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rest of the occupants of the fourth transport) will remain as taxpayers on the planets of the system –
200 million on each of the 3 planets. We would still have 6 transports available to keep moving.
Tip: If you want to add or subtract from any planet’s population, you can land a transport on a planet
you control – the transport is available for ‘reloading’ with a different number of troops. Transports
are used up when they are used to invade an enemy: the air armada and groud support craft are built
into the walls, and when they are broken loose for use cannot be refitted.
Tips:
(1) When you invade, if you have a positive treasury you can choose an Invasion Tactic. Different
tactics have different costs and effects – consider wisely, and don’t drive your treasury deeply
negative unless it really is worth it to you. Sometimes it is worth sending more troops to preserve the
infrastructure of the planet. Other times you just want it gone, and don’t even mind permanently
ruining the Planet Quality.
(2) Invasions are fought between taxpayers, not the entire population – some players resent the idea
of killing off taxpayers, and try to take planets by influence instead of combat: that way, their
taxpayers become your taxpayers.
200 million on each of the 3 planets. We would still have 6 transports available to keep moving.
Tip: If you want to add or subtract from any planet’s population, you can land a transport on a planet
you control – the transport is available for ‘reloading’ with a different number of troops. Transports
are used up when they are used to invade an enemy: the air armada and groud support craft are built
into the walls, and when they are broken loose for use cannot be refitted.
Tips:
(1) When you invade, if you have a positive treasury you can choose an Invasion Tactic. Different
tactics have different costs and effects – consider wisely, and don’t drive your treasury deeply
negative unless it really is worth it to you. Sometimes it is worth sending more troops to preserve the
infrastructure of the planet. Other times you just want it gone, and don’t even mind permanently
ruining the Planet Quality.
(2) Invasions are fought between taxpayers, not the entire population – some players resent the idea
of killing off taxpayers, and try to take planets by influence instead of combat: that way, their
taxpayers become your taxpayers.
Star bases
At a relatively low level of technology, you'll be able to build a new ship type called a
"Constructor". A Constructor is just a special type of a ship that you fly to a particular part of space
and then click on it to turn it into a star base.
You can alternatively send it to an existing star base to upgrade the star base. To do this, you move
the constructor on top of a star base and a dialog will pop up asking you if you want to upgrade the
star base. If you select "Yes" you are given a list of possible upgrades.
What upgrades you can provide will be based on the technologies you research. The only other limit
is the amount of space these upgrades will take on your star base (however, there will be
technologies that lower the space things take due to miniaturization).
Star bases can perform a wide variety of actions. But because constructors are VERY expensive to
create (they are the true equivalent of a "settler" people have been looking for) you'll have to make
tough choices.
Star bases have these automatic capabilities:
1) Star bases extend your range, allowing vessels to move into sectors you might not have been able
to reach before.
2) Star bases affect influence calculations, even without any influence-enhancing modules (well,
only if the starbase is now the closer to the particular sector than any other starbase or planet).
3) Star bases affect your sensors, allowing you to see units moving through an area of space.
Additionally, depending on the modules you build using additional constructors, star bases can:
and then click on it to turn it into a star base.
You can alternatively send it to an existing star base to upgrade the star base. To do this, you move
the constructor on top of a star base and a dialog will pop up asking you if you want to upgrade the
star base. If you select "Yes" you are given a list of possible upgrades.
What upgrades you can provide will be based on the technologies you research. The only other limit
is the amount of space these upgrades will take on your star base (however, there will be
technologies that lower the space things take due to miniaturization).
Star bases can perform a wide variety of actions. But because constructors are VERY expensive to
create (they are the true equivalent of a "settler" people have been looking for) you'll have to make
tough choices.
Star bases have these automatic capabilities:
1) Star bases extend your range, allowing vessels to move into sectors you might not have been able
to reach before.
2) Star bases affect influence calculations, even without any influence-enhancing modules (well,
only if the starbase is now the closer to the particular sector than any other starbase or planet).
3) Star bases affect your sensors, allowing you to see units moving through an area of space.
Additionally, depending on the modules you build using additional constructors, star bases can: