COSMIC BALANCE II
Box (front and back):
Player Manual and Disk
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© 1982 by Strategic Simulations, Inc.
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TABLE OF CONTENTS
1.0 Introduction
2.0 Glossary
3.0 Setting Up the Game
4.0 Sequence Outline
5.0 Planets and Planet Status
6.0 Ships
7.0 Commerce Nets
8.0 The Map and Displays
9.0 Production
10.0 First Movement Phase
11.0 Execution
12.0 Colony Supply Phase
13.0 Second Movement
14.0 Saving the Game
15.0 The Cosmic Balance Combat Option
16.0 Creating a Scenario
17.0 The Scenarios
18.0 Sample Turn
19.0 Player Notes
COSMIC BALANCE II
THE STRATEGIC GAME
In the year —12 H.E. (2184 AD.) Raoul DuPont discovered the principles of the
Trans-Light Velocity Drive (TLVD). By the year 0 the first successful TLVD ship
was launched. What followed was a mass exodus from Terra. But Man was not alone
in the galaxy...
1.0 INTRODUCTION
COSMIC BALANCE II is a simulation of strategic operations in an interstellar
culture. You discoverand colonize planets; establish commerce nets; allocate
production to supplies, starship construction, and research; and order your
starships to various missions.
Be warned: war is costly and economies are fragile.
2.0 GLOSSARY
The following terms are used in the rules. Familiarity with these terms will
aid you in understanding the rules.
ACTIVE: The status of a planet which is fully operational.
ATTACK MISSION: Any one of the following missions: Invasion, Commerce
Raid, and Planetary Raid.
CARGO CAPACITY: The number of cargo holds a ship contains.
CARGO HOLD: A cargo hold is a space on a ship which can either transport
250 supply points or 1 resource point.
CARGO SHIP: Any ship with a cargo capacity greater than zero.
COLONIAL: The status of a planet which is populated, but which is not
operational.
COLONY: A planet of colonial status.
COLONY LEVEL: The number of consecutive turns that a colony needs to be
supplied, in order to attain active status.
COMBAT GROUP: A group of ship or ships that have a common mission in a
common sector.
COMMERCE:A mission ships can perform which creates resource points from
the cargo capacity of ships on that mission.
COMMERCE NET: A group of interdependent planets (7 farm, 2 mine, and 1
indy) that are connected by trade (18 resource points), which are able to
produce industrial output points.
COMMERCE RAID: A mission ships can perform which allows the ships to
search for and attack enemy ships on commerce or supply missions.
DISCOVERED: The status of a planet which a player knows about, but which
has not yet been colonized, or which has been colonized but whose colony
failed.
ECOLAPSE: The status of a planet which had been active, but has just
lost its active status.
FARM (FARMING WORLD): A planet which is primarily agricultural in nature
and which has little or no mineral resources.
GARRISON: 1) A mission ships may perform which allows them to protect
the planets in their sector from invasion and planetary raid missions... 2) A
group of ships on a garrison mission which have been assigned to a given
planet. They are the planet's garrison.
HYPER OUT: The act of turning on a ship1s TLVD and leaving the scene of
a battle (i.e. bugging out).
INDY (INDUSTRIAL WORLD): A world which has been paved over with
factories, with little or no natural resources of its own to support such a
state. Industrial wortds are never discovered; they are industrialized at the
time of colonization.
INVASION: A mission ships may perform which allows the capture of enemy
worlds. For an invasion to be successful the invading ships must defeat the
planet's garrison, have at least three points of undamaged cargo capacity
remaining, and eight siege gun equivalents in the invading combat group
(representing troops).
IO (INDUSTRIAL OUTPUT POINT): An IO is a representation of potential
goods and services which may be created. IOs may be used to construct ships,
supplies, or be allocated to research efforts.
MINE(MINING WORLD): A planet which has large quantities of mineral
resources, yet insufficient food resources to support its population.
MISSION: A mission is a task ships may perform. The following are
possible missions: garrison, commerce, supply, patrol, invasion, commerce raid,
planetary raid, and scout.
PATROL: A mission ships may perform which is designed to intercept
enemyattack missions before they can reach their target.
PLANETARY RAID: A mission ships may perform, the intention of which is
to bomb a planet, lowering the planet's status.
RESOURCE POINT: A measure of goods in the form of food. minerals, or
manufactured items. Resource Points are needed to operate a commerce net.
SCOUT: A mission ships may perform In an attempt to discover new
planets.
SECTOR: An area of space which contains approximately 40 usable planets.
SECTOR SUPPLY POOL: The pool of supply points available in a given
sector to the owning player.
SECTOR TRANSPORTED SUPPLY POOL: The pool of supply points that were
transported within the given sector and which are available to the owning
player for supplying his planets.
SIEGE PHASER EQUIVALENT: A number of ship weapons equal in firepower to
one siege phaser The siege phaser is the standard space weapon for both
players.
SUPPLY: A mission ships may perform which transfers supply points from
the Sector Supply Pool to the Sector Transported Supply Pool.
SUPPLY POINT(SUPPLIES): A measure of goods and services produced by one
IO. Supplies are used to maintain ships and planets.
TECH LEVEL: A measure of the technological sophistication of the
player's people. The player's tech level may be increased by research.
TERR (TERRAN/TERRESTRIAL WORLD): An Earthlike planet with enough food,
minerals, and industry to be self sufficient.
TLVD (TRANS-LIGHT VELOCITY DRIVE): The mechanism by whicha ship Es able
to travel faster than the speed of light.
3.0 SETTING UP THE GAME
Insert your game disk into the disk drive of your computer and turn your compu
er on. The game will automatically begin. If you are using an Atari computer,
remove all cartridges before starting. This display will appear on your screen:
COSMIC BALANCE II
THE STRATEGIC GAME
1) NEW GAME SAVED GAME CREATE A GAME
2) COSMIC BALANCE I OFF ON
COMBAT OPTION
3) TWO PLAYER SOLITAIRE: 1 2 3 4
EASY: 1 HARD: 4
SCENARIOS
4) TERRAN EXPANSION
5) COLONIAL WARS
6) FIRST CONTACT
7) REBELLION
8) THE FINAL CONFLICT
9) CREATED SCENARIO
PRESS 1-9 TO CHANGE SETUP OR THE SPACE BAR TO BEGIN.
NEW, SAVED, OR CREATE A GAME
If NEW GAME is highlighted, you will begin a fresh scenario. If you have a
saved game that you wish to return to, press 1 (for Item 1 ) and SAVED GAME
will be highlighted. Later you may wish to create: your own scenario. To do
this press 1 one more time and CREATE A GAME will be highlighted. By continuing
to press 1, the highlighting for Item 1 will continue to rotate through the
options.
COSMIC BALANCE I COMBAT OPTION
This option allows the use of Cosmic Balance I to resolve your battles. If the
option is ON at the start of each battle, the computer will give you the option
of playing the battle out using Cosmic Balance I and inputting the results of
your combat into the game.
TWO PLAYER OR SOLITAIRE
If TWO PLAYER is highlighted, the computer will set up a game between two human
players. If you wish to play the game against the computer, one of the numbers
next to SOLITAIRE: should be highlighted. To change options merely press 3.
(NOTE: You cannot switch to two player mode if the scenario chosen is TERRAN
EXPANSION. This is a solitaire scenario only.)
SCENARIOS
By pressing the number of the desired scenario the computer will setup that
scenario. If you have your own scenario (using the CREATE A GAME option) press
9. (NOTE: You cannot choose the TERRAN EXPANSION scenario if the TWO
PLAYER/SOLITAIRE option is set to two player, since this is a solitaire only
scenario)
4.0 SEQUENCE OUTLINE
This section gives an overview of the flow of the game through its many phases.
Details concerning the actual play of the game can be found in later sections.
During each turn the players will alternate giving orders to the computer.
During odd numbered turns Player 1 will give his orders first; during even
numbered turns Player 2 will give his orders first.
4.1 The Production Phase
4.1.1 Ship Supply Segment
The Phasing Player supplies his current ships. Those he does not want to supply
he may scuttle. If he does not have enough supplies in his Sector Supply Pool
he must either buy sufficient supplies to maintain his ships in that sector or
he must scuttle ships until he can maintain the remainder.
4.1.2 Construction Segment
The Phasing Player may spend IOs to construct ships or to perform research. Any
unused IOs are automatically spent on supplies and added to the Sector Supply
Pool. After all production is completed for all sectors it is determined
whether or not any increase in technology was gained from research.
4.2 First Movement Phase
The Phasing Player determines what missions his ships will perform for each
sector. possible missions are garrison, commerce, supply, patrol, invasion
Commerce raid planetary raid, and scout. Ships not ordered to any other mission
are placed on garrison duty.
4.3 Execution Phase
During the Execution Phase, the computer will determine which opposing ships
have encountered one another and will resolve encounters between Opposing ships
and between ships and planets. If you have chosen the COSMIC BALANCE I COMBAT
OPTION, you may resolve any or all of these battles yourself.
For each sector, players who have ships allocated to missions in that sector
will determine whether they want their ships in large or small groups.
4.4 Colony Supply Phase
4.4.1 Discovery Segment
The computer determines what planets the Phasing Player has discovered. (NOTE:
No more than 40 planets may ever exist within a given sector.)
4.4.2 Colony Supply Segment
The Phasing Player may use supplies transported to the sector by a Supply
Mission to colonize discovered worlds or to suppiy worlds that have not
achieved (or have lost) active status. Unsuppliedplanets which are not part of
a commerce net undergo economic collapse and may cease to exist even as
colonies.
Transported supplies which are not used in colony supply are added to the
sector's Sector Supply Pool.
4.5 Second Movement Phase
The Phasing Player may move any of his ships having a range of 2, or being
transported by a ship having a range of 2, into any adjacent sector.
Those ships which end the phase in a sector that does not contain friendly
occupied planets are destroyed!
5.0 PLANETS AND PLANET STATUS
There are four classes of planets: Industrial, Mining, Farming, and Terran. Of
these, only the Terran planet is self sufficient Planets also have four basic
status categories: Active, Ecolapse, Colonial, and Discovered.
5.1 Active planets are those which have a high enough population and
sufficient equipment to be able to export goods to other worlds. Planets must
have an Active status to be a part of a commerce net.
5.2 Ecolapse p!anets are those which have recently undergone some
economic disaster and so are unable to participate in a commerce net or, in the
case of a Terran planet, to provide industrial output. Supplying an Ecolapse
status planet will return it to Active status.
5.3 Colonial planets are similar to Ecolapse planets but they are
further away from Active status and have not necessarily attained Active
status. There are ten levels of colonial status. Each level represents the
number of turns the planet will have in which to receive supplies before it
attains Active status.
5.4 Discovered planets are those planets which have been discovered, but
which have never been colonized; or if they have been colonized, the colony has
failed. Discovered planets may be colonized by transporting supplies to the
planet. (NOTE: Industrial worlds are never discovered, they are Mining,
Farming, or Terran worlds which have been industrialized at the time of
colonization.)
6.0 SHIPS
There are fifteen different classes of ships Pu 8 standardized planet. Each has
three basic attributes: its size, its range, and its cargo capacity. Each also
has a standard set of combat values.
6.1 Attributes
There are five sizes of ships, each approximately twice the mass of the one
listed just before it. These are the Corvette, Frigate, Destroyer, Cruiser, and
Dreadnought. The larger a ship is, the more it can carry.
The range of a ship isthe number of TLVD's it is carrying. This ranges between
zero and two. A zero range ship cannot move independently, and may only be
assigned a non-garrison mission if a range two ship is transporting it. (NOTE:
A range two ship may only transport one ship at a time.) A range one ship may
move to or from any friendhy sector during the First Movement Phase, but may
not move during the Second Movement Phase unless it is transported bya range
two ship A range two shi p may move in both movement phases (though its
missions may only be performed in the First Movement Phase) and may transport
one ship during each movement phase Thus a range two ship may move to an
enemysector, perform a mission and return to its home sector all in the same
turn.
Cargo Capacity is the number of cargo holds a given ship contains. One cargo
hold can transport 250 supply points or one resource point. Transported
supplies are used to colonize and supply planets, and resource points are used
to maintain commerce nets and indirectly to create industrial output.
6.2 Combat Values
Attack strength is the number of siege phaser equivalents that the ship is
carrying. The greater the attack strength the more damage it can do.
Defense strength and Armor strength reduce the amount of damage the ship will
sustain in combat. The higher the defense strength the more enemy attack
strength is required to damage the friendly ship. The lower the armor strength
the more damage the ship will sustain from a given barrage.
Speed affects the chance of the enemy scoring a hit on your ship and the speed
with which your ship can close on the enemy. The higher the speed, the less
chance of receiving damage.
Size determines how much damage the ship can take before being destroyed. The
larger the size, the greater the survivability.
6.3 Ship Characteristics Table
SHIP |
ID |
SIZ |
RAN |
CARG |
ATK |
DEF |
ARM % |
MAX SPD |
FULL SHIP NAME |
INTR |
IN |
1
|
0
|
00
|
01
|
03
|
0
|
32
|
INTERCEPTOR |
FRIG |
FG |
2 |
0 |
00 |
03 |
02 |
0 |
32 |
FRIGATE |
WTCH |
WT |
3 |
0 |
00 |
05 |
08 |
8 |
24 |
WATCHER |
GRDN |
GD |
4 |
0 |
00 |
10 |
22 |
11 |
24 |
GUARDIAN |
DFND |
DF |
5 |
0 |
00 |
14 |
26 |
20 |
24 |
DEFENDER |
DEST |
DE |
3 |
1 |
00 |
04 |
04 |
8 |
16 |
DESTROYER ESCORT |
ESCT |
ES |
4 |
1 |
00 |
08 |
12 |
8 |
20 |
ESCORT |
ATTK |
AT |
5 |
1 |
00 |
12 |
28 |
17 |
24 |
ATTACK SHIP |
LNCR |
LN |
4 |
2 |
00 |
07 |
09 |
6 |
16 |
LANCER |
RAID |
RD |
5 |
2 |
00 |
12 |
19 |
8 |
24 |
RAIDER |
TRDR |
TD |
4 |
1 |
05 |
01 |
12 |
0 |
12 |
FREE TRADER |
MRCH |
MR |
5 |
1 |
07 |
02 |
15 |
6 |
16 |
MERCHANT |
FRTR |
FR |
5 |
1 |
11 |
01 |
25 |
0 |
2 |
FREIGHTER |
TRAN |
TR |
5 |
2 |
04 |
08 |
34 |
6 |
8 |
TRANSPORT |
CLYS |
CS |
5 |
2 |
10 |
01 |
25 |
0 |
2 |
COLONY SHIP |
PLANET |
|
5 |
0 |
00 |
00 |
30 |
50 |
|
|
7.0 COMMERCE NETS
A Commerce Net is a group of interdependent planets connected by cargo ships. A
commerce net consists of 1 Industrial planet, 2 Mining planets, 7 Farming
planets, and 18 Resource points. These planets must be in active status at the
end of the colony supply phase. The resource points are derived from cargo
ships on Commerce Missions.
For each resource point over the minimum 18 resource points per net, the net
will produce 250 Industrial Output Points (hereafter called IOs), up to a
maximum number of resource points per net dependent on the number of nets:
NUMBER OF NETS |
1 |
2 |
3 |
4 |
MAXIMUM RESRCS |
10 |
9 |
8 |
7 |
Thus the maximum number of resource points you want in a sector with one net is
28 (18 for the net and 10 for IOs); with two nets you want 54 (1 8 for each
ofthe two nets and 9 for each of the two nets' IOs .. 18 + 18 + 9 + 9= 54); and
so on.
8.0 THE MAP AND DISPLAYS
8.1 The Map
The action in Cosmic Balance II takes piace in the 'small' region of space
around our planet. This area is divided into sixteen sectors, each ofwhich
contains about 400 stars so thateach sector will contain about 40 usable
planets. The shapes of the sectors are defined by stretches of empty space or
navigational hazards.
Control of the sectors is indicated on the Map by the color of the sector.
White sectors are controlled by Player 1 green by Player 2, black by neither
player and striped by both. When giving orders you will be asked what sector
you are ordering; the sector will turn purple (red on the Atari), indicating
that it is the active sector.
8.2 General Display
The General Display is the display that gives you the most complete idea of
what is happening within the sector. The upper left hand corner defines the
active sector (the sector you are looking at), the Sector's Supply Pool, and
any cargo currently being transported within the sector.
The upper right hand corner pictures the active sector. The middle ofthe
display lists all of the ship types and the number of ships of each type
available for missions.
The bottom of the display provides a table of the number of each class of
planets for each status. This includes the number of all populated enemy
planets in the sector.
8.3 Ship Display
The Ship Display is a table of all ships currently in the active sector. Across
the top is a list of the types of missions available to ships. These are as
follows: Garrison, Commerce, Supply, Patrol, Invasion, Commerce Raid, Planetary
Raid, and Scout. Along the left margin is a list of the types of ships. By
cross indexing you can tell how many ships of any given class are on any given
mission in that sector.
8.4 Planet Display
The Planet Display is a table that details exactly which friendly planets are
Th the active sector, and what status theyare in. Across the top are the planet
classes: INDY (Industrial), MINE (Mining), FARM (Farming), and TERR (Terran).
Along the left margin are the planet statuses. By cross indexing you can
determine how many planets of any given class are of any given status.
9.0 PRODUCTION
During the Production Phase the Phasing Player will receive IOs for each of his
sectors which are eligible, and will spend these IOs in maintaining his ships,
in building ships, in research and in creating supplies.
9.1 The first thing you do during the production phase is determine
which sector you wish to give orders to. (NOTE: Every sector which contains a
friendly ship, a Terrari planet, or which had ships on a CARGO mission during
the previous turn, MUST receive orders before you can proceedto the First
Movement phase). The computer will ask 'WHAT SECTOR(A— P, X TO
EXIT)?'. Respond with the letter of the sector you wish to give
orders to or whose status you wish to see; this will be the active sector. If
you wish to save the game, enter 'S'.
9.2 You will now be asked '(G)ENERAL DISPLAY, (S)HIP DISPLAY,
(P)LANET DISPLAY, (O)RDERS, OR E(X)IT?'. If you wish to look at a
display for this sector press the first letter of the type of display followed
by <CR>. If you wish to give orders to this sector press
'O' followed by <CR>. If you are
finished with the sector press 'X' followed by <CR>.
Once you have pressed 'O' you must complete the production
orders for that sector; you may not look at any further displays while giving
the orders, and you may not change the orders given nor go back and give
further orders for production until next turn.
When you are entirely finished ordering and looking at your sectors, press 'X',
followed by a carriage return (hereafter shown as <CR>.
9.3 Ship Supply Segment
Once you have decided to give orders, the General Display will be shown. in
addition to what is normally found on the display, you will also find the
amount of supplies your colonies will need, the amount of supplies your ships
need for maintenance and the amount of IOs available. The amount of IOs is
calculated by adding the IOs from your commerce nets in the sector to the IOs
derived from your Terran planets in the sector (an active Terran planet will
provide 1750 IOs without the need of resource points).
9.3.1 You will now be asked '(S)CUTTLE A SHIP, (B)UY SUPPLIES, OR
E(X)IT?'. If you choose to scuttle a ship press 'S'
<CR>. Ifyou choose to buy supplies, press 'B'
<CR>. Ifyou have at Jeast as many supplies in your
Sector Supply Pool as you need to supply your ships you may press 'X'
<CR> and move to the Construction Segment.
9.3.2 When you decide to scuttle a ship, the computer will ask 'WHAT
SHIP CLASS?'. Type in the ID of the ship class that you wish to
scuttle (see 6.3). The computer will now ask 'HOW MANY?'.
Type in the number of that ship class you want scuttled. If you have
that many, the computer will scuttle them.
9.3.3 A scuttled ship is destroyed and therefore does not need
maintenance. In addition you can salvage part of the ship ... one eighth of the
ship's original cost is returned in the form of supplies.
9.3.4 If you buy supplies, the computer will ask 'BUY HOW MANY
SUPPLIES (0-nnnn)' , where nnnn is the maximum number of supplies
that may be bought.
Each supply point costs one 0 and each point bought increases the Sector Supply
Pool by one.
9.4 Construction Segment
When you enter the Construction Segment, the computer again shows the General
Display. This time only your remaining IOs are displayed, aside from what is
normal for the General Display. This is the amount of IOs you have available
for ship construction, research, and manufacturing supplies.
9.4.1 You will now be asked 'BUY A (S)HIP, (R)ESEARCH, OR
E(X)IT?'. If you wish to cobstruct a ship, press 'S'
<CR>. If you wish to perform research, press 'R'
<CR>. If you are finished spending, press 'X'
<CR> and all your remaining IOs will be converted to
supplies which will be added to the Sector Supply Pool.
9.4.2 If you decide to construct a ship the computer will ask
'WHAT SHIP CLASS?'. Respond with the ship's ID (see 6.3). The
computer will then ask 'HOW MANY?' . Type in the number of
ships of that class you want (if you have enough IOs to buy them) and the
computerwill add those ships to your fleet.
9.4.3 SHIP COST AND MAINTENANCE TABLE
SHIP TYPE |
BUILD COST |
MAINT COST |
SCUTTLE BONUS |
INTR |
50
|
5
|
6
|
FRIG |
300
|
15
|
37
|
WTCH |
650 |
30 |
81 |
GRDN |
1500 |
50 |
187 |
DFND |
4000 |
90 |
500 |
DEST |
650 |
30 |
81 |
ESCT |
1500 |
45 |
187 |
ATTK |
4000 |
100 |
500 |
LNCR |
1500 |
50 |
187 |
RAID |
4000 |
110 |
500 |
TRDR |
800 |
35 |
100 |
MRCH |
1600 |
55 |
200 |
FRTR |
1600 |
40 |
200 |
TRAN |
3000 |
90 |
375 |
CLYS |
1600 |
50 |
200 |
9.4.4 If you decide to perform research, the computer will ask
'SPEND HOW MUCH ON RESEARCH (0-nnnn)' , where nnnn is the maximum
amount that may be spent in that sector. At the end of the Production Phase it
is determined whether or not your research has paid off. This is done by
totaling the amount of IOs spent on research in all your sectors. For every 400
IOs spent there is approximately one percent chance of your Tech Level going
up. The higher your tech level, the more formidable your ship in combat. Tech
Level 6 is the maximum that can be attained during this game.
9.4.5 When you exit the Construction Segment, you return to
the map and may give production orders to the next sector.
10.0 FIRST MOVEMENT PHASE
During the First Movement Phase you will be able to assign your ships to
missions in the same or adjacent sectors. Only ships that ore currently on
garrison may be moved, so once assigned to a mission, the ship is committed for
that turn. All ships start the turn in garrison.
At the end ofthe First Movement Phase, the computer will automatically
checkeach sector to see if there is enough cargo being moved within the sector
to support all the sector's commerce nets. If there is not, the computer will
go ship class by ship class through the cargo ships, moving as many ships as
are necessary to commerce missions, until enough resource points are being
moved to provide the sector with full production.
10.1 When you enter the First Movement Phase, the computer will display the map
and ask you 'IN WHAT SECTOR (A—P, X TO EXIT)?'. Respond with
the sector from which you want to give orders. (Example: If you are going to
order a DE to scout sector B from sector A, you would respond 'A')
<CR>. If you press 'X' <CR>
the First Movement Phase will end. Unlike the other orders phases, you may
return to any sector to order uncommitted ships until you exit the First
Movement Phase.
10.2 The computer will now ask '(G)ENERAL DISPLAY, (S)HIP DISPLAY, (P)LANET
DISPLAY, (O)RDERS, OR E(X)IT?'. If you wish to look at a display
press the appropriate letter. If you are finished with this sector press 'X'
<CR>. If you wish to give orders to the uncommitted
ships in this sector press 'O' <CR>.
10.3 Missions
The computer will now ask 'MISSION (CM, SU, PT, IN, CR, PR, SC, X)?'
Respond with the two-letter code of the mission onto which you wish to order
your ships. If you do not wish to assign any other ships from this sector at
this time, then press 'X' <CR>.
10.3.1 CM
Ordering a commerce mission causes all cargo ships assigned to move cargo
within the target sector (see 10.4). Noncargo ships will serve as escorts for
the cargo ships. For every point of cargo capacity of ships assigned to a
commerce mission, the target sector will receive one resource point. Commerce
missions are necessary to maintain commerce nets and to provide resource points
for the creation of IOs.
10.3.2 SU
Ordering a supply mission causes cargo ships to transport supplies
from the active sector (the sector the ship is from) to the target sector (the
sector the ship is moving to). Noncargo ships assigned to a supply mission
escort the cargo ships. (NOTE: No more than three escorts for each cargo ship
may ever be assigned to a commerce, supply or invasion mission) .
The cargo ship will draw 250 supplies from the active sector's Sector Supply
Pool for each of the ship's cargo capacity points. These supplies will be
transferred to the target sector's Sector Transported Supply Pool. If the cargo
ship can transport more suppiies than are currently in the active sector's
Sector Supply Pool, it will take all the remaining points in the Sector Supply
Pool.
Only transported supplies can be used to colonize and supply planets during the
Colony Supply Phase.
10.3.3 PA
Ships assigned patrol missions are searching through friendly space for enemy
raiders. During the Execution Phase, each time the enemy sends ships into
friendly space there is a chance that friendly patrols may intercept the enemy.
The more ships on patrol, the greater the chance of interception. If an
interception occurs, a battle between the enemy and friendly ships ensues.
Whatever the result, the enemy mission is aborted and the friendly patrol heads
home.
10.3.4 IN
An invasion consists of one or more cargo ships attacking an enemy
planet. Cargo ships assigned to invasion use their cargo capacity to transport
troops to the enemy planet. Noncargo ships serve as escorts for the cargo
ships. A battle ensues with any enemy ships on garrison around that planet. If
at the end of combat the invaders hold the system and have at least three
surviving cargo capacity of troops, and eight siege gun equivalents, the
planet is captured.
10.3.5 CR
A commerce raid consists of one or more ships searching for enemy commerce or
supply missions in the target sector. There is a fifty percent chance of a raid
finding a target if one is available. During the short time before the enemy
cargo ships can hyper out, the commerce raider attempts to overhaul and destroy
the enemy.
A successful raid against a commerce mission wilP result in the loss of enemy
resource points and the reduction of enemy production, or even the economic
collapse of an enemy commerce net. A successful raid against a supply mission
will result in the loss of enemy transported supply and thus the ability to
colonize new planets or maintain the colonies they have.
10.3.6 PR
A planetary raid consists of one or more ships attacking an enemy
planet in the hopes of destroying enough resources and population to bring the
planet to economic ruin. During the brief attack, the raider will attack any
enemy garrison and bombard the planet. The raid is successful if one half of
the planet's resources are destroyed. (NOTE: Using Cosmic Balance I to resolve
the attack, the raid is successful if once half of the planets critical hits
are destroyed).
10.3.7 SC
Ships on a scout mission search the target sector for any new planets. Only
ships with a range of one or two may perform scout missions. Each scout ship
searches independently and scouts may not be intercepted by patrols.
10.3.8 Garrison
Noncargo ships not otherwise assigned are automatically assigned to
garrison duty. Cargo ships on garrison are actually considered to be hiding in
some safe place ... cargo ships do not defend planets. At the beginning of the
Execution Phase, the computer assigns all noncargo ships on garrison missions
to friendly planets. The assignments are based on the value of the planet and
the ability of the ship to defend it. The more valuable the planet, the more
and/or the better the ships defending it.
Naval Intelligence will usually be able to determine when an invasion is
imminent. There is a one half chance that any given noncargo ship on garrison
which has a range of one or two will reinforce the attacked planet before the
enemy Invasion does. (NOTE: No more than four ships will ever garrison a single
planet).
10.4 Once you have chosen your mission, the computer will ask
'MOVE TO WHAT SECTOR (A—P, X TO EXIT)?' . Respond with the letter
of the sector you wish as the target sector. The target sector is the sector in
which you want to carry out the mission. This could be the same as the active
sector (in fact it usually will be), or it can be any adjacent sector. Look
atthe map provided with the game. If the active sector has a common border with
the desired target sector, they are adjacent. Touching corners do not count as
common borders.
If you have finished assigning all the ships from the active sector for this
mission, press 'X' <CR>.
10.5 Moving the Ships
When you have chosen the target sector, the computer will display the ACTIVE
sector's Ship Display. In addition the following will be shown: the resource
points needed to create all your possible commerce nets, the amount of resource
points already moved within this sector, the supply needed to maintain those
planets that are not part of a possible commerce net, the supply already placed
in the ACTIVE sector's Sector Transported Supply Pool, the Sector Supply Pool,
and the statement: sector 'X' to sector 'Y' where
X represents the sector from which you are moving ships and
Y represents the sector you are moving to.
10.5.1 The computer will now ask 'WHAT SHIP CLASS (X TO EXIT)?'
. Respond with the ID of the ship class you wish to assign this misson.
Ships with range zero may never be assigned to scout missions. In order for a
range zero ship to be assigned to a non-scout mission, there must already be at
least as many range two ships already assigned that mission as range zero
ships. Furthermore, those ships must have been assigned at the same time as the
range zero ships ... before 'X' has been typed.
Example: You have chosen to perform an escorted supply mission from sector A to
sector B. When you are asked 'WHAT SHIP CLASS?' you respond
'CS' for colony ship. You tell the computeryou want two of them
(see 10.5.2). The computer now returns to the question 'WHAT SHIP CLASS?'.
At this point you can assign up to two range zero ships to the supply mission.
However, if you answered 'X' the colony ships you just ordered
would be assumed to be leaving at that moment and you could no longer send a
range zero escort. Only if you had answered 'WT' (for example)
before you answered 'X' could the watchers have gone too. If
you type 'WT' first, only two watchers could go, since only
two colony ships had been assigned.
10.5.2 When you have chosen the ship class you wish to assign to the mission,
the computer will ask 'HOW MANY?' . Respond with the number of
ships of the class just chosen that you wish on this mission. No more ships of
a given class may be assigned than you have on garrison in the active sector.
The designated ships are removed from garrison and placed on the desired
mission slot Th the target sector. The Ship Display will reprint showing the
new status of ships in the active sector.
11.0 EXECUTION
During the Execution Phase the computer will perform the missions previously
assigned sector by sector in a random order.
11.1 When the computer has determined which sector it is going
to deal with first, it will determine if there are any attack missions being
performed within the sector. If there are none, it will proceed to another
sector. An attack mission is one of the following missions: invasion, commerce
raid, and planetary raid.
11.2 If there are attack missions, the computer will assign
all noncargo ships on garrison duty to a planet. The more valuable the planet,
the better and/or the more ships will be assigned to it. NOTE: There may never
be more than four ships assigned to a planet.
11.3 Combat Groups
If there are any combat groups in the sector, the computer will now ask 'PLAYER
n, DO YOU WANT (L)ARGE OR (S)MALL COMBAT GROUPS?' where n is the
player number.
11.3.1 A combat group is a group of one to four ships with a
common mission in the same sector. Ships of range two wIll always be assigned
to the same combatgroup as range zero ships. There must be at least one cargo
ship per combat group that is on a commerce, supply, or invasion mission. Thus
the maximum number of invasions in a given sector may never exceed the number
of cargo ships with an invasion mission. Since ships on scout missions do not
participate in the Execution Phase, they are not assigned to combat groups.
11.3.2 If you choose large combat groups, the number of ships
in each combat group will tend toward four; thus there would be fewer actual
combat groups. If you choose small combat groups the number of ships in each
group will tend toward two; thus there would be more actual combat groups.
11.4 Combat
The computer will now randomly select one combat group that is on any attack
mission.
11.4.1 There is one chance in sixteen for each opposing combat
group on patrol that a patrol will čntercept the attacking combat group. If
this happens, the opposing combat groups will fight each other and any
survivors will head home.
11.4.2 If the attacking group is not intercepted, it wifi
attempt to find a target for its mission.
11.4.2.1 If the attacking combat group is on a commerce raid
mission, there is an even chance that it will find an enemy combat group on
supply or commerce missions (assuming there are any to find). A short battle
will result with the cargo ships trying to escape. At the end of the battle,
any survivors of the attacking combat group will head home; and any survivors
of the defenders will continue their mission, carrying the remains oftheir
cargo. The defenders will not become a target again that turn.
11.4.2.2 Normally the choice of target of a planetary raid or
invasion is random. The following rule allows you to make sure you can attack
one planet of your choice with a planetary raid or invasion. If the attacking
mission is a planetary raid or invasion and this is the attacking player s
first planetary raid or invasion in the sector, the computer will ask 'PLAYER
n, FOR YOUR PRIMARY TARGET WHAT TYPE OF PLANET: (I)NDY, (M)INE, (F)ARM,
(T)ERR?', where n is the player number If the enemy owns a planet
of the type you designate, the attack will be on a planet of that type. NOTE:
This applies only to one target planet per person. Since the order in which
missions are executed is random, if you order both invasions and planetary
raids in the same sector, the planet you intended for a planetary raid could be
invaded instead. Further this would mean you couldn't control the target the
planetary raid was hitting.
11.4.2.3 If the attacking mission is a planetary raid, a brief
battle will ensue between the attacking combat group and the target planet and
the target planet's garrison. Against a planetary raid, the garrison will never
be more than three ships. At the end of the battle, the surviving attacking
ships will head home. The surviving garrison ships will remain on garrison and
defend the planet against any further attacks.
11.4.2.4 If the attacking combat group is on an invasion
mission, a battle will ensue between the attacking combat group and the target
planet's garrison and any reinforcements. (There is one chance in two that any
noncargo ship with a range of one or two, on garrison within the sector, will
reinforce the target planet. Reinforcements will never bring the total of the
garrison above four ships). At the end of the fight the attacking combat
group's survivors will head home. If the garrison fought off the invasion, the
survivors will remain to defend against any further attacks that might be made.
If the planet was lost, any surviving garrison ships (a rarity) will head home
(i.e. join all the other ships that have completed their missions and are no
longer able to participate in combat).
11.4.2.5 NOTE: In any battle, ships may try to hyper out when
losing. In the planetary raid, the attacker will always hyper out. In a
commerce raid, surviving defenders will always hyper out. Range zero and range
one ships in an enemy sector are destroyed if they attempt to hyper out without
a range two ship to tow them.
11.4.3 After deciding the combatants, but before the start of
the fight, the computer will tell you which player is attacking, what the
mission is and the opposing ships. If you chose the Cosmic Balance I combat
option at the start of the game, the computer will ask 'DO YOU WISH TO
FIGHT THIS BATTLE USING COSMIC BALANCE I (Y OR N)?'. If you choose
to fight the battle using Cosmic Balance I type 'Y' , and
follow the procedures outlined in section 15.0.
11.4.4 If you did not fight the battle using Cosmic Balance I,
the computer will show the results of the combat. The computer will print a
list of the ships involved in the battle and their status. If a ship is a cargo
ship on a commerce, supply, or invasion mission and any cargo holds were
destroyed, the computer will tell how many were destroyed. Otherwise the
computer will print DESTROYED if the ship was destroyed and
SPACE WORTHY if the ship was not destroyed. Finally, if the attack
mission was an invasion or a planetary bombardment the computer will tell you
if the mission was successful. If the mission was an invasion mission, the
computer will print either 'THE PLANET FOUGHT OFF THE INVASION!'
or 'THE PLANET HAS JUST BEEN CAPTURED!', depending on whether
the mission was unsuccessful or successful. If the attack combat group's
mission was a planetary raid, the computer will print either 'PLANET
SURVIVES BOMBARDMENT' or 'THE PLANET UNDERGOES A HEAVY
BOMBARDMENT' , depending on whether the mission was unsuccessful
or successful.
11.5 When all combats within a sector have been resolved, the
computer chooses another sector. When all sectors have been processed, the
Execution Phase is finished.
12.0 COLONY SUPPLY PHASE
During the Colony Supply Phase, first one player then the other searches for
new planets, supplies his planets, and starts new colonies.
12.1 Discovery
For each ship of range one or two that was on a scout mission in a given
sector, there is a chance that the scout will discover a new planet. The more
planets that have been discovered, the less the chance offinding a new planet.
Once 40 planets have been discovered, it is impossible to find any more;
however, it IS possible for both players to discover the same planet. In this
case the first player who settles the planet will get it, while the other
player will lose the planet from his list of discovered planets.
There is approximately a 22% chance of finding a mining planet, a 77% chance of
finding a farming planet and a 1% chance offinding a terran planet. Industrial
planets are notfound they are converted from whatever they were to industrial
at the time of colonization.
12.2 Colony Supply
During the Colony Supply Segment, the Phasing Player must give orders to each
sector in which he has populated planets. He will then have the opportunity to
colonize discovered planets and supply populated planets which are not part of
a commerce net and which are not active terran planets. Those planets which
need supplies and do not receive them suffer economically and can cease to
exist, even as colonies.
12.2.1 The first thing that happens during the Colony Supply
Segment will be the display of the map and the computer will ask 'SUPPLY
WHAT SECTOR(A-P, X TO EXIT)?'. If you have given orders to all
sectors containing friendly populated planets, type 'X' . if
not, then type the sector to which you wish to give orders.
12.2.2 The computer will now ask '(G)ENERAL DISPLAY,
(S)HIP DISPLAY, (P)LANET DISPLAY, (O)RDERS, OR E(X)IT?'. If wish
to look at a display, type in the appropriate letter. If you have hnished
giving orders to this sector, type 'X'. If you wish to give
orders, type 'O' .
12.2.3 The computer will now print a modified Planet Display
of the active sector which will show all the planets which are NOT part of a
commerce net and which are not active terran planets. It will also show the
amount of supplies in the Sector Transported Supply Pool.
12.2.4 The computer wiIl print at the bottom of the screen
'(S)UPPLY A PLANET, START A (C)OLONY OR E(X)IT?'. If you don't
have any supplies or you don't wish to supply or colonize a planet, then press
'X'; and all supplies will be transferred from the Sector
Transported Supply Pool to the Sector Supply Pool. NOTE: Once you have exited,
you may not return to supply or colonize a planet .
12.2.5 If you decide to colonize a planet, the computer will
ask 'COLONIZE A (T)ERRESTRIAL, (M)INERAL, OR (F)ARMING PLANET?'.
Type in the type of planet you want to colonize (assuming you have discovered
that type). Now the computer will ask 'INDUSTRIALIZE IT (Y OR N)?'.
If you wish to convert the planet to an industrial planet, type 'Y'
. If you have enough supplies in the Sector Transported Supply Pool, the
computer will deduct the cost of the planet (see 12.2.7) and attempt to
colonize the planet. There is approximately an 87% chance to successfully
colonize a planet. If the attempt fails, you can make another attempt as long
as you have sufficient supplies in the Sector Transported Supply Pool. Each
attempt to colonize a planet costs supplies whether or not the attempt is
successful. If the attempt is successful, the planet will disappear from the
modified Planet Display. Different types of planets require different amounts
oftime to bring to active status (see 12.2.7).
12.2.6 if you decide to supply a planet, the computer will ask
'SUPPLY WHAT STATUS PLANET: (A)CTIVE, (E)COLAPSE OR COLONIAL (1-9, 0)?'.
Type in the letter of the status of the planet you wish to supply. If you wish
to supply a colony status world, type in the colonial level (the number next to
colony on the line the planet appears). Zero is used instead of ten for
colonial level 10. The computer will ask 'WHAT TYPE OF PLANET: (I)NDY,
(M)INE, (F)ARM, (T)ERR?'. Type the letter of the type of planet.
Finally the computer will ask 'HOW MANY?'. Type in the number
of planets of that type and status that you wish to supply. If those planets
exist and if you have enough supplies in the Sector Transported Supply Pool
(see 12.2.7), the computer will deduct the required supplies from the Sector
Transported Supply Pool, will remove the planet(s) from the modified Planet
Display, and will move the planet up one colonial level or status. Example: you
have supplied a Colony 3 mining planet, a Colony 1 farming planet, an Ecolapse
terran planet, and an Active industrial planet. The mining planet would become
Colony Level 2; both the farming planet and the terran planet would become
active; and the industrial world would stay active (since there is no further
status it could gain).
If a planet is supplied and so gains active status and its new statuswould
allow it to complete a commerce net (remember you need 18 resource points too),
then all remaining planets of active status that would comprise that net would
no longer need to be supplied and would also disappear from the modified Planet
Display. This allows the player to rebuild a planet which has just been the
target of a planetary raid and still be able to use the commerce net of which
it was a part without having to resupply every planet in the net.
At the end of the Colony Supply Segment, any planet which needed supply and did
not receive it (i.e. was listed on the modified Planet Display when the player
typed 'X') will suffer economically. Planets of active status will fall into
ecolapse, planets in ecolapse will be reduced to Colony Level 2, colonial
status planets will be reduced two levels; and colony status planets of Colony
Level 9 or 10 will cease to exist as colonies (will be placed in Discovered
status).
12.2.7 Planet Cost and Colonization Time Chart
PLANET TYPE |
COST |
COL TIME |
INDUSTRIAL |
700 |
8 TURNS |
MINING |
200 |
5 TURNS |
FARMING |
100 |
2 TURNS |
TERRAN |
450 |
4 TURNS |
13.0 SECOND MOVEMENT
During the Second Movement Phase you will be able to move any of your ships
which have a range of two, or which are transported by a ship of range two, to
an adjacent sector. Any ships which end the Second Movement Phase in a sector
which does not have at least one friendly occupied planet are destroyed.
13.1 When you enter the Second Movement Phase the computer
wili display the map and ask you 'WHAT SECTOR (A-P, X TO EXIT)?'.
Respond with the sector from which you wish to move ships. If you have no
further ships you want to move, type 'X' .
13.2 The computer will now ask '(G)ENERAL DISPLAY, (S)HIP
DISPLAY, (P)LANET DISPLAY, (O)RDERS, OR E(X)IT?'. If you are
finished ordering the ships in this sector type 'X'. If you
wish to look at a display, type the first letter of the display type. If you
wish to give orders type 'O' .
13.3 If you decide to give orders the computer will ask 'MOVE
TO WHAT SECTOR (A-P, X TO EXIT)?'. If you have finished ordering
the ships in this sector type 'X'. If not, type letter of an
ADJACENT sector that you wish to move to.
13.4 The computer will now print the Ship Display of the
active sector and ask 'WHAT SHIP CLASS (X TO EXIT)?' . Respond
with the ID ofthe ship class you wish to move. A ship with a range of zero or
one may not be moved during this phase unless itis being transported by a range
two ship. As in the First Movement Phase, there must already be a range two
ship moving to the target sector before the ships with less range may be
assigned. Remember, only one ship of range two may transport a ship of less
than range two, and exiting sends off all ships immediately. All ships moved
are assigned a temporary patrol mission in the target sector.
13.5 When you have chosen the ship class you wish to move, the
computer will ask 'HOW MANY?' Respond with the number of ships
of the class just chosen that you wish to move from the acthie sector to the
target sector. No more ships of a given class may be moved than you have
available on garrison in the active sector. The designated ships are removed
from garrison and placed on the patrol slot of the target sector. The Ship
Display will reprint, showing the new status of ships in the active sector.
13.6 When you have finished the Second Movement Phase the
computer will check each sector and determine if you have an occupied planet in
that sector. If you do not, all your ships and supplies in that sector are
destroyed.
14.0 SAVING THE GAME
During the course of the game you will probably need to save the game. If you
decide to fight a battle using Cosmic Balance I, if you create your own
scenario, or if you just decide to save a game in progress, you wili need to
save the game.
In order to save a game in progress you must type 'S' during the Production
Phase, when the computer asks you 'WHAT SECTOR...'
14.1 When you come to an opportunityto save a game you will be
asked to insert your SSI Save Game Disk into the drive. If you do not have an
SSI Save Game Disk, insert an old or blank disk into the drive. Press any key
to continue.
14.2 The Following menu will now appear:
SSI SAVE ROUTINES
(I)NITIALIZE AN SSI SAVE GAME DISK
(S)AVE A GAME ON AN SSI SAVE GAME DISK
(C)ATALOG AN SSI SAVE GAME DISK
(D)ELETE A GAME FROM AN SSI SAVE GAME DISK
(E)ND GAME
(R)ETURN TO GAME
Press the letter of your selection. NO <CR> IS REQUIRED.
14.3 (I)nitialize
If you have not previously created an SSI Save Game Disk press 'I'
. The computer will tell you to make sure a useless disk is in the drive. When
you have done this, press any key and the computer will initialize the disk.
Immediately after initializing do a catalog of your new SSI Save Game Disk to
insure that the disk was properly initialized. The catalog should look like
this:
LEN -<NAME>- LENGTH BLK
B 026 >-SSI GAME SAVE DISK-< 6656 000
If it does not look like this make another attempt to initialize the disk.
14.4 (S)ave
Now that you have an SSI Save Game Disk, you should save the game in progress
or the scenario you hove just created. To do this press 'S'.
The computer will ask 'WHAT IS THE NAME UNDER WHICH THE GAME IS TO BE
SAVED?'. Respond with a name of not more than ten letters. The
name must begin with 'SCEN' and the entire name must not be
SCEN0, SCEN1, SCEN2, SCEN3, or SCEN4 . Nor may the name be one
that already appears on your SSI Save Game Disk. If you wish to re-use a name,
you must delete the item from your disk. When you have typed the name of the
game you wish to save, the computer will save that game out onto the disk. When
it has flnished, it is a good idea to catalog the disk to make sure the game
was saved ... sometimes you will have run out of disk space without realizing
it and so the game is not saved.
14.5 (C)atalog
When you wish to look at your SSI Save Game Disk to see if everything has been
done properly or because you forgot the name of a previous game that you may
wish to re-use, simply type 'C' . The computer will catalog
the disk.
14.6 (D)elete
When you wish to re-use a game name, or the SSI Save Game Disk is getting full,
you may wish to delete a game from the disk. To do so simply press 'D'
. The computer will ask 'WHAT IS THE NAME OF THE GAME TO DELETE?'
. Type in the name of the game you wish to delete and the computer will do so.
If the name you wish to delete is not on the disk or is an illegal name, the
computer will instead catalog the disk.
14.7 (E)nd
If you are saving the game Th progress and do not wish to continue playing
immediately, or you are creatIng a scenario and don't wish to play the scenario
immediately, or you are saving a battle and wish to proceed to Cosmic Balance
I, you must press 'E' after saving the game.
In the first two cases the game will simply end. In the latter case the
computer will tell you to 'INSERT YOUR COSMIC BALANCE I DISK THEN PRESS ANY
KEY TO CONTINUE' . Do so and the computer will automatically boot
the Cosmic Balance I disk.
14.8 (R)eturn
This option is used after saving a game or scenario if you want to immediatety
resume the game. The option is not allowed when you are saving a battle ... you
must proceed to Cosmic Balance I. When you press 'R', the
computer will tell you to 'REINSERT YOUR GAME DISK, THEN PRESS ANY KEY TO
CONTINUE' . Do this and you will resume the game where you left
offor start the scenario you have just created.
15.0 THE COSMIC BALANCE COMBAT OPTION
If you choose the option at the start of the game, or at the time of any
resumption of the game, you will have the opportunity to fight each battle
using Cosmic Balance I. During the Execution Phase the computer will tell you
the mission and the opposing forces. At the point it will ask you 'DO YOU
WISH TO FIGHT THIS BATTLE USING COSMIC BALANCE I (Y OR N)?'. If
the battle looks interesting, type 'Y'; if not, type 'N'
.
15.1 If you do wish to fight, the computer will enter the Save
Game Routines. After saving the game (and initializing the disk if necessary)
press 'E'. The computer will tell you to 'INSERT YOUR
COSMIC BALANCE I DISK THEN PRESS ANY KEY TO CONTINUE.'. Do as it
says and the computer will go directly to Cosmic Balance I. The scenario you
choose in Cosmic Balance I should match the mission. Likewise the ships you
design should match the ships that were engaged (i.e. the size, cargo capacity,
and range should be those given in the Ship Characteristics Table ... section
6.3. NOTE: All ships with range two must have a tractor ).
15.2 When the battle is finished, make sure you note how many
cargo holds were detroyed; and if you are performing a planetary raid, note how
many critical hits the planet had left. Now reboot the Cosmic Balance II disk
and choose the Saved Game Option. Also make sure the other options are set
correctly. When you have chosen the option, the computer will ask you to insert
your SSI Save Game Disk and type the name of the game you wish to resume. Type
the name of the battle that was saved, or if you don't remember it 'CAT'.
If you type 'CAT' the computer will catalog your SSI Save Game
Disk. When you have typed in the name of the game you wish to resume, the
computer will recall the same and tell you to reinsert your game disk. Press
any key to continue.
15.3 The computer will now display the attacking and defending
ships as theywere at the start of combat. One of the ships will be highlighted.
This is the active ship. Toward the bottom of the screen the computer will ask
'(S)HIP, (P)LAYER, (C)APTURE, (E)LIMINATE, OR E(X)IT?' . Press the
letter of the option you wish to choose.
15.3.1 (S)hip
This will change the active ship to the player's next ship on the display. If
the active ship was the last ship on the display, the active ship will become
the first ship.
15.3.2 (P)layer
This will change the active ship to one of the other player's ships. If the
other player has no ships, then the command is ignored.
15.3.3 (C)apture
The active ship is considered captured by the opposing player. The captured
ship will be removed from the display and to the original owning player it is
considered destroyed. All cargo holds are assumed lost. If the capturing player
has a lower technology than the opposing player, there is a one-third chance
that the capturing player's technology will increase to equal the opposing
players. The capturing player will gain possession of the captured ship, but it
will not appear on the display
15.3.4 (E)liminate
The active ship is considered destroyed, all cargo holds are lost, and the ship
is removed from the display.
15.3.5 E(x)it
When all combat results have been entered the player should press 'X'.
The computer will then ask 'ARE THESE RESULTS CORRECT (Y OR N)?'
. If any of the results you entered are incorrect, press 'N'; it will reset the
display and you can start again.
15.4 If the results were correct, press 'Y' ;
the computer will ask you a last question concerning the success of the
mission.
15.4.1 If the attack mission was an invasion the computer will
ask 'DID YOU CAPTURE THE PLANET CY OR N)?'. If the attockers
had three surviving cargo holds, eight siege gun equivalents, and held the
territory, press 'Y' . If not, press 'N' .
15.4.2 If the attack mission was a planetary raid, the
computer will ask 'DID YOU SUCCESSFULLY BOMB THE PLANET (Y OR N)?'.
If the planet had eight or less critical hits at the end of the planetary raid,
press 'Y'. if not press 'N' .
15.4.3 If the attack mission was a commerce raid, the computer
will ask you 'HOW MUCH CARGO DID THE DEFENDER LOSE FROM HIS SURVIVING
SHIPS?' . Type in the number of cargo holds that were lost from
the cargo ships that were not eliminated or captured.
15.4.4 If the attack mission was intercepted by a patrol, no
question will be asked.
15.4.5 When all the remaining questions have been asked, the
computer will return to the game and start with the next battle (if any).
15.5 It highly recommended that players using the Cosmic
Balance I option design all their Cosmic Balance I ships at the start of the
game and determine which ships are being assigned which missions. Not only will
this add more flavor to the game, but it will also make it realistic by having
ships not be ideally designed for the circumstances (such as transporter ships
used against unescorted free traders).
16.0 CREATING A SCENARIO
If you wish to create a scenario, you will assign the number of planets to each
sector and the status and type of each. If any of the planets are colonies,
assign the Colony Level. Determine the planets each player has discovered and
the planets both have discovered. Assign the ships in each sector, the supplies
in the Sector Supply Pool, and the amount of resource points moved in the
sector during the hypothetical previous turn.
16.1 To create your own scenario you must, at the start of the
game, set the NEW / SAVED / CREATE GAME Option to Create a Game. The computer
will now enter the Create a Game section.
16.2 The computer will have player one set up, and then player
two. The first thing that will happen is the computer will say 'PLAYER n'S
SETUP'. This will be followed by the question 'WHAT IS YOUR
TECH?' . Respond with a number between one and six which will be
the player's technological level.
16.3 Now the computer will ask 'WHAT SECTOR (A-P, X TO
EXIT)?' . Type in the letter of the first sector you wish to set
up.
16.4 Next the computer will ask '(S)HIPS, (P)LANETS, OR
E(X)IT?'. If you wish to assign the current playerts ships in this
sector, type 'S'. If you wish to assign the player's planets,
type 'P'. If you are finished with this sector, type 'X'
.
16.5 If you chose to assign ships, the computer will now ask
'WHAT SHIP CLASS: 0=NONE, 1=INTR, 2=FRlG, 3=WTCH, 4=GRDN, 5=DFND, 6=DEST,
7=ESCT, 8=ATTK, 9=LNCR, 10=RAID, 11=TRDR, 12=MRCH, 13=FRTR, 14=TRAN, 15=CLYS?'
. Type the number of the ship class you wish to add to the sector. If youare
finishedadding shipsto thesector, type< STRONG>'0'< /STRONG>. Ifyou
choosea class,the computerwill ask<STRONG>'HOW MANY?'< /STRONG> .
Type in the number of ships of that class you want in the sector.
16.6 If you decide to assign planets, the computer will ask
'PLANET STATUS: 0=NONE, 1=ACTIVE, 2=ECOLAPSE, 3=COLONY, 4=DISCOVERED,
5=SHARED?'. Respond with the number of the status you want to
assign. if you have finished assigning planets to this sector, type '0'.
If you wish to assign planets which have been discovered by just the current
player, type '4' If you wish to assign planets which have been
discoveredby bothplayers, type< STRONG> '5'< /STRONG> . DO NOT
ASSIGN THE SAME PLANET TO BOTH DISCOVERED AND SHARED UNLESS YOU WISH TWICE THE
NUMBER OF DISCOVERED PLANETS TO APPEAR. DO NOT ASSIGN THE SAME PLANETS TO
SHARED FOR THE SECOND PLAYER THAT YOU ASSIGNED TO THE FIRST PLAYER UNLESS YOU
WANT THE PLANETS DUPLICATED.
Now the computer will ask 'WHAT PLANET TYPE: 0=FINISHED, 1=INDUS, 2=MINE,
3=FARM, 4=TERR?'. Respond with the number of the planet type that
you want. if you have finished assigning planets of the currentstatus, type<
STRONG> '0'< /STRONG> .
Now the computer will ask 'HOW MANY?' . Respond with the
number of planets ofthat status and type you want. The number entered must be
between zero and forty. REMEMBER WHEN ASSIGNING PLANETS TO A SECTOR, DO NOT
EXCEED A TOTAL OF FORTY PLANETS. Both players' planets must be added to get the
total.
If you are assigning colony status planets, the computer will ask 'WHAT IS
THE PLANETS' COLONY LEVEL?' . Respond with the Colony Level. This
must be between one and ten.
16.7 When you have finished assignments to this sector, the
computer will ask 'HOW MANY SUPPLIES?' . Type in the number of
supplies in the player's Sector Supply Pool.
16.8 Next the computer will ask 'HOW MUCH CARGO?'
. Respond with the number of resource points the player theoretically moved
last turn. If no recource points were moved the previous turn, no commerce nets
exist and so only Active Terran planets could produce IOs.
16.9 When both players' setups are finished, the computer will
move to the SSI Save Routines (see 14.0). Save the scenario on your SSI Save
Game Disk and start the game by typing 'R' .
17.0 THE SCENARIOS
The game provides five scenarios tracing the history of the human race's
expansion through the stars. Each scenario is on a somewhat larger scale than
the previous one, and so each will be harder to play than the previous one. The
first scenario is a one player only scenario. It has no conflict and its sole
purpose is to let you become familiar with the movement and economic rules.
The computer will not end the game when victory conditions have been met or
when the duration has expired. The computer WILL end the game when it has lost
all production Capacity.
17.1 Terran Expansion (4-60 H.E.)
When the first TLVD drive was launched in 0 H.E., the government of Terra saw a
method of getting rid of some of the excess population (and more importantly
the troublemakers) that were disturbing the planet. In the year 4 HE., the
first scout ship was sent looking for habitable planets. This was followed by
an Exodus as Terra shipped thousands of colonists off to new worlds. It was
quickly found that the new colonies could not be self sufficient and an
enormous amount of capital had to be invested to make the colonies a going
concern. As the Terran Government spent more and more on establishing the
colonies, Terra's population became increasingtyangryatthe 'waste' of resources
that they felt should have been spent on them. While the colonial effort was
successful, historians agree that if it had required even four more years, the
people of Terra would have revolted.
Player 1: Terra Tech Level-1
Player 2: There is no Player 2
Game Length: 15 turns or until victory is achieved.
Victory conditions: Player 1 must established a commerce net
by turn 15.
17.2 Colonial Wars (112-120 Hi.)
After the near disaster during the Expansion, the Terran Government used the
resources of the new colonies to pay for the establishment of more colonies
while the resources of Terra herself were spent to feed her masses. As time
went on, another commerce net was established and Terra spent less and less on
the colonies. Instead the resources of the Colony worlds were stripped to keep
the population of Terra content. The people of the Colony Worlds protested in
vain and finally formed a conspiracy. They hid supplies and equipment while
infiltrating their own men into the merchant fleet Finally they declared
themselves the Independent Confederation of Planets (PCP) and refused to send
more goods to Terra until their status was recognized and equal value was
returned. Terra's reaction was immediate: they outfitted the few cargo ships
that had remained loyal as transports and launched an invasion at the ICP's
industrial world. The planet was quickly subjugated, but the rebellion was not
over. The ICP had built two Escort class warships. In retaliation, the ICP sent
these ships to bombard Terra. The resulting bombardmentdevastated Terra,
causing a total economic collapse. With Terra eliminated from the picture, the
Terrari Navy was deprived of its only base and surrendered. It has been
theorized that if the Terran Government had been prepared for the attack, they
could have protected the planet and destroyed the ICP by destroying its cargo
ships. Other historians have indicated that both sides held enough power to
destroy each other, and the human race was lucky to have survived.
Player 1: ICP Tech Level-2
Player 2: Terra Tech Level-1
Game Length: Ten turns or until one side achieves victory.
Victory Conditions:
Player 1: Bring all planets of the Terran block into a status other
than active.
Player 2: Bring all planets of the ICP into a status other than active.
Draw: Neither player achieves its victory conditions.
Destruction of human race: Both players achieve their victory conditions.
17.3 First Contact (208-248)
As it happened, the Colonial Wars turned outto be a blessing. Terra was rebuilt
bythe ICP and became a member. Its population was stabilized ata point where
itwas seif-sufficient. Again Terra became the leader of the human race as the
most intelligent and skilled people in the ICP were sent there for learningand
training. The human race underwent a new renaissance, and long-range scouts
searched adjacent sectors for new worlds to colonize. More commerce nets were
formed andjoined the ICP, and it looked like we would grow forever... until a
long range scout in B sector discovered an inhabited planet. It had a warship
circling it. The scout ship escaped under fire and the ICP started to buiJd a
war fleet in case the aliens should be hostile. The aliens were. Within four
years the ICP was fighting for its life against a province of a huge Empire
that had already defeated twelve other spacefaring races. After forty years,
the Empire, diverted by internal conflict, gave up its attack, and the ICP
began rebuilding its ruined worlds.
Player 1: ICP Tech Level-4
Player 2: Empire Tech Level—2
Game Length: 10 turns
Victory Conditions:
Player 1: Avoid Player 2's victory conditions.
Player 2: Marginal — capture Terra. Decisive — bring economic collapse to the
entire ICP.
17.4 Rebellion (293-347 H.E.)
Within an amazingly short time, the ICP had rebuilt its planets and had even
expanded. During this period it kept the Empire off its back by supplying the
Rebels in the nearby sectors with ships and supplies. Unwittingly they betrayed
themselves, for the Empire was able to learn the ICP's technology from captured
Rebel ships. Within twenty years the rebellion had been put down. Time passed
and the Empire regained its strength. Border clashes between ICP and Empire
ships became frequent. The ICP bided its time, building commerce nets in new
sectors. Finally the ICP was rewarded. A major war on the other side of the
Empire caused the removal of the Empire's Reserve Fleets. ICP agents were sent
into the Empire to foment rebellion. They promised independence and aid from
the ICR Several planets rose up in rebellion against the Empire. This time the
ICP sent its own fleet to grab the frontier sector while the Empire was filled
with internal strife. It is to be noted that mankind made its worst mistake
ever in not granting independence to the planets they had liberated. The
subject races would never forget.
Player 1: ICP Tech Level—4
Player 2: Empire Tech Level—4
Game Length: 14 turns
Victory Conditions:
Player 1: Marginal Victory — 1 Net established in Sector B.
Decisive Victory — 2 Nets established in Sector B. Draw: any other result.
Player 2: attain complete control of sector B.
17.5 The Final Conflict (403-present)
The War of the Rebellion ended in 347 H.E. with the Treaty of Division. Under
this treaty the ICP claimed sectors A, B, D, E, F, N, 0, and P. The Empire
received sectors C, H, I, J, K, L and M. A neutral zone for trade was
established in sector G, where no colonies would be allowed. For almost sixty
years there was peace. The Empire made its position solid with a long
propaganda campaign pointing out the broken promises and treachery of the
humans to the subject races. The ICP continued spreading in the sectors away
from the Empire. When the Empire had built a large reserve of ships and
supplies, it treacherously attacked us. The battle has been going on for eighty
years. God knows when it will end.
Jamis Wing
LCDR MI ICPN
VI Fleet Historical Officer
Mar 23, 486 H.E.
Player 1 : ICP Tech Level-5
Player 2: Empire Tech Level—5
Game Length: Until one player achieves total victory or both
declare peace.
Victory Conditions: The player with the most sectors wins.
18.0 SAMPLE TURN
This section is an example of the first turn in the scenario TERRAN EXPANSION.
First boot up your game disk. The starting display (3.0) should be on the
screen. The highlighted areas should be set to NEW GAME, and the scenario
should be set to TERRAN EXPANSION. if these are correct, then hit the space bar
to start the game.
18.1 Production Phase Example
The computer will now print the message 'PLAYER1, IT IS YOUR MOVE. PRESS
ANY KEY TO CONTINUE.' Now press a key. The computer will now
display 'PRODUCTION PHASE. TURN1 PRESS ANY KEY TO CONTINUE.' After
that the computer will display the map (8.1) and print at the bottom of the
screen 'WHAT SECTOR (A-P, X TO EXIT)?'. You are going to do
the production orders for sector A by typing in 'A' and pressing the return
key. The computer will now ask '(G)ENERAL DISPLAY, (S)HIP DISPLAY, (P)LANET
DISPLAY, (O)RDERS, OR E(X)IT?' Now type 'O' and
press return. At this point the computer will print the general display (8.2)
on the screen. The only nonzero items on the screen should be your 'INDUSTRIAL
OUTPUT' points of 1750 and one active terran planet. Now you must
decide how to spend your IO points. There are two things in this scenario
that you should do with your IO points: use them as supply for ships and
colonies or build ships. On the first turn it is a good idea to buy a couple of
DEs to scoutout new planets, but in later turns save most of your IO
points for supplying colonies. At this point the computer will be asking you
'(S)CUTTLE A SHIP, (B)UY SUPPLIES, OR E(X)IT?'. There is no need
to scuttle a ship because you do not have any. Nor do you need to buy supplies,
therefore type 'X' and press return. The computer will now
display 'BUY A (S)HIP, (R)ESEARCH, OR E(X)IT?'. You should now
buy two DEs to scout with so type 'S' and press return. The computer will ask
'WHAT SHIP CLASS?' so type in 'DE' and press
return. The computer will now ask how many you want. Since a DE costs 650 IO
points, you can buy a maximum of two of them. Buy two DEs and exit out of
sector A and then exit the production phase.
18.2 First Movement Example
You will now be in the first movement phase. The map display should be on the
screen. Now enter the order section for sector A. The computer will now ask
'MISSION (CM, SU, PA, IN, CR, SC, XY?'. To send ships on a
scouting mission type 'SC' and press return. The computer will
then ask what sector you wish to perform your mission in. Type in 'A'
to scout in sector A. The ship display (8.3) will now be on the screen. It will
show two DEs under 'GAR' on the display Atthe bottom of the
screen the computer will ask 'WHAT SHIP CLASS?'; type in DE
and press return. The computer will then ask how many ships you wont to go on
the mission. Send both of your DEs on the scout missions After doing that the
two DEs should be under the column 'SCT' . You are now
finished with this phase so exit out.
18.3 Colony Supply Example
Once the execution is complete you will be in the colony supply phase. The map
display should be on the screen. Enter the order section for sector A. After
doing that the planet display (8.4) will be on the screen. There should be a
totat of two discovered planets; thesewere found by your two scout ships during
the execution phase. If you had supply you could colonize these planets. As you
do not have any supply points exit out of the colony supply phase. It should be
noted that it is not a good idea to colonize every planet as you find it. If
you do this you will soon run out of supply. Next comes the second movement
phase, which can only be used by ships that have a range of two. Since a DE
only has one range factor exit out of this phase. The production phase for turn
two follows after the second movement phase. The phase sequence for turn two
will be the same as that of turn one.
19.0 PLAYER NOTES
The key to this game lies in your ability to produce ships and to deny the
enemy the same ability. There are two ways to reduce the enemyts production:
through the use of commerce raids and by eliminating nets.
Eliminating cargo ships works well, but only if the enemy uses just enough
cargo ships to ensure full production. For instance, suppose you are attacking
an enemy sector which contains three nets. The enemy needs 54 resource points
moved to maintain the net (NOTE: This is all the computer tells him during the
first movement phase ) and an additional 24 resource points to get
maximum production. This totals 78 resource points needed (3 x I 8 + 3 x 8).
Let us assume he puts 6 Freighters (66 cargo) and 2 Merchants (14 cargo) so
that he is carrying 80 resource points. Let us assume you run 6 combat groups
against him, destroying 1 2 cargo/resources. On his next turn, his resources
for production would then be 1 4 (80 12 a 54), which gives him 3500 IOs. If the
enemy had put even one extra freighter on commerce, the enemywould have had 25
(91 - 1 2 -54) resources available for production, ofwhich he can only use 24
anyway! The raids would have had no real effect. Remember, however, that the
damage could have been greater or less than the damage given in the example. It
should also be noted that commerce raids are generally safer for the attacking
ships than ore the other missions.
Eliminating nets can be done in two ways: by planetary bombardment and by
invasion. Since invasions are likely to run into reinforced garrisons, they
should be composed ofthe best ships you have. Invasions are the best method of
destroying nets available although theywill lead to generally higher
casualties. To defend against invasions, you should try to keep sixgood range
one or range two warships on garrison.
Planetary raids are also effective but, like commerce raids, have some
drawbacks. First ofall, it usually takes at least two good size 4 ships to bomb
successfully. If the mission runs into any garrison, it wili need significantly
more ships. Secondly, the enemy can counteractyour damage by having run a
supply mission within the sector. Then unless the planetwas bombed more than
once, the enemy will simply supply the bombed planet, enabling it to rejoin the
net and continue production. As you can see, a combination of both commerce
raids (aimed at destroying SU missions) and planetary raids (to wreck the net)
is desired. In the face of an invasion, there is only only one real defense
aside from having some good ships on garrison . If there are any planets in the
sector which were not used in forming a net, it is advisable to maintain a few
at active status. This will provide replacement planets in case some are
captured.
The last thing to mention when talking about assigning ships' missions are your
destroyers. You will find that destroyers will be the most frequently bought
ships, since they are the most frequently destroyed ship. Every destroyer you
can spare should be placed on patrol. A force of 40 or more destroyers on
patrol will stop anything the enemy can throw ... for one turn. Assuming the
enemy went all out in his attack, you could lose up to 20 destroyers. This
becomes expensive, but it is by far your best defense (if you can afford the
cost).
Furthermore, when moving your ships into a sector, be sure that you control
planets within that sector and that your ship supply cost is not going to
exceed the supplies available; that's a quick way to lose your fleet.
As a last note, a hint for the Terran expansion scenario: Don't colonize your
planets until absolutely necessary. Maintaining farming planets at active
status while still bringing upyour mining planets is an extreme waste of
supplies.
CREDITS
Game Design & Apple Programming
Paul Murray
Atari Programming
Craig Krum
Game Development
Keith Brors
Game Rules
Paul Murray
Art & Graphic Design
Louis Hsu Saekow, Don Woo, and Kathy Lee
Typesetting
Abra Type
Printing
A & a Printers and Lithographers
Customized Disk Operating System
Roland Gustafsson
If you have any questions or problems regarding the program or game, please
send a self-addressed, stamped envelope with your questions to Strategic
Simulations, Inc., 883 Stierlin Road, Building A-2OO, Mountain View, CA 94043.
Ship Characteristics, Cost, & Maintenance Table
SHIP |
ID |
SIZ |
RAN |
CARG |
ATK |
DEF |
ARM % |
MAX SPD |
BUILD COST |
MAINT COST |
SCUTTLE BONUS |
FULL SHIP NAME |
INTR |
IN |
1
|
0
|
00
|
01
|
03
|
0
|
32
|
50
|
5
|
6
|
INTERCEPTOR |
FRIG |
FG |
2 |
0 |
00 |
03 |
02 |
0 |
32 |
300
|
15
|
37
|
FRIGATE |
WTCH |
WT |
3 |
0 |
00 |
05 |
08 |
8 |
24 |
650 |
30 |
81 |
WATCHER |
GRDN |
GD |
4 |
0 |
00 |
10 |
22 |
11 |
24 |
1500 |
50 |
187 |
GUARDIAN |
DFND |
DF |
5 |
0 |
00 |
14 |
26 |
20 |
24 |
4000 |
90 |
500 |
DEFENDER |
DEST |
DE |
3 |
1 |
00 |
04 |
04 |
8 |
16 |
650 |
30 |
81 |
DESTROYER ESCORT |
ESCT |
ES |
4 |
1 |
00 |
08 |
12 |
8 |
20 |
1500 |
45 |
187 |
ESCORT |
ATTK |
AT |
5 |
1 |
00 |
12 |
28 |
17 |
24 |
4000 |
100 |
500 |
ATTACK SHIP |
LNCR |
LN |
4 |
2 |
00 |
07 |
09 |
6 |
16 |
1500 |
50 |
187 |
LANCER |
RAID |
RD |
5 |
2 |
00 |
12 |
19 |
8 |
24 |
4000 |
110 |
500 |
RAIDER |
TRDR |
TD |
4 |
1 |
05 |
01 |
12 |
0 |
12 |
800 |
35 |
100 |
FREE TRADER |
MRCH |
MR |
5 |
1 |
07 |
02 |
15 |
6 |
16 |
1600 |
55 |
200 |
MERCHANT |
FRTR |
FR |
5 |
1 |
11 |
01 |
25 |
0 |
2 |
1600 |
40 |
200 |
FREIGHTER |
TRAN |
TR |
5 |
2 |
04 |
08 |
34 |
6 |
8 |
3000 |
90 |
375 |
TRANSPORT |
CLYS |
CS |
5 |
2 |
10 |
01 |
25 |
0 |
2 |
1600 |
50 |
200 |
COLONY SHIP |
PLANET |
|
5 |
0 |
00 |
00 |
30 |
50 |
|
|
|
|
|
Planet Cost and
Colonization Time Chart
PLANET TYPE |
COST |
COL TIME |
INDUSTRIAL |
700 |
8 TURNS
|
MINING |
200 |
5 TURNS |
FARMING |
100 |
2 TURNS |
TERRAN |
450 |
4 TURNS |
|
|
Commerce Nets
NUMBER OF NETS |
1 |
2 |
3 |
4 |
MAXIMUM RESRCS |
10 |
9 |
8 |
7 |
|
html-ized by Dan Vernon -- November 2002 |