- Ascension
- The process through which creatures become more than they once
were. See more details.
- Base Production
- The overall industrial capacity of the planet, unmodified by any
new technology or other factors.
- battleground
- A collection
of planets and links where races contend for Ascension. Frequently
referred to as "galaxy" or "game."
- blockade
- A defensive action for your ships. When a fleet blockades a link,
it gets a free shot at any enemy ships coming through the blockaded
link. Any ships destroyed in this way cannot return fire. Blockading
ships can still fight normally, even against ships entering the area
via a different link.
- Build Ships
- A planetary command. The planet builds whatever kind of ship you
want until it has built the right number. After finishing this order,
the planet will go back to making simple Ships. (See more about ship types.)
- Cancel
- A command for either ships or planets. A planet stops its current
project, while a fleet stops its current task. Unlike other ship
orders, Cancel applies to the entire fleet at once. You cannot tell
half of a fleet to stop blockading with the cancel command- it's all
or none. However, you can still set some of a blockading fleet to a
new task by simply giving it new orders without using the cancel
command.
- Current Project
- A planetary attribute. The inhabitants of the planet will
faithfully work on this project until they are done or told to do
something else. The number in parenthesis after the project
description indicates the production required to fully complete the
project.
- Destroy Link
- A ship command, only available to certain ships. The ships work at
destabilizing a hyperspace link, causing it to decay much faster. The
larger the fleet, the faster the link decays.
- Expenses
- A planetary attribute, listing the projects and costs that the
planet worked on last turn. You'll do best using the numbers as
guidelines, since the interaction between the various multipliers
makes the precise values somewhat hard to follow. If you see that
Ship Repair is your biggest cost, consider sending some ships away
from the planet, especially if you are trying to improve that planet's
Production X or
Ship Repair X!
- fleet
- A group of ships.
- Improve Attribute
- A planetary command. The planet turns its efforts toward improving
the selected attribute rather than building ships. Once the attribute
has reached its maximum value, the planet will return to building
simple Ships.
- link
- A tunnel through hyperspace, linking two planets.
Links vary in length, so be careful where you send your ships!
It might take quite a few turns to traverse a link.
Links also decay over time, and will eventually vanish.
You can forge new links by exploring hyperspace.
See more details.
- Load Technology
- A ship command. The ship must have the Carry Tech
ability to perform this action. The ship fills up with all of the
experts and research materials needed to teach another planet how to
achieve the same level of industrial development as the planet the
ship currently orbits.
- multiplier
- A multiplier increases or decreases another planetary attribute.
To determine the effect of a multiplier, simply multiply the original
value by the multiplier. Thus, a multiplier of 1.1 increases the
original value by 10%.
- planet
- A single world where creatures live, grow, and die. See more details.
- Production Left Over
- Planetary production units unspent last turn.
- Production X
- A multiplier on a planet's Base
Production. A higher Production X indicates that the people of the
planet have set up their industrial base more efficiently than the
people on a planet with a lower Production X. The planetary attribute
can have a potential value higher than the current value.
- Scrap
- A ship command. You can scrap obsolete ships to get them out of
your way. You will find this command most useful when you need to
scrap old satellites so that you can build more mobile ships.
Scrapped ships are destroyed utterly- they will never return, and your
planet will no longer have to pay maintainance costs for them.
- ship
- A space craft, capable of moving between planets and fighting with
other space craft. If your ships orbit a hostile planet with no
opposing ships, the planet will most likely surrender to you. See more details.
- Ship Building X
- A multiplier on the number of ships a planet can build. A high value indicates that
the planet has very efficient ship-yards, and can construct ships more
quickly than other planets with an equally well-developed industrial
base. This multiplier affects the portion of the planet's production used to build ships.
- Ship Repair X
- A multiplier on the number of ships a planet can repair. This multiplier affects the
portion of the planet's production used to maintain and repair
ships.
- Ship Technology
- Technology available to ships built at the planet. As more
technology becomes available to a given planet, its shipyards will be
able to produce more types of ships.
- Stockpile
- Extra production resources held in reserve. You can build a
stockpile through trade. (See more about trade.)
- Unload
- A ship command. The ship unloads whatever cargo it may have to the
planet below. A ship loaded with technological resources (see
Load Technology) can teach a planet new technologies by unloading its
technological data.
|
|