Ally: Two powers may ally with each other, which allows them to pool control points on a world, transport each other's armies, and load resources at each other's worlds. Forming an alliance earns each power 10 Victory Points, as well as earning each power 2 Victory Points per turn the alliance is active. Attacking units belonging to an ally will result in the alliance being broken, and the offending power loosing 20 Victory Points. Armored Corps: An army corps consisting largely of large armored vehicles and support equipment. because of the size and weight of these vehicles, armored corps may not be loaded aboard ships. These units have the highest combat effectiveness of any army unit, but their high cost and untransportability will limit the number of armored corps built. They also receive a control point bonus. Army Corps: A military unit used to attempt to control the surface of a world, or to combat enemy armies. Corps have some capability of combating enemy ships, but are most useful attacking the surface of a world. The number of production points required to build a corps will depend on the type of corps. All corps will require a crew of one population point. Corps are sometimes refered to as armies, especially groups of corps. Assimilation: Although a population point will normally maintain its allegiance regardless of the power controlling the world on which it lives, it is possible for populations to be assimilated into other cultures. Small numbers of population points will be assimilated by powers which make thier populations very happy with public works and by powers which have assimilation technology. Assault Landing: When marines make an attack on an enemy corps from space this is an assault landing. The marines must be loaded on an interplanetary transport or an interstellar transport obiting a world occupied by an enemy corps to make an assault landing. The transport ship cannot conduct any activity other than landing the marines in the turn the assault landing is conducted. Autonomous Powers: A power which is not controled by a human player is autonomous. Autonomous powers are computer controled, and will have fairly limited activity. Barren World: A world which is not friendly to Earth-Type life. Populations on barren worlds require life support (cost is 1 treasury point for each 10 population points living on the world). Populations will not normally increase on a barren world. Cavalry Corps: An army corps of troops mounted on domesticated animals or other fast light transport. Because of thier reliance on cheap fast transportation, cavalry may only be raised on a fecund world, and may never be transported off thier homeworld. Cavalry receive an attack bonus, but are not as good defensively as infantry. Cavalry excell at population control, getting not only a control point bonus, but increased effectiveness when conducting pograms. Citizens: Civilians owing their allegiance to the power controlling a world. Citizens are more productive than other civilians on the world. Civilians: Population points of non-military people. Civilians comprise the workers who use industry to build prodution points and mine the resource potential of a world to produce resource points. Civilians who owe allegiance to the power controlling a world are usually referred to as 'Citizens,' others are simply civilians. Control Point: Basically, each population point has one control point and each army has 100 control points (technologically advanced armies may receive a bonus). If any one power has more control points on a world than all other powers combined, then that power controls the world, its production, its mining and its population. If no single power has more control points than all others combined, then the world is uncontrolled (note that allies may be able to pool control points - see specific rules). Diplomatic Reputation Points: Powers may have either a good or bad diplomatic reputation depending on how their actions are viewed by other powers (and their own citizens). Powers do not normally gain or lose reputation points for activities which would be considered diplomatically or morally neutral; they gain for abnormally 'good' activities and lose for 'evil' activities. Dreadnaught: A very large, very powerful interstellar warship. Dreadnaughts are very expensive to build, but the most powerful units in the game. A world must have an interplanetary travel tech level of two and an interstellar travel tech level of two in order to build a dreadnaught. A dreadnaught costs 100 production points to build, requires a crew of two population points, and takes 24 damage points to destroy. Enemy: Any power which is not an ally is an enemy power. Enemy does not mean hostile, it is simply the only diplomatic state besides ally. Factory Ship: A power may use factory ships to increase the effective industry of worlds. A world must have an interplanetary travel tech level of two and an interstellar travel tech level of two in order to build a Factory Ship. A Factory Ship costs 70 production points to build, requires a crew of three population points, and takes 12 damage points to destroy. Fecund World: A world which is friendly to Earth-Type life. Populations on fecund worlds require no life support and will generally grow over time until they fill the world's living space. Force Field: An advanced technology mostly useful for the large energy weapons used by ships. Force fields are very important in space combat, and somewhat useful for defense from planetary bombardments by ships and for surface combats involving armies. Go To System: This special starship movement order allows a player to set a destination for the ship which is more than one jump from its current location. Each turn, while the 'Go To System' order is in effect, the ship's navigator will cause the ship to jump to the next system on the shortest jump path to the destination system. The player controlling the ship may cancel the 'Go To System' order or change the final destination during the orders phase of any turn cycle. Helots: Civilians owing allegiance to no power. Helots are typically serfs, slaves, or oppressed populations which have no seperate political future. Helots are always considered forced labor. They may be transported or assimilated in the same ways as any other non-citizen civilians. Hostile World: A world which is so hostile to Earth-Type life that it is very expensive to maintain a population on that world (cost is 1 treasury point for each 2 population points living on the world). Populations will not normally increase on a hostile world. Industry: The capability of a world to convert basic resources into usable goods. A world which can convert 5 resource points into 5 production points has an industry of 5. Infantry Corps: This is the basic army unit. Foot soldiers with hand weapons comprise the bulk of infantry corps, but they are supported by some heavy weapons depending on tech levels. Infantry corps will be the most common army corps on most worlds, and they are the standard to which other corps are compared. Interplanetary Ship: A ship cabable of travel only within a single star system. Interplanetary ships may never jump to a different system. Interplanetary Transport: A cargo ship used to transport resources, populations, and armies within a system. Interplanetary transports are half as expensive to build and maintain as interstellar transports, making them very attractive for transporting goods within a system. A world must have an interplanetary travel tech level of two in order to build an interplanetary transport. An interplanetary transport costs 10 production points to build, requires a crew of one population point, and takes 4 damage points to destroy. Interstellar Transport: A cargo ship used to transport resources, populations, and armies within a system or between systems. Interstellar transports are one of the most useful units in the game. A world must have an interplanetary travel tech level of two and an interstellar travel tech level of two in order to build an interstellar transport. An interstellar transport costs 20 production points to build, requires a crew of one population point, and takes 6 damage points to destroy. Jump Point: A point in space from which a starship may make a jump to another star system. A starship may not make the jump to a specific system unless the ship is located at the jump point to that system. Luxury Goods: Luxury goods are used as gifts or bribes to induce civilians to have freindly feelings towards the giver. Luxury goods may be loaded on an empty transport by a world with 5 or more industry, and are considered the turn build for that world. Once luxury goods are unloaded, they produce the game effects listed in the rules, and are then considered used up and eliminated from further game effect. Marine Corps: Space marines are specially trained and equiped infantry adept at making landings from space onto enemy controlled worlds. Marines excell at attacking but are no better than infantry on defence, and they do not do well controlling civilians. Because of these factors and the fact that they are much more expensive than infantry, most powers will have small numbers of marine corps. Militia Corps: These troops are basically infantry with less training and less support equipment. Because they are cheaper to raise and maintain than infantry, and because many worlds may build two militia corps in the same turn, they are often raised during military emergencies. With enough experience, militia corps may be promoted to infantry corps. Monitor: An interplanetary warship. Monitors are used to defend systems, but may not leave their home system. A world must have an interplanetary travel tech level of two in order to build a monitor. A monitor costs 25 production points to build, requires a crew of one population point, and takes 12 damage points to destroy. Planetary Defense Unit: A planet based force field used to defend industry or civilians from planetary bombardments by ships. A world must have a force field tech level of 2 to build a planetary defense unit. A planetary defense unit costs 2 production points to build. Pogram: A pogram is an army attack on civilians. This may be done to reduce the civilian population or to aid in controlling the population. Power: Each player controls one power. Ships and armies belong to the power which created them. Worlds will be controlled by a power which has a majority of control points on the world. Civilian populations have an allegiance to the power into which they were born, but may be assimilated by other powers. Production Points: The industry of a world converts resource points into production points. Production points may be used to build new units, repair damaged ships, build new industrial capacity, or terraform the world. Production points not put to a specific use or left over from builds are instead put into the treasury of the power which controls the world as treasury points. Public Works: Although a power may wish to use all available production for its own purposes, the citizens of the power will demand some expendatures on public services, civic improvements, etc. Failure to meet the expectations of the population will make them unhappy and may even lead to revolts on colonized worlds. Radiation: Any time a ship bombards the surface of a world, a certain amount of radiation will accumulate on the world. For small bombardments this has no significant effect, but a huge bombardment can poison a world or even make it unihabitable. Reputation Points: See 'Diplomatic Reputation Points.' Resource Points: The raw materials used by industry to create new goods. Populations on worlds mine resource points, which are then used by industry to make production points. Scanners: Scanner Technology allows a ship or world to view details of a ship which would not normally be visible. Scanners may be defeated to a greater or lesser degree by any ECM technology posessed by the ship to be viewed, but this ECM may be somewhat neutralized by ECCM active on the scanning ship or world. Senior Army, Power or Ship: In a very few cases, the game has the opportunity to execute a function on more than one army, power or ship. In such cases, the game will pick the relevent item which was put in the game first; this item is called the 'senior' item. Example: On turn 1, a power creates army 1. On turn 3, the power creates army 2. If both armies attack a ship which was ordered to return fire, the game will pick army 1 (which was created first and is therefore 'senior') as the target for the ship returning fire. Note that the senior power is the one which first appeared in the game, not the first one assigned to a player. Ship: Any vessel capable of space travel. Includes starships and interplanetary ships. Squadrons: Squadrons are a purely administrative device to aid players in giving orders to groups of ships. Belonging to a squadron has no effect on a ship's combat effectiveness or other capabilities, it only helps with issuing orders. Each power may designate a maximum of ten squadrons. Star Cruiser: An interstellar warship. Star cruisers have moderately strong combat cababilities, and are capable of interstellar travel. A world must have an interplanetary travel tech level of two and an interstellar travel tech level of two in order to build a star cruiser. A star cruiser costs 40 production points to build, requires a crew of one population point, and takes 8 damage points to destroy. Star Liner: An interstellar transport ship designed to carry large numbers of civilian passengers as cargo. Although star liners may still transport resources and armies within a system or between systems when neccessary, Star Liners are most efficient transporting civilian populations over interstellar distances. A world must have an interplanetary travel tech level of two and an interstellar travel tech level of two in order to build a Star Liner. A Star Liner costs 40 production points to build, requires a crew of two population points, and takes 10 damage points to destroy. Starship: A ship capable of making a jump through interstellar space to another star system. System: A star system with its attendant worlds (1 to 6 worlds). A system also includes 1 to 6 jump points to other systems. Technology Levels: There are many differant technologies which are important in the game context. See technology rules for descriptions and effects of the various technologies. Terraforming: Changing the basic charicteristics of a world to make it more earth-like. Terraforming is very expensive and requires a high technological level. Terraforming a hostile world will make it a barren world, and terraforming a barren world will make it a fecund world. Trade Mission: A trade mission is a group of civilians and their equipment and goods which may be used to establish a trading post on an alien world. A trade mission may be loaded on an empty transport by a world with 5 or more industry and a xeno tech studies technology of 2 or more, and is considered the turn build for that world. Once a trade mission is unloaded, it may establish a trading post or change the allegiance of a trading post, but in any case is then considered to be used up and no longer available for game functions. Trading Post: A center for trade between different cultures. This trade does not produce a large amount of income on any one world, but powers with extensive trading networks can generate considerable trading income. Trading posts cannot exist on worlds which have fewer than one power cohabitating on the world, and will cease to function and be removed from the game if the same power controls both the trading post and the world on which it is located. Treasury Points: All production capacity which a world does not actually use in a turn is put into the treasury of the controling power. Treasury points are used for maintenance, life support, technological research, and public works, as well as several other game functions. Victory Points: The object of the game is to collect victory points. At any time, the power with the most victory points is winning the game. Victory points are earned for having technologies, for colonizing worlds, for forming alliances with other powers, for having large, happy, controled populations, for having trading posts on worlds of other powers, and for terraforming worlds. Victory points may be lost for attacking populations, bombarding worlds with ships, breaking alliances and for losing controled worlds. Villains: A power with a negative total of diplomatic reputation points is considered a 'villainous' power. Other powers may bombard villains and attack civilians belonging to villians without incurring the usual victory point penalties. Villains may not assimilate civilian populations, but armies controlled by villains get an extra 100 control points per army. World: A planet or closely grouped set of planets which is the basic living, working, and combat area of the game.