User Guide

When you reach this threshold, your advisors remind you if you are about to
found a base that sends you over the limit; you can choose to continue or
abort. If you go past this point, make sure your social and economic choices
are arranged to support it.
UNITS
Units are mobile teams created for military, engineering, trade, exploration or
diplomatic purposes. There are land, sea and air units, many with special abil-
ities. There are a multitude of different units that your faction can build as its
technological abilities grow.
There are five vital statistics (Movement Points, Attack Strength, Defense
Strength, Reactor and Morale) that determine how a unit rates in movement
and combat.
Movement Points. The number of squares the unit can enter each turn,
assuming no external penalties or bonuses.
Attack Strength. A measure of the unit’s ability to overcome a defender.
Defense Strength. A measure of the unit’s ability to resist an attacker.
Reactor. How much damage the unit can take before destruction. The reac-
tor also affects the cost of a unit.
Morale. A measure of the unit’s discipline and experience. There are seven
levels of Morale (see Morale/Lifecycle, p. 87), and it is the most important
factor in Psi combat (see Psi Combat, p. 102).
FACILITIES
Facilities are major public improvements to a base. A base builds facilities to
increase its efficiency, productivity and/or power. All facilities provide some
useful benefit to a base, but not all benefits are necessary to a given base at
a given time. Some facilities come with both benefits and costs and can do
more harm than good if placed where they’re not needed (punishment spheres,
COLONIZING PLANET
CHAPTER 4
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