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Stars! – Windows Manual – English

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Type
Manual
Platform
Windows
Language
English
Size
3.36 MB
Filename
stars_win_manual_en_2lr.pdf
View manual text
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STARS!
The Premiere Space Strategy Game

PLAYER’S GUIDE

http://www.webmap.com/stars!
rec.games.computer.stars

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II

COPYRIGHT AND CREDITS
Design and Programming

Jeff McBride and Jeff Johnson

Addtional Programming

Jeffery Krauss

Producer

Brian Walker

Graphics

Eric Chang, Michael Miller, Michael Reichmann,
Emblazon Multimedia

Music

Emil Herceg at Arte Wisdom

Sound Effects

Mahendra Sampath

Intro

Minds Eye

Documentation

Kurt Kremer, Brett Kremer

Technical Advice

David Pugh

Playtesting

Bill Bolosky, Dave Buchtal, Kent Cedota,
Daniel Chenault, Paul Enfield, Michael Grier,
William Herlan, Peter Henriksen, Peter Horodan,
Brent Jensen, Mark Kenworthy, Stu Klingman, Steve Kruy,
Robert Lamb, Jim Lane, John LeVee, Hilton Lange,
Chris McBride, Jeff McCashland, Beth Moursund,
Chris Noon, Tony Pacheco, Chris Peltz, Tony Reynolds,
Jenifer Schlickbernd, Eric Snapper, Andrew Sterian,
Jeff Stone, Richard Sun, David Thiel, Brad Thompson,
Thomas Voigt, Ross Youngs

Special Thanks To...

Sam Belcher, Peter Celella

Packaging Design and Artwork

Sharon O’Neill

Production

Antony Bond, Gary Lucken

© 1996 Entertainment International (UK) Ltd. All Rights Reserved.
Published by Empire Interactive

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CONTENTS

Welcome 1-1

GETTING STARTED
Single Player Setup 2-1
Playing the Tutorial 2-1
Starting a Single Player Game 2-2
Setting and Viewing Winning Conditions 2-3
Multi-Player Setup 3-1
Setting Up a Single Computer, Multi-Player (Hot Seat) Game 3-1
Setting Up Network-based Multi-Player Games 3-4
Setting Up Modem, FTP, and Play by E-mail Games 3-7
Setting and Viewing Winning Conditions 3-9
Adding Expansion Players 3-10
Being Absent from Play 3-11
Finding Multi-Player Games on the Internet 3-12
Passwords 3-12
Using a Timer Application? 3-12
Creating a Universe from the Command Line 3-13
Things Every Stars! Player Should Know 4-1
Tuning Stars! to Your Display Resolution 4-1
Replaying a Previous Turn 4-2
Saving Your Game -- What It Means 4-2

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C O NTE NT S

Exiting the Game 4-4
Options for Launching Stars! 4-5
Copy Protection 4-7

THE STARS! SCREEN
The Stars! Screen 5-1
Screen Layout 5-1
Command Pane 5-2
Messages Pane 5-11
Scanner Pane 5-12
Selection Summary Pane 5-17

PLAYING STARS!
Planets 6-1
Your Home World and Other Inhabited Planets 6-1
Population 6-2
Minerals 6-4
Mines 6-5
Factories 6-5
Building Planetary Defenses 6-5
Planet-based Scanners 6-6
Starbases 6-7
Stargates 6-10
Mass Driver Basics 6-11
Terraforming 6-14
Planet Reports 6-21
Production 7-1
How Production Works 7-1
Adding an Item to the Production Queue 7-2
Removing an Item from the Production Queue 7-3
Production Templates 7-3
Clearing the Production Queue 7-7

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C ONT EN T S

Adding Auto-Build Items to the Queue 7-9
Changing the Order of Planets in the Production Dialog 7-10
Conditions that Affect Production 7-11
Research 8-1
Fields of Study 8-1
Browsing Stars! Technology 8-2
Allocating Resources for Research 8-4
Cost of Research 8-5
Ship and Starbase Design 9-1
How to Approach Hull Design 9-1
Designing a New Hull from Scratch 9-2
Editing an Existing Hull Design 9-3
Deleting an Existing Hull Design 9-5
Counting the Humber of Hull Designs 9-6
Adding Ship-based Scanners 9-7
Adding Cloaking Devices 9-8
Engines 9-8
Learning About Other Players’ Hull Designs 9-9
Trading Ship Designs 9-9
Managing Fleets 10-1
Assembling Fleets 10-1
Warp Speed 10-1
Finding a Specific Fleet 10-3
Switching Between Fleets 10-4
Naming Fleets 10-4
Using Fuel 10-5
Routing Fleets 10-7
Rendezvousing Fleets 10-8
Splitting Fleets 10-9
Merging Fleets 10-9
Scrapping Fleets 10-10
Report for Your Fleets 10-11

V

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C ONT E NT S

Navigation 11-1
Adding Fleet Waypoints and Tasks 11-1
Notes and Tips on Waypoints and the Scanner 11-2
Deleting Fleet Waypoints 11-3
Stargate Navigation 11-3
Wormhole Navigation 11-5
Colonization 12-1
Choosing Planets to Colonize 12-1
Colonizing an Uninhabited Planet 12-2
Shuttling Colonists with Freighters 12-3
Hey, that Planet’s Already Inhabited! 12-4
Mining 13-1
Mining Colonized Worlds 13-1
Calculating the Rate of Decrease in Mineral Concentration 13-2
Mineral Concentration and Mining Efficiency 13-3
Remote Mining 13-3
Transporting Freight 14-1
Shipping Freight 14-1
Transferring Fuel and Cargo to Other Fleets 14-2
Jettisoning Cargo 14-2
Creating a Custom Transport Zip Order 14-3
Flinging Mineral Packets 14-4
The Basics of Combat 15-1
Fleet-to-Fleet Combat 15-1
Bombing Planets 15-4
Mineral Packet Bombardment 15-5
Ground Combat 15-6
Minefields 15-6
Starbase Combat 15-9
Claim Adjusters and Terraforming as a Weapon 15-10
Declaring Enemies and Friends 15-10

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CO N TENT S

Battle Plans 15-11
Battle Report 15-16
Viewing Opponent Fleets in the Summary Pane 15-17
Viewing Enemy Ship Designs 15-17
Fleet Report on Enemies and Other Players 15-18
Patrolling 16-1
Assigning Patrol Orders 16-1
Patrol Targets Enemies Only 16-2
Patrol and Battle Plans 16-3
Scanning and Cloaking 17-1
Scanner Technology 17-1
Selecting Fleets in the Scanner Pane 17-2
Scanning Planets 17-3
Cloaking, or Hiding From Opponents’ Scanners 17-4
Detecting Opponents’Fleets 17-4
Pirating Using Stealth-based Scanners 17-6
Reports 18-1
Keyboard Shortcuts 18-2
Sorting Report Fields 18-2
How the Sort Order Affects the Display Order of Planets and Fleets 18-2
Printing a Map of the Universe 18-3
Dumping Information to a Text File 18-3
Diplomacy and Trade 19-1
Player Relationships 19-1
Trading Fuel and Minerals 19-1
Trading Technology 19-2
Trading Ships 19-2
Trading with Transdimensional Beings 19-2
Joint Mining Ventures 19-2
Claim Adjusters and Orbital Terraforming 19-3

VII

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C O NT EN TS

RACE CREATION
Designing Custom Races 20-1
Opening the Wizard 20-1
Advantage Points 20-1
Step 1: Basic Race Definition 20-2
Step 2: Primary Trait 20-3
Step 3: Lesser Traits 20-11
Step 4: Population Growth Factors 20-13
Step 5: Population Efficiency 20-16
Step 6: Research Costs 20-17
Finish 20-17
Predefined Races 21-1
Alternate Reality Races 22-1

THE GUTS OF STARS!
The Guts of Combat 23-1
About the Battle Board 23-1
Armor, Shields and Damage 23-2
Weapons and Battle Devices 23-3
Damage Repair 23-7
Movement, Initiative and Firing in Battle 22-8
The Guts of Cloaking 24-1
Cloaking when the Ship is Empty 24-1
Cloaking for a Fleet with More than One Ship 24-3
The Effect of Multiple Tachyon Detectors 24-3
The Appendix of Cloaking 24-3
The Guts of Mass Drivers 25-1
Damage Potential of Mass Packets 25-1
Packet Decay Rate 25-1
Speed and Distance 25-1

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CO N TENT S

Damage and Recovery Formulas and Calculation 25-2
The Guts of Mine Fields 26-1
Types of Mines 26-1
Detecting Mine Fields 26-2
Ship Cloak Effectiveness and Mine Fields 26-2
Race Traits and Mine Fields 26-2

BACK OF THE BOOK
Keyboard Shortcuts A-1
Technology Tables B-1
Armor B-2
Beam Weapons B-3
Bombs B-4
Electrical B-5
Engines B-6
Hulls B-7
Mechanical B-8
Mines B-8
Mining B-9
Orbital B-9
Planetary B-10
Scanners B-11
Shields B-11
Starbase Hulls B-12
Terraforming B-12
Torpedoes B-13
Files Used in Stars! C-1
Frequently Asked Questions
Glossary Gl-1
Index In-1

D-1

IX

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INTRODUCTION
Some leaders are forged in battle. Others prefer formal training with less
bloodshed. With Stars!, your training ground is the tutorial. Use it, and you’ll
massively reduce the chances of getting your butt kicked early by the
computer or other more experienced players. The ancient races responsible
for the formation of the Stars! universe didn’t play the tutorial. Read what
happened to them.

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WELCOME TO THE
STARS! UNIVERSE

IT’S A RELATIVELY SMALL UNIVERSE, AFTER ALL
Somewhere out on the edge of the Universe, two great races (the Sznip, a
race of crustaceans, and the Fermis, a race of nuclear plasmatoids) have
destroyed themselves and the chance for all remaining sentient races to
evolve and expand into (nearly) infinite space. Once upon a time there was a
theory that said the Universe was made up of interconnected bubbles of
space/time. The Sznip and the Fermi War proved it. The detonation that
destroyed both these super races also caused these bubbles of real space to
pop (actually a simultaneous replacement of real space with null). All the
bubbles that is, but one. This bubble of space/time, your bubble, is all that
remains. And it’s small (too small) and full (too full) of sentient species, each
on the verge of colonizing other planets and traveling between the stars. Each
race is hungry to control the little bit that’s left.
There’s bound to be trouble.

WHAT YOU’RE DOING HERE
Fortunately, the destructive element found in the terrible weapons of the
Sznips and Fermis does not exist in the Universal Remnant. So there is a limit
to the trouble you and your opponents can cause. During your first year,
you’ll be ready to build your first simple space ships. Eventually you’ll build
interstellar cruisers and planet bombers, freighters the size of small moons,
and weapons that will make your opponents tremble or shrug, depending on
their confidence level. You’ll colonize world after world as quickly as only
your race can. You may get lucky, and find artifacts left by those ancient races
that catalyze your research efforts, or encounter transdimensional beings
offering you knowledge that only they possess, and at low, low prices. By the
time the space dust settles, 100, 200, perhaps 500 or more years will have
passed, and either you or one of your undeserving opponents will be calling
the shots. Or, shot up, war-scarred, and with too few resources to continue,
you’ll call a halt, shake hands and all settle down for a foot stomping game of
Fizbin.

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IN TR O DUC TI O N

It’s the 2400th year of the Planetary Era. Your world is resource rich and
bustling with technological development. Your political leaders are giddy and,
with much fanfare, have just declared this as the first year of the Galactic Era.
Your people are looking for a real leader.

YOU ARE THE MASTER STRATEGIST
Use the Stars! control panels to command your capitol worlds and fleets, to
seek out strange new worlds and new civilizations, to boldly help your
neighbors understand their role in the doctrine of Manifest Destiny.
Stars! may seem complicated at first glance. Lots of tiles and windows, lots of
text, lots of colors. These things require a little explaining. Only a very little.
But not here. You won’t need to pay more than cursory attention to most of
the information on the screen, most of the time. It’s there when you need it.
You can even temporarily collapse some pieces if you find them distracting.
To orient yourself, before you go nose to beak with the other spacially
challenged races, PLAY THE TUTORIAL GAME. Just click on New Game in
the opening screen, then click on Tutorial in the New Game dialog.

To get help during play, LEFT-CLICK the mouse when you see this cursor:
Also consider clicking on Help buttons in the dialogs and choosing the Help
commands in the main menu.
Now get going. The universe is waiting, along with up to 15 other star-hungry
races.

WHAT YOU’LL FIND IN THIS PLAYER’S GUIDE
Use this guide to help you set up any type of single or multi-player game, to
familiarize yourself with the playing screen, and to learn both the high points
and the details of creating and running the universe. For quick reference,
everything in this paper guide is duplicated in the Stars! online help.

WE’D LIKE TO HEAR FROM YOU
Stars! was designed by strategy game fanatics for strategy gamers of all levels.
Many features in the game have appeared at the request of the Stars! players
community. So talk to us. Tell us what you think and what you want (keeping
in mind that Stars! is turn-based, not live action).

Multi-player games
You can challenge
other beings on a
single computer or
across a local area
network, or by
transferring turn
files using ftp,
modems, email,
computer bulletin
boards, or any
other file transfer
mechanism you can
think of. There’s
room for up to 16
of you in the Stars!
universe, with any
mix of human and
computer
opponents.

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WELCO ME

To contact us with your ideas and reactions, send e-mail to
[email protected].
To learn more about the Stars! universe outside your computer, visit our
official Web site, Waypoint Zero, at www.webmap.com/stars!, and our
publisher’s handsome Web site at www.empire.co.uk.
To trade information and converse with other Stars! players, visit the Stars!
Usenet news group, rec.games.computer.stars.

1-3

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GETTING STARTED
Welcome to Universe University—a short course in creating the universe,
hosting games, and operating Stars! within the confines of your computer .
Here are the administrative nuts and bolts every leader needs to know. Stay
awake. You’ll probably use only 10% of what you learn here, but you never
know which 10% it’s going to be.

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SINGLE PLAYER SETUP

PLAYING THE TUTORIAL
Stars! contains an intelligent, online tutorial that, in the course of one short
(and very real) game, introduces you to a variety of basic strategies and
familiarizes you with all the player tools. If you’ve never played Stars! before,
we highly recommend that you play the tutorial first.

The current instruction is
always highlighted.

¯ Just click on New Game in the opening screen, then on Begin Tutorial in
the New Game dialog. You can quit the tutorial at any time, saving your
place to begin again later.

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GE T TI N G S TAR T ED

¯ To start the tutorial where you left off, or to start over, click on New Game
and Begin Tutorial, or use the Help (Tutorial ) menu item.

STARTING A SINGLE PLAYER GAME
Like we said, if you’ve never played Stars! or a game like Stars! before, we
recommend that you play the tutorial before you strike out on your own.
To start a new single player game:
1. Click on New Game on the opening screen or on File (New) from the
Stars! main menu.
2. In the New Game dialog, select the universe size, difficulty level and race
to play. To learn about or modify the attributes of your race, click on
Customize Race. The Custom Race wizard appears.
3. When you’re done selecting game settings, OK the New Game dialog.
You’ll be prompted to enter a file name under which to save the game.
4. Enter any name up to eight characters long (don’t worry about typing an
extension). Stars! creates a set of files containing data for that game and
for each human and computer player in the game. You can save the game
wherever you wish. By default, game files are saved in the Stars! install
directory.
The game begins, with your home world displayed on the screen and in
the Command pane, Scanner pane and Selection Summary pane. For the
first turn, the Messages pane contains tips that help you get started.

You can learn about
defining a race in
chapter 20,
Designing Custom
Races.

You can click on
Advanced Game in
the New Game
dialog to specify
the number of AI
(computer) players
and the conditions
for victory.

5. Use this turn to investigate your home planet, start basic production and
research, and send your scouts out to learn about the nearby worlds.
6. Once you finish the turn, select the Turn (Generate) menu item or press
the F9 key. Your next turn generates immediately.
7. To quit, select File (Exit) or File (Close). If you’ve made changes since the
start of the turn, Stars! prompts you to save. If you don’t save, you’ll start
the same turn over the next time you open the game.
8. When you wish to continue the game where you left off, click on
Continue Game on the opening screen. You can also click on Open
Game, selecting gamename.m1 from the playing directory.

IMPORTANT: The
first time you play
Stars!, exit using the
File (Exit)
command. This
writes the stars.ini
file to the Windows
directory, saving
game options and
helping to prevent
that pesky serial
number dialog from
appearing again.

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SI NG LE PLAY ER SET U P

2-3

SETTING AND VIEWING WINNING CONDITIONS
You can specify one or more winning conditions in step 3 of the Advanced
New Game wizard. You can also accept the default conditions provided by
Stars!. To view the winning conditions once the game has begun, choose the
View (Race) menu item, then turn to page 3 of the View Game Parameters
dialog that appears.

Because you can control the variety and combination of winning conditions,
more than one player can be declared the winner. All players are notified in a
message when someone wins. You can continue to play past this point, or end
the game.
Track the score using Reports (Score) menu item (or by pressing F10). The
Score sheet shows your score and current ranking, and a history of scores
since the game began.

If Public Player
Scores is selected in
the game setup, all
player’s scores and
rankings appear in
the Score sheet.

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MULTI-PLAYER SETUP

SETTING UP A SINGLE COMPUTER, MULTI-PLAYER
(HOT SEAT) GAME
In a multi-player game, designate one person as the host. This person is in
charge of generating turns and generally administering the game. A player can
also act as host.

What the Host Needs to Do (Hot Seat Play)
Before you begin setup, have your players design their races and give you the
race files for loading into the game. Alternately, you can customize a race for
any player who wishes it.
To set up a multi-player hot seat game:

Learn about
creating a race in
chapter 20,
Designing Custom
Races.

1. Click on New Game on the opening screen or on File (New) from the
Stars! main menu. The New Game dialog appears.
2. Click on Advanced Options, then specify options such as the universe
size, difficulty level, relative starting positions, accelerated play for BBS
games, number and type of players (Human or AI), and the victory
conditions. Be sure to load any custom race files provided by the players.
Create player positions for latecomers if you think it’s necessary.
3. The order of players listed in Step 2 of the Advanced New Game dialog
becomes part of the turn file name for each player.

Learn about
Winning
Conditions, p 3-9

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GE T TI N G S TAR T ED

Player #1’s file is
gamename.m1 (for
example, redstar.m1).

4. Tell each player their number. They’ll need it to open the correct file at
the start of their turn.
5. You’ll be prompted for a game name. Enter any name up to eight
characters long (don’t worry about typing an extension). Stars! creates a
set of files containing data for that game and each player in the game.
You can save the game wherever you wish. By default, Stars! will save the
game files in the Stars! install directory.
6. The Stars! Host Mode dialog appears. Create a password, if you want to
prevent other players from opening the game file. Click on Auto Generate
to start the game.

7. Help the players understand what they need to do using the instructions
in What Each Player Needs to Do. If you’re playing as well as hosting,
you’ll probably find it easier to start a second instance of Stars!, playing
from one and using the other to handle host duties.
¯ To quit the game, click on Close in the Host dialog.

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M ULTI- PLAYER SET U P

3-3

¯ To restart the host, start Stars!, click on Open Game, and choose the
gamename.hst file.

What Each Player Needs to Do (Hot Seat Play)
If you’ve never played Stars! or a game like Stars! before, we recommend that
you play the tutorial before you strike out on your own. That said:
¯ (Optional) Before the host creates a game, use Stars! Custom Race wizard
to create a customized race, then give the race file to the host. Open the
Custom Race wizard using the File (Custom Race wizard ) menu item.
Once the host creates the game, do the following:

Learn about
creating a race in
chapter 20,
Designing Custom
Races.

1. Start Stars! and click on Open Game from the opening screen. Open your
player file, gamename.mN. The Host needs to provide you with the
gamename.

Your game begins, with your home world displayed on the screen and in
the Command, Scanner and Selection Summary panes. For the first turn,
the Message pane contains tips that help you get started. Investigate your
home planet, start basic production and research, and send your scouts
out to learn about the nearby worlds.
2. Place your game files in the same directory each turn. The directory
location is your choice—we recommend creating a play directory within
the Stars! directory to keep things simple.
3. Once you finish the turn, select the menu command Turn (Wait for New ).
Stars! will minimize, waiting for a new turn. When the new turn is ready,
it will beep once and flash, while displaying Turn Available.

Screen Layout
To change the basic
layout of the Stars!
screen use the View
(Window Layout)
menu item. You can
also rearrange and
open and close
tiles, and resize
individual panes by
clicking on their
edges and dragging.
For details, read the
start of chapter 5,
The Stars! Screen.

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If you wish, you can exit the game before or after you finish the turn. You can
save your changes or start the turn again if you don’t like the way things are
going. Read Exiting the Game on page 4-4 for more information.
If you plan to be absent for two or more turns, follow the instructions in Being
Absent from Play on page 3-10.

SETTING UP NETWORK-BASED MULTI-PLAYER GAMES
In a multi-player game, designate one person as the host. This person is in
charge of generating turns and generally administering the game. A player can
also act as host.

What the Host Needs to Do (Network Play)
You will need to set up the game in a shared directory (sharepoint) accessible
to all players. This sharepoint is the place that will contain all the game files,
and where the players will go to open their games. The sharepoint can exist
on a local area network, or via a modem connection (if you are using
Windows 95 Dial-up Networking capabilities—just connect to the server
machine or to another Win95 machine with the Plus Pack installed). You can
also create network connections using PC-NFS or any other software that
allows you to attach directories on the remote server as if they were local.
Before you begin setup, have your players design their races and give you the
race files for loading into the game. Alternately, you can customize a race for
any player who wishes it.
To set up a network game:

Learn about
creating a race in
chapter 20,
Designing Custom
Races.

1. Create the sharepoint that will contain all the game files. We recommend
keeping it simple—no more than one play directory per game, for all
players in the game. You can create this directory within the directory
containing the stars!.exe program, or anywhere else you wish.
2. Click on New Game on the opening screen or on File (New) from the
Stars! main menu. The New Game dialog appears.
3. Click on Advanced Options, then specify options such as the universe
size, difficulty level, relative starting positions, accelerated play for BBS
games, number and type of players (real or AI), and the winning
conditions. Be sure to load any custom race files provided by the players.
Create player positions for latecomers if you wish.

Learn about
Winning
Conditions, p 3-9

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MULT I- PLAYER SETU P

Player #1’s file is
gamename.m1 (for
example, redstar.m1).

The order of players listed in Step 2 of the Advanced New Game dialog
becomes part of the turn filename for each player.
4. Tell each player their number. They’ll need it to open the correct turn file.
5. You’ll be prompted for a game name. Enter any name up to eight
characters long (don’t worry about typing an extension). Stars! creates a
set of files containing data for that game and each player in the game.
Save the game in the shared directory.
6. Select Auto Generate in the Host dialog. The dialog will minimize,
waiting for all players to submit their turns. Stars! automatically submits
any turn into the shared directory. Once that’s done, Stars! automatically
generates a new turn, then returns to wait mode.
7. If you want to force a new turn to be generated, double-click on the Stars!
host icon, then select Generate Now from the Host dialog. To cause Stars!
to auto-generate turns again, select Auto Generate again. The dialog will
minimize and wait for players as before. Stars! will continue to follow any
existing orders for players who didn’t submit their turns on time. All
messages and data for the missed turns, such as planets discovered or
battles fought, will be present when they load the new turn.
8. Help the players understand what they need to do using the following
instructions in What Each Player Needs to Do (Network Play). If you’re
playing as well as hosting, you’ll probably find it easier to start a second
instance of Stars!, playing from one and using the other to handle host
duties.
¯ To quit the game, click on Close in the Host dialog.
¯ To restart the host, start Stars!, click on Open Game, and choose the
gamename.hst file.

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What Each Player Needs to Do (Network Play)
If you’ve never played Stars! or a game like Stars! before, we recommend that
you play the tutorial before you strike out on your own. That said:
¯ (Optional) Before the host creates a game, use Stars! Custom Race wizard
to create a customized race, then give the race file to the host. Open the
Custom Race wizard using the File (Custom Race wizard ) menu item.
Once the host creates the game, do the following on the machine where
you’ll play:
1. Start Stars! and click on Open Game from the opening screen. Open your
player file, gamename.mN. This file should be located in the shared play
directory (sharepoint) set up by the host. The host is also responsible for
supplying you with the gamename.
Your game begins, with your home world displayed on the screen and in
the Command, Scanner and Selection Summary panes. For the first turn,
the Message pane contains tips that help you get started. Investigate your
home planet, start basic production and research, and send your scouts
out to learn about the nearby worlds.
2. Once you finish the turn, select the menu command Turn (Wait for New ).
Stars! will minimize, waiting for a new turn.

When the new turn is ready, the Stars! icon will beep once and flash,
while displaying Turn Available. If you wish, you can exit the game before
or after you finish the turn. You can save your changes or start the turn
again if you don’t like the way things are going. Read Exiting The Game
on page 4-4 for more information.
If you plan to be absent for two or more turns, follow the instructions in Being
Absent from Play on page 3-10.

Learn about
creating a race in
chapter 20,
Designing Custom
Races.

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3-7

SETTING UP MODEM, FTP, AND PLAY BY E-MAIL GAMES
All multi-player games need one person to act as the host. This person is in
charge of generating turns and generally administering the game. A player can
also host a game.

What the Host Needs to Do (Modem/FTP/E-mail Play)
Stars is turn-based, not real-time. This means modems can be used to transfer
turn files once they are generated. You can do this through a BBS, e-mail,
upload/download from an FTP site, or using any other method you wish to
transfer files from the host to player systems. There aren’t any special transfer
protocols for modem users—you’re just uploading or downloading files.
Before you begin setup, have your players design their races and give you the
race files for loading into the game. Alternately, you can customize a race for
any player who wishes it.
To set up a modem or email-based game:
1. Click on New Game on the opening screen or on File (New) from the
Stars! main menu. The New Game dialog appears.
2. Click on Advanced Options, then specify options such as the universe
size, difficulty level, relative starting positions, accelerated play for BBS
games, the number and type of players (real or AI), and the winning
conditions. Create player positions for latecomers if you wish.

Player #1’s file is
gamename.m1 (for
example, redstar.m1).

The order of players listed in step 2 of the New Game dialog becomes
part of the turn filename for each player.
3. Save the game using any name up to eight characters long. Stars! creates
a set of files containing data for that game and each player in the game.
You can save the game wherever you wish. By default, Stars! will save the
game files in the Stars! install directory.

Tip: Notice the
Accelerated BBS
Play option in the
Advanced Game
setup. You may
wish to check this
option during setup
to jump-start the
game.

Learn about
creating a race in
chapter 20,
Designing Custom
Races.

Learn about
Winning
Conditions, p 3-9

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4. The Stars! Host dialog appears. Click on Close to stop the game until all
players have submitted their turns. If you’d like to leave Stars! running,
click on Auto Generate.
5. Before the first turn each player needs to download the universe file,
gamename.xy, and their player file, gamename.mN (where N is the player
number), for the newly created game. Alternately, you can upload or emailgamename.xy and gamename.mN to each player. These files will be
located in the same directory in which you saved the game.
6. Help the players understand what they need to do using the instructions
in the following section on What Each Player Needs to Do
(Modem/FTP/E-mail Play). If you’re playing as well as hosting, you’ll
probably find it easier to start a second instance of Stars!, playing from
one and using the other to handle host duties.
After each player has sent you their turn (in the form of the log file,
gamename.xN) do the following:
1. Place each player’s submitted log file in the directory where you set up
the game.
2. Start Stars! (if it’s not already running), click on Open Game, and open
the host file, gamename.hst.
3. If the Stars! host is set to auto-generate mode, it will automatically
generate the new turn as soon as you move the player log files into the
game directory. If you’re generating turns manually, then select Generate
Now from the Host dialog. Stars! will continue to follow any existing
orders for players who didn’t submit their turns on time. All messages and
data for the missed turns, such as planets discovered or battles fought,
will be present when they load the new turn.
4. Once the turn is generated, notify the players that the new turn is
available. You can e-mail or upload each newly updated gamename.mN
file or allow each player to download it themselves.

What Each Player Needs to Do (Modem/FTP/E-mail Play)
(Optional) Before the host creates a game, use Stars! Custom Race wizard to
create a customized race, then give the race file to the host.
Once the host creates the game, do the following on the machine where
you’ll play:

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1. Obtain the gamename.xy and gamename.mN files from your host, where
gamename is the name entered by the host in the File Save dialog and N
is your player number; for example, nonstop.m1.
Place these files in a playing directory you’ve created on your own
system. Use the same directory for each turn. You can create a unique
play directory for each game, or put all games into one directory.
Whatever your strategy, we recommend that you keep it simple.
2. Start Stars! and click on Open Game from the opening screen. Open your
player file, gamename.mN.
Your game begins, with your home world displayed on the screen and in
the Command, Scanner and Selection Summary panes. For the first turn,
the Message pane contains tips that help you get started. Investigate your
home planet, start basic production and research, and send your scouts
out to learn about the nearby worlds.
3. Select File (Save and Submit ), then File (Exit). Or, if you’re trading turns
quickly or leave your computer on for long periods of time, you can also
use Turn (Wait for New )—a much simpler scenario.
If you wish, you can exit the game before or after you finish the turn. You
can save your changes or start the turn again if you don’t like the way
things are going. Read Exiting the Game on page 4-4 for more
information.
4. Upload or e-mail only your log file, gamename.xN file to the host system.
If you plan to be absent for more than a few turns, follow the instructions in
Being Absent from Play on page 3-10.

SETTING AND VIEWING WINNING CONDITIONS
You can specify one or more winning conditions in step 3 of the Advanced
New Game wizard. You can also accept the default conditions provided by
Stars!. To view the winning conditions once the game has begun, choose the
View (Race) menu item, then turn to page 3 of the View Game Parameters
dialog that appears.

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Because you can control the variety and combination of winning conditions,
more than one player can be declared the winner. All players are notified in a
message when someone wins. You can continue to play past this point, or end
the game.
Track the score using Reports (Score) menu item (or by pressing F10). The
Score sheet shows your score and current ranking, and a history of scores
since the game began.

ADDING EXPANSION PLAYERS
If you think there’ll be other players joining later in the game, add an
Expansion Player for each missing person. Stars! will assign a housekeeper AI
to run things for those players until they actually join the action. This AI will
keep planets and fleets active, making sure the production queues are busy,
etc. It does not develop any strategy.

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When the player joins, right click in the Host dialog on the diamond next to
their name and change the type to Human Controlled. Then, give the
latecomer a break by asking the other players to leave them alone for N years.

BEING ABSENT FROM PLAY
When you miss a turn, Stars! will continue to follow your existing orders. All
messages and data for the missed turns, such as planets discovered or battles
fought, will be present the next time you load a turn.
Alternately, if you plan on missing more than a few turns, you can ask the
host to substitute a housekeeper AI to keep your planets and fleets active. This
AI does not develop any strategy for you.
Hot-seat and network players:
¯ Just tell the host you’re going inactive and ask them to substitute the AI in
your place.
Modem, e-mail or BBS players only:
1. Give your host a copy of your history file, gamename.hN. This will allow
the host to update the universe for you while you’re gone.
2. Be sure that your host returns the history file and new turn file to you
before you open your game. You won’t be able to open your turn until
this time.
What the host needs to do:
1. Open the Host dialog, if it’s not open yet. Use File (Open), selecting
gamename.hst.
2. Right-click on the blue diamond next to the name of the player who’s
absent. Choose Human (Currently inactive ).
3. When the player returns, right-click on the diamond and select Human
Controlled . You’ll have to do this before the player can open their player
file, gamename.mN.
4. If you’re running the game over a modem, e-mailor BBS, return the
updated history file, gamename.hN, and player file, gamename.mN, to
the player.

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FINDING MULTI-PLAYER GAMES ON THE INTERNET
If you want to join a multi-player game, or start your own, but can’t find other
players, visit the Stars! Web site, Waypoint Zero, at www.webmap.com/stars! .
Read the web pages on Player Resources for a list of host sites (growing
weekly) and other host and player information.

PASSWORDS
Create or change a password for the current game using the Commands
(Change Password) menu item.
You can create a default game password using the following option in the
[Misc] section of stars.ini file:
DefaultPassword=<password>
<password> is the password you wish to use. If you are sure that your
opponents will not have access to your stars.ini file you can set this to your
password. Whenever you open a game file that is protected by this password
you will not be prompted to enter it. If DefaultPassword is not present in
stars.ini, type it in under the [Misc] heading.
The stars.ini file is written into your Windows directory the first time you save
a Stars! game. It doesn’t exist before that time.

Don’t Forget Your Password
If you forget or lose your password, there is nothing you can do to open the
password-protected game. We hope you’re not reading this because you’ve
forgotten. Don’t worry, empires come, empires go.

Inactive Players and Passwords
There is no valid password for inactive players. When the player becomes
active again, they get their old password back.

USING A TIMER APPLICATION?
If you use a timer application to launch Stars! on the host system, take a look
at the variety of command line options on page 4-5. These options will do
such things as start Windows and Stars!, generate the new turn and exit both
programs.

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CREATING A UNIVERSE FROM THE COMMAND LINE
For experienced hosts only
Use the following command to create a new game/universe without using
Stars! setup dialogs:
stars!.exe -a game.def
game.def has the following format:
Game Name
Universe Size (0-4) Density (0-3) Starting Distance (0-3)
Maximum Minerals (0/1) Slow Tech (0/1) BBS Play (0/1) .... (other boxes)
Number of Players, only humans allowed (1-16)
Pathnames to race files
VC # of planets (0/1) Percent of planets (20-100)
VC Tech (0/1) Level (8-26) Fields (2-6)
VC Score (0/1) Score (1000-20000)
VC Exceeds nearest (0/1) (Percent (20-300)
VC Production (0/1) Capacity (10-500)
VC Capital Ships (0/1) Number (10-300)
VC Turns (0/1) Years (30-900)
VC Must Meet (0-7) Minimum Years (30-500)
New universe file name
The following is a sample game.def file:
Tour of Duty
322
0000111
4
c:\stars\play\game.r1
c:\stars\play\game.r2
c:\stars\play\game.r3
c:\stars\play\game.r4
1 60
1 26 4
0
1 150
0
1 100
0
2 150
c:\stars\play\game.xy

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Page 14

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THINGS EVERY STARS!
PLAYER SHOULD KNOW

TUNING STARS! TO YOUR DISPLAY RESOLUTION
The higher your screen resolution, the better Stars! will look. However, it will
run on any color VGA display.

1024 by 768 (or better)
For maximum playing pleasure.
¯ Use this menu command: View (Window Layout > Large ).
¯ If you use large fonts, you may need to specify View (Window Layout >
Medium).

800 by 600
This is the minimum recommended resolution.
1. Choose the menu item, View (Window Layout > Medium). If you’re using
large fonts, you may find that the small window layout works better for
you.
2. Resize each of the windows to optimize the information you need to see
at a glance.
3. If the screen still seems too cramped try hiding the Toolbar using the
menu item, View (Toolbar). Most of the Toolbar functions are available
using shortcut keystrokes.

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640 by 480 (VGA)
This is the minimum required resolution.
1. Use this menu command: View (Window Layout > Small ).
2. Resize each of the windows to optimize the information you need to see
at a glance.
3. Collapse tiles in the Command pane, expanding them when needed.
4. If the screen still seems too cramped try hiding the Toolbar using the
menu item View (Toolbar). Most of the Toolbar functions are available
using shortcut keystrokes.

REPLAYING A PREVIOUS TURN
Stars! allows you to save previous turns in case you need to resubmit a turn to
the host or replay the current turn. You can specify saving up to 999 turns
using the Backups option in the stars.ini file. If you don’t specify the number
of turns to backup, Stars! backs up only the previous turn. Once you save and
submit, Stars! saves the current turn as the most recent backup copy.
To start a turn using data from a previous turn (for example, the last turn
played):
1. Copy all files for the current game from the backup directory into the
playing directory. For example, if you originally saved the game under the
name of Nonstop, copy all files with Nonstop as the prefix. To ensure that
you are choosing the correct files, check the date/time stamp on the
backup directory.
2. Choose Open Game or File (Open). Select the player log file player turn
file (for example, nonstop.m1), and click OK. You should be back where
you started, although the universe will reflect the current positions of
other players.

SAVING YOUR GAME—WHAT IT MEANS
Default Save Behavior
By default, saving a game saves only the current state of the current turn. The
previous turn’s data is saved in a directory called Backup, under the directory
in which you’re saving the game. Stars! creates the Backup directory

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automatically. Each time you generate a turn, the old data in the Backup
directory is overwritten with the previous turn’s data.

Saving the Current State of Your Game
Use the File (Save) menu item to save the current state of your game. This is
useful if you need to exit the game before you finish your turn. When you
restart Stars! just click on Continue Game to resume where you left off.
If you close the game before saving you will see this alert, you’ll be asked if
you wish to save before exiting.

Saving More than One Previous Turn
If you’d like to save more than one previous turn for review or any other
purpose, do the following:
1. Open the stars.ini file for editing. It’s a plain text file located in your
Windows directory.
2. Under the [MISC] section, set the Backups option to a number of turns,
between 1 and 999. If the Backups option isn’t present, go ahead and
type it in; for example:
Backups=50
Backup directories will be named Backup1 to BackupN. Old game files will
be stored in the backup directory according to the turn number. For example
when Backups=4 then the first turn would be backed up to the directory
backup1, the second to backup2, the third to backup3, the fourth to backup4,
the fifth to backup1 and so on.
The stars.ini file is written into your Windows directory the first time you save
a Stars! game. It doesn’t exist before that time.

Save and Submit
Multi-player Games Only
Use the File (Save and Submit ) command to save the current state of your
game and submit your turn. In multi-player games, this marks your turn as
finished so the host can auto-generate; Save does not.

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If you close the game before saving you’ll be asked if you wish to save and
submit your turn before exiting.

EXITING THE GAME
Select File (Exit) or File (Close). If you’ve made changes since the beginning of
the turn, Stars! will prompt you to save or, if you’re in a multi-player game, to
save and submit your turn.

Exiting Stars! the First Time
IMPORTANT: The first time you play Stars!, exit using the File (Exit) menu
item. This writes the stars.ini file to the Windows directory, saving game
options and helping to prevent that pesky serial number dialog from
appearing again.

Exiting Stars! to Erase Changes
If you want to erase the changes you’ve made that turn, before you submit, do
the following:
1. Choose File (Close), without saving.
2. Select Open Game from the opening screen, then choose your player log
file from the Open File dialog. You’ll be back at the start of the turn you
just left.

Save vs. Save and Submit
Multi-player Games Only
Use the File (Save and Submit) command to save the current state of your
game and submit your turn. In multi-player games, this marks your turn as
finished so the host can auto-generate; Save does not.
If you close the game before saving you’ll be asked if you wish to save and
submit your turn before exiting.

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4-5

OPTIONS FOR LAUNCHING STARS!
Stars! can be launched from a DOS or Windows command line, using the
Stars! command only or with a variety of options. When using an option, you
must also supply either a player or host file name as an argument. You can
also supply only the player or host file name without any other options.
With or without options, supplying the file name causes Stars! to start without
displaying the splash screen (startup bitmap).
-s – start with battle sound effects turned off
-m – start with game music turned off
-t – try, then exit. If you specify a player file, this opens the newly generated
turn. If the turn hasn’t been generated yet, then Stars! exits. If you specify a
host file, this checks to see if all players have submitted their changes for the
turn. If they have, Stars! generates the new turn and exits. Otherwise, it just
exits.
-w –wait. If you specify a host file, this auto-generates the new turn as soon as
all players have submitted their changes. If you specify a player file, this waits
for the new turn to be generated. This option does not cause Stars! to exit.
-g –generate and exit. Specify a host file only. This forces the turn to generate
regardless of whether all players have submitted changes, then exits. You can’t
load a player file when you use this option.
-p password –supplies the password on the command line. You can use this
with a host file or a password-protected player file.
-x –Exit Windows when Stars! exits. This is a good match with the -b option if
you wish to create a script that automatically starts Windows, generates the
new turn, then exits Windows.
-b gamelist_file –Generate turns for each game listed in the supplied file
name.
-a game.def – Create a new game/universe based on the contents of game.def.
This allows you to create new games from the command line. See Creating a
Universe from the Command Line on page 3-13 for more information.
-h – Causes Stars! to alway ask you for a password when you open a turn file.
This helps keep the wimps who can’t play without cheating out of your turn
files. This is especially useful for hot seat play.

The -x flag is for
16-bit Windows
only (3.1 or 3.11).
Behavior of the -x
option on OS/2,
Windows NT, or
Windows 95 is
undefined and
probably not what
you want.

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Examples
stars! Filename

Load a player or host file, starting the game without
loading the splash screen.

stars! -w gamename.hst

Load the host file and enter Auto Generate mode.

stars! -w gamename.mN

Load the specified player file and wait for the host to
generate a new turn.

stars! -t gamename.mN

Load the specified player file; quit if the host has not yet
generated a new turn.

stars! -g gamename.hst

Load the host file, force a new turn and quit.

stars! -w -g gamename.hst Load the host file, wait for all players to submit turns,
generate and quit.
stars! -t -g gamename.hst

Load the host file, generate a new turn only if all players
have submitted turns, then quit. If it generates the turn the
return value is 1; if the turn is not generated the value is 0.

stars! -t -b gamelist_file

Conditionally generate turns for a list of games.

stars! -x -b gamelist_file

Generate turns for each game listed in the supplied file
name, then exit Windows. Useful for BBS play

For example if your BBS is OS/2, NT or Windows-based you can launch Stars!
with the -b gamelist_file parameter to batch generate turns for multiple
games. Stars! will automatically exit when the last turn has been generated.
The file listing the games must contain one game name per line including the
full path:
c:\games\stars!\play\frenzy.hst
c:\games\stars!\play\game.hst
c:\user\jeff\stars!\killer.hst
You can name this games list file anything you want. If you are running a
DOS-based BBS but have Windows installed on the machine, you can launch
Windows and Stars! from a nightly maintenance script similar to this:
win c:\games\stars!\stars!.exe -x -b c:\games\stars!\gamelist.txt
This will launch Windows and Stars!, generate a turn for each game listed in
gamelist.txt, then exit Stars! and Windows. This method is optimal for
Windows 3.1.

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If you have Windows for Workgroups installed (Windows 3.11) you may want
ato use the win /n option:
win /n c:\games\stars!\stars!.exe -x -b c:\games\stars!\gamelist.txt
This will prevent Windows from loading any of its network drivers and
suppress its login prompt. If you only need to generate a turn for a single
game you can still use the -g gamename.hst parameter with or without -x (use
-x with Windows 3.1 or 3.11only).

COPY PROTECTION
Save Your Serial Number
The first time you run Stars!, you will be asked to enter your unique serial
number. The number is printed on 2 labels enclosed in the pack.
It is very important that you keep the serial number where you can find it
later .
Stars! may ask for the number again if :
•

You re-install Stars!

•

You change your computer ’s configuration.

•

You install a Stars! upgrade.

One Computer - One Serial Number
Each computer running Stars! must use a unique serial number. Given this,
the copy protection activates ONLY in the following situations:
•

When you cancel the serial number dialog .

•

When players using the same serial number submit turns created on two
different computers . This includes submitting turns from networked
computers sharing a serial number. If you want to submit turns from
different machines on a network, each of those machines must have a
copy of Stars! installed with a unique serial number.

•

One person submits turns for two or more player positions from
different computers that share the same Stars! serial number .

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In every case, Stars! will give you a chance to enter a unique serial number
and continue play normally.

How the Copy Protection Works
Stars! is played by submitting player log files to the host (either a human or
the game itself). Each log file is tagged with the serial number for the copy of
Stars! used to generate the file, and a fingerprint of the computer on which
the game was installed. If the Stars! host receives two or more log files with
different computer fingerprints and the same serial number it assumes that all
the players associated with those log files are guilty of software piracy, and
activates the copy protection for those players (honest players are unaffected).
The copy protection makes the game unplayable for the guilty parties, until
each player enters a unique serial number. As soon as each player submits
turns with a unique serial number, the copy protection deactivates.

The Host Doesn’t Need a Serial Number
A host can use the same serial number as one other player without affecting
the host or the player. This allows you to host and play from the same copy of
Stars!

Computers Running More than One Version of Windows
If you are running some combination of Windows 95, NT or 3.x on a single
computer you will be asked for a serial number the first time you run Stars!
under each version of Windows. After that, you should only be bothered for
the number if you change your system configuration or delete the stars.ini file
from the Windows directory. Each version of Windows will have its own
directory containing Windows system software. By default, this directory is
named Windows. You may have named it something different on your system.

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THE STARS! SCREEN
You can’t manage an empire with a stick and whistle.

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THE STARS!-SCREEN

The Stars! playing screen is divided into four panes:
Command

Scanner

This is where you give detailed orders to
your fleets and planets. Collapsible tiles
display data and controls for the planet or
fleet under your command.

This is your view of the universe. Use the
scanner toolbar to select filters and
overlays. Manipulate fleet routes and
track opponents who ignore your ‘no
trespassing’ signs.

Messages

Selection Summary

This is where you receive yearly reports
from far-flung fleets and planets and
messages from other players. Build
alliances or deceive enemies with your
crafty replies.

This area shows details about the object
selected in the Scanner pane.

Changing the Layout
From the main menu, select View (Window Layout). Select Small Screen, Medium Screen or Large
Screen. Choose the screen layout that works best with your video resolution.

Shrinking and Growing Panes

Change the size of each of the four panes by simply clicking on and dragging the pane borders.

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COMMAND PANE
The Command pane is where you give orders to a planet or fleet that you own. Select one of your
planets to command and controls for giving orders to that planet appear on tiles. Select one of
your fleets to command and controls for giving orders to that fleet appear.

Moving and Collapsing Tiles
You can individually move and collapse the command pane tiles.
To move a tile, click on the
title bar and drag to a new
location.

Click here to
collapse a

Tiles Seen When Commanding a Planet
Planet tile
This tile displays the planet currently under your command.
Click on Prev and Next to scroll through your planets in the
order they are listed in the Planet Summary Report. Hold
down on the SHIFT key while clicking on Prev or Next to
scroll between planets that have a starbase.

Minerals on Hand tile
The upper half of this tile lists the amount of each mineral
available for immediate use. The lower half tells you how
many mines and factories are in operation out of the total
number the population can operate.

Left-click on items in the tile
for more information.

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Status tile
This tile displays planetary population, scanner and defense
statistics.
Resources/Year – The tile displays the number of resources, or
units of work, available for use by the planet out of the total
number of resources generated by the planet annually. The
difference, if any, is the number allocated to research.

Left-click on items in the tile
for more information.

Defenses — Number of defenses deployed out of the
maximum your population can operate.
Defense Type — Current defense technologyy
Defense Coverage – Estimated percentage of bombs, troops
and mineral packet bombardments that can be stopped with
current defenses.

Fleets in Orbit tile
The fleet dropdown lists all fleets and other objects in orbit.
Fleets you own are listed in black. Fleets belonging to other
players are listed in red.
Click on Cargo to transfer cargo between your fleets and the
planet.
Click on Goto to bring the specified fleet under command.
Small screen layout: click on the
Cargo button to display the cargo list.

Starbase tile
This tile describes the local starbase, if any, and its mass
driver.
To target the mass driver, click on Set Dest and then click on
the destination in the scanner.

Left-click on items in the tile for
more information.

Left-click and drag in the gauge to set the packet speed. The
warp specified is the maximum safe speed. The gauge color is
purple as long as the speed is safe, changes to yellow when
the speed is over the limit, and then to red when the
maximum decay rate is reached.

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Production tile
This tile displays the planet’s production queue. Colors in the
queue show completion status:
Green: all will be completed this turn
Blue: at least one will be completed this turn
Black: at least one more turn before even one is finished
Red:
mineral concentration is so low that the time to
completion exceeds 100 years
Gray:
will be skipped this year
Auto build items display in italics.
Click on Change to alter production orders.
Click on Clear to remove everything from your production
queue.
Click on Route, then click on a planet in the scanner to send
all newly built ships to that planet. Alternately, CTRL-click in
the Scanner on the destination planet.

Tiles Seen When Commanding a Fleet
Fleet tile
This tile shows the fleet currently under your command. A
fleet may contain several types of ships. The picture displays
the most significant type of ship in the fleet. A small plus (+)
sign represents each additional ship type (up to four).
Click on Prev and Next to scroll through your fleets in the
order they are listed in the Fleet Summary Report.
Click on Rename to rename the fleet.
Location tile
This tile displays the location of the fleet under command.
Selecting Goto switches to commanding the planet you’re
orbiting. You can’t do this if you don’t own the planet.
Click Xfer to transfer cargo between the fleet and planet.
For fleets in deep space, cargo transfer is replaced by cargo
jettison.
Click on Jettison to dump some or all of your cargo.

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Fuel and Cargo tile
Fuel — The Fuel gauge shows the current and maximum fuel
level of the fleet under command.
Cargo — The Cargo gauge shows the amounts of cargo loaded
and the total capacity of the fleet.
Left-click in the cargo gauge to transfer or jettison cargo, or
pick up available salvage.
Small screen layout: click in the
Cargo gauge to see the cargo list.

Fleet Composition tile
This list shows the name and number of each type of ship in
the fleet. The extent of damage, if any, is shown by the red bar
over the name. Left-click on the name to see more details.
To change the battle plan for the fleet under command,
choose a new plan from the dropdown list. To view, create or
edit a battle plan, select Battle Plans… from the dropdown
list.
Click on Split to divide the fleet in two. Click on Split All to
break up the fleet into separate fleets of a single ship type.
Click Merge to merge the fleet with other fleets in the same
location.
Left-click on a ship name to
see design details and specs.

Other Fleets Here tile
This tile lists all other fleets and mineral packets in the same
location as the fleet under command.
Click and drag in the Fuel gauge to transfer fuel between the
fleet under command and the fleet specified in the tile.
To bring another fleet here under command, choose one from
the dropdown list, then click Goto.
Small screen layout: click on the
Cargo button to display fuel and
cargo amounts.

Click on Merge to transfer ships between the fleet under
command and the fleet shown in the tile.
Click on Cargo to transfer cargo between the fleet under
command and the fleet or object specified in the tile.

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Fleet Waypoints tile
The Fleet Waypoints tile lists all the waypoints assigned the
fleet under command. The first waypoint listed is the current
location. If the fleet are in transit between waypoints, the
location is given as coordinates in deep space.
Right-click on the blue diamond to display a list of items at the
same location as the selected waypoint. Select an alternate
item to change the exact waypoint target.

Warp Factor: By default, Stars! chooses the ideal speed for
reaching the next waypoint with the fuel available. To
manually set the speed select the waypoint from the list, then
left-click and drag in the Warp gauge.
To use a stargate, drag the bar all the way to the right. If you’re
not at a stargate, the travel time will display Never.
Fuel Usage: This tells you exactly how much fuel the fleet will
use to reach the waypoint at its current speed. The number
turns red if you can’t reach the waypoint given the current
speed and fuel supply.
Repeat Orders: Repeats the total set of orders you assigned
using the Waypoints Task tile. Assigning repeat orders works
best when the first waypoint in the list is repeated as the last.

Waypoint Task tile
This tile shows the task the fleet must perform at that waypoint
selected in the Fleet Waypoints tile. Click on the dropdown to
assign a task.

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Transport tasks
Use this task to load or unload minerals, fuel or colonists.
The middle dropdown lists methods of loading and unloading.
When you assign a load/unload action, the cargo name turns
from black to green. Some load/unload actions allow you to
specify exact amounts.

Zip Orders: To quickly load fuel, minerals and colonists, right-click on the blue diamond and choose a
pre-defined order from the list. If a Zip Order doesn’t quite meet your needs, you can create your own or
modify the existing order.
Load / Unload Actions:
(no action)

No transport task for the specified cargo.

Load All Available

Load as much of the specified cargo as the fleet can hold.

Unload All

Unload all the specified cargo at the waypoint.

Load Exactly...

Load the amount specified only if there is room in the hold.

Unload Exactly...

Unload the amount specified only if the fleet is carrying that amount.

Fill up to %...

Loads up to the specified portion of the cargo hold subject to amount available at
waypoint and room left in hold.

Wait for %...

Remain at the waypoint until exactly X % of the hold is filled.

Load Optimal

(fuel only) Load or unload fuel until the fleet carries only the exact amount needed to
reach the next waypoint. You can use this task to send a fleet loaded with fuel to
rescue a stranded fleet. The rescue fleet will transfer only the amount of fuel it can
spare without stranding itself.

Load Dunnage

(minerals and colonists only) This command waits until all other loads and unloads are
complete, then loads as many colonists or amount of a mineral as will fit in the
remaining space. For example, setting Load All Germanium, Load Dunnage Ironium,
will load all the Germanium that is available, then as much Ironium as possible. If
more than one dunnage cargo is specified, they are loaded in the order of Ironium,
Boranium, Germanium, and Colonists.

Set Amount to...

Load or unload the cargo until the amount on board is the amount specified. If less
than the specified cargo is available, the fleet will not move on.

Set Waypoint to...

Load or unload the cargo until the amount at the waypoint is the amount specified.
This order is always carried out to the best of the fleet’s ability that turn but does not
prevent the fleet from moving on.

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Colonize
Use this task to transport colonists to an unpopulated planet.
The fleet must contain a ship with a colonization module, and
must be loaded with colonists. Once the colony is established
you can use freighters to transport additional colonists.

Remote Mining
Use this task to mine an uninhabited planet. The fleet must
have robot miners. The quantity of each mineral the fleet can
mine annually is shown by tonnage and color.
Blue: Ironiumm
Green: Boraniumm
Yellow: Germanium
Merge with Fleet
Use this task to merge the fleet under command with a fleet at
the waypoint. The fleet given this task will be assimilated into
the target fleet and assume its orders.
To pick from multiple fleets at the waypoint, right-click on the
blue diamond in the Fleet Waypoints tile. Otherwise, Stars!
will pick the most dormant fleet with similar ships.
Scrap Fleet
Use this task to salvage a portion of the minerals in the hulls
of outdated or unrecoverable ships. Players can also trade
technological knowledge by scrapping ships at each other’s
planets.
The minerals are deposited on the planet where the fleet is
scrapped. The percentage of minerals recovered varies
depending on the situation.

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Lay Mine Fields
Use this task to lay mines at the waypoint. Fleets given this
task must have mine layers. The tile notes how many mines
the fleet will lay for each year it performs the task.

Patrol
Use this task to intercept incoming enemy fleets. Set the
detection range to specify how far away the patrol ship will
look for interlopers. Manually select an intercept speed, or use
the default of Automatic intercept in the shortest possible time
using the least amount of fuel.

Route
Use the Route task to automatically send fleets from one
planet to another. If the waypoint planet has a routing
destination, the fleet assigned this task will automatically set
that destination as its next waypoint.
Route destinations are set using the Production tile.

Transfer Fleet
Use this task to place one of your fleets under the command
of another player, and to give that player knowledge of the
design of all ships in that fleet.
This task will fail if the receiving player does not have enough
free ship design slots.

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Bringing a Fleet or Planet into the Command pane
Stars! provides more than one way to command a planet or fleet. Use the method that suits your
needs.
To command the planet you are orbiting, click on Goto in the
Location tile. (The planet must already belong to you.)

From the Command pane, you can select one of your fleets in
the same location using the Fleets in Orbit tile. Just choose a
fleet from the dropdown list and click on Goto.

You can also use the Scanner pane to bring either a planet or fleet into the Command pane. If the
object you wish to command is the only thing at that location, just double-click on it in the
Scanner.
When more than one object is in the same location, do one of the following:
¯ Right-click on the location, then click on the name of the object from the pop-up list.
¯ Left-click on the location till the object you wish to command appears in the Command pane.
When clicking on a location to cycle through your planet and fleets, other player’s fleets are
skipped. Even though you’d like to, you can’t display these fleets in the Command pane. Other
player’s fleets, if present, are listed in the pop-up: selecting one will display what you know about
that fleet in the Selection Summary pane.

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MESSAGES PANE
Each year you receive reports about conditions in the universe and the progress of your empire. As
your empire expands, you’ll find that some types of messages become routine and distracting, and
can be filtered.
Click to filter this
type of message

The asterik tells you that
you’ve made changes since
the last save

Click to draft and send mail
(multi-player games only)

SHIFT-click to read the first
message
Click to focus your commands
and scanner on the subject of
the message
SHIFT-click to read the final
message

Filtered Messages
Click to unfilter this
type of message

Select an addressee from the list

Click to display (+) or hide (-)
filtered messages

Click to exit mail mode

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Mail Form

Scanner

Status bar

SCANNER PANE
The Scanner pane is your window on the universe. All players see the same map but not the same
details.

Command

Keyboard/Mouse Action

Set Waypoints

SHIFT+ left-click on the waypoint

Route Fleets

CTRL + left-click on the destination planet

List Objects at Waypoint

Right-click on the waypoint

Measure Distance

Hold down SHIFT, then right-click and drag

Show your current location

Press V

Choosing Your View of the Universe
There are six exclusive scanner views, which you can use with one or more overlays. Use the
toolbar above the scanner to select views and overlays. Display or hide the toolbar with the View
(Toolbar) menu item.

Normal view
This default scanner view displays the essentials, such as planets, fleets
positions, orbital devices, salvage sites, wormholes.

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Surface Minerals
This view displays the quantity of minerals under the surface at each
planet you own or have scanned. The mineral colors and scale
matches the display in the Summary pane’s mineral content graph.
Rescaling that graph rescales the bars in this view.

Mineral Concentration
This view displays the concentration of minerals under the surface at
each planet you own or have scanned. The mineral colors and scale
matches the display in the Summary pane’s mineral content graph.
Rescaling that graph rescales the bars in this view.

Planet Value
This view uses color and size to display which planets are best suited
to your race. Blue flags mark your planets, yellow flags mark your
friends’ planets and red flags mark planets of neutrals and enemies.
Planets without flags are uninhabited.
Green: habitable. The larger the circle, the more hospitable the
planet.
Yellow: habitable after terraforming. Larger circles indicate faster
minimal terraforming and better results.
Red:
uninhabitable. The larger the circle, the harsher the planet.
Population
This view displays population levels. The wider the circle, the larger
the population. Planets are sorted by color:
Green: your colonized planets
Yellow: friends
Red:
enemies and neutrals
Uncolonized planets that you’ve visited are small and grey.

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No Player Information
This view hides all traces of planet ownership. Just a thousand dim points of light.

Add Waypoints Mode
You can add waypoints for the fleet under command using just the mouse. This mode is primarily
for beginning players, or anyone who wants to eat and play at the same time.

Scanner Coverage overlay
This overlay displays the effectiveness of radar coverage at the
percentage selected in the dropdown. Reducing the displayed
coverage does not change the actual coverage—it only gives you an
idea of what your coverage would be in relation to the cloaking ability
of opponents’ ships. For example, select 75% to show how close a
fleet with 25% cloaking will need to be before you can detect it.

Mine Fields overlay
This overlay displays minefields as colored grids. Your minefields are
blue, friends are yellow, and enemies and neutrals are red.
You can see both the center and radius of another player’s minefield
only if either the center of the mine field is in range of your
penetrating scanner, or you have hit the minefield at least once and
the center is in range of your normal scanners or you are currently in
the minefield.
Fleet Paths overlay
This overlay displays the assigned paths of all your fleets.

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Planet Names overlay
This overlay displays planet names in the scanner. If the names are too
crowded, increase the scanner zoom factor to place more distance
between planets. If Player Colors is activated, planet names appear in
the color assigned to that player. Your planet names always appear in
white.

Ship Count overlay
This overlay displays the number of ships at a location. Active Ship
Design and Enemy Ship Class filters will limit the count to ships
specified in those filters. For example, if you have a filter that displays
only enemy warships, the number above enemy fleets and planets will
be the count of only warships.
If Player Colors are turned on, numbers appear in the color assigned
to that player. Your fleet numbers always appear in white.
Idle Fleets filter
Idle fleets are fleets with no movement orders. This overlay displays only your idle fleets and any
active enemy fleets. Only those planets with idle fleets in orbit will show orbit rings. Fleets that
have run out of fuel are still considered active, and won’t appear if you’re using only this overlay.
Exception: Claim Adjuster fleets that are terraforming from orbit are not considered idle.

Ship Design filter
This overlay displays only those fleets that contain a specific ship design. Only those planets
orbited by the selected ships will have orbit rings.

Enemy Ship Class filter
This overlay displays opponent fleets containing a specific selected ship class. Opponents’fleets
appears as red triangles. Only opponents’ planets orbited by the selected ships will have orbit
rings.

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Status Bar
Planets
ID#, coordinates and name of planet selected in the Scanner

Fleets, Mineral Packets and Wormholes
Coordinates and name of selected fleet or other object

Planet or fleet in Command pane

When you select a fleet orbiting a planet, only the planet’s information is displayed in the status
bar. If the scanner is too narrow to display all the status bar information, left-click in the upper bar
to display a pop-up summary. To get information on the fleet, right-click on the planet and select
the fleet from the pop-up list.

Zooming
To zoom in or out of the Scanner, you can either use the View (Zoom) menu item, click on
the magnifying glass in the toolbar, or use the + and - keys on the numeric keypad.

Player Colors
Stars! assigns each player a color when a game is created. Use the Reports (Score) to open the
Score sheet, then switch to the history graph to see which player has which color.
Select the View (Player Colors ) menu item to activate player colors in the Scanner. When the Ship
Count and Planet Names overlays are on, fleet numbers and planet names for other players appear
in their color. Your planets remain white.

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SELECTION SUMMARY PANE
The selection summary pane displays what you know about an object you select in the scanner.

Planet Summary
The planet summary displays information only for planets you’ve visited or scanned.
Habitability Value

Bright yellow indicates other objects at this location. Leftclick to scroll through their summaries. Right-click to select

Starbase in orbit.
Left-click to see
design details.
Age of information

Left-click to see maximum
pop and growth next year.

Environment Graph

Left-click to see
exact range

Original value

Current value

Best value possible applying
current terraforming technology

Mineral Content Graph
Lighter portion is the quantity on
the surface. Left-click to see the
exact amounts.

Darker portion projects the
quantity mined next year.

Left-click on the scale to increase
or decrease the increments

Position of diamond indicates mineral
concentration under surface:
width of graph = 100. A + indicates the
concentration exceeds the scale.

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Fleet Summary
The more significant type of ship in the fleet. Left-click
to see other ship types. Right-click to see hull designs.

A plus sign represents a ship
type not shown.

If you scan opponents with a Robber Baron or Pick
Pocket scanner, you also see fuel and cargo levels

Left-click here to display the race
name and player number.

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PLAYING STARS!
The essence of Stars! is resource management. To win, learn what it takes to
smoothly and effectively grow and manage your empire’s industrial
infrastructure. Learn when to colonize, when to move people and other
resources so that your empire becomes stronger and more balanced with
each passing year. Learn how to make resource management more expensive
for your opponents than it is for you. When you attack, look for targets
where the cost to your opponent is greater than your investment in the
offense. (This is especially true in a solo game.)

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PLANETS

Planets are the gold nuggets of the Stars! universe: everybody
wants them, and hardly anyone wants to share. ‘Green’worlds
give your people a place to grow, learn and produce. The
minerals in each planet provide the building blocks for all the
technology you create, including planetary installations such as
defenses and scanners, and starbases with stargates that act as navigational
shortcuts and mass drivers that fling minerals between systems.
When you click on a planet in the Scanner, you’re actually selecting a star
system. The planet that appears on your screen is the most desirable planet in
that system. (There may be lesser rocks in the system, too, but you won’t want
them.) If you colonize a planet, it becomes your capitol world in that system,
the local center of government and industry. If the planet is dangerous to your
people, you can mine it from orbit, and ship its valuable minerals to other
parts of your empire. If the planet is inhabited by another player, you can try
to take it away. If the owner is another human, you can also try to establish
trade relations.
No matter how you play, you need to give your people room to grow. That
growth rate will vary on any given planet, depending on the levels of gravity,
temperature, and radiation. You can create a race that is immune to one or
more of these environmental factors—a very expensive advantage. You can
also make a planet’s environment more hospitable by terraforming.

YOUR HOME WORLD AND OTHER INHABITED PLANETS
You start the game on your home world, a place with optimal environmental
conditions where you have a small but thriving population, basic industry in
the form of factories and mines, fundamental technology, and a short range,
planet-based scanner. In orbit, you have a starbase capable of building ships
and providing a small amount of planetary defense. Each player’s home

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world, whether it belongs to a computer-generated AI or a human, starts out
with these same items. When you colonize another planet, you can build
these and other items as your resources and knowledge of technology allow.
All planets contain minerals. All home worlds start with the same surface
mineral content — adjusted to even out any advantages or disadvantages
provided by racial attributes. If your home planet has a serious lack of a
specific mineral on its surface then your opponents are initially faced with the
same problem.
All the information about a planet you own and the controls you use to give
orders to that planet are available in Command pane. The Selection Summary
shows the gravity, temperature and radiation levels of a planet, as well as the
rate at which your population will grow. Environmental conditions on your
home world are optimal for your species.

Resources are units
of work created by
people and
factories. They
represent the effort
involved in
performing a task or
producing an item.

To learn about the
Command pane
and other parts of
the Stars! screen,
look at chapter 2,
The Stars! Screen.

Abandoning a Planet
When you abandon a planet, the starbase and all installations on that planet
are destroyed automatically.

POPULATION
People, along with factories, create the resources you need to build your
empire. The more people you have, the more resources you have, and the
faster you’ll get things done.
Your maximum population on a planet is based on the planet’s Habitability
Value. When you select a planet in the Scanner its value, along with other
information, appears in the Selection Summary:
The first number is the current value. The number in
parentheses is the value after terraforming.

The higher the percentage, the more people the planet will support. A
negative value tells you the percentage of population the planet will kill if you
colonize under the current environmental conditions. For example, a planet

To see how many
colonists it takes to
produce one
resource per year,
use the View (Race)
menu item then
turn to page 5 of
the View Race
dialog.

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PLAN ETS

with the optimal value of 100% may fully support 1,000,000 people. A planet
with a value of 50% can support only 500,000 people. A planet with a value
of -9% will kill 0.9% of the colonists on that planet each year.
All planets with a positive value of less than 5% are treated as 5% planets in
determining the maximum supportable population.

Growth Rate
The habitability value also determines your population’s annual growth rate.
Left-click on the value to display the current growth rate, as well the total
number of people the planet will support based on current environmental
conditions. The growth rate is shown as “up to n%” because the rate slows as
the population approaches the maximum. Population growth begins to
plateau after the planet reaches 25% capacity.

Maximum Population
The maximum population on an optimal planet, for all races but two, is
1,000,000.
Hyper-Expansion races grow fast but are limited to one-half the typical
maximum population: 500,000 on an optimal world. The ingenuity of Jack-ofAll-Trades races grants them a maximum population that is 20% greater than
normal: under optimal conditions a Jack-of-All-Trades world supports up to
1,200,000 people.
Races who possess the Only Basic Remote Mining trait also receive an
additional 10% increase beyond their normal limit. For example, the
maximum population for a Jack-of-All-Trades race with Only Basic Remote
Mining is 1,320,000 (under optimal conditions).

Overcrowding
The number of people between 100% and 300% population capacity work
at 50% efficiency. Any population in excess of 300% capacity can perform no
useful work whatsoever.
Deaths from overcrowding reach an annual maximum of 12% at 400%
capacity.

6-3

Annual Growth
Rate
This rate is
calculated by
multiplying the
habitability value
by the Maximum
Colonist Growth
Rate Per Year found
on page 4 of the
View Race dialog.
For races with the
Hyper-Expansion
trait the actual
maximum colonists
growth rate is twice
that displayed.

Alternate Reality
Races and
Population
Since Alternate
Reality races live
on starbases, they
use a different
population model.
Read more about
them in chapter 22.

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Killer Planets
Planets with negative habitability values kill colonists. The annual death rate
is calculated as:
Habitability Value / 10 of the colonists on the planet each year
For example, a planet with a habitability value of -10% inhabited by 2000
colonists will kill 1% or 20 colonists per year.
If you terraform the planet after colonizing, your people will begin to die until
environmental conditions become favorable (the value becomes 0% or a
positive number).

Claim Adjuster
Races and Negative
Planets
If your race has the
Claim Adjuster trait,
your colonists
automatically
terraform your new
planet to the best of
their abilities the
first year it is
colonized.

MINERALS
All planets contain three important raw minerals: ironium, boranium and
germanium. These provide the building blocks for almost everything your race
produces. Minerals exist both on and under the planet’s surface. Minerals
found on the surface can be used immediately in production. Those under the
surface must be mined to become available for use. Minerals can be
transported to other planets where they’re needed using freighters and mass
drivers. Minerals can also be created through a production-based recycling
effort called Mineral Alchemy. You also receive minerals when you initially
colonize a world, automatically scrap a colonizing vessel, and when you
scrap a ship at a planet you own.
The Selection Summary pane shows the surface mineral supply, the
concentration of minerals under the surface, and the mining rate for the
selected planet. Each mineral is represented by a colored bar. The bright
colored bar shows how much of the mineral is on the surface and ready to
use; the dark colored bar shows the amount that will be mined next year.
The diamond shows the current mineral concentration, measured from 0 to
200 units. The width of the graph is 100, with a plus sign (+) appearing
if the concentration exceeds the current scale. If you are scanning the
planet but donít own it, you see only the mineral concentration. You see
all mineral information as soon as you colonize the planet.
Left-click on a bar to
display the exact
quantity, concentration,
and mining rate for that
mineral.

If your race
possesses the
Mineral Alchemy
trait, you can
transform existing
resources into
minerals four times
faster than races
without this
advantage.

You can also obtain
mineral information
from the Minerals
on Hand tile when
you are
commanding the
planet.

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The mineral concentration on your home, or starting world never drops below
30. This world always retains this advantage, regardless of who occupies it
during the course of play.

MINES
Mines extract minerals from the planet. As you mine, you decrease the
concentration of minerals under the surface, adding them to the supply on the
surface and making them available for immediate use. You never run out of
minerals on a planet, you just decrease the concentration until it reaches 1%,
when it becomes difficult to extract more than tiny amounts from each mine
each year.
You can build mines on any planet you inhabit or use robot miners on
uninhabited planets.

FACTORIES
Factories, along with people, create resources used to build items such as
ships, mines, defenses and more factories. Resources are also required to
research new technologies. In general, any task that requires mental or
physical effort requires resources.
You do not need factories in order to build things. Factories only increase the
total number of resources you receive each year. For a typical race, you can
double the number of resources generated per year by building factories.
Think of factories as virtual colonists. Once built they produce work and
consume nothing. Nothing is wasted—factory resources not used for
production are directed into research efforts.
Factories cost 4 kT of germanium to build or, if you selected Factories Cost 1
kT Less when defining your race, factories cost 3 kT of germanium. No
minerals other than germanium are used.

BUILDING PLANETARY DEFENSES
Defenses partially protect a planet from bombs, incoming mass
packets and invasion. Unless you are playing an Alternate Reality
race, you should always build defenses, especially in a single
player game. AIs love to bomb planets. While you can’t build a
perfect planetary defense system you can significantly reduce the number of
bombs, mass packets and invading colonists that make it to the surface.

6-5

Learn more about
Mining, p 13-1
Auto-build, p 7-9
Flinging Mass
Packets, p 6-12
Colonizing, p 12-1
Scrapping Fleets,
p 10-10
The Minerals on
Hand tile shows
you the current
number of mines
and factories
operating on a
planet, and the
maximum number
of mines and
factories the current
population can
operate.

Alternate Reality
Races and Factories
Alternate Reality
races cannot build
factories or any
other planetary
installation.

To learn how many
resources a factory
will produce for
your race, and the
cost of building a
factory, select the
View (Race) menu
item, and turn to
page 5 of the View
Race dialog.

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Whether you build defenses in a multi-player game depends on how much
you can trust other players to leave your worlds in peace (there’s room
enough for all in the Stars! universe—isn’t there?)
While you can build as many defenses as you wish, you can only operate as
many as your population has resources to handle. When commanding a
planet, look at the Status tile to see both the current and maximum number of
defenses, the type of defenses deployed and the percentage of bombs and
invading colonists that can be stopped.

As a game progresses, you can increase the number of defenses and upgrade
the technology (and the efficiency) of existing defenses:
Adding defenses increases the number of existing defenses of the type you’re
currently employing. For example, if you’re using Missile Batteries, then
adding Defenses to the production queue causes more Missile Batteries to be
built. This increases the percentage of coverage.
Upgrading defenses happens automatically. Whenever you learn new
technology that applies to defense, all defenses on all your planets upgrade
automatically and at no cost.

PLANET-BASED SCANNERS
A scanner is the inhabited planet’s radar, giving you information
about all objects within scanner range. There are several types of
planet-based scanners, with different ranges for detecting fleets,
mass packets, mine fields and wormholes, and different ranges for
detecting the environment and mineral content of other planets. You start the
game with a basic scanner on your home planet.
The cost of building a scanner is fixed. Once you build a scanner, it will
automatically be upgraded when your research allows you to build a better
scanner.

Alternate Reality
Races and
Planetary Defenses
Alternate Reality
races cannot build
planetary defenses
or any other
planetary
installation.

To learn about
defense technology,
open the
Technology
Browser (press F2),
choose Planetary
from the drop-down
menu, then click
Next until the
Browser displays
defense technology.
Each type of
defense is described
with a graph
summarizing its
effectiveness.
For more
information on how
planetary defenses
help protect you
from mineral
packet attacks read
chapter 25, The
Guts of Mass
Drivers.

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6-7

A planet’s scanner type and range appear in the Status tile.

Planet-based scanners are useful for detecting opponent’s fleets that pass near
or enter your empire. Only fleets that are cloaked have a chance of escaping
detection. You can reduce the chances of fleets sneaking past if you place
scanners on all your planets. When you select an enemy fleet, the scanner
will also show the estimated path of the fleet.
To view the area covered by your scanners, select the Scanner pane’s Radar
overlay. Your basic radar coverage appears in red. Planet-penetrating radar
coverage appears in yellow. You can also adjust the displayed effective
coverage to different percentages, showing your vulnerability to cloaked
fleets. Changing the displayed coverage does not actually decrease the actual
effectiveness of your scanners. It merely shows you how effective your
scanners would be versus other player’s cloaks. For example, if you have
reason to believe that your enemy is using 80% cloaked ships it would be
informative to set your displayed scanner coverage to 20%. The areas not in
red are vulnerable. Knowing that you have a hole in your coverage is the first
step in filling it.

Alternate Reality
Races and
Planetary Scanners
Alternate Reality
races cannot build
planetary
installations. Turn to
chapter 22 to read
more about how
these orbit-loving
nuts perform
scanning.

Learn more about
Scanning and
Cloaking, p 17-1
The Guts of
Cloaking, p 24-1

STARBASES
A starbase can be an orbiting shipyard, fuel depot, defensive
station, and a platform for a stargate and mass drivers. Before a
planet can build ships, it must have a starbase with a space
dock. Starbases stand in the way of attacks against the planet—
your fleet must destroy the starbase before bombing can
commence. Starbases with weapons always strike back and can initiate
attacks against enemies in orbit.
A starbase can also carry cloaks, and thus can partially cloak itself from
remote scans. Cloaking a starbase does not cloak the planet.

You can find details
on a specific
starbase hull design
in the Technology
Browser. Just press
F2, click on the
dropdown list and
choose the Starbase
Hulls category.

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Your starbase is your primary defense against bombing and invasion by enemy
fleets. Your planet can not be bombed or invaded as long as your starbase still
exists. Defend it well.
In the Scanner pane, a starbase appears as a yellow dot in orbit if a spacedock
is present or blue dot, if no space dock is present. The Starbase tile describes
a starbase belonging to the planet you’re commanding.

Building a Starbase
Build a starbase by adding it to the production queue. Like a ship, cost
depends on the type and number of items attached to the hull. You’ll find that
a starbase hull is very expensive, so you’ll need to plan how to afford it. You’ll
also find that hull parts attached to a starbase are 50% cheaper than the same
parts attached to ship hulls, helping balance out the cost and making the
replacement or addition of components easier to handle.
A planet can have only one starbase at a time. An existing starbase can be
upgraded or replaced, with credit given for the recycled materials.
You’ll have access to additional starbase hulls if you have the Improved
Starbases trait.

Starbase Design
There are five starbase hulls, with slots for weapons, armor and other items:
Orbital Fort — No ship building or refueling capacity. These don’t count as
starbases in the score.
Space Dock — Ship building capacity: 200kT or smaller ships. This hull
requires the Improved Starbases trait.
Space Station — Unlimited ship building capacity.
Ultra Station — Unlimited ship building capacity, with more slots for
weapons, shields and other components. This hull requires the Improved
Starbases trait.
Death Star – Top of the line orbital habitat for Alternate Reality races.

Alternate Reality
Races and
Starbases
Alternate Reality
races live in orbit
on starbases. This
means that the
starbase also
determines a
planet’s maximum
population, and
gives Alternate
Reality races greater
incentive to protect
their orbiting
homes. Read more
about these unusual
Stars! denizens in
chapter 22.

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Upgrading a Starbase
You can upgrade a starbase by changing the hull or by adding or changing
items in the hull slots. You receive full credit for the existing installation,
paying only the difference between the old and new hulls. The upgrade
appears in the production inventory, ready for you to add to the production
queue when you wish.
Here’s how the cost is determined:
If the hull changes:
•

You receive a 50% credit for minerals and resources used in the original
starbase.

If the hull does not change:
•

Slots where the components don’t change are free.

•

Slots where only the count of the component increases cost only the
component price multiplied by the number of additional items.

•

Slots where the component type changes to a similar component are
discounted in cost; the discount based on the closeness of the part types.

•

Slots where the component type changes dramatically cost the full price
of the new component. You will receive some minerals back if the old
components are recycled.

Sorting Starbases for Easy Upgrades
1. Press F3 to open the Planet Summary Report, then maximize the report
window.
2. Click on the top of the Starbase column and select the Starbase sort order.
3. Find the first planet with a starbase design you want to upgrade.
4. Click on the Production column for that planet. The Production dialog
opens, showing the queue for that planet.
Learn about

5. In the Production dialog, double click on the new design listed in the
production inventory (left-hand list).

Ship and Starbase
Design, p 9-1

6. Click on Next. Notice that the Next and Prev buttons follow the sort
order of the report.

Adding Items to the
Production Queue,
p 7-2

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7. Keep adding upgrades for each planet until you’ve upgraded all your
starbases.
8. Close the Production dialog and the report.

STARGATES
Stargates are starbase installations that provide cargo-less ships
with fuel-free, single year transport between your planets. This is
the optimum way to move scouts and warships when you’re in a
hurry, or any other ship that isn’t carrying anything but Fuel.
In the Scanner pane, the stargate appears as a green dot orbiting the planet.

Interstellar
Travelers and
Stargates
For Interstellar
Traveler races,
starbases with
stargates scan any
planet in range that
also has a stargate.
Interstellar Traveler
stargates are also
able to move ships
full of cargo.

Building a Stargate

Hyper Expansion

A stargate occupies an Orbital slot in a starbase hull. You can add a stargate
by upgrading an existing starbase hull or building a new hull.

Races with the
Hyper Expansion
trait cannot build
stargates.

To upgrade a hull and add the gate:
1. Choose the Commands (Ship Design) menu item, opening the Ship and
Starbase Designer.
2. Under Design, click on Starbase.

All stargates require
research into
Construction and
Propulsion. The
Orbital section of
the Technology
Browser describes
capabilities for each
stargate.

3. Select the design you wish to upgrade from the dropdown.
Learn about

4. Click on Copy Selected Design. The dialog changes, offering the design
and a component list.

Ship and Starbase
Design, p 9-1

5. Select a hull picture (using the arrows under the picture) and type in a
new name, or use the defaults shown in the dialog.

Adding Items to the
Production Queue,
p 7-2

6. Drag the stargate from the component list to an Orbital slot in the design.
Subtract and add any other components as you wish.

Navigating Using
Stargates, p 11-3

7. Click on OK. Then click on Done to close the dialog.
8. Click on Change in the Production tile, and add the new starbase to the
planet’s Production queue.

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MASS DRIVER BASICS
Mass drivers provide a fuel-free method of transporting mineral
cargo packets between planets, and, secondarily, can act as an
effective long range weapon. Mineral packets are bundles of
ironium, germanium and boranium. Mass drivers fling mineral
packets at high rates of acceleration. This prevents you from flinging Fuel,
which would explode, or colonists, who would, well, also explode.
In the Scanner pane, a mass driver appears as a purple dot orbiting the planet.

Building a Mass Driver
A mass driver occupies the Orbital slot in a starbase hull. You’ll have to
research Energy—the requirement for each type of driver is listed in the
Orbital section of the Technology Browser.
Once you complete your research, upgrade your starbase hull design to hold
the driver (or design a new starbase hull that includes the driver). To upgrade
a hull and add the driver:
1. Choose the Commands (Ship Design...) menu item, opening the Ship and
Starbase Designer.
2. Under Design, click on Starbase.
3. Select the design you wish to upgrade from the dropdown.
4. Click on Copy Selected Design. The dialog changes, offering the design
and a component list.
5. Select a hull picture and type in a new name, or use the defaults shown
in the dialog.
6. Drag the driver from the component list to an Orbital slot in the design.
Subtract and add any other components as you wish.
7. Click on OK. Then click on Done to close the dialog.
8. Click on Change in the Production tile, and add the new starbase to the
planet’s Production queue.

Learn about
Adding Items to the
Queue, p 12-2

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Building and Flinging Packets
Mineral packets are built and flung as a function of the Production queue. The
Production inventory will list a packet for each mineral and a mixed packet
that contains all three minerals. When you click on a packet type in the
inventory the numbers below the inventory show how many kT of each
mineral the packet contains.
The Scanner pane
shows mass packets
within your scanner
ranges, regardless
of who the packets
belong to (unless
you are a Packet
Physics race).

Once a packet is built, the driver automatically flings them at the destination
you’ve set. If you don’t set a destination, the packet disintegrates.
¯ Target a mass driver by clicking on Set Dest in the Starbase tile, then
clicking on the destination in the Scanner.

For the packet to arrive safely, the target must also have a driver of equal or
greater capacity. If the planet has a lesser mass driver, or no driver at all, the
packet destroys colonists and installations on the planet surface.
The gauge in the Starbase tile allows you to control the speed at which
packets are flung. You can purposefully fling packets at a slower speed if your
receiving planet isn’t equipped with an accelerator that’s high tech enough to
catch the packet at full speed.

Interstellar Traveler
Races
Interstellar Traveler
mass drivers are
only half as
effective at catching
minerals as their
rating, are less
efficient at flinging
minerals, and all
mineral packets
flung decay,
regardless of speed.

You can also target
a mass driver by
SHIFT-clicking on
the destination.

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6-13

You may fling packets at speeds up to three Warp levels above the rated
speed. Packets flung above the rated speed become unstable, decaying at
10% per year for one warp level above the rated speed, 20% for two warp
levels, and 50% for three warp levels. Packets decay in the year they are
launched and in the year they arrive at a planet proportional to the distance
they travel in those years.
During a packet’s first year out, it travels only half the normal distance, then
the normal distance in any following years of travel. Since production
happens all year long, the packets could be launched at any point. Stars!
simplifies this by averaging it out to a half-year’s travel.

Packets as Scanners
For Packet Physics races the mineral packets have the added feature of
behaving like a planet-penetrating scanner. The radius of the scan is equal to
the square of the packet’s warp speed.

Planet-penetrating
Scanners
These scanners can
detect fleets in orbit
around a planet.
They also can tell
you planetary stats
from a distance.

Packets Perform Terraforming
Packet Physics mineral packets only do 1/3 the normal damage when hitting a
planet, but have a 50% chance per 100kT of minerals to terraform the planet’s
environment toward the player ’s ideal value.

You Can’t Attack Packets
You can’t attack mineral packets. You can only intercept them and transfer
their contents to your fleet, as described below in Stealing Mineral Packets.

Stealing Mineral Packets
If you can intercept a mineral packet in flight you can steal from it. When a
packet is at the same location as your selected fleet, it appears in the Other
Fleets Here tile. Use the Cargo button and the Cargo Transfer dialog that
appears to transfer minerals from the packet to your fleet.

Building Two Mass Drivers on a Starbase
You can build up to two identical mass drivers on the same starbase
(assuming you haven’t used an Orbital slot with a stargate already). This has
two advantages: 1) you can catch incoming packets at one warp speed greater

Packet Physics
For Packet Physics
races, mineral
packet decay rates
are half the normal
level.

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than the driver’s nominal rating; and 2) packets flung at a speed higher than
the recommended maximum from dual drive starbases decay as if they were
flung at one warp speed lower.

Packets as Weapons
Packets flung at planets with a lesser mass driver or no mass driver damage
the planet and kill inhabitants. A warp 13 mineral packet is about as close as
Stars! comes to a doomsday weapon.

TERRAFORMING

Read more about
Mineral Packet
Bombardment,
p 15-5
The Guts of Mass
Drivers, p 25-1

Terraforming is the ability to change a planet’s environment to make it more
habitable for your race. If you are immune to environmental conditions, you
don’t need to terraform.
You won’t know if you need to terraform or can terraform a planet unless you
can scan it, gathering information about the planet’s environment. To see all
terraformable planets you’ve found use the Scanner pane’s Planet Value view.
You possess the technology to terraform Yellow planets, making them
habitable. Most green planets can also be terraformed to improve them. The
larger the yellow dot, the better the planet will be once you terraform it.
Click on a planet in the Scanner pane, then look in the Selection Summary
pane. The habitability value shows the current value of the planet followed in
parentheses by the value the planet would be after terraforming (given the
limits of your current technology).

The environment graph shows how much you can modify the planet’s
environment, given your level of terraforming technology. The following
graph shows that the player possesses Gravity and Radiation terraforming
technology, and that Radiation must be terraformed to make the planet
habitable. Gravity is currently well within this race’s habitable range, and may
be terraformed to the optimum level.

To see your race’s
habitability range,
choose the View
(Race) menu item,
then turn to page 4
of the View Race
dialog.

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Habitable range
Left-click to see
the exact range

Original

Current value

Best value possible applying
current terraforming technology

You don’t have to worry about the order in which the different factors are
terraformed. The terraforming task that appears in the production dialog
always works on the factor that is the furthest out of range. If you can improve
Gravity by 3%, Temperature by 5% and Radiation by 2% the Production
dialog will let you add 10% Terraforming to the queue. Each 1% Terraforming
task executed will modify one of the environmental factors by 1%, which will
improve the overall habitability value by at least 1% and probably more.
Find out which factor should be terraformed to maximize the planet’s
habitability value by clicking in the environment graph of the Summary pane.
A pop-up will tell you the potential increase in habitability value if you
modify that factor to the limits of your current level of technology.

There are two basic ways to terraform a planet. The first and easiest is to add
auto-build terraforming tasks to the production queue. Min and Max
Terraforming are auto-build tasks which remain in the queue and operate only
when both necessary and possible. These can be added manually or using a
production template. The second method is to manually add the Terraform
Environment task to the production queue.

6-15

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Terraforming tasks can use only the terraforming technology you possess. So,
if you have only Radiation and Temperature Terraforming, you can modify
only radiation and temperature levels, but not gravity. The terraforming will
automatically act first on the environmental attribute which when modified
will most improve the planet’s habitability.

Colonists Die if Minimum Terraforming Lasts More than One Year
If it takes longer than one year after colonizing to bring the planet to a
habitability value of 0% or better, your colonists will start to die. If you can
bring it within range the first year, they’ll be fine. This is the best reason for
creating a production template that contains auto-build terraforming tasks. An
Auto-build task already in place happens the same year as colonization.
Terraforming added manually must wait until the following year.

Terraforming with Auto-build Tasks
1. Bring the planet you wish to terraform under command.
2. Click on Change in the Production tile. The Production dialog opens.
3. In the production inventory, click on either the Min Terraform or Max
Terraform auto-build tasks. Then click on Add to raise the limit to which
the task will terraform.

Minimal (Min) terraforming changes only those environmental factors that
have a negative value and that you have the technology to change, up to the
percentage you specify in the task. Terraforming will continue only until the
habitability value reaches zero. To go beyond the point of minimal
terraforming, you must manually add Terraform Environment or the Max
Terraforming auto-build task. Minimal Terraforming will activate and terraform
only when there are resources available and not doing so would cause people
to die on the planet (from negative environment values or overcrowding).

Claim Adjusters
Claim Adjusters
automatically
terraform a planet
as soon as they
land.

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Max Terraforming changes any environmental attributes that you have the
technology to change, up to the percentage you specify in the task.
As each terraforming task completes, an environmental factor is improved by
1%.

Terraforming as a Default Action
You implement default terraforming by defining a default production template
that includes auto-build terraforming tasks. This is done through the
production dialog.
1. Make sure the auto-build terraforming items in the production queue are
arranged in the sequence you want them to appear in the template.

2. Make sure the Contribute Only Leftover Resources to Research checkbox
is set the way you want it to be reflected in the template. An unchecked
box specifies Contribute Resources to Research before spending resources
for production. A checked box indicates Don’t Contribute to Research
before spending resources on production.

3. Right-click on the blue diamond next to Apply or Define... and select
<Customize> from the pop-up menu.
4. Select <Default> in the Customize Production Template dialog.

Auto-build items do
not need to be
listed consecutively
in the production
queue nor do they
need to appear at
the top of the
queue to be
produced.

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5. Click on Import to copy in the auto-build items from the production
queue, then OK both the Customize… and Production dialogs.
That’s it. The default production orders will take affect on every planet taken
over or newly colonized. It does not affect any planets where colonists have
already landed.

Adding Terraforming to the Queue Manually
1. Double-click on the planet you wish to terraform, placing it in the
Command pane.
2. Click on Change in the Production tile.
3. In the production inventory, click on the Terraform Environment task.
Then click on Add to add the desired number of this task to perform.
Each Terraform Environment task you add to the production queue improves
an environment factor by 1%. The number of tasks you may add to the queue
is limited by the current level of your terraforming technology. When you
have successfully completed all the tasks you can add to the queue, the
Terraform Environment task disappears from the production inventory. It will
reappear once you achieve a higher level of technology that allows you to
terraform further.

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Types of Terraforming Technology

Each of a planet’s three environmental factors has a matching type of
terraforming technology: Temperature Terraforming, Gravity Terraforming, and
Radiation Terraforming. Each requires a different combination of research:
•

Temperature terraforming requires research into Biotechnology and
Energy.

•

Gravity terraforming requires research into Biotechnology and Propulsion.

•

Radiation terraforming requires research into Biotechnology and
Weapons.

Each technology allows you to improve a specific factor a minimum of 3%
from its initial value and a maximum (without Total Terraforming) of 15%.
The percentage of improvement does not always indicate how much the
value of the planet will increase. Often only one or two environmental factors
will be negative, while the remaining factors look pretty attractive. In this case
improving the negative factors can improve the planet’s overall value to a
much higher percentage than that indicated by the technology.
As you upgrade your terraforming technology, you’ll see the amount you can
improve the planet increase. You may also see that some planets that were
previously not terraformable (red in Planet Value view) become terraformable
(yellow in Planet Value view).
To learn more about the individual types of terraforming technology and their
research requirements, open the Technology Browser (Press F2) and select
Terraforming from the dropdown list.

Total Terraforming
Total Terraforming is a race trait, not a type of technology. Races
with Total Terraforming begin the game with the ability to
improve temperature, gravity and radiation levels up to 3%.
Terraforming requires 30% less resources and you can research
terraforming technologies that improve factors up to 30% instead

The Total
Terraforming trait
requires that you
research only
Biotechnology to
learn terraforming
technology

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of just 15% normally. Terraforming requires research into only Biotechnology,
instead of Biotechnology and three different additional fields.

Claim Adjusters and Automatic Terraforming of Colonies
Races based on the Claim Adjuster trait automatically terraform new colonies
upon landing. This terraforming action is both instantaneous and temporary—
as soon as the planet is deserted or taken over, the environmental conditions
revert to their original values.

To determine if
your race has Total
Terraforming,
choose the View
(Race) menu item
then turn to page 3
of the View Race
dialog.

As the race learns more about terraforming all its planets are automatically
and instantaneously terraformed to the limits of the technology.

Claim Adjusters and Terraforming Other Players’ Planets from Orbit
Races based on the Claim Adjuster trait can terraform other player’s planets
from orbit. This creates unique opportunities for diplomacy or war. If the
owner is your Friend, you automatically perform positive terraforming
(adjusting planetary conditions toward the inhabitants’ optimal conditions). If
the owner is your Enemy, you perform negative terraforming.
Terraforming from orbit requires a fleet outfitted with Orbital Adjusters. These
are described in the Mining Robots section of the Technology Browser. Every
race with the Claim Adjuster trait starts out with one ship outfitted with
Orbital Adjusters.
Terraforming from orbit is a great vehicle for diplomacy: in return for other
technology, an alliance, or just a plain thank you, you can help your friends
make their planets a better place to live. Only offer this assistance to friends
who have lesser terraforming capabilities than yourself. Terraforming is not
additive—you can’t combine your orbital terraforming abilities with those of
the inhabitants to super terraform the planet. The planet will only be
terraformed to the limits of whoever possesses the superior technology. For
example, if the inhabitants have 3% terraforming and you possess 5%
terraforming, the planet can be improved up to 5% from its original
conditions (not exceeding optimal conditions for the inhabitants).
Terraforming from orbit can also be used as a weapon: just orbit the planet
and start to terraform it under your opponent’s feet. This allows you to prepare
more favorable conditions for a planetary invasion. You must destroy any
existing starbase before you can launch this type of attack. Depending on
your opponent’s level of terraforming technology, using terraforming as an

Orbital Adjuster

Specify Friends,
Enemies and
Neutrals using the
Player Relations
dialog (press F7).

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attack could turn into a shoving match if they begin terraforming operations of
their own.
Terraforming from orbit happens automatically as soon as your fleet arrives.
Just set the destination planet as the fleet waypoint. No waypoint task is
necessary.

PLANET REPORTS

The Planet Report displays the same information displayed by the Command
pane, but for all your planets. You can use the report to change the order in
which planets appear in the Planet tile and the Production dialog according to
any category in the report.
A planet report contains the following information:
Planet name – the color of the dot, if present, indicates the type of starbase,
and whether a mass driver and stargate are present. In the report, the name of
the planet currently in the Command pane is highlighted.
Yellow dot — starbase has a space dock (can build ships)
Blue dot — starbase without a space dock
Purple dot — mass driver
green dot — stargate
Starbase – Click to display the starbase design.
Population – Current population. Click to display details.
Cap – Percentage of planetary population capacity.
Value – Shows the maximum population percentage relative to maximum
growth under optimal conditions (100%). A second number is the value after
terraforming using your current technology. Click to display details.

6-21

Retro Bomb
Claim Adjusters also
can gain the Retro
bomb, a type of
terraforming
weapon used to
return the planet to
its original
conditions.

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Production – the item at the top that planet’s production queue. Click to
access the queue.
Mine – Number of mines in existence. Click for details.
Fact – Number of factories in existence. Click for details.
Defense – Type of planetary defenses.
Minerals – Number in kT of each type of Mineral on the planet surface. Click
on each number for details about that mineral.
Mining Rate – Mining rate of each mineral in kT/year. Click for details.
Min Conc – Mineral concentration for each type of mineral. Click for details.
Resources – Resources available for use by the planet, followed by total
resources generated by the planet. Click for details, including the number of
resources dedicated to research.

Learn more about

Driver Dest – Destination of mineral packets flung from that mass driver.

Changing the Order
of Planets in the
Production dialog,
p 7-10

Routing Dest – Destination planet for ships routed from production.

Sorting Starbases for
Easy Upgrades, p 6-9

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PRODUCTION

In Stars! you produce ships, mines, factories and defenses, and assign tasks,
such as terraforming. The Production dialog lists all the things you can build
or tasks you can perform on a specific planet, commands that allow you to
add these items to the queue, information showing how much each item will
cost and when or if it will be completed given your available resources.

HOW PRODUCTION WORKS
You have one production queue per planet. The queue is essentially a work
list. Items are produced in the order shown in the queue, from top to bottom.

Items waiting production

Minerals and resources required to build
the selected item in the specified quantity

Completion status of selected item

You can add, delete or move items at any time, anywhere in the queue. The
percentage complete is shown for the selected item. If you add an item to the
top of the queue in front of something that is partially complete, your people
will not work to complete the original item until the new item you placed in
the queue is complete or has been deleted. Production of items that require
minerals is halted if the planet runs out of minerals. Auto-build items that
require only resources will continue to be produced.

Resources are units
of work created by
people and
factories. They
represent the effort
required to perform
a task or produce
an item.

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The production inventory lists all the things you know how to build or tasks
you can currently perform on that planet.

Inventory of everything the planet
can build. Like items are displayed
in the same color.

Amount of each mineral and
number of resources required to
produce one of whatever is
selected in the inventory.

Unique Items
When a planet can only use one of an item, such as a planet-based scanner
or starbase, the item appears only once in the inventory. When this kind of
item is added to the queue, it disappears from the inventory.

Upgrades of Existing Items
Upgrades of existing items, such as stargates and starbase hulls, will replace
any older versions in the inventory list. When you upgrade a item, it is
labeled in the inventory as an upgrade. Since upgrades enhance rather than
replace an item, they only require enough minerals to create the
enhancements.

ADDING AN ITEM TO THE PRODUCTION QUEUE
You can add an item at any time to any spot in the production queue. The
procedure is slightly different depending on whether you want to do the
following:

Add an Item to the Top of the Queue
1. Click on — Top of the Queue — .
2. Click on an item in the inventory, then click on Add or double-click on
the item in the inventory list.

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Add an Item to the Middle of the Queue
1. Click on the item in the queue under which you want the new item to
appear.
2. Click on an item in the inventory list, then click the Add button, or
double click on the item in the inventory list.

Add an Item to the Bottom of the Queue
¯ Click on the last item in the queue, then on an item in the inventory list.
Then click the Add button, or double click on the item in the inventory
list.

Move an Item in the Queue
1. Click on the item in the queue that you want to move.

7-3

Adding Large
orders
SHIFT-Add adds up
to 10. CTRL-Add
adds up to 100.
Pressing
CTRL+SHIFT when
clicking on the Add
button will add as
many of that item
as possible. This
also works if you
press CTRL+SHIFT
and double click on
the item in the
inventory list. These
keys behave the
same when used
with the Remove
button.

2. Click on the Item Up or Item Down buttons.

REMOVING AN ITEM FROM THE PRODUCTION QUEUE
Do one of the following:

Speedy Removal

¯ Select an item in the queue, then click the Remove button or double-click
on the item in the queue.

SHIFT-Remove
removes up to 10.
CTRL-Remove
removes up to 100.
Pressing
CTRL+SHIFT when
clicking on the
Remove button will
remove as many of
that item as
possible. This also
works if you press
CTRL+SHIFT and
double click on the
item in the queue.
These keys behave
the same when
used with the Add
button.

¯ Keep clicking the Remove button or double-clicking on the item name to
remove additional units.

PRODUCTION TEMPLATES
A production template is a sequence of auto-build items imported from a
production queue and saved for later use. Use production templates to
automate auto-build production strategies you plan to use more than once.
The default production template is automatically applied on any planet taken
over or newly colonized by your people. The other three templates can be
manually applied to any planet’s production queue. Templates are saved for
the duration of the game but may be edited at any time.

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You apply templates by simply selecting the template name instead of
manually adding the items to the production queue. When you apply a
template, all auto-build items currently in the queue are replaced with the list
of items in the template.

Production Template Strategy
To help illustrate how production templates are useful, here’s an example of a
useful default template for new colonies:
Minimum Terraform Up to 10%
Factories (Auto Build) Up to 10
Mines (Auto Build) Up to 10
Defenses (Auto Build) Up to 2
Factories (Auto Build) Up to 25
Mines (Auto Build) Up to 25
Maximum Terraform Up to 10%
Defenses (Auto Build) Up to 5
Minimum Terraform Up to 10%
The planet will work on terraforming first if it is possible and people might die
otherwise. This handles fledgling negative worlds, overcrowding and disasters.

Factories (AB) Up to 10 / Mines (AB) Up to 10

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7-5

You want constant progress on improving the planet’s productivity. This is
what fledgling colonies spend most of their time doing.
Defenses (AB) Up to 2
If the planet is doing well enough to complete all those mines and factories
you can afford to work on defenses a bit to keep from falling way behind.
Fledgling colonies don’t make it this far.
Factories (AB) Up to 25 / Mines (AB) Up to 25
At this point we want to ensure the planet has the maximum number of mines
and factories. Only mature planets will reach this point.
Maximum Terraform Up to 10%
Push a mature planet to perfection. The mines and factories are probably
maximized for the current population so, if possible, increase the maximum
population and growth rate.
Defenses (AB) Up to 5
Add defenses if the colony has the maximum number of mines and factories
possible for the current population.
Contribute only Leftover Resources
While the colony is fledgling it is a good idea to have “Contribute only
leftover resources to research” checked. When the colony reaches the point
were the defenses are being auto-built you can deselect the “Contribute only
…” option.

Creating a Template
1. Make sure the auto-build items in the queue are arranged in the same
order in which they should appear in the template.

2. Make sure the Contribute only Leftover Resources to Research checkbox
is set the way you want it to be reflected in the template.

Auto-build items do
not need to be
consecutively listed
nor do they need to
appear at the top of
the list to work.

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When Contribute Only Leftover... is checked the custom template will
include the label Don’t Contribute to Research (until production is
complete). Otherwise the template reads Contribute to Research (before
production begins).
3. Right-click on the blue diamond and select <Customize>.

4. Select default or one of the three other template choices.

5. Click on Import .
6. Type in a name for the template and OK the name dialog.
7. OK the Template dialog. The template is now ready to apply. If you
created a default template, it will be applied automatically whenever you
establish a new colony.

Manually Applying a Template
Right-click on the blue diamond and select a template to apply to the current
production queue. The auto-build items in the template are applied
underneath the last item currently in the queue.

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7-7

Editing a Template
1. Repeat steps 1 & 2 above.
2. Right-click on the blue diamond and select <customize>.
3. Select the template to be edited.
4. Click on Import.
5. Type in a new name for the template if you wish and OK the name
dialog.
6. Click on OK. The edited template is now ready to apply.

Renaming or Deleting a Template
1. In the Production dialog, right-click on the blue diamond and select
<Customize>.
2. Select one of the three non-default templates. Click on Delete to erase the
template contents and it’s name or click on Rename and type in a new
name.

CLEARING THE PRODUCTION QUEUE
¯ To remove all items from the production queue click on the Clear button
in the Production dialog or the Production tile.
If the item is removed from the queue before completion, resources and
minerals already spent on the item are lost.

UNBLOCKING A PRODUCTION QUEUE

The default
template cannot be
renamed. To clear
the contents of the
existing default
template you must
import an empty
production queue.

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If your planet’s mineral concentration runs so low that the time to completion
exceeds 100 years, the item name turns red. This means it will practically
never be completed unless you do something about it. You have two choices:
transport minerals from other planets or use mineral alchemy (or use a
combination of the two).

Transporting Minerals
To transport minerals, set up freighter waypoints to transport minerals from
your remote miners or mineral-rich planets to your planet with the blocked
production queue. If you have a mass driver on the needy planet and the
mineral-rich planet, you can also fling mineral packets between planets
without using ships.

Mineral Alchemy
Mineral alchemy transmutes resources into minerals (sort of your own
Philosopher’s Stone). If you can’t complete an item in the queue because
you’ve run low on one or more minerals, place mineral alchemy in the queue
ahead of the item you’re trying to build. Each unit of mineral alchemy will
turn a mere 100 of your resources (25 if you have the Mineral Alchemy trait)
into 1 kT of each of the three minerals. This is a good strategy for unblocking
queues on a planet where you have a large population and can quickly
replace the resources used by alchemy.
Add as many mineral alchemy units as you need to finish the item stuck in
the queue. Like other items in a queue, the color of each Mineral Alchemy
task will tell you how long it will take for the process to complete. If you have
a large number of resources dedicated to production, you can create a large
amount of minerals fairly quickly.
Mineral alchemy is one of the items available for auto-building. Consider
adding it to your default or a custom production template, if it isn’t already
there. If auto-alchemy is placed in front of an item, it will be used only if you
have a mineral shortage. If it is the only item in the queue, it will convert
resources into minerals until you remove it or place another item immediately
following.

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ADDING AUTO-BUILD ITEMS TO THE QUEUE
Auto-build items are always in italic, but appear differently in the production
inventory and queue.
When they’re in the inventory, they are labeled as Auto-build. When you add
them to the queue, they are labeled <Item> up to <number>; for example,
Factories Up to 50. The latter number indicates that the queue will attempt to
produce the stated number of that item every year.

Auto-build Mineral Alchemy is the exception, displaying as Mineral Alchemy
as needed. If you insert it in front of an item in the queue you want to perform
as much Alchemy as possible to maximize the production rate for that item. If
you already have enough minerals, Mineral Alchemy isn’t needed and doesn’t
happen. It’s a great insurance policy that always does the right thing. If
Alchemy is the last item in the queue, it means to spend all remaining
resources on Mineral Alchemy.
Auto-build items can be used to create a default queue for newly colonized
worlds, or for items you wish to produce on any world whenever extra
resources are available for production, or when the queue is empty of
anything but auto build items. For example, early in the game, it’s useful to
continuously build mines and factories. It’s always useful to auto-terraform
when conditions are less than perfect and you have the means.
Like any production item, auto build items can be inserted anywhere in the
queue. An auto build item stays in the queue until you remove it. This means
your production queue will annually attempt to build these items when
possible. You can always place other items ahead of auto-build items, or
rearrange the items in the queue. Auto build items that cannot be built are
skipped.

7-9

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There are, however, differences between the behavior of auto-build items and
others in the queue:
•

Auto-build items do not block the queue. If they cannot be performed,
they are skipped over.

•

Auto-build items are never automatically removed from the queue. They
remain there until manually removed and activate only when necessary
and possible.

•

You never make progress on auto-build items. When work is done it is
seen as a partially completed normal build item in the queue.

Auto-build items include Mines, Factories, Defenses, Mineral Alchemy,
Terraforming, and auto-building and flinging Mineral Packets (if you have a
mass driver).

CHANGING THE ORDER OF PLANETS IN THE PRODUCTION
DIALOG
You can use the Planet report to change the order in which planets appear in
the production dialog. This allows you to easily find the planets that may
need upgrades of a specific type (such as starbases) and add the upgrades to
the production queue.
1. Press F3 to open the Planet report.
2. Click at the head of any column, choosing a sort that appeals to you. You
may want to sort by starbase, by production, mines, factories—anything
you wish.

3. Click in on the Production column to open the queue for that planet.
4. Click on Next, paging through the queues for each planet. Notice they
appear in the order you specified in the report.

Changing the sort
order of planets
also changes the
order in which they
appear when you
click on Next and
Prev in the Planet
tile.

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7-11

CONDITIONS THAT AFFECT PRODUCTION

Page 5 of the View Race dialog tells you if you excel at building and
operating factories and mines, as well as how many resources N colonists will
generate each year (not counting the resources created by factories). The more
each of the following conditions are true, the more your race will excel at
production:
•

One resource is generated each year for every seven colonists.

•

Factories produce 15 resources per year.

•

Every factory requires five resources (and the usual amount of minerals) to
build.

•

Colonists may operate 25 factories.

•

Factories cost one mineral less to build.

Of course, the mining rate also affects production. The closer your race is to
meeting one or more of the following conditions, the better:
•

Mines produce 25 kT of minerals per year.

•

Every mine requires two resources to build.

•

Every 10,000 colonists can operate 25 mines.

How Research Makes Production Cheaper
Production of a particular item becomes cheaper when all research
requirements are surpassed by one level. For example, an engine requiring
research level 3 Propulsion and level 1 Energy becomes 4% cheaper when
you attain level 4 Propulsion and level 2 Energy, 16% cheaper with level 7
Propulsion, level 5 Energy, and so on. You can eventually reduce the cost of
producing some items by 75% (or 80%, if you possess the Bleeding Edge trait,
which decreases costs at a rate of 5% per level instead of the normal 4%).

Learn more about
Factories, p 6-5
Mining, p 13-1
Research, p 8-1

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Disaster Strikes Planet X!
When comets or other naturally occurring blunt instruments crash into
inhabited planets, the planet’s production queue is reset. All work in progress
is lost, including the resources spent on that work. It’s not all bad. Usually a
cosmic barrage brings extra minerals that you can apply immediately to
production.

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RESEARCH

You can’t go from rubber band drives to ramscoops or from binoculars to
520X planetary scanners without applying mental elbow grease. This means
research. Fortunately, to conduct research in Stars!, you need to know nothing
of physics or animal husbandry, biomechanics or elastic waistbands. You only
need to know which general areas of technology you wish to research and
how many resources you wish to allocate to that research. That, pushing a
couple of buttons, and being patient, will gain you access to all the
technology you need to rule the known Stars! universe.
Before you start researching, spend a little time in the Technology Browser
(press F2). Learn about the types of technology available to your race, the
items you want to build, and which areas and levels of research are needed to
do that.

FIELDS OF STUDY
There are six fields of study: Energy,
Weapons, Propulsion, Construction,
Electronics, and Biotechnology. You
can research only one at a time. The
levels of proficiency range from 0 to
26 (at 26, you are a techno-geek
summa cum astrolabe, a level that
20th century hi-tech moguls can only
daydream about reaching). When you
complete a research level, new
technology becomes available to you.
Going beyond the level needed to produce an item has cost benefits: for
every technology level you achieve above the required level, the production

Resources are units
of work created by
people and
factories. They
represent the effort
involved in
performing a task or
producing an item.

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cost of that item is reduced by 5%. You can eventually reduce the production
costs for many items by 75%. This is also referred to as miniaturization.
The type of research needed to gain a technology depends on the function of
that technology. For example, most ship hulls require Construction research
only. Some technology requires research into more than one area: Gravity
Terraforming requires research in both Biotechnology and Propulsion.
Use the Research dialog to specify a field of study and the percentage of
resources you wish to apply annually to that research. The dialog also
displays the specific technology you’ll gain by achieving the next few levels
in that field. Resources applied to research are taken off the top of your
resource heap. This allocation is modified only if you check Contribute Only
Leftover Resources to Research in the Production dialog, reversing the order
and allocating resources first to production, then research.
You can change research fields before achieving a new level. Stars! keeps
track of how much progress you’ve made in a field, allowing you to return to
a partially researched field at any time without losing progress.

Choosing the Next Field of Study
Queue your next field of interest using the Next Field to Research dropdown
in the Research dialog. This switches your research as soon as you reach the
next level in your current field. All resources not needed to reach the next
level in your current field are applied to the next field.
If you achieve the maximum level for a field and forget to specify a new field,
Stars! automatically selects the least researched field.

BROWSING STARS! TECHNOLOGY
The Technology Browser provides details about every technology you can
learn through research, including ship components, planetary installations and
terraforming. To enter the Technology Browser, press F2 or choose the Help
(Technology Browser ) menu item.

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8-3

To find an item quickly, select a technology
category from the dropdown list

Resource cost and weight

Technical

Warnings and notes
about availability and
race trait requirements

Select to show only technologies
you can currently build

Cost appears when you haven’t completely researched the technology
required to build the item. The color of each required research field tells you
whether you’ve completed the necessary level of research. Red indicates you
have more research to do, black indicates that you have reached the
necessary level. The number next to each field is the level to attain. The Cost
is the number of resources needed to build that item.
The Technology Browser always displays cost and other information relative
to your race type and current level of knowledge. The printed documentation
and online help shows base costs without regard to race traits or current
knowledge.

Learn more about
Technology Data
Tables, p B-1

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ALLOCATING RESOURCES FOR RESEARCH
How Production Affects Research
For research, you receive all resources from planets with nothing in the
production queue and with auto-build turned off. You also receive all unspent
resources from planets with queues blocked by lack of minerals. If the
Contribute Only Leftover Resources to Research box is selected in the
Production dialog, you’ll only receive the resources left over if the planet’s
queue is emptied that turn.

If this box is not selected, you’ll receive the percentage of resources you
indicated in the Research dialog, plus any resources left if the production
queue if emptied that turn. If the production queue is blocked you’ll receive
all the resources from that planet for that turn.

Predicting How Much Time Research will Take
Predicting the amount of time it will take to complete a research level is
slightly tricky. Stars! displays the Estimated Time to Completion in the
Research dialog.

The estimate is based on an unchanging supply of resources, including the
following:
•

all resources from planets with empty production queues and non-active
auto-build

•

allocated resources from planet’s items in production but who are
dedicating resources to production first (Contribute Only Leftover
Resources to Research box is not selected).

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8-5

To get your best estimate of how long research will take, look at both the
current time estimate and the number of resources allocated the previous year
(also shown in the Research dialog). Each turn, check how much the estimate
changes as a result of changing conditions in your empire.

To get a more accurate estimate, assign or change your research allocation as
the last task of your turn. By then, Stars! will know how many resources are
required for production and will remove those from the calculation for
research time.

Sample Strategies for Resource Allocation
Some people play Stars! with global research allocation set to a low number,
assuming that on some turns production queues will run out of things to do
and large amounts of resources will be allocated automatically to research.
Other people like to keep their production queues busy all the time, and need
to allocate a larger research allocation up front. Both styles can be equally
successful.

THE COST OF RESEARCH
Research becomes more expensive for each level of technology you achieve.
You spend resources to do research. Research in any field becomes
progressively more expensive, increasing in a Fibonacci type series. The total
cost equals the cost for that field plus the added cost of 10 resources per field
of study per level you’ve already achieved. This cost is calculated for you in
the Research dialog.
In general, you should pick which technology you wish to learn, then
research only the field(s) needed for you to be able to gain that technology.
Then you’ll never use more resources than necessary to learn a technology.
Ultimately, though, it costs the same to research all technology. The added

Fibonacci numbers
are the unending
sequence 1, 1, 2, 3,
5, 8, 13, 21, 34 ...
where each number
is the sum of its two
predecessors.

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costs encourage you to develop a few initial technologies quickly and take
them out into the universe.

Generalized
Research trait

Research can be cheaper for some races than others. To learn how efficient
your race is at performing research, choose the View (Race) menu item, then
turn to page 6 of the View Race dialog. Both the Technology Browser and
pages 2 and 3 of the View Race dialog show you which technologies you
won’t be able to research due to a primary trait. The Research dialog shows
you only the technology that’s available to your race.

If you choose the
Generalized
Research trait when
building a race,
your race will take
a holistic approach
to research. Only
half of the resources
dedicated to
research will be
applied to the
current field of
research. 15% of
the total will be
applied to all other
fields.

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SHIP AND STARBASE DESIGN

Use the Ship and Starbase Designer to create, edit and delete new ship and
starbase designs. Once you create a new ship design you can add it to the
production queue of any of your planets that has a starbase with a space
dock.
You don’t need a starbase to build a starbase. If your colony has the resources
and minerals, just add the starbase to the queue.

HOW TO APPROACH HULL DESIGN
Develop a strategy for deciding when to create a new design. If you create a
new design every time you successfully research a new piece of technology,
chances are you’ll have too many ships of similar design out in space at the
same time. Try to leave room for at least one additional design, so that you
can create a new design quickly without first deleting an existing design. You
could also create a new design for an existing class of ship, such as a
colonizer, when the existing design has outlived its usefulness.

Example
Obsolescence
Strategy
If you have
colonized most or
all planets within
range of your
current colonizers,
you may want to
delete the old
design and replace
it with a new one.

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Spend time in the Technology Browser learning about the ship technology you
think you’ll want to research. Take ship design into account when you plan
your research strategies. If possible, design new ships only when you gain the
technology you need to make a significant advance over older designs.

DESIGNING A NEW HULL FROM SCRATCH
Hull schematics show the type and number of components a hull is designed
to hold. The schematic is made up of component slots that only accept the
type and number of components indicated by their labels. Cargo spaces only
show cargo capacity — they do not accept components.
Component

Cargo space

To design a new ship from an empty hull schematic:
1. Select Available Hull Types.
2. Click on the dropdown list and select a design:
Tip: You can use
Copy Selected
Design to clone a
known enemy ship
design (although
the results may not
be perfect).

3. Click on Copy Selected Design .
If the Copy Selected Design button is shadowed, you’ve reached the
maximum of 16 concurrent ship designs. You must delete an existing
design before you can design a new ship.

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9-3

4. Attach components to the hull by dragging them from the list of ship
components to a compatible tile on the ship schematic.
Tip: Hold down the
CTRL key to drag as
many items as the
slot can hold, or the
SHIFT key to drag
four parts at a time.

The cost, mass, fuel capacity, shield and armor strengths, and other ship
statistics are shown in the lower-right corner of the Designer. These values
change as components are added or removed.

Some of the values
shown in this figure
are not displayed in
resolutions lower
than 800x600.

5. Choose a hull picture and name the new design.

Name the design
Choose a hull picture

6. OK the Designer.

EDITING AN EXISTING HULL DESIGN
Do the following if you want to change an existing design or create a new
design based on the existing design. You can edit a design only if none of
your existing ships use that design.
1. Select Existing Designs.
2. Click in the dropdown list and select the design.

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Select an existing design.

3. Click on Copy Selected Design.
If the Copy Selected Design button is shadowed, you have reached the
maximum of 16 concurrent ship designs. You must delete an existing
design before you can design a new ship.
If the Edit Selected Design button is shadowed, there are existing ships
based on this design. Only designs for which no ships exist may be
edited.
4. Drag the components to be removed from the ship schematic to the
collection of ship components and release.

Drag the components one at a time, or hold down the CTRL key to drag
all items from the slot, or the SHIFT key to drag 4 parts at a time.
If you wish, replace the old components with new ones from the ship
component list. Drag them over to the ship schematic and release.
5. If you wish, the change design image and name.

Rename the design
Choose a new picture

6. Save the design:
¯ To save the design under the same name, click on OK.

Tip: You can use
Copy Selected
Design to clone a
known enemy ship
design (although
the results may not
be perfect).

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¯ To rename the design (creating a new design), click in the name field
and type in a new name. Then click on OK.

DELETING AN EXISTING HULL DESIGN
If you delete an existing design, all ships that use that design are destroyed,
and their minerals are lost to the cosmos. If you wish to retrieve some of the
minerals used in the ship, scrap all the ships using that design, then delete the
design.
A plaque appears below ship schematics of existing designs. It tells you how
many ships built on the selected design still exist. If you delete an existing
design, any existing ships built with that design will be destroyed.
In this case, all 19 ships built on this design have already been
destroyed. Deleting this design will not destroy any existing ships.
In this case, 34 out of the 36 ships built on this design remain
intact. Deleting this design will destroy all 34 remaining ships.
Ships destroyed by this mechanism are not recycled for scrap.

Deleting Designs Using the Ship and Starbase Designer
1. In the Ship and Starbase Designer, select Existing Designs.
2. Click on the dropdown list and select the design to delete.
3. Click on Delete Existing Design .

Other Methods of Deleting Hull Designs
Pick a design that is no longer useful (too slow, ineffective weapons). Before
you delete the design, think of the most advantageous way to get rid any
existing ships of that design. The following provide example strategies:
Example 1: Send each ship of the design to planets that need minerals. Set the
waypoint task at each planet to Scrap Fleet . A portion of the minerals will be
returned to the surface supply on that planet. If you use this method, you’ll
have to wait until all the affected ships reach their assigned waypoints.
Example 2: Delete all the ships at in one stroke using the Ship and Starbase
Designer. You’ll be warned that all the ships of that design will be destroyed.
When you delete ships this way you receive NO minerals.

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Example 3: If the ships of the type you wish to delete use any weapons, use
them in a large battle as distracting cannon fodder, possibly keeping your
more advanced ships safer a little longer.

COUNTING THE NUMBER OF HULL DESIGNS
To learn the total number of designs you’ve created:
1. In the Ship and Starbase Designer, select Existing Designs.
2. Click on the dropdown menu and count the number of designs. This
example shows five designs.

To learn how many ships of a single design are in play:
1. Select Existing Designs.
2. Click on the ship name in the dropdown list.
3. Look at the number displayed on the plaque under the dropdown:
The first number shows how many ships of that type still
exist, the second shows how many you built since creating
the design. Here, one ship was built and is still in play.

REACHING THE MAXIMUM NUMBER OF DESIGNS AND
FLEETS
There are limits to the number of designs, ships and fleets you can have in the
game. Develop strategies that take these limits into account.
•

Different ship designs per player: 16

•

Total ships of each design in a fleet: 32,000

•

Fleets per player: 512

•

Different starbase designs per player: 10

Tip: You can locate
all ships of one
type using the Ship
Design Filter in the
Scanner pane.

Stars! will gray the
Copy Selected
Design button in
the Ship and
Starbase Designer
once you reach 16
designs.

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Although Stars! will let you know if you’ve reached the maximum number of
designs when you try to create a new design, you’re better off keeping track
of the number yourself.
If you’ve reached the design limit of 16 and wish to create a new design,
you’ll have to delete an existing design first. To delete a design, use the Ship
and Starbase Designer. Develop strategies for deciding when to create new
designs and when to obsolete older designs.

9-7

Tip: To determine
the number of fleets
you currently have
select the Report
(Fleets) menu item.
The total count of
your fleets is
displayed in the
title bar of the
report.

ADDING SHIP-BASED SCANNERS
To gather any planet details from orbit or space, or the details of
an opponents’ fleet from a distance, most fleets must have a shipbased scanner. Scanning a planet you don’t own will supply data
about the planet’s environment and subterranean mineral
concentration only. A ship without scanners must send down a robot miner to
gather the same information and can only detect an opponents’ship if it is at
the same X,Y coordinates.

Minerals Above the
Surface
You learn how
many minerals are
on the planet
surface only after
colonizing the
planet, or remote
mining, or using a
Robber Baron
scanner.

Scanner Types
There are three basic types of ship-based scanners: those that scan planets
from orbit; those that scan planets from orbit and fleets from a distance; and
those that scan both planets and fleets from a distance. One scanner, the
Chameleon, doubles as a cloaking device.

Your First Scanner
You generally start the game with the Bat scanner, a low-tech device that
detects planet details only from orbit, and has no long-range fleet-detection
capability. You’ll want to browse the more advanced models. For a
description of all the different scanners, take a look inside the Technology
Browser.

Scanners are Cumulative
Multiple scanners on a single ship are cumulative. Fleets are still limited to
the range of the best ship in the fleet, but a particular ship’s scanner range is a
modified sum of the ranges of its scanners. The formula for calculating a
ship’s scanner range is the 4th root of the sum of each scanner to the 4th
power. Let’s say you have a ship design with two 100 light year scanners and
one 60 light year scanner. (100^4 + 100^4 + 60^4) ^ ⁄ = 120 light years. The
same calculation applies to planet penetrating scanners.

Scanners for Pirates
The Pick Pocket
and Robber Baron
scanners can see
the contents of an
enemy fleet’s cargo
holds. The Robber
Baron scanner can
also see surface
minerals on enemy
planets. These
scanners aid the
modern pirate in
making wise
choices on issues
concerning pillage
and plunder.

Learn more about
Scanning, p 17-1

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ADDING CLOAKING DEVICES
A cloaking device reduces the range at which your opponents’
scanners can detect your fleets. There are several different types of
cloaks, each reducing opponents’ scanner range by a specific
percentage. The higher the percentage, the more the range is reduced. Cloaks
on a ship can all be the same strength or of different strengths. Cloaking is
shared by an entire fleet: every ship not carrying a cloak is covered until it
leaves the fleet.
When designing a ship, you can add a cloaking device to any slot labeled
Electrical or General Purpose .

Races with the
Inner Strength trait
can learn how to
build Tachyon
Detectors. This
device has the
ability to reduce the
effectiveness of
other player’s
cloaking devices.
Learn more about

ENGINES
There are two basic types of Engines: the standard engine, which requires the
anti-matter Fuel available at all full-serve starbases; and the ramscoop engine,
which can scoop its fuel from the stuff of the universe. Both engines types
have an absolute maximum speed of Warp 10. Each type has advantages and
disadvantages, and several require the presence or absence of certain race
traits.

Cloaking, p 17-4
The Guts of
Cloaking, p 24-1

For details on a
specific engine, see
the Engines section
of the Technology
Browser.

Standard, Fuel-hungry Engines
Engines that require Fuel will serve you well in the early stages of
the game. If you chose the No Ramscoop Engines trait when you
created your race, you’ll use standard engines during the entire
game. In this case, the Interspace-10 will be available to you.

Ramscoop Engines
Ramscoops can draw their fuel from space, making them the
cheapest engines to operate. The Radiating Hydro-Ram Scoop
engine radiates massive quantities of radiation and shouldn’t be
used for colonist transportation, unless your race is immune to
radiation or your race’s OPTIMAL radiation level is AT LEAST 85mR. For
example, a range of 80 to 90mR would work, as would a range of 70 to
100mR—as long as the midpoint is 85mR or higher. If the range is, say, 35 to
95mR, it won’t work, because the optimal level for that race would be 65mR.
Ships with ramscoops incur greater damage when struck by mines than other
ships.

You won’t be able
to build ramscoop
engines if your race
possesses the lesser
trait, No Ramscoop
Engines.
IMPORTANT! The
optimal radiation
level is the
MIDpoint of the
habitat range for
Radiation. Use the
View (Race) menu
item to learn your
race’s optimal
radiation level.

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9-9

Overthrusters
Overthrusters give you an advantage in battle and help
compensate for any movement penalties caused by hull and cargo
mass. One Overthruster gives the ship one extra half square of
movement per round of battle, with each additional Overthruster
providing an additional half-square.

Overthrusters and
Maneuvering Jets
are described
further in the
Mechanical section
of the Technology
Browser.

Maneuvering Jets
Like Overthrusters, Maneuvering Jets give you an advantage in
battle. One Maneuvering Jet gives the ship a speed bonus of onequarter extra square of movement per round of battle. Each
additional Maneuvering Jet provides an additional one-quarter square of
movement.

LEARNING ABOUT OTHER PLAYERS’ HULL DESIGNS
When you encounter an opponent’s ship, you automatically detect its basic
hull type. If you enter into a battle with the ship, you learn which components
are used in the design as well. To review enemy hull designs:
1. Select Enemy Hulls.
2. Click in the dropdown list and select a design.

Learn more about
Setting Fleet Speed,
p 10-1
Using Fuel, p 10-5
Initiative and Speed,
p 23-8
Battle Board, p 23-1

Tip: You can use
Copy Selected
Design to clone a
known enemy ship
design (although
the results may not
be perfect).

War Mongers

A schematic of the ship displays. If you’ve encountered the ship only in
passing, the schematic is empty. If you’ve met that devil in battle, all
components are displayed. Right-click on each component to display further
details.

TRADING SHIP DESIGNS
You can use the Transfer Fleets waypoint task to trade ship designs with other
players. To receive a fleet you must have less than 16 different designs (the
maximum allowed).

Races with the War
Mongers trait know
all ship designs the
second they see
them. They don’t
have to fight to
learn hull details.

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MANAGING FLEETS

A fleet is a distinct group of one or more ships, and can be any mix of ship
types. Fleets can be created, merged, and split at any point in the game. You
design the ship types, add them to production queues, create fleets, then
assign waypoints and tasks. Fleets can be used for exploration, defense and
offense, colonizing, remote mining, and transporting minerals and people.

ASSEMBLING FLEETS
Each player can have up to 32,000 ships of each design in a fleet, with up to
16 different designs, and up to 512 fleets.
For some tasks a fleet with a single ship is sufficient. For example, exploration
or colonization usually only requires one ship outfitted with the appropriate
technology. However, for moving large quantities of minerals around, for
defending your planets and for attacking other players it’s very useful to have
large groups of ships in a single fleet.
You can merge and split fleets as you wish, using the Merge Fleets waypoint
task or the Merge and Split buttons in the Command pane. The affected ships
must be in the same location.

WARP SPEED
A fleet’s warp speed determines the number of years it takes to reach a
waypoint, as well as fuel usage. Actual distance traveled is the square of the
warp speed. For example, a fleet traveling at Warp 8 will move up to 64 light
years each turn.
The Fleet Waypoints tile always suggest an optimum speed to reach the
waypoint, using the least amount of fuel to deliver the fleet in the shortest
amount of time. If a stargate is present and safe to use for travel between
waypoints, it is automatically selected. If the next waypoint is a friendly

Learn more about
Navigation Using
Stargates, p 11-3

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starbase or the fleet has Scrap Fleet or Colonize orders, or includes a hull with
a colony pod, the fleet travels at the maximum possible speed for its engine
and fuel supply.

Maximum Speed
All engines have an absolute maximum speed, a maximum safe speed, a
maximum free speed and an optimum speed.
The absolute maximum speed for all engines is warp 10. The maximum safe
speed for most ships is warp 9. You can push your fleet to warp 10, but you’ll
have a 10% chance of losing each ship in the fleet at that speed. Only ships
using warp 10 capable engines can travel safely at warp 10. You can tell if an
engine is warp 10 capable by viewing it in the Technology Browser and
seeing if the area between warp 9 and 10 is covered with a yellow warning
pattern or not.
For most standard engines the maximum free speed is warp 1. This means that
you can travel at warp 1 using no fuel.
For standard engines the optimum or best warp speed is the maximum speed
at less than 120% fuel usage. For Ramscoop engines the best warp speed is
the maximum speed that the engine can travel using no fuel. To learn the best
speed for a specific engine, visit the Engines section of the Technology
Browser. The Fuel Usage vs. Warp Speed graphs in the Browser shows this
speed for each engine. The following graph shows that the best warp speed
for this engine is warp 6.

The grid between warp 9 and 10 shows that the ship using that engine has a
10% chance of self-destructing while traveling at warp 10.

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Travel Warp 1 without Using Fuel
Any ship can travel Warp 1 without using fuel. This means you travel 1 light
year per year of play. You also generate tiny amounts of fuel at Warp 1, and
may be able to put on small bursts of speed. This really is helpful only if
you’re close to your destination, almost out of fuel, and don’t want to bother
sending a rescue ship.

FINDING A SPECIFIC FLEET
The simplest way to locate a planet or fleet is to use the Find command. Use
either the Command (Find) menu item, or press CTRL-F.
To find a fleet of your own, do one of the following:
¯ Enter the fleet number using any format (fleet #58, fleet 58, #58, 58).
¯ Enter the full name of the fleet.

To find another player ’s fleet:
¯ Enter the fleet identification using this format:
race_name fleet #fleet_number

If Stars! says it cannot find a planet or fleet by that name, try again, making
sure you type the correct name or number, or that you used the correct format
for finding another player ’s fleet. If you still can’t find a fleet, it may no longer
exist.

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If you are looking for a fleet with a specific composition:
1. Select the Scanner pane’s Ship Design Filter.
2. Select the ship type from the pop-up list. Only fleets that contain that type
of ship will appear in the Scanner.
3. Double-click on the fleets now shown in the Scanner. If more than one
fleet is at a location, continue to click. As you click, the fleets will cycle
through the Command pane. You can also use the Next or Prev buttons
on the Fleet tile, or click in the Fleet report--Reports (Fleets) menu item.
Details for each fleet are listed in the Fleet Composition tile.

SWITCHING BETWEEN FLEETS
Switch between fleets using one of the following methods:
¯ Use the Find command (CTRL-F), then click on the ship in the Scanner
pane.
¯ Press the Prev and Next buttons on the Fleet tile to scroll through all your
fleets in the Command pane. The fleets appear in the current sort order of
the Fleet Summary Report.
¯ Click a location where more than one fleet is present. Right-click on the
spot and select another fleet from the pop-up list. Alternately, continue to
click in the location until the fleet appears in the Fleet tile.
¯ In the Other Fleets Here tile, select a fleet from the dropdown list.
¯ Click on the row for that fleet in the Fleet Summary Report.

NAMING FLEETS
1. Select the fleet you wish to rename, displaying it in the Fleet tile.
2. Click on Rename in the Fleet tile.
3. Replace the existing text with your own more descriptive label.
4. OK the Rename dialog. The new name appears in the Fleet tile and
anywhere else you’d expect the name to be displayed.

Ship
Design
filter

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You can use either the new name or the fleet number when Finding a fleet.
Other players cannot see the names you have given your fleets.

USING FUEL
Fuel is a manufactured commodity made of anti-matter and is measured in
milligrams (mg). This means it has little effect on the ship’s mass (and thus,
fuel usage). Fuel can only be obtained from starbases with ship building
capability or from other fleets. It is also created by ships traveling at their
engine’s free speed, by fuel tankers and by ships with Anti-Matter Generators.
Fuel is shared by all ships in a fleet. The fuel capacity of a fleet is the sum of
the fuel capacity for each ship in the fleet. The rate at which fuel is used is
based partially on the mass of all ships and cargo in the fleet. Fuel usage is
also based on the rate at which each ship in the fleet uses fuel at a given
speed. All ship types can move at any speed, but they each burn different
amounts of fuel to achieve that speed. The total fuel usage for the fleet is the
sum of the fuel usage for all the individual ships.
Ship_fuel_usage = (ship_mass x efficiency x distance / 200 + 9) / 10
Fuel usage between waypoints is shown in the Fleet Waypoints tile. The
amount shown for reaching the selected waypoint is always exact.

Estimated Fuel Usage for
travel from the current
waypoint to the fleet named
Perfect Logic #163, with
speed set to Warp 8.

Sometimes Slowing Down Uses More Fuel
Each year’s travel is a separate jump that uses a finite, countable number of
milligrams of fuel. Let’s say that you have a fleet that can travel at warp 5 for
3mg per year of travel. A journey of 100ly would take 4 years and use 12mg
of fuel. If you slowed down to warp 4 it would only cost 2mg per year of
travel but the journey would take 7 years for a total of 14mg of fuel. This is a
case where it is more economical to go at the faster speed.

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Refueling
To refuel, simply visit one of your planets with a starbase with ship building
capability in orbit. You’ll be refueled automatically. Fuel can also be
transferred between fleets manually or with a Transport waypoint task.

Fuel and Combat
Ships don’t use fuel while in combat.

Tip: Since fuel is
shared by the entire
fleet, you can help
guarantee that a
ship with a low fuel
capacity reaches its
destination by
merging it into a
fleet with a large
fuel capacity.

Fuel Transports
Fuel transports produce 200 mg of fuel each year, regardless of how far they
travel.

Fuel and Ramscoop Engines
Ramscoop engines draw fuel from surrounding space, allowing them to travel
up to a certain speed at no cost. If you load fuel on a fleet using ramscoop
engines and set a speed greater than that allowed for free travel, the fleet will
travel at the set speed until it runs out of fuel, then slow to the maximum free
speed for that ramscoop. Ramscoops generate fuel when traveling at the free
speed. Traveling at speeds below the maximum free speed can generate even
more fuel.

Fuel, Stargates and Wormholes
Ships don’t use fuel while traveling through a stargate or a wormhole.
Only races with the Interstellar Traveler trait can take cargo through stargates.
All other races are limited to fleets that do not carry cargo. Fuel does not
count as cargo when passing through a stargate.

Running Out of Fuel (Well, Nearly)
Even the best of us occasionally runs out of gas. The same is true for you as
an Emperor. For ships with Ramscoop engines this isn’t a problem as they will
automatically slow down and continue their journey at their fastest free speed.
For ships with normal engines you have several choices. If they are worth
saving you can send a fleet to rescue them. If they aren’t worth saving then
you can either just ignore them or scrap them. Or you can let them limp
home at Warp 1.

Tip: Fuel transports
also cause damaged
ships in the same
fleet to heal 5 or
10% faster,
depending on the
hull type of the fuel
transport.

Speed for Free
Each type of engine
has a different
maximum speed for
travel without using
Fuel. See the
Engines section of
the Technology
Browser for more
information.

Wormholes are
unstable and can
wander. Be sure
that any fleet using
a wormhole has
enough fuel to
return to a friendly
planet should the
opposite end of the
wormhole travel
and deposit the
fleet far from the
expected location.

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Any ship can travel Warp 1 without using fuel. This means you travel 1 light
year per year of play. You also generate tiny amounts of fuel at Warp 1, and
may be able to put on small bursts of speed. This really is helpful only if
you’re close to your destination, almost out of fuel, and don’t want to bother
sending a rescue ship.

ROUTING FLEETS
Routing automatically sends fleets from one planet to another. Stargates are
used, if they are available. If the destination planet is yours, and it also has a
route destination, the fleet will be passed automatically to the next point.

10-7

Fuel Warning in the
Fleet Waypoints
Tile
When you choose a
waypoint you can’t
reach given the
current speed and
fuel supply, the Fuel
Usage amount
displayed in the
Fleet Waypoints tile

Routing is most useful in large universes where you are regularly distributing
new ships from specialized production centers to other points in your empire.
Routing can also be used to send existing fleets from one side of your empire
to the other, specifying only one waypoint within fuel range.

Routing is a function
of a planet’s center of
production.

To set a planet’s route destination:
1. Click on the Route button in the planet’s Production tile.
2. Move your cursor to the scanner and click on the route destination. A line
appears between the origin and destination. Any ship that has route
orders will be sent to this destination, as well as any newly built fleet.
To change the route destination:
¯ Click on the Route button, then click on the new destination.
To remove a route:
¯ Click on Route, then click on the planet of origin.

Tip: You can also
change a planet’s
route destination by
holding down the
CTRL key and
clicking on the new
destination.

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To pass fleets from route destination to route destination:
1. Set a route destination for each planet in your circuit or path.
2. Select the fleet to be routed.
3. Using the Waypoint Tasks tile, assign the fleet Route orders. When it
arrives at a planet with a route destination, it will automatically be passed
along. If the planet has a starbase with ship building capability, the fleet is
automatically refueled as well.

Route Behavior
If the route destination is an uncolonized planet and fleet includes remote
miners, its orders are automatically changed at the destination to Remote
Mining. If the route destination is a planet with your mining fleet already in
orbit, the final waypoint task is automatically changed to Merge with Fleet.
Route will not auto-colonize at the destination. You must specify colonization
orders upon the fleet’s arrival.

RENDEZVOUSING FLEETS
It’s useful to specify one fleet as a destination for another if you are
transferring cargo between fleets (for example, between a remote miner and a
freighter), merging fleets, or chasing an opponent’s fleet.
To rendezvous one fleet with another, just select the current position of the
destination fleet as the waypoint for the fleet that wishes to intercept it. As
long as the destination fleet can be detected by the pursuing fleet’s scanner,
this fleet will follow the destination fleet until it overtakes it or runs out of
fuel. If the fleet in pursuit loses sight of the destination fleet, it travels to the
destination fleet’s last known position.

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How to Pick a Fleet Out From a Crowd
When two or more fleets are at the same location or close together, and you
want to send another fleet to meet with one of them, do one of the following:
¯ If the fleets are close together, zoom in using the plus (+) key until you
can see everything clearly. Then set the waypoint on the fleet you wish to
rendezvous with. Press the minus (-) key to zoom out.
¯ If two fleets are in the same location and you wish to target one
specifically, or target an opponent’s fleet in orbit, click on the blue
diamond in the Fleet Waypoint tile, then select the destination fleet from
the pop-up list.
¯ If the goal is to refuel the destination fleet or join with the destination fleet
then you can use the Merge with Fleet waypoint task. This task requires
that you specify the destination fleet as the waypoint.

SPLITTING FLEETS
To split a fleet, click on the Split or Split All button in the Fleet Composition
tile. Choose Split to transfer any number of ships between the fleet under
command and the fleet selected in the Other Fleets Here tile. Choose Split All
to divide all ships in the fleet into separate fleets based on ship design.

The Split and Split All buttons are
disabled when you reach 512 fleets.
The Split All button will fail if the
action will result in you having more
than 512 fleets.

MERGING FLEETS
To merge entire fleets with others, click on Merge in the Fleet Composition
tile. This allows you to merge any combination of fleets at the same location.
You can also merge fleets using the Merge with Fleet waypoint task, located in
the Waypoints task tile.

You can use the
Ship Count overlay
to help you find
locations where
more than one fleet
is present.

Learn about
Transferring Fuel
and Cargo to other
Ships, p 14-2

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If you would like to transfer some but not all ships between the fleet under
command and a selected fleet at the same location, click on the Merge button
on the Other Fleets Here tile.

SCRAPPING FLEETS
Scrap or destroy a fleet by merging it with a colony fleet or by choosing the
Scrap Fleet waypoint task. Scrapping allows you to regain a percentage of the
minerals used in the ship’s construction and all the mineral cargo on board.
This is a good way to get rid of ships built using a hull design that is no longer
useful. You can scrap fleets at any planet or even in deep space.
The construction minerals you recover are added to the minerals at the planet
where the fleet is scrapped. The percentage of minerals recovered depends on
the following circumstances:
•

Colonization mission — leaves 75% of the minerals used in construction
on the surface of the planet.

•

Scrap Fleet at a starbase — leaves 80% of the minerals used in
construction on the surface of the planet.

•

Scrap Fleet at any planet without a starbase — leaves 33% of the minerals
used in construction on the surface of the planet.

•

Scrap Fleet in deep space — all construction minerals are lost.

Feeding Scraps to other Players
You can exchange technology with an opponent by scrapping a fleet at the
opponent’s planet. The opponent has the same chance of learning the
technology as they if they had met you in battle. They also get the recycled
minerals and, if they have the Ultimate Recycling trait, they also get
resources.

Ultimate Recycling
Races with the
Ultimate Recycling
trait recover 90% of
the minerals and
70% of the
resources when
scrapping at a
starbase. Scrapping
at a planet gives
45% of the
minerals and 35%
of the resources.

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REPORT FOR YOUR FLEETS

The Fleet Summary report shows where all your fleets are currently located,
the orders that each is to follow at the next waypoint, the fuel supply, cargo,
fleet composition, cloaking percentage, and current mass.
¯ Go to a fleet by clicking anywhere in the row for that fleet.
¯ Display the fleet’s composition and any damage by clicking on the
Composition column. If the composition is shown in red, one or more
ships has taken damage. A plus sign (+) indicates that the fleet is
composed of more than one ship type.
¯ Transfer Cargo by clicking on the Cargo column.

Learn more about
Reports, p 18-1

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NAVIGATION

You cause a fleet to move by assigning it one or more destinations, or
waypoints. You can assign a task at each waypoint, such as transport,
colonize, remote mine or scrap fleet. When fleets reach their last waypoint
they stop.

ADDING FLEET WAYPOINTS AND TASKS
To add a fleet waypoint and a task to accomplish at that waypoint:
1. Select the fleet into the Command pane. Just double-click on its location
in the Scanner, or right-click on it and choose the fleet from the pop-up
list.
You can follow a fleet currently at your location by right-clicking on the
diamond in the Fleet Waypoints tile and selecting that fleet from the list.
This fleet appears as the waypoint.
2. SHIFT-click on the destination waypoint. This can be any planet, fleet or
other object or point in space. A green line appears between your current
location and the new waypoint.
New waypoint
Current waypoint

Assign an appropriate task from the Waypoint Task tile. If there’s no work
to be done at that waypoint, choose No Task Here from the dropdown
list.
4. Repeat steps 2 through 4 to add more waypoints.

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5. If the fleet to continually repeat the entire series of tasks until it is
interrupted, and if the final waypoint is the same as the starting waypoint,
check Repeat Orders in the Waypoint Task tile.

NOTES AND TIPS ON WAYPOINTS AND THE SCANNER
Distance and the Scanner Grid
When you set a waypoint, notice that the Scanner snaps to an invisible grid.
The grid snap is one light year, and cannot be redefined. Vertical or horizontal
distance is measured in whole years. Diagonal distance between coordinates
is a decimal amount slightly larger than one light year. You can disable
snapping to objects by holding down the SHIFT key while dragging the cursor.

Selecting One Object from Many at the Same Location
If there are multiple objects at the location, click on the blue diamond in the
Fleet Waypoints tile and select the object you wish to make the waypoint.

White Fleet Paths
The fleet path appears in white if two or more legs of the route are identical;
for example, if you set a return path along the same route.

Don’t Choose the Same Waypoint Twice in a Row
You can’t add two consecutive waypoints at the same location.

MOVING FLEET WAYPOINTS
If you want to move a waypoint from one place to
another, move the cursor over the point you want to
move, and the cursor will change to a hand. Click the
mouse and the hand will close. Drag the mouse to the
new destination. You will notice that the destination
will snap to objects when you get close to them to
help you avoid missing a planet. If you want to set a waypoint close to an
object, but not at the object, hold down on the SHIFT key while dragging in
order to disable the snap-to-object behavior.

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11-3

DELETING FLEET WAYPOINTS
There are two ways to remove a waypoint:
¯ Click on the waypoint you want to remove, then press either the
Backspace or Delete key.
¯ Click on the waypoint, then drag it to the next or previous waypoint and
release.

STARGATE NAVIGATION
You must have a stargate at the source planet and at the
destination planet. You can navigate using your stargates and
Friend’s stargates. Stargates have limitations both on the mass they
can transfer and the distance the mass is transferred.

A stargate appears
as a dark green dot
in orbit.

To send a fleet through a stargate:
1. If necessary, bring the fleet to the planet with the stargate. Make sure the
fleet is carrying only Fuel. For all races except those based on the
Interstellar Traveler trait, cargo must be transferred to the planet or to
another fleet before using the stargate.
2. SHIFT-click on the destination planet (which much also have a stargate),
selecting it as the next waypoint.
3. Click in the Warp Speed gauge, dragging to the end of the gauge. The
speed will change to Use Stargate . That’s it. On the next turn, your fleet
will appear at the destination planet, regardless of the distance traveled.

Use the Technology
Browser to display
statistics for each
type of stargate. Just
press F2 and select
Orbital Devices
from the dropdown
list.

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Stargate Travel Time
1 Year – Travel is safe.
Uncertain – You don’t know anything about the planet or your data is old.
Your stargate will attempt to make the jump, but there is no guarantee there is
a gate at the other end.
Danger — your fleet will take damage in transit. The fleet is exceeding the
mass or distance limitation of one or both stargates.
Never – A stargate does not exist at one or both waypoints, or it exceeds by
greater than 5X the mass or distance limitation.

Range (how far fleets can jump safely)
Range is determined by the source stargate. To learn the range of a stargate,
that belongs to you:

mass limit

¯ Left-click on the Starbase tile, displaying the starbase schematic with the
included stargate. The range is the bottom number on the stargate picture.
If the source stargate belongs to a Friend, you’ll need to ask them about the
range.
You may be able to exceed the normal range by up to five times the distance
and still arrive at the other gate. The fleet will, however, always take damage.
Keep this in mind, though: Anytime you exceed either the range or mass limit,
there is a chance that the fleet will explode.

Hull Mass Limitation
Most stargates have a safe hull mass limitation. Only ships that do not exceed
the safe mass limitation of both the source and destination stargates will arrive
safely. This is determined by the range of the source stargate. If your fleet will
exceed this limitation, Travel Time on the Fleet Waypoint tile will read
Danger.
To learn the mass limitation of a stargate, that belongs to you:
1. Select the planet into the Command pane.
2. Drag your cursor over the Starbase tile.
3. Left-click on the tile, displaying the starbase schematic with the included

range

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11-5

stargate. The mass limit is the top number on the stargate.
If the source stargate belongs to a Friend, you’ll need to ask them about the
mass limitation.
You can exceed the acceptable mass capacity by up to five times the amount
and possibly still arrive at the other gate. Ships will always take damage when
you exceed capacity. There is also a chance that the ship will explode.

Learn more about
Stargates, p 6-10
Adding Waypoints,
p 11-1
Transferring Cargo,
p 14-2

WORMHOLE NAVIGATION
Wormholes are spacial anomalies that appear and disappear at
whim. There are several types, some more stable than others.
Wormholes offer you free travel across huge distances of space
and have no limitations on ship or cargo mass.
Wormholes appear only in deep space, being somewhat repelled by the
gravity wells caused by a planet.
Wormhole stability ranges from Rock Solid to Very Unstable. Rock Solid
wormholes can stay in one general area for 30 years or more. Very Unstable
wormholes tend to move to a different area within about five years.
Each end of the wormhole moves independently. Due to their complex
nature, wormholes jiggle a bit every year. Their exact location is always
shifting.
¯ To navigate a wormhole, select it as a waypoint. Your fleet will enter the
wormhole as soon as it reaches the opening, and appear at the other end
in the same year.
¯ Click on a wormhole to displays its destination (if known) and stability
range in the Selection Summary.

Detecting
Wormholes
Similar to a cloaked
fleet, a wormhole is
hard to see. To
normal scanners, a
wormhole will be
less visible by 75%.
Once you discover
a wormhole it will
no longer be
cloaked to you.

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COLONIZATION

Colonize planets that are immediately habitable by you or that have a
negative value but can be terraformed to become habitable. You should
colonize as many planets as possible in order to increase the rate at which
you gain resources, which you need to build better technology and more
fleets. At the same time, don’t pull people off your home world so fast that
you begin to lose significant resources. Try to find a balance between the
planet’s growth rate and the rate at which you send colonists off-planet.

CHOOSING PLANETS TO COLONIZE
Planets come in three basic flavors:
Planets you can inhabit immediately . These have a positive value, and appear
green in Planet Value view in the scanner. The better the planet, the higher
the value, and the larger the green dot. The higher the value, the faster your
colony will grow.
Planets that have a negative value but can be terraformed by you . These
planets appear yellow in the Planet Value view. The larger the yellow dot, the
better the planet will be after you finish terraforming.
Planets that will just plain kill you . These have a negative value, and appear
red in Planet Value view. The bigger the red dot, the more deadly the planet.
You don’t have the ability to terraform these planets, although if you can
increase your level of terraforming technology you may see that red dot
change to yellow.
Two items in the Selection Summary pane can also help you determine which
planets are good candidates for colonization:

Races based on the
Claim Adjuster trait
terraform
automatically as
they land.

Learn about:
Terraforming, p 6-14

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The Habitability Value: Two numbers will appear here if you have the
technology to terraform the planet. The first number is the planet’s current
value. The second number (in parentheses), is the potential value of the planet
if it were to be terraformed to the extent your current level of technology
allows. If the second number is negative, the planet will just plain kill you.
The Environment Graph: Click on each of the three variables displayed in the
environment graph. A popup will tell you the potential increase in planet
value if you modify that variable to the limit defined by your current level of
technology.

If you don’t see the
value in parens,
you either can’t
terraform this planet
or the Summary
pane has been
sized too small for
the number to
display.

COLONIZING AN UNINHABITED PLANET
To colonize an uninhabited planet, you need a fleet containing at least one
ship with a colonization module as part of the hull design. Most races start
with at least one colonizer. If you don’t have any colony ships, add one or
more to your production queue.
1. Select the colony fleet, bringing it into the Command pane. You can do
this by double-clicking on its location in the Scanner, or, if more than one
object (such as a planet) is at the location, right-click and select the fleet
from the list.
2. In the Fuel and Cargo tile, click in the Cargo gauge and transfer colonists
from the planet into the fleet’s holds.
3. SHIFT-click in the Scanner on the destination planet.
4. In the Waypoint Task tile, select Colonize as a waypoint task.

Learn about:
Adding Items to the
Production Queue,
p 7-2

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12-3

The colonists will dismantle the colony ship when they land, using any
leftover cargo and some of the minerals used in the ship construction to help
start the colony.
It’s usually a good idea to minimize the number of ships in the colonization
fleet. Once the colony is established you can transport additional colonists
using a freighter (colonists are unloaded, and the freighter proceeds to its next
waypoint).
The colonization module is pictured in the margin. For a better picture, press
F2 to open the Technology Browser, then select the Mechanical category. To
learn which of your fleets has a colonization module:
1. Double-click on locations in the Scanner where your ships are present,
starting logically with the location from where you will launch the
colonizing force. If a planet is also present, right-click on the location and
select a ship in the popup list.

Colonization
Module

2. Right-click in the Fleet Composition tile to display the hull schematic.
When a picture of the colonization module appears, you know you’ve
found your fleet.
Click on Next in the Fleet tile to display additional fleets.

SHUTTLING COLONISTS WITH FREIGHTERS
You can use freighters to shuttle colonists to your established colonies. (If
you’re heading for a planet owned by an opponent, expect a fight, and be
sure to carry enough colonists to overwhelm your foe.) Use as many freighters
as necessary, setting their orders to unload the colonists as soon as they reach
the waypoint.

Load ‘em Up
1. Select your transport fleet, bringing it into the Command pane.
2. SHIFT click in the Scanner on the planet (or fleet) from which you will
load colonists.
2. In the Waypoints Task tile specify Transport as the action
and Colonists as the cargo, then specify the amount you
wish to load.

You can create
custom transport
zip orders to help
automate common
load/unload orders.
Learn more about
custom orders on
page 14-3

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Head ‘em Out
1. SHIFT-click in the Scanner on the destination colony or
colonies.
2. For each waypoint where you wish to unload colonists,
specify Transport as the action and Colonists as the cargo,
then specify the amount you wish to unload.
Be sure not to unload more colonists than the planet can
support.

HEY, THAT PLANET’S ALREADY INHABITED!

You can’t colonize a planet already inhabited by another race. If you transfer
the colonists using Transport orders, you’ll automatically initiate ground
combat with the current inhabitants. At this point your colonists become
ground troops. If more than one player lands ground troops on the planet
during the same year/turn, everyone will fight until only one side is left.
You cannot invade any planet that has a starbase in orbit. This means you’ll
need to destroy any starbase with your war armada before you can beam
down.

Transporting
Alternate Reality
Colonists
Alternate Reality
races can take
damage while
traveling in space.
Interstellar travel
kills 3% of any
colonists in the fleet
per year.

Alternate Reality
Races and Invasion
Since Alternate
Reality races
inhabit starbases
and not planets,
destroying their
starbase makes the
planet open for
colonization.
Alternate Reality
races also cannot
transfer troops
down to other
player’s worlds.

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MINING

Most of a planet’s minerals lay under the surface, unavailable for use until
your colonists mine them. You can build mines on your own worlds, or use
robot miners to mine uninhabited worlds.
The mineral content and concentrations for a planet are shown in the
Selection Summary pane and the Minerals on Hand tile. The number of mines
that have been built and can be operated appear in the Minerals on Hand tile.

MINING COLONIZED WORLDS
To build a mine, just add it to the production queue. You can do this
manually or by using the auto-build feature of the Production dialog. These
mines will be built, and the minerals within will be mined and made
available immediately to the locals.
To build mines:
1. Shift-click in the Scanner on the planet where you will build mines.

Alternate Reality
Since Alternate
Reality races live
on starbases and
can only perform a
small amount of
innate mining, they
always remote mine
their own worlds.

2. In the Production tile, click on Change.
3. In the Production dialog, Add either Mine or Mines (Auto-build).

Learn about:

To determine how much more of a mineral a new mine will produce:

Adding Items to the
Queue, p 7-2

1. Use the View(Race...) menu item, then turn to page 5 of the dialog and
see how efficient your race is at building and using mines and factories.
Cancel when you’ve finished.

Auto Build, p 7-9

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2. Look at the mineral concentration information in the Selection Summary
pane and the Minerals on Hand tile. Click on the mineral name or value
in either of these locations to display information on the density of each
mineral under the surface.

3. Calculate productivity using this formula:
potential productivity, mineral concentration = actual productivity
For example, you learn from the View Race dialog that 10 mines produce
up to 10 kT per year, and from the Mineral Content graph in the Selection
Summary that Germanium concentration is 50. This means 100 mines
will produce 50 kT of Germanium in the next year. In this case, you
would have to add two mines for every additional kT of Germanium you
want each year.

CALCULATING THE RATE OF DECREASE IN MINERAL
CONCENTRATION
The decrease in mineral concentration is related solely to the number of
mines operating on a planet and the number of years the mines have been in
operation. For two players with the same number of mines operating over the
same number of years, the decrease in concentration will be the same for
each.
Think about it in terms of Mine years: One Mine year means the operation of
one mine on a planet in a year. If you are operating 50 mines per year on a
planet, that equates to 50 Mine years.
To calculate approximately how many Mine years must pass to reduce a
mineral’s concentration by one, divide 12,500 by the current mineral
concentration.

Read more about
Minerals, p 6-4

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MINERAL CONCENTRATION AND MINING EFFICIENCY
The rate at which mineral concentration is reduced is not related to how
efficient a player is at mining. When the concentration reaches 1 both on
your planet and an opponent’s planet, the player who has more mines but is
less efficient at mining can extract as many kTs as a very efficient player
operating fewer mines.

REMOTE MINING
Remote mining is the use of robot miners to remove minerals
from uninhabited planets for transfer to your needy, inhabited
worlds. You can only perform remote mining on uninhabited
worlds, using mining ships that carry robot mining modules. You
need to research the technology to create both the hulls and the modules,
then design the ships using a miner hull. Place mining modules in the Mining
slots when you design the hull. When you’re ready to mine, add Mining ships
to your production queue.
Remote mining fleets actively engaged in mining report annually on the
planet’s environment and mineral situation. These ships do not need scanners,
unless you want them to be able to detect enemy fleets as well.
Creating a Robot Mining Fleet
A robot mining ship can’t carry much fuel, which means it won’t
go far by itself unless it’s outfitted with a ramscoop engine. To
assemble and launch a robot mining fleet:
1. If your mining ships don’t have ramscoop engines, merge them into a fleet
with at least one freighter. The freighter typically will be able to carry
enough fuel for the fleet to reach its destination.

To learn how many
colonists you need
to operate a mine
and how efficient
the mine is at
extraction, choose
the View (Race)
menu item, and
turn to page 5 of
the View Race
dialog.

Alternate Reality
Races and Mining
Alternate Reality
races mine their
own planets using
remote mining
technology. Read
more about the
Alternators in
chapter 22.

Use the Technology
Browser to learn the
research and
production
requirements for
remote miners: look
in the Hulls
category for the
miner hulls, and in
the Mining Robots
category for the
modules.

2. Assign the planet to be mined as the waypoint, with orders to carry out
remote mining.
Learn about

3. When the fleet reaches the planet to be mined, split the miners and
freighters back into separate fleets.
4. Select the freighter fleet and assign a circuitous route with waypoints at
the planet(s) to receive the minerals, ending with the mining fleet as the
last waypoint. At the mining fleet waypoint assign a transport order that

Splitting and
Merging Fleets,
p 10-9

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causes the minerals to be loaded from the miner to the freighter in the
most optimum way possible.
When you set the mining fleet as the waypoint instead of the planet the
mining fleet is orbiting, the freighter will automatically follow the mining
fleet wherever you send it.
Joint Ventures in Remote Mining
You can join with other players to remote mine a planet, each player using
their own remote mining fleet and freighters or, since minerals can be
transferred between different players fleets and planets, one player may mine
then manually transfer the minerals to the other player’s holds for transports to
the agreed upon ports-o-call.
Any Super Stealth race can automate transferring cargo from another player’s
mining fleet as a waypoint task—if the other player agrees, it’s diplomacy;
otherwise, it’s piracy.

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TRANSPORTING FREIGHT

You can transport minerals, fuel and colonists from waypoint to waypoint.
These waypoints can be either planets or fleets. Freight is either carried in
ships that have cargo holds or cargo pods, or flung across space using mass
drivers.

For a description of
different cargo
modules and mass
drivers, refer to the
Technology
Browser.

SHIPPING FREIGHT
To get the transport process started:
1. Select the fleet that will carry the cargo.
2. Add a waypoint or series of waypoints in the Scanner pane.
3. In the Fleet Waypoints tile, select the waypoint where you want to load or
unload cargo.

Tip: Races with the
Ultimate Recycling
trait may find that it
is economical to
build ships from the
desired minerals
and just scrap them
at their destination.

Zip Orders

4. In the Waypoint Task tile, specify the Transport orders:

Select Transport as the task
Select a cargo
Select a load/unload action

Repeat this process for each waypoint where you’ll load or unload freight.

You can also use
Zip Orders to speed
things up a bit. Just
right-click on the
blue diamond in
the Waypoint Task
tile and select one
of the sets of orders
listed. Left-click on
the diamond for a
description of the
pre-defined orders.
You can also create
your own custom
Zip Orders.

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Repeat Orders
If you want to set up the fleet to endlessly follow a route until you specify
otherwise, check the Repeat Orders box in the Fleet Waypoints tile. If you
want the fleet to return to its planet of origin as part of the route, be sure to
specify that planet again as a waypoint.

For a description of
each Transport
order, read about
the Transport task
on page 5-7.

Remember that you can specify another fleet as a waypoint. For example, if
you want to set up a route between a remote mining fleet and one of your
mineral-needy production planets, specify the mining fleet as the first
waypoint and the production planet as the second waypoint. At the first
waypoint, the mining fleet, set Transport orders for each mineral you plan to
load, specifying QuikLoad using the Zip Orders diamond. At the second
waypoint, specify the QuikDrop Transport Zip Order for each type mineral
you load from the miner.
If you want to set up regular transport routes and you’re playing a large
universe, consider using fleet routing to send your ships from planet to planet.

TRANSFERRING FUEL AND CARGO TO OTHER FLEETS
Fuel and minerals can be transferred between fleets. These fleets can belong
to you or an opponent. Once given, the fuel or cargo cannot be taken back.
This opens up possibilities for trade (as part of a diplomatic strategy).
Fuel and minerals can also be transferred from any player’s fleet to any
player’s planet. However, if one player attempts to transfer colonists to
another player’s planet (regardless of their relationship), that’s called an
invasion, and dealt with in the expected manner.
Transfer cargo using one of the cargo transfer dialogs. These are accessible
from several tiles in the Command pane.

JETTISONING CARGO

As indicated by the Location tile above, you must be in deep space to jettison
cargo. Jettison if you don’t have enough fuel, must reach your destination or
make a fast getaway, and can’t wait for another ship to reach you with fuel.

Learn about
Routing Fleets,
p 10-7

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Transferring cargo to an opponent’s ship or a planet you don’t own effectively
does the same thing: you lose the cargo. Jettisoned cargo is lost to the cosmos.
You cannot jettison cargo if there is salvage at the same location.

CREATING A CUSTOM TRANSPORT ZIP ORDER
A Zip Order is a common Transport order you wish to specify many times in a
game, just by selecting the Zip Order name. Stars! provides four pre-defined
Zip Orders (including Clear). You can’t change the pre-defined orders, but you
can add up to four custom zip orders.

Once you create a Custom Zip Order, it becomes available in all your games
until you delete it. Here’s how to create one:
1. Specify the Transport order in the Waypoint Task tile.
2. Set up the order you wish to add to the Zip Order list by selecting the
appropriate cargo items and operations.
3. Right-click on the blue diamond in the Waypoint Task tile.
4. Select <Customize> from the pop-up menu. The Custom Zip Orders
dialog appears.
5. Select a Custom Order slot in the dialog.
6. Click on Import . This copies in the current transport orders from the
Waypoint Task tile. The Rename Zip Order dialog appears.

14-3

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7. Type the name, and OK the dialog. The new order appears in the Custom
Order dialog.
8. OK the Custom Order dialog.
9. Right-click on the blue diamond again. Your custom Zip Order appears in
the pop-up.

Editing a Custom Zip Order
¯ Repeat steps 1 - 5 above, and in step 5, select the order you wish to
modify.
¯ Click on Import and OK the Rename Zip Order dialog.

FLINGING MINERAL PACKETS
Flinging a mineral packet is a two step process:

Step 1: Target the Mass Driver
This must be done before you build the packets, or the packets will
disintegrate. Of course, you must also have a mass driver on the planet’s
starbase.

Mass driver
information
and controls

1. Click on the Set Dest button on the Starbase tile.
2. Select a target by left-clicking on the destination planet in the Scanner.
The Scanner displays the path as a purple line.
3. Accept the default packet speed or click in the mass driver’s warp gauge
to set a new speed.

Tip: You can also
target a Mass Driver
by SHIFT-clicking
on the destination
planet while the
source planet is in
the Command
pane.

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14-5

Slower speeds allow you to fling packets to planets with lesser mass drivers
(meaning you want the planet to catch the packet). Packets flung above the
rated speed are unstable but get there quicker and do more damage.
For the packet to arrive safely, the target must also have a driver of equal or
greater capacity. If the planet has a lesser mass driver, or no driver at all, the
packet will destroy some or all of the colonists and installations on the planet
surface. On both inhabited and uninhabited planets, 2/3 of the minerals in the
packet will be lost in the collision.

Step 2: Build and Fling the Packets
You build packets using the Production dialog. The packets are automatically
flung as soon as they’re built.
1. Click on Change in the Production tile, opening the Production dialog.
2. Look at the production inventory. It contains a packet type for each
mineral and a mixed packet that contains all three minerals. When you
click on a packet type in the inventory the numbers below the inventory
show how many kT of each mineral is required to build the packet. The
inventory will also include an auto-build item for sending mineral
packets.
3. Select the packets you want to build, then Add them to the queue. Your
planet will build and fling packets until you remove the item from the
queue.
The Messages pane informs you each time a packet is sent. Mineral packets in
scanner range appear in the Scanner as a green square if they belong to you
or a red square if they belong to an opponent.

Interstellar
Travelers
Races based on the
Interstellar Traveler
trait are less adept
at building and
using mass drivers
than other races.
Their mass drivers
are only half as
effective at catching
minerals as rated.
They are less
efficient at flinging
minerals and all
mineral packets
flung decay,
regardless of speed.

You can’t attack
mineral packets.
You can intercept
them and use the
Other Fleets Here
tile to transfer their
contents to your
fleet.

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Displaying any Packet’s Destination
When you click on any mineral packet in the Scanner, its destination (and
contents) is displayed in the Summary pane.

Packet Physics
Races with the
Packet Physics trait
always detect any
mineral packet in
flight, regardless of
the packet’s
location in the
universe.

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THE BASICS OF COMBAT

Here’s how to create and specify battle plans, initiate
all types of combat, and watch a replay of a battle in
space. In general, all you need to know about the
outcome of a battle is described in the message you
receive. If you lose a battle and don’t know why or
just want to compare your tactics to those of your enemies you can watch a
replay of the battle in the battle VCR.

FLEET-TO-FLEET COMBAT
To attack an opponent’s fleet:
1. Choose your fleet’s battle plan, or
view, change or create a battle plan
using the dropdown list in the Fleet
Composition tile.
2. Set a waypoint at the enemy fleet. If
the enemy fleet is in orbit of a planet,
you may want to explicitly target the
fleet so you’ll chase it if it leaves the
planet. In this case, just right-click on the blue diamond in the Fleet
Waypoints tile and choose the enemy fleet from the list that displays.
Your fleet will either reach the enemy and engage them, or, if you’re tackling
another fleet, you’ll chase them until you break off pursuit. If you do attack,
you receive a message the following year describing the outcome of the
battle. If you lose track of the enemy you’ll receive a message saying that your
fleet’s waypoint has been set to their last known location.

The outcome is
determined by the
battle plans and
ship components
used by you and
your opponent(s).

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When you receive a message about a battle pressing the Goto button will
select the location of the battle in the Scanner pane, and the button text will
change to View.

Pressing View allows you to review the battle, helping you learn how the
enemy attacks, and how your attack was successful or failed.

Battle Orders don’t Interfere with Waypoint Tasks
By default, new armed fleets start out with attack orders. Since these orders
are always in effect, your armed fleets can also be assigned any waypoint task
suitable for that fleet.

Firing in Passing
If a ship moves in the direction of its primary target but is still out of range, it
will try and fire on any target within range. The primary target is specified in
the Battle Plans dialog.

Salvage from Space Battles
Ships destroyed in battle or by minefields leave salvage. Cargo is dumped in
space as a mineral packet or, if the battle took place in orbit, the cargo falls to
the surface of the planet. Players who survive a battle against technologically
superior ships have up to a 50% chance of automatically advancing one level
in one field of technology. The technology bonus is based on sensor readings
rather than salvage. In order to recover the minerals from a salvage packet for
use in production:
1. Set the salvage packet as a waypoint (if you aren’t there already).
2. When you arrive, choose the packets from the dropdown list in the Other
Fleets Here tile
3. Click on the Cargo button, then transfer the minerals in the packets to
your cargo holds.

To learn about
specific weapons,
armor, shields and
engines, study the
Technology Browser
(press F2). To learn
how to research
and design your
offensive
technology, read
chapter 8 on
research, then read
chapter 9 on
Ship and Starbase
Design.

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15-3

Reviewing a Space Battle
After a while you will find that there is no need to view most battles. There are times, however,
when you were sure that you had overwhelming forces and still got your rear kicked. That’s
where the Battle VCR comes in to play. It is a great place to learn about the characteristics of
your opponents’ fleets and to determine your opponents’ battle strategy.
On the turn following a battle, you receive a message summarizing the event. Click the
Message pane’s Goto button, replacing Goto with View. Click on View to open the VCR.
BATTLE STATUS
Active (attacking or
retreating) ships
Ships being attacked are
shown in red
Damage detail

SELECTION

Blue frames the token
detailed in the selection

The VCR lists details for
the active token during
playback or for any
token you click on

Click here to see the
design details of the ship
type displayed in the
selection
Number of tokens at
this location
Race Icon

Total number of ships at this
location
At resolutions of 800x600 or less, a plus(+) appears for each
additional token in the square

Start of battle
Start of battle
One
back
Onephase
phase
back

End of battle
End of battle
Playbattle
battle //Pause
Play
Pause

One
pauseforward
forward
One
phase

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You can also open the VCR from the Battle Summary report. Just double click
on a row in the report.
Use the Reports
(Battle ) menu item
to open the Battle
Summary report.
This report
summarizes all
battles that took
place the previous
turn.

BOMBING PLANETS
Bombing happens automatically. All you need to do is send your bomber fleet
to the enemy planet. If the planet does not have a starbase, the fleet begins to
bomb on arrival. (If the planet has a starbase, you’ll have to destroy it before
you can commence bombing.)
You specify the type of bombs a particular bomber design carries when you
design the ship. Your bombers have an infinite number of bombs, allowing
your fleet to bomb forever without resupplying. When you design the bomber
hull, the number of bombs you place in each bomb slot is the number
dropped on that planet per year.

Enemy Population Count During Bombing
You may notice that the enemy population reduction doesn’t always match
your calculations when bombing. For example, the Summary pane reports
that the population is 400,000. You receive a report saying your bombs
destroyed 65,000 colonists. Now the Summary pane says the population is
410,000. What gives?
The population report of an opponent’s world is always an estimate. The
number shown is +/- 20% of the actual value. Since you aren’t on the surface,
you won’t be able to take an accurate count — until the count is zero.

For information on
bomb types and
damage, take a
peek at the Bombs
category of the
Technology
Browser. To learn
how to research
bomber and bomb
technology, read
about how to
perform research in
chapter 8. To learn
how to design and
build bombers, read
about Ship and
Starbase design in
chapter 9.

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15-5

Special Bombs
Claim Adjuster races can learn to build the Retro bomb, a type of terraforming
weapon used to return the planet to its original conditions.
Smart Bombs destroy colonists, but not Mines or Factories. They are twice as
effective as other bombs at penetrating planetary defenses.

Retro Bomb

MINERAL PACKET BOMBARDMENT
If your starbase has a mass driver, you can fling mineral packets against
planets with no mass driver or a lesser mass driver. This will destroy colonists
and installations, and is cheaper than building and sending bombers (as long
as you can afford to throw away the minerals). A warp 13 mineral packet is as
close as Stars! comes to having a doomsday weapon.

You can defend against this type of attack by building a mass driver to catch
the packets. If the sending driver is more powerful, you’ll at least slow the
packets down and reduce the damage. The next best thing is to have good
planetary defenses. If you’re fast enough you may be able to intercept the
packets in flight (assuming it will take the packet more than one year to reach
its destination) and transfer their load into your cargo holds.

Smart Bomb

Defenses are
described in the
Planetary section of
the Technology
Browser.

Read more about:

You receive a warning message if your scanners can spot incoming packets
before they arrive.

Mass Driver Basics,
p 6-11, and Guts,
p 25-1
Flinging Mineral
Packets, p 6-12

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GROUND COMBAT
To invade another player ’s planet and initiate ground combat:
1. Build a fleet with one or more freighters.
2. In the Waypoint Task tile, use the Transport task to load colonists onto the
fleet. Try to load what you think will be an overwhelming number.
3. Set a waypoint to your opponent’s planet.
4. Use the Transport task to drop all colonists at the new waypoint.
If the planet has a starbase, you’ll have to destroy it before you can transfer
your troops to the surface.
You’ll lose some of your colonist troops when you transport them through the
planetary defenses. Planetary defenses are 75% effective against enemy
colonist drops. Your troops that make it to the surface and your opponent’s
colonists fight until only one side remains. Capturing a planet in this way
allows you to keep any surviving mines and factories.
If everyone is killed, the planet is up for grabs to the first player who
colonizes it. Such planets must be recolonized using a colonization fleet.
If the planet is not habitable by your colonists, have the fleet load all of your
colonists the next year. This prevents you from losing colonists to the
elements.
You cannot invade any planet that has a starbase in orbit. This means you’ll
need to destroy any starbase with your battle ships before you can beam
down.

MINEFIELDS
You can string minefields around your planet or anywhere else in the
universe. Minefields are typically a defensive strategy. If you have the Space
Demolition trait you can also remotely detonate minefields, turning them into
a last-ditch offensive weapon.
Only ships that carry mine layers can lay minefields.

Alternate Reality
Races and Invasion
Since Alternate
Reality races
inhabit starbases
and not planets,
destroying their
starbase makes the
planet open for
colonization.
Alternate Reality
races also cannot
transfer troops onto
other player’s
worlds.

Tip: If you plan to
use ground combat
extensively,
consider creating a
race with the War
Monger trait before
you start the game.

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15-7

Players Affected by Minefields
Mines are not set off by fleets belonging to you or your friends. Only neutral
and enemy fleets will have trouble navigating the your minefields.
Minefields as
Scanners

Minefields in the Scanner
To view minefields, use the Scanner pane’s Mine
Fields overlay. Minefields are displayed in the
Scanner as circular grids: blue for your minefields,
yellow for races you’ve declared as friends, red for
neutrals and your enemies. Only those minefields
within scanner range will appear. A minefield will
be 75% cloaked if you haven’t seen it before or if
you are using only a non-penetrating scanner.

Laying Minefields
Only a ship with a mine layer can lay minefields. You’ll need to research
Energy and Biotechnology for mines that explode, and Propulsion and Biology
for Speed Trap mines. Once you’ve gained the technology, use the ship
designer to add mine layers to a ship hull. Build the ship and you’re ready to
go.
To lay a minefield:
1. Double click on the fleet in the Scanner, bringing it into the Command
pane.
2. In the Scanner, click once on the waypoint where you will lay the mines.
This can be a planet or point in space.
3. In the Waypoint Task tile, click on the dropdown and select Lay Mine
Fields.
4. Specify the number of years to lay mines.
The Waypoint task tile notes how many mines that fleet can lay per year.
Stars! supports laying up to 1,000,000 mines in a field, at a rate of more than
32,000 mines a year.

Minefields act as
normal scanners for
players with the
Space Demolition
trait. These
scanners do not
detect fleets
orbiting planets.

Mine layers are
described in the
Mine Layers section
of the Technology
Browser.

Learn how to:
Design Ships, p 9-1
Select an Object to
Command, p 5-10
Add a Waypoint
and Task, p 11-1

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Minefield Coverage
Use the Scanner ’s Mine Fields overlay to show the area of space covered by
the field. Click on the field to display the mine type, field size, decay rate,
and owner in the Selection Summary pane.

Minefield Decay
Minefields decay at a rate of 1% a year. You should plan to replenish the fields as
needed. (If enemy or neutral ships thin them out, you’ll need to rebuild as well.)
Minefields decay an additional 4% a year for each planet they contain. The
maximum decay rate for a minefield is 50%.

If you have the
Space Demolition
trait, your
minefields will
decay at a rate of
only 1% a year.

Sweeping Minefields
Ships and Starbases with beam weapons can sweep minefields. You can only
sweep minefields belonging to Neutrals and Enemies. Sweeping minefields
happens automatically. If you’re flying through a neutral or enemy minefield
and your fleet carries beam weapons with a range of 1 or greater, you’ll start
clearing a path. If an opponent builds a minefield around your planet and
your starbase has beam weapons, the starbase will start clearing space to the
limits of its weapons.
Sweeping mines happens before movement, so a fleet in a minefield sweeps
mines the year it moves out of the field.
•
•

To display minefields you know about, turn on the Scanner pane’s
Mine Fields overlay.
To determine how many mines a beam weapon can sweep each year,
Start by calculating:

beam_weapon_power * weapon_range_squared

Cloaks and
Minefields
Cloaks do not
protect ships from
mines. You can
cloak your mine
sweepers if you
wish to disguise
minesweeping
activity for as long
as possible.
Mine Fields
overlay tool

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Do this for all beams in the fleet, then add all the answers. The sum
will be the number of mines you’ll sweep each year. If the fleet is in
more than one minefield, it sweeps this number simultaneously from
each minefield
Range zero and shield only weapons can not sweep mines at all. Gattling
weapons are more effective at sweeping minefields. Consult the Technology
Browser to learn the exact level of effectiveness of any particular weapon.

Remotely Detonating Minefields
You must be playing a Space Demolition race to remotely detonate your
minefields. You can detonate only minefields made of Standard Mines. Once
set to blow, one quarter of the mines in the field will detonate at the end of
each subsequent turn.

15-9

Speed trap mines
are swept at only
1/3 the normal rate.

To learn the mine
sweeping
effectiveness of a
beam weapon, see
the Weapons
section of the
Technology
Browser.

To remotely detonate a minefield:
1. Select the minefield in the scanner. If more than one object is present,
right-click on the field and select it from the popup list.
A summary of the field appears in the Selection Summary pane.
2. Check Detonate Mine Field Next Year in the Summary pane.
All ships in the field take damage as if they hit a mine. To stop the minefield(s)
from continuing to detonate, just uncheck the Detonate... box on your next
turn.

STARBASE COMBAT
Starbases take part in combat. They don’t move but have an
initiative of 10 to 18.
A planet cannot be bombed or invaded if it is orbited by a
starbase. A starbase can be designated as the primary target
using the Battle Plans dialog. It can be selected as the only primary target, and
is also included when you select Armed Ships as a primary target.
All weapons on a starbase receive a range bonus of +1.

To learn about
intitiative, read
chapter 23, The
Guts of Combat.

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CLAIM ADJUSTERS AND TERRAFORMING AS A WEAPON
Races based on the Claim Adjuster trait can perform negative terraforming on
an enemy’s planet while in orbit. If the planet has a starbase, you must
destroy it before you can begin this type of attack.

Orbital Terraforming
Terraforming from orbit requires a fleet outfitted with Orbital Adjusters. These
are described in the Mining Robots section of the Technology Browser. Every
race with the Claim Adjuster trait starts out with one ship outfitted with
Orbital Adjusters.

Orbital Adjuster

Terraforming from orbit can also be used as a weapon: just orbit the planet
and start to terraform it under your opponent’s feet. This allows you to prepare
more favorable conditions for a planetary invasion. Depending on your
opponent’s level of terraforming technology, using terraforming as an attack
could turn into a shoving match if they begin terraforming operations of their
own.
Terraforming from orbit happens automatically as soon as your fleet arrives.
Just set the destination planet as the fleet waypoint. No waypoint task is
necessary. Your fleets will automatically perform negative terraforming for
Enemies and positive terraforming for friends.

Retro Bomb
Claim Adjusters also can gain the Retro bomb, a type of terraforming weapon
used to return the planet to its original conditions. This is useful if you know
your opponent has been working hard to change the habitability value of the
planet, and especially if the original planetary environment was more suitable
for your race than the current environment.

DECLARING ENEMIES AND FRIENDS
In a single player game, everyone is your enemy. In a multi-player game, you
designate who you do and do not wish to attack.
•

Select Player Relations from the Commands menu to specify your
enemies, your friends, and races you have no feelings for whatsoever
(neutral).

Retro Bomb

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When you give a fleet attack orders you can choose who to attack: all
enemies, all neutrals and enemies, everybody or a just a specific opponent.
Friends are also immune to your minefields, automatically refuel at your
starbases and are allowed to use your stargates.
Fleets with the waypoint task of Patrol will only attack Enemies.

Unwilling Participants and Innocent Bystanders
If you declare another player to be your friend you may be unexpectedly
drawn into battles. If a friend of yours is attacked and you have a fleet at the
same location your fleet will automatically join the battle even if it does not
have attack orders. Yegads.
If both players are your friends, you can sit on the sidelines and watch or be
on your merry way.

BATTLE PLANS
Battle plans specify the behavior of your ships in a confrontation. When you
specify attack orders, you choose a battle plan that defines the attack and
defense.
•

Modify or delete an existing plan, or create a new plan, using the
Commands (Battle Plans ) menu item.

Stars! provides several pre-defined battle plans to help you start. To learn the
contents of a plan, select it from the list in the Battle Plans dialog. Then look
at the options chosen for target, tactics, and, if you’re in a multi-player game,
the victim. You can modify, rename or delete an existing plan, or copy it and
use it as the basis for a new plan.

15-11

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Unmodified Default
battle plan. Read
further in this
chapter for an
explanation of each
field in the plan.

All new ships start out with the Default battle plan. This plan sets up a default
attack strategy if the fleet is armed, and a default flight strategy is the fleet is
unarmed. You can’t rename or delete the Default plan, but you can modify it.
Battle plans for a fleet are selected in
the Fleet Composition tile, and are in
effect regardless of the fleet’s waypoint
task. Select Battle Plans... from the
dropdown list to enter the Battle Plans
dialog.

Targeting
For each attacking token, or group of ships of the same design in a fleet, and
each round of battle, Stars! tries to pick the right target from all the other
tokens in the battle. Each potential target is compared with the primary target
type; for example; Any, Starbase, or Armed Ships. If no target is found, Stars!
looks for targets matching the secondary target type, attacking the first
matching target found. If no target is found, the attacking token disengages.
Possible targets are:
•

None/Disengage — Don’t look for a target, just attempt to disengage..

•

Any — Target any opponent’s fleet you encounter.

•

Starbase — Target the opponent’s starbase whether it is armed or not.

•

Bombers/Freighters — Target Bombers and Freighters only..

•

Armed Ships — Target any ship or starbase carrying weapons (does not
include bombers). Preference is given to the strongest tokens this token is
likely to damage.

Cloaked fleets are
targeted the same
as all other fleets.

Round of Battle
Battles last up to 16
rounds. One round
of battle is each
token getting a
chance to move
and fire. A round is
broken into phases,
where one phase is
a single token
moving or firing.

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•

Unarmed Ships — Target any ship not carrying weapons or bombs..

•

Fuel Transports — Target Fuel Transports only..

•

Freighters — Target Unarmed Freighters only..

Here are a few examples of targeting:
Primary target: Bombers/Freighters; Secondary target: Fuel Transports
Any enemy bombers and freighters are targeted first. Once they are gone, the
attacker looks for and tries to destroy enemy Fuel Transports. This tactic is
useful for crippling enemy battle groups while attempting to avoid their heavy
guns.
Primary target: Armed Ships; Secondary target: None/Disengage
This would try to take out all enemy armed ships and the armed enemy
starbase, leaving unarmed ships alone. This is useful if you plan on stealing
cargo from the unarmed ships (assuming you survive).
Primary target: Armed Ships; Secondary target: Bombers/Freighters
This ignores anything that isn’t armed, or a bomber or freighter. This prevents
you from wasting shots on harmless ships.
Make sure your battle plan reflects what you really want your ships to do. For
example, if you specify a target of Any and the closest ship happens to be an
unarmed freighter instead of the enemy’s battleships, you will waste a round
destroying an easy target while the opponent’s battleships pound you into
space dust. In this case, choosing a target of Armed Ships would be much
more appropriate.

Battle Tactics
A fleet’s battle plan lists a tactic for each general target type: Any, Armed
Ships, Starbase, etc. Tactics fall into three styles: disengage, minimize personal
damage, and maximize opponent damage. Each tactic determines how much
damage each token, or group of ships of the same design, will attempt to both
inflict and expose itself to.
In all cases except Disengage the token will attempt to get closer to the target
if it is currently outside maximum range. If the token runs out of primary and
secondary targets it will automatically switch to Disengage. If a token can no
longer do any damage it will automatically Disengage. For example if the
attacking token has shield buster weapons only and none of the enemy tokens
have shields, the attacker will disengage.

15-13

Starbases and
Targeting
Starbases use a
primary target of
Armed Ships and a
secondary target of
Any.

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Example use of
Disengage in
targeting and as a
tactic.

Choose tactics to use on primary and secondary targets. A tactic applies to the
entire fleet.
•

Disengage — Attempt to run away as soon as possible. Seven squares of
movement on the battle board are required to leave the battle. As
movement ranges from
square to 2
squares per round it can take
from 3 to 14 rounds to disengage.

•

Disengage if challenged – Behaves like Maximize damage until the token
takes damage and then it behaves like Disengage.

•

Minimize damage to self – Attempt to move to the location from which
this token can do the most damage to its target while taking the least
damage from your enemies.

•

Maximize net damage – Attempt to get in range of the target class with all
of your ship’s weapons, then move in such a way as to always do some
damage while maximizing damage_done/damage_taken.

•

Maximize damage ratio – Attempts to get in range of at least one ship of
the target class and move in such a way as to do some damage while
maximizing damage_done/damage_taken.

•

Maximize damage – Attempts to get in range of at least one ship of the
target class with all your ships weapons, then tries to maximize the
damage done. This tactic does not care about damage taken.

•

Dump Cargo - Jettison cargo at the start of battle.

The field of battle is
divided up into
squares. To see the
size and layout of
this battle board,
view your next
battle in the VCR.

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Maximize Damage Ratio will not necessarily close to what may be considered
the best location for you ship’s weapons if it is carrying both short and long
range weapons. For example, if you design a cruiser that carries range 6
missiles and a range 2 beam weapon, odds are that you will never get closer
than range 6 in the battle. This is an advantage if when you want to use the
short range weapons strictly as a deterrent against fast ships that try to get in
close and destroy you with their short range weapons. If you do want to get
closer and bring all weapons to bear, use Maximize Net Damage or Maximize
Damage tactics.

Making a New Battle Plan
1. Choose the Commands (Battle Plan) menu item or choose Battle Plans...
from the Fleet Composition tile.
2. Select an existing battle plan from the Plan dropdown.
3. Click on the Copy button to copy an existing plan. If the list is full (14
plans), select an existing plan you are willing to replace.
4. In the Primary Target dropdown, select a primary target for the fleet to
attack.
5. Select a Secondary Target.
6. Select a Tactic.
7. In a multi-player game you can choose Who to attack . In games with
only AI opponents all other players are your enemies.
7. Choose Dump Cargo to jettison cargo at the start of battle.
8. Click on the Rename button and type in a new name.
9. Click on OK. The new plan will appear in the Waypoint Tasks tile the
next time you choose an Attack task.

Changing the Contents of a Battle Plan
You may find that your battle plans need fine tuning over time. Here’s how to
change one:
1. In the Battle Plans dialog, select an existing battle plan from the Plan
dropdown.
2. Click in the Primary Target dropdown and select a target type.

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3. Choose a Secondary Target for your ship to attack if the primary target
type is not present.
4. Choose a Tactic.
5. In a multi-player game you can choose Who to attack.
6. When you finish, OK the dialog. Your changes take affect that turn.

BATTLE REPORT

Use this report to view statistics for each battle that took place the previous
turn, and to review the battles in the VCR. Each line in the report summarizes
one battle that occurred the previous year.
•

Go to the battle’s location in the scanner by clicking once on its line in
the report.

•

To review the battle in the VCR and learn the gory details, double-click
on its line in the report.

For each battle, the report shows the following:
Location – Coordinates or planet name where the battle took place
SB – Starbase involved (O = ours, T = theirs),
Sides – number of players that fought
Units – the total number ships involved, including any starbase
Ours – total number of our ships involved, including any starbase
Theirs – total number of their ships involved, including any starbase
Unarmed, Scout, Warship, Bomber, Utility – total number of each ship of
this class involved in the battle.

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Our Dead – total number of our ships that were destroyed
Their Dead – total number of their ships that were destroyed

VIEWING OPPONENT FLEETS IN THE SUMMAR Y PANE
To learn about an opponent’s fleet:
•

If your opponent’s fleet is in space, left-click on the fleet symbol. If there
is more than one fleet at the location, right-click and select the enemy
from the popup list.

•

If your opponent’s fleet is orbiting a planet, right-click on the planet, then
select the fleet from the popup list.

The most significant type of
ship in the fleet is pictured in
the Summary pane. A + sign
appears for each additional
ship type in the fleet. Display
the fleet’s composition by leftclicking on the picture. Right
click on the picture to display
the design for each ship type.

VIEWING ENEMY SHIP DESIGNS
Any ships you have fought can be examined in the Ship and Starbase
Designer.
1. Choose the Commands (Ship Design) menu item.
2. Select Enemy Hulls.
3. Select the design you want to view from the dropdown list.
Ships you have not seen in battle will show no details other than the hull
type. If you have fought the ship type before the dialog displays full details,
including armor and shield strengths.

15-17

Unarmed ships are
any design that has
no weapons and
poses no threat.
Utility ships are
unarmed ships that
pose a threat (such
as mine layers).
Scouts are armed
ships based on the
Scout, Frigate, and
Destroyer hulls.
Warships are all
other armed ships,
including armed
freighters. Bombers
are any ship based
on one of the
Bomber hulls.

Tip: If the enemy
fleet is in orbit, you
can also click on
the planet, then
click on the yellow
arrow in the
Summary pane until
the fleet’s summary
is displayed.

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FLEET REPORT ON ENEMIES AND OTHER PLAYERS

To display intelligence reports about other player’s fleets, choose Others’
Fleets from the Reports menu (or press F3 three times). The report can be
sorted by any of its fields.
•

Display opponents’ fleets in the Selection Summary pane and in the
Scanner, following in the report’s sort order, by using the left and right
bracket keys, ‘[‘ and ‘]’, while the report is active. In the report, the fleet
displayed in the Summary pane is highlighted.

This report shows where these fleets are currently located, their speed, fleet
composition, and breakdown by ship class. A plus sign (+) in the Composition
indicates more than one ship type is present in the fleet.

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PATROLLING

While on Patrol, your fleet will automatically intercept and attack any
incoming enemy fleets within a specified range. Fleets on patrol will not target
neutrals or friends.

ASSIGNING PATROL ORDERS
To place a fleet on patrol duty:
1. Give the fleet one waypoint in the scanner.
2. In the Waypoints Task tile, select the Patrol task.

3. Select an Intercept Range. Your fleet will only attempt to intercept enemy
fleets it detects within the specified range.
4. Set the intercept speed using the warp factor gauge, or accept the default
of Automatic. The default chooses the optimum speed (attempting a speed
that uses the least amount of fuel to intercept in the shortest possible
time). You will be notified when a patrolling fleet is given a new target
and can adjust the warp speed or retarget it before the intercept happens.
5. Set any additional waypoints. The Patrol order will be carried out
automatically for each waypoint, until you assign a different task.

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¯ To station a patrol at a particular location, send the fleet to that location
and then give it the Patrol task and select the Repeat Orders checkbox in
the Fleet Waypoints tile.
The fleet will only target enemies within its Intercept Range from that
point and will automatically return there after the intercept.

PATROL TARGETS ENEMIES ONLY
Fleets on patrol will only intercept and attack Enemy fleets. In a single player
game against AIs, all other players are your enemies. In a multi-player game,
you can choose who is your enemy, friend or a neutral.
To make a player your enemy in a multi-player game:
1. Choose Commands (Player Relations ), opening the Player Relations
dialog.

2. Select the player in the dropdown list, then click on Enemy.
3. OK the dialog.
Patrol does not immediately target an enemy fleet. Targeting occurs after all
players move, as one of the last tasks in generating a new turn. This allows
you to receive a message and inspect the patrol order that was given, altering
it if necessary before the ship commits to the attack.
If you want the ship to patrol and attack a particular enemy fleet you see right
now, simply add a waypoint at the enemy fleet with orders to Patrol at that
ship.

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PATROL AND BATTLE PLANS
Patrol takes battle plans into account when deciding who to intercept. Your
primary target will be matched according to its hull type. For example, if you
target unarmed ships, your patrol fleet will only target fleets guaranteed to be
unarmed. You would not target a battleship, even if you’ve fought it before
and know that it doesn’t have any weapons on board.

Learn more about
Battle Plans, p 15-11

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SCANNING AND CLOAKING

Scanners tell you about:
•

planetary environments

•

enemy fleets

•

minefields

•

mineral packets in transit

•

salvage

•

wormholes

Both planets and ships can have scanners. You initially create a planet-based
scanner by adding it to your production queue. Afterward, the scanner is
automatically upgraded as your technology improves. Ship-based scanners
must be included in the hull design.
All fleets detected by your scanners appear in the Scanner pane. Fleets can
use cloaking devices to reduce a scanner’s effective range and thus increase
the chances of escaping detection.

SCANNER TECHNOLOGY
Like all other technology, the science behind scanners and
cloaking devices must be researched. The research requirements
and features of planet-based scanners are described in the
Planetary category of the Technology Browser; ship-based
scanners are described in the Scanners category; cloaking devices are
described in the Electrical and other miscellaneous categories.

Alternate Reality
races do not build
planetary scanners.
Scanning is an
inherent ability of
the population. To
learn more about
these unique beings
read chapter 22,
Alternate Reality
Races.

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Planet-penetrating scanners
These scanners can detect fleets in orbit around a planet. They also can tell
you planetary statistics from a distance, such as mineral concentrations under
the planet surface.

Normal, non-penetrating Scanners
These scanners cannot penetrate a planet. Any object orbiting the planet is
hidden from your radar. Minefields are cloaked 75% from this type of scanner.

Scanners are Additive
The formula for calculating a ship’s scanner range is the 4th root of the sum of
each scanner to the 4th power. Let’s say you have a ship design with two 100
light year scanners and one 60 light year scanner:
(100^4 + 100^4 + 60^4) ^ ⁄ = 120 light years
The same calculation applies to planet penetrating scanners.

Scanners and Primary Traits
Some races have extra scanner technology. For example, if you’ve chosen
Packet Physics as your primary trait, all your mineral packets will act as
planet-penetrating scanners. If you choose Space Demolition all your
minefields act as normal scanners.

SELECTING FLEETS IN THE SCANNER PANE
Fleets in orbit are indicated by a circle around the planet. To select a fleet in
orbit:
1. Right click on the planet in the Scanner pane.
2. Select the enemy fleet from the pop-up list.
Follow the same procedure to select a fleet from a group in deep space.
If you own the ship, it appears in the Command pane.

Minefields as
Scanners
Minefields act as
non-penetrating
scanners for the
players with the
Space Demolition
racial trait. These
scanners do not
detect fleets
orbiting planets.

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Estimated Path of Another Player ’s Fleet

Click in the Scanner on an opponent’s fleet to display its estimated path. The
arrow points in the approximate direction of travel. Tick marks appear on the
line indicating how far the fleet will move in a year at its current speed. Since
a fleet travels in a straight line from waypoint to waypoint, you can use this
path to estimate the fleet’s origin and destination.

Using the opponent’s fleet summary and estimated path, you can guess at the
types of activities your wily foe or friend is up to. For example, if you select a
fleet of attack ships, you can meet them in battle, and have a better idea of
where those attack fleets are coming from and thus, where to aim your own
big guns or to lay minefields. If the selected fleets tend to be scouts, miners or
colonists, you’ll have a clue to their current strategy and possible needs.

SCANNING PLANETS
When you scan an uninhabited planet, you’ll be able to detect the
environment and the concentration of each mineral under the planet surface,
but not the minerals stored on the surface. If you attempt to scan a planet
inhabited by an opponent, you can detect only the environment, underground
mineral concentration and an estimate of the population (plus or minus 20%).
If the planet’s starbase has cloaks, the distance at which you can detect the
enemy’s starbase is reduced.

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CLOAKING, OR HIDING FROM OPPONENTS’ SCANNERS
Cloaking devices allow you to reduce your opponent’s effective
scanner range in detecting your cloaked fleet or planet. Cloaking
devices do not make your fleet or planet invisible: no matter how
strong the cloak, the object will always be visible to another fleet at the same
location.
Cloaking reduces your opponent’s scanner range by a specific percentage.
The higher the percentage, the more the range is reduced. The maximum
amount of cloaking possible is 98%, or a reduction of your opponent’s
scanner range by 98%.
Cloaking is shared by the entire fleet. The cloaking percentage of a fleet is
displayed in the Fleet Composition tile, except when in small screen mode.

For a description of
how cloaking is
calculated, read
chapter 24, The
Guts of Cloaking.

Uncloaked ships are also hidden in a cloaked fleet, although they do reduce
the cloaking percentage.

Advantage of a Second Cloak
Cloaks are additive. Additional cloaks reduce your fleet’s visibility.

Types of Cloaks
There are several types of cloaking devices. If your race is based on the SuperStealth primary trait, you also have access to cloaked armor—the Depleted
Neutronium, a cloaked shield—the Shadow Shield, and one ship-based
cloaked scanner—the Chameleon. Multiple cloaks on the same ship can all
be of the same or different strengths.

Cloaked Starbases
Adding cloaks to a starbase hull cloaks only the starbase, not the planet.

DETECTING OPPONENTS’ FLEETS
Having scanners on as many planets as possible reduces the chance that
cloaked fleets will sneak past. For example, if your opponent has 75%
cloaking, and your scanners normally detect fleets at a range of 200 light
years, your effective scanning range will be reduced to 50 light years. If your
scanners are close together, whether they be planet-based, ship-based, or a

To learn more
about a specific
cloak, open the
Technology
Browser (press F2).
View the Electrical
category for
standard cloaks or
other appropriate
category for
devices with
secondary cloaking
attributes.

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17-5

combination, you’ll create a gauntlet that opponents’ships aren’t as likely to
sneak through undetected.
Also consider placing sentry ships at uninhabited planets along your border.
They will help prevent any unseen planet-hopping by your opponents. Even if
a ship is cloaked, you will still detect it when it passes by.
The X series of planet-based scanners and certain ship-based scanners can
detect both fleets in deep space and fleets in orbit. Both these ranges are
affected by cloaking. For example, if you are using a Snooper 250X planetbased scanner against a 75% cloak, the scanner will have effective ranges of
62 light years and 31 light years. If the ship is in orbit of a planet 32 light
years away, you won’t see it.

With the Scanner’s Radar Overlay turned on, ask yourself: Will there be gaps
in my coverage if each scanner only sees
as far? What about
as far?
Adjust the percentage to determine what your coverage would be relative to
the cloaking ability of opponents’ships.
For example, select 75% to show how close a fleet with
25% cloaking will need to be before you can detect it.
Keep in mind that a cloak only reduces a scanner’s effectiveness in detecting
the cloaked fleet. It fools the scanner, rather than physically changing it.

Tachyon Detector
You must have the Inner Strength trait to use this device.
Each Tachyon Detector reduces the effectiveness of other players cloak by
5%. The reduction is only seen by the fleet carrying the detector. The affect of
multiple detectors is additive. If a fleet has two detectors, the first lowers the
effectiveness of the opponent’s cloak to 95%, the second detector takes the
95% and reduces it almost another 5%, down to 90.2%. This makes it

Tachyon Detector

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significantly harder for enemies to sneak past fleets carrying this device. A
great option for ships on regular patrol duty.
When you add a Tachyon Detector to a hull design, the Ship and Starbase
Designer displays other player ’s cloaking effectiveness on the design’s scanner
information line.

PIRATING USING STEALTH-BASED SCANNERS
You need the Super Stealth primary race trait and a fleet with the Pick Pocket
or Robber Baron scanner to steal cargo from an opponent’s hold. Just set the
opponent’s fleet as a waypoint, then set the Transport order to Load the
amount you want to heist. The theft will take place as soon as your pirate fleet
reaches its victim.

Pick Pocket

You can steal only cargo, not fuel or colonists.
Robber Baron

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REPORTS

Reports list all statistics for all your planets and fleets, other player’s fleets you
know about, and battles from the previous year.
¯ Hide columns by clicking on the column label and selecting Hide the
<column name>.
¯ Show a hidden column by clicking on any column and selecting Show
the <column name>.
¯ Choose a new sort order by clicking on the label and choosing forward or
reverse order.
¯ Go to any item by clicking on its associated row in the report.
¯ Display the related pop-up information or game dialog by clicking on the
statistics.
Planet names — a yellow dot next to the name indicates a starbase capable of
building ships. A blue dot indicates a starbase unable to build ships. A green
dot indicates the planet has a stargate, a purple dot indicates the planet has a
mass accelerator.

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KEYBOARD SHORTCUTS
F3 opens the Planet Summary Report, then toggles to successive reports:
second press opens the Fleet Summary Report for your fleets; third press
opens the Others’ Fleet Summary Report; fourth press opens the Battle
Summary Report; fifth closes the report window.
Pressing the ESC key also closes the report window.

SORTING REPORT FIELDS
Sort any report by a specific field type:
¯ Right click on a column header and select one of the pop-up options.
Reports handle up to two levels of sorting. For example, you can sort your
planets by mineral content, then sort by starbases. The end result will have
your planets sorted according to starbase type, with planets with identical
starbases sorted according to mineral content.

HOW THE SORT ORDER AFFECTS THE DISPLAY ORDER OF
PLANETS AND FLEETS
You can change the order in which planets and fleets are displayed in the
Command pane using the Reports form.
¯ Click on a column header and change the sort order by selecting one of
the options.
For planets, this matches the order in which planets appear in the Planet tile
and Production dialog with the order shown in the Planet report. For fleets,
this changes the order in which fleets appear in the Fleet tile.

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R EPOR T S

PRINTING A MAP OF THE UNIVERSE
¯ Print a pictorial map of the universe using the File (Print Map ) menu item.
This sends a black and white plot of the universe to your printer, with the
black background reversed to white. You can the zoom level of your printout
by specify the number of pages to print: the larger the number, the greater the
zoom. The map supports the Planet Names Overlay and No Player Info view
only.

DUMPING INFORMATION TO A TEXT FILE
To export basic information about the universe, planets and fleets to an plain
text file, choose the Dump to Text command from the Reports menu. Each
option (Universe, Planet, or Fleet) produces a file with the same base name of
the current game and an extension of either .map (for the universe), .pla (for a
planet) or .fle (for a fleet).

Learn about
Planet Reports,
p 6-21
Fleet Reports,
p 10-11
Battle Reports,
p 15-16

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DIPLOMACY AND TRADE

Multi-player games only
Stars! has features that allow you to practice diplomacy in multi-player games.
Use the mail feature of the Message pane to communicate with other players,
arranging alliances, rendezvous, trade agreements, joint remote mining
ventures, and non-aggression pacts. (Stars! mail works equally well for hurling
insults and taunts.)
Stars! does not require one winner. When you’re setting up the game, you can
specify winning conditions that encourage diplomacy by allowing for multiple
winners.

PLAYER RELATIONSHIPS
You can declare neutral and friendly players using the Player Relations dialog.
This prevents you from attacking the wrong people and allows you to
automatically come to a friend’s aid if they’re under fire. Friends can also pass
through each other’s mine fields without harm, automatically refuel at their
starbases and are allowed to use their stargates. So it’s worthwhile to set up
alliances, even if they’re temporary.

TRADING FUEL AND MINERALS
You can also trade fuel and minerals with other players, sending messages to
arrange the trade, then rendezvouing with the other player’s fleet to give or
receive minerals or fuel. Minerals can also be sent to another player’s planet
using a fleet-to-planet transfer or by flinging mineral packets to the planet
(assuming the receiving planet has a mass driver of equal or greater strength—
otherwise you might have a war on your hands).

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Fleet-related trades can be automated by setting your waypoints between
planets or fleets, specifying Transport orders, then selecting Repeat Orders.
Automate mineral packet-based trade by adding Mineral Packets (Auto Build)
to your production queue and aiming the mass driver at the correct planet.

TRADING TECHNOLOGY
It is also possible to trade technological research data by scrapping fleets at
each other’s starbases. While this is not always 100% successful, due to the
differences in each race’s basic understanding of the laws of physics, it is a
great way to add spice to an alliance.

TRADING SHIPS
You can give fleets to other players using the Transfer Fleets waypoint task.
The other player can take the fleet if doing so would not cause them to
exceed the maximum number of ship designs. The receiving player cannot
build additional ships of the types given by other players. They can, however,
receive additional ships of the same type from the other player.

TRADING WITH TRANSDIMENSIONAL BEINGS
You might encounter a transdimensional being with technology to sell during
the course of a game. If you can catch this Mystery Trader and give it what it
wants, you may learn about technology that neither you nor any other player
would normally be able to research and build.

JOINT MINING VENTURES
You can join with other players to remote mine a planet, each player using
their own remote mining fleet and freighters or, since minerals can be
transferred between different players fleets and planets, one player may mine
then manually transfer the minerals to the other player’s holds for transports to
the agreed upon ports-o-call.
Any Super Stealth race can automate transferring cargo from another player’s
mining fleet as a waypoint task—if the other player agrees, it’s diplomacy;
otherwise, it’s piracy.

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CLAIM ADJUSTERS AND ORBITAL TERRAFORMING
Races based on the Claim Adjuster trait can terraform other player’s planets
from orbit. This creates unique opportunities for diplomacy or war. If the
owner is your Friend, you perform positive terraforming (adjusting planetary
conditions toward the inhabitants’optimal conditions). If the owner is your
Enemy, you perform negative terraforming.
Terraforming from orbit happens automatically as soon as your fleet arrives.
Just set the destination planet as the fleet waypoint. No waypoint task is
necessary.

Terraforming for Hire
Terraforming from orbit requires a fleet outfitted with Orbital Adjusters. These
are described in the Mining Robots section of the Technology Browser. Every
race with the Claim Adjuster trait starts out with one ship outfitted with
Orbital Adjusters.
Terraforming from orbit is a great vehicle for diplomacy: in return for other
technology, an alliance, or just a plain ‘thank you’, you can help your friends
make their planets a better place to live. Only offer this assistance to friends
who have lesser terraforming capabilities than yourself. Terraforming is not
additive—you can’t combine your orbital terraforming abilities with those of
the inhabitants to super terraform the planet. The planet will only be
terraformed to the limits of whoever possesses the superior technology. For
example, if the inhabitants have 3% terraforming and you possess 5%
terraforming, the planet can be improved up to 5% from its original
conditions (not exceeding optimal conditions for the inhabitants).

Specify Friends,
Enemies and
Neutrals using the
Player Relations
dialog (press F7).

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RACE CREATION
In Stars! there are no superior races, there are only superior styles of play .
Learn your race’s strengths and weaknesses. Test them against a variety of
opponents and universe configurations. Start with small games and work
your way up, fine tuning as you go.

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DESIGNING CUSTOM RACES

The Custom Race wizard allows you to create, save and edit your player
races. Here, you define a race’s strengths and weaknesses. The trick lies in
balancing advantages with disadvantages in order to achieve a mix that makes
the best use of the stuff of creation — units of primordial ooze called
advantage points.

OPENING THE WIZARD
You can open the Custom Race wizard using the File (Custom Race wizard )
menu item, or from the basic or advanced new game dialogs. Alternately, you
can open an existing race for editing using the File (Open) menu item and
selecting the race file.

ADVANTAGE POINTS
In each step, the box in the upper right corner of the dialog shows the current
number of unused advantage points.

With each advantage selected, the number decreases. Advantage points go
down a little for slight advantages, and a lot for juicy ones. Before you finish,
the number of advantage points must be greater than or equal to zero. When
the number becomes negative and turns red, your race has missed the boat to
Creationville. To get back in the black, select a few disadvantages (one of the
catches of playing God).

Choose your race
attributes wisely.
Once you begin the
game, the race is
yours for the
duration. You can
view your
characteristics, but
you won’t be able
to change them.

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STEP 1: BASIC RACE DEFINITION
Race Name and Password
Name your race and if you wish, choose a password. The password chosen
when a race is created is attached to the race file. While you may change the
password during the game, that change applies only to the current game.
Opening that race file for use in another game will require proper entry of the
original password. In order to view or edit the race file, you also need the
password. You may specify a race name only here in step 1.

Predefined Races
Selecting a predefined race automatically presets all of the options in steps 2
through 6. Choosing a predefined race doesn’t prevent you from changing any
option — they are only provided as a time saver. Each predefined race has
specific strengths and weaknesses you can use in determining your playing
style and strategies.
Use the Custom Race wizard to learn about the pre-selected attributes for
each predefined race and use a race as a starting point for one of your own:
1. Select each predefined race in turn.
2. Use the Back and Next buttons to step through the wizard, noting the
settings.
3. Go back to step 1 and select the predefined race that looked the best for
your purposes.
4. Fine tune that race using as much of the wizard as necessary.

Other Basic Definition Options
Leftover Advantage Points — Surface Minerals
You will get 10kT of surface minerals for each leftover advantage point. For
example, if there are 20 unused points, you would receive a total of 200kT of
minerals. Stars! weights the distribution in favor of the rarest minerals. These
will be available immediately.
Leftover Advantage Points — Mines
You will get one additional mine for every two leftover advantage points.
These will be available immediately.

Read more about
the predefined
races in chapter 21.

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Leftover Advantage Points — Factories
You will get one additional factory for every 5 leftover advantage points.
These will be available immediately.
Leftover Advantage Points — Defenses
You will get one additional defense installation for every 10 leftover
advantage points. These will be available immediately.
Leftover Advantage Points – Mineral Concentration
The concentration of the mineral on your home world that would have been
poorest is improved by 1% for every 3 leftover advantage points. Increasing
the concentration increases the rate at which the mineral is mined (mining, of
course, reducing the concentration over time).
Race Emblem
Select a race emblem from the collection. This emblem identifies your fleets
when they are displayed in the Selection Summary pane. In a multi-player
game you may not get the emblem you select if another player chooses the
same emblem.

STEP 2: PRIMARY TRAIT
Choose the major characteristics for your race. Each primary trait gives you a
specific and powerful set of strengths. This section lists of the specific
technologies, advantages and disadvantages for each primary trait.

Hyper-Expansion trait
Starting Advantages
•

Growth rate is twice the value shown on step 4 of the Custom Race
wizard.

•

One armed scout

•

Three mini-colony ships

Exclusive Hulls
•

Mini-Colonizer hull

•

Meta Morph hull (completely flexible)

Choosing the
mines, factories or
defenses options
will have no effect
on Alternate Reality
players and will
waste advantage
points.

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Exclusive Engines
•

Settler’s Delight engine—Warp 6 for free, but only for Mini-Colonizer hull

Exclusive Components
•

Flux Capacitor increases the damage done by all beam weapons on
Hyper-Expansion ships by 20%

Limitations
•

Cannot build stargates

•

Maximum population limitation is
what the planet would normally
support for a race with your environment requirements

Super-Stealth trait
Starting Advantages
•

Tech level 5 in Electronics

•

One scout

•

One colony ship

Exclusive Hulls
•

Rogue hull

•

Stealth Bomber hull

Exclusive Components
•

Pick Pocket scanner that sees enemy fleet cargo in same location,
allowing you to steal that cargo using the cargo gauge (and transfer
dialog)

•

Chameleon scanner with a scanning range of 160|45 plus a 20% cloak

•

Robber Baron scanner that sees enemy fleet cargo and enemy planet
surface minerals

•

Shadow Shield with a strength of 75 plus a 35% cloak

•

Depleted Neutronium with an armor strength of 200 plus a 25% cloak

•

75% Transport Cloak

•

85% Ultra-Stealth Cloak

•

All ships and starbases built by Super-Stealth races have an inherent 75%
cloak

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Exclusive Abilities
•

Travel through opponent’s mine fields at one warp speed faster than the
limit stated in the Technology Browser

•

Gain research by spying and combining it with your own research. Gain
resources in each field equal to
the average spent in that field by all
races (including yourself) while at least one other race exists

War Monger trait
Starting Advantages
•

Tech level 5 in Weapons

•

Tech Level 1 in Propulsion and Energy

•

One armed scout

•

One colony ship

Exclusive Hulls
•

Battle Cruiser hull

•

Dreadnought hull

Exclusive Weapons
•

Gattling Neutrino Cannon

•

Blunderbuss

Exclusive Abilities
•

square movement bonus in battle

•

Colonists attack better

•

All weapons cost 25% less to build

•

Learns the exact design of enemy ships as soon as they are scanned

Limitations
•

Cannot build mine layers or lay minefields

•

Can build SDI or Missile Battery defenses only

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Claim Adjuster trait
Starting Advantages
•

Technology level 1 in Energy, Weapons and Propulsion, level 6 in Biotech

•

Ship capable of terraforming other players’planets from orbit

Exclusive Components
•

Retro Bomb de-terraforms planets

•

Orbital Adjuster modifies other player’s planet environmental conditions
from orbit

Exclusive Weapons
•

Bombs that de-terraform worlds.

Exclusive Abilities
•

Terraforming is free (and temporary). Each year all planets owned by you
are terraformed to the limit of your terraforming technology. The planet
reverts to its original condition if it is abandoned or captured by another
player.

Inner-Strength trait
Starting Advantages
•

One scout

•

One colony ship

Exclusive Hulls
•

Super Freighter hull

•

Fuel Transport hull

Exclusive Components
•

Croby Sharmor shield strength 60 plus 65 dp as armor

•

Fielded Kelarium armor strength 175 plus 50 dp as shield

•

Speed Trap 20 mines—stops fleets cold

•

Jammer 10 and Jammer 50 deflects torpedoes

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Exclusive Weapons
•

Mini Gun, power 13, range 2, sweeps mines at 208/year

Exclusive Components
•

Tachyon Detector, reduces the effectiveness of other players cloaks by 5%

Exclusive Abilities
•

Colonists defend better

•

Ships heal faster

•

Planetary defenses cost 40% less

•

Your colonists on freighters reproduce at
of their maximum rate,
beaming down excess babies when orbiting a planet you own

Limitations
•

Weapons cost 25% more than they do for other races

•

No Smart, Neutron, Enriched Neutron, Peerless or Annihilator bombs.

Space Demolition trait
Starting Advantages
•

Tech level 2 in propulsion and biotech

•

One scout

•

One colony ship

•

Two mine layers (one standard, one speed trap)

Exclusive Weapons
•

Mine Dispenser 40, 80, 130 — standard mines

•

Heavy Dispenser 50, 110, 200 – more serious fire power

•

Speed Trap 20, 30, 50 mines — stops fleets cold

Exclusive Hulls
•

Mini Mine Layer hull

•

Super Mine Layer hull

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Exclusive Abilities
•

Mine fields act as non-penetrating scanners. Cloaks work as an absolute
percentage against mine scans.

•

Can travel through opponent’s mine fields at two warp speeds faster than
the limit stated in the Technology Browser

•

Can remotely detonate standard minefields

•

Mine fields decay at a rate of 1% a year per planet enclosed in the field.
All other player’s fields decay at 4% a year per planet enclosed.

•

Learn the exact design of any enemy ship that detonates one of your
mines.

Packet Physics trait
Starting Advantages
•

Tech 4 in Energy

•

Two shielded scouts

•

One colony ship

•

Two starting planets in non-tiny universes

Exclusive Components
•

Mass Driver 5, 6, 8, 9, 11, 12, 13

•

Mineral packets with built-in penetrating scanners, with a range equal the
square of their warp speed.

•

Energy Dampener slows all ships in combat by 4 initiative points

Exclusive Abilities
•

Mineral packets are smaller and cheaper to build.

•

Sense all players’ mineral packets in flight, regardless of location

•

Learn the exact design of any enemy starbase that uses a mass accelerator
to receive a packet you fling.

•

Planets receiving mass packets have a 50% chance of a 1% improvement
in an environmental attribute. For every 100kT of a mineral not caught,
there is also a 0.1% chance of the overall planet value improving by 1%.

Limitations
•

Mineral packets do only 1/3 the normal damage.

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Interstellar Traveler trait
Starting Advantages
•

2 planets with 100/250 stargates (in non-tiny universes only)

•

Tech 5 in propulsion and construction

•

One scout

•

One colony ship

•

One destroyer

•

One privateer

Exclusive Hulls
•

Stargates with unlimited range and capacity.

Exclusive Components
•

Anti-matter Generator acts as a 200mg anti-matter fuel tank and generates
50mg of fuel every year.

Exclusive Abilities
•

Can transport minerals and colonists in fleets through stargates. The cargo
weight is not taken into account when determining the fleet weight versus
the gate’s limits.

•

Exceeding the safety limits of stargates is less likely to kill your ships

•

Stargates cost 25% less

•

Stargates reveal planetary statistics on all other planets with stargates in
range

Limitations
•

Mass drivers are only half as effective at catching minerals as their rating,
are less efficient at flinging minerals, and all mineral packets flung decay,
regardless of speed.

Alternate Reality trait
Exclusive Hulls
•

The Death Star is the largest starbase hull ever known.

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Exclusive Components
•

Orbital Construction Module that contains viral weapons capable of
killing 2000 enemy colonists per year and that colonizes worlds by
transforming into an Orbital Fort

Exclusive Abilities
•

Lives on starbases only, not planets

•

Starbases are 20% cheaper to build (non-cumulative with Improved
Starbases)

•

Population acts as natural miners and scanners

•

Remote mine own planets (since they live in orbit)

•

Maximum population is determined by the size of the starbase, not the
planet

•

Planetary resources grow as Energy Tech Level increases

Limitations
•

Cannot build planetary installations

•

Interstellar travel kills 3% of any colonists in the fleet per year.

Jack of All Trades trait
Starting Advantages
•

Tech 3 in all field

•

Two scouts

•

One colony ship

•

One medium freighter

•

One mini miner

•

One destroyer

Exclusive Components
•

Scout, Frigate and Destroyer hulls get a built-in scanner with a range
equal to 2x / x l.y. where x = 10 * Electronics Tech level

Exclusive Abilities
•

Improves all Costs 75% Extra fields to tech level 4 if the box in step 6 is
checked

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STEP 3: LESSER TRAITS
Specify/view the lesser traits for your race. You’ll probably find several traits
that won’t affect your playing strategy. Each time you choose a trait that
prevents you from developing something, you’ll gain advantage points you’ll
be able to use elsewhere or, if you’re in the hole, bring the balance closer to
being above zero (you have to be above or at zero before you can click on
Finish).
Select lesser traits that compliment the profile you chose in step 2:

Improved Fuel Efficiency trait
Your ships will burn 15% less fuel than what the drive specifications indicate.
The Fuel Mizer and the Galaxy Scoop engines are also available. This trait
also increases your starting tech in propulsion by one level.

Total Terraforming trait
You begin the game with the ability to adjust each of a planet’s environment
attributes by up to 3% in either direction. Throughout the game, additional
terraforming technologies not available to other players will be achievable, up
to 30% terraforming. Total Terraforming requires 30% fewer resources.

Advanced Remote Mining trait
Gives you three additional mining hulls and two new robots. You will start the
game with two Midget Miners.

Improved Starbases trait
Gives you two new starbase designs. The Space Dock hull allows you to build
starbases which can in turn build small to medium ships. The Ultra-Station is
much larger than a standard Starbase. Your starbases are automatically
cloaked by 20%. Starbases will cost you 20% less to build.

Generalized Research trait
Your race takes a holistic approach to research. Only half of the resources
dedicated to research will be applied to the current field of research. 15% of
the total will be applied to each of the fields. (Yes, we know this adds up to
115%.)

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Ultimate Recycling trait
When you scrap a fleet at a starbase, you recover 90% of the minerals and
70% of the resources used to produce the fleet. The resources are available
for use the next year. Scrapping at a planet gives you 45% of the minerals and
35% of the resources.
These resources are not strictly additive. The number a planet receives is
determined by the formula:
Resources = (Current_production x Extra_resources) /
(Current_production + Extra_resources)
This formula is true whether or not a planet has a starbase.

Mineral Alchemy trait
You will be able to turn resources into minerals more efficiently. One instance
of mineral alchemy will use 25 resources to produce one kT of each mineral.
Without this trait it takes 100 resources to produce one kT of each mineral.

No Ramscoop Engines trait
You will not be able to build the Radiating Hydro-Ram Scoop, Sub-Galactic
Fuel Scoop, Trans-Galactic Fuel Scoop, Trans-Galactic Super Scoop, TransGalactic Mizer Scoop or the Galaxy Scoop. You will be able to build the
Interspace-10 engine, which can travel warp 10 without taking damage.

Cheap Engines trait
Pro: Engines cost 50% less to build.
Con: Your ship engines aren’t entirely reliable. When attempting to travel at
speeds above warp 6, there is a 10% chance the engines will refuse to
engage.

Only Basic Remote Mining trait
No Robo-Miner, Robo-Maxi-Miner or Robo-Super-Miner robots.

No Advanced Scanners
You will not have any standard scanners that can scan planets from a distance
and see fleets hiding behind planets. All ranges for conventional scanners are
doubled.

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Low Starting Population trait
Instead of 25000 people, you start with 17500 (30% fewer). It takes a long
time to overcome a lower starting population — it helps to have a high
growth rate, but even then it can be painful.

Bleeding Edge Technology trait
New technologies initially cost twice as much to build. As soon as you
exceed all of the tech requirements by one level, the cost drops back to
normal. Miniaturization, the lowering of production costs, occurs at 5% per
level, up to 80%. Without this trait miniaturization occurs at 4% and tops out
at 75%.

Regenerating Shields trait
All shields are 40% stronger than the listed rating. Shields regenerate at 10%
of the maximum strength after every round of battle. All armors are at 50% of
their rated strength.

STEP 4: POPULATION GROWTH FACTORS
Specify your race’s habitable range and its growth rate under optimum
conditions, using the following topics as guidelines:

Growth Conditions
Use this step to specify how well your race tolerates gravity, temperature and
radiation. The tolerances are set individually for each of the three
environmental factors.

The width of the colored bar represents the extent of the habitable range. The
width plus the position of the bar left or right determine the extremes of the
habitable range. The numbers to the right of the bar show the extremes in
either gravities (g), degrees Celsius (C) or millirads (mR).
Your race will grow only on planets with conditions that fall within the
habitable ranges. On planets that are outside the habitable ranges, some
colonists will die every year due to the unbearable conditions.

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The gravity and temperature of every planet are picked at random, but are
slightly weighted to favor values in the middle of the spectrum. If you move
the colored bar away from the center, the advantage points increase,
compensating for the reduction in the number of habitable planets you will
encounter. The radiation level of a planet is chosen completely at random.
Adjusting the Habitable Range
If you click on
or
the entire range moves left or right. Holding down
the SHIFT key while clicking moves the range in steps. Click and hold the
colored bar to drag it back and forth freestyle.
Clicking
widens the habitable range. Clicking
narrows
the habitable range. Holding down the SHIFT key while clicking narrows and
widens the range in 20% increments.
Choosing an Extreme Range
Cons: The more extreme your habitability range, the more planets will be out
of your habitable and terraformable range.
Pros: You get back advantage points. Also, planets with environments near the
ends of the spectrum have a good chance of being super-rich in one or more
minerals. For example, a planet with a flesh-searing radiation extreme of
97mR could easily have four times the concentration of each mineral as a
mild-mannered vacation world.
Immunity

Selecting the Immune to Radiation checkbox allows you to ignore an
environmental factor. This is very expensive and will require the selection of
many disadvantages to bring advantage points back above zero. When you
select immunity, the habitable range becomes irrelevant and disappears. If
you select any kind of immunity, you may not want to spend points on the
Total Terraforming advantage. Once you’re in the game, you can research
individual terraforming technologies that apply only to environmental factors
that can affect you. If you are totally immune, you never need to terraform.

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Selecting immunity is different than expanding the habitable range to fill the
entire spectrum. Immunity treats every point in the spectrum as 100% ideal. A
range widened to fill the spectrum treats only the mid-point as 100% ideal.
The edges of the range are 0% ideal.

Maximum Population Growth

Set the maximum colonist growth rate between 1% and 20% per year. The
colonists will grow at this rate only if the habitability value is 100%. If the
habitability value is less than 100%, the colonist growth rate will fall
proportionately.
For example:

If your people decide to colonize Demski, a rock with a habitability value of
15%.
Clicking on the Value in the Selection
Summary pane for the planet Demski
displays this popup:

If you are immune to an environmental factor, every planet you explore will
be 100% ideal for that factor. Immunity is expensive. You will have to choose
many disadvantages in order to compensate and bring the advantage point
value back above zero.
If you select both immunity and the advantage of Total Terraforming, some or
all of the points used to obtain the Total Terraforming advantage will be
wasted.

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STEP 5: POPULATION EFFICIENCY
Specify/view the efficiency of your colonists, mines and factories for all the
planets you inhabit.
If you are confused about whether increasing or decreasing a value is
Click on the spinner copntrol to
increase or decrease a setting.

providing an advantage, watch the advantage points box as you click on the
controls. If the number of points decreases when you click on a control, you
have given the race an advantage.

Sample Strategies
If you have a race with a high population growth, you may not care about
being efficient with factories. In this case you would set the controls so
colonists produce fewer and more expensive factories, thereby freeing up
advantage points to use somewhere else.
If you don’t plan on building a lot of mines, or if you have extra advantage
points, consider increasing the mining production rate. This will NOT affect
the rate at which the mineral concentration is reduced on your planets. It only
makes you more efficient at squeezing minerals out of the rock. This can give
you a competitive advantage over a player who operates more mines but is
less efficient—they’ll decrease their mineral concentration faster than you.
The rate at which mineral concentration decreases (always stopping at 1) is
determined by the number of mines on a planet and the number of years
they’ve been in existence.
Keep in mind that when the mineral concentrations on both your planets and
your opponent’s planets reaches 1, the player with more mines can do as
well, and possibly better, than the player who is very efficient at extraction. If
you’re very good at production and are creating resources like crazy, you may
find you can easily make up for low mineral concentrations with Mineral
Alchemy.

If you choose the
Alternate Reality
primary trait most
of these controls
are disabled.
Alternate Reality
races can’t build
planetary
installations.

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D ESIGN IN G CU ST OM RACE S

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These are only simple examples of possible strategies—make the choices that
suit your game the best, keeping in mind the rules determining the rate at
which mineral concentration is reduced.
Next you’ll specify the cost of research for your race.

STEP 6: RESEARCH COSTS
Specify/view how efficiently your scientists use planetary resources in their
research. Changes are reflected in the advantage points box in the upper-right
corner of the dialog.
Selecting Costs 75% Extra increases the available advantage points.
Selecting Costs 50% Less decreases the available advantage points.
If you check All ‘Costs 75% Extra’ Research Fields Start at Tech 3, then it is to
your advantage to have as many research fields ‘Costs 75% Extra’ as makes
sense, as this option costs a flat fee.

FINISH
When you finish Stars! will ask you to save the race to a file, suggesting a file
extension of .r1. This is just a default—you can name a race file anything you
wish. If you are editing an existing race, you will be asked to save it to that
file name or a new name.

If you have chosen
the Jack-of-AllTrades primary trait,
this is ‘...start at
Tech 4’.

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PREDEFINED RACES

Stars! provides several predefined races you can use without modifying or as
a basis for a race you wish to design. Each predefined race has specific
strengths and weaknesses you can use in determining your playing style and
strategies. Use the information provided in the Custom Race wizard along
with the information provided in this chapter to learn about each predefined
race.

ANTETHEREALS
Physical Traits
Big foreheads, long dirty claws, baggy pants.

Social Traits
Fast growing, generally peaceable, good at research and mining.

Best Universe Size/Game Difficulty
Against AIs, Antethereals do their best in a small universe, in an easy or
medium game. It suffers in a large universe, at any level of difficulty, and in a
medium+ universe in a hard+ game.

Advantages
Reproduces fairly fast. Research is cheaper than for most races. Efficient in
production and remote mining operations. Able to lay vast mine fields from
the very start.

To open the
Customer Race
wizard, choose
Custom Race
wizard from the
File menu.

To learn about
defining a race’s
attributes, read
chapter 20,
Designing Custom
Races.

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Disadvantages
Tiny survival range—you won’t find many planets you can colonize. Can’t use
advanced war-related technology. Unable to use penetrating scanners and
engine technology is sometimes unreliable.

Strategies
Research for defensive hull types, long range weapons, propulsion (fast
engines), construction (large cargo capacity).
Auto-build factories, then mines, then factories, until you find a better
production strategy.
Explore as fast as possible.
Lay lots of overlapping small mine fields. Remote detonate them when
unsuspecting enemies get within their confines.
Build remote miners and freighters. Put ramscoops on the freighters to
optimize fuel use and maximize speed.
Concentrate of remote mining. You can’t be an Antethereal and
environmentally conscientious at the same time. Strip-mine planets you can’t
colonize, using freighters to transport the minerals to your populated worlds.
Be sure to assign the mining fleet itself as a waypoint, so freighters will follow
the fleet
Put attack scout in orbit with remote miners, preventing easy colonization
from opponents and an attack on your miner. Don’t place the scout in the
same fleet as the miner, though. Attach armed escorts to your freighters to
protect them from attack as well.
On habitable planets, use remote miners for a few turns before colonizing,
dumping all the mined minerals on the planet surface so the colonists have a
large supply immediately available.
Win by out-researching your opponents. Since you’ll concentrate on remote
mining, invest in construction to build the biggest, most efficient remote
miners possible.
Build very advanced, long range weapons. Avoid direct confrontations,
building only as many warships as you need for defense.

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PREDEFINED RACES

HUMANOIDS
Physical Traits
Thin skin, rudimentary senses, efficient fat storage capabilities.

Social Traits
Over promoted. The absolute average race, with no special abilities or
disabilities. Can swing either way, playing a defensive game that focuses on
outgrowing and outproducing opponents, or an offensive game that focuses
on crushing opponents through military might.

Best Universe/Game Size
Has the potential to do well in any size of universe.

Advantages
High growth rate, a pretty good habitable range. Lots of ships to start the
game with. No serious disadvantages.

Disadvantages
They have no serious advantages, either. And they’re dull.

Strategies
Try to determine the attributes of your opponents and adjust to counter them.
You can adapt to compete against almost any kind of opponent.

INSECTOIDS
Physical Traits
Partial vestigal exoskeleton, male prefers a forward leaning orientation for
faster mobility, female grows a whiplike sexual organ after initial mating.

Social Traits
Generally antisocial and cranky. Not invited to attend many gatherings
because of a superfluous organ that sporadically vents an opaque gas which
tarnishes silver and acts as a depilatory.

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R AC E C R EATI O N

Primary Diet
Cellulose and Spackle.

Best Universe/Game Size
Large or better universe. You’ll need time to increase your population size and
develop powerful weapons.

Advantages
Immune to temperature. Good fighters, with top of the line warships and
superior battle initiative. Cheap research for energy and weapons. Better than
average with factories. Able to build cheaper starbases. Shields regenerate
during battle.

Disadvantages
Need to find planets with gravity and radiation on the further ends of the
spectrum. Limited to a few types of armor and even those are at fi strength.
Engine technology is sometimes unreliable. Has no chance to build freighter
transport routes cheaply. Terraforming research is expensive.

Strategies
Your best chance is probably to out-produce and aggressively attack your
opponents. Build fast warships and colonizers. You colonize slowly so build
remote miners and search for nearby planets with plentiful mineral contents.
Be aggressive with your neighbors, and their neighbors: what you can’t
colonize, take away.

NUCLEOTIDS
Physical Traits
Resembles a scaly tree stump with attractive legs but far too many eyes. 12
types of glands discharge seasonal fluids for various hygenic and nutritional
needs.

Social Traits
Gregarious but quick to take offense. As hard as it may be to resist, don’t stick
your fingers in their ooze holes. Always ask for a sample first.

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PREDEFINED RACES

Primary Diet
Anything burnt or injected with a summer discharge also used externally to
accelerate tanning.

Best Universe/Game Size
Medium to large universe. This will give them time to grow and develop
technology before encountering other races.

Advantages
Can live on almost any planet. Excellent at robotic mining. Good at fighting
and building starbases. Able to sneak up on opponents and steal valuable
minerals.

Disadvantages
Very low growth rate. Below average in building and using factories and
mines. Abysmal at performing research.

Strategies
Expand as fast as your population growth will let you. Avoid conflict for as
long as possible. Concentrate on expansion.

RABBITOIDS
Physical Traits
Similiar to humans except for that thing.

Social Traits
Swingers of the stars. A fast growing, generally peaceful race.

Primary Diet
That thing. They break it off, consume it then grow another. Nobody has ever
seen them eat anything else.

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Best Universe Size/Game Difficulty
Has the potential to do well in any size of universe.

Advantages
None of the other pre-made races grow faster (only the humanoids come
close). Wide habitability range, as well as the ability to eventually terraform
each environmental variable up to 30% makes proliferation highly likely.
Although you are average at how many resources you create per person, your
high growth rate will help increase the rate at which you create resources.
They are efficient with factories and terraforming planets. They start with Tech
5 in propulsion and construction giving them high speed engines and
advanced hulls at the start of the game. In larger games their superior stargate
technology gives them a definite edge in fleet deployment.

Disadvantages
Slightly below average miners. Unable to build penetrating scanners.

Strategies
Breed, breed, breed. With your habitable range, and terraforming advantages,
you can inhabit a large portion of the universe.

SILICANOIDS
Physical Traits
Silicanoids resemble slow moving stacks of thousands of intricately oriented
quartz scales that randomly shift and slide past one another as they submerge
and surface within the body. When hurrying, Silicanoids produce a sound like
metal rakes being drawn over rusted metal and leave a prismatic cloud of
microfine sand in their wake.

Social Traits
Abrasive by nature, immune to all environmental factors, can populate any
planet, slow growing, slow to research. Planets are a common commodity for
this race. If you lose a few, it won’t matter, because you can live anywhere.

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PREDEFINED RACES

Primary Diet
Grits.

Best Universe Size/Game Difficulty
Does better in a medium universe, even better in a large to huge universe, at
any level of game.

Advantages
Immune to all environmental attributes, which means you can colonize any
planet. Produces resources quickly. Has access to additional ram scoop
engines. All engines use less fuel. The ultra flexible and powerful Metamorph
hull is available only to your race.

Disadvantages
Low growth rate, which means you can’t colonize at too fast of a rate. Poor
research hampers a quick and explosive start.

Strategies
Don’t waste your time on scouts. Build mini-colony ships, fill them up, and
colonize all the planets you find (make sure to colonize the more mineral-rich
planets first). Don’t pull people off planets faster than you can grow them,
though. Otherwise you’ll have thinly populated worlds ripe for takeover.
If the universe is large, you’ll have many planets colonized by the time you
encounter your opponents.
No need for remote mining, since you can colonize anything.
Auto-build factories, then mines, then factories, until you find a better
production strategy.
Build starbases whenever you have enough resources.
Build big bombers to clear your opponent’s planets.
Build defensive fleets and park them near your starbases, holding off bombing
raids by AIs.

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ALTERNATE REALITY RACES

Although Alternate Reality is really a primary trait, it’s responsible for races so
unusual it deserves its own chapter.

POPULATION AND GROWTH
Alternate Reality races are highly developed energy-based life forms. Their
bodies are fragile, flattening like paper under any but the lightest gravitational
conditions. As a result they have adapted to living in starbases instead,
controlling their planets from orbit. Their growth rates are still determined by
the planet’s value as these numbers indicate their tolerance to such factors as
solar radiation and planetary gravity wells. Their maximum population per
planet is determined by the starbase size. This ranges from 250,000 for starter
colonies to 3,000,000 for their Death Star. Living on the starbase has a
downside: if the starbase is destroyed, the population goes with it.

SCANNERS
Alternate Reality colonists perform scanning duty from the starbase. They
distance they scan is determined by the following formula:
Scanning Distance = SQRT(Population / 10)
The Ultra Station and Death Star come with equipment that allows the
colonists to also perform penetrating scans at half that distance as long as you
don’t select the No Advanced Scanners trait when defining the race.

FACTORIES
Since Alternative lifestylers aren’t suited to planetary operations, they can’t
build factories either. However, due to their energy-based nature, the number
of resources available at each planet is calculated as:
Resources = Habitability_Value x
SQRT(Population x Energy_Tech_Level / Efficiency_Coefficient)

The Efficiency Coefficient is specified
in the Custom Race
wizard. As the
Energy tech level
increases, so the
efficiency.

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MINING
These folks can’t build mines. Using energy powers alone, they can do a
limited amount of mining equal to this formula:
Mining = SQRT(Population/10)
However, since they don’t actually inhabit the planet, there is nothing to stop
them from remote mining worlds they own as well as uncolonized worlds.

DEFENSES
Likewise, they can’t build defenses. Since they live and die with their starbase,
defenses don’t have any meaning to them. People can’t bomb Alternate
Reality planets, and mineral packets flung from other planets don’t kill
Alternate Reality colonists.
The best defenses are advanced armor and weapons for the starbases, and
minefields.

STARBASES
Starbases costs Alternators 20% less than other races (though this is not
cumulative with advantages provided by the Improved Starbases trait). They
are also able to build the Death Star, the biggest, baddest thing in the sky.

COLONIZATION
Alternators can’t build normal colonization modules. They must build the
more expensive Orbital Colonization modules capable of deploying as an
Orbital Fort at the target world. This module can be mounted only on the
colonizer hull. The hull is also capable of limited bombing to get rid of any
pesky enemy startup colonies. An Orbital Colonization module can kill 2000
enemy colonists each year that it bombs.
There is a cost for traveling to other worlds. Interstellar travel kills 3% of any
colonists in the fleet per year.
Alternators cannot drop colonists on worlds in order to take them over (no
ground combat).

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THE GUTS OF STARS!
Guts = MC2
Something for the geek in every emperor .

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THE GUTS OF COMBAT

Here’s some information to help you understand the behavior of fleets in
battle. You may find it useful in planning battle strategies. It may also help
satisfy your drive to collect Stars! military trivia.

ABOUT THE BATTLE BOARD
The battle board is the grid you see in the Battle VCR. The fleets are
distributed on the board as tokens. Each token is a stack of identical ships
from a single fleet. The individual tokens move around the board targeting
enemy tokens, following the tactics specified in their battle plan. Each
location can contain any number of tokens.
Battles last up to 16 rounds. One round of battle is each token getting a
chance to move and fire. A round is broken into phases, where one phase is a
single token moving or firing.
Each round has three parts:
First, all tokens target an enemy token that best meets their battle plan criteria.
Second, all ships move, in order from heaviest to lightest. Ships’weights are
randomly adjusted by up to 15% each turn, giving ships that are nearly
identical a chance to alternate going first. All ships that can move three
squares this round move one square first, then all ships that can move two
squares move one square, then all ships that can move at least one square
move a square.
Third, weapons fire, in order from highest initiative to lowest.

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ARMOR, SHIELDS AND DAMAGE
Read this section with the following section on Weapon Properties for a fuller
understanding of how armor, shields and specific weapon types interact in
Stars!.

Armor and Shields
Hulls have a base armor value. Additional armor is added to this value.
Shields will take damage and fail before enemy weapons attack your armor. In
a token the shields overlap. For example, if your fleet has 20 scouts with
shields valued at 20 each, you have a pool of 400 shields points that must be
destroyed before the armor on any of those ships is damaged—unless your
opponent is using torpedoes. Torpedoes damage both shields and armor,
taking shield points and armor points from the token with each successful
attack..
Shields are at full strength at the start of each battle. This means if you leave a
battle one turn and enter a battle the next turn, your shields will be back at
full strength. If you have the Regenerating Shields trait then your shields will
regenerate 10% of their base value at the start of every round.
If you are using beam weapons and the damage your token can inflict on an
enemy’s token is more than enough to destroy the enemy token, the
remainder is used on additional enemy tokens in the same location, limited
only by the number of ships in the attacking token.
For example, one token does a total of 1000 dp of beam weapon damage.
The primary target is destroyed after taking 500 damage. If there are 10 other
tokens at the same location, each consisting of a single ship with 150 dp of
armor, three tokens would be destroyed and one would take 33% damage.
If those 10 tokens had been a single token of 10 ships they would have still
lost three ships, but each of the remaining seven ships would have taken less
than 5% damage. If the ships had 100 dp armor and 50 dp shields each, then
stacked together the shields would have absorbed all 500dp and no ships
would have been lost. No combination of shields and armor would have
saved those three ships with each ship in a separate token.

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Damage
Damage is applied as follows: If the damage applied to a token’s armor
exceeds the remaining armor of one or more of the ships in the token, then
those ships are destroyed. Any remaining damage is spread over the ENTIRE
token, with the damage being divided up equally among the remaining ships.
A separate damage value is stored for each token in the battle. Stars! stores
the percentage of ships in the token that are damaged, along with the
percentage of damage to each ship.
Damage is displayed as C @ P%, where C is the count of damaged tokens in
a fleet and P is the percentage of damage inflicted. For example, 10@33%
says that 10 tokens are one-third damaged.
For the type of damage inflicted by beam weapons and torpedoes, read the
following description of Weapons and Battle Devices.

WEAPONS AND BATTLE DEVICES
Read this section with the preceding section on Armor, Shields and Damage
for a fuller understanding of how armor, shields and specific weapon types
interact in Stars!.

Weapons and Starbases
All weapons mounted on Starbases get a +1 added to their range.

Beam Weapons
Beam weapons always hit their target, but decay in strength at a rate of 10%
pro-rated over their maximum range. For example, a weapon that will do 100
dp to a target in the same square and has a maximum range of 3 will only do
94 dp to a target two squares away. All damage from beam weapons is
applied to shields first. Any damage not absorbed by the shields is applied to
armor.
If an attacking token has more than one ship and its beam weapon strike
destroys the target token, then the remaining damage is applied to other
tokens in range. The maximum number of tokens targeted is the number of
ships in the attacking token.

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The following beam weapon information is provided for comparison
purposes. See the Beam Weapons section of the Technology Browser for the
exact statistics of a specific weapon.
Normal Beam Weapons
Damage: From 10 to 430 damage points
Range: From 1 to 3 squares
Initiative: From 5 to 9
Range 0 Weapons
Damage: From 90 to 600 damage points
Range: Same square only
Initiative: 10 to 11
Gattling Weapons
Damage: From 13 to 200 damage points
Range: 2 squares
Initiative: 12 to 13
These are extremely powerful weapons that hit every enemy token in their
range each time they fire. They also sweep minefields as if they were range 4.
Shield Sappers
Damage: From 82 to 541 damage points
Range: 3
Initiative: 14
These medium range weapons are very powerful but are only useful against
shields. They have no effect on armor. They do have a higher initiative than
any other weapon. This means that they will take out the enemy shields
before your other weapons fire.
Shield Sappers cannot perform minesweeping.
Minesweeping
Each beam weapon automatically sweep up to (Damage x Range x Range)
mines per year.

Torpedoes
Each torpedo fired has a chance of missing. For example: If a token has two
ships, each with a weapon slot holding two normal torpedoes, then a single
shot fires all four torpedoes. Each torpedo has a chance to hit or miss

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according to its accuracy value. Normal torpedoes have an accuracy of 75%,
which means that it is likely that three of the four torpedoes would hit.
Torpedo accuracy can be improved using Battle Computers. Jammers can
decrease the accuracy of enemy torpedoes.
Torpedoes that hit their primary target apply half of their damage directly to
the armor of the target token. The other half of the damage is applied to the
shields. Any damage that isn’t absorbed by the shields is applied to the armor.
The maximum number of ships that can be killed by a torpedo strike is the
number of torpedoes that hit. So in the preceding example the strike can kill
up to 3 ships. If the target token has one ship in it and the hits caused more
damage than was necessary to destroy it, then the damage is applied to other
tokens in the same square. This type of damage is applied first to the shields;
any damage not absorbed by the shields is applied to the armor. In no case
can the number of ships destroyed exceed the number of torpedoes that hit.
Torpedoes that miss do collateral damage to the target token only. Collateral
damage is 1/8th of the normal damage of the torpedo and works much like a
Shield Buster beam weapon. In other words it only affects shields.
The following torpedo information is provided for comparison purposes. See
the Torpedoes section of the Technology Browser for the exact statistics of a
specific weapon.
Normal Torpedoes
Damage: From 5 to 300 damage points
Range: From 4 to 5 squares
Initiative: from 0 to 4
Accuracy: 35% to 80%
Capital Ship Missiles
Damage: From 85 to 525 damage points
Range: From 5 to 6 squares
Initiative: From 0 to 3
Accuracy: 20% to 30%
These powerful torpedoes do more damage than normal torpedoes and have a
longer range than any other weapon. Due to their poor accuracy and the fact
that a single torpedo can take out at most one enemy ship, these missiles are
best mounted on starbases and battleships with a lot of Battle Computers.
Their ideal use is against large ships and starbases.

Capital ship
missiles do twice
the stated damage if
the enemy ship has
no remaining
shields.

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T HE GU T S O F ST ARS !

Jammers
Jammers decrease torpedo accuracy. The Jammer 10 and 50 are available to
Inner Strength players only. Jammer strength is additive. For example, a ship
with three 20% Jammers reduces a normal torpedo’s 75% accuracy by 20%
three times:
75 x .8 x .8 x .8 = 38% torpedo accuracy

Battle Computers
These devices increase the initiative of all weapons on the ship. The three
different devices range from +1 to +3 initiative. They also decrease torpedo
inaccuracy by 20 to 50%.
Decreasing the inaccuracy of a torpedo by a percentage is not the same as
increasing the accuracy by that percentage. As torpedo accuracy becomes
higher it becomes harder to improve it.
Computing the effects of a battle computer:
Example 1: A normal 75% accurate torpedo fired using a 50% battle
computer.
Incorrect calculation: 75% x 1.5 = 112% accuracy.
Correct calculation: 100 - ((100 - 75) x .5) = 88% accuracy.
Example 2: A normal torpedo’s 75% accuracy is modified by two 30%
battle computers by decreasing its inaccuracy 30% twice.
100 - ((100 - 75) x .7 x .7) = %88 torpedo accuracy.
If the attacking token has battle computers and the target has jammers the
devices cancel each other out on a 1% to 1% basis.
Examples:
Target token has Jammers totaling a 50% decrease in accuracy. Attacker’s
battle computers add up to a 45% decrease in inaccuracy. Result: 5%
decrease in accuracy.
Target token has Jammers totaling a 30% decrease in accuracy. Attacker’s
battle computers add up to a 40% decrease in inaccuracy. Result: 10%
decrease in inaccuracy.

See the Electrical
section of the
Technology
Browser for a
descriptions of each
Jammer.

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Energy Dampener
This device slows down ALL ships in the entire battle board by 1 square of
movement per round, for the duration of the battle. This is true even if the
ship carrying the Dampener is destroyed before the end of the battle (the
device has a lasting affect). The effect is not additive, so there is no advantage
or penalty for having more than one Dampener in a battle.

Capacitors
Increase the damage caused by all beam weapons on board by a percentage.
Capacitor values run from 10% to 20%. The maximum additional percentage
increase in damage caused by multiple capacitors is 250%.
In this example, a ship has a beam weapon capable of 100 damage and three
10% capacitors:
100dp x 1.1 x 1.1 x 1.1 = 133dp

DAMAGE REPAIR
If after a battle your fleet has one or more ship types listed in red in the Fleet
Composition tile, then you have taken damage. Click on a red ship name to
display how much damage has been done.
Ship repair restores the armor value at an annual rate based on the ship’s
location:
Ship location

Annual rate

Moving through space

1%

Stopped in space

2%

Orbiting but not bombing an
opponent’s planet

3%

Orbiting a planet you own that has a space dock

20%

Orbiting a planet you own that has a starbase but
not a space dock

8%

Orbiting a planet you own that does not have a
starbase

5%

Orbiting a planet you’re bombing

no repair (continued)

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Ship location (cont)

Annual rate (cont)

Stopped or orbiting, with at least one Fuel
Transport hull in the fleet

additional 5%

Stopped or orbiting, with at least one Super
Fuel Xport hull in the fleet

additional 10%

For example, a ship with a base of 25 damage points (dp) plus armor with a
value of 75 dp has a maximum armor value of 100 dp. It takes 10 dp of
damage, it would take 2 years in deep space, or one year in orbit, to fully
repair the armor.
If you’re orbiting an opponent’s planet and your fleet has Attack orders,
repairs will not happen. Repairs also do not happen during the year a fleet is
using a stargate.
During the years the starbase is under attack, the fleet will be repaired as if
the starbase was not present.

Fuel Transport/XPort Hull Advantage
Notice that the table shows an advantage of using the Fuel Transport and
Xport hulls: they repair other ships in the fleet, as well as collecting fuel. You
only need one Fuel Transport hull in the fleet to gain the 5% increase in the
repair rate, or one Super Fuel Xport to see a 10% increase. Adding extra
Transport or Xport hulls doesn’t increase the rate. And you always see the gain
provided by the more advanced hull. Thus, if you have both Fuel Transport
and Super Fuel Xport hulls in the same fleet, you gain only the 10% increase
provided by the Super Fuel Xport hull.

Starbase Repair
For ordinary players, starbases are repaired at a rate of 10% a year. For
players with the Inner Strength race trait, starbases are repaired at 15% a year.

MOVEMENT, INITIATIVE AND FIRING IN BATTLE
Movement
Movement is always between
and 2
ship can move per round is computed in
formula:

squares per round. The distance a
squares, using the following

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The Formula for Movement
Movement = (Ideal_Speed_of_Engine - 4)
4
- weight
70
4
Number_of_Engines
+ ⁄ x Number_of_Maneuvering_Jets
+
x Num_Overthrusters

Movement in Squares per Round
Round
Movement

1

2

3

4

5

6

7

8

1

0

1

0

1

0

1

0

1

1

0

1

1

1

0

1

1

1

1

1

1

1

1

1

1

1

2

1

1

1

2

1

1

1

1

2

1

2

1

2

1

2

1

1

2

2

1

2

2

2

1

2

2

2

2

2

2

2

2

2

2

2

3

2

2

2

3

2

2

2

2

3

2

3

2

3

2

3

2

Order of Movement
Movement happens in three phases:
Phase 1: All tokens that can move 3 squares this round get to move 1 square.
Phase 2: All tokens that can move 2 or more squares this round get to move 1
square.
Phase 3: All tokens that can move this round get to move 1 square.
In each phase tokens move in order from heaviest to lightest, with a margin of
+
- 15%.
Each token attempts to find the best square to move into that matches the
tactic they’ve been assigned. For example, you have selected Maximize Net
Damage and have a ship with a combination of range 1 and 2 weapons. Your
enemy has a ship with a combination of range 1 and 2 weapons also, but

When you calculate
the formula for
movement and
other formulas,
remember that all
multiplies and
divides happen
before any addition
or subtraction.

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their range 1 weapons are much better than yours. You will stay at range 2
because that is where you will do the highest net damage.
Overthrusters, Maneuvering Jets and Movement
Multiple Overthrusters and Maneuvering Jets are additive. One Overthruster
gives the token a speed bonus of
square of movement per round, with
each extra Overthruster adding
square.
A Maneuvering Jet gives the token an extra
square of movement per round
of battle, with each extra Jet adding
square.
Maximum movement is 2
squares per round, regardless of how many
Overthrusters and Maneuvering Jets the design may have.

Firing
Weapons fire in order from highest to lowest initiative. Weapons fire on a
weapon slot-by-weapon slot basis, the shortest range weapons of a given
initiative firing first. If the target token is destroyed, damage will stream over
to other tokens in range.

Initiative
Initiative determines the firing order in battle. All ships have an innate hull
initiative value, ranging from 0 to 18. Each battle computer increases initiative
by 1, 2 or 3 points. Firing initiative is the sum of the hull initiative, battle
computers, race modifiers (if you have the War Monger trait) and the
weapon’s initiative.
Highest initiative fires first. If a ship has a base initiative of 11 and beam
weapons with an initiative of 5 for a total initiative of 16, and a second ship
has a base initiative of 14 and a torpedo weapon with an initiative of 3 for a
total initiative of 17, the second ship fires first. If the torpedo ship also had a
second weapon with an initiative of 1 then the torpedo would fire first, the
other ship’s beams would fire, followed by the torpedo ship’s second weapon.

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THE GUTS OF CLOAKING

In order for matter to be cloaked, it requires a certain number of cloaking units
per kT. When a ship is empty, its cloak provides the maximum amount of
cloaking possible with that device. When the ship has cargo, the weight of the
cargo reduces the number of cloak units per kT, and thus, the cloaking
percentage.

CLOAKING WHEN THE SHIP IS EMPTY
To determine the total number of cloaking units for an unladen ship, read the
following table:
Cloaking Device

Cloak Units/kT

Max Cloaking %

Transport Cloak*

300

75

Stealth Cloak

70

35

Super-Stealth Cloak

140

55

Ultra-Stealth Cloak*

540

85

Shadow Shield*

70

35

Depleted Neutronium Armor*

50

25

Chameleon Scanner*

40

20

For example, an empty ship with a Stealth Cloak has 70 cloak units/kT, or 35%
cloaking. By itself, the ship is visible to enemy scanners at only 35% of their
maximum range.
When a cloaked ship has cargo, we need to recalculate the number of cloak
units/kT available. Let’s say this ship is a small freighter with a Quick Jump 5
engine, Tritanium Armor, and a Stealth Cloak. Empty, it weighs 91kT, with 70
cloak units/kT, and is cloaked at 35%. If you completely fill this particular

Cloaks marked here
with an * are
available only to
Super Stealth races.

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freighter with cargo, it weighs 161kT. To calculate the new cloaking
percentage:
1. Calculate the total number of cloaking units for the ship:
Max_cloak_units/kT x Ship_mass_empty.
Example: 70 units/kT x 91kT = 6370 total cloak units
2. Calculate the actual units/kT:
Total_units / Ship_mass_with_cargo
Example: 6370 / 161 kT = ~40 units/kT
Use the following chart to learn how much coverage a given number of
cloaking units provides.

At 40 cloak units/kT, the loaded freighter in our example is now only 20%
cloaked. The following table provides exact numbers at certain points on the
graph, allowing for more precise calculations.
100 units/kT

50% cloaked

300 units/kT

75% cloaked

600 units/kT

87.5% cloaked

1000 units/kT

93.75% cloaked

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TH E G UT S O F C LOAKI N G

24-3

CLOAKING FOR A FLEET WITH MORE THAN ONE SHIP
In a fleet with more than one ship, uncloaked ships are counted as cargo
when calculating units/kT. Let’s place our empty freighter in a fleet with an
empty scout that has a Quick Jump 5 engine, Laser, and a Bat Scanner, which
weighs 15kT when empty. The entire fleet weighs 106kT, so traveling together,
this fleet would be 6370 / 106 = ~60 units/kT, approximately 30% cloaked.

THE EFFECT OF MULTIPLE TACHYON DETECTORS
When a hull has more than one Tachyon Detector in its design, the
effectiveness is calculated as follows:
95% ^ (SQRT(#_of_detectors) = Reduction in other player’s cloaking

THE APPENDIX OF CLOAKING
Here’s pseudo code you can use to determine cloaking percentage from
cloaking points per kT.
if points <= 100
percent = point / 2
else
points = points - 100
if points <= 200
percent = 50 + points / 8
else
points = points - 200
if points <= 312
percent = 75 + points / 24
else
points = points - 312
if points <= 512
percent = 88 + points / 64
else if points < 768
percent = 96
else if points < 1000
percent = 97
else
percent = 98
end if
end if
end if
end if

Cargo does not
affect cloaking for
races with the
Super Stealth trait.

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THE GUTS OF MASS DRIVERS

DAMAGE POTENTIAL OF MINERAL PACKETS
So you always wondered exactly what sort of damage a mineral packet was
capable of doing? Here’s the scoop on mass packets.
Mineral packets can be flung at speeds from Warp 5 to 3 Warp levels above
the driver’s rated speed. Exceeding the rated speed will form unstable packets
that will disintegrate and lose minerals as they travel. Thus, with a top of the
line Warp 13 mass accelerator, you can fling packets at speeds up to Warp
16.
Why would you want to fling packets slower than the rated speed? Simple:
the planet you are sending packets to doesn’t have an driver capable of
catching the faster packets and you don’t want to kill off your own colonists.

PACKET DECAY RATE
Packets thrown over the rated speed of the mass driver decay as follows:
+1 Warp 10% / year (turn)
+2 Warp 25% / year (turn)
+3 Warp 50% / year (turn)
There is a minimum decay of 10kT of each mineral in the packet each year.
Packets decay in both the year they are launched and the year they reach
their destination by a prorated amount based on the distance they traveled
that year. The decay rate is not of the original amount in the packet, but the
current amount.

SPEED AND DISTANCE
Warp N means that something traveling at that speed will cover N x N light
years per year. Thus, a Warp 16 packet will travel 256 light years each turn!

If you have the
Interstellar Traveler
trait, packets flung
at or below the
driver’s rated speed
decay at 10% per
year. Overflung
packets decay as if
flung at one Warp
speed higher.
If you have the
Packet Physics trait,
the decay rate is
half the state stated
rate; as is the
minimum decay.

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DAMAGE AND RECOVERY FORMULAS AND CALCULATION
When a packet hits a planet without a mass driver, or with a mass driver rated
beneath the speed of the incoming packet, damage will be done. Damage is
determined by the speed of the packet, not the rating of the driver sending the
packet. For example, if a Warp 5 driver flings a packet at Warp 8 to another
Warp 5 driver, damage will be done to the receiver.
Speed
spdPacket = Packet Warp ^ 2
spdReceiver = Rcvr Accel ^ 2
Percent Caught Safely
The percentage of the packet recovered intact.
%CaughtSafely = spdReceiver / spdPacket
Minerals Recovered
The receiver recovers 1/3 of the portion not caught safely.
(packetkT x %CaughtSafely + packetkT x %remaining x 1/3)
Raw Damage
dmgRaw = (spdPacket - spdReceiver) x wtPacket / 160
Raw Damage modified by planetary defenses
dmgRaw2 = dmgRaw x (100% - pctDefCoverage)
Colonists Killed
The number colonists killed is the larger (maximum) of the following:
dmgRaw2 x Population / 1000
dmgRaw2 x 100
Planetary Defenses Destroyed
#destroyed = #defenses x dmgRaw2 / 1000
If #destroyed is less than dmgRaw2 / 20, then it is that number.

Interstellar Traveller Trait Affects Catching Packets
Races with the Interstellar trait are only 1/2 as effective at catching packets. To
calculate the damage taken, divide speed_received by two.

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25-3

Example
You fling a 1000kT packet at Warp 10 at a planet with a Warp 5 driver, a
population of 250,000 and 50 defenses preventing 60% of incoming damage.
spdPacket = 100
spdReceiver = 25
%CaughtSafely = 25%
minerals recovered = 1000kT x 25% + 1000kT x 75% x 1/3 = 250 + 250 = 500kT
dmgRaw = 75 x 1000 / 160 = 469
dmgRaw2 = 469 x 40% = 188
#colonists killed = Max. of ( 188 x 250,000 / 1000, 188 x 100)
= Max. of ( 47,000, 18800) = 47,000 colonists
#defenses destroyed = 50 * 188 / 1000 = 9 (rounded down)

If, however, the receiving planet had no mass driver or defenses, the damage
is far greater:
minerals recovered = 1000kT x 0% + 1000kT x 100% x 1/3 = only 333kT
dmgRaw = 100 x 1000 / 160 = 625
dmgRaw2 = 625 x 100% = 625
#colonists killed = Max. of (625 x 250,000 / 1000, 625 x 100)
= Max. of (156,250, 62500) = 156,250.

If the packet increased speed up to Warp 13, then:
dmgRaw2 = dmgRaw = 169 x 1000 / 160 = 1056
#colonists killed = Max. of (1056 x 250,000 / 1000, 1056 x 100)
= Max. of ( 264,000, 105600) destroying the colony

Learn more about
Mass Drivers, p 6-11

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THE GUTS OF MINEFIELDS

TYPES OF MINES
Normal
Effect: Blows up.
Maximum safe speed: Warp 4
Damage/ship: 100 (125 for ramscoops) for each engine
Minimum fleet damage: 500 points (600 for ramscoops)
Probability of hitting one: 0.3% per light year traveled for each warp over the safe
speed.
Example: A fleet traveling Warp 9 has a 1.5% chance per light year traveled in a turn.
Traveling 10 light years through the minefield that turn, the fleet has a 10.5% chance
of triggering a mine.

Heavy
Effect: Blows up.
Maximum safe speed: Warp 6
Damage/ship: 500 (600 for ramscoops)
Minimum fleet damage points: 2000 (2500 for ramscoops)
Probability of hitting one: 1% per light year traveled for each warp over the safe speed.
Example: A fleet traveling Warp 9 has a 3% chance per light year traveled in a turn.
Traveling 10 light years through the minefield that turn, the fleet has a 30% chance of
triggering a mine.

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T HE GUT S O F STARS !

Speed Trap
Effect: Halts the fleet, does no damage.
Maximum safe speed: Warp 5
Damage/ship: none
Minimum fleet damage: none
Probability of hitting one: 3% per light year traveled for each warp over the safe speed.
Example: A fleet traveling Warp 9 has a 15% chance per light year traveled in a turn.
Traveling 10 light years through the minefield that turn, the fleet is going to trigger a
mine.

DETECTING MINEFIELDS
Cloaked value of minefields
Penetrating Scanners: 0%
Non-Penetrating Scanners: 75%

Conditions for detecting an opponent’s minefield
You can see both the center and radius of an opponent’s minefields if:

•

the center of the minefield is in range of your penetrating scanner, OR

•

You have hit the minefield at least once and the center is in range of your
normal scanners OR

•

You are IN the mine field.

SHIP CLOAK EFFECTIVENESS IN MINEFIELDS
When a ship is in a minefield, and the mines are acting as scanners, the ship’s cloak
effectiveness is always an absolute value (90% cloak = 10% chance of detection).
Only races with the Space Demolition trait can use minesfields as (non-penetrating)
scanners.

RACE TRAITS AND MINEFIELDS
Special Capabilities
For Space demolition races, minefields act as normal scanners but do not detect fleets
orbiting planets.

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T H E GUT S O F MI NE FIE LDS

Mine Dispensers Available by Race
Space Demolition:
Mine Dispenser 40 (lays 40/year)
Mine Dispenser 50 (lays 50/year), available to all except War Monger
Mine Dispenser 80 (lays 80/year)
Mine Dispenser 130 (lays 100/year)
Heavy Dispenser 50 (lays 50/year)
Heavy Dispenser 110 (lays 110/year)
Heavy Dispenser 200 (lays 200/year)
Speed Trap 20 (lays 20/year), requires Space Demolition or Inner-Strength trait
Speed Trap 30 (lays 30/year)
Speed Trap 50 (lays 50/year)
Inner Strength: Mine Dispenser 50 and Speed Trap 20
War Monger: War Monger races can’t lay mines. No mine dispensers of any type for
these bloodthirsty minions.
All Other Races: Mine Dispenser 50 only

26-7

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BACK OF THE BOOK
It ain’t over yet.

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KEYBOARD SHORTCUTS
Press

To

F1

Open the online help.

F2

Open the Technology Browser .

F3

First press opens the Planet Summary Report . Second press opens your Fleet Summary Report .
Third press opens the Other ’s Fleet Summary Report . Fourth press opens the Battle Report . Fifth
press closes the report window.

F4

Open the Ship Design dialog.

F5

Open the Research dialog.

F6

Open the Battle Plans dialog.

F7

Open the Player Relations dialog.

F8

Open the View Race dialog.

F9

Generate a new turn , immediately.

F10

Display your score.

1, 2, 3, 4, 5, 6
7, 8, 9, 0, SHIFT-0
Esc
CTRL F
+/Up / Down arrow
Home / End
Enter
Backspace / Delete

Change the Scanner view : Normal (1), Surface Mineral (2), Mineral Concentration (3),
Planet Value (4), Population (5), No Player Info (6).
Toggle these Scanner overlays : Radar Coverage (7), Mine Fields (8), Fleet Paths (9),
Planet Names (0), Ship Count (SHIFT-0)
Close the displayed report .
Find a planet or fleet in the Scanner.
Zoom in and out of the Scanner.
Displays the previous message and next messages.
Display the first and last messages in the Messages pane.
Go from the Messages pane to the related dialog or location
Delete the selected waypoint.

p/n

Display the previous or next planet or fleet in the Command pane.

P/N

Display the previous or next planet with a starbase in the Command pane.

[/]

Find previous or next fleet owned by another player. Requires the Other’s Fleet Report to be
open.

q

Open the Production dialog.

v

Find your location in the Scanner pane.

f

Display your fleet or planet with the lowest ID number in the Command pane. If the fleet is
already selected the planet is displayed, and vice versa.

,

Decrease the selected fleet’s warp speed to the current waypoint by one.

.

Increase the selected fleet’s warp speed to the current waypoint by one.

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TECHNOLOGY TABLES

These tables list statistics on each piece of technology available in Stars! Use the following guide
to determine the unit of measure for a statistic:
If the category is a technology, such as Energy, the unit is in levels of technology successfully
researched.
If the category is weight or a mineral name, the unit is in kilotons (kT).
DP or Dmg measure damage in points or percentage to a hull, people or surface installations.
Range is number of squares on the battle board (displayed in the VCR).
Fuel # indicates the percentage of standard fuel usage for that engine at the warp speed indicated
by the number.
Ability refers to different things for each type of technology. For a description of an ability, open
the Technology Browser and view the page for that item.

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ARMOR

Page 2

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BEAM WEAPONS

B-3

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BOMBS

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ELECTRICAL

B-5

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ENGINES

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HULLS

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MECHANICAL

MINES

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PLANETARY

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SCANNERS

SHIELDS

B-11

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STARBASE HULLS

TERRAFORMING

Page 12

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TORPEDOES

B-13

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FILES USED IN STARS!

HOST FILE — GAMENAME.HST
This is the file containing the information the host program needs for a
specific game. This file should be available only to the person playing the
host.

UNIVERSE FILE — GAMENAME.XY
This is the universe file, containing information about the positions of all the
planets. It does not change over the course of the game. Individual players as
well as the host program need to have this file available to them.

TURN FILE — GAMENAME.MN
These are the turn files. N is a number from 1 to 16, representing the player
number. This is the individual file for each player, containing all the data
about that player’s race and state of the player’s empire at the beginning of a
turn.

RACE DESCRIPTION FILE — NAME.RN FILES
This file contains a race description created and saved using the Custom Race
Wizard. N can be any number (you can actually use any extension, the
default is r1.) You can specify a race file for each non-computer player in the
game from step 2 of the New Advanced Game dialog. Once the universe has
been created the race file is no longer needed. If you open this file using File
(Open), the Custom Race Wizard opens.

The extension of .r1
is the default, and is
not required.

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LOG FILE —- GAMENAME.XN
These are the log files. N is a number from 1 to 16, representing the player
number. This is the log of orders given by a player for the current turn. This
file is submitted, either automatically or manually, to the host program. The
host adds the changes to the player’s .mN file, and returns that file to the
player when the new turn is generated. The host needs these files to update
the information about each player from the .hst file before turn generation.
Each time the player opens (or continues) a game, the .mN file is loaded. If a
corresponding log file exists, it will also be loaded to update the game’s
current state.

HISTORY FILE —- GAMENAME.HN
These are history files. N is a number from 1 to 16, representing the player
number. This file is created by the player as he sees universe data. It is a
history of the things the player has seen or learned on previous turns.
Typically, only the player maintains a copy of this file. If a player will be
absent for a few turns, and wishes to be temporarily replaced by the
Housekeeper AI, a copy of this file should be given to the host so the absent
player’s view of the universe can be updated.
If this file is lost, corrupted or moved to another directory, the player will not
see what’s been done in past turns.

INI FILE — STARS.INI
The stars.ini file is located in the windows directory. Stars! stores player
options and current game information in this file. Most of the items in the file
have to do with relatively unimportant stuff like the arrangement and
windows, the current scanner view and overlays.
The following items in the stars.ini are user changeable:

Default Password
Set the password in the [Misc] section of stars.ini:
DefaultPassword=Foo
Where Foo is whatever password you generally use. If you are sure that your
opponents will not have access to your stars.ini file you can set this to your

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FILES USE D IN STA RS !

C-3

password. Whenever you open a game file that is protected by this password
you will not be prompted to enter it.

Number of Backup Directories
Set this option in the [Misc] section of stars.ini:
Backups=N
Where N is a number between 1 and 999. Backup directories will be named
Backup1 to BackupN and old game files will be stored there according to the
turn number. For example with backups=4 then the first turn would be backed
up to the directory backup1, the second to backup2, the third to backup3, the
fourth to backup4, the fifth to backup1 and so on.
By default Stars! saves one previous turn’s data in a directory it creates named
Backup.

When the ini file is Written
The stars.ini file is written the first time you play Stars and save a game. If you
start Stars! and exit from the splash screen without saving a game, the file isn’t
written. You can delete this file, if you find a need. This will cause Stars! to
ask for your serial number again, however. An absent ini file is just one of the
conditions that causes Stars! to ask you for your serial number.

Learn about:
Stars! Copy
Protection, p 4-7

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FREQUENTLY ASKED
QUESTIONS

IS ANYONE OUT THERE?
Do the AIs (computer players) cheat?
Stars! is one of the few games where computer players do not cheat. The
Stars! AIs are governed by the same code that governs human players, and
receive the same information. Expert level AIs start with more race design
advantage points than human players —that is the only difference. If you feel
like you've been taken advantage of by an AI, let us know. We'll investigate
and, if we find that the AI does have an unfair advantage, we'll take it behind
the woodshed.
Will anyone listen if I have feedback for the authors?
IIf you didn't like something in particular or experience problems with the
game, or if you have good ideas for the game, please let us know. We answer
all our mail and value your feedback -- if it's something we can help you
with, we will. If it's just a matter of not having a feature you want, let us know
that, too -- it just might show up in the next version.
When you submit your ideas, please keep in mind that Stars! is turn-based,
not real-time.
How do I get player and technical support?
If you haven't used the tutorial, you should take a run through it. You can
learn a lot about game play there even if you aren't just starting out. The
online player's guide (help) contains detailed documentation about virtually

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every aspect of the game.
If these resources don't yield answers to your questions, you can send e-mail
to [email protected], or visit these web pages:
UK: http://www.empire.co.uk/support/support.htm
US: http://www.empire-us.com/support/support.htm
How do I submit bug reports?
1. Write a description of the suspected bug in a text file.
2. Zip all the relevant game files and the text file:
pkzip gamename.zip gamename.* backup\gamename.* bugnotefile
3. Send us the zip file in one of the following ways:
Mail the zip file to [email protected] along with a description of the
problem, or...
FTP the zip file to beast.webmap.com/pub. Be sure to send e-mail to
[email protected] with a description of the problem and the name
of the zip file uploaded.
We appreciate the time and effort it takes to send these files. It helps us a
great deal to have the actual game files when trying to determine if a bug
exists. Thanks for taking the time to help Stars! maintain it's reputation as one
of the most stable and bug-free games on the market.
When I zip my game files, they don't get any smaller. Why not?
Stars! game files are already compressed.

DIFFERENT STROKES
Can several people play on the same computer using one copy?
Yes. Up to 16 people can play "hot-seat" on the same computer with one
copy of Stars!. Just make sure that all players use the same copy. In other
words make sure that there is only one copy of the game running.
To play one game with several players on one machine:

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METHOD 1
Each player can submit their turn, saves, and then goes back to the splash
screen using File (Close). You don't have to exit Stars! between players.
METHOD 2
If you have enough memory (about 2-4MB per player depending on the
universe size) you can run multiple instances of the game. An "instance" is
one running session of the game.
For Setup and Play details, see Chapter 2, Multi-Player Setup.
Can two or more people using the same machine, submit turns in the same
e-mail game?
Yes. When your .x# file is created it is marked with both your serial number
and a fingerprint of your machine. The host will only penalize two or more
people playing with the same serial number and DIFFERENT machine
fingerprints. Any number of people can submit turns from the same machine
with the same serial number. If however, you had two machines at home and
submitted one .x# file from each, then each one must have a unique serial
number. This allows you to do cool things like take a friend's turn for them
when they're out of town or have two family members play from the same
machine and so on. We have tried to make sure that our copy protection
mechanism is as non-intrusive as possible.
Where can I find hosted games and other players?
WWW Host Sites:
Visit the Stars! website at http://www.webmap.com/stars!. You’ll find a
waypoints page which lists a number of Stars! sites where you can join games
and find player resources.

Learn about:

Usenet Newsgroup:

Stars! Copy
Protection, p 4-7

rec.games.computer.stars

A HOST’S WORK IS NEVER DONE
Is it possible to Host Stars! in DOS?

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It depends. If the machine cannot run Windows, then the answer is No. If the
machine can run Windows but usually does not, then the answer is Yes. It is
possible to launch Windows and Stars! from a DOS batch file in such a way
that Stars! will generate turns for one or more games and then exit all the way
out of Windows allowing the batch file to continue where you it left off.
Why is there any way for a host to retrieve a lost password?
Any utility which allowed hosts to remove or change passwords would
remove all security from the game. All an unscrupulous host would have to
do is copy the game files to another directory and remove the passwords from
the player's files in that directory. They could then look at everybody's data in
that copy of the universe and no matter what Stars! did, the real players
would never know. In a network game ANY player could pull the same trick.
Security is an all or nothing element. If we didn't provide at least the minimal
level of security we do now, multi-player Stars! games would be a joke.
I have multiple licenses. How do I restore a turn ruined by installing the
wrong serial number on a machine?
All you have to do is copy the game files from the backup directory to the
game directory, open each affected player's turn and choose File (Save). This
will save their .x# files with the correct serial numbers and machine IDs.

RACE DESIGN
How do I create and save a custom race?
Read Chapter 20 on Designing Custom Races.
Is there an ultimate race?
It depends on the type of universe and the placement and experience of the
other players. Expert players can make any race an ultimate race (a few
people have proven this). However, the same "ultimate race" in that game
might get stomped into space dust in another game with a less hospitable mix
of variables. Success breeds predictability.
Can I edit a race during play?
Once a game is started, you're stuck with the race you entered the game with.

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FR EQ UE NT LY ASK ED QU EST IO NS

All game files are compressed and encrypted to provide security for all
players. Players cannot read or modify data files.
You can however, at any time, open a saved race file (including the file for a
race currently in play) and make edits. As you are playing a race, you might
discover a weakness you would like to correct for the next time you play that
race.
To edit a race, open the race file using the File (Open) menu item. Read
Chapter 20 on Designing Custom Races for more information.

WHILE I’M PLAYING
Can I design my own ship hulls?
You can design elaborate ship configurations, but you can't design your own
hulls. This is a primary game-balancing restriction.
Can I use diplomacy in Stars!?
Stars! has features that allow you to practice simple diplomacy in multi-player
games.
Use the Message pane to communicate with other players, arranging such
things as alliances, rendezvous, trade agreements and non-aggression pacts.
When you're setting up the game, you can specify winning conditions that
encourage diplomacy by allowing for multiple winners. Stars! does not
require one winner.
You can declare neutral and friendly players using the Player Relations dialog.
This prevents you from attacking the wrong people and allows you to
automatically come to a friend's aid if they're under fire. Friends can also pass
through each other's mine fields without harm. So it's worth while to set up
alliances, even if they're temporary.
How can I print out a star chart of the universe?
Use the File ( Print Map) menu item.

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GLOSSARY

ADDED COST OF RESEARCH
The added cost of research represents the cost of such things as
dilution of research efforts across more than one field, ramp up time
to switch to entering a new fields of study, etc.

AI
An AI is a computer player. AIs always exist in single player games
and can exist in multi-player games, if chosen.

AIS AND ADVANTAGE POINTS
The easy AIs receive substantially fewer advantage points than you
do. The expert AIs receive more advantage points than you. The
Standard and Hard AIs fall somewhere in between.

ANNUAL GROWTH RATE
This rate is calculated by multiplying the habitability value by the
Maximum Colonist Growth Rate Per Year found on page 4 of the
View Race dialog. For races with the Hyper-Expansion trait the actual
maximum colonists growth rate is twice that displayed.

BATTLE SPEED
In computing movement in battle, the best speed for all engines is the
figure for 120% fuel usage.

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BEST WARP SPEED
This is the maximum warp speed that the engines on this ship design
can go at 120% normal fuel consumption or less. For Ramscoop
engines it is the maximum speed the engine can travel withut using
fuel. This number appears in the Fleet Composition tile for the
selected fleet.
This speed appies only to travel between waypoints, not battle.

CAPITAL SHIP
A ship with a power rating of at least 2000.

COLLATERAL DAMAGE
Damage taken by shield of targeted ships when torpedoes miss.

DEFENSES AND INVADING TROOPS
Defense percentage values are based on the installation’s
effectiveness against bombs. Planetary defenses are 75% effective
against invading troops.

DISENGAGING
The token attempts to get out of battle (jump into hyperspace). It does
not try to leave the square. Eventually, it will simply disappear from
the board. Hopefully this means it has escaped and not been
liberated to its component quarks.

ENERGY SOURCES FOR STARSHIPS
Standard starship engines use anti-matter created at starbases while
Ramscoops simply scoop fuel from the surrounding universe

FACTORY
Factories produce resources. Resources are units of work created by
people and factories for use in production, research and other tasks.

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FIBONACCI SERIES
Fibonacci numbers are the unending sequence 1, 1, 2, 3, 5, 8, 13,
21, 34 ... where each term is defined as the sum of its two
predecessors.

FLEET COLORS
A blue fleet belongs to you. A red fleet belongs to an opponent. A
purple fleet indicates that both your fleet and an opponent’s fleet are
in the same, or nearly the same, location.

HOST FILE
gamename.hst — This is the file containing the information the host
program needs for a specific game. This file should be available only
to the person playing the host. If the file is password-protected, you
will be asked for a password.

INITIATIVE
Initiative determines order of firing in battle. The ship with the highest
initiative fires first.

LOAD OPTIMAL
Transport order. Load no more fuel than you need to reach the next
waypoint. This option can only calculate the amount of fuel required
for one waypoint. It will not attempt to load enough fuel to get you
beyond your next waypoint.

MAXIMUM SHIP DESIGNS AND SHIPS
16 different ship designs at one time, and up to 32,000 ships of each
design in a fleet.

MINE
Mines bring minerals to the surface of your planets, where they are
used in production.

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MINERAL ALCHEMY
You will be able to turn resources into minerals. One instance of
mineral alchemy will use 100 resources to produce one kT of each
mineral - or only 25 resources for players with the Mineral Alchemy
trait. This item will be available in the production inventory and can
be automated through the auto build feature of the production dialog.

MOVEMENT
Movement is speed in battle ranging from fi square to 2 fi squares per
round.

ORBIT RING COLORS
A white circle indicates that one or more of your fleets are in orbit. A
red circle indicates one or more of an opponent’s fleets. A purple
circles indicates that both your fleet(s) and an opponent’s fleet(s) are
in orbit.

PLANET-PENETRATING SCANNERS
These scanners can detect fleets in orbit around a planet. They also
can tell you planetary stats from a distance.

PLAYER LOG FILE
gamename.mN —- N is a number from 1 to 16, representing the
player number. This is the individual file for each player, containing
all the data about that player’s race and state of the player’s empire at
the beginning of a turn. Both the player and the host maintain copies
of this file.
You can load the current turn in a game by opening the .m file which
has your player number in the extension. If the file is passwordprotected, you will be asked for a password.

RACE FILE
name.rN — This file contains a race description created and saved
using the Custom Race wizard. If you open this file from File (Open),

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the Custom Race wizard. If the file is password-protected, you will be
asked for a password. The .r extension is not required for a race file,
so you may open race files saved using a different extension as well.

RATING
A ship’s rating is a relative value of its offensive capability. They are
useful only for general comparison of similar ship designs to help you
decide which design might be more effective in battle.

RACE DESCRIPTION FILE — NAME.RN FILES
This file contains a race description created and saved using the
Custom Race Wizard. N can be any number (you can actually use
any extension, the default is r1.) If you open this file from File (Open),
the Custom Race Wizard opens, allowing you to view or change the
race’s attributes.
The extension of .r1 is the default, and is not required.

RESOURCES
Resources are units of work created by people and factories. They
represent the effort involved in performing a task or producing an
item.

ROUND OF BATTLE
Battles last up to 16 rounds. One round of battle is each token getting
a chance to move and fire. A round is broken into phases, where one
phase is a single token moving and, if applicable, firing.

SHIP CLASSES
Unarmed ships — any design that has no weapons and poses no
threat.
Utility ships – unarmed ship that pose a threat (a subset of Unarmed
ships).
Scouts — ships based on the Scout, Super Scout, and Destroyer hulls.

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Warships — all other armed ships, including armed freighters.
Bomber — any ship based on one of the Bomber hulls.

TOKEN
Each token is a stack of identical ships from a single fleet.

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INDEX
A
Abandoning a planet 6-2
Absent from play 3-11
Added cost of research Gl-1
Advanced Remote Mining trait
20-11
Advantage points 19-1, 19-2 to 3
AI
defined Gl-1
housekeeper 3-10
Alternate Reality trait 20-9 to 10,
22-1 to 2
Armor
damage repair
effect of weapons on 23-2
table B-2
Attacking fleets 15-1 to 2
Auto-build
add to the queue 7-9 to 10
automate with templates 7-3
behavior 7-10

B
Backups option for ini file C-3
Battle board 22-1
Battle computers 23-6
Battle plans
changing 15-15 to 16
creating 15-15
default 15-12
non-interference with waypoint
tasks 15-2

patrol 16-3
purpose 15-11 to 12
targeting, see Targeting
Battle VCR 15-3
Battles in space
initiating 15-1
initiative 23-10
firing 15-2, 23-10
learning enemy tactics 15-3
length 23-1
messages 15-2
movement 23-8 to 10
reviewing 15-3
salvage 15-3
tactics, see Tactics of battle
targeting, see Targeting in battle
Battle report 15-16 to 17
Beam weapons
behavior 23-3 to 4
effect on armor and shields
23-2
gattling 23-4
minesweeping 15-8 to 9, 23-4
normal 23-4
range 0 23-4
shield sappers 23-4
table B-3
Bleeding Edge Technology trait
20-13
Bombing planets
how it works 15-4
mineral packets 15-5

population count 15-4
Bombs
Retro bomb 15-5
Smart bomb 15-5
table B-4

C
Capacitor 23-7
Cheap Engines trait 20-12
Claim Adjuster trait 20-6
Cloaking
adding to a hull design 9-8
calculating effectiveness
24-1
detecting 17-4 to 6
maximum 17-4
purpose 9-8
shared 17-4
special 17-4
starbases 6-7
table B-5
Tachyon Detector 17-5 to 6
types 17-4
Colonization
Colonization Module 12-3
evaluating planets 12-1 to 2
how to colonize 12-2 to 3
shuttling colonists 12-3 to 4
invasion 12-4
Command line options 4-5

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Commanding
fleet 5-10
planet 5-10
Universe creation 3-13
Colors, player 5-16
Computer player, see AI
Copy protection 4-7 to 8
Custom production templates, see
Templates, production
Custom Zip orders, see Zip orders

D
Damage
display 23-3
distribution 23-3
repair 23-7
Default battle plan 15-12
Default production template 7-5
DefaultPassword option for ini file
C-3
Defenses, planetary
building 6-6
coverage 5-3
effectiveness 15-6
number operating 5-3
purpose 6-5
resources needed 6-6
status 5-3, 6-6
upgrading 6-6
Designing ships, see Hull design
Diplomacy 19-1 to 3
Disengage 15-13, 15-14
Display settings 4-1, 4-2
Dump Cargo 15-14

E
Engines
dangers 9-8
fuel usage 9-8
maneuvering jets 9-9

overthruster 9-9
ramscoop 9-8
standard 9-8
table B-6
types 9-8
Enemies, declaring 15-10 to 11
Energy Dampener 23-7
Environment
planet summary 5-17
effect on population 6-2 to 3
Exiting the game
erasing changes 4-4
first time 4-4
saving the turn 4-4
Expansion players 3-10 to 11

F
Factories
building
cost 6-5
number operating 5-2
purpose 6-5
Fibonacci series Gl-3
Fields of study
evaluating 8-2
queueing 8-2
switching 8-2
Files
game definition 3-13
history C-2
host C-1
log C-2
race description C-1
stars.ini C-2 to C-3
turn C-1
universe C-1
Fill up to %... 5-7
Finding fleets
by fleet composition 10-4
your fleets 10-3

other player’s fleets 10-3
Fleet Composition tile 5-5
Fleet reports 10-11, 15-18
Fleet Waypoints tile 5-6
Fleets
defined 10-1
finding 10-3 to 4
Fleets, other players
attacking 15-1 to 2
display all with class type 5-15
estimated path 17-3
report 15-18
summary 5-18, 15-17
Fleets, your
assembling 10-1
display idle fleets 5-15
display all with hull type 5-15
display fleet paths 5-14
orbiting selected planet 5-3
merging 10-9 to 10
naming 10-4 to 5
repair 23-7
rendezvousing 10-8 to 9
routing, see Routing fleets
report 10-11
scrapping 10-10
ships in fleet 5-3
speed 10-1 to 3
splitting 10-9
switching between 10-4
white paths 11-2
Fleets in Orbit tile 5-3
Freight
Custom Zip orders, see Zip
orders
how to transport 14-1
jettisoning cargo 14-2 to 3
Repeat Orders 14-2
transferring cargo 14-2
Transport task 5-7

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Friends, declaring 15-10 to 11
Fuel and Cargo tile 5-5
Fuel
calculating usage 10-5
combat 10-6
defined 10-5
estimated usage 10-5
Fuel transports 10-6, 22-8
ramscoop engines 9-8, 10-6
refueling 10-6
running out (almost) 10-6 to 7
sharing 10-5
slowing down 10-5
stargates 10-6
trading 19-1
usage 5-6
wormholes 10-6

new hulls 9-2 to 3
other player’s designs 9-9,
15-17
trading designs 9-9
schematic 9-2
ship hulls table B-7
starbase hulls table B-12
Hyper-Expansion trait 20-3 to 4

G

J

Generalized Research trait 20-11
Grid, Scanner pane 11-2
Ground combat 15-6
Growth rate 6-3

H
Habitability value 6-2 to 4, 6-14
Home world 6-1 to 2, 6-5
Housekeeper AI 3-10, 3-11
Hosting
FTP 3-7 to 8
hot seat 3-1 to 3
network 3-4 to 5
modem 3-7 to 8
play by e-mail 3-7 to 8
Hull design
approach to design 9-1
counting designs 9-6
deleting designs 9-5 to 6
editing designs 9-3 to 5
maximum numbers 9-6 to 7

I
Improved Fuel Efficiency trait
19-11
Improved Starbases trait 20-11
Initiative in battle 21-10
Inner Strength trait 20-6 to 7
Internet games 3-12
Interstellar Traveler trait 20-9
Invasion 15-6

Jack-of-All-Trades trait 20-10
Jammers 23-6

K
Keyboard/Mouse shortcuts
general A-1
production 7-3
Scanner pane 5-12
Killer planets 6-4

L
Load All Available 5-7
Load Dunnage 5-7
Load Exactly... 5-7
Load Optimal 5-7
Low Starting Population trait
20-13

M
Maneuvering jets 9-9
Mass drivers

IN-3

building 6-11, 6-13 to 14
purpose 6-11
table B-9
targeting 6-12
Maximize Damage 15-14,
15-15
Maximize Damage Ratio 15-14,
15-15
Maximize Net Damage 15-14,
15-15
Merging fleets 10-9 to 10
Messages
filtering 5-11
focus of game 5-11
reading 5-11
sending 5-11
Minefields
affected players 15-7
coverage 15-8
decay rate 15-8
detecting 26-2
detonating (remote) 15-9
displaying 5-14, 15-7
heavy mines 26-1
laying 15-7
normal mines 26-1
purpose 15-6
speed trap mines 26-2
sweeping 15-8 to 9
technology required 15-7
Mineral alchemy 7-8, 7-9
Mineral Alchemy trait 20-12
Minerals
gaining 6-4
mining 13-1
trading 19-1
Mineral concentration
all known planets 5-13
calculating decrease 13-2
mining efficiency 13-3

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planet summary 5-17, 6-4
Mineral packets
as scanners 17-2
bombardment 15-5
building 6-12, 14-5
catching 6-12
damage 25-1, 25-2 to 3
distance 25-1
flinging 6-12, 14-4 to 5
decay rate 25-1
intercepting 6-13
scanning 14-6
speed 6-12, 25-1
summary 14-6
use as scanners 6-13
terraforming function 6-13
Minerals on surface
all known planets 5-13
planet summary 5-17, 6-4
Minerals on Hand tile 5-2
Mines
basics 6-5
building 13-1
number operating 5-2
Miniaturization 8-2
Mining
mineral concentration 13-3
productivity 13-1 to 2
uninhabited planets, see
Remote mining
years 13-2
Minesweeping 15-8 to 9
Missing turns 3-11
Movement in battle 23-8 to 10
Multi-player setup, see Setup
Music
starting with music off 4-5
using your own C-3
Mystery Trader 19-2

N
Neutrals, declaring 15-10 to 11
News group (Usenet) 1-3
No Advanced Scanners trait 20-12
No Ramscoop Engines trait 20-12

O
Only Basic Remote Mining trait
20-12
Other Fleets Here tile 5-5
Overcrowding 6-3
Overthruster 9-9

P
Packet Physics trait 20-8
Passwords
always ask (force) 4-5
change 3-12
create 3-12
default 3-12
forgetting 3-12
inactive players 3-12
race 20-2
Patrol
assigning orders 16-1 to 2
battle plans 16-2
Patrol task 5-9
purpose 16-1
targets 16-2
Pirating 17-6
Planet tile 5-2
Planets
abandoning 6-2
coordinates 5-16
deadly 6-4
habitability value 6-2 to 4
improving, see Terraforming
report 6-21 to 22
scanning 17-3
starting conditions 6-2, 6-5

summary 5-17
Play
FTP 3-8 to 9
hot seat 3-3 to 4
modem 3-8 to 9
network 3-6
play by e-mail 3-7 to 9
single player 2-2
Player relations 15-10 to 11
Population
compare planets 5-13
during bombing 15-4
dying 6-4
efficiency 20-16 to 17
growth conditions 20-13
growth rate 6-3
habitable range 20-13
maximum 6-3, 20-13
overcrowding 6-3
planet habitability value 6-2
planet summary 5-17
Production
adding an item 7-2 to 3
auto-build items 7-9 to 10
clearing 7-7
conditions affecting 7-11 to 12
efficiency 7-11
inventory 7-2
natural disasters 7-12
queue 7-1
removing an item 7-3
research effect 7-11
routing fleets, see Routing fleets
shortcuts 7-3
sorting planets 7-10
status 7-1
templates, see Templates
unblocking 7-7 to 8
unique items 7-2

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upgrades 7-2

R
Race design
efficiency strategies 20-16
emblem 20-3
growth conditions 20-13
habitable range 20-13
maximum growth 20-13
name 20-2
lesser traits 20-11 to 13
password 20-2
predefined 20-2, 21-1 to 7
primary traits 20-3 to 10
race file 20-17, C-1
research costs 20-17
Radar, see Scanners
Ramscoop engines 9-8
Regerentating Shields trait 20-14
Remote mining
creating a mining fleet 13-3
defined 13-3
joint ventures 13-4
modules 13-3
Remote Mining task 5-8
table B-9
Reports
battle 15-16 to 17
keyboard shortcuts 18-2
other players fleets 15-18
planet 6-21 to 22
sorting 6-9 to 10, 7-10, 18-2
text dump 18-3
usage 18-1
your fleets 10-11
universe 18-3
Research
browsing technology 8-3
cost 8-3, 8-5 to 6, 20-17
effect on production 7-11

fields of study 8-1 to 2
Generalized Research trait 8-6
production effects 8-4
resource allocation 8-4 to 5
time to completion 8-4
Resources
defined
number produced per year 5-3
production 7-11
race design
research 8-4 to 5
Round of battle 23-1
Routing fleets
behavior 10-8
change destination 10-7
purpose 10-7
remove destination 10-7
Route task 5-9
set destination 10-7

S
Salvage from battles 15-3
Saving your game
default behavior 4-2 to 3
during the turn 4-3
save and submit 4-3
Scanners, Planet-based
cost 6-6
purpose 6-6, 17-1
effectiveness against cloaks 6-7
status 6-7
table B-9
technology 17-1
types 6-7, 17-2
upgrading 6-6
Scanners, Ship-based
calculating range 9-7, 17-2
multiple 9-7
pirate 17-6
purpose 9-7, 17-1

IN-5

table B-10
technology 17-1
types 9-7, 17-2
Scanner pane
commands 5-12
estimated opponent fleet path
17-3
player colors 5-16
selecting an object 5-10
snap grid 11-2
status of selected object 5-12
toolbar 5-12
zooming 5-16
Scanner pane overlays
Fleet Paths 5-14
Mine Fields 5-14
Planet Names 5-14
Scanner Coverage 5-14
Ship Count 5-15
Scanner pane filters
Enemy Ship Class 5-15
Idle Fleets 5-15
Ship Design 5-15
Scanner pane views
Mineral Concentration 5-13
No Player Information 5-14
Normal 5-12
Planet Value 5-13
Population 5-13
Surface Minerals 5-13
Score 2-3, 3-10
Screen
layout 5-1 to 5-2
resolution, see Display settings
Scrapping fleets 10-10
Select object to command 5-10
Serial number 4-7 to 8
Set Amount to... 5-7
Set Waypoint to... 5-7

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Setup
FTP 3-7 to 9
hot seat 3-1 to 4
modem 3-7 to 9
network 3-4 to 6
e-mail 3-7 to 9
single player 2-2
Shield sappers 23-4
Shields
effect of weapons on 23-2
table B-11
Ships
design, see Hull design
number at a location 5-15
Shortcuts, see Keyboard/Mouse
Single player games
continue 2-2
start 2-2
Space Demolition trait 20-7 to 8
Speed
optimum 10-2
maximum 10-2
minimum 10-2
safe 10-2
warp one 10-3
Starbase tile 5-4
Starbases
building 6-8
combat 15-9
cloaking 6-7
design, see Hull design
purpose 6-7
sorting 6-9 to 10
repair 23-8
types 6-8
upgrading 6-9 to 10
Stargates
building 6-10
mass limitations 11-4 to 5

navigating 11-3
purpose 6-10
range 11-4
research requirements 6-10
table B-9
travel time 11-4
Starting conditions 6-2, 6-5
Status tile 5-3
Super Stealth trait 20-4

T
Tachyon Detector 17-5 to 6, 24-3
Tactics of battle
basic types 15-13
behavior 15-13 to 15
Targeting in battle
examples 15-13
patrol 16-2
potential target 15-12
primary target type 15-12
secondary target type 15-12
Technology
Browser 8-2 to 3
trading 19-2
Templates, production
applying 7-6
creating 7-5
deleting 7-7
editing 7-7
purpose 7-3
renaming 7-7
strategies 7-4 to 5
Terraforming
as a default action 6-17, 6-20
as a weapon 15-10
auto-build task 6-16
Claim Adjuster trait 6-20
defined 6-14
habitability value 6-14
manually add to queue 6-18

maximum 6-16 to 17
methods 6-14 to 15
minimal 6-16 to 17
orbital terraforming 6-20 to 21
table B-12
tasks 6-16
Total Terrafoming trait 6-19
types 6-19
using mineral packets 6-13
Timer application, using 3-12
Token 23-1
Toolbar for Scanner
buttons 5-12 to 16
hiding and showing 5-12
Torpedoes
behavior 23-4
effect on armor and shields
23-2
jammers 23-6
normal 23-3
capital ship missiles 23-5
table B-13
Total Terraforming trait 6-19,
20-11
Trade
Fuel and Minerals 19-1
Technology 19-2
Terraforming 19-3
Track option for ini file C-3
Transport tasks 5-7
Turns
Backups option 4-3
generate 4-5, also see Hosting
replaying 4-2
saving 4-3
submitting 2-1, 3-3, 3-6, 3-8,
4-3
Tutorial 2-1 to 2

U

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Ultimate Recycling trait 20-12
Universe creation
command line 3-13
during setup 3-1, 3-4, 3-7
Universe map, printing 18-3
Unload All 5-7
Unload Exactly 5-7

W
Wait for %... 5-7
War Monger trait 20-5
Warp factor 5-6
Waypoints
adding 5-14
deleting 11-3
moving 11-2
Waypoint tasks
adding 11-1 to 2
Colonize 5-8
Lay Mine Fields 5-9
Merge with Fleet 5-8
Patrol 5-9
Remote Mining 5-8
Route 5-9
Scrap Fleet 5-8
Transfer Fleet 5-8
Transport 5-7
Waypoint Task tile 5-6
Weapons
beams table B-3
behavior 23-3 to 5
bombs table B-4
mines table B-8
torpedoes table B-13
Web site 1-3
Winning conditions
setting 2-3, 3-10
viewing 2-3, 3-9
Wormholes

navigation 11-5
stability 11-5
summary 11-5

Z
Zip Orders
applying 14-4
creating 14-3 to 4
editing 14-4
purpose 14-3

IN-7

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