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3.9  WINNING A BATTLE   The attacker wins the battle if the defending fleet is wiped out and the attacker has more ships surviving than the defence level of the system
(normally the population level, or twice the population level for a planet, see 3.6). The defence level is reduced by the Marines Tech level of the attacker. It is possible for
the defending fleet to be wiped out and still win the battle if the attacker is not sufficiently strong to take control the system.
3.10  SYSTEM CAPTURES   When a system is captured by the attacker with a MOVE or ASSAULT action then the defender loses one victory point and the population and industry of
the system are halved along with the number of colony ships. Note that these losses are not applied during the battle, but only after the battle if is lost.
3.11  EXPLORATION   Whenever you capture a system that was previously unowned (which will previously have been reported as being empty) then you discover (and add to your
empire) anything that was left behind in the system by the Old Empire. You might find just about anything. Ships, industry, VPs, BPs, Treasury BPs and Tech Levels can be found
anywhere, while population will be found only on planets, and rarely even there. Some Tech Levels are easier to find than others. You may find any multiple of whatever your
discover, from one to the value of your Expo Tech (except colony ships are only found one at a time, most tech levels are only found up to five at a time, and VPs, BPs and
treasury BPs can be more - up to double your Expo Tech).
Notes: Unowned systems are "sticky" (see 3.2) in Star Chase because you're stopping to dig around in the ruins and see what you can find. It's worth it. The tech levels that
aren't restricted to five a time are BP Income Tech, Cultural Level and Treasury Tech. 
3.12  DEEP SPACE MOVEMENT   The DEEP action (see 4.4) allows movement to a star that is close but not connected. Your jump tech level must be at least equal to the square of
the distance between the two systems. Deep space jumps can be made from any type of system, but you can't jump to a planet or asteroid.
Note: The distance between two stars is "one" if they're in the same row or column on your map and there's no room for another star between them. If they're in the same row or
column and there's room for only one star between them, then the distance is two. If there's room for two, then the distance is three. For the squared distance between two stars
that aren't in the same row or column, add together the squared distance going along the rows and the squared distance going from there along the columns. Examples :-
TABLE OF DISTANCES
| Rows | Cols | Distance | Rows | Cols | Distance | Rows | Cols | Distance | Rows | Cols | Distance
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| 1 | 0 | 1 | 0 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 8
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| 2 | 0 | 4 | 0 | 2 | 4 | 2 | 1 | 5 | 1 | 2 | 5
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| 3 | 0 | 9 | 0 | 3 | 9 | 3 | 1 | 10 | 1 | 3 | 10
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| 4 | 0 | 16 | 0 | 4 | 16 | 4 | 1 | 17 | 2 | 3 | 13
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| 5 | 0 | 25 | 0 | 5 | 25 | 5 | 1 | 26 | 3 | 2 | 13
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3.13  DISTSQ  This action can be used to tell you the square of the distance (ie. the jump range) between two systems. There is no cost in BPs. You must own the system in
the "from" box, and the system in the "to" box may not be a planet or an asteroid belt.
Format  [ DISTSQ ]  [ WHERE FROM ]  [ WHERE TO ]  [ NOT USED ]
Note: If you were paying attention in school when you were told about Pythagoras' Theorem (lots of you weren't, it seems) then you won't need this action. See also the explanation
in the notes for paragraph 3.12, which might save you from having to use the DISTSQ action.
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