Appendix A: TABLE OF BUILDABLE UNITS: Build Points Population Special Unit Type Required Points Required Requirements Planetary Defense Unit 2 0 Force Field Tech 2 Armored Corps 15 1 Sur Comb Tech 2 Cavalry Corps 7 1 Sur Comb Tech 1, Fecund world only Infantry Corps 5 1 none Marine Corps 10 1 IPT Tech 2, Sur Comb Tech 2 Militia Corps 3 1 May be possible to build 2 in one turn Interplanetary Transport 10 1 IPT Tech 2 Interstellar Transport 20 1 IPT Tech 2, IST Tech 2 Star Liner 40 2 IPT Tech 2, IST Tech 2 Factory Ship 70 3 IPT Tech 2, IST Tech 2 Monitor 25 1 IPT Tech 2 Star Cruiser 40 1 IPT Tech 2, IST Tech 2 Dreadnaught 100 2 IPT Tech 2, IST Tech 2 Industiral Capacity 10 0 none Terraforming * 0 Terraforming Tech 2+ Trade Mission 10 2 Xeno-Tech 2+, Industry 5+ Luxury Goods 5 0 Industry 5+ * Depends on world and tech level TABLE OF ARMY CORPS CHARACTERISTICS: Maintenance Ship Special Army Corps Type Attack Mod Defense Mod Cost Per Turn Transportable Charicteristics Armored Corps +1 +1 1/8 No Control bonus Cavalry Corps +1 -1 1/8 No Control bonus Infantry Corps 0 0 1/8 Yes Marine Corps +1 0 1/8 Yes May make assault landings Militia Corps -1 -1 1/16 No TABLE OF SHIP CHARACTERISTICS: Damage Maintenance Civilian Transport Ship Type Shots Capacity Cost Per Turn Capacity Interplanetary Transport 0 4 1/8 2 Interstellar Transport 0 6 1/4 2 Star Liner 0 10 1/2 5 Factory Ship 0 12 1 0 Monitor 1 12 1/2 0 Star Cruiser 1 8 1 0 Dreadnaught 2 24 2 0 TABLE OF VICTORY POINTS: + 2 per turn each tech level + 1 per turn each controlled hostile world + 2 per turn each controlled barren world + 4 per turn each controlled fecund world + 1 per turn each 2500 controlled population points made very happy + 1 per turn each 5000 controlled population points made content + 10 colonizing a fecund world + 4 colonizing a barren world + 2 colonizing a hostile world +200 terraforming a barren world into a fecund world +100 terraforming a hostile world into a barren world + 10 forming an alliance with another power + 2 per turn for each alliance + 1 for unloading luxury goods on a world controlled by another power + 1 for having luxury goods given by another power + 1 per turn for each controlled trading post + 3 per turn each 10000 controlled population points for power with spotless reputation + 2 per turn each 10000 controlled population points for power with excellent reputation + 1 per turn each 10000 controlled population points for power with good reputation - 10 each trading post attacked by an army - 15 each trading post attacked by a ship - 10 each space bombardment of a world * - 5 each pogrom conducted by an army * - 20 breaking an alliance * * Does not apply to attacks made on villainous powers TABLE OF POLITICAL REPUTATION POINTS: + 5 forming an alliance with a non-villainous power -10 forming an alliance with a villainous power + 1 per turn for each alliance with non-villainous powers - 2 per turn for each alliance with villainous powers - 5 per turn if controlled civilians are unhappy + 2 per turn if controlled civilians are very happy + 1 for unloading luxury goods on a world with a population of 10 or more + 5 transferring a technology to a non-villainous power with a home world + 1 per 10 treasury points transferring a technology to a non-villainous power with a home world - 1 per population point landed on a barren or hostile world - 2 per population point landed on a radiation poisoned world -10 each trading post attacked by an army -15 each trading post attacked by a ship - 6 each space bombardment of a world * - 3 each pogrom conducted by an army * -20 breaking an alliance * * Does not apply to attacks made on villainous powers RADIATION EFFECTS: 2 Radiation points will make a tiny world radiation sick 4 Radiation points will make a small world radiation sick 8 Radiation points will make a medium world radiation sick 12 Radiation points will make a large world radiation sick 18 Radiation points will make a very large world radiation sick The populations of a radiation sick world will not increase through normal population growth. Five times the radiation level required to make a world sick will poison a world. Populations will begin to die as the result of radiation on radiation poisoned worlds. Five times the radiation level required to poison a world (25 times the radiation level required to make the world sick) will render the world instantly deadly to all civilian populations. Each army on a world with deadly radiation has a one in six chance of becoming a casualty on each turn it occupies the world. MODIFIERS FOR DISTANT COLONY REVOLTS: +5 World is in the same system as the power's home world +3 World is one jump from the home system +2 World is two jumps from the home system +1 World is three jumps from the home system 0 World is four jumps from the home system -1 World is five jumps from the home system -2 World is six jumps from the home system -3 World is seven jumps from the home system -4 World is eight jumps from the home system -5 World is nine jumps from the home system -6 World is ten jumps from the home system -7 World is more than ten jumps from the home system, or power has no home world +3 Controlling power has a spotless diplomatic reputation +2 Controlling power has an excellent diplomatic reputation +1 Controlling power has a good diplomatic reputation 0 Controlling power has an OK diplomatic reputation -1 Controlling power is a villain +2 The controlling power spends enough on public works to make the population very happy 0 The controlling power spends enough on public works to make the population content -3 The controlling power spends too little on public works to make the population content +1 No foreign civilians or armies are present on the world 0 Some foreign civilians or armies are present on the world -3 Foreign civilans outnumber controlling power citizens on the world -2 There are one or more foreign controlled worlds in the same system as the world 0 This is a fecund world -1 This is a barren world -2 This is a hostile world