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1000 Part No. X05-94983
AN INTRODUCTION TO YOUR FIELD MANUAL
Greetings.
The Field Manual you hold in your hand is the latest word on every
ship, building, and technology—friendly or otherwise—that a new
commander might run into on the edge of the galaxy. The Terran Navy
wants to remind you to think before you speak about the things here
discussed, and especially before you hand over your copy to someone
else. Much of this information is still unknown to the general public,
meaning you shouldn’t give it to the Terran populace. And it’s far too
detailed to give to an alien—while many of these details may seem
innocuous to you, the decision over which details on our equipment
to reveal to our allies rests on much higher shoulders.
In the manual, you’ll learn how to control your vessels, make alliances,
and if necessary (and it is often necessary) go to war. We’ve worked
extremely hard to provide you with reports on the alien races we’ve
encountered, along with detailed descriptions of their materiel. For
your enlightenment, we’ve also included a glimpse at how our alien
allies see us—it is an eye-opener.
That is all. Use the manual. Don’t sell it or give it away to the enemy.
Loose lips sink ships, Gentlemen. Think of your Field Manual as one
great big flapping lip.
__________________________
Signature
Admiral Len Wolfman
Witnessed by:
__________________________
Signature
Foreword
1
CHAPTER 1—QUICK START3
Main Menu .................................................................................................. 4
Single Player and Multiplayer .................................................................. 4
The Lay of the Land.................................................................................. 5
Game Parameters ..................................................................................... 8
User Interface .......................................................................................... 10
Game Menu and Options Screen ........................................................ 20
CHAPTER 2—STAKING YOUR CLAIM
IN THE GALAXY22
Building Headquarters ........................................................................... 23
Building Fabricators ................................................................................ 23
2 Click Install, and then follow the instructions on
the screen.
To st ar t
1Insert the Microsoft Conquest: Frontier Wars
compact disc into the CD-ROM drive.
2 Click Start on the taskbar, point to Programs,
Microsoft Games, and Conquest: Frontier
Wars, and then click Conquest: Frontier Wars.
For additional information about installing or starting
Conquest: Frontier Wars, see the Readme file on the
compact disc.
3
Quick Start
Main Menu
Opening Movie Plays the opening movie to Conquest: Frontier
Wars.
Single Player Begins a single-player game—either the Terran
campaign or a Mantis or Celareon training mission, a quick battle, or a
game that you previously saved.
Multiplayer Begins a multiplayer game.
Options Displays the Options screen, where you can adjust volume,
cursor sensitivity, fog of discovery, and so forth.
About Provides brief information about your version of Conquest:
Frontier Wars, including your product identification number. Also
credits the team behind the Frontier Wars.
Quit Exits Conquest: Frontier Wars.
Single Player and Multiplayer
Single Player
For a single-player game, you have the following choices.
Campaign As a green commander of the Terran Naval Forces, wade
through the missions of intergalactic war in the Terran campaign.
Watch your admirals become heroes, and take charge of their destiny.
If you want to familiarize yourself with the other races, Mantis and
Celareon training is also available here.
Chapter 1
Quick Battle Go head-to-head with the computer with game and
map parameters that you determine. You can play as any race: Terran,
Mantis, or Celareon. You can also form fleets and command the
admirals who lead them.
Load Campaign Saved Game Load and play games you’ve
previously saved.
Load Quick Battle Game Load and play quick battles you’ve
previously saved.
4
Multiplayer
Practice your bloodthirsty cunning, honey-tongued diplomacy, and
admiral command against the living and breathing over the Internet or
LAN.
To create or join a multiplayer game
1 On the main screen, click Multiplayer.
2 Select the type of network connection you want for your
multiplayer game, and then click Next.
MSN™ Gaming Zone Connects through the Zone on the
Internet, where you can start or join a game. If you select this
connection type, your browser will automatically open and point
you to the Zone. Follow the instructions that appear on the
screen.
TCP/IP (Local Area Network) Lets you create your own
game or join one on a LAN via a TCP/IP connection.
TCP/IP (Internet) Lets you create or join a game on the
Internet via a TCP/IP connection.
3 To join an existing game, select a game in the list and then click
Next (LAN), or select Join, type the IP address that is hosting the
game you want to play, and then click OK (Internet).
–or–
To create a new game, select Create New Game (LAN) or
select the Create option (Internet), and then click Next.
4 If you are creating a game, you can set the parameters of the game
in the Multiplayer Lobby, select Lock Settings, and then wait for
other players to join.
–or–
If you are joining a game, select Accept when you are satisfied
with the game settings.
Quick Start
The Lay of the Land
Your goal as a commander in the Frontier Wars will be to explore and
secure sector after sector of the galaxy. Understanding a few basic
concepts right away will allow you to jump immediately into the
5
Terran campaign or to determine favorable game parameters if you
will be playing a multiplayer game or a quick battle.
Sectors, Systems, and Supply Lines
Divided areas of the galaxy are known as sectors—vast in size and
light-years from one another. Sectors themselves are composed of
multiple systems. Luckily, wormholes connect many systems to one
another and can be used as a means of navigating between systems.
And recent developments now allow us to use these wormholes
more safely by protecting them with Jump Gates, but this provides an
all-new challenge. Commanders must now be able to think strategically—and keep their forces supplied—across multiple systems.
When messing around in your home system, unit supply is simple, but
once you begin to expand your territory success relies on intact
supply lines to ensure that individual ships and fleets have enough
supplies on board to perform optimally. System supply refers to
whether or not your current system has an uninterrupted supply line
to a Headquarters, and this is provided via Jump Gate–protected
wormholes. If a Jump Gate on your supply line is destroyed, your
supplies are compromised and your fleets are at risk. Get stuck in an
ill-supplied remote system, and you could find yourself in an ambush
with little means of repelling it.
For information about unit supply, see “Resupplying and Repairing
Units,” in Chapter 2. For information about system supply, see “Exploring and Establishing Supply Lines,” in Chapter 2.
Chapter 1
Races
Until recently, the idea of having a section on races in a war manual
would have been absurd—but no longer. We’re not alone: There are
three major players on the board, and we the Terrans are the newbies.
For the history and details about the units and technology of each
race, see Chapters 4 through 6. For an at-hand summary of each race’s
technology path, see the Conquest: Frontier Wars Quick Rescue Card.
6
Terrans
Unless you’ve stolen this manual, most likely
Terran means you. The Terrans are a diplomatic race with the intention of exploring the
heavens for new life, new worlds, and new
technologies. The most balanced of the three
races, the Terrans have very capable small,
medium, and large ship-to-ship combatants; long-range strike capability;
and high-tech special weapons. Ore is the key resource of such an
armada, so a top-notch harvesting operation is mandatory.
Mantis
The Mantis are an insect-evolved race that
we can best describe as predatory. They’re
volatile and expansionist, with a low tolerance for coexistence with other species. The
Frontier Wars began, oddly enough, as a civil
war on the Mantis homeworld and spilled
over when we got involved. Mantis ships are
based on the importance of numbers and rely on swarming tactics and
evolution. They lean heavily on light-hulled carriers—so heavily that
even scout ships house fighter wings. They search the galaxy for a new
homeworld, so the sector you save may be yours.
Celareons
The most mysterious of the three races, the
Celareons seem to be an old enemy of the
Mantis. Thus, they’re an ally of the Terrans,
but there’s no telling if we could count ’em
as friends. They appear to be so highly
evolved that they may in fact possess no
corporeal form, just energy inside armor.
Celareon ships are highly advanced, built
chiefly for exploration, with defense as the leading design concern.
These ships are fast and stealthy, and even their tricks have tricks up
their sleeves.
Quick Start
7
Resources and the Environment
As you lead your fleet across the far-flung reaches, you better make
sure you have plenty of resources. The good news is, our harvesting
technology is pretty advanced, with Refineries, Harvesters, the Marine
Training Facility, and numerous upgrades.
Resources come in three major types: ore, gas, and crew. The environment is full of planets, nebulae, and asteroid fields that contain these
resources. And don’t forget that recycling is also important in deep
space, so sweep debris fields, too.
Although not a natural resource, command points must also be monitored to keep your operation running. Command points are awarded
when you build certain types of platforms, such as Headquarters, and
they are required when you build units as a means of commanding
those units.
For details about resources and the environment, see Chapter 3. For
information about harvesting these resources, see “Mining Resources,”
in Chapter 2.
Game Parameters
Because quick battles and multiplayer games are defined by you and
(in multiplayer) by your opponents before the game starts, there are
options to keep in mind.
Chapter 1
Random Map Generation
The random map generator is a way to play on maps that vary in size
and scope. The generator will make intelligent placement of terrain
elements, planets, and wormholes. There are several parameters you
can set for your map.
Battle Map Indicates a Random battle map.
Game Speed Determines how fast your game progresses. With the
default setting, real time equals game time. You can make game time
faster or slower than real time by adjusting the slider.
Starting Resources Determines the amount of resources all
players start with.
8
Game Type Shows the game type—destroying all platforms and
construction ships is the default objective.
Number of Systems Determines how many systems the sector
will have.
Map Size Determines how large the systems in the sector will be.
Terrain Determines the density of the terrain throughout the
sector.
Visibility Determines what you see—or don’t see—at the begin-
ning of a game. Normal means you will have to explore all territory to
see it, Explored means the fog of discovery is lifted but not the fog of
war, and All Visible means the fog of both war and discovery is lifted so
players can see all.
Starting Base Determines the number and types of platforms and
ships you will have at the beginning of a game.
Game Settings
While choosing your map parameters, you will also have the opportunity to decide on some general game settings.
Spectators Allows a player who is defeated to remain an observer
of the game as the remaining players battle it out. Spectators cannot
communicate with anyone in the game via chat.
Lock Alliances Prevents players from changing alliances in the
Diplomacy screen during the game.
Lock Settings (Multiplayer hosts only) Indicates to players the
game is ready and prevents players from changing game settings after
the game has begun.
Accept (Multiplayer only) Indicates that you accept the settings and
are ready to play.
Races
The race you choose to play greatly affects your strategy and the
course of your game. For general information about choosing a race
for a quick battle or multiplayer game, see “The Lay of the Land,”
earlier in this chapter.
Quick Start
9
User Interface
The Conquest: Frontier Wars game screen has all the controls you
need to command your race to victory. The main screen is where you
watch the action, navigate, and command first-hand. The resource bar
along the top of the game screen and the toolbar along the bottom
allow you to keep a close eye on the details of your game and specify
what you want your units to do.
Resource Bar
The resource bar provides detail about the resources the player
currently has and contains some buttons that do not directly affect
ships and units. From left to right, the components of the resource bar
are as follows.
Chapter 1
System Supply
Command Points
Ore
System Supply Indicates whether or not the system you are
currently in is in supply. A green icon means the system is in supply; a
red icon means it is not.
Command Points Displays how many command points you are
currently using and how many you have available to use. When more
command points are needed, this indicator will flash red.
Ore Displays how much ore you currently have available to use and
the maximum you can store.
Gas Displays how much gas you currently have available to use and
the maximum you can store.
Crew Displays how much crew you currently have available to use
and the maximum you can store.
Diplomacy Opens the Diplomacy screen, where you can change
alliances with and give resources to other players.
Gas
Crew
Game Menu
Chat
Diplomacy
Mission Objectives
10
Chat Displays the Chat screen, which allows communication with all
other active players. This does not pause the game.
Game Menu Displays the game menu, where you can save, load,
and resign from games as well as access the Options screen.
Mission Objectives Displays the mission objectives when playing
the Terran campaign or the Mantis or Celareon training mission.
The Toolbar
The most important controls in the Conquest: Frontier Wars game
screen are found on the large toolbar that spans the bottom of the
screen.
◆ To minimize/maximize the toolbar, click the Minimize/Maximize
Toolbar button in the lower-right corner of the toolbar, or press
the END key.
Orders ButtonsHot Buttons
Context Window
Stance ButtonsSystem Map
Sector Map
The Context Window
The large box at the left of the toolbar—the context window—will
change to reflect information about the unit you currently have
selected in the main screen. To the right of this window are selectionspecific orders buttons, which affect the units or groups (ship orders)
or platforms (platform orders) you currently have selected. For
example, shown in the preceding illustration is a military ship context
window for a Corvette and, to its right, the ship’s orders buttons. If
nothing is selected, the context window will be empty.
Quick Start
11
Military Ship Context Window
The military ship context
window displays the unit’s
name, current/maximum
possible hull points, current/
maximum possible supplies,
number of kills, and current
upgrade level in regard to
hull, shield, engine, sensors,
weapon, supply, and (for
ships that have them) its
special weapons.
Orders Buttons
The military ship orders buttons, to the right of the context
window, are as follows.
Stop Cancels the last order.
Patrol Orders the selected unit to patrol an area you
specify. Select the unit, click the Patrol button, and then click
the location you want the unit to patrol.
Escort/Defend Orders the selected unit to escort the
unit you specify. Select the unit, click the Escort/Defend
button, and then click the unit to escort
Chapter 1
Special Allows you to use a unit’s special weapon when
that weapon has been researched and the unit is selected
alone. You can also use an available special weapon for a
group of selected ships if that group is all of the same type
(for example, only Battleships are selected). The Cloaking
ability, however, can be activated for all Infiltrators and
Missile Cruisers selected as part of a group. Select the unit,
and then click its special weapon button.
Ship Stance Buttons
A military ship’s stance reflects its attitude toward arriving
nonfriendly units. To set the stance of a ship, select it, and then click
the stance button you want to apply to that ship.
12
Attack Orders the ship to attack any enemy in its sensor
range.
Stand Ground Orders the ship to remain in place and
defend its exact location.
Defend Orders the ship to stay and defend its immediate
area.
Idle Orders the ship to “sleep,” ignoring all activity and
posing no threat to enemy ships.
Fabricator Context Window
The Fabricator context
window appears when
you select a Fabricator. It
displays the Fabricator’s
current/maximum
possible hull points. It
has multiple tabs that
together contain all of
the platforms that can be
built in the game as they
are researched: the Main Platform tab, the Research tab, and the
Defense tab. The Stats tab shows the level of current upgrades for
the construction ship.
A platform button that has a green border around it means that
you already have a least one platform of that type built. If a button
is grayed out, you have not yet met the technology prerequisite
for building that platform.
Orders Buttons
The Fabricator orders buttons, to the right of the context window,
are as follows.
Stop Cancels the last order.
Salvage Salvages a platform and recycles its ore and gas.
Select a Fabricator, click the Salvage button, and then click
the platform you want to salvage when the cursor becomes
a dollar sign. Ships cannot be salvaged (although the Mantis
are known to have this technology).
Quick Start
13
Repair Repairs a platform to its full hull strength. Select a
Fabricator, click the Repair button, and then click the platform
you want to repair when the cursor becomes a wrench. Ships
are repaired at the Repair Platform.
Harvester Context Window
The Harvester context
window shows the selected
Harvester’s current/maximum possible hull points
and how much ore and gas
the Harvester is carrying/the
maximum possible it can
carry. It also displays the
current Harvester upgrade
levels.
Orders Buttons
The Harvester’s orders buttons—Stop and Patrol—work like those
for military ships.
Supplyship Context Window
The Supplyship context
window shows the
selected Supplyship’s
current/maximum possible
hull points as well as its
current/maximum possible
supplies and current
upgrade level.
Chapter 1
Orders Buttons
The Supplyship’s orders buttons Stop and Patrol work like those for
military ships. In addition, it has orders buttons specific to its supply
function.
Auto-Supply On Orders a Supplyship to resupply any ship
within its supply radius in need of supplies.
Auto-Supply Off Orders a Supplyship to not resupply ships.
14
Full Auto-Supply Orders a Supplyship to resupply itself at
the nearest Headquarters, Supply Platform, or Repair Platform
whenever necessary and then return to its preassigned
location.
Group Ship Context Window
The group ship context
window shows an iconic
representation of each ship
selected in a group. The red
bar above each ship
indicates its hull level. If a
ship’s hull is more than 50%
intact, the ship icon is
green; if less than 50%, the
icon is yellow; and if near 0,
the icon is red. The blue bar below each military ship indicates its
supply state. To see a particular ship’s stats, click its icon here in the
group ship context window to display its individual context window.
Orders Buttons
When a group is selected and at least one military ship is in that
group, the military ship’s orders buttons will override the orders
buttons of other ship types in the group selection.
Admiral Context Window
In quick battles and multiplayer games, the admiral context window
appears whenever a fleet admiral or a fleet is selected. It always
includes three tabs along the top of the window: Fleet Commands,Group, and Admiral Statistics.
Quick Start
15
Fleet Commands Tab
The Fleet Commands tab, in the top row of buttons, contains all the
commands a quick battle or multiplayer admiral can give to a fleet.
Group Tab
Fleet Commands Tab
Admiral Statistics Tab
Fleet
Commands
Special
Weapons
Chapter 1
Terran
Mantis
Celareon
Form Fleet To form a fleet, select the fleet admiral and all
the units you want in a fleet, and then click the Form Fleet
button. A ship may only be in one fleet at a time. To select this
fleet, click the ship that the admiral is on, press the fleet’s
corresponding function key (F1–F6), or click the Fleets hot
button to cycle through all your fleets.
Disband Fleet To disband a fleet, select it, and then click
the Disband Fleet button. The fleet is immediately disbanded and the fleet admiral returns to his individual ship.
Repair Fleet To repair an entire fleet, select it, and then
click the Repair Fleet button. The fleet immediately goes to
the nearest Repair Platform, and all damaged units are
repaired.
Resupply Fleet To resupply an entire fleet, select it, and
then click the Resupply Fleet button. The fleet immediately
goes to the nearest Headquarters or Supply Platform, and all
units are resupplied.
Transfer Admiral To transfer an admiral to another ship
without disbanding the fleet, select the fleet, click the Trans-fer Admiral button, and then click the ship you want him to
board when the cursor becomes a flag.
16
Troopship Assault To assault an enemy with a Troopship in a fleet, select the fleet, click the TroopshipAssault button, and then right-click the target when
the cursor becomes an orange, partial crosshairs icon.
The buttons below the preceding command buttons correspond to
the special weapons and/or abilities available to the fleet. If a ship
has a special weapon and is a member of the fleet, then its corresponding special weapon button will be highlighted. Clicking a
special weapon button is the equivalent of clicking that individual
ship’s special weapon button. If multiple ships have the same special
weapon, the admiral decides which is the best ship to execute the
special weapon command and will allocate that ship to perform the
action. The exception to this rule is the Cloaking special ability,
which cloaks all Infiltrators and Missile Cruisers at once.
The bottom row of buttons will display the Terran, Mantis, or
Celareon special weapons in a fleet. A player can have ships of all
three races in a fleet, thus he can still get to all their special
weapons with these buttons.
Group Tab
When the Group tab is selected, the admiral context window
becomes a group ships context window for the selected fleet (see
“Group Ship Context Window,” earlier in this section).
Admiral Statistics Tab
When the Admiral Statistics tab is selected, the admiral context
window shows the statistics of the admiral, similar to the Stats tab
for any military ship context window.
Platform Context Window
The platform context
window shows the name
of the selected platform,
its current/maximum
possible hull points,
buttons that allow either
the building of units or the
researching of technology,
Quick Start
17
and a queue (of up to 15 items) to show what is being built or
researched and in what order. To remove an item from this queue,
click it.
Items that cannot be built or researched yet will appear grayed out.
Status text on the main screen will indicate the prerequisite that
needs to be met in order to build or research that item.
Orders Buttons
Stop Cancels the last order.
Rally Point Sets up a point at which all ships built at the
selected platform will meet. Select the platform, click the
Rally Point button, and then click the desired location on
the screen. To see where any given platform’s rally point is,
select the platform and note the location of the blinking
yellow locator on both the main screen and the system map.
Hot Buttons
The buttons to the right of the context window and orders buttons
are your hot buttons—a quick means of cycling through specific
platforms and ships so you can keep them active.
Research Platforms Cycles through all platforms that
offer upgrades. Each platform is selected and shown in the
context window. To center that platform on your main
screen, click the triangle to the right of that platform’s name
in the context window.
Chapter 1
Shipyards Cycles through all shipyards and Headquarters.
Each platform is selected and shown in the context window.
To center that platform in your main screen, click the up
arrow to the right of that platform’s name in the context
window.
Idle Nonmilitary Ships Cycles through all idle Fabricators, Harvesters, and Supplyships. Each ship is selected, shown
in the context window, and centered on your main screen.
Fleets (Quick battles and multiplayer games only) Cycles
through all fleets. Each fleet is selected, shown in the context
window, and centered on your main screen.
18
Maps
System Map
The two maps on the right side of your toolbar are the system
map and the sector map. Use them to quickly survey your fleets
and the terrain and to facilitate orders. For color detail on the
maps, see the Quick Rescue Card.
Sector Map
The System Map
The system map shows the system you’re currently looking at in
the main screen. Undiscovered areas are shown as black. As you
send ships out to explore the system, the fog of war is lifted and
the planets and terrain appear on the map. All buildings and units in
the system are distinguished on the map by each player’s unique
color.
Once you’ve selected a unit on the main screen, you can select its
target destination on the system map just as you would in the
main screen—by right-clicking where you want it to go. To set
waypoints, hold down the SHIFT key and right-click waypoints to
create a complete path for your unit to travel.
The Sector Map
The sector map shows the entire sector in which you’re playing. It
shows all systems you’ve traveled to and allows you to quickly
send ships to those sectors.
Quick Start
19
Systems you own and that are in supply appear blue, while neutral
systems appear gray or black. A white circle will appear around the
system you’re currently viewing in the main screen. If you are
involved in a battle, the system where it is occurring will have a
flashing red ring around it.
You can also tell at a glance whether your systems have intact
supply lines (where all wormholes between systems have a Jump
Gate). If not, the out-of-supply system and its connector line will
appear yellow.
Lines that simply end in space indicate that you’ve discovered a
wormhole but haven’t explored the system on the other side. When
you enter the new system, it will appear on the sector map.
Clicking a system on the sector map displays that system in your
main screen and the system map. You can also select units you want
to transport to another system and then right-click that system in
the sector map to send them there automatically.
Game Menu and Options Screen
Saving, Loading, and Exiting
You can access the game menu and Options screen by pressing F9
at any time during gameplay.
Chapter 1
◆ To save a game, click Save, type a name for the game (or click
the name of an existing saved game to replace it), and then click
Save.
◆ To load a saved game, click the name of the game you want to
load, and then click Load.
◆ To exit a game without saving it, click Resign, and then click
Continue in the Score screen to return to the main menu.
◆ To change player, graphics, and sounds settings, click Options to
display the Options screen.
20
Options Screen
◆ To change individual player game settings, click the Player tab.
Here you can adjust your cursor sensitivity, game speed, and scroll
rate. You can also disable status text and information boxes that
appear when you roll over UI elements in the game screen, as well
as disable the rotation of your sector map when you rotate your
game view. Finally, you can even change the game’s left-click/rightclick model if you prefer.
◆ To change graphics settings, click the Graphics tab.
Here you can select your 3D device and game resolution. Increasing your gamma correction will brighten your game screen, and
turning off other graphics options may increase your game’s
performance.
◆ To change sounds settings, click the Sounds tab.
Here you can turn on or off various game sounds, as well as adjust
their volume.
21
Quick Start
CHAPTER 2—STAKING
YOUR CLAIM IN THE GALAXY
You’re at a disadvantage if you’re
trying to fight a war far from your
homeworld, so it’s vital to put down
stakes the moment you arrive. It
would be nice to have resources and
defenses you can rely on before the
battles come. Here are the basics to
staking your claim.
Chapter 2
22
Building Headquarters
You need a home base, and the only place for it is on a planet.
Headquarters are a means of resupplying wanting ships with
ammo. They also provide command points and allow you to build
Fabricators and Supplyships.
Often you’ll begin with a Headquarters, but if you need a new one
you’ll build it with a Fabricator
on any planet.
◆ To build a Headquarters,
select a Fabricator, click the
Main Platform tab in the
Fabricator context window,
click the Headquarters
button, and then click
available slots (shown in
green) on a planet.
Building Fabricators
The Fabricator is the ship you need to build before you can build
anything else—as new platforms become available, your Fabricator
context window will highlight their corresponding buttons.
◆ To build a Fabricator,
click a Headquarters,
and then click the
Fabricator button
in the Headquarters
context window.
For more information,
see “Fabricator Context
Window,” in Chapter 1.
Staking Your Claim
23
Constructing Platforms
You have two kinds of units: platforms and ships. Platforms are
nonmobile units that affect your fleet by performing some useful
function, such as mining resources on a planet (Refinery), providing
command points (LR Sensor Tower), resupplying ships (Supply Platform), or defending territory (Laser Turret). Most platforms must be
built on a planet, but some must be placed in space—namely, defense
turrets such as the Ion Cannon.
Platforms that recruit crew (Marine Training Facility and Naval Academy) must be built on an earth or swamp planet, which generates
crew. Fabricators can build any platform.
◆ To build the Refinery
platform, select a
Fabricator, click the
Main Platform tab,
click the Refinery
button, and then click
available slots (shown
in green) on a planet.
For more information,
see “Platform Context
Window,” in Chapter 1.
Chapter 2
Mining Resources
Once you have a Refinery, it
will drill into a planet and
start harvesting the resources on that planet. With
that operation under way,
you’ll want to harvest
resources off-planet as well,
because valuable ore and gas
can be found in phenomena
such as nebulae and asteroid
fields. You can also recycle
24
ore from the debris fields left by destroyed units. Build a Harvester at
the Refinery to harvest these off-planet resources.
◆ To mine off-planet resources, click a Harvester, and then right-
click the Harvester’s target when the cursor becomes a pick-andshovel icon.
Look for bright spots scattered through nebulae, shiny nuggets in
asteroid fields, and floating metal in space.
For more information, see “Harvester Context Window,” in Chapter
1. For details about finding resources, see Chapter 3.
Building and Commanding Ships
Building
As nifty as Fabricators and Harvesters are, a fleet of them won’t do
you much good. You need some real fighting ships, and to build ships
you need shipyards. The first shipyard to become available will be the
Light Shipyard, which builds smaller ships, followed by the Heavy
Shipyard, which builds larger ships. Once your harvesting operation
has begun, build a Light Shipyard, and start building your fighters.
25
Staking Your Claim
◆ To build a Corvette, click a Light Shipyard, and then click the
Corvette button.
To build more than one, click the button for each Corvette you
want.
Selecting
Selecting a ship is as easy as clicking it, but you likely will want to
move them in groups, too.
◆ To select multiple ships, drag the cursor around them, or hold
down SHIFT while clicking each ship you want in the group.
◆ To select all ships of the same type shown in the main screen,
double-click one of them.
◆ To assign a group of ships to a control group, select the group, and
then hold down CTRL while pressing a number key 0–9.
When you want to select that control group, press the number
key you assigned them to.
Commanding
Navigating and attacking are both carried out by right-clicking the
destination and target, respectively.
◆ To move a ship or group, select it, and then right-click its destina-
tion.
◆ To set a specific path for a ship using waypoints, select it, and then
hold down SHIFT while right-clicking each waypoint you want the
ship to visit, with the final waypoint being its final destination.
◆ To attack an enemy, select the ship or group you want to attack
with, and then right-click the target when the cursor becomes a
red crosshair icon.
Chapter 2
◆ To attack an ally without officially changing your alliance, select the
ship or group you want to attack with, hold down the CTRL key,
and then right-click the target.
The toolbar at the bottom of the game screen offers many more
options for commanding your military ships. For more information,
see “Military Ship Context Window,” in Chapter 1.
26
Exploring and
Establishing Supply Lines
Once you’re well apportioned—preferably with a Headquarters, a
Fabricator, a productive Refinery, and a passel of fighting ships—it’s
time to explore outside your home system. You move to different
systems throughout the sector via wormholes.
◆ To navigate to another system, select a ship or group, and then
right-click a wormhole.
Before right-clicking the wormhole, you can check the ship’s
destination system by noting
the white-highlighted path on
the sector map in the toolbar.
To change your own view to
that system, click the wormhole
on the main screen, or click the
system on the sector map.
Once you’ve begun exploring a new
system, you must establish an intact
supply line to it that is connected
to a sector with a Headquarters.
This is done by building a Jump
Gate around the wormhole.
◆ To build a Jump Gate, select a Fabricator, click the Defense tab in
the Fabricator context window, click the Jump Gate button, and
then click the wormhole.
The Jump Gate will allow only friendly traffic through the wormhole, and your supply line will remain intact.
Check your system map often to make sure your territory is always in
supply—yellow sectors and connector lines indicate that your overall
sector supply is in jeopardy. Rigorously defend your Jump Gates,
noting that they can be destroyed from either side of the wormhole,
and do not neglect to rebuild them if they are destroyed.
Staking Your Claim
27
Resupplying and Repairing Units
Without necessary supplies and repairs, platforms and ships cannot
function, and your race will slowly—or perhaps quickly—die.
Resupplying
A unit’s supply status can be checked one of several ways:
•When a turret platform or individual military ship is selected, its
current/maximum possible supplies are shown in its context
window.
•When a military ship is selected as part of a group, the blue
supply bar below its corresponding icon in the group ship
context window indicates its current supply status.
•When you roll your cursor over a turret platform or individual
military ship in the main screen, its blue supply bar is shown. To
make a quick general appraisal of unit supply on a group of
turret platforms and ships in the main screen, drag your cursor
around the group—but don’t release the mouse button; the
supply bars for all units will appear.
Turret platforms and ships can be resupplied with a Headquarters,
Supply Platform, Repair Platform, or Supplyship. The resupply radii of
these units are shown when you roll your cursor over them. Note
that the resupply radius of Supply Platforms, Repair Platforms, and
Supplyships is much greater than that of Headquarters.
Chapter 2
If you do not build a turret platform within the resupply radius of a
Headquarters, Supply Platform, or Repair Platform, then you will
have to monitor its supplies carefully and manually resupply it when
necessary with a Supplyship.
◆ To resupply a turret platform, select a Supplyship, and then right-
click a location on the main screen that will place the platform
within the ship’s resupply radius.
28
◆ To resupply a ship, select it, and then right-click a location on the
main screen that will place it within the resupply radius of a
Headquarters, Supply Platform, Repair Platform, or Supplyship.
For additional information about Supplyship orders, see “Supplyship
Context Window,” in Chapter 1.
Repairing
You must also repair units as they are damaged or they will eventually
be destroyed. A unit’s health is indicated by its hull level. Checking a
unit’s hull level is similar to checking its supply status.
•When any platform or individual ship is selected, its current/
maximum possible hull points are shown in its context window.
•When a ship is selected as part of a group, the red hull bar above
its corresponding icon in the group ship context window indicates
its current hull level. If a ship’s hull is more than 50% intact, the
ship icon is green; if less than 50%, the icon is yellow; and if near 0,
the icon is red.
•When you roll your cursor over any platform or individual ship in
the main screen, its hull bar is shown. If a ship’s hull is more than
50% intact, the bar is green; if less than 50%, the bar is yellow; and
if near 0, the bar is red. To make a quick general appraisal of unit
health on a group of platforms and ships in the main screen, drag
your cursor around the group—but don’t release the mouse
button; the hull bars for all units will appear.
To repair a unit, you must have a Repair Platform and, to repair a
platform, a Fabricator. Keep in mind that when you repair a unit,
resources will be deducted from your holdings, based on how much
repair work has to be done.
◆ To repair a platform, select a Fabricator, click the Repair button,
and then click the platform when the cursor becomes a wrench
icon.
◆ To repair a ship, select it, and then right-click a Repair Platform.
Staking Your Claim
29
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