$LINK<Sentient Econometrics=140075>, and $LINK<Environmental Economics=140059>.
#CONCEPT30
There are five principal ways to win the game:
^
^$LINK<Transcendence Victory=10007>
^$LINK<Conquest Victory=10006>
^$LINK<Progenitor Victory=10014>
^$LINK<Diplomatic Victory=10005>
^$LINK<Economic Victory=10008>
^$LINK<Scenario Victory=10009>
^
For detailed scoring information, see $LINK<Scoring=10004>.
^
For information on retirement and mandatory retirement, see
$LINK<Retirement=10010>.
#CONCEPT31
Your {territory} consists of all land nearer to one of your land bases
on the same continent than to anyone else's. Your territorial waters
consist of all sea areas nearer to one of your sea bases (in the same
ocean) than to anyone else's. Territory may move and shift during
the course of the game as bases are built, conquered, and destroyed.
^
Other faction leaders may take offense if you move units into their
territory, particularly if you have signed a $LINK<Treaty of Friendship=4>.
^
Territory never extends more than 7 squares from a land base, or
3 from a sea base.
#CONCEPT32
Your {might} is a measure of your overall standing in comparison to
other factions. It ranges from "Unsurpassed" (first place), to
"Feeble" (seventh place).
^
Might is based on a holistic evaluation of your faction, and includes
population, $LINK<technology=140080>, $LINK<secret projects=110102>, and military strength.
^
The {Faction Dominance} graphs on the information display track
might.
#CONCEPT33
Fast units, such as Speeders and Hovertanks, can sometimes
{disengage} when surprised by slower enemy units. A unit disengages
when the following conditions are met:
^
^* Unit incurs 50% damage, relative to what it started the combat with.
^* Unit is faster than its attacker, taking damage into account.
^* Unit is alone in its square.
^* Unit did not attack on its last turn.
^* Unit is a combat unit (non-combat units may never disengage).
^* Neither attacker nor defender is an air unit.
^* Attacker does not have the $LINK<Comm Jammer=80009> ability.
^* Unit does not have the HOLD order, and is not in a $LINK<bunker=90007>
or $LINK<airbase=90008>.
^* A valid retreat square is avaiable, which is not a $LINK<fungus=14> square (unless
$LINK<Pholus Mutagen=110086>) and is not adjacent to an enemy unit.
#CONCEPT34
Every unit exerts a {Zone of Control} into every adjacent
square (but units in sea squares do not exert zones of control into land
squares, nor vice versa).
^
Land units may not normally move between two squares in an enemy
zone of control, with the following exceptions:
^* Units may freely move into and out of bases.
^* Units may freely attack any adjacent unit.
^* Units may freely enter squares already containing friendly units.
^* $LINK<Probe teams=30006> and units with the $LINK<Cloaking ability=80002>
may ignore this rule.
^
Air and Sea units exert zones of control, but are not affected by
them.
#CONCEPT35
Naval units, and land units with the $LINK<Heavy Artillery=80015> ability may
conduct {Bombardment} by selecting the Long Range Fire option from
the Action menu.
^
Bombardment has the advantage of potentially damaging every enemy unit
in a particular square and the disadvantage that land units can never
be reduced below 50% damage by bombardment.
^
If bombardment is attempted against a square containing an enemy
naval or artillery unit, the bombardment is cancelled and an
{Artillery Duel} is initiated, with the attacking and defending
artillery (or naval) units fighting attack-vs-attack strength. Armor
values are ignored for Artillery Duels.
#CONCEPT36
{Drones} are discontented, undereducated citizens which
appear as a result of population pressure and other social forces.
Drones work like other citizens, but if a base has more Drones than
$LINK<Talents=37>, a $LINK<Drone Riot=9> may result.
#CONCEPT37
{Talents} are prosperous, highly educated citizens, your intellectual
elite. Talents are created as the result of favorable social conditions
and the diversion of energy to $LINK<Psych=38>. As long as a base has at least
as many Talents as $LINK<Drones=36>, no $LINK<Drone Riot=9> will occur.
#CONCEPT38
Energy diverted to {Psych} is used to improve the quality of life
your citizens experience. Every two units of energy diverted to Psych
will create an additional {Talent} in that base.
#CONCEPT39
Certain major {Landmarks} on Planet's surface convey special bonuses:
^
^{Garland Crater} confers $LINK<+1 Mineral=42> in interior squares.
^{Mount Planet} confers $LINK<+1 Mineral=42> and $LINK<+1 Energy=43> in each square around the mouth.
^{Uranium Flats} confer $LINK<+1 Energy=43> in each square.
^{Geothermal Shallows} confer $LINK<+1 Energy=43> in each square.
^{Pholus Ridge} confers $LINK<+1 Energy=43> in each square.
^{Monsoon Jungle} confers $LINK<+1 Nutrient=41> in each square.
^{Freshwater Sea} confers $LINK<+1 Nutrient=41> in each square.
^{Fossil Field Ridge} confers $LINK<+1 Mineral=42> in each square.
^{Manifold Nexus} confers a $LINK<+1 PLANET=130007> rating when inside a faction's borders. $LINK<Progenitor=47> factions gain an additional $LINK<+1 RESEARCH=130010> rating.
^
Other landmarks have no effect beyond the standard effects of
the terrain which they represent.
#CONCEPT40
The following proposals can be brought before the Planetary Council, once
appropriate technology is obtained:
^
^{Salvage Unity Fusion Core}: +500 energy for each faction