                          



                          
                          
                                  2062
                        The Apocalyptic Crusades
                                  
                             User's Manual



                  Copyright (C) 1995 by Jamie L. Estes
                          All rights reserved













                            
                                                                       
                           Table of Contents   
            
        1.0 Description .................................... 8
            
        2.0 The Game Universe .............................. 9
         2.1 Background .................................... 9  
         2.2 Into the Future .............................. 11
         2.3 Victory Conditions ........................... 11
        
        3.0 General Game Operation ........................ 12
         3.1 Game Procedure Summary ....................... 12
         3.2 The Host ..................................... 12

        4.0 Score Calculations ............................ 12
         4.1 Base Score ................................... 13
         4.2 Bonus Multiplier ............................. 13

        5.0 Diplomacy ..................................... 15
         5.1 Diplomatic Actions / Dispositions ............ 15
         5.2 Diplomatic Status ............................ 16
         5.3 Economic Aid ................................. 19

        6.0 Resources ..................................... 19
         6.1 Resource Types ............................... 20
         6.2 Production Levels ............................ 20
        
        7.0 Production Items .............................. 21
         7.1 Item Types ................................... 21
         7.2 Technology Levels ............................ 22
                                - 2 -
        8.0 Resource Cache ................................ 23

        9.0 The Stock Market .............................. 23

       10.0 Urban Areas ................................... 24
        10.1 Population ................................... 25
        10.2 Planetary Morale ............................. 25
        10.3 Taxes ........................................ 26
        10.4 Growth Rate .................................. 26
        10.5 Developement ................................. 26
        10.6 Facility Production .......................... 29
        10.7 Defense Installations ........................ 30
                                              
       11.0 Stategic Defense Force ........................ 32
        11.1 Defense Devices .............................. 32
        11.2 Launch Requirements .......................... 35
        11.3 Device Targeting ............................. 35
        11.4 Espionage .................................... 37

       12.0 NBC Contamination ............................. 38
        12.1 Fallout ...................................... 38
        12.2 Effects ...................................... 39
        12.3 Removal and Dissipation ...................... 39

       13.0 The Military Units ............................ 39
        13.1 Unit Value Information ....................... 39
        13.2 Unit Organization ............................ 43
        13.3 Mobility Classes ............................. 44
        13.4 Movement Terrain Effects ..................... 45
                                - 3 -                                  
       14.0 Unit Maintenance .............................. 46
        14.1 Supply ....................................... 46
        14.2 Refits ....................................... 47
        14.3 Upgrades ..................................... 48
        14.4 Reserves and Transfers ....................... 48
        14.5 Transports and Cargo ......................... 48
        14.6 Disbands and Rebuilds ........................ 49
       
       15.0 Unit Operations Orders ........................ 49
        15.1 Ground Ops.................................... 50
        15.2 Air Ops ...................................... 50
        15.3 Sea Ops ...................................... 51
        15.4 Ground Combat Tactics ........................ 53
        15.5 Air Combat Tactics ........................... 53
        15.6 Sea Combat Tactics ........................... 54
        15.7 Ground Unit Deployment ....................... 54
        15.8 Unit NBC Use ................................. 55

       16.0 Unit Order Execution .......................... 56
        16.1 The Air Phase ................................ 56
        16.2 The Ground/Sea Phase ......................... 59

       17.0 Unit Combat ................................... 60
        17.1 Combat Cohesion .............................. 60
        17.2 Target Types and Attack Values ............... 61
        17.3 Terrain Effects .............................. 62
        17.4 Survivability ................................ 64
        

                                - 4 -
       18.0 Turn Editor Controls and Information .......... 65
        18.1 Map Modes .................................... 65
         18.1.A Star Map .................................. 65
         18.1.B Map Reference ............................. 66
         18.1.C Operational and Tactical Maps ............. 66
        18.2 Cursor Controls .............................. 67
        18.3 Show Units ................................... 67
        18.4 Show Owner ................................... 68
        18.5 Show Espionage ............................... 68
        18.6 Show Targets ................................. 68
        18.7 Next City .................................... 68
        18.8 Order (Unit) ................................. 69
        18.9 Hex Info ..................................... 69
        18.10 Help ........................................ 70
        18.11 Red Directional Controls .................... 70
        18.12 Exit ........................................ 70
        18.13 Score ....................................... 70
        18.14 Trade Package ............................... 70
        18.15 Icon Editor ................................. 70
        18.16 Quik Manager ................................ 71
         18.16.A Resource Cache Distribution .............. 71
         18.16.B Resource Surplus Collection .............. 72
         18.16.C Urban Development ........................ 73
         18.16.D Military Supply .......................... 73
        18.17 Next (Planet) ............................... 74
        18.18 SM (Star Map mode) .......................... 74
        18.19 OM (Operational Map mode) ................... 74
        18.20 TM (Tactical Map mode) ...................... 74
        18.21 Messages (Lightning Bolt) ................... 74
                                - 5 -                                  
        18.22 Diplomacy (Pen and Paper) ................... 75
        18.23 Report (Planetary) .......................... 76
        18.24 Develop (Planetary) ......................... 76
        18.25 Stock Market ................................ 76
        18.26 Transfer (City) ............................. 76
        18.27 Urban Development (City) .................... 77
        18.28 TO&E ........................................ 78
        18.29 Build Devices (Missiles) .................... 78
        18.30 Launch Devices (Missile launch) ............. 78
        18.31 Target Devices (Crosshairs) ................. 79
        18.32 Espionage (Armed Militant) .................. 79
        18.33 Build Units ................................. 79
        18.34 Organize Units .............................. 81
        18.35 Unit Ops .................................... 81
         18.35.A Reserve Transfer ......................... 81
         18.35.B Supply Transfer .......................... 82
         18.35.C Upgrade Units ............................ 83
         18.35.D Refit Units .............................. 83
         18.35.E Cargo Transfer ........................... 84
        18.36 Battle Film (Camera) ........................ 84









                                - 6 -


                             
                             Tables List

          I. Diplomatic Action Impacts .................... 17
         II. Stock, Transfer, and Storage values .......... 24
        III. Urban Facility Maximum Builds ................ 27
         IV. Facility Construction Costs .................. 28
          V. Facility Consumption and Production Info ..... 29
         VI. Device Maximum Builds ........................ 32
        VII. Device Build Costs ........................... 34
       VIII. Device Launch Requirements ................... 35
         IX. Espionage Missions Costs and Targets ......... 37
          X. Unit Categories .............................. 43
         XI. Terrain Movement Costs ....................... 45
        XII. Ground Combat Tactics ........................ 52
       XIII. Air Combat Tactics ........................... 53
        XIV. Sea Combat Tactics ........................... 54
         XV. Reserve Commit Ranges ........................ 55
        XVI. Combat Engage Attempts ....................... 58
       XVII. Applied Target Types ......................... 61
      XVIII. Terrain Defense Multipliers .................. 63
                             
                             
                             
                             
                             
                             
                                - 7 -                                  
                          1.0 Description

 This is a PBEM (Play-by-electronic-mail) game requiring economic 
management, military decision, and diplomacy to outperform opponents 
in a race to secure multiple worlds in a science fiction setting. 
Military unit scale is the division. Maps are 180x180 hexagon wrap 
around at approximately 100 miles per map hex, each depicting various 
urban and terrain assortments. Features nuclear, biologic, chemical, 
and conventional weapons. Satellite warfare, terrorism, guerrillas, 
nuclear/biologic fallout and effects, strategic weapons, logistics and 
other features. Units include all major components of air, ground, 
sea, and submarine, also headquarters units to support as well as 
customize organization of units. Players can choose from one of six 
available weapon sets to purchase desired military components. 
Diplomatic capabilities to allow war declaration on several scales, 
propose treaties, esculate or deesculate war, and others. Economic aid 
to allies, self adjusting stock market, battle film, internal e-mail 
system and more, plus a few surprises. Game supports up to 100 
players.










                                - 8 -
                        2.0 The Game Universe

 The game is initially configured for up to 100 players. There will be
a maximum of 12 players per planet to start. Each player begins the 
game with 1 capitol city, 2 major cities, and 3 minor cities. Each 
player is given some resources and funds to seed his game ambitions. 
Each player will control the land area around his capitol city. Each 
player's initial resource output capacities will vary from player to 
player and are dependent on the resource contents of the controlled 
land around the capitol city. Each player recieves a default battle 
emblem and is urged to create his own. A weapons supplier is 
preassigned by the players setup request and cannot be changed. Each 
player is assigned a unique unit color scheme that cannot be altered. 
All morale levels are preset at 75%, production and technology levels 
start at level 1 on all planets. Depending on the number of players in 
a game, there will be 1 to 50 planets. Most of these will be unusable 
and are included in the game simply to cause players to waste 
resources in reconaissance attempts. 

2.1 Background

 In 2022, physicist Hubert Edmond Lustre successfully controlled a 
nuclear reaction at the molecular level electronically using a 
specially made superconductive material. Three years later, Lustre 
stunned the world when he successfully transported a 5 ton crate 20 
kilometers away using a nuclear plasma portal projection (NPPP), 
marking the beginning of another new age. In the following years, the 
world shape itself into a much different place. Lustre's NPPP 
discoveries revolutionized mass transit. Superhighways, railway 
                                - 9 -                                  
systems, sea shipping, and aircargo all became second rate as a 
commerce medium. Over the next few years NPPP was perfected to allow 
animate objects (life) to transport. Also, nonreceptive transport was 
accomplished. Previously all transports had required a receptor device 
to achieve the gate effect. This resulted in unheardof space 
exploration capability. Star systems that would have taken millions of 
years to reach through conventional means could now be reached in 
milliseconds.
 In 2053, the world was engulfed in chaos as armed militants stormed 
major government seats and organizations worldwide in a deadly two 
week rampage of terror. Power struggles and civil wars quickly erupted 
disolving whole nations into independent cities and states under the 
control of mostly tyrants and other oppressive types which had been 
involved in the global conspiracy. It was rumored that Lustre himself  
had masterminded the conspiracy because of government deceptions.
 It is now 2062. Most states abolished nonreceptive NPPP years ago in 
fear of more terrorism. However, a few faction leaders have opted to 
keep and exploit the technology. Those who have, have enjoyed trade 
with a large galactic organization of traders who used the technology 
to contact them. The trade with them has proved to be highly 
profitable, economically and politically. 
 To each faction leader, these traders have made it known that several 
other worlds have traversed the same course of history. They have 
suggested that the leaders of these worlds are about to become 
consumed in a war of apocalyptic scale in a struggle for power. A 
superpower will emerge and dominate all others.
    


                               - 10 -
2.2 Into the Future
            
 In 2062, cold fusion has replaced petroleum as an energy source. NPPP 
gates serve as the commerce highways. Vehicles are powered by cold
fusion reactors, minaturized nuclear reactors, hydrogen powered 
engines and/or combinations of each. Weapons have advanced to include
rail guns (hyper velocity projectiles launched by electromagnetic 
pulses), gas (pressurized chemicals) powered weapons, matter 
accelerators, and plasma weapons. Stronger, lightweight composite 
materials have revolutionized airframe construction and improved 
vehicle and body armor. The use of cold fusion reactors in combination 
with hydrogen burning engines has enhanced jet propulsion. Ships have 
evolved into hi-speed surface effect craft using large jet engines for 
propulsion. Similarly, submarines use water displacement jets. 
Aircraft rely on thrust vectoring for top performance. As an example 
of the technology, the typical foot trooper is equipped with NBC 
protective battle dress with heads up display, built-in laser range 
finder and designator, short range communications equipment, combat 
computer, and fully integrated assault rail rifle, including 
ballistics computer for automatic ammunition selection.
 
2.3 Victory Conditions

 The game is won by the player possessing the highest score at the end
of the game. 


                     
                     
                               - 11 -                                  
                     3.0 General Game Operation

3.1 Game Procedure Summary
 
 Using the turn editor, players perform all desired gaming options 
such as managing, building, and planning, producing a turn file. The 
player uploads the turn file via modem to the host board for 
processing. The host simultaneously processes all player turns 
producing individual player result files which are posted on the host 
board. The player downloads his result file, puts the file into the 
appropriate game directory and uses the turn editor to review the turn 
results and edit another turn file. This process continues until game
end.

3.2 The Host
 
 The host board prepares and configures new games, schedules game turn 
cycles (pick up and delivery times), and operates the host processing  
software.


                       4.0 Score Calculations
            
 There are a maximum 15000 points available in each game. in addition, 
a bonus multiplier is awarded to each player, that is dependent on 
that players morale, tech and production level advancement. This 
multiplier ranges from 1.0 to 2.0 allowing for up to 15000 possible 
bonus points.

                               - 12 -
4.1 Base Score

Each players base score is calculated as...
 A) Percentage of urban levels controlled by the player compared to
     the total urban levels available in the game. (0-100%)
 B) Percentage of population points controlled by the player compared
     to the total population points available in the game. (0-100%)
The combination of items a and b multiplied by 7500 is the players 
base score. (0-15000)
 
Example...
 A player controls 1000 of the 1500 urban levels available in a game.
 The player also controls 20000 of the current 80000 population 
 points. The base score calculation... 
   
 Item A = 1000/1500 = 67%
   
 Item B = 20000/80000 = 25%
   
 Base Score = 7500(.67 + .25) = 6900  

4.2 Bonus Multiplier  

Each players bonus multiplier is calculated as...
 A) Players average morale of planets multiplied by 50%. (0-50%) 
    Note: undiscovered planets maintain a value of 75% morale for
    calculation purposes.
 
 
                               - 13 -                                  
 B) The total of all six planetary production levels more than 1,
    totalled for all planets, compared to the maximum attainable
    production level total and then multiplied by 20%. (0-20%)
    Note: undiscovered planets maintain a value of 1 for each 
    production level.
 C) The total of all seven planetary technology levels more than 1,
    totalled for all planets, compared to the maximum attainable
    technology level total and then multiplied by 30%. (0-30%)
The combination of items a, b, and c multiplied by the players base
score yields the player bonus point addition. The players total score 
is the sum of the base score and bonus points. 
  
Example...                          
 There are 3 useable planets in the game. at planet #1 the player has 
 a morale of 100%, production levels of 20,20,20,20,20,20, and tec 
 levels of 5,5,5,5,5,5,5. At planet #2, a morale of 45%, production 
 levels of 10,10,10,10,10,10, and tec levels of 4,4,4,4,4,4,4. The 
 player has not discovered planet #3. The bonus point calculation...
   
 Item A = [(1.0 + .45 + .75) / 3] x 50% = .367

 Item B...
 Sum of all production levels more than 1 = 114 + 54 + 0 = 168
 Max attainable = 19 levels x 6 production items x 3 planets = 342
 Item B = (168 / 342) x 20% = .098 
   



                               - 14 -
 Item C...
 Sum of all tec levels more than 1 = 28 + 21 = 49
 Max attainable = 6 levels x 7 tec items x 3 planets = 126
 Item c = (49 / 126) x 30% = .389

 Bonus multiplier = 1.0 + (.367 + .098 + .389) = 1.854
   
 Total score = 6900 x 1.854 = 12793

                           
                           5.0 Diplomacy

 Diplomacy allows players to interact with other players in the game.
Players use diplomacy to forge alliances and declare war. 

5.1 Diplomatic Actions / Dispositions

 There are 13 possible actions a player may perform. Which options 
are available is dependant on the current status with the subjected 
player. Any initiated action will remain in effect from turn to turn
until the player changes it. These actions are described...
 A) None - The do nothing approach. Used when the player is satisfied
    with the current relations.
 B) Unproductive Negociations - Gridlock. Basically, anything the
    other player proposes is automatically refused or otherwise
    opposed.
 C) Open Negociations - The player will immediately accept (good or  
    bad) any proposal by the other player.
                               
                               - 15 -                                  
 D) Submit Treaty - Used to make coalitions, alliances, or change a
    cease fire to a nonaggressive indifferent status.
 E) Degrade Relations - Used when a coalition or alliance is no longer
    convenient. 
 F) Request Cease Fire - Used to stop hostilities. The other player
    must accept for the cease fire to go into effect. 
 G) Esculate - Used to increase the current war level.
 H) Deesculate - Used to decrease the current war level.
 I) Declare Conventional War - Self explanatory.
 J) Declare Chemical War - Self explanatory.
 K) Declare Limited Nuclear War - Self explanatory.
 L) Declare Total Nuclear War - Self explanatory.
 M) Declare Genocidal War - Self explanatory.

 War Declarations are automatically in effect on the turn after the 
initial action. Most actions will impact morale regardless of success
or failure. Table I. describes these morale impacts. Each action is
reported back to the other player as a Disposition and allows some 
insight to the other players intentions.

5.2 Diplomatic Status

 This is the current relations with the other player. The following 
describes the benefits and limitations that apply to each...
 A) Indifferent - Total nuetrality. No treaties or wars involved. 
     Units may not enter any territory of this type, though it can be
     overflown by air units.

                               
                               - 16 -
          
          Action                                    Morale
 
          None                                        +0
          Unproductive Necociations                   -1
          Open Negociations                           +1
          Submit Treaty                               +5*
          Degrade Relations                           -5*
          Request Cease Fire                          +3*
          Esculate                                    -1
          Deesculate                                  +1
          Declare Conventional War                   -10**
          Declare Chemical War                       -15**
          Declare Limited Nuclear War                -20**
          Declare Total Nuclear War                  -25**
          Declare Genocidal War                      -30**

          * Only if successful
          ** Other player will also have a loss equal to 1/2 the 
          amount. If against a coalition partner additional -5, 
          ally -10. War declared during an existing war is 
          determined as -5 per level difference.
          
               Table I. Diplomatic Action Impacts

          



                               - 17 -                                  
 B) No Contact - No contact has been made and therefore no ambassador
     exchange has taken place. When both players have sent ambassadors 
     to the same planet, this status will change to Indifferent. 
     Note: An ambassador is automatically sent to each newly 
      discovered world.
 C) Coalition - A temporary alliance treaty which can be quickly 
     extinguished. Units will be able to move through each others  
     territory. Satellites will not fire on each other. Economic 
     aid can be exchanged (see Section 5.3). Mutual ADM and Disruptor
     defense. Inclusion of SDF report totals.  
 D) Alliance - The best treaty available, but can be broken. These are    
     generally for the long term. Players enjoy the benefits of a 
     Coalition plus shared satellite reconaisance results, improved 
     economic aid (see section 5.3), and joint commando intelligence
     operations. 
 E) Cease Fire - No combat will take place, however, enemy unit 
     infiltrations are likely.
 F) Conventional War - A state of war exists between the players. Only   
     stanard munitions are available. Transfer beacons are useable.
 G) Chemical War - As above plus the introduction of chemical weapons.
 H) Limited Nuclear War - As above plus tactical nuclear weapons are
     available.
 I) Total Nuclear War - As above plus stategic IPBM's are useable.
 J) Genocidal War - All weapons are available. Deesculation cannot
     occur. Only a cease fire can stop this massacre, as this war 
     level represents the upmost hatred of one's enemy and the primary
     objective is to totally anhilate him. Real estate is of no 
     concern.

                               - 18 -
 Note: For those who can't wait to push the shiny red button, consider
  this... Nuclear and Biologic fallout will spread far and wide. Your
  neighbors and allies may find you unfit and send you out in a big  
  glowing bang.

5.3 Economic Aid

 Players may send economic aid to coalition and allied partners. The 
recieving player is not required to pay for the aid package. Coalition 
partners are limited to recieving basic resources only, while allied 
players may recieve all available types. A report will be recieved by 
the reciever outlining the transaction.

                               
                           6.0 Resources

 Resources are scattered throughout planet land surfaces. Deposits of
resources will be marked on the map if the amount qualifies as a large 
deposit. A qualifying amount is 160 or more. Resources within 
controlled areas are gathered by the host and placed in the owners 
cache. The player will receive a report on the amount of resources 
gathered at each planet. The amount gathered is a total of all 
resources modified by the appropriate players planet production level. 
Radiation and bio hazards in the hex will reduce the amount of 
resources gathered from it. 




                               - 19 -                                  
6.1 Resource Types

There are 6 basic resource types...
 A) Fusionable Resource Points (FRP) - Hi-grade ores required to fuel 
     cold fusion reactors. 
 B) Metal Resource Points (MRP) - These are mostly used in 
     construction and weapons production.
 C) Nuclear Resource Points (NRP) - This type ore contains uranium and
     requires heavy refining to produce nuke points. 
 D) Organic Resource Points (ORP) - These are used for food and 
     medicine.  
 E) Petroleum Resource Points (PRP) - Mainly used for lubricants, 
     sealants, and tires. 
 F) Superficial Resource Points (SRP) - This ore is the material used 
     in making superficial energy deflector points, and require heavy 
     refining.

6.2 Production Levels

 There are 6 planetary production levels, one for each basic resource.
These range from a minimal level of 1 to a maximum of 20. Each level  
will increase the corresponding resource output by an additional 5% 
per level greater than 1. Thus, the maximum resource output is 195%.
Production levels are purchased using available funds. The cost for a
production level increase is equal to 1000 times the current level.

Example...
 FRP production level is currently at level 8. To increase to level
 10 would require an expense of: 8000 + 9000 = 17000 credits.
                               - 20 -
Production levels cannot be reduced, all increases are permanent.

                             
                        7.0 Production Items

 Production items are those items produced by city factories. The 
amount produced is dependent on the production effeciency and 
technology levels. 

7.1 Item Types

The prduction items are described as follows...
 A) AEROspace points (AERO) - Lightweight airframe components used in 
     building aircraft, missiles, and sea skimmers. 
 B) ARMament points (ARM) - Materials used in building ground forces 
     equipment, including helicopters.
 C) BIOlogical points (BIO) - Represent deadly viruses or vaccine
     counterpart, depending on the way they are used. Bio agents are 
     used in nuetralizing and creating biohazards. 
 D) Construction Points (CP) - Materials used in contructing urban
     facilities and installations.
 E) CHEMical points (CHEM) - Chemicals used as military weapons and 
     as nuclear radiation decontaminant agents.
 F) Energy Points (EP) - These represent the energy required to power 
     urban production facilities.
 G) MUNition points (MUN) - These are the projectiles and reloads 
     required by military weapons.
 H) NUKe points (NUK) - Radioactive materials used in bomb building 
     and power generation.
                               - 21 -                                  
 I) TECHnology points (TECH) - Represent technology advancements and 
     discoveries. They are used to increase tec levels.
 J) Superficial Energy Deflective materials (SED) - These are used in 
     conjuction with NUK points to preform transfer operations.
Note: CHEM, BIO, and NUK points will degrade a small amount each turn.

7.2 Technology Levels

 There are 7 planetary technology levels, each represents a particular 
area of manufacturing. The levels range from 1 to a maximum of 7. Each
level will increase the facility production output of that technology
by 10% per level greater than 1. Thus, the maximum production output
of a given area is 160%. Tec levels are purchased using available 
funds and TECH points. The funding required for a tec level increase 
is equal to 2500 times the current tec level. In addition, the number
of TECH points required is 250 times the current tec level. Also, no 
tec level can be increased to more than the current research and 
developement tec level.

Example...
 R&D tec level is currently at level 1. To increase to level 3 would 
 require an expense of: 2500 + 5000 = 7500 credits and 250 + 500 = 750
 TECH points.

The technology areas and affected facility types are...
 A) Refining - Nuclear and SED refineries.
 B) Energy - Fusion and nuclear power facilities.
 C) Construction - Metal works.
 D) Organics - Biolabs and chemical facilities.
                               - 22 -
 E) Weaponry - Armament and munition facilities.
 F) Aerospace - Aerospace facilities.
 G) Research & Development - R&D centers.
Technology levels cannot be reduced, all increases are permanent. 
Weaponry and aerospace technologies also introduces new military units 
and upgrades.

                         8.0 Resource Cache
 
 The cache is a collection of off site storage areas. Their locations
vary from subterranean caverns to moonbases. The site locations are 
highly guarded secrets and are relatively safe from other players 
except for the luckiest of terrorists. Planetary resources are 
gathered and stored in the cache. Reserve military equipment are also 
stored in these areas. 
 The cache will always have the necessary transfer capability to
perform all necessary transfers. Transfers from urban areas to the
cache require local urban transfer facilities to perform the 
transfers. Any transfer from the cache will require a receptor station
such as a transfer beacon or station. 


                        9.0 The Stock Market

 The stock market allows players to buy and sell products as desired. 
Market prices will vary from turn to turn depending on supply and 
demand. Market prices will usually vary from 1/10 to 10 times the base 
value of the product. The amounts available are controlled by the 
amounts bought and sold by the players. However, stocks will be 
                               - 23 -                                  
replenished or depleted as prices become extreme. Table II outlines 
the base prices and starting amounts of marketable products.  

              Product    Value  Avail  Store/Xfer cost
              
              FRP          2     25K        .001
              MRP          5     25K        .001
              NRP         12      5K        .001
              ORP          1     25K        .001
              PRP          8     15K        .001
              SRP         20      5K        .001
              NUK         72      1K        .001
              SED        120      1K        .001
              CP          30     10K        .001
              TECH       100      1K        .001
              CHEM        25      5K        .001
              BIO         40    2.5K        .001
              MUN          1      5K        .001
              ARM         10      5K        .004
              AERO        14     10K        .004
              SLAVES      50      1K      NA/.01

           Table II. Stock, Transfer, and Storage values

                         
                         10.0 Urban Areas

 Each useable planet has city types consisting of 143 minor, 73 major, 
and 24 primary totaling 243 cities. There is also 1 capitol city for
                               - 24 -
each player. 
 Each city has a number of urban levels equivalent to the city size, 
ranging from minor = 1 to capitol = 4 for purposes of score 
calculations. Cities adjacent to sea hexes are considered port cities. 
Cities recieve an addition 50 energy points per river hexside next to 
it for use at production time (considered as hydroelectrical power).

10.1 Population

 Though most map land areas are populated, only urban areas have 
significant amounts worth considering. Each population point 
represents about 1000 people. Population points are used to operate 
facilities (Population), as military recruits (Recruits), and for 
trade (Slaves). 
 Population points in urban areas consume ORP's at a rate of 1 per
point. A deficet of ORP's required by the population will result in a
famine, which will reduce the growth rate an amount proportional to
the deficet.

10.2 Planetary Morale

 Each planet has a seperate morale rating ranging from 0% (extreme
discontent) to 100% (very happy). A low rating will result be counter 
productive, while a high rating will be fruitful. Morale is negatively
affected by war, high taxes, famines, and terrorism (maybe). Morale is
positively affected by treaties and low taxes. Low morale will result
in widespread rebellions. Riots will break out if not subdued, and the
rioters will begin dismantling urban facilities.

                               - 25 -                                  
10.3 Taxes

 Each planet has a seperate tax level ranging from 0% to 100%. 
Initially, the tax level is set at 10%. The amount of taxes collected
from each planet is equal to 10 times the total urban population 
points owned, multiplied by the tax rate. All tax collections are 
deposited into the city stocks.

Example...
 A city has 1000 population points. The tax rate is 25%.

 Collected amount = 10 x 1000 x 25% = 2500 Credits

10.4 Growth Rate

 The population growth rate at any city is dependent on morale and 
famines. The rate varies from a maximum of 2% under the best 
conditions, to -2% and worse.

10.5 Urban Development

 Building new facilities requires that there are enough funds, 
construction points, and population for the new build. Facilities 
cannot be dismantled unless the number of new facilities is the same 
or more than the number of facilities being dismantled. Table III 
outlines the maximum build limits for each city type. Table IV 
outlines the cost requirements of facility construction. Dismantled 
facilities will return 35% of the construction points. 
Note: A strategic defense base cannot be dismantled.
                               - 26 -
   
                     
   Item                          Minor   Major  Primary  Capitol

   Security Levels                100     100     100      100
   Fortification Levels           100     100     100      100
   Nuclear Refineries               5      10      20       25
   SED Refineries                   5      10      20       25
   Metal Works                     35      50      75      100
   Nuclear Power Fac.               1       3       7       10
   Fusion Power Fac.                8      15      20       25
   Chemical Fac.                   10      12      16       20
   Biolabs                          5       7       8       10
   Munition Fac.                   25      40      75      100
   Armament Fac.                   12      25      40       50
   Aerospace Fac.                  10      20      35       45
   R & D Centers                    5      10      20       25
   EM Supressors                   35      60      75       90
   NPPP Disruptor Arrays           25      36      64      100
   NPPP Shield Generators           3       8      18       25
   NPPP Transfer Fac.              10      15      20       25
   Missile Bases                    3       5       8       10
   Strategic Defense Base           1       1       1        1
   Supply Depots                  120     175     220      250

            Table III. Urban Facility Maximum Builds.



                               - 27 -                                  
                                     
       Item                          Pop    $Cost     CP

       Security Levels                -        50      0
       Fortification Levels           -       175      0
       Nuclear Refineries             4      1000    100
       SED Refineries                 4      1500    125
       Metal Works                    6       250     50
       Nuclear Power Fac.             3      1000     75
       Fusion Power Fac.              2       200     40
       Chemical Fac.                  4       800     60
       Biolabs                        5      1200    120
       Munition Fac.                  5       200     45
       Armament Fac.                  8       350     85
       Aerospace Fac.                 7       750     75
       R & D Centers                  3      1200     50
       EM Supressors                  1*       10     15
       NPPP Disruptor Arrays          1*       75     35
       NPPP Shield Generators         1*     1000     90
       NPPP Transfer Fac.             5*     1200    100
       Missile Bases                  4*     1500    150
       Strategic Defense Base        10*     3000    350
       Supply Depots                  1*       35     20
       
       * Required only for building purposes, not facility 
         operation.
 
            Table IV. Facility Construction Costs.

                               - 28 -
10.6 Facility Production

 Each facility requires enough manning and resources of the required 
type to produce. Deficets of resources and manning will reduce the 
production effeciency which will result in reduced product output. 
Table V outlines facility resource consumptions and production output.

  Item                        Consumes                 Produces

  Nuclear Refineries          50 NRP, 15 EP             10 NUK 
  SED Refineries              75 SRP, 20 EP             15 SED
  Metal Works                100 MRP, 12 EP             20 CP  
  Nuclear Power Fac.           5 NUK                   500 EP
  Fusion Power Fac.           25 FRP                   100 EP 
  Chemical Fac.               50 ORP, 20 PRP,  6 EP     10 CHEM
  Biolabs                     20 ORP,  5 EP              5 BIO
  Munition Fac.                5 MRP, 15 PRP,  8 EP    150 MUN
  Armament Fac.               40 MRP, 10 PRP, 10 EP     40 ARM
  Aerospace Fac.              20 MRP, 15 PRP, 15 EP     35 AER
  R & D Centers                5 MRP, 15 PRP,  5 EP     10 TECH
  EM Supressors                -                         5 Supress
  NPPP Disruptor Arrays        -                         -
  NPPP Shield Generators       -                         1 Shield
  NPPP Transfer Fac.           -                         5 XFER
  Missile Bases                -                         5 Launch
  Strategic Defense Base       -                         -
  Supply Depots                -                         1 Storage

     Table V. Facility Consumption and Production Information
                               - 29 -                                  
The output of facilities are increased by applicable technology 
levels. 

10.7 Defense Installations
 
 There are 7 defense installations which can be built. Cities can also
build security and fortification levels. The following summarizes the 
use and capabilities of each...
 A) Security - Represent armed police. Their purpose is to defend
     against terrorists and subdue riots which may occur because of 
     low morale. Security forces are locally controlled and will 
     remain if the city falls into the control of another player.
 B) Fortifications - Represent fixed defenses such as bunkers, tank
     traps, firing ramps, and mine fields prepositioned to help 
     military units defend against enemy attacks. Every unit in the
     city will have a 1% defense increase per fortification level. 
 C) EM Supressors - These facilities are used to reduce the electro-
     magnetic noise produced by other facilities. The overall effect 
     is to reduce the total planetary EM noise output which will 
     reduce the chances of the planet being detected by sector probes.
     Each Supressor will supress the EM produced by 5 other 
     facilities.
 D) NPPP Disruptor Arrays - Used to defend against incoming enemy 
     devices. Disruptors have a range equal to the square root of 
     the amount in the city. Disruptor power also increases with the
     amount. This allows them to defend a large area against enemy 
     strategic attack.
 E) NPPP Shield Generators - These facilities defend against incoming
     devices that have penetrated all other defenses. The area of 
                               - 30 -
     defense is limited.
 F) NPPP Transfer Facilities - Used to perform all types of 
     transfers. These act as NPPP Receptors in the case of recieving,
     and NPPP Transmitters in the case of sending. Reception does not 
     require any expediture, while transmission does. These facilities 
     are the core of the logistics system. Refer to Table II for
     transfer costs. These are also used to gate commandoes to target
     sites.
 G) Missile Bases - Missile Bases are required to launch and store 
     satellites, probes, and missiles. At least one missile base is 
     required at each city where devices, other than commandos, are to 
     be built. Missile bases also provide space defense (ADM) against 
     enemy satellites and missiles in the same and adjacent hexes. 
     Table VI describes the maximum device builds at each urban area.
     Each device launched requires 1 launch point.
 H) Strategic Defense Bases - These facilites are required to perform
     military unit tech level upgrades and allow units to transfer 
     from deployed to the military reserve. Only one base is allowed 
     in each city and cannot be dismantled once built.
 I) Supply Depots - Supply depots store city resources. Storage 
     capacities are proportionally allocated to each resource/product
     item. Unstored resources will degrade. Refer to Table II for 
     storage costs.






                               - 31 -                                  
                               
   Device                        Minor   Major  Primary  Capitol

   Commandos                       25      50      75      100
   Sector probes                    1       3       5        8
   Recon probes                     1       3       5        8
   Recon satellites                 5       8      12       15
   Defense satellites               5       8      12       15
   Nuclear IPBM                     5       8      12       15
   Biologic IPBM                    3       5       8       12
   Transfer Beacons                10      15      20       25

                Table VI. Device Maximum Builds.


                     11.0 Stategic Defense Force
 
 The SDF is a combination of the defense installations at urban areas
and all other non unit devices. The SDF will issue summarized 
offensive and defensive reports for each planet every turn.

11.1 Defense Devices
 
 Defensive devices are built and stored at cities until launch. 
Commandos are included as devices, but represent teams of specially 
trained troops. They are included because of the similarities in their 
travel mode. The following describes the various devices...
 A) Commandos - Specially trained troops used in gathering 
     intelligence, recruiting guerrilla forces, disrupting enemy 
                               - 32 -
     production, and other covert operations. They are also used in 
     protecting cities against enemy commando operations (counter-
     espionage). They are equipped for transfer via NPPP nonreceptive 
     transfer, which is the typical commando move mode. Opponent 
     commandos are refered to as terrorists. Commandos remain deployed
     at the planet they are sent to and can be sent on future missions
     or transferred back to a city.
 B) Sector Probes - These are launched into sectors of space to 
     attempt the detection of other planets. They rely on EM listening 
     devices for the detection. Multiple probes are used to increase 
     chances of a successful detection. Probes will continue 
     surveillance of a sector until a planet is successfully detected.
 C) Recon Probes - These are launched into sectors of space where 
     sector probes have successfully detected EM traffic. The recon 
     probe is launched to a position near the target planet and 
     attempts a survey of the planet. If the planet is useable, maps 
     are made available, and an ambassador is automatically sent to 
     the planet. Diplomatic relations will be made with other 
     uncontacted players with their own ambassadors on the planet.
 D) Recon Satellites - These can be launched into local orbit or gated 
     to another planet. They perform ground surveillance in and 
     adjacent to their designated target hex. They will report enemy 
     units and city contents. Recon satellites are defenseless and 
     easily destroyed. Once in orbit, they are not retrievable and 
     will remain in orbit until destroyed, although they may be 
     retargeted.
 E) Defense Satellites - These are launched and targeted the same as 
     recon satellites. They are used to defend against other defense
     satellites and enemy devices. They are not retrievable and will 
                               - 33 -                                  
     remain in orbit until destroyed. They will attack enemy devices 
     in or next to their target hex. Surviving defense satellites can
     be retargeted.
 F) Nuclear Interplanetary Ballistic Missile (IPBM-N) - These are 
     strategic strike weapons of mass destruction. Each missile is 
     actually a salvo of 3-5 missiles each carrying 5-8 mrvs with high
     nuclear yields. They are launched locally or through gates and 
     targeted by the player. 
 G) Bioagent Interplanetary Ballistic Missile (IPBM-B) - These are the 
     same as IPBM-N except they carry bioagents instead of nuclear 
     warheads.
 H) Transfer Beacons - These are single use transfer stations used by 
     the military. Once in place, each beacon can be used to transfer 
     one military unit to or from the beacon location. The beacon is 
     consumed in the use. They are launched locally or through a gate.
Table VII outlines the build costs of each device.

   Device                      AERO    $Cost   NUK   SED   BIO  

   Commandos                     -       20     -     -     -
   Sector Probes                15        -     1     1     -
   Recon Probes                 50        -     1     1     -
   Recon Satellites             25        -     -     -     -
   Defense Satellites           35        -     -     -     -
   Nuclear IPBM                 50        -    10     -     -
   Biologic IPBM                60        -     -     -    50
   Transfer Beacons            150        -     1     1     -

                 Table VII. Device Build Costs.
                               - 34 -
11.2 Launch Requirements

 All devices except commandos, require missile bases for launch. In 
addition, NUK an SED points are required under certain circumstances.
Table VIII outlines the launch requirements of each device.

        Device                     Launch  XFER  NUK  SED  

        Commandos                    -       1    1    1
        Sector Probes                1       -    1    1
        Recon Probes                 1       -    1    1
        Recon Satellites             1       -    1*   1*
        Defense Satellites           1       -    1*   1*
        Nuclear IPBM                 1       -    1*   1*
        Biologic IPBM                1       -    1*   1*
        Transfer Beacons             1       -    1*   1*

        * Gate launches only, no cost if local launch.

             Table VIII. Device Launch Requirements.
      
11.3 Device Targeting
 
 All devices, except satellites, must be targeted if launched, or they 
are lost. Satellites remain in orbit from turn to turn, unless 
destroyed, and do not require targeting to maintain this status. The 
player cannot target more than 100 of each device at each target area. 
Each player may designate up to 255 targets at each planet. Some other 
restrictions apply to targeting some device types...
                               - 35 -                                  
 A) Sector Probes - Can only be sent to an empty sector where nothing
     has been detected.
 B) Recon Probes - Can only be sent to sectors where EM has been 
     detected. 
 C) Recon and Defense Satellites - Can only be launched into orbit  
     around the active planet (local) or gated into orbit around 
     another useable planet.
 D) IPBM-N - Can only be targeted against opponents with the current 
     diplomatic status is Total Nuclear War or Genocidal War. They can 
     also be targeted at ones self.
 E) IPBM-B - Same as IPBM-N except during a Genocidal War only.
 F) Transfer Beacon - Any hex except nuetral cities, Cease Fire or 
     Indifferent diplomatic status.
 Probes and Recon Satellites have increased chances of detecting 
targets in large numbers. Recon satellites survey the target hex, and 
adjacent hexes at less efficiency. They will detect units and city 
content levels. Defense satellites defend the target hex and adjacent 
hexes from incoming enemy devices. Coalition and allied owned 
satellites will not engage each other. The recon reports of coalition 
and allied players will be shared between them. SDF reports will also 
include ally/coalition amounts. 
 IPBMs cause major destruction in the impact hex. IPBMs will do heavy
damage to cities and units. In addition, residual fallout will be
created (refer to Section 12 for fallout effects). 
 Transfer Beacons are destroyed if an enemy unit is present in the
target hex. When multiple players deploy beacons in the same hex, 
beacons will be destroyed 1 for 1. Any remaining beacons are intact
and ownership is transfered to that player. Otherwise, hex ownership 
is retained by the original owner.
                               - 36 -
11.4 Espionage

 Commandos can be targeted to perform various missions. The type of 
mission is dependent on the target location. Different missions also
have an armaments cost requirement attached to each mission type. This
cost represents military equipment required to carry out a mission 
type. This amount is per mission type carried out, with no relation to 
the number of teams involved in the mission. Table IX portrays the 
armament requirement and targets of the espionage missions.

   Mission              ARM    Targets
 
   Intelligence           3    City intel data updates
   Disrupt Security       8    City security levels 
   Disrupt Production    14    Production facilities
   Disrupt Stockpiles    16    City stocks
   Disrupt Defenses      24    City defense installations
   General Terrorism      6    City population/morale
   Recruit Rebels       100    Territorial guerrilla recruiting

        Table IX. Espionage Mission Costs and Targets

 There is a limit of 100 commandos max used per mission per city. 
Nuetral cities cannot be targeted for espionage. Any non-city land hex 
can only be targeted for guerrilla recruitment. All players' commandos 
of each mission type in a city are totalled into one combined force 
and applied against the city. Successes and losses are distributed 
proportionately among attackers. Security Disruption missions are 
executed before any other mission in an effort to reduce the security 
                               - 37 -                                  
defense opposing other mission types. Any commandos within the city 
are also used to defend against these missions. All players involved 
will receive reports indicating mission results and any additional 
information. Espionage even allows allies to raid each other. The 
owner of the attackers remains anonymous unless interogations of 
captured commandos are successful. In this case, the defender will be 
notified without the attackers knowledge. Regardless of affiliation,
after all missions are complete, all surviving commandos, including 
those commandos that are deployed without targets, will engage in a
free-for-all combat, simulating global counter-espionage. 
 In general, the primary concern of city missions is the cities' 
security level and counter-espionage teams stationed there. Guerrilla 
recruiting is primarily dependant on the morale of the hex owner where 
the recruiting is being attempted (nuetral territory is considered 75% 
morale). All new recruits are automatically attached to an Armee HQ 
unit. The intelligence reports of a city is returned as updated 
city information. A player can designate up to 255 different espionage 
targets per planet. 
     
                       12.0 NBC Contamination

 NBC contamination is the result of strategic or tactical nuclear, 
biologic, or chemical weapons use. 

12.1 Fallout

 When an IPBM-N or -B is detonated, fallout will be deposited along a 
generally eastward track. These fallout areas are slow to disperse. 
Biohazards and radiation areas will be marked similar to resources and 
                               - 38 -
beacons.

12.2 Effects

 Biohazards and radiation will affect populations, cause spoilage of 
resources and product items, and reduce output of basic resource 
deposits. Additionally, military units will suffer some damage and
increased rates of fatigue. Generally, a city with a biohazard level 
of 100% will suffer a population reduction of 35% per turn. A 
radiation level of 100% will inflict population losses of 10% per 
turn. Chemical weapons act as biohazards, but on a much smaller scale.

12.3 Removal and Dissipation

 BIO points can be used to reduce biohazards by 1% each. CHEM points
will reduce radiation by 1% per point used. Biohazards will naturally
dissipate at the rate of 10% per turn. Radiation will dissipate at 4% 
per turn.

                       
                       13.0 The Military Units

 Military units can be purchased as desired. Each player can build up 
to 5000 units. 

13.1 Unit Value Information
 
 Each military unit is made up of individual battalion or squadron 
elements. The combination of these elements determine most of a units 
                               - 39 -                                  
various values. These values describe a units capabilities, 
limitations, and status. The following briefly describes each value...
 A) Antiarmor - Represents armored or hard target combat attack 
     values. This value is applied against armored targets.
 B) Antipersonnel - Represents soft target combat attack value. This 
     value is applied against infantry and unarmored targets.
 C) Antiair - Represents air target combat attack value. This value is 
     applied against aircraft.
 D) Defense - Represents the combined arms defense capability of a 
     unit. 
 E) %Armor - The percentage of armored targets contained within the 
     unit.
 F) %Personnel - The percentage of personnel or soft targets contained
     within the unit.
 G) %Air - The percentage of air targets contained within the unit.
 H) Ops Range - The distance, in hexes, a unit can perform attacks on 
     targets.
 I) Sections - This represents the number of smaller manuever brigades 
     or regiments within the unit. A units attack strength is divided 
     among the smaller formations during combat. This allows units 
     with more sections to make more attacks at reduced intensity for 
     each. Units with fewer sections will make less attacks, but with 
     greater intensity per attack. Units with more sections will
     usually endure combat longer than units with fewer sections. 
     Units with fewer sections will tend to deliver harder punches,
     but have increased vulnerability to nuclear attacks.
 J) Mobility Class - Describes the units move capability as applied to 
     move costs of terrain. A '+' indicates special unit capabilities.
 K) Move Rate - The number of move points a unit can use per turn.
                               - 40 -
 L) Munitions Load - The number of munition points contained within a 
     munition multiple.
 M) FRP Load - The number of FRP points contained within an FRP 
     multiple.
 N) ORP Load - The number of ORP points contained within an ORP 
     multiple.
 O) Munition Multiple - This is the amount of munitions a unit has in 
     its supply. The ammunition expendature of a unit depends on the 
     amount of combat it is involved in as well as its combat mode and 
     tactics. Under the most violent conditions, a unit would expend 
     around 3 munition multiples in a single turn. Units forced to 
     fight without munitions, do so at 10% normal.
 P) FRP Multiple  - This is the amount of fuel carried by the unit. 
     The rate of use is usually 1 multiple per hex, but is dependent 
     on the terrain traversed by the unit. The maximum any unit will 
     use is equal to the units move rate. Units without fuel have 
     their mechanized components combat strengths reduced.
 Q) ORP Multiple - This is the amount of food and medical supplies 
     carried by a unit. The rate of consumption is 1 multiple per 
     turn. Units without ORP supply will suffer 5-15% losses.
 R) Chemicals - This is the number of chemical attacks a unit has 
     available.
 S) Nukes - This is the number of nuclear attacks a unit has 
     available.
 T) Cargo Capability - Some units are able to transport other units. 
     The capabilities are: None, Airlift, Sealift, and Naval Air.
 U) Armaments - The number of ARM points required to build the base 
     unit.
 V) Aerospace - This is the number of AERO points required to build 
                               - 41 -                                  
     the base unit.
 W) Recruits - The number of recruits (pop points) required to build 
     the base unit.
 X) Composition - Lists the number and type of battalion elements that 
     the unit is composed of.
 Y) Strength - The units current strength. 100% is full strenth and 0% 
     is completely dead. Units lose strength as a result of enemy
     attacks. Loss of strength reduces the effectiveness of the unit.
 Z) Troop Quality - Represents the experience of the troops. This
     value ranges from 1 (poorly trained-inexperienced) to 9 (crack-
     elite). Units gain experience only from combat. The higher the 
     troop quality of a unit, the better it will perform. Units with 
     higher troop quality tend to hold their position longer, deliver 
     harder punches in attacks, and absorb more damage than less 
     experienced units.
 0) Prepared Defenses - Represents the units prepositioned defenses
     and improved positions. Units defend better when the prepared 
     defense value is high. 
 1) Morale - Represents a units will to fight. As units absorb damage,
     their morale will drop. The morale of inexperienced units will 
     drop faster than experienced units. Units with low morale are 
     easily forced into retreat. If a units morale reaches 0% it is
     destroyed.
 2) Fatigue - Units become fatigued when performing anything but rest. 
     The units combat capability will become reduced as its fatigue 
     increases. Units that rest will decrease fatigue amounts.
 3) Tec Level - This is the Tech level of the unit.
 4) Unit Id - The units id and chain of command structure.
   
                               - 42 -
13.2 Unit Organization

 Units are classed into 3 seperate unit categories: ground, air, and 
sea. Units are named according to the unit category and formation 
level of the unit as described in Table X.  

                     >------- Formation levels --------<
       Category     Lvl 0 xx     Lvl 1 xxx     Lvl 2 xxxx    
          
       Ground       Division     Corps         Armee
       Air          Wing         Air Division  Air Force
       Sea          Group        Task Force    Fleet
 
       Note: For brevity, ground command level name 
       references apply to all categories. 
       
                    Table X. Unit Categories.

 Units are formed (attached) into larger formations under the command 
of a headquarters unit (HQ) unit. Up to 15 seperate formations can be 
attached to a higher HQ unit. Units can be crossattached as desired 
without penalty. HQ unit icons have red id numbers and non hq unit 
icons have white id numbers. All HQ units have an NPPP receptor, 
allowing them easy access to resupply. All subordinate units to the HQ 
that are within half range (rounded to nearest whole number) of the 
HQ's move range, can also draw supply from the cache. HQ units also 
have a battledrill order option which allows all unordered units 
subordinate to the HQ, to follow the same orders given to the HQ at 
the time of the command. HQ units will also provide area air defense 
                               - 43 -                                  
to subordinate units if possible. The first initial unit built by a 
player must be an armee level formation for attaching other unit 
builds. The initial build cost of an Armee HQ unit is 2 times listed
TO&E values. The initial build cost of a Corp HQ unit is 1.5 times
listed TO&E values. Higher level formations cannot be attached to 
lower level formations. 

13.3 Mobility Classes

 There are 7 different mobility classes. Each mobility class has 
different movement restrictions and benefits. The following describes 
the unit mobility classes...
 A) Leg - Primarily dependent on unaided movement. Leg units have some
     amounts of mobile equipment to move heavy weaponry only.
 B) Motorized - Motorized units typically have soft skinned wheeled 
     vehicles such as trucks, light personel carriers and armored
     cars to transport troops and equipment. 
 C) Mechanized - This type consists mainly of tracked vehicles such as   
     tanks and infantry fighting vehicles. 
 D) Airmobile - This type is largely made up of combat and utility 
     helicopters. 
 E) Air - This type represents jet aircraft.   
 F) Surface Sea - Sea capable vessels excluding submarines.
 G) Subsurface Sea - Submarine type vessels.

Some units have special move capabilities...
 A) Mountain Units - These units move and defend better than other 
     units in mountains and alpine areas.
 B) Airborne - These units are capable of air assault (paradrop).
                               - 44 -
 C) Marine - These units can perform beach landings.
 D) Naval Air - These are the only air units that can be stationed on
    aircraft carriers.

13.4 Movement Terrain Effects

 Unit mobility classes pay varying costs to traverse the assorted
terrain features. Table XI outlines these costs.

  Terrain      Leg    Motor   Mech  Airmob   Air   Surf Sea  Sub Sea

  Sea           NA      NA     NA     1       1*      1         1
  Swamp        1.5     2.5    2.5     1       1*      NA        NA
  Flats         1       1      1      1       1*      NA        NA
  Hills         1      1.5     1      1       1*      NA        NA
  Mountains    1.5(1)  2.5     2      1       1*      NA        NA
  Alpine       2(1.5)  3.5     3      1       1*      NA        NA
                                                            
  Desert        -       -      -      -       -       -         -
  Plain         -       -      -      -       -       -         -
  Brush         -       -      -      -       -       -         -
  Wooded        -      +.25   +.25    -       -       -         -
  Forested     +.25    +1     +.5     -       -       -         -

  () Mountain unit costs.
  *  Cost is .5 if air unit is changing base.

                  Table XI. Terrain Movement Costs.

                               - 45 -                                  
                       14.0 Unit Maintenance
           
14.1 Supply           
 
 All units require the owner to perform supply maintenance for them. 
New unit builds begin without supplies (exception: guerrilla units). 
Unit supply refers to FRP, ORP, MUN, CHEM, and NUK points required for 
units to operate. A unit must be 'in supply' to perform supply 
maintenance on it. A unit is 'in supply' if it is a HQ unit or it is
within 1/2 the move range (rounded up) allowance of its commanding HQ, 
disregarding terrain restrictions.
Note: Any unit in an urban hex can draw supply locally from the city 
resources, regardless of the above conditions. however, the amount of 
supply drawn is restricted to the city contents.
 Different units have different supply requirements. Each units FRP, 
ORP, and munitions are summarized into supply multiples. A multiple is 
considered a specific amount required by the unit to perform a 
specific task. Specifically... 
 A) 1 FRP multiple is required by a unit to expend 1 movement point. 
 B) 1 ORP multiple is required to sustain a unit 1 turn.
 C) 1 MUN multiple is required to sustain a unit 1 combat round (3 per 
     turn). Actual use depends on unit tactics and combat events.
The points contained in each multiplier is determined by the combined 
battalion requirements, and adjusted for any unit damage. When 
resupplying a unit, the amount of supply drawn will be in groups of 
multiples. If there are insufficient amounts to fill a multiple, no 
supplies will be drawn to fill that multiple. 


                               - 46 -
Example...
 The 21 Heavy Infantry division is at 75% strength and is being 
 resupplied locally with ORPs. Its combined battalion requirements 
 total 80 ORPs per multiple. Because of the units strength, this 
 amount is reduced to 60 ORPs per multiple. It is attempting to take 
 on the maximum amount of 6 multiples and currently possesses 2. The 
 city ORP stock is 200. The resupply will require 60 x 4 multiples = 
 240 ORPs. The stocks are unavailable, so the unit will only draw 3 
 multiples (equivalent to 180 ORPs), leaving the city stocks at 20 
 ORPs. The unit now has 5 ORP multiples.

Units may also desupply. Units which desupply must be in a city and 
all desupplied points are transferred directly to the city stocks.

14.2 Refits

 Units that have taken damage can be refit with replacements in the
form of ARM or AERO points and recruits. Units to be refitted must be  
in supply or at a city where the required replacements can be drawn 
locally. Refitted units will recieve recruits of the same troop 
quality to a maximum of quality level 4. The refitted units troop 
quality will become a proportional average. 
 Units recieving refits will inevitably lose supply multiples. Players
may wish to dump supplies into cities (if the unit occupies one) and
resupply after the refit. Otherwise, a small number of supply points 
(FRP, ORP, and MUN) will be lost in the conversion. Refitted units 
recieve the same tech level equipment as the original unit at the 
original costs. Unit ARM and AERO refit costs are 10% less than build
costs.
                               - 47 -                                  
14.3 Upgrades

 As higher technology levels are attained, better (and more expensive)
equipment will replace the old. Any new units built will be of the 
new tech level. Units of previous tech levels can be upgraded to the  
new tech level. Unit upgrades can only be performed if a unit is at a 
city containing a Strategic Defense Base. Reserve units cannot be 
upgraded. Under-strength units that are upgraded will also be built 
back to full strength. Supply and troop quality are affected as if a
refit had occurred. The cost of an upgrade is the standard cost less
75% of the original equipment value, discounting any other costs  
incurred.

14.4 Reserves and Transfers

 All new unit builds are automatically placed in reserve. Reserve 
units are available at all times and may be deployed at any city on 
any planet that has a NPPP transfer facility or at the expense of 1 
transfer beacon per unit transfer. Once a unit is deployed, it can be
returned to the reserve by the use of a transfer beacon or if it 
occupies a city hex containing a transfer facility and a strategic
defense base. 

14.5 Transports and Cargo

 Some units are capable of carrying other units. The types of 
capabilities are...
 A) Airlift - Air Transports can carry any ground unit if the unit
     does not exceed its airift capacity. In addition, airlift units
                               - 48 -
     can perform airdrops if the cargo is an airborne unit.
 B) Sealift - Sea Transport (LHA) units can transport a ground unit if
     the unit does not exceed its sealift capacity. A sea transport
     can also perform beach landings if the cargo unit is a marine.
 C) Naval Air - Aircraft carriers can serve as airbases for Naval Air
     units only.
If a transport unit recieves damage, its cargo will also sustain an
equivalent amount. If a cargo unit is destroyed, its cargo is also
destroyed. 
     
14.6 Disbands and Rebuilds

 Any reserve or destroyed unit can be disbanded. HQ units can be 
disbanded only if no subordinate units are attached to them. 
Disbanding a unit will return 75% of its ARM/AERO point values, all 
recruits, and all supplies. 
 Destroyed units can be rebuilt. Units are rebuilt at a 10% lower 
ARM/AERO cost. Destroyed units may or may not still retain a few 
survivors and therefore will cost even less. HQ units are rebuilt
at standard rates instead of the x 1.5 and x 2 cost for new HQ builds.


                   15.0 Unit Operations Orders

 Each unit will perform a set of operations based on the orders it has 
been given by the owning player. Each ground and sea unit is given up 
to 5 orders and air units are given up to 3. These orders are 
performed sequentially, executing each order for an amount of time or 
until the objective has been achieved.
                               - 49 -                                  
 Orders involving movement are carried out until the destination is 
reached it has expended its maximum move points. Other orders last 1 
round. At the completion of an order, the next order is implemented. 
Units without orders will be given standby orders. Ground units that 
are fully rested and given standby orders will alternate between 
preparing defenses and rest. Air units can use the full amount of 
their move point capability on any mission of an air phase, but cannot 
use more move points in a turn that is available to it.

15.1 Ground Ops

 The following briefly describes the various operations available to 
ground units... 
 A) Standby - Unit will attempt to rest, decreasing unit fatigue.
 B) Prepare Defenses - Unit will prepare defenses, improving its 
     defense capability.
 C) Move - Unit will attempt to move to the designated objective.
 D) Target Strike - Unit will fire upon the specified target, 
     regardless of affiliation or contents. If the target is out of 
     range, the unit will move to within attack range.
 E) Interdiction - Unit will hold position and attempt to engage any 
     enemy ground unit that comes with its operations (ops) range. 

15.2 Air Ops
 
 The following briefly describes the various operations available to 
air units... 
 A) Standby - Unit will attempt to rest, decreasing unit fatigue.
 B) Standby/Intercept - Unit will attempt to intercept enemy air 
                               - 50 -
     missions within its ops range. The unit conducts the intercepts
     from its base position and fatigue will increase by only a small
     amount.
 C) Move - This allows the air unit to change its point of operations 
     or base location to the designated hex. Any cargo will also be 
     transported. The target hex must be owned at the time of 
     transfer or the mission is aborted.
 D) Air Superiority - The unit will attempt to move to the target hex.  
     Then, it will loiter and attempt to intercept any enemy air units
     that come within its ops range.
 E) Close Air Support - The unit will attempt to move to the target 
     hex. Then, it will search for and engage enemy units adjacent to 
     friendly ground forces. 
 F) Ground Interdict - Same as close air support except the unit will
     attempt to engage any enemy ground forces within its ops range.
 G) Sea Interdict - Same as ground interdict except it will engage sea
     units.
 H) Air Strike - Unit will attempt to move to the target hex. Then, it 
     will attack the hex regardless of the contents.
 I) Paradrop - Unit will attempt to move to the target hex. Then, it 
     will drop its cargo unit (a paratrooper) and return to base. 
     Restricted to transport aircraft with paratroop capable cargo 
     units only.
 
15.3 Sea Ops
 The following briefly describes the various operations available to 
sea units... 
 A) Standby - Unit will attempt to rest, decreasing unit fatigue.
 B) Move - Unit will attempt to move to the designated objective.
                               - 51 -                                  
 C) Sea Interdict - Unit will hold position and engage any enemy sea 
     unit that comes within its ops range.
 D) Target Strike - Unit will fire upon the specified target, 
     regardless of contents. If the target is out of range, the unit 
     will move within attack range.
 E) Assault Landing - Unit will drop its cargo (a marine) into the 
     sea when adjacent to the target area. If the target is not 
     adjacent, the unit will attempt to move adjacent. Restricted to 
     assault landing ships with marine capable cargo unit.
     
     Tactic                    Off Fire     Ret Fire     Defense
  
     Static Defense              NA          x .4         x 1.8
     Counter Attack (Dfc)        NA          x .65        x 1.3
     Mobile Defense              NA          x .5         x 1.6
     Delaying Defense            NA          x .3         x 2.0
     Withdraw (Dfc)*             NA          x .2         x 2.2
     General Attack             x 1.0        x .25        x 1.3
     Concentrated Attack        x 1.6        x .1         x 1.0
     Heavy Assault              x 1.4        x .15        x 1.1
     Assault                    x 1.2        x .2         x 1.2
     Limited Attack             x .8         x .3         x 1.4
     Skirmishing Attack         x .6         x .35        x 1.5

     * Units with withdraw defense will retreat when an enemy unit is 
       adjacent to them.

                   Table XII. Ground Combat Tactics

                               - 52 -
15.4 Ground Combat Tactics     

 Ground units are assigned a combat tactic for each order. There are
5 defensive tactics and 6 offensive tactics. Tactics describe the 
amount of emphasis placed on offensive fire, return fire, and defense. 
Table XII describes each tactic and the applicable multipliers. The 
default tactic is the static defense.
 Units with defense tactics cannot initiate attacks on adjacent units. 
Units with defense tactics perform strikes and interdictions using 
return fire multipliers, while other units will use the offensive 
multiplier. 

15.5 Air Combat Tactics

 Air unit tactics describe how an air unit will react to an opposing 
air unit and described as follows... 
 A) Engage - If an enemy air unit comes adjacent, the air unit will
     discard the primary mission and change to an air superiority 
     mission at the current location.

      Mission                     Off Fire   Ret Fire  Defense
                               
      Air Superiority               x 1.0      x .25    x 1.0
      Alternate Air Superiority     x .75      x .25    x 1.0
      Other                          NA        x .25    x 1.0

                   Table XIII. Air Combat Tactics
 

                               - 53 -                                  
 B) Avoid - If an adjacent enemy air unit blocks the path to target,
     the unit will change to an air superiority mission at the current
     location.
 C) Flee - As avoid except the unit will abort the mission instead.

Units which change to air superiority midmission operate at reduced 
effectiveness. Table XIII shows the applicable multipliers of air
combat.

15.6 Sea Combat Tactics

 Sea unit tactics describe how a sea unit will react to an opposing
sea unit and described as follows.
 A) Engage - If an enemy sea unit is adjacent, the unit will initiate
     attacks against it, ie take offensive action.
 B) Avoid - If an enemy sea unit is adjacent, the unit will defend,
     performing return fire when attacked, ie take defensive action.
 C) Flee - Adjacent enemy sea units will cause the unit to retreat
     away from the opposing unit.

      Mission                     Off Fire   Ret Fire  Defense
                               
      All Sea Missions              x 1.0      x .25    x 1.0
      
                    Table XIV. Sea Combat Tactics

15.7 Ground Unit Deployment
 
 Ground units can be deployed in either forward or reserve modes. The
                               - 54 -
forward mode is the standard deployment method. The reserve mode is a 
special mode that allows a ground unit to ignore its standing orders
and move against an advancing enemy units. Typically, a reserve unit
will be positioned behind the front line allowing it freedom of 
movement.
 Reserve units not adjacent to enemies, make a check at the beginning 
of each ground phase for enemy units that are within a search range
as determined by Table XV. The reserve unit will commit itself against
the closest enemy unit found. If no enemies are found, the unit will 
perform its regular orders. If it is committed, it will begin 
advancing on the enemy position, retaining its standing tactics, 
chemical, and nuclear use guidelines.

                      Mobility Class     Range
                        
                      Leg                  2
                      Motorized            3
                      Mechanized           3
                      Airmobile            4

                  Table XV. Reserve Commit Ranges

15.8 Unit NBC Use 

 All unit order sets include nuclear and chemical useage guidelines. 
Unit NBC weapons represent the low yield tactical types, which have a
lesser effect than the high yield strategic IPBMs. Units which have 
the capability can be set to one of the three following modes...
 A) Employed - Unit will always use this weapon type.
                               - 55 -                                  
 B) Restraint - 50% chance the unit will use this weapon in an attack.
 C) Disallow Use - The unit will not use the weapon type.    
The nuclear or chemical options are only available as long as the 
unit has NUK or CHEM points available. Each use in an attack, depletes 
that particular attack type by 1. Units can only use these weapons in
an self initiated attack. Therefore, a ground unit with defense 
tactics performing an interdiction or strike, could use these weapons
in the attack. If a unit has both nuclear and chemical options 
available, then the selection will be randomly determined.
 Chemical attacks will enhance a units attack by 15%, while a nuclear
attack will increase the inflicted damage by 75%. 
 NBC attacks contribute to the hex radiation or biohazard levels.
Nuclear attacks increase radiation levels by 10% per attack. Chemical
attacks increase biohazard levels by 3% per attack.

                       
                       16.0 Unit Order Execution

 The unit operations turn is divided into 3 rounds. Each round 
consists of an air phase and a ground/sea phase. 


16.1 The Air Phase
 
 Air units check pre-mission requirements such as fuel, munitions, 
fatigue level, paratroop cargo for paradrops, move point availability, 
etc. Assuming a satisfactory check, air units will launch and move to 
the designated target. During this time, any enemy air superiorty, 
standby intercept, or alternate air superiority ordered units may 
                               - 56 -
attempt to intercept and engage the moving air unit. Also, ground/sea 
units may also attempt to engage the unit. If a combat occurs during 
the move, it is conducted at the actual range using the return fire
multiplier of the attacker. The moving air unit does not get a return 
fire option. Should the air unit take excessive cohesion hits, it will 
abort back to base. This type of combat will be referred to hereafter 
as transit fire. 
 When the air unit reaches the target area, it will preform its 
mission as described by the following...
 A) Standby - Unit will rest, reducing fatigue.
 B) Standby/Intercept - Same as Air Superiority. 
 C) Move - Unit will land. If any cargo was transported, its position
     is changed to the new location. If the new hex is not owned the
     mission is aborted and the air unit is returned back to the 
     original location.
 D) Air Superiority - The unit will loiter, performing transit fire
     when possible, and will attempt to initiate air attacks against 
     enemy air when actively searching. The unit will return to base 
     when it has used up its attacks, is out of munitions, out of 
     loiter time, or receives excessive cohesion hits. The chance of 
     engaging air units is shown in Table XVI.
 E) Close Air Support - The unit will search for enemy ground units 
     adjacent to friendly ground forces. It will return when no
     enemies are found, it is out of munitions, out of attacks, or
     recieves excessive cohesion hits. The engagement occurs at range 
     0 for purposes of calculating combat. If the target unit parent
     HQ is within range, it will lend area air defense support.
 F) Ground Interdict - Same as Close Air Support except the unit will
     attempt to engage any enemy ground forces within its ops range.
                               - 57 -                                  
     The chances of engaging units is shown in Table XVI.
 G) Sea Interdict - Same as Ground Interdict except it will engage sea
     units. Sub units are difficult to detect and is reflected in the
     engage chances of Table XVI.
 H) Air Strike - The air unit will attack the hex if it contains a 
     unit or it is a city hex. Target units do not get the benfit of 
     supporting fire from parent HQs. It is assumed the parent HQ 
     could have already made transit fire attacks against the air 
     unit. 
     Note: Strikes are absolute, care must be taken not to hit owned
     or friendly forces.
 I) Paradrop - The air unit will paradrop its cargo unit (a 
     paratrooper) and return to base. The drop zone must be free of 
     non-owned units or the mission will be aborted.
                               
  Operation/Scenario     Rng->  0       1       2       3       4
 
  Air vs Air Transit            -     100%     50%     33%      -
  Grd vs Air Transit           75%     38%     25%     19%      -
  Air vs Air                    -     100%     85%*    60%*     -
  Grd/Sea Interdict           100%     85%*    60%*    35%*    10%*
  Sea Interdict vs Sub         20%**   17%**   12%**    7%**    2%**
  All other                   100%    100%    100%    100%    100%
   
  * +10% per unit > 1 in hex
  ** +2% per unit > 1 in hex

                  Table XVI. Combat Engage Attempts

                               - 58 -
16.2 The Ground/Sea Phase

 Ground and sea units perform operations simultaneously. Units will
check for adjacent enemies before performing their orders. If enemies
are adjacent, the unit will conduct combat based on the units tactics. 
Otherwise, the unit will perform its orders as described by the 
following...
 A) Standby - Unit will rest, reducing fatigue or will Prepare 
    Defenses if it is fully rested.
 B) Prepare Defenses - Ground unit will Prepare Defenses, improving 
     its defense capability. If it has fully optimized its defensive 
     position, it will rest if needed. Otherwise, it will do nothing.
 C) Move - Unit will move in a direct path to the designated 
     objective, expending the necessary fuel and move points. If a
     units path is blocked by impassable terrain, it will cease 
     movement.
 D) Target Strike - Unit will fire upon the specified target, 
     regardless of affiliation or contents. If the target is out of 
     range, the unit will perform a move order to close within attack 
     range. The target will be unable to return fire.
 E) Interdiction - Unit will hold position and attempt to engage any 
     enemy ground unit that comes with its operations (ops) range. The
     chances of detecting and engaging an enemy unit is shown in Table
     XVI. Sea Interdiction involves sea targets and Ground 
     Interdiction involves ground units.
 F) Assault Landing - (LHA units only) Target must be a coastal hex 
     (next to a sea hex). The sealift unit moves adjacent to the 
     target hex if it is not already. The sealift unit will unload the 
     marine unit into the sea. The marine unit is issued move orders
                               - 59 -                                  
     and the target hex as the objective. At this point, the sealift 
     unit is considered to have achieved the objective and attempts to
     conduct the next order. The marine unit will remain in the sea 
     until it takes the target hex or is forced to retreat. A retreat
     will most likely result in the units destruction. Marines may
     remain in sea hexes without sea transport so long as they are not
     forced to move into another sea hex.


                          17.0 Unit Combat

 This section describes what occurs during combat.

17.1 Combat Cohesion

 Normally, units are organized, disciplined, commanded and controlled. 
However, with combat, unit elements will become disoriented, 
disorganized, and out of control in the chaos. This effect is 
especially realized under heavy fire. Units must maintain cohesion in 
order to be effective fighting forces. Sometimes elements are forced 
to fallback and reorganize. The cohesion hit is used to simulate these 
conditions.
 A unit recieves a cohesion hit when it suffers damage and fails
the resulting morale check. The number of cohesion hits a unit can 
take is equal to the number of sections in the unit. An air unit 
moving to target will automatically recover from hits if it does not 
abort. An air unit on target which recieves hits will lose 1 attack 
during the operation. When the number of attacks made plus the number 
of cohesion hits an air unit suffers is equal to or exceeds the number
                               - 60 -
of sections in the unit, it will abort. The unit will automatically 
recover by the next air phase.
 Ground/Sea units recover from cohesion when they move to a new hex.
However, cohesion hits can only be inflicted upon them by enemy ground
close (adjacent) combat engagements. During close engagements, ground 
units have the option to recover from cohesion hits rather than 
attack. Ground units suffering excessive cohesion hits and fail morale 
checks are forced to retreat.

17.2 Target Types and Attack Values

 Units have differing target type components. Attacking units' attack 
values are applied proportionally as the defending units target types
dictate. Table XVII shows the target types and the appropriate attack
value applied to them.

Example...
 A unit (Antiarmor = 100, Antipsnl = 70, Antiair = 10) attacks another
 unit whose values are: Defense = 80, %armor = 10%, %psnl = 90%,
 %air = 0%. Disregarding other possible combat modifications, the
 attacking units attack value is determined as...

 Antiarmor = 100 x 10% = 10
 Antipsnl = 70 x 90% = 63
 Antiair = 10 x 0% = 0

 The attack value applied to the defenders defense value will be...
 10 + 63 + 0 = 73 vs. 80

                               - 61 -                                  
                    Target Type     Applied Value

                    %Armor          Anti-Armor
                    %Personnel      Anti-Persnl
                    %Air            Anti-Air
                    
                   Table XVII. Applied Target Types 

17.3 Terrain Effects

 A units defense is modified by the terrain being defended. Terrain
affects target types differently as shown in Table XVIII. A units 
defense is determined by its base defense and proportionally modified
by terrain as applied to the target types of the unit.
Example...
 A unit has the values: Defense = 125, %Armor = 25%, %Personnel = 65%,
 %Aircraft = 10%. It currently occupies a major city hex with wooded
 hills. The city has 15 fortification levels. The unit is defending 
 against an attack from a ground unit in an adjacent hex. There is a
 river hexside between the attacker and defender. The modified defense
 for this attack is calculated as...
 
 Armor Defense multiplier = 1.1 + .1 + .75 + (15 x .01) + .25 = 2.35
 Psnl Defense multiplier = 1.15 + .35 + 3.0 + (15 x .01) + .25 = 4.9
 Air Defense multiplier = 1
 Adjusted Armor Defense = 125 x 25% x 2.35 = 73.4
 Adjusted Psnl Defense = 125 x 65% x 4.9 = 398.1
 Adjusted Air Defense = 125 x 10% x 1 = 12.5
 Modified Defense = 73.4 + 398.1 + 12.5 = 484
                               - 62 -
         
         Terrain           Armor    Personnel   Aircraft
          
         Sea                 1          1          1
         Swamp               1          1          1
         Flats               1          1          1
         Hills              1.1        1.15        1
         Mountains          1.15       1.3        1.05
         Alpine              1         1.35       1.1
         
         Desert              -          -          -
         Plain               -          -          -
         Brush              +.05       +.2         -
         Wooded             +.1        +.35        -
         Forested           +.15       +.5         -

         Minor City         +.2        +.5         -
         Major City         +.4        +1          -
         Primary City       +.6       +1.5         -
         Capitol City       +.8        +2          -
          
         Each Fort Level    +.01       +.01        -
         River Hexside      +.25*      +.25*       -

         * Applies only in adjacent ground to ground combat

            Table XVIII. Terrain Defense Multipliers


                               - 63 -                                  
17.4 Survivability

 The ratio of the attack value versus the defense value will determine 
the amount of damage the defending unit will suffer. A morale check is
performed to check cohesion. A unit is put out of action when its
morale is reduced to 0% or it suffers 100% damage. When a unit suffers
damage, its morale will also be reduced. 






















                               - 64 -
              18.0 Turn Editor Controls and Information

 The turn editor consists of several button controls. These can be 
selected using the mouse. Some buttons contain words with highlighted 
letters. These highlighted letters are 'hot keys' that can be used 
from the keyboard for the same operation. Some of the verbal buttons 
also describe general editor style keys which can also be used such as 
'PGDN' which could also be activated by using the keyboard 'PGDN' key.
Map scrolling/cursor position can be controlled using the number pad
keys 1 thru 9 (with numlock off). Most all other commands can only be 
invoked using the mouse.
 The top of the editor screen displays the game date (representing the 
turn number), sector coordinates, and planet name or sector info. The
bottom of the screen will display probe amounts in SM mode and unit
information in other modes. City emblem and the hex owner battle 
emblem will also be shown. Extended unit information can be obtained
be double selecting the highlighted unit in the information area.

18.1 Map Modes

 There are three mapping modes: Star Map mode (SM), Operational Map   
mode (OM), and Tactical Map mode (tm). The map reference (small planet 
map in upper right corner of the screen) is used in conjunction with
the OM and TM modes.

 18.1.A Star Map

 The Star Map is a 40 x 40 square grid. Each square represents a
single sector of the galaxy. The grid is for reference and tracking
                               - 65 -                                  
only and does not represent any certain spacial distance. In this 
game, a sector is considered a suspicious point in space which is 
likely to support life or more specifically, possible positions of
useable planets. Sectors are explored by using sector and recon 
probes. The information displayed on the star map is keyed to...
 A) Dark red squares - Probe positions.
 B) Blue dot - Electromagnetic traffic (EM detected). 
 C) Cyan dot - Unuseable planet.
 D) Yellow dot - Active or useable planet.
Sectors that require further exploration will display a probe device
along with the number deployed at bottom left when the SM cursor is 
moved to different sectors.

 18.1.B Map Reference

 The map reference displays an overall planet map when a useable 
planet is active, otherwise it will be blank. This map displays a 
window representing the area displayed by the OM or TM maps. The OM 
and TM maps can also be repositioned by clicking the mouse on the 
reference map at the desired position. The reference map can also be 
rotated using the red directional control buttons.

 18.1.C Operational and Tactical Maps

 The operational map is only available at useable planets. The OM 
displays an 80 x 80 portion of the planet map. This map can be panned 
horizontally and vertically using the directional keys. Alternately, 
the map can be repositioned by clicking on the desired position of the 
map reference, which will center the OM on that position. 
                               - 66 -
 The tactical map functions similar to the OM map. The TM map offers a
higher detailed view with more visual information, but only displays a
14 x 14 hex area.
 Easy switching between OM and TM map modes can be accomplished by
clicking mouse button 2 on the map display area.
 The maps are made up of hexes each representing the various terrain
types. Each hex consists of 3 basic parts: Contour, Vegetation, and
Urbanization. Each hex will also contain some or none of the basic 6
resources. In TM mode, some hexes will be marked with resource markers
if the resource amounts at the hex location qualifies as a major
deposit. Beacons and environmental hazards will also be displayed.
 The Hex Info control button will aid players in determining the
terrain features and other map symbol information.

18.2 Cursor Controls

 There are 8 directional cursor control buttons and 1 cursor lock  
control button. When the cursor lock is pressed, the other cursor
control buttons will move the cursor around the map area. When the
cursor lock is depressed, the directional controls will move the map
without changing the cursors position on the screen. 

18.3 Show Units
 
 While depressed, known unit positions are displayed on the map at
their current positions. In OM mode, only a small colored box is
displayed. In TM mode, unit symbols and identifications are easily
recognized. Groups of units are also portrayed.

                               - 67 -                                  
18.4 Show Owner

 While depressed, hex ownership can visually be determined. In OM
mode, boundary lines are shown. A small square appears on the bottom
portion of a hex in TM mode, signifying ownership. The color of the
square and boundary lines are keyed to the diplomatic status with
that player as follows...
 A) White - Owned territory.
 B) Dark Red - Nuetral players territory.
 C) Yellow - Coalition or Allied players territory.
 D) Bright Red - Enemy players territory.
 E) None - Unowned or Independent territory.

18.5 Show Espionage

 While depressed, espionage mission areas will be displayed. A black
box will surround each mission hex in OM mode and a terrorist emblem
will appear in mission hexes in TM mode.

18.6 Show Targets
 
 While depressed, target areas will be displayed. A white circle will 
surround each target hex in OM mode and a device (or multi-device) 
emblem will appear in target hexes in TM mode.

18.7 Next (City)
 
 When activated, the cursor will move to the next owned city.

                               - 68 -
18.8 Orders (Unit)
 
 Can only be invoked in OM or TM modes when the cursor is positioned 
on owned units. This control can alternately be performed by holding 
down button 1 of the mouse on the desired unit. This control activates 
the unit orders editor. 
 Tactics, deployment mode, order type, and nuclear / chemical useage 
can all be set as desired. The order number and total number of orders
are also shown. Orders requiring an objective target will be entered 
by the user when the order is accepted. 
 Units will move along a direct path from the origin to the objective
hex. Units will not move around obstacles blocking their ordered
paths. Therefore, it is necessary to set paths which can be followed.
A series of sequential objectives can be set, using the same order 
settings, by performing a short mouse button 1 click at each target.
Otherwise, the button 1 must be pressed until the orders editor
dialogue box reappears.
 The CLR command will delete the selected order from the set. The 
ORDER command is used to change order set displays. The DRILL command 
will send the current orders to all subordinate units that do not have 
orders and which are within command range of the issuing HQ. The 
CONTINUE command accepts the current order setting and changes to an 
objective selection mode if required. Afterwards, the next order is 
displayed for editing. The EXIT command will exit the orders editor,
keeping the current orders information.

18.9 Hex Info

 When activated, information about the active hex will be displayed.
                               - 69 -                                  
18.10 Help

 Provides quick access to this game manual. It allows manipulation
of the manual by page only. 

18.11 Red Directional Controls 

 Use to rotate the reference map in either direction as desired.

18.12 Exit
 
 Terminates the turn editor program and returns to the main menu. Turn 
files are updated and saved.

18.13 Score

 Sorts and ranks the players according to score for display.

18.14 Trade Package

 Allows transfer editing of cache stocks to an ally or coalition 
partner. 

18.15 Icon Editor

 Used to custom draw battle emblems. All players will see the new 
emblem in the next turn. Select the desired color from one of the
sixteen color buttons. Use the mouse for drawing the new emblem.

                               - 70 -
The controls are described...
 Restart - Discards changes and reloads current emblem.
 Clear - Clears the entire matrix to the selected color.
 Fill - Fills from the active pixel outward to edge of editor unless 
  a border of the same color is encountered.
 Model - Loads a premade sample emblem for editing.
 Accept - Replaces current battle emblem with new edited version.
 Cancel - Discards changes.

18.16 Quik Manager

 The quick manger is a group of fast preprogrammed macros designed to 
aid in the management of cities and military supply. They are 
especially intended for use for those players who have large amounts 
of real estate to manage and prefer not to micromanage. These macros 
only affect the holdings on the active planet.

 18.16.A Resource Cache Distribution

 This macro initially reports current production deficets that exhist 
on the planet and allocates the optimum amount of cache stocks to fill 
those requirements. If there are insufficient stocks to distribute, 
the transfer amount will be displayed in red. Each city must have at 
least one transfer facility to be included in the transfer. Unequipped 
cities cannot recieve nor are they included in the deficet tally.

Column heading descriptions:  
 Level - Displays selected percentage of cache stocks to distribute.
 Cache - Displays current cache amounts of each type.
                               - 71 -                                  
 Deficets - Displays current deficet amounts of planet cities.
 Distribute - Indicates amounts to be distributed to cities. Deficets 
  will be filled first, then the remaining amount will be evenly 
  distributed among cities. A red number indicates that the amount 
  will be insufficient to satisfy minimum deficet reduction 
  requirements.
The Deficet Reduce button will clear current setting to deficet 
reduction requirement settings. The Initiate button will submit the 
settings for immediate action.

 18.16.B Resource Surplus Collection

 This macro is used to mass collect surpluses. Surpluses are defined 
as those product amounts which will not be required for production at 
the current city facility levels. 
 
Column heading descriptions:
 Level - Displays selected percentage of city stocks available for 
  collection. The Xfer button setting is used to set the maximum
  useage of transfer capacity of cities in conducting the collection.
 Surplus - Displays the combined amounts of surpluses available for 
  collection.
 Cache - Displays current cache amounts.
 Collect - assuming the transfer points are available, These numbers
  reflect the maximum amounts that will be gathered. Rarely will this 
  number be acurate in the actual collected amounts.
The initiate button will execute the macro.


                               - 72 -
 18.16.C Urban Development

 This macro is used to mass develop cities of the planet. It consumes
from the locally available city stocks to attempt to meet the 
specified development requests. When the Cache Access button is 
active, cache stocks are made available to cities with transfer 
facilities, and can draw upon the cache to perform the builds. No
checks are made to verify that the required energy or resources are 
available to operate newly constructed production facilities. 

Column heading descriptions:
 Local - Displays the combined city total amounts available for new
  builds. 
 Cache - Displays current cache amounts available for new builds, 
  assuming cache access is enabled.
 Totals - Displays the current combined totals of the facility build 
  types.

 18.16.D Military Supply
 
 This macro is used to quickly resupply deployed military units on the
planet. Rules of unit resupply are in effect.
 
Column heading descriptions:
 Level - This percentage sets the maximum supply levels units of the 
 selected type will be resupplied to. Only units with a supply level 
 below the set level will be resupplied. In case of inadequate 
 amounts, units with the highest supply depletion will be serviced 
 first.
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The Ground, Air, and Sea buttons selects the unit move classes to 
service. These are available because of the differing amounts of the 
different move classes, allowing easier management of supply 
transfers. The Local button enables units only at cities to draw 
supply from the city stocks if they are available. The Resupply button 
will initiate the macro using the current settings.

18.17 Next (Planet)
 Changes mode to star map mode (if not in SM mode) and moves cursor to 
the next planet.
  
18.18 SM (Star Map mode)
 Changes from current mode to SM mode.
   
18.19 OM (Operational Map mode)
 Changes from current mode to OM mode. This is disabled in SM mode if 
there is not a mapped planet at the current sector location.

18.20 TM (Tactical Map mode)
 
 Changes from current mode to TM mode. This is disabled in SM mode if
there is not a mapped planet at the current sector location.

18.21 Messages (Lightning Bolt)
 
 Activates the messaging system. Various reports and player messages
are accessed through the messaging system. The Previous/Next buttons 
allow scrolling through the messages. The Send Message button is used 
to communicate with other players.
                               - 74 -
 The send message sub menu displays a player list for picking the 
player(s) to route the message to. One or multiple players can be 
chosen. The Select All button will select all players for message 
reception while the Select Clr button will clear all selections. The 
Prev/Next buttons are used to scroll through the player list. The 
Accept button activates the message editor.
 The message editor generates a header for routing and information
purposes and cannot be changed. The editor has simple editing 
functions such as Insert, Delete, Left/Right/Up/Down cursor controls, 
and Ctrl-End for editing the message. The Escape key is used to end 
the message edit. There are three options available after pressing 
escape... 
 A) Restart - Discard the message and return to the player select 
     menu. 
 B) Done - Sends the message to the selected players and returns to 
     the main message menu. 
 C) Cancel - Discards the message and returns to the main message 
     menu. 
After a message has been sent it cannot be removed.

18.22 Diplomacy (Pen and Paper)
 
 Activates the diplomatic options menu. The Prev/Next buttons are used 
to select the desired player. Status indicates the current relations 
with the selected player. Disposition indicates the last action taken 
by the selected player. Action displays the last action taken toward 
the selected player. This will remain in effect through future turns 
until changed. Morale displays the projected effects of the action 
being taken. Darkened items are illegal and not selectable.
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18.23 Report (Planetary)
 
 Generates a planet report of the players total assets on the current
planet.

18.24 Develop (Planetary)
 
 Displays for upgrade, the current production levels, technology
levels, and tax rate of the planet. Morale is also displayed. Funds
and TECH points show the current cache amounts available to use for
upgrade levels.
  
18.25 Stock Market
 
 Accesses the stock market, allowing the player to buy or sell 
products. Funds indicates the amount of funds in the cache available 
for purchases.
 
Column heading descriptions:
 Value - The current turn value of the item.
 Stocks - Current cache content amount less the amounts to be sold.
 Action - Displays buy or sell amounts.
The x1, x10, and x100 buttons select the amount multiplier. The accept
button will submit the trade.

18.26 Transfer (City)
 
 Allows transfers from the active city to and from the cache. The 
N-S-T cost displays the current NUK, SED, and XFER point cost required
                               - 76 -
(a 1:1:1 ration) to move selected stocks from the city to the cache.
XFER displays the amount of unused transport points available in the 
city. NUK and SED point amounts in the city are shown in the city 
stocks column.

Column heading descriptions:
 Stocks - City amounts of each item.
 Cache - Cache amounts of each item.
The x1, x10, and x100 buttons select the amount multiplier. The accept 
button will keep the current transfers. Cancel will discard changes.

18.27 Urban Development (City)
 
 Allows building or dismantling of facilities, security, and defense 
installations of the active city. Also displays current city 
production and deficets of resources. The upper portion of the menu 
displays city resource consumption and base production output. Items 
displayed in red are deficets that will adversly affect the city's 
production effeciency. The lower portion of the menu displays city 
facility and defense levels. The selectors are used for building or 
dismantling facilities. The accept button will keep any changes made.

Column heading descriptions:
 Stock - Amount of items currently in city.
 Consume - Amount required for 100% production. Items in red indicate 
  a deficet.
 Production - Base amount that will be produced during production. 
  Some of these amounts may differ from actual production and is 
  dependant on current technology levels and effeciency.
                               - 77 -                                  
18.28 TO&E
 
 Activates the TO&E viewer. It allows the player to review military
unit compositions and values of all weapon suppliers. Initially, the
selected supplier will always be set to the players own weapon 
supplier selection. The supplier selector changes the supplier. The 
Tech level selector changes the tech level of the units for review at 
the different tech levels. The unit selector allows selection of the 
desired unit.

18.29 Build Devices (Missiles)
 
 Allows the building of strategic devices at the active city. The 
various amounts of resources available in the city required to build 
devices are displayed. 

18.30 Launch Devices (Missile launch)

 Activates the device launch menu. Devices can be launched locally or
through a nonreceptive NPPP transfer gate to other planets or sectors. 
The launch points and availability associated resources required for 
launch are displayed. 

Column heading descriptions:
 AVL(available) - The number of each device type at the city.
 Local/Gating - The current nontargeted amount of each device type
  enroute to target including current launches.

The Local button is used to select a local or gate transfer launch
                               - 78 -
mode. The Launch button will keep the current selections.

18.31 Target Devices (Crosshairs)

 Allows targeting of devices in the active hex, city, or sector.

Column heading descriptions:
 Local/Gating/Available - Displays the current amounts of devices in 
  the current transit mode.
 Target - Displays the current amount of each device targeted for the
  selected area.

The Local button is used to select local or gating devices for 
targeting. The Accept button will keep the targeting information 
modifications.

18.32 Espionage (Armed Militant)

 Allows the designating of commandos for espionage missions at the
active map position. Local/Gating displays the available commandos of 
the selected transit type. Armaments displays the available armaments
in the cache available to perform missions. The Local button switches 
between transit modes for selecting commandoes. The Accept button 
will keep all changes.

18.33 Build Units

 Used for purchasing, rebuilding, and disbanding of military units.     
The amounts of armament, aerospace, and recruit stocks available in
                               - 79 -                                  
the cache are displayed. The selector buttons are described...
 A) Parent Unit - Used to cycle through Armee level formations.
     Attached units are also displayed under the 'Subordinates'
     heading. These units can be highlighted for selection of other
     fuctions. Corps level formations can be selected and will change
     the parent unit displayed to that formation. The Corps 
     subordinates will be shown. The following describes applicable
     unit shading...
      1) Gray shading - Unit is deployed at current planet.
      2) Cyan shading - Unit is deployed at another planet.
      3) Yellow X - Unit is destroyed.
      4) No shading - Unit is in the reserve.
     Reselection of Parent Unit selector will return to the Armee
     level unit from a Corp display or advance to the next Armee.
 B) Rebuild Selected Units - This selector will rebuild selected
     units. The costs of this action is displayed in the 'RBLD' 
     column.
 C) Disband Selected Units - This selector will disband selected
     units. 
 D) Troop Quality - Selects the troop quality (1 - 4) of new and 
     rebuilt units. 
 E) Type - Displays current formation level to select units from. 
     Corps formations consist of the Corp HQ and standardly attached
     units. Armee formations consist of the HQ only. 
 F) Select Unit - Used to cycle through the available units of the
     selected type.     
 G) Purchase New Unit - Used to purchase the selected unit. The first
     unit purchased in any new game must be an Armee unit. The cost
     requirements are displayed under the 'NEW' column.
                               - 80 -
18.34 Organize Units

 Allows restructuring of military formations. Units can be cross-
attached as desired at no expense. The selector buttons are
described...
 A) Detach From - Used to select the formation from which units will 
     be moved from. Units to be moved are highlighted for selection. 
     Corps level formations can be selected and will change the 
     Detach From unit displayed to the Corp formation. Reselection
     of the selector button will return the displayed units to the
     Armee formation or advance to the next Armee formation.
 B) Attach To - Used to select the formation from which units will be
     moved to. The selector operates similar to Detach From except 
     units cannot be highlighted.
 C) Transfer - Used to transfer the detaching units to the new 
     formation.

18.35 Unit Ops

 Accesses the unit maintenance options.

 18.35.A Reserve Transfer

 Used for selecting units for deployment and return to reserve. The
amounts of NUK, SED, Transfer points, transfer beacon and presence of
a Strategic Defense Base are indicated. Also, costs required to 
perform the transfer are displayed. In addition to displaying 
subordinate units, units which are deployed in the hex are also 
displayed. An SDB is required to transfer deployed units back to the 
                               - 81 -                                  
reserve. The selector buttons are described...
 A) Reserves - Used to change the formation selections.
 B) Transfer Selected Units - Will deploy selected reserve units and
     transfer deployed units into the reserve, attaching themselves 
     to the selected formation.

 18.35.B Supply Transfer

 Used for resupplying and desupplying units. The current unit stack is
displayed for selection. Units which cannot be supplied/desupplied
cannot be selected.

Column heading descriptions...
 Level - Displays the supply level (selected by the selector buttons)
  of each supply item. 
 Stocks - If Local is enabled, the amount currently in the city will 
  be displayed. Otherwise, the cache amounts are shown.
 Cost - Displays the current amount of the item that is required to
  resupply the selected units to the selected supply level. A red
  number indicates insufficient amounts are available.
The selector button descriptions...
 A) Resupply - Used to initiate the transfer of supplies to the 
     selected units.
 B) Desupply - Used to initiate the transfer of supplies from the 
     selected units to the local city stocks. All of the selected 
     unit supplies are transfered. The desupply option is only 
     available in the local mode.
 C) Other - The other selector buttons are used for setting the supply
     level of that particular supply item.
                               - 82 -
The Local button allows access to city stocks when enabled.

 18.35.C Upgrade Units

 Used for upgrading units. The current unit stack is displayed for
unit selection. Below each displayed unit is two numbers that indicate
the units current tech level and the level which the unit can be 
upgraded to. 

Column heading descriptions...
 Tec - Displays the current technology level of aerospace and 
  armaments at the active planet.
 Stocks - The cache item amounts.
 Cost - The current amount of each item required to upgrade the unit
  to the tec upgrade level. Refit costs are included.
The Upgrade selector button initiates the upgrade of the selected 
units.

 18.35.D Refit Units

 Used for refitting damaged units. The current unit stack is displayed
for unit selection. Each units strength is displayed below it.

Column heading desriptions...
 Stocks - The cache item amounts.
 Cost - The current amount of each item required to refit the unit.
The Refit selector button initiates the refit of the selected units.


                               - 83 -                                  
 18.35.E Cargo Transfer

 Used for transferring cargo units to and from transport units. The
current unit stack is displayed for loading/unloading. Each 
transportable unit has a percent space requirement or 'NA' if it 
cannot be transported by the selected transport unit. Selected 
transport units will have their cargo unit highlighted. Each transport
can carry only one unit. Transported units will remain with their
transport until unloaded. The selector buttons are described...
 A) Transport - Used to select an available transport unit. The space
     available percentage is also displayed or 'loaded' if it is 
     currently transporting cargo. 
 B) Load - Used to load the selected units onto the selected 
     transport.
 C) Unload - Used to unload the selected transporting units cargo.

18.36 Battle Film (Camera)
 
 The battle film replays the movements and combats of which owned 
units were involved. The map can be manipulated during the film replay
as normal. The film controls are described...
 Position Bar - Displays the general position of the film. It can be
  manipulated for performing film position seek functions.
 Speed Bar - Displays the current film speed. It indicates the delay
  between on screen changes during film play mode. Battles will also
  last longer at slower speeds.
 Seek Control - When activated, the battle film will seek to a 
  position indicated by the positon bar.
 Single Step - This button will advance through the film to a viewed
                               - 84 -
  action and stop.
 Play - The film will run at the current speed set by the speed bar.
 Stop - Stops the film at its present position.
 Exit - Exits back to the turn editor.
All other controls function normally.
Note: Resource deposits are not displayed.  























                               - 85 -                                  
