STELLAR CRUSADE
AMIGA DATA CARD
LOADING THE GAME (AMIGA 500,1000,2000):
1. Set up your computer as shown in the Amiga user's manual.
2. Turn on your computer.
3. If you do not have Kickstart 1.2 or greater in ROM, then insert your
Kickstart disk in drive DF0: (this applies to 1000 owners).
4. When requested to enter your Workbench disk, please insert your STELLAR
CRUSADE game disk icon.
5. Double-click on the disk icon.
6. Now double-click on the CRUSADE icon.
TO INSTALL STELLAR CRUSADE ON A HARD DRIVE:
1. Create a new directory on your hard drive (name it anything you want),
and open this directory.
2. Insert the game disk and double-click on the disk icon.
3. Move everything from the disk to the newly created directory by simply
clicking and dragging the icons from the disk window to the new
directory window.
4. Repeat steps 2 & 3 for the scenario disk.
5. To run the game, simply double-click on the CRUSADE icon in the newly
created directory.
===========================================================================
STELLAR CRUSADE
by SSI
From the collection of DR.J
TABLE OF CONTENTS
1.0 Introduction ........................................ 1
2.0 Playing Stellar Crusade ............................. 2
3.0 Movement and Combat ................................. 7
4.0 Exploration and Colonization ........................ 16
5.0 Economics ........................................... 18
6.0 Scenarios ........................................... 23
7.0 Solitaire vs Two Player Mode ........................ 26
8.0 Designer's Notes .................................... 26
9.0 Appendices:
A - The System Report ............................... 28
B - The Task Force Display .......................... 29
C - History of the Kiffryn's Cats Star Cluster ...... 30
D - Glossary ........................................ 31
E - Tables .......................................... 33
1.0 INTRODUCTION
The broadcast was a Mandatory; failure to watch was an imprisonable
misdemeanor. Consequently, nearly every citizen of the People's Holy
Republic was dutifully attendant when First Elder Gresham stood before the
Council in the Central Committee Hall on Progress and raised his seamed face
toward Heaven, lifting his hands above his head...
"The hour has come Comrades. No more can we tolerate the insidious
machinations of this 'Corporate' League. In two years, the Terran Navy,
cowed by their revisionist government, will eave us to our fate. We will be
alone.
"Our test is at hand! The Communing God has put a task before us and we
shall not falter. We must drive the sickness of capitalism from our home.
We must burn out the evil of this League of Devils with the fury of an
exploding sun!
"Join me in this most holy of quests. Swear with me by The Blood of Saint
Mao that none shall rest until this holy war is prosecuted to its just and
righteous ending. Join me in this Stellar Crusade!"
Sixteen days after his declaration of war, First Elder Gresham died of an
apparent stroke, after which his driver, Vasily, disappeared without a
trace. The resulting struggle for his place on the council lasted nearly
six years. Six years of desperately needed time for the League to
prepare....
2.0 PLAYING STELLAR CRUSADE
Stellar Crusade is a two player game of exploitation and conquest on an
interstellar scale. Two factions, The League and The People's Holy Republic
compete over the span of decades for control of a small, but richly endowed,
star cluster in a remote arm of the galaxy. The League is always controlled
by a human player while the P.H.R. may be either human or computer
controlled.
INSTALLATION AND SYSTEM REQUIREMENTS
Stellar Crusade needs most of 512K to run properly. If you have a 512K
machine, try to minimize the number of desk accessories on your system disk.
If you have more than 512K, be sure to leave at least that much for system
and program use. The game should work with most desk accessories, but if
you're not certain, boot your computer with the Stellar Crusade Game Disk
(disk A).
If you plan to use a hard disk or double sided 3.5" disk, copy the complete
contents of both the Game and Scenario disks into the same directory
(folder). There's no restriction on the "path" from which the game can be
loaded.
If you use two separate disks, the scenario disk must be inserted into drive
B (if available) or whichever drive the program asks for.
STARTING UP
Make a copy of your disks for playing the game. Don't use the masters.
Put the Stellar Crusade Game Disk (disk A) in drive A and power up your
computer. If you have only one disk drive, the program will automatically
prompt you to insert the Scenario Disk (disk B) at the appropriate time. If
you have a two drive system, put the Scenario Disk in drive B.
Make sure that your computer is in Low Resolution Mode. Stellar Crusade
won't run if it's not. If there's no open window for drive A, open the
drive A icon. Double click the icon titled CRUSADE.PRG and follow the
prompts as they occur. Once the program tells you to insert your save disk,
the game is entirely memory resident. You can put your game and scenario
disks away.
LOADING A SAVED GAME
Once the program has started, you'll be asked if you want to load a
previously saved game. If you do, you'll be presented with a standard GEM
file dialog box listing all the save files on drive A. You can change
drives by clicking the button above the list of files. Clicking cancel will
start the default game (The Long Campaign).
- Notes on the GEM file selector box:
Files are selected by clicking the mouse on a filename. If you want to
search another drive or directory, move the text cursor (a vertical line) up
to the current path definition and make any changes you need with the
keyboard. In order to search the new path for saved game files, move the
cursor over to the vertical (scroll) bar to the right of the file display
and press the left mouse button.
DOCUMENTATION CHECK
After you select a scenario or saved game, the computer will ask you to do a
documentation check before it will allow you to start the game. This will
take the form of a question about some section of the rules.
Example: Please type the first word of section: 2.0,
subsection: Prompts, and press enter.
The correct response would be "sometimes" (without the quotes). You have
three chances to get the right response.
GAME MODES
If you're starting a new game, the program will display a menu for selecting
the scenario, reality levels and difficulty. Reality levels are either "on"
or "off" while difficulty ranges from "Pushover" to "Hideous" (see section 6
for specific effects). If you choose "Random", the computer will pick a
difficulty without informing you of the result.
- Maintenance and Training
When selected, this reality level requires you to manage the maintenance of
your ships and military units. This means you'll have to supply spares to
the Fleet and rations to Army. See "Maintenance" in section 5 for details.
- Command Control and Fog of War
This enables hidden movement and covert operations. If Fog of War is
switched off, all fleet movements are visible to either player and certain
menu options related to Special Ops (see Special Ops in section 5) will be
disabled. The Commanders selection in the Assign menu will also be
disabled.
If you're not familiar with the game, it's a good idea to keep both of these
reality levels turned off. They add significant complexity to the game.
TALKING TO THE COMPUTER
With the exception of naming ship classes and save game files, everything in
Stellar Crusade is done with the mouse. Selections are always made with a
single click of the left button. Whenever the menu bar is visible at the
top of the screen, moving the cursor over the name of a menu will reveal a
list of selections. If you don't want to choose any of the selections
listed, simply click anywhere on the screen that's NOT part of the menu.
The menu will disappear.
THE MAP
The map is an isometric view of the space surrounding the Kiffryn's Cats
Cluster. The XY plane is the Equatorial Plane of the Galaxy with X
increasing spinward and Y increasing outward. The Z axis indicates distance
"above" (toward galactic north) or "below" the Equatorial Plane.
The XY plane is marked off in 5 light year squares. Black squares indicate
the approximate location of star systems as they would be seen by an
observer positioned north of the Equatorial Plane. This makes it easier to
correlate the isometric map with the Route Map.
Distances north (above) or south of (below) the Equatorial Plane are shown
with color coded elevation dots. Gray dots are north of the plane and green
dots are south. The dots are spaced at 2 light year intervals.
Systems are shown as large dots with small rectangles nearby. Unexplored
systems are white, League systems are gold and Republic systems are red.
When League ships are in a system, the rectangle will be shown in gold and
contain a dark task force marker. A Republican presence in a system will be
shown with a red rectangle. If the system contains both League and Republic
ships, the box will contain a white 'X' on a blue background.
THE QUICK SYSTEM DISPLAY
You can get an overview of the condition of a star system during
your Movement or Economics Phase simply by selecting it.
Select the system by pointing to it and clicking the left mouse button. The
Quick System Display will appear below the map and will disappear as soon as
you move the mouse.
SYSTEM HABITABILITY AND FARM DEPLOYMENT
- Slice 1 - number of farms deployed +99 [green]
This gives an idea of how the system's food output compares to an "ideal"
production rate. The bigger the slice, the more food the system is
producing.
- Slice 2 (system habitability - farms) +99 [black]
This slice shows you how much room there is to expand agriculturally. If
the farms +99 slice is small and this slice is large, the system hasn't
really been exploited agriculturally.
The remaining slice is simply the "non-habitable" fraction of the system.
SYSTEM ORGANICS AND REFINERY DEPLOYMENT
- Slice 1 - number of refineries +99 [red]
This slice shows how the refinery output of the system compares to the
ideal.
- Slice 2 (system organics rating - refineries) +99 [black]
This is an indication of the untapped organic resources in the system. If
this slice is large and the refineries +99 slice is small, then the system
has unrealized potential.
SYSTEM METALS AND MINE DEPLOYMENT
- Slice 1 - number of mines +99 [gray]
Like its farming and organics counterparts, this slice gives an indication
of how this system's mining output compares to the ideal.
- Slice 2 (system metals rating - mines) +99 [black]
This slice shows the unused mining potential of the system.
SYSTEM INDUSTRIAL DEVELOPMENT
- Slice 1 - number of factories +99 [blue]
This slice gives an indication of how the system's industrial output
compares to the ideal.
- Slice 2 (99 - factories) +99 [black]
This is the unused industrial potential of the system.
NOTE: A "+" symbol in a pie chart indicates additional resource production
due to the some special characteristic of the system. This is a good thing.
A "*" symbol indicates the presence of Spiders in the system. This isn't.
The right half of the Quick System Display is occupied by three boxes:
-> The Population Box - shows the number of earthlike, protected and
belt colonies in the system as well as the total system population. For the
colonies, each "man" symbol equals one colony of that type. For total
population, each "man" symbol represents 1000 people. Lines under the
symbols represent powers of 10. For example, one double underlined symbol
followed by seven underlined symbols next to "KPop" would indicate a total
population in the system of (1 x 102 + 7 x 101) x 1000 = 170,000 people.
-> The Army Box - will contain a number of smaller boxes. Each of
these is a deployment site that can contain one military unit. Any military
units deployed in the system will appear in these squares.
-> The Navy Box - will show one symbol (similar to the task force
markers used on the map) for each friendly ship in the system. The ships
aren't differentiated as to size or condition and no more than 90 ships can
be shown. If this box is completely full, you've got most of your fleet
here and probably don't need to count ship symbols anyway.
Above the Population Box is a row of small flag symbols. The number of
flags here indicates the loyalty of the system to the owning player.
NOTE: Just like the map, the accuracy of this display is only as good as
your last contact. Unless you own the system, if you haven't had ships here
lately, don't take this information too literally.
PROMPTS
Sometimes the program will pause (to give you a chance to read a message,
etc.) and wait for you to give it the OK to continue.
The computer will beep and display a mouse icon at the far right of the Main
Dialog Box. Press the left mouse button to continue.
THE TURN SEQUENCE
Each game turn represents three months (one quarter) and is divided into
three phases with the People's Holy Republic going first in each of the
first two phases. The Resolutions Phase is simultaneous and executed
entirely by the computer.
The order of events in a game turn is:
-> Game Save
-> P.H.R. Economics Phase
-> League Economics Phase
-> P.H.R. Movement Phase
-> League Movement Phase
-> Resolutions Phase
THE ECONOMICS PHASE
This is where you'll do all your economic planning, expansion of industrial
facilities, production of ships and military units, etc. Although the
actual work in this phase gets done by way of the Econ menu, bear in mind
that a great deal of useful information can be gleaned from the other menus,
particularly the Assign menu.
THE MOVEMENT PHASE
During the movement phase, you'll issue orders for any covert operations,
move ships, passengers and cargo between systems, organize task forces and
transfer ships between commands. If you're playing one of the long
scenarios, the act of movement into a system occupied by your opponent isn't
necessarily an invitation to open war. check the scenario descriptions for
details.
THE RESOLUTIONS PHASE
All command level combat, ship-to-ship combat, assaults, exploration,
production, maintenance, covert operations and calendar functions take place
during the Resolutions Phase. The computer will also calculate and display
current victory levels.
If Command Level combat occurred during the quarter, the computer will
display a report of "tonnage hit" for both sides. The numbers displayed
represent the number of cargo and assault systems damaged.
In the long scenarios, there will be a chance in this phase that unplanned
war will break out after the fourth quarter of 2330.
SAVING A GAME
At the beginning of each turn, you'll have the opportunity to save the game
in progress.
Select the appropriate button in the dialog box, when it appears, with the
left mouse button. If you choose to save the game, a standard file dialog
box will appear. The computer will automatically create a new save filename
based on the current game time. For example, if you save the game in the
3rd quarter of 2337, the default save filename will be "SC032337.DAT". You
can change this name if you like.
ENDING A GAME
The game will automatically end after the number of turns specified in the
scenario you're playing or if certain scenario specific condition are met.
The computer will total victory levels for both sides and enter a limited
two-player mode so that both sides' systems and remaining forces can be
examined.
You can select End Game from the General Menu at any time during your turn.
The computer will allow you to end the game with current victory levels.
3.0 MOVEMENT AND COMBAT
"In space there are no battle lines, no convenient bits of terrain to help
delineate the edges of contested territory. There are only skill and
technology. Fall behind in either one and you lose. Lag in both and you
lose without knowing why." - Raspian Bez (codename "R.E.Lee"), Fleet
Admiral Ret.
TASK FORCES
Task forces are the basic unit around which your fleet is organized. Each
side has up to 36 task forces at its disposal with three (33, 35 and 36)
normally reserved as holding forces for ships under repair. Read "Command
Autonomy" in section 3, for more information on the repair task forces.
Although it's possible for ships assigned to the Escort and Raiding Commands
(see "Commands") to engage in limited combat, the real action is in the
Fleet. Only ships assigned to task forces may engage in ship-to-ship combat
or launch assaults on enemy held systems.
MISSIONS
There are three types of missions available to task forces: Transport,
Attack and Reserve. Although their names are more or less self explanatory,
each mission has unique features.
Task forces on Attack missions will attempt to engage any opposing ships in
the system they occupy if hostilities have broken out.
Task forces on Transport Missions will not engage in any aggressive action
unless they're in an enemy held system and they're carrying one or more
military units. If they are, they will attempt a space to ground assault
(see "Space to Ground Assaults").
Task forces with reserve missions will not attempt to engage opposing ships,
even during open war. They will, however, defend themselves if attacked.
This means that only side needs to be on an attack mission in a system for
combat to break out.
TRANSFERS VS REASSIGNMENT
When two active friendly task forces occupy the same system, they may
exchange ships freely with no delay. This is a transfer. You may also
transfer ships into an inactive task force (effectively splitting one task
force into two smaller ones). If the receiving task force isn't in the same
system, it will be moved.
Reassignment of a ship can occur in two ways. First, if you send a ship
from one task force to a force in a different system, that's a reassignment
and the ship will spend 1 - 4 turns in transit before arriving at its
destination. Second, any movement of a ship to or from a command is a
reassignment and suffers the same delay.
CARGO
Any ship equipped with either cargo capacity or assault capacity can carry
cargo. A ship can load any moveable unit (These are listed in the Moveable
Units section of the System Report) whose size is less than or equal to its
remaining current capacity. You may load any combination of moveable units
as long as the ship's capacity isn't exceeded. You may not split cargo or
passengers between ships.
Damage due to combat or normal wear and tear may reduce the capacity of a
ship below the combined sizes of items it's already carrying. If this
happens, the ship will still be able to continue transporting them, but may
be unable to reload any units it unloads. This happens frequently with
Exploration Teams since their large size takes up every cubic centimeter of
cargo space in the the biggest freighters and damage to even one of their
transport's cargo modules will strand them until repairs can be made.
Assault capacity is identical to cargo capacity with the added ability to
launch military units in assaults. All military units, except Special
Forces, must be launched into combat from assault rather than cargo boxes.
Special Forces may be launched from any cargo carrier.
THE TRANSPORT POOL
The Transport Pool is essentially your Merchant Marine. The computer will
automatically total all undamaged cargo/assault capacity in the pool and use
it to distribute surplus raw materials among your systems.
Ships in the Transport Pool, don't require maintenance, but are subject to
attack by ships in the enemy's Raiding Command once hostilities begin. If
Command Autonomy is enabled, any damaged ships will be automatically sent to
Task Force 33 for repairs. Once they're fully functional, they'll be
reassigned to the Transport Pool.
COMMANDS
There are four major commands in Stellar Crusade: Training Command, Escort
Command, Raiding Command and Special Support Command, each with its own
specific mission.
TRAINING COMMAND
This is where new ships and repaired ships not automatically reassigned to
one of the other commands are sent. Ships in Training Command don't require
maintenance and can never be attacked. They are, in effect, your strategic
reserve.
ESCORT COMMAND
Ships assigned to Escort Command are tasked with the protection of your
Transport Pool. Any ships in the enemy Raiding Command will be attacked by
your escorts during Command Level Combat in the Resolutions Phase, assuming
hostilities have broken out. Ships in Escort Command require no
maintenance, but can be damaged in combat. If Command Autonomy is enabled,
damaged ships will be automatically sent to Task Force 35 for repair.
It's a good idea to install a larger than normal proportion of Anti-i
weapons on escorts, since the majority of raiders will be i-Space drive
equipped.
RAIDING COMMAND
Ships in Raiding Command spend their time trying to disrupt the enemy's
shipping with hit-and-run attacks on his Transport Pool. Like escorts,
raiders require no maintenance, but are subject to attack. Damaged ships in
Raiding Command will be sent to Task Force 36 if Command Autonomy is
enabled.
Because of the nature of convoy raiding, ships equipped with i-Space drives
perform particularly well here, but don't forget that most of your enemy's
escort's will have Anti-i weapons.
SPECIAL SUPPORT COMMAND
One support ship must be available per Specials Ops point spent on
reconnaissance of enemy systems. Ships in the Special Support Command don't
require maintenance, but do suffer a 2% attrition rate each turn. In other
words, although they can't be damaged, they do have a 2% chance each turn of
being lost altogether. Use old and/or inexpensive ships for this duty.
COMMAND AUTONOMY
When command autonomy is enabled, damaged ships in the Transport Pool,
Escort Command and Raiding Command will automatically be reassigned to task
forces 33, 35 and 36, respectively, for repairs. As soon as ships in these
task forces are fully functional, they will be reassigned to duty.
Normally, command autonomy should be kept "on", since it frees you from
having to constantly check the condition of ships in your commands. On
occasion, however, you may want to specifically control your repair
schedule. If you do, disable command autonomy.
TRANSIT
When you reassign a ship, there will be a delay of 1 - 4 turns while the
paperwork clears, new crews are trained and assigned, the ship is moved and
the wheels of bureaucracy grind steadily along. During that time, the ship
will be "in transit" to its new post.
You can check the destinations and planned arrival dates of ships in transit
by selecting Ships in Transit from the Assign menu during your movement
phase.
GROUND FORCES
There are four types of military units in Stellar Crusade; Security Forces,
Light Regulars, Heavy Regulars and Special Forces.
Security Forces are lightly equipped units composed mainly of reservists,
local militia and other irregulars. Because of this, Security Forces are
best applied in a defensive posture.
Regulars are the backbone of your ground forces. Well equipped and trained,
they perform well both offensively and defensively. The difference between
Light and Heavy Regulars is essentially one of equipment.
Special Forces are small, elite units trained in independent operation. As
such, they require little in the way of fleet support in an assault on a
system and may be launched from any ship that can carry cargo.
MOVING A TASK FORCE
During your movement phase you'll have the opportunity to move any of your
active task forces between systems, subject to the limitations of range and
the task force's condition. The movement range of a task force is equal to
that of its slowest ship and only ready task forces can move. If a task
force isn't in a friendly system, there's a chance it will fail to become
ready. Should this happen, you'll have to reassign its ships to another
task force to get them out.
When you select Move Task Force from the Move menu, the computer will prompt
you to select a system of origin. Choose the system in the same way you
would select a system to examine. Starting with the lowest numbered ready
task force in the system, the computer will show you task force number,
size, commander, mission and total cargo in the large dialog box at the
bottom of the screen. You'll have the option to skip each task force.
If you want to move the task force, simply select a destination system. If
it's within range, the computer will ask you to confirm the move (once the
task force is in i-Space, you can't rescind the order). Moving a task force
to its current location is not a move.
You can only move a task force once in a game turn, but you can initiate a
movement dialog as many times as you like. As long as you don't confirm a
move, you can change your mind indefinitely.
COMBAT
There are two levels of conflict in the game. If limited hostilities are in
effect, only Command Level combat will occur. This is essentially
skirmishing and interdiction aimed at hampering the enemy's economy.
Once open hostilities have broken out, any task force with an attack mission
in a system occupied by enemy ships will automatically engage. This means
war.
Note: Once war breaks out, a "crossed swords" symbol will appear at the
far right of the map display.
WEAPONS
There are four types of weapons used in the game: short range Anti-r, long
range Anti-r, short range Anti-i and long range Anti-i. The specifics of
each type are detailed in section 5, Ship Systems and Classes, but it should
be mentioned here that ships in i-Space can only be attacked by Anti-i
weapons. Also, long range weapons (both offensive and defensive) are
expendable, that is, each long range weapon becomes "damaged" when it's
fired.
COMMAND LEVEL COMBAT
Command level combat consists of hit-and-run raider strikes on enemy
shipping with the intent of damaging their Transport Pool enough to prevent
complete distribution of surplus raw materials.
Ships assigned to your Raiding Command will each attempt to locate a ship in
the enemy Transport Pool. Each raider has a 5% chance of finding each enemy
transport and will attack the first ship it finds.
Raiders equipped with i-Space drives will automatically inflict 1 to 10
points of damage for each short range Anti-r weapon they mount. If a raider
is not equipped with i-Space drives, it has a 10% x current effectiveness
chance to score a hit with each short range Anti-r weapon and each weapon
will do only 1 point of damage. Note that raiders never use long range
weapons. If you design a ship purely as a raider, don't mount long range
weapons on it.
After all your raiders have attacked, ships in the enemy's Escort Command
will attempt to track them down and retaliate. Each escort has a 4% chance
to locate each raider and will attack the first one it finds.
In an escort is attacking a target with a functional i-Space drive, it will
fire its Anti-i weapons. Each Anti-i weapon has a 10% x current
effectiveness chance to hit. Long range weapons do 3 points of damage and
short range weapons do 1 point.
If an escort is attacking a raider operating in real space, it will use its
Anti-r weapons with the same probability of hit. Short range weapons will
do 1 point of damage. Long range weapons will do 5 to 15 points of damage,
but, if the target is equipped with point defense systems, there's a 7% x
number of point defense systems chance that each long range weapon which
achieves a lock on will be shot down before impact.
Command Level Combat is mutual, that is your raiders will attack enemy
shipping and his raiders will attack yours.
SHIP TO SHIP COMBAT
At the end of a Movement Phase (after hostilities have begun), the computer
will check for opposing task forces occupying the same system. If any task
force in a contested system has an attack mission, combat will occur. Each
battle is resolved separately and you'll have the opportunity to control the
large scale actions of engaged forces at the beginning of each hour after
the first.
MISSIONS AND FORMATIONS
During the battle, the forces of both sides will be displayed in formations
appropriate to their missions. The individual task force commanders will
decide what formation to use, but, generally, task forces with attack
missions will be deployed in wedge shaped formations. Transport forces will
be deployed in linear formations and reserves will usually be disorganized.
As long as both sides have task forces with attack missions in the battle,
only those forces will actually be engaged. This allows you to screen
transport and reserve forces during an engagement. If all of your attack
forces have been eliminated, any of your other forces can be engaged. You
can't change the missions of your task forces during combat.
LONG RANGE COMBAT
Combat always begins at long range and will continue at long range until all
long range weapons on both sides are exhausted. Not all of a task force's
long range weapons will be fired at once. The actual number depends on the
commander's attack rating, the total number of available targets and the
number of long range weapons remaining in the task force.
Each long rang weapon has a (10 x firing ship effectiveness + 10 x number of
scanners) x 1% chance to lock on to an enemy ship. A long range weapon that
manages to hit will inflict 10 to 15 points of damage. This is enough to
transform even the largest cruisers into rapidly expanding spheres of high
energy particles.
Once the computer has determined how many long range weapons were able to
lock on, the opposing ships' long range defenses will attempt to intercept
inbound weapons. Each long range defensive weapon has a 3% x firing ship
effectiveness x force commander's defensive rating chance to intercept an
incoming weapon. Intercepted weapons are destroyed. Notice that long range
defenses have the advantage of being able to protect all friendly ships in
the engagement.
Any long range weapons that survive interception will hit their target ships
unless stopped by point defenses. A ship can only use point defense systems
to protect itself. The probability that a ship's point defenses will stop
an incoming long range weapon is 14% x number of functioning point defense
systems (maximum 70%).
SHORT RANGE COMBAT
When the engaged task forces have exhausted their supply of long range
weapons, the battle shifts to short range. Short range combat will continue
until the end of a round in which no ship receives a hit. This means that
battles can end with surviving ships on both sides.
Up to 5 short range weapons per ship will fire at the enemy per round with a
10% x firing ship effectiveness chance to hit. Each hit will do 1 point of
damage to a randomly selected target ship.
DAMAGE
Each point of damage inflicted on a ship incapacitates one of its systems.
If a ship suffers more damage than the total of its remaining operable
systems, it's destroyed.
If all of the command modules in a task force are destroyed, the task force
commander is assumed to have perished in the line of duty and the task force
will be placed under Central Command's control. A new (and unproven)
commander will be promoted to take his place.
Damaged ships can only be repaired by reassigning them to a task force in a
system where spares are available. If the "Maintenance and Supply" reality
level is enabled, you'll have to build spares to support your repair
activities. Otherwise, spares are assumed to be universally available in
systems you control.
AGGRESSIVENESS
At the beginning of each hour after the first, you'll be given the
opportunity to order your commands to engage aggressively. If you do, the
probability of achieving hits/lock ons on both sides increases significantly
giving the superior force a slight edge.
DISENGAGEMENT
At the beginning of each hour after the first, you'll have the chance to
order your forces to disengage. In a two player game, the computer will
also ask which force wants to break off.
Disengagement is never automatic. The probability of a successful
disengagement is based on the relative quality of the opposing forces'
commanders. All things being equal, the attempt has about a 60% chance of
being successful.
If disengagement succeeds, all task forces in the system, on the disengaging
side, will be given a reserve mission and combat will end. Any assault that
may have been planned will be aborted.
If you disengage from combat and then fail to move your ships out of the
contested system, the enemy will be able to attack them again next turn.
Don't forget to move them.
CAUTION: If your task force loses, it may not be able to move next turn.
That is, it will show as having already moved. The only way to save the
remnants of such a beleaguered force is to use reassignment. Reassigning
ships in this way will immediately remove them form the embattled system,
but will also take them out of action for the usual 1 - 4 turns. See
"Transfers vs Reassignment" in section 3.
SPACE TO GROUND ASSAULTS
Holding the space around a system is only half the battle. Even in the 24th
Century, to own a system you still have to own the dirt.
LAUNCHING AN ASSAULT
If you have ships with a transport mission in an enemy system after ship to
ship combat is resolved, the computer will check for military units in their
holds. Only special forces units may be launched from normal cargo holds.
All other units must be launched from assault holds. If a ship's cargo or
assault capacity has been reduced due to damage, it can still participate in
the assault, but it may need repair before it can load troops again.
If there are military units eligible to assault the system, the computer
will automatically launch them from their transports according to the
following priorities:
1. Task forces unload, in ascending order.
2. Transports unload in the same order in which they're listed when
you examine their task force.
3. Units will unload in the same order in which they're listed in
their transport's Cargo Available for Unloading box.
Units will be launched until each deployment site is filled or you run out
of units.
GROUND COMBAT
Once troops have landed, ground combat begins. Each day, the computer will
display the current state of the battle for the system and calculate the
each side's probability of destroying an opposing unit. This is done by
adding the combat strength of each friendly unit in the system and
multiplying the result by 1% for each point of the assault commander's
Assault Rating (for attacking units) or System Defensibility (for defending
units). The combat strength of a unit is equal to strength x capability.
The commander of the highest numbered task force in the system will be the
assault commander.
At the end of every day of fighting, system habitability, farms and
population will be reduced by 1 each. If the battle continues long enough,
it's possible to completely devastate a system.
Eventually, one of two things will happen. Either all military units in the
system will be destroyed or only one player will have units left. If the
only player to have units remaining in the system is the attacker, the
system will change ownership with the following effects:
-> Loyalty is set to 1.
-> Half of all local spares and rations will be captured. The rest
will be lost.
-> All build points accumulated in local shipyards and training
centers will be lost.
-> All local shipyards and training centers will be reduced in size by
1 to 20 points.
-> All local intelligence centers will be destroyed.
COMMANDERS
As supreme commander of your government, you have a large pool of willing
leadership at your disposal. Some of your commanders are good. Some
aren't. Some are specialists. The only way you'll know is to test them in
battle. Until then, the only thing you can be sure of is their age.
During the Movement Phase, you can look at a summary of your commanders by
choosing Commanders from the Assign menu. Each commander is rated for ship
to ship attack, ship to ship defense and space to ground assault. Their
ratings will range from 1 (incompetent) to 5 (brilliant).
For security purposes, none of your commanders' real names are used.
Instead, each one has been assigned a codename. League commanders use
codenames borrowed from the great military leaders of Terra's past.
Republic commanders prefer names stolen from Old Earth biblical literature.
Task forces without commanders are assigned to Central Command. All task
forces under Central Command authority operate with attack, defense and
assault ratings of 2.
SPECIAL OPS
Special Operations are used to disrupt your enemy's economy and gather
information in places the Fleet can't reach. Although you can allocate more
than 10 build points to your intelligence centers, you may only invest 10
total operations options in fomenting rebellion and system reconnaissance.
Any additional points spent on intelligence centers will go automatically
into internal security.
- Forment Rebellion
By encouraging popular unrest in enemy systems, you can reduce their
loyalty. You'll need a support ship from Special Support Command for each
option you allocate toward this activity. Well garrisoned systems are
virtually immune to this kind of activity.
- System Reconnaissance
Sometimes it's not practical to send ships into enemy territory to update
your files on a system. This activity allows you to gather information
covertly. One support ship must be available for each option you allocate
toward System Reconnaissance.
- Internal Security
This counterintelligence activity makes it more difficult for enemy special
operations to succeed. Any unallocated options are automatically assigned
to this activity.
COMBAT SCENARIOS
STOP!
You've read enough rules for a while. The two combat-only scenarios
"Operation Gold River" and "Plan Jericho" are described in section 6. Play
one (or both) of them to get a feel for the mechanics of managing your fleet
before you move on to the additional complexities of exploration and
economics.
4.0 EXPLORATION AND COLONIZATION
"...so reach for Icarus! Reach for the stars!! Phase II homesites from 10
square kilometers are still available!!! Call before midnight and you could
win a trip for two to..."
EXPLORING A SYSTEM
If you have a loaded exploration team in an unexplored system during the
Resolutions Phase, it will be automatically unloaded and the system claimed
in your name if the carrying ship is on a transport mission. The team will
report statistics for habitability, metals, organics, deployment sites,
defensibility and special characteristics. The loyalty of the newly
acquired system is always 10.
Only the owner will know what a newly claimed system is like. Use System
Reconnaissance to check on your opponent's systems. If both sides try to
explore a system at the same time, each side has an equal chance to succeed,
but there's a 20% chance that neither will. Only one or the other will
actually be able to explore the system.
SPECIAL SYSTEM CHARACTERISTICS
There is a possibility that a newly explored system will have some unusual
distinguishing feature. Only the game effects of these special
characteristics are discussed here. Read the glossary for a more complete
description.
- Gasworlders
The system will add 3 extra units of organics to your surplus goods pool
each turn for as long as you hold it.
- Oort People
The system will add 3 extra units of metals to your surplus goods pool per
turn while you control it.
- Aborigines
The system will add 3 extra units of food to your surplus goods pool per
turn while you own it.
- Paleotechnology
They system will add 2 points per turn (instead of 1) to your research pool
as long as it's under your control.
- Spiders
Normally, the population of a world will grow spontaneously, but a system
infested with spiders will be unable to grow until the spiders are
eliminated. Each military unit deployed in the system increases your
chances of eradicating a spider infestation. You can still add to the local
population by importing colonies.
COLONIZING A SYSTEM
As the population grows on your home worlds, larger and larger numbers of
people will seek the opportunities offered by the frontier and colonies will
be come available for transport to new worlds. Essentially, colonization is
nothing more than transporting people to newly explored systems. The trick
is to turn an isolated group of a few thousand struggling colonists stranded
in an undeveloped system into a productive industrial concern. Read section
8, "Designer's Notes" for hints on building successful colonies.
Once a system is colonized, two things will happen automatically. First,
unless the system is infested with spiders, the population will begin to
grow by itself. Second, the system's habitability will begin to gradually
increase as people begin altering the environment to suit themselves.
EARTHLIKE COLONIES
The teeming masses are a fertile source of willing, if ill prepared,
prospective colonists. Earthlike colonies are easy to transport, but
require a habitability of at least 65 to deploy.
PROTECTED COLONIES
Protected colonies are usually financed by private corporations or well
organized co-ops. They're well equipped and able to withstand the rigors
of less favorable worlds. The minimum habitability for protected colonies
is 35.
BELT COLONIES
Equipped for environments up to and including total vacuum, belt colonies
are expensive to field and difficult to transport. They can survive
anywhere.
KITS
Kits are prefabricated, pre-packaged processing facilities that can be used
to get new colonies started on the road to industrialization. There are
four kinds of kit: farm, mine, refinery and factory. Each kit, when
deployed, converts to one point of capacity of the appropriate type.
When you unload a kit from a transport, it automatically deploys. Be
careful not to unload a kit accidentally. They're expensive to replace and
vital to the expansion of your new colonies.
Note: Kits provide you with a method for extending the resource capacity of
a system beyond its original level. If a system is fully exploited, that
is, its deployed farm, refinery and mine values are equal to its
habitability, organics and refinery ratings, you can still produce more of
these raw materials by deploying kits in the system. This is expensive
(extremely), but it does allow you to force the output of a system beyond
the norm.
EXPLORATION SCENARIOS
STOP!
At this point you know enough to play the Exploration scenario. It's a good
idea to try your hand at this one before moving on to the campaign games.
5.0 ECONOMICS
"A leader's greatest fear is not that he will make errors in fiscal policy,
but that his enemies will notice them."
First Comrade Thrender Grone to the Committee on Internal Security,
Brotherhood, 2297
ALLOCATIONS
Each turn, you'll have the opportunity to direct the growth of your economy
and military by "spending" build points. The process is broken into three
steps for each system you control: Build Point Production, Build Production
Facilities, Allocate Build Points.
The computer will take you through each step in order, displaying a separate
page for each. Once you commit points in each step, you won't be able to
take them back, but, at the end of the Allocate Build Points step, you'll be
able to cancel the entire allocation for the system and start again. Once
you commit the allocations for a system, you can't redo them later.
Selection of systems can be done manually, or you can let the computer
choose systems for you. This is a good idea when you have several systems
that need attention and you don't want to forget one. If you try to exit
the Economics Phase without doing any allocations, the computer will warn
you and prevent you from going on.
RAW MATERIALS
There are three basic types of raw material: food, metals and organics. A
system will produce these based on the capacity of its farms, mines and
refineries, within limits set by system loyalty. A system will produce 10%
of its maximum output of the three types of raw materials for each point of
loyalty, so a loyalty of 10 translates to full production.
Raw materials will be automatically used by any factories in the system. If
the system's factories aren't able to consume all of the available raw
materials, any remainder will be put into the Surplus Goods Pool for use
next turn, if you have sufficient capacity in your Transport Pool.
BUILD POINTS
Each factory in a system is capable of producing one build point. To do so,
the factor uses one point each of the three basic raw materials. Factories
will automatically use locally available raw materials until they're idle
factories, you can draw from the Surplus Goods Pool to supply them.
Functionally, this means that you can have a heavily industrialized system
that's low on raw materials produce build points with goods imported by your
Transport Pool. Because it's important not to neglect your Transport Pool,
it's a good idea to check the suggestions provided with the Economic Report
to see if you have enough transport to move your surplus goods.
BUILDING PRODUCTION FACILITIES
When you look at a System Report, you'll see current sizes and build costs
for every type of production facility in the system. This includes
shipyards, training centers, intelligence centers, farms, mines, refineries
and factories.
If you look closely, you'll notice that the cost of building farms, mines
and refineries depends on the system's habitability, metals and organics
ratings. The higher the rating, the lower the cost of the corresponding
facility. This means that some systems are valuable as specialized sources
of raw materials. Other production facilities carry a fixed cost of 10
points.
Building or expanding a production facility requires a point of idle
population for each facility built or point of increased capacity which will
then become employed (not idle). if a system doesn't have any idle
population, it won't be able to expand its industrial capacity.
ALLOCATING BUILD POINTS
Each turn, your systems' factories will produce a number of build points
which you can then allocate for expansion, spares, rations, ships, military
units and industrial kits.
A shipyard can be set to produce any one of the 20 classes available to you
or it can produce spares which are necessary to maintain your fleet. You
can change the class produced by a shipyard at any time, but any build
points already accumulated will be lost.
Training centers produce military units or rations. Rations are used to
maintain military units. Like shipyards, training centers can produce only
one type of unit at a time.
Both shipyards and training centers will go through a partial refit when you
change the type of their product. The first unit or ship produced will cost
somewhere between 2 and 4 times norm.
SPECIAL NOTE: If a system can't acquire enough food (either through
production of local farms or via transport pool), there's a chance that food
riots will break out. The system's loyalty will drop by one point for each
quarter that the rioting continues.
Once the rioting starts, you have two choices: let the rioting go on or feed
the population. Of course, you don't have to give them food, rubber bullets
or tear-gas work almost as well. Deployed troops can stop rioting.
THE ECONOMIC REPORT
The Economic Report is a planning aid for resource allocation. When you
select Report from the Econ menu, the computer will present you with a set
of overlayed line graphs depicting the output (over time) of various
critical economic factors. It will also suggest steps to take in order to
maximize your industrial output.
You can look at one graph at a time by selecting Options, Cleoar Graph and
then the line you want to see. You can use the same technique to look at
the relationships of specific economic factors by clearing the graph and
then overlaying two or more lines.
It's also possible to get an overview of your economics situation by
choosing Current Data. The bar graph displayed by this option can help you
see large scale imbalances at a glance.
SHIP CLASSES
Although both sides begin the game with several "standard" ship classes, you
have ample room to design new classes to suit your own style of play. You
may modify a class whenever you like, and the revised design will be used on
all subsequent builds of that class with no effect on older ships. However,
any ships of the revised class which are still under construction will be
scrapped and all build points invested in them lost.
NOTE: the computer identifies classes by number, not name. If you use
duplicate class names, you won't be able to tell them apart, but the
computer will.
SHIP SYSTEMS
There are 12 types of ship systems available, each with unique uses and
limitations:
- Long Range Anti-r Weapon
These weapons are the most devastating in the game. Any ship can be
destroyed by a single hit from a long range Anti-r weapon. Their
disadvantage is their expendability. Once fired, they become "damaged" and
must be replenished during repair.
Restrictions: Only effective against ships in real space. Firing ship must
have at least one r-Scan system operational.
- Long Range Anti-i Weapon
Like their real space counterparts, these weapons can severely damage a ship
and are expendable.
Restrictions: Only effective against ships in i-Space. Firing ship must
have at least one i-Scan system operational.
- Short Range Anti-r Weapon
Not as destructive as a long range weapon, but able to fire indefinitely.
Restrictions: Only effective against ships in real space. May not fire
until all long range combat is complete.
- Short Range Anti-i Weapon
Similar to short range Anti-r weapons.
Restrictions: Only effective against ships in i-Space. May not fire until
all long range combat is complete.
- Long Range Defense
These systems can intercept and destroy incoming long range weapons
regardless of target.
Restrictions: Like all long range weapons, these are expendable and must be
replenished in repair.
- Point Defense
Last ditch defensive systems used to destroy incoming long range weapons
targeted at the firing ship.
Restrictions: May only fire at weapons about to hit the firing ship.
- R-Scan
Required equipment for any ship that mounts Long Range Anti-r weapons.
Having more than one scanner increases the probability of a lock on.
- i-Scan
Acquires targets in i-Space for Long Range Anti-i weapons. Additional
scanners increase the chance of achieving a lock on.
- Command Module
This is the C3I center for a task force. As long as one ship in the task
force has a command module, it may have a commander. When the last command
module in a task force is destroyed, the commander is assumed to be killed
and a replacement is promoted back at Central Command. The replacement is
not assigned to the force.
Restrictions: Task forces without a command module equipped ship will
always be under the control of Central Command.
- i-Space Drive
This variant of the standard interstellar drive, while bulky and expensive,
allows a ship to "slip under" real space into i-Space. This makes it
difficult to detect by normal means. As a result, the vast majority of
convoy raiders are i-Space equipped.
Restrictions: Ships in i-Space can only be attacked by Anti-i weapons. i-
Space Drives are extremely bulky.
- Cargo Capacity
One point of cargo capacity allows a ship to carry one size point worth of
cargo.
Restrictions: It's not possible to split a large cargo among several ships,
so only the largest of transports can carry units like exploration teams.
- Assault Capacity
This is cargo capacity with the additional ability to launch military units
into combat.
The largest ship current technology can produce will contain 15 systems form
the list above. With the exception of i-Space Drives and long range
weapons, all systems take up the same amount of space. Ships equipped with
i-Space Drives may only mount two other systems. Long range weapons and
defensive systems take up two "spaces".
PRODUCTION
After build point allocation, the computer will resolve production according
to the following rules:
- Shipyards
Each shipyard will accumulate the number of build points you specified
toward production of a ship of the class (or spares) built there. If enough
build points have accumulated, a new ship will be placed in transit to
Training Command. If the shipyard is producing spares, one spare will be
added to the system's Spares Pool for each build point.
- Training Centers
Each training center will accumulate build points toward the type of unit
produced and there's an empty site available, it will be deployed.
Otherwise, it will be held in reserve. Training centers producing rations
will add one ration point to the system's Rations Pool for each build point.
- Intelligence Centers
Each center will generate one operations option for each build point
allocated.
MAINTENANCE
If the "Maintenance and Training" reality level is enabled, the computer
will check all ships assigned to task forces for wear and tear. Every ship
system has roughly a 10% chance of failing each turn.
After checking for wear, the computer will attempt to repair all damaged
ships in friendly systems that have spares available. Task forces with
attack missions get highest priority and reserve missions wait until last.
Lower numbered task forces are repaired first. Each repaired system expends
one spare.
Military units lose one capability point each turn. If a unit is deployed
in a system where rations are available, two points of capability will be
added and one ration will be expended.
Units aboard ships can't receive rations. If you leave troops on their
transports long enough, they'll deteriorate into uselessness.
6.0 SCENARIOS
STANDARD VICTORY POINTS
The following standard victory point schedule is used in all scenarios
except the first two:
-> For each friendly system: (population + colonies) x loyalty + 100
-> 50 x (current effectiveness - 4)
-> 50 points per turn that a player occupies his opponent's home
system. The League home system is Alger. The Republic home system is
Progress.
-> Research Pool / 10
The first player to reach 750 wins immediately. If either player's total is
reduced to 20 or less, the other player wins immediately. In the unlikely
event of a simultaneous tie at 750, the P.H.R. wins.
OPERATION GOLD RIVER
"The conflict lasted far longer than anyone expected. Although the fighting
was largely limited to the Brotherhood - Ramage C - Kiffryn's Star corridor,
destruction was extensive in the affected systems. By the time it was over,
Brotherhood had changed hands four times." - The Midas War, Fractal Press,
2349.
This scenario picks up the action as the League is preparing to launch
"Operation Gold River", the assault on Brotherhood. Play begins in 03/2345
and continues until 04/2347 (10 turns).
Victory Conditions: Whoever controls Brotherhood at the end of the game
wins.
Special: There are no Economics Phases in this scenario. Actions will be
restricted to movement and combat.
PLAN JERICHO
"Each side faced the conflict with its own expectations. The P.H.R.'s 'Plan
Jericho' depended on the success of the feint at the Ramage Triad and, had
it succeeded, could have sounded the death knell for an unprepared League."
- The Doomed Jihad, Strategic Studies Institute, 2352.
The Republic assault on the League borders comes in two prongs. The main
advance is directed at Glance's Star while a smaller force is preparing for
action in the Ramage Triad. Play begins in 04/2340 and ends in 04/2342.
Victory Conditions: One victory point is awarded at the end of the game for
control of each of the following: Delta Felis, Epsilon Felis, Glance's
Star, Bennett's Star, Kiffryn's Star, Ramage B, Ramage C and Brotherhood. A
tie results in a marginal Republic victory.
Special: There are no Economics Phases in this scenario. Actions will be
restricted to movement and combat.
EXPLORATION
"The first heady rush of expansion lasted only five years, but it was
exhilerating while it lasted. The border systems were rough, dirty and
usually hungry. Law was something that came with the Navy...and left with
it. Fortunes were made (and frequently stolen) on the frontier." - The
First Wave, Botham & Walmer, 2348.
This scenario is set in the chaos of the early twenties. Expansion is the
word of the hour. Game play begins in 04/2320 and ends in 04/2324.
Victory Conditions: In addition to the standard victory point schedule,
players will receive the following points:
-> For each friendly system other than Progress, Brotherhood, Unity,
Alger or Laird's Star: (population exclusive of colonies) x loyalty /
10.
-> Cargo capacity of the Transport Pool / 10.
Special: This scenario doesn't include an Economics Phase, but does include
pre-programmed production to support colonial expansion.
THE WAR (HISTORICAL)
The League was far more successful in its early attempts at colonization of
the cluster than the Republic. Not willing to admit that ideology didn't
cut much ice on the frontier, the Holy Bureau of Elders approved a campaign
against League shipping. Of course, the League responded in kind. It was
only a matter of time before the real shooting started.
The scenario begins in 04/2334 with the Republic's raiding campaign and
continues until the standard victory conditions are met (usually about 45
turns). Open warfare usually erupts somewhere between turns 6 and 18.
Victory Conditions: Standard
Special: At difficulty levels above "challenging", initial P.H.R. farm,
mine and refinery deployment levels will be increased by about 3 points per
level.
THE WAR (ALTERNATE)
When the Terran Navy pulled out in 2330, nearly everyone expected
hostilities to break out overnight. That unhappy eventuality was fore-
stalled by the internal power struggle that continued to cripple the P.H.R..
Here's what might have happened...
The scenario begins in 04/2331 with limited hostilities and continues until
the standard victory conditions are met (usually about 55 turns). Open
warfare will normally break out in 6 to 18 turns.
Victory Conditions: Standard
Special: The same special conditions specified in the historical war apply
here.
THE SHORT CAMPAIGN
After the chaos of the twenties, the economies of the League and P.H.R. had
both stabilized. Territorial gains were well integrated and both sides felt
relatively secure. Of course, no government is really satisfied when fresh
territory is waiting to be claimed...
The Short Campaign begins in 04/2330 and continues until the standard
victory conditions are met (normally about 75 turns). The cluster is
currently at peace and you have a few years before friction will drive the
League and the Republic into war.
Victory Conditions: Standard
Special: Initial P.H.R. naval forces will be increased by about 5 ships per
difficulty level above "moderate". The additional ships will be small
transport and warships. Initial P.H.R. factory, farm, mine and refinery
deployment will be increased by about 3 each at levels above "challenging".
THE LONG CAMPAIGN
The 20's were marked by rapid expansion on both sides of the cluster coupled
with growing friction over territorial rights. Fortunately, the Terran
Navy's strict enforcement of the peace kept things quiet... until they left.
This is the big one. The starting conditions of both sides are jumbled and
will require careful planning to reach stable productivity. Play begins in
04/2320 and ends when the standard victory conditions are met (around 100
turns).
Victory Conditions: Standard
Special: The same special conditions specified in The Short Campaign apply
here.
7.0 SOLITAIRE VS TWO PLAYER MODE
In the two player mode, the computer will warn you with an alert box before
proceeding to the next player's phase. This allows you to exchange places
at the computer without worrying about seeing things you shouldn't.
Any game can be restarted in the two player mode, but only solitaire games
may be restarted in solitaire mode. The computer isn't smart enough to
handle the bizarre setups you might inflict on it.
8.0 DESIGNER'S NOTES
A typical long campaign of Stellar Crusade can be divided into three
distinct phases. First, players will explore as many stars as they can
reach, while trying to consolidate their starting industrial base.
Effective exploration will require careful planning. The typical
exploration task force should include at least on transport in addition to
the ship carrying the exploration team. Additional transports should be
loaded with spares. Once the exploration transport is damaged by "wear and
tear", it will not be able to reload the exploration team until it has been
repaired. It will probably be necessary to set up a bucket brigade of
transports to keep the exploration forces in spares. The People's Holy
Republic player should build a class of maximum size (15 cargo system)
transports as quickly as possible in order to explore and exploit his
neighborhood.
Neither player has a large supply of exploration teams to leave lying
around. While the computer will produce new exploration teams, the rate of
production is quite slow (one percent per quarter at any system with local
population of 250 thousand or more).
Next, the players will expand into the cluster. Only a very unlucky player
will fail to find a "nearly perfect" system near enough to his home system
for easy colonization. Generally, it will be a good idea to concentrate on
building up this system. Each player must identify the materials needed by
his society, and colonize systems where production of these materials will
be inexpensive.
The most effective way of setting up a colony is to produce ten factory kits
for placement in a new system. Let your transport pool carry the necessary
goods to run colonial factories until they become self supporting by
producing local farms, mines and refineries.
If you know that you are going to be setting up a colony in a system but
don't have the resources yet, be sure to move at least one colony to the
system in order to begin building up the local habitability rating. Your
transports can move earthlike and protected colonies around a lot faster
then belt colonies.
Concentrate on one colony system at a time to begin with. You will not have
the resources to do a good job on more than this.
It may be necessary to allow some slack in production at your original star
systems in order to free up raw materials for use in starting up your
colonies. Be sure to ship out enough population to support the buildup of
colonial industry. No facilities may be built if no idle population exists
locally to man them. Build the local colonial population up to around 100
thousand as quickly as possible.
If your planning is good, the colony should be self supporting in at least
one category of raw materials production by this time, and you can begin
building the next one if necessary. Be sure to build up your raw materials
production before building up factories, shipyards, etc., or you will end up
with a lot of idle production facilities.
Keep an eye on what the other player is producing at his shipyards. While
the ability to view the other player's current ship classes is not a
particularly reliable way to count current force strengths, it can be useful
in avoiding nasty surprises.
Depending on the distribution of resources in the cluster, the players will
probably end up fighting over some star system eventually. Campaigns must
be planned. Players should try to create a mix of large and small warship
types. Large (100+) pools of spares must be accumulated at the star systems
near the points of conflict.
Warships should be kept in Training, Escort, and Raiding Commands until they
are needed in task forces. Once warships are pulled out of the commands and
placed in active task forces, the players will have to maintain them. This
will be expensive.
Active task forces should contain a few small warships as well as the
larger, more powerful varieties. This will limit the cost effectiveness of
enemy long range weapons since these weapons will select their targets at
random. On the other hand, if you make nothing but small warships, you will
soon bump against the 120 ship limit.
When you plan an assault on an enemy system, separate your forces into two
or more task forces with different missions. This will force any defending
forces to engage your attack task forces first, limiting the number of long
range weapons your transport task forces will have to dodge.
Pay attention to the order in which military units are loaded onto
transports. If you bring along a few extra units for occupation duty after
a space to ground assault (a good idea if the other player maintains a
reaction force), load them after any units you want involved in the assault.
If a naval battle is going poorly, don't be afraid to disengage your forces.
There is no penalty for a disengagement attempt and any forces saved may
live to fight another day.
Find out how good your younger commanders are. A 25 year old military
genius is a very valuable asset. Command has a significant effect on the
game.
Remember that once you begin hostilities, they can't be stopped. The League
player should take advantage of his superior starting exploration position.
An aggressive League player should be able to explore much of the cluster
before the P.H.R. exploration program really gets rolling.
Both players would do well (in early games) to pay attention to the
suggestions offered by the program during economics reports. The initial
industrial growth potential of the P.H.R. should be exploited by the
Republican player.
One last note: If you feel that you don't have enough resources to do a
proper job of everything that needs to be done, you're right! Just remember
that the other player is in no better shape.
9.0 APPENDICES
A - THE SYSTEM REPORT
Any time you select "Examine System" from a menu, you'll be prompted to
select a system in the normal manner (read "The Quick System Display" in
section 2, if you aren't sure how selection works). The computer will then
provide you with a detailed display of all known information about that
system. data on friendly systems is always up to date. Data on other
systems is updated only at the end of a turn in which you either have a
physical presence there, after all combat, or you successfully perform
covert reconnaissance. You can always tell how current your information is
by looking at the report date in the upper right portion of the display.
System Characteristics (top section):
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- Loyalty - ranges from 1 (simmering rebellion) to 10 (utterly loyal)
and will affect your industrial output. Each point of loyalty translates to
an additional 10% output from the system's farms, refineries and mines. If
a system shows a loyalty of 9, it will produce 90% of its maximum output of
raw materials.
- Special - characteristics of a system will generally have either a
positive or negative influence on the system's production. These include
Gasworlders, Oort People, Aborigines, Paleotechnology and Spiders and are
described in the Glossary.
- Population - is shown in thousands of people and will grow as the
system is colonized to a maximum of about 5.5 million in with a habitability
of 100.
- Habitability, Metals, and Organics - ratings are generated when the
system is first explored and range from 5 to 100. Habitability will
increase with time once a colony is established.
- Deployment Sites - ranges from 3 to 8 and indicates the maximum
number of military units that can be deployed in the system.
- Defensibility - directly influences the outcome of any ground combat
in the system and ranges from 1 (poor) to 3 (good).
Movable Units (center section):
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- Colony, Protected Colony and Belt Colony - all refer to units of 1000
people ready and equipped for movement to new star systems.
- Exploration - is the number of Exploration Teams available in the
system. These teams are required to explore new star systems. Without
them, your ships are just passing through.
- Ships - gives the number of ships in active task forces in the
system. This doesn't include ships under construction.
- Military - will show a list of the military units deployed in the
system. Each unit has its own unique designation.
- Farm Kits, Mine Kits, Refinery Kits, and Factory Kits - are
prefabricated industrial facilities awaiting transport. You'll need these
to start an industrial base in newly colonized systems.
Production Centers (bottom section):
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- Shipyards - may accumulate up to Size build points per turn toward
the production of whatever Type Produced is currently being built by the
facility.
- Training Centers - work in exactly the same way as shipyards, but
produce military units.
- Intelligence Centers - may generate up to Size covert operations
points per turn. Covert operations points are used to perform Special
Operations.
- Farms, Mines, Refineries, and Factories - are basic industrial
facilities. This is where the system's production comes from.
- Spares and Rations - are used to maintain naval and military units
respectively. If the Maintenance and Training reality level is enabled,
these will become vital.
B - THE TASKS FORCE DISPLAY
If you choose the Task Forces selection from the Move menu, you'll be
presented with a comprehensive report on all 36 of your task forces. Each
task force will be shown with the following information:
- Location
Name of the system where the task force is currently operating.
- Size
The number of ships in the task force.
- Status
This line is left blank for inactive task forces (those with no ships
currently assigned). Active task forces will be have a status of "Ready" or
"Moved", and a mission suffix of "A" (Attack), "T" (Transport) or "R"
(Reserve).
One of the task force names will be shown in red. This is the selected task
force. You may select another one by clicking its number.
You can look at the selected task force by choosing "Examine or modify task
force". This will present you with a more detailed report and the
opportunity to change its mission, load/unload cargo and transfer or
reassign ships.
You can exit the Task Force Display by choosing "Exit to Map/Menu".
C - HISTORY OF THE KIFFRYN'S CATS STAR CLUSTER
By the beginning of the 24th century, humans had been a space faring race
for more than 200 years. Early colonization efforts, because of their
expense, were funded by governments in much the same way that the kings of
Europe financed the exploration of the New World in the 16th through 19th
centuries on Old Earth. Of course, private concerns became involved as soon
as it was economically feasible.
The majority of private colonies were established on government opened
worlds, but many, for religious, political or other reasons, sought to break
away on their own. Any group that could raise the necessary funds could
perform its own utopian experiment on the frontier.
Interestingly, a sort of "fanaticism gradient" developed as the human race
spread outward from Terra. Because of the expense and danger involved in
independent opening of new worlds, only those with the greatest need tended
to move to the outermost fringe of human space. Of course, one could never
tell what one of these radical groups might stumble onto.
The famous explorer Pyotr Kiffryn surveyed a remote, but potentially
valuable, cluster of stars during his Second Grand Touor that, according to
his astrogator wife, looked just like two of the ship's cats at play. The
five stars of the primary cluster were named Alpha through Epsilon Felis in
honor of the feline genus and the cluster was logged as the "Kiffryn's Cats"
Cluster. By 2280, two groups were settled in the region.
The People's Holy Republic was founded by Neo-Christian Communists of
Northern and Central America in the latter part of the 23rd century after
the collapse of The People's Holy Marxist Union of Northwest American
States. With the Reformed Worker's Bible as their guide, the P.H.R. set out
to construct the ultimate worker's paradise. What they made was,
predictably, a rigidly bureaucratized oligarchy that used its state mandated
religion as a brutally effective form of mind control.
The League began as a private consortium of businessmen who sought to escape
the increasingly restrictive trade policies of Terra and her near colonies
(called the Central Systems). Originally called the Corporate League, it
quickly developed into a loose federation of trading communities with
virtually no political axes to grind. Within 15 years, the Corporate League
had become simply "the League".
Because they were well financed and cooperative, the P.H.R. originally
welcomed the founders of the League into the region. The honeymoon lasted a
little over 28 years. When the League began rapidly expanding, developing
newly explored systems as quickly as it surveyed them, a vocal
fundamentalist faction within the Holy Council of Elders began objecting to
the presence of "unrepentant capitalists" so close to their garden of eden.
The extremists succeeded in cutting all economic ties with the League and
obtained an old surplus Centaurian cruiser which the rearmed.
Because the League represented a significant quantity of capital and because
it was something of an embarrassment of Terra and the Central Systems,
clandestine aid began to flow into P.H.R. coffers. The struggle for control
of the Kiffryn's Cats cluster had begun.
Ironically, it was the same Terran government that was seeding money into
the P.H.R. that openly displayed its military strength to "maintain the
peace" when friction with the League threatened to turn into a shooting war.
During the early years of the 24th century, Terra maintained, at great
expense, a peacekeeping fleet in the region. It worked. Although sabre-
rattling became commonplace, no major armed confrontations occurred.
By the beginning of the 20's, however, pressure was growing in the Central
Systems to reduce military spending. Playing "big brother" to dozens of
fringe colonies was no longer a popular game and in 2320 Terra declared a 10
year countdown to the withdrawal of their military presence. Almost
instantly, a thriving black market in surplus military goods developed on
both sides of the cluster.
Then, in 2328, First Elder Gresham declared the League an "abomination in
the face of the Communing god". He called for a holy war, a crusade to
stamp the presence of capitalism from the region. Only the premature demise
of First Elder Gresham, and the subsequent struggle for control of the
Council, prevented an immediate outbreak, but the battle lines had been
drawn...
D - GLOSSARY
- Aborigines
While no technologically advanced races (other than humanity) had been found
by the 24th century, several promising pre-technological species were known.
These being were useful as workers and, sometimes, as trade partners. A
thorough search was always conducted for aborigines by exploration teams.
- Build Unit
Also called Build Points. Build Units are the basic element of industrial
production. They are used to construct ships, military units, etc. Build
Units are produced from raw materials at factories.
- Colonies
Colonies are privately organized groups of self financed volunteers ready to
settle new systems as soon as the local government provides transport.
Protected and Belt colonies aren't just better equipped, they're also
generally organized by wealthier groups. Even if they're going to a
perfectly earthlike world, they still tend to carry a great deal of baggage
with them.
- Commanders
Individual military commanders and their staffs. Given the time scale of
the game, commanders will come and go. Both sides used code names for their
commanders for security purposes.
- Effectiveness
The technological levels of the societies represented in Stellar Crusade can
change if the players invest in research. Anything left unspent
automatically goes into research. Any class of ship you design will be
given your current effectiveness level. Effectiveness has direct influence
on combat and movement.
- Exploration
Initial exploration of an entire star system is a major endeavor. It's a
sobering thing to realize that, as of 1988, we still aren't sure we've found
all the planets in our own solar system. It seems reasonable to assume that
just about any system will have some economically useful features. The game
assumes that some personnel remain behind in each star system and begin
exploiting its resources. This is why a player gains some benefit from an
explored system, regardless of whether it's ever developed. It also
explains why the exploring player has to send in a massive team, while his
opponent gets all that valuable information for free. By the time he gets
there, the system is crawling with prospectors, salesmen, etc. who are happy
to talk all about their new home.
- Gasworlders
These are intelligent creatures who inhabit the upper layers of jovian
worlds. While none of th gasworlders in the game are technological, they do
trade exotic organics for certain manufactured goods.
- i-Space
This is really a convenience of expression, since only a few physicists
really understand this "imaginary space" where massive objects travel faster
than light. Most ships are equipped with drives that "dip" into i-Space,
allowing them to move in short jumps. There are, however, more specialized
and vastly larger drive systems that allow ships to "stay under" for
protracted periods. While in i-Space, ships are extremely difficult to
detect.
- Oort People
Oort people are an intelligent (?) life form of vacuum dwelling migratory
organisms that feed on solar radiation. They've been known to exchange
exotic isotopes for original musical compositions broadcast in the 1 to 6
gigahertz band.
- Operations Options
These are the basic resources that you can allocate to convert activities.
They're produced at intelligence centers and can be used to stir up trouble
in the opposition's systems or help maintain security in your own.
- Paleotechnology
There were several star faring civilizations that preceded us into the
galaxy and their artifacts are a tantalizing source of discovery and
frustration. Sometimes, these forerunner artifacts can trigger a scientific
breakthrough.
- Spiders
The debate concerning the origin of these vicious, arachnid predators still
rages, but the smart money seems to be in favor of an interstellar "hive"
race that collapsed for unknown reasons. Regardless of their origin, these
ubiquitous terrors are a real threat in systems where local conditions favor
them.
- Military Units.
These are units of about battalion strength that operate in star systems
rather than deep space. There are four types of military units: Security
Forces, Light Regulars, Heavy Regulars and Special Forces.
APPENDIX E: TABLES
THE WAR - ORDERS OF BATTLE
LEAGUE
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*Task Force Location Ships
01 Alger Working Girl x2
02 Alger Explorer x3
03 Alger Mordecai Fae x7
04 Alpha Felis Working Girl x1, Wasp x1
*Command Ships
Training Explorer x5, Lion x5, Spiderbird x6, Wolverine x14
Escort Wasp x12, Firebat x16, Wolverine x2
Raiding Snake x8
Transport Working Girl x9, Explorer x1
Transit Wolverine x4, Firebat x1, Snake x1
*System Military Units
Laird's Star 01Sy, 02Sy
Alger 07Hy, 11Hy, 13Lt, 16Hy, 17Hy, 19Lt, 21Lt, 22Hy
Bennett's Star 05Hy, 06Hy, 15Lt, 18Hy
Kiffryn's Star 08Hy, 09Hy, 10Hy,12Lt, 14Hy, 20Hy
Epsilon Felis 03Sy, 04Sy
P.H.R.
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*Task Force Location Ships
01 Alpha Felis John Calvin x1, Goliath x1
02 Progress Martin Luther x1, Goliath x3
03 Brotherhood John Calvin x1
04 Progress Martin Luther x1
05 Progress Martin Luther x2
06 Progress Martin Luther x2
*Command Ships
Training Crossbow x28, Chariot x2
Escort Charles Martel x22
Raiding Wrath of God x2, Charles Martel x1, Raider x8
Transport Martin Luther x7, Goliath x4, Trinity x1, John Calvin x1
Transit Crossbow x3, Chariot x3, Charles Martel x3
*System Military Units
Progress 14Hy, 16Hy, 17Hy, 18Hy, 19Lt, 20Hy
Glance's Star 03Sy, 05Sy, 02Sy, 07Sy, 09Sy
Alpha Felis 06Hy, 10Hy, 11Hy, 13Hy
Brotherhood 08Lt, 12Hy, 15Lt
Unity 01Sy, 04Sy
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THE ALTERNATE WAR - ORDERS OF BATTLE
LEAGUE
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*Task Force Location Ships
02 Alger Explorer x4
*Command Ships
Training Mordecai Fae x6, Explorer x4, Lion x5, Lion II x5, Snake x1
Escort Wasp x15, Lion x3, Nimblebee x1
Raiding Snake x3
Transport Working Girl x10
Transit Nimblebee x3, Lion II x1
*System Military Units
Gamma Felis 01Sy, 02Sy
Kiffryn's Star 03Lt, 05Hy, 10Hy, 11Hy
Alger 04Hy, 09Hy, 12Hy, 14Hy, 15Hy, 16Hy
Bennett's Star 06Lt, 07Hy, 08Lt, 13Hy
P.H.R.
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*Task Force Location Ships
01 Progress John Calvin x1, Goliath x1
02 Glance's Star Martin Luther x1, Goliath x1
03 Brotherhood John Calvin x1
04 Progress Martin Luther x1
05 Glance's Star Martin Luther x2
06 Unity Martin Luther x2
*Command Ships
Training Crossbow x18, Chariot x1, Charles Martel x1
Escort Charles Martel x5
Raiding Wrath of God x4, Charles Martel x4, Raider x6
Transport Martin Luther x7, Goliath x4, Trinity x1
Transit Crossbow x1, Raider x1, Charles Martel x1, John Calvin x1
*System Military Units
Units 01Sy, 02Sy, 04Sy, 05Sy
Brotherhood 03Sy, 08Lt, 12Hy
Glance's Star 06Hy, 10Hy, 11Hy
Progress 07Sy, 09Sy, 13Hy
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GOLD RIVER - ORDERS OF BATTLE
LEAGUE
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*Task Force Location Ships
01 Alger Working Girl x1, Mordecai Fae x6
03 Ramage C Explorer x3
10 Ramage C Wolverine x4, Tiger x1, Hawk II x2, Eagle x4,
Hornet x2, Lion II x3
11 Ramage C Wolverine x1, Hawk II x3, Tiger x4, Lion II x2,
Hornet x4, Eagle x2
12 Ramage C Wolverine x2, Hawk II x3, Tiger x1, Lion II x3,
Eagle x4, Hornet x3
20 Ramage C Mordecai Fae x2, Spiderbird x4
36 Laird's Star Snake x2
*Command Ships
Training Spiderbird x4, Mordecai Fae x6, Hornet x1, Eagle x1, Lion II x1
Escort
Raiding
Transport
Transit Lion II x4, Hornet x3, Eagle x2, Working Girl x1, Snake x3
*System Military Units
Laird's Star 01Sy, 02Sy
Epsilon Felis 03Sy, 04Sy
Bennett's Star 05Hy, 06Hy, 15Lt
Ramage C 07Lt, 13Lt, 16Lt, 17Lt, 19Lt, 21Lt, 23Hy
Alger 08Hy, 09Lt, 10Hy, 11Hy, 22Hy
Kiffryn's Star 12Lt, 20Hy
TF 20 24Lt
P.H.R.
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*Task Force Location Ships
01 Progress John Calvin x1, Goliath x1
02 Alpha Felis Martin Luther x1, Goliath x3
04 Progress Martin Luther x1
05 Glance's Star Martin Luther x2
06 Unity Martin Luther x2
07 Progress John Calvin x3
08 Brotherhood John Calvin x2
14 Progress Crossbow x1
15 Brotherhood Crossbow x2
17 Brotherhood Crossbow x5
22 Brotherhood Crossbow x16
23 Brotherhood Crossbow x11, Charles Martel x1
31 Brotherhood Chariot x3
32 Progress Chariot x1
36 Progress Wrath of God x1, Raider x1
GOLD RIVER continues...
*Command Ships
Training Crossbow x2, John Calvin x1
Escort
Raiding
Transport
Transit Raider x3, Crossbow x3, John Calvin x3, Goliath x1, Chariot x1
*System Military Units
Unity 01Sy, 04Sy
Glance's Star 02Sy, 03Sy, 05Sy, 07Sy, 09Sy
Alpha Felis 06Hy, 10Hy, 11Hy, 13Hy
Brotherhood 08Hy, 15Hy, 16Hy
Progress 19Hy, 20Hy, 21Hy, 22Hy, 23Hy
TF 31 14Hy, 17Hy, 18Hy
TF 32 12Hy
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JERICHO - ORDERS OF BATTLE
LEAGUE
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*Task Force Location Ships
02 Kiffryn's Star Explorer x2
03 Bennett's Star Mordecai Fae x5
04 Gamma Felis Wasps x1
10 Delta Felis Lion x1, Wolverine x6, Hawk II x1, Bear x3,
Hornet x1
11 Delta Felis Lion x2, Wolverine x5, Bear x2, Hornet x1
12 Kiffryn's Star Wolverine x7, Firebat x1, Hawk II x1, Bear x3,
Hornet x1
20 Bennett's Star Spiderbird x4, Hornet x1, Mordecai Fae x1
33 Laird's Star Explorer x1
35 Laird's Star Firebat x1
36 Laird's Star Snake x1
*Command Ships
Training Explorer x3, Spiderbird x3, Wolverine x2, Hornet x3,
Hawk II x1, Bear x4
Escort
Raiding
Transport
Transit Bear x1, Explorer x1, Snake x1
*System Military Units
Laird's Star 01Sy, 02Sy, 18Sy
Epsilon Felis 03Sy, 04Sy
Bennett's Star 05Hy, 06Hy, 15Lt
Delta Felis 07Hy, 11Hy, 13Lt, 16Hy
Kiffryn's Star 08Hy, 09Hy, 12Lt, 14Hy, 20Hy
Alger 17Lt, 19Lt, 21Lt, 22Lt, 23Lt, 24Lt
P.H.R.
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*Task Force Location Ships
01 Alpha Felis John Calvin x1, Goliath x1
02 Progress Martin Luther x1, Goliath x3
03 Brotherhood John Calvin x1
04 Progress Martin Luther x1
05 Progress Martin Luther x2
06 Progress Martin Luther x2
07 Progress John Calvin x1
08 Glance's Star John Calvin x3
18 Brotherhood Charles Martel x1
19 Brotherhood crossbow x1
20 Baker's Star Crossbow x1
22 Glance's Star Crossbow x14
23 Glance's Star Crossbow x9, Charles Martel x2
30 Brotherhood Chariot x1, Charles Martel x3, Crossbow x3
31 Glance's Star Chariot x3
32 Progress Chariot x1
*Command Ships
Training
Escort
Raiding
Transport
Transit Goliath x1, Wrath of God x2, Charles Martel x4, Crossbow x5,
John Calvin x5, Raider x1, Chariot x1
*System Military Units
Unity 01Sy, 04Sy
Glance's Star 02Sy, 03Sy, 05Sy, 07Sy, 09Sy
Alpha Felis 06Hy, 10Hy, 11Hy, 13Hy
Brotherhood 08Hy, 12Hy, 15Lt
Progress 19Lt, 20Hy, 21Hy, 22Hy, 23Hy, 24Hy, 25Hy, 26Hy
TF 30 17Hy
TF 31 14Hy, 16Hy, 18Hy
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MILITARY UNIT TABLE
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Type Strength Capability Transport Size Cost
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Security Forces 2 1 - 4 3 4
Light Regulars 2 - 4 1 - 8 6 10
Heavy Regulars 3 - 5 1 - 8 8 12
Special Forces 1 1 - 10 2 10
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