Updated April 10, 2005

A Play-by-Email Game of Galactic Warfare and Conquest

Chapter 1: Introduction

Galactic Empires is a giant electronic board game, with players from all over the world. Each player is the ruler of a separate Empire, attempting to dominate a portion of the galaxy. As ruler, you will give orders to your captains and other minions, which in the game is done using the Diploware program (which you download from the website). There is a due date for everyone’s orders, in which time all game events occur. Then, everyone is sent the results (and things continue onward in the same manner). This is the Rulebook, which you can use as a reference, in conjunction with the help menus of the Diploware. The website is:

http://www.lordsofconquest.com/galactic

If you dont have the diploware on your computer, you should download it asap here.

Tutorial:

If you are just starting out, you probably have only a vague idea of how things work at this point. Don’t worry; you shall soon get the hang of it. The tutorial is available from your start menu when you install the diploware, and its important that you work through it. There are plenty of experienced players with good advice, just join the discussion group from the webpage and dont hesitate to fire off your questions.

Contents:

You can ctrl+click on the hyperlinks to go straight to a chapter or section – I’ve offset some of the links so that you don’t accidentally hit the wrong one.

Chapter 1: Introduction tutorial, mechanics of sending and receiving turns, where to get help

Chapter 2: Headquarters how to use the HQ of the Diploware

Chapter 3: The Map how to understand what you see on the map

Chapter 4: Turn Events the order in which the Diploware orders the game each turn

Chapter 5: Details more in-depth on various aspects of the game

Chapter 6: Battles the gritty details of how battles are won and lost

Chapter 7: Troops combat strength, defence, speed, cost, upkeep – it’s all here

Chapter 8: Realms a little historical data on each country, and where to find them

Chapter 9: Advice what to do when you’re new, and 2 sheets well worth printing

Chapter 10: FAQ some miscellaneous questions

Opening Your Turn:

First, close any unnecessary programs you have running. This helps to ensure that you don’t have too many things running on your computer, and so your Diploware will run efficiently. This is a very important step! After this, start the Diploware, which brings you to the Start-up Menu, where you can select a file to load. When you are playing in a game, you should select either your saved orders, or your newest Results file, which was sent to you by the GM. When you select this and open it, you are brought to your Headquarters (if not, then contact the GM for troubleshooting).

At the Top of the Diploware:

At the top part of the Diploware, you can see:

  1. Headquarters: This is where you manage your diplomatic relations.
  2. Map: This shows you the map, and is where you manage your various forces.
  3. Messages: This shows you various reports and messages about what happened on the last turn.
  4. Game: This allows you to save your orders, or open a new turn.

Messages Menu:

By clicking on the Messages at the top, you can see reports of the last turn’s events. You can click between normal Messages, Battle Reports, and Proclamations. You can see the following:

Game Menu:

Even though you are impatient to learn about the map, I will now talk about the Game menu. Here, you can do the following:

  1. Results file: this is a file sent to you by the GM, which has your latest results. Be careful to use your latest resultfile, not an old one (this file has the extension ".new" and the icon is a package".
  2. Saved Orders: these are your saved orders, which you create with the Save Turn button. This will have your saved orders on it, which you can open and edit as you like. This is also the file you send to the GM.
  3. Upgrade File: This is a special file that you download from the website, then open. This will upgrade your Diploware automatically. This is only if there is some upgrade available, which the GM will let you know about. At the website, there is an upgrade file available, created by fans of the game. This adds all manner of sounds and art to your Diploware, it’s really nifty.

Introduction To Turn Events:

Each unit can perform different orders. All game events happen during turn events, and all orders for all realms will be carried out at this time. Such things as units moving, battles and revenues, etc. happen. They occur in a certain order, which is explained in Chapter 4. If you are wondering about a particular game event (such as how units march, how revenues are collected, etc.), then please skim through Chapter 4 and Chapter 5, which detail these activities. Also, please note that game events happen in a certain order. There are 3 main parts to turn events; Initial Events, Movement Events, and Final Events. Each type of activity is explained better in Chapter 4, as well as the exact order in which it will happen during turn events, so be sure to look through that chapter (especially be sure to know about Phases, to help with your planning). For example, declaring war happens before movement, so this means that you can declare war on an enemy, and then move to attack him that same turn. But, troops are built after all movement and battles, so the troops you build won’t be there if an enemy attacks.

Important Notes about Sending In Your Turn:

Turns are due at the same time for all games, and there is 1 turn per week (unless otherwise indicated for your game).

LOCATION

DUE DATE

California, USA

Tuesday, 5:00 PM

New York, USA

Tuesday, 8:00 PM

London, England

Wednesday, 1:00 AM

Sydney, Australia

Wednesday, 11:00 AM

If you don’t send your turn in on time, please don’t expect the game to wait for you. Sometimes you

might get lucky – if you haven’t received your next turnfile, there is a good chance you can still send

your turn in and get it processed, but there is no guarantee. Send your turn in before the deadline if you

want to be sure it will get processed.

Final Notes:

  1. Be sure you have followed through with the tutorial. Also, more detailed descriptions of how game events work are in Chapter 4 and Chapter 5.
  2. At the bottom of the rulebook, there will be a Frequently Asked Questions section. This has answers to questions which have been previously asked. There is a good chance your question will have an answer there.
  3. There is a discussion group for the game, and you can sign up at the webpage. Feel free to fire off your questions there, to get a faster response. And, for more experienced players, if you see a question in the group that you have the answer to, please be kind and answer it. JB: Read this rulebook first! I don’t want to answer questions that are very clearly covered in the rulebook. We experienced players are happy to help clarify things.
  4. As a last resort, if you can’t find answers to your questions elsewhere, then you can send them to:

But, please be advised that replies to email by the GM are fairly slow, because of the volume of email.

Offer Alliance: This is only for a neutral realm, and is to attempt to form an alliance.

Sometimes you will see a message in green – this is advice from Joe Brennan, and may be of some value. J

Starship Upkeep Costs are an Important Consideration

Chapter 2: Your Headquarters

Headquarters Overview:

After opening your turn, you are brought to your Headquarters, and you can return here by clicking on Headquarters at the top of the Diploware. You can think of this area as your Throne Room, where your advisors are available to carry out your commands. Performing an order would be similar to summoning your Grand Chamberlain, Chief Diplomat, or other minion to carry out your instructions. Here, you will see:

  1. Treasury: This is the amount of resources currently in your coffers.
  2. Upkeep: This is the total upkeep costs for all starships you own.
  3. HQ Expenses: This is the total resources cost of all Headquarters orders you have planned (such as annexing sectors, etc.).
  4. Garrison Expenses: This is the total resource cost of all orders by your Garrisons (such as building starships, etc.)
  5. Expected Surplus or Shortfall: If you are spending less resources than is available in your treasury, you can see the amount of resources that will be unspent. Unspent resources are added to your treasury for the next turn. If you are spending more resources than you have, then there will be a shortfall. In that case, some of your orders will fail during turn events. JB: This is the most important thing you need to pay attention to – so long as this value is 0, or better, you know you haven’t over-spent. The moment this value goes negative, find out how you’ve overspent. It’s very embarrassing when your annexations don’t work because you overspent on the cruisers!
  6. Expected Revenues: This is the amount of revenues you can expect to receive next season. Note that this income won’t be available for you to spend this season.

Please understand that these values are not always exact – some values may be rounded to the nearest number. For instance, if you own 4 starships with an upkeep value of 1.1 resources each, for a total of 4.4 resources, the expenses will be reported as only 4 resources. To be on the safe side, you should consider leaving a surplus of two resources in your treasury.

Diplomatic Relations:

Each Empire has Diplomatic Relations with every other Empire in the game, which is shown on the list of Empires at your Headquarters. Your main Diplomatic Relations with each empire will be one of the following:

The orders you can issue to change your diplomatic relations are:

  1. Offer Alliance: This is only for a neutral empire, and is to attempt to form an alliance.
  2. Cancel Alliance: This is only for an ally, and is to remove the alliance between your empires.
  3. Declare War: This is only for neutral empires, and is to declare a state of war to exist between your two empires.
  4. Offer Peace: This is only for an enemy, and is to try to establish peace between your two empires.

Other Diplomatic Status:

Each Empire also has diplomatic statuses with other Empires, which are:

  1. Accept Gifts: This is to accept gifts from a empire.
  2. Accept Nothing: This is to refuse any gifts from a empire. .JB: Why you would choose to accept nothing from another player is beyond me. Keep it on! On the other hand, if you’re attacked by two players, you could try to give one empire gifts, and then tell the other enemy you’ve payed the first one off with sectors. I’ve seen it work…..once. Split their alliance up and they bickered and fought. I survived. J Very Macchiavellian. Maybe you should turn off gifts from your enemies….
  1. Grant Passage Rights: This is for any empire that is not an enemy and that has not already been granted Passage Rights. This is to allow another Empire to move through your sectors.
  2. Revoke Passage Rights: This is for any empire that you have previously granted Passage Rights to. This is to revoke Passage Rights from a empire.
  1. Give Sector: This is for all empires, and is to give a sector you own to another Empire.
  2. Send Ambassador: This is for all empires. This is to send your email address to another player, in the expectation that he will read your message, and then send you a private email, thus initiating diplomatic discussions.
  3. Send Resources: This is for all empires, and is to send a gift of resources to that Empire. You must own a garrison within 7 locations of the recipient for this to succeed, or the resources won’t be sent.

HQ Plans:

As mentioned before, at the top of the Diploware, you can see all of your planned Headquarters orders. This has:

Granting Full Passage Rights allows Cooperation, but can expose

You to Duplicity. Limited Permission May Be a Better Option.

Chapter 3: The Map

Map Overview:

At last, we come to the map. To get here, click on the Map at the top of the Diploware. You can see a giant game board, with black sectors lined by golden borders, as well as the starships in each location. You can scroll up and down to see a greater area of the map. You can think of it as if your empire’s advisors have built a model replica of the Alpha and Beta Quadrants. Major locations and scouting reports of starships have been plotted here with miniatures as well, and all of this represents your view of the actual political situation of the area. It is up to you to write planned orders for your followers; to expand and protect your empire. Here, you will see the following:

Sectors:

A sector is a large area in the game. Some important notes about sectors are:

Barriers:

Your forces can move between different locations that are adjacent to each other. However, there are various barriers to movement between locations. Some borders are blocked by natural features which are virtually impassable for a starfleet. Barriers to movement between sectors are shown on the map as thick blue bars. Starfleets cannot move between such sectors. Barrier borders are blocked by asteroid fields, time-space anomalies, dangerous nebulae, or simply haven’t been explored enough to allow safe warp travel.

Starships:

Each sector and sea may have starships stationed there. On the map, the starships are shown in the following manner:

For example, if you see a miniature of a starship, with a blue base, and the number 8, that means you own 8 starships there, and the most valuable type is the ship in view. If you see a miniature with a red base, and the number 3, then you know that there are 3 starships owned by foreign empires (it could be more than one empire), and the most valuable type is the ship shown.

JB: To get more information, click on the Starship Miniature. A box will open, explaining what starships are there, and which empire owns them. Independent starships hold many sectors at the start of the game, and it is typical strategy for many players to start the game by attacking neighbouring independent sectors.

Map Options:

On the bottom-right of the map, there is a button with a hammer and wrench. This changes the map display. You can do the following:

Location Report:

To get more detailed information about a location, click on some part of it on the map. This brings up the Location Report. This shows you:

Sector Report Orders:

When you open the Location Report for a sector, orders may be available. The order buttons are on the right-hand side. These are all Headquarters’ Orders, and can be seen on the HQ Plans menu (these activities are not done by units). The orders available are:

Unit List:

Under the map, there is a list of units that you own. You can see the following for each unit:

Major Unit Orders:

From the map menu, you can issue a number of orders to your units. First, select a unit on the unit list by left-clicking your mouse on the unit. The available orders for that unit will then be shown to the right of the unit list. When you select a unit, you can see its location on the map, as the starship base will be outlined in white. Also, any movement orders for that unit are shown with blue and red arrows (a blue arrow means you are moving through a location, a red arrow means the location is your last destination). You can also double-click on the selected unit, and the map will centre on it. Once you have selected a unit, you can perform different orders. The major unit orders available are listed on the right-hand side of the Unit List. You select an order, and then you receive a menu where you determine the specifics of the order. Each type of unit has different orders available. The orders are:

Unit Plan:

As you know, you can give your units various orders. The orders given to a unit are saved onto the Unit Plan for that unit. Each unit has a separate Unit Plan. To see the unit plan, right click on any unit on the unit list, or select a unit and press the View Orders button. The Unit Plan shows various information about the unit. In the middle part, you can see:

Managing Admirals:

At the top left of the Unit Plan, you can select to show the starships or admirals in the unit. If admirals are selected, then any admirals in the unit will be shown, and you can perform orders for them, which are:

Managing Starships:

At the top left of the Unit Plan, you can see the starships in the unit. At the top, you can select to show admirals or starships. If starships are selected, then you can perform orders for them, which are:

Administrative Unit Orders:

On the left side of the Unit Plan, there are different admin orders for units. Each type of unit (Starfleet, Garrison) has different orders available, and the units that can perform each order are listed. All of these orders are done from the Unit Plan. None of these orders cost Move-points to perform. In addition, for garrisons, you can examine sector defences in the sector. The orders that can be performed here are:

JB: This is useful if you have an starfleet with ships assigned to low ranks and another with ships set to high ranks. You can put some starships of the first fleet in the second rank, and tell them to retreat when the first rank is destroyed. You can then order the second fleet to follow the first. That way your second fleet will retreat when your first fleet decides to do so. If this seems tricky, perhaps you should have combined both starfleets together before attacking. J Beware of the danger involved if the unit you are following is killed in battle. Without that good man’s leadership to tell the lads to retreat, all your other starships will die in the void of space beside him.

Advanced Map Techniques:

There are some map options available that make viewing the map easier:

 

Strong Sector Defences increase starship combat strength.

Chapter 4: Turn Events

Everyone prepares their orders separately, and then sends them to the GM to be processed. Everyone’s orders will be carried out at the same time. If you don't send in orders, then your Empire won’t do anything except pay upkeep and collect revenues (your forces will still defend your sectors). But, other Empires will still carry out their orders. All the game events happen in a certain order, which is shown here. Pay special attention to the order in which events are listed. This is the exact order that they occur when turns are processed. Also, please see the Details section - these concepts are important for understanding this chapter.

Introduction to Turn Events:

Everyone’s turn is processed together at the same time. There are "First Events", then "Movement Events", and then finally "Last Events". The First Events are things like declaring war, etc., which all happen before the Movement Events. The Last Events are things like gaining revenue, etc., that all happen after Movement Events. Pay close attention to the order of events in the Turn Events section. This is how you will know when each of your orders will happen when turns are processed. For example, changing Acceptance happens in First Events, so this will happen before any movement. Also, ownership change happens during Movement Events, so this is only after all First Events are done (Ownership change happens in phases, so the ownership of a sector can change more than one time during the turn). Resource revenues happen in Last Events, so this happens only after all movement and battles (in the Phases of Movement Events) are complete.

Phases:

Movement Events happen in a number of "Phases". A Phase is about one Standard Galactic Month of time (a Phase could also be called an "impulse" if you are more familiar with that term in wargaming). Each phase, various events will occur, and they repeat a number of times until no units have any Move-points. For example, on Phase 1, all units move 1 location, and then battles happen, sector ownership changes, etc. Then, there is a Phase 2, and all units move 1 location, then battles happen, sector ownership changes, etc. These Phases continue until no units have any Move-points left. When there are no more units that can move, then there is 1 more extra Phase, and then Movement Events are complete. When that happens, the Last Events happen. For transferring, units will transfer only if they are in the same location at the same phase. If units never arrive at the same place at the same phase, then no transfer will happen! Also, remember phases for coordinating unit movement. For example, you give Starfleet#1 orders to invade enemy Sector A, and you give Starfleet#2 orders to move to friendly Sector B, and then invade Sector A. These starfleets won’t arrive at the same time! This is what will happen: Starfleet#1 will invade during Phase 1, while meanwhile, Starfleet#2 will move to Sector A during Phase 1. Starfleet#2 will invade during Phase 2 (although if Starfleet#1 succeeds, you will own the sector by the time Starfleet#2 gets there). A better plan would be to give Starfleet#1 orders to hold position and then invade, while Starfleet#2 has orders to move and then invade. This way, on Phase#1, Starfleet#1 will wait (remain in place) while Starfleet#2 moves to Sector A. Then, on Phase#2, both units will attack together.

Here is the list of all events that occur in each round, in order. Note that the movement events repeat until all possible ordered movements are completed. Each event is explained in the rest of the chapter, in order.

First Events:

This is the first part of Turn Events. These steps are:

War Declared:

This happens first. This changes the diplomatic relations between Empires from Neutral to War. This is done by Declaring War. Only one Empire has to do this, and then war will be declared. However, you can’t declare war with a Empire that is your Ally. In this case, you can’t declare war this same turn. For an ally, you will need to cancel your alliance. It will take one turn to break the first relations, and then you can declare war the next turn. When war is declared, then all Passage Rights and Special Permission will be immediately cancelled between the two empires, and cannot be established while the two empires are enemies.

Ctrl+click here for more on Invasions.

Acceptance Changed:

This step is to change the Acceptance between all Empires. You do this with the Change Acceptance action. This indicates whether you will accept gifts from another Empire (including sectors, transfers and resources sent). If you don’t want their gifts (for whatever reason), then change your Acceptance to No. This happens at this time. A empire could give you a sector it is about to lose to try and embroil you in a conflict you want nothing to do with.

Passage Rights Changed:

This step is to change Passage Rights between all empires. This is not the only way to give permission for an empire to move through your territories. You do this with the Grant Passage Rights or Revoke Passage Rights actions. You can grant or revoke Passage Rights to another empire (but not an enemy empire). If you grant Passage Rights to an empire, then they can move through all of your sectors at will. This is potentially hazardous, for should they decide to attack you, they could send out small units through your sectors. Next turn, they could declare war, causing all manner of havoc. For a trusted ally, this is useful, as he will be able to retreat into your sectors, etc.

Special Permission Changed:

This is to change the Special Permission for any sectors you own. For each sector, you can indicate which empires will be granted permission to move through it. You do this with the Grant Special Permission, Revoke Special Permission actions. This is to give a empire permission to move through a single sector, which is safer than granting full Passage Rights.

Ctrl+click here for more on Permission.

New Starfleets Formed:

This step is to form all new starfleets. This can only be done by starfleets and garrisons. For all new starfleets being formed, they are created now. Each Empire can have only 99 starfleets. Starfleets formed can have starships and admirals transferred into them, and can be given orders the same turn they are created.

Various Administrative Actions Performed:

At this time, a number of administrative orders are performed, which are:

Starfleets Change Cloaking:

This is to change whether starfleets are cloaked or decloaked. Cloaked units cannot be seen by foreign empires, and cannot fight in battles. A unit can only become cloaked if all starships have Cloaking ability. Starfleet cloaking changes also happen during Movement Events. The following happen at this time:

Same Location Transfers Occur:

This step is to transfer starships and admirals between units. These are transfers that will happen because the recipient and giving unit are in the same location. These transfers will always succeed, and will happen at this time (prior to any movement happening). Transfers also happen during Movement Events.

Ctrl+click here for more on transfers.

Starships Reassigned To Ranks:

The next step is reassign starships to different ranks. Each unit has 5 ranks, and each starship in a unit is in one of these ranks. Remember, ALL starships cause damage against the enemy, no matter what rank they are in (Ranks and Retreat Level are explained in Chapter 5). Starships in lower numbered ranks are taken first as casualties in battle – as a general rule, put your worst starships up front. JB: I like to put heavy starships up front, because they often survive a small fight without any casualties. When I’m besieged, I also put them up front, because two cheaper units, each getting the benefit of sector defences, will make a bigger impact on my enemies. You can reorganize a type of starship by placing all of the individual starships into different ranks. All of the starships will now be placed into their new ranks. You should check your units to make sure the starships are assigned as you wish. Whenever you transfer starships into one of your starfleets, you should re-assign the new starships to ranks, and whenever you build new starships you should reassign them also – unless they are about to be put into another starfleet (in that case, you reassign them once they’ve been transferred). Keep in mind that starships are reassigned in First Events (not during movement). You can put as many (or as few) of your starships in each rank. You can leave ranks empty. JB: If you have a small force, and want them to attempt a risky move to a currently empty enemy territory, you might like to put one starship in the first rank, and set the retreat level to rank one. If enemies turn up, you’ll take casualties from the first round of combat, but the rest of your starships will flee like the cowardly scum they are. It’s better than having them all die, isn’t it???

Disbanding/Salvaging Starships:

This step is to get rid of starships that you do not want. If you don’t want to pay upkeep for admirals or starships, then you can disband or salvage them. Scuttling starships will remove the starship, so you won’t have to pay upkeep that same turn. Salvaging is the same thing, except that you may gain resources from doing this. Salvaging represents taking equipment, crew, etc. from the scuttled starships.

Movement Events:

Okay, now that all of the first events are complete, the main part of the turn activities happen. These are called Movement Events. These steps are performed one at a time. After the last step, if there are any more starfleets or fleets that have orders to perform, then all of the steps in Movement Events will repeat in the same manner. Each time Movement Events happen, this is called a Phase (this is explained better previously in this chapter). This continues in a number of Phases (each phase, movement events happen). After all units have performed all their actions, there will be 1 extra phase, and then Movement Events are complete. For example, an starfleet has orders to Travel to sector A, then Travel to sector B. In the first Phase, all of the steps in Movement Events happen, and occur, and so during Phase 1, the starfleet will travel to sector A. On Phase 2, the starfleet will move to sector B. If more units have actions to perform, then there will be additional Phases. There may be a Phase 3, Phase 4, etc. The steps of Movement Events are:

Transfers Happen:

This step is for all transfers to happen. Transfers will happen exactly like they did in First Events, with the same requirements. Each unit will check to see if it has any transfers to perform, and if the recipient is in the same location. If the recipient is there, then the transfer will happen. If the recipient is elsewhere, then the unit won’t transfer (transferring is explained better in Chapter 5). JB: A simple rule of thumb is: starships can only transfer if they’re in the same place at the same time.

Ctrl+click here for more on transfers.

Starfleets Travel:

This step is for each starfleet to travel one sector for the current Phase. This will only happen if the starfleet meets all conditions for movement (Traveling is explained better in Chapter 5). Each starfleet will only travel to one sector at this time (a starfleet can travel to additional sectors in other Phases, but a starfleet can only move 1 location per phase). After an starfleet travels, then the Move-point cost is taken from the starfleet’s Move-points. For traveling to succeed, there are the following conditions:

Crtl+click here for more on Movement and Movepoints.

Ctrl+click here for examples of Movement.

Ctrl+click here for more on Invasions.

Ctrl+click here for more on Coordinating Movement.

Defend Sector defences Option Changed:

This is for all starfleets to change their Defend Sector defence option, as they prepare for any battles. This option indicates if an starfleet will enter and defend a sector defence if there is a battle in the sector. If an starfleet does this, the starfleet will gain a defensive bonus from any sector defence. But, if there is a sector defence, the starfleet will not be able to retreat from the battle. If the unit is set to not defend sector defences, then it can retreat normally. If there is no sector defence, then this option has no effect (the unit will be able to retreat then).

Ctrl+click here for more on Sector defences.

Starfleet Cloaking Changed:

This is to change whether starfleets are cloaked or decloaked. This is the exact same step that is described in First Events. This happens now as well, so a unit that cloaks itself now can avoid battle.

Searches Happen:

This step is to perform the Search action. Units with this order will scour the sector they are in, searching for cloaked foreign starfleets. Starfleets will only be uncovered if they are owned by neutral or enemy empires. This action has a chance of successfully uncovering a foreign starfleet (only neutral or enemy units will be decloaked). A unit that is uncovered will no longer be cloaked, and can be seen in scouting reports and engaged in battles. For each starship in a unit performing the Search action, there is a chance of successfully searching and finding each foreign starfleet. For example, starfleet#1 has 3 ships in it, each with a 10% chance of success when searching. Therefore, for each foreign starfleet in the same location as starfleet#1, there will be 3 searches. Each search has a 10% chance of success. If the search succeeds, then any cloaked foreign starfleet with relations of War or Neutral to Starfleet#1 will now be decloaked. As you can see, a unit could cloak itself in the previous step, but could now be decloaked by a searcher, and brought to battle this phase.

Cross-border Battles Are Fought:

Now, all Cross-border battles happen. This is a battle that happens when 2 or more enemy starfleets attempt to move into each other’s locations on the same border. This is related to starfleets traveling, and only the units actually moving are involved (garrisons will never be involved in cross-border battles, and neither will sector defences). For example, Sector A connects to Sector B. Starfleet#1 moves from A to B. An enemy starfleet moves from B to A (this is all happening in the same Phase). These 2 enemy units are moving to each other’s location, so this will cause a cross-border battle to happen, at the border of Sectors A and B. If another starfleet was moving from C to A, that starfleet would not be involved in this battle (only units moving from A to B or from B to A will be involved). You can consider the border a completely separate sector for the purposes of this battle, and any unit not on the border will not be involved. So, no sector defences will be involved, and neither will units located in the sectors, or units that were unloaded into the sectors. Cross-border battles are resolved similarly to normal sector battles. However, if a unit retreats, it will go back to where it was before it attempted to move. So, in the above example, if Starfleet#1 retreated, it would just move back to Sector A. This may cause another battle to happen in the next step (sector battles).

Cross-border battles do not affect the immediate movement of the winning starfleet – that force will continue to move to their ordered destination, and may fight another battle when they get there. As for the loser, his starfleet will not be able to successfully complete its ordered move.

Ctrl+click here for more on Battles.

Battles Are Fought:

This step is to check for all Sector Battles to happen. A sector battle is a bloody combat between enemy starfleets (and any garrison, if there is one) in the same sector. In the previous steps, all starfleets have traveled one location and fought any cross-border battles. Now, sector battles will happen in all sectors where there are enemy units. Battles will be fought according to the method explained in Chapter 6. Some important notes about sector battles are:

  1. Starfleets that are not at war will never fight each other. So, if your ally attacks a unit, but you are not at war with that unit, then you will simply watch, and won’t be involved.
  2. Independent starfleets will always consider an intruder an enemy, and will always engage in battles against those who cross their borders. The exception is if you have Special Permission to move into an independent territory, in which case you will be ignored when your forces enter the sector.
  3. At the end of each round of battle, each starfleet involved may retreat. If an starfleet retreats, then it flees into another sector. This will be the sector that the starfleet moved from, unless this sector has enemy starships in it. In this case, the starfleet will retreat to any available sector that it can move to. If there are no available sectors to retreat to, then the unit will not retreat, and will instead remain in the battle. When a unit retreats, all Move-points will be used up.
  4. Units in cross-border battles will still arrive at normal sector battles. They will arrive at the same time as other units that were not in a cross-border battle. Units that retreat from a cross-border battle will return to the sector from where they started movement. These units will be involved in any battle in the sector they started from (unless they were destroyed in the cross-border battle).
  5. You don’t have to destroy the sector defences of a industrial center to conquer the sector. You just need to kill off any starships defending it. If there aren’t any, then you conquer the industrial center without damaging it – the industrial center lowers its shields to you! But if there are defenders, it might be very beneficial for you to damage or destroy the defences first.
  6. If two attackers in an independent sector are hostile towards each other, the battle will be a 3-way battle; each side will attack all the others. His starships may attack you or the other invader. The one he attacks is random, same with everyone else's forces. For example, you have 10 starships, the other invader has 15, then for each unit owned by the independent, there is a 10/25 chance the independent will attack one of your starships, 15/25 chance of attacking the other invader. The same thing for which starships you will attack, etc.

Battle only uses move points if fought on enemy territory.  Therefore, there is no move cost for a cross-border battle, or a battle that occurs on friendly or neutral territory.

Ctrl+click for more on Battles.

Sector Ownership Changes:

This step is for the ownership of sectors to change. If a sector is invaded, and all friendly starfleets are destroyed or have retreated, then the invaders will now own the sector. If a sector is invaded by more than one Empire, then the Empire with the greatest number of starships/admirals in the sector at this time must have a total combat of at least 10 (which means a lone siege machine cannot conquer a sector). Starships with cloaking ability have combat divided by 10 for this purpose.  This is because these are smaller units (a spy represents a few individuals, while an infantry starship represents a battalion of starships). If ownership changes, the following happens:

If two or more empires have starships in a sector, and the sector is to change hands, then it will belong to the country which has the largest total of starships in the sector. Eg Vulcan and Federation are allies; both move to Ro’ Schala, and conquer it. Vulcan has eight powerful starships, Federation has nine weak destroyers. Federation will get ownership, simply because nine is more than eight. The quality of the starships is irrelevant in determining ownership – quantity rules!

If your sector is conquered by another player, and that player doesn’t annex the sector, you have only three turns to re-conquer it, before your annexation is automatically cancelled.

Sectors are Pillaged:

This step is to perform all Pillage orders for all starfleets and garrisons. The ownership/annexation of a sector does not matter for Pillaging. To Pillage is to seize resources from a sector, which can cause devastation to that sector (increasing the damage level). The conditions are:

If all conditions are met, then the sector will be pillaged. This results in:

Movement Events Repeat:

This step is to check to see if the Movement Events should be repeated. If any unit has Move-points, or can perform valid actions, then Movement Events will repeat. In this case, there will be another Phase (so if the previous Phase was 3, then there will be a Phase 4). After all units have performed all their actions, there will then be 1 extra Phase, and then Movement Events are complete, and then Final Events will happen.

Final Events:

After all the Movement Events are complete, then there are the Final Events. These happen now.

Sector Damage Increases:

This step is to check to see if the Damage of any sector is increased. Damage will occur if:

If any of the above events happened, then sector damage will be increased +1, to a maximum of 3. The damage can only be increased +1 each turn (if multiple events happened, sector damage is still only increased +1).

Resources Sent:

This step is to perform all Send Resources actions, where you send resources to another empire. There is a cost of 10% of the amount sent, which represent transportation expenses and merchant fees. The recipient garrison can be owned by a foreign empire, or the same empire. To send resources, the conditions are:

Upkeep Paid:

This step is to pay the upkeep costs for your admirals, starships and ships. Admirals gain upkeep first. Resources used for upkeep will be lost. If there is not enough upkeep, you don’t necessarily lose half your
troops, but each ship not receiving full upkeep has a 50% chance of being lost.  So, you could lose half, or less than half, based on the chance of each ship.

Starships Built:

This is for all starships built to be placed onto their garrisons. If there are not enough funds to build a type of starship, then the number to be built will be reduced to what you can afford. If the sector you were building in is conquered by another nation, you will not be able to build there. If your sector is attacked, but you successfully defend it, then you will be able to build starships there.

Remember that your HQ is not always precise in determining exactly how much surplus resources you have. If you have a surplus of two resources when you send your turn on, you can be confident that all of your purchases will succeed.

Ctrl+click for more on Building Starships.

Admirals Hired:

This step is for garrisons to hire admirals (only garrisons can do this). The conditions for this action are:

If the garrison meets all conditions, then a new admiral will be hired. This individual will have ratings in different skills, some admirals have higher ratings than others (you may get a highly skilled individual, or you may get an amateur). Admirals will improve their skills from successful battles.

Ctrl+click here for more on Admirals.

Sectors Annexed:

This step is for garrisons and starfleets to Annex Sector. Annexing means to assimilate it into your empire, and creating an infrastructure there with officials, governor and tax collectors, so that you can extract revenue from the local inhabitants. Annexation cost is equal to the revenue of the sector, as shown on the map screen. You pay the annexation cost now, but you won’t receive any revenue from the sector this turn (you will get revenue next turn). If you lose ownership of a sector, it will remain annexed to you for a few turns more, and then the taxation infrastructure will be lost, so it will be annexed to no one. So, if you lose a sector, and then recapture it soon, then you won’t have to annex it again. To annex a sector, you must own it now, and also you must have owned it at the beginning of the season. You do need starships to conquer a sector, but they don’t have to stay there while you annex – the sector could be empty of starships, and you could still annex it. Also, you don’t need to keep starships in an annexed sector – you can leave it empty, and it will stay yours forever. JB: Unless an enemy starfleet moves in and takes it from you, which you have to expect if you don’t guard your borders.

Remember that your HQ is not always precise in determining exactly how many surplus resources you have. If you have a surplus of two resources when you send your turn on, you can be confident that all of your purchases will succeed.

Sector Annexation Declines:

When a sector changes ownership, it will remain annexed to the empire that it was previously annexed to. However, if the ownership of a sector is different than the annexation, then the sector will not yield revenue. In addition, if this continues for 3 turns, then the sector will become annexed to independents. This represents the decline and wasting away of the officials and infrastructure previously organized there. So, if you lose an annexed sector, try to recapture it in a few turns, because after 3 turns it will no longer be annexed to you (if you recaptured it after a long period, you would have to annex it again).

Construction Happens:

This step is for building/upgrading/repairing sector defences. The conditions for construction are:

For a unit that meets all conditions, the unit will now perform construction.

A sector could have it’s sector defence level go up twice in one turn, but only if it has damaged sector defences that are left in peace for the turn, and you decide to build another level of sector defence at the same time. Eg Your Fort is level 2, but it has suffered a little damage and is currently on Level One. The damage will repair automatically because the sector is not attacked that turn, and because you’ve ordered 3 starships to build there that turn, it will be on Level Three at the start of the next turn.

Ctrl+click here for more on sector defences.

Resources Decay:

This step is for any resources left in your treasury to decay. At this time, 7% of the resources in your treasury will now decay, which represents pilfering, and frivolous expenses by your ruler as he lives the high life.

Structures Razed:

This step is to raze a sector defence level in a sector. Only starfleets and garrisons can do this. Resources can be salvaged from razing, which is indicated for each structure. The conditions for razing are:

If a unit meets all conditions, then the structure will be razed. Any materials gained will be placed into the storage of the unit (these won’t decay, because of course decay happened previously).

Sector Revenue Gained:

This step is for all sectors to yield revenue to your main treasury. Sector income is explained better in Chapter 5. The conditions for producing revenue are:

At this time, all sectors will deliver their revenues (which the inhabitants have worked hard all season long to produce).

Ctrl+click here for more on Sector Revenue.

Sectors Gifted:

This step is to transfer the ownership of sectors between Empires. On the Diploware, you can give another empire a sector you own. In order for this to happen, the following conditions must be met:

When ownership is changed, this won’t change the annexation of the sector, and will also not affect any sector defences or harbour in the sector (which will become owned by the recipient empire). Any garrison owned by the old owner will have all starships transferred into new units. So, you can’t use this to give away starships to another empire.

Proclamations Income:

This step is for the revenue to be gained from any Proclamation that you made. When you make a proclamation, this will increase your prestige, resulting in extra production by your followers. Accordingly, you will earn 7 resources, which is placed into your treasury. In order to gain the revenue, the proclamation must be suitable, as explained in Chapter 5. Your population does not want to hear vulgarities, and the GM is reading...

Sector Damage Repaired:

This step is to repair the damage level of sectors. Damage represents destruction that occurs to crops on agricultural planets, population centres, sattelite networks, etc. that reduces the revenue you can gain from a sector. Each sector has damage from none (undamaged) to 3 (heavily devastated). The damage level is increased at the beginning of Final Events (this happens from pillaging, battles, etc.) Damage is only repaired 1 level per turn. For damage to be repaired:

For sectors that meet these conditions, damage will be repaired 1 level at this time (this happens automatically). This step happens after revenues are gained of course, so revenues will be based on the damage level before damage is repaired.

Peace Established:

This step is to establish peace treaties between Empires. If 2 Empires are at war, they can attempt to establish a peace treaty. This will only succeed if both Empires offered peace to each other. If this happens, then they will now be neutral. Otherwise, they will remain enemies.

Alliances Cancelled:

This step is to cancel alliances. If 2 Empires have an alliance, then either Empire can cancel it. Only 1 Empire needs to do this, and then the alliance will be cancelled. If this happens, then they will now be neutral.

Alliances Formed:

This step is to form an alliance with another Empire. If 2 Empires are neutral, then they can establish an alliance. Both Empires will need to offer each other an alliance. If this happens, then an alliance will be formed between them. Otherwise, nothing will happen. You can’t offer an alliance if you're at war. So, you can’t move from enemies to allies in the same turn, because that would take 2 turns (the first is to gain peace, and then next is to form the alliance).

Info Sharing Changes:

This step is used to give or revoke Info Sharing with another empire. Each turn, your units will perform scouting, to gain reports of different sectors and seas in the game, and what is located at each. You grant another empire Info Sharing to share all of your scouting info with him, or you can revoke Info Sharing, so that you will no longer send your info to him. Scouting info is shown the same way on your Diploware, no matter where you got it from. Info sharing agreements are a good way to widen your knowledge of the known world. However, your Suzerain will always have your info, and you cannot revoke it from him (he does not need to share info with his Henchmen, because after all, his word is law, and his Henchmen only need to know what he wants them to). You can also use the Diploware to send limited scouting reports to another empire, but of course only Royalty can do this (this is another one of the privileges of having royal blood).

Espionage Occurs:

This step is to perform espionage, which is for agents to gather vital statistics about another empire (such as number of starships owned by that empire, etc.) There is a cost of 35 resources to perform espionage. An espionage report will be available on the target empire in your new turn. There are different types of information that you may receive on the report, but you may not gain all of the information available. This is an excellent way to size up a neighbor, and keep tabs on him.

Empire Limits Checked:

Each ruler has limited prestige. A ruler’s personal prestige is vital to retaining followers and maintaining authority over the populace. Commoner status represents an undistinguished individual, of unremarkable qualities and bloodline, who is less able to gather a large following in his pursuit of empire. Royalty status represents a battle-tested ruler of royal bloodline, with great charisma, leadership, and other traits that mark a distinguished warlord. One gains this eminent status by simply contributing his GM fee, which is a modest donation that helps the GM with running the game. A ruler with Royalty status can control a larger empire and retain the loyalty of a greater number of followers than a ruler that is a Commoner. The limits are the following:

Ctrl+click here for more on Player Status (Royalty / Commoner).

Defeated Empires Removed:

This is the last step. If there is a Empire that does not own any sectors or starships, then it is defeated. A Empire needs to have at least 1 sector or 1 starship, or it will be removed from the game. In this case, all remaining forces revert to independent status.

Ctrl+click here to go to information on Achieving Victory.

Scouting Occurs:

This step is for all units to send in a report of surrounding locations. Scouting happens in the following ways:

If you see sectors with a skull and cross-bones on the map, you will know that you did not receive a scouting report of the sector this turn. Rulers that are Royalty are able to share scouting reports with other empires in the game.

Turn Events Are Complete:

Starships can only be recruited in a Garrison with an Industrial center.

Chapter 5: Details of How Things Work

Here are a number of concepts that are useful to know about, as well as details about how things work.

Resources:

This represents currency, precious metals, di-lithium crystals and other portable items of wealth. You can send resources to another empire for diplomatic purposes. Resources are used for building starships, paying upkeep, etc. You gain resources by owning annexed sectors, or pillaging a sector (you don’t need to own it to do that). You can also gain resources from making a proclamation.

Workers:

For construction activities (like building a sector defence) you need resources and workers. A worker is a starship. So, if a structure needed 3 workers to build, your unit would need to have at least 3 starships to build it.

Total Combat:

You can see the total combat of a unit on the Location Report or Unit Plan (click on the status button). You can also see the total combat on the location report. This is the total Combat of all starships and admirals in a unit, added together. Each starship has a combat rating. Most starships have just 1 attack, but some starships may have more than 1 attack (the Attack is the number of times it can cause damage each round of battle). The total combat of a starship is the attacks multiplied by the combat. The total combat of a unit is the total combat of all starships. For example, a starship with 2 attacks, and a combat of 35, would add (2+35) =70 to the total combat of the unit. In battle, this starship type would have 2 chances to cause 1 damage each round of combat, and each chance would have a 35% chance of success.

About Battles:

All types of units can also be involved in battles. A battle is a conflict between 2 or more enemy units in the same location (units owned by empires with relations of war). You don’t need to know all details about battles if you are just starting out, but some important notes are:

Units:

There are 2 types of units in the game: Starfleets and Garrisons. Each unit has a number of starships and/or admirals. Each empire controls a number of units, which can be issued different orders. A brief description of each unit type is:

  1. Starfleets: These are mobile groups of starships, which can travel from one sector to another, and invade enemy sectors. In addition, an starfleet can be loaded onto a fleet, and transported across seas, and unloaded onto coastal sectors.
  2. Garrisons: These are similar to starfleets, but cannot move. This represents a unit tied to a particular location, with orders to remain there and attempt to control the surrounding sectors. Any sector that has a Industrial center and/or sector defence will have a garrison. Garrisons will always defend their sector, and will never retreat in battle.

Starships:

You can examine the statistics of any starship type from the Location Report, or the Unit Plan. A Starship represents a space-going man-of-war that can be placed into starfleets, such as a destroyer. Each type of starship has different ratings and statistics. Important notes about starships are:

Building starships:

To build starships, go to the map screen and click on a garrison unit in the bottom section. Then go to "available orders" (bottom right side of screen) and select "build starships". A box will appear, showing you the limit of the sector; it might say 0/13. This means you have builded none, and can build up to 13 this turn. If you build two units, it will change to 2/11 (built two, can build eleven more). Pay attention to the price of your units. Make sure you don’t try to build what you can’t afford. The maximum number of starships you are allowed to build is equal to the maximum resource value for the industrial center, as displayed on the map.

You are limited in your builds to what may be builded in each industrial center. Major industrial centers are more likely to give you more options. You can build whatever is available to you in a given industrial center. So a Ferengi starfleet might have difficulty replacing its really fast starships when they finally arrive in Cardassia. But they will be able to build Cardassian ships there. Over time, this allows your starfleet to take on some of the characteristics of the peoples you invade.

An industrial center will have the same build-list throughout the game – whoever owns Helior III will be able to build Bio-Cruisers – even Betazeds. You are allowed to build starships in a industrial center without annexing it first, so long as you own the territory.

The starships you build will not be available to you immediately. You are simply ordering them to be built. If you can afford them, they will appear where you requested them in your next turnfile.

If you wish to build different kinds of starships than those currently available to you, then conquer industrial centers in different regions, and see what you can build there. A list is not available here of what can be built in each industrial center, as it has been left as a pleasant surprise for you to find out as you play.

When your starships are built, they will be in a garrison. To move them, you will have to put them into a starfleet. If there is no starfleet to transfer them into, click on the garrison, then go to "available orders" (bottom right of map screen) and select "form new fleet", then click on the garrison and transfer the starships across to the new unit.

Ctrl+click here to go to Turn Events: Starships Built.

Cloaking:

For taking over ownership of sectors, you need to have a total combat of at least 10.  Starships with cloaking ability have combat divided by 10 for this purpose.  This is because these are smaller units.

A starfleet can only change its cloaking one time per turn (cloak or decloak).  So, you can cloak on turn 1, then move into an enemy sector.  Then, on turn 2, you can decloak your unit there.  Your scout could
cloak on turn 1, then on turn 2 move into the sector and un-cloak.  On turn 3, the scout could cloak again and move out.

The movement costs are the same for cloaked units (2 to move into an enemy sector).
The only way for another empire to find your cloaked unit is to Search.  If successful, your unit won’t be cloaked anymore.  It will be a regular unit, and it can be attacked, etc.

It’s difficult to keep out spies.  One way to do it is to position starships with search ability on your borders.  Have them search each turn.  This will uncover any enemy or neutral scouts, so they won’t be able to move
further into your territory.  However, if decloaked on 1 turn, they can cloak the next and then attempt to move, although starships that search will be able to prevent their further movement by decloaking them that same turn.
Spy ships will not be kicked out of a sector once discovered.  They can only be decloaked (by the search action), and if that happens, a battle will occur like normal (if they are at war).
The search ability is the ability to uncover hidden starfleets.  Each starship has a search chance, which if successful will decloak all enemy starfleets in the location. Hunters are starships with enhanced search ability. 

A scout cannot cloak itself, move into an empty enemy sector, then decloak itself and capture the sector all in one turn, because you can only cloak/decloak 1 time per turn.

Sharing recon info with another player (from the HQ screen) will not decloak your cloaked scouts to other players. There is only so much info that one is willing to share! J

A cloaked spy can enter independent sectors – there is an automatic war between all players and independents, so it will cost 2 movement. Independents never Search, so even if they have hunting ability, they will not use it.

Ships may not pillage while cloaked, and must have at least a combat factor of 10 to do so when uncloaked.

Cloaked units cannot move and uncloak themselves in the same turn, but if they uncloak while enemies are in the same sector, a battle will occur.

Admirals:

Admirals are skilled generals that can be assigned to lead units. A admiral will give valuable bonuses to starships in battle. Some important notes about admirals are:

Different admirals will have different combat potential and very different abilities.

Ctrl+click here to go to Turn Events: Admirals Hired.

Ctrl+click here for more on Admiral Modifier.

Ctrl+click here for more on Admirals in Battle.

Sector defences:

Sector defences are systems of space stations, sattelites, space minefields and immobile firing platforms which can be manned by defenders in time of war. Each sector may have a sector defence, which gives a defensive bonus to starships defending the sector. These structures can be built, upgraded, or razed. The statistics for each sector defence level can be seen by examining it from the map menu (go to the Location Report for any location, then click Study, and then select the sector defence there). Some important notes about sector defences are: