*********

Welcome to Project 64!

The goal of Project 64 is to preserve Commodore 64 related documents
in electronic text format that might otherwise cease to exist with the
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Extensive efforts were made to preserve the contents of the original
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*********

The Project 64 etext of the ~Imperium Galactum manual~, converted to
etext by Vincent <vcsfu@is1.hk.super.net>.

IMPGAL10.TXT, May 1997, etext #246#

*********

IMPERIUM GALACTUM MANUAL
========================

TABLE OF CONTENTS
-----------------

 1.0 INTRODUCTION
       Talking to the Computer
       Saving the Game
       The Map
       Starting the Game (Apple)
       Starting the Game (Atari)
       Starting the Game (C-64)
 2.0 GENERAL DESCRIPTION
       Parts Inventory
       Definition of Game Terms
 3.0 THE GAME SETUP
 4.0 USING THE MAP
       Reading the Map
       Moving the Cursor
       The Planet Display
 5.0 THE GAME PHASES
 6.0 THE TRADE PHASE
       Trading
       Example of Planet Economics
       Depreciation
       Other Trade Phase Operations
 7.0 THE CONTROL ADJUSTMENT PHASE
       The Map Menu
       Adjusting Planet Controls
 8.0 THE PRODUCTION PHASE
       The Ship Display
       The Task Force Display
       Production
 9.0 THE NEGOTIATION PHASE
       Diplomatic Stances
       The Diplomatic Stance Table
       Negotiation with Independent Worlds
10.0 THE MOVEMENT PHASES
       The Missions
       The Map Menu
       Ordering Your Task Forces
11.0 THE COMBAT PHASES
       Ship to Ship Combat
       Ship to Planet Combat
       Guerilla Combat
12.0 SEQUENCE OF PLAY IN A TURN
13.0 ASSORTED RULES
14.0 VICTORY CONDITIONS
15.0 PLAYER NOTES


1.0 INTRODUCTION
================
IMPERIUM GALACTIUM is an operational level space game of exploration
and conquest in a star cluster.  You control your empire's economy,
the design and construction of warships, and negotiations with other
races, both player and non-player.  The winner is the player who has
accumulated the greatest total population when you decide to quit.

Each game turn is five years in length.  A game turn consists of 1)
Commerce and Commerce Raiding, 2) Depreciation and Production, 3)
Negotiation, 4) Two rounds of Movement and Combat.

1.1 TALKING TO THE COMPUTER
---------------------------
To enter a response to the computer that could only consist of the
character (such as a menu command or yes/no question), type the
character without pressing RETURN.  To enter a response that could
consist of more than one character (such as a task force number or
number of terms to be produced), type the entry and a carriage return
<CR>.

1.2 SAVING THE GAME
-------------------
At the end of each combat phase, the computer provides you with the
opportunity of saving the game.  The disk must be initialized for SSI
use during the game by following instructions included in the game
program (Atari owners may use any Atari formatted disk).  Once a game
has been saved, you can resume it at the point you left off.

Note also that to end the game, you go to the save game routine.  By
typing 'E' you end the game, the computer adds up the victory points
and returns you to the game with all players set to human so you can
see them.

1.3 THE MAP
-----------
The map is a 20 x 40 square grid containing fifty star systems of
various types.  The map shows any friendly task forces at a star
system and any enemy task forces in star systems containing friendly
task forces or planets.  There is also a tactical map which shows an
area of twenty by ten stars.  This more clearly shows at which systems
there are task forces.  (See 4.0 USING THE MAP for details).

1.4 STARTING THE GAME (APPLE)
-----------------------------
Boot the scenario side of your disk; the game will begin
automatically.  After selecting the starting parameters for your game,
you are told to insert the Game side of your disk, if you are using
Apple II with Pascal, you must first use your BASICS disk, if you are
using an Apple III, you must first go into Apple II emulation mode.

1.5 STARTING THE GAME (ATARI)
-----------------------------
Remove all cartridges, then insert the Scenario side of your disk into
Drive #1 and turn on your computer.  If you own an Atari 800XL, hold
down the OPTION key while booting.  After initializing the game values
you will be told to insert the Game side of your disk.

1.6 STARTING THE GAME (C-64)
----------------------------
To begin the game, insert the game disk and type Load "*",8 and press
<RETURN>.  When READY appears, type RUN and press carriage return
<CR>.


2.0 GENERAL DESCRIPTION
=======================

2.1 PARTS INVENTORY
-------------------
A. Game box
B. Rule Book
C. 5-1/4" game disk

2.2 DEFINITION OF GAME TERMS
----------------------------
Population Point (POP): The amount of people on the world.  Each point
does not represent any given number of people; it just represents the
size of the population.  A player wins by having the largest
population at the end of the game.

Industrial Output Point (IO): This is the basic unit of commerce.
Each possible product which you can invest in costs a certain number
of IOs.

Military Industrial Output Point (Mil IO): This is a unit of commerce
which need only be spent when buying a ship, an army or a defense
base.  Each time you buy one of these items you must spent a number of
Mil IOs.

IO Pool: This is the total number of IOs which you have accumulated so
far in the game.  Each time you buy an item it subtracts the cost of
the item from the IO Pool.  IOs can be spent on any owned or allied
planet and may accumulate from turn to turn.

Military IO Pool: This is the total number of Mil IOs that may be
spent at a planet during a given turn.  Each time a product is bought
which requires Mil IOs, the cost is subtracted from the IO Pool and
from the planet's Mil IO Pool.  Each planet has a Mil IO Pool
determined by that planet's industry.  Mil IO Pools are zeroed at the
end of each Production Phase.

Agriculture (AG): This represents the amount of land under
cultivation.  Each AG point provides food for four population points
and requires one half of a population point to work it.

Mine: This represents the amount of land being mined for ore, fuel and
other materials.  Each mine supplies one industry with enough ore to
operate and requires one half of a population point to be worked.

Industry (IND): Industry is what is used to manufacture the IOs and
Military IOs needed to construct new ships, develop planets, and
increase your tech- nological level.  Each industry produces three IOs
and two Military IOs and requires one and one half population points
to operate.

Active Industry: This is the number of industry that can actually
produre IOs ... the industry with enough workers and ore to operate.

Environment (ENVT): This is how well a planet supports life.  The
maximum amount of AG that a planet may have is equal to its
environment minus 50.

Resource (RSRC): This represents the amount of minerals available on a
planet and controls the speed at which mines on the planet depredate.
The number of mines on a planet may never exceed the planet's
resource.

Star Type: This is the spectral class of the star.  There are five
star types, each with a different chance of having planets and
infuencing the characteristics of the planets they do have:

  B: These have a high chance of having planets.  Their planets will
  tend to be extremely low environment and extremely high resources.
  They are blue in color.

  F: These have a moderate to low chance of having planets.  Their
  planets will trend to have high resouce and average barely livable
  environments though this varies considerably.  They are green in
  color.

  G: This is the spectral class of our sun.  They have a fair chance
  of having planets and the planets tend to have good environment and
  resource.  They are yellow in color (white on the Apple).

  K: These are the most common stars and usually will have at least
  one planet.  Their planets tend to have high environments but poor
  resources.  They are red in color.

  M: These stars are the armpit of the cluster.  Not only do they
  seldom have planets, but the planets they do have are almost always
  unusable.  But they MIGHT have a decent planet.  On the Atari, these
  planets are shown as banded; on the Apple they are violet.

Warships: These are ships which are capable of ship-to-ship and
ship-to-planet combat.  Each warship is one of eight player-defined
classes and has an efficiency and technological level.

Efficiency (EFF): This represents the relative readiness of a ship for
combat.  As a ship suffers damage, its EFF drops.  When a ship's EFF
reaches zero, it is destroyed.  All ships which are not on repair lose
four from their EFF each turn.

Ships on repair have their EFF restored to 100.  The loss of EFF
reduces the ship's ability to attack and defend in combat.  Only
warships have EFF.


Ship Class: There are eight user definable ship classes in the game.
Each ship is rated for the following characteristics:

  Planetary Bombardment (PB): Almost useless in ship-to-ship combat,
  planetary bombardment is extremely useful against SDFs and PDFs.

  Energy Weapons (EN): With a high rating, energy weapons can do a
  great deal of damage if they hit.

  Missile Systems (MS): Missile Systems do the same amount of damage
  to matter what the MS; a high MS merely increase the chance of a hit.

  Evasion (EV): A ship's evasion is its ability to dodge energy
  weapons.  The higher the EV, the greater the chance of the enemy
  missing with EN or PB.

  Armor (AR): Armor is used to reduce the damage done by EN hits.

  Anti-Missile (AM): AM reduces the chance of a missile scoring a hit
  on your ship.

  Speed (SP): Speed controls how far the ship may move during the
  Movement Phase.  A task force may only move as fast as its slowest
  ship.  A ship's speed is equal to its tech level added to the speed
  of the ship's class.

  Size (SZ): A ship's size determines its IO cost and the amount of
  'design points' available for its other characteristics.  A large
  ship also takes less relative damage from weapon hits than a small
  ship.

Technological Level (Tech):  A player's tech determines the tech level
of any ships being built.  At tech 4 a player may spend IO's to
increase a friendly planet's ENVT.  If a ship has a higher tech than
the ship opposing it, all the ship's characteristics (aside from size
and speed) are increased by one for each level of tech difference.
However, and characteristic that was zero may not be increased.

Transports (TRAN):  Transports are heavily armored but fragile ships
whose purpose is to carry one colonist or one army.  Transports have a
speed of two plus the current tech level and are assigned to task
forces.

Traders:  Traders are fragile ships whose purpose is to carry food and
ore between worlds.  Each trader can carry one ore point or food point
each turn.  Traders are not assigned to task forces but are in a
player trade pool and are provided whenever needed.

Defense Base:  Defense bases are constructions on a planet which
defend a planet from space attack.  Defense bases are either SDF's or
PDF's.

System Defenses (SDF): An SDF is a defensive base built on a planet
which has a Missile Rating of 32.  It is capable of supporting
friendly task forces which are defending that planet as well as firing
into space at ships trying to bomb or invade it's planet.

Planetary Defenses (PDF):  A PDF is a defensive base built on a planet
which can fire at ships in the planet's atmosphere, but can only be
attacked under the same conditions.  PDF's have and Energy Weapons
rating of 32.  Both PDF's and SDF's provide ground support for
defending armies.

Armies:  Armies are used to oppose invading armies are used to oppose
invading armies and fight guerrillas.  When there are only invading
armies on a planet, the planet is captured.  When there are no
invading armies on a planet, the planet is recaptured.

Guerrillas:  After a planet has been captured, guerrillas
automatically appear. In each production phase in which guerrillas are
still operating, they receive replacements.  During each combat phase,
guerrillas fight the invading armies.  In each trade phase, guerrillas
destroy some industry.  Once all the guerrillas have been destroyed,
the planet belongs to the invader as if it were his home world.

3.0  GAME SETUP

Before a game of Imperium Galactum begins, it is necessary to
determine the conditions under which the game is to be played.  The
Starting Menu on the Scenario Disk shows the possible parameters.  The
highlighted items show what conditions go into effect when the space
bar is pressed to start the game.

The first option is NEW GAME/SAVED GAME.  IF you are continuing a game
you saved earlier, press the "1" key.  Note that all the other options
turn off.  This occurs because a saved game automatically operates
under the conditions existing when it was saved.

The next four options control the status of the four players.  By
pressing the appropriate keys (2-5), you determine whether a player is
to be run by a human or the computer or is not to be in the game at
all.

The next option is only useful if there is at least one computer
player.  The solitaire level determines the skill of the computer
oppoents (actually how many advantages are given to the computer).
Playing at level 1 gives the computer an enormous edge.  Playing level
4 leave the computer at a disadvant- age.  To change levels, press the
'6' key, and the hightlight cycles around the four levels.

Option 7 determines whether or not there is a chance for independent
worlds.  If YES is chosen, there are occassional worlds which are
already partially or fully developed, but are not run by a player.
Trade agreements may be made with independent worlds, allowing the use
of their production (but not their population or armies).

Option 8 determines whether you want to use the map provided with the
rules, or a map randomly generated by the computer.  If YES is chosen,
the stars are randomly placed and the players' home systems randomly
selected (but always at a K, G, or F type star).  If NO is chosen, the
map is the one described in the rules, and the home systems are fixed
as well.  In both cases, the planets still are randomly determined, so
that each game is different.

After the space bar has been pressed, the computer loads the star
data.  If you chose a random setup, it displays a possible map and
asks if it is acceptable.  If you think the map is interesting, type
'Y'; if not, type 'N'; and the computer will display another map.

Next you are asked 'Minimum starting industry (0-60)?'.  Type in the
minimum number of industry you want your home world to have.  (It is
suggested you use 50).  Each human player has a minimum industry based
on this number.  Each computer player has a minimum industry based on
the solitaire level.

Finally, you are asked to name each player in the game.  If the setup
is not random, the computer asks in player order.  If the setup is
random, the computer asks in a random order.  This allows human
players to determine randomly which player each will be.  There is a
slight edge for player one, so determine beforehand who is to type in
his or her name first... If the first player to be named is four, then
the first person is player four.

4.0 USING THE MAP
=================
During the course of the game, the map is displayed a number of times.
The specific decisions required each time are explained in the
sections on the phases of the game.  The following are general
guidelines to follow in all cases.

4.1 READING THE MAP
-------------------
The strategic map displays all the star systems in the game.  The
tactical map displays an area one quarter the size of the strategic
map and is useful for making out what player task forces are around
what systems.  Any star system containing a task force of the viewing
player shows the player's task force symbol at the appropriate corner
of the star.


PLAYER #1                                                 PLAYER #2
Task Force      ****                      ********        Task Force
                   **                        *
                ***********               ************
                   **                        *
                ****                      ********
                              ****
                            *       *
                           *         *
                           *         *
                            *       *
                              ****

PLAYER #3          *****                         ****     PLAYER #4
Task Force           *                          **        Task Force
             ***********                  ***********
                     *                          **
                   *****                         ****


A task force which is currently moving, that is, has a number of
movement phases before it arrives at its destination (ETA) other than
zero, will not be displayed because it is not in the system.  The task
forces of other players will be displayed if the enemy task force is
in a system which contains one of the viewing player's task forces or
a planet owned by the viewing player.

4.2 MOVING THE CURSOR
---------------------
To look at a star system, give orders to planets in a star system, or
give orders to task forces in a star system, the cursor must be
positioned over the star system.  The cursor starts the Control
Adjustment and Movement Phases over the player's home system.  The
cursor starts the Production Phase wherever the player left it at the
end of the Control Adjustment Phase.  To move the cursor, type the key
for the direction desired.


               1
        8             2
          \    |    /
            \  |  /
              \|/
     7   -------------- 3
              /|\
            /  |  \
          /    |    \
               |
       6               4
               5


Whenever the cursor is over a star system the menu at the bottom of
the map displays the name of the star system and its type.

4.3 THE PLANET DISPLAY
----------------------
If a 'P' is pressed during the Control Adjustment or Production Phase,
or an 'S' during the Movement Phase, and you have visited the system
(occupied the system with a task force at the end of any Combat
Phase), you can see any planets in the system.

If there are no planets in the system, the screen prints 'NO PLANETS'.
If there are planets, they are displayed as follows:

PLANET #1

ENVT: 53
RSRC: 59

IO POOL: 508

PLANET #2     OWNER: INDEPENDENT WORLD
          ALLIED TO: THE HIVE MIND

NEGOTIATE: YES FRIENDLY
POP CNTRL: 32  ENVT: 78    AG: 8   POP: 32
MIN CNTRL: 14  RSRC: 42  MINE: 14  WPP: 32

                IND: 14  ACTV: 14
GUERILLAS: 0   ARMY: 14   SDF: 4   PDF: 4

If the world is undeveloped or is owned by another player without a
friendly task force occupying the system, it will merely show the
planet's ENVT and RSRC as, for example, in PLANET #1 above. (Please
note that the words "world" and "planet" are used interchangeably.)
However, the game generally prefers to speak of "independent worlds"
and "friendly planets" or "enemy planets".  If the planet is owned by
the viewing player is an independent world, or is an enemy occupied
planet with a friendly task force occupying the same system, the
computer displays complete information (as in PLANET #2 above).

If the planet is an independent world and is allied to a player, the
allied player will be displayed directly below the owning player.  If
the planet is a conquered world with guerilla resistance, the original
owner is directly below the current owner.

If the planet is an independent world, the negotiation status of the
viewing player is displayed (that is whether the player is currently
negotiating with the planet).  Next to the negotiation status is the
diplomatic stance of the planet toward the viewing player.  The
diplomatic stance determines the likelihood of the planet accepting a
trade agreement with the viewing player, or, if currently allied with
the viewing player the chance of breaking the agreement (throwing the
player off the planet).

During the Control Adjustment Phase and the Production Phase there is
an entry, the Working Population Points (WPP).  This is the amount of
POP needed to run all the AG, the MINES as determined by Mine Control
(MIN CNTRL) and the IND on the planet.  Also, during the Control
Adjustment Phase and the Production Phase, the IO Pool is displayed.
This is NOT the Mil Pool for that planet, but is the player's total IO
Pool.


5.0 THE GAME PHASES
===================
Imperium Galactum is played in game turns.  Each game turn consists of
commerce followed by two moves.  (Please note that the sequence of
player-computer interaction in a turn is outlined in SECTION 12.0
SEQUENCE OF PLAY IN A TURN.)

A. The Trade Phase
B. The Control Adjustment Phase
C. The Production Phase
D. The Negotiation Phase
E. The Post Negotiation Combat Phase
F. The First Movement Phase
G. The First Combat Phase
H. The Second Movement Phase
I. The Second Combat Phase

6.0 THE TRADE PHASE
===================
During the trade phase, the computer acts to create food, ore and IOs
and trades them.  At this time, task forces on commerce raid or
embargo missions attempt to destroy traders coming or going from the
star they're patrolling.  After all IOs have been produced, mines and
ships depreciate, and ships in repair are restored to 100% EFF and set
to the owning player's tech level.  Finally, population increases and
guerillas attack factories.

6.1 Trading
-----------
The computer handles all trading.  First the computer creates food
points.  Each AG makes four food points and requires one half a
population point to use.  Any AG in excess of the available work force
is destroyed before it has created any food.  This is done for each of
the player's planets and allied planets.  The computer then finds any
friendly planets which have population in excess of the available food
and any planets which have food in excess of the population
requirements.  Food is moved via trader between the two planets, one
food point per trader.  Traders do not move to or from any star system
occupied by an enemy task force (that is a task force on a garrison,
patrol, repair, or move mission.)  Traders moving to or from a system
where an enemy task force is on commerce raid or embargo missions may
be destroyed.  Friendly task forces on patrol missions in systems
where traders have been lost may intercept the enemy missions.  Trader
captains may refuse to go to any system where other traders have been
lost.  (Trader decisions, based on the current situation and random
factors, are, of course, calculated and executed by the computer.)

After all food has been traded, any planet with population in excess
of the new food supply loses the excess population.

Now the computer creates ore in each mine for which there are
sufficient workers.  Each mine produces one ore point and requires one
half of a population point which has not already worked to create
food.  Surplus ore is shipped to factories in need of ore, in the same
manner as food was.  Only traders which have not been used yet may
transport ore.

Finally, the computer creates IOs from factories, that have a
sufficient work force available.  Each industry producese three IOs
and two Mil IOs and requires one and one half population points (not
used in mining ore or creating food) to operate.

6.2 EXAMPLE OF PLANET ECONOMICS
-------------------------------
Let us take as an example a player who has three planets: his home
world (#1), and two colonies (#2, #3):

#1: ENVT: 96  RSRC: 68  AG: 46  MIN: 63  IND: 70  POP: 184
#2: ENVT: 55  RSRC: 60  AG: 05  MIN: 31  IND: 24  POP: 54
#3: ENVT: 55  RSRC: 11  AG: 20  MIN: 06  IND: 06  POP: 19

The player has 40 traders.

The first thing the computer does is create food.  On #1, there is a
46 AG, so 23 POP (46 AG x 1/2 POP/AG) are required to create the food.
Planet #1 has 184 POP, easily enough for the job.  The AG creates 184
food points (46 AG x 4/AG) which is just enough to feed the population
of 184 POP.  There is no surplus food, and the population does not
require any additional food.  On Planet #2, there is 5 Ag, so 2-1/2
POP (5 AG x 1/2 POP/AG) are required for the job.  Since there is
enough population to perform the job, 20 food points (5 AG x 4/AG) are
produced.  This feeds only 20 of the population, so the remaining 34
POP still need food.  On planet #3, there is a 20 AG requiring 10 POP
(20AG x 1/2 POP/AG) which the planet has.  The 20 AG creates 80 food
points (20AG x 4/AG) which leaves a food surplus of 61 food points (19
POP requiring only 19 of the 80 food points).  Since planet #2 needs
34 food points, traders attempt to transport the food, one point at a
time, between planet #2 and planet #3.  This requires 34 traders.  If
a trader were to be intercepted by commerce raiders at either of the
systems containing planets #2 and #3, no food points would be lost;
but another trader would be send until all needed food was moved or
the traders refused to attempt the mission.  Now all planets have
sufficient food for their populations, so none starve.  The remaining
excess food on planet #3 is lost.

The computer now works the player's mines.  Planet #1 has 63 mines
requiring 31-1/2 POP.  There is 161 POP available to work (184 - 23
used for AG), so the 63 mines produce 63 ore points.  Since seventy
Industry require 70 ore points, seven are still needed for the IND.
On planet #2 thirty-one mines require 15-1/2 workers.  There are
51-1/2 POP points available (54 POP - 2-1/2 required for AG).  So the
mines produce the 31 ore points.  By a not so strange coincidence,
they have 7 extra ore, which is what is needed on the home world.
(The player knows what he is doing).  Planet #3 has 6 mines requiring
3 POP.  With 9 POP left available the planet produces 6 ore points
which is exactly what it needs for its industry.  The computer now
attempts to move 7 ore from planet #2 to planet #1 but only has 6
available (40 traders - 34 to move food = 6).  Therefore the computer
would, if not intercepted, move 6 ore points to planet #1 (maybe the
player isn't so smart after all).

Finally, the computer builds IOs.  At planet #1, the player has 70
IND, 69 ore points and 120-1/2 POP.  The ore can only supply 69 IND,
so using 103-1/2 workers, planet #1 will have an Active Industry of
69.  The lost industry is not destroyed, but simply waits until the
next turn when there may be more ore.  On planet #2, there were 24
IND, 25 ore points and 30 available workers.  The extra ore is lost,
and the 24 IND has the 36 POP it requires.  Therefore planet #2 has 24
Active IND.  Planet #3 has 6 ore points, 6 IND and 6 available
workers.  Though it has enough ore for its industry the six workers
may only oerate 4 IND, since each IND requires 1-1/2 POP.  So planet
#3 has 4 Active IND.

At the end of the Trade Phase, planet #1 has a MIL Pool of 138 (69 x
2), planet #2 a MIL Pool of 48 (24 x 2), and planet #3 a MIL Pool of 8
(4 x 2).  The player's IO Pool has 69 x 3 + 24 x 3 +4 x 3 = 291 more
IOs than at the start of the Trade Phase.

6.3 DEPRECIATION
----------------
After the computer finishes trading, it goes through each planet and
depreciates the mines on the world.  Depreciateion is done by getting
a random number between 1 and the resources (RSRC) of the planet.  If
the random number is less than the number of mines on the planet, a
mine is destroyed.  This process is repeated until the depreciation
roll fails.  Thus the higher the RSRC of a planet, the more mines it
takes to cause a high depreciation.

Ships also depreciate.  Ships not on a repair mission automatically
lose four from their efficiency (EFF) in each Trade Phase.

6.4 OTHER TRADE PHASE OPERATIONS
--------------------------------
At the end of the Trade Phase, all ships on repair missions are
restored to 100% EFF and set to the owning player's current tech.

Guerillas destroy a certain number of IND and mines based on the
number of guerillas.

Population for each planet increases by 25% but does not exceed the
population control (POP CNTRL) setting.  (See 7.0 THE CONTROL
ADJUSTMENT PHASE)

7.0 THE CONTROL ADJUSTMENT PHASE
================================
During this phase, you have the ability to adjust the population and
the mining controls on friendly planets and the negotiation status on
independent worlds.  You also can break off trade agreements with
allied independent worlds.

7.1 THE MAP MENU
----------------
At the start of the phase, the strategic map is displayed with the
cursor over your home system.  At the bottom of the map, you will find
the star system's name and type and the question 'LOOK AT THE
(P)LANETS IN THIS SYSTEM, TYPE 1-8 TO MOVE THE CURSOR, (T)ACTICAL MAP
OR (Q)UIT?'.  To look at the planets in the system or adjust their
controls, type 'P'.  To move the cursor, type the numbers one through
eight as explained in Section 4 USING THE MAP.  To use the tactical
map, type 'T'.  When you have completed the Control Adjustment Phase,
type 'Q' and you will move on to the Production Phase.

7.2 ADJUSTING PLANET CONTROLS
-----------------------------
The Population Control you assign sets the maximum population of the
planet.  The population needs to be fed or it starves, and it
increases 25% a turn.  The population does not automatically fall off
to the population control; it simply does not exceed that level, its
purpose is to insure that surplus food is possible.  To adjust the
population control, type 'P'.  When you are asked what value you want
the control set to, respond with a number within the given limits and
press <CR>.

The Mining Control figure you assign assures that mines which have
been lost through depreciation in each turn will be replaced.  At the
end of the Control Adjustment Phase, the computer automatically buys
mines on each planet where the number of mines is less than the mining
control.  Of course this only is possible if you have sufficient IOs
to pay for all the rebuilt mines.  Mining Controls are adjusted in the
same manner as Population Controls, except that an 'M' is typed.

Negotiation Status Control determines whether or not you are
negotiating with an independent world.  To make a trade agreement with
an independent world (ally to it), type 'N' and the status will be set
to YES.  If you do not wish an agreement with the planet, type 'N'
again; and the status will be set to NO.  You might choose to do this
just prior to invading and independent world since you may not attack
and independent world with which you are allied.

For the same reason you may want to break a trade agreement with an
allied independent.  To do so, type 'B'.  This will not only break the
current trade agreement, but will set the negotiation status to NO.

To adjust a planet's controls, move the cursor over any system you
have explored and press 'P'.  If you have visited the system (See
Section 4.3), the planet display will now be on the screen.  Below the
planet display is the question 'ADJUST CONTROLS FOR WHICH PLANET (1,2,
OR E(X)IT ?'.  Press the number of the planet for which you wish to
adjust the controls or an 'X' if you do not wish to (or are unable to)
give orders to any of the planets.  The bottom of the screen will now
show the question 'ADJUST (P)OP CNTROL, (M)INING CONTROL,
(N)EGOTIATION STATUS, (B)REAK AGREEMENT OR E(X)IT ?'.  Only if the
planet is an independent world allied with you will the break
agreement option be given.  Only if the world is independent will the
Negotiation Status option be offered.  Players may not adjust the
Population or Mining Controls of independent worlds.

8.0 THE PRODUCTION PHASE
========================
During the production phase, you may construct ships, defense bases
and armies, develop planets, and spend IOs on research.  At the start
of the phase, the map is displayed.  The cursor is situated where it
was at the conclusion of the Control Adjustment Phase.  At the bottom
of the map, you are asked to 'LOOK AT (P)LANETS OR (W)ARSHIPS,
(B)UILD, TYPE 1-8 TO MOVE THE CURSOR, (T)ACTICAL MAP OR (Q)UIT ?'.  To
build on a friendly or allied independent world, move the cursor over
the system (using the keys 1-8) and type 'B'.  To see the task forces
currently in the system, type 'W'.  When you have finished the
Production Phase type, 'Q'; and you will proceed to the next player's
Control Adjustment Phase.

8.1 THE SHIP DISPLAY
--------------------
If you press 'W', the screen clears and prints the ship display.  The
name of the player owning the ships is at the top.  Below the name is
a list of the ship classes and the number and average effectiveness of
all the player's ships of each class.  Below the ship classes, the
number of transports in the system is displayed.  Finally, all the
task forces in the system are.  Task forces are numbered from one to
thirty-two.

At the bottom of the ship display, the computer now asks 'LOOK AT
(T)ASK FORCE, (R)ETURN TO THE MAP, LOOK AT (P)LANETS OR (W)ARSHIS,
(B)UILD OR (Q)UIT PRODUCTION ?'.  This offers the additional option of
seeing the indivdual task force.

8.2 THE TASK FORCE DISPLAY
--------------------------
If you have pressed 'T' to look at an individual task force, the
computer asks 'WHICH TASK FORCE (1-32) ?'.  Respond with the number of
the task force you wish to see.  The screen will show the Task Force
Display for that task force.

The number of the task force being examined is at the top.  Below
this, the computer print the task force's current position (if moving,
this is the star from which the task force left), the task force's
destination, the number of movement phases before it arrives at the
destination (ETA), and the mission the task force is currently
performing.  In a column on the right are the number of transports in
the task force, the number of armies, and the population being
carried.  Finally, the display shows each ship in the task force.
Each ship has an ID, type (or class), efficiency, and tech level.  If
there are more ships in the task force than are displayed on the
screen (i.e. the screen is full), type 'M'; and more of the task
force's will be shown.  If for any reason you wish to destroy any
ships in the task force, type an 'S'; and you may scuttle the ship by
typing in its ID number and a <CR>.  When you finish looking at the
task force, type 'X'; and the main menu will return.

8.3 PRODUCTION
--------------
If you type 'B' (Build) from the main menu, you will be asked 'WHAT
PLANET NUMBER (1,2, OR X) ?'.  Respond as you did during the Control
Adjustment Phase with the number of the planet or an 'X' to exit.  If
you own that planet or are allied to it, you may build on it.

When you build on a planet, the screen shows the Active Industry on
the planet, your ID Pool, the planet's Mil IO Pool, and the minimum
recommended traders.  The minimum recommended traders is calculated by
the computer for all your planets.  Next, each of your ship classes is
shown; the class name (type), the class characteristics and the total
number of that ship class that you own.  Below this are two columns.
The first column contains items which require Mil IOs to purchase, and
the second column consists of items requiring only IOs to purchase.
The transports and traders show the total number of each that you own.
Tech shows your current technological level.  All other items show the
amount of the item on the planet.

The cursor appears over the number of ships of your first class.  To
purchase any of these ships, type the total number you want to own
followed by a <CR>.  If you don't wish to purchase any new ships, type
<CR>; and the cursor will move to the next class.  If you type a
number, the number must be at least as large as the current value.
Once something has been ordered to be construced it is constructed, so
make sure you want it before you buy it.  To buy any item requiring
Mil IOs, you must have both the number of IOs and the number of Mil
IOs required for purchase of that item.  In addition, the planet's
Active Industry must equal or exceed the Minimum Active Industry
requirement for the item.  Thus, for example to buy three medium
ships, the planet must have 24 Active Industry, and must be able to
spend 36 ICs and 36 Mil IOs.

As you continue to type in numbers (or <CR> if you don't want or can't
afford an item), the cursor moves from item to item.  If the value of
an item is already at its maximum, then the cursor skips over the
item.  Armies may not be built on captured worlds still containing
guerillas.

8.3.1 IO Cost Table
-------------------

                IO    MIL IO     MINIMUM          MAX
  ITEM         COST    COST      ACTV IND        VALUE
----------------------------------------------------------------------
Small Ship       5       5          10        Total number of
Medium Ship     12      12          24        warships may not
Large Ship      35      35          70        exceed 255
Tranport         5       5          10        255 per task force
Trader           2       2           4        No limit
SDF              3       3           6        30
PDF              3       3           6        30
Army             1       1           2        255
----------------------------------------------------------------------
Tech Level     350       0           0        7
Industry         8       0           0        100
Mine             5       0           0        RSRC
Agriculture      2       0           0        ENVT-50
Environment     10       0           0        100 can't be built
                                              until Tech = 4

8.3.2 Designing Ships
---------------------
There are two other options available when the cursor is over
warships.  Besides a number or a <CR>, you may type 'R' for revise or
'S' for scuttle.  When a class is scuttled, every ship in the class is
destroyed; and the class may be redesigned to any size.  When a class
is revised, all ships of the class which are not on a repair mission
are destroyed.  All ships of the class being repaired assume the
characteristics of the revised class.  A revised class is always the
size of its predecessor.

When you type 'R' or 'S', the computer asks for confirmation.  After
confirmation, ships are destroyed as determined above.  If 'S' is
pressed, you are asked 'WHAT IS THE SIZE OF THE NEW CLASS (L,M,S) ?'.
Type 'L' for a large ship, 'M' for a medium ship, or 'S' for a small
ship.

You are asked to name the new class.  The class name must contain at
least one and may not have more than four characters.

To the right of the number of ships of the class, the number of design
points that may be spent on the ship class appear.  Each
characteristic costs the number of design points shown on the
following table.

             SHIP DESIGN TABLE

                    SMALL      MEDIUM      LARGE
                     SHIP       SHIP        SHIP

DESIGN PTS           16          32          64
PB                    1           1           1
EN                    1           1           1
MS                    1           1           1
EV                    1           2           4
AR                    1           1           1
AM                    1           1           1
SPD                   1           2           4

MINIMUM EV
 (NOT COST)           4           2           1

Designing a class is similar to buying a ship.  The cursor appears
over the previous value of the characteristic.  To alter the value of
the characteristic type the value you wish.  To use the previous
value, simply hit <CR>.  As you finish with each characteristic, the
number of design points remaining is updated; and the cursor will move
to the next characteristic.  If it does not, you have typed in a value
that is either below the minimum or requires more design points than
you can spend.  When the speed is typed in, the cursor returns to the
number of ships in the class; and you can continue buying items.

9.0 THE NEGOTIATION PHASE
=========================
During the phase, you have the opportunity to change your diplomatic
stance toward other players, to negotiate with computer players and,
at the end of the phase, to learn of any agreement formed or broken
with independent worlds.

9.1 DIPLOMATIC STANCES
----------------------
The diplomatic stance a player has toward another player determines
what actions the opposing players' ships take during the Combat Phase.
There are three stances: Friendly, Neutral, and Hostile.

If a player is hostile to another player and each has a task force in
the same system (not on commerce raid, embargo, or withdraw missions);
combat occurs.  If a player has a task force on commerce raid or
embargo missions in a system, he or she must be hostile to another
player to destroy that player's trders.  If a player has a task force
in a system containing another player's planet, he or she must be
hostile to attack that player's planet.

A player who is neutral does not cause combat or occur and does not
commerce raid or attack planets.  However, the player fights a
hostile opponent at no penalty.

If two players are friendly to each other and they have task forces in
the same system as another player with whom they are both hostile,
they fight together in combat against a common foe.  In the case of
invading a world, the player who was listed first when the computer
announced the combat (the controlling player) is considered the owner
of any world caputred.

EXAMPLE: Player #1 and Player #3 are attacking a planet.  Both
contribute to capturing the planet, but because Player #3 was listed
first, Player #3 will become the owner of the planet.

NOTE: If two human players have made an agreement in which the
non-controlling player has agreed to get a planet, simply have the
controlling player withdraw before invading with armies.

If the task forces of two players, one of whom is hostile and one of
whom is friendly, are in a system, combat occurs BUT ON THE FIRST
ROUND OF COMBAT, THE FRINEDLY PLAYER MAY NOT SHOOT BACK!

Players always are considered to be hostile to indepent worlds with
whom they are not allied and neutral to any independent worlds with
whom they are allied.  Since being neutral does not allow an attack on
a planet, a player may not attack an allied independent world.

9.2 THE DIPLOMATIC STANCE TABLE
-------------------------------
All operations of the Negotiation Phase are conducted from the
Diplomatic Stance Table.  This table shows your stance toward each
other player and the stance each other player had toward you in the
LAST TURN.

At the bottom of the table, the menu asks 'CHANGE STANCE TOWARD PLAYER
(2,3,4), (N)EGOTIATE WITH A COMPUTER OPPONENT, OR E(X)IT ?'.  To
change your stance toward a player, simply type the player number.
Your stance toward the player cycles from friendly to neutral to
hostile and back to friendly each time you type the player's number.
To negotiate with a computer opponent, type 'N'.  When you are
finished with the negotiation phase type 'X'.

If you type 'N' for negotiate, the computer asks you with whom you
wish to negotiate and displays all players run by the computer.
Choose one of these players by typing the player number.  You will
then be asked if you want the player '(F)RIENDLY OR (N)EUTRAL TO YOU,
OR HOSTILE TO AN OPPONENT ...' If you wish the player to be friendly
to you, type 'F'.  If you want the player neutral to you, type 'N'.
If you want the player to be hostile toward another player, type the
number of the other player.  At this point, the computer either
accepts or refuses your offer.

9.3 NEGOTIATION WITH INDEPENDENT WORLDS
---------------------------------------
After you have exited the Negotiation Phase by typing 'X', the
computer informs you of any changes in trade agreement.  Trade
agreements allow you to use the production of the independent world.
Before any agreements are made or broken, an independent world may
change its stance toward you.  There is a 10% chance of the world
becoming more friendly and a 10% chance of it becoming more hostile.
If the world is hostile, there is a chance it will become permanently
hostile.

Hostile independent worlds have a 25% chance of making an agreement
with you and a 50% chance of breaking an agreement with you.  Neutral
independents have a 50% chance of making an agreement with you and a
25% of breaking off.  Friendly independents have a 90% chance of
joining you and a 10% chance of throwing you out.  You may make an
agreement only with an independent world which is not currently allied
to another player and with which you are negotiating (NEGOTIATE =
YES).

10.0 THE MOVEMENT PHASES
========================
In this phase, the players can move ship between task forces in the
same system , load and unload transports on friendly planets, and
order task forces onto missions.

10.1 THE MISSIONS
-----------------
There are six missions that can be assigned to task forces.  The first
three (Garrison, Repair and Patrol) do not cause the task force to
move.  The second three (Commerce Raid, Embargo and Move) allow the
task force to be moved to another system.

The garrison mission causes the task force to sit at a star system and
defend it against enemy task forces entering the system.  Task forces
on garrison do not attempt to fire enemy commerce raid missions.

The repair mission may be ordered only the First Movement Phase, and
only to task forces in a system with (1) a friendly world which has
industry or (2) an allied independent world which has industry.  In
the Production Phase, the ships of friendly task forces on repair
missions return to 100% EFF and assume the TECH which the player had
at the start of the phase.  They are not destroyed if the player
revises the ship's class.  Task Forces on repair or not return fire
during combat.

The patrol mission is identical to the garrison mission, except that
task forces on patrol attempt to find and engage enemy task forces on
commerce raid or embargo mission.

The Commerce raid mission sends a task force to search for enemy
traders coming on going from the system where it is stationed.  If
encounters a patrol, it fights one round at withdraws.  Commerce
raiders are not considered to be in a system, so they are not involved
in any combat within the system.  Nor are they considered to have
entered the system for the purpose or determining whether or not a
player may look at the system's planets.

The embargo mission is identical to the commerce raid mission, except
that it is more agressive.  Task forces on embargo have a higher
chance of finding traders and being found patrols.  Additionally, they
are not required to withdraw from combat after the first round.

The movement mission sends its task force from its current star system
and moves it toward the system given for its destination.

10.2 THE MAP MENU
-----------------
When you first enter the Movement Phase, the strategic map is
displayed with the cursor over your home system.  At the bottom of the
map, the computer asks 'TYPE 1-8 TO MOVE THE CURSOR, (C)HANGE THE MAP,
(O)RDER FLEET, LOOK AT YOUR (F)LEET, THE (S)YSTEM OR (Q)UIT ?'.

Typing '1' through '8' moves the cursor as it does in other map
displays, and typing 'S' returns the Planet Display.  Typing 'F'
provides the Ship Display, but you can choose whether you wish to look
at the task forces in the system or all of your task forces.  When you
have completed all your movement, type 'Q' to quit the phase.

Typing a 'C' allows you to change the map.  The computer then asks
'CHANGE TO THE (T)ACTICAL MAP, THE MISSION DISPLAYED TO
(G,R,P,C,E,M,A) OR E(X)IT ?'.  To use the tactical map, type 'T'.  If
you are on the tactical map, type 'S' to return to the strategic map.
Normally, the maps show all of your task forces which are not in
transit.  If you type 'G','R','P','C','E', or 'M', each map shows only
those of your task forces which are on garrison, repair, patrol,
commerce raid, embargo, or move missions.  Typing 'A' restores the map
showing all of your task forces.  Typing 'X' returns you to the map
menu.

10.3 ORDERING YOUR TASK FORCES
------------------------------
By typing 'O' from the map menu, you can order those of your task
forces that are in the system under the cursor.  Ordering includes the
ability to split task forces and transfer the ships of one task force
to another, as well as loading and unloading transports and assigning
missions to task forces.  When you type 'O', the computer asks 'WHICH
TASK FORCE (1-32) ?'.  Respond with the number of a task force within
the system.  The computer then will ask '(L)OAD OR (U)NLOAD
TRANSPORTS, (J)OIN OR (S)PLIT THE TASK FORCE, SET MISSION (G,R,P,C,
E,M) OR E(X)IT ?'.

10.3.1 Loading Transports
-------------------------
The option to load or unload transports is offered only if the task
force being ordered has transports.  Each transport may carry one army
or one colonist (POP pt.).  To load transports, type (L).  You are
asked the number of the planet from which you wish to load.  Typing
'X' returns you to the previous menu.  Only planets actually belonging
to the player may be entered.

Next, the computer asks for the number of armies you wish to take off
the planet and gives you a range from which to respond.  Enter the
number and <CR>.  If there is any space left on the transports, the
computer asks for the number of colonists (POP) you wish to take off
the planet and gives you a range from which to respond.  Enter the
number and <CR>.  At this point, the transports are loade as you wish
them to be.

10.3.2 Unloading Transports
---------------------------
Unloading transports occurs in the same manner as loading them.  The
planet must be a player owned planet, or in the case of colonists, and
unclaimed planet.  The computer only offers to unload armies or
colonists if you have some aboard your transports.  Unloading
colonists onto an unclaimed world asserts your claim on the world; and
in the next production phase, you may buy AG, Mines, etc.  Remember,
however, that the unloaded colonists must be fed!

10.3.3 Splitting Task Forces
----------------------------
To split a task force into two or more task forces, type 'S'.  The
Task Force Display appears on the screen.  At the bottom of the
display, the computer prints.  'NEW TASK FORCE = # #'.  This is the
task force being formed from the one to which you are giving orders.
The new task force will be identical to the originating task force,
except that it will be empty.  Below the new task force declaration,
the computer asks 'TRANSFER (T)RANSPORTS, WARSHIPS BY (E)FFICIENCY OR
(I)D, OR E(X)IT ?'.

To transfer transports to the new task force, type 'T'.  You are asked
for the number of transports you wish to transfer.  Respond with a
number between zero and the maximum transports owned.  Transports
carrying armies are transferred first, then those carrying colonists,
and finally empty transports.

There are two ways to transfer warships to the new task force.  If you
type 'I', the computer asks for the ID or the ship to be transferred.
You may respond either with a single ship or a range of ships.  To
transfer a single ship, type the ID number of the ship and <CR>.  To
transfer a group of ships, type an ID number and a comma, followed by
another ID number and a <CR>.  All ships in the task force between the
first ID number and the second ID number (inclusive) then are
transferred to the new task force.

The other way to transfer warships is to type 'E'.  The computer asks
'TRANSFER SHIPS AT EFFICIENCY BELOW (1-100) ?'.  Respond with a number
between 1 and 100 and <CR>.  All warships in the task force with an
EFF below the number entered will be transferred to the new force.
This is a good way to break off crippled ships.

After transferring ships by ID or EFF, you may transfer more to the
same group by again typing 'E', 'I' or 'T'.  When you have finished
transferring all that you wish to type an 'X'.  The Task Force Display
appears again, this time showing the task force with its new
composition.

10.3.4 Joining Task Forces
--------------------------
To join two task forces, type 'J'.  The computer prints the Task Force
Display and asks 'TRANSFER TO WHICH TASK FORCE ?'.  Respond with the
number of a task force which is in the same system and which is not on
a repair mission.  From this point, follow the procedure used for
splitting a task force.  All ships transferred are transferred to the
chosen task force.  No more than 255 transports may be placed in one
task force.  If all the ships in a task force are transferred, the
task force is eliminated.

10.3.5 Setting Missions
-----------------------
To set the mission of a task force, type the corresponding letter:

  Garrison   'G'               Commerce Raid     'C'
  Repair     'R'               Embargo           'E'
  Patrol     'P'               Move              'M'

If you order the task force to a commerce raid, embargo or move, the
map appears; and at the bottom, the computer asks 'WHAT IS THE
DESTINATION (TYPE THE NAME OR 1-8 TO MOVE THE CURSOR AND <RETURN> WHEN
FINISHED) ?'.  If you know the name of the destination system, type in
the letters of the system without a <CR>.  As you are typing the
letters of the system name, the computer compares the letters with
system names.  As soon as it has enough letters to determine the
destination, the computer prints the star system's name.  The other
way to indicate the destination system is to move the cursor.  If you
type a number, the computer moves the cursor as it normally does.
When the cursor is over the destination system, type <CR>.

Once the destination system has been indicated, the computer prints
the destintion and the number of movement phases it will take the task
force to reach the destination (ETA).  At the end of each movement
phase, the ETA is reduced by one.  When the ETA reached zero, the task
force has arrived at its destination.  All destinations must be a star
system with two turns' travel of the task force.  A task force travels
with the speed of its slowest ship.  Transports move with a speed of
two plus the player's tech level.

If the target is within range of the task force, the computer asks for
confirmation, type 'Y', you send the task force off to target.  Task
forces which previously have been ordered in the same Movement Phase
may recalled and given new orders by attempting order them again.

11.0 THE COMBAT PHASES
======================
In this phase, the computer looks for opposing forces in the same
system. After resolving ship engagements, the computer looks to see
any task forces are eligible to attack planet.  After all planetary
combats are resolved, computer resolves all guerilla army combats.

11.1 SHIP TO SHIP COMBAT
------------------------
If opposing forces are in the same system, ship to ship combat occurs.
The computer announce that there is a fleet engagement at the ship of
the battle and lists the attackers and defenders.

11.1.1 Choosing the Combatants
------------------------------
NOTE: This subsection is for your information only and will not affect
your decisions.

The defender is chosen on the basis which player was in the system
first and which the players have planets in the system.  After the
attacker and defender are chosen, the computer draws in all allies of
the defender which are in the system, if any of these allies are not
hostile to the attacker and the attacker is not hostile to them, the
attacker withdraws rather than fighting.  After the defender's allies
have been brought in, all of the attacker's allies in the system which
are hostile to the defender are bought in.

11.1.2 Retreat Options
----------------------
Each player in turn is given the option of examining his or her task
forces, the enemy fleet, and targetable planets.  While examine the
task force, the player may also join and split the task force.  If the
combat is in its second round (i.e. the ships have shot at each other
once during this engagement), the player has the option of withdrawing
all, some or none of the task forces from combat.

To examine a friendly task force, simply type 'F'.  The computer asks
which task force and prints the Task Force Display, just as it does
during other phases.  With The Task Force Display shown, the player
may join and split task forces normally, with the added restrcition
that ships may be transferred only to other task forces involved in
the combat.

To look at the enemy fleet, type 'E'.  The computer shows the number
of ships of each class the computer player has, and an approximation
of the average weapons rating of the enemy fleet.

To see any planets owned by the defending players, if any, type 'L'.
Independent worlds are not shown as no player owns these worlds.

To withdraw all your task forces from the engagement, type 'A'.  If
there are no enemy left in the system, then your task forces will
remain in the system.  To withdraw a task force from combat, type 'I'.
The computer asks which task force to withdraw.  Type the number of
the desired task force and <CR>.  This action is extremely useful when
combined with splitting and joining.  If you wish to remove damaged
ships from the fight during and engagement.

11.1.3 Combat Options
---------------------
In this section, the rules refer to a tactical disadvantage.  This
tactical disadvantage is a 25% decrease in the affected player's
firepower.  After looking over your forces, the computer provides you
with options based on the situation.  The Combat Options are always
chosen by the controlling player in an alliance (that is the player
who was listed first when the computer announced the combat.  If you
are fighting an enemy fleet, you will either be fighting near a planet
or far away from a planet.  If the engagement is near a planet, the
defenders will receive the benefit of the planet's SDFs.  Each SDF has
a 16 MS (Missile System Rating) when supporting a defending fleet.  If
the engagement is far from the planet, the defending ships are on
their own.

If there are no targetable planets, the engagement will automatically
be far from a planet (you can't use the defenses of a planet not your
own).  If there are one or two tragetable planets, the attacking
player may choose to attack a planet (the player designates the
target) or may engage the enemy.  Choosing to attack a planet is
declaring a hit and run raid.  The player recklessly drives on the
planet, fires all long range weapons and leaves the system.  The
defender may choose to defend a planet (the player designates which)
or engage the enemy.

If the attacker and defender both choose to engage, the combat occurs
in deep space, far from any planet.  Any time the battle is in deep
space, each player has the option of targeting any enemy transports.
If the option is chosen, the player's task forces fights at a tactical
disadvantage, but shoots at enemy transports as well as enemy
warships.

If the attacker chooses to attack a planet and the defender either
engaged the enemy or defended the targeted planet, a round of combat
is between the attackers and defenders, with the attackers having a
tactical disadvantage.  At the end of the combat round, any surviving
attackers will bomb the planet destroying industry, mines,
agriculture, armies and population.  The amount destroyed is based on
the strength of the attackers.  Energy weapons are not effective in
bombing a planet, missiles are partially effective, and planetary
bombardments are fully effective.  After bombing the planet, the
attacking task forces must withdraw.  This means the only way to
capture a planet when the enemy is present is to engage the enemy and
destroy them or force them to withdraw.

If the attacker chooses to attack a planet and the defender is
protecting a different planet, the attacker fights the planet's SDFs
and any survivors bomb the planet.  After the attacker bombs a planet,
the attacking task forces immediately withdraw.

11.2 SHIP TO PLANET COMBAT
--------------------------
Any time a ship to ship engagement is fought and the defender
withdraws, the attacker has the option of attacking the defender's
planets in the system.  In either the First Combat Phase or the Second
Combat Phase, after all ship to ship combat is over, players in a
system containing enemy planets or non-allied independent worlds have
the option of attacking those planets.  A player has the option to
attack only if the attack strength of the fleet is at least sixteen.
This is provided so a player will not know whether an enemy scout is
sitting over an independent world.

11.2.1 Retreat Options
----------------------
The abilities to retreat, rearrange task forces, etc, are the same
during ship to planet combat as with ship to ship combat, with the
following execeptions:

A player is never required to attack a planet; he or she may break off
action before the first round of combat.

There is no enemy fleet to look at, so there is no option to look at
the enemy.

11.2.2 Combat Options
---------------------
The combat option is chosen by the controlling player in an alliance
(that is, the player who was listed first when the computer announced
the combat).  The options available are based on whether or not there
are defense bases on the target planet.

If there are defense bases (SDFs and PDFs) the computer asks '(A)RMY
ATTACK, (F)LEET AND ARMY ATTACK, ATTACK THE PLANETS (D)EFENSES, (B)OMB
EXTRA(NON MILITARY) TARGETS OR (G)ARRISON ?'.

To eliminate the defense bases, type 'D'.  The computer asks if you
wish to attack from space of atmosphere.  If the fight tasks place in
space, the PDFs are not involved in the combat.  Further, the
attacker's PB and MS weapons, as well as the defending SDFs are at
reduced strength while the attacker's EN weapons are not useful at
all.  If the fight takes place in the planet's atmosphere, all weapons
and bases contribute to combat.

To bomb other targets, such as industry, as you are attacking the
planet's defenses, type 'B'.  This places your ships at a tactical
disadvantage.

If you decide you don't want to attack the world after all, type 'G',
the fight ends, just as if you had typed 'A' during the retreat
options.

To capture a world, it is usually best to eliminate the enemy defense
bases first.  However, if you wish to capture the world with the
defense bases intact so that you may use them, type 'F'.  Your fleet
enters the atmosphere, ignoring the enemy defense bases.  The
defending defense bases gratefully blow as many attacking ships out of
the skies as they can.  Surviving trasnports unload any armies they
are carrying and surviving warships stop screening your transports
long enough to attack opposing armies.  The defending bases also do
their best to destroy the attacking armies.

If you type 'F', the computer in the next combat round thoughtfully
allows you to abandon your armies with the '(A)RMY ATTACK' option.  If
you type 'F', your fleet again goes into the atmosphere to support
your armies.  If, as is more probale, you find that your fleet is
heavily battered and you do not wish to risk them again, you may type
'A'.  Your armies then fight the enemy armies while the enemy defense
bases again support the valiant defenders.

At the end of a combat round, if there are no enemy armies left on the
planet, the planet is considered captured; the battle is over.  On the
other hand, if there are no attacking armies left, the assault has
been successfully fought off; and the attacker is left to figure out
what to do next.

If there are no defense bases at the start of a combat round, the
computer asks, '(B)OMB, (P)URGE, (C)APTURE THE PLANET, OR (G)ARRISON
?'.  Since the planet is unable to defend itself, all these actions
are without risk to your ships.  If you don't wish to attack the
planet type 'G'.

To cut back on the planet's armies before attempting to capture it,
type 'B'.  Unfortunately, this also destroys some of the industry,
mines, and population that you are attempting to capture.

To capture the planet, type 'C'.  Your fleets and armies attack the
planet, just as if you had typed 'F' when there were defense bases.
In this case, however, there are no defense bases; and your fleet and
armies keep attacking until there are no friendly armies or there are
no enemy armies left on the planet.

Finally, if you do not want anyone to have the planet, type 'P'.
Purging a planet eliminates all traces of life on the planet without
disturbing the environment.  In fact, the world becomes just the same
as any other unclaimed, undeveloped world.

11.3 GUERILLA COMBAT
--------------------
After a planet is captured, a number of guerillas equal to the
planet's AG appear on the planet.  These guerillas destroy industry
and mines during the Trade Phase, and fight your armies at the end of
the First and Second Combat Phases.  Further, until the last guerilla
is destroyed, you are unable to build armies on the world, it is not
truly yours.

Fighting guerillas is somewhat difficult and fleet support does not
help.  Each guerillas attacks an army with a 12% chance of destroying
it.  At the same time, each army attacks a guerilla with a 25% chance
of destroying it and a 12% chance of destroying a POP point.

If at the end of a Combat Phase there are no guerillas left on the
planet, the planet is as if he or she were the original owned.  If at
the end of any combat phase there are no armies on the planet, but
there are guerillas, the planet considered recaptured and belongs to
the original player.  If at the end of the Trade Phase, there are
still guerillas on the planet; the guerillas force will recruit back
to the planet's AG.

12.0 SEQUENCE OF PLAY IN A TURN
===============================
I.   Computer Action
     Computer carries out each player's trade in the Trade Phase
II.  Player Action
     Each player in turn moves through the following:
       Control Adjustment Phase
         Map Display
         Decision/Action
       Production Phase
         Map Display
         Decision/Action
III. Human Player Action
       Negotiation Phase
         Diplomatic Stance Table Display
         Decision/Action
IV.  Computer and Human Player Action
     Computer carries out negotiations for independent worlds
       Results Displayed
         Post Negotiation Combat Phase
     Computer determines where combat conditions exist and players
     execute combat
       Results Displayed
       Opportunity to Save Game
V.   Human Player Action
     Each player in turn moves through the following:
       First Movement Phase
         Map Display
         Decision/Action
VI.  Computer and Human Player Action
       First Combat Phase
         Results Displayed
         Opportunity to Save Game
VII. Repeat of V. and VI. for Second Movement and Second Combat Phases

13.0 ASSORTED RULES
===================

13.1 Any planet which has no POP on it immediately loses any
agriculture, armies and guerillas.  The owner loses ownership and the
first player to land any colonists claims the planet along with its
mines and industry.

13.2 Task forces which have been in transit for one movement phase may
not be given any orders until they arrive at their destination.

13.3 At the end of each combat phase, you have the chance to save the
game.  When the computer asks if you wish to save the game, type 'Y'.
The save game program loads.  Follow the instructions return to the
game after saving it.

13.4 A ship with a movement of one or more adds its tech level to its
speed.  A ship with a speed of zero is always speed zero.


14.0 VICTORY CONDITION
======================
Imperium Galactum lasts through as many turns as you wish.  When all
players agree to end the game, enter the save game program (by typing
'Y' at the conclusion of the combat phase) and type 'E'.  The computer
asks for a confirmation.  Type 'Y' (Yes) to confirm.  The computer
calculates the total population for each player.  Independent worlds
and worlds with guerillas provide to victory points to any player.
Otherwise each point of POP is worth one victory point.

After the victory point totals and the winner have been displayed, the
computer sets all players to human and allow you to return to the
game.  This will allow you to look at the opposing players' fleets and
planets.

15.0 PLAYER NOTES
=================
The following principles and techniques were found to be successful
during play testing.  If you wish to learn these from your own
experience, you may cease reading and start the game.

The optimum number of mines on a planet is approximately the resource
level minus five.

We found it best to provide escort vessels to screen your large ships.
This is especially true when attacking planets, where PDFs can
seriously damage (if not destroy) your toughest ships.

As your tech level increases, occasionally withdraw all ships of one
class to your home world and place them on repair.  This allows you to
revise the class and trade the speed you have gained through tech for
more armaments and defenses.

As warships get below an EFF of 88, send them home for repair.  Low
EFF ships are easier to damage and do not do as much damage as intact
ships.

Never let a heavily damaged ship fight.  Instead of throwing it away
while it can't fight well, withdraw it from the combat and let it
repair and fight another day.  Remember repairing a ship does not cost
10s, while building one does.  This holds true especially for large
ships.

When attacking a planet, attack in the atmosphere.  Do not attack a
planet until you have a ratio of at least 3:2 of warships of various
sizes to defense bases.

Don't invade a world unless you have at least a 5:2 ratio of armies to
the planet's AG level.  This ratio is adjusted upward or downward
slightly for the number of annies the opposing player has.  If you are
invading while they still have defense bases, count each defense base
as an additional AG point.

The best way to colonize a planet is to send one colonist down to the
world to claim it.  During the following production phase, buy all the
AG, mines and industry that your waiting colonists in the following
movement phase.  Remember to make sure you have surplus food and a
trader to keep that first colonist alive.  On the turn BEFORE you load
your transports, set the population control N=1 points higher than it
currently is, where N = the number of colonists you plan to load.
Next production phase, the population increases to that level
(Population increase comes AFTER starvation).  In the Control
Adjustment Phase of the turn you load the transports reset your
population control to its former level minus one.  This insures that
there is one surplus food.  In the following movement phase load your
transports and be off.  In this way you lose only one POP from your
work force.  When you buy for the newly colonized planet.  Insure that
there is enough AG for the population and enough left over for the
population to grow.  When the colony has enough AG to feed its POP,
restore the POP CNTRL of the original world to its starting level.

Map 1
-----

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. K . . . . . . . B . . . . . . K . . . . . . . M . . . F . . . . . . . . G . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . K . . . . .
. . . . G . . . . . . . . . . . . . . . . . . . . . . . . . . K . . . . . . . .
. . . . . . . . . . . . F . . . . . . M . . . . . . . . G . . . . . . . . . . .
. . . . . . . . . K . . . . . . . . . . . . . K . . . . . . . . . . B . . . . .
. . . . . . . . . . . . . . . G . . . . . . . . . . . . . . . . F . . . . . K .
. . . K . . . . . . . . . . . . . . . . . . . . . . . . . K . . . . . . . . . .
. . . . . . M . . . . . . . . . . . . K . . . . M . . . . . . . . . . . . . . .
. . . . . . . . . . . . F . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . G . . . . M . .
. K . . . . . . . . . . . . . . . . M . . . . . . . . . K . . . . . . . . . . .
. . . . . . . . K . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . G . . . . . . K . . . . . . . . . . . . B . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . K . . . F . . K . . . . . . . M . . . . K . . . . .
. . . F . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . G . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . K . . . . M . . . . . . . . . . . . . F . . . . K . . . . . . . .
. . . B . . . . . . G . . . . . . . F . . . G . . . . . . . . . . . F . . . K .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .


Map 2
-----

. . chronos . . . . vega. . . . . artemis . . . . hell. . heimdall. . . . .eden
. K . . . . . . . B . . . . . . K . . . . . . . M . . . F . . . hestia. . G . .
. . . . . SOL . . . . . . . . . . . . . . . . . . . . . . . hebe. . K . . . . .
. . . . G*. . . . . . . . baldur. . . . ross. . . . . . . . . K . . . . . . . .
. . . . . . . athene. . F . . . . . . M . . . . hermes. G*.paradise . .sirius .
. . . . . . . . . K . . . . . . mithra. . . . K . . . . . . .thor . B . . . . .
. . . . apollo. . . . . . . . G . . . . . . . . . . . zeus. . . F . . . . . K .
. . . K . . . wolfe . . . . . . .poseidon . . . . hades . K . . . . . .ooysseus
. . . . . . M . . . . . . odin. . . . K . . . . M . . . . . . . . . . . . . . .
. . . . . . . . . . . . F . . . . . . . . . . . . . . . . . . . . isis. . satan
. . aphrodite . . . . . . . . . . . . lucifer . . . . . . ajax. G . . . . M . .
. K . . . . . . . cassandra . . . . M . . . . . . . . . K . . . . . . . . . . .
. . . eldhim. . K . . . ares. . . . . . . . . . . altair. . . . . . . . . . . .
. . . . G . . . . . . K . . . gaea. norns . . . B . . . . . ahriman . hector. .
. . . . fafnir. . . . . . . K . . . F . . K . . . . . . . M . . . . K . .utopia
. . . F . . . . . . . . . . . . . . . . . . perseus . . . . . . . . . . . G*. .
. . . . . . . . hera. . . baal. . . . . . . . . . . . loki. . . achilles. . . .
. . . . . . . K . . . . M . . . . . . frey. . . . . F . . . . K . . . . agamemn
. . . B . . . . . . G*. . . . . . . F . . . G . . . . . . . . . . . F . . . K .
. . . . procyon . . . rigel . . . . . . . . . deneb . . . . . . . sigurd. . . .


Map Description
---------------

Map 1 show the star system only.

Map 2 show the star system with the name.

- Upper Character means the star system.
- Lower Character means the name of the star system.
- Upper Character with '*' means the capital System.



PLAYER SYMBOLS
==============

PLAYER #1                                                    PLAYER #2
Task Force      ****                         ********        Task Force
                   **                           *
                ***********                  ************
                   **                           *
                ****                         ********
                              ****
                            *       *
                           *         *
                           *         *
                            *       *
                              ****

PLAYER #3          *****                            ****     PLAYER #4
Task Force           *                             **        Task Force
             ***********                     ***********
                     *                             **
                   *****                            ****




CURSOR MOVEMENT CONTROLS
========================


                  1
           8             2
             \    |    /
               \  |  /
                 \|/
        7   -------------- 3
                 /|\
               /  |  \
             /    |    \
                  |
          6               4
                  5



ECONOMIC NOTES
==============

- Each AG makes 4 FOOD and need 1/2 POP
- Each MINE makes 1 ORE and needs 1/2 POP
- Each IND makes 3 IOs and 2 Mil IOs and needs 1 ORE and 1-1/2 POP


IO COST TABLE
=============


                IO    MIL IO     MINIMUM          MAX
  ITEM         COST    COST      ACTV IND        VALUE
------------------------------------------------------------------
Small Ship       5       5          10        Total number of
Medium Ship     12      12          24        warships may not
Large Ship      35      35          70        exceed 255
Tranport         5       5          10        255 per task force
Trader           2       2           4        No limit
SDF              3       3           6        30
PDF              3       3           6        30
Army             1       1           2        255

Tech Level     350       0           0        7
Industry         8       0           0        100
Mine             5       0           0        RSRC
Agriculture      2       0           0        ENVT-50
Environment     10       0           0        100 can't be built
                                              until Tech = 4


SHIP DESIGN TABLE
=================

                    SMALL      MEDIUM      LARGE
                     SHIP       SHIP        SHIP

DESIGN PTS           16          32          64
PB                    1           1           1
EN                    1           1           1
MS                    1           1           1
EV*                   1           2           4
AR                    1           1           1
AM                    1           1           1
SPD                   1           2           4

* MINIMUM EV (which is free) is 4, 2, and 1 EV for small, medium, and
large ships respectively.


MISSION ASSIGNMENT
==================

        MISSION     CODE

       GARRISON      G
         REPAIR*     R
         PATROL      P
  COMMERCE RAID      C
        EMBARGO      E
           MOVE      M
       WITHDRAW      W

* May only be given during first movement in system with friendly or
allied independent industrial world.


Game Design and Programming:  Paul Murray
Game Development           :  Kelth Brors
Produce by SSI 1984

*********

End of the Project 64 etext of the Imperium Galactum manual.

*********
