User Guide
• Naval. Combat ships.
• Transport. Non-combat ships designed to carry goods or personnel.
• Air Assault. Heavy bombers.
• Air Defense. Fighters designed to intercept and engage other aircraft.
• Chopper. Rotary-wing aircraft.
• Missile. One-use air units—once they hit their target, they are destroyed.
• Buster. Missile units capable of annihilating bases and the surrounding terrain.
• Paradrop. Units capable of performing airdrops and orbital insertions (see
Drop Pods, p. 91).
• Amphibious. Units capable of attacking directly from ship to shore, or
attacking sea bases from land.
DESIGN WORKSHOP
Once you’ve chosen a starting point, you can make the specific modifications
you desire. The large round window shows the unit in development, its cur-
rent stats and a working name based on its components. It also displays the
unit’s cost, and a prototype cost if a prototype is necessary. This window is
surrounded by six readouts showing the six component slots. L on a slot to
select the component you want for your custom unit.
Control Buttons. There are seven control buttons below the Design Window.
They are:
•
APPLY. If a new unit type has been created, it’s placed in your Production
Readout.
•
DONE. Exits the Design Window. If a new unit type has been created, it is
placed in your Production Readout.
•
RENAME. Allows you to give the unit type a name other than its working des-
ignation.
COLONIZING PLANET
CHAPTER 4
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