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2.11(a)  FLEET RESERVE   Cruisers normally move around the map from system to system, but they can also be "laid up" in reserve. The main advantage of placing ships in your
reserve is that you don't have to pay to supply them, but another advantage is that when you call them back from reserve you don't have to put them back in the same place they
came from. The LAYUP action (see 4.9) is used to put ships in reserve and the RESERVE action (see 4.10) is used to put them back on the map.
Note: You can't put ships into your reserve and take them out of your reserve in the same turn.
2.11(b)  LOST IN SPACE   Cruisers sometimes get "lost in space", usually as a result of losing a battle, in which case they just swan around in hyperspace until you use the
RECOVER action (see 4.11) to get them back.
2.12  SUPPLY COSTS   Every turn you pay BPs for supply for all your ships, wherever they are. The cost in each system is one third of the build cost of the ships in the
system, less the number of population, less your current supply technology level (see paragraph 7.1). If the cost would be less than zero then there's no cost for that system (you
don't get any BPs back). There are no supply costs for ships in your fleet reserve. Supply costs are deducted from your balance of build points at the end of the previous turn
(when income is calculated).
Note: Supply Cost = (Build Cost divided by 3) - Population - Supply Tech.
2.13  OVERPOPULATION   Extra population above the population limit (see 2.7) for a system does not count for income (see 2.10) and increases your supply costs (one for each
extra, see 2.12).
2.14  BLOCKADE   A planet is blockaded if the star system in which it is located is owned by a different empire and the blockading ship strength (cruisers and fighters, plus
five for each colony ship) is greater than the total of the population and cruisers on the planet. A blockaded planet produces no income and may not grow population, build
industry, build ships or place reserves.
Note: A blockade is an alternative to trying to capture a well defended planet. The owner of the planet must either negotiate for the blockade to be lifted, or recapture the
system.
2.15  ORDER OF PLAY   The game is adjudicated in sequence, one action at a time in strict order. One action is processed for each player in turn, in the order given on the
turnsheet (ie. the first action is processed for each player, then the second action for each player, and so on). The order in which each round of actions is processed is fixed
for the turn, but players may spend BPs to change the order for the following turn. The order of play for a given turn may be extremely important. The initial order of play (for
the first turn) is random.
2.16  VISIBILITY   Each type of star has a value for "luminosity" (brightness). A star is visible if the luminosity of the star is greater than or equal to the square of the
distance from the nearest star you own. If you can see it then it'll appear on your map, even if you aren't able to move to it.
Stars can also be "seen" through hyperspace if they're connected by hyperspace to systems you own, scout or probe, and also if your hyperspace tech is greater than or equal to the
square of the distance from the nearest star you own.
Note:  There are a fair number of black dwarf stars sprinkled around the galaxy. These are "dead" stars, so they're not visible. Too find them you will need either to find where
they're connected (if they are connected) or "see" them through hyperspace.
VISIBILITY TABLE
| Star Type | Luminosity | Star Type | Luminosity | Star Type | Luminosity
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| Yellow Dwarf | eight | Red Dwarf | four | Red Giant | twelve
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| White Dwarf | eight | Black Dwarf | none | Super Giant | sixteen
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