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6.5  COLONISE   The COLONISE action plants one population in the system specified. Not allowed under blockade or in systems that already contain population. There are two formats. You may either plant a colony wherever the colony ship is already located, or your may "throw" a colony into an adjacent system. A colony ship is always stuck after planting a colony, but being stuck doesn't prevent it from planting a colony in the system it occupies. A colony ship can't throw a colony if it's stuck. The cost is 2 BPs.
Format  [ COLONISE ]  [ WHERE      ]     [ NOT USED ]   [ NOT USED ]
Format   [ COLONISE ]  [ WHERE_FROM ]  [ WHERE_TO ]  [ NOT USED ]
Note: Colony ships can (a) plant a colony where they are, or (b) move and plant a colony where they went, or (c) throw a colony to somewhere they could have moved to, or (d) throw a colony AND then plant one where they started (which is the only way they can place two colonies in the same turn).
Colony ships can't (a) plant a colony and then move, or (b) throw a colony and then move, or (c) move more than once, or (d) plant a colony and then throw one afterwards.

6.6 SCRAP  The two SCRAP actions are used to remove surplus fighters and cruisers (respectively). The cost is one BP per ship.
Format  [ SCRAPC ]  [ WHERE ]  [ NOT USED ]  [ Number of CRUISERS ]
Format  [ SCRAPF ]  [ WHERE ]  [ NOT USED ]  [ Number of FIGHTERS ]

6.7  HYPERSPACE CONSTRUCTION   New hyperspace links may be built between any two systems (not planets or asteroids) that you own if the square of the distance between them is less than or equal to your hyperspace tech level AND the distance squared is one, two, four or nine. Links may not be built through intervening systems. Stars that already have a full set of links (seven, including planets and asteroids) may not be linked.
The LINK action is used to construct new hyperspace links. You must own the system given in WHERE FROM and either own or have an active probe in the system in WHERE TO. The cost in BPs is ten times the square of the distance between the two systems.
Format  [ LINK ]   [ WHERE FROM ]   [ WHERE TO ]   [ -- ]
Note: The limitations above are actually due to the limited configurations of links that can easily be drawn on the map. If we can't map it, you're not allowed to build it.

6.8  ORDER  The ORDER action is used to alter the order of play. By spending BPs you may move your empire to the front of the order of adjudication for the next turn. You may spend any number of build points on ORDER actions, and may make more than one such action in a turn. If you have fewer BPs remaining than you attempt to spend, then the number spent is reduced to the number you have available. If your ORDER action is action number 16 and you do not enter a number in the number box, then you spend all BPs you have left.
The order of play for the next turn is the order of which empires spent the most BPs on ORDER actions, with empires spending the same amount remaining in the same order (ie. you move up the order of play ahead of anyone that spent less, but not ahead of anyone spending the same).
Format  [ ORDER ]  [ NOT USED ]  [ NOT USED ]     [ BPS TO SPEND ]
Note: Because of leftover BPs being spent on order actions (see 2.9) there are usually lots of other players spending 1 or 2 BPs. So if you want to bounce to somewhere near the top of the order, spend at least 3 BPs. More than 3 is only worthwhile if you think you're bidding against someone else that's spending extra BPs as well.