NOTES TO PLAYERS
Many thanks to abysmal@bellsouth.net
1. You may not build a colony on a world which already has life on it. (ie. 2 races on 1 planet) the only cases of these are when races share a homeworld. If you wish to have a planet that another race has, you have to take it by force.
2. You may not design your own ships, however you may name the classes of ships. for instnace the frazi heavy fighter etc..
3. The tech page is just a guide, and I may change any aspects of the game at any time. Do not take every word and take it as being 100% accurate and right for the whole game.
4. Short Range Scoutships/soutships can only carry 1 of the 2 sensors at a time. The options being either lifeforms or atmosphear. Upon purchase, you need to specify which sensor is being fitted to the short range scoutship. However these sensors can be changed anytime the ship is at the homeworld or civilian colony or war base.
5. Seti systems can only reach within your sector. And you will need Interlac to translate.
6. To comunicate outside your sector you must have a Takion relay station (TRS). And both parties must have Takion Relay Station.
7. You cannot identify ships of races you are not in official contact with, once you have made first contact with a race, you can indentify their ship designs.
8. Exploror ships no longer have seti capability. I first made them with this function but have decided to take it off:) i reserve the right to change anything:) however Advanced Explorers do have this facility still.
9. 50,000 troups with PPG's rate a power of 5 when in a outpost or attacking. 50,000 troups with PPG Rifles rate a power of 10 when in a outpost or attacking. 50,000 troups with Heavy PPG's rate a power of 15 when in a outpost or attacking
10. Ship prices decrease as your tech advanced beyond thier level.
Example:
"When short -range scoutships are first discovered they cost 50,000."" When *full* Scoutships are discovered and short-range scoutships become a little outdated they drop to from 50,000 to 30,000 in cost"
11. Explorors and Adv. Explorors only map sectors, they can not detect lifeforms and atmospheres of planets. Only scoutships can do that.
12. Tech Trades/Sales/Swaps are allowed between races in official contact, technologies can be swapped, sold or traded as part of a deal, under no circumstances can technologies be given away. I must feel the deal is fair to be processed. There are many different price schemes deivised by the races trying to sell technology, and providing deals are fair, Ido not mind how high the prices go, as long as they arent virtual giveaways.
13. Tip: Click on the "Don't forget to bookmark" picture at the top of the main page to auto scroll the page to the main menu skipping all the text.
14. Scout colonys and Research Colonys after self destruct must be recolonised with another coloniser ship.
15. Spies can no longer take money, this is being revised
16. AIM pods are currently unavilable as they are being reviewed.
17. restriction of 5 spy satelites per race.
18. restriction of 5 energy drain ships per race
19. restriction of 5 scanning ships per race
20. maximum spies allowed in a spy attack is 5.
Can you think of any points that should be on here for players information that would save question asking?? if you can please send them all to here where the best ones will then be sent to me via this person to be added to this page.