240 lines
12 KiB
Plaintext
240 lines
12 KiB
Plaintext
I Galactic Empire
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Even in the distant future men are faced with the one seemingly
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immutable law of the universe: man cannot travel faster than light.
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Thus the genius of military leadership remains unchanged from pre-atomic
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times: it is not a matter of shooting straight nor of being able to
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maneuver a spaceship through the increasing complexities of
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microcomputer space. The test of true military genius, as always, lies
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in the facility for total planning. Military success is a matter of
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logistical coordination, of delivering ships and men to the right place
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at the proper time.
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GALACTIC EMPIRE challenges you to unite the Central Galactic System
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under a single flag, starting from an inferior position, by acquiring a
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military and manufacturing base from the planets you control. You are
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assisted by your officers, each with specific responsibilities for such
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tasks as scouting potential targets, levying taxes, recruiting new
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troops, and construction of new vessels for your navy Your onboard
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computer keeps track of your scouts and construction orders and stores
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star maps and a planetary directory to give you the tools you need to
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develop a comprehensive plan.
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A special save routine allows you to store up to 10 games in progress
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(TRS-80 version stores 1) if you wish. Single player game.
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APPLE Disk: 48K with APPLESOFT.
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GALACTIC EMPIRE
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by Douglas G. Carlston
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As commander of Galactica's Imperial Forces, your mission is to conquer
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and hold the 20 inhabited worlds of the Central Galactic System. Aboard
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the fleet flagship you are ably assisted by your senior officers and the
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ship's onboard computer. Computer Central contains star maps of the
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galaxy and a planetary directory. It also keeps track of all scout ships
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on missions and on the status of work orders for new star ships at your
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shipyards around the galaxy. Lieutenant Starbuck is your officer charged
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with responsibility for all scouting missions. Lieutenant Bayliss is the
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staff officer responsible for planetside activities. His duties range
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from enlisting new troops to collecting taxes to contracting for new
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ships for the fleet. Your navigator is Sergeant Kirman, and you also
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have aboard a medical doctor, Doctor Henderson, who is an expert in
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suspended animation techniques.
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This is important, for one immutable scientific fact stands between you
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and the empire you wish to carve Out-no one yet has discovered the
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secret to faster-than-light travel. Even the tiny Central Galactic
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System is sixty-odd light years wide. Logistics have always been an
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important facet of any military campaign, and that has not changed.
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Careful planning is essential if you are to keep your fleet replenished
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as it moves throughout the galaxy.
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Because cryonics and high speed space travel stretch the average life
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span, you will have 1000 years to complete your mission. Except during
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periods of travel or hibernation, you will actually have about 4 minutes
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for each year of your command.
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The ship and the men you control are a potentially deadly fighting
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force. Commanding all of the day to day activities aboard ship is a
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complicated task, however, and so the attached manual may give some
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initial guidance.
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Good luck, Commander May the stars long shine upon your head.
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SHIP'S MANUAL
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1. THE COMMAND CONSOLE
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A) Viewport - permits visual orientation in space
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displays name of current location in upper left-hand corner
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B) Calendar - in upper right-hand corner of console
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displays current Stardate
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C) CRT - displays communications from Computer Central
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D) Resource Chart -
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keeps constant track of the number of fighters, transports
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(loaded and unloaded) and scouts with the fleet, as well as
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Comptroller's funds (in megacredits) to be used for ship
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construction.
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F) Command Controls:
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=A= Attack (see below)
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=C= Computer (see below)
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=E= Embark (see below)
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=O= Orders (see below)
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Non-visible Controls:
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=R= (Rescind, Return, Retreat) - returns you to command modes
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=0= (Quit) - to abandon your command and secure your final rating
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based upon your successes to date. (In order to save a
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game in progress you must first press =Q=).
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2. CONTROLS
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A) Attack - If pressed while the fleet is orbiting a hostile world, this
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signal will cause the fleet to attack. When attacking technologically
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sophisticated worlds, it will be necessary to establish air supremacy
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before landing the troop transports. Computer Central will display both
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sides' losses as the battle progresses, along with its assessment (based
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purely upon a non-dynamic view of the battle) of the probability of the
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fleet's success, an assessment which is revised constantly throughout
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the battle.
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You may break off your attack at any time by signalling Retreat.
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(Beware: If you lose all of your fighters, the Flagship herself may be
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attacked.)
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Once air supremacy is established, the planet must be secured by your
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land forces. Strength of the opposition in the air depends largely upon
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its technological sophistication; on the ground, upon the size of the
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population. One final warning-if you inadvertently call for an attack
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upon an empire world, you will lose half of your forces before you can
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straighten the mess out. This can be a very costly mistake.
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B) Computer - When activated, the Computer Central will offer a
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choice of the following categories:
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=A= Star Maps
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=B= Planetary Directory
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=C= Status Reports
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The purpose and function of each is as follows:
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=A= Star Maps: You are given a choice of local or galaxy map, as
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well as a range finder. Both maps display a view of the galaxy from
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above. (The galaxy is, of course, 3-dimensional, although it is only
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about half as deep as it is wide). A blinking control bit stands at the
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top of the display. There are 2 ways to identify star systems. First,
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if you know the name of the system, type in the first letter of the
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name. The full name and coordinates will be displayed at the bottom of
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the screen, and the appropriate star on the map will flash repeatedly. A
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second method is to move the blinking control bit by use of the keyboard
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arrows until it is superimposed upon one of the stars on the map. The
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system will then be identified at the bottom of the screen. (In the
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Applesoft version of the game, the "/" is used for a down arrow, and the
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= Return = button is used as the up arrow. The = Repeat = key may be
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used in combination with any of the above. Typing "?" will identify the
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name of the star system closest to the current position of the control
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dot.)
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The local map will always be centered on the fleet.
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To use the range finder, merely enter the first initials of 2
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systems. Computer Central will then calculate the distance between them.
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=B= Planetary Directory: The first page of the directory lists all of
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the inhabited systems, divided into empire and independent groupings.
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Press any key to turn the page. Computer Central will then provide, at
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request, all information in its files concerning any system. Note,
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however, that detailed information is available only about Galactica at
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the beginning. Until a scout has visited a system and returned or until
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the fleet has traveled to a system, no detailed information will be
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available about that star system. Press any key to return to page one,
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=R= to return to Computer Central's initial list of programs.
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= C = Status Reports: The first page of the Reports gives the status of
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all scout ships on missions, their destination, point of return and
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return date. Press any key for page two, which lists all orders for
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future ship construction, and when and where the ships are to be
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delivered.
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C) Embark - Upon receipt of this order (provided you have properly
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instructed your navigator), the fleet will leave for the selected
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destination.
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D) Orders - This control is used to call one of your officers to the
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bridge.
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3. THE OFFICERS
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A) Lieutenant Starbuck - If scout ships are available; he will send
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one to investigate any system you select. Computer Central will notify
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you when a scout has returned, but you will have to call up the
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Planetary Directory to study the information which he brought back.
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B) Lieutenant Bayliss - The Lieutenant is responsible for the
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following:
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= 1 = Ship Construction: Computer Central will give you the local
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prices for construction of fighters, transports, and scouts.
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Only high technology planets can construct ships. Orders can
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be placed for construction as far in the future as desired,
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although all orders must be paid for currently. Upon
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completion, each shipment will be sent to whatever system
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you designate.
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Warning: If the fleet does not reach the star system where a new ship is
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waiting within 5 years of the new ship's arrival, that ship will run out
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of rations and fuel and be lost. This is why advance planning of the
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fleet's movements is of vital importance!
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= 2 = Enlistments: Computer Central will give you all relevant
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statistics. Generally speaking, you cannot press into
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service more than 2% of the population of empire worlds, or
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1% during the first 10 years after a world has been
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conquered (the garrison period). Sparta is a notable
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exception. Each transport holds 100,000 soldiers. Don't
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bother trying to enlist troops from an enemy system.
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= 3 = Taxation: Taxes are assessed at the rate of one (mega)
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credit per million population up to a maximum of 4000
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credits. They may be assessed only once per visit to a
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system.
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C) Navigator Kirman - As the Navigator accepts your order to lay a
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course for whatever system you have selected, Computer Central will
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calculate and display the expected duration of the journey. You may
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change your mind as to destination at any time prior to embarkation
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merely by giving the Navigator new orders.
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D) Doctor Henderson - The cryonics specialist will take and execute
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your suspended animation order so swiftly and smoothly that you won't
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even notice the years rolling by until Computer Central wakes you. Note:
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You do not need to use cryonics while in transit; only when delaying at
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a single planet. You must use cryonics if you are attempting to stay and
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link up with scouts or construction orders )i.e., just waiting for the
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clock to advance will not cause a scan to be done).
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Warning: Scouts and other vessels cannot join up with a fleet in
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hibernation, so it is a good idea to come out of the deep freeze at
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least every 5 years during any period you are expecting new vessels or
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scouts to show up.
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4. STRATEGY & TACTICS
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Galactica is not the largest or most powerful system in her
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galaxy, and it is well to remember that. She is not even the most
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militaristic<EFBFBD>that honor would certainly go to Sparta. Success,
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therefore, depends upon picking your targets carefully and not
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squandering your strength in contests where you are overmatched. Once
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you have 3 or 4 technologically advanced worlds building ships for you,
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your strength will grow rapidly.
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Remember: Primitive and technologically limited worlds are useful
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to raise money and manpower; but sophisticated worlds are the only ones
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that can build the transports to move your armies.
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Remember also that time is important. Populations are not static;
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they increase as time goes on, which means that their armies increase in
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size as well. If you start too slowly, you may never accumulate enough
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strength to conquer some of the heavily populated worlds.
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