ecoenhancer
- - Science Cloning
- - Patriotism
- - Bonus for new encountered planets
- - Planet tax
- - Race dependent growth - very important.
-
-
- @4
-
- !Is there a wormhole ?
- Above the policing and church influence, you will find information about
- special events of the Solar system. This includes wormholes, rifts,
- starbases, stargates, The Kuw, dyson spheres, quasars and other...
-
- !Policing
- To counter the growing crime, you should assign percentages of your GNP.
- See also Crime above. The first number is the percentage of your GNP that
- you allocate for this purpose. The second number is how much this costs you.
-
- !Church influence
- Cooperation with the church can help influencing crime and patriotism.
- See Crime and Patriotism above. The first number is the % of your GNP
- that you allocate for this. The second number is how much it actually
- costs you.
-
- !Tax - Planet income tax
- This tax is the income tax of the businesses and the population. This is
- the way to make money. You must allocate Trade though. It is businesses
- that gets your wheels running. Tax influences population growth and
- patriotism, so you must be carefull not to set the tax too high. There is
- a circlelight to the left of the tax buttons. This indicates if your
- taxing influences your patriotism negatively. It can be yellow for up to
- -4% influence and red for above -4% influence. The first number is the
- tax percentage, the second number is how much you actually earns.
-
- !Weaponry - Defense and Ground forces
- To protect your Solar systems from infidels, conquerers and the like, you can
- buy defense systems, which is actually missiles of the best type available.
- The cost of these depends on what technology you have developed. You can
- only buy the state of the art defense post in this the first version of
- Pollux. Defense systems are bought and does not need repair. For each 20
- missiles you have, you get another shot at the enemy.
-
- Conquerers will often bring ground forces with them to attempt to conquer
- your world. To counter this problem, You must train some ground forces
- yourself. The prices of these depends of the technology you have developed.
- Ground forces has to be paid each round, so you should carefully examine
- where and how many ground forces you want. Training of ground forces takes
- one year, and only then they will be available to you as your own
- conquering force.
-
- The first number is the number of defense posts and ground forces you have,
- the second number is the cost of 1 defense post or ground force.
-
- Below this is listed the currently best weapons, the weapons that will be
- used by your defense posts and troops. The ground force weapons are a
- little special here. You can have up to 4 weapons and armors listed. These
- weapons can cooperate and are all used. This is an attack weapon, an armor,
- a personal deflector and a battle suit.
-
-
- !Planet damage
- Here is listed how much damage the defense posts can sustain before they
- are put out of business, note: not nessecarily destroyed. The hit points
- of the planet is determined by the sciencelevel in hull damage. The first
- number is how much damage the defense post currently has, the second number
- is the maximum number of hit points.
-
- When defense posts are damaged, all construction points spend are used to
- repair them. This means you cannot build any starships. When you have
- sufficient levels in construction, you can build planetary shields that
- can help you shoot down incoming missiles.
-
- Planetary hit points are calculated as hp=hulldamage * 5 + no. of missiles.
-
- @5
-
- !Planet Energy
- The Planet Energy window is perhaps the most important window of them all.
- The window has 3 parts, below is the energy production and the energy
- allocation and above the rawmaterial production.
-
- !Energy supply
- You need to produce energy to be able to do anything with your planet. To
- produce energy, you must decide what kind of production you want. You can
- produce energy from.:
-
- Energy source Efficiency at start Uses rawmaterial Pollutes
- Solar and wind energy 50% None /30
- Bio energy 70% Biomism /10
- Fossil fuel 75% Fossil fuel /7
- Atomic fuel 80% Atomic fuel /3
-
- Later in the game...
- Hydrogen 100% Water /12
- Dilithium 150% Dilithium /1
- Duridium 250% Xenic /2
-
-
- The first number listed in the window is the efficiency, the second number
- is the result for each source.
-
- Pollution is calculated as the workunits result divided by the listed
- number.
-
- Below is listed 2 numbers. The Workforce is how much manpower you have to
- produce the energy with, the workunits is their results. The workunits can
- be allocated on the areas to the right.
-
- !Energy allocation
- To the right are listed the areas where you can allocate the energy you
- have produced (workunits).
-
- Agriculture Needed for population growth and biomism production.
- Nature Biomism growth and destruction of industrial waste.
- Mining Production of rawmaterials from the rawreserves. This
- can be temporarily improved by putting mining equipment
- on orbiting ships. Good for mining small colonies.
- Science Development of new weapons and equipment.
- Medicine Medicine deals with 3 major problems. The planets
- pollution, radiation and the overpopulation. Be sure
- to have a good health level. On the sunlist you can see
- how good you are performing. 100 means that 100% dies.
- Starship constr Building of starbases and ships and repairing planet
- defense posts.
- Entertainment Keep the population patriotism high.
- Manufacturing Manufacturing of supplies
- Trade Better chances for new businesses gives better income.
-
-
- !Rawreserves production
- There are 2 steps in getting rawmaterials that you can use. First you must
- mine a planet with the desired rawmaterials. This increases the rawreserves.
- Secondly you must produce what you want. This decreases rawreserves again,
- but increases your current stock. Only rawmaterials in stock can be used.
-
- If there is any biomism in rawreserves, this will grow. If you do not have
- any biomism in rawreserves, you could put soil enrichment equipment on a
- ship and unload biomism from another world. This will then go directly to
- the rawreserves instead of the stock as normal. This also applies to water.
-
- Biomism growth must meet specific conditions. You will need to allocate
- some nature, buy the soil enrichment improvement on the planet and to
- further increase the growth, develop ecoenhancer.
-
- Water growth is based on other conditions. You will need at least 1000 of
- water, the planet must be a planet with natural water, and you need soil
- enrichment installed on the planet. Water will not appear beyond the
- natural size of the planet.
-
- Dilithium is produced on the basis of water, atomic fuel or fossil fuel,
- selected in that order.
-
- !Trade support
- Trade is an important way to increase your income. You buy and sell
- tradeitems on your own and your nabour Solar systems. To be able to buy
- tradeitems, there must be an overproduction of these. This is not always
- the case, but you can help this happen by making your government support
- each tradearea. This costs 500 per step of support and will eventually
- increase the number of tradeitems available.
-
- When other players want to trade with you, you can decide that they should
- pay a trade access cost (why shouldn't you?). You can also decide how much
- trade tax they should pay to you.
-
- The listbox shows who has trade access code to your planet, and you can
- choose to change this if you want. The trade access code also provides
- means to decide who the planet will attack.
-
- !Colony
- There are basically 2 types of Solar systems. The ones that are inhabitable
- and the ones that are not. If a planet is inhabitable, growth of the
- population is limited by the size of the main planet. Uninhabitable systems
- are different. These need life support systems to maintain life, and you
- have to buy this equipment here. Life support for 1000 people costs 1 iron
- and 10 supplies. The AUTOChap facility is a function to automatically use
- the specified percentage of iron and supplies available to build CHAPs for.
- This ensures automatic growth capacity of the Solar system and is always at
- 100% at start on new colonies. Maximum inhabitation of a colony is
- teoritically 65mill.
-
- There are some improvements you can buy for your Solar system.:
-
- These costs 1 iron and 10 supplies:
- Mass Driver This is nessacary if you want to trade here.
- Administration This is nessacary if you want to tax the trade.
- Geological Sattelite Not implemented yet
- University Improves your science by 10%
-
- These costs 10 iron and 100 supplies + a specified amount of money.:
- Moon base Reduces effect of radiation, and improves maximum
- inhabitants by using other planets in the system.
- Planetary shield Decrease opponent tohit chance in a fight, and
- provides energy absorbers for planets.
- Ring world Massively increases solarenergy efficiency
- Soil enrichment Improves biomism and water growth. On ships SE will
- unload biomism and water directly to reserves ie
- plant the trees..
- Industrial waste Destruction of waste (used together with allokation
- to Nature)
- Terraforming Improvement of maximum population and temperature,
- installed on ships, terraforming improves climate.
- Radiation control Decreases radiation in Solar system.
-
- Not all of the above are available from start, you will have to develop
- each of them along the way.
-
- The Mass Driver should only be bought if you want to trade on that planet.
- Administration if you want to get paid from your opponents trading on the
- planet. Universities should only be build on large planet (>50000 inhabs).
-
- The latter colony improvements (those priced at 100 supplies and 10 iron)
- can be divided into 2 groups:
-
- Moon base, Planetary shields and the Ring World, improves statistics only
- once. The Moon base reduces the effect of radiation and could thus help
- you get started on planets with a lot of radiation. Moon bases also
- provides you with improved maximum inhabitants on a system by using the
- other planets and moons in the system. Planetary shields greatly improves
- the planet defenses, reducing the effects of beamweapons and the chance for
- beams and missile to hit the planet. Do not underestimate these, they are
- truly nessecary for a complete defence system.
-
- The final item in the first group is the Dyson sphere. Perhaps you've read
- the book about Ring worlds, but for those of you who have not the idea is
- to build a full band of land around the sun. Such a ring is of course huge.
- More importantly *all* the inside of the band is turned toward the sun, i.e.
- there is no night. Furthermore the surface area of such a band is much much
- greater than of a sphere. This adds up to an astounding improvement in
- solar power and this is what the dyson sphere improvement is all about.
- The solar power efficiency is much increased thus bringing efficient
- pollution-free energy supply in reach.
-
- The other items in the expensive colony improvements belongs to the second
- group. These are Soil Enrichment, Industrial Waste, Terraforming and
- Radiation Control. When one of these items are bought, they continually
- improves the living conditions of the planet. Soil Enrichment makes biomism
- and water regenerate faster, thus enabling you to use more biomism or water
- without destroying your rawreserves. If there are no rawreserves of either
- type present, soil enrichment built on ships can be used to dump water and
- biomism directly into rawreserves, enabling them to grow. Industrial Waste
- improves the planets ability to destroy waste. Together with the "nature"
- energy allocation this will help you destroy waste present on the planet or
- perhaps just lower the energy need to prevent waste accumulation. (If the
- nature bar is red or the sunlist shows a "+" beside the pollution number
- waste is accumulated.)
-
- Later on in the game Terraforming will be available. When you build
- terraforming on a planet the temperature of the planet will slowly change
- for the better. The higher level the quicker the change. When the planet
- has become inhabitable the terraforming stops changing the temperature and
- starts improving maximum inhabitants. Terraforming loaded on ships has much
- the same effect on climate, changing the climate towards inhabitability.
- When the planet has become inhabitable, nothing further happens. Note that
- the ship must be set on "orbit planet" in order for this to work. It is
- recommended to use this on planets close to being inhabitable (check
- climate and temperature) and on large planets (these will provide space
- for many inhabitants.)
-
- Radiation Control is the last colony improvement in the expensive group.
- It works alike on planets and ships to slowly reduce radiation level.
- The higher level of radiation equipment the quicker the change. The
- equipment on the planet becomes obsolite, when the radiation reaches zero,
- well unless someone uses bombs or other means to increase the radiation on
- your planets. Radiation Control is expensive to develop and employ but
- it is the only way to reduce radiation and make radiated planets usable.
-
-
- !Sunlist
- The Sunlist is an easy way to select a planet you want to view, but it
- also contains a summary of information.
-
- !Next sun
- This button selects the next sun in the sunlist and displays the current
- page of information about this Solar system.
-
- !Budget
- This window shows a budget of both the current Solar system and the whole
- empire.
-
-
- @6
-
- !Starbase and ship construction
- Starbase and ship construction are similar to each other. A starbase is
- merely a ship with no engines and triple the hull size.
-
- Before you activate this window, be sure to activate the starbase or ship
- that is going to initialize the building of your new starbase or ship !
-
- The window is divided into 2 sections, an upper section and a lower section.
- The upper section is similar to that of the Ship order window, but there
- are a few new features.
-
- At the upperleft corner of the window, you will see the current selected
- starbase or ship and the current planet that provides the manpower. You
- cannot build ships when the initializing ship is not in orbit at start.
-
- Bachyon radiation can be controlled here. Pressing the Sweep button, you
- perform a Bachyon sweep on the ship and all bachyon will disappear. This
- becomes more and more needed when you have travelled the stars for a while.
- A Bachyon radiation of above 500 is considered very dangerous. A Bachyon
- sweep takes 50 MWH to perform. The ship cannot move during a Bachyon sweep.
-
- Damage can be repaired by pressing the Repair-button (surprise!). All damage
- will be repaired. Each damage point represents 1 MWH. A ship cannot move
- during reparations.
-
- The amount of energy and rawmaterials are also listed. The first column
- shows how much you are using right now to build the ship, and the second
- how much is available.
-
- The Weapon, Cargo and Science percentages are very important when you build
- a ship. They cannot be exceeded or the production will be halted. If the
- weapon limit is 40%, you can have up to 40% weapons on board. Exceeding
- this limit will halt the production.
-
-
- !The Docks
- When you press the Docks button, you will see up to 7 of your ships in
- orbit. These can be selected. If you click one time on your mousebutton,
- you will change the upper sections information. Clicking 2 times will
- select the ship and change to the Improve page.
-
-
- @7
-
- !Building a new ship
- Pressing the New hull, initializes building of a new ship. The lower
- section changes to a display of the available hulltypes. Here you must
- select the desired hull type and hull size, end this by pressing the
- Build hull button. Now your back in the Improve window, where you can
- select either the New weapon-button or the New science-button to select
- the equipment you want on your ship. Now the lower section changes to a
- list of the available weapons or equipment, and you can select these and
- the science level of each equipment before you press the Accept-button.
- When you have ordered both the weapons and equipment you want, you are
- finished and the ship will be build. In short this is.:
-
- 1 Choose the initializing ship
- 2 Choose the build starbase or the build ship window
- 3 Choose the New hull button
- 4 Choose the hull type AND the hull size you want (and can effort)
- 5 Choose the Build hull-button
- 6 Choose the New weapon or New science button
- 7 Select in the listbox the equipment you want to install AND
- then select the level of the equipment.
- 8 When you have selected all the equipment you want, press the
- Accept-button. Now you have ordered the ship.
- 9 In the Planet Energy window you should assign enough construction hours
- to build all your ships. Easiest way is to click the checkbox to the
- right of the Ship constr.
-
-
- Building a new ship influences a few variables.:
-
- MWH Millions of work hours. You would be wise to adjust the
- Planet Energy allocation Ship Construction to meet the
- demands of MWH. Ship construction refers directly to the
- number of MWHs needed for the construction of the ship.
- Having a very large allocation on the planet, gives you
- the oppurtunity to build more than 1 ship.
- Space Shows how much space is available after you have installed
- the new equipment. You must leave room for fuel and perhaps
- tradeitems.
- Crew Crew is needed during battle. If a ship loses all its crew,
- the ship is conquered by the enemy. Ship crew is
- automatically updated when new equipment is bought.
- Hull weight The heavier the ship, the more fuel it needs to fly.
-
-
- When you are choosing the equipment, there is a button called 'Scrap equipm'.
- This allows you to scrap old equipment and make room for new better ones,
- ie scrap atomic engines when new Dilithium engines are developed.
-
- The 'Scrap ship' button is used when you regret that you did build this
- new big ugly battleship. Scrap ship can only be used on new ships. If you
- want to get rid of an old ship, use either the Selfdestruction order or the
- Colonize order (see Ship orders).
-
-
- Rawmaterial costs
- Building starships and starbases costs rawmaterials as well as money. This
- list tells you how much.:
-
- Weapons 1 Supply each level (level 1 = 1, level 2 = 1 + 2)
- 3 Xenics
- 1 Dilithium per level (level 1 = 1, level 2 = 2)
- 1 Iron per level
-
- Equipment 1 Supply each level
- 2 Iron per level
- 1 Dilithium per level
-
-
- [Overall status]
- The overall status window is divided into 6 pages, the status, the graph,
- the combat and the scorelists.
-
- Your government keeps track of what happens in the empire. This list of
- demographic information is shown in comparison to your opponents. It is
- a list of your civilizations status in a number of areas and the score
- accordingly.
-
- Approval rate The % of the people that will vote personally for you
- next election.
- Population The number of people in your empire.
- GNP The total income generated by your empire.
- Active trade The total number of items for sale in your empire.
- Empire size The total number of planets that are under your control.
- Science research The total number of sciencepoints in your empire.
- Health level A relative number based on how much you have allocated to
- fight disease.
- Pollution The total waste Mt in your empire.
- Family size A relative number that represents the growth of your
- empire. This is the number of children each family has.
- Military service This is a number that represents the strengh of your
- fleet and ground forces.
- Productivity A relative number that represents the available workunits
- per energyunit.
-
- All these numbers except Pollution should be as high as possible. Pollution
- is a bad thing and should be zero !
-
-
- !Graph
- The second page shows a graph of the evolution of your empire. The graph
- shows the values for number of ships, number of planets, sciencepoints,
- inhabitants and total income.
-
- !Combat strengh
- The third page shows combat strengh, number of planets and ships and the
- relation to your nabour. The combat strengh is derived from the actual
- strengh of your navy and is very important.
-
- !Scorelist
- The fourth page shows the score ratings for all players. You can only see
- the name of the players you have contact with.
-
- !Empire status
- Here you can see your growth potential. You can see how many inhabitable
- planets you have etc.
-
- !Advisor
- Your advisors will give you a few good advices along the way. They can be
- trusted, but it is up to you to decide what is important and what is not
- important. There can easily be more than one page of advice.
-
- [Science]
- Science is very important in this game, and you should choose carefully
- among the scienceareas to be the one who has the best overall sciencelevels.
- (you dont want to use a laser against a supernova missile).
-
- There are 9 science fields to research in. You research in all 9 at the
- same time. This is.:
-
- Beam weapon Weapons based on energy or energy drains. Some beam
- weapons halves enemy shields and others kills ship crew
- in an attempt to conquer the enemyship. Beam weapons
- are medium range weapons.
- Bombs Bombs are either destruction or chemical weapons.
- Bombs are close range weapons.
- Missiles Missileweapons are long range weapons, and there are
- several types. Some missiles do fire damage which can
- be countered by fire extinguishing, some missiletypes
- spreads out and increases their potential hit chance and
- the fighter bay carries 5 fighters.
- Ground attack To conquer another players worlds, you must use ground
- forces. Ground attack weapons varies in use. Most weapons
- does normal damage, but the biosphere gun always kills
- an enemy troop unless countered by a battle suit. You
- can develop different types of armor, and both the
- personal deflector and the battle suit can and will be
- worn together with the normal armor.
- Hull Maybe the most important science group. This contains
- all the improvements available for ship hulls, including
- hull damage, hull size, tractor beams, shields, engines
- and other.
- Construction Covers a broad spectre of constructions from mining
- equipment to ring worlds. Most important is perhaps the
- robotic control that enhances the productions of the
- planets.
- Ecology It is the population that builds and develops starships,
- so you would want to give them as good conditions as
- possible, for them to grow. Ecological tools like
- terraforming, medicine, radiation control and cloning
- can be found here.
- Computers Computers provides information. Without the deep space
- scanner you are blind, without the communication equipm.
- you cannot get in contact with your opponents and without
- the battlescanners you do not know what weapons your
- enemies are using. You can also use computers to make
- light distortion equipment, this way you become invisible.
- Energy The population produces energy for the jobs they perform,
- ie developing science, building starships aso. This
- production of energy can and should be enhanced.
-
-
- The first screen you will see when starting a new game has 2 red boxes and
- 2 blue ones. The red ones shows the science you are developing and the blue
- ones shows the sciencelevel you already have gain, and in the blue listbox
- you should choose what new field you want to research.
-
- When you click on the listboxes, they changes the contents of the 2 lower
- windows. They show what the selected area or equipment is all about.
-
- When you start, you should select all 9 areas before clicking on the
- OK-button. You select by clicking on the red listbox first, and the blue
- one after that, on the areas you like. The red listbox will show if it has
- not been chosen yet. If you just click on the OK-button you select the old
- settings again and the research will be carried on in that field.
-
- !Science research
- The science window gives you the opportunity to choose how much you will
- research in each of the 9 areas. This is done in relative percentages
- using the scroll bars. The black bars are the percentages. The small
- yellow bar is how far you have come in the development and the red one
- if you will have discovered the science next turn.
-
- The buttons to the right is used to select what information you want in the
- big black window. Press hull and you get all the available hull technologies
- shown. There are 2 colors in the black box. White is the technologies you
- have discovered and produced. The Red color is the science you know can be
- done, but not yet have developed. The little yellow R shows which field you
- are currently developing. You can select another field among the shown if
- you want.
-
- Each level of science need a greater and greater amount of sciencepoints
- to reach. Below is a list of the first few levels.
-
-
- Level Needed sciencepoints
- 1 25
- 2 125
- 3 250
- 4 425
- 5 650
- 6 925
- 7 1250
- 8 1625
- 9 2050
- 10 2525
- 11 3050
- 12 3625
- 13 4250
- 14 4925
- 15 5650
- 16 6425
- 17 7250
- 18 8125
- 19 9050
- 20 10025
-
-
-
- When you look at the description of the different sciences, you should
- notice the science niveau each item is on. In the first rounds of game
- play, you only have a very limited number of sciences available. This
- is determined by the science niveau. Your science niveau is shown in the
- bottom of the window. There are 2 things you should do to gain more
- science niveaus. First, you must have 1 item with a level equal or
- greater than the science niveau you want to achieve. Secondly you must
- have a generel science level in the other items in the science group that
- matches the following rules..
-
- Weapons All levels in the group divided by 3 equals science niveau.
- Equipment All levels in the group divided by 4 equals science niveau.
-
- It is possible to exchange science with other players. This must be done
- by equipping your ship with the desired science, and then fly it to your
- opponents nearest starbase and set the orders to New Owner. This will
- give your allied all the sciencelevels on the ship.
-
-
- [Embassy]
- This window show you a list of the races you have contact with. You can see
- how your relation is towards them, and how they look upon you. There are
- 5 steps on the relationbar.
-
- Relation 1% 25% 50% 75% 100%
- War Yes Yes No No No
- Government trade 2% 50% 100% 150% 200%
- Build ship No No No Yes Yes
- Improve ship No No No No Yes
- Load allied ground forces No No No No Yes
- Hire ship crew No No No No Yes
- Ship to ship transfer No No No No Yes
-
- 100% relation does not mean allied. It is not yet possible to be allied to
- anyone in Pollux. It will come in a later version.
-
- Battle can be avoided if you set your mission to trade and pay for
- trade access.
-
- Use this carefully, remember your opponent can see how you are towards him,
- and the wrong signal could lead to war.
-
- [Race treaty]
- Not implemented yet.
-
- [Government]
- Not implemented yet.
-
-
- @8
- [Messages]
- This game would not be much without the multiplayer option. It is the
- human opponent that makes this game fun. You can write message to your
- opponents when you get it contact with them. This is done by developing
- the Communication equipment. The range of this equipment determines if
- an opponent is within range and establishes a link if possible. Use the
- messages option to diplomatically kill your enemies. The more you write
- and read, the more fun the game.
-
- Use the UNI button to put an add in the global Universal Newspaper.
- This will pay you GP5000 per turn.
-
- To create a new message:
-
- 1 Press NEW button
- 2 Select the races you want to communicate with.
- 3 Select the editorfield, and write your letter.
- First line will be the subject (thats why it is written in blue)
- 4 Press the SEND button and the letter will be off.
-
- You can rewrite the letter if you use the Output-file and send the message
- again, remember to delete the old one.
-
- Messages can be more than 1 page long (3 I think..)
-
-
- [Race specifics]
- It is very important to know what your race is capable of. The margins
- counts, and races have special abilities that can alter the fights. The
- special abilities are.:
-
- Growth How fast the population grow. The faster the better,
- a value of 3-4 is normal, but a single race, the
- Slaedi, is reproducing very fast with a factor 8.
- Low values should be countered by developing ecology
- science.
- Body Measurement of the body-strengh of the race. This is
- used when fighting battles on the planets. Normally this
- is zero, but some races are very strong and get bonusses
- like the Robotics with +25. This should be countered by
- developing better ground attack weapons.
- Magic A few race has magic abilities. This is used for ground
- battles and is calculated as a bonus on the damage done.
- Magic resist. Only a few races has magic resistance. This is to counter
- the races with the magic abilities, see above.
- Min and max To avoid building CHAP (life support) systems, the
- temp. Solar system must be inhabitable. This means that the temps.
- of the main planet in the Solar system must be within
- these race ranges. Most common values are 20-70 degrees
- celcius.
- Min and max. To avoid building CHAP (life support) systems, the
- climate Solar system must be inhabitable. This means that the
- climate of the main planet in the Solar system must be
- within these race ranges. A full list of the climate
- descriptions is given under Planet Solar system. Most
- common values are 30-70.
- Health This has something to do with the population growth.
- If you have a high value here, you can better withstand
- harsh radiation and pollution problems. Zero is normal.
- Trade A lot of your income during the game, is based upon
- the level of trade performed. A good racevalue here
- will give you chances of a better income. Normal is zero.
- Science Some races have latent innovative abilities, and some
- has not got a clue or are not that interested. This
- bonus is to the sciencepoints is measured in percentages
- of the normal sciencepoints values. Even if you have low
- values here you are not nessacary behind. Normal is zero.
- Ability Not implemented yet. Will contain new innovative ideas !
-
-
- [Exit without saving]
- This options lets you exit the game without saving whatever you have
- selected or build in the game. You will return to the main game window
- and can choose another game or enter this game again.
-
- [Save turn and exit]
- This option will save all the actions you have done and exit this game.
- You will return to the main game window and can choose another game or
- enter this game again.
-
- [Help]
- No. Ohh, this is this text. I should have known you where this clever...
-
- [View hull types]
- This is a complete list of all the ships and their abilities.
-
- [Events]
- When you discover new Solar systems or sometimes randomly, you will get an
- event. This could be a wormhole with a chance to fly through, or an
- undiscovered civilization with big treasures. There are more than 20
- different events.
-
- [Appendix A - To do list]
- This is a list of the few things you should remember to do each round.
-
- 1 Move your ships
- Ship orders
- Ship trade
- Unload ship and build colonies
- 2 Planet
- View patriotism
- Only frequently adjust the energy allocations
- 3 Build new ships
- 4 Write intriguing messages
- 5 Check demographics
-
- [Appendix B - Build your first ship]
- Pollux is not easy for starters, so here is a walk through for building new
- starships.
-
- 1 Enter the game and select the main starmap ie. press ok if there is
- any messages.
- 2 Select a starbase or a ship orbiting the world you wish to build
- your ship in orbit off. You can select any ship by clicking the left
- mousebutton on top of the ship on the main starmap.
- 3 Click on the Build starship icon.
- 4 Click on 'New hull' button
- 5 Select the shiphulldesign you want in the listbox (has to be black).
- 6 Click 'Build hull' button
- 7 Click 'New science' button
- 8 Hull size is now black, and you should increase the hull size using
- the big black up-arrow.
- 9 The light number display should now show you the hull size level and
- being the first ship you build, you only have access to level 1. The
- hull size determines how many things you can install on your ship.
- 10 To fly you need an engine and some energy cells. First ship can only
- chose the atomic engine and the atomic fuel cells. Select the engine
- first and increase the engine level to 1 using the big up-arrow button.
- 11 Select the atomic fuel cells hereafter and increase them to level 1.
- With hull size to 1, engine and fuel cells to level 1, your ship can
- now fly.
- 12 Press OK-button to return to the main starmap.
- 13 Now designing the ship is not enough. You need to assign some men to
- build it too. This is done on the Planet Energy window, so press
- ALT P and the E-key. Then press the little checkbox in front
- of 'Starship constr.', Pollux will now calculate how many
- men/workhours you should put into building the ship.
- 14 Next turn, your ship should now be ready for flight.
-
-