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1  INTRODUCTION1.1  GAME START   There are twelve players in each game. The players are allocated to start positions at random. Players should choose empire name with their gamestart application. The GM will select a three letter code used to identify that empire in orders (suggestions may be accepted, but the code needs to be unique within the game). 1.2  START POSITIONS   At the start of the game each empire controls one planet, plus the star system in which that planet is located. The home planet has twenty population, ten industry and two fighters. The star system has two population, two industry, one colony ship, two fighters and five cruisers. Most technology levels start at zero (but see 7.1 for the ones that don't) . Your treasury starts at 50 BPs. You also have a few extra build points in your income for the first turn. At the start of the game the only population, industry and fleets visible are those of the twelve empires (but this will change as you explore). Some of the twelve empires may be non-player empires run by the computer. Notes: Empires start far enough apart that there is a distinct phase at the start of the game where you expand prior to first contact, but do bear in mind that the map is randomly generated and all sorts of peculiar structures and connections are possible. 1.3  THE GM   The "GM" (jargon for Games Master, by obscure tradition) is the person responsible for the operation of the game. In more normal terminology the GM would be called a moderator or an umpire. The game is actually processed by computer, but is supervised by the GM. The name of your GM is given in the game report. 1.4  ADDRESSES   The correct address to which you should send your instructions for the game is given in the game report. The names of the player in the game are listed in the game report, but no address list is provided. It is your choice whether to use the message facility (see paragraph 1.7) provided to contact other players and give out your address and/or phone number, but the game provides plenty of scope for alliances and trades (which are difficult to arrange if you decide not to encourage diplomatic activity). Note: it is your responsibility to keep the GM informed of your current address. If you move around frequently, or make temporary address changes, then it's best if you provide a self-addressed envelope with each turn (we provide the stamp, but make sure the envelope is an adequate size). This ensures the GM sends your turn to the address you prefer and avoids messing up our address list. 1.5  DEADLINE   The GM will set a deadline for each turn. You orders must arrive on or before this deadline (always before the deadline for faxed orders). Games are normally run during the afternoon of deadline day and go back in the post the same day. If your orders arrive late then they are set aside. If no orders arrive from you for the next deadline then your late orders are used instead. If new orders do arrive then your late orders are discarded. Under no circumstances will two sets of orders be processed together. If you miss a turn there is no way to make it up. MISSED ORDERS  If you miss a deadline, then the computer will write a set of orders for you. This "missed orders" routine concentrates on building up your industry, growing your population and defending your borders. It won't attack anyone, but it may build ships and move them around if it thinks it can improve your defences. If the computer decides a player has dropped out of the game then the "missed orders" routine is expanded to become much more aggressive. Dropout empires are likely to make serious nuisances of themselves. |