Rules :
Solar Economy :
The solar Economy is a guide to how strong all economies are at the present time, the better the solar economy the more money that colonies make, there are five levels: Depression, Recession, Mediocre, Strong, Booming. The level changes dues to random events and the actions of all players.
Planetry Info :
Layout :
Name (Size)
Type : ---
Atmosphere : ---
Radiation : ---
Interests : ---
Size :
How many regions the planet is divided in to and how many are controlled. Each region can support one colony.
Type :
Planets and moons have type, each one giving different hazards. It is possible to change the type by terraforming the planet, however this is expensive and time-consuming.
Atmosphere :
An indication of the atmosphere, there are four levels Ideal (green), Unsuitable (yellow), Dangerous (red) and None (brown). Planets with dangerous atmospheres require specialist troops to operate on the surface.
Radiation :
An indication of the strength of radiation on the surface, High or Extreme radiation requires specialist troops to operate in.
Intrests :
Who controls parts of the planet and how much (This will also contain other information such as colonies and troops). This is shown in the boxes on the game map.
All planets and moons follow this template except Earth which has no regions.
Asteriod Belt :
The only region of space which is naturally unsafe, units can be lost when passing through the asteroid belt.
Colonies :
Colonies are the best way of making a large profit when the solar economy is good , however they can also lose you a lot of money during a depression. Incomes are controled by their size and the strength of the solar economy.
Code:
Colony Type Cost D R M S B
Outpost 1 -1 0 0 0 +1
Base 2 -1 0 0 +1 +1
Town 4 -2 -1 +1 +1 +2
City 6 -3 -1 +1 +2 +3
Metropolis 8 -4 -2 +2 +3 +5
Spacestation :
Built in orbit around a planet/moon, these allow ships to refuel giving them 50% extra range if the ship launches from the planet/moon it orbits. To place a Spacestation in orbit requires 2 econ.
Nations :
Layout :
Name
Player : ---
Government : ---
Capital : ---
Interests : ---
Trade : ---
Earth Military : ---
Army : ---
Fleet : ---
Economy : ---
Stability : ---
Research : ---
Techs : ---
Projects : ---
Information : ---
Governments :
Communism : Production Increase (20% more when number 5 or more)
Despotism : Cheaper Units (33% cheaper when cost 3 or over)
Monarchy : Improved Economy (10% extra income when income 5 or more)
Republic : Better Economy (Less Bad Events)
Theocracy : Better Stability (Less Bad Events)
Capital :
The location the nation's capital and the planet/moon it is on is written in the brackets.
Intrests :
Where the nation has colonies and how many.
Trade:
The total set up costs for trade routes are as follows, however the cost divide does not have to be half and half, cost are worked out by distance between capitals, profits depend on this and the solar economy.
Code:
Trade Type Cost D R M S B
Same Planet/Moon 4 0 1 1 1 1
Same Planetary system 6 0 0 1 1 2
All Other Routes 8 -1 0 1 2 3
Economy :
The Economy is how much money you have to spend, the stat shows 5 numbers in this form A(+X)(B/C/D/E). Economy levels can be increased by one level if you invest 1+basic income over any number of turns.
Explanations - A = many points you have to spend, it is the sum of C and D. B = How much you have paid for going to the next level. C = Your basic income (tied to word level). D = How many points your colonies are costing or making you. E = Your debt or surplus, debts will increase overtime. (+X) shows how much comes from other sources (Trade, Monarchy Bonus etc) and is no added to A.
Levels :
Strong (5 econ per turn)
Good (4 econ per turn)
Mediocre (3 econ per turn)
Poor (2 econ per turn)
Pathetic (1 econ per turn)
If you need anything explained, contact me in the thread, by PM or MSN.
Stability :
Similar to Economy, it is affected by actions of player.
Levels :
Excellent
Good
Average
Poor
Revolutionary
Econs can be used to try and improve Economy and Stability however this method may result in the opposite effect.
Research, Techs and Projects :
Techs work like in other NESs, Techs that have been researched (except Units) go in the Techs sections while those currently being researched go under Research. Projects work like in other NESs too.
Companies :
Layout :
Name
Player : ---
Head Office : ---
Speciality : ---
Interests : ---
Army : ---
Fleet : ---
Economy : ---
Research : ---
Techs : ---
Projects : ---
Information : ---
Head Office :
The location the company's head office and the planet/moon it is on is written in the brackets.
Speciality :
What the company specialises in, can be one of three things: Weaponry (Research into weapons and military vehicles is faster than normal), Aerospace (Research into aerospace technologies is faster then usual) or Construction (All building projects are completed in less time).
Intrests :
Where the company has colonies and how many.
Economy :
The Economy is how much money you have to spend, the stat shows 4 numbers in this form A(+X)(B/C/D). Economy levels are driven by the strength of the solar economy.
Explanations - A = many points you have to spend, it is the sum of B and C. B = Your basic income (tied to solar level). C = How many points your colonies are costing or making you. D = Your debt or surplus, debts will increase overtime. (+X) is money from other sources (dividens etc.) and is not added to A.
Levels :
Booming (3 econ per turn)
Strong (2 econ per turn)
Mediocre (1 econ per turn)
Recession (0 econ per turn)
Depression (-1 econ per turn)
Research, Techs and Projects :
Techs work like in other NESs, Techs that have been researched (except Units) go in the Techs sections while those currently being researched go under Research. Projects work like in other NESs too. All Research, Techs and Projects companies preform will be cheaper than if a nation reseaches the same thing, if a company specilises in a certain area it can reseach those techs quicker.
Space Units :
There are two section to the space military, Fleet and Army. Your Fleet is your spaceships and your Army is the troops who fight. Units have types which give an idication of what role they play in your military. All units have a basic template :
Name (Type (A/D/M(ET)*/S - Cost & Number)) (Nations)
A = Attack
D = Defense
M(ET) = Movement(Engine Type^)
S = Capacity/Size
* only applies for fleets
^ affects agility and movement
Designs :
Code:
Army :
Infantry (Light Planetry Infantry (1/1/1 - 1e for 200)) (ALL)
Fidei (Light Planetry Infantry (2/1/1 - 1e for 150)) (UISM)
Marine (Light Space Infantry (1/1/1 - 1e for 20)) (ALL)
Buggy (Light Vehicle (3/1/4 - 1e for 20)) (Hunter, Australia, China)
Fleet :
Shuttle (Small Transport (0/0/2(R) /100 - 1e for 2) (ALL)
Shuttle (IT1) (Small Transport (0/0/2(IT1)/100 - 1e for 3) (AST&D)
Light Shuttle (Small Transport (0/0/2(R) /50 - 1e for 5) (MnE, AST&D)
Light Shuttle (IT1) (Small Transport (0/0/2(IT1)/50 - 1e for 6) (AST&D)
Buran-2 (Small Transport (0/0/2(R) /100 - 1e for 2) (Russia)
Fuji Shuttle (Small Transport (0/0/2(R) /150 - 1e for 2) (Japan)
Engines :
Rockets (R) (Slow Speed, Average Agility, Cheap) (ALL)
Mk. I Ion Thruster (IT1) (Slow Speed, Average Agility, Very Cheap) (AST&D, Russia, India)
Fusion Propulsion System (FPS) (Medium Speed, Average Agility, Expensive) (EU)
Earth Military :
Quite simple as it is not a major aspect of the NES but is used for defending territories on Earth. It is made up of Armies and Navies, it cost 2 eco to build a new army or navy.