The control of a world will be determined by control points. Each population point has one control point, and each army corps has about 100 control points. If any one power has more control points on a world than all other powers combined, then the majority power controls the world. If no power can control a world, then the world is uncontrolled. I. The number of control points contributed by an army depends on the surface warfare tech level of that army: A. A corps with a surface warfare tech level of 0 or 1 has 100 control points. B. A corps with a surface warfare tech level of 2 or 3 has 120 control points. C. A corps with a surface warfare tech level of 4 or 5 has 140 control points. D. A corps belonging to a villainous power has 100 extra control points. E. Certain types of corps may have control point bonuses or penalties. See army rules for details. II. Each population point contributes one control point of the power it has allegiance to. Note that if another power controls the world, it will control all population points on the world for working purposes. However, these population points still contribute their control points to the power the population points owe their allegiance to. III. Gaining control of an uncontrolled world: If any one power has more control points on a world than all other powers combined, then that power controls the world. If no one power can gain control of a world, then the following proceedure is used to check if alliances can gain control of the world: A. The powers are ranked in order of how many control points are present on the world. If more than one power is tied for a rank, then the power seniority is used to determine ranking. B. The control points of the first ranked power, plus the control points of powers allied with the first power, are compared with the number of control points of non-allied powers. If the allies have more control points than all non-allied control points, then the first power controls the world and the proceedure ends here. C. The control points of the next ranked power, plus the control points of powers allied with this next power, are compared with the number of control points of non-allied powers. If the allies have more control points than all non-allied control points, then this next power controls the world and the proceedure ends here. If no control has been awarded, then this step is repeated until all powers have been checked. D. If no power with its allies can control the world, then the world is uncontrolled. IV. Retaining control of a world: Each turn, every controlled world is checked for retention of control. If the power controlling has more control points (including the control points of allied powers) on the world than all other (non-allied) powers combined, then that power retains control of the world. If the controlling power does not have enough control points to retain control of the world, then the world becomes uncontrolled, and the proceedure above is used to determine if another power can gain control of the world. V. No power controls the industry of an uncontrolled world, and no power may load resource points from an uncontrolled world. A. A power may load army corps it controls onto a ship at an uncontrolled world. B. A power may load corps of an ally onto a ship at an uncontrolled world. C. A power may load population points of the same allegiance as the power onto a ship at an uncontrolled world. D. A power may not load population points of another allegiance onto a ship at an uncontrolled world. VI. The power controlling a world has complete control of that world's industry and production, and must pay required life support costs and public works costs. Although allies may be neccessary for gaining or retaining control, and may even outnumber the controlling power's forces on the world, only the controlling power has control of the world. A. The power controlling a world has control of the industry of that world, and may issue orders to that industry. B. The power controlling a world or an ally of that power may load resource points onto ships at that world. C. A power may load corps it controls or corps of an ally onto a ship at a world no matter who controls the world. D. A power may load population points of any 'nationality' onto a ship at a world that power controls. E. A power may load population points of its own 'nationality' at worlds it does not control. VII. Transferring control of a world: Control of a world may be transfered to an allied power if that allied power has at least one control point on the world. A. On the turn of transfer, the world has no production. B. On the turn of transfer, life support costs for the world (if there are any) are paid by the power controlling the world at the beginning of the turn. C. On the turn of transfer, neither power may transfer technology to the world. D. On the turn of transfer, civilian repopulation, mining, public works, and use of resource points (even though there is no production, resource points are still used) are figured before the transfer of control becomes effective. E. No Victory Points or treasury points are affected by the transfer of control of a world between allies. F. In the case of multiple alliances (i.e. A is allied to B, and B is allied to C, but A is not allied with C), it may be possible to transfer control to an ally who is unable to retain control of the world. In this case, the world becomes uncontrolled, but may revert to a power which can take control. VIII. On occasion, a power may find itself in control of a world which it no longer wishes to support. In this case, the power may order that world to be granted independance. A. The order to grant independance is accessed through the world build menu. B. On the turn of independance, the world has no production. C. On the turn of independance, life support costs for the world (if there are any) are paid by the power controlling the world at the beginning of the turn. D. On the turn of independance, no technology may be transferred to the world. E. On the turn of independance, civilian repopulation, mining, public works, and use of resource points (even though there is no production, resource points are still used) are figured before any transfer of control becomes effective. F. No Victory Points or treasury points are affected by the voluntary granting of independance to a world. G. On the turn of independance, the world essentially behaves as if there were a revolt at the world: 1. One half of the citizens of the power controlling the world will either become independants or join another faction on the world. 2. Any corps present on the world at the time independance is granted may join the citizens in changing thier allegiance. 3. Any ships present at the world at the time independance is granted may join the citizens in changing thier allegiance. H. A power may never grant independance to its home world. IX. Warship landing parties: On occasion, small but well armed and trained parties from a warship can be used to help the civil authorities maintain or regain order on a world. Landing parties can not be spared from the ship if combat is likely, and in any case are insignificant compared to armies and will have no effect if army corps are present on the world. A. Warships may send landing parties to the surface of a world if and only if ALL of the following conditions are met: 1. The warship is orbiting the world (any landing parties will leave the world if the ship leaves orbit). 2. No enemy (non-allied) warships are orbiting the same world. 3. No army corps (regardless of allegiance) are present on the world. 4. At least one civilian population point oweing allegiance to the same power as the warship is present on the world. B. Warship landing parties contribute the following number of control points: 1. Monitor - 4 control points 2. Star Cruiser - 4 control points 3. Dreadnought - 6 control points X. Distant colony revolts: As powers become larger and colony worlds more distant, it becomes more and more difficult for the controlling power to maintain control of the distant colonies. This is expressed in game terms by distant colony revolts. A. The effects of distant colony revolts: 1. If a world participates in a distant colony revolt, then one half (rounded up) of the citizens on that world will join a dissadent power. This power may be a group already present on the world, or the group may simply be rebels. 2. Army corps at a revolting world may also join the revolt. A recruit or regular corps has a one in two chance of joining the revolt, a veteran corps has a one in six chance of joining the revolt, and ace corps never join revolts. 3. Ships at a revolting world may also join the revolt. A recruit ship has a one in three chance of joining the revolt, a regular ship has a one in six chance of joining the revolt, and veteran or ace ships never join revolts. 4. Corps and ships may join a revolt even if there are no civilians of the controlling power at the world. B. How the game calculates the chances of a world participating in a distant colony revolt: 1. Modifiers, either positive (favorable) or negative (unfavorable) are calculated and totaled for the world in question (modifiers may be found in the table in Appendix A). 2. If the total of modifiers are either positive or zero, then there is no chance that the world will participate in the distant colony revolt. 3. If the total of modifers adds to a negative number, then there is a chance that the world may revolt. The approximate chance of the distant colony revolt may be viewed by selecting the 'Colonial Report' button on the world display for the world in question.