User manual GAMES PC VIETCONG

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Manual abstract: user guide GAMES PC VIETCONG

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[. . . ] The scope of their power and technical advancement has surely been enhanced by hyperbole, but that they were far superior to anything now known is indisputable. Perhaps it was inevitable that two such behemoths meet in violence. The legends paint the Antarans as ruthless, xenophobic killers, but we all know that history is written by the victors. The Orion-Antaran war was a protracted holocaust of galactic proportions. [. . . ] This planet is Barren, Normal G, and mineral Abundant. Gas giants make Huge worlds, and asteroid belts make Large ones. ADVANCED ROBOTICS Robotic Factory (Building) 7. Research and Development The Robotic Factory uses self-repairing robotic systems and generates its own replacement parts and machinery. The resulting efficiency boost adds to the colony's output according to the minerals available: +5 on Ultra Poor worlds, +8 for Poor, +10 on Abundant planets, +15 for Rich, and +20 on Ultra Rich worlds. A Robotic Factory costs 3 BC in maintenance each turn. Bomber Bays (System) Bombers are short-range fighters similar to Interceptors, except that these carry one bomb. Each bomber can attack either a planet or a ship. Bombers are installed and launched in squadrons of 4. Each bomber is equipped with the best bomb you have, the best armor, and the best computer. They move at speed 10 and can take 4 damage (plus what armor absorbs). Bombers fly to the target, drop their bomb at point-blank range, then return to the carrier for repair, rearming, and refueling. When attacking a ship, Bombers always strike the weakest shield. TECTONIC ENGINEERING Deep Core Mine (Building) Normal mining only extends into a planet's crust. When a mine is encountered, the ship involved suffers 150­550 damage-- absorbed by armor and internal systems, in that order. Shields do not mitigate or absorb Artemis damage at all. An Artemis System Net costs 5 BC in maintenance each turn. 7. Research and Development HYPER-ADVANCED ENGINEERING None Power NUCLEAR FISSION (GENERAL) Nuclear Drive (Ship) The Nuclear Drive is the slowest of the faster than light (FTL) propulsion systems. It relies on the inefficient fission of heavy nuclei to move a ship between the stars at a rate of 2 parsecs per turn. Nuclear Bomb (System) Nuclear bombs are high-yield explosive devices engineered to destroy ground forces, colony installations, and ships. They inflict 3­12 points of damage. COLD FUSION (GENERAL) Colony Ship (Ship) The Colony Ship is a long-range mobile version of the Colony Base. This ship is the only way you have of establishing a new colony in another star system. When the ship is built, a new unit of population is gathered to board the ship; the planet that builds the ship does not suffer any loss of population. Colony Ships move at the capability of the best drive you've developed. They have no weapons at all, no shields or armor, and Colony Ships never engage in combat. If a Colony Ship is traveling with a fleet and that fleet is destroyed, the Colony Ship retreats. [. . . ] The few differences are important ones, however, and it helps to understand them. When a new turn begins, it's almost as though you were playing alone. You make your decisions, give orders, and so on just as you would during any other game. Meanwhile, every other player is doing the same--all of you at the same time. [. . . ]

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