The industrial capacity of a world is used to convert raw materials (resource points) into usable products (production points). Production points may be used to build a unit, refit a ship, or build more industry. Unused prodution points go to the treasury of the power controling the world as treasury points. I. Only a controlled world may use its industry to make builds at that world. Industry at uncontrolled worlds may not be given any orders or used for any builds. A. If an uncontrolled world has an industry of at least two and at least two resource points, then one half of the normal production will end up in power treasuries. The other half of production is simply wasted. 1. The resulting treasury points are distributed to the powers with civilians on the world in proportion to the number of civilians. B. Uncontrolled worlds with an industry of less than two will simply waste one resource point per turn. II. If a world has at least as many workers as industry, then the industry of that world may work at full capacity. If there are fewer workers than the industry, then only a number of industry equal to the number of workers may be used. III. If a world has fewer resource points available than the industrial capacity of the world, then only a number of production points equal to the number of resource points may be produced. IV. Each turn a world may be given one of the following production orders (note that some orders may be prohibited due to other rules): A. All prodution to treasury. In this case, the entire prodution of the world is simply added to the treasury of the controling power as treasury points. B. Build a unit. If the world does not have enough production capacity to build the unit in one turn, the production of the unit will be spread over several turns. If the world has more than enough production capacity to build the unit, then excess production points will go to the treasury of the controling power as treasury points. No world may build more than one unit in a turn (except for militia corps), regardless of production capacity. Most units will require a crew, which must come from the population of the building world (see population rules). The units which may be built are: 1. Planetary Defense Unit (2 production points, 0 population points) 2. Army Corps i. One Militia Corps (3 production points, 1 population point) ii. Two Militia Corps (6 production points, 2 population points) iii. Infantry Corps (5 production points, 1 population point) iv. Cavalry Corps (7 production points, 1 population point) v. Armored Corps (15 production points, 1 population point) vi. Marine Corps (10 production points, 1 population point) 3. Interplanetary Transport (10 production points, 1 population point) 4. Interstellar Transport (20 production points, 1 population point) 5. Star Liner (40 production points, 2 population points) 6. Monitor (25 production points, 1 population point) 7. Star Cruiser (40 production points, 1 population point) 8. Dreadnaught (100 production points, 2 population points) 9. Factory Ship (70 production points, 3 population points) C. Build industry. It takes 10 production points to increase the industry of a world by one. If the world has a production capacity of 10 or more, the industry will be increased by one, and any excess will go to the treasury of the controlling power as treasury points. If the production capacity of the world is less than 10, it will take several turns to increase the industry. D. Refit a ship. It takes 1 prodution point to repair one damage point on a ship. A refit has a minimum cost of 2 production points, and a world with a production capacity of less than 2 may not refit a ship. If the world has more than enough production capacity to complete the refit, then extra production goes to the treasury of the controlling power as treasury points. If the world does not have enough production capacity to repair all damage in one turn, then a number of damage points equal to the production capacity will be repaired, and there will be damage points remaining on the ship. Note that the refit will not take place unless the ship is also ordered to refit. E. Terraform world. Only barren or hostile worlds with the appropriate terraforming technology may be terraformed, and the cost varies with technology. 1. Because terraforming is such a major project, terraforming is the only project which can be partially completed, abandoned for a different project, and then progress resumed from the previous completion point. F. Import industry. Only a world with no industry may use this option, which causes 20 treasury points to be used to form the initial industry point on a world. G. Dismantle industry. See rules below. H. Outfit Trade Mission (10 production points, 2 population points). See rules below. I. Load luxury goods (5 production points). See rules below. V. At times, a power may wish to remove industry from a world in as non-destructive a manner as possible (invasion by an enemy is anticipated, industrial requirements for the world have changed, etc.). Rather than simply destroying the industry with armies or warships, the power in control of the world may order the industry to be dismantled instead. A. A world with an industrial capacity of less than 2 may never order industry to be dismantled (I.E., the industry of a world may never be completely eliminated through this order). B. The order to dismantle industry is considered a build order and is accessed through the world build orders. 1. On the turn industry is dismantled, no other build orders may be issued for that world. 2. Only the power controlling the world may issue a dismantling order. C. On the turn industry is dismantled, the industry of the world in question produces its normal industrial output in treasury points. In addition, one industrial capacity point is converted to 5 treasury points, resulting in the reduction of the world's industrial capacity by one point. EXAMPLE: A world with 6 industry points and 24 resource points is ordered to dismantle industry. The result of industrial activity on this world will be the use of 6 resource points, 11 treasury points will be added to the treasury of the power controlling the world, and the industrial capacity of the world will be reduced to 5. VI. Outfitting a trade mission is a combined industrial and ship loading operation. Both the ship to be loaded and the world outfitting the trade mission must be given the appropriate orders or no trade mission is produced. A. The ship to be loaded must have 'Refit or load special cargo' orders. 1. If more than one ship has 'Refit or load special cargo' orders, then the senior ship will be loaded. 2. The ship of another power may not be outfitted with a trade mission. B. A world may not outfit a trade mission unless it meets the following requirements: 1. Industry of at least 5. 2. Xeno-tech studies technology of at least 2. 3. At least 3 citizen points of the power controlling the world. C. A trade mission is always outfitted in one turn. If the world cannot produce enough production points to construct the trade mission in one turn, then the excess is automatically subtracted from the power's treasury. VII. Loading luxury goods is a combined industrial and ship loading operation. Both the ship to be loaded and the world producing the luxury goods must be given the appropriate orders or no luxury goods are loaded. A. The ship to be loaded must have 'Refit or load special cargo' orders. 1. If more than one ship has 'Refit or load special cargo' orders, then the senior ship will be loaded. 2. The ship of another power may not be loaded with luxury goods. B. A world may not load luxury goods unless it has an industry of at least 5. C. Loading luxury goods is always accomplished in one turn. If the world cannot produce enough production points to load the luxury goods in one turn, then the excess is automatically subtracted from the power's treasury. VIII. A power may use factory ships to increase the effective industry of worlds. A. If a world is controlled by the power owning a factory ship, or an ally of that power, then the industrial output of the world is increased by two production points while the factory ship is in orbit. 1. If the factory ship has any orders but 'Return Fire if Fired Upon' or 'Patrol on Station,' then the industrial output of the world is not increased. 2. The industrial output of the world is also not increased on the turn the factory ship arrives at the world. 3. The production of factory ships is still dependant upon the availability of resource points (i.e. a world with an industry of 4 and a factory ship in orbit with 5 resource points available will produce 5 production points). 4. A factory ship orbiting an uncontrolled world has no effect. B. The fact that the factory ship is orbiting a world does not change the number of industry points belonging to the world in any display or report. C. A factory ship orbiting a world may change the build orders possible for that world. D. Factory ships are not affected by 'economic panic' or 'economic boom' random world events. E. If a factory ship is orbiting a world ordered to import industry, then the output of the factory ship goes directly to the treasury of the power controlling the world.