Galactic Empire Version 1.0 Reference Documentation Copyright 1988 Andromeda Software Galactic Empire is an improvement of concept and game play of the former Space Empire game. It is in no way affiliated with Space Empire written by Jon Radoff. Objective of Game Play: ----------------------- As an Empire your main objective is to expand you empire to the fullest while keeping a strong military and being financially stable. Each player will receive 4 turns a day to play the game. During each turn you must provide your empire with credits to keep it in operation. Good planning will promote a successful Empire. The remainder of the documentation will explain each part of the program. Pre-game -------- Before the game turn begins you will enter the Pre-game operations. They include the Stock Market, Espionage, and Ally Negotiations. Stock Market: The stock market has 5 permanent corporations listed. These corporations represent the companies that make products for use in the actual game play, such as food, defense stations, fighters, planets, and troops. The actual stock figures are calculations based on how much of the product was purchased the day before. The stocks figures will change daily. You may purchase as many stocks as you want but you can only hold stock in three corporations a once. You can sell stock as you wish. When an Empire has reached a certain point of financial stability it may list itself as a corporation. This is a sign of a successful empire. An advantage of doing this is that other Empires may now invest in you and you will receive their funds. You must maintain your empire as a corporation or you will be forced into bankruptcy. During bankruptcy you must pay all of you stock holders their original investments. Once you gain back your financial stability you will be allowed to become a corporation once again. The stock figure represents all assets except for black market items. A good way to detect the purchase of black market items in an empire is to look for large dips in that particular empire's stock. Espionage: If you have purchased a spy or have a terrorist group you will enter this pregame mode. If you have a spy. You will be asked if you would like to send your spy on a mission. If you agree you will be asked where you would like to send the spy. The spy will present you a fee based on the risk factor of spying on that empire. If you pay him the amount he requests, he will report back to you within a day. A mission takes on game turn. If the empire who you are spying on fails to fund its CIA (Central Intelligence Agency) you will receive full information on the empire you spied on the next day you play Galactic Empire. At this point you spy is then removed from the other empire. If you have funded a Terrorist group, you will be asked if you would like to use them on another empire. If you agree the terrorists will want to know what type of mission you want to have executed. You can select them to assassinate the victims generals or destroy their fighters or defense stations. A mission will cost your empire a pretty penny and will take 3 to 5 days to execute. If during this period the victim does not fund his CIA, your mission will be accomplished. If they are caught by the CIA, they will be executed and it will take 10 days to clear you empire of any evidence linking the terrorist group to you. A spy from another empire can find out who you presently fund so be sure to pay your CIA during this period. You may also decide to "terminate" your terrorist group, it will then take 5 days to destroy any evidence linking them to you. Ally Negotiations: When another Empire proposes an alliance with your empire, you will be notified in this mode. You will be presented with a list of proposals. This list will tell you which empire proposed to you and will display their strength ratio. It will also display your current strength ratio. This feature was added to aid the empire in selecting the proper ally. If you agree to negotiate with an empire you will enter the Ally Negotiations mode. You are still not an ally until you agree on how many of your troops will aid your possible ally in offensive and defensive attacks. These negotiations may carry on for days and when you both agree on the right ratios you will be allowed to finalize the agreement. If both sides finalize you are now allies. You also have the option to abandon negotiations at any point. Every FIVE daily game turns you will be asked if you want to continue your alliance with your ally. Game Play --------- You will see your status every game turn. It will present you with all the figures you are used to being presented in a Space Empire fashion. Paying your Military: Your military will present you with a fee to keep it in full operation. If you do not pay them the amount requested your solders will lose a percentage of their fighting strength. If you are attacked your Defense power takes into account how much you paid them over your last four game turns. For example, if you paid them for all your four turns except one your defense power would be calculated using .75 instead of 1. It is important to pay the fee for full overall military strength. Paying your Crime Prevention: This fee is based on your wealth and how much of it is exposed to crime. When it is fully paid it covers against food theft, inside terrorism and credit theft. It would be very wise to pay this fee every game turn. Paying for Maintaining your Planets: This fee is 10000 credits for each planet you own. If you pay them fully you will expect to see normal production. You may also give them more credits than they require to increase production. Giving them less will have the opposite effect. Paying your CIA: Your Central Intelligence Agency will prompt you on your first game turn of every game. The fee is based on the size of your empire. If it is paid fully the CIA will check for spies and imperial terrorist groups. If there are any spies or terrorists in your empire they will find them and destroy them. If a spy is caught in your empire you will receive an indemnity from the other empire. This indemnity is based on the size of your empire and usually 1 1/4 the amount you paid your CIA. It is a good idea to pay them frequently to prevent harmful terrorist attacks. Food: You have the option to buy and sell food. This depends on the situation you are in. If you need to buy food from the Acme Space Nomads, it will cost 3 credits per megaton. You can sell your surplus food for 2 credits per megaton. Feeding your Population: It is important to feed your population the amount they request. If you do not, you may experience a Civil War, which will cause half of your empire to break away. Even if that does not happen you will lose the percentage of population you did not feed due to starvation. Feeding your Military: You may not want to feed your military in the early stages of the game in order to save food for your people. If you do plan to attack another empire you must feed them well to expect good results in battle. Otherwise, you will almost certainly lose. Black Market Goods ------------------ If you have enough money, you might encounter a black market salesman. He carries three known items.... Vegx Gas - Allows you to turn another empires food planet into a dead planet. Oxide Gas - Allows you to turn another empire's ore planet into a dead planet. Nerve Gas - Allows you to turn another empire's soldier planets into a dead planet. A dead planet is a morbid and destroyed planet that cost the empire money to maintain and produces nothing for them. It costs 26000x credits to re-colonize the planet. You purchase these items for the cost he requests and you can use these items when you attack another empire in the battle sequence. Rumor has it that there is another weapon available through the Black Market. It is hard to get and very powerful. Government Spending ------------------- In this section of the game you can spend your credits on various items to aid your military and expand your empire. Product Cost Company ------- ---- ------- Troops.............1000x Credits Troop Training Corp. Fighters...........1500x Credits Imperial Fighters Corp. Defense Stations...2200x Credits GE Defense Systems Generals..........10000x Credits Command Ship......60000x Credits Planets...........22000x Credits Planet Engineering Corp. Recolonize Planet.26000x Credits Hire a Spy........12000x Credits Fund Terrorists...15000x Credits You may acquire as many troops, fighters, defense stations and generals as you wish. Command Ship: This is 60000x investment presents a definite advantage to its owner. It will take several turns to be completed and is completely self-sustaining. The command ship gives the empire ten generals and allows it have greater military strength during battles. It can be damaged during battles, but unless it is completely destroyed it will be rebuilt during a period of turns. Planets: An empire can own as many as 500 planets. These planets can be colonized to either produce food, ore or soldiers. A planet's production depends on how many credits they are given. Normally a food planet produces 3800x megatons of food, an ore planet produces 20000x credits of ore and a soldier planet produces 11x soldier troops. Recolonizing Dead Planets: If any of your planets have been attacked using gas warfare and been turned into dead planets, you will eventually have to recolonize them since they are a burden to your empire. Recolonizing costs 26000x credits and allows you to select what type of production you would like on the recolonized planet. Spy: A spy enables you to spy on another's empire. See Espionage for more information. Terrorist Group: When you agree to fund a terrorist group, you must decide on a name to give them. It is a good idea not to reveal your empire in the name given, so that other empires will not blame you for their acts. Remember that other empire's spies can find out which terrorist group you fund, so be sure to pay your CIA during and after your terrorist attempts. Attacking other Empires ----------------------- You can attack other empires to destroy them and hopefully expand your own empire. When you select which empire you would like to attack, you have the choice to select a GAS attack if you own any type gas weaponry. Otherwise the attack will proceed as normal. If you win a battle you may receive planets, credits or in some cases nothing. The possessions seized depend on the success of your attack. That success depends on how much your forces overwhelm the defender. If you lose the battle, your forces must retreat and heavy losses of your forces are expected. Temporary Protection for New Empires: By Imperial Law you are prohibited to attack new and inexperienced empires. These empires are given 5 daily turns to develop their forces before they are allowed to be attacked by the larger empires. This protection policy is void, once a protected empire attacks another empire. All empires are forced to follow this Imperial Law, except for the Gatherians who do not recognize it. Proposing Alliance ------------------ In this final part of the game turn, you can select to propose an alliance to any player. You will be informed if you can not propose an alliance because the other empire might already have an ally or might be in negotiations. If they are in negotiations wait and try each day until you notice that they have finalized an agreement. An alliance can be very helpful to an empire if used properly. Gatharian Empire ---------------- Of course you are not alone in the imperial galaxy. A ruthless, alienness empire, The Gatharians, exist whose only goal is to take over all empires in the galaxy. They are very smart and sneak into your empire by the thousands. At any moment they might slaughter your people and escape confrontation with your armed forces. Those dirty bastards are punishing and cruel to young and inexperienced empires... Tips for New Empires -------------------- As a new empire you primary objective is to accumulate credits, so that you may purchase a second planet. As a new empire, the only way to gain credits is the tax you collect from your citizens. They will pay willing, if you feed them the amount they require. If you undercut them, some of your population will die and your empire will never be able gain enough money to buy that second planet. When you fed your population, it attracts more people to emigrate to your empire thus creating more credits in taxation. After two or three daily game turns, you will be able to purchase your second planet. We recommend you buy an Ore planet. This will give you the necessary funds to buy your third planet within a daily game turn. During this period, be sure to allocate enough money to purchase food to feed your population the amount they require. Your third planet should be a Food planet, it should produce enough food to feed you population for a while. At this point you must build up your defenses with defense stations and troops. You should spend three to four daily game turns doing so. From this point you, your empire is protected and you may allocate credits to expand you empire with planets or build up your military to attack others. The choice is yours, Good Luck!