User Guide

COLONIZING PLANET
CHAPTER 4
97
PLACE UNIT “ON ALERT” sL
Orders a unit to hold in the current square until an enemy unit comes within
its movement range, then attack automatically. Air interceptor units automat-
ically attack air units, bomber units attack land and sea units, and naval units
attack naval units and transports. Land units attack adjacent land units.
HOLD 10 TURNS sH
The unit holds its current position for 10 turns, then activates.
HOLD THIS POSITION H
The unit stays in its current position indefinitely. You must activate it directly
to change its orders.
SKIP TURN z
Ends the current turn for that unit.
COMBAT
At some point, even for the most peaceful and enlightened faction, armed
conflict becomes inevitable. And, of course, if your faction is neither peaceful
nor enlightened—if you actually like going out and beating up on the enemy—
then armed conflict is not just inevitable, but essential.
Combat occurs when a unit tries to enter a square containing an enemy base
or unit. (Probe teams are the exception here—their options are much more sub-
tle. See Probe Teams, p. 133.)
Combat is decided by totaling the attacker’s strength and the defender’s
strength. The probability of either side doing damage is equal to that side’s
portion of their combined strengths. (For example, if the attacker has an attack
strength of 10 and the defender a defense strength of 20, the attacker only
damages the defender once, on average, for every two times the defender
damages the attacker.) This process of assessing damage repeats until either