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Shadow Empire Manual EBOOK

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0% found this document useful (0 votes)
2K views365 pages

Shadow Empire Manual EBOOK

Shadow_Empire_manual_EBOOK

Uploaded by

jlaczko2002
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 365

Game manual

Contents
System Requirements 4
Installation 4
Uninstalling the game 4
Product updates 4
Unified Login System 6
Game forums 6
Need help? 6

1. Introduction 7
1.1. Your challenge 7
1.2. Word from the designer 8

2. The Game Universe 10


2.1. The timeline 10
2.2. On the Shadow 21
2.3. On Technology 25

3. The Interface 26
3.1. New game 26
3.2. Game Loop 32
3.3. The Map Screen 32
3.4. The Map 34
3.5. The Top Bar 41
3.6. The Top Tabs 41
3.7. The Left Bar 55
3.8. The Right Bar 56
3.9. The Bottom Tabs 69
3.10. The Management Screen 77
3.11. The History Screen 84
3.12. The Vidcom Screen 84
3.13. Various Popups 84
4. How to Play 89
4.1. Basic Movement and Combat 101 89
4.2. Military Conquest 101 92
4.3. Building an Economy 101 106
4.4. Leaders and Factions 101 117
4.5. Logistics 101 126

5. The Rules 138


5.1. Concepts 138
5.2. Planetary 150
5.3. Zones 162
5.4. Cultures 190
5.5. Assets and production 195
5.6. Regimes 207
5.7. Stratagems 240
5.8. Leaders and Factions 247
5.9. Special Story Modules 274
5.10. Units 275
5.11. Logistics 304
5.12. Models 318
5.13. Techs 330
5.14. Recon 343
5.15. Victory 346
5.16. On the Scale 347
5.17. Design compromises 348
5.18. AI rules differences 349

6. Additional Rules 352


6.1. Air Forces 352

7. Credits 363
System Requirements
OS: Windows 8, Windows 10 (64 bit only)
Processor: 1.5 GHZ
Memory: 4 GB RAM
Graphics: 8MB video memory
Storage: 500 MB available space
Sound Card: DirectX Compatible 9 Sound Card

Installation
Please ensure your system meets the minimum requirements listed above. To
install the game, either double click on the installation file you downloaded
or insert the Shadow Empire DVD into your DVD-ROM drive. If you have
disabled the autorun function on your DVD-ROM double click on the
installation archive file, then double click on the file that is shown inside the
archive. Follow all on-screen prompts to complete installation.

Uninstalling the game


Please use the Uninstall option from the Apps section of the Windows
Settings Menu or the Uninstall shortcut in the game’s Windows START
menu folder to uninstall the game. Uninstalling through any other method
will not properly uninstall the game.

Product updates
In order to maintain our product excellence, Matrix Games and Slitherine
release updates containing new features, enhancements, and corrections to
any known issues. All our updates are available for free on our website from
the https://www.slitherine.com/member/mypage area and Games store
page. It can also be downloaded quickly and easily by clicking on the Check
for Updates link in your Game Menu.
We also periodically make beta (preview) updates and other content available
to registered owners. Keeping up with these special updates is made easy and
is free by signing up for a Slitherine and Matrix Games Member account.

4
When you are signed up, you can then register your Slitherine and Matrix
Games products in order to receive access to these game-related materials.
Doing so is a simple two-step process:
Sign Up for a Slitherine Group Member account – THIS IS A ONE
TIME PROCEDURE; once you have signed up for an account, you are in
the system and will not need to sign up again. Go to https://www.slitherine.
com/register and fill in all available fields, when you’re finished, click the
Register button, and a confirmation e-mail will be sent to your specified
e-mail account. Once signed up, access to betas and content to that game
can be accessed via the store and my page areas.
Register a New Game Purchase – Once you have signed up for a Slitherine
Group Member account, you can then register any Slitherine or Matrix
Games title you own in your new account. To do so, log in to your
account on either the Matrix Games website (www.matrixgames.com) or
the Slitherine website (www.slitherine.com). Go to either https://www.
slitherine.com/member/registerserial or https://www.matrixgames.com/
member/registerserial and select the game you wish you register and enter
the serial code in the field below. Click the Register button to register your
new purchase. We strongly recommend registering your game as it will
give you a backup location for your serial number should you lose it in the
future. Once you’ve registered your game, when you log in to the My Page
section you can view your list of registered titles. Each game will display your
registered serial, Steam key (if applicable) and the file downloads location
that will take you to all the latest public and registered downloads, including
patches, for that particular title.
You can also access patches and updates via our Games Section
https://www.slitherine.com/store or https://www.matrixgames.com/store,
once there find the game you wish to check updates for, then check the
downloads section. Certain value content and additional downloads will be
restricted to registered members. So it is always worthwhile to sign up there.
Remember, once you have signed up for a Member Account, you do not
have to sign up again and at that point you are free to register any product
you purchase.
Thank you and enjoy your game!

5
Unified Login System
Slitherine and Matrix now have a new “Unified Login System”. This allows
you to access the Slitherine and Matrix sites using just one username and
password. If you have old accounts and wish to merge your accounts so that
they work for our new sites, go to (http://samelogin.slitherine.com/) and
enter the details of one of your accounts (ie. Either your Matrix or your
Slitherine login). You will then be presented with the option to merge
your accounts (listed as “[Merge my accounts]”), which will then allow
you to combine any other accounts you have and/or generate a user for
another website using the same details (for instance, if you were called
“JohnSmith123” on the Slitherine site but had no account on Matrix, you
could enter the details into the site and it would create a “JohnSmith123”
account for Matrix as well, with the same password as the Slitherine login).

Game forums
Our forums are one of the best things about Slitherine. Every game has its
own forum shared by our designers, developers, and the people playing the
game. If you are experiencing a problem, have a question or just an idea on
how to make the game better, post a message there. Go to the Slitherine
website and click on the Community/Forums hyperlink.

Need help?
The best way to contact us if you are having a problem with one of our
games is through our Help Desk. Our Help Desk has FAQs as well as a
dedicated support staff that answer questions within 24 hours, Monday
through Friday. Support questions sent in on Saturday and Sunday may wait
48 hours for a reply. You can get to our Help Desk by going to
https://www.slitherine.com/member/helpdesk/ticket/new
This will open a ticket in our system and send an email to support@
slitherine.co.uk.

6
1. Introduction
Welcome!
The Introduction chapter introduces you to the game, gives a personal word
from the author and also includes some standard product paragraphs and
disclaimers you’ll find in any game manual. This manual is divided in five parts.
First of all this introductory chapter.
The second part is on the lore of the game universe. It’s included to provide
a background to the game universe.
The third part is on the interface. It goes over all the screens and windows
and explains what most buttons do and most graphics signify.
The fourth part is on how to play. It tries to take a high-level approach (as
opposed to chapters 3 and 5) and give you some sound advice on how to
survive and prosper in Shadow Empire.
And the fifth part is on the actual rules. It is the longest chapter as well as
the most detailed one.
In December 2020, Air Forces were added to the game. The relevant
documentation has been added in a new section called “Additional Rules.”

1.1. Your challenge


It is the year 8200.
More or less. It could be the year 8300 too. You are not 100% sure...
A huge Galactic Republic that existed for millennia and that comprised
tens of thousands of planets has completely collapsed. Civilisation and
technology fell from its apex to a post-apocalyptic low point.
It has now been several hundred years since the Dissolution War destroyed
all human civilisation.
For you this “Galactic Republic” is just a distant and vague memory. All you
have known in your life is hardship and war.
Chances are you’ll be on a planet where water is more expensive than fuel
and where even the air is toxic. Maybe you like to wonder what is out there
between the stars? Even if you did… there is no practical use for that now.
You have a much more important task at hand.

7
You have been given the opportunity to lead the small city state that you call
home and that you have always served with honour.
With very meagre resources, enemies on all sides and situated on a (probably)
hostile hellhole of a planet you have a very tough challenge ahead of you.
And (most) people are looking up to you for protection, the poor would like
to stay alive and the powerful would like a road to power and glory. Can you
make your people climb the ladder of civilisation and technology once again?
Can you keep your empire alive against the hostile forces beyond your borders?
Can you organize a government, an economy and a military?
Can you conquer and re-unite the Planet?
It is a daunting task, but plenty of opportunities and discoveries await.
Your subjects are standing by to receive your orders….

1.2. Word from the designer


Shadow Empire puts you in the seat of the supreme ruler of a small nation
destined for greatness and reconquering the Planet. Or so you hope...
You have Leaders to help you govern your Zones, administer your
Organizations and lead your armies. You’ll also have Stratagems available
that you can play on various targets.
It is in essence a game about military conquest, but you will also engage
in diplomacy, budgets, organizational management, your economy,
infrastructure, design and many more details.
The game has a very procedural design that will ensure re-playability and
experimentation. Not only are the Planets procedurally generated, also the
equipment you are fighting with is.
A separate system for discovery of Techs, Formation Types and Model
Types and their research/development also ensures that you’ll have to work
with different playing pieces each game.
The game universe is designed to evoke the feeling of being on another
planet in some dark future, but at the same time to stay familiar. It is a game
that does not deny it is a game, but it has a strong thematic focus on keeping
things relatively realistic.

8
The mechanics are complex and diverse, but it is not necessary to understand
everything in order to play. In fact the philosophy is to allow somewhat
effective play even without touching the majority of the systems. This
should help get new players into the game at the start.
For a strategy game there is a relatively strong role-playing angle where
you’ll need to keep your Leaders happy in order for them to do their jobs
well and not get any ideas of rebellion.
There is a lot of potential micro management to engage in and to offset
this the game has Stratagems that allow sweeping actions by just clicking
the ‘Execute Stratagem’ button. This allows a mental break from the micro-
management stuff, for helping the player get out of a fix and enforcing the
thematics as well.
This game is one of the most ambitious games I ever made. It has grown
complex and that is why it took years to build and probably will take a few
years more to completely fine-tune (don’t be afraid, all complex games need
a few more years to fine-tune, I am just stating it honestly).
However the result is a very rich experience and a unique game that is no
cookie-cutter of something you have already seen before.
Due to the nature of the complexity of the game there are no editors
provided. I know some people love this, but I assure you it is too complicated
to bend your head around. I might see if I can add some content-addition
editors in the future. But that is as far as my promises on editors will go. If
you like modding, take a look at Advanced Tactics Gold or the Decisive
Campaigns Community Project.
I am happy you decided to support me and buy Shadow Empire. I hope you’ll
enjoy the game. Feel free to drop into the forums or on my website to share
your experiences with me.
Shadow Empire is already a really big game, but there remains much potential
to add more features to it. If and when any extension of the game happens
will depend on the interest the game generates among the players. But I am
hopeful this will become the start of a long friendship.
Happy explorations!

Best wishes,
Vic

9
2. The Game Universe
This chapter only contains lore. It will help you with immersion into the
game, but it is definitely an optional read.
When you start a game you’ll find yourself the ruler of a tiny empire on a
planet that is obviously not our own Earth.
How did you end up there?
It is time to take a brief look at the history of humankind between the 3rd
and 9th millenia.

2.1. The timeline


So we start our history on a planet called Earth in the time of late
industrialisation... The 21st century.

2.1.1. The end of us


In the late 20th and early 21st century, societies on Earth started changing.
Not suddenly, but gradually. An older generation was slowly fading away and
younger generations took over. The essence of what made the once fully free
and democratic societies great seemed to have slipped between the fingers
of their citizens.
Slowly but surely the once democratic parties started to become more
oligarchic in nature and more and more intertwined with big business and
big media. Equality before the law became something for the rich. Enterprise
became impossible if you were small. Freedom of speech remained with the
people for quite some time but only because the voices not worth listening
to could easily be marginalized.
It was a new age of the super rich. The remaining middle was partly co-
opted in the elite class, while its majority sunk into the ever increasing
underclass. Governments started decreasing their level of activity due to the
combination of mass unemployment, decreasing revenues and ever rising
welfare costs.
The loss of equality and freedom was so gradual that the new generations
just did not really notice what was happening since the process was already

10
in motion when they were in their formative years. Ideology and solidarity
had become dirty words and it was probably the slow erosion of virtue that
really opened the gates for the unscrupulous.
Halfway through the 21st century, the life of the average earth citizen had
become very tough. Work was scarce, government benefits had dropped to
below subsistence levels and organized crime had made a resurgence with
a vengeance.
For the super-rich however times had never been better. Powerful families
had spider-like webs of power and interest stretching out over all important
companies and governments. They had retreated to the countryside where
they had bought up huge areas, which they protected by government
privilege or private militias. They basically founded their own states within
the old nation states and the biggest among them housed hundreds of
thousands of employees.
Medical technology had moved away from developing medicine for
the masses and now focused on individual gene-based therapies and age
prolongation treatments for the ultra-rich.
There was one big attempt at revolt in the year 2063. At this time, in theory,
the West was still a democracy. A charismatic young European by the name
of Karl Mainz managed to organize the oppressed and get independent
media networks launched. He and his followers did everything right and it
seemed that a landslide election victory for his movement called “Equality”
could not be averted.
This was the moment where the beast took off its mask. The elections were
postponed due to security concerns. The independent media networks of the
“Equality” movement were simply put offline.
Realizing what was happening Karl Mainz went underground and
denounced the crackdown as a “putsch” against democracy. He tried to rally
the masses into an armed revolution to take back what was theirs. Most
people however stayed home.
Tens of thousands did rally. In Berlin, Paris, New York and lots of other
cities... and many did die or disappear without a trace...
It is hard to say why Karl Mainz did not get more support in taking down
the now openly tyrannical governments and their conglomerate puppet

11
masters. It seemed the great majority of the people just valued their own
safety above a restoration of the freedoms of the 20th century.
Emboldened by their success in crushing the opposition and the absence of
willpower among their sympathizers, there was now no stopping the powers
that were.
All pretence of rule of law was ended. National governments were stripped
of most remaining power and basically became responsible for managing the
great ghettos of Earth. The different national military forces either ceased
existing or came under the direct command of the different commercial-
industrial families and oligarchies.
It was the birth of the thousand years of peace.

2.1.2. The thousand years of peace


During the following centuries, the new world order proved itself incredibly
stable. The poor struggled, worked and died in the now sprawling ghettos
and the oligarchs and their cadres enjoyed an era of great technological
growth and ecological recovery.
Power arrangements between the most powerful used to have been a shady
and secretive affair in the 21st century, but in the 22nd century the shame
and fear of public outrage had turned into a burning pride and it was in the
year 2126 that the Earth Directorate Board (EDB) was formed.
During the remainder of the 22nd century all the rivalling families and
oligarchies were brought into a new order resembling a grand feudal system.
In the beginning the board functioned like a “primus inter pares”, a first
among equals, but as time went by it got more and more powerful.
It was eventually in the late 23rd century that the Rule of Law (oh irony..)
was officially introduced. Its main law was that every territory on the planet
was given in administration to a specific corporation, oligarchy or family.
The most powerful families manned the Board with “directors” and the less
powerful schemed to improve their positions and get their family on the
board as well.
In the meantime the living conditions of the common people had improved
a lot. Increased centralization and the creation of the new territorial power
bases for the corporate families had decreased military and economic conflict
and increased stability and living standards.

12
By this time the 20th century was a long lost memory only kept alive by a
few fringe philosophers. Nobody cared any more about the abstract concepts
of “freedom” and “equality”. These words were as alien to the people of the
23rd century as medieval meanings as “honor” and “chivalry” were alien to
the people of the 20th century. The metamorphosis of the societies of Earth
was complete.
One rose up in the ranks by obedience, capability and luck. And even if you
had all three it still took many generations to move from the bottom to the top.
Patience, endurance and acceptance had become the new virtues of the masses.
Technological advances slowed down until the tech levels got to a point of
almost absolute stasis in the 25th century. People born in these centuries
could see the 100 years of their lives pass by without noting any changes in
culture, society or technology.
It was normal for post-25th century historians and philosophers to claim
that the “Rule of Law” was eternal and nothing would ever change again.
Of course these philosophers were wrong. The system was remarkably
stable, but as we all know: given enough time everything will change.
Mountains will erode and suns will eventually burn through their last drop
of Hydrogen…
The change started around the beginning of the 4th millennium. New
generations of oligarchs had begun their rebellion against their parents by
preferring science positions above management positions. They grouped in
competitive societies and were once again spurring on research and making
many new discoveries.
Their new culture of science obsession gradually became mainstream.
Persuasion to adopt this new scientific culture was much aided by the profits
some of these new scientifically successful families were generating.

2.1.3. The colonization of


the solar system
It was like a dragon had awakened. Territories and families that didn’t keep
up in the tech race soon found themselves sidelined on the EDB.
Although the renewed sense of ambition to bring change initially developed
strictly under the new scientists it was soon spilling over… As a virus it jumped
from the laboratories into the management rooms and military HQs.

13
And real ambition is ambition for power. You need to expand to get more
power. But where to expand too? Take the holdings of other families?
Break the Rule of Law? Nobody dared. A thousand years of peace had been
maintained by this time and the idea of full scale armed conflict was almost
considered heretical (although admittedly small scale raiding, inter-family
feuding and proxy conflicts were still rather commonplace).
It was the year 3196 that United Industries (the Burton-Bright family)
launched the first manned spacecraft in a 1,000 years. They and only a small
number of other corporations (like Cassiopeia Conglomerate as well as the
Wu family) took possession of the whole solar system in a matter of decades.
From Mercury all the way to the Kuiper Belt, everywhere in the solar system
human colonies and mining operations were being established.
It is important to stress the enormous shock of this sudden expansion and
the resulting shifts in the power balance after centuries of stability.
Initially the majority of the EDB, the families without space tech, reacted to
these space endeavours with scorn and laughter. However, when it became
clear how much wealth and growth could be gotten in the vastness of the
solar system they became envious. Very envious…
Many of these powers started up their own breakneck speed space programs,
often at extremely high costs. But when they arrived on the far shores of the
solar system they found that all real-estate of any value had already been
claimed.

2.1.4. The 1st System War


The hatred, frustration and envy of the families that had missed out finally
turned to its only possible outlet: WAR!
The most powerful of the earth-bound corporations, families and nations
conspired together into what later was to be known as the Earth League.
In the year 3270, the Earth League unleashed an overwhelming offensive on
the Earth-based assets of the space corporations. Within days their holdings
were neutralized or obliterated. The defeat of United Industries and the
other space bound families and corporations on Earth was complete.
However the situation was the reverse off-planet. Here the space corporations
retaliated immediately by taking possession of the handful of Earth League
installations and nuking Infinity City on the Moon.

14
A stalemate developed in the years following the start of hostilities.
The space corporations bound together under the leadership of United
Industries and formed their own league: the Space League. The remaining
independents on Earth were battered or threatened into collaboration with
the Earth League. The EDB was for all intents and purposes replaced by a
semi-secret small council staffed only by the leaders of the most powerful of
the Earth League families and corporations.
The Earth League knew it was technologically behind, but it had one
big asset: Earth. The production and man-power on Earth was enormous
compared to what the young space colonies could muster. After several
brutal 10-year plans, the Earth League military had managed to build up an
enormous space fleet and unleashed it early in the 34th century.
What followed was 200 years of constant war. The war took a long time
because of the distances involved. In the first half of the war the balance
shifted every decade but eventually in the later part of the war, the production
power of Earth changed the tide of the war permanently. Between the years
3,400 and 3,500 the Space League lost asteroid after asteroid and planet
after planet and was starting to fight a prolonged retrograde operation.
Eventually in the year 3,611, after the conquest of Neptune and her moons,
the Earth League claimed full victory. This was also the year that the Terran
Empire was officially founded.
The small council that had been ruling Earth during the entire war
appointed its first Emperor: Constantine I.
The remnants of the Space League had been fragmented by the constant
defeats but had continued to fight on from the Kuiper Belt and, during the
2nd system war around 3750-3780, temporarily also from the Asteroid Belt.
Over the centuries that followed, the Terran Empire slowly evolved in a
completely centralized and totally tyrannical state.
The Space League remnants (or the Remnant Clans as they called
themselves by this time) managed to survive out in the immense vastness
of the Kuiper Belt.

2.1.5. Discovery of the warp drive


Although the Terran Empire made great progress in the sciences, especially
genetics, cybernetics and in creating extremely advanced AIs (it was even

15
rumoured the last Emperor was an AI himself ), it was the Remnant Clans
that made the biggest discovery of all.
If it was the hardship that made them more creative, or if it was pure luck,
or a combination, nobody will ever know. But the Remnant Clans managed
to invent and build the first warp capable spaceships. It was around the year
4,000 that the clans started emigrating to the stars.
At this time the Remnant Clans had all but stopped fighting space guerilla
operations against the Terran Empire. This happened at a time when there
had been no contact between the Terran Empire and the Remnant Clans
for centuries.
That was the reason the Terran Empire only found out (by chance!) what
was happening 10 years after the first successful warp voyage. The Terran
Empire was shocked into action and their full attention and immense power
was now turned towards the outer fringes of the solar system.
Imperial historians called this the 3rd System War, but honestly... it was not
much of a war.
Every time the mighty Terran Empire space fleet had drawn up its battle
lines to assault a Remnant Clan they had to watch their enemy disappear
into big bright lights of singularity when warp drives fired and carried their
Remnant Clans out of the Sol System.
To Alpha Centauri, to Sirius, to hundreds of other systems. The Terran
Empire fleet had no way to pursue them. They did not manage to capture a
single warp drive ship from the Clans...
The Terran Empire made sure word of the migration of the Remnant Clans
did not get out.
Only the highest level Directors were allowed to know and live.

2.1.6. Terran Empire in decline


Over the centuries that followed the exodus of the Remnant Clans, the
Terran Empire slowly changed even more for the worse and was becoming
an evermore unpleasant place to live. Even with the most powerful AIs ever
designed at its service it had not succeeding in repeating the discovery of
the warp drive.

16
The constant fear that the Remnant Clans would multiply their numbers
greatly and return one day turned the subsequent emperors bitter and
paranoid.
Slowly halfway through the 5th millennium the rot really set in.Technological
progress stagnated once more and knowledge started to fade away. A slow
bureaucratic rot had set in as well. Once splendid extra-planetary colonies
like Europa and Io were abandoned, populations and morale declined across
the board.

2.1.7. The Galactic Republic


In the meantime the Remnant Clans had colonized over a hundred different
systems and had bided their time, only sending occasional single observation
crafts to the outskirts of Sol every decade or so. In the 50th century they
judged the time ripe to finally overthrow the Terran Empire and exact their
vengeance.
They returned in force. Their space armada must have been over 10 times
the size of the Imperial Fleet.
The dispirited Imperials of the still existing Terran Empire fought
unexpectedly stubbornly. The last battle was bitter. So bitter that most of
Earth and the solar system were completely destroyed.
Nobody knows what happened to the last emperor Nicodemus III. All
evidence and record of what the Terran Empire had been up to before and
during the battles was lost in nuclear fire.
The descendants of the Remnant Clans went on to found the Galactic
Republic in the year 5111.
Under the supervision of the Galactic Senate, a great expansion took place.
Outward they went from their core worlds. 1,000s upon 1,000s of systems
were colonized and explored. And eventually they got connected by starlanes.
Under the Galactic Republic there were more than 2,000 years of peace and
prosperity.
The Galactic Republic was a predominantly human empire. Any alien
space-faring empires where either bypassed or destroyed (if they were proven
violent). These alien empires encountered were initially relatively small until
the contacts made during 7th to 8th millennium.

17
Some of the lesser developed alien races developed culturally during their
“occupation”, some of these species acquired full citizenship of the Galactic
Republic, some tried to fight guerrilla wars, some gained independence and
their own system(s).
The empire resembled a shape not unlike that of a wheel of Swiss cheese.
The holes in this cheese are representing the alien cultures.

2.1.8. The creation of the Shadow


While the Terran Empire was isolated for over a thousand years, the
successive emperors allocated increasing amounts of resources towards the
research for eternal life.
This led to the development of a nano cloud construct technology;
systems of tiny machines that each held a quantum-processing core. When
constructed in large enough quantities they allowed for the downloading
(actually copying) of a human conscience in them.
However, this technology was extremely expensive and took centuries to
complete. It was eventually emperor Anubis (600 years before Nicodemus
III) who was the first to have his conscious copied into a so-called Shadow
Cloud by a process called Reversed Animation. His Shadow Cloud was kept
in stasis during his human life as he belatedly realized his conscience had not
actually been transferred but copied and he was terrified to be confronted
with a superior version of himself. Upon his death he nonetheless transferred
power to his Shadow Cloud instead of to one of his children.
All emperors that followed Anubis were mere puppets of his Shadow Cloud.

2.1.9. The Slow Down


It was in the 8th millennium that the Galactic Republic’s continued
expansion outwards started to slow down. The first cause for this slowdown
was the encounter with several strong alien dominions that blocked obvious
routes to further human expansion.
The second cause was that UCM Drive technological development had
reduced to a snail’s pace.
As the empire became bigger there was less and less interest for the interior
systems to focus on expansion as the time needed to reach unclaimed planets
was becoming ever longer.

18
The combination of these effects was that the powerful families, giant
companies and wealthy individuals of the interior systems increasingly
started focusing their ambitions on manipulating the Galactic Senate and
increasing their power at the cost of other groups.
The masses organized in the Syndic faction and blamed the Galactic
Republic as a whole for the increasingly dysfunctional senate.
The rich did the same by organizing themselves in the Reformist faction,
blaming the Syndics and the Galactic Republic for spreading chaos and
endangering the wealth and stability they had accumulated.
Anger and greed led to strife and strife led to conflict.

2.1.10. The Galactic Republic’s politics


and economy
In order to properly understand the coming Dissolution War you need to
know a bit more of the core economy of the Galactic Republic at the end of
the 8th millennium.
At this time, the Galactic Republic was at the pinnacle of its power (or
just over it). It stretched over a 1,000 light years from one end to the other.
Travelling from a frontier system to the capitol world of Keppler Capitol
with the most high tech UCM Drive using star-lanes would take one almost
20 years.
Local planets had their own governments and planetary senates. They sent
one or more physical senators to the Sector senate.
Sector capitol planets had thus their own physical sector senates with 100s
of senators from all the planets in the sector.
The Galactic Senate was virtual and had senators from all sectors
represented... 10,000s of them.
It was not a slow system since information could travel real time using
the misunderstood Quantum Transmitter Technology (QTT - not
suitable for actual solid matter, but entanglement principle ensured instant
communication).
To comprehend the economy in the 8th millennium one has to realise that
in this high tech era a lot of basic products were easily producible locally on
every planet or within the system or sector.

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Examples of local planet-to-planet trade are raw materials, food and local
specializations like luxury products, industrial products, vehicles, simple
spaceships and/or custom genetic products.
However, as with any advanced technology, even in the 8th millennium, the
complexity involved with the highest tech resulted in a lot of specialization
and a high level of interplanetary trade. The Galactic Republic had an
interconnected economy on a massive scale.

2.1.11. The Dissolution War


As the first planet-versus-sector and sector-versus-sector wars started,
caused by extremist factions winning control of local senates as well as some
coups... and the first liquid energy refinery planet was destroyed there was
a wave of panic spreading through the now severely dysfunctional Galactic
Republic.
Sectors declared independence or ignored Keppler Capitol (the capital of
the Galactic Republic) to focus on organizing their defences or counter-
strikes.
Liquid energy was stockpiled and trade started grinding to a halt.
Let’s repeat that last part: Trade started grinding to a halt. And that was
really it. So simple but so devastating.
Thousands of planets started running into problems. Core industries were
missing spare parts that could not be locally produced, Agricultural planets
found themselves without trade partners, even worse: Industrial and Mining
planets were missing their food imports.
Crisis hit almost everywhere through a series of shock waves.
Many local planetary and sector senates tried to maintain the calm, but
midst all the panic and fear many were overthrown by Syndic or Reformist
coups. In the end it didn’t matter... even if local government survived they
were forced to turn towards chaos.
In order to have a chance to survive, systems needed to take the most crucial
of all missing resources like liquid energy from their neighbours who often
did not want to trade them since they were experiencing the same shortages.
And so hundreds of systems went to war with their neighbouring systems.
More often than not destroying what they needed instead of obtaining it.

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After the last of the liquid energy refinery planets had been destroyed,
installations that had taken decades to construct even during the optimal
conditions of the good old times were lost to the Galactic Republic. At this
point it was basically a countdown to black out.
Some sectors or embryonic successor republics and empires managed to hang
on for some decades by raiding and salvaging resources from neighbouring
systems, but eventually even they ran out of plunder and the curtain fell for
all of humankind.
A galactic industrial base that had taken thousands of years to build proved
too vulnerable when it got severely disrupted.
The lower level fallback technology that would have taken sector
governments only decades to construct never emerged. There was neither
the peace, nor the time, nor the knowledge available.

2.1.12. After the apocalypse


The present. It is the early 9th millennium if you are using the old Earth
calendar.
However there are not many humans left who can still recall a memory of
the existence of Earth.
After the great Dissolution War, humanity was thrown in a very deep dark
age. For centuries only chaos, fragmentation, starvation and violence reigned
on the once proud planets of the Galactic Empire.
It is only now that some small empires are emerging again. They are
recovering ancient technology and bringing some order and civilisation back
to humanity.
But it is still a hostile place on many a planet and survival for many a new
nation will not be easy.

2.2. On the Shadow


The Shadow does not seem to be present on the Planet you are playing on…
Or is it?
In any case the effects of its meddling are still felt and you might want to
know a bit more on the illusive topic of the Shadow.

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Note that none of this knowledge is known by the actors and people inside
the game.

2.2.1. The essence of the Shadow


A shadow cloud is theoretically self sustaining and truly eternal for all intents
and purposes. However, it cannot expand itself after being constructed. Due
to the quantum entanglements that have to be created just right at design
time. Evolutionarily speaking, such a construct is of course an evolutionary
dead end.
Theoretically it is possible to build different better and larger designs and
copy the conscience of the older shadow cloud into the newer shadow cloud.
However, the only shadow in existence, the shadow of emperor Anubis, does
not want to become an obsolete model and refuses to consider any such
attempts or any talk of his human subjects of creating other shadow clouds.
Over time, Anubis and his minions developed technologies to transfer
part of his essence to his subordinates. Due to the nature of his being and
the limited number of shadow nodes in the shadow cloud the number of
humans he could co-exist within was limited. Anubis could only be divided
so many times without losing his coherence. Anubis started to resemble a
node-tree of distributed consciousness and became less and less human due
to his further and further hierarchical extension as the centuries went by.
After the Terran Empire and Earth were destroyed everybody thought
emperor Nicodemus III was killed as well. And actually he was, but that did
not matter since he was merely one of the vessels for the shadow cloud. And
that shadow cloud had survived mostly intact.
It took time for the remaining shadow cloud particles to find new humans
to take over and “puppeteer”, but eventually it did and with its new vessels he
spread all over the Galactic Republic. Eventually the shadow cloud usurped
hundreds of powerful people, but still: the Galactic Republic Senate was ruled
by a distributed senate of hundreds of thousands of senators. The Galactic
Republic was too vast for the Shadow Cloud to take over by brute force.
So instead of taking over the senate it made long term plans for a
transformation of the political model of the Galactic Republic. It was very
difficult and progress of the Shadows plans was very slow. However, when
the Age of Slowdown started things were turning in its favour.

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In the golden age of the Galactic Republic sowing discontent was difficult.
There were too many good and unturned leaders that would not voluntarily
undermine the Galactic Republic. And ambitious people preferred to turn
that ambition outwards to the unexplored galactic reaches of opportunity.
However the slowdown, the accumulation of wealth with the rich and the
rise of very expensive anti-ageing tech changed things.
The scheming of the Shadow gave rise to two powerful factions. One that
it had created itself: the Reformists. This faction was basically composed
of those who wanted more power at the expense of others, dressed up in
autocratic law and order and efficiency-talk ideology. The other faction
was in many ways the counter movement to the first: the Syndics faction.
The Syndics wanted anti-ageing tech for all (and not only for the rich and
powerful) and they proposed to get there by Incorruptible Computer Rule
that would lead humanity into the Great Redistribution. Their quest was
one for an objective, impartial and incorruptible government that would
ensure equality and fairness for all.
As time progressed these two extremist factions got more and more power
and support throughout the populace and planetary senates of the 1,000s of
planets of the Galactic Republic.
Both factions agitated against the Galactic Republic itself and the moderates
that still governed it.
They blocked key votes and deliberately undermined the functioning of the
Republican apparatus on all levels. These obstructions caused the Republic
to function less well and ironically mobilized even more support for these
extremists factions (that were the cause of these problems!).

2.2.2. Tech behind existence of the Shadow


Copying a conscience into a Shadow Cloud is actually called Reversed
Animation. What the immense machinery of emperor Anubis did was
force matter from the Conscience Dimension into a specific pattern in the
Material Dimension. The technique is called reversed animation because it
forces conscience matter into a host instead of allowing the natural process
to unfold where it is the conscience matter that voluntarily chooses a host.
Reversed animation is a very dangerous thing to undertake since the
matter of the conscience dimension abhors to be forced like this. There is

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a real risk of a rift occurring between the existential plane and our own
physical universe when this technique is overused. Which would lead to the
destruction of all (semi-) conscious life.

2.2.3. The Shadow hierarchy


The Shadow created a network of powerful people under his control.
The Shadow even distributed his core conscience nodes over human hosts.
The Shadow’s core systems are distributed over so called Shadow Cores.
These Shadow cores also function as section heads dividing up the human
inhabited sectors of space between them. Shadow Cores look like humans,
but they have almost no original identity left and are basically completely
overruled entities up to the cellular level. The majority of the essence of the
Shadow rests in these cores.
Under each Shadow Core, the Shadow created dozens of Shadow Lords.
Each Shadow Lord being in charge of furthering the Shadow’s cause in a
single sector or on a single planet. Shadow Lords usually joined the Shadow
out of their own free will, they have some independence of thought, but have
a none the less a strong Shadow presence in them. There is enough Shadow
essence in these Shadow Lords for them to be able to act as puppeteers
themselves and take control of other conscious organisms.
And under each Shadow Lord there are usually operating dozens of Shadow
Pawns. However, due to the limited power of the Shadow Lords the presence
of the Shadow in these individuals is often small and limited. And above all:
crude. For example a Shadow Pawn might just have a tiny shadow presence
in him that overrides his conscience on one single point. For example it
might force the Shadow Pawn to obey the local Shadow Lord at all times.
These lower entities never have sufficient Shadow in them to puppeteer
other individuals.

2.2.4. The Shadow fragmentation


The Dissolution War was expected and actively planned and organised
by the Shadow, however the extreme severity and speed of the economic
negative feedback loop effect was not anticipated by it.
As we already know the Shadow Cloud is organized rather hierarchical.
This meant that when all systems and planets got separated from each other

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and QTT connection dropped out so did contact between the different
clusters of the Shadow Cloud.
This meant that on some planets the Shadow was reduced to several
leaderless Shadow Pawns, while on others it had powerful Shadow Cores
present.
Reformist factions without strong Shadow presence usually just reverted
to a free militaristic and / or totalitarian faction. Falling back on the core
motivations and ideology of its fully human members.
The effect of this is that some Planets have been fully claimed by the
Shadow, while on others its influence is nil. Quite a few Planets have a
Shadow Lord present that is trying to take control. On some planets the
Shadow has succeeded and on others it has failed. On most the outcome is
still in the balance.

2.3. On Technology
These topics don’t have much impact (or should I say: none at all) on the
game. But you might be interested anyway about learning a bit more on
the core technologies that were supporting the economy of the Galactic
Republic.

2.3.1. The warp drive


The warp drive was not just a random invention. The groundwork was based
in theory and developed by the Roamer scientist named Raulf Freeman of
the Red Moon Clan. A figure of sheer brilliance and revolutionary scientific
thinking. At one point he reformulated existing physics theories to the
unified theory of “ONE”. Meaning that gravity+speed+acceleration+mass+u
nknown properties all added up to 1. If you increase for example speed you
decrease the mass. etc..
That was the easy part.
After that he spent decades to find a way to alter the “one”. Eventually
something related to quantum entanglement enabled him to get the
equation for 2 particles to be equal to “two”. Hence opening up the way to
increase the speed of one particle to beyond light speed and dumping the
negative effects of this higher speed on the second entangled particle.

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Just before he died he witnessed the first test flight of a so called 3-engine
(later was discovered that the next viable multipliers where 5,7,11,13,17,
etc... the prime numbers).
The warp drive is also referred to (by scientists) as the Universal Constant
Multiplier Drive. Normal people call it the UCM Drive.
Greatest problem with this UCM technology is that travelling at warp
speed would very often result in destruction by collision with a minor space
object. A bloody grain of sand would hit a ship like a nuclear bomb when
travelling at warp speed.
The only way to travel safely at warp was to have very powerful high-speed
AIs on board that were able to detect shadows of minor gravity wells and
make course corrections without the need for human intervention.
Another notable technical problem with the UCM technology is that it
needs matter to be present in order to work. It needs particles to “dump”
negative effects on. If 1 particle gets it constant lifted to 2 it means 2
other particles get their constant decreased to 0.5. And the reverse when
slowing down. This created dangerous Hyperfreeze (when accelerating) and
Hyperburn (when slowing down) waste products.

3. The Interface
In this part of the manual all the different screens and windows of the
interface will be discussed.

3.1. New game


When you start a new game you’ll have to make a number of choices on a
number of screens. We’ll walk you through it.

3.1.1. Planet Class


First thing you’ll have to do when you start a new game is to choose what
kind of Planet Class to play on.

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Seth Class
Named after the God of the desert. Desert Planets. Their key characteristic
is that they do not have a drop of liquid water on their surface. It is rare, but
possible they host an alien biology with non water-based type of life.
Boreas Class
Named after the god of the wind from the north. Icy desert Planets. Their key
characteristic is that they have water in usually sizeable amounts, but they have
too low temperatures for most of it to be liquid. It is rare but possible they host
an alien biology, usually with a non water-based type of life.
Siwa Class
These are Planets that are quite similar to Earth, but the amount of liquid
water they have is limited. Hence only a small part of these Planets has open
water, life and rainfall. Siwa Class Planets always have either Terran biology
or a Terran-compatible alien type of biology.
Limos Class
Named after the god of starvation. Not quite desert Planets, but not much
better either. They have some amount of liquid water, but they are always
void of life. If they were to have life they would be classed either Siwa Class
or Medusa Class.
Medusa Class
Named after the mythological snake-haired creature. Similar to a Siwa Class
Planet, so some liquid water and rain is present, as well as some deserts. A
key characteristic is that these planets have a hostile alien biology.
Cerberus Class
Named after the mythological three-headed dog guarding the entrance
to the underworld. Lava Planets. Their key characteristic is that they are
usually hot, without water and quite young. These Planets have a very active
geology and often have numerous permanent volcanoes. They can even have
Rivers and lakes of magma.
Planetoid Class
A very small Planet that could have been a Moon Class if it would have
found itself close to a larger gravitational body. Never had life or sufficient
atmosphere. Usually quite boring places, but they can provide for quick and
confrontational games.

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Moon Class
Even smaller than the Planetoid Class. But even more suited for quick
action and short games.
Unclassified
When you play on an unclassified Planet you can expect anything. It
could be a Planet similar to one of the classes listed above, but it could be
something else altogether.
Comparison to our old Sol Planets

Rough circumference
Body Earth Volume Radius in km
in Hex
Earth 100% 6370 200 Hex
Mars 15% 3390 100 Hex
Moon 2% 1737 50 Hex

3.1.2. Planet Setup Options


After you have chosen your Planet, you have some options to configure the
kind of game you will be playing.

3.1.2.1. Generation Method


Your choice here will determine how much time you will spend generating
your Planet.
Immediate
This option will skip all your Planet generation choices including the chance
to determine the initial Profile tendency of your Regime. This is an ideal
option if you want to be completely in the dark on the Planet you’re about
to explore.
Quick
This option will immediately generate a Planet, skipping all the detailed
Phases like Geology, Biology, History, etc... This option will however
present the player with the final result. And the player can still choose to
Re-Roll the entire result.
Detailed
Will allow you to Re-Roll each subsequent generation Phase. It gives
detailed and fine control to creating the Planet.

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3.1.2.2. Fog of War
Your choice here determines how much information will be available to your
empire when the game starts.
Complete FOW
Do not get any information on the Planet map during the generation Phases.
Complete FOW after Colonization
You’ll be able to inspect the Planet map during generation until the
Colonization Phase has been done. After this you’ll be kept in the dark.
Map known, otherwise complete FOW
You’ll be able to inspect the Planet map during generation. You know
the initial Landscape Types of every Hex on the Map, but otherwise it’s
complete FOW.
Partial FOW
You’ll be able to inspect the Planet map during generation. Once you enter
game you’ll retain some real-time information on the Hexes of the Planet.
Notably the borders of all Regimes. Also comparative statistics will be
available, but otherwise the FOW is still applied.

3.1.2.3. Difficulty Level


The harder you set the difficulty level the more challenging your game will be.
The higher the difficulty level:
§§ The more dangerous the competing AI controlled Major Regimes
will be
§§ The more militarized the Free Folk will be
§§ The more Alien Lifeforms will group themselves into Units
§§ The slower your Militia will (re)grow
§§ The quicker Minor Regime forces will (re)grow
§§ The more start area the Major AI Regimes will have
§§ The more BP the AI will have available
§§ The more initial Militia forces the Major AIs will have
Furthermore at Beginner difficulty level you get some small extras:
§§ The Major AIs are less eager to go to war than on the other levels.
§§ The Minor AIs start with less Militia and they take less offence when
you encroach on their territory.

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§§
You get an extra 2 Fate Points
§§
Prospecting is easier
§§
You get an extra Artillery and Armor Battalion Militia Unit at game start
§§
You always have some discovered Metal and Water resource Hexes
near your starting location
On Beginner and Regular you start with 20% income tax. On Hard and
Extreme you start at 0%.

3.1.2.4. Technology Level


Low Tech
Basically a start with almost nothing. Default.
Medium Tech
This should include Ranged Weapons, Sealed Roads and more so it can be
properly tested.
High Tech
This should include Atomic Weapons, Walkers, High Speed Rail, Power
Plants, etc... so we can try them out.

3.1.2.5. Development Speed Level


Normal
Basically a start with almost nothing. Default.
Slower
It will take 2 times longer than Normal Level to Discover and Research /
Operationalize and Develop.
Slowest – Epic Games
It will take 5 times longer than Normal Level to Discover and Research /
Operationalize and Develop.

3.1.3. Planetology Phase


After you have set the Setup Options and you have chosen Detailed
Generation Mode you’ll be taken through a number of Phases. In each
Phase, a number of Planet stats will be rolled and you’ll have the option to
Continue to the next Phase or to Re-Roll the current Phase.
The first Phase is the Planetology Phase where you’ll determine the key
planetary characteristics of your Planet.

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3.1.4. Geology Phase
The second Phase is the Geology Phase where you’ll roll the surface and
weather details of the Planet.

3.1.5. Biosphere Phase


The third Phase is the Biosphere Phase where you’ll roll to determine if any
Alien Lifeforms have evolved on the Planet, as well as for the composition
of its atmosphere.
What is important is that if Alien Lifeforms develop they will impact the
composition of the atmosphere. Ideally for human Colonists, the Alien
Lifeforms will resemble Terran life and convert carbon dioxide from the
atmosphere into breathable oxygen.

3.1.6. Colonization Phase


The next Phase is the Colonization Phase, where the initial human landing
on the Planet and the subsequent years of colonization are simulated.
This is mostly a thematic Phase that could impact stories, but the level of
Population on this Planet before the Dissolution War does determine the
amount of ruins you’ll find on the Planet in the time you’ll be playing.
Also the arrival of humans on the Planet might introduce Terran Plants.

3.1.7. Dissolution War Phase


The next Phase is the Dissolution War Phase where the effects this galactic-
wide war had on this Planet are simulated.
This is mostly a thematic Phase that could impact stories, but the kind of
Planet it is does have an impact on the Population that will survive the
Dissolution War to still be present in the time you’ll be playing.
In general, Planets without options to easily cultivate their own food and
with hostile atmospheres suffered the greatest Population losses during the
Dissolution War and its aftermath.
Furthermore the modes of surviving chosen by those who did not succumb
to hardship and war have an impact on the kind of cultures you’ll find on the
Planet in the time you’ll be playing.

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3.1.8. History Choices
The next Phase only occurs if you did not choose a “Quick Start” game. In
this Phase you’ll be able to answer a number of multiple choice questions on
the history of your people.
This allows you to already orient your initial Regime Profile somewhat.

3.1.9. Customization Options


This is the last Phase and it’s completely about aesthetics and completely
optional.
It allows you to modify your Regime name and your Flag so you feel better
at home with some aesthetics you like the best.

3.2. Game Loop


After the New Game has been completely set up you’ll be dropped in the
Game Loop.
The loop is the following:
§§ AI controlled Regimes do their turns
§§ Human player is presented with “Start Turn” popup
§§ Any Vidcom messages are displayed
§§ You are dropped in the Map Screen after you have reviewed all
Vidcom messages (or press Map Tab)
§§ You make all your moves
§§ You press End Turn (in the top right)
§§ The loop starts with above again and continues until you have either
won or lost the game.

3.3. The Map Screen


Do not be overwhelmed! This screen has a lot of functionality.
Let’s first take a look what different tabs and bars are present in this screen.

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1 The Map 2 The Top Bar
3 The Top Tabs 4 The Left Bar
5 The Right Bar 6 The Bottom Tabs
7 The current Map Order Mode 8 The Next Turn button

3.3.1. Hotkeys
The following hotkeys work in the Main Play Screen:

Hotkey Function
+ ( also mouse wheel) Zoom In
- (also mouse wheel) Zoom Out
I Inspect Mode
M Move Mode
G Group Move Mode
S Strategic Move Mode
A Ranged (Artillery) Attack Mode
R Road Construct Mode
T Traffic Signs Mode
Z Zone Border Mode
V Vidcom Screen
H History Screen
N Management Screen

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F1 Prefs Tab
F2 Stats Tab
F3 OOB Tab
F4 Strategic Map Tab
F5 Stratagems Tab
F6 Decisions Tab
F7 Reports Tab
F8 Mini
C Construct Asset Order
1 Show/Hide Units
2 Show/Hide Labels
3 Show/Hide AP&Stack Penalties
4 Show/Hide Hex Grid
5 Show/Hide Regime Colouring
6 Show/Hide Operational Logistics
8 Previous Unit
9 Next Unit
0 Enter Guard Mode, Leave Guard Mode
L Show/Hide Current Logistical Network
P Show/Hide Preview Logistical Network
Q Clear all Guard Modes
Returns you to the Map, or if already there closes any
Escape Top Tab that is open or if no Tab open exits the current
Order Mode and puts you in Inspect Mode.

3.3.2. Must know information


You can figure out a lot of stuff yourself, but if you are going to skip the
detailed interface paragraphs, please do read the following must-know
information:
Left click a Unit to select it and right click on a highlighted Hex to move
the selected Unit there.
Right click on top of selected Hex or Unit to get access to the Order Mode
Popup (or if you do not like this use the Order Mode Tab to the right side
of the screen).

3.4. The Map


Here you can, among other actions, select your Unit, and move and attack
with them.

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3.4.1. The Order Mode
In the bottom right of
the Map you can see
which Order Mode is
currently active.
You can change the
Order Mode in two
ways.
You can right click on
the Unit or Hex that is
currently selected and
a popup will present
itself. Here you can
click a button to change
the Order Mode.
Alternatively you
can select the “Order
Modes” Tab from the
Right Bar. Here you
can select which Order
Mode to change to.

3.4.1.1. Inspect Mode [I]


This mode is ideal if you do not want to move anything by accident. While
in Inspect Mode you’ll never have to worry about making an accidental
move while clicking on the Map.

3.4.1.2. Move Mode [M]


Left click a Unit to select it. Then all Hexes it can move to will be highlighted
or have a red arrow on them (indicating the direction of a possible attack).
When you right click on any such indicated Hex the Unit will move there
(or just next to it and automatically open the Combat Selection Popup).
Movement costs will be displayed in bottom right of the Map.

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3.4.1.3. Group Move Mode [G]
Same as Move Mode except for the fact you’ll attempt to move all Units in
the selected Hex.

3.4.1.4. Strategic Move Mode [S]


Allows you to transfer a Unit over an unlimited distance providing your
Logistical Network has the Logistical Points available to pay for the weight
of the Unit.

3.4.1.5. Ranged Attack Mode [R]


Left click a Unit and then Right click a target to launch the Combat
Selection Popup.

3.4.1.6. Construct Road Mode


When this Order Mode is selected you’ll first be presented with a popup
demanding you what kind of Road you’d like to construct. After making a
choice you can Left click a Hex to be the start point of the Road and then
Right click to select the end point of the Road. Make sure you select a source
Hex that is part of your Logistical Network. Costs will be displayed in the
bottom right of the map.

3.4.1.7. Traffic Signs Mode


When this Order Mode is selected you can place Traffic Signs or Pull Points
on Roads and avoid your Logistical Network spending energy on a certain
part of your Road network. Left click a Hex to select the Hex and then Left
Click again to open the Traffic Signs Popup. Here you can put a Traffic Sign
for each Road exiting the Hex to stop a certain % of Logistical Points from
leaving a Hex through that Road. Also you can Block any Automatic Pull
Points or add extra Custom Pull Points to the Hex. There are also Flags that
enable you to disable Automatic Pull Points.
Furthermore, for the sake of complete information the Logistical Log of a
Hex can also be inspected here. Enabling the Preview Logistics in the right
sidebar and using it in tandem with the Traffics Signs Popup is a good way
to explore the effects of different settings on your Logistical Network.

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3.4.1.8. Zone Borders Mode
Only usable if you have more than one Zone. Once selected, the Zone
you’ll be painting on the Map will be the one that the Hex you had initially
selected belongs to. If you left click on a Hex of another Zone it will change
to the Zone you’re painting.
If you right click on a Hex, it changes the “Zone paint” to the Zone which
that Hex belongs to.

3.4.2. Borders
There are two type of Borders in the game, Zone Borders and Regime Borders.

3.4.2.1. Zone Borders


These usually signify an internal Zone
Border.
A small dotted line signifies these
borders.
However take note that they are
also used to denote borders between
Minor Regimes with whom you have
an Unclear relation.

3.4.2.2. Regime Borders


These are big and bold dotted lines.

Note that they are white when they concern a border with a Minor Regime
with whom you have an Unclear relation and that they are coloured with any
other Regime (like notably Major Regimes).

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3.4.3. Landscape, Rivers, Canyons
and Ridges
The texture on the Hex signifies the Landscape type.
For example, here we are looking at
Clay Plains.
But a Hex can also have a River
separating it from neighbour Hexes.
Or Escarpments… which for example
pose a negative movement and combat
modifier if they are to be scaled.

For now, keep in mind that they almost all have a visual cue and you can
always see the name and illustration of the Landscape of the selected Hex in
the bottom right corner of the map.

3.4.4. Units
Your Units are your military force. They are represented by counters on the
map. You can have up to 16 Units on a single Hex. If there is more than 1
Unit present they’ll be stacked.

Regular Unit counter Militia Unit counter

HQ counter

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1 The little blocks in the top of the counter signify the Action Points that
are left. Each block signifies 10 AP. If the Unit hasn’t moved yet the blocks
will be green, otherwise they will be white.
2 The letter or number in the top-right of the counter shows an “M” for
Militia Units and a number for Regular Units.
3 The bigger coloured block signifies the supply state of the Unit. If it is green
the Unit received all supplies that it needed, if it turns yellow, blue or red it has
increasingly bad supply. If it is black the Unit received no supply at all.
4 The number signifies the number of Troops the Unit has. 1 point signifies
either 100 infantry or 10 tanks/vehicles or guns.
The number is overlaid on a bar which shows the integrity of the Unit. If
it is a fully filled bar it means the Unit has all Troops it should have and its
Integrity is at 100%.
The color of the bar signifies the Readiness of the Unit, an important
statistic for especially offensive combat. If green, Readiness is high, if yellow,
blue or red it is lower.
5 The color of the bar in the bottom signifies the HQ the Unit is attached
to.

3.4.5. Cities, Assets and Hex Perks


Every Zone can have maximum of one City. The City is where the Populace
lives and where most Assets will be. However, it is possible to have Assets
outside the City. You’ll also find Hex Perks on the map which provide a
specific bonus to the owner.
1 The City graphic
also denotes the size
of the City. It has a
big font label on top
of it to denote the
name of the City
and the Zone.
2 A (rural) Asset.
The graphic shows
which type of Asset
is prominent. Also

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there is a small font label on top of the Hex denoting the name of the
Asset(s).
3 Free Folk settlements. The more buildings in the graphic, the more Free
Folk are living in this Hex. Also there is a small font label on top of the Hex
denoting the name of the settlement.
4 Hex Perk. The graphic shows the type of Hex Perk. Also there is a small
font label on top of the Hex denoting the name of this specific Hex Perk.

3.4.6. Resources and Artefacts


Hexes can also contain Resources or
Artefacts that you can extract.
1 Artefacts are present in this Hex.
You can extract them by constructing
a Scavenging or Recycling Asset on
the same Hex.
2 Water deposits are present in this
Hex. Build an Ice Mine to extract.
3 Metal deposits are present in this
Hex. Build a Metal Mine to extract.
4 Rare Metal deposits are present
in this Hex. Build a Rare Metal
Mine to extract.

3.4.7. Other map symbols


You can also find the following graphics on top of Hexes:
1 The number in the transparent
gray box indicates the number of
AP penalty points to move (or
attack) into the Hex.
2 In yellow we see a label indicating
the name of the area (which spans
multiple Hexes). Areas are purely
aesthetic for now. Red labels are
used for mountains, blue for seas and lakes and yellow for the remainder.

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3.5. The Top Bar
Here you are reminded which Regime you are playing and of your current
Fate Points, Political Points and Credits, as well as having a wealth of Tabs
available to you.

1 The Flag and the name of the Regime currently playing. If in the Main
Play Screen, that is your empire, however in history mode or during AI
moves it can show another Regime. In the Main Play Screen clicking here
focusses the map on your Capital.
2 Some of your key global Resources. From left to right: (a) Fate Points, (b)
Political Points and (c) Credits.
3 Screen Tabs. “Map” signifies the Main Play Screen but you can switch
to “His” for reviewing moves made by other Regimes in the History Screen.
You can re-inspect the Vidcom messages you received at start of turn by
switching to the “Vid” for Vidcom Screen. Last but not least, you can click
the “Mng” Tab to switch to the Management Screen where some special
Windows are available to you to manage and review your Regime.
4 An “Advice” or “Ad.” button for toggling on/off the Advice Window.
This button is only available if there is some advice to be shown and advice
is enabled in the Prefs Tab.
5 The Top Tabs open up all sorts of functionality by descending a tab
without leaving the screen. See the next section for more info on them.
6 The date and the End Turn Button. Click on that button when you have
made all your moves to give the turn to the other Regimes. Mouse-over the
date to see the actual Round number.

3.6. The Top Tabs


The Top Tabs are aligned to the right side of the screen in the Top Bar.
Here you can access a wealth of functionality and information. Once a tab is
descended the rest of the interface is still functional.
Click on a tab to open it up. To close it again re-click on it (or anywhere in
the top window that is not clickable) or press the “Esc” key.

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3.6.1. Preferences
Almost all preferences flagged or unflagged here will be persistent when
next time you play a turn or open the game.

3.6.1.1. General Sub Tab


For adjusting some game flow and interface settings.

Save Game
You can save your game on any location you want, but by default you are
advised to save in the saved games directory.
Quit Game
Will bring you back to the Game Main Menu. You might want to save the
game before doing this.
Minimize
Same as pressing ALT-TAB and will move you back to the Desktop while
keeping the game running.
Auto Save
When active, the game will automatically make a save game every time you
press the End Turn Button.
Screenshots
When active, the game will automatically make a screenshot of the map and
save it in the screenshots directory.
Auto Mouse Over
Leave flagged to have normal mouse over text behaviour. If unflagged, you’ll
have to right click to see mouse over text.

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Auto Combat
Leave flagged to have normal combat resolution. If unflagged, you’ll have to
press a button for each Combat Round to start.
Max Asset Space
When active the game will not show the Regime Info Box in the bottom
Asset Tab and Unit Tab, thus freeing up a little more space to display more
Assets or Troops.
Show AI Moves
When active, the game will not run the AI moves in the History Screen but
in the Game Loop Screen. This is slightly quicker and some might prefer it
as well for it giving a more “clean” game experience.
Show Advice
When active, the game will provide you with a small Advice window at most
game starts. When disabled, your start of turn will be processed slightly
quicker.

3.6.1.2. Map Sub Tab


For adjusting some map and Unit counter settings.

Show FOW
If flagged, the Fog of War will be shown by a transparent black shadow
overlain on the map.
NATO counters
If flagged, the Unit counters will display a big NATO graphic instead of a
small version of the dominant Troop Type in the Unit.

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Smaller counters
Impacts only maximum zoomed in mode. If flagged, small counters are
shown instead of regular zoomed in mode big counters. This allows you
to avoid having Unit counters hidden behind others due to Unit stacking.

3.6.1.3. Sound Sub Tab


For adjusting some music and sound effects settings.

Music
If flagged, the Music will play.
Sound FX
If flagged Sound FX will be played, like movement and combat sounds, but
also click sounds and some Leader voices.
Music Volume
If Music is flagged, this bar will determine its volume.
Sound FX Volume
If Sound FX is flagged, this bar will determine its volume.

3.6.1.4. Gfx & resolution Sub Tab


For adjusting some graphics operations undertaken by the game.

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The options to the left (7/8, ¾, etc..) keep your actual screen resolution
the same but adjust the DPI of the rendering. The downside of using this
option is that, unless you are using the ½ resolution option, the graphics and
especially some fonts might turn a bit a fuzzy.
Its important to stress that the ½ resolution button (only available on 4K
monitors and better) is the only one that gives a truly clean result.
The list box to the right (and its confirm button below it) allows you to
change your actual screen resolution. The downside is that if you “tab”
out of the game you’ll notice your Windows Desktop resolution will have
changed as well. However, when you close the game, the Windows Desktop
resolution will turn back to its normal resolution.
You are advised to either use DPI or Screen Resolution change andnd not
both (nothing is stopping you though).
Higher Speed Gfx
You are advised to keep this option always flagged. However, in some rare
system cases it might prevent problems.
Mouse Lock
Will keep the mouse fixed to the game window. This is a useful option when
using multiple monitors.

3.6.2. Statistics
This Tab presents you with many opportunities to analyse your Regime,
Zones and Military.

3.6.2.1. Troop statistics


Here you can either select a specific Troop Type / Model to see the evolution
of your quantity in service (or amount killed by you, or amount lost due to
enemy action).
Note that the first list entry adds all Troop Types together in the graphic
and the entries with an * sign group together a certain class of Troop Types.
When the game is over, the information on the military forces of the other
Regimes should be displayed as well.

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3.6.2.2. Regime statistics
Here you can follow a large number of indicators through the history of
your Regime.

46
Zone Populace
Tracks the Populace of each of your Zones. Populace is the sum of Population
and Workers.
Zone Happiness
Tracks the Populace’s Happiness of each of your Zones. It uses a weighted
average for Population Happiness and Worker Happiness.
Zone Hunger
Tracks the Hunger stat for each of your Zones. It uses a weighted average for
Population Hunger and Worker Hunger.
Troops
Tracks the number of Troops active in each Veterancy Class and separately
for Militia and Regular forces.
Military Stats
Tracks some further info on your Military. Some averages (Morale,
Experience and Hunger) as well as the percentage your Militia forces make
up of your total force.
Manpower
Tracks your manpower totals (includes all zones). Note that Free Folk living
in your territories are not included in the Total Manpower stat.
Inventories
Tracks the inventories of all your SHQs combined.
National Stats
Tracks a number of key Regime-wide stats like your Popularity, your Word
score and others.
Ratings
This tracks how well (or how bad) you are doing compared to the other
Regimes on the Planet. Higher rating than 50 means you have a higher
score on that rating than the average of all Major Regimes. If lower than 50
the inverse is the case.
Capital Price Index
Tracks the price evolution of the different Resources with the Traders at
the Capital of your Regime. Note that these are indexes and not real prices.

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Casualties
Tracks the amount of casualties you have suffered.
Comparative Stats
There are several stats in this category. It shows how all the Major Regimes
are doing. However, the other Major Regimes will only be visible when you
are playing in “Partial” FOW mode or when you have either won or lost the
game.

3.6.2.3. Logistical statistics


Information for the quartermasters under us. Here you can inspect in detail
what has been going on concerning your logistics “front”.
This information is always based on the algorithms run at the start of your
turn.

Loc Supply Logistics


Tracks per Resource what each Zone requested at its SHQ (Strategic HQ)
and what it received from that SHQ.

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Unit Supply Logistics
Tracks per Resource what each Unit requested at its SHQ and what it
received from that SHQ.
Loc Picked-up Logistics
Tracks per Resource what each Zone offered to its SHQ and how much that
SHQ actually picked up.
Replacement Logistics
Tracks per Unit what Replacement Troops it has been requesting and has
received. Also tracks any returns of Troops from Unit back to its SHQ.

3.6.3. Order of battle


This Tab allows you to inspect your military Units and their hierarchy.

The first entry in the list “OOB” displays an organogram of the chain of
command and types of your Units. Each SHQ can have its own “tree”.
Militia are organized per Zone (of their origin) and individual single-
Unit Formations are also organized per Zone (but based on where they are
currently located). The Regular multi-unit Formations are grouped in their
“type” of Formation like “Infantry Formations” or “Tank Formations”.
The entries below the “OOB” entry in the list give you detailed information
under each type of Regular Formation noteably on their current strength levels
(CUR) versus their ideal strength levels (TOE) and the Troops they would like
to receive as Replacement Troops (MISS).

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3.6.4. Strategic map
This Tab allows you to inspect the whole Planet. You can either inspect
Zones or Regimes.

This Strategic map does something special when confronted with the
Shroud of Darkness (undiscovered Hexes). It makes an educated guess of
which yet unseen Hexes will probably belong to a Zone or Regime. This is
much easier to interpret then a thin band of single Hexes you actually have
recon on.
If a Hex has been discovered but in a subsequent turn it disappears in the
Fog of War, the last known owner will be indicated.
Several buttons are also available:
Message
This button can be used to send a message to a Human Player.
Show HQ
Can be flagged to make your own SHQs and OHQs show up on the map.
Dip. colours
Can be flagged to colour all the Regimes in a shade that reflects your
Relation level with them. Red for Regimes you are at war with, Yellow for
Minor Regimes your relation is unclear with and Green for Regimes you
are at peace with.
Go There
When you click here the map below the Tab will centre on the selected
Zone or Regime.

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If you have a good screen resolution and the Bottom Tab is not hidden you
can also use this button to quickly inspect plenty of Regimes or Zones.
Mouse Wheel
If you Mouse Wheel with the mouse hovering over the Strategic map you’ll
be able to scroll the actual Planet. This can be useful if your initial starting
location is too close to the edge, for example.
Tab: Regimes
In the first Tab you can select a specific Regime.
Tab: Zones
In the second Tab you can select a specific Zone.
Tab: Stats
In the third Tab you can select a specific Stat, like inspecting rainfall or
temperatures.

3.6.5. Stratagems
This Tab shows you all the Stratagems in your possession and allows you
to play them.

1 Note that there are two sub tabs, one for selecting the Stratagem you want
to play and one for selecting the target to play the Stratagem on. Depending
on the Stratagem, a target can be a Regime, a Zone, a Leader or a Unit.

51
2 You can have many Stratagems and to keep things organized the
Stratagems are sorted per category. Stratagems in the same category have
the same target type.
3 Each Stratagem has it cost displayed with a little green fist symbol (for
PP cost) or with a little yellow sun symbol (for FP cost). Some Stratagems
exist that are free of costs. Some Stratagems also require extra costs like for
example a certain amount of Credits.
4 Except for the “Nation” category of Stratagems most need a target to be
set. Here in the right pane the selected target is shown. You can change the
target (1) by going to the target sub tab.
5 The Leader who’ll execute the Stratagem is also shown. Any Skill rolls
will be made by this Leader.
6 Either the Execute Stratagem button is greyed-out and the reason why
is given above, or all is okay and you can go ahead and play the Stratagem
(on the selected target).

3.6.6. Decisions
This Tab groups all the Decisions you are asked to make for your current
turn. Note that you are never obliged to make them and nothing is stopping
you from ending your turn without making some or all of them (if you

52
don’t, the sender of the Decision will make the Decision, or if possible the
Decision will be postponed to the next turn).
1 If there are multiple Decisions, they’ll be sorted in Sub Tabs.
2 Once a Sub Tab is clicked you can select the specific Decision you want
to inspect.
3 You’ll have to click on of the choice buttons to choose your specific
Decision. Note that the probable consequences (like Regime Profile change)
are displayed next to the choice text as well as any costs (like PP or Credits).
4 Furthermore, for each Decision you can see the impact (if any) on your
Leaders if chosen. A green value represents a Relation improvement and a
red value represents a Relation deterioration.
5 A stamp in the top shows if this Decision is “real time” or “archived”. If
it is “real time” it means that you can still make other actions and re-inspect
the Decision that could be changed upon those actions. If it is “archived” it
means that the Decision will not take any changes to the game state into
account that you might make during your turn.
6 The sender of the message. This is quite often your Secretary, but it
can also be Council Directors or Governors. Remember you can click the
portrait to get detailed stats on the Leader in question.
There are many different kinds of Decisions. Some of them present you with
multiple choice buttons like in the example above, but others might have a
slightly different interface, like for example budget Decisions that will give
you sliders to play with.

3.6.7. Reports
This Tab groups all the Reports you have received for you current turn.
1 If there are multiple Reports, they’ll be sorted in Sub Tabs.
2 Once a Sub Tab is clicked, you can select the specific Report you want
to inspect.
3 In the “Empire Dashboard” Report you are presented with an overview
of your core stats as well as list of the Organizations that are active and their
budget allocations.
4 The “Empire Dashboard” Report also reminds you of the game version
you are using.

53
5 A stamp in the top shows if this Decision is “real time” or “archived”. If
it is “real time” it means that you can still make other actions and re-inspect
the Decision that could be changed upon those actions. If it is “archived” it
means that the Decision will not take any changes to the game state in to
account that you might make during your turn.
6 The sender of the message. This is often your Secretary, but it can also be
Council Directors or Governors. Remember you can click the portrait to get
detailed stats on the Leader in question.

3.6.8. Mini map


The smallest of all the Top Tabs. It is so small because it allows you to
continue to Move your Units with this Tab open for orientation.
If you click on the Mini map, the map will centre on that spot.
Mouse Wheel
If you Mouse Wheel with the mouse hovering over the Strategic map you’ll
be able to scroll the actual Planet. This can be useful if your initial starting
location is too close to the edge, for example.

54
3.7. The Left Bar
The Left Bar gives you access to some very important information.
1 The SHQ Inventory bar.
2 The Unit Bar (only present if you have a very low screen
resolution).
3 The Regime Profile bar.
4 The Quick Zone and SHQ Bar.

3.7.1. SHQ Inventory Bar


This bar shows the inventory of the SHQ that is
assigned to the Zone of the selected Hex on the map.
It shows all the Items present in the stocks of the
SHQ. Furthermore, it shows the change in the stocks
compared to the last end of turn and the start of your
current turn.
If you mouse-over an Item, you’ll be notified of the in-
and outflows to and from the SHQ in question.
If you want to see what specific Units received from the
SHQ to go the Stats Tab in the Top Bar.
If you want to see what specific Zones sent to and
received from the SHQ, go to the Items Tab in the
Bottom Bar.
Note that SHQs may lose Items (if they cannot sell them to Traders) due to
Maximum Item Storage rules. If Maximum Item Storage has been reached
this will be indicated with an * asterix sign directly after the Item quantity.
You can also click on the SHQ name to directly select the SHQ Unit.

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3.7.2. Regime Profile Bar
This bar shows the current Profile scores of your Regime.
First the 3 Profile Groups are displayed. After auxilliary
Profiles are displayed.
The highest Profile in a group is presented bigger and
to the left of a group. Colors are used to indicate if a
Profile is surpressing another Profile (green) or is being
surpressed itself (red) or the Profile is surpressing and
being surpressed at the same time (yellow).
You can mouse over a Profile to get detailed information
what Regime Feats it can unlock at what scores.

3.7.3. Unit Bar


This bar is only accessible if you have a very low screen
resolution. In that case you’ll be able to see all Unit
present in the selected Hex in this Tab. With normal or
better screen resolution, the Units will be present in the Unit Tab in the
Bottom Bar.

3.7.4. Quick Zone and SHQ Bar


Allows you to quickly switch from one Zone to another. You can also click
on SHQ names.

3.8. The Right Bar


The Right Bar gives you access to Orders Layers and Order
Modes.
1 The Order Bar
2 The Map Layers Bar
3 The Map Order Modes Bar

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3.8.1. The Order Bar
This bar shows you all the Orders you can execute on either an SHQ, a
selected Unit or a selected Zone.
1 You can make your selected SHQ sell or buy Items
(Trade), or transform Items (Workshop) or transfer
Items to another SHQ. You can also buy Replacement
Troops to be placed in your SHQ.
2 You can order your selected Zone to raise a new
Formation, change its SHQ or receive Colonists. You
can also order the selected Hex in the selected Zone to
become the City for a new-to-be formed Zone or to
construct an Asset on it.
3 You can micro-manage the selected Unit or directly
buy Replacement Troops for it. It is also possible to
transfer Troops from the selected Unit to another Unit
in the same Hex (or to a new to be formed Battle
Group (BG)).

3.8.1.1. Workshop
Selected SHQ will be used.
Here you can produce Ammunitions and Machines.
Drag the relevant slider for either Ammo or Machines and press the
“Produce” button to validate.
No slider is available if you do not have the Items to produce at least a
quantity of 1.
The relevant Item inventory of the SHQ is shown as well as the costs
involved in producing.

3.8.1.2. Replacement Troops


This Order can be executed on an SHQ or on a non-SHQ Unit.
Producing in an SHQ never requires any Logistical Points since everything
is taking place in the same Hex. Neither do Quality Levels limit your choice.
Also, you will not need to pay for the Supply Stocks (like Fuel, Ammo and
Food).

57
For normal Units and OHQs, the condition is that there are enough
Logistical Points to transport the Replacement Troops from your SHQ
(where they are produced) to your Unit in the field. Furthermore, you can
only produce Models that conform to any Quality Level settings for the
Unit in question. You’ll also need to pay for the Troops’ Supply Stocks.
Executing on a SHQ
Here you can produce Troops that will arrive in your selected SHQ. They
will most likely function there as Replacement Troops to replace losses of
Units in the order of battle of the SHQ.

1 The SHQ that is being used.


The different Reinforcement Types that are present in the SHQ compared
2
to what the Units in the order of battle of the SHQ are missing. So for
example 400/100 Infantry means that the SHQ has 400 Infantry while the
Units in its order of battle are missing 100 Infantry.
3 A list of Models that belong to the selected Reinforcement Type. Click
on one in order to select how many of it to produce. Any production will be
placed in the SHQ.
Executing on a non-SHQ
Here you can produce Troops that will arrive directly in the selected Unit.

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1 The Unit that you want to create Troops for.
2 The different Reinforcement Types that are present in the Unit compared
to what it ideally should have present. So for example 0/200 Machineguns
means that the Unit is missing 200 Machineguns.
3 A list of Models that belong to the selected Reinforcement Type. Click
on one in order to select how many of it to produce. Any production will be
placed directly in the Unit.

3.8.1.3. Trade
Selected SHQ will be used.

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1 You can select either to buy from the Traders (costs Credits) or to sell to
the Traders (gives Credits).
2 You need to move a slider to indicate the quantity you want to buy or sell
and then press the associated buy or sell button to the right side of the slider.
Purchases are limited to the amount of Credits you have available as well as
the amount of Items the Traders have and are willing to sell.
Sales are limited to the amount of Credits the Traders have as well as the
amount they are willing to buy this round.
If an Item’s price point is too low, you will not be able to sell an Item to the
Traders.

3.8.1.4. Zone SHQ


Selected Zone will be used.
If you have multiple SHQs you can give this Order to subordinate a specific
Zone to a specific SHQ.

3.8.1.5. Raise Formation


Selected SHQ will be used and the selected Hex will be used.
This Order has 4 different Tabs.
New Formation allows you to create a new single Unit or multi-Unit
Formation.
New SHQ allows you to create an extra SHQ.
Missing Unit allows you to recreate a lost Unit of a multi-Unit Formation.
Missing HQ allows you to recreate a lost OHQ of a multi-Unit Formation.
Except for the New SHQ, all Unit creation will require you to have the
necessary Logistical Points to transport the produced Troops to the selected
Hex.
New Formation
New Formation allows you to create a new single Unit or multi-Unit
Formation.
This Tab will show you a list of Formations (5) you can produce. The items
shown in the list depend on your settings above the list (1-4).

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1 Size allows you to select which size of Formations should be shown in
the list.
2 Multi-Unit allows you to select if only single-Unit Formations, which are
also called Independent Formations should be shown or if only multi-Unit
Formations, with an OHQ should be shown in the list.
3 Quality Level allows you to select which Models are allowed to be
produced and will limit the list to Formations to those that have Models
available with the selected Quality Level (if not available the Formation will
still be show but labelled “No Models available”).
4 If you toggle the Use SHQ Troops flag the calculation if you enough
Items to produce a Formation will allow for using Troops already present
in the SHQ. By reducing the need to produce Troops you reduce the cost
and you might be able to produce some Formations you’ll otherwise not be
able to.
5 You can select an item in the list if you can produce 50% or more of its
Troops. You can mouse over that percentage to see if it is low because of lack
of Logistics to the selected Hex or lack of Items at the SHQ.
After you have clicked on a Formation in the list you’ll be brought to a
second window.

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Here you can make a final inspection and some final choices before actually
raising the Formation.
1 The percentage of Items (Metal, IP, etc..) needed you have available at
the SHQ. Ideally this is 100%. A lower percentage means the Formation will
not be fully produced, but will be lacking some Troops. Note that the Item
cost is shown in detail with for each Item the cost for raising the Formation
versus the reserves in the SHQ. So for example 20/1264 Metal signifies
raising the Formation costs 20 Metal while you have 1264 Metal available
at SHQ.
2 The percentage of Logistical Points needed between the SHQ and the
selected Hex. Ideally this is 100%. A lower percentage means the Formation
will not be fully produced, but will be lacking some Troops.
3 The percentage of the Formation that will be raised. Will be equal to the
lowest percentage of Logistical Points percentage and Items percentage. It
has to be 50 or more in order for the raising of the Formation to be allowed.
4 If you have multiple Models that belong to the same Reinforcement Type
than you can (de)select which ones will be included in the new to be raised
Formation.
5 Press the “Raise Formation” button when you are sure and it will be done!
Note that there is also a Use SHQ Troops flag. If toggled you’ll be able to
include Troops already present in the SHQ Unit to be included in the new
Formation.

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1 Flag or unflag the Use SHQ Troops flag to use them or not.
2 If using SHQ Troops you can select which Models you allow to be used
and which not.
3 Furthermore, you can set the percentage of Formation Troops that will
be produced and the percentage that will come from Troops already in the
SHQ.
4 And last but not least you can ex- or include certain Veterancy Classes
of the SHQ Troops. This allows you for example to raise an elite new
Formation from disbanded remnants (and thus ending up in SHQ) of older
Formations.
New SHQ
Will create a new SHQ on the selected Hex at a hefty price in PP.
The selected Hex must be a City Hex.
Missing Unit
Will allow you to just raise a missing single part of a multi-Unit Formation.
The Units you can “Reform” are displayed and you can select which one to
reform.
The interface uses a quick mode in this Tab and pressing the “Reform”
button will immediately produce the missing Unit. You’ll not be able to
make any specifications at this moment. However, if SHQ Troops are
available they will be used.
Missing HQ
Will allow you to just raise a missing OHQ of a multi-Unit Formation. The
HQs you can “Reform” are displayed and you can select which one to “Reform.”

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The interface uses a quick mode in this Tab and pressing the “Reform”
button will immediately produce the missing Hq. You’ll not be able to make
any specifications at this moment. However, if SHQ Troops are available
they will be used.

3.8.1.6. Send Colonists


This Order can be used for two purposes. Firstly, to send Colonists from
an SHQ to a Zone that is attached to that SHQ and secondly, to disband
Recruits in SHQ and return them to the Zone as Population.

3.8.1.7. Construct [C]


Selected Hex will be used.
This Order can in theory be made on any Hex in any Zone. Note that some
Assets can only be constructed in Cities and some only in “Rural” Hexes. A
Rural Hex is another way of saying a non-City Hex.
The Construction Popup provides you with a list of Assets that you could
construct. They are sorted over a number of Tabs, like Farming, Mining, etc..

1 In the top left you can see if you are attempting to construct on a Rural
or a City Hex.
2 In order for construction to work the Hex must ideally have access to at
least 100 Logistical Points. The game will automatically construct a Dirt
Road for you to connect up with your Logistical Network if necessary,
at an extra cost. It is also possible this is not an option and in that case

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you must first improve logistics leading towards your selected Hex before
commencing constructing.
3 If the Hex is far away from existing Cities, you can flag the create New
Zone flag. This will automatically create a new Zone upon completion of
construction of the Asset. Don’t feel obliged to use it as you can always order
a new Zone to be formed on the Hex in question later on.
For each Asset the colour indicates if you can proceed with constructing it.
White means you can proceed. Yellow means there is some condition that is
not being met. Red means you have to do research first before being allowed
to construct the Asset in question.
4 For each Asset the construction cost is listed. Note that the Item
quantities shown must be paid for every Round of construction.
5 For each Asset the production power (upon construction completed) is
also shown. In the top row the production cost + Upkeep cost is shown. In
the bottom row the resulting production is shown.
Once you know which Asset you want to construct you press the “Start
Construct” button for that specific Asset.

3.8.1.8. New Zone


Selected Hex will be used.
The Hex must have at least one Asset in order to found a new Zone.
The Hex must also have a minimum distance from other City Zones.
Once you go ahead in picking the new Zone’s SHQ the Zone will be created,
and the selected Hex will become the City Hex of the Zone.

3.8.1.9. Unit administration


Selected Unit will be used.
This Order has 5 different Tabs.
Settings allows you to fine-tune the behaviour of the Formation, as well
as inspect some detailed statistics of the Unit. Depending on if you are
inspecting a SHQ or a non-SHQ Unit different options will be available.
Militia Units will hardly have any settings you can set.
Change HQ allows you to change the HQ of a Formation.
Upgrade and Downgrade allow you to change the Formation Type.

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Disband allows you to order a Unit or Formation to return all Troops to
SHQ.
Settings for a Non-SHQ
This will be nearly the same for a non-HQ Unit and an OHQ. Except for
the fact you can change the colour of the OHQ if you want to.

1 Normally the Replacement Percentage of a Formation is at 100%. If you


set it lower, it means that losses will not be replaced by Replacement Troops
until the troop percentage left is lower than the Replacement Percentage.
Don’t forget to click Update after changing.
2 By default all Quality Levels (except Obsolete of course) are allowed to be
in the Unit and be sent to it as Replacement Troops. Here you can exclude
certain Quality Levels. Allowed means the Unit wants to keep and receive
that Quality Level. Tolerated means the Unit wants to keep, but not receive
the Quality Level and Disallowed means the Unit neither wants to keep,
nor receive the Quality Level. Don’t forget to click Update after changing.
3 Click Update after making changes (except for Rename which is immediate).
Shows you what kind of Formation the Unit is and what its ideal TOE
4
(table of organization and equipment) is. CUR means current Troops in the
Unit while TOE shows the ideal Troops present in the Unit
5 A quick log showing all the changes to the Units Troops variables during
start of turn calculations.

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Settings for a SHQ
As you might already know the SHQ is the spider in your logistical web. It
sends Items to all Zones and Units that need them and receives excess Zone
Items and unneeded Unit Troops back. In theory, your Logistical network
will have enough points to provide for all those tasks. However, in practice
you might find that there are not enough Logistical Points available to
accomplish all tasks.
That is why you can reserve Logistical Points for specific SHQ usages. For
example, you could set Sent to Zones, pickup from Zones, Unit Supply each
to 30% so there is always 10% left for sending Replacement Troops.
Change HQ
A simple window where you can pick the new HQ.
Independent Non-HQ Units can be attached under OHQ (if enough
auxiliary slots left) or under SHQ.
Units from a Multi-Unit Formation cannot change their HQ.
OHQs can only be attached to SHQs.
Militia Units can only be attached to SHQs.
Upgrade and Downgrade Formation Type
This is basically a way to change the Formation Type. It might result in
some Troops getting sent back to the SHQ because they will no longer be
needed (since the TOE changed) and it might as well result in requesting
extra Replacement Troops to provide for the now missing Troops compared
to its new TOE.
Upgrades and Downgrades are applied for the whole Formation if it
concerns a multi-Unit Formation.
Disband
Setting a Unit to Disband is not permanent and you can return the same
turn to unset it from Disband Mode. If an OHQ is selected all Units in its
Formation will be set to Disband. If a non-HQ is selected only that Unit
will disband.
The Disband effect goes into effect start of next turn. If enough Logistical
Points are available an empty husk of a Unit will remain and be removed
the turn after.

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3.8.1.10. Transfer / Battlegroup
An order for advanced players. It allows you to form Battlegroups from
Regular Units as well as transferring Troops from one Regular Unit to
another in the same Hex.
Keep in mind that Battlegroups might provide flexibility, but also come at
some costs. Notably non-GR troops in Battlegroups suffer a -15% on their
attack value.
Keep in mind that Battlegroups might provide flexibility, but also come at
some costs.

3.8.2. The Map Layer Bar


This bar allows you to enable or disable graphical overlays on the map.
Current Points [L]
When this layer is active, your remaining Logistical
Points are shown on the map. The Logistical
Points can be used for Strategic Movement,
SHQ Transfers, Replacement Troop purchases in
another Hex than the SHQ Hex and raising new
Formations in another Hex than the SHQ Hex.
Used Points
When this layer is active, all the Logistical Points
that have already been expended during your turn
are shown.
Initial Points
When this layer is active, the Logistical Points you
received at the start of turn and before any of them
were used are shown.
Bottlenecks
When this layer is active, the game will show you
the percentage of Initial Points that are still left.
The lower the percentage that is left the more the colour will turn alarming.
Remember that only if the colour turns black have you exhausted all initial
Logistical Points on a certain trajectory.

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Preview Pts [P]
When this layer is active, the game will show you the probable initial
Logistical Points you’ll receive at the start of your next turn. Furthermore,
when selected, a Zone-sensitive list box will appear that allows you to select
a specific logistical Asset and inspect just the Logistical Points that the
selected specific Asset will generate, overlaid in a brighter colour over the
total preview of Logistical Points.
Hide Units [1]
Hides all the Units so you have a clear view on the map.
Hide Labels [2]
Hides all the City and Rural Asset and Hex Perk names.
Hide Penalty [3]
There can be movement penalties (and combat penalties) on certain Hexes.
They can distract the player and so can be switched off.
Show Grid [4]
Grid lines can help you better interpret the map.
Show Colour [5]
Colours the Hexes belonging to other Regimes to improve clarity of the
situation.
Show Log [6]
Shows the Operational Logistics Ranges. Green is excellent, yellow is sub-
part, blue is bad, red is really bad.

3.8.3. The Order Modes Bar


This bar contains the same buttons to switch Order Modes as right clicking
on the selected Hex on the map. See the section on the map for quick
explanations of the different Order Modes.

3.9. The Bottom Tabs


Here you can inspect your Zones, Other Regimes and your Units. Three of
the five Tabs are reserved for the Zones: the Zone Tab itself, the Asset Tab
and the Items Tab.

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In some of the Tabs you’ll be able to give Orders. Notably, you can Call
your Governor (Zone Tab) or Commander (Unit Tab). Furthermore, you
can change the Mode of your Assets in the Asset Tab.
There is a wealth of information in the Bottom Tabs. Do not panic!
1 Button to minimize (or maximize) the Bottom Tabs and have more map
space available.
2 The different Bottom Tabs. From left to right: Zone Tab, Unit Tab,
Regime Tab, Asset Tab and Items Tab.
3 The current Order Mode you are using. Use the Order Mode Tab in the
Right Bar to chance or right click on an already selected Hex.
4 Some quick info on the selected Hex. Mouse-over it to get detailed info
on the modifiers of the Hex in combat and movement.
5 A picture of the Landscape of the Hex as well as a small banner of the
Regime controlling the Hex.
In all Tabs and if your resolution has enough screen width, you’ll be able to
see the Hex Info Section. It is possible to disable it by flagging Max Asset
Space in the Prefs Tab.
1 Shows the temperature of the Hex in
degrees Celsius.
2 Shows the rainfall on the Hex in mm/
year during this Round.
3 Shows the number of Scavenge Points
present in the Hex. These can be collected by
constructing a Recycling Facility.
4 The number of Hex Recon Points you have on the Hex. The more you
have the more precise you’ll be able to determine the strength of enemy
forces. Use mouse over for detailed info.
5 The number of Stack Points in the Hex. The stacking limit in Shadow
Empire is quite high at 100 points or the equivalent of 10,000 Infantry Troops.

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6 The AP Penalty on the Hex is shown here. This penalty will be the sum
of ZOC penalty and AP Penalty for taking Enemy Hex and/or the Battle
Delay Penalty caused by a previous battle.
7 RAD is short for Radiation Points. Mouse over these points to see the
impact level they’ll have on your presence in the Hex.

3.9.1. The Zone Tab


This Tab gives you all the core information on the Zone that the selected
Hex belongs too.

1 If the City sub tab is selected (the top-left one of the nine sub tab
buttons) the Governor of the Zone is shown together with the option to
Call him/her. There is also the option to directly go to the Stratagem Tab
with the current Zone selected as target.
2 There are nine sub tabs available to get detailed information on
from top to bottom, left to right: City Level, Population, Workers,
Zone administration Mode, Population Happiness, Worker Happiness,
Civilisation Score, Cultural Adaptation Score (CAS) and Logistics. All sub
tab buttons including their details have mouse over texts available for further
explanations.
3 Some extra sub tab buttons might be available here if something is
to be shown. For example, the one shown here when clicked gives extra
information of Militancy and Militia forces of the Zone.

3.9.2. The Unit Tab


This Tab gives you all the core information on the selected Unit.

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1 There are several sub tab buttons you can select. Note that the bigger one with
the big Unit counter on top of it gives you the info (2) on the first Commander
in its chain of command and the Posture of the Formation (if any).
When other sub tab buttons are pressed you’ll be able to see different
information than the Commander and the Posture. From left to right, top
to bottom the sub tab buttons give information on: Type and Quality Levels
of Unit, Action Points (AP), Readiness, Morale, Experience, HQ Power and
organizational stats and the last sub tab button gives info on Supply stocks
and the Unit’s requests and deliveries received.
2 If the big sub tab button with the Unit counter is pressed the Commander
info will be displayed. This includes the option to Call the Commander
and the option to open the Stratagem Tab with the current Unit selected
as target.
If applicable there is also the option to go to the Hex of the (S)HQ of the
selected Unit and select that (S)HQ. This way you can quickly move up in
the chain of command if necessary.
3 The Posture of the Formation is shown. Keep in mind only multi-unit
Formations with their own OHQ Commander can be assigned a Posture. A
Posture is assigned by playing a Posture Stratagem on the Formation. You
can mouse over the Posture name and image to get details on its effects and
modifiers.
4 The Troops and Unit Feats of the Unit are shown here. If you want
detailed information on some Troops, click them and a popup will appear
giving you detailed stats on those selected Troops.

3.9.3. The Regime Tab


This Tab gives you all the core information on the selected Regime. The
selected Regime is the owner of the selected Hex.

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1 The banner of the selected Regime.
2 The name of the selected Regime.
3 The portrait, title and name of the Leader of the selected Regime.
Below that on a black background your current Relation level with the
Regime in question.
To the right of the Relation level with a coloured background the current
status of your Relation is given:
§§ Red background for a state of war or for an Unclear Relation with a
Minor Regime
§§ Green for Allies or Friends status with a Major Regime or peace with
a Minor Regime
§§ Blue for Cold or Blackmail status (but at peace) with a Major Regime
To the right of the status, a button to play a Stratagem on the Regime will
be available.
Below that you’ll be able to see if it concerns a Minor or a Major Regime
and what kind of Culture the Regime is.
4 A number of detailed statistics. From left to right: The Recon on the
Regime, Communication level with the Regime, Trade deal level with the
Regime, Research deal level with the Regime, Military pact level with the
Regime, your Import Tariff setting on goods imported from this Regime
and your Export Tariff setting on goods exported to this Regime.
5 From top to bottom: An overview of the Profile of the Regime, the
Tech Level of the Regime, Culture Type and a classification for the leading
Faction within the Regime.
6 The name of the Political Body of the Regime.
7 The different Factions active within the Regime. For each their last
election result in vote percentage is shown, as well as any Faction Support
Points if they have any.

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3.9.4. The Asset Tab
This Tab gives you all the core information on the Assets in the selected
Zone.
You can select an Asset displayed here on the right side to get more detailed
info and operations

1 The detailed info and options for the selected Asset. It repeats the Zone
where the Asset is present (in case it is a delegated asset this might display
other info) and gives you the core info: Last production % (100% is ideal),
last Upkeep %, any Damage Points and the current Limit Production setting.
2 You can order your Assets in to 3 different modes. The normal and
default Production mode, the Mothball mode in which the Asset is kept
from degrading (accumulating Damage Points), but will not produce
anything and Closed mode, in which the Asset will be fully abandoned and
will eventually disappear due to lack of maintenance.
3 If the Asset is in Production mode, you can further fine tune it by limiting
its production to a certain percentage. 100% means there is no limit in place.
4 Each Asset in the Zone (or Hex) is shown here. If you click once you select
it. If you click again you’ll open a popup with more detailed information on
the Asset Type as well as the specific Asset Log for the selected Asset.
5 Above the Asset illustration the Items that were consumed by the Asset are
shown. If the number is coloured white all is okay. If the number is yellow part
of the needed Items were not available. If the number is red none of the Items
needed were available. You can mouse over each Item for more info.
6 Below the Asset illustration the Items that were produced by the Asset
are shown. If the number is coloured white all is okay. If the number is
yellow only part of the Items that could have been produced were produced.
If the number is red, no Items were produced. You can mouse over each Item
for more info.

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7 The little light in the top-right corner of each Asset is a quick reminder of
the mode the Asset is in. Green for Production mode. Yellow for Mothball
mode. Red for Closed mode.
8 The bars to the right give you a quick visual indication of Production %
and Upkeep %. You can mouse over them for more information. If the Asset
is damaged a red coloured bar will appear to the left indication the amount
of Damage Points.
9 Here you find pagination buttons (if you have more Assets than can be
displayed in one row) as well as buttons to select which Assets are shown.
From top to bottom: only the Assets in the selected Hex, all the Assets in
the Hex, Only Public Assets, only Private Assets and the last button: only
Delegated Assets.
You might have noticed some Assets are shown in a different colour scheme
than others.

1 Grey coloured Asset blocks signify Public Assets. These will use Items
from your Zone.
2 Brown coloured Asset blocks signify Private Assets. These will use
“Private Items” from your Zone.
3 + 4 Yellowish coloured Asset blocks signify Free Folk or Hex Perks. These
never need any Items from your Zone.
5 Purple for Assets that are delegated to another Zone. Note that when
inspecting the Asset in the Zone where is its physical Hex it will show
“delegated” in the top.
6 Pink for Assets that are delegated from another Zone. Note that when
inspecting the Asset in the Zone where it is delegated to it will show the
name of the Zone where its physical Hex is in the top of its block.

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3.9.5. The Items Tab
This Tab gives you all the core information on what flowed in and out of the
Zone Inventory. The in-flows are production from Assets and Items sent
from SHQ. The outflows are Consumption by Assets and others (like your
Workers consuming Food). If the leftover Items are not necessary for the
Zone Inventory, then they will be sent to SHQ.
1 The production
will come mostly from
your Assets. But some
can come from other
sources. Mouse over
the number to get a
breakdown of known
sources. The number
will be in yellow if
production was sub-optimal due to some Asset Consumption Items missing.
The number will be red if production was zero due to Items missing.
2 The SHQ will send Items if the Zone doesn’t have enough Zone
Inventory for Consumption by your Assets, Workers and possible other
needs. Mouse over the number to get a detailed breakdown. The number
will be yellow if the SHQ was not able to send the needed Items. The
number will be red if the SHQ sent none of the needed Items.
3 Your Assets will consume certain Items in order to produce and your
Workers will consume Food. Other consumption may take place as well.
Mouse over the number to get a detailed breakdown. The number will be in
yellow if Assets were unable to consume all Items needed. The number will
be red if none of the Items needed for consumption where present.
4 Any excess Items not needed for the Zone Inventory will be sent to the SHQ.
The number will be yellow if not all Items could be sent back (for example due
to lack of Logistical Points between Zone and SHQ). The number will be red if
none of the Items earmarked for sending back could be sent back.
5 The Zone Inventory at this moment. Should usually correspond with the
consumption needed start of next turn. Mouse over this number to also see
information on the maximum storage points for the specific Item and how
much of it is used by the SHQ.

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3.10. The Management Screen
The Management Screen is complementary to your Reports Tab. By using
the full screen and some more nifty sorting options it allows you to better
analyse some aspects of your Regime.
There are (from left to right)
tabs to inspect and manage:
Assets in all your Zones
(ASSET), all the Models you have developed (MODEL), your Leaders
(LEADER), your Regime Profile (PROF), Technologies (TECH) and
Model Types (TYPE).

3.10.1. The Asset Tab


This Tab allows you to inspect and order all the Assets in all your Zones.

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1 If you have multiple SHQs you can choose here which Zones will appear
in the list below.
2 All the Zones belonging to the selected SHQ. Click one to have the
Assets in that Zone shown.
3 Numerous switches to limit shown Assets to a certain type of Asset.
Actual Assets. You can click to have it appear in the bottom (so you can
4
change its orders). Click again to see a detailed information popup.
5 The same orders are available here as in the Bottom Zone Tab.
6 You can either select to review how consumption and production went at
the start of this turn or you can select “preview” to have an idea what will be
consumed and produced next turn. Furthermore, it is possible to expand or
collapse the detailed table (7) with Item in- and outflow information (just
like in the Bottom Items Tab).
7 This detailed table present the same information on the selected Zone as
the Bottom Items Tab, but on top of that when in Preview mode it also will
show you a prognosis of the inventory of your SHQ.

3.10.2. The Models Tab


This Tab allows you to inspect all your Models and in which Units they
are present as well as giving you the power to set the Quality Levels of all
Models and the Quality Level settings for all your Units. All in one handy
screen!
1 Here you can select a Reinforcement Type and all Models sharing that
Reinforcement Type will show up in the list to the right (4).
2 You can also select a SHQ and all Formations under that SHQ will show
up in the list to the right (6).
3 For inspecting data on the Models you are viewing (4) there are several
tabs available to you here to display different information on the Models.
4 It is possible to get a detailed info popup by clicking on a Model’s
graphic. You can select a Model by clicking on its name. When a Model is
selected, the Unit list (6) in the bottom will be updated. To have all Models
shown in that list, do not select any single Model (or click on an already
selected Model to unselect).

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5 Click on a cell in the columns None, Obsolete, Low, Regular, High or
Elite to set the Quality Level of the Model to that value. The default value
is “None” which will always allow the Model in any Unit. Obsolete is a very
severe settings and means this Model will be forbidden to be used by any
Unit and if present immediately sent back to SHQ. If a Model is set to Low,
Regular, High or Elite its usage by Units will depend on the Unit’s Quality
Level settings.
6 First item in the list is the SHQ. You cannot change the Quality Level
settings for an SHQ. After it follows OHQs (including their Units)
and after that, Units attached directly to SHQ. TOT shows the total of
all Troops present in the Formation. Depending on if you have a specific
Model selected the column next to it either shows TOE. REINF or TOE.
MODEL and shows you the total of all Troops present in the Formation
that belong respectively to the selected Reinforcement Type or that are the
selected Model.
7 Click on a cell in the columns Low, Regular, High and Elite to set the
respective Unit’s Quality Level settings. Settings can either be set to Allowed

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(green), Tolerated (yellow) or Disallowed (red). See Unit administration
Order for more information. If a Model is Allowed, it will not be sent back
and Replacement Troops of this Model will be welcome in the Unit. If a
Model is Tolerated it will only be sent back if it can be replaced immediately
by an Allowed Model of the same Reinforcement Type, but Replacement
Troops of this Quality Level are not allowed. If a Model is Disallowed it will
immediately be sent back to SHQ.

3.10.3. The Leader Tab


This tab allows you to inspect all your Leaders. It is especially strong in
sorting through the loads of data available on the sometimes many Leaders
in your service.

1 The first list box allows you to select which kind of statistics you want to
make accessible for (de)selecting in the second list box (2).
2 The second list box allows you to select a statistic or deselect a statistic
(or select all or none in one click). Every statistic selected will be presented
in an extra column in the Leader list to the right (3).

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3 All your Leaders names and Jobs are always shown. The other columns
show data selected by you using the lists (1+2) to the left. If you click on a
portrait of a Leader a detailed popup will open. If you click on another part
of the row the Leader will be selected and be shown in the bottom (5).
4 You can click on a column name in the top of the list to sort the list based
on that column. When you click it and it colours green, it puts the Leaders
with the highest values in that column in the top, when you click it again and it
colours red it puts the Leaders with the lowest values in that column in the top.
5 When you have selected a Leader in the list (3) he or she will be shown
here, and you’ll be provided with a Call button and a button to play a
Stratagem on the Leader.

3.10.4. Your Regime Profile Tab


This tab allows you to inspect all your Regime Feats as well as the Regime
Feats you could acquire.
For each Regime Feat the name is shown, the Stratagems that are unlocked
with it are shown and the chance to gain or lose it is shown. Use mouse

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over to get more detailed information on the advantages a certain Regime
Feat brings.
A Regime Feat can be several colours:
§§ Dark gray meaning you do not have the Regime Feat and your Profile
is not high enough to acquire it.
§§ Greyish green meaning you do not have it yet, but you could acquire
it. The % shown in the bottom right is the chance you’ll acquire the
Regime Feat next start of turn.
§§ Deep green meaning you currently have this Regime Feat and are not
about to lose it.
§§ Greyish red meaning you have the Regime Feat, but due to a low
Profile score you could lose it. The % shown in the bottom right is the
chance you might lose the Regime Feat at the start of the next turn.

3.10.5. The Tech Tab


This tab allows you to inspect the Tech tree and at the same time see what
you have already Discovered and Researched.
You’ll notice several blocks connected by lines. Each block is a Tech Type
Group. It can be displayed in the following colours:

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§§ Dark gray meaning you do not yet have access to discovering Techs
in this Tech Group
§§ Greyish green meaning you do have access to discovering Techs in
this Tech Group
§§ Deep green meaning you not only have access to this Tech Group,
but you have mastered it, giving you access to discovering Techs in all
connected Tech Groups (you need to have researched three Techs in
a group in order to master the Tech Group).
Within each Tech Group, the individual Techs are shown. Their background
follows sort of the same colour scheme as above. If it has a dark gray
background it means the Tech cannot be discovered yet. If it has a greyish
green background, it means it has not been discovered yet. If it has a yellow
background, it means it has been discovered but not yet (fully) researched. If
it has a deep green background, it means it has been fully researched.
You can mouse over each Tech to get some more info.
Note also that for each Tech, the council is indicated for discovering and
researching it. “Ec” stands for Economic Council. “Mi” stands for Military
Research Council and “Ap” stand for Applied Sciences Council.

3.10.6. The Model Type Tab


This tab allows you to inspect the Model Type tree and at the same time see
what you have already Discovered and how many Models you designed of
each Model Type.

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Each Model Type appears in a block with a different background colour.
§§ Dark gray meaning you do not yet have access to discovering this
Model Type yet.
§§ Greyish green without a Model graphic meaning you have not
discovered the Model Type yet, but could do so.
§§ Deep green with a Model graphic meaning you not only have
discovered the Model Type, you also have designed at least one Model
of this Model Type.
The lines between the Model Type tell you the pre-requisites for discovering
a Model Type. You can also find this information by using mouse over.

3.11. The History Screen


This screen allows you to review all the moves that were observed (depends
on recon) by you between the end of your previous turn and the start of your
current turn.
It provides some basic navigation tools in the form a list bar that shows you
in which step of the history log you are and some buttons to play the steps
automatically (Play) or stop that (Stop). You can also use Next Battle button
to fast forward to the next battle and the Next Regime button to skip the
moves of the Regime your current history step is at.
Note that this screen is also used if the Prefs option Show AI Moves is
enabled and in between your turns. It allows you to watch history steps as
they are being created.

3.12. The Vidcom Screen


This screen is shown (if any Vidcom messages are present) after you start
your turn. You can go back to it later as well. It serves the simple purpose of
showing you the most important events that occurred between your last end
of turn and your current turn.

3.13. Various Popups


There are several buttons in the Interface that can open Popup Windows.

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3.13.1. The Leader Popup
This Popup allows you to inspect all the details on a Leader that are available.
You can always get there by clicking on the portrait of one of your own
Leaders.

1 The name and current Job of the Leader. If the Leader has an Advisor
attached or is advising another Leader that will also be shown here.
Furthermore, there are buttons to the right to Call the Leader or to play a
Stratagem on the Leader.
2 Some basic data on the Leader is given as age and sex. Relation level
is shown as well and if you mouse over the Relation level you’ll also get
information on the Natural Relation Point and how that value has been
calculated. The Seniority Rank varies between 0 and 100. 100 means it is the
most senior Leader and 0 the least senior Leader. Suitability Rating gives
you a quick idea how well suited the Leader is to his/her current Job. The
three Ratings give you the highest Skill in the respective Skill Family. So, TR
shows the highest Technical Skill Family Skill Level, CR shows the highest
Command Skill Family Skill Level, IPR shows the highest Interpersonal
Skill Family Skill Level. The background colour of the Ratings corresponds
with the background colour of the Skills (7) below, as well as with the
background colour of the Stat (6) that modifies that Skill Family.

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3 Each Leader has its own agenda. Well, most have. They have likes and
dislikes for some Profiles. Green colour and a “+” sign means the Leader
likes a high value for the stated Regime Profile. Red colour and a “-” sign
means the Leader would like to see a low value for the stated Regime Profile.
4 If the Leader is a member of any Faction it is shown here.
5 The personality of the Leader is shown here.
6 The Stats of the Leader are shown here. Keep in mind each Skill (6) is
linked to a specific Stat and that (if Skill Level is 20 or higher) the whole value
of the Stat can be added as a bonus to the Skill. The last value in this row is the
Capability Level of the Leader, which influences the potential the Leader has.
7 The list of Skills. If there is a background colour it means the Skill
belongs to a Skill Family. There are three Skill Families: the Technical Skill
Family (green), the Command Skill Family (blue) and the Interpersonal
Skill Family (yellow). There are several columns for each Skill. The “Lvl”
column shows the raw Skill Level. Which will be modified positively by
bonuses in the other columns, leading to the “Tot” column (short for total)
that is the modified Skill Level used in the actual Skill Rolls. Use mouse
over to get more information. A * character after the Skill name indicates
that the Skill has been used recently.
8 A list of Leader Feats this Leader has. These will usually give a positive
modifier on Stats or Skills but can be more varied than that. Use the mouse
over to learn what exactly a Leader Feat does.

3.13.2. The Model / Troops Popup


This Popup allows you to inspect some basic details on Troops in your Units
or on a specific Model.
It also allows you to perform certain operations on your Troops. Notably:
Upgrade, Replace and Scrap.
You can get to this Popup by clicking on one of the graphics of your Troops
in the Unit Tab or by clicking “more info” on a Model.
1 The name of the Model is shown together with a graphic and a quick
description of the variants the Model has been equipped with.
2 Field Testing will start at 0% and the more combat the Troops of this
Model will see the more it will go up. Its effect is an increase in the Basic

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Design Model Stat. This will not impact the combat value of the current
Model, but it will impact the combat value of any new version of the Model
you might design.
3 The basic combat and other stats of the Model. Hitpoints and Attack
values are shown, as well as Ammunition consumption, Food consumption
and many others.
4 If Troops of a Unit have been clicked they are shown here. There Action
Points (AP), Readiness, Morale, Experience and Entrenchment are shown.
Keep in mind they may be different than the values shown for the Unit as a
whole, which uses average values.
5 Here you can choose to perform Upgrade, Replace or Scrap operation
on the Troops.
6 The Model Type the Model belongs to.
7 The option to rename the current Model with a name of your choice.

3.13.2.1. Upgrade
Allows you to transform the current Model of the Troops into a better
Model. Many Model Types cannot be upgraded, but Infantry for example
can be.

3.13.2.2. Replace
Allows you to keep the experienced Troops in the line, but replace their
equipment or vehicles with those of a newer Model. The old equipment will
be sent back to the SHQ and manned with new Recruits.

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3.13.2.3. Scrap
The Troops will be returned as Population and part of the production costs
will be recuperated by Zone.

3.13.3. The Advice Popup


This Popup will pop up in the early turns of your game if Advice has not
been disabled in Prefs.

1 If advice is available (note the number between brackets in the button)


and the Popup is not being shown currently, and Advice has not been
disabled in Prefs, you can click here to open the Advice Popup.
2 If you want to temporarily hide the Advice Popup click here. If you want
it back again, you’ll be able to click on the “Advice” button in the top (1).
3 Pressing “Del” for “Delete” will remove this specific advice type for the
remainder of the game.
4 Pressing “Dismiss” will remove this specific advice type for the current
turn.

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4. How to Play
The Interface chapter basically already explains how to access all the
functionality of the game. But it does not tell you how you should play. Or
better: how the designer of the game would play, because you are of course
free to play as you see fit.

4.1. Basic Movement and Combat 101


You’ll always start the game with at least some Militia Units. Let’s show you
quickly how to move those Units around and how to attack some enemies.

4.1.1. Moving a Unit


A default game will start you in a setting similar to the screenshot below:

To move a Unit:
1 Ensure you are in the Move Order Mode. If not, press the “M” key or go
to the Map Order Modes Tab on the right side of the screen and press the
Move Order Mode button.

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2 Left click on the Unit you want to move. After you do so, all the Hexes
the Unit can move to will be highlighted in white.
3 Mouse over the Hex you want to move to. You’ll see a movement arrow
appear. Right click on the Hex to execute the move.
Note that the number of Action Points the move costs are shown in the
bottom right of the map.
4 Keep in mind you can see the Action Points available for the Unit among
its Statistics.

4.1.2. Attacking an enemy Unit


This can be done at the start of game with any unaligned forces. If however
there are only Minor or Major Regimes around you, you will first have to
declare war (see the next section).

To attack a Unit:
1 Ensure you are in the Move Order Mode. If not press the “M” key or go
to the Map Order Modes Tab on the right side of the screen and press the
Move Order Mode button.
2 Move any Unit next to the Unit you want to attack.

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3 Now left click on one of the Units you want to attack with. After you do
so, all the Hexes the Unit can move to will be highlighted, but Units that can
be attacked will get a red arrow shown on top of them.
4 Now Right click on the Unit (with the red arrow on its Hex) you want to
attack. When you do so the Combat Popup will appear.

In this popup window you can inspect your possible attack.


1 The Unit you initiated your possible attack with is already added to the
list of attacking Units in the attacking forces box.
2 If you want, you can add other attacking Units by clicking on Units in
the eligible Units box (you can remove Units from the attacking forces box
by clicking on them as well).
3 The odds are an estimate of whether the combat will go in your favour.
It shows attacker strength: defender strength… ideally the attacker strength
will be higher than the defender strength. Like 2:1, 3:1 or even better 4:1
(keep in mind it is an estimate and lack of recon and oddities of battles
might give different results than expected).
4 If you like the odds you go ahead and press the “Attack” button. This will
actually launch the attack with all the Units in the eligible Units box.
5 If you do not like the odds or you have changed your mind just press
“Cancel” and you’ll go back to the map.

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4.1.3. Declaring War
Diplomatic events can cause you to be at war, but you can also actively
choose to go to war yourself. To do so you do the same steps as you would
attacking a Unit or moving into a Hex.
If the move you are doing is not allowed because you are not at war with the
Regime owning the Unit or Hex you’ll get a popup asking you if you want
to declare war.

4.2. Military Conquest 101


Though in theory it is possible to co-win the game by making an alliance
with the winning player, in practice that is a very risky strategy and you
better focus on military conquest to win the game.

4.2.1. Inspecting your initial forces


A default game starts drops you in the game with only some Militia forces
under your command.

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Above we see a typical game start state.
1 The Units initially at your command are 4 Militia battalions and 1 Militia
regiment (note it has more Troops) as well as your Strategic HQ (SHQ).
2 When selecting a Unit, you can see if it contains Regular Troops (REG)
or Militia Troops (MIL).
3 As long as your Militia Units stay in HQ Power Range they’ll be able to
receive positive effects from Operational HQ Skill Rolls. Note that SHQ
Skill Rolls always apply irrespective of range between Unit and HQ.
4 Note a non-aligned Unit close to our City.

4.2.2. Create some safe space around


your City
Having enemy Units (like non-aligned Units) close to your City will give
your initial Zone so-called Danger Points. Claiming about 2 Hexes around
your City should remove any such effect.

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Your Militia forces are weak. Best used for defence. So, when you use them
in an offensive role try to mass them. Also, for an optimal chance of success,
try to attack with Units that have full Action Points.
Each Combat Round costs 10 Action Points, so the more Combat Rounds
the fight can continue the more chance you’ll take the Hex. Furthermore,
during the initial two Combat Rounds the defender has an extra advantage
(as your Troops are closing the distance), so that is another reason to avoid
short indecisive battles.

During the AI turns the non-aligned forces launched their own attack
against one of the Militia Battalions. As you can see our recon was faulty,
their Unit did not contain 700 Troops, but 2400 Troops instead! Always
keep this FOW effect in mind (unless you have really a lot of Recon Points
on the Hex).
After you order an attack, the Combat Selection Popup will appear. Giving
you a wealth of information on the modifiers as well as an estimate of the
odds. These odds are an estimate that you should take with a grain of salt.

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However, if the color turns bright green you’ll be sure you’ll win and if turns
bright red you’ll be sure you’ll lose.
1 Note all Militia forces are ordered to join the attack, trying to mass
as much Troops as possible. The Motorized Militia Unit (truck symbol on
counter) sadly does not have the Action Points to enter a sand Hex (trucks
don’t drive well in loose sand).
2 Whenever possible try to attack from as many angles as possible. By
attacking from three sides in this example the Militia has secured a +40%
bonus. That might just make the difference.
3 At 2.2 : 1 odds this is going to be a very “iffy” battle. Could work however.
4 Also note that due to our lousy Recon we are probably overestimating
the size of the enemy Unit (which in the history report was at 2400 Troops).

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The battle was almost won…
1 The defender held. The Hex has not been taken.
Note that it was a close call though. The defender would probably have
2
retreated if its operational Troops had dropped below 50%.
3 Our Troops got some good modifiers from the SHQ Commander,
Concentric Attack and Experience.
4 Note this particular heroic Subunit that scored 5 hits on the enemy (of
which 2 kills).

4.2.3. Raise some Regular Troops

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I think the above section illustrates the limited value of Militia Troops in
an offensive role.
1 To the left we see the statistics of Militia Infantry.
2 To the right we see the statistics of the Regular Infantry Troops.
3 Note that Regular Infantry has almost 50% more hit points.
4 Note that Regular Infantry has almost double the attack values.
For this reason, it is a good idea to Raise some Regular Troops Units. They’ll
perform about 2.5 times better than their Militia brothers (However, keep in
mind they’ll be recruited at 0 Experience Points).

Using the “Raise Formation” order we can raise some new Units. We do not
have enough Recruits at the moment to recruit a multi-unit Brigade under
its own HQ so an Infantry and a Buggy (car with MG) Battalion are raised.
Note you can increase the recruitment of Recruits by calling the Governor
of a Zone to tell him/her to recruit more.
These buggies are an excellent complement to the existing Militia since they
have good attack values.

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Above is an attack that is sure to succeed. Note the newly recruited Regular
Units augment the Militia forces enough to have enough punch to brush
aside those pesky Free Folk Marauders.

4.2.4. Improve Morale of Regular Troops

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While waiting to make our Zone produce some more Recruits, let’s try to
improve the Morale of our Regular Troops. You can do this by calling your
Secretary and asking him/her to prepare a Decision on salaries.
On default mode, your Regular Troops get their rations and the rest is
payment in gratitude and the honor to serve the nation.

If you give them several micro-Credits per round, that will improve their
Morale. Higher Morale will keep them in the fight longer and be less prone
to panicking, especially with certain Postures this will be important.

4.2.5. Raise a multi-unit Formation


Once you have enough Resources (Items) and Recruits you will do well to
recruit a multi-unit Formation with its own Operational HQ (OHQ).
You’ll be able to assign a Commander to an OHQ and his/her Skill Rolls will
add to your combat bonuses. Furthermore, you can play Posture Stratagems
on your OHQs. These also can give combat bonuses. The combined effect of
OHQ Commanders and Postures is such that you should try (in the future)
to have the majority of your forces under OHQ command.
There is not much choice at the start. So an Infantry Brigade is an economic
choice.

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Note that to get more Formation Types to choose from you’ll have to
discover and develop more Models (like Light Tank, Artillery, etc..) using
the Model Council and also operationalize new Formation Types using the
Staff Council.

4.2.6. Assign a Commander

1 Here we see our newly raised 1st Light Infantry Brigade.


2 When just raised there is not yet a Commander assigned.
3 The round after you raised the Unit a selection committee will have
prepared a Commander selection list for you to choose a Commander from.

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4 Note that sometimes the most suitable candidate is not presented to you
for political reasons of the selection committee. You can dismiss candidates
at a small Political Point cost.
Keep in mind that if you want to change a Commander you’ll have to call
and dismiss him/her.

4.2.7. Play a Posture Stratagem


In the Stratagem Tab under the “HQs” category
you’ll usually have some Posture Stratagems
available that can be played on OHQs.
To generate more Posture Stratagems, you had
better get a Staff Council operational and give a
lot of budget to their Posture Task.
In the Stratagem Tab, you pick the Posture
Stratagem you want to play and select the OHQ
to receive it.
Here we are assigning a Posture that is going to
give a big boon on defensive operations. +50%.
However, the flipside is it will be hard to use
Units with this Posture in offensive operations.
Our 1st Infantry Brigade is ready to hold the
front! Commander and Posture present.

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4.2.8. Assigning Auxiliary Units to an OHQ
Independent Regular Units start under an SHQ, but each OHQ has a
limited number of slots (usually 2) to take command of auxiliary Independent
Regular Units.
To do this select the Independent Unit and click the Unit Admin Order to
assign it to an OHQ of choice.

Our 1st Infantry Brigade can also be inspected in the OOB Tab, like above,
and here we see it and its 5 battalions, but with an added Auxiliary Unit.
This Auxiliary Unit will now also benefit from the Commander and Posture
bonuses.

4.2.9. Keep an eye on Ammo, Fuel and Food


Every round your Troops consume Food. And when they
move or fight they can use Fuel. During battle (especially
offensive action) they’ll use Ammo.
Keep an eye on your SHQ Item stocks:
You can produce Items using your Assets or buy Items
from the Traders.
Also, some Items (like Ammo and Machinery) can be
produced by using the Workshop Order.

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4.2.10. Keep an eye on your Logistical
Network
By using the Logistics Layer Buttons in the Layers Tab to the right of the
screen, you can inspect your Logistical Network as it formed at start of your turn.

1 Above we see the Logistical Points that have been generated in your
Logistical Network. Note they stop well short of the Advanced motorized
Militia Units to the South-East.

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Here we see the actual Logistical Points that have been used to supply our
Units (and possibly Zones).
1 This is the last Hex that has Logistical Points on it. This is the point
where the Units will need to pick up the supplies they need.
2 The dotted lines show Operational Logistics of the Units. At this point
a Unit would have been able to use its own Operational Logistics to pick up
all the supplies it might need at point 1.
3 The actual location of the Units however is too far away from pickup
point 1 and hence it is receiving less than it is requesting.
Note that this Militia
Unit only received 2 of the
4 Fuel and 5 of the 9 Food
that it requested.
There are two solutions
here… For the present it
would be wise to move back
the Units to point 2 so that
they will be fully supplied
again. But after that it
would be wise to extend
the Logistical Network to
facilitate further conquest.

4.2.11. Extending your Logistical Network


This you can do by constructing either (1) new Logistical Point Sources like
Truck or Train Stations or by (2) extending the range of existing Logistical
Point Sources by constructing Supply Bases.
To construct a new Logistical Point Source, use the Construct Asset Order.
Probably preferably on the City Hex of the Zone.
To construct a Supply Base, pick a Hex that is still receiving a good number
of Logistical Points (they go down quickly after they go beyond the AP
Range of their source).
As you can see Supply Bases are cheap and quick to construct. They do not
actually add any Logistical Points to your Network, but they extend the
range of the existing points entering the Hex with the Supply Base.

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After the Supply Base has become operational and its effect applied to the
Logistical Network we see we have extended our range.
1 The Logistical Points
that enter the Hex with the
Supply Base are receiving
+50 AP extra range.
2 This allows plenty of
points to arrive 5 Hexes
further. After which they
decline quickly again.
The advance Units now are
in full supply again.

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4.3. Building an Economy 101
In the previous 101 we discussed Military Conquest, which is without doubt
a very important activity.
However, to supply them, to produce Replacement Troops or to raise new
Formations you’ll need Industrial Points and Resources. Here the economy
part comes in.

4.3.1. Assets
At game start with the default options you’ll have a tiny but usually
functional economy.

Here in the bottom you see the Assets present in your initial Zone. There are
different kinds of Assets you can have.
1 Public Assets. These are the ones you can construct yourself using the
Construct Order. They require you to pay and feed Workers. You have full
control over them.

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2 Private Assets. These have been constructed by the Population of your
Zone and are not in your control. The Private Economy makes its own
decisions on what to construct. However, almost all Private Assets send a
part of their production to you as a Tax.
3 Free Folk settlements. The Free Folk are people who live in the territories
you have claimed but who remain independent and have not yet joined your
Population. If your economy is running well and your Population is happy
they will join you in large numbers. Especially in the early game, they are a
key source of Population increase.
4 Hex Feats. These are special artefacts or sites that provide a simple and
fixed bonus to a site.
Except for Free Folk settlements, all Assets can require input and will
provide output.
5 Input is the Resources and/or work force that the Asset has consumed to
produce or perform its task.
6 Output is what an Asset has actually produced.

4.3.2. Game Start


In the game start example used in the screenshot below, we are receiving
132 Food from the Private Farm which is enough to feed our initial Workers.
100 Workers require 1 Food. We have plenty of Energy arriving from our
Hex Feat, a damaged but still functional Galactic Republic Generator.

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In the Items Tab of the
Zone we can see this as
well. The Zone is only
producing Surpluses. Or in
other words: consumption
is lower than production.
Most of the surplus (if
some Zone reserves are
not merited) will be sent to
your SHQ .
We can see these items have
arrived in our SHQ above.
The Items in our SHQ
can be used to produce
Replacement Troops and
to raise new Formations.
The SHQ can also sell the
Items to the Traders (or buy from them of course).

4.3.3. Constructing Assets


After playing some turns and maybe raising some Troops, you might realize
you need more Items like Industrial Points or Food.
There is (even at low tech level) plenty of choice of Assets you can build. In
the example below, I selected the Construct Order and am going to choose
to start construction of an Industry Asset.

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In the Construction Popup
the construction Costs are
shown as well as the Input
and Output of the Asset
when it is completed.
It will take several turns to
complete the construction of
the Industry Asset. Note that
it requires lots of Metals.

4.3.4. Different Public Asset Types


Click on an Asset (in bottom or in popup) to get more information on it.
Notably, there are Asset Types that can be built only in your City Hex (like
Industry or Bureaucratic Offices) and Assets that can be built anywhere.
Mines can only be built on top of Hexes with their corresponding Deposits.
Wind Traps only in mountain Hexes. And Volcanic Taps only on volcano Hexes.

4.3.5. Trading
In this game example, I am only producing about a 100 Metals a turn,
while completing the Industry Asset requires 1,500 Metals. I could have
constructed some more Scavenging Assets first, or maybe a Metal Mine (if I
had found deposits), but here Trading can come in handy as well.

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Using the Trade Order, a SHQ can sell excess Items to the Traders and use
the proceeds to buy the Metals that we need.
Keep in mind that prices go up with an excess of demand and go down with
an excess of supply. The Traders of your Zones also trade with Zones owned
by other Regimes and there is a real planetary economy running.

4.3.6. Workshops
In case you can’t find Machinery with the Traders, you can use your
workshops to produce them. Eventually you will have to construct Heavy
Industries to fabricate machines in a more efficient fashion.
The Workshops can also be used to make Ammunition, which you’ll only
need once you get in a shooting war. Especially offensive combat consumes
a lot of Ammunition.

4.3.7. Credits
To pay more Workers (once you have more Assets) or to buy from the
Traders what you need, you’ll need Credits. A key source of obtaining these
is from Taxing your Zones.

You receive Service Tax and Income Tax from your Population. Other taxes
in the game are Sales Tax, that will be paid by the Traders and Tariffs, that
will also be paid by Traders if they engage in Imports/Exports.
However, keep in mind that the more you Tax your Zones the more you’ll
stifle the development of the Private Economy.

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4.3.8. Private Economy
There is some detailed modelling going on of the Private Economy and
your Population will save Credits and Food (for emergencies) as well as
invest their saved Credits in new Private Assets. Furthermore, they’ll spend
Credits on fabrication and consumption of luxury goods. They’ll even be
able to Mothball or close Assets when there is not enough Population to
man all Assets. What you need to know for now is that this is all mostly
beyond your control.
The only ways you can impact the Private Economy is by taxation, providing
Emergency Food and investing Credits in the Private Economy (through
calling your Governor and giving Zone Orders), though plenty of Stratagems
and Decisions can also have an impact.
The Private Economy is a great source of Quality of Life (QOL) for the
Zone because the moment the Population is in the safe zone concerning Food
production, the Population will start focussing a lot on Health, Education,
Entertainment and Security Assets. They want to have a nice life.

Here above is an example of some typical early Private Assets. Note the
Arena and the Museum which provide Quality of Life points that will
eventually raise the Civilization level of your Zone and as a consequence
determine your Regime’s Civilisation Level.
You can usually only build one Asset per Hex of a certain type. If there is
already a Private Asset in place in your Hex, which is blocking you from
constructing a Public Asset, you have the option to nationalize it. This costs

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some Credits and might very well cause some unhappiness but will gain you
the corresponding Public Asset.
Here the Private Scavenging Asset is nationalized (costing 500 Credits) into
the Public Recycling Asset.

4.3.9. Asset Levels


Almost all Assets can be upgraded.

But keep in mind that the highest Asset Level available for upgrade is the
same level as the Level of the City. So small villages can only construct
Assets up to Level 1 for example, whereas huge cities can go all the way up
to Level 7.
Also note that there is a second limiting rule and each Asset Type is limited
either by your Regime’s Tech, Admin or Civilization Level. For example,

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Bureaucrat Offices Level is limited by your Civilisation Level and Industry
Level is limited by your Tech Level.

4.3.10. Governors
Keep an eye on your Relation with your Governor.

If the Relation is above 50 you get a sizable production bonus, while it


being below 50 gives a penalty. Consider paying Governors well (you can set
salaries by calling your secretary).
Apart from your Relation with a Leader, also consider which guy to pick for
Governor as his Skill set can impact production positively as well as help a
lot with some troubles that can occur in Zones.
Take care with events… as a lot of bad stuff can happen if Unrest is high
or Happiness is low. Strikes and protests can impact production. A strong
army presence in the City of the Zone or an able Governor with good
Interpersonal Skills can help a lot to mitigate negative effects.

4.3.11. Production Modifiers


Keep an eye on production Modifiers. Already mentioned are Governor
Skill and Governor Relation, but there are some notable others.
In case of Mining, the ease of mining of a deposit plays an important role.
Some Deposits are not easy to extract because for example they are deep or
in difficult geological layers.

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This is also the case in respect of Open Farming. Here the temperature and
rainfall of the season will play a role, as well as Planetary conditions such as
Atmospheric compatibility and possible Biohazards.
Last example: Wind Traps for example perform better if there is more
moisture in the air on your Planet.
Be sure to always read the description of an Asset Type before constructing
it to avoid disappointment.

4.3.12. Mining
There are a number of resources that have to be mined to obtain them.
These are: Metals, Rare Metals and Radioactives. On waterless Planets,
mining Water deposits is also a good idea.
It is important to know that you can only construct a Mine on top of a
Deposit. And you need to find these Deposits first. This requires you to
either add an Economic Council (with the Prospecting Task) to your
administration or to appoint a Governor that has the Prospecting Skill.

4.3.13. Logistics
There is a separate chapter in this manual on Logistics. Especially once you
have multiple Zones, you will need to pay attention to the Logistics as one
Zone might produce surpluses for the shortages of another Zone. But for your
single Zone you’ll just need to keep track of one thing concerning your Assets.
For a Public Asset to have unimpaired production or construction progress
it needs to be on a Hex that has at least 100 Logistical Points for each Asset
Level at the start of the turn on its trajectory to its City. For Private Assets
its only 50 Logistical Points per Asset Level.

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Above we see the Logistical Points at the start of turn. And we can see that
the road from the Farm Level 1 in Monroe to its City ( Junotop) has always
at least 193 Logistical Points. Its production is at 100%.

4.3.14. Workers
You need enough Workers in your Zone to fill all the positions at your
Public Assets. The default mode of Worker recruitment is to recruit if there
is shortage and fire if there is a surplus. However, you can fine tune your
Zone Worker policy by calling your Governor and giving him Zone Orders.

You can also improve the Workers’ salaries which will help a lot in improving
their Happiness, as well as with their recruitment.
You should keep a special eye on what you are paying your Workers
compared to the average revenue made by your Population in the Private
Economy. A lower pay might tempt Workers to quit and seek their fortune
working in a Private Asset.

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4.3.15. Techs
Many Assets can be unlocked or benefit from increased production by
adding an Economy Council to your administration.

If you have the Bureaucratic Points (BP) to spare you can discover and
research many more civilian Techs (compared to the Military Research
Council) here.

Note in the Tech tree that early Assets you can unlock are: Power Plant,
University, Solar Panels, Hospital, Barracks and a whole family of Storage

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Assets. The “Ec” in the screenshot above notifies you need the Economic
Council to discover and research the Tech and the “Mi” notifies you need
the Military Research Council.

4.4. Leaders and Factions 101


You are the supreme ruler. Picture yourself as an armchair general behind a
desk. Or a man in shadows on a fancy chair with a cat on his shoulder.
You rule by giving orders to your Leaders. Some are unseen (like the leader
of a non-HQ Unit) but the important ones have a name, a portrait, statistics
and a personality. And most importantly a Relation score.
The key jobs you’ll give your Leaders are Director (for Councils), Governor
(for Zones) and Commander (for HQs).
No matter what job one of your Leaders is doing, he will do his/her job
better if your Relation with him/her is good.

4.4.1. Leaders
When you start a new game, it is a good idea to inspect what the roll of the
dice gave you. Take a look at your Leaders and Factions to orient yourself on
your human resources.

In the Personnel Overview report, we get a quick overview of the Leaders


we start out with.
First thing to note here is the Capacity Level (CAP) which gives a quick
indicator how able a Leader is (or can become). But after that you should

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look at their Ratings. They have 3 ratings: Technical Rating (TR), Command
Rating (CR) and Interpersonal Rating (IPR).
It is a good idea to determine if they are assigned to Jobs that suit them well.
You’ll start with a Zone Governor, a Council Director and a SHQ Commander.
Your Zone Governor ideally has good TR and IPR.
Your Council Director should have just a high TR as he has no reason to put
his feet in the mud (and your Populace). Your Commanders should have a
good CR, especially your SHQ Commanders.
If I check my list all seems fine. Marlow Davis at SHQ has a CR of 62. Bella
Clarke, Governor of Epsilon has a TR of 36 and an IPR of 48. Finally, Ian
Copernicus, Director of the Supreme Command Council, which takes care
of almost everything at start, has a reasonable TR with 34.
Ideally you assign the most suitable Leader to each job. However, keep in mind
that firing Leaders to make place for an appointment procedure the next turn can
cause problems. Especially if the Leader you are firing has a high Seniority Rank.

4.4.2. Advisors
However, I have noted that our Advisor Aries Bulkhead just has a really
high IPR.

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And if we look closer at him it is because he has an excellent Diplomacy
Skill.
You have a limited number of Advisor positions, initially just one. The thing
you can do with an Advisor is to attach him/her to another Leader. An
attached Advisor will make the same Skill Rolls as the Leader attached to,
but if the Advisor’s roll is higher it will be used instead of the lower roll of
the Leader he is advising.

This makes it almost a no-brainer to assign him to advise our Director of


the Supreme Command Council since it he who’ll be in charge of playing
any diplomatic Stratagems.
Ideally you always assign your Advisor to another Leader since otherwise
you’ll not be making use of him/her.

4.4.3. Factions
Another thing you should really inspect at start of your game is what
Factions are active among your Leaders.

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In this case, we have Democratic Party and Martial Steel Front active. Each
has its own Profile. Your Relation with them will improve if you move the
Regime Profile in the direction of their likes.
A good Faction Happiness (>60) will give you an increasing chance to
receive Faction Stratagems from them, while a bad Faction Happiness (<60)
will give you an increasing chance of a problem arising with this Faction.
But maybe more importantly, the Leaders that are members of a Faction
will be influenced a lot by their Faction’s Happiness in determining their
Relation score with you. As a rule of thumb, a happy Faction means happy
Faction members.
To get Faction Happiness up there are three main things you can do:
1) Appoint their Leaders to important jobs, and especially the kind of jobs
that their Profile likes the most. It also pays to take special care of their Faction
Leader, he has more impact on Faction Happiness than other Leaders.
In the case of the screenshot above, it might be a good idea to replace the
current SHQ Commander with Acadia Cryomate from the MSF because
her Faction likes to get Military jobs. If it was not for the fact that she really
has no relevant skills. I am not sure I would prefer a lousy Commander to a
happy Faction. But that is the kind of decision you’ll have to make yourself.

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2) When they make Demands to you, accept them and deliver them as well.
3) When making Decisions, move your Regime Profile towards the Profile
of the Faction you want to have increased Happiness.
4) Getting your Word Score up. A noble supreme leader with a high Word
Score gives a big bonus to the Faction Happiness of all Factions.
Ideally, you’ll try to keep all Factions happy, but if you cannot you should
consider choosing which one you’ll make happy and which Faction you’ll
make unhappy.
Try to get as many members of the Faction that’s happy on key positions as
this will guarantee Leaders with higher Relation scores.
However, circumstances might force your hand.

4.4.4. Leader Stratagems


You might end up with a Leader with a low Relation score at some point.
Maybe because you are not helping his/her Faction or maybe just because
the Leader is too demanding. But if he/she is skilled or doing an important
job, you’ll want to increase his/her Relation.
First of all, you can do this
by calling your Secretary and
changing Leader salaries.
Higher salaries almost always
help getting a Leaders,
Relation score up.
But you can also play Leader
Stratagems on the Leader.
You’ll always get some of
these, but if you want to have
a lot, you should create an
Interior Council and invest
BP in the Human Resource
Task.
For example, our Governor
Bella Clarke has a Relation of
70, but we want to get it even
higher to get more production bonus in her Zone.

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The Medal of Merit is just one of the many Stratagems that can improve
your Relation with a Leader. Don’t be shy to use them.

After giving her the Medal of Merit her Relation Score went up to with
+25 to a whopping 95. And as you can see, this medal gives her a permanent
Charisma Stat boost as well.

4.4.5. Leader Bonuses and Skills


A happy Leader will give you direct advantages. Above Relation Score
50, you’ll receive bonuses on the work the leader is doing. Below 50, you’ll
receive penalties. However, keep in mind that if no Leader is assigned it acts
as a Relation 0 Leader. So, it is almost always prudent to assign Leaders.

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For Governors, the Relation Score impacts Public Resource production levels
with up to +25% or -25% (but not other items like BP or Private Items).
For Commanders, the Relation Score impacts XP (training) and Morale
levels.
For Directors, the Relation Score impacts the progress of their Tasks.

Above you can see how, especially in your bureaucracy, a good Relation
Score gives a big bonus. But you can also see that Skills provide bonuses.
Getting the best out of your Leaders, Skill Rolls means keeping their
Relation Score high. A Leader with a Relation Score of 25 will suffer -10 on
his Skill Rolls while a Leader with a Relation Score of 75 will get +10 on his
Skill Rolls and a Relation Score of 100 will even give +20.
Skills are used all the time.
A Council Director will use Skill Rolls for the different Tasks he is assigned
every round.

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A Commander will use Skills almost exclusively during Combat. But here
the combined weight of his Skills can give huge modifiers and it is often the
most capable Commander who wins the day.
And a Governor can increase production of specific Assets if he has specific
Skills. The Agriculture Skill for example gives a boost to the production of
Farm Assets.

Above we see an event where Governor Bella Clarke has to make a Decision.
Note that if you choose option B she will have to make a Skill Roll. It is the
occurrence of these kind of events where the presence of a Governor with
strong IPR really counts.

4.4.6. Elections
If your political system is a Parliament or a Senate there will be regular
elections. Even if your political system is Politburo there will be, but there
will not be much voting going on.
Elections determine what percentage of the Parliament/Senate or Politburo
each Faction will control.

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These elections do not bring Happiness to the Faction as such. However,
they’ll decide which Faction will be in the Majority and which Faction will
be in the Minority.
It is almost always the Majority Faction(s) which will make a Demand on you.
There are Stratagems available to you that you can produce through the
Secret Service Council that will allow you to tinker with the odds of them
winning an election by giving them direct support.
Keep an eye on those elections and remember the Majority Faction will get
a boost in the elections if your Popularity has gone up.

4.4.7. Getting rid of Leaders


At some point you will find yourself with Leaders that you’ll never assign to
a job, because their Skills are to low, their attitude is wrong or because they
just really don’t like you.
Here Stratagems come in. You can use the Interior Council’s Human
Resource Task to produce Stratagems that can retire Leaders (at a cost).
Alternatively, you can use the Secret Service Council to produce an
Assassinate Leader Stratagem.
It can also be effective to just wait until the Leader is so fed up he leaves (or
rebels) out of his own volition.

4.4.8. Leaders improve with experience


Every round, Leaders will gain more experience. Especially military
positions can do miracles here. The XP gained will be spent by the Leader

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on one of the Skills he has been using. Over time you’ll see the Skill Levels
of your Commanders go up.
Above is an example of a Leader gaining some Skill Levels over some
Rounds. The higher the Capability Level of the Leader, the higher the Skill
Level gain you’ll see over time.
Furthermore, Leaders can pick up Leader Feats over time, through events
or through Stratagems. Also, Archaeological Finds can help you find strong
artefacts that can be given to your Leaders.

To finish on a negative note. Beware when your Leaders get too old and
gray… they will tend to lose Stat levels and sooner or later they will be forced
to retire from your services.

4.5. Logistics 101


If you have just one tiny Zone and all Assets and Units are in the same Hex
as your SHQ you have nothing to worry about.
But once you start expanding there will be many Hexes between your SHQ
and your Units, Assets and even other Cities in other Zones.
Your Units will still need Ammo and Food and it will have to be transported
to them from your SHQ.
Other Zones under the same SHQ might need Items as well or they might
want to deliver excess Items to the SHQ. This also requires transport.
And transport requires a Logistical Network. A Logistical Network is just
a fancy word for all the Logistical Points you have “spread over” your roads.

4.5.1. Your initial Logistical Network


When you start a default settings game and after some initial expansion
when you switch on the Initial Logistical Points layer (Map Layers Bar)
you’ll see something like this:

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In grey you see the numbers of your Logistical Points. These have been
generated by your Logistical Assets and have been spread out over your
Road Network at start of turn.
1 The City Hex contains one Logistical Asset (Transport Hub I) and due
to its production of Truck Logistical Points the previous turn these have
started spreading out from its Hex at the start of the current turn. You can see
the City Hex got 400 Truck Logistical Points assigned to it for “spreading-
out” and 200 of these followed the road to the south-west and 200 of these
followed the road to the north-east. If the City had had only one road leading
out of it, all 400 points would have been “spread-out” on that road.
2 The Transport Hub I Asset generates 400 Truck Logistical Points per
turn. Note that there is a delay and that these Truck Logistical Points get
applied to the Logistical Network the turn after they are produced. You can
also see this Asset generates 50 Truck Action Points. These Truck Action
Points determine how far the Truck Logistical Points can be spread out over
your road network.

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3 Truck Logistical Movement costs 12 Action Points (AP) per Dirt Road
Hex so with the 50 Truck Action Points generated by the Transport Hub I
Asset that means the 400 Truck Logistical Points it generated can be spread
out at full-force over 4 Dirt Road Hexes.
4 Note that after the 50 Truck Action Points have been consumed, the
Truck Logistical Points still get “spread-out” further, but now quickly lose
Logistical Points every further additional Hex they go, until they reach the
Hex that costs double the Truck Action Points range to reach, which is the
maximum distance the Truck Logistical Points can be spread out to. As you
can see in the image at range 4 from the City, the Truck Logistical Points
were still applied at full force with 200 Truck Logistical Points, but at range 5
they dropped to 160 and eventually at maximum range 8 they dropped to 40.

4.5.2. Logistical Points on your Hexes


These Logistical Points on your Road and City Hexes can be used to
transport Items. For a transport of Hex A to Hex B there need to be
continuous Logistical Points present on the road Hexes between them.

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In the above screenshot, the Current Logistical Points Layer has been
activated. It shows in green how many points still remain. As you can see, it’s
less than the 400 Logistical Points in the previous screenshot showing the
Initial Logistical Points Layer. This is because some of the Logistical Points
have been used to supply Units.
Take for example the 3rd Holotop Guards Unit (1). It required 6 Food
Supply (4) to be sent from SHQ (2). This has been fully delivered because
there were enough Logistical Points on the trajectory between the SHQ
and the Unit. However… if 3rd Holotop Guards had requested, say, 200
Food Supply then only a part would have been delivered because not enough
Logistical Points would be present on the trajectory.
Also note that after the initial 400 Logistical Points got divided into 2 and
went their own direction, the 200 Logistical Points getting “spread-out” on
the road north-east of the City got divided again two Hexes later (3).

4.5.3. Inspecting details and setting


Traffic Signs
We can take a close-up look at that second branching by going into Traffic
Signs Order Mode, clicking the Hex in question and then left-clicking it
again.

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Here we can see in detail
(1) that 200 Logistical Points entered the Hex from the south-west (that
is the road that left the City towards the north-east). Arriving at the split
in the road it sent 100 Logistical Points up north and 100 further forward
north-east.
(2) To set a Traffic Sign click on one of the percentage buttons. The %
mentioned is the amount of Logistical Points that will be blocked from
going in that direction. The sign will affect everything flagged in the buttons
above (3).
(3) To limit a Traffic Signs effect to a certain operation you can flag/unflag
different operations.
(4) You can add Custom Pull Points to a Hex or choose to block the use of
any Automatic Pull Points.
(5) You can disable some or all Automatic Pull Points. Your settings will be
remembered next time you start a game.
If you have many crossroads, you’ll see your Logistical Points will dilute
quickly. For this reason, you can place Traffic Signs and block all or a certain
percentage of the Logistical Points being “spread-out” to travel in a certain
direction. To illustrate this, we are setting a Traffic Sign on the road leading
to the north to block “All” Logistical Points.

Here above we can see the Traffic Sign in place on that road junction. The
effect will be applied when the Logistical Network is created again start of
next turn.
In the next turn we see that all the Logistical Points to keep following the
road leading east.

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4.5.4. Extending your Logistical
Action Points
At the fringes of our Logistical Network (between range 4 and 8 from the
City) we see that the number of Logistical Points is getting low and at range
9 it disappears.
The cheapest way to extend your Logistical Network just a little bit is to
build a Supply Base on just the right spot to extend the “spreading-out” of
the Logistical Points of the Transport Hub I Asset.

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The selected Hex (1) above would be the ideal Hex for a Supply Base as it is
still (just) within the 50 AP Truck Range of the Transport Hub I Asset and
when completed can thus extend the full Logistical Points passing through
the Hex 50 Action Points further than otherwise would be possible.

Above we can see how the Initial Logistical Points are being “spread” twice
as far as before due to the 50 Truck AP Extension Points produced by the
Supply Base. Note that as with Logistical Points, Extension Points are used
in the Logistical Network the start of turn after the turn they have been
produced.
Note also that Extension Points are not cumulative and constructing another
Supply Base at the selected Hex above (1) will not increase the range of the
Truck Logistical Points coming from the City any further.

4.5.5. Really improving your


Logistical Network
The Supply Bases discussed above are cheap and quick to construct but are
really only good to give you a little bit more range. Take for example the
road from the previous section far west beyond the Supply Base (named
“Sulphur”) we constructed.
If you need a lot more range, you will need to take more structural measures.
The most effective way to get some real increase in Logistical Network

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on our “far away from the
City” border here would be to
construct a new Truck Station.
This takes some effort, but
once this construction is
completed the effect is big. As
we can see below:
The new Truck Station
(named “Baracha”) now causes
1,000 Truck Logistical Points to be spread out from its Hex in a 100 Truck
AP Range. There are now 580 Logistical Points at start of turn between
Baracha Hex and Sulphur Hex. Before the construction of the new Truck
Station there were only 80 Logistical Points on that trajectory.
Furthermore, when our empire spreads further west we can repeat the same
trick with placing a Supply Base once more to further extend the range of
the Truck Station.

4.5.6. Private and Public Truck


Logistics Assets
You might have noticed that the Truck Station in Bachara (a Public Asset)
gives more Logistical Points and AP Range than the Transport Hub in our
City (a Private Asset).

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Above you can clearly see how superior the Truck Station is, but at the quid
pro quo that you’ll have to provide some Workers and Fuel.
It is possible to “Nationalize” the Private Transport Hub and turn it into a
Public Truck Station at the cost of some Credits and Population Happiness.
This is something you should seriously consider doing to quickly double the
range of your Truck Logistical Points as well as to more than double their
quantity.
You can Nationalize a Private Asset by going to the Assets Tab, selecting the
Asset and then clicking on the “Nationalize” button to the left.

4.5.7. Railroads
It is possible to upgrade Truck Stations to higher levels to get many more
Logistical Points. However, the range of those higher levels will stay more or
less the same. If your empire grows really big it is of course possible to build
a long chain of Truck Stations, but Railroads might be more effective as the
range of Rail Stations allows Rail Logistical Points to be spread much, much
further than those Truck Logistical Points ever can be.
Above we see a City in the bottom (1) that has a Railroad going up north to
another City (2). There is also a small branch splitting off halfway between
them (3).

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Note that the City in the bottom (1) has a Rail Station Asset present that is
generating a 1,000 Rail Logistical Points and these get “spread-out” during
the generation of your Logistical Network over all the Railroad Hexes.
Note that if we were considering Trucks, the Logistical Points would have
divided 500 : 500 at the split in the road (4). However, to properly function,
Railroads need to have a beginning and an ending. Rail Station Assets provide
this function, as do Rail Head Assets (2). If there is no ending on a certain
Railroad only 10% of the Rail Logistical Points will be allowed to be “spread
out” over that Railroad, as it the case with our little branch (3).

4.5.8. Assets and your Logistical Network


You should be aware of the rule that Public Assets (although they do not
consume Logistical Points) need a road connection to their City that has at
least a 100 Logistical Points per Asset level. Private Assets need only half that.

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4.5.9. Operational Logistics

Assets and Zones need to have a direct Logistical Network connection to


their Hexes, but Units are more flexible, and they’ll pick up their Supply
Items (like Food) at a road Hex that can be several Hexes away. The Units
thus have a certain range around them in which they can pick-up stuff from
road Hexes that actually have Logistical Points on them. This ability of the
Units is their Operational Logistics ability.
Switching on the Used Logistical Points Layer, as well as the Show
Operational Logistics Layer, will help you understand the Units’ Operational
Logistics ranges.
Note that your regular Logistical Point usage is shown as solid lines and
Operational Logistics usage is shown as dotted lines.
1 Remember “Sulphur” Supply Base? It is on a road directly leading to the
City with the SHQ. All Hexes on the road have Logistical Points on them.
In the image above that are the white lines. All these Hexes connected by
the white lines can serve as pick-up points for Units that are off the road-
grid.

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2 The off-road infantry Unit here for example has been picking up Supply
Items 4 Hexes to the north-west. It is still in ideal Operational Logistics
range as is shown by the dotted green line.
3 The off-road motorized Unit has also been picking up Supply Items,
but this time 6 Hexes to the north-west. It is well beyond ideal Operational
Logistics range, but it is still within the maximum Operational Logistics
range. It will have been partially supplied.
Due to the fact that we activated the Operational Logistics Layer, we can see
the range for ideal Operational Logistics (green Hexes) and the range for
maximum Operational Logistics (yellow, blue and red). These colours give
a preview for the Operational Logistics of the Units (if it does not move) at
the start of the next turn.
Due to the fact that we activated the Used Logistical Points Layer, we see
all the line where regular Logistical Points or Operational Logistical Points
were used. Note that the Operational Logistical Points are coloured. A green
dotted line to a Hex means that a Unit was there at the start of turn and that
it was within ideal Operational Logistical Range. The yellow, blue and red
dotted lines show Hexes where Units were present at start of turn that were
still within maximum Operational Logistical Range.

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5. The Rules
This is a lengthy part of the manual. It goes over all the rules that are used in
Shadow Empire. Except the first section, which provides a good overview of
all the concepts and playing pieces in the game, I advise that players use this
chapter as a reference as opposed to read it from start to end.

5.1. Concepts
Before we start going into detail, let’s give you a rough overview of some
concepts and the stuff you’ll be confronted with when you first fire up the game.

5.1.9.1. Advisors
You can only have a limited number of Leaders that have the prestigious
Advisor position. They are special, as you can attach them to any other Leader,
including Zone Governors and OHQ Commanders. When attached, an
Advisor will also do any Skill Roll that the Leader he is attached to is doing
and if he or she has a higher roll, that roll will be used instead.

5.1.9.2. Alien Lifeforms


In the current version of Shadow Empire, you probably will not encounter
any alien civilizations. However, there might be some primitive alien life
present on some Planets. Presence of alien lifeforms can have biohazard
repercussions for unprotected humans and Open Terran Farming. Farming
alien crops might be an option if any are available and they are in fact
compatible with the human digestive system.

5.1.9.3. Atmosphere
Your Planet will have a unique atmosphere. The composition of the
atmosphere matters for a variety of reasons. The most important characteristic
of an atmosphere is if it is breathable by humans and if it supports Open
Farming.

5.1.9.4. Bureaucratic Points (BP)


These are generated by some of your more governmentally-oriented Assets,
notably Offices Assets. You can disperse these BP over your Organizations

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by setting the National Budget. Call your Secretary if you want to discuss
it. Inside the Organizations, they can be used to Research, make Stratagems
and be put to good use on a big number of other Tasks.

5.1.9.5. Cabinet
This is the operational day-to-day team that governs your Regime and that
makes Decisions with you. It is composed of all the Council Directors, all
SHQ Commanders and all Advisors you have in your service. All members
of this “high management team” can weigh in on any Decisions. It is
considered prestigious among Leaders to be on the board of the Cabinet.

5.1.9.6. Casualties
Military casualties have an impact on the Zone where the Soldiers come
from. People there are losing fathers, sons and other family members.
Although some military losses are expected by the Population at a certain
level of casualties, people will eventually feel the sacrifice in life is becoming
too great and it will reduce Happiness and Loyalty. Note that the Fist Profile
opens up the road to Regime Feats that can increase the casualty tolerance
of your Populace.

5.1.9.7. Climate
Your Planet will have a unique climate. Temperature and rainfall are
particularly key characteristics of your Planet. They’ll determine how
valuable Water will be and if non-Domed Farming is possible.

5.1.9.8. Commanders
Each SHQ and OHQ should ideally have a Leader assigned as its
Commanders. SHQ Commanders give a boost to Morale growth and
OHQ Commanders give a boost to Experience growth by training.

5.1.9.9. Credits (Cr)


This is the monetary unit used in Shadow Empire. It is actually Liquid
Energy kept inside a metallic container in the form of a coin or (with larger
denominations) a bar. It also includes derivatives and paper money claims
on Liquid Energy. The game abstracts all this for you and a Credit is just
a Credit as far as you are concerned. The amount of Credits in circulation

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varies due to inflation or deflation and scavenging. You use Credits to pay
Leaders, Workers, recruit Soldiers and Colonists, to trade and do Diplomacy.

5.1.9.10. Culture
The Population of every zone belongs to a specific Culture. A people can
have specific traits like a higher birth rate. Furthermore, Militia Units of
specific peoples will have special Troops that are otherwise not available to
you.

5.1.9.11. Decisions
Among the reports you’ll find on your desk will be Decisions. Here there
will be an issue presented to you and you’ll have to make a choice. These
choices will very often have an impact on your Regime Profile and your
Relation with your Leaders. Your Cabinet members and other involved
Leaders will often give you advice on the decision to take. It will be hard
to always do the right thing. It is not obligatory to make a Decision, if you
don’t, the Decision will be made by one of your underlings (often, but not
always your Secretary).

5.1.9.12. Directors
Each Organization should ideally have a Leader assigned as its Director.
Directors enable Organizations to do their Tasks faster or better.

5.1.9.13. Discovery
Before your Organizations are able to research, operationalize or design they
need to have a basic idea what to work on. These ideas you get by setting the
same Organizations to work on discovering ideas. Once an idea is discovered
you can actually work on getting it into practical use. Discovery has a big
random element in it, so the choices of what you can research, operationalize
or design will vary from game to game.

5.1.9.14. Exposure
There might be many hostile factors on your Planet. Cold temperatures,
Radiation, a Toxic atmosphere or Biohazards. People and especially Troops
who venture outside can be protected against these. A number of options are
available to equip your Troops with either the bare minimum or less, or once
researched, high grade pressurized personal armor.

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5.1.9.15. Free Folk
Not everybody wants to be seen. The Free Folk are those people who stay
mostly under your line of sight. They roam in uninhabited areas or they
hide from you. Remember that a Hex is a large place (200km). Free Folk are
migratory by nature and do not care much about Zone boundaries. If you
are running a Zone properly and your Population is happy, Free Folk will be
tempted to migrate to that Zone’s City and join your Population.

5.1.9.16. Formation Types


Formation Types can be operationalized by your Staff Council. Once you
have done that, you can use the Formation Type to deploy Troops in the
field. There are two Formation Types: Formations (multi-unit with their
own Operational HQ (OHQ)) and Independent Units. The latter kind does
not bring much other advantage except being able to deploy a certain kind of
troop mix. The former allows a Leader to take charge of the Formation and
also Posture Stratagems to be played on it. Most OHQ Formation Types
also allow you to assign one or more Independent Units to them as Auxiliary
Units. The Auxiliary Units will then also benefit from the Leader’s skills and
any Posture the Formation has been set to.

5.1.9.17. Governors
You can and should appoint a Governor to each Zone that you control.
Governors ensure that production in Public Assets runs much more
efficiently. A Governor also allows you to Call the Governor and to discuss
specific Zone Orders for him/her.

5.1.9.18. Hunger
Everybody needs Food, and so do your Population, your Workers and your
Soldiers. If not enough Food is available, they’ll start starving and eventually
dying or deserting you. Whatever you do, always make sure there is enough
Food available for your Workers, Soldiers, Recruits, Colonists and, if you feel
like it, your Population. But in order to feed your Population, you have to tell
your Governor to allow Emergency Food to be given.

5.1.9.19. Landscape Types


Each Hex can have a different Landscape Type. These Landscape Types can
have effects on economic productivity and Unit movement and combat rules.

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5.1.9.20. Leaders
You are the supreme leader of your Regime, but you have many Leaders at
your disposal to help you run things smoothly. Leaders can be assigned as
Zone Governors, SHQ or OHQ Commanders, Organization Directors and
as Advisors. In almost all cases, the absence of a Leader and a vacant Leader
slot (for Zones, HQs and Organizations) will cause you to lose at least some
efficiency.

5.1.9.21. Leader Relation


The Relation score you have with a Leader is extremely important. For the
strength of the bonuses given by Leaders, but also for their Skill Rolls that
are modified by their Relation score.

5.1.9.22. Leader Skills


Leaders can have Skills. It is these Skills that are used in a variety of Skill
Rolls ranging from recovering Morale in Units to trying to fix combat
Unrest in a Zone.

5.1.9.23. Local Time vs Earth Time


Every Round is 2 Earth Months.
Earth Years are not necessarily equal to Local Years.
Age of your Leaders is presented in Earth Years (it is really easier to interpret
that way).

5.1.9.24. Logistical Network


Logistics means the transport of items from one place to another. Your
Logistical Network strength is the measure in which you are able to do that
transporting. Your Logistical Network is a name for the totality of all the
Logistical Points present on your Roads and Rail. The Logistical Points are
generated by Assets like Truck and Rail Stations. The Logistical Points are,
for example, used when the SHQ sends Items to Zones or supplies Units.

5.1.9.25. Major Regimes


There are two kinds of enemy Regimes, Minors and Majors. Majors are just
like your Regime. They are rivals in the race for planetary conquest. There
is a plethora of diplomatic and secret service Stratagems that you can use on
Major Regimes.

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5.1.9.26. Militia Troops
Upon start of the default game, all your forces are Militia forces. You
control the movements of Militia Units but otherwise they function mostly
autonomously. They take care of their own Replacement Troops and Supply.
Militias are Zone-based and their growth depends on the Militancy score of
their Zone. Their Zone Militia will also deliver Supply Items and possible
Replacement Troops to your SHQ. The power of a Militia is rooted in the
Zone Militancy score.

5.1.9.27. Minor Regimes


There are two main kinds of enemy Regimes. Minors and Majors. Minors
resemble a rather undeveloped Regime. Minors have no control over their
economy, have no Organization, only a supreme leader and their forces work
like your Militia. Minors can be convinced to become a “client state” or even
to willingly merge with you.

5.1.9.28. Mining
Chances are your Planet will have at least some mineral Deposits. It is
possible to find and mine the following Deposits: Metals, Rare Metals,
Radioactives, Water and Oil (Fuel).

5.1.9.29. Models
Models can be designed by your Design Council. A Light Tank or an
Artillery Gun are examples of a Model. You need to design a Model
(consider it making a prototype) before you can start producing it. Usually
there are several design choices you can make once you order a new Model
to be designed. You can also upgrade existing Models to perfect them, or to
add new Techs into the design.

5.1.9.30. Operational HQ (OHQ)


The Operational HQ is the lowest type of HQ. You can have an unlimited
number of them and their purpose is to coordinate the efforts of frontline
Units attached to them. OHQs always belong to and come with a Formation
Type. A notable feature of an OHQ is the option to play Posture Stratagems
on their Formations to give serious bonuses to the subordinate frontline
Units. OHQs need to be assigned to a SHQ. OHQs need a Leader to be
the Commander.

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5.1.9.31. Operational Logistics
Logistical Points are only present on Road and Rail Hexes. Your Units
however will often fight several Hexes away from those Roads or Railways.
That is why all regular Units have a measure of Operational Logistical
Range that allows them to pick up any needed supplies at the closest Road
or Rail Hex.

5.1.9.32. Organization
Organizations represent the government apparatus of your Regime. Your
Zones will produce a certain number of BP (Bureaucratic Points) that can
be assigned to your Organizations. With these BPs, the Organizations can
perform a myriad of different Tasks, notably Research and production of
Stratagems. Organizations need a Leader to be assigned as the Director of
the Council in question.

5.1.9.33. Planet
You will take charge of a Regime on one of the thousands of worlds once
belonging to the Galactic Republic. Obviously, there is great diversity
between all the Planets. When you start a new game, you will be able to
select what kind of Planet you will want to play on. There are many planetary
statistics that will impact your game, like the shape of the planetary surface,
mineral Deposits and the presence of ice, water and life.

5.1.9.34. Political Points (PP)


This is the most vital resource you have. It is used to play Stratagems, make
personnel changes, upgrade Cities, raise new Units and HQs. You will have
more PP if you get more powerful, but your PP will always be highly limited.
Be sure not to suffer Prestige Damage, as this can seriously reduce your PP
income.

5.1.9.35. Popularity
This a Regime-wide score based on many Zone, Leader and Unit statistics.
It helps you to avoid Unrest events even in Zones were conditions are
miserable.

5.1.9.36. Populace
Is the sum of your Population and Workers in a certain Zone.

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5.1.9.37. Population
Most Zones have people who try to stay alive, grow Food, trade and raise kids.
They tend to stay close together in the Zone City or in smaller communities
around your Assets. Where they live exactly is abstracted. For all intents and
purposes, assume them to all be in the City Zone. Normally Populations
are quite docile, and they’ll pay their due in exchange for your protection.
Population otherwise takes care of itself. They construct their own Private
Assets and keep their own Food and Credits reserves. Population can melt
away and become Free Folk if they are unhappy or are starving. Likewise, if
your Zone seems a good place to live, Free Folk might leave the wastelands
and join your Population.

5.1.9.38. Postures
This is a specific category of Stratagems that is called Posture Stratagems.
They allow you to assign a posture to an OHQ. These can give big and
potentially decisive bonuses to your armies.

5.1.9.39. Private Assets


These are Assets that you did not order built yourself. It is the Population
who constructed them and who works in them. Most of the benefice stays
with them, but part is your due. You can increase that due by increasing
Income and Sales Tax.

5.1.9.40. Profiles and Regime Feats


Each Regime has a Profile consisting on a large number of interlocking
Profile fields. If you have a high score on a certain Profile it will give you the
chance to acquire specific Regime Feats that can, for example, increase your
production, chance of making peace or improve your military recruitment.

5.1.9.41. Prestige Damage


Can be suffered by declaring war on neighbours that you have good Relation
with or even some sort of deals in place with. If present, it causes a decrease
in PP Income.

5.1.9.42. Public Assets


You can use your Workers to construct a large variety of different Assets
that will be under your direct control. Most Public Assets just need Workers

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present to maintain the Asset. You can choose to reduce production or close
or mothball a Public Asset.

5.1.9.43. Regime
Is the principal political and territorial entity ruled by a human player or an
AI Leader. There are different types of Regimes out there. Notably: Major
Regimes (like the Regime you are playing), Minor Regimes, Rebel Regimes
and the Unaligned Forces Regime.

5.1.9.44. Regime Bonuses


Regime Feats can provide Regime Bonuses. These Regime Bonuses range
from producing more Items to being able to recruit better Leaders. There
are also a number of Assets that produce Regime Bonus Points, which will
be turned into Regime Bonuses as well.

5.1.9.45. Regime Levels


Each Regime has 3 key levels: Tech Level, Admin Level and Civilization
Level. These levels, together with the City level of a Zone, limit the
maximum levels of your Assets.

5.1.9.46. Regular Troops


As opposed to Militia, these are Troops that are directly recruited and
operated by you. These Troops require you to feed and supply them. Regular
Troops are more interesting since you can determine their Models and their
Formation Type, and they can use an OHQ when included in a multi-Unit
Formation Type.

5.1.9.47. Replacement Troops


All Units except SHQs have an ideal table of organization and equipment
(TOE). The part that is missing can be sent from an SHQ as Replacement
Troops. The reverse can be the case as well if for example you change the
Formation Type.

5.1.9.48. Reports
You are the supreme leader of your Regime. Basically, you can picture
yourself as a semi-tyrant (even if you allow some democracy, it is not as if
you can be voted out of office). Every turn a lot of reports will show up on

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your desk. Most of them will be overviews and some of them will be boring.
Don’t worry: you do not need to read everything. Some of these papers on
your desk will actually require a Decision from you.

5.1.9.49. Research
A number of Organizations can do research-like Tasks. Some for Techs
(proper research), others for Formation Types (called operationalization) and
Models (called design). However, before you can research (or operationalize
or design) something you need to have Discovered the idea first.

5.1.9.50. Roads and Railroads


Each Hex can have a Road or Railroad moving to another Hex in up to 6
directions (as is to be expected with hexagons). Having a Road and Rail
Network is crucial to connecting Zones and Units to their SHQs. Dirt Roads
will be constructed when you construct an Asset. Roads (and Railroads) can
be manually constructed as well using the Construct Road Order Mode.

5.1.9.51. Scavenging
Your Planet probably supported a lot more people before the Dissolution
War than the current headcount. This means loads of Ruins can still be
scavenged for scrap Metal and Food. Keep in mind that at some point you
can completely pick clean a Ruins Hex and further scavenging will become
impossible. If you have been unable to find Metal Deposits the construction
of Scavenging Assets like Recycling Facility is a good idea.

5.1.9.52. Seasons
Depending of the kind of Planet, you will almost always have some kind of
Seasons. This means there will be Winter and Summer with the relevant
change of temperatures. If you are on an inhospitable Planet, this might not
mean much to you as everybody is already wearing Environmental Suits and
doing their farming inside Domes.

5.1.9.53. Stratagems
You’ll have a limited number of Stratagems available. At a cost of spending
PP (Political Points) or FP (Fate Points) you can play one or more of
these Stratagems. Stratagems can impact Units, Leaders, Zones and other
Regimes.

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5.1.9.54. Strategic HQ (SHQ)
The Strategic HQ is the highest type of HQ. You can only have a limited
number of them due to the increasing strain they’ll put on your PP income.
They form the backbone of your Logistical Network as they act as Item
inventories, receiving Items from production centres and sending them to
Zones or Units in need of Items. Zones and OHQs need to be assigned to a
SHQ. SHQs need a Leader to be the SHQ Commander.

5.1.9.55. Tasks
Each Organization can perform a number of Tasks, usually at least two but
can be much more. To determine how much effort is put in each Task, you
are able to set the Organization Budget. You can force this Decision by
calling the Director of a specific Council and asking him/her to discuss it.

5.1.9.56. Techs
Techs are technologies or concepts that you can research at some of your
Organizations. There are two kinds of Techs: Linear and Binary ones. Linear
Techs are easy to progress in initially but become harder to research once you
become perfectionist. The positive effect of a Linear Tech is relative to your
score on the Tech in question. Binary Techs require a fixed investment effort
and are then finished. Binary Techs either are fully researched or they are
not; only when fully researched do they give their positive effect.

5.1.9.57. Traders
Traders are a small but powerful group that coordinates trade caravans
between Zones and Regimes. There are different Trade Houses that each
control one or more Zones. The larger your Regime, the larger your Trade
House will become. You can get revenue from Traders by imposing Sales Tax
and/or Tariffs. Traders usually ignore borders with Minor Regimes, but you
need to have a Trade Relation with a Major Regime in order for your Trade
Houses to trade with the Trade Houses on the other side of the border.

5.1.9.58. Units
As opposed to HQs (OHQs and SHQs), these Units contain your actual
combat Troops. They can be part of a Formation (multi-unit) or they can
be Independent Units (directly under SHQ or attached as auxiliary Units
to an OHQ).

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5.1.9.59. Workers
You can hire Workers from your Population. Workers consume Food from
your stocks. Depending on the wealth of the Private Economy you might
need to pay them a small salary in order to stay in your service. They don’t
like it if they earn (much) less than they could earn in the Private Economy.

5.1.9.60. Zone
Is a coherent administrative area consisting of a large number of Hexes.
Each Zone has one City. Controlling that City means controlling the Zone.
Zones need to be assigned to an SHQ. Zones need a Leader to be the
Governor. It is possible to redraw the borders of Zones using the Borders
Order Mode.

5.1.9.61. Zone City Level


Not all Zones have a City. If this is the case with one of your Zones, you’ll
need to found a City if you want to settle Colonists. If you found a new
Zone it will start with City Level I. In order to upgrade your City to a higher
level, you’ll need to have a minimum amount of Population and Workers.
The City Level determines in part the highest level your Assets can have.

5.1.9.62. Zone Civilisation and QOL Score


Represents how cultured and civilised (and probably decadent) your
Population and Workers are in this Zone. Civilisation can rise up to the
Quality of Life (QOL) Score of a Zone. The higher the Civilisation Score,
the lower the Fertility Rate. The average of all Zone Civilisation Scores
determines the Regime Civilisation Level.

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5.2. Planetary
Let’s take a look at rules that are Planet or Hex centred.

5.2.1. Planet Stats


Each Planet will confront you with different conditions and different maps
and terrains. Let’s look a bit closer at a number of Planet Stats. You’ll mostly
be interested in these when you are generating a Planet when you are starting
a new game. But you’ll also want to double check them when you are for
example wondering if you should equip your Troops with an Envirosuit or
when asking yourself which kind of Farm to build.

5.2.1.1. Stars Spectral Class


The Spectral Class determines the colour and Luminosity of the star our
Planet is orbiting around. Keep in mind that bright stars like the A and
F ranges have short life spans. Hence there will be less chance for life to
develop on Planets orbiting those. The reverse is true in respect of K and M
range stars, which are often of venerable age.

5.2.1.2. Orbital Distance From Star


An orbit too close to the Star will render the Planet too hot and an orbit
too far from the Star will render the Planet too cold. The exact distances
of close and far, and especially the so-called “Goldilocks Zone” of orbital
bandwidth providing good planetary temperatures for Terran life, depend
on the Luminosity of the Star. The distance to the Star is measured in
Astronomical Units (AU). 1 AU is the distance between Earth and the Sun.

5.2.1.3. Temperature
The average temperature of the Planet gives you a good indication of the
climate the Planet will have. As a reference: The average temperature of
Earth is 15 degrees Celsius. Planets close or below zero tend to have major
glaciers, if they have water presence.

5.2.1.4. Gravity & Planetary Radius


Gravity is useful to stay attached to the planetary surface when taking a
stroll. But even more important good gravity will make sure the Planet does

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not lose its atmosphere. Usually higher gravity means a denser atmosphere.
As a reference: Earth gravity is 1. Mars gravity is 0.37 and this low number
caused it to lose plenty of gases with high escape velocities to outer space.
Gravity is directly linked to Planetary Radius and Planetary Density. The
more Mass the Planet has, the more Gravity it exerts.

5.2.1.5. Planet Age


A young Planet will be more geologically active and have more tectonic
activity and mountains. An old Planet, especially a very old Planet, will be
geologically dead and have fading mountain ranges. So younger Planets
might seem to be more interesting. However, with regards to life, the older
the Planet the more chance for it to emerge and evolve.

5.2.1.6. Tilt
If the Planet is spinning around an axis that is at an angle it has a Tilt. This
is what causes Seasons. As a reference: Earth’s Tilt is at 23.5 degrees. The
more Tilt, the greater the seasonal differences.

5.2.1.7. Eccentricity of Orbit


If the Planet has an eccentric orbit around its Sun this will create greater
seasonal differences. As a reference: Earth has almost no eccentricity and is
almost perfectly circular.

5.2.1.8. Speed of orbit


This determines the length of the seasons. As a reference: Earth takes 356
days to complete an orbit and in game terms would have 6 seasons. You can
generate Planets with from one to eight seasons.

5.2.1.9. Spin
Basically, this impacts the length of a day. This is nice to know for setting an
alarm clock for the inhabitants of the Planet, but for us it is only important
because it has an impact on Wind Speeds. The quicker the Planet spins the
higher the Wind Speeds will be. And Wind Speeds help determine how far
water vapour can travel from the seas into the continents.

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5.2.1.10. Air pressure
A thick atmosphere gives more even temperature distribution as well as
higher Wind Speeds. Furthermore, higher air pressure gives more chance
for life to emerge and evolve.

5.2.1.11. Wind speeds


Wind speed has an impact on rainfall and temperature distribution. The
higher the wind speeds, the further for example rain will fall from any seas
the Planet possesses. Wind direction changes with the Seasons and it is
possible for certain Zones to have plenty of rainfall in one season, but little
in another.

5.2.1.12. Rainfall
This is a very crucial statistic. Without rainfall the lifeforms and plants using
Water as a Solvent will have a very hard time to emerge and evolve. Look
for example at Mars… no rainfall… no life. High rainfall will also cause
Rivers to form.

5.2.1.13. Sea or Lake Surface


Planets can have large open bodies of Water. This parameter will relate the
percentage of Planet surface that is lakes and seas. Especially for life using
Water as a Solvent the presence of bodies of Water will be crucial for its
evolutionary progress.

5.2.1.14. Seasons
An overview of the seasons is given here. Note that you only play on a part
of the Planet. The longitudes above 66 degrees are not part of the map to
prevent major distortion issues with the rectangular hexagonal grid that the
game uses. This is one of the few compromises made design-wise. The top
of the map is referred to as “Arctic” and the bottom of the map is referred
to as “Antarctic”.
Keep in mind that big seasonal shifts in temperature might play havoc on
any plans you might have of doing Open Farming (as opposed to Domed
Farming) on this Planet.

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5.2.1.15. Atmospheric Composition
Many kinds of gasses can be present here. The presence or absence of them
might make it impossible for Humans to breath in this atmosphere, or Open
Farming to take place.
Some gasses can be extracted and turned into fuel at higher technology
levels.

5.2.1.16. Respiratory Hazard Level (RHL)


Can Humans breathe in this atmosphere?
Level Description
0 Perfect atmosphere for humans.
1 Imperfect. Filters needed to breathe.
2 Insufficient. Envirosuit advised. Filters probably won’t cut it.
3 Toxic. Envirosuit necessary.
4 Insidious. Instant death without Envirosuit.

5.2.1.17. Biological Hazard Level (BHL)


Do the Alien Lifeforms on this Planet pose any threat to Terran organisms
and Humans?
Level Description
0 No threat whatsoever to humans.
1 Irritant. Filters suffice to keep alien microbial life at bay.
2 Hostile. Envirosuit advised. Filters probably won’t cut it.
3 Aggressive. Envirosuit necessary.
4 Extreme. Instant death without Envirosuit.

5.2.1.18. Terrestrial Atmospheric Agricultural


Toxicity Level (TAATL)
Do Terran Plants grow when planted outside your domes or are there gasses
toxic to it present in the atmosphere?
Level Description
0 None. Perfect atmosphere for Terran Plants.

1 Minor insufficiencies. Slightly reduced growth.

2 Medium insufficiencies. Reduced growth.


3 Major insufficiencies. Much reduced growth.
4 Incompatible. Terran Plants will die when exposed to this atmosphere.

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5.2.1.19. Alien Nutritional Toxicity Level (ANTL)
On some Planets it might be more tempting to farm alien plants instead of
Terran ones. However, not all alien plants (and animals) can be digested by
Humans.
Level Description
Excellent for humans. You can eat and digest the alien Plants on this
0
world!
Minor toxins or minor molecular incompatibilities. Slightly reduced
1
nutritional value.
Some toxins or some molecular incompatibilities. Reduced nutritional
2
value.
3 Serious Toxins or molecular incompatibilities. Low nutritional value.
Toxic or incompatible. Terran plants will die when exposed to this
4
atmosphere.

5.2.1.20. Vegetation Level


If Alien Lifeforms are present the most impactful life on the map is the
Plant life.
Level Description
Nothing visible. Maybe there are bacteria, but usually nothing
0
visible.
Grass or Moss. Very small plants. We are talking up to 10 or 20
1 centimetres here. Nothing to provide cover, but it does liven up the
scenery!
Shrubs or Bush. Plants up to several meters. Maybe even 5 or 10
2
meters! Allows for Savannah and Forests.
Trees that can grow dozens of meters high. Allows for Forests, Heavy
3
Forest and Jungle.
So-called “Atlantean Level”. Trees that can reach up to hundreds of
4
meters high. Allows for all Forest types as well as Cloud Forests.

5.2.2. Terrain
What kind of terrain, Landscape Type, Rivers and obstacles can you find
on your Planet?
And how do they impact you?

5.2.2.1. Landscape Movement Costs


The following list shows the Action Point costs for the different kinds of
Movement Types for the different kinds of Landscape Types.

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Landscape Foot Wheel Tracked Walker
Sand Plains 25 30 15 20
Sand Dunes 30 50 50 30
Clay Plains
Grassy Plains 25 15 10 15
Rocky Plains
Low Mountains 40 50 40 40
High Mountains 60 9999 9999 60
Forested Low Mountains 50 60 50 50
Marshes 35 60 80 80
Tundra 30 30 30 30
Savannah 25 15 10 15
Forests 25 20 20 20
Heavy Forest 30 30 30 30
Jungle 35 40 40 40
Cloud Forest 40 50 50 50
Ruins 25 15 10 15
Agricultural 25 15 10 15
Snow Variant +5 / +10 +10 / +20 +5 / +10 +5/ +10
Glacier 30 30 20 25

5.2.2.2. River Extra Movement Costs


Crossing a River costs extra Action Points.
If there is a Road over a River this implies a bridge and these extra costs do
not apply.
River Foot Wheel Tracked Walker
Small River +5 +10 +10 -
Medium River +10 +20 +20 -
Large River +15 +30 +30 +15
XL River +20 +40 +40 +20
Frozen Rivers No effect No effect No effect No effect

5.2.2.3. Escarpments and Canyons


Movement Costs
Moving up an Escarpment or traversing a Canyon costs extra Action Points.
If there is a Road over these obstacles the extra cost does not apply.

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Obstacle Foot Wheel Tracked Walker
Escarpment (upwards only) +20 +30 +30 +30
Entering a Glacier Hex from a
+20 +30 +30 +30
non-Glacier Hex
Canyon +30 +40 +40 +40

5.2.2.4. Road Movement Costs


If a Road leads from one Hex to another, the movement cost for the Road
instead of any Landscape Type, River Type or Escarpment and Canyon is
used.
Logistical Logistical
Road Foot Wheel Tracked Walker
Truck Train
Dirt Road 10 9999 25 10 10 15
Sealed Road 5 9999 25 8 10 15
Rail 9999 2 25 20 20 20

5.2.2.5. Road construction costs


The AP Costs for constructing a Road is calculated with the Road
Construction Movement Type. Dirt Road construction costs 20 IP per
10AP. Sealed Road construction costs 50 IP per 10AP. Constructing a
Sealed Road over a Dirt Road gives you a -40% reduction on costs.
The Road construction costs in IP per Hex are:
Landcape / River / Ridge AP
Regular 10
Glacier 30
Low Mountain 40
Forested Mountain 50
High Mountain 60
Ridge 20
River 10-40
Canyon 40
Swamp 20

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5.2.2.6. Landscape Type Hide Scores
Different Landscape Types provide different Hide Points for the Troops present.
Landscape Type Hide Score
Sand Plains 0
Plains 0
Rocky Plains 0
Low Mountains 30
High Mountains 50
Marshes 0
Forests 30
Heavy Forest 40
Rain Forest 50
Cloud Forest 60
Forested Low Mountains 40
Tundra 0
Glacier 0
Savannah 10
Ruins 20
Agricultural 0

5.2.2.7. Landscape Type Entrenchment


Different Landscape Types provide different maximum and automatic
Entrenchment points to your Troops.
Inf + Inf + Walkers Walkers
Landscape Type Guns Max Guns Auto Max Auto
Entrench Entrench Entrench Entrench
Sand Plains 50 0 25 0
Plains 75 0 37 0
Rocky Plains 100 25 50 0
Low Mountains 200 100 100 25
High Mountains 250 125 125 37
Marshes 50 0 25 0
Forests 150 50 75 0
Heavy Forest 200 100 100 25
Rain Forest 200 100 100 25
Cloud Forest 200 100 100 25
Forested Low Mountains 250 150 125 50
Tundra 50 0 25 0
Glacier 0 0 0 0
Savannah 125 37 62 18
Ruins 250 125 125 50
Agricultural 125 50 25 0

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5.2.2.8. Landscape Type Combat Modifiers
Especially armored (or Panzer if you like) and motorized forces can run into
difficulties in some Landscape Types.
Guns Guns Mot/Pz Mot/Pz
Landscape
ATT Mod DEF Mod ATT Mod DEF Mod
Sand Plains -60% -40%
Clay Plains
Grassy Plains
Rocky Plains
Low Mountains (grassy) -25% -50% -25%
High Mountains (grassy) -50% -75% -50%
Marshes (grassy) -50% -50%
Forests -50% -25%
Heavy Forest -70% -40%
Rain Forest -80% -55%
Cloud Forest -90% -70%
Forested Low Mountains -25% -75% -50%
Tundra
Glacier
Savannah -25% -10%
Ruins -50% -50% -25%
Agricultural -25% -10%

5.2.2.9. River Combat Modifiers


Rivers can be difficult to cross en-masse and reduce offensive effectiveness.
River Type Inf ATT Guns ATT Mot/Pz ATT Walkers ATT
Small River -15% -15% -20% -
Medium River -30% -30% -40% -
Large River -45% -45% -60% -20%
XL River -60% -60% -80% -40%
Small Lava River -43% -43% -46% -33%
Medium Lava River -53% -53% -60% -33%
Large Lava River -63% -63% -73% -47%
XL Lava River -75% -75% -82% -65%

5.2.2.10. Seasonal Freezing


Rivers can freeze during winter.

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5.2.2.11. Obstacle Combat Modifiers
Escarpments and especially Canyons can be difficult to assault “en masse”.
And reduce the offensive effectiveness.
River Type Inf ATT Guns ATT Mot/Pz ATT Walkers ATT
Escarpment (upwards) -50% -50% -50% -50%
Attacking into a Glacier Hex -50% -50% -50% -50%
Canyon -75% -75% -75% -75%

5.2.2.12. Volcanoes
On some Planets you’ll find active Volcanoes. These do not impact
movement or combat, but at a certain technology level they provide you the
option to construct an Asset to tap them for Energy.

5.2.3. Environmental Exposure


As discussed above, Planets can have troublesome atmospheres and, for
example, deadly alien microbes. On top of this temperatures could be far
below zero. Environmental exposure of your Troops and Populace can have
significant consequences if they are not properly protected or situated in a
Hex with buildings that can help protect them.
Make sure that the Exposure Levels does not get too high or your Troops
will suffer Readiness, Morale penalties and could die.

5.2.3.1. Exposure calculation for your Units


First of all, there is the temperature that is an exposure danger. There are two
other exposure dangers of interest here: Respiratory Hazard and Biohazard.
Their base levels correspond with the RHL and BHL statistics of the Planet.
The threat these exposure types pose to your Troops can be reduced based
on your Troops’ equipment and any possible buildings in their Hex. The two
tables are cumulative.

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Troops’ Equipment RHL Mod BHL Mod Temp Adjust RAD Mod
Regular uniform None None +10c None
Filters -1* -1* +10c None
Thermosuit None None +40c None
Filters + Thermo -1* -1* +40c None
(padded) Envirosuit -4 -4 +100c -100 rad
Shield + Envirosuit -4 -4 +100c -100 rad
(adv) Combat Armor -4 -4 +150c -300 rad
(adv) Battledress -4 -4 +273c -500 rad
Vehicle -4 -4 +273c -500 rad
Radiation Filter Tech None None None -200 rad
* If base level is not 4.

Temp
Protection by buildings RHL Mod BHL Mod Rad Mod
Adjust
Active Asset -4* -4* +273* -400 rad*
Mothballed Asset -2* -2* +50* -400 rad*
Abandoned but intact location -1* -1* +20* -200 rad*
-400 rad
Radiation Treatment Center None None None per 10K
Populace**
-800 rad
Anti-Radiation Infrastructure None None None per 20K
Populace***
Radiation Filter Tech * None None None -200 rad*

* Lack of Upkeep and damage can modify result. Radiation Filter Tech needs Asset
with Upkeep paid to function.
** Means that if you have more Populace/Soldiers using this Asset the effect will
be diluted. Level 1 assets help 10K Populace, level 2 help 30K, level 3 help 60K,
level 4 help 100K, level 5 help 150K, etc… Order of help given by this Asset Type
is: Soldiers first, Workers/Recruits/Colonists after, Population last. These points are
shared at Zone Level. Furthermore, this does not help diminish the initial effects of
the strike
*** Means that if you have more Populace/Soldiers using this Asset the effect will
be diluted. Level 1 assets help 20K Populace, level 2 help 60K, level 3 help 140K,
level 4 help 300K, level 5 help 620K, level 6 1260K, level 7 2520K. Order of
help given by this Asset Type is: Soldiers first, Workers/Recruits/Colonists after,
Population last. These points are on a Hex-per-Hex basis.

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5.2.3.2. Exposure level effects on your Units
After the adjusted Exposure levels are calculated, the effects are the following:

Exposure Deaths Readiness Morale


RHL Level 1 Max 80 90% of Base Morale
RHL Level 2 0-5% Max 60 80% of Base Morale
RHL Level 3 5-25% Max 40 60% of Base Morale
RHL Level 4 25-50% Max 20 30% of Base Morale
BHL Level 1 Max 80 90% of Base Morale
BHL Level 2 0-5% Max 60 80% of Base Morale
BHL Level 3 5-25% Max 40 60% of Base Morale
BHL Level 4 25-50% Max 20 30% of Base Morale
Temperature <0 Max 90 90% of Base Morale
Temperature <-10 Max 80 80% of Base Morale
Temperature <-20 5% Max 70 70% of Base Morale
Temperature <-30 10% Max 60 60% of Base Morale
Temperature <-40 25% Max 45 45% of Base Morale
Temperature <-50 50% Max 30 30% of Base Morale
Temperature <-60 75% Max 15 15% of Base Morale
Temperature <-70 100% Max 0 0% of Base Morale
Rad>50 (lvl 1) Max 90 90% of Base Morale
Rad>100 (lvl 2) Max 80 80% of Base Morale
Rad>200( lvl 3) Max 70 70% of Base Morale
Rad>400 (lvl 4) 5% Max 60 60% of Base Morale
Rad>800 (lvl 5) 10% Max 50 50% of Base Morale
Rad>1600( lvl 6) 20% Max 40 40% of Base Morale
Rad>3200 (lvl 7) 35% Max 30 30% of Base Morale
Rad>6400 (lvl 8) 55% Max 20 20% of Base Morale
Rad>12800 (lvl 9) 80% Max 10 10% of Base Morale

5.2.3.3. Exposure calculation for Populace


Your Population and Workers are subject to the same rules. Just keeping
Upkeep for at least one building will keep them safe from RHL, BHL and
temperature Exposure (as well as a lot of radiation).
The effects of Exposure in a Zone are applied on a weighted basis, if
different Hexes have different Exposure levels. So if you have, for example,
an outlying Mining Asset that is operational but in a radiated Hex only the
Workers being employed in that Asset will be affected by that radiation.

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Radiation is a real danger for your Populace. For each Radiation Level
they’ll suffer a Happiness Point loss and above level 3 your Populace will
suffer casualties due to radiation sickness and burns.
Populace also suffers 2 Happiness Points per RHL, BHL level and each 10
degrees below zero that it is not protected from by modifiers above.

5.2.3.4. Exposure rules and Free Folk


The Free Folk are never impacted by RHL, BHL and temperature
Exposure. They are considered to have adapted habitats, genes, procedures
and equipment. However, they are impacted by Radiation, but receive a -500
RAD modifier.

5.2.3.5. Exposure rules and Colonists or Recruits


Colonists and Recruits will be affected either as Soldiers when in SHQ or
as Workers when in Zone.

5.3. Zones
The Planet is divided in Zones. A Zone is a semi-coherent regional whole
that has a single City as its administrative centre.
Although Zones without a City do exist, they are not functional without it.
In the case of some Minors or non-Aligned Forces, Free Folk settlements
can function as symbolical centres for Zones as well.

5.3.1. Zone Borders


The Zone Borders form automatically upon Founding a new Zone or
conquering a City. But you can change the Zone Borders by going into
“Zone Borders” Order Mode.

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Zone During During
During Start of During
Border Zone Border Founding of
Turn check-up Conquest
Event drawing Mode a new Zone
Becomes part of
new Zone (But will Becomes part All Assets in
Asset Hex
be delegated to old of new Zone Becomes part of City Hex of
change
Zone because this (unless in new Zone new Zone join
Zone
is considered an construction) New Zone.
involuntary change)
All Hexes that
Free
join New Zone
Folk Hex Moved to new Moved to Moved to new
have their Free
change Zone new Zone Zone
Folk moved to
Zone
new Zone
Only Pop and
Worker working
Pop and in the Assets
Never, you
Worker Never, you have to Never, you have in the Hex
have to use
change use Colonists to use Colonists that is the new
Colonists
Zone City Hex are
transferred the
new Zone.

You can only change Zone of a Hex using the Order Mode Zone Borders
if the Hex has at least 2 Hex neighbours of that same Zone or a City or an
Asset of that Zone just next to it.
When a new Zone is founded, or a City is conquered, the newly acquired
Zone takes Hexes as its territory up to a dividing line in the middle between
it and its neighbouring Zones, but this can be limited as the New Zone
will stop extending when it encounters an Asset of another Zone. Any
exceptional case rule: Hexes that are cut-off from the old Zone also join the
New Zone, but any Assets present there will be delegated to their Old Zone
(as their Workers and Population are not moved).

5.3.1.1. Automatic Hex re-assignment


The following rules apply when you conquer Hexes by moving Units in (or
by successful combat):
§§ Any Hex conquered will become part of the Zone from which the
conquest took place.
§§ Any Hex without a Zone assigned (or without a land connection
through its own Zone to its City) will be assigned to the closest Zone.

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5.3.2. City
The City is where most of your Populace live. There is only one City per
Zone.
Founding a new Zone (and City) can be done by constructing an Asset
outside the City with the flag “Found New City” flagged. Once the
construction is finished the Asset will become a new City and a new Zone
will form around it.
You can also choose an existing Rural Asset and give it the order to become a
new City (and Zone) if there are at least 4 Hexes between it and any existing
City. This rule is here to avoid City (and Zone) spam.
Founding a new City costs 5 PP either way. Note also that the necessary
Workers and Population will switch from the old Zone to the new Zone.

5.3.3. Zone Stats


A Zone has many kinds of statistics and properties which we’ll discuss here.
They can be roughly divided into administrative ones, logistical ones, socio-
economic ones, special state ones and Worker-specific ones.

5.3.3.1. Socio-Economic Stats


This is the biggest category. We should start by explaining the exact
differences and similarities between Workers and Population.
They are mostly similar; they live in the same kinds of streets and shop on
the same markets. The difference is that Population minds its own business
and makes its own living (using Private Assets) and Workers depend on
you to feed and pay them, for which in exchange they work in your Public
Assets. Almost all Stats here apply to both of them, except for Hunger and
Happiness, which are measured separately.
City Level
The City Level is an indication of the City’s infrastructure and
administration. It does not limit Population, but it does limit the Level that
Public Assets can reach.
Private Assets are not limited by City infrastructure and administration.
Without infrastructure you cannot organize complex things, and that is
what higher Asset Levels signify.

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Since you can only build one Asset of each kind on a Hex, and many Assets
can only be built in a City, a low City Level will limit the level of Assets in it.
Agricultural and Mining Assets are less limited by City Level as they usually
have more Hexes where they may be constructed. It is possible to upgrade
the City Level at significant PP cost.
Keep in mind that the City Level can drop if a Zone’s Population drops
below the relevant threshold. So, for example, a Minor City will downgrade
to a Big Town if its Population drops below 50 K.
Minimum Populace PP Cost to
Max Public
Level to upgrade to this Name upgrade to
Asset Level
Level this Level
1 n/a Village 1 n/a
2 25K Small Town 2 5
3 50K Big Town 3 10

4 100K Minor City 4 20

5 200K Major City 5 30


6 325K Metropolis 6 40
Ext.
7 550K 7 50
Metropolis

Populace
The total of your Population and Workers. In some calculations it is used,
hence it is mentioned here.
Population
The people that live in your Zone and recognise your Regime as being the
legitimate or defacto power. They mind their own business and work in the
Private Economy.
Workers
These are also people that live in your Zone, they mingle with your
Population, but they work directly for you. You feed them and often pay
them as well. They work in the Public Economy.
You can recruit and fine-tune your workforce through calling your Zone
Governor and discussing Zone Orders.
Population Happiness
It is better if people are happy as they will be more willing to be recruited
as Workers. Low Happiness score might have all kinds of negative

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consequences, ranging from negative Zone Events to the Population melting
away into the wastelands to join the Free Folk.
Low Happiness will also slowly reduce Population Loyalty. High Happiness
will increase Population Loyalty.
Loyalty
Loyalty impacts how willing the Population are to be recruited as military
Recruits or Colonists.
It can also reduce Unrest if at sufficient level.
It also influences Cultural Adjustment of the Zones Culture to your
Regimes Culture.
Furthermore, low Loyalty combined with low Happiness can trigger the
nastiest Zone Events.
Worker Happiness
If Workers are unhappy, they’ll leave your factories and rejoin the Population.
Worker Happiness also influences the recruitment success of new Workers.
Furthermore, low Worker Happiness might cause negative Zone Events.
Jobs
The number of jobs available in the Private and Public Economy is specified
in the interface. This gives you an idea of if you have surplus or deficit
Population and / or Workers.
Private Credits
This is an estimate of the amount of Credits held by your Population. Once
it reaches a certain level, the Population will use it to expand their Private
Economy. You can help that process by investment in the Private Economy
through Zone Orders.
Private Food
This is an estimate the Food reserve of the Population. They’ll consume it
if there are Food shortages. They’ll sell it on the market if it gets too big.
Hunger
This is tracked separately for Population and Workers. If the Hunger score
gets too high people will start dying. Hunger also reduces Happiness,
especially for Workers.

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Workers and Population will try to avoid going Hungry by spending
respectively Private Credits or Salary received.
Civilisation Score
This signifies the level of cultural and civilisation development of the
Populace of the Zone. It goes up with time if it is lower than the Quality of
Life Level. And it goes down with time if the reverse is true.
The higher the Civilisation Score, the quicker Unrest and Danger are
reduced. However, the reverse is true for Fear.
Quality of Life (QOL) Score
This signifies the amount of security, facilities and luxuries available to your
Zone’s Populace. If Quality of Life is higher than the Civilisation Score, it
will increase Population and Worker Happiness.
The QOL Score is based on the Security, Education, Entertainment and
Health QOL “sub” Scores. It will add up [the average] and [the lowest of
those 4 sub Scores] and divide that by 2.
The maximum QOL sub Scores are determined by the Assets in the Zone.
They’ll slowly climb towards these maximums. A turn of Asset disruption
will make them slowly decline. Speed of change here is capped at 10% or 5
points per turn, but will often be below.
QOL Points to QOL Scores
Your Assets produce QOL Points and these determine the maximum of each
of the QOL sub Scores. The maximum QOL Score is the QOL Points /
City Level.
Governor Skill can increase these maximum QOL sub Scores with
the Investigation Skill for the Security Score, the Oratory Skill for the
Entertainment Score, the Medical Skill for the Health Score and the
Science Skill for the Education Score.
The current QOL sub Scores will move at a rate of 10% per turn towards the
maximum allowed by the Points produced.
Regime Average Civilisation and QOL Score
Workers are especially sensitive to their relative position compared to your
Workers in other Zones.
If the average Regime Civilisation Score is higher than the QOL Score of
the Zone, the Workers will lose some Happiness, if the reverse is true and

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Zone QOL Score is higher than the average Regime Civilisation Score, the
Workers will gain some Happiness.
Militancy
Your initial Zone will start with a high Militancy score of 100. This score
can however drop once your military forces start to depend more and more
on Regular (and usually paid) forces or because you are not paying enough
attention to Militia requests.
The higher the Militancy Score of a Zone, the larger the force the local
Militia the local Population will be willing to field. Each Zone has its own
Militia with its own replacement pools.
Effect partially
Militancy Modifier Effect Per Turn ignored if CAS
is low
Loyalty > 50 0 to +5 -
Loyalty < 25 0 to -5 -
Regular Troops Present 0 to -5 yes
Zone Civilisation > 10 0 to -20 -
Militia Profile > 50 +1 to +3 -
Militia Profile < 50 -1 to -3 -
Militancy limited to
Zone has other Culture than Regime 100 – CAS (Cultural
Adaptation Score)

Other Culture Militias


It is possible for you to acquire Zones and end up with Cultures different
from your Regime Culture which have a positive Militancy Score. These
Populations might well supply you with more exotic Militia forces.
There is a straight and inverse relation to the amount of (military) Recruits
and Colonists you can raise and the activity of the Militia in such a Zone.
At one end of the spectrum (CAS 0) their Culture has not adapted at all and
you’ll have loads of Militia Troops of the exotic Culture, on the other side of
the spectrum (CAS 100) you’ll have a Militia that is not recruiting anymore
and Recruitment of Recruits will equal that of Zones of your own Culture.
Once the Culture of the Zone changes (at CAS 100) Militancy will be
allowed to rise again. But it will be a new Militia, your Culture’s Militia. Any
old, previous Culture, Militia Units will however stay loyal and in the field.

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Cultural Adjustment Score (CAS)
Only of interest when the Culture of Zone is different from the Culture of
your Regime. In this case a CAS of 0 signifies they have done no adapting at
all to your Regime’s Culture, and a CAS of 100 signifies they have completely
adapted to your Culture. A low CAS means no or little recruitment of
Recruits and Colonists. A high CAS means no or little Militia recruitment
from the original Culture.
At Loyalty 50, CAS starts going up. At Loyalty 100, you should be able to
gain up to 5 points per round.
CAS can only go up if the Zone is under Regular administration (as opposed
to being Unincorporated).
Unrest
Ideally you will have none. It signifies social, political or other upheaval
upsetting the Populace of the Zone.
Unrest has a negative impact on Population and Worker Happiness (half the
effect it has on Population).
Unrest also has a major tendency to cause negative Zone Events. The saying
is: Unrest causes more Unrest.
Having Troops stationed in the City will reduce Unrest with each Trooper
being able to reduce Unrest of 5 Populace up to a maximum of 40%. So
for example a Zone with 50,000 Populace and 5,000 Troops in the capital
would reduce Unrest with -20%. Each Security Point also reduces Unrest of
100 Populace up to a maximum 40%.
Fear
If present it signifies the Populace of the Zone are (somewhat) afraid of
your Regime.
Fear helps reduce Unrest, but also limits Population Happiness. It does not
impact the Happiness of Workers, since they are considered to be “Regime
employees”.
Danger
Ideally you will have none. It is an abstract value representing all kinds of
physical, criminal, chemical or otherwise threatening dangers that cause
distress or death to the Populace of the Zone.

169
Danger has a negative impact on Population and Worker Happiness (half
the effect it has on Population).
Culture
Not all Zones have the same Culture. Initially each Zone has a different
Culture with its own identity, language and customs. In most cases the
Culture will transform to the Culture of the Regime owning it if given time
(and a switch from Unincorporated to Regular Zone).

5.3.3.2. Administrative Orders


There are quite a number of policies your Governor can implement. Call
him/her to discuss Zone Orders.
Emergency Food
You can allow Emergency Food to be distributed to the Population if and
only if they run into serious shortages and would face Hunger or Starvation
if not fed by you.
Emergency Food will be supplied from the SHQ inventory and without cost
to your Logistical Network. No logistical cost because civilian vehicles and
transport is presumed.
Signup Bonuses and Worker salary
In order to get more Workers, Colonist and Recruits, you can offer either a
sign-up bonus or a different salary pay (in the case of Workers).
Recruitment Limits
In order not to get too many new Workers, Recruits or Colonists you can
set limits. In the case of Workers, you can even set dynamic limits setting a
specific context-sensitive recruitment policy.
Investment in Private Economy
You can order a specific amount of Credits to be invested in the Private
Economy of the Zone each round. It will help the Population’s Private Credits
to more quickly reach the threshold for a Private Economy expansion (new
Private Asset) and it will have a positive effect on Population Happiness.

5.3.3.3. Logistical Stats


The foundation of your Logistical Network is in the Assets in your Zones.
There are 2 kinds of Assets that create and extend your Logistical Network.

170
Logistical Centers
These are either Private or Public Assets located in the Zone City. They
provide that Hex with Logistical Points and Logistical Range that will be
projected on and (far) outside it.
Logistical Extenders
These are Public Assets known as Supply Bases. They are cheap and easy to
build. They extend the Logistical Range of the Logistical Centers. But if the
pipeline reaching the Supply Base is already exhausted it will not magically
be increased, it will just be extended further than otherwise in its current
state. Extension is not cumulative.

5.3.4. Administrative Strain


Nothing forces you to create new Cities (and thus more Zones), but if you
have Rural Assets further away than 6 Hexes from the Zone’s City they will
start to give your Zone problems in the form of Administrative Strain.
The formula for Administrative Strain is: (For Each Asset Beyond Distance
(((Distance-6)/6) * Asset level * production%) / (All Other Assets * Asset
Level * production%). Administrative Strain is capped at 100%.
In the above calculation, Private Assets count for half of that of Public Assets.
Mothballed and Closed Assets do not count, just Asset that are producing.
If your current Administrative Strain calculation result is higher than your
Administrative Strain percentage, then the Administrative Strain will
increase by up to 10%, or decrease by up to 10% if it is lower. The experienced
Administrative Strain thus tends to seep in with time. The effect is gradual.
Administrative Strain denotes the inability of management, support and
facilities to be everywhere at the same time. The larger the distances of the
Zone’s Assets, the more of a strain distance becomes.
Strain causes a negative effect on the Governor’s bonus. For example, if the
Governor bonus is +30% and Administrative Strain is 20%, the Governor
bonus would be reduced to +10%.
Administrative Strain works in granular decile blocks. 0-9% has no effect
and should thus be considered a warning. 10-19% gives a 10% penalty, 20-
29% gives a 20% penalty, etc.

171
The remedy to combat Administrative Strain is to create a new Zone
around the Asset that is the furthest away so that the Assets remaining with
the original Zone are now closer to its City and the strain is thus relieved.

5.3.5. Colonists
Through issuing “Zone Orders” to your Governor you can start recruiting
Colonists. If you pay them a sign-up bonus, they’ll be more likely to sign-up.
Furthermore, keep in mind you’ll have to feed your Colonists waiting at an
SHQ for their settlement destination.
Once sent to a target Zone they will be able to join either the Workforce
or the Population. You’ll be able to choose. Use the Colonize Order in the
Order Tab to do this.
If the Population of the target Zone is different from that of your People,
they will influence the Cultural Adjustment Score (CAS) positively in your
favour. Upon recruiting Colonists from a Zone with a different People,
they’ll be considered to be the ones that have already adapted to your
Culture. This also means that a Zone that is of a different Culture than your
Regime and has a low CAS will not give you as many Colonists as a Zone
with a high CAS.
If your Populace is suffering casualties from Exposure, expect it to be a lot
easier to recruit Colonists and Military Recruits.

5.3.6. Resources
Each Hex can have resources that you can exploit if you build an appropriate
Asset on the Hex. Resource Hexes can have Scavengeable Ruins or Mining
Reserves. Ice and snow Hexes can be used to mine Water.

5.3.6.1. Hex Perks


Some Hexes have a special perk. These Perks model things that are out of
the ordinary and present in the Hex. It could be a derelict spaceship that
will help your research, a reclusive hermit that will teach your Governor or
a house of pleasures to keep up the Morale of your Troops. Just controlling
the Hex will give you the benefit of the Hex Perk.

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5.3.6.2. Treasures
When expanding your Regime and taking non-Major Hexes with Free
Folk or Hex Perks on them, you’ll have a chance to find Treasure. Treasure
includes Items, Galactic Republic Grade equipment and Credits.

5.3.6.3. Scavenge-able Ruins


These can be exploited by constructing an Asset that can scavenge. Once the
Scavenge Points are depleted, it is over and no more Items will be scavenged
from this Hex.

5.3.6.4. Archaeology
Your Tech level is much lower than the Tech Level the Planet had before
the Dissolution War.
It has just been a few hundred years and there is still plenty of opportunity
to find Artefacts in the rubble of the old Galactic Republic.
Archaeological Finds
You’ll have the chance to make an Archaeological Find on Hexes with
Scavenge Points.
If Artefacts are buried in the rubble of Hexes you own, you’ll have a chance
to make an Archaeological Find.
This chance is increased a lot if you are allocating BP to the Archaeology
Task of your Economic Council. It will provide you with Archaeology
Bonus Points.
Without bonuses, your chance per turn to discover an Archaeological Find
will be about 2.5% per Hex with Scavenge Points, if there is something to
be found; only a small number of Hexes actually contain buried artefacts.
This chance is modified based on the size (if any) of the Archaeological
Find.
It is modified upwards a lot by the presence of a Scavenging Asset.
If the amount of Scavenge Points drops below 1,000, the chance to find
something reduces rapidly.
Excavating
Once an Archaeological Find has been made you can excavate it.

173
Excavating is done by normal Scavenging or Recycling Assets. For every X
points scavenged on a Hex containing an Archaeological Find you’ll have a
chance to find an Artefact. The chance will be noted in the Interface.
Furthermore, the following chances to find Machinery and Hi-Tech Items
apply:
Archaeological Find
Find Hi-Tech Item Find Artefact
Find Machinery Item
Very Rare 1:250 1:100 Differs per Hex
Rare 1:500 1:100 Differs per Hex
Uncommon 1:1,000 1:250 Differs per Hex
Common 1:2,000 1:500 Differs per Hex

Artefacts
When an Artefact is found, it will become available to you as a Stratagem.

5.3.6.5. Mining
You can find different kinds of mineable deposits in Hexes.
Prospecting
You’ll need to Prospect to find raw resources. You’ll know some Deposits at
the start, but hidden Treasures remain buried. Prospecting is done by one of
the Tasks of the Economy Council.
Governors can give a bonus on Prospecting efforts of the Economic Council
that are taking place in their Zone.
Governors can also discover new Resources on their own, using their
Prospecting Skill.
Once a deposit is discovered it can be mined. Knowledge of its presence will
be known by almost all local Populace and thus also to foreign powers that
have recon on the Hex.
Keep in mind that the Economic Council can produce the Prospecting Push
Stratagems.
Mining Reserves
Each Deposit has a limited number of Items that can be mined before
further mining becomes impossible and the mine is closed. This amount
varies from Deposit to Deposit.

174
Natural Mining
There are also some Landscape Types that act as natural Resource sources.
Notably Glaciers and Snow Landscapes that allow you to do Water mining.
Mining Ease
Not all mines produce the same number of Items per turn. Some Hexes are
harder to mine than others. The level of Mining Ease is indicated for each
known Deposit and varies from Deposit to Deposit.

5.3.7. Governor
You can assign a Governor to each Zone you own. They will administer the
Zone and make sure everything runs as smoothly as possible.
Absence of a Governor
Not having a Governor will cause some administrative chaos and
consequently a -50% penalty on production of Public Assets. However, it
will not impact the Private Economy.
Corrupt Governor
A corrupt Governor will embezzle public investment funds and extort
personal taxes from the Population.

5.3.8. Free Folk


Free from your direct rule are the people who remain hidden in the vast lands
each Zone represents. Do not forget each Hex covers an immense space. These
Free Folk mind their own business and are basically inert. However, they can
pose a source of Population growth or a sink for Population leaving you.
You can see their settlements on the map.

5.3.8.1. Population Growth from Free Folk


If your Population is not Hungry and Happiness is greater than or equal to
50, then a small percentage of the Free Folk will join your Population. The
higher the Happiness, the more Free Folk will join you.
If your Population has a negative cash flow, not enough Food or is Hungry,
there will be no Free Folk joining you.
Free Folk will not join you either if there are any substantial Population
losses from Exposure Levels in your Zone.

175
5.3.8.2. Population Melting Away
If your Population Happiness and Loyalty are both lower than 25, then a
small percentage of them will join the Free Folk. If there is also Hunger,
then an additional and more substantial percentage of them will join the
Free Folk.
This effect will be further increased when there are substantial losses from
Exposure Levels.

5.3.8.3. Free Folk Migrations


If there are more Free Folk in one Zone than a neighbouring Zone, a small
percentage of the more populous Zone will move to the less populous Zone.
The City Level has a strong impact on Free Folk migrations. Free Folk
will tend to move into Zones with higher City Levels since there is more
opportunity to enjoy a higher standard of living, or for some opportunity for
villainy, “bottom feeding” and trading.
Having a high City Level (and a good Population Happiness and Loyalty)
compared to the surrounding Zones is a good way to boost your Population
levels.
Free Folk will flee Zones where they are suffering losses from Exposure.

5.3.9. War impact


There are two war impacts that can affect your Zones: there is the short-
term casualty impact and the long-term casualty impact. Casualties represent
brothers, fathers, children, etc… excessive casualties hurt the Happiness and
Loyalty of your Populations and Workers.
Although some military losses are expected by the Populace, at a certain
threshold of casualties, people are going to feel the sacrifice in life is
becoming too great.

5.3.9.1. Long term casualty effects


Last 20 rounds average of casualties are calculated (t-1,t-2…,t-20) and if
this average is higher than the Casualty Tolerance of 0.5% + (Fist Profile /
66) then there is a drop in Happiness and Loyalty. As a rule of thumb, the
Casualty Tolerance will be around 1%.

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5.3.9.2. Short term casualty effects
Last 3 rounds average (t-1,t-2,t-3) of casualties are calculated and if this
average is higher than the Casualty Tolerance of 1% + (Fist Profile / 33) then
there is a drop in Happiness and Loyalty. As a rule of thumb, the Casualty
Tolerance will be around 2%.

5.3.9.3. Civilians in the Frontline


The Danger Score of a Zone will go up if Enemy Units are close to
producing Rural Assets or the Zone City itself. The closer they are to those
crucial places the bigger the Danger increase will be.
Danger only goes up if it will be equal or below to 2 times the increase.

5.3.10. Demographics
There is natural Populace growth, but this growth is quite slow. Natural
population growth is positively modified by Fertility of the Culture of the Zone
and the Health Score. It is negatively impact by a high Civilisation Score.

5.3.11. Conquest
A Zone will come under control of the Regime that occupies the Hex with
the City.

5.3.11.1. When?
Once you take over the City of a Zone, the Zone it is still not yours and will
be designated as a “Zone in Conquest” during the remainder of your turn.
After you press Next Turn, order will be imposed and the conquest of the
Zone will be made official and actually implemented. At start of next turn
you’ll also receive a Vidcom message and if it is the first time you have
conquered the Zone, a Fate Stratagem Pack as well.

5.3.11.2. Some Special Rules for Assets involved


in Zone changes
Upon conquest, Supply Bases and Assets still under construction are removed.
Assets which for some reason find themselves outside any Zone will
disappear if they are still under construction and otherwise will start to
suffer Damage.

177
Any HQ Assets that are not in a City Zone will be replaced by Bureaucrat
Offices.

5.3.11.3. Conquest Effects


The moment you conquer a Zone:
§§ Happiness and Loyalty are inverted. So a Happiness of 80 would
become a Happiness of 20.
§§ Depending on the resulting Happiness levels, some Workers will
disappear immediately into the general Population.
§§ Population might flee the Zone in a refugee wave.
§§ Any Assets under construction are lost immediately.
§§ The Zone will start as an Unincorporated Zone.
§§ Militancy might drop, and the Militia Pool might disperse.
§§ You will be awarded a free Fate Stratagem Pack (4 Stratagems) if the
Zone conquered has 10K Populace or more. Note however that you’ll
only receive these the first time you conquer a specific Zone.

5.3.11.4. Regular and Unincorporated Zones


You’ll start the game with only Regular Zones, but conquest will give you an
Unincorporated Zone.
An Unincorporated Zone has a certain level of independence and it is not
fully integrated with your other Zones.
Unincorporated Zones have the following different rules:
§§ You still receive Service Tax from the Zone.
§§ You do not receive Private Asset Tax from Private Assets. Private
Assets thus do not provide you with any Items.
§§ The Zone Stats do not impact your Regime Stats, like your Popularity
or Culture Level.
§§ No Sales or Income Tax will be imposed.
§§ Regime casualties have no impact on the Population Happiness and
Loyalty.
§§ No Recruitment of Colonists or Recruits is possible, but you can still
recruit Workers.
§§ No Cultural Adjustment will take place.

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§§ Unincorporated Zones have double the Happiness growth up to 75
points, compared to Regular Zones.
You can order an Unincorporated Zone to become a Regular Zone at any
moment you like. Just call your Governor to discuss Zone Orders.
In general, it is a good idea to leave a conquered Zone Unincorporated for a
while, either to get Population Happiness restored as quickly as possible or
to ensure you keep benefiting from the option to use their possibly unique
Militia forces.

5.3.12. Recruitment
You can recruit Workers, Recruits (military) and Colonists.

5.3.12.1. Worker Recruitment


Ideally you can recruit up to 5% of the Population per turn. However, this
percentage is modified for:
§§ Population Happiness
§§ Worker Happiness (if any)
§§ Difference between Private Credit earnings and Worker Salary

5.3.12.2. Colonist Recruitment


Ideally you can recruit up to 5% of the Population per turn. However, this
percentage is modified for:
§§ Population Loyalty
§§ The Heart Regime Profile
§§ Difference between Private Credit earnings and Colonist sign-up bonus
If your Populace is suffering casualties from Exposure, expect it to be a lot
easier to recruit Colonists or Military Recruits.

5.3.12.3. Recruitment of Recruits


Ideally you can recruit up to 5% of the Population per turn. However, this
percentage is modified for:
§§ Population Loyalty (counts a lot!)
§§ The Fist Regime Profile
§§ Difference between Private Credit earnings and Recruit sign-up bonus

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§§ Possible Recruitment Penalty caused by Events
§§ Recruitment Penalty goes down by 10% every round.
If your Populace is suffering casualties from Exposure, expect it to be a lot
easier to recruit Colonists or Military Recruits. People will actually want to
get out of the Zone!

5.3.12.4. Losing Workers


Workers can leave your employment whenever they desire so. They will do this
to some measure when Worker Happiness is lower than Population Happiness.
They will leave in droves if you do not feed them (due to Food shortages) or
fail to pay them their promised Salaries.

5.3.12.5. Losing Colonists and Recruits


The only way to lose them is if you do not have enough Food to feed them.

5.3.12.6. Disbanding Recruits


You can always disband Recruits, but only into the Zone where their SHQ
is present.

5.3.12.7. Cultural Differences Impact


You’ll have the best result recruiting Colonists and Recruits from Zones
where the Populace are from your own Culture.
If the Culture of the Zone is different, you not only face the regular difficulty
of persuading people to leave their home and face danger, but also to adapt
and embrace your Regime’s Culture.
If the Zone has Populace that do not have the same Culture as your
Regime, the result of these recruitment efforts is modified by the “Cultural
Adjustment Score” which can be between 0 (no recruits) and 100%.

5.3.13. Traders
Traders are like the Private Economy, they are outside your control.
However, you can buy or sell from them and impose taxes. Also Diplomatics
concerning trade can impact their operations.
If a certain Item is in plentiful supply and the price drops below 0.1 Credit
than you can no longer sell it.

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5.3.13.1. Trade Houses
They exist. And they are outside your control. The thing that is important
is that they can span multiple interconnected Zones of the same Regime.

5.3.13.2. Trade between Trade Houses


Different Trade Houses will trade with each other. This way items can make
it from one side of the world to the other side. Due to the diffuse nature of
trader networks, it can take several rounds or more for a transfer on one side
of the Planet to have an effect on the other. This trade is subject to Trade
Tariffs if it crosses Regime borders.
Direct trade between Major Regimes is really limited if they do not have a
Trade Relation. If they have this Trade Relation, all is done at full efficiency.
The volume of trade with non-Majors is much reduced. It is at 50% between
a Major and a Non-Major and at 25% between two Non-Majors.
Trade cannot pass through Zones that are controlled by a Culture that
reduces the Zone Population to zero. This because the occupants of these
Zones will also decimate passing Trader caravans.

5.3.13.3. Price Points


The Trade Houses will set their price points based on the size of their stocks
versus the Populace in the Zones they are active.
Their price will also be based on their history of sales. They’ll look back at
the most recent three rounds and most recent rounds will be more important
to them. If they are not selling anything it will decrease their buying price
point and the amounts they are willing to buy.

5.3.13.4. Monetary Constant


The Traders also play a role in keeping total Credits in the system close
to the Monetary Constant. Once too many Credits enter the system
compared to total planetary Populace, the Traders will start putting part
of their Credits in Trader Treasures (and thus taking those Credits out of
circulation). Furthermore, they’ll start decreasing the price they are willing
to buy Items for.
When too few Credits remain in the system, the Traders will start scavenging
their Trader Treasures (and thus putting more Credits in circulation).

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These Trader Treasures are at the moment fully abstract and not accessible
for player interaction.

5.3.13.5. Trade Relations


You need to have trade relations with a Major Regime in order for your
Traders to trade with them. However, this does not prevent Traders from the
Major Regimes from trading with Minor Regime Traders.
If you have a Trade Relation with another Major Regime, the Traders of
both Regimes can do business directly.
If you have a “Free Trade” pact then any tariffs you have set are overruled
and nullified.

5.3.14. Taxation
There are some standard taxes that give you income. These are the Service
Tax and the Private Asset “Tax”. These you cannot raise or lower, but you
can set and impose Income and Sales Taxes, as well as Tariffs.

5.3.14.1. Service Tax


This is a standard tax paid by all Population in any Zone. Even if you are doing
a lousy job ruling the Zone, or you did not even appoint a Governor... you
are still providing basic enforcement services and minimal administration.
For these services you provide to the Populace, a fixed amount of Service
Tax is charged.
Expect the following Service Tax income:
§§ 20% of Credit income generated by Private production and the
Hidden Economy, modified for Administration Skill of Governor.
§§ 6% + (1% per Regime Tech Level) of Pop/100 in Industrial Points (IP).
§§ 1.5% + (0.5% per Regime Admin Level) of Pop/100 in Bureaucratic
Points (BP).

5.3.14.2. Income Tax


Paid by Population when they earn Credits by Private Asset production, the
Hidden Economy, Selling Food or by Workers spending their Salary in the
Private Economy.
Rate can be set using Stratagems of the Interior Council.

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5.3.14.3. Private Asset “Tax”
Part of the production of some Private Assets like Farms goes directly to you.
This is basically due to the fact that, in some part, your staff or personnel are
helping in the efforts of the Asset. Its also custom to pay the Lord a share.
This “Tax” is also known as the “Due”. You can clearly see on each Asset
what is produced for you and what is produced for the Private Economy.

5.3.14.4. Sales Tax


Paid by Traders when they sell Food or other Items to the Population.
Rate can be set using Stratagems of the Interior Council.

5.3.14.5. Import Tariffs


Paid by Traders from your Zones when they buy goods over the border.
Rate can be set using Stratagems of the Interior Council.

5.3.14.6. Export Tariffs


Paid by foreign Traders when they buy goods in your Zones.
Rate can be set using Stratagems of the Interior Council.

5.3.15. Zone Stats Interactions


An overview of how some of the Zone Stats influence each other.
Condition Effect
Civilisation > QOL Reduce Pop Happiness and Civilisation
QOL >= Civilisation Increase Pop Happiness and Civilisation
Decrease Pop Happiness
Unrest present
Reduce Worker Happiness (half)
Decrease Pop Happiness
Danger present
Reduce Worker Happiness (half)
Fear present Decrease Unrest
Fear present Limits Pop and Worker Happiness
Loyalty > 50 Decrease Unrest
Moderate Pop Happiness >50 Increase Pop Loyalty
Low Pop Happiness <25 Decrease Pop Loyalty
Loyalty > Happiness Decrease Loyalty slightly
Happiness > Loyalty Increase Loyalty slightly
Time goes by Decrease Fear, Danger and Unrest
Unincorporated Zone Higher Pop Happiness rise
Income Tax Lower Pop Happiness rise

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5.3.16. Zone Events
Having certain statistics at low (or high) levels can have consequences in
terms of certain Events being triggered.
These fall in the main categories of Population Unrest Events, Worker
Unrest Events, Danger Events and Rebel Events.
High Health, Culture and Security scores can help protect you against some
of these Events.

5.3.17. Rebels
Things can get so bad your Population and/or your Leaders might rise up
against you.

5.3.17.1. Rebel Forces


Rebel Forces have their own Regime that mirrors your Diplomatic Relations
with other Regimes. Except for the fact that their Regime is also at War
with you.
Rebel Units are considered to have their own hidden methods of supply
using a covert Logistical Network, much like Militia, except for the fact that
they do not need a supply source to connect to.
Rebels might come from very different backgrounds, with very different
motivations. The thing that unites them is their joint struggle against you.

5.3.17.2. Rebel Manpower


Rebel Manpower is Population and Workers that are ready to pick up arms
whenever they are activated by Rebel leadership. Rebel Manpower can grow
through serious Unrest events like Agitator or Independence Rally. Once
Rebel Manpower reaches a sufficient size, a new Rebel Unit is activated.
At the moment Rebel Manpower numbers are hidden from your view.

5.3.17.3. Rebel Success


Once Rebel Forces actually conquer a Zone, they will form a new Minor
Regime. This Minor will be at war with you as the founders have not
magically forgotten about what happened before.

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5.3.17.4. Rebellion by Leader
Disgruntled Leaders, especially those of the ambitious kind, might join the
Rebels and raise forces (or subvert Units).
The chance of it happening and the amount of Population and Workers
supporting the Rebellion will depend on the Population Loyalty.
When it concerns a rebelling Commander, the Units in her/his chain of
command might join the Rebellion and low Unit Morale will expedite this.
In general, it is a bad idea to have an ambitious and disgruntled Governor
in a Zone that lacks Loyalty. This kind of Rebellion is a direct attempt to
take the Zone City with popular support from the Populace. It either fails
or succeeds immediately.

5.3.18. Zone Inventory and Logistics


Each Zone has its own Items Inventory in its City. All Public Assets take
Items from it or deliver to it.
For Assets outside the City, there needs to be a number of Logistical Points
present on the trajectory from the Asset to the Hex. For Public Assets, 100
Logistical Points per highest Asset Level in the Rural Hex, for Private
Assets half that.

5.3.18.1. Inventory
The Inventory can consist of a myriad of Items that serve different uses.
It can be inspected in the Bottom Items Tab.

5.3.18.2. Maximum Storage


Some Items have a maximum storage amount. For some of these, this
maximum can be expended by constructing specific storage Assets that
provide Storage Points.
Before Items above Maximum Storage are simply lost, your local minions
will try to sell them to the Traders.
Basic Maximum Storage Points are:

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Item Type Basic Maximum Storage Points
Water 250 + (Zone Populace * 3) + Free Water Prod.
Food 250 + (Zone Populace * 3)
Fuel 250 + (Zone Populace * 3)
Ammo 250 + (Zone Populace * 3)
Energy (Zone Populace * 0.5)
IP 250 + (Zone Populace * 3)
Metals, Rare Metals, Radioactives Unlimited Storage
Machines, Hi-Tech Parts Unlimited Storage
Recruits, Colonists Unlimited Storage

5.3.18.3. SHQ Logistics


Each Zone can be assigned to a, if you want, different SHQ. This is
important since SHQs are what connects your Zones into a larger public
economy.
SHQ Storage
Any Storage Points not used at Zone level will be used by the SHQ the
Zone is assigned to.
SHQ Deliveries
If a Zone is missing certain Items for production or construction, they will
be requested from its SHQ and be sent over if possible. If the SHQ is on
a different Hex than the City than this will use and consume Logistical
Points.
SHQ Pick-ups
If a Zone has stockpiles of Items that will not be used for immediate
production or construction, they will be picked up by the SHQ to be added
to the SHQ Inventory. Another Zone or Unit might need them. If the SHQ
is on a different Hex than the City this will require and consume Logistical
Points.

5.3.19. Public Economy


The Public Economy envelops your Workers and all Public Assets that are
directly and fully under your control.
Almost all these Public Assets need certain Items and Workers to produce.
The Items will be taken or delivered from or to the Zone Inventory.
Furthermore, your Workers need to be fed and usually paid at least something.

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For that to work in case of an Asset outside the City, there needs to be an
uninterrupted Road with Logistical Points through friendly territory from
the Rural Asset to the City of the Zone. See Zone Logistics further above
for more information.

5.3.19.1. Worker Points


Almost all production and construction of Public Assets requires Worker
Points. Each Worker equals 1 Worker Point.

5.3.19.2. Production Penalty


Some Zone Events, like a strike of your Workers, can cause Public Asset
production penalties. This penalty signifies the percentage of production
reduction.
Rule detail: Note that to avoid a very small penalty (like 1%) leading to
construction time increasing with a full turn a random roll is made for those
small percentages to see if no penalty is applied or 50% penalty is applied.
Also when it concerns production of very low quantities and a small penalty
a similar mechanism is used.

5.3.19.3. Production Limit


Public Assets can have their production limited via your orders. You can
choose between full, 75%, 50% and 25% production. If you want 0%
production, you’ll have to Mothball the Asset in question.

5.3.20. Private Economy


The Private Economy concerns what your Population is doing. It is almost
completely beyond your control, although you can tax it and/or help it along.
Here is a quick overview of Private Economy In and Out flows:

Income Expenses
Private Assets Credits production Buying Food
Hidden Economy (first 10K pop) Buying Luxuries (through buying Resources)
Worker/Leader/Soldier Spending Buying Assets (through buying Resources)
Selling Private Food/Metal/Water/
Buying Free Folk settlers
Fuel
Service Tax
Income Tax

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5.3.20.1. Private Economy can stimulate market
The buying and fabrication of Luxury products and services creates a
demand for Items with the Traders and allows prices to go up over time
(and for Major Regimes gives the opportunity to profit from this by selling).
All Tech Levels create demand for Food, Water and Fuel.
Tech Level 3-9 also creates demand for more Fuel, but also Metal and Rare
Metals.
Tech Level 7-9 also creates demand for Machinery, Hi-Tech Items and
Atomics.
The same goes for the construction of Assets. To build the Private Assets,
the Population buys Items and services from the Traders.

5.3.20.2. Private Economy Contraction


If disaster strikes or if your Regime is recruiting big loads of Workers,
Recruits or Colonists, the Population might shrink so much it will start to
have less Population than Private Jobs. At some point the Private Economy
will start Mothballing and Closing down Private Assets if this happens.
Once expansion starts again the Private Economy will favour re-activating
those Mothballed or Closed Assets above constructing new ones.

5.3.20.3. Hidden Private Economy


Even if there are no Private Assets in the Zone, stuff is still going on in the
Private Economy. It is just not very visible for the player.
It is important to understand that every Zone must have something of at
least some Economic interest that is rare and has a high benefit to any really
small Population exploiting it.
Small Populations (several thousand or less) earn some Credits by dealings
with the Free Folk, scavenging, brigandage, swashbuckling and various other
activities such as escorting Traders. These activities make up the Hidden
Private Economy and allows small Populations to buy Food and save-up
credits.
This effect tapers off quickly as the Population gets larger. No large
Population can survive solely from these kinds of rare opportunities and
small scale activities.

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The design goal with these rules is to allow a small Population to survive if
no Private Economy Assets have yet been constructed.

5.3.20.4. Salaries spending in the Private Economy


Workers usually receive a salary. Since they are already “fed” by you as a basic
payment, they’ll spend their salary in the Private Economy. The same goes
for your Soldiers, Recruitment Bonuses of Workers and Colonists and your
Leader salaries.
Note that Workers and Soldiers will spend in the Zone they are present in,
though both will spend (partly) elsewhere if not enough Population in Zone.
In the latter case, we’ll assume Traders will help out bridge the distance.
Note that Leaders will spend their salaries throughout the Regime and thus
in multiple Zones, as they are presumed to have many dispersed interests
and hidden endeavours.
If a Corporation is active in your Regime, they’ll also spend their Credits in
the Private Economy, just like the salaries are spent.

5.3.20.5. Population Migration


If Population can find a better Private income in another Zone, they’ll be
tempted to migrate. Also, if Worker Jobs are available with a better income
in a neighbouring Zone, they’ll be tempted to migrate.
This means that once, for example, you have founded a brand-new Zone
with almost no Population, but you start constructing Assets and looking for
Workers (offering a good salary) there will be Population from neighbouring
Zones that will move in.
If you have a Free Movement deal with another power, Population will also
move over borders, as if there were friendly Zones on the other side. With a
Free Trade deal this is for 25% the case, as borders already become slightly
porous, but with lower trade deals or no trade deals, Population will not be
allowed to move over the border.
If CAS is low, that Population will not migrate, or much less so.
Population will also migrate if they are suffering losses from Exposure Levels
(and in that case will even ignore to some degree the CAS level as well they
will ignore closed borders with other Regimes if in fear of their very lives).

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5.4. Cultures
Every Regime and Zone belongs to a certain Culture. The Culture of a
Zone can through the Cultural Adaptation Score (CAS) join its new owners
Culture. A Regime’s Culture will never change.

5.4.1. Major Regime Cultures


Player controlled Major Regimes will always have a Culture that is of the
mixed kind. AI controlled Major Regimes will have a Culture that belongs
either to the Militarist, Republican or Theocratic kind.

5.4.1.1. Mixed
This Culture is used by Human players. It’s a Culture that had many
infusions of different kinds of people and is yours to guide. Behaviour
depends on the Human player’s actions and responses.

5.4.1.2. Militarist
This Culture is used by Major Regime AIs. It is a Culture formed from
a violent past. It is likely a few decades ago that the Militarist Culture in
question was just a Minor Raider Regime. However, things have moved on
and not all Leaders of this Culture resemble their forefathers.
No Militarist Culture will ever ally with you.
They’ll usually be autocratic and have a politbureau.
Isolationists
These guys resemble a light version of the most violent of the Expansionists.
However, they’ll be hesitant to go to war unless they feel they have a firm
advantage. They are also unlikely to stoop as low as to engage in blackmail.
Expansionists
Almost the most aggressive guys in the game. They’ll be very unlikely to
become your Friends and will be eager to go to war, even if they are actually
weaker than a potential target of their hostility. If they are not actually
driving their tanks into your territories, they’ll be quite likely to try to
blackmail you. War is the keyword for them.

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Federalists
These guys are actually quite agreeable by Militarist standards. They don’t
see military conflict as the sole form of conflict resolution. Hence you can
actually get them to become Friends. They tend to focus more on Research
than the other Militarist Factions.

5.4.1.3. Republican
This Culture is used by Major Regime AIs. It is generally a Culture formed
from more peaceful people. Usually they are strongly focussed on farming.
But they have power now and what they’ll do with it is not necessarily
peaceful.
Only the Syndics Faction will never ally with you.
They’ll usually be democratic and have a parliament.
The Realpolitikers and Corporatists are the only AI Factions that are willing
to go as far as to sign a Victory pact with you.
Realpolitikers
The Faction with the most reasonable guys in the game. They just want to
keep the peace and prosper without going to any extremes. Even though
they are not aware of it, in many ways they most resemble the old Galactic
Republic in their spirit. You’ll have a good chance to build a solid relation
with a Regime led by this Faction.
Syndics
These guys are ideological and they hark back with their crazy ideas all the
way back to the days of the Dissolution War. They’ll have no qualms about
deciding that you are an enemy of the people and declaring war on you.
They are not very rational.
Corporatists
Profit is what counts for this Faction. They’ll focus on the economy and
rational analysis to determine if war will bring them profit or losses. They
might be very friendly with you if they have something to gain from it, or if
they feel weak compared to you. They are not held back by any morals and
will have no qualms in blackmailing you if they think they can.

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5.4.1.4. Theocratic
This Culture is used by Major Regime AIs. It is generally a Culture formed
from traumatic experience way back in the past. Usually they are strongly
focussed on farming. But they have power now and what they’ll do with it
is not necessarily peaceful.
Only the Crusaders will never ally with you.
They’ll usually be meritocratic and have a senate.
Doctrinists
The Faction with guys that are averse to change. They just want to keep
power and safeguard religious doctrines. They are perhaps an ugly lot, but
as a neighbour you could find worse. They can move in many directions and
will not be biased by religious considerations when dealing with the outside
world.
Crusaders
These guys are the most crazy and ideological of all you can encounter. They
can go to war for religious reasons. They will not make good calculations or
use much rationality in geopolitics as they believe God will guide them to
victory. As an infidel, you deserve only one thing in their eyes. Prepare for
war if this Faction is your neighbour.
Humanists
Priests turned philosophers. They are unlikely to be eager to go to war. They
will be open to any offer of friendship from your side. Though of course their
humanity should not be taken for granted.

5.4.2. Minor Regime Cultures


There is quite a diversity of the kind of Cultures you can encounter where it
concerns Minor Regimes. Some of them might even be non-human.

5.4.2.1. Raiders
The tough bunch. They are as aggressive as they are undisciplined. They
can threaten you, attack you and generally make themselves a pain. They’ll
eventually field some tough Militia Units. Better clean them up before they
get stronger.

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Usually it is quite hard to bend their Populace to your Culture once (and if )
they are conquered.

5.4.2.2. Farmers
The inverse of the Raiders, if any. After high technology started failing these
people turned to farming to ensure their survival. They managed to build a
small and stable economic base that allowed them the stability to survive.
They often have a sizeable defensive Militia to keep them safe from rogue
elements. Being a farmer in times of anarchy is not exactly a job cut out for
a pacifist. They’ll usually be quite eager to accept your protection, but will
fight if provoked. You are likely to find more of these Minors on Planets that
had agriculture as a fallback after the Galactic Republic broke down.

5.4.2.3. Slavers
The Slavers are even worse than the Raiders, but usually occupy very poor
Zones and do not have large armies. They might have superior equipment at
the start of the game though. If they conquer a Zone, they’ll slowly diminish
the Population by selling them as Slaves. Doing this swells their ranks with
new Troops that they’ll buy with their profits. Slavers do not do diplomacy,
but they might make demands.

5.4.2.4. Surviving AI
These machines (normally low-level Sentinels) are still under control of an
autonomous AI mind that somehow survived the Dissolution War. This can
be a very tough foe to face early in the game (if many Sentinels survive).
However, due to their programming, they usually only become aggressive
once you reach Tech Level 4. Searching them out might still be a bad idea
though… you never know with ancient machines, right?
Furthermore, when they enter human lands they will kill everybody,
irrespective of whether they are civilians or combatants. Trying diplomacy
with them is completely impossible.

5.4.2.5. Nomads
These guys resemble Raiders, but they have no home and they live like the
Free Folk. Only difference is they are more organized and they have some
organized large fighting forces. These might pose a challenge for you, but
that is relatively unlikely. Nomads are rather savage and will not be very

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likely to engage in Diplomacy. Last but not least, the usage of some native
or once-upon-a-time imported beast of burden enables the lifestyle of
these people and you’ll probably encounter some cavalry Units when doing
combat with them.

5.4.2.6. Religious Fanatics


A Minor that is usually hostile to diplomacy and crewed by fanatics. They
have high Morale and will rarely retreat from combat. You are likely to find
them on Planets where surviving the aftermath was especially tough and
unspeakable acts took place. These grim dark ages gave birth to the priests
that today still lead these Fanatics.

5.4.2.7. Arachnids
A non-human Minor. These spider-like creatures are on the verge of
consciousness and are found on many Planets. They have very tough
carapaces and slow metabolism and they survived almost everywhere they
were present when the Dissolution War happened. Why they had a small
presence on so many human Planets is a question whose answer has been
lost in time. Diplomacy is impossible, and they’ll kill any humans (civilian
or military) they can get their hands on.

5.4.2.8. Mutants
Nominally Human, but they have been warped by genetic weaponry. They
do not do Diplomacy, they tend to massacre human civilians if they get
their hands on them and they reproduce relatively quickly. However, they
are physically weak, especially when under attack.

5.4.2.9. Hunters
You’ll only find these guys on Planets that have edible Alien Lifeforms. They
reverted to a mode of hunting-gathering to survive after the Dissolution
War. When you encounter them they’ll usually be relatively small in
Population size, but beware as they adapt to the times and can grow rather
large Militias. Furthermore, they can have a high fertility rate. Their infantry
Militia forces are quite tough in combat, especially if you are facing them
in forested Hexes. They are usually open to diplomacy, but one Clan might
differ from another.

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5.5. Assets and production
Whether it concerns Public or Private Assets, the core rules for construction
and production are the same. It is just that in the case of Private Assets,
items produced mostly flow to the Private Economy, instead of to your Zone
Inventory.

5.5.1. Managing your Assets


Private Assets will appear and be managed by themselves, but if you want
Public Assets you’ll need to construct them.

5.5.1.1. Pre-Requisites
There are only a limited number of Assets that you can construct without
any conditions.
Levels
Most Assets can level up. However, this is conditional on the City level of
the Zone and the Tech, Admin and Civilisation Levels of your Regime.
The maximum level you can level up to is that of the City Level for Public
Assets. Private Assets levels are not limited by City Level.
Depending on the kind of Public Asset, whether it is Administrative, QOL
related or Productive respectively, the Regime Admin Level, Civilisation
Level and Tech Level determine the maximum Asset Level. Private Assets
are not limited in this way.
Pre-existing high levels that are above your maximum level are tolerated; just
imagine the Workers or Population in that Asset do not fully understand
how to get to such a level, but are able to follow established practices and
existing manuals to use the machinery and maintain it.

5.5.1.2. Construction
To expand your Public Economy, you need to order new Assets to be constructed.
Construction usually takes several turns, every turn a number of Worker
Points and Items will be consumed. If not enough of either are available,
then delays will be incurred.
Keep in mind that during construction you’ll also have to pay the Upkeep
Cost of the Asset. This is partly done to avoid unfinished constructions
never degrading if construction stalls.

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For Private Assets there is no need for a Logistical connection during
construction.
Dirt Road to a construction Site
In order to start construction at least a Dirt Road has to be present. You
might be obliged to pay some Industrial Points upfront to render the
construction site accessible. The interface will notify you if this is the case.
Cancelling construction
You can always cancel construction as long as the Asset is not yet finished.
If you do so, you’ll recover half the Items you’ve used so far, except of course
for the Worker Points. Any Dirt Road that was constructed will not be able
to be cancelled.

5.5.1.3. Upkeep & Damage


Almost every Asset, whether Active or Mothballed, will need some Upkeep.
Upkeep takes Worker Points. It is the kind of work that keeps the Asset in a
proper and well-maintained state, ready for use again when needed.
If there are insufficient Worker Points to perform the Upkeep, the Asset will
take up to 100 Damage Points.
At (200 * Level) of damage, the Asset will stop being productive.
Above this threshold, each excess point will translate to a 0.1% chance to
lose the Asset due to irreversible structural damage.
Damage also has negative effect on production.
Furthermore, damage can also be taken during combat in Hex. The amount
depends on the Structural Damage Points of the Troop Types used in
combat. Artillery is more likely to do damage than infantry and, for example,
nuclear weapons tend to do much more damage than artillery.

5.5.1.4. Production
If an Asset is in Production Mode it is producing. Production requires input
Items. If all Items are available then output will be at maximum. However, if
fewer are available, output will decrease proportionally.
Keep in mind that Upkeep is done before production. And if you have fewer
Workers than Jobs needing to be done, it might be wise to close some of
your Assets. It is more economic to have full production from some Assets,
than little from all.

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You need 100 initial Logistical Points per Level (non-cumulative) to the
Hex of the Asset for full production. Missing Logistical Points can make
production drop all the way to 0%. For Private Assets only 50 initial Logistical
Points per Level are required and if Private Assets are missing initial Logistical
Points production their production can be reduced down to 50%.

5.5.1.5. Asset delegation


Only Rural Public Assets that are directly under your control can be
delegated.
These Rural Assets can be delegated to other Zones than the one in which
they find themselves. This allows a certain flexibility in the wide open lands
between the Cities of the Zones.
Keep in mind that Zone Delegation too far away can cause Administrative
Strain for the Zone you are delegating too.
A delegated Asset can not be upgraded to the next Level. Delegation is an
emergency measure and for structural assignment it is better to change the
Zone borders.

5.5.1.6. Mothballing
If you Mothball an Asset, it means you stop production. However, Upkeep
requirements will continue. A Mothballed Asset can be switched back to
Production Mode at any point.
Mothball mode can also be used to repair without spending production
costs for severely reduced production potential of a specific Asset.

5.5.1.7. Nationalizing
This is a way to turn a Private Asset into a Public Asset. It can only be
done with certain types of Private Assets, notably: Logistical, Farming and
Mining ones. Furthermore, you’ll have to pay indemnities to the Private
owners and on top of that it causes a Happiness drop.

5.5.2. Open Farming Rules


Agricultural Dome Assets function much like your Industries. Make sure
you have the needed Worker Points and Water and Food will be produced.
It is very much a contained system.
However, Open Farming is exposed to the Environment and this impacts
its production.

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5.5.2.1. Environmental Modifiers
The following modifiers are imposed by the Zone weather and Planetary
conditions. These modifiers are different depending if you are farming with
Terran or alien (Xeno Farming) crops.

Environmental Condition Terran Farming


Biohazard Level 1 -10%
Biohazard Level 2 -30%
Biohazard Level 3 -60%
Biohazard Level 4 No harvest
TAATL (atmosphere) Level 1 -10%
TAATL (atmosphere) Level 2 -30%
TAATL (atmosphere) Level 3 -60%
TAATL (atmosphere) Level 4 No harvest
Temperature below 0c No harvest
Temperature between 0c-10c Limited harvest
Temperature between 35c-60c Limited harvest
Temperature above 60c No harvest

Environmental Condition Xeno Farming


ANTL (alien nutrition) Level 1 -10%
ANTL (alien nutrition) Level 2 -30%
ANTL (alien nutrition) Level 3 -60%
ANTL (alien nutrition) Level 4 No harvest
Temperature below 0c* No harvest
Temperature between 0c-10c* Limited harvest
Temperature between 40c-60c* Limited harvest
Temperature above 60c* No harvest

* These temperature ranges can differ from Planet to Planet since alien plants might
have evolved special adaptations to hot or to cold weather.

5.5.2.2. Areal
Open Farming has a big advantage over Domed farming in that it will expand
its Areal to neighbouring Hexes. Although a single Hex (200x200km!) is
more than large enough to support a very large number of farmers the choice
picks of land are always rare. That is why, with time, an Open Farming Asset
will develop activities outside its own Hex where choice picks of land are
still available. Areal also represents the range in which operations are taking
place, not only the amount of operations.

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Each Areal Hex gives a +5% production modifier. An Areal Hex can only be
used by one Asset at a time. Usually an Areal Hex is assigned to the closest
agricultural Asset.
Every turn there is a 25% chance the Areal will be expanded.
Maximum distance range between an Areal Hex and an Asset is 3 Hexes.
The Hexes in question must be accessible through Friendly Territory.
With full Areal (ideal terrain around assumed) around an Asset it will have
almost 36 Hexes of Areal. Which will mean almost 200% production bonus.
This is the true big advantage of Open Farming over time.

5.5.2.3. When to use Domed Farms?


If temperatures, drought, biohazards, incompatible atmosphere or alien
crops that are not digestible limit your options for Open Farming, you’ll
have to revert to Domed Farming.
It is more expensive to construct, but it does reduce Water usage and
provides stable harvests in all seasons.
Note that the Planetary Report will give you free advice on what kind of
farm it is best to build.

5.5.2.4. Scavenging Rules


You can find scavengeable Items in Ruins Hexes. Build an appropriate Asset
in such a Hex and you can extract Items as long as Scavenge Points remain
in the Hex.
Rich Scavenging Area Rule
You’ll get +25% extra Scavenge Items for each scavengeable Hex directly
around the Assets Hex and +10% for such Hexes at range 2.

5.5.3. Water Rules


On some Planets, you do not need to worry about Water as lakes, Rivers and
rainfall will be plentiful.
On others, Water management might really merit your attention.
On some Planets, Water scarcity will be a serious issue. If it concerns a
Private Asset, Water is assumed taken care off by local and small-scale water
collection, trade, storage and or natural rains.

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If it concerns the Public Economy, the Water need of the Asset is determined
by the Asset Input requirements, but can be modified by plant genetics and
the temperature.
Earth plant life uses less Water if temperature gets lower, though at some
point starts to have reduced harvests as well in low temperature Hexes.
Alien plant life can be different from earth plant life if it has evolved special
adaptations.

5.5.3.1. Asset based Water collection


Open Farming Assets will use any rain* 2 in the current round and use
it as free Water input for farming activities. So if it rains the equivalent
of 400mm/year during a turn it means 800 Water is already considered
supplied to the Open Farm. Any remaining requirement will be taken from
the Zone Inventory.

5.5.3.2. Free Water Income


There are some sources of easy collection.
Source Water Qty
Zone touches any Minor River* 500
Zone touches any Medium River* 1,000
Zone touches any Major River * 1,500
Zone touches sea (usually salty) 2,000
Zone touches any Extra Large River* 3,000
Zone touches lake (usually fresh) 5,000
Rainfall mm/y this turn 4
* The largest River is used
There are thus limits to free Water collection, even if it is plentiful. If you
want more Water collection you’ll have to construct some collection Assets
(Ice Mining, Wind Traps or Water Purification).

5.5.3.3. Water Extraction Assets


The Water Purification Installation is the Asset that will give you the most
bang for the buck. It needs to be placed next to a Lake or sea Hex.
For Planets without open Water, you might want to consider building Wind
Traps if there is some trace of Water vapour left in its atmosphere.

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Ice/Water deposits can sometimes be found underground as well and can be
mined by constructing the Ice Mine.
Glaciers and Snow Landscapes are also open to Ice Mining. However, keep
in mind that Glaciers give a much superior return compared with Snow
Landscapes.

5.5.4. Item Types


This section will discuss Item Types in detail, including what each Item
Type is and where you’ll need it for during the game.

5.5.4.1. Item Type List


Let’s take a look at all Item Types in the game.
Fuel (also known as Oil)
Usage: Fuel is used by Mechanized and Motorized Units. Without it they’ll
lose mobility. Fuel can also be used by Power Plants that turn it into Energy.
Production: Oil resource Hexes can be found and mined if Planet has had a
history of organic life. Otherwise it will need to be synthetically produced.
Metal
Usage: Metal is used for a variety of Asset construction tasks as well as
almost all Troop Type production.
Production: Metal resource Hexes can be found and be mined. They are
more abundant on Planets with more heavy cores.
Rare Metals
Usage: Rare Metals are used for construction of more advanced Assets and
Troop Types.
Production: Rare Metal resource Hexes can be found and be mined. They
are more abundant on Planets with more heavy cores.
Water
Usage: Water is used by your Agricultural Public Assets. Without Water you
will not be able to produce Food.
Production: Water will be collected free of charge if your Zone has rainfall,
lakes or Rivers.

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Food
Usage: Food is consumed by your Workers, Colonists, Recruits and Soldiers.
Without it they will starve.
Production: Food can be produced in Agricultural Assets.
Industrial Points (IP)
Usage: Like Metal, Industrial Points are used for a variety of Asset
construction tasks, as well as almost all Troop Type production.
Production: Is produced by Industry Assets.
Recruits
Usage: Recruits are needed to produce or raise new Troops.
Production: They can be recruited in your Zones.
Ammunitions (Ammo)
Usage: Ammo is expended by your Troops when they do battle. Without
sufficient Ammo, their performance will be much reduced.
Production: You can produce it by expending Metal and IP Items.
Colonists
Usage: Colonists are needed to found new Cities or to increase the
Population of existing Zones.
Production: They can be recruited in your Zones.
Machines
Usage: Machines are used for construction of more advanced Assets and
Troop Types.
Production: Is produced by Heavy Industries.
Hi-Tech Parts
Usage: Hi-Tech Parts are used for construction of more advanced Assets
and Troop Types.
Production: Is produced by Hi-Tech Industries.
Radioactives
Usage: Radioactives are used to fuel Nuclear Plants and to produce Atomic
Weapons or fuel Fusion Engines.
Production: Is produced by Radioactives Mines.

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Energy
Usage: Energy is used by more advanced Assets as well as some advanced
Troop Types.
Production: Energy will have to be produced in Power Plants or by Solar
Panels.

5.5.4.2. Assets’ Item Usage


Here follows a list of all Assets you can construct.
Most Assets use a small amount of Energy and some Workers as Input.
To keep the list readable, these two inputs are only specified in the list below
if the quantity needed is really high.

Asset Type Construction cost Input Output


Farming Metal + IP Water Food
Metal
Rare
Mining Metal + IP Radioactives
Fuel
Water
Metal
Rare
Recycling Metal + IP Radioactives
Fuel
Artefacts
Industry Metal + IP IP
Energy
Heavy Industry Metal + IP Machines
Metal
Power Plant Metal + IP Fuel Energy
Water
Hydroponics Metal + IP Food
Energy
Truck Station Metal + IP Fuel Logistical Points
Supply Base Metal + IP Logistical Extension
Wind Traps Metal + IP Water
H20 Purification Metal + IP Water
Bio-Fuel Ref. Metal + IP Food Fuel
Synthetic Fuel Refinery Metal + IP Energy Fuel
Solar Panels Rare Metals + IP Energy
Power Banks Rare Metals + IP Storage Points
High Command BP
Metal + IP
(From Bunker to Palace) PP
University
Hospital Quality of Life Score
Metal + IP
Barracks Points
Vidcom Station
Ammo Depot
Fuel Depot
Metal + IP Storage Points
Food Silo
Water Reservoir

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Serpentization Metal + IP Water Energy
Methane Synth. Metal + IP Energy Fuel
Deep Core Gas Metal + IP Fuel
Atmospheric H20
Metal + IP Energy Water
synthesis
Rock dehydrate Metal + IP Water
Metal
Soil Demetalization Metal + IP Rare
Radioactive
Volcanic Energy Metal + IP Water Energy
Rail Station Metal + IP + Machines Fuel Logistical Points
Metal + IP + Machines +
High Speed Rail Station Energy Logistical Points
Hi-Tech
Nuclear Plant Metal + IP + Rare Metals Radioactives Energy
Remove RAD from
Rad.Cleansing Metal + IP + Rare Metals
Hexes
Energy
Hi-Tech Industry Metal + IP + Machines Hi-Tech Parts
Rare Metal
Bureaucrat Off. Metal + IP BP

5.5.4.3. Food Asset Types


The following Assets produce the following Food at ideal circumstances at
level I.
Asset Type Level I Input Output
Open Farming 1,000 Water 200 Food
200 Water
Domed Farming 200 Food
10 Energy
50 Water
Hydroponic Farming 200 Food
100 Energy

Keep in mind that Open Farming can benefit from “Areal Rules” and
Domed/Hydroponic Farming is protected from all kinds of hazards.

5.5.4.4. Mining Asset Types


The following mines produce the following at level I, when mining is easy
and plenty of reserves still in the ground.

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Asset Type Level I Input Output
Metal Mine 250 Metal
Rare Metals Mine 100 Rare Metals
30 Fuel
Recycling Facility 40 Metal
5 Rare Metals
Oil Drilling 500 Fuel
Bio Fuel Refinery 200 Food 200 Fuel
Synthetic Fuel Ref. 200 Energy 250 Fuel
Ice Mining 1,000 Water
Wind Traps 200 Water
Water Purification 2,000 Water
Methane Synthesis Plant 200 Energy 250 Fuel
Deep Core Gas Extractor 125 Fuel
Atmospheric H20 synthesis 200 Energy 500 Water
Rock Dehydration Plant 250 Water
Soil Demetalization 125 Metal
Radioactives Mine 5 Radioactives

5.5.4.5. Energy Asset Types


The following Assets produce the following amounts of Energy at level 1.
Asset Type Level I Input Output
Power Plant 500 Fuel 500 Energy
Solar Panel - 200 Energy
Volcanic Energy Plant 200 Water 500 Energy
Serpentization Plant 200 Water 250 Energy
Gravitonic Collector - 500 Energy
500 Energy
Nuclear Plant 1 Radioactives
(Fusion Tech doubles this)

5.5.4.6. Model Costs


Here follows a list of all base and variant costs for constructing Models.
Model / part Construct Cost Operational Cost
Automated Models High Tech Energy
Non-Automated Models Recruits Food
Walkers Machines -
Carbine, Gas, Gauss Metal
Ammo
Rifles / MG + RPG IP
Rare
Laser Rifles / Laser MG Energy
IP
High Tech
Plasma Rifles / Plasma MG Energy
IP

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Machines
Nuke RPG Metal Radioactives
IP
Metal
Personal Armor -
IP
Machines
Powered Personal Armor
Metal -
(Battledress)
IP
High Tech
Personal Shielding Radioactives -
IP
Howitzers and High Velocity (HV) Metal
Ammo
Guns IP
Rare
Laser Guns Energy
IP
Rare
Beam Guns High Tech Energy
IP
High Tech
Plasma Guns Energy
IP
Metal
Rockets Ammo
IP
Metal
Missiles Ammo
Machines
Metal
Nuclear Weapons Machines Radioactives
IP
Metal
Steel Plating -
IP
Rare
Polymer Plating -
IP
Metal
Liquid Armor High Tech -
IP
Metal
Shield Generator Machines Energy
High Tech
Metal
Diesel Engine Fuel
IP
Rare
Electric Engine Machines Energy
IP
High-Tech
Nuclear Engine Radioactives -
IP

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5.6. Regimes
You play one of the Regimes on the map. Think of a Regime as anything that
signifies an at least somewhat coherent force occupying a certain number of
Zones or Hexes.

5.6.1. Types of Regimes


There are different kinds of Regime Types.

5.6.1.1. Major Regimes


Are the Regimes that can be played by humans and are the ones that have
access to the fullest range of features. You start the game at peace with all
Major Regimes. Note that there are different relation Statuses with Majors
while you are at peace.

5.6.1.2. Minor Regimes


Are (semi) organized geographical entities. They are always under AI
control. Limited diplomacy with them is possible.
Unclear Relation
You start out with an Unclear relation with all Minors. In order to take
their Cities or attack their Units you’ll need to go to war with them. Taking
Hexes they claim to hold is however possible while in this Unclear relation.
Unclear relation is unique to Minor Regimes.
However, keep in mind that your relation will decrease with the Minor in
question if you take its territory and approach on its City and/or Units.
If the Relation is lower than 35 the Minor might also infringe on your
territory given the “Unclear” relations. If the Relation is higher than 35, the
Minor will not try to “steal” your Hexes.
Also keep in mind that, in the confusion over the borders with an “Unclear”
relation, you could accidentally walk into an Ambush if you advance on a
Hex where there are hidden Units of the other Regime. Such fighting will
be considered an accident and will not lead to war.

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Peace with a Minor
If you make Peace with a Minor you’ll no longer be able to take its Hexes.
The relation will have become clear and you’ll have to respects the territorial
claims of the Minor in question.

5.6.1.3. Non-Aligned Forces


These are forces that are unorganized and that function on a Unit-to-Unit
basis. No diplomacy is possible, and they are always considered hostile.
These forces include Free Folk Militias and native Alien Lifeforms.

5.6.1.4. Rebel Regimes


These are always linked to a specific Major Regime with whom they have
a special hatred relation. They’ll however follow any diplomatic changes
which the Major Regime they are rebelling against is making. If Rebels
succeed in conquering a City they’ll make it the Capital of a new regular
Minor Regime.

5.6.2. Your Regime


You Regime is always a Major Regime.
Basically, every game piece or stat that is not at Unit or Zone level is at
Regime Level. Your Regime represents you and your (either big or small)
bureaucracy controlling your territories and subjects.
There are several Regime level points that you can spend to make your
power felt.

5.6.2.1. Fate Points (FP)


This abstracts your personal interventions and your twisting of the fate of
your empire. They can be used to play Fate Stratagems. Those and these
points can be acquired by conquering Zones (minimal 10,000 Populace)
and by gaining new Tech, Culture or Admin levels. Furthermore, you’ll get a
point and free Stratagem pack for free at the start of a new game.

5.6.2.2. Political Points (PP)


This is the most vital resource you have. It is used to play Stratagems, make
personnel changes, upgrade cities, raise new Units and HQs. You will have
more PP if you get more powerful, but your PP will always be highly limited.

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Be sure not to suffer Prestige Damage, as this can seriously reduce your PP
income.
Your PP income for a turn is as follows:
PP Income Type Calculation
Base Income 5- 10 PP (based on difficulty level)
PP production by Organizations Square Root of ppPoints
Prestige Damage Prestige Damage % is removed.
Political Bonus PP is increased by Political Bonus %.
2 or more points can be deducted, starting then
Multiple SHQ Penalty
you have more than 1 SHQ.

5.6.2.3. SHQ Political Point Cost


SHQs are major activities of bureaucracy and political clout. Your first SHQ
does not cost you any PP per turn, however any subsequent SHQs you build
will. You will be at your most efficient if you only have one SHQ.
Number of SHQs PP Penalty per Turn
1 none
2 -2
3 -5
4 -9
5 -14
6 -20

5.6.2.4. Prestige Damage


Prestige models your overall respectability and it can take a hit from your
subjects’ disapproval if you show signs of “geopolitical madness,” like
invading another Regime you actually have an alliance or a really positive
relation with.
Prestige Damage, once taken, will only very slowly erode. You’ll lose 1%
each round.

5.6.2.5. Bureaucratic Points (BP)


These are generated by some of your more governmentally-oriented Assets.
You can disperse them over your Organizations by setting the National
Budget. Inside the Organizations they can be used to Research, make
Stratagems and be put to good use on a big number of other Tasks.

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The BP points displayed on your dashboard are the points that were
produced this turn and which will be distributed the upcoming turn.
The Nature of Bureaucracies
Bureaucracy has at the same time an undeserved and a deserved negative
image. Undeserved because grouping large number of people in huge
Organizations actually allows you to undertake big tasks and have a
serious impact, deserved because the bigger your bureaucracy gets the less
efficient it will be. Keep in mind though that small bureaucracies can be
extremely effective.
Size of Small Size bonus BP Big Size penalty BP
Bureaucracy given sustained
10 BP +27 -
100 BP +100 -
200 BP +59 -
300 BP +27 -
400 BP +0 -
1,000 BP - -12
2,000 BP - -190
3,000 BP - -560
10,000 BP - -5,300
50,000 BP - -40,000

5.6.2.6. Credits (Cr)


You use Credits to pay Leaders, Workers, recruit Soldiers and Colonists,
Trade and optionally to do Diplomacy by making Gifts.
Salaries and Signup premiums for Workers, Soldiers and Colonists are set in
milliCredits (1 milliCredit = 0.001 Credit)
Salaries of Leaders and Investment budgets are set in full Credits.

5.6.2.7. Levels
Your Regime has 3 key levels that impact up to which level Assets you can
build.
Tech Level
Determines the maximum level to which you can upgrade productive/
economic Assets like farms and factories.
It also limits which Tech Groups you are able to make discoveries in.

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This is based on the amount of research you have done. Your Tech Level is
the square root of the number of Techs you have researched.
Also provides a Technical Skill Family increase for newly recruited Leaders.
So in a normal game you start with 9 techs already available at start, meaning
normally you start at Tech Level 3.
Maximum Tech Level is 10.
Admin Level
Determines the maximum level to which you can upgrade organizational
Assets (aka as government Assets).
Also provides a Command Skill Family increase for new Leaders.
This is based on the number of Organizations you have created and your
total BP production. Your Admin Level is the square root of (the number of
councils + the square root of your BP production).
So for example 100 BP production add 3 Admin Levels, where 400 BP adds
4 Admin Levels and 1,000 BP adds 5 Admin Levels, 10,000 BP adds 10
Admin Levels. 1 Organization adds 1 Admin Level, 4 Organizations add 2
Admin Levels, 9 Organizations add 3 Admin Levels.
Maximum Level is 10.
Civilisation Level
Determines the maximum level you can upgrade QOL Assets to.
Also provides an Interpersonal Skill Family increase for new Leaders.
This is based on the square root of the average Civilisation Score of your
Regular Zones and diminished by 1.
Maximum Level is 10.

5.6.2.8. Word
Your Word Score models if you keep your promises. If it gets low your
promises will not be trusted by your Leaders and other Regimes.
§§ It impacts your Relation with a Leader if you relieve him/her from a
Job with the promise of a better one. If Word is low the Leader won’t
believe your promise.
§§ Factions take your promises on their Demands more serious with
more Word.

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§§ Impacts Faction Ideal Relation.
§§ Impacts Leader Ideal Relation for Leaders with high Heroic or Low
Ambition stats.
§§ Impacts a number of diplomatic Stratagems as well.

5.6.2.9. Capital
If you have multiple Zones, one of those Zones will have your Capital City.
It is the City were you and your Cabinet reside. Losing it during battle will
cause your Cabinet members to be decimated during the fighting.
If you lose your Capital, it will shift to another Zone (if one is still available
of course).
High Command Asset
Of these you are supposed to have just one. It is your personal command
centre and it can only be present in your Capital City. So, if any is found in
a non-Capital Zone, it will be immediately morphed into the more generic
Offices Asset.

5.6.2.10. Popularity
This a Regime-wide score based on many Zone, Leader and Unit statistics.
It helps you to avoid Unrest events even in Zones where conditions are
miserable.
It also helps you defend against aggressive special operations Stratagems
that could be used by your enemies.
Calculation is:
§§ Happiness of Workers
§§ Happiness and Loyalty of Population
§§ Morale of Soldiers
§§ Relation and Loyalty of Leaders
The first three parts of the calculation are weighted for the amounts of
Workers, Population and Soldiers actually present in your Regime.

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5.6.3. Decisions
On most turns you’ll be asked to make Decisions.
If you end your turn without making one, it will either return the next turn
(especially if about your own government Organization and Tasks) or it can
be made in your name by your Secretary or Governor.

5.6.3.1. Type of Decisions


Governmental Decisions
These are Decisions that are standard and not politically sensitive. Your
decisions here will not change the Profile of your Regime, nor affect your
Leaders (unless it deals with appointments or policy speeches).
Nominations
These are proposed by your Bureaucracy and all Factions have a hand in who
is going to be proposed. If you do not have many Leaders in reserve then
you’ll always be able to pick who you want.
It is not common to do so, but it is possible for you to ‘Dismiss’ a candidate
and then another one will be proposed to you. However, if this concerns a
Faction member, it will decrease the Happiness of his/her Faction. Once a
Leader has been dismissed once it will usually take some while before your
nomination committees dare to propose him/her again.
Instead of dismissing a Leader, it might be cheaper to wait a turn to see if
different Leaders are proposed for the job in question the next turn.
Event Decisions
A special type of decision is the event-based decision that obliges you to
always pay 1 PP for making a Decision yourself. Not making the Decision
yourself will save you that 1 PP.
Promises
During some events you’ll be able to make a Promise. A Promise is much
like an accepted Demand, but it is not linked to a specific Faction.
If you successfully deliver a Promise:
§§ You receive 20 PP
§§ Your Word score increases by +10%

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If you fail to deliver a Promise:
§§ Your Word score decreases by -20%
Demands
Factions can make Demands on you. Consider carefully if you want to
accept a Demand.
If you successfully deliver on a Demand:
§§ You get a Profile increase on the Profile that concerns the Demand
of +20%.
§§ You get big boost of +30% to the Happiness of the Faction that took
the initiative.
§§ Your Word score increases by +10%.
If you promised to deliver on a Demand, but you fail to actually deliver:
§§ You get a Profile decrease on the Profile that concerns the Demand
of -20%.
§§ You get big loss of -30% to the Happiness of the Faction that took the
initiative for that Demand.
§§ Your Word score decreases by -20%.
If you refuse a Demand when it is made:
§§ You get a decrease on the Profile that concerns the Demand of -10%.
§§ You get a loss of -15% to the Happiness of the Faction that took the
initiative.
If you accept a Demand when it is made:
§§ Faction Happiness goes up with +10% modified with your Word level.

5.6.3.2. Cost of Decisions


Most event-based non-organizational Decisions costs at least 1 PP for
making a Decision yourself.

5.6.3.3. Decisions made in your name


If you press End Turn without having made a Decision, your Secretary,
Governor or Director will make the Decision for you. Usually your subject
will pick the safest course of action. But if the Leader making the Decision
for you has low Relation and high Authority score, a decision most favourable
to the Profile of the Leader might be reached instead.

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Especially keep an eye on the Secretary. He/she makes a lot of Decisions if
you do not make them.

5.6.4. Organizations
You start the game with only one Organization, but you can construct more
at a cost in Political Points (PP).
Each Organization can execute a number of different Tasks.
An Organization always performs better if it has a Leader assigned as its
Director. Depending on your Relation with the Director the impact of the
BP allocated will be increased. It can be increased by +50% if your Relation
Score with the Director is at the maximum of 100 points.
The Organizations represent the different pillars of your government. Each
Organization can be assigned a part of the national Bureaucratic Point
(BP) budget. Furthermore, all Organizations have their own Organization
Budget for prioritizing between different Tasks that they can spend their BP
(received from the National Budget) on. Call your Director to discuss his/
her Organization Budget.
Let’s take a look first at which Organizations you can create.

5.6.4.1. Organizations
Supreme Command Council
This is your initial Organization. It represents your personal administration
and is, for example, the place where you can imagine you have your personal
offices and where your Secretary is being housed.
It is a very general-purpose Organization that is your only sure source of PP
income and also allows you to have some Stratagems at your disposal in the
early game. Keep in mind that any Stratagem produced by your Supreme
Command Council can be produced more efficiently at a more specialized
Organizations.
Military Research Council
This is an organization dedicated to researching new Techs that are of
interest to the military. This Organization can perform the Tasks below.

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Discovery Task
Before a Tech can be researched you first need to find the idea. This Task
focuses the effort of finding new ideas.
It is always a mystery how much BP you’ll need to invest before you make a
Discovery. Except when you have discovered everything there is to discover,
in that case you’ll be notified.
Skill used is Inventor.
Research Task
Once you have discovered a Tech you can order the Organization to research
it.
Skill used is Science.
Economic Council
This is an organization dedicated to researching new Techs that are of
interest to your Populace and your Economy. This Organization can perform
the Tasks below.
Discovery Task
Before a Tech can be researched you first need to find the idea. This Task
focuses the effort of finding new ideas.
Skill used is Inventor.
It is always a mystery how much BP you’ll need to invest before you make a
Discovery. Except when you have discovered everything there is to discover,
in that case you’ll be notified
Research Task
Once you have discovered a Tech you can order the Organization to research it.
Skill used is Science.
Prospecting
This will attempt to increase the Prospecting Level in your Zones with the
lowest level of Prospecting.
Skill used is Prospecting.
Economic Policies
This Task will provide you with special Stratagems that will allow you to
improve your Economy.
Skill used is Administration.

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Model Design Council
This is an organization dedicated to developing new Equipment for your
military. This Organization can perform the Tasks below.
Discover Model
Before a Model can be developed you first need to find the idea. This Task
focuses the effort of finding new ideas.
Skill used is Technician.
It is always a mystery how much BP you’ll need to invest before you make a
Discovery. Except when you have discovered everything there is to discover,
in that case you’ll be notified
Design Model
Once you have discovered a Model you can order the Organization to
develop it.
It is possible to continue development on an already developed Model as
well. Like improving the Mark II tank to the Mark III tank.
Usually there are several rough design choices you are permitted to
communicate to the design team of the Model.
Skill used is Technician.
Staff Council
This is an organization dedicated to the high-level organization and
management of your military.
This Organization can perform the Tasks below.
Discover Formation Types
Before a Formation Type can be Operationalized you first need to find the
idea for it. This Task focuses the effort of finding new ideas.
It is always a mystery how much BP you’ll need to invest before you make a
Discovery. Except when you have discovered everything there is to discover,
in that case you’ll be notified
Skill used is High Command.
Operationalize Formation Types
Once you have discovered a Formation Type you can order the Organization
to operationalize it.
Skill used is High Command.

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Occupation and Governance
This Task will provide you with special Stratagems that will allow your
military forces to help “stabilize” certain Zones. Includes Stratagems as
Pillage and Razia. Make sure that you have the Profile that allows these
Stratagems to be generated.
Skill used is High Command.
Postures
This Task will provide you with Posture Stratagems that can be played on
military HQs. Postures are basically doctrines of how to engage (or not) the
enemy. They can provide big bonuses and penalties to combat and when well
used can prove a powerful tool in defeating your enemies.
Skill used is High Command.
Secret Service Council
This is an organization dedicated to clandestine operations behind enemy
lines. Often far behind. They train spies and coordinate covert operations.
This Organization can perform the Tasks below.
Active Field Operations
This Task will provide you with a wide variety of Stratagems that allow you
to use covert operatives to undermine enemy Regimes.
Skill used is Covert Ops.
Spying Operations
This Task will provide you with Spy Stratagems that you can play on enemy
Zones. This is the way to gather intelligence far beyond your borders.
Skill used is Covert Ops.
Internal Security
This Task will provide you with Stratagems that turn the attention of the
Secret Service on your own people. Stratagems like Investigate Leader.
Skill used is Covert Ops.
Foreign Affairs Council
This is an Organization dedicated to improving or changing the relations
you have with your neighbouring Regimes.

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Major Diplomacy
This Task will provide you with a wide variety of Stratagems that allow you
to engage in diplomacy with Major Regimes. Skill used is Diplomacy.
Minor Diplomacy
This Task will provide you with a wide variety of Stratagems that allow you
to engage in diplomacy with Minor Regimes. Skill used is Diplomacy.
Applied Science Council
This Organization is dedicating to improving upon (binary) technologies
you have already mastered. They only have access to Linear Techs.
At start these Techs are easy to research, but the higher the level you reach
the harder it will become to make further improvements.
Discovery Task
Before a Linear Tech can be researched you first need to find the idea. This
Task focuses the effort of finding new ideas.
It is always a mystery how much BP you’ll need to invest before you make a
Discovery. Except when you have discovered everything there is to discover,
in that case you’ll be notified.
Skill used is Inventor.
Research Task
Once you have discovered a Linear Tech you can order the Organization to
gain research points on it. Skill used is Science.
Interior Council
This is an Organization dedicated to improving the functioning of your
Regime. It has Tasks that can provide you with Stratagems to get more
Income and to have more Leaders to do your bidding.
Taxation
This Task will provide you with Stratagems that allow you to change the
taxation of your Regime.
Income and Sales Tax can be changed on a Regime wide level.
Skill used is Administration.

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Tariffs
This Task will provide you with Stratagems that allow you to change the
tariffs on exports and imports with other Regimes. You can set a different
Tariff for each Regime.
Skill used is Administration.
Human Resource
This Task will provide you with Stratagems to recruit new Leaders.
Skill used is Administration.
Interior Policies
This Task will provide you with Stratagems that focus on making
improvements to Zones.
Skill used is Administration.

5.6.4.2. Bonuses for Tasks


Some Tasks can receive Bonuses. These bonuses will increase the impact BP
invested in the Task will have.
Director Relation Bonus
If your Organization is missing a Director, you’ll suffer a -50% penalty. Once
you have a Director in place with a Relation >50 you’ll start receiving a
bonus. A Director with a Relation <50 gives penalties between -1% and
-50%. So, a Relation of 90 will give a 40% bonus on BP invested.
Director Skill Bonus
If the Skill Roll of the Director is above 100, the value above 100 will be
used as a positive percentage modifier. So, a roll of 123 will give a 23% bonus
on BP invested.
Design Bonus
This Bonus makes the Design Model Task of the Model Design Council
more effective.
Research Bonus
This Bonus makes the Research Technology Task of the Military Research,
Economic and Applied Sciences Councils more effective.

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5.6.4.3. New Organization cost
Your first Organization is very cheap. Subsequent Organizations will
become more expensive to put in place.
This models that it is easy to start-up your bureaucracy and start creating
Organizations. However, every new Organization you add to your
government apparatus will become more expensive as the total number of
links between all your Organizations continue to increase and make life
more complex from an organizational point of view. Or in other words, with
increased complexity overhead increases.
Organization Number Base Cost Lowest Cost Possible
2nd 4 PP 1 PP
3rd 8 PP 2 PP
4th 16 PP 4 PP
5th 28 PP 6 PP
6th 44 PP 9 PP
7th 52 PP 11 PP
8th 56 PP 11 PP
9th or more 60 PP 12 PP

Decrease of cost with time


If you wait a turn, the PP cost for a new Organization will be decreased by
3%. A maximum reduction of 80% is possible. This models the stress cost
of rapidly expanding your bureaucracy complexity versus taking the time to
do it more organically.
Delays with creation
Keep in mind there are some delays before you’ll have an Organization
in place that is functioning as it should be. If you create an Organization
in turn X, it will be immediately created by your staff. Then in turn X+1
when the Organization has been equipped with cadres and presumably
some offices, communication lines and a budget you’ll be able to appoint
its Director. The Director will need to settle in and take charge of his/her
Organization and you can then call this Director in turn X+2 to reset the
Organization Budget.
Diminishing results with more BP investment
Your BP invested in Tasks at your Organizations has a non-linear effect. The
more BP you spent the less effective each BP will be.

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This limit is set at 100BP for a Task. Above a 100BP investment, you’ll
suffer inefficiency effects.
For example, investing 150 BP in a Task results in an effective investment
(after limiting returns rule) of 127 BP. And an investment of 300 BP results
in an effective investment of 190 BP. So it can be worthwhile to invest
beyond the limit, but it is not the most efficient way to spent your BP.
If your bureaucracy gets really big and you have 1,000s of BP to spend,
inefficiency at Task level is something you’ll have to learn to live with. If you
are a small fry and have only up to a few hundred BPs in total, do not worry
about this rule.

5.6.4.4. Organization management


You have several means to provide high level management to your
Organizations.
New Organization
Sometimes your Secretary will prompt you so see whether you want to
create a new Organization on his/her own initiative. However, if you want
to take the initiative yourself, you’ll need to Call your Secretary to ask him
to prepare this Decision immediately.
National Budget
If you have more than one Organization, then every so many turns the
National Budget will be discussed. It concerns the distribution of BP over
your Organizations. You can also Call your Secretary to ask him to prepare
this Decision immediately.
Keep in mind that reshuffling your budget can affect your Relation with
your Council Directors. Almost nobody likes a budget cut!
Organization Budget
Organizations have multiple Tasks over which they distribute the BP that
have been allocated to them by the National Budget. If you want, you can
change these allocations. You can do so by placing a Call to a Director to ask
him/her to prepare this Decision immediately.
Change Target
A number of Organizations have Tasks that have a specific target. Like
researching a specific Tech, developing a specific Model or operationalizing

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a specific Formation Type. You can Call your Director to ask him to prepare
this Decision immediately.
Changing Director
Once an Organization has a vacant Director position, the next turn a
Director selection Decision will be prepared by you. You can force a vacant
position by making a Call to the current Director to Dismiss him. If you do
so next turn you’ll be able to choose a new Director. There is a one turn delay
here because organizing a committee to find you nominees takes some time.
This delay will expose you to the -50% penalty of having no Director, for
one turn. Meddling like that in Organizations always comes at some costs.
Nominations
At the start of each turn you’ll receive Nominations for taking up vacant
positions.
It is important to realise that it is your bureaucratic apparatus that chooses
the nominees. Depending on your Political System certain candidates will
be preferred due to your Factions’ influences.
Taken into account for selection is the suitability for the post, Capability
Level, Seniority, Faction membership and if there are Leaders that have a
Job promised by you.
If you do not like any of the Nominations, you can choose to leave a post
vacant for another turn and hope for some better nominees the next turn.
There is a heavy randomized part to the nominations, so it is certainly
possible to get different nominees the next turn.

5.6.5. Advisors
If an Advisor is attached to a Leader and the Advisor makes a higher Roll,
it is the Advisor’s Roll result which will be used instead of the Roll result of
the Leader the Advisor is attached too.
Advisors can cause friction with the Leader they are attached to due to
differences of personality and ethics.
Advisors are directly subject to you. They can be attached or detached to any
Commander, Governor or Director.
The maximum number of Advisors that you can appoint is equal to the
square root of the number of Zones you own (result rounded down).

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Zones Advisors
1-3 1
4-8 2
9-15 3
16-24 4
25+ 5

Advisors are always cabinet members, so there is a price to pay for the fact
that they gain a Cabinet position. The more noses in your Cabinet, the
harder it is to make them point in the same direction.

5.6.6. Bonus Points and Bonuses


There are many kinds of Bonuses that your Regime can acquire.
At the very start of your turn, your Bonus Points (generated previous turn)
and your Regime Feats determine your Bonuses for the current turn.
During production you can acquire Bonus Points that will be used next turn.
The Bonus Points translate in a square root addition to Bonus, meaning that
10 Bonus Points give you an additional 3% Bonus and 100 Bonus Points
give you 10% additional Bonus.

5.6.7. Stratagem Generation and PP Costs


Stratagems that can be generated by an Organization have a certain BP cost
that needs to be paid for for it to be actually generated.
Your Regime will start out with only the Supreme Command Council in
place that will generate a limited number of Stratagems, but over time you’ll
create more Organizations and will acquire more diversity in Stratagems.
The PP cost of your Stratagems is dependent on your Relation with the
Leader who’ll execute the Stratagem. If Relation is higher than 50 you will
have to pay less PP, if Relation is below 50 you’ll have more PP.
The absence of a Leader for the Organization that executes the Stratagem
increases the PP cost to the max. Some Stratagems can also be executed
by the Supreme Council as well as a more specialized Council. Using the
Supreme Council to execute these Stratagems also increases the PP cost.
If you already have a certain number of specific Stratagems, the chance to
get another one will be diminished sharply.

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5.6.8. Leader Reserve Pool
Your Regime will have a number of Leaders employed. Some of them will
be your Zone Governors, others your Organization Directors and yet others
your Army Commanders. And some will not have any assignment at all.
They’ll be placed in the Reserve Pool.
It is this Reserve Pool that is used to provide you with Nominations for
filling vacant posts.
Be aware that it is possible for discontented Leaders to leave you or to rebel.
Rebellion is not very likely, and it is unusual for any rebellion from a Reserve
Pool Leader to be strongly supported, but if you place a dissatisfied high
Seniority Ranking Leader in the Officer Reserve Pool this could occur.

5.6.9. The Regime Profile


Your Regime has a Profile consisting of 3 Profile Groups. Each Profile
Group contains 3 interlocking Profile scores.
Consider the Regime Profile scores like the state of mind of all your
Populace, Leaders, Soldiers and Workers.
The Regime Profile scores can change based on your Decisions. However,
they get harder to change once they get into the extreme ends of their
spectra.
Reaching an absolute 0 or 100 score on a Regime Profile score should be
almost impossible. Even getting below 10 or above 90 will be extremely
difficult. This represents the natural resistance of people to take very extreme
positions.
Having a Regime Profile score above 40 will eventually result in gaining
your first Regime Feat. Above 50 you’ll receive a second, above 60 a third,
etc.

5.6.9.1. Changes to your Regime Profile


There are several mechanisms that can make your Regime Profile change.
Decisions
Most Decisions you make will have an impact on your Regime Profile. Keep
in mind that the higher a Profile Score is, the lower the gain and the higher
the loss will be that a Decision offers.

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Going to War
Invading another Regime will have a repercussion on your Fist Profile.
This effect is lower when it concerns going to war with Minors or Regimes
that you have a low Relation with. This effect is much higher when it concerns
Majors, especially those with whom you have a high Relation level. This effect
is truly humongous when you are committing a kind of treason, like going to
war with a Regime with whom you have a pact (like non-aggression pact).
Dominant Profiles
All Profiles are Dominant over one other. Dominant Profiles decrease the
scores of the other Profile and these rules ensure that you cannot get top
scores on all Profiles. Getting a high score on one Profile, will mean getting
a lower score on another Profile.
For example, Autocracy has dominance over Meritocracy. This means that
the dominated Profile can in the long term not retain a score higher than 100
minus the Dominant Profile. So, if Autocracy has a score of 70 points, that
means Meritocracy will be pushed back to a maximum score of 30 points.
This suppression effect is gradual and is minimally 1 point per turn and
maximally 20% of the difference in points.
The Profile that is doing the suppressing also takes a hit in the process at
half the damage done to the Profile it is suppressing. This models the cost of
infighting and contradictory ideologies.
Dominant Profiles List
Democracy suppresses Autocracy
Autocracy suppresses Meritocracy
Meritocracy suppresses Democracy
Enforcement suppresses Commerce
Commerce suppresses Government
Government suppresses Enforcement
Fist suppresses Mind
Mind suppresses Heart
Heart suppresses Fist
Dominant Profiles also take half the damage themselves every time they
suppress another Profile.

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5.6.10. Profile Groups and Fields
The Profiles have been organized into 3 Profile Groups. Each Profile Group
has 3 Profiles.

5.6.10.1. Politics Group


These 3 Profiles determine how your people think the nation should be
governed.
Democracy
Democracy denotes your people’s preference for the making of
democratic decisions. It denotes the belief that all men are equal
and if possible have an equal vote.
Autocracy
Autocracy denotes adherence to principles of natural leadership
and might making right.
Meritocracy
Meritocracy denotes that your nation strives to get the best people
to the highest positions.

5.6.10.2. Society Group


These 3 Profiles determines the way your people think that they should be
managed.
Enforcement
Enforcement denotes the level of discipline and rigid rules inside
your nation.
Commerce
Commerce denotes the level of private initiative inside your
nation.
Government
Government denotes the power which the government and its
bureaucrats wield.

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5.6.10.3. Psychology Group
These 3 Profiles determines the way your people think, feel and act.
Fist
Fist denotes a people that want to win and who won’t hesitate for
a moment to use force to achieve their goals.
Mind
Mind denotes a people that are cerebral and that like to think,
have some morals and like to be creative.
Heart
Heart denotes a people who have faith and belief in each other
and their joint struggle.

5.6.11. Regime Feats


A Regime Feat is a special institution or ideology well established inside
your Regime. These Regime Feats provide you positive effects in bonuses,
Stratagem unlocks and Unit Feats.
They’ll also provide special Faction Stratagems when there is a Faction that
is happy and that shares a Profile with the Regime Feat in question.
All the Regime Profile scores give you the chance to gain Regime Feats once
they go beyond 40 points.

5.6.11.1. Regime Feats Listing


Democracy
PROFILE
FEAT NAME BASE EFFECT FACTION CARDS UNIT FEAT
SCORE
Political Bonus
40 Engaged Politicians Political Aid Truck
+40%
QOL Bonus
50 Conflict Resolution Negotiator
+50%
Political Bonus
60 Open Politics Local Referendum
+60%
QOL Bonus
70 Due Procedure Secondant
+100%
Political Bonus
80 Civil Society Civil Delegation
+80%
QOL Bonus
90 Voters First
+150%

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Autocracy
PROFILE
FEAT NAME BASE EFFECT FACTION CARDS UNIT FEAT
SCORE
40 Strength of the Will -none- Bunker Busters

50 Submission -none- Hero of the Nation


Crackdown on
60 Martial Law -none-
Unrest
70 Reign of Fear -none- Firing Squad

80 Burned Earth -none-

90 Total Power -none-

Meritocracy
PROFILE FACTION
FEAT NAME BASE EFFECT UNIT FEAT
SCORE CARDS
Plea of
40 Accomplished Envoys Diplomacy Rolls +30
Friendship
Per 1,000 pop/work Worker
50 Capable Supervisors
+1 Food Privileges
Operational Commands
60 Martial Tournaments Champion
Rolls +25
Administrative Tough
70 Administration Rolls +40
Competence NCO
Capable Small Per 1,000 pop +2
80
Business Credits
90 Competitive Culture Leader Capability +50%

Enforcement
PROFILE FACTION
FEAT NAME BASE EFFECT UNIT FEAT
SCORE CARDS
(Service) Tax Bonus Military
40 Discipline
+50% Police
All for the
50 Efficiency Goals Logistical Bonus +50%
Front
Recruitment Bonus
Elite
60 Strong-arming +100% (Soldier/
Trainer
Colonists)
(Service) Tax Bonus Sacred
70 Citizen Loyalty Oath
+100% Oath
80 Stick to the Schedule Logistical Bonus +100%
Recruitment Bonus
90 Subjects of the State
+200%

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Commerce
PROFILE FACTION
FEAT NAME BASE EFFECT UNIT FEAT
SCORE CARDS
Private Economy Commercial
40 Free Market
Bonus +40% Project
Pop Happiness
50 Opportunism Scavengers
Bonus +50%
Commerce Bonus Investor
60 Wealthy Friends
+100% backing
Private Economy Corporatist
70 Corporations
Bonus +80% Officer
Pop Happiness
80 Private Careers Co-optation
Bonus +100%
Commerce Bonus Appropriation
90 Stock Market
+200% Team

Government
PROFILE FACTION
FEAT NAME BASE EFFECT UNIT FEAT
SCORE CARDS
Bureaucratic Bonus Medical
40 Bureaucracy
+40% Team
Public Industrial
50 State Companies Double Shift
Bonus +40%
Worker Happiness Field
60 Workers Rights
Bonus +50% Kitchen
Bureaucratic Bonus Administrative
70 Central Computer
+60% Review
Intensive Worker Public Industrial
80
Training Bonus +60%
Worker Happiness
90 Worker Elite
Bonus +100%

Fist
PROFILE FACTION UNIT
FEAT NAME BASE EFFECT
SCORE CARDS FEAT
Chance on extra
40 Voluntarism Militia Project
Militia Units.
50% higher casualty People’s
50 War Lust
tolerance Hero
60 Esprit de Corps Combat Bonus +25% Insult
100% higher casualty Political
70 Militarized Politics
tolerance Lieutenant
Suicide
80 Fanaticism Combat Bonus +40%
Bomber
200% higher casualty
90 Total War Mentality
tolerance

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Mind
PROFILE FACTION
FEAT NAME BASE EFFECT UNIT FEAT
SCORE CARDS
Technology Research Bonus Techno
40
Fascination +30% Mage
Cultural Adjustment Zoo/Cultural
50 Curiosity
Bonus +40% Project
Research Bonus
60 Logical Thought Engineer
+40%
Cultural Adjustment
70 Universal Truth Roboteer
Bonus +60%
Research Bonus Breakthrough
80 Scientific Religion
+50% Now!
Cultural Adjustment
90 Academic Mentality
Bonus +80%

Heart
PROFILE FACTION
FEAT NAME BASE EFFECT UNIT FEAT
SCORE CARDS
Militant
40 National Pride Morale Bonus +40%
Propagandist
Leader Loyalty Musical
50 Friendship
Bonus +40% Band
People Loyalty
60 Joint Struggle Popular Rally
Bonus +50%
70 Rallying Flag Morale Bonus +60% Flag Bearer
Leader Loyalty
80 Band of Brothers Camo Team
Bonus +80%
People Loyalty
90 Total Trust in Leaders
Bonus +100%

Losing Regime Feats


If your Profile score drops 10 points below the Profile score needed to gain
the Regime Feat, you’ll start to have a chance to lose the Regime Feat in
question.

5.6.12. Politics
Even if you wield almost total power (Autocracy/Politburo) there will still
be some politics going on.
You always have a Political Body active. This is either a Parliament, a Senate
or a Politburo.

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If you have a Parliament, normally all classes (Population, Workers, Soldiers
and Leaders) are allowed to vote, but under special Profile circumstances you
will be able to exempt certain classes from voting.
Every X rounds, there will be an Election. This will shuffle the amount of
power different Factions wield within your Political Body. Powerful Factions
will be more likely to make Demands on you.

5.6.12.1. Political Bodies


You always have one of the following Political Bodies:
Parliament
A democratic assembly. However, you can change the voting rules to make
it more or less democratic.
Senate
An elite assembly. Only your Leaders can vote to elect your senators.
Politburo
Although there is no assembly there is still a counter power you have to
deal with. All the Leaders in your Cabinet have a vote to determine which
trustees to send to your ‘shadowy’ Politburo.

5.6.12.2. Elections
Elections are straight forward affairs, but how do specific classes of voters
vote?
Population of a Zone vote
Up to (50% * Happiness / 100 * Oratory Roll / 100) go to the Faction
preferred by the Governor.
Remainder of the votes go to the agenda of the specific Populace. This
agenda depends on the type of private Assets present in the Zone.
Workers of a Zone vote
Up to (100% * Happiness / 100 * Administration Roll / 100) go to the
Faction preferred by the Governor.
Remainder of the votes go to the agenda of the specific Populace. This
agenda depends on the type of public Assets present in the Zone.

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Soldiers of a Unit vote
(50% * Morale) go to the Faction preferred by the first Commander in their
chain of command. Remainder of the votes are determined by how the tide
of battle feels to be going from the perspective of the Soldiers.
Depending on the following the Soldiers will prefer the following profiles
§§ Conquest rating low => Mind
§§ Conquest rating high=> Fist
§§ Casualty rating low => Fist
§§ Casualty rating high => Heart
§§ Word rating low => Democracy
§§ Word rating high => Autocracy
Leader’s vote
A leader will always vote for his/her own Faction (or the best similarity score
if not a Faction member).
Minority – Majority effects on vote
If the Regime’s ratings on QOL, Size, casualties or Popularity improved
during the last elections, the Majority Faction(s) get a bonus in the election.
If the inverse is the case, the Minority Factions get a bonus in the elections.
Faction Support
Support denotes that the Faction is receiving political support as well as
information and resources that will enable it to do its job more efficiently.
It is possible to give your own Factions or Factions of other Regimes an
amount of Support Points by using Stratagem to support them during the
elections. A maximum 400 Support Points are taken into account, which
translate into more or less doubling the Factions vote.
Politburo Seniority Effects
Note that if your Political Body is a Politburo, the voting is not fair. No
surprise there... The influence (they don’t actually technically vote by raising
hands) exercised by each Cabinet member in sending of trustees to the
Politburo is weighted for their Seniority level.

5.6.12.3. Political System Change


Your Regime Feat Parliament, Senate or Politburo can change based on who
you are allowing to participate.

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A Parliament changes to a Senate once neither your Population, Workers or
Soldiers have the right to vote.
A Senate changes to a Politburo upon you have restricted the right to vote
to your Cabinet.
A politburo changes to a Senate or Parliament once the vote has been
extended outside of your Cabinet.
You can have a Class based or a Representational voting system. This is only
of interest if you have a Parliament. In a representational system, it is one
man one vote. In a class-based system, the Population’s vote determines 25%
of the seats, the Workers’ vote determines 25% of the seats, the Soldiers’ vote
determines 25% of the seats and your Leader’s vote determines 25% of the
seats. It is possible to take away the voting rights of certain classes, which
makes the class-based voting system an interesting choice for political
engineering.
If you have certain Regime Profile values, certain Political System changes
will eventually be proposed.
Change Proposed Related Profile
Take Pop vote away demo<30, merito>=50 | auto >=50
Take Worker vote away demo<30, merito>=50 | auto >=50
Take Soldiers vote away demo<30, merito>=50 | auto >=50
Give Pop vote demo>=50 , merito<30 & auto<30
Give Worker vote demo>=50 , merito<30 & auto<30
Give Soldier vote demo>=50 , merito<30 & auto<30
Take Leaders vote merito<30, auto>=50
Give Leaders vote merito>=50, auto<30
Introduce Class based voting commerce>=50, government<30
Introduce Representational voting commerce<30, government>=50

5.6.13. Minor mechanics


Minors have a number of special mechanics active.

5.6.13.1. Minor Militia growth


This is normally based on their Cultures Militancy Score. However, some
Cultures get “Militia” growth by killing/consuming or selling the habitants
of the Zone. This last category includes Arachnids, Mutants and Slavers.

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Furthermore, human Cultures can spend any Credits they might have to
buy more Militia.
Higher game Difficulty levels will give Minors greater Militia Growth.

5.6.13.2. No Cultural adjustment


If the Minor Culture is non-human or inclined to kill or sell the population,
the population will not adjust to their new masters.

5.6.13.3. Diplomatic aversion


Some Minor Cultures will never participate in Diplomacy, either because
they don’t want to or because they cannot. Cultures who don’t do diplomacy
include AIs and Arachnids, but also Slavers and Nomads.

5.6.13.4. Demands and Requests


Minors can approach you with demands and requests of a varying nature. It
can be threats of war… blackmail… selling of slaves... etc...

5.6.14. Regime Relations


You have a Relation Score for each Regime you are aware of. You can
influence this Relation by playing Stratagems and responding to diplomatic
Decisions. And so can the AI.

5.6.14.1. Minor Regimes Relations


A Minor Regime can have three possible core states. It is either Independent,
Protected or a Client State.
Protected Status
A Minor Regime can only have one protector.
If you are the protector, the Minor Regime will no longer perform any
negative acts towards you.
If a protected Minor is attacked by another Major Regime then it will join
your Regime.
Client State
The Minor will no longer do any diplomacy at all and will send you some
Credits every turn.

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Joining You
Joining your Regime means the Minor Regime will completely disappear
of its own accord. A join might be the effect of a Minor that is protected by
you, or your client state, being attacked by another Major Regime.
Once a join goes into effect:
§§ All their Units will switch to friendly Militia Units
§§ Their Militancy level will be set at your Relation level
§§ The Leader of the old Minor will become the Zone Governor with
loyalty equal to your Relation level
Declaring War on a Minor
First of all, this might lead you to declaring war on a Major as well if the
Minor has a Protector or is a Client State of another Major.
Here follow the other repercussions of declaring war on a Minor:
Relation with Loyalty Political Fist
Hap. Rep.
Minor Rep. Rep. Profile
0-30 - - - +3%
31-40 - - - +6%
41-50 - - - +9%
51-70 1d10 - - +12%
71-90 1d10 - - +15%
91-100 2d10 1d10 - +18%
You are the Protector 4d10 2d10 2d10 +5%
Minor is your Client state 6d10 4d10 4d10 +10%

5.6.14.2. Major Regimes Relations


What you need to keep an eye on concerning your Major Regime neighbours
is your Relation level with them and the relation Status. Both give you a hint
of how likely it is you’ll find yourself at war with them.
To be reasonably sure war will not break out try to keep the Relation level at
least above 30. Furthermore, try to avoid the relation Status turns to Hostile.
A Hostile status is a very serious warning sign war might break out really
soon.
AI internal politics
Each AI Major Regime Culture can have one of three Factions in power.
Depending on which Faction rules their Regime they’ll have different
tendencies.

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The relation Status
You might want your Relation level higher or lower, or you might want to
sign agreements or pacts with a Major Regime, but the AI controlling a
Major AI has its own attitude. This is shown through the relation Status.
The following Status exist:
Allies
AI would like to be Allies. This means it is very willing to start signing pacts.
Friends
AI would like to be Friends and will probably be happy to sign a good
number of agreements with you.
Cold
AI is not particularly interested in signing any agreements with you. And
is not particularly fond of you either. However, it is not Hostile, so it will
probably not go to war.
Blackmail
The AI sees you as a potential target of extortion. This is not good, but
at least means it has no immediate plans to go to war with you. With the
emphasis on “no immediate”. Watch your back!
Hostile
The AI sees you as a Regime that it will find itself at war with. Rather
sooner than later.
Deals and pacts
It is possible (by play of diplomatic Stratagems) to make deals and pacts with
another Major Regime. These allows different Levels of communication,
trade, scientific cooperation and military pacts:
Communication Level
Level 1 is Open Communication Lines. It allows you to actually propose all
other deals and pacts.
Level 2 is having embassies in each other’s Capitols. It increases your Recon
on the other Regime.
Level 3 is establishing cultural exchanges. It further increases your Recon,
but not much else. Highly symbolic

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Trade deal Level
Level 1 actually allows trade between your Regimes. If no Level 1 trade deal
is struck, there will be some illegal trade, but it will be very limited.
Level 2 is Free trade and makes it impossible to impose Tariffs on cross-
border trade for both sides.
Level 3 is Free movement and makes it much, much easier for Population to
relocate from one Regime to another.
Scientif ic deal Level
Level 1 is Scientific cooperation which allows both sides to gain discoveries
from the other side.
Level 2 is Scientific exchange which will allows actual research points to
be given from one side to another but only if the Regime with the higher
research is 50 points ahead in the field in question.
Level 3 is Scientific joint effort and will actually share all research progress.
Military pact Level
Level 1 is a Non-Aggression pact. In theory it disallows Declaring War on
the other. But in reality this is still possible, but at a high cost for the one
Declaring War.
Level 2 is a Friendship pact. Here you’ll automatically become the enemy of
their enemies and vice-versa.
Level 3 is very special. It is the Victory pact. With this Level active it is
possible to attain a Joint Victory and win the game as Allies.

5.6.14.3. Declaring War


You always have the option to invade another Regime. Even if you have a
Non-Aggression pact in place. You can break your promises. However…
invading a Regime with which you have a good Relation or a pact in place
with will have severe repercussions.
Your Populace, Leaders and Troops are not robots and they will follow you
to a lesser degree if they do not agree with your invasion.
In general, it is a good idea to first reduce the Relation with another Regime
before declaring war on it.
Declaring War on a Major
This can have much more severe repercussions than invading a Minor:

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Happiness Loyalty Political Fist
Relation with Major
Rep. Rep. Rep. Profile
0-10 - - - +3%
11-20 - - - +6%
21-30 - - - +9%
31-40 1d10 - - +12%
41-50 1d10 - - +15%
51-60 2d10 1d10 - +18%
61-70 4d10 1d10 - +21%
71-80 8d10 2d10 1d10 +24%
81-90 12d10 4d10 1d10 +27%
91-100 16d10 8d10 2d10 +30%
You have a non- aggression
8d10 6d10 6d10 +15%
pact
You have a Friendship pact 10d10 8d10 9d10 +20%
You have a Victory pact 12d10 10d10 12d10 +25%

Repercussions explained
The Fist Profile change is straightforward and increases your Aggression
with a certain percentage.
The Happiness, Loyalty and Political Repercussions in the table above give
the following effects:
Happiness Repercussion
The total value of your repercussion dice will translate in an equal percentage
decrease of:
§§ Population Happiness
§§ Worker Happiness
§§ Leader Relation
§§ Soldier Morale
Loyalty Repercussion
The total value of your repercussion dice will translate in an equal percentage
decrease of:
§§ Population loyalty
§§ Leader loyalty
Political Repercussion
The total value of these dice will translate in a percentage decrease of your:
§§ Word score

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And an increase in absolute percentage points of your:
§§ Prestige Damage

5.7. Stratagems
Stratagems are special ploys that you can play on your own Regime, a Zone,
a HQ, a Leader or another Regime.
Stratagems can be produced by Organizations and will require some cost to
be paid (in Credits, FP or PP) when executed.
A Stratagem will, in principle, be executed by the Leader in charge of the
Organization that has produced the Stratagem. However, there are two
exceptions. If a Stratagem has been produced by the Supreme Command
Council but the dedicated council for the Stratagem is also present, the
Director for the dedicated council will play the Stratagem. The other
exception is with Stratagems that target friendly Zones, if this is the case
the Governor of the Zone will play the Stratagem.
Stratagems can give you important advantages and subtle (or sometimes less
subtle) ways to change your destiny.

5.7.1. Supreme Command Council Stratagems


The Supreme Command Council is special as it is always present at start
of game. It is capable of producing a limited subset of Stratagems from the
other Councils.
It allows you to have some minimal Stratagem capability even if you are not
creating any other Organizations.
Here follows a list of all Stratagems the Supreme Command Council can
produce.

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Stratagem Dedicated Council for the Stratagem
Open Contact Foreign Affairs Council
Expel Diplomats Foreign Affairs Council
Trade Foreign Affairs Council
Limit Trade Foreign Affairs Council
Scientific Cooperation Foreign Affairs Council
Limit Science Coop. Foreign Affairs Council
Non-aggression pact Foreign Affairs Council
Cancel pact Clause Foreign Affairs Council
Gift 400 Credits Foreign Affairs Council
Ask For Help Foreign Affairs Council
Shadow Spy Secret Service Council
Shadow Diplomat Secret Service Council
Offer Protection * Foreign Affairs Council
Propose Peace * Foreign Affairs Council
Send Spy Secret Service Council
Recruit Military Interior Council
Recruit Junior Interior Council
Recruit Mercenary Interior Council
Medal of Merit Interior Council
Bonus Interior Council
Defence Staff Council
Blitzkrieg Staff Council
Field Training Staff Council
* Only playable on Minors
Most of these will be executed by a different Director than that of the
Supreme Command Council if the specific dedicated Council for the
Stratagem is present. These dedicated Councils are noted in the column to
the right.

5.7.2. Secret Service Council Stratagems


Here follows a list of all Stratagems the Special Operations Organization
can produce.

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Stratagem Regime Feat needed
Shadow Spy*
Send Spy*
Assassinate Leader
Threaten Leader Enforcement - Efficiency Goals (50)
Gift to Faction Commerce - Free Market (40)
Investigate Leader
Support Faction
Send Spy Team
Send Spy Ring
Call to Success I Meritocracy - Administrative Competence (70)
Call to Success II Meritocracy - Capable Small Business (80)
Call to Success III Meritocracy - Competitive Culture (90)
Call to Rebellion I Democracy - Due Procedure (70)
Call to Rebellion II Democracy - Civil Society (80)
Call to Rebellion III Democracy - Voters First (90)
Call to Power I Autocracy - Strength of the Will (40)
Call to Power II Autocracy - Martial Law (60)
Call to Power III Autocracy - Reign of Fear (70)
* Can also be produced by the Supreme Command Council

5.7.3. Foreign Affairs Council Stratagems


Here follows a list of all Stratagems this Organization can produce.
Stratagem Regime Feat needed
Open Contact*
Expel Diplomats*
Trade*
Limit Trade*
Scientific Cooperation*
Limit Science Coop*
Non-aggression pact*
Cancel pact Clause*
Gift 400 Credits*
Ask For Help
Shadow Diplomat*
Offer Protection */ **
Propose Peace */ **
Embassy
Cultural Exchange
Free Trade

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Free Movement
Scientific Exchange
Scientific Joint Effort
Friendship pact
Victory pact
Provocation
Propose Peace (with Major)
Gift 1,000 Credits
Gift 2,500 Credits
Offer Client
Unification
Annexation
Ouverture

* Can also be produced by the Supreme Command Council


** Can only be played on a Minor Regime

5.7.4. Interior Council Stratagems


Here follows a list of all Stratagems this Organization can produce.
Stratagem Regime Feat needed
Recruit Civilian Democracy - Engaged Politicians (40)
Give 500 to Populace Commerce - Opportunism (50)
Give 2,000 to Populace Commerce - Opportunism (50)
Volunteer Drive
Militia Enthusiasm Enforcement - Discipline (40)
Patriotic Collection Meritocracy - Martial Tournaments (60)
Cabinet Retreat Democracy - Conflict Resolution (50)
Governor Convention Government - Bureaucracy (40)
Wargames
Grand Convention Meritocracy - Capable Supervisors (50)
Bureaucratic Push Government - Bureaucracy (40)
Efficiency Drive Enforcement - Efficiency Goals (50)
Mission Impossible
Medal of Merit *
Bonus *
Official Gift
Commercial Gift Commerce - Wealthy Friends (60)
Estate Gift Commerce - Wealthy Friends (60)
Zero Retirement
Bronze Retirement
Silver Retirement

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Golden Retirement
Give 500 to Militia
Emergency Tax Enforcement - Discipline (40)
Draft Workers Government - State Companies (50)
Draft Colonists Government - Workers Rights (60)
Draft Recruits Enforcement - Strongarm (60)
Increase Sales Tax
Increase Income Tax
Decrease Sales Tax
Decrease Income Tax
Import Tariff Increase
Import Tariff Decrease
Export Tariff Increase
Export Tariff Decrease
Recruit Military *
Recruit Special Ops Autocracy - Martial Law (60)
Recruit Talent Meritocracy - Accomplished Diplomats (40)
Recruit Senior
Recruit Junior *
Recruit Mercenary *

* Can also be produced by the Supreme Command Council

5.7.5. Economic Council Stratagems


Here follows a list of all Stratagems this Organization can produce.
Stratagem Regime Feat needed
Prospecting Push I
Prospecting Push II Democracy - Open Politics (60)
Archaeology Effort
Private Investment Commerce - Free Market (40)
Attract Free Folk Government - State Companies (50)

* Can also be produced by the Supreme Command Council

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5.7.6. Staff Council Stratagems
Here follows a list of all Stratagems this Organization can produce.
Stratagem Regime Feat needed
Autocracy - Suppression (50)
Suppress Unrest
Enforcement - Strongarm (60)
Razia Autocracy - Total Power (90)
Autocracy - Strength of Will (40)
Forced Relocation
Government - Workers Rights (60)
Pillage Autocracy - Suppression (50)
Raze Autocracy - Burned Earth (80)
Expel Population
Defence*
Retreat Heart - Joint Struggle (60)
Forced March Heart - Friendship (50)
Hold the Line Heart -National Pride (40)
Recon in Force
Infiltration Mind - Tech Fascination (40)
Fluid Defence Mind - Curiosity (50)
Small Pockets Mind - Academic Mentality (90)
Field Training*
Rush Mind - Logical Thought (60)
Siege Mind - Universal Truth (70)
Mobile Ops Mind - Scientific Religion (80)
Entrench
Economize Heart - Band of Brothers (80)
Charge Heart - Rallying Flag (70)
Fortress Heart - Total Trust (90)
Blitzkrieg*
Ambush Fist - Warlust (50)
Defeat in Detail Fist - Militarized Politics (70)
Shock and Awe Fist - Total War Mentality (90)
All Out Attack
No Retreat Fist - No Retreat (40)
Suicidal Offensive Fist - Fanaticism (80)
Glorious War Fist -Esprite de Corps (60)
* Can also be produced by the Supreme Command Council

5.7.7. Other Stratagem Sources


You can thus produce Stratagems with Organizations. But there are other
sources as well.

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Faction Stratagems
If Factions are happy, they’ll provide you with Faction Stratagems now and
then. The Stratagems offered by your Factions correspond with the Regime
Feats your Regime has. A happy Faction will give you Stratagems from
Regime Feats that are in line with the Profile-likes of the Faction.
Related Profile &
Regime Feat
Faction Stratagems minimum score to
necessary
obtain that Regime Feat
Double Shifts State Companies Gov-50
All for the Front Efficiency Goals Enf-50
Breakthrough Now! Scientific Religion Mind-80
Political Aid Truck Engaged Politicians Dem-40
Political Lieutenant Militarized Politics Fist-70
Militant Propagandist National Pride Heart-40
Crackdown on Unrest Martial Law Aut-60
Local Referendum Open Politics Dem-60
Worker Privileges Capable Supervisors Mer-50
Zoo Project Curiosity Mind-50
Commercial Project Free Market Com-40
Militia Project Voluntarism Fist-40
Insult Esprit de Corps Fist-60
Civil Delegation Civil Society Dem-80
Plea of Friendship Accomplished Envoys Mer-40
Investor Backing Wealthy Friends Com-60
Popular Rally Joint Struggle Heart-60
Co-optation Private Careers Com-80
Sacred Oath Citizen Loyalty Oath Enf-70
Hero of the Nation Submission Aut-50
Administrative Review Central Computer Gov-70

Artefact Stratagems
If you scavenge Hexes where you made Archaeological Finds, you can
obtain Artefact Stratagems. These are almost always free to play and model
the assignment of an Artefact found in an Archaeological dig to a Leader,
Unit or Zone. Some of the Stratagems will be common others will be rare or
even very rare. The rarity corresponds with the rarity of the Archaeological
Find where they are dug up.

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Fate Stratagems
You’ll gain Fate Stratagems over time. Fate Stratagems are usually fairly
strong and they cost Fate Points to play.

5.8. Leaders and Factions


Leaders serve many purposes in your Regime. They lead your Armies,
govern your Zones and direct your Organizations.
They can provide Skill bonuses and your relations with them influences how
well they are doing what they are doing.
Keep in mind that it is always a good idea to have somebody in charge of
Zones, Organizations and HQ Units. It is wiser to assign a lousy Leader,
with low skills or low Relation then not assigning any Leader at all.
Leaders tend to group together in Factions to make their weight felt
collectively. You can think of Factions as an analogue for Political Parties.

5.8.1. Stats
A Leader has core Stats that determine his personality and modifiers for
Skill Rolls.

A Leader has many Stats and Skills

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5.8.1.1. Relation Stat
The most important of all Key Stats is the Relation Stat of your Leaders.
Your Relation level with your Leader can vary between 0 and 100. Above
50 you’ll receive bonuses on the work the Leader is doing. Below 50 you’ll
receive penalties. However, keep in mind that if no Leader is assigned the
invisible replacement acts as a Relation 0 Leader. So it is almost always
prudent to assign Leaders to vacant posts.
For Governors, the Relation Stat impacts Public Resource/Item production
levels, (like Food, Energy, Metal, but not PP or BP).
For Commanders, the Relation Stat impacts the XP (training) and Morale
recuperation speeds.
For Directors, the Relation Stat impacts the progress speed of their Tasks.
For all Leaders, the Relation Stat impacts the Skill Roll results somewhat.

5.8.1.2. Other Key Stats


These are the most important Stats. Always keep an eye on these.
Loyalty
If Relation is higher than loyalty, then loyalty will usually slowly go up. And
the reverse is also true: if Relation is lower than loyalty, then loyalty will
usually slowly go down. Low Loyalty (<50) combined with low Relation
has a big impact on the chance if any unsatisfied Leader events will occur.
War
Measure of ability to wage war and direct Troops in battle as well as military
related fields. Used as positive modifier on certain Skill Rolls. War is a
crucial Stat for your military Leaders.
Charisma
Measure of leadership, ability to command loyalty and ability to convince
people. Used as positive modifier on certain Skill Rolls. Charisma is a crucial
Stat for the Leader that handles your Diplomacy. It is also quite important
to Zone Governors, especially when they are confronted with incidents.
Intelligence
Measure of ability to design, manage and solve puzzles. Used as positive
modifier on certain Skill Rolls. Intelligence is a crucial Stat for everybody,
but especially your Directors and Governors.

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Technical Rating
Is the highest Skill Level in the Technical Skill Family increased with the
Intelligence Stat. This increase is partial if highest Skill Level is below 20.
It gives you a quick idea of how well the Leader will function as a Governor
or a Director.
Command Rating
Is the highest Skill Level in the Technical Skill Family increased with the
War Stat. This increase is partial if highest Skill Level is below 20.
It gives you a quick idea of how well the Leader will function as a Commander
or Secret Service or Staff Council Director.
Interpersonal Rating
Is the highest Skill Level in the Technical Skill Family increased with the
Charisma Stat. This increase is partial if highest Skill Level is below 20.
It gives you a quick idea how the Leader will function as Foreign Affairs
Council Director.
But it is also an important indicator how well a Governor could handle
emergencies and events that require his/her intervention.
Seniority Rank
This is a relative measure. The rank can be between 0 and 100. If at 100,
it means this Leader is the most senior Leader in your service. Relieving
Leaders of their functions impacts the Relation of all your Leaders. A Leader
with high Seniority has much more impact on the others than one with low
Seniority. Seniority is slowly build up depending on the Job Prestige of the
Job you assigned them to.
Corruption Level
Ideally this should be at 0. However, it can rise if Relation is not optimal
(chance starts to be significant below 70) and their Egoism Personality level
is high. It denotes a certain level of openness to pursue personal goals at the
expense of the Regime’s goals. The Corruption Level signifies the percentage
chance of this happening in a specific turn. Keep in mind, it is normal for
almost all Leaders to sometimes be tempted to work for some personal gain.
Corruption Level can go down again as well. A positive Corruption Level
does not mean the Leader is actually engaged in Corruption. If they did any
such activity it will be shown as “known theft”.

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Faction Membership
A Leader can be a member of even the person in charge of a Faction. See
Faction paragraph for more information.
Natural Relation Point
A complicated calculation that takes into account many factors. The
Relation you have with a Leader always tend to fall or rise towards the
National Relation Point. However, it will fall quicker than it will rise and
ambitious Leaders might not see any rise at all.
Elements used in calculation are:
§§ Loyalty
§§ Ambition versus Prestige of Job
§§ Average Unit Morale (if Commander)
§§ Zone Happiness (if Governor)
§§ Likes and Dislikes, low egoism helps diminish the effects of Profile
conflicts
§§ Advisor Friction
§§ Salary Effects, low egoism helps the impact of the Credits
§§ Faction Happiness, higher Faction Happiness increases the Natural
Relation Point
§§ Your own Word Score modifies the result, but more so for high
heroism and low ambition Leaders
Experience Points (XP)
When you first meet a Leader, he or she will already have some Experience
Points. These are the points that have been spent on his or her Skills.
As your Leaders are involved in decisions, combat or just doing their regular
work their XP will go up.
New XP will be spent on improving Skill Levels. The Skills the Leader will
improve with these points will usually be the ones he has been using.
Advisors continue earning XP, but normally less than the Leader they are
embedded with.
In Combat, successful attacks or successfully holding a Hex will give more
XP than failed offensives and losing Hexes to enemy attack.

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SHQ Commanders will benefit less than OHQ from XP gain through
Combat on a Combat-per-Combat basis, but once you’ll have a big army
with lots of OHQs the SHQ Commander will be involved in many more
battles than each of the OHQ Commanders and it is highly probable your
SHQ Commander will quickly become very experienced.
Other XP sources include Skill Rolls.

5.8.1.3. Minor Stats


These have function as well, but they’ll be very specific or less often used
during game.
Strength
Measure of physical and mental force as well as constitution and stamina.
Used as positive modifier on certain Skill Rolls.
Willpower
Measure of ability to not be manipulated or blackmailed by others. It also
denotes strong defence against fear and social pressure. Used as positive
modifier on certain Skill Rolls.
Personality: Emotional
Value from 0 to 100. The higher this value the more emotional the Leader
is. The lower the more logical the Leader is. At the moment this is mostly
an aesthetic Stat, but it does impact potential friction with an Advisor.
Furthermore, when they feel some of the Regime Profiles are moving in the
wrong direction, it might increase the chance of this Leader taking the law
into his/her own hand.
Personality: Heroic
Value from 0 to 100. The higher this value, the more heroic and principled
the Leader is. A Heroic Leader sees him or herself as somebody who sets
the example and is irreproachable. The lower the Heroic score the more
unprincipled the Leader is. High Heroic Leaders will be less likely to turn
corrupt or to rebel against you. If they are unsatisfied, they’ll probably just
say goodbye and leave in an honourable fashion. High Heroic Leaders are
relatively rare.
Personality: Ambition
Value from 0 to 100. The higher this value, the more ambitious the Leader is.
The lower, the more of a henchman attitude he has. High ambition can cause

251
a more rapid decline in Relation after some temporary high. Low Ambition
can cause more rapid increase of Relation after temporary disappointments.
Furthermore, ambitious Leaders desire jobs with high Job Prestige and they
take demotions very badly. Last but not least: ambitious Leaders have more
chance of rebelling against you when they are dissatisfied. High Ambition
Leaders are relatively common and there is a small positive correlation with
the Capability Class.
Personality: Authority
Value from 0 to 100. The higher this value, the more natural authority the
Leader has and the less submissive he/she is. The higher the authority, the
more chance a Leader will follow his own Profile instead of the Regime
Profile when making a Decision you delegated. It also impacts potential
friction with an Advisor. Furthermore, when they feel some of the Regime
Profiles are moving in the wrong direction, it might increase the chance of
this Leader taking the law into his/her own hand.
Personality: Egoism
Value from 0 to 100. The higher this value, the more egoistic the Leader is.
The lower, the more altruistic the Leader is. It impacts the effect of salary
on their Relation level. Egoist Leaders are hard to satisfy, and their loyalty
will increase slower than that of more altruistic Leaders. Furthermore, a high
Egoism level will increase the chance for them growing Corrupt at some
point.
Personality: Witty
Value from 0 to 100. The higher this value, the wittier the Leader is. The
lower, the duller the Leader is. At the moment this is mostly an aesthetic
Stat, with no real game impact (except for Advisor friction).
Capability Class
Classes vary from Level I to Level V. The higher the better. Level II and III
are usually most common. Level IV should be rare, and it is not certain that
you’ll ever see a Level V in your ranks.
The Capability Class provides you at a glance with a measure of how useful
this Leader will be. And most importantly its Class is also a modifier for XP
Points gained through Skill Rolls. Level I gets no bonus on XP growth, but
Level II gets +30%, Level III +70%, Level IV +120% and Level V +180%.

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5.8.2. Jobs
Keep in mind that different kinds of Jobs are considered more or less
prestigious by your Leaders. Promoting a Leader to a more prestigious Job
will improve your Relation with the Leader, while demoting a Leader will
decrease your Relation.

A Governor needs to be placed in every Zone

Each of your Operational HQs (OHQs) should have a Commander

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5.8.2.1. Job Prestige
Job Prestige
Reserve Pool 0
Governor 40
OHQ Commander 40
Advisor 70
Secretary 70
SHQ Commander 100
Director 100

5.8.3. Skills
Leaders can have a small or large selection of Skills they have mastered.
There are over 40 different Skills a Leader can have.

5.8.3.1. Skill Rolls


Skills are used for Skill Rolls. These are made during several mundane
regular tasks, during combat, often when playing Stratagems and sometimes
during decisions.
The Stat modifier (Cha,Int,Wis,War,Wil) on your Skill Roll depends on
the Skill Level:
§§ The Skill Level of a Leader is 20 or more:
Stat Points + Skill Level + 1d100
§§ The Skill Level of a Leader is below 20:
(Stat Points * Skill Level / 20) + Skill Level + 1d100
The Leader thus needs to know the Skill at least a little bit in order for his/
her Stat to function as a positive modifier.
If the Skill is part of a Skill Family, then the following bonus is added:
+ ((Highest Skill Level in Skill Family – Skill Level)/2)
Furthermore, the result of ANY Skill Roll will be modified by: -20/+20
depending on your Relation with the Leader.
A penalty of -25 is applied if your Secretary is making the roll.”
As well as any possible Leader Feats. These Leader Feats applied on Stats
are also modified downwards if the Skill Level < 20. If the Leader Feats
modify the Skill directly the effect is always fully applied.

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Last but not least, there are also some Skills that can increase the roll of
other Skills. Like for example 6th Sense.

5.8.3.2. Skill Families


There are three Skill Families. The Interpersonal Family, Technical Family
and Command Family. These group similar Skills and provide a Leader with
one good Skill in the family with good Skill Rolls on all Skills in the Skill
Family

5.8.3.3. Special Skill Roll Rules


If you have an Advisor attached to a Leader, that Advisor will make the
same Skill Roll and if it’s higher, the Advisor’s Skill Roll will replace the roll.
If you have a Leader functioning as a Secretary making a Skill Roll, a
penalty of -25 will always be applied. This due to the inherent difficulty
for the Secretary of performing non-secretarial tasks while being buried
in paperwork and well… being the Secretary is not the same as being the
Governor or Commander.

5.8.4. Skill List


The Skills are grouped in three families and there remains a group of Skills
that are without a family. Notably a lot of Skills useful in specific combat
circumstances.

5.8.4.1. Technical Skill Family


Skill Relevant Stats Used by Directors with Tasks
Administration Intelligence All Interior Council Tasks.
Investigation Intelligence
Trade Intelligence
Technician Intelligence All Applied Sciences Tasks.
Medical Intelligence
Research Tasks of Military and Economic
Science Intelligence
Councils.
Prospecting Intelligence Prospecting Task.
Scavenging Intelligence
Interrogation Intelligence
Agriculture Intelligence
Discovery Tasks of Military and Economic
Inventor Intelligence
Councils.
Ecology Intelligence

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5.8.4.2. Command Skill Family

Skill Relevant Stats Used by Directors with Tasks


High Command War All Tasks of the Staff Council.
Operational Command War
Covert Ops War All Tasks of the Secret Service Council.

5.8.4.3. Interpersonal Skill Family


Skill Relevant Stats Used by Directors with Tasks
Bribery Charisma
Diplomacy Charisma All Tasks of the Foreign Affairs Council.
Leadership Charisma
Deception Charisma
Streetwise Charisma
Oratory Charisma
Intimidate Charisma
Interrogation Charisma

5.8.4.4. Skills without Skill Family


Skill Relevant Stats
Survival Strength
6th Sense Willpower
Personal Combat Strength
Lead from Front * Strength
Endurance Strength
Escape Artist War
Improvisation Willpower
Against the Odds War
Resist Influence Willpower
Demolitions War
Tank Tactics War
Gun Tactics War
Infantry Tactics War
Offensive Tactics War
Defensive Tactics War
Mobile Tactics War
Defensive Works War

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5.8.4.5. Bribery
The noble art of making sure things keep running smoothly. Useful to
maximize effect when forced to pay bribes or when you choose to make a
donation to a specific group.
Used in: Major Regime Stories + Stratagems

5.8.4.6. Diplomacy
Diplomacy is all about balancing one’s own desires with having some
empathy for the foreign culture you’re involved with. Improves your chances
on numerous Diplomatic overtures.
Used in: Major Regime Stories + Diplomacy Stratagems

5.8.4.7. Leadership
This skill is sort of close to Administration. But where Administration is
about the dull and daily work, Leadership denotes how well the Leader
can cope in an emergency situation. It also denotes the impact the Leader
can make on others, for example by pinning a medal on somebody’s chest.
If done by somebody with low Leadership, it makes less of an impression.
Used in: Danger Stories + Stratagems + Political Power Task + Morale of
Units under Operational HQ Commander.

5.8.4.8. Deception
This skill is very tactical by nature and often found with individuals who
extensively travelled through hostile lands. Helps in defensive combat in
Hexes that provide Entrenchment.
Used in: Defence bonus for Units under Operational HQ Commander

5.8.4.9. Streetwise
The art of distinguishing between a regular citizen and a criminal. Leaders
with this skill are also well versed in finding, understanding and talking to
rogues and assorted shady characters.
Used in: Crime Syndicate Stratagems

5.8.4.10. Oratory
Being a master in Oratory means being able to dazzle an audience with
words. To talk straight what is crooked.

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Used in: Proposing Peace, Giving Gifts to other Regimes, Quelling Unrest,
Convincing third parties and giving a good speech of course.

5.8.4.11. Survival
If the Planet has edible wildlife then this Skill allows a Governor to reduce
Hunger for up to 10K Populace and allows an Operational Commander to
reduce Hunger for up to 1K Troops.
Used in: Hunger reduction

5.8.4.12. 6th Sense


Hard to define, but a very valuable Skill. It gives the Leader a sense of what
is the right course of action in almost any situation. It adds a random bonus
of 1 up to half its value to any Skill Roll.
Used in: Skill Rolls

5.8.4.13. Intimidate
Useful to instil obedience and fear in Leaders or Populace.
Used in: Stratagems

5.8.4.14. Personal Combat


Leaders don’t often have to engage in physical or close combat themselves,
but when they do, this Skill is crucial.
Used in: Avoid Assassination Stratagem, Avoiding death for Leaders who
find themselves in Frontline

5.8.4.15. Lead from Front


The Operational Commander with this Skill tends to find himself in a
frontline trench or with the most forward panzer. It can give a Morale boost
every combat round.
Used in: Combat Morale Recovery

5.8.4.16. Endurance
Some Leaders just refuse to grow old and senile. Leaders with high values
on this Skill are tough and strong and will stay with you for a long time.
Used in: Old Age Effects

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5.8.4.17. Escape Artist
Operational Commanders with this Skill have the uncanny ability to make
their Troops disappear from the battlefield when things turn sour.

5.8.4.18. Administration
Most people look down on paper pushers, but in fact it something hard to
do right. Leaders involved in day-to-day management and administrative
tasks receive up to thousand times more data than they can ever consume
and to properly respond the Administration Skill helps.
Used in: many Stratagems, boost to Private Credits, many Organization
Tasks

5.8.4.19. Improvisation
This helps the Leader in question to make a Skill Roll on a Skill he doesn’t
master very well. If any Skill Roll is made on a Skill with a value of 15 or
lower, the Improvisation Skill adds a small bonus.
Used in: Skill Rolls

5.8.4.20. Against the Odds


Used by the Operational Commander the moment one of his/her Units
is about to panic. Having this skill will help in avoiding that and keep the
Troops standing their ground.
Used in: Panic checks during Combat

5.8.4.21. Resist Influence


Any Leader with this Skill has more chance to resist a Faction, changing
your Relation with the Leader.
Used in: Leader Relation calculations

5.8.4.22. High Command


A very important Skill for SHQ Commanders as well as Staff Council
Directors. It denotes all kinds of abilities needed to do strategic and high-
level military thinking and decision making.
Used in: Combat, Readiness Recovery and Formation Discovery and
Operationalization

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5.8.4.23. Investigation
The ability to lead an investigation and to find out who the ringleaders of
troublesome groups are. Also helps to give guidance to local security forces.
Used in: Unrest events, Zone Security Level calculations

5.8.4.24. Trade
Helps Governors to stimulate Trade in their Zones. It is also a big boon
when negotiating with Traders (SHQ Commander) and can give a good
rebate on a Buy or a good bonus on a Sell.
Used in: Trading

5.8.4.25. Technician
Leaders with this Skill have a good understanding of all kinds of mechanical
devices and machinery.
Used in: Model Discovery and Design, Danger Events

5.8.4.26. Medical
Medical Skill denotes a level of competence in Medicine. The Leader with
this Skill will be better able to manage health related issues and recognize
and guide treatment of diseases.
Used in: Zone Health Level calculations, Danger events

5.8.4.27. Demolitions
A crucial Skill for an Operational Commander leading Troops against
an entrenched enemy. By making proper use of explosive charges, this
Commander can aid his/her Troops to reduce enemy Entrenchment.
Used in: Combat

5.8.4.28. Operational Command


The most important Skill for the Operational Commander. It denotes his
overall grasp of operational command.
Not only used in regular combat, but also during some security operations
that involve Troops.
Used in: Combat, Stratagems, Readiness recovery calculations

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5.8.4.29. Science
Probably the best place for a Leader with a high Science Skill is to be placed
at a Research Council.
However, Science Skill might also come in handy for Governors when they
are involved with educational policies.
Used in: Research Tasks, Zone Education Level calculation

5.8.4.30. Prospecting
Seemingly a hard science, but in reality it is all about intuition and experience.
Leaders with this Skill are able to locate hidden resources as well as give
instructions how to best exploit existing mines.
Used in: Production, Prospecting Task, Independent Zone Prospecting
Discoveries

5.8.4.31. Scavenging
To find a 100 square kilometre sized field of rubble is one thing, but to find
those few spots where there are useful resources left is another. This Skill
helps maximize scavenge returns.
Used in: Production

5.8.4.32. Interrogation
Especially useful for a Governor dealing with Unrest. By effective
interrogation, it can be possible to find culprits and ringleaders and quell
any rioting or strikes.
Used in: Unrest events

5.8.4.33. Agriculture
Leaders with a farming background can be useful as Governors of
agricultural Zones when they have this skill. They know how to manage
agricultural installations and/or fields.
Used in: Production

5.8.4.34. Inventor
One can be a good scientist, but never have an original idea. The Inventor
Skill is all about looking at science from a creative angle. This Skill will aid
with making Tech Discoveries.
Used in: Tech Discoveries

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5.8.4.35. Tank, Gun and Infantry Tactics
After Operational Command, these 3 are among the most important Skills
for an Operational Commander.
The use of the Skill improves the combat performance of this specific type
of Troops.
Used in: Combat

5.8.4.36. Offensive Tactics


This Skill is used by an Operational Commander for commanding the
offensive operations of their Units.

5.8.4.37. Defensive Tactics


This Skill is used by an Operational Commander for commanding the
defence mounted by their Units.
Used in: Combat

5.8.4.38. Mobile Tactics


An Operational Commander with this Skill has a really good grasp of
maneuvering and getting the most out of motorized forces. Units under a
good Mobile Tactician can get extra Action Points (AP) points at start of turn.
Used in: AP calculations

5.8.4.39. Defensive Works


This Skill will aid an Operational Commander in entrenching his/her
Troops. It denotes knowledge how to plan defensive lines, build pillboxes,
dig trenches and plan fields of fire.
Used in: Entrenchment calculations

5.8.4.40. Covert Ops


This Skill denotes the specialized field of covert operations. This is the
must-have skill for the Director of your Secret Service.
Used in: Stratagems, Secret Service Stratagem generation.

5.8.4.41. Ecology
This Skill denotes knowledge of the local Flora and Fauna and can help
Governors with guiding local hunting efforts.
Used in: Production

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5.8.5. Experience Points
Leaders can gain XP the following ways:
§§ 5 XP per round, due to regular work, reflection and study
§§ 5 XP per story / Stratagem skill check used
§§ 1 to 4 XP per combat round fought (longer fights thus gain more XP)
§§ 10 XP for victorious combat or holding a Hex against enemy attack

5.8.5.1. Skill Learning


Once a Leader is amassing XP, he will spend his/her XP on buying new Skill
Points. This is completely automated and the Leader will be most likely to
choose a skill he or she had to use a lot.
A leader will pick one Skill every start of turn he’ll try to spent his new XP
on.
There is a random aspect in spending XP on a Skill and the chance of
actually gaining a Level.
The average cost with a Stat of 25 of obtaining 1 new Skill Level is 5 XP for
Level 1-9, 10 XP for Level 11-19, 15 XP For Level 20-29, etc.
This cost can be reduced or increased by the Relevant Stat. Below a Stat
of 25 there is a negative modifier, above there is a positive modifier to the
chance to gain a Skill Level.
A Skill cannot grow to more than 2 times the value of its relevant Stat(s).
Skills will decrease if they are to high relative to their Stats.

5.8.6. Losing Leaders


They can grow old or die in combat, or just decide to leave you.

5.8.6.1. Killed in action


Commanders do not always stay in their HQs and tend to visit their Units
in the field. During combat this can result in losing a Leader.
A Commander, if having a very high Heroic personality, can be considered to
always be present with one of all his/her Troops. If minimal, the Commander
will always hug his/her desk in the HQ.
SHQ Commanders have half less chance to be present with their Troops
due to the nature of their jobs.

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If the HQ is directly involved in combat, the Commander will always be
present in the frontline, even if the Leader is a coward.
If the HQ is lost, the Commander has to make a Personal Combat roll to see
if he/she can avoid being killed in action.
Governors can be killed in action if their Zone City is lost during combat.
Directors and Advisors can be killed in action if the Capital City is lost
during combat.
Advisors are always killed as well if the Leader they are embedded with is
killed (they are presumed to have failed the skill roll together).
Losing your Capital is something you really want to avoid.
Your Secretary always survives. So do the Leaders in the Replacement Pool.
It is also possible your Leader will be killed during some story event, a
Decision or due to a Stratagem.

5.8.6.2. Old Age


Though it is a dangerous world, some of your Leaders will grow to an old
age. At some point the effects of Old Age will start setting in. The eventual
effect of Old Age is always a loss of Stat points and an eventual retirement
or natural death.

The grayer the Leader, the older he/she is

Old Age rules kick in at 50 + (Unmodified Strength / 2) years of age.


Once this age is reached the first 10 years the Leader has a 30% chance every
birthday to lose 1 war and 1 strength stat point.
The second 10 years after the effects have kicked in every birthday the
Leader has a 30% chance to lose 1 charisma point and a 60% chance to lose
1 war and 1 strength point.

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If more than 20 years above the kick-in point the Leader has every birthday
a 30% chance to lose 1 willpower point, 60% chance to lose a charisma point
and a 100% chance to lose 1 war and 1 strength point.

5.8.6.3. Retirement
Above 65 years of age the Leader will have (100-Ambition)/5 % chance
to retire every birthday if his/her strength is below 20. And this increases
to (100-Ambition)/2% chance if strength < 10. If strength reaches 0 the
Leader always retires.

5.8.7. Profiles and Leaders


There are a number of choices you can make that will influence your
Relation with your Leaders.
Every Leader can have its own political, ideological, societal preferences.
These likes are expressed with the + symbol. A single + denotes a like, while
a triple +++ denotes a very strong like. Likewise a - denotes a dislike, but a
triple --- denotes a very strong dislike.
These likes and dislikes impact your Relation with the Leader. If the Leader
has a like, but your Regime Profile is below 50 for that like, it will impact the
Relation negatively. The reverse is also true and if the Profile would be above
50 it would impact the Relation with this Leader positively.
If the Leader has a dislike and your Regime Profile is above 50 for that
dislike, it will impact the Relation negatively. And positively if the Profile
would have been below 50.
The Likes and Dislikes also play a strong role in the Leader choosing a
Faction to join.
Furthermore, a difference between your Regime Profile and the Leaders
likes and dislikes combined with a suboptimal Relation can result in the
Leader causing an incident.

5.8.8. Leader Feats


A Leader can acquire special attributes, assistants or riches during the game.
These Feats can provide the Leader with a Stat or a Skill Roll bonus or even
a Personality modifier.

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5.8.9. Interactions
There are a number of choices you can make that will influence your
Relation with your Leaders.

5.8.9.1. Relieving
They’ll never be happy when relieved from their post. However, you can
significantly reduce the damage done to your Relation with the Leader if
you promise a different or better Job.
If you are firing a high Seniority Leader, the other Leaders will take
a Relation hit as well. This effect is quite heavy for Leaders of the same
Faction and quite light (only 1/3 of the previous effect) for others. Keep in
mind your Relation with Leaders will go up again once you give the high
Seniority Leader a new job.
Your Secretary is special and is more expensive to relieve and is also
immediately replaced by a Leader chosen by your bureaucracy.

5.8.9.2. Decisions
A Decision can influence your Relation with a Leader.

This Decision for example made our Advisor unhappy

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Any Decisions you did not make when you end your turn will be made
by one of your Cabinet members or your Secretary. Keep in mind that, in
theory, these Leaders should make the most “neutral” decision, but the lower
their Relation Score, the more chance they might just make a choice that
promotes their own personal agenda.
Keep in mind that actively Declaring War and reshuffling the National
Budget can also affect Relations with your Leaders.

5.8.9.3. Stratagems to remove a Leader from


Reserve Pool
Sometimes you will want to get rid of a Leader.
You could wait till the Leader leaves out of his/her own volition. But that
might be a violent affair in some cases. You can also retire the Leader by
playing a Retirement Stratagem. The higher the Seniority Rank the Leader
still possesses the harder it will be to do this.
To Retire a Leader, you must first get the Leader in the Reserve Pool. The
following Retirement Stratagems can be produced by your Interior Council.
Stratagem Source Effect Cost
Zero Retirement Interior If 1d20 > Seniority Rank, it succeeds 10
5 PP
Bronze Retirement Interior If 3d20 > Seniority Rank, it succeeds
250 Cr
10 PP
Silver Retirement Interior If 5d20 > Seniority Rank, it succeeds
500 Cr
20 PP
Golden Retirement Interior If 7d20 > Seniority Rank, it succeeds
1,000 Cr

Keep in mind that, if you don’t make the roll on a Retirement Stratagem,
the Leader might not be retired, but his/her Seniority will be reduced. A
successful play of the Investigate Stratagem also reduces Seniority.

5.8.9.4. Stratagems to improve Relations


There are many Stratagems that can be played on a Leader, but let’s discuss
an important category here. Those that improve your Relation with the
Leader. Something that can be vital in some circumstances.

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Stratagem Source Effect Cost
Hero of the Faction with Permanently increases Cha + 10
5 PP
Nation Autocracy Profile Immediate Relation +15%.
A personal visit and thus works
even with altruistic Leaders.
Permanently increases Cha + 10
Medal of Merit Interior * 15 PP
Immediate Relation +25%
Permanent Relation +1
Permanent Seniority +1
3 PP
Bonus Interior * Immediate Relation +10%
100 Cr
4 PP
Official Gift Interior Immediate Relation +30%
200 Cr
Immediate Relation +50%
Estate Gift Interior 15 PP
Permanent Relation +1
Commercial Immediate Relation +50% 5 PP
Interior
Gift Permanent Relation +1 300 Cr

* Can also be generated by the Supreme Command Council.

5.8.9.5. Salaries
Call your Secretary to discuss changing Salaries. Setting Salaries higher or
lower for your Leaders will impact your Relation quite a lot.
Keep in mind that Salary settings have less impact on highly Egoistic
Leaders who will be hard to satisfy.
If you are wondering why the Salaries for Leaders are so much higher than
for Workers… this has to do with the nature of the society. A Leader has
expenses way beyond those of the common people. A Leader usually has its
own entourage, a compound, a large extended family and plenty of other
costs that come with his/her position. Or in other words: there is a lot of
inequality between the high and mighty and the lower classes.

5.8.9.6. Nominations
Once a position for Advisor, Governor, Commander or Director has become
vacant you’ll be presented with a list of nominations (drawn up by your
Political Body) to choose from.
This list is weighted. And you might not always find your favourite candidate
on it. In this case, refusing all nominees might result in others next turn. It
is also possible to Dismiss a candidate.

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The selection of the candidates depends a lot on your Political System.
Below are the weighting calculations for selecting nominees used by your
Political Body.
Parliament Senate Politburo
Candidate’s traits
weights weights weights
Relevant Skills & Stats 15 25 20
Ambition 2 4 6
Extrovert 6 4 2
25 * vote% of 10 * vote% of 17 * vote% of
Faction Adherence
Faction Faction Faction
Capability Level 2 6 4
Seniority Level 10
Has job promised 10

Keep in mind, randomization also plays a big role in the selection. Every
committee discussion has its own dynamic.
You’ll get more nominations if you have more Leaders in the Reserve Pool.
Roughly a squared function.

5.8.10. Factions
Factions are groupings of Leaders. Usually, they’ll group around some shared
agenda. You can think of Factions as political parties. Though obviously a
Faction in a Parliament is more like a Political Party than a Faction in a
politburo.

5.8.10.1. Faction Leader


Factions normally have a Faction Leader. This is the Leader that will address
you to speak for the Faction.
Your personal Relation with a Leader that is also a Faction Leader will be
impacted more by Faction Happiness than that of normal Leaders.
Faction Leaders can change and Leaders with higher Seniority Levels have
more chance to become Faction Leaders.

5.8.10.2. Faction Likes


The same as for the Leaders. + Symbols note the strength of the like of a
Faction. One + is just a simple like. Where triple +++ is a very strong like.
Usually the name of the Faction gives a strong clue to their major likes.

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5.8.10.3. Faction Happiness
Factions also have a Happiness Level. This level is important and if high
will provide you with benefits, while if low it will burden you with problems.
Faction Happiness changes when you make Decisions that concern Profiles
that are in the Faction Likes and Dislikes.
Power Bases
There are the following Power Bases, which your Factions can acquire:
Power Base Leaders concerned Profiles concerned
Zones’ administration Governors Heart and Commerce
National governmental Advisors and Directors Mind and Government
SHQ and OHQ
Military hierarchy Fist and Enforcement
Commanders

A strong Power Base can help increase the Ideal Happiness of a Faction
quite a lot (or decrease it as well). The amount of this effect depends on the
Profile affinity of the Faction with the specific Power Base. As shown in the
table here:
Power Base Profile Profile Profile Profile Profile Profile Profile Profile
Strength <0 0 +1 +2 +3 +4 +5 +6
None 0 -2 -4 -6 -8 -10 -12 -14
Very Weak 0 -1 -2 -3 -4 -5 -6 -7
Weak 0 0 0 0 0 0 0 0
Average 0 +2 +4 +6 +8 +10 +12 +14
Strong 0 +4 +8 +12 +16 +20 +24 +28
Very Strong 0 +6 +12 +18 +24 +30 +32 +42

The level of the Power Base is calculated by comparing the actual number
of Leaders in key positions for a specific Power Base with the amount it
should have if it had an average share. In these calculations the importance
of the Jobs (small Zone versus big Zone for example) is taken into account.
For National Government Power Base calculations, a small or a large budget
does not matter, it is the prestige of running a Council that counts.
Ideal Happiness
If current Happiness is higher than Ideal Happiness, it moves up to 10%
towards its ideal Happiness. In the reverse case (decline), it goes much,
much slower.

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This Ideal Happiness is an average between:
§§ Your Regime Profile’s similarity with the Likes of the Faction
§§ The average Faction-member Leader Relation
§§ The relative prestige of the Jobs held by the members of the Faction.
Especially their Faction Leader.
§§ Power Base Modifiers
§§ Word score can modify it with up to -25 to +25. Which is a big range.
And makes Word an important statistic for the Happiness of your
Factions.

The most prestigious Jobs are inside your Cabinet

Impact on Leader Relations


The Leader’s Profile similarity points are calculated with his/her Faction
Profile. Then the Relation difference between Faction Happiness and
this Leader’s Relation is the % chance that the Leader’s Relation will be
adjusted towards the Faction Happiness. Either positively or negatively.
The adjustment is more pronounced if Faction has lower Happiness than

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higher Happiness and ambitious Leaders are less sensitive to Relation
improvements.
The chance for this is double to happen for the Leader of the Faction.
The amount of adjustment depends on the Likes and Dislikes similarity of
the Leader.

5.8.10.4. New Factions and Loss of Factions


Based on the number of Leaders in your Regime, there will be a chance a
new Faction will be formed. The more Leaders, the more Factions.
Number of Number of Ideal
Leaders Factions
1-9 2
10-19 3
20-29 4
30-49 5
50+ 6

The chance to get a new faction is 10% per round if you have more Ideal
Factions than currently existing Factions.
The chance to lose a Faction is the same but for “calculations sake” the
number of Leaders is fictively increased with 5. Meaning for example you’ll
only have a chance to lose one of your 3 factions once your number of
Leaders drops below 5.

5.8.10.5. Leaders Joining Factions


Leaders without Faction membership can be recruited by a Faction.
This can only happen if the Faction has similarity in Likes and Dislikes
with a Leader.
The chance a Leader can be recruited in a specific round by a Faction is also
dependent on this similarity level.
Ambitious Leaders are also quite swayed by Factions that are successful in
elections or that have the members with the most prestigious Jobs.
Leaders adapting to their Faction
If one of the Leader’s profile has negative influence on a Faction Profile or
vice versa, it has chance to be diminished.
There is also a chance to increase the Leader’s Profile that their Faction likes.

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These chances are modified for Ambition and Heroic personality, the more
ambitious and cowardly (less Heroic) the more likely the Faction is to
change the likes and dislikes of a Leader.

5.8.10.6. Faction Demands


Factions are groupings of Leaders that try to promote a specific agenda.
If Faction Happiness is lower than 90, there is a chance that they make a
Demand. The lower the Happiness, the higher the chance.
The Demands are always linked to one of your Regime Feats. A Regime
Feat linked to a low value Regime Profile that is. A Regime Feat liked by the
Faction is more likely to get involved in a Demand.
A Demand will most likely be made by a Faction that is part of the Majority
of your Political Body (parliament, senate, politburo). In other words, only the
Factions that did well in the elections are likely to make Demands. This is
because it is easier to Demand things with a majority in your Political Body. A
Minority Faction has 4 times less chance to make a Demand in a Parliament,
2 times less in a Senate and notably no difference in chance in a Politburo.
Their Demands can be very varied, but your Decision is always between (a)
refusing the Demand and taking a medium hit or (b) accepting the Demand
and become burdened with a problem you have to solve before a deadline.
Accepting all Demands might seem the cleverer course of action but the hit
you take if you eventually fail to deliver on a Demand is much bigger than
if you refuse the Demand on the outset, at the moment when it is made.
Maximum Active Demands
§§ If you have a Parliament, the maximum is 3 Demands.
§§ If you have a Senate, the maximum is 2 Demands.
§§ If you have a Politburo, the maximum is 1 Demands.
This means that the more democratic you are, the more you’ll have to deal
with Demands from your Factions.

5.8.10.7. Faction Candidates


Now and then, especially if the Faction does not have many (or any) member
Leaders in the Reserve Pool, they’ll suggest hiring a candidate of their selection.
Refusing this will lower the Happiness of the Faction. Accepting it will give
you a free Leader, but probably not a very good one.

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5.8.10.8. Regime Feats looking for Sponsor
If your Regime has Regime Feats based on a Profile that is not on the
agenda (Faction Profile) of any of your Factions, the Regime Feat will start
looking for a sponsor.
There is about a 10% chance per turn that the Regime Feat finds a sponsor.
It can also increase the existing Profile of a Faction further.

5.8.10.9. Faction Problems


Factions can become dissatisfied.
This can happen due to a Faction’s Happiness dropping below 60.
The chance of such a problem being generated is modified downwards by
the percentage of your Leaders that adhere to the Faction and the percentage
they took of the last vote. So smaller Factions generate fewer problems.
The problems caused by a Faction can be diverse, but will mostly focus on an
existing Regime Feat that the Faction feels strongly about.

5.8.10.10. Factions Disappearing


When you have too many Factions for too few Leaders, or Factions without
members they’ll disappear and fade away in the mists of time.

5.9. Special Story Modules


The Story Modules have been designed to be Modular. This is because we’d
like to give players the option to turn them on or off.
Keep in mind that turning a Story Module on does not always ensure that it
will materialize. But usually it will, eventually.
Below follows a quick overview of the current Story Modules:

5.9.1. Crime Syndicate


You have a higher chance to have a Crime Syndicate becoming active during
your first 10 rounds of play. But after they can still appear (or re-appear after
being destroyed).

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The higher your Enforcement Profile the less chance you will have that a
Crime Syndicate is created in one of your Zones. From Enforcement score
60 and above it will never happen.

5.9.2. Corporation
You have a higher chance to have a Corporation becoming active during
your first 10 rounds of play. But after that a Corporation can still appear (or
re-appear after being destroyed).
The lower your Commerce Profile, the less chance to have a Corporation
trigger. From Commerce score 30 and below it will never happen.

5.9.3. Cults and Sects


This Story Module will always trigger on Round 1.

5.10. Units
Units represent your military forces in the field. There are several different
kinds of Units you can find in the game. They range from highly organized
to more chaotic groupings, but what they all share is the ability to conquer
territory for their owner as well as having the ability to do combat.

5.10.1. Non-Regular Units


These are usually not under your complete control. If they are, you can
move them around, but their Replacement Troops and Supply Items will be
autonomously delivered to your SHQs.

5.10.1.1. Alien Lifeform Units


The Planet you are on might have (large) Alien Lifeforms that could impact
your Population and Troops. If this is the case, some of the alien wildlife will
form its own Units and (instinctively) defend their territories from potential
conquerors.
Alien Lifeform Units do not need Supply.
The strength of alien wildlife is different from Planet to Planet, but usually
it is quite an easy task for a modern military force to slaughter a horde of
alien critters.

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5.10.1.2. Marauders
These are unorganized bands of the more savage kind of Human survivors.
They are usually on the move and they’ll not bother the local alien wildlife
(and vice versa).
They do not need supplies. They might attack, you or pass you by.
They tend to hole-up in Free Folk settlements.

5.10.1.3. Militia
These are the Units of semi-organized private militaries consisting of
volunteers. Their Units can only be put under command of one of your
SHQs. They can thus not benefit from Posture Stratagems and OHQ
Leader Skills.
Each Militia Unit belongs to a specific Zone. It is that Zone that will provide
it with Replacement Troops from its Militia Pool when losses are suffered.
However, Militia forces present in SHQ show solidarity with Militias from
other Zones if they have the same Culture. This means that replacement
Militia Troops from Zone A can be send by way of SHQ to a Militia Unit
of Zone B.
The maximum Militia size of a Zone is based on the Population number
and Militancy Level of the Zone. There is no penalty for exceeding this
limit except for initially decreasing Militia recruitment and eventually a stop
of further recruitment.
If no losses are suffered by existing Militia Units, the Militia Pool forces
will be used to equip and field fresh Militia Units. These will appear at the
Zone’s City.
It’s quite common for Militia Units to differ from each other as there is
little respect for exact TOEs (tables of organization and equipment) in most
Militia forces.
Minors start with their own equipment, the Stats of which will very slowly
improve over time and will always keep to a certain R&D strength level.
This is to model the Militias picking up on gradual Tech advances that
are Planet-wide. They will never be at the cutting edge, but they will grow
stronger over time.
Major Regime Militia will be able to produce (licensing and second-hand
sales) their own versions of Models older than 5 Earth Years (30 Rounds)

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of the Regular Military. The Militias always tend to stay with the lower
versions of regular equipment... Any Protectorates or Vassals you have do
also gain access to these older Models due to this rule.
Some Minors can gain replacements by diminishing the Population in a Zone.
There are slightly different rules for Militia forces depending on the Regime
that they are loyal to:
Replacement
Militia Type Supply Note
Troops
These live off the
land… scavenge,
Minor Regimes
recycling, plunder.
without City /
Always arrives Always arrive Their Troops infiltrate
Non-aligned /
easily through the lines
Rebels
to send replacements
or supplies.
Consider them to
With land
With land connection have unseen logistics
Minor Regimes connection
to City over friendly and hidden centres
with Cities to City over
Hexes of production and
friendly Hexes
scavenging.
Militia sends
Militia sends Replacements to SHQ.
Supply items to (it will check which are
City. still in reserve before And it is your regular
(it will only send sending more) Logistical Network that
Major Regimes
supplies for Units (it will only send will distribute these
that have a land replacements for items to the Militia.
connection with Units that have a land
the City) connection with the
Zone’s City)

5.10.1.4. Minor Regime Units


These are very similar to Militia Units, but they make up the military of a
Minor Regime. They also use a Militia Pool for replacement Troops and
creating new Units. Not all Minor Regime Units require supply, however if
they do, they’ll need a connection to the Zone City they came from.

5.10.1.5. Rebel Units


These are also very similar to Militia Units. But instead of using a
Replacement Pool they depend on Events to get new Units. Rebel Units
are considered to have their own hidden methods of supply using a covert
Logistical network. Hence, they are always in supply.

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5.10.2. Regular Units
These are your organized military Units. Normally over time the Regular
Units will become your real military force.
They are either part of Formations (multiple Units and an OHQ) or they
are Regular Independent Units.

5.10.2.1. Formations
Formations consist of an Operational HQ (OHQ) and a number of
subordinate frontline Units.
Formations can be reinforced with a limited number of auxiliary independent
Units.
Formations can have their own Commander in the Operational HQ and
thus frontline Units of a Formation can gain substantial bonuses compared
to Units fighting directly under a SHQ.
You can raise Formations of different Types depending on your progress in
Discovering and Operationalizing Formation Types using the Staff Council.

5.10.2.2. Regular Independent Units


These are also Regular, but they are without larger formation and are thus
named Independent Units.
You can keep them directly under SHQ or assign them to Operational HQs
to boost a Formation in a specific strength (like artillery or anti-tank).
The latter you can only do if the size of the Independent Unit is the same or
smaller than that of the Formation Type you are attaching it too.
Regular Independent Units usually become directly available upon you
having developed your first Model of a specific Model Type. For example:
Once you have designed your first Light Tank Model the Independent
Light Tank Formation will become immediately available.

5.10.2.3. Regular Soldiers’ Pay


Soldiers should be paid a reasonable wage otherwise they might tend to have
a rather low Morale.
Keep in mind it is not only the sign-up bonus that determines recruitment
speed, but also the salary they’ll be paid that has an impact on the Soldiers’
Morale.
If Units pay is skipped in any turn, they’ll lose 20% of their Morale. So
always keep an eye on your Treasury.

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5.10.2.4. Battle Groups
These are Regular Units, but of an improvised nature. Comparable with
Kampfgruppen or Task Forces. They allow flexibility in their TOE (Table of
Organisation and Equipment) but they have several downsides.
Galactic Republic equipment Units (GR) also enter your service as Battle Groups.
Battle Groups can be disbanded for their Troops to return to SHQ and be
redistributed to other Units as Replacement Troops.
Battle Groups tend to break when they suffer a panic retreat during defense.
Battle Groups (but not GR equipment) suffer a small penalty on attack
values (due to reduced organisation and to not give the incentive to put too
many units in BGs)

5.10.3. Headquarters
5.10.3.1. Strategic HQ (SHQ)
These are of the utmost importance. The SHQ is the link between your
economy and your military. The SHQ receives production (and Recruits)
from the Zones and you can use those Items to send supplies to Units and
to raise new Formations.
An SHQ should have a Commander. Its Commander can provide the High
Command Skill Roll used by any Unit in combat.

5.10.3.2. Operational HQ (OHQ)


These OHQs provide leadership to the Units in its Formation.
Operational Commanders
You should assign a Commander to all your OHQs. The Commander can
perform a myriad of Skill Rolls when their subordinate Units are in combat.
A Skill Rolls that any OHQ Commander always makes is the Operational
Command Skill Roll. Depending on circumstances, the Commander also
always rolls either an Offensive Tactics or Defensive Tactics Skill Roll.
Then, depending on the Troops in combat, there will also be Skill Rolls for
Tank, Gun and/or Infantry Tactics.
Postures
You can use Posture Stratagems to give a Posture to each Formation. It is
highly recommended you do so, since this can give significant bonuses. But
also be weary of any penalties given be the Posture.

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To get access to most Posture Stratagems you need to have a Staff Council
(Organization).
OHQ Range
For Units to receive positive effects of Skill bonuses (or penalties) the Unit
needs to be in range of its OHQ. If HQ Power is 100% a good Skill Roll
always works, if HQ Power is 0% it never works.
SHQ for its High Command Skill Roll is always in range.

5.10.4. Commanders
Besides Combat bonuses by Skill Rolls, Commanders provide many other
benefits, including effects on Morale an Experience Growth.
Leaders can also die due to being present in a Hex or Unit that sees combat.
Commanders can die while directing combat operations of their subordinate
Units.

5.10.5. Troops
Any Unit contains a certain ideal number of Troops (paper strength TOE)
as well as a number of Troops actually present.
Each Unit can have a number of different kinds of Troops inside it.
For each Troop Type in the Unit the following data is stored:
§§ Model
§§ Readiness
§§ Morale
§§ AP
§§ Entrenchment
§§ Experience
§§ Culture
§§ Veterancy Class

5.10.5.1. Experience
Experience points are one of the most important stats of your Troops. They
give a big combat modifier.
Your Regular Troops have one of the following Veterancy Classes: Green,
Regular, Seasoned or Veteran.

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Militia Troops have the same classes except for Green, Militia is presumed
trained before being send into the field. Something you’ll have to do yourself
with your Regular Troops.
Robotic forces do not gain XP.
Veterancy Promotions
To have Troops promote from one Veterancy Class to another, you need a
minimum number of Experience Points (XP). Below sets out the chances
for such a promotion:
5% chance 10% chance 20% chance 40% chance 80% chance
From Level..
above above above above above
Green 30xp 34xp 38xp 42xp 46xp
Regular 50xp 54xp 58xp 62xp 66xp
Seasoned 70xp 74xp 78xp 82xp 86xp
Veteran n/a n/a n/a n/a n/a

Free Experience Points


There is free Experience gain without combat up to around 20 XP.
This can be (much) higher if you have Experience Classes Regular, Seasoned
or Veteran present in the Unit.
It can also be higher if your Relation with the Commander is >50 (and
inversely lower if Relation is lower<50). Relation plays an important role in
the willingness to make a maximum effort.
Basic increase per round is +2 XP, but this can be higher if you have non-
Green Veterancy Class present in the Unit.
It can also be higher when certain Postures are chosen for the Formation
like “Field Training”.
Veterancy Levels
These levels bring specific extra benefits. Notably, the benefit that the Unit
with more Veteran Troops in it will be better able to train newly arrived
green replacement Troops.
Extra
Veterancy Extra Training Higher Base
Morale
Level Points per Round Training Max Morale
Recovery
Green 0 0 0 +0
Regular +2 +10 +10 +1
Seasoned +4 +20 +20 +2
Veteran +8 +30 +40 +4

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Note that Militia Veterancy effects are on step lower than Regular Troops
Veterancy effects. Veteran Militia will thus use the effects for Seasoned
Troops for example.
The higher the Veterancy Levels in your Unit the more likely they’ll stay
high when the Unit is sustaining low to moderate losses and receiving
Green Replacement Troops.
For example, a Unit with 2,000 Veteran infantry loses 200 of its infantry and
gets 200 new Green infantry assigned. The training XP maximum will be
put at (2/20 * 20 XP) + (18/20 * 50 XP) = 47 XP and growth will be at (2
* 2/20) + (10 * 18/20) = +9XP extra growth per round. So within 5 rounds,
those Green replacements will be Seasoned due to the coaching and good
example and instructions given by the Veterans.

5.10.5.2. Morale
There is a Base Morale value and a High Morale value. Troops automatically
climb towards Base Morale. And automatically descend towards High
Morale.
Robotic forces always have Morale 100.

5.10.6. Unit Feats


It is possible for Units to acquire Unit Feats. Unit Feats denote individuals
or small teams that are aiding your Troops.
You can also receive Unit Feats through having certain Regime Feats as well
as through Decisions and some Stratagems.
Each Regime Feat gradually supplies your Regular Troops with a certain
ratio of Unit Feats.
If there is a spot available for a Unit Feat, there is a chance a new one will be
added. Note however, that your Regime Profile Level for the Regime Feat
supplying the Unit Feat influences this chance significantly.
§§ Profile 100 gives a 100% base chance
§§ Profile 75 gives a 50% base chance
§§ Profile 50 gives a 30% base chance
§§ Profile 25 gives a 15% base chance

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The chance is negatively modified the closer you are to the maximum number
of Unit Feats of a specific kind as well as for the total maximum number of
Unit Feats (1 per Subunit (100 Infantry/10 Tanks)).
The important thing to remember here is that it can take quite a lot of time
before a Regime Feat supplies all Units with its Unit Feat.
The total number of Unit Feats in a Unit cannot be larger than the total
amount of Subunits in a Unit.
In combat, a Unit Feat embeds itself to one or more Subunits. These
Subunits will receive and benefit from its special effect.
Unit Feats are attached to the Unit and do not return to SHQ when the
Unit is disbanded.
Unit Feats can be lost when the Subunits they are embedded with are lost
in combat.
Acquiring Unit Feats
You can only acquire a specific Unit Feat if your Regime has its Regime Feat,
the People in a Unit are your Regimes’ own People Group and it does not
concern Robots or Minor allies.
The maximum number of Unit Feats present in a Unit is equal to the total
of Subunits (1,000 Soldiers = max 10 Unit Feats).
Losing Unit Feats
You’ll always lose Unit Feats if the Unit has fewer Subunits than Unit Feats.
Furthermore, over time you’ll lose Unit Feats if the Regime Feat they are
linked to no longer exists.
Last but not least, any Subunit that gets killed in combat also loses its
attached Unit Feat. The Unit Feats are not invincible!

5.10.7. Supply reserves and Upkeep


No bullets, no offensive. No Fuel, no movement. No Food, no Soldiers. You
really need your supplies!
At the start of a turn, your Units will demand Supplies from their SHQs and
probably be sent some. After they will consume their Upkeep.
Most Units will be able to store some Supply reserves, so they can stand to
miss a turn of Supply.

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Supply is sent directly to Units from an SHQ or is picked up by the Unit’s
Operational Logistics on a road close by where the SHQ sends the Supply
to.

5.10.7.1. Ammunitions
At the start of every battle, the remaining Ammunition (Ammo) is parcelled
out to the Subunits of each Unit. If there is plenty of ammunition available,
no penalties apply. However, if there is not enough Ammunition the
following penalties will apply:
Combat rounds of Offensive Attack Points Defensive Attack Points
Ammunitions left Combat Modifier Combat Modifier
>=10 1.0 1.0
8 0.84 0.866
6 0.68 0.733
4 0.52 0.6
2 0.36 0.4666
0 0.2 0.33

Combat rounds deducted from the stores is 2 less than the total rounds the
battle lasted, but always at least 1 combat round.

5.10.7.2. Fuel
At the start of a round, the Action Points (AP) available are lowered if not
enough Fuel to move 10 Hexes is present. Every Hex costs Fuel.
At the start of every battle, remaining fuel is parcelled out to the Subunits
of each Unit.
If there is plenty of fuel available, no penalties apply.
Fuel is much less important for the defending side than the attacking side.
Combat rounds of Off. Attack Points Def. Attack Points
fuel left Combat Modifier Combat Modifier
>=10 1.0 1.0
8 0.82 0.9
6 0.64 0.8
4 0.46 0.7
2 0.28 0.6
0 0.1 0.5

Combat rounds deducted from the stores is 2 less than the total rounds the
battle lasted, but always at least 1 combat round.

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For example, if there are 2 combat rounds, you pay for 1 combat round, if
there are 9 combat rounds, you pay for 7 rounds.

5.10.7.3. Food
If full Upkeep is provided, Hunger will be reduced by 50% and at least 50 points.
If full Upkeep is not provided, the percentage missing will be added to the
Hunger score.
However, the max Hunger score that can be reached is Food % missing * 300.
The maximum Hunger score is thus 300 if you are completely out of supply.
However, if you are still receiving half of the Food needed the maximum
Hunger score will be 150.
Food Supply range exception rule
Also keep in mind the exception rule that Food is supplied at 100% of
request even if the Unit is at the outer edge of picking up supplies. It is thus
possible, for example, for a Unit to receive 100% of the Food requested but
only 25% of the Ammunition requested.
Supply Consumption Percentage
Supply Consumption Percentage is equal to 100 - (Hunger / 3).
A percentage lower than 100 has a very big impact on combat efficiency. You
should always at all costs prevent your Units from going Hungry.
Effects of Hunger
Depending on the Hunger score, the following negative effects kick-in:
Hunger Starvation
Morale Loss Readiness Effect
Score Loss
5 points gained until Base
0 20 points increase 0%
Morale reached
0-100 0-10% loss 10-20 points increase 0%
Lose 10% until 60 points,
101-200 0-20% loss 0-10%
below 60 gain of 5-10 points
Lose 20% until 30 points,
201+ 0-30% loss 0-20%
below 30 gain of 0-5 points

Once all Troops in the Unit have starved, the Unit is removed from the map
(This however does not happen for SHQs, which can exist without Troops).

5.10.7.4. Extra Costs


Extra Fuel, extra Ammo and extra Food costs or Food reductions can be
caused by Postures.

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5.10.8. Operational Logistics
Supply does not have to be delivered to the doorstep of a Unit. All your
Units have their own Operational Logistics that they can use to pick up
Supplies send by an SHQ to the nearest Road Hex.
This Operational Logistics represents the Unit or its HQ having some Troops
and/or equipment assigned to picking up supplies from a delivery point.
Units have an Operational Logistics Range of 100 AP. Which is quite high.
The number of AP the Unit is away of from the pick up Hex determines the
percentage of requests made by the Unit that can be received. Up to 100 AP away
from the source, the Unit will be able to receive 100% of its requested Supplies.
At 150 AP range, it will be able to pick up 50% and at 200 AP or beyond, the pick
up point is out-of-range for the Operational Logistics of the Unit.

Landscape / River / Ridge / Operational


Canyon / Road Supply AP Cost
Plains 12
Low Mountain 20
High Mountain 40
Marsh 20
Forest 20
Heavy Forest 20
Tundra 20
Low Mountain Forested 20
Savannah 15
Rainforest 20
Cloud Forest 20
Urban 12
Agricultural 12
Dirt Road N/A
Sealed Road N/A
Small River +10
Med River +20
Large River +30
XL River +40
Escarpment +20
Canyon +40
Frozen Rivers 0

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5.10.9. Replacement Troops and
Quality Levels
Yes, your Units will probably suffer losses at some point. If you have Troops
in your SHQ, these will be automatically send to your Units that are in need
of those replacements.
However, there are some special settings available that influence the dispersal
of Replacement Troops.

5.10.9.1. Quality Level of Model and Formations


You can assign a quality level to a Model by going into the Management
Screen and going to the Model Tab.
The Quality Levels that can be assigned are:
§§ 0: Not Set
§§ 1: Obsolete
§§ 2: Low
§§ 3: Regular
§§ 4: High
§§ 5: Elite
Furthermore, you can assign per Formation and per Quality Level if they are
Allowed in the Unit, or Tolerated or Disallowed.
Allowed: Will be send as Replacement Troops.
Tolerated: Will not be sent as Replacement Troops, but if any are present
they are not sent back to an SHQ either, unless they can be swapped
with “Allowed” Quality Level Troops present at that SHQ. This makes
“Tolerated” the ideal Unit setting for a Quality Level you want to slowly
phase out from the frontlines.
Disallowed: Is never sent as Replacement Troops and if any Models with
this Quality Level are present, they’ll always be sent back to an SHQ.
Quality level Obsolete is always treated as Disallowed. Be careful with using
Disallowed as it could completely strip your Units of Troops. There is no
subtlety with this setting. For subtlety use “Tolerated”.
You can set Quality Levels to be only Formation wide, meaning a multi-unit
Formation has the same Quality Level for all its Units. An exception here
are attached Independent Units which have their own Quality Level settings.

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These mechanisms allow you, if you would want to, to concentrate your best
equipment on a limited part of your forces and keep, for example, garrison
forces or secondary fronts with Models on a lower technology level.
Obsolete Quality Level equipment and Troops will always be sent back to
SHQs.

5.10.9.2. Replacement Percentage


You can set at what percentage of Troops left (Integrity) the Unit / OHQ
starts to ask for Replacement Troops.
Normally this is set to 100% and a Unit will always ask for Replacement
Troops, no matter how small the losses incurred.
If you have many Units that need Replacement Troops, you can set some
Units to a lower percentage (down to 25%) to prioritize others.

5.10.9.3. Sending of Replacement Troops


If a Quality Level is allowed to be used and the Logistical Points are still
available, Troops will be sent from SHQs towards OHQs and Units.
Only Quality Levels that are Allowed for the Formation are sent to Units
of that Formation.

5.10.9.4. Returns of Troops


If a Quality Level is Disallowed and Logistical Points are still available,
Troops will be sent from Units / OHQs back to the SHQ.

5.10.10. Formation Types


The difference between Regular Formations and Militia Forces is that the
latter are just thrown together as seen fit. The secret of battlefield supremacy
is concentrated and detailed planning and calculation to make sure the
logistics and the organization is a fluid and optimized machine. That’s
why you need to actually Discover Formation Type ideas and then actively
Operationalize them.

5.10.10.1. Raising new Formations


You can choose to build a new Formation from scratch or to use Troops
already present at an SHQ. Or you can opt for a mix.

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You need to have at least 50% of the Items and 50% of the Logistical Points
required to raise the full Formation.
Item cost
You’ll need to pay the Recruits, Metal Items and Industrial Points costs of
the part of the Troops you are constructing.
But you’ll also need to pay their initial supply stockpiles of Food, Ammo and
Fuel or Energy Items.
PP cost
Raising new Formations costs PP.
As a rule of thumb, Formation Types are more efficient PP cost wise than
Independent Regular Units. And as another rule of thumb larger sized
Formations are more PP cost efficient than smaller ones.
Building from Scratch
Uses best version of each Model Branch if it is in an accepted Quality Level
for the Unit.
If multiple Model Branches fit the same Reinforcement Type, a mix is made.
Using SHQ Troops
SHQ Troops from a Model with Quality Level Obsolete cannot be deployed
or constructed
SHQ Troops use Logistical Points to arrive at the target Hex where the
Units are raised, but since they are already pre-produced, they’ll not cost
you any Items.
When using SHQ Troops, you can choose which Veterancy Levels to use.
Upon Raising
When raised, the Unit will use the Quality Level settings flagged upon
finalizing the raise.

5.10.10.2. Upgrading and Downgrading


of Formations
You can upgrade to anything in the Formation Type Tree that directly
uses the current Formation Type in its prerequisite list and whose whole
prerequisite list checks out as well.

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You can downgrade to anything in the Formation Type Tree that the current
Formation Type has in its prerequisite list and whose whole prerequisite list
checks out as well.
Upgrading and Downgrading costs PP.
Upgrading costs the specified cost of the new target Formation / 2, but
minimum 1 PP.
Downgrading costs the specified cost of the new target Formation / 3, but
minimum 1 PP.
Immediate effects of Up or Downgrade
There is no immediate effect. But next round Replacement Troops will be
requested and/or Troops will be returned.

5.10.11. Replacing Troops


If it is a Model that is “replaceable,” you can select a Troop Type in the SHQ
that is of the same Reinforcement Type.
It is basically switching equipment around while leaving the Soldiers in
place (respectively at SHQ and in the frontline Unit). It is a good way to get
newer equipment to highly experienced frontline Units.
You need to have enough Logistical Points for this operation. The weight
cost of the replaced and the replacing equipment is added up.
And the equipment will be changed around between the two groups of
Soldiers, so each will keep their original Subunit statistics.
The logistics take the Unit’s Operational Supply Range into account, but
the Unit needs to find a pickup Hex in 100% Operational Supply range.
Since different Cultures or Veterancy Levels could be present at SHQ,
which could all be used for the replacement operation, the player needs to
select which Veterancy Level to use if multiple are available.
At the moment everything except Infantry, MG and RPG can be replaced.

5.10.12. Upgrading Troops


If it is a Model that is “upgradeable,” you can select another Model of the
same Model Type you designed to upgrade it (note: target Model must be
same or better quality level or without quality level set).

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Upgrading is basically upgrading the current equipment to a newer standard.
It is thus very different from replacing Troops.
The cost is the difference of the cost between the two Models + 33% of
the cost of the new Model (excluding recruits though). It is thus relatively
expensive to use “Upgrade”. Imagine a MG mkI costing 10 Metal and a MG
mkII costing 20 Metal. Upgrading MG mkI to MG mkII would then cost
17 Metal. If you would not have upgraded and just bought a new MG mkII
you would have had the same result, but the old MG mkI is still available as
well, at only a cost of 3 Metal extra.
The logistics takes the Unit’s Operational Supply Range into account, but it
needs to find a pickup Hex in 100% Operational Supply range.
At the moment only Infantry, MG and RPG can be upgraded.

5.10.13. Disbanding and Scrapping


If you set a Unit to Disband, its Troops will be returned to SHQ. The Troops
(Subunits) itself will continue to exist.
Scrapping is much more radical than disbanding and allows you to specify
a quantity to scrap.
These Troops will disappear instantly.
Their original Recruit Item will be used to add Population to the Zone if
the Zone has City. If not, it will be added to its Hex (an adjascent Hex with
a Free Folk settlement).
If the Zone has a City, the Unit’s supplies (Fuel, Food, Ammo, Energy) will
be added to its Zone inventory fully.
And 50% of Metals, Rare Metals, Machinery and other construction costs
will be recovered.
If a Unit has no Subunits left after a scrapping operation, it will disappear
immediately.

5.10.14. Movement
Moving Units costs Action Points (AP). The cost of movement depends on the
movement type of the Unit and the Landscape Type that the Unit is entering.
The cost of moving can be increased by entering enemy terrain and enemy
Zone of Control (ZOC) points, battle delay points, or Rivers without roads
over them. The cost of moving can be diminished by travelling over roads.

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When a Unit moves, it does so with the range of the slowest Troops it
contains. The range of the slowest Troops can be increased, however, if the
Unit contains Troops capable of carrying slower Troops.

5.10.14.1. Moving into an Ambush


It is possible that due to the Fog of War, you might move into an enemy-
occupied Hex without your knowing it. In this case, your Unit will be
ambushed, and surprise combat initiated. Something best avoided as you
will fight with big penalties.

5.10.14.2. Free Movement


If you have won a battle, your Units will be able to freely move into the Hex
in which you battled without spending any additional AP. This is because
the AP to move in was already spent in battle.

5.10.14.3. Readiness loss with Movement


Foot movement takes a 30 Readiness hit for 100 AP marched. Wheel and
Tracked takes only 10. And this includes any infantry passengers along for
the ride.

5.10.14.4. Battle Delay and other AP Penalties


After a battle has been won, a Battle Delay penalty may be incurred for any
Units trying to move into or through the newly opened Hex. This penalty
takes place if a battle took more AP to win than it took the Units that
participated in the battle to move into the Hex.
Battle Delay points simulate the delaying effects of an effective defence.
Imagine that all the Units are moving at once instead of taking turns. If a
Unit used all its AP to do something, it took the entire round to do it. This
means that if, for example, at the end of a round a roadblock was cleared, the
other Units had to wait until that point in the round to move. Consequently,
they should have fewer APs left for movement.

5.10.14.5. ZOC
Moving into a Hex that was occupied by the enemy at the start of turn
costs you 10 extra AP. Moving into a Hex adjacent to an enemy Unit costs
10 extra AP. If doing so while crossing a River, it costs 20 extra AP instead
of 10.

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ZOC points of Units you do not see do not give rise to extra movement cost.
This is done to not give their presence away.
Units that are out of supply exert no ZOC.

5.10.15. Combat
The moment battle commences, all Troops are split up as Subunits (aka as
individuals, about 100-man or 10 tanks per Subunit). These Subunits then
battle it out for several rounds, each round costing 10 AP. The moment an
attacking Unit is out of AP, it ceases its offensive combat.
If you want to know exactly who attacked whom, you may check theCombat
Detail Popup. The attacker compares his attack score to the hit point score
of the defending Subunit. If they are equal, there is a 50% chance of a hit. If
the attacker has twice the points, there is 75% chance of a hit; if the defender
has twice the score, there is a 25% chance of a hit, and so on. The attack score
depends on which troop type is attacking with which other troop type. For
example, tanks have different attack scores for soft and hard targets. A Unit
will retreat if it has more losses than its Posture tolerates or because it has
had so many losses that it panics. When all attacking Units have retreated,
the battle is over, and the attack has failed. When all defending Units have
retreated, the battle is over and the attacker wins. If it is a Ranged Attack,
the attack continues until the attacker is out of AP.
When Combat starts the combat loop is started.

5.10.15.1. Combat Loop


The combat loop basically plays combat rounds until either the attacker
has retreated, been wiped out or is victorious. The combat round starts at 0
before going into the first Combat Round. The following things happen in
the following order:
Add Combat Round
Combat round increases.
Initiative
Only in the first round every Subunit gets a random initiative between 0
and its initiative score. The Subunits with highest initiative will come first
in every subround.

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Check Capitulation
Only defenders have a chance to capitulate. And only if they are retreating
or have retreated. If a Subunit’s Morale is lower than 25 and Readiness is
lower than 50 then there is a chance it capitulates.
Attackers always capitulate when combat round 30 has been reached. This
can happen on very rare occasions, like with the so called “rebel combat”.
Set Concentric Bonus
Every combat round it is again calculated because Units might have retreated
in the first combat round and that might severely reduce the bonus given
by concentric attack. The Concentric Bonus will be halved if Units from
multiple HQs are involved.

Attack from X Hex sides Concentric Bonus


1 Side 0%
2 Sides 10-40%
3 Sides 40-80%
4 Sides 80-100%
5 Sides 150%
6 Sides 200%

Combat Steps Loop


Do the actual combat for this round. All Subunits attack each other. See
further down for a detailed breakdown of the Combat Steps Loop.
Check auto destroy
If a Subunit with the auto destroy property has done at least 1 attack, it is
destroyed now.
Check out of AP
Depending on the type of combat, the following happens. If the attacking
Unit does not have enough AP left to pay for the next combat round (10AP)
it retreats.
Check Breakthrough
If a Subunit is not hit for 2 combat rounds and made at least one successful
attack (a hit!) it will break through. Also, if the Subunit attacker has not
even been targeted (let alone hit) in the last 2 combat rounds, it will break
through. There is a chance the breakthrough fails if the attack is overstacked.

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The defender has no non-backbench Subunits left, the breakthrough always
succeeds.
Check Safe Retreat
If a Subunit started retreated in combat round X, it will have safely retreated
in combat round X+2. In effect it suffers 2 combat rounds of possible enemy
fire without being able to return fire.
Check Panic Retreat
If % of the Subunits remaining of a Unit drop below the Morale of a Unit,
then there is a chance it will do Panic Retreat.
Units that have no avenue of retreat have their Morale doubled for this
calculation.
If the Unit does a Panic Retreat but there is no avenue for Retreat for the
Unit, all Subunits will Capitulate.
No Panic Retreats are possible in Ranged Attack.
Check Orderly Retreat
If % of kills + retreats suffered by a Unit triggers the retreat % of a Unit, then
it will do an Orderly Retreat.
Units that have no avenue of retreat will not be able retreat. And will
probably eventually suffer a Panic Retreat.
No Orderly Retreats are possible in Ranged Attack.
Check Combat Victory
Here it is checked whether the battle has ended. First the number of
Subunits still in combat are counted on both sides.
§§ If there are no attacking Subunits left and still defending Subunits
left, the defender has held.
§§ If there are no defending Subunits left and still attacking Subunits
left, the attacker has won.
§§ If no Subunits are left on either side, it is a Stand Off.
Note that in the case of a Ranged Attack, the attack always continues until
the attackers run out of action points, even if there are no defenders left.
When the end of the battle is reached, structural damage is given to Assets
and, in case of use of Nuclear Weapons, also to the Populace.

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Retreats
Unless no retreat is possible, surviving Units of the losing side retreat.
Attackers go back to where they came from. Only defending Units that
were stationed in the lost Hex will retreat to a different Hex. The Hex they
will choose to retreat to will be the one in the opposite direction of the angle
of attack. So if a Unit is attacked from the north, it will retreat to the south.
A Unit can never retreat into a Hex that it could not move into with 100 AP.

5.10.15.2. Combat Steps Loop


This is called every combat round. In this phase, all Subunits will keep doing
1 attack each in order of their initiative sorting. Each loop cycles through
all Subunits and is called a subround. We keep doing subrounds until no
Subunit has attacks left.
Determine stacking
In every subcombat round, stacking is recalculated. So what might start as
an overstacked attack might quickly, due to casualties, become an attack
without penalties. The maximum stacking without penalties depends on the
Concentric Bonus.
Maximum Stacking
For the defender, the maximum stacking is always 100. For the attacker, it
depends on the number of sides you are attacking the Hex from:

Attack from X Hex sides Max Stacking


1 Side 100
2 Sides 100
3 Sides 150
4 Sides 200
5 Sides 250
6 Sides 300

Battle Stack
Keep in mind that previous battles may have left Battle Stack points on
the target Hex and the Battle Stack points are added to the attacker’s Stack
Points, making it easier to exceed stacking limits.
Scroll through all Subunits
As already explained above, we cycle through all Subunits and then test for
each one whether it can attack. It can attack if it has made fewer attacks this

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combat round then its statistics allow. Furthermore, the Subunit must not be
in the process of retreating.
Find a target
Then (semi)randomly an opponent of the enemy side is chosen. Semi
random because the randomness depends on the number of tries the
Subunits statistics allow. If it has only 1 try in finding its favourite target, it is
purely random. But if it has more tries it will pick the target it likes the most.
A Subunit can only attack an enemy backbench Subunit if the attacking
Subunit has either accomplished a breakthrough or if it has artillery range.
Furthermore, artillery capable Subunits cannot fire on enemy Subunits that
have broken through.
Find preventer
It is possible the target Subunit is of a type that another Subunit from that
same side wants to defend. This may lead to the “preventer” being attacked
instead of the original target.
Subunit attack
The actual attack is now done. See below for the details of an actual Subunit
attack.
Subunit counter attack
The attacked Subunit will now counter attack its attacker. If the attacked
Subunit has already been attacked more often than its max attacked score,
a counter attack is not possible. A counter attack is the same as a Subunit
attack except that it is less strong and modified downwards.
If the Subunit is in the process of retreating, a counter attack is not possible.

5.10.15.3. Subunit attack


An actual attack from one Subunit on another takes place either as a regular
attack or as a counter attack. Counter attacks are lighter in effect.
Determine if hit scored
Basically, it is very simple. The attack points for the attacker and the
hitpoints for the defender are calculated.
The attack score is based on either Soft Attack or Soft Defense.
The hitpoints score is based on the Hitpoints (can be different depending
on whether the attacker is an infantry type or not)

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Then a large plethora of modifiers is applied on both scores.
The attack score and the hitpoint score are finally both randomized and
will score a value between 0 and their calculated number, and if the attacker
scores higher a hit is scored, otherwise not.
Hit scored
If a hit is scored based on the statistics of the Subunit attacking, it is
determined if it is a Retreat Hit, Kill Hit or Pinned Hit.
Experience Gain Modif ier
The experience modifier is for both your own Subunits and enemy Subunits.
The modifier is minimum 0.1 and maximum 3.
Kill Hit
The targeted Subunit is destroyed. A Kill Hit gives the Subunit scoring it 25
XP modified by the Experience Gain Modifier.
Retreat Hit
A Retreat Hit gives the Subunit scoring it 10 XP modified by the Experience
Gain Modifier. The target that is hit goes into immediate retreat and loses
50% Readiness and 10% Morale.
Pinned Hit
A Pinned Hit gives the Subunit scoring it 5 XP modified by the Experience
Gain Modifier. The target that is hit loses 50% Readiness, 50% of
Entrenchment and 5% Morale.
Modifiers
A large number of modifiers will be applied to the attacking Subunit’s
Attack Score and the defending Subunit’s Hitpoints Score.
Commander Skill Rolls modif iers
OHQ and SHQ Commanders can seriously increase the Attack Score and
the Hitpoints Score. See further below for the details of how their Skills
work. They’ll be used often and can be decisive!
Keep in mind that each Roll is only made once per battle and that roll is
applied every time it is needed for the duration of the battle. This means that
in some battles, a Commander will give more modifier than in others and it
adds some further randomness to combat in general.

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Item stocks modif ier
The Subunit can get penalties if it is low on ammo or fuel. The penalties
are more severe for the side on the offensive than the side on the defensive.
Attack start up modif ier
Some Model Types have limited effectiveness in the first 2 combat round
when they belong to the offensive side in the battle. For Tanks this is -37%
for the first round and -25% the second round, for the others it is -75% for
the first round and -50% the second round.
The whole objective of the rule is to model the effect of the fact that it takes
the attacker a bit of time to advance towards the enemy positions and to
reach a position where they can actually start effectively attacking the enemy.
That is also why tanks have less of a start-up penalty than infantry.
Counter-attack modif ier
If this attack is a counter-attack then a -50% penalty is applied to the Attack
Score.
Max Attacked modif ier
The attack score gets modified if its target has been already been attacked
more than the maximum number of times it can effectively be attacked.
Attacking it double the amount of max attacked results in a modifier of 0.5.
Triple 0.33, etc.
Landscape modif ier
The Landscape Type can modify the attack score. Keep in mind that the
defenders of the Hex get different modifiers than the offensive side.
Weapon Type Matrix modif ier
Each type of weapon (kinetic, laser, beam) has quite a different performance
against different types of armor.
Calibre Matrix modif ier
The calibre or penetration strength of each kind of weapon has quite
different performances against different thicknesses of armor. As a rule of
thumb, a certain calibre does fine up till a point where the armor of its target
becomes too thick.

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Posture modif ier
OHQ and their Formations can be set to a range of different Postures by
playing a Posture Stratagem on them. These Postures can have quite a big
influence on Combat results.
Readiness modif ier
The effect of the Readiness modifier on the attack score of the offensive
side is huge and the Readiness % is used as a negative modifier. Readiness
of 25 means a penalty of -75%, Readiness of 50 means a penalty of -50%.
For the defending side only 66% of its attack score is modified by Readiness.
For them, Readiness of 25 thus means a penalty of -50%. For both sides the
Hitpoints Score is for 50% modified for Readiness. So, with Readiness 75
that means a modifier of -12.5%.
Supply Consumption modif ier
The Attack Score and the Hitpoints are for 75%, modified for the Supply
Consumption percentage. The Supply Consumption percentage is only
below 100% if the Unit is going Hungry (or is robotic and out of Energy).
Experience modif ier
The Attack Score and Hitpoints Score is modified for Experience. Each XP
point is a 1% positive modifier.
Concentric modif ier
The more sides you attack from, the greater the positive modifier the
offensive side will get on its Attack Score.
Surprise Combat / Ambush modif ier
If the offensive side walked into an ambush, the Attack Score of the
defensive side is doubled.
“Rebel Attack” modif ier
If the offensive side’s Units appeared inside the defender’s Hex by an event,
its Attack Score gets a +50% modifier.
Orderly retreating target modif ier
If the target is from the offensive side and is orderly retreating, the Attack
Score will be divided by 4.

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Panicking target modif ier
If the target is from the defensive side and it is retreating in panic, the Attack
Score will be doubled.
Entrenchment modif ier
The target gets 1% point bonus on its Hitpoints Score for each Entrenchment
Point.
River modif ier
Rivers can give the defenders an increase in Hitpoints. The attacking
Subunit however must belong to a Unit attacking from such a Hex side such
that it does actually cross a River.
Overstacking modif ier
Overstacking means having more Stack Points in battle than the Maximum
Stack Points. If you overstack, your Troops will be more vulnerable and fight
less well. You can overstack in defence as well as in offence. Overstacking
makes attack and defence stronger, but at the cost of higher casualty rates.
Hidden Defenders modif ier
If you have low Recon on the Hex you are attacking, the Hitpoints of some
of the Subunits defending the Hex can be multiplied by up to 3 times. Keep
in mind however during the battle you’ll quickly gain more Recon points.
Close Combat modif ier
The Hitpoints Score of a “back bench” Model like Artillery will be modified
with -66% if attacked by a Subunit that has broken through its lines. If
the attack somehow takes place without the attacking Subunit having been
broken through the modified on the Hitpoints Score is -33%.
Battlegroup modif ier
If a Battlegroup (or GR) Unit has fewer than 3 Subunits in it, it will suffer
a penalty on its Hitpoints. Non-GR troops in Battlegroups suffer a -15% on
their attack value.
Vulnerability of Shield Generators
A Shield attacked from a distance works as it should. A Shield attacked by a
broken through Subunit is very vulnerable and this Subunit will do 10 times
more damage to the Shield than otherwise.

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5.10.15.4. Other Combat Rules
Depleting Hit Points for Shields
A Shield starts at X HP and every turn it takes a hit.
Once it is depleted by a hit, it depends if the hit is made a broken through
Subunit (in which case the Shield will be killed) or a non-broken through
Subunit (in which case the Shield will retreat to hopefully fight another
day).
Radiation
Use of Nuclear weapons will radiate an area up to 4 Hexes away from the
combat Hex. RAD is divided by 4 for every distance point from “ground
zero”.
The effects of Radiation are applied at start of each turn. The initial blast
for Civilians is applied at three times the Radiation level that will be there
for the long term. Anti-Rad infrastructure Asset helps protect here, but
Radiation Treatment Asset does not.
Successive use of Atomics doesn’t lead to a linear increase of Radiation Level
in a Hex. It’s more of a curve.

5.10.15.5. Commander Skill Rolls


A number of Skill Rolls will be made by Commanders during combat. An
OHQ or SHQ with a Vacant Commander post will never make any Skill
Rolls.
Distance of HQ
SHQ Commander Rolls are limited to the High Command Skill Roll, but
these rolls can be made from any distance.
Operational Commander Rolls are plenty, but their result is modified for the
range of their HQ to their Unit (HQ Power %).

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Combat Skill Rolls list
Skill HQ Effect If Attacker Effect if Defender
Tank Tactics OHQ Attack Roll and Hit Point Roll Bonus
Gun Tactics OHQ Attack Roll and Hit Point Roll Bonus
Infantry Tactics OHQ Attack Roll and Hit Point Roll Bonus
Offensive Tactics OHQ Attack Roll Bonus
Defensive Tactics OHQ Hitpoint Roll Bonus
Operational
OHQ Attack Roll and Hit Point Roll Bonus
Command
High Command SHQ Attack Roll and Hit Point Roll Bonus
Attack Roll Bonus based
Deception OHQ
on Entrench
Hitpoint Roll Bonus for
Escape Artist OHQ
Retreating Subunits
Demolition Roll can
Demolitions OHQ
deplete target’s Entrench

Attack Roll Bonus


Here the Commander makes a Skill Roll for each friendly Subunit attacking
an enemy and if the Commander rolls higher than 100 points, it will give a
1% bonus to Attack Value for each point the Skill Roll was above 100 points.
Attack Roll Bonus based on Entrench
Only if it concerns the Defenders of a Hex, the Commander makes a
Deception Skill Roll for each friendly Subunit attacking an enemy and if the
Commander rolls higher than 100 points, it will give a 2% bonus modified
by Entrenchment / 100 to the Attack Value for each point the Roll was
above 100 points.
Hit Point Roll Bonus for Retreating Subunits
Here the OHQ Commander makes a Skill Roll for each friendly Subunit
that is in the process of Retreating and that is under the attack of an enemy.
If the Commander rolls higher than 100 points, it will quadruple the Hit
Points of the Subunit.
Hit Point Roll Bonus
Here the OHQ Commander makes a Skill Roll for each friendly Subunit
that is under attack of an enemy and if the Commander rolls higher than
100 points, it will give a 1% bonus to the Hit Point Value for each point the
Roll was above 100 points.

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Entrenchment Reduction
Here the OHQ Commander makes a Demolitions Skill Roll for Subunits
that attack an enemy and if the Commander rolls higher than 100 points it
will reduce the Entrenchment of its target with 0.5% bonus for each point
the Roll was above 100 points.

5.11. Logistics
Your Logistical Network connects your Zone Cities and your Units with
your SHQs.
You need to be aware there are two separate logistical systems.
§§ The Logistical Network, which spreads out Logistical Points from
your Logistical Sources (Truck Station, Rail Station) over your Road
Network. To have a continuous Logistical Network, the Logistical
Points reach of the different Sources need to overlap.
§§ The Operational Logistics of each individual Unit or HQ, which
picks up its supplies from the nearest road Hex that is inside your
Logistical Network.

5.11.1. Basics
You need to have Assets that generate Truck or Rail Points. These are spread
out within a certain Action Point (AP) Range from those Assets over your
Roads or Rails as Logistical Points.
Having continuous Logistical Points on a road between your SHQ and a
Zone allows Items to flow between them.

Above we see in green the continuous Logistical Points on the road between
the SHQ to the left and the neighbouring Zone City to the right.

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Having continuous Logistical Points on a road close to your Units/HQs
allows supplies and replacement Troops to reach them.

Above we see the green shaded Hexes where Units will be able to pick-up
full supplies from a nearby road Hex. Yellow, blue and red shaded Hexes will
give Units problems in the long term. Black shaded Hexes means they will
be able to pick up zero supplies because they are too far from a Road with
Logistical Points.

5.11.1.1. Logistical Networks and


Logistical Points
The Logistical Points originate from Cities where you can have Logistical
Assets like Transport Hubs, Truck Stations or Train Stations.
These Logistical Points flow over your Roads (or Rails). Their range in
Action Points (AP) is dependent on the Assets of their City of origin.

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Here we see an example of a Logistical Asset.
This Private Transport Hub provides you with
400 Logistical Points with a 50 AP Range (Truck
Logistics Move Type) of its Hex.
Below we see the Logistical Points generated by
the Private Transport Hub. We see that with the
50 AP Range, it has managed to put full Logistical
Points on Hexes within range 4 but that after that,

the number of Logistical Points drops quickly until it fizzles out completely
beyond 100 AP Range.
Your AP can be extended by Logistical Bases, but keep in mind their effect
is not cumulative. For more info see further below.

5.11.1.2. Operational Logistics of Units


A Unit can pick up full supplies and replacement Troops up to 50 AP
distance range from its initial Hex. After that it will pick up partial supplies
up to 100 AP distance range.

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The exception is Food! Which is always delivered in full if you are within
the 100 AP distance range.
The AP costs are calculated using the Operational Supply Move Type. In
most cases this gives Unit a range of 4 Hexes to pick up full supplies. And a
range of 8 Hexes to pick up insufficient but some supplies.

Above we are inspecting the map with the “Initial Logistics” layer active. We
can see the Units to the left are in full supply while the truck Unit to the
right is in bad supply due to being too many Hexes away from the nearest
road with Logistical Points.

5.11.1.3. Traffic Signs


The flow of the Logistical Points over the Roads and Rails is an intricate
algorithm that allows logistical flows to do separation and rejoining. However,
the more Road and Rail branchings you’ll have the more your Logistical
Points will be dispersed. If you are using the default Automatic Pull Points
system this will usually take care of things for you. However if you have
disabled the flags for Automatic Pull Points (in the Traffic Signs Popup) you’ll
want to avoid the adverse effects of many branchings by setting Traffic Signs.
Traffic Signs can (partially) block the dispersal of Logistical Points in certain
directions allowing you to micro-manage your Logistical Network for optimal

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use. Even when using the default Automatic Pull Points system you might
in some cases want to put some Traffic Signs to reduce the Pull in a certain
direction (for example in the case there are more Pull Points than you have
Logistical Points and you want to prioritize something).
Enabling the Preview Logistics in the right sidebar and using it in tandem
with the Traffics Signs Popup is a good way to explore the effects of different
settings on your Logistical Network.

5.11.1.4. Pull Points


On default the Automatic Pull Points will be placed. These Points will
correspond with the amount of Logistical Points a Hex will probably need
for its Units, Assets or City to be able to receive and send Items. They will
force the Logistical Assets to prioritize sending their Logistical Points
towards these Hexes.

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If you would disable the Automatic Pull Points the Logistical Points
generated by Logistical Assets would evenly spread in all directions, with
the Pull Points active the Logistical Points get guided through the maze of
your Roads to arrive where they are actually needed.
By using the Traffic Signs Popup it is possible to add Custom Pull Points to
a Hex or to block Automatic Pull Points for a specific Hex. In this Popup it
is also possible to switch off completely the Automatic Pull Point placement.
Here we see the Preview Logistics Layer active. The numbers on the lines
are the expected Logistical Points we’ll have on the roads at the start of
next turn. The numbers in the rectangles are the expected Pull Points on
different Hexes.
1 When using the Preview Logistics Layer you’ll be able to see the number
of (Automatic) Pull Points that will be placed at start of turn.
2 The total number of Pull Points are displayed in the rectangle. The little
coloured bars indicate the composing sources: Red for Asset Automatic
Pull Points, Green for Unit Automatic Pull Points, Blue for City (Zone)
Automatic Pull Points and Black for Custom Pull Points.
Note that when using the Used Points Logistics Layer you’ll be shown the
Pull Points that were present at the start of your current turn.

5.11.1.5. Excessive Branching Penalty


If your Logistical Points get split over multiple (Rail)roads that will count
as a Branching. After 4 Branchings your Logistical Points will suffer
increasingly stiff penalties when they get branched again.

5.11.1.6. Refocusing of Logistical Points


Once your Logistical Points spreading out from a Logistical Asset reach
another active Logistical Asset in a different Hex they’ll be Refocused.
Refocusing means that they’ll start at their original full distance potential
again but lose part of their Logistical Points equivalent to the percentage of
its distance potential already used.
With the first Refocusing a further penalty of -25% onLogistical Points is
applied. With the second Refocusing a penalty of -50% is applied and with
the third Refocusing a penalty of -75% is applied. A fourth Refocusing is
not possible.

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5.11.1.7. Weight of Cargo
The weights of Cargo transferred by using the Logistical Network are the
following:
Type Weight Clarifying comment
They might be lighter in weight, but they
take more space as they cannot really be
Infantry 5
stacked like herrings (or Metal ore) inside
a truck or a train.
Trucks / Buggies / Tanks 10 or more
Fuel None Pipes are assumed
Metals 1
Rare Metals 1
Radioactives 1
Water None Pipes are assumed.
Food 1
Industrial Points None It is an abstracted item.
Recruits 5
Ammo 1
Colonists 5
Machines 1
Hi-Tech Parts 1
Energy None Cables are assumed.
Max Storage Points
None These are abstracted items.
(different kinds)

5.11.2. Roads
It is important to keep in mind that the Logistical Network only extends
itself over Rails or Roads.
These Roads have to connect one City or SHQ to another in order for them
to be in the same Logistical Network.
The Roads do not have to go directly to OHQs and Units since they have
Operational Logistics to pick up (or deliver) their supplies on a nearby Road Hex.

5.11.2.1. Dirt roads


The cheapest kind of Roads. They are also obligatory to construct if you are
starting construction of a new Asset. 10 Truck Action Points per Hex.
Dirt Roads cost 20 IP to construct.

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5.11.2.2. Sealed roads
These Roads are more expensive to construct, but more efficient and make
your Logistical reach go further. 5 Truck Action Points per Hex. They thus
double your Truck-based Logistical Networks reach compared to Dirt Roads.
Sealed Roads cost 50 IP to construct.
Constructing a Sealed Road over a Dirt Road gives you a -40% reduction
on costs.

5.11.2.3. Railroads
These Rail lines are more expensive to construct, but much more efficient and
make your Logistical reach go really far. 2 Rail Action Points per Hex. They thus
more than double your Logistical Networks range compared to Sealed Roads.
Rail cost 30 IP + 30 Metal to construct.
Constructing a Railroad next to a Dirt/Sealed Road gives you a -50%
reduction on costs.

5.11.2.4. Supplemental Road construction Cost


When constructing in difficult Landscape Types or over Rivers, Ridges or
Canyons, expect a multiplier to be applied to the cost of your Road.
These costs are increased even more for Rail. It is very difficult to construct
Rail in rough terrain as the railroad cannot follow a winding path or go up
or down too steeply.

5.11.2.5. Demolish Infrastructure


The same way you can construct Roads you can remove Road/Rail from a
Hex. This costs 5 IP per 10 AP.

5.11.3. Logistical Assets


There are several Assets you can build that help you with your Logistical
Network.
Only one Truck Logistical Asset can be in a Hex. Only one (High Speed)
Rail Logistical Asset can be in a Hex.

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5.11.3.1. Production Delay
Turn X. Construction of Asset completed
Turn X+1. First Logistical Points produced by Asset
Turn X+2. Those first Logistical Points of X+1 are now applied at start of turn.
The rather technical design reason for the 1 turn delay between production
and application is that those Logistical Assets need Items to be delivered to
produce... but for those Items to arrive there need to be Logistical Points on the
map... To avoid the classical chicken-and-the-egg problem I put a turn delay in.

5.11.3.2. Truck
LOGISTICAL ASSETS POINTS Optimal RANGE
Public Truck Station 800 100AP
Public Truck Station Level 2 1,600 105AP
Public Truck Station Level 3 3,200 110AP
Public Truck Station Level 4 5,600 115AP
Public Truck Station Level 5 8,800 120AP
Public Truck Station Level 6 12,800 125AP
Public Truck Station Level 7 17,200 130AP
Private Transport Hub 400 50AP
Private Transport Hub Level 2 800 60AP
Private Transport Hub Level 3 1,600 70AP
Public Supply Base - +50AP Extension
Public Supply Base Level 2 - +75AP Extension
Public Supply Base Level 3 - +100AP Extension

5.11.3.3. Rail
LOGISTICAL ASSETS POINTS Optimal RANGE
Public Rail Station 2,000 100AP
Public Rail Station Level 2 4,000 110AP
Public Rail Station Level 3 7,000 120AP
Public Rail Station Level 4 11,000 130AP
Public Rail Station Level 5 16,000 140AP
Public Rail Station Level 6 22,000 150AP
Public Rail Station Level 7 29,000 160AP
Public High Speed Rail Station 3,000 200AP
High Speed Rail Station
Public 7,000 210AP
Level 2
High Speed Rail Station
Public 13,000 220AP
Level 3

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High Speed Rail Station
Public 21,000 230AP
Level 4
High Speed Rail Station
Public 31,000 240AP
Level 5
High Speed Rail Station
Public 43,000 250AP
Level 6
High Speed Rail Station
Public 57,000 260AP
Level 7

5.11.3.4. Transport Hubs & Truck Stations


These two Asset Types are Public and Private variants of the same thing:
Trucks driving around picking up and dropping off Items, Supplies and
Replacement Troops for your Units.
Both Assets generate Truck Points and range with Truck Action Points.
The Public version is more productive and efficient than the Private version
and higher levels give you more range.

5.11.3.5. Supply Bases


These bases give a boost to the Range of any Trucks that are passing them
by. Logistical Extension produced in turn X is applied when the Logistical
System is calculated in turn X+1.
This simulates the support they can offer in maintenance, crew shifts and
planning.
Keep in mind that:
§§ The Range Boost is not cumulative with multiple Supply Bases en
route (if you already have a Supply Base in place and at the end of the
line you are not receiving enough Logistical Points, you should build
another Truck Station somewhere in between).
§§ If Trucks passing it by are already beyond optimum range, they will
not be restored to optimum range, but their range will be extended at
their current %.
Let us show the example of a City with a Private Transport Hub and a Dirt
Road. Let’s compare its Logistical Points on that Dirt Road on different
distances from the City. Comparing these values for with/without Supply
Base.

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Distance 0 2 4 5 6 8 10 12 14 15 16
100%
With Supply
100% 100% 100% (supply 100% 100% 100% 60% 20% 0% 0%
Base I base
here)
100%
With Supply
100% 100% 100% (supply 100% 100% 100% 100% 100% 100% 80%
Base II base
here)
Without
Supply 100% 100% 100% 100% 80% 60% 40% 20% 0% 0% 0%
Base

5.11.3.6. Truck Points


These are cumulative and you can get Truck Points from a Private and a
Public source at the same time.

5.11.3.7. Truck Action Points and Range


These are non-cumulative and the highest Producing Asset is used to
provide Truck Action Points.
These are basically range points and a City will have its full amount of Truck
Points projected within this range.
After the range is exceeded the % of Truck Points projected slowly drops to
0 upon reaching Hexes at double the range or more.

5.11.3.8. Rail/High Speed Stations and Rail Points


The Rail Points are cumulative and work the same as the Truck Points.
The Rail Action Points are used to project the Rail Points over your
Logistical Network using Rail (use construct road to build Rail lines).
After the AP Range is exceeded the % of Rail Points projected slowly drops
to 0 upon reaching Hexes at double the range or more.

5.11.3.9. Rail Points only strong


between Stations
The Rail Points are less flexible than your Truck Points and 90% of them
will only be applied on Rail between two Stations (10% will still be applied
to any rail line).

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If you want to economize on your construction costs, you can also construct
a Railhead Asset, which will function in the same way as a Station, except
for the fact it does not add any Logistical Points as Stations do.
A Railhead is just a place where trains can turn around and receive some
minor servicing.
Any Hex with Rail Points is a place where the train can stop and offload. Or
in other words: you do not need a Station to offload your trains. You need
two Stations (or one Station and one Railhead) for Rail Points to be applied
on the Rail Hexes between them.

5.11.4. Inventories
There are three type of inventory in the game.

5.11.4.1. Zone Inventory


Production from Assets goes directly to this inventory.
Excess Items will be sent to the SHQ of the Zone.The Zone will take consumption
costs for the next turn into account and will keep some Items in reserve.
Missing Items will be requested from the SHQ of the Zone.

5.11.4.2. Unit Inventory


Each Unit has its own Item reserves (Ammo, Fuel, Food, etc..) and most
turns they’ll request fresh supplies from their SHQ.

5.11.4.3. SHQ Inventory


Each SHQ has its own inventory. It is used to send Items to Zones and
Units that are requesting them. Furthermore, it will pick-up excess items
from Zones. And last but not least it will send Replacement Troops to Units
that are missing Troops (or pickup excess Troops).

5.11.5. Different uses of Logistical


Network
Your Logistical Network is used for many different things.

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5.11.5.1. Zone Requirements
Zones might need Food to feed their Worker. Or they might need Metal to
construct an Asset.

5.11.5.2. Unit Requirements


Units will need Food, Ammo and perhaps Fuel or Energy as well.

5.11.5.3. Zone Assets Need a Logistical Network


connection
Any Asset (public or private) needs to be connected to the Logistical Network.
A Public Asset needs a 100 * Asset Level in Logistical Points connection and
a Private Asset only half that (50 Logistical Points per level). These points
needed are adjusted for any Limited Production Asset setting.
This is only needed for production and for Public Asset construction.
Upkeep always works (as long as there is a land connection over friendly
Hexes). Private Asset construction does not require Logistical Points and its
production penalty is max 50%.

5.11.5.4. Zone Returns


If a Zone is producing a surplus of Items, the Zone will try to return those
to its SHQ.

5.11.5.5. Replacement Troops and Returns


Units that suffered casualties will be looking to receive Replacement Troops.
Units that are changing their Formation might have Troops present that are
no longer part of their “TOE” and should be returned to SHQ.

5.11.5.6. Pickup Points


For SHQs that want to deliver Supplies or Replacement Troops to a Unit
(or collect excess Troops), they can do so at a pickup point in the Logistical
Network that is close to the Unit. The Unit can be off-road and provide the
remainder of the transport with its Operational Logistics.

5.11.5.7. Strategic Transfer


While executing your turn, you can use remaining Logistical Points in your
Logistical Network to transfer your Units (or SHQs) strategically from one

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spot to another, provided there are sufficient Logistical Points on each Hex
of the Trajectory to pay for the Transfer.
This costs the transported Units in Readiness and also depletes any
remaining Unit AP completely. But if you have a large domain this is a really
good way to get an army from one side of it to the other.

5.11.5.8. SHQ to SHQ Transfers


If you have multiple SHQs, you can use remaining Logistical Points to
transfer Items and Troops from one SHQ to another.

5.11.5.9. Raise Formation


If you Raise a Formation on a different Hex than the Hex of the SHQ, you
are using, you’ll need to pay the Logistical Points for the Items that will be
needed to build the Troops that’ll be present in the Formation.
If you don’t build Troops, but use Troops already present in the SHQ, you’ll
need to pay the transport cost for them.

5.11.5.10. Replacing & upgrading of Troops


In case of replacing Equipment, you’ll need to pay the Logistical Points cost
for the transport of the Equipment to and from the Unit.
In case of upgrading, you’ll need to pay the Logistical Point cost for sending
the Items necessary to do an Upgrade in the field.

5.11.5.11. Maximal Logistical Points usage


setting for SHQs
There are a number of uses of Logistical Points that are done automatically
at the start of a new turn.
In order to give players some control over what they are allowed to be
spenton, you can specify percentages for all automated SHQ activities that
use Logistical Points.

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Specific Logistical Player can set max % spent
Sequence
subsystem in Standing Order of SHQ
- Logistical network creation
1 Zone requirements / supply SHQ Standing Order Available
2 Unit requirements / supply SHQ Standing Order Available
- Zone production
- Zone economy
3 Zone returns SHQ Standing Order Available
Unit replacement Troops and
4 SHQ Standing Order Available
returns
- Unit Item consumption

The Percentage specified in each Standing Order refers to a percentage


of the original Logistical Points available on a Road upon creation of the
Logistical Network that can be used.
The total of the percentages is allowed to surpass 100%.
Setting it lower is however a good way to guarantee you will have some
Logistical Points left to, for example, execute Strategic Transfers during your
turn.
Note that the limit allows using unspent points from earlier steps that did
not reach the limit.

5.12. Models
Tank A is not simply a differently named Tank B. All Models are quite
unique.
You can develop your own Models, which you can subsequently produce. In
fact, to produce Regular Troops, you need to have discovered Model Types
and designed Models.
You’ll need a Model Design Council to discover Model Types and design
your own Models.
Except for some Militia Troops, all types of equipment belong to a certain
Model.
Think of a Model as a blueprint full of production instructions for how to
produce a piece of equipment, gear or, for example, an armored fighting
vehicle.

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You can discover Model Types and design new Models for each discovered
Model Type with your Model Design Council.
When designing a new Model, it is possible to make a brand new Design or
to design an improvement to an already designed Model.

5.12.1. Key Concepts


You can discover Model Types and design Models using the Model Design
Council. Once you have finished the design of a Model you can start
producing it.

5.12.1.1. Models
A Model is a specific concrete implementation of a Model Type.
You’ll start with some pre-designed Models. But normally you need to
explicitly design a new Model once you have discovered a new Model Type.
Models can be designed from scratch or can be a newer version of a
previously designed Model.

5.12.1.2. Model Types


Once you get a Design finished on a Model of a Model Type it will open
up new discovery options that have that Model Type as a prerequisite.
For example, after you have designed your first Light Tank, you can from
that point forward discover the Medium Tank Model Type, but not the
Heavy Tank Model Type. For that you’ll need to design a first Model of the
Medium Tank Model Type.

5.12.1.3. The Design Choices


When you order a new Design, you’ll almost always will be asked to make
some choices between different variants of equipment, armor, motors or
weaponry.

5.12.1.4. Model Stats


A Model will get its Model Stats from your design choices, your technology
and previous version Model Stats.
Some Model Stats cannot be improved with newer versions. This concerns
structural design decisions taken early on.

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5.12.1.5. Operational Stats
The Model Stats are used as the basis to compute the Operational Stats of
a Model.
The Operational Stats are what you’ll see when you inspect a finished
Model. “Soft Attack” and “Hitpoints” are examples of Operational Stats.
Keep in mind that the Operational Stats used in combat can be modified by
a number of rules based on the Landscape Type, the type of opponent, etc…
for more information on that go to the combat rules section.

5.12.1.6. Model Quality Level


By going into the Management Screen and then to the Model Tab, you can
set the Quality Levels for all Models you developed.
The Quality Level can be “Low”, “Average”, “High” to “Elite”. Or if you do
not want to pronounce yourself it can be “None”. Furthermore, it can also be
set to “Obsolete” indicating it should not be used any more by your Units.
The setting is used when sending Replacement Troops or returning Troops
from Units to SHQs.
Setting the Quality Levels is optional. Feel more than free to leave the
Quality Levels on “None”.

5.12.2. Discovery of Model Types


When you order your Model Design Council to discover new Model Types,
it can only discover new Model Types that have pre-requisite Model Types
that you already designed at least one Model for. See the Management
Screen and the Model Type Tab.
So for example, to discover the Medium Tank, you need to have already
designed a Light Tank Model.

5.12.3. Designing a new Model


Depending on what kind of Model Type you are basing your new Design
on, you’ll normally have the opportunity to make at least some choices on its
Design. This will be discussed further below.

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5.12.3.1. Model Types
There are a large number of Model Types available to develop specific and
custom-build Models for.
Infantry
Infantry is cheap and provides you with defensive strength. Especially if
entrenched and in defensible terrain.
MG
Like infantry, but equipped with a machine gun, which is an excellent
defensive weapon.
Bazooka
Like infantry, but equipped with a bazooka or RPG, which for its production
cost is an excellent weapon against Armor.
Truck
A bare bones design that allows you to motorize your Infantry or Artillery
forces. They provide plenty of mobility, but they require more Upkeep.
APC
Like a Truck, but equipped with Tracks instead of Wheels and with Armor.
Furthermore, the APC has a MG mounted which gives it some punch. For
cost calculations its size is level 3.
Anti-Tank Gun
If Bazookas are not cutting it any more against enemy armor, consider
producing AT-Guns. These can use the newest tech in High Velocity Guns
and pack as much punch as armor. They perform best in a defensive role.
Artillery
Allows you to engage in Ranged Fire from adjoining Hex of target. It
guzzles ammunitions, but it allows you to do damage without engaging.
Light Tank
A small chassis design that can support up to 100mm of armor and up to a
60mm gun. For cost calculations, its size is level 4.
Medium Tank
A medium chassis design that can support up to 200mm of armor and up to
a 105mm gun. For cost calculations, its size is level 6.
Assault Gun

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Much like a Medium Tank but without a cupola, making it cheaper to
produce (half IP cost), but less effective in an offensive role.
Heavy Tank
A large chassis design that can support up to 300mm of armor and up to an
180mm gun. For cost calculations, its size is level 8.
Monitor Tank
An extra-large chassis design that can support up to 400mm of armor and
up to a 300mm gun. For cost calculations, its size is level 10.
Tank Destroyer
Much like a Heavy Tank, but without a cupola, making it cheaper to produce
(half IP cost), but less effective in an offensive role. Furthermore, the design
is really focussed on killing enemy armor and much less on killing softer
targets.
Buggy
It’s cheap, it’s small, it can easily be given an overpowered motor and on top
of that it has a MG. Furthermore, it has excellent Recon capabilities. Use
Buggies as Scouts or for harassing enemy soft targets. Keep them away from
enemy tanks.
Mechanized Artillery
Same as artillery but mounted on a medium chassis. It is mobile and can be
equipped with armor, allowing these guns to live longer in hot combat zones
or to survive enemy shelling.
Walker
The Walker is a hydraulics based biped that functions much like a tank but
due to its locomotion can traverse hard terrains (much like infantry). Due to
its Heavy Machine Guns, it is very effective against softer targets.
Heavy Walker
Much like regular Walker, but built with a larger chassis. It can support a
gun of up to 180mm. Its main role is to destroy enemy Walkers and heavier
equipment.
Rocket Launcher
Depending on the type of Rockets used, these Launchers can perform
Ranged Fire up to 4 Hexes away.

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Missile Launcher
Missiles are much like Rockets, only bigger. Missile Launchers can perform
Ranged Fire up to 7 Hexes away.
Automated Turret
These are fully automated systems that function reasonably well. They allow
you to save manpower and Upkeep costs. They are, however, fully immobile,
so only strategic transfer can relocate them. These robotic systems are less
intelligent than humans and will perform slightly less well.
Automated MG
These are fully automated systems that function reasonably well. They allow
you to save manpower and Upkeep costs. They are, however, fully immobile,
so only strategic transfer can relocate them. These robotic systems are less
intelligent than humans and will perform slightly less well.
Quad MG
By combining 4 regular MGs into a Quad MG, a phenomenal amount of
fire power can be brought to bear on advancing enemy Troops.
Mobile Shield Generator
Shield Generators extend an energy shield over all friendly Troops to protect
them from enemy fire. This mobile version is the most useful as it can be
used in an offensive role.
Wide-Area Shield Generator
Shield Generators extend an energy shield over all friendly Troops to protect
them from enemy fire. This is an immobile installation that can only be
moved by strategic transfer. It can be equipped with the strongest of Shield
Generators.
Robotic Infantry
These are very much the same as regular Infantry, except that they are
robotic. They thus do not require manpower to produce. They are, however,
less intelligent than humans and will perform more poorly, especially when
used in an offensive role.
Motorbike Infantry
This is the best price - quality Model Type to use for Reconnaissance.
Except for its mobility and recon capability, it is much like regular Infantry
when it is in combat.

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Jetpack Infantry
Jetpacks allow the Infantry to make small jumps, giving them the mobility
to be much more effective in offensive roles.
Atomic Launcher
Much like a regular Missile Launcher, except for the fact it is able to launch
Atomic Missiles. Its base range is 4. It supports launching up to 10MT
warheads.
ICBM
The Intercontinental Ballistic Missile Launch Platform is immobile but can
launch its missiles Planet-wide. It can launch the biggest warheads you can
research and, once you have them operational, will change the nature of
warfare.
Mechanized Quad Gun
This is basically a Quad MG mounted on a small chassis. It allows for armor
and speed and is an excellent complement to join in an attack of heavier
armor, as it will be especially adept at neutralizing soft targets.

5.12.3.2. Overview of Choices


Here follows an overview which Choices you can make when Designing a
new Model of a certain Model Type.

MODEL TYPE Weapon Armor Motor


Infantry Rifle Personal Armor
MG MG Personal Armor
Bazooka RPG Personal Armor
Truck - - Motor
APC MG Armor Motor
Anti-Tank Gun High Velocity Gun Personal Armor
Artillery Howitzer Personal Armor
Light Tank Gun Armor Motor
Medium Tank Gun Armor Motor
Heavy Tank Gun Armor Motor
Assault Gun Gun Armor Motor
Recon Buggy MG Armor Motor
Tank Destroyer Gun Armor Motor
Mechanized Art. Howitzer Armor Motor
Walker Twin Heavy MG Armor Motor
Heavy Walker Gun Armor Motor

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Rocket Launcher Rocket Armor Motor
Missile Launcher Missiles Armor Motor
Automated Turret Gun Armor -
Automated MG MG Armor -
Quad MG Quad MG Personal Armor -
Mobile Shield Gen. Shield Motor -
WA Shield Gen. Shield - -
Monitor Tank Gun Armor Motor
Robotic Infantry Rifle Personal Armor -
Motorbike Infantry Rifle. Personal Armor -
Jetpack Infantry Rifle. Personal Armor -
ICBM Launcher Missiles Armor Motor
Atomic Launcher Missiles Armor Motor
Mech. Quad MG Quad MG Armor Motor

So, for example, when you are designing a new Infantry Model, you’ll be
asked which type of Rifle and Personal Armor it should be (or not be)
equipped with.

5.12.3.3. Variants
When you are making the choices of which Variants of equipment a Model
should use, you can inspect the strengths and weaknesses in the mouse-overs.

5.12.3.4. Calibre Modifier


Note that, in combat, low calibre guns used versus thick armor can receive
up to a whopping -90% penalty, but never more. The calculation made is
Weapon mm / Armor mm. So for example a 50mm gun used on 200mm
armor will suffer a -75% penalty.
§§ Small Arms / Quad / MGs counts as 20mm
§§ Small Arms / Quad / MG Laser counts as 30mm
§§ Small Arms / Quad / MG Plasma counts as 50mm
§§ Heavy MGs (Walker) count as 40mm
§§ Heavy MGs (Walker) Laser counts as 60mm
§§ Heavy MGs (Walker) Plasma counts as 100mm
§§ Hollow Count as 100mm
§§ Hollow Heavy as 200mm
§§ Light Rocket as 100mm
§§ Medium Rocket as 200mm

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§§Heavy Rocket as 300mm
§§Light Missile as 200mm
§§Medium Missile as 400mm
§§Heavy Missile as 800mm
§§Plasma Missile as 1600mm
§§Light Laser counts as 100mm
§§Medium Laser counts as 200mm
§§Heavy Laser counts as 300mm
§§Very Heavy Laser counts as 400mm
§§Beam counts as 300mm
§§Combined Beam counts as 600mm
§§Light Plasma counts as 200mm
§§Medium Plasma counts as 400mm
§§Heavy Laser Plasma as 600mm
§§Very Heavy Laser Plasma counts as 800mm
§§Atomics and Physical attacks are exempt from this calibre modifier.
§§Ranged attacks see their mm divided by three due to the likelihood of
a proximity instead of a direct hit.
Personal armors count in these calculations as follows:
§§ Envirosuit counts as 0mm
§§ Padded Armor counts as 20mm
§§ Combat Armor counts as 40mm
§§ Adv. Combat Armor counts as 60mm
§§ Battledress counts as 80mm
§§ Adv. Battledress counts as 100mm

5.12.3.5. Weapon Types versus Armor Types matrix


Some weapons perform better against certain types of armor or shielding.
Note that Plasma weapons are most efficient against high tech armor and
shielding, but have a bad score against more low tech armors.
Note that Beam weapons provide a good mix and have good scores against
all types of armor.
Note that Liquid armor is vulnerable against old fashioned kinetic bullets
and shells, but is master in countering Laser weapons.

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Note that Atomic weapons always perform normally.
armor=> None Metal Polym Liquid Shield
Bullets Normal Normal Normal 150% 50%
Hollow Normal Normal Normal 50% 33%
Laser Normal Normal Normal 25% 50%
Beam Normal Normal Normal 66% 75%
Plasma Normal 50% 75% Normal Normal
Atomics Normal Normal Normal Normal Normal
Physical Normal 66% 33% 66% Normal

5.12.3.6. Model Stats of the New Model


The Design choices of Variants and the Model Type determine the Model
Stats. However, there is also a random chance that is involved.
Furthermore your Tech Level plays a major role as well.
Design Quality
The Structural Design Score is randomized with the first version of a Model
and will not change with subsequent versions.
The Basic Design Score is initially randomized with the first version of a
new Model, but can improve with subsequent versions.
The way to improve this Basic Design Score is through Field Testing. Or in
other words, getting your Models produced and tested in real battle.
The Structural Design Score and Basic Design Score impacts the Engine
Design, Weapon Design and Armor Design Stats. These are also randomized
with the first version of a New Model, but they’ll (probably) improve with
each new version of of the Model (irrespective of Field Testing).
Tech Levels
There are several Binary Techs and quite a few Linear Techs that give
bonuses to your Models Stats. If in Round X you designed Model A and
in Round X+10 you researched a Tech, the effects of that Tech will no be
applied to Model A. However, if you then design Model B in Round X+20,
that Model will receive the bonus from that Tech.

5.12.3.7. Operational Stats


The Design Stats are interesting for the designers in your Model Design
Council, but what matters in the real world is the Model’s Operational Stats.
These are the ones that are used in actual combat.

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Movement Cost Modifiers
The Engine Power (model stat) is ideally larger than the Weight (model
stat) of the Model. If not we’ll consider the Engine underpowered.

ENGINE POWER MOVE COST MODIFIER


>= 270% WEIGHT -20%
>= 210% WEIGHT -15%
>= 160% WEIGHT -10%
>= 120% WEIGHT -5%
>= 90% WEIGHT -
>= 80% WEIGHT +10%
>= 70% WEIGHT +20%
>= 60% WEIGHT +30%
>= 50% WEIGHT +40%
>= 40% WEIGHT +50%
>= 30% WEIGHT +60%
>= 20% WEIGHT +70%
>= 0% WEIGHT No move allowed

Attack Scores
The attack values like Soft Attack, Soft Defend, Hard Attack and Hard
Defense depend mostly on the Weapon chosen for the Model.
The Firepower of the chosen weapon will become the Attack Value,
modified for the following:

WEAPON TYPE SOFT ATT SOFT DEF HARD ATT HARD DEF
Conventional Small Arms No mod No mod -50% -50%
Hollow Charge -66% -66% No mod No mod
Energy Small Arms No mod No mod -50% -50%
Howitzer Gun No mod No mod -50% -50%
High Velocity Gun -75% -75% No mod No mod
Energy Gun -50% -50% No mod No mod

Foot is mostly defensive


Soldiers on foot without ranged attack have their Soft and Hard Attack
Values divided by two.
MGs are even more defensive
On top of that division for being Foot, any MG also sees its Soft Attack,
Hard Attacks and Hard Defence values divided by two. Note that its Soft
Defence value is not divided.

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Tanks are offensive weapons
Any vehicles (track/wheel) with Guns get their Hard Defence value
diminished by one third.
Walkers are good against Tanks
Due to their high stature they are excellent tank killers. Hard Attack Value
gets +50% and Hard Defence Value gets +25%.
Robot Brains are not that clever
Any autonomous Models will see their Attack values diminished with one
third. Defence is easier to plan for them and here they suffer no penalties.
Jetpacks give better attack
Infantry with Jetpacks gets their Soft Attack doubled and Hard Attack
increased with 50% due to the fact that they are tactically air mobile.
No turret, less offensive potential
Any Tank without a Turret (The Assault Gun) has its Hard Attack Value
divided by two.
Hitpoints
The hitpoints will be set equal to the Armor Points (model stat).
Bulky Vehicles vulnerable to infantry
However, the bulkier the vehicle, the more it will be exposed to sneaky
infantry attacks.
Structural Damage Points
Any Model with Anti-Structural Points will do damage to Assets in the
Hex where it is battling. Small Arms do not do this, but Guns, Rockets and
Missiles do 1 point of Structural Damage per 30 Fire Power (Model Stat).

5.12.4. Field Testing


The “Basic Design” Model Stat has a big impact on the Model Stats of the
next version of the Model.
This Basic Design Stat of a Model can go up with Field Testing.
You’ll earn 1 Field Testing points for a Subunit of the Model placing a hit
on an enemy.
You’ll earn 5 Field Testing points for a Subunit of the Model being hit by
an enemy.

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Yes… you learn more from mistake than from success. At the end of a battle,
the square root of these points will be added to the Base Design Stat for the
Model in question.
These points are fully added if the difference between maximum and current
Base Design Stat is large (40 points or more), but will have less chance to be
added if the difference is less. Per battle, a maximum of 10 points are added
to Base Design Stat.
Maximum Base Design Stat is 120 + (10 * version number of Model).

5.13. Techs
You can obtain Techs by doing Research, by playing Stratagems and over
time after making certain deals through Diplomacy Stratagems.
If you want to Research a specific Tech, you’ll have to Discover it first.

5.13.1. Key Concepts


There are two different kinds of Techs: Binary ones and Linear ones.
Your Regime can acquire or advance in numerous Techs by Research or
otherwise.

5.13.1.1. Binary Techs


Almost all Techs fall in this category. They become useful once you have
fully researched them. They can be discovered and researched by your
Military Research Council and your Economic Council.
Binary Tech costs the full amount of BP to obtain it.

5.13.1.2. Linear Techs


Some Techs are Linear Techs. They become useful from the first point of
progress you have made on them and provide a bonus to something. The
higher your progress the higher the bonus. They can be discovered and
researched by your Applied Science Council.
Linear Tech costs X BP per point, but the higher you get the more expensive
it will get. At 25 points the cost will have almost doubled and at 50 points
it will have quadrupled. At 75 points it will have increased sixteen-fold. 100
will be near impossible to reach.

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5.13.1.3. Discovery
For one of your Organizations to start Researching a Tech, you first need
to Discover it. This can be done by allocating BP to an Organizations
Discovery Task.
Any field that is open to discovery could be discovered next. Which one is
beyond your control.
The Techs open to discovery are those in the Tech Groups you have access to.

5.13.1.4. Research
What is within your control is which Discovered Tech you want to
be researched. The more BP you allocate to the Research Task of an
Organization the more progress you will make on fully researching your
chosen Tech.

5.13.1.5. Tech Groups


The Tech Fields are divided over a number of Tech Groups. Once you have
fully researched 3 Techs in a Tech Group the Tech Group will be Mastered.
Once a Tech Group is Mastered it will give you Discovery access to all Techs
in its connecting Tech Groups.
Keep in mind that some Tech Groups require a minimum Regime Tech
Level to become accessible.

5.13.2. Tech Group Tree

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5.13.2.1. Basic Tech Group
These fields are normally already researched when you start the game. They
indicate a minimal level of technology that enables your Regime to move
out and conquer.
Biofuel (#3)
This Tech allows you to construct Assets that can convert Food to Fuel.
Industry (#22)
This Tech allows you to construct Assets that can produce Industrial Points.
Recycling Facility (#2)
This Tech allows you to construct Assets that can extract Scavenge Points.
These can also make Archaeological Finds!
Mining Facility (#3)
This Tech allows you to construct a number of different Mining Assets,
including: Ice Mine, Metal Mine, Rare Metal Mine and Radioactives Mine.
Wind Traps (#20)
This Tech allows you to construct Assets that can trap moisture from the
atmosphere and provide you with Water.
Truck Logistics (#94)
This Tech allows you to construct Assets that provide you with Truck
Logistical Points and Range.
Farming (#18)
This Tech allows you to construct open Farms and domed Farms.
Envirosuits (#58)
This Tech allows you to design Models that wear Envirosuits.
Carbine (#9)
This Tech allows you to design infantry Models that use a simple automatic
rifle as their weapon. Without it they’ll be equipped with some version of
bolt rifles.

5.13.2.2. Early Tech Group


This is the group of Techs that is most easy to acquire early without a huge
tech base.

332
Solar Energy (#21)
This Tech allows you to build Assets that convert sunlight to Energy.
Physical Storage (#112)
This Tech allows you to build a number of Assets that can store specific
Items. This allows you to avoid losing these Items if their stockpiles become
too big.
Sealed Roads (#95)
This Tech allows you to construct Sealed Roads. Big improvement for long
distance truck-based logistics.
Power Plant (#7)
This Tech allows you to construct Assets that produce Energy from burning
Fuel.
Hospital (#30)
This Tech allows you to construct Hospital Assets. These provide QOL
Health Points.
Barracks (#32)
This Tech allows you to construct Barracks Assets. These provide QOL
Security Points and improve training of your Troops inside the Zone.
University (#8)
This Tech allows you to construct Universities. These provide QOL
Education Points.
High Velocity Guns (#302)
This Tech allows you to design Models that use High Velocity Guns.
Padded Armor (#303)
This Tech allows you to design Models that wear Padded Envirosuit Armor.
High Velocity Small Arms (#43)
This Tech allows you to design infantry Models that use a fully Automatic
Rifle as their weapon.

5.13.2.3. Chemistry Tech Group


This is a group of Techs that focuses mostly on breakthroughs based on
Chemical reactions, be they biological or non-biological.

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Water Soil Recomposition (#114)
This Tech allows you to construct Assets that can extract Water from the
lithosphere of the Planet.
Metal Soil Filtration (#115)
This Tech allows you to construct Assets that can extract Metals and Rare
Metals from any part of the Planet’s lithosphere.
Rocketry (#102)
One of the prerequisites for designing Rocket Launcher Models.
RPG (#304)
RPG is an acronym for Rocket Propelled Grenades. This Tech allows you
to design RPG Infantry.
Guided RPG (#305)
An improvement on the regular RPG.
Hydroponics (#42)
This Tech allows you to build Assets that grow Food in vats. Requires less
Water, but does require Energy.

5.13.2.4. Engineering Tech Group


This Tech Group focuses on conceptualizing new machines or structures to
create breakthroughs.
Side Skirts (#306)
This Tech allows you to design Tank Models that are equipped with Side Skirts.
High Speed MG (#307)
This Tech allows you to design Machinegun Models that are equipped with
a high-speed MG.
Radiation Filters (#301)
These improve protection Suits and Vehicles provide from Radiation to
their occupants. Once researched, they will be retrofitted and the effect will
be immediate.
Vidcom Broadcasting (#100)
This Tech allows you to construct Vidcom Station Assets. These provide
QOL Entertainment Points.

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Heavy Industry (#4)
This Tech allows you to construct Assets that can produce Machinery Items.
Combat Armor (#308)
This Tech allows you to design Models that wear Combat Armor.

5.13.2.5. Applied Chemistry Tech Group


This Group focuses on finding small and gradual improvements to known
chemical reactions and material qualities. All Techs in this group are Linear.
Prospecting Optimization (#117)
This Tech helps the Prospecting Task to find new Raw Deposits.
Maximum times three.
Cross-Fertilization (#125)
This Tech increases the Food yield of Farms.
Maximum doubles.
Fuel Mix Optimization (#122)
This Tech increases the Fuel production.
Maximum doubles.
Armor Piercing Optimization (#53)
This Tech increases the effectiveness of your new Models against hard
targets. Maximum 50% higher.
Vehicle Armor Optimization (#62)
This Tech increases the armor strength of your new Models. Maximum 50%
higher.
Fuel Efficiency (#66)
This Tech decreases the fuel consumption of your new Models. Maximum
66% less consumption.
Payload Optimization (#107)
This Tech increases the explosive payload that can be carried by Rockets,
Missiles and ICBMs.
Maximum 50% increase in lethality.

5.13.2.6. Applied Engineering Tech Group


This Group focuses on making small and gradual changes to blue prints,
construction methods and machinery. All Techs in this group are Linear.

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Mining Techniques (#116)
This Tech increases the output of your Metal, Rare Metal and Radioactives
mines.
Maximum doubled output.
Energy Storage Optimization (#123)
This Tech increases the amount of Energy that Power Bank Assets can store.
Maximum tripled storage.
Ice Mining Economization (#124)
This Tech increases the output of your Ice/Water mines.
Maximum doubled output.
Conventional Small Arms Optimization (#54)
This Tech increases the firepower of new Models using conventional Rifles
and MGs. This include Gas-powered and Gauss Rifles.
Maximum 50% increase in lethality.
Energy Small Arms Optimization (#71)
This Tech increases the firepower of new Models using conventional Rifles
and MGs. This include Laser, Beam and Plasma Rifles.
Maximum 50% increase in lethality.
Conventional Gun Optimization (#57)
This Tech increases the firepower of new Models using conventional Guns
or Howitzers.
Maximum 50% increase in lethality.
Energy Gun Optimization (#74)
This Tech increases the firepower of new Models using Laser, Beam and
Plasma Guns or Howitzers.
Maximum 50% increase in lethality.
Atomic Weapons Optimization (#72)
This Tech increases the firepower of new Models using Atomic Weapons.
Maximum 100% increase in lethality.
Shielding Optimization (#73)
This Tech increases the efficiency and protection an Energy Shield offers.
Maximum 100% increase in protection.

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Personal Armor Optimization (#75)
This Tech increases the armor value of armored Suits (from padded Armor
upwards).
Maximum 50% increase in protection.
Walker Optimization (#104)
This Tech increases the deadliness of Walkers.
Maximum 50% increase in effective fire power.
Launcher Optimization (#106)
This Tech increases the Range of Rocket Launchers, Missile Launchers and
ICBMs.
Maximum 100% increase in range.

5.13.2.7. Management Tech Group


This Group focuses on making improvements in your organization, HR
departments and doctrines.
Education Methods (#118)
Can improve QOL Education Point output by up to 100%.
Security Tactics (#119)
Can improve QOL Security Point output by up to 100%.
Sanitation Programmes (#120)
Can improve QOL Health Point output by up to 100%.
Communication Techniques (#121)
Can improve QOL Entertainment Point output by up to 100%.

5.13.2.8. Advanced Chemistry Tech Group


This is a group of Techs that focuses mostly on breakthroughs based on
Chemical reactions, be they biological or non-biological.
Synthetic Fuel (#6)
This Tech allows you to construct Assets that can convert Energy to Fuel.
Methane Synthesis (#110)
If your Planet has methane in the atmosphere, you can construct Assets that
extract it and turn it into Fuel.

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Water Atmospheric Recomposition (#113)
Certain Planets have atmosphere where it is possible to construct Assets
that extract Water from chemical reactions between atmospheric gasses.
This costs a lot of Energy however.
Serpentization (#109)
This Tech allows you to construct Assets that can use Water to trigger a
Chemical reaction in the deep soil that generates Energy.
Missiles (#103)
This Tech allows you to design Missile Launchers.
Heavy Guided RPG (#309)
This Tech improves the Guided RPG weapon.
Polymer Armor (#310)
This Tech allows you to design vehicle and Tank Models that use Polymer
instead of standard alloys for their Armor.

5.13.2.9. Advanced Engineering Tech Group


This Tech Group focuses on conceptualizing new machines or structures to
create breakthroughs.
Quad Gun (#311)
This Tech allows you to design Quad MG Models.
Gas Powered Small Arms (#44)
This Tech allows you to equip your Infantry and MG Models with Gas
Powered rifles and MGs.
Heavy Combat Armor (#59)
This Tech allows you to design Models that wear Heavy Combat Armor.
Cluster Bombs (#312)
This Tech will increase the lethality of conventional Howitzers, Rockets
and Missiles versus soft targets. New models will be fitted with the ability.
Advanced Sensors (#313)
New Models will be equipped with superior Sensors that will double the
Recon Points of the Model.

338
5.13.2.10. Machinery Tech Group
This Tech Group focuses on conceptualizing and designing new machines.
Volcanic Energy Tap (#108)
This Tech allows you to construct Assets that can tap Volcano Hexes for
Energy.
Power Banks (#24)
This Tech allows you to construct Assets that increase your Zones’ Energy
storage capacity.
Deep Core Mining (#111)
This Tech allows you to construct Assets that extract Fuel from the deep
Magma layers deep inside the Planet. Planet must be geologically active in
order for this to work.
Water Purification (#47)
This Tech allows you to construct an Asset that can produce extra Water for
you if placed next to a Sea or River Hex.

5.13.2.11. Propulsion Tech Group


This Tech Group focuses on creating new methods of locomotion and propulsion.
Electric Engine (#314)
This Tech allows you to design Models that use an Electrical instead of a
combustion engine. These engines however use Energy instead of Fuel.
Jetpack (#315)
This Tech allows you to design Jetpack Infantry Models.
High Speed Rail (#316)
This Tech allows you to construct Magnetic Rail Lines and High-Speed
Rail Stations.
Micro Nuke RPG (#317)
This Tech provides you with the option to equip your RPG Infantry Models
with an extremely lethal weapon.
Nuclear Plant (#318)
This Tech allows you to construct Assets that produce a lot of Energy by
fissioning Radioactives Items.

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Radiation Cleansing Facility (#319)
This Tech allows you to construct Assets that clean up Radiation waste.
The higher the Level of the Facility, the further away it will be able to clean-
up Radiation.
Atomic Bomb (#320)
This Tech allows you to design Nuclear Missile Launchers.
Tactical Nuke (#321)
This Tech allows you to design Artillery models that can launch small
nukes. The tactical nuke can only be installed on the Monitor Tank and the
Automated Turret.

5.13.2.12. Energetics Tech Group


This Tech Group focuses on harnessing and creating new forms of
magnetism, energy and light.
Gauss Rifles (#212)
This Tech allows you to design models that use Gauss Weapons as their
Rifle or MG.
Laser Rifles (#322)
This Tech allows you to design models that use Gauss Weapons as their
Rifle or MG.
Laser Guns (#323)
This Tech allows you to design Tank models that use a Laser Gun.
Hi-Tech Industry (#324)
This Tech allows you to construct Assets that can produce Hi-Tech Items.

5.13.2.13. Automation Tech Group


This Tech Group focuses on robotization and software-controled machinery.
Battledress (#60)
This Tech allows you to equip your new Infantry Models with a powered armor.
Industrial Robotization (#325)
This Tech allows your Regular and Heavy Industries to produce double what
they produced before. Hi-Tech Industry does NOT benefit from this Tech.

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Automated Turret (#326)
This Tech allows you to produce Automated Turrets.
Hydroponics Robotization (#327)
This Tech allows all your Hydroponic Assets to produce more.
Adds 100% extra production.
If you have this Tech and Food Mass Pool, together they’ll add 300% extra
production.
Mining Robotization (#328)
This Tech allows all your Mines to produce more.
Doubles the production (this excludes Oil Drilling).

5.13.2.14. Heavy Machinery Tech Group


This Tech Group focuses on conceptualizing and designing exceptionally
heavy or big new machines.
Walker Hydraulics (#101)
Allows you to design Walker Models.
Extreme Vehicles (#329)
Allows you to design Monitor Tanks.
Food Mass Pool (#330)
This Tech allows your Hydroponic Assets to produce much more.
Adds 100% extra production.
If you have this Tech and Hydroponics Robotization, together they’ll add
300% extra production.

5.13.2.15. Early Orbital Tech Group


This Tech Group focuses on escaping fully or partial the atmosphere of the
Planet. In this pursuit many related fields might be touched upon.
ICBM Fusion 10MT (#331)
This Tech allows you design ICBM Models.
Nuclear Engine (#332)
This Tech allows you to equip new vehicle Models with a Nuclear Engine.
These engines work on Atomic batteries and thus no Fuel or Energy is required.

341
ICBM Fusion 50MT (#333)
This Tech allows you to increase the power of the missiles launched by your
ICBMs.
ICBM Fusion 100MT (#334)
This Tech allows you to increase the power of the missiles launched by your
ICBMs.

5.13.2.16. Fusion Atomics Tech Group


This Tech Group focuses on more advanced forms of extracting energy or
lethal weapons from Radioactives.
Fusion Plant (#336)
This Tech doubles the output of your existing Atomic Plants.
Fusion Bomb (#335)
This Tech allows you to equip your Nuclear Missile Launchers with a more
lethal Radioactive load.

5.13.2.17. Advanced Photonics Tech Group


This Tech Group focuses on more advanced forms of harnessing energy,
lasers and related technologies.
Charged Gauss Rifle (#46)
Improved version of the regular Gauss Rifle.
Beam Guns (#337)
This Tech allows you to equip your vehicle models with Beam Guns.
Shield Generator (#338)
This Tech allows you to design Mobile and Wide Area Shield Generator Models.
Atmospheric Membranes (#339)
Open Farming becomes possible irrespective of Atmospheric hazards.
However, keep in mind that extreme temperatures and/or alien biohazards
might still make open farming impractical.

5.13.2.18. Robotics Tech Group


This Tech Group focuses on completely on advanced robotization.
Heavy Battledress (#340)
This Tech allows you to equip your Infantry Models with a super advanced
version of regular Battledress.

342
Robotic Soldier (#342)
This Tech allows you to design Robotic Infantry Models that can act as
replacements for regular Infantry.
Liquid Armor (#343)
Intelligent armor using high pressurized liquids to counter the effects of
Energy weapons. Allows you to equip your vehicle Models with this armor,
instead of conventional or polymer alloys that are both vulnerable to Energy
weapons.

5.13.2.19. Advanced Photonics Tech Group


This Tech Group focuses on completely on advanced robotization.
Miniature Shield Generator (#344)
This Tech allows you to equip your Infantry Models with their own personal
energy shields.
Plasma Guns (#345)
This Tech allows you to equip your vehicle models with Plasma Guns.
Combined Beam Guns (#346)
This Tech allows you to equip your vehicle models with Combined Beam Guns.
Light Plasma Rifles (#343)
This Tech allows you to equip your Infantry Models with portable plasma
weaponry.

5.14. Recon
You can acquire Recon on three kinds of game pieces. On Regimes, on
Zones and on Units.
The means to acquire this Recon is by Spies, by Unit Recon and by
diplomatic contact or proximity.

5.14.2.1. Regime Recon


On each Regime you can have a number of Recon Points.
The more Recon Points, the more you know about the Regime.
Regime Recon Levels
The higher the Recon Level, the more you know about another Regime.

343
The Recon Level is determined at the start of the turn. If you find a new
Regime on the map during your turn you’ll have to wait till the next turn to
be able to play Stratagems (like Make Contact) on it.

Level Information
You just encountered this Regime and have yet to learn more. You cannot
play Stratagems on it
0
You can always see if a Minor is a Vassal or Protectorate of a Major
Regime
1 You know the Regime exists and you can play Stratagems on it
2 You know the Leader and Culture of the Regime.
3 You know their Tech Level
3 You know their Political System
4 You know their Factions / Their Leader Faction
5 You know the Profile of the Regime
5 You know their Regime Feats
5 You know who they are at war with and peace with
You know the Details on their Factions (support received from 3rd parties
6
+ profiles)
10 You have indication of the ai Intention. At 50 you are sure
10 You know their Tech Levels
You know an approximate of Total Economy Stats. At 50 you are sure.
10
Includes Trade (might need stats)
10 You know the boundaries of the Zones the Regime controls
10 You know an approximate of Total Military Stats. At 50 you are sure.
Statistics Tab active. You know their total force strength and losses and
50
kills (Statistics)

The Recon Level is determined at start of turn and takes the following into
account:
§§ Having Hex-to-Hex contact with a Regime at start of turn ensures
Recon Level growth up to Level 2 (in the case of Minors with Unclear
relation you need to have Hex-to-Location or Hex-to-Unit contact)
§§ Having had a diplomatic or other interaction with a Regime before
the start of the turn can raise the Recon Level with up to 10 points
§§ Your total number of Spies in all their Zones * 2 as extra Regime
Recon Points
§§ 20 Recon Points for having Opened Contact, 40 Recon Points for
having an Embassy, 60 Recon Points for having a Cultural Exchange
in place

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§§ 10 Recon Points for Trade Relations, 20 Recon Points for Free Trade
relations, 30 Recon Points for Free Movement relations
§§ 5 Recon Points for Scientific Cooperation, 10 Recon Points for
Scientific Exchange and 15 Recon Points for Scientific Joint Effort
§§ 5 Recon Points for Non-Aggression pact, 10 Recon Points for
Friendship pact, 15 Recon Points for Victory pact
§§ 20 Recon Points if you are the Protector of a Minor Regime
§§ 40 Recon Points if you are the Master of a “Client State” Minor
Regime

5.14.2.2. Zone Recon


On each Zone you can have a number of Recon Points.
The more Recon Points, the more information you know about the Zone
and its Hexes on the map.
Zone Recon Levels
The higher the Zone Recon Level, the more you know about the Zone.
The Zone Recon Level is determined at the start of the turn. If you find a
new Zone on the map during your turn, you’ll have to wait till the next turn
to be able to play Stratagems (like Spies) on it.

Level Information
You just encountered this Zones and have yet to learn more. You cannot
0
play Stratagems on it.
1 You know the Zone exists and you can play Stratagems on it.
2 You know the Zone extent, Governor and Owner
5 Know all Hexes + Get Recon Level 1 on neighbouring Zones
10 Have 1 Hex Recon Point on all Hexes of Zone
15 Know all Key Zone Statistics
30 Have 100 Hex Recon Points on all Hexes of Zone

The Zone Recon Level is determined at start of turn and takes the following
into account:
§§ Having Hex-to-Hex contact with a Zone at start of turn ensures
Zone Recon Level 1
§§ 1 Zone Recon Point for each 10 Regime Recon Points you have on
its owner
§§ 1d4 Zone Recon Point for each Spy you have in the Zone

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§§ Having Recon Level 5 or higher on a neighbouring Zone
§§ Protectorate Zone is +10
§§ Client Zone is +20

5.14.2.3. Losing Spies


You can lose Spies due to various reasons. Think of those disappearing as
getting killed in action or returning to base to avoid exposure.
The better the Covert Ops Skill of the Director of your Secret Service
Council, the less chance there is this happens.
The higher the Troops density, security level, Governor Secret Ops Skill,
Tradition level of the Zone of the Spy’s operations, the greater the chance
of losing the Spy.

5.14.2.4. Hex Recon Levels


This is more like tactical Recon and reveals information on Units or Assets
in the Hex.
Level Information
1 You can spot Units in the Hex as well as any Assets
40 You can spot details on the Units in the Hex (but it will be fuzzy)
400 You will know 100% sure the details of the Units in the Hex

5.15. Victory
Winning the game is in theory a straightforward affair. Check the Victory
Report in the Reports Tab for a breakdown how far away you are from victory.
In a nutshell, you need to have a Victory Score higher than 50 while the
difference with your closest opponent is at least 25 points.
The Victory Score is a mix of the percentage of Planetary Populace and the
percentage of the Planetary land Hexes you control.

5.15.1. PBEM / Hotseat


A game started with multiple Humans has the same victory condition as
a single player game. However, in a “PBEM” game eliminating all other
Human opponents is also considered a victory.

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5.15.2. Resign
It is possible to resign as well. To do this call your Secretary and discuss your
resignation with him/her. In a multi-player game this is essential to keep the
game running for possible other players. In a single player game with FOW
this is a more interesting option because more statistics will be visible to you
before you abandon your empire for good.
Note that it takes one turn for your resignation to be turned into a defeat. So,
after resigning you’ll always have to press the End Turn button.

5.16. On the Scale


This section includes a few notes on the scale of the game.

5.16.1. Planet
One Hex is 200km in size.

5.16.2. Time
One turn is 2 earth months (but not necessarily 2 local Planet months…
that depends on the length of a local year). Do mouse over the date in the
Map Screen to see all the dates.

5.16.3. Resources
To give you an idea here is a list what each Item more or less represents:

Resource Represents
1 Fuel 10 Tons
1 Metal 10 Tons
1 Rare Metal 10 Tons
1 Radioactives 10 Tons
1 Water 100 Tons
1 Food 10 Tons
1 Industrial Points Abstracted
1 Ammo 5,000 cartridges / 100 shells
1 Machines Abstracted
1 Hi-Tech Parts Abstracted
1 Energy 100 MWh
1 Credit Say about $25,000 equiv.

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5.16.4. Logistics
1 Logistical Point equals 10 Tons of transport potential.

5.16.5. Other Things


Rainfall is kept track of in mm/year. Where a year is an old-Earth year. So
if in a certain round you inspect a certain Hex and would want to know the
real rainfall in mm for that round (2 old-Earth Months) you would have to
divide it by 6.

5.17. Design compromises


Especially on scale, some compromises have been made. Combat and
logistics are modelled as if the game Hex scale was lower. Combat with a few
thousand men (or even several tens of thousands) would not see frontlines as
we see them in the game. Some abstraction has been taking place between
what probably would have happened and what is happening in the game.
Concerning logistics things should have been harder on the player, given the
really huge distances (200km/Hex) on the map.
Concerning the economy, things are modelled as if the Populaces were
bigger than they actually are. One might raise an eyebrow at sometimes
very small groups of people managing to build railroads, nuclear plants and
huge factories.
On logistics and economy and in my defence: Countries like Iceland have
undertaken many large projects as well and they could well have been a
Zone in Shadow Empire. Furthermore, we are playing in the far future and
some of technical details of equipment, Assets and Techs being used might
well be superior to our own analogues.
Research has been modelled as if the game’s turn scale was actually higher. It
would be doubtful our survivors in Shadow Empire could in reality actually
advance from bullet-spitting rifles to plasma weapons in less than the span
of a lifetime. However, in my defence: a Slow option is proposed in the game
setup and much left-over knowledge can still be found on the Planet. It
would be good to look at research as partially research and partially learning
to re-understand old documentation and machinery.

348
I also had to compromise on the AI design. What I tried to do is make the
AI play by different rules whereever where making the AI able to play by
the same rules would require excessive coding time with minimal gain for
the player experience. What has always remained important to me is that the
core rules that actually decide defeat or victory (combat and economy), the
AI plays by exactly the same rules. For example: If you take its Farms, the
AI will have a problem feeding its Troops. If the AI does not have a Water
Mine, it will have to build bloody expensive Wind Traps to get Water to its
Farms. If you encircle the AI its Troops will starve. Etc...
No simulation is perfect. And in game design, some compromises always
have to be made. I know some people will claim differently, but I beg to
disagree with them.
Some compromises have been made to make the gameplay work better, some
to save some valuable design time. Keep in mind that I spent a long time on
the development of Shadow Empire and that development is very probably
(as I see it at the time of writing) not finished yet and in the coming years
many additions and improvements to the game are still possible.
You might agree with the above. Or not agree, but I wanted to let you know
we are aware that it is possible to criticize a number of the design choices
that have been made.

5.18. AI rules differences


The AI partially plays with the same set of rules as the Human players.
Notably the AI uses the same rules for almost all the economic and military
parts of the game. However, in quite a number of cases a different set is used
for the AI.

349
Rules Module Major Regime AI Minor Regime Unaligned
§§ Same rules
§§ Same rules
§§ AI Zone Danger
Combat §§ AI Zone Danger however §§ Same rules
however does not
does not increase due to
increase due to
combat
combat
Production and
§§ Same rules §§ Private Assets only §§ None
construction
Supply, Ammo §§ Militia-like forces §§ Militia-like forces
§§ Same rules
and Fuel usage only only
§§ Units get supplied §§ Supplies arrive
as Militia, but directly with Units,
§§ Free Dirt Road construction supplies do not pass even if encircled
Logistical Network §§ Free Logistical Points and through an SHQ, (also the case for
AP Range on its Cities but Units do need certain Minors that
a connection with don’t normally have
their City Cities)
§§ No Organizations §§ No Organizations
§§ No Organizations
§§ No Techs, Models §§ No Techs, Models
Organizations, §§ Does need to produce BP
or Formation Types or Formation Types
Techs, Models and §§ BP is directly spent on
Formation Types §§ Their Troops §§ Their Troops
buying Techs, Models or
and equipments and equipments
Formation Types
improves over time improves over time
§§ Almost same rules as for a
Player Major Regime
§§ But the Leader of the
Faction that wins the
Factions and election becomes the new §§ *No Factions, no §§ *No Factions, no
elections Supreme Leader Elections Elections
§§ Fixed to 3 Factions with
their own scripts
§§ No new Factions
§§ No Faction deletion
§§ Doesn’t use them
§§ Doesn’t use them yet
yet except for in
except for in some story
some story events §§ Units only see direct
Spies events
§§ But AI has a rather neighbouring Hexes
§§ But AI has a rather vague
vague view on your
view on your empire
empire
§§ Will not be §§ Will not be
Decisions and §§ Will not be confronted
confronted with confronted with
story modules with them
them them
§§ Separate calculation
method
Leader Relation §§ Governor not impacted §§ Only a Supreme
§§ No Leaders
levels (positively or negatively) Leader
§§ Skill Rolls not impacted
(positively or negatively)
§§ Uses same rules for Profiles
and related Unit Feats
Regime Profiles §§ *Also gets the Veteran §§ No profiles §§ No profiles
and Unit Feats Sergeant, Lieutenant and
Captain Unit Feats with
time.

350
§§ Easier rules and no Credits
need to be paid for
Treasury, Credits, salaries or recruitment §§ None §§ None
Trade
§§ Trade rules are exactly the
same as for non-AI Players
Colonists, §§ Can shift Populace more
Workers, easily between them
§§ None §§ None
Population, §§ Recruits follow the same
Recruits rules
§§ Only has access to
Stratagems Diplomacy and Posture (if §§ No Stratagems §§ No Stratagems
profile is right) Stratagems
§§ If target is an AI
§§ If target is an AI the
the response is
Playing of response is immediate. If
immediate. If target
Diplomatic target is Human Player the §§ Cannot be a target
is Human Player the
Stratagems response will follow in the
response will follow
humans turn.
in the humans turn.
§§ Some scripted diplomatic
events, but the AI
makes its own analysis
Diplomatic and determines which §§ Scripted Diplomatic §§ Always at “war”
Relations diplomatic Stratagems to Events with everybody
playable
§§ Relations with Minors for
the AI are always “clear”.

The AI thus has a number of advantages over a Human player, such as that it
is easy for the AI to maintain a good Logistical Network with lots of Points,
but keep in mind that this does not protect the AI from encirclement.
Furthermore the AI also has a number of disadvantages as it is not able to
pick up on a number of extras that players can (from Stratagems, Decisions
and stories) as well as missing out on some bonuses (like high Leader
Relation scores).

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6. Additional Rules

6.1. Air Forces


Air forces are the first big post-release addition to the rules of Shadow Empire.
As they might not be everybody’s cup of tea, when setting up a new game you
can explicitly choose to have these Air forces rules enabled or disabled. You do
this by flagging the option “Air Forces enabled” under the Development and
Technology Level settings in the Generation Settings Window during setup.

6.1.1. Introduction
Air forces allow you to use many new tactics and strategies. From
reconnaissance missions, to ground support airstrikes to organizing Air
Bridges.
However Air Model Types are a type of equipment that requires careful
Model design depending on the type of Planet where you find yourself. A
Planet with hardly any atmosphere will not be able to support Propellor
Engines or Jet Engines, as there is nothing for them to use to create velocity,
but Rocket Engines might well enable you to take to the skies. Planets with
both low gravity and a reasonable atmosphere will make it extremely easy to
fly and Airpower will likely be important on these kinds of worlds. In the right
circumstances (air pressure > gravity) Thopters will also be a viable option.
Air Model Types are special in the fact that they can be very lethal, but are
very vulnerable at the same time. They do not have a lot of Hitpoints and are
thus vulnerable to Anti-Air weaponry and enemy Interceptors.
It does require a certain level of investment however to develop your
own Air Force. Research needs to be done and Model Types have to be
discovered and then designed. And you’ll need the infrastructure in the form
of Airbases to properly service your Air Units.

6.1.2. Moving Air Units


You’ll need to be in Move Order Mode in order to do this. Once there this
is done in exactly the same way as you move your Land Units. You left click

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to select a Unit and then right click on a highlighted (in white) Hex the
Unit has to move to.
However keep in mind that Aircraft (except VTOL) will need a Hex with a
sufficient Airbase Level in their destination Hex. Inspect your Air Models’
details to learn the minimum Airbase Level necessary.

Aircraft Model Type Minimum Airbase Level needed


Ultralight Aircraft Level 1
Light Aircraft Level 2
Medium Aircraft Level 3
Heavy Aircraft Level 4
Extra-Heavy Aircraft Level 5
Helicopters none*
Thopters none*
VTOL Aircraft none*

*=Not needed, but still advised to have your Helicopters, Thopters and VTOL aircraft
at optimal Readiness.

6.1.3. Airstrikes
To launch Airstrikes you need to switch the Order Mode to Airstrike. An
Airstrike is initiated much in the same way as a regular Land Attack. You
left click to select an Air Unit and then you right click on a highlighted (in
red) Hex to initiate an Airstrike on that Hex. Doing so will bring up the
Combat Selection Popup and allow you to add even more Air Units to the
Airstrike, from different source Hexes if you wish to do so.

6.1.4. Air Recon


To do an Air Recon mission you need to switch the Order Mode to Air
Recon. Once this is done you left click to select an Air Unit and then right
click on a highlighted (in white) Hex the Unit has to perform an Air Recon
mission on. Doing so will bring up the Combat Selection Popup and allow
you to add even more Air Units to join the Air Recon mission.
Keep in mind that Air Recon missions last only 3 combat rounds (and the
first 2 are less lethal where it concerns air-to-air fire). More about this in the
Air Combat section.

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An Air Recon mission will give you Recon Points on the Hex in question,
but also on neighboring Hexes. It gives you much more recon than any
coincidental recon gained with other missions. The Recon Points gained in
this way are of course only valid for the remainder of your turn.

6.1.5. Air Bridges


When in Air Bridge Order Mode you are not immediately executing Air
Bridges, instead you are setting the order to do so at the start of your next turn.
To order an Air Bridge mission you need to switch the Order Mode to Air
Bridge. Once there this is done you left click to select an Air Unit and then
right click on a highlighted (in white) Hex the Unit has to perform an Air
Bridge mission on. Doing so will establish the Air Bridge order.
You’ll be notified by the appearance of a letter on the Unit and the Hex.
Note that this letter has a background color to indicate its status.

Color Status
Gray Just ordered, will be executed early next turn
Black Executed without issue start of this turn
Red Executed with damage suffered start of this turn
Blue Executed with less logistical points than expected at start of this turn.
Executed with less logistical points than expected at start of this turn.
Orange
And also suffered damage.

You can cancel the order by going to the specific Air Bridge Detail Popup
(accessible through Air Bridge Report in your Reports Tab or through Zone
Logistical Bottom Subtab) or by re-issuing the Air Bridge Order on the
same Hex (which will be interpreted as a cancelling of the order)
However keep in mind that Aircraft (except VTOL) will need a Hex with
a sufficient Airbase Level in their Air Bridge destination Hex. Inspect your
Air Models’ details to learn the minimum Airbase Level necessary.
As Air Bridges are only executed at the start of your next turn make sure
you’ll leave enough Action Points (and maximized to Readiness) with your
Units. Otherwise they might not be able to execute the Air Bridge Order.
When the Air Bridges are executed it is possible enemy Air Units intercept
your mission, or enemy Anti-Air Units fire upon your Air Bridge attempt.
This can cost you Air forces as well as impose a Damage Percentage on the
Air Bridge.

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Keep in mind that Air Bridge missions last only 3 combat rounds (and the
first 2 are less lethal where it concerns air-to-air fire)
If two Air Bridges are present between Hex A and Hex B, one from A -> B
and one from B -> A any Logistical Point usage is spread over the two, same for
determining damage. Both are weighted for their size when applying these rules.
Having a Damage Percentage on an Air Bridge means that any Troops or
Items flowing through it will probably lose that percentage. For automated
flows it is possible to set a maximum Damage Percentage in the SHQ
Unit Administration Popup. If you set this to maximum 20% Damage, for
example, your SHQ will not try to use an Air Bridge with 30% Damage to
supply a Unit.
Some Items have no weight (Water/Energy) for regular land transport, but
for Air all items have at least a weight of 1.
If a logistical connection by Land is possible the Air Bridge will not be used.
Air Bridges can be used for:
§§ Supply to Unit (SHQ can disable)
§§ Supply to Zone (SHQ can disable)
§§ Pickup from Zone (but not Maximum Storage) (SHQ can disable)
§§ Strategic Move Mode (either as Air Landing or Air Evacuate)
§§ SHQ->SHQ Transfer
§§ Replacement Troops buying (auto-replacements do not work through
Air Bridges)
When you have Air Bridge into enemy terrain you can use it to do Air
Landings which can result in Combat. The defender will have +50% bonus
on their attack scores during such a combat.
You can initiate an Air Landing or Air Evacuate by using the Strategic Move
Mode. The Air Bridges simply extend your normal road/rail Logistical Network.

6.1.6. Air Intercepting


For each Air Unit you have you can set its Air Intercept order in the Unit
Administration Popup Window. The Intercept order is based around the
Readiness Score of the Air Unit. This is because Readiness plays a major
role in combat performance. Having an Air Unit intercept at 50 Readiness
instead of 100 Readiness can easily double the losses for the interceptors.

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Air Intercept tests are made during the enemy turn. The Air Units Intercept
range is calculated using the Readiness Score instead of the Action Points
and diminished with 33%. Interception is never a certainty, but the closer
the Interceptor Unit is to the Hex where the enemy Air Units are active and
the higher the Readiness, the more chance an Air Intercept will take place.

6.1.7. Anti-Air Units


If an enemy attacks (or otherwise engages) one of your Hexes any Anti-Air
weapons that are in AA-Range will join the defense of the Hex.
Keep in mind that out-of-Hex Units will fire, but will not be able to be
targeted themselves.

6.1.8. Air Missions Comparative Overview


A quick overview of some of the particularities:

Uses up Fuel Combat


Mission Type Range
Action Points Consumption Rounds
Depends on
Air Recon Yes 100% 3
Action Points
Depends on
Air Strike Yes 100% 10
Action Points
Depends on
Action Points
Air Bridge No 50% 3
maximized for
Readiness
Depends on Depends
Readiness Score on
Air Intercept No 50%
acting as Action attackers
Points mission
Depends
AA Intercept on
- No None
(out of Hex) attackers
mission

6.1.9. Airbases
Active Airbases produce Airbase Points. These Airbase Points are needed to
properly service any Air Units on the Hex.
The needed number of Airbase Points needed is the sum of sqrt(size) of all
Air in the Hex.

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Airbase Level Airbase Points
Level I 40
Level II 80
Level III 160
Level IV 320
Level V 640
Level VI 1280
Level VII 2560

If the number of Airbase Points is equal or larger than the Airbase Points
needed everything is going just great. However if there are too many Air
Forces in the Hex it will result in a decrease of Max Readiness and Readiness
Recovery.

Readiness Readiness Max Max Readiness


Shortage
Recover y Recover y Modifier Readiness for Vtol,
of Airbase
Modifier for for Vtol, Helicopter for Regular Helicopter or
Points
Regular Aircraft or Thopter Aircraft Thopter
25% -12.5% -12.5% 75 95
50% -25% -25% 50 90
100% -50% -50% 10 80

6.1.10. Air force Research Council


and Air Techs
It is possible to form an additional Research Council solely focused on
research of Air Force related Techs. You can play perfectly fine without it as
the regular Military Research Council can discover and research the same
Techs. However if you want to focus more on Air Force research while still
continuing research on other Techs as well this extra Air Force Council will
allow you to do exactly that.

6.1.11. Air Model Types


6.1.11.1. Model Types
Aircraft
Aircraft come in 8 frame sizes. From the Ultralight Aircraft Model Type
to the Extra Heavy Aircraft Model Type. The larger the frame the more

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engines and weight it can carry. Except for when they are using VTOL
engines they’ll need Airbases to take off from and to land on.
Helicopters
Helicopters come in 3 frame sizes. The largest one even has two rotors. All
helicopters can take off and land anywhere they please. Helicopters are
notoriously slow compared to Aircraft and Thopters equipped with Jet Engines.
Thopters
Thopters are superior to Helicopters as they have the same advantage in
being able to take off and land anywhere, but being equipped with Jet
Engines they can have much higher speeds and thus higher Dogfight Scores.

6.1.11.2. Overview of Choices


Here follows an overview of the Choices you can make when designing a
new Air.
Role
This is an important choice as the role determines in what kind of
Formations the Model will be usable, what altitude it will fly and if it will
try to dogfight with enemy aircraft…

Role Avoid dogfighting enemy aircraft? Altitude


Recon Yes* Low
Fighter No Low
Fighter-Bomber No Low
Tactical Bomber Yes* Low
Level Bomber Yes* High
Transporter Yes* High

*=if possible

Engines
The more powerful the engines the more range and/or maximum speed the
Model will have.

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Type Notes
Basic start. Heavier ones get very heavy and guzzle really a lot
Propellor
of oil.
33% more power. Heavier ones lose the expensive weight
Turboprop increases and oil consumption. It is definitely an improvement, but
not humongous.
Double the weight and fuel usage, but also double the Engine
Jet Engine Power.
Requires Machinery Items to build.
Turbojet Increases engine Power with +100%.
Same as Turbojet but more expensive to produce and taking more
VTOL Turbojet
Weight on the aircraft. (max upto 2 engines)
Plasma Increases engine Power again with +100%
More powerful, but Helicopters need that. Also more expensive as
Rotor helicopters are costly.
But they are the first Tech that allows you to land anywhere.
Rocket Super powerful, but guzzles fuel in amazing quantities

Wings
Only for aircraft. Helicopters and Thopters do not need to make this choice.
The larger the wings the more lift, the lower the takeoff speed and the stall
speed.
Fuel Tank
The more fuel on board the more range the Model will have.
Air-to-Air Weapon
Used to engage other aircraft.

Type Notes
Twin Heavy MG Simplest way to obtain air superiority
MG Cupola’s Simplest way to have some defense against enemy Fighters
Innovation in destroying enemy aircraft from a long distance.
Air-to-Air Missiles
The heavier the missile the longer the distance.

Air-to-Surface Weapon
Used to engage ground targets.

Type Notes
Bombing hatch Powerful against structural and soft targets
Precision Bombs Powerful against hard targets
Innovation in destroying hard targets. More effective than
Air-to-Surface Rockets
Precision Bombs.

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Cargo Space
Used to transport Troops or Items through Air Bridges.

6.1.11.3. Viability
When you are designing an Air Model there is a final viability check being
performed before the Design of the Model can start. This Viability check
ensures that your parameters will result in a Model that can obtain enough
speed to take off and stay in the air and at least have a range of several Hexes.

6.1.12. Anti-Air Model Types


These Model Types compromise the SAM Launcher, Flak Gun and
Manpad. All three follow the regular Model Design rules for Land Units.
SAM Launchers have superior range and can reach high altitude aircraft.
Manpads are cheap, but are only useful against low altitude aircraft. Flak
Guns are in between.
Effectiveness Effectiveness
Anti-Air Tech Level Anti-Air
Weapon Type versus Low versus High
Value Required Range
Altitude Altitude
Sam Launcher 100
- 2-4 100% 100%
Small (kill-40%)
Sam Launcher 130
Tech 3 3-5 100% 100%
Medium (kill-60%)
Sam Launcher 150
Tech 5 4-6 100% 100%
Large (kill-80%)
Flak Gun
50 - 0 100% 50%
50mm
Flak Gun
75 - 1 100% 75%
88mm
Flak Gun
100 Tech 3 1 100% 100%
100mm SHV
Flak Gun
200 Tech 5 1 100% 100%
Twin-100mm SHV
Manpad
40 - 0 100% 0%
(Guided RPG Tech)
Heavy Manpad
(Heavy Guided RPG 50 - 0 100% 25%
Tech)
Super Heavy Manpad
60 - 0 100% 50%
(Missile Tech)
MG* 4 0 0 100% 0%
Twin MG Heavy* 20 10 0 100% 0%
Quad MG* 30 0 0 100% 0%
*=Note that any Model with MGs will have some limited Anti-Air value against low
altitude aircraft.

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6.1.13. Air Formations
For a specific Air Formation to be raised you’ll need to have developed a
Model using the Role that the Air Formation needs. So for example to raise a
Recon Squadron you’ll need to have designed a Model with the Recon Role.
All Air Formations are accessible without the need to discover them or to
operationalize them.

6.1.14. Air Combat


There are a number of special rules you should be aware of.

6.1.14.1. Air-to-Air missiles


Air Models with MGs suffer big combat penalties (attacker and defender)
in air-to-air dogfighting during the first 2 combat rounds. However Air
Models with Air Missiles will have much less or no such penalty and
therefore will be very lethal against Air Models just equipped with MGs.

6.1.14.2. Dogfight score


The Air Models will have their Dogfight score ratio used as a modifier,
meaning that for example Air Model A with Dogfight Score 20 attacking
Air Model B with Dogfight Score 40 will have its attack value reduced with
50%. The reverse effect is also there subject to a square root. This effect
is also less pronounced in the first combat round and somewhat during
the second combat round, as the initial distances involved will negate any
dogfighting advantage.

6.1.14.3. Airbase under attack


Any Air Units that are attacked on their own Airbase Hex will suffer
combat penalties. Their attack points will be reduced in combat round
1,2 and 3 by respectively -100%, -66% and -33%. Their hit points will be
reduced by -66%, -44% and -22%. These penalties simulate the time needed
to scramble and get up in the air. It might well be advisable to place some
Anti-Air weaponry on Airbase Hexes in order to protect them.

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6.1.15. Air OHQs and Leader Skills
It is possible to Raise a special Air OHQ. Such an OHQ can have up to 8
Air Units under its command. It allows you to assign a dedicated Leader to
command these Air Units.
Such an Air Commander will be able to learn different kinds of air combat
related Skills and significantly improve the performance of your air forces.
The following Skills can be mastered:
Air Tactics
This Skill will help improve communications and flight plans of all Aircraft
in combat (Increase Attack Value).
Air Intercepts
This Skill will help intercepting Aircraft to most smartly intercept and
target enemy attacking aircraft (Increase Attack Value of Defenders).
Air Offensive
This Skill will help attacking Aircraft to use optimal tactics and surprise
vectors to target enemy interceptors or grounded aircraft – not used in Air
Bridge Missions which are not deemed offensive (Increase Attack Value of
Attackers).
Ground Attack
This Skill will help coordinate Aircraft to strike ground targets at the best
advantage (Increase Attack Value of Air Attackers versus ground targets).
Aerial Logistics
This Skill will help immensely with getting Air Bridges to perform better
than normally expected.
Anti-Air Tactics
This Skill will increase the aim and placement of Anti-Air weapons
like SAM Launchers and Flak Guns (Increase Attack Value of ground
Defenders versus Air targets).
Against the Odds + Lead from the Front
Also used by Air Commanders

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6.1.16. AI rules differences
The AI gets Free Airbase construction, but still has to pay for their operating
costs.
The AIs aircraft do not have Minimum Airbase Level rules, but still need
an Airbase to operate.
The AI does not try to establish Air Bridges as for now.
The AI does not get reduced Max Readiness and Readiness regain for
insufficient Airbase Points.

7. Credits
VR Design
Game Design
Victor Reijkersz
Programming
Victor Reijkersz
AI Development
Victor Reijkersz
Manual Writing
Victor Reijkersz
Artwork
Bernd Brossig, Frederic Genot, Victor Reijkersz and others
Music & SFX
Tempest for an Angel and others
Post-release proofreading
Tom Try

Matrix
CEO
Iain McNeil
CFO
JD McNeil

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Technical Director
Philip Veale
Creative Director
Richard Evans
Marketing Director
Marco A. Minoli
Senior Producer
David Sharrock
Producers
Bart Schouten, Neil McKenna, Erik Rutins
Assistant Producer
Dan Zsibrita
Product Manager
Alberto Casulini, Daniele Meneghini
Social Media Manager
Bruno Bontempo
Media Relations
Paolo Paglianti
Production Design
Adriana Bienati
Marketing Executive
Roberta Migliori
Lead Artist
Pat Ward
Artist
Koen Bekkema
Manual Layout
Myriam Bell
Production Lead
Matthew Ravenwood
Production Team
Sam O’Neill, Joseph Stephenson
Administration
Dean Walker

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Admin Assistant
Richard Baker
Customer Support Staff
Paulo Costa, Joseph Miller
Web Development
Valery Vidershpan, Andrea Nicola, Fernando Turi

ADDITIONAL CREDITS
Uses Miles Sound System. Copyright (C) 1991-2016 by
RAD Game Tools, Inc.

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