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2  GENERAL RULES2.1  THE GALAXY   The galaxy is composed of a large number of star systems linked together by a network of hyperspace links. Many star systems contain planets and/or asteroid belts, which are linked to the hyperspace network in real space (for game purposes there is no distinction between a real space link and a hyperspace link). Star systems, planets and asteroid belts are all referred to as "systems" in these rules. The galaxy is different from one game to the next, and no map is provided other than the map which you build up by exploring during the game. You can move only from star to star, or between a star and it's own planets and asteroids. Never from one planet or asteroid to another, and never between a planet or asteroid and a different star. 2.2  SYSTEM AND PLAYER CODES   Each system (star system, planet or asteroid belt) is identified by a star code (a three digit number). Game reports sometimes give the full names of systems, but in your orders you should always identify systems by their three digit codes. Empires are identified by three letter codes (those given in the "roundup" section of the game report). 2.3  SYSTEM TYPES   The system types in Star Chase are yellow dwarf stars (like our own sun), white and red dwarf stars (old stars in the process of cooling), black dwarf stars (very old stars, burnt out and dead), red giant stars (ordinary stars, bloated and cooling at the end of their yellow dwarf stage), super giant stars (massive "blue" giants), planets (only habitable planets are included) and asteroid belts. The system type determines the maximum number of population that may survive in that system and may affect movement (whenever a fleet moves anywhere other than a dwarf star it becomes "stuck" and cannot move again for the remainder of the turn). 2.4  PLANETS   Star systems may contain habitable planets and/or asteroid belts. In most respects these are treated as any other distinct system, but connect only to the single star system in which they are located (called their "parent" star in these rules). You can only reach a planet or asteroid belt from their parent star, and this is the only place you can move from a planet or asteroid belt. 2.5  SYSTEM NAMES   All systems (star systems, planets and asteroid belts) may be given names, although none are named at the start of the game. System names may also be changed. There is a section in the turnsheet provided for this purpose. System names may be up to fifteen characters long (including spaces). The GM may change or refuse to input objectionable names. 2.6  POPULATION   Each system has a population level. Population may be located on world (planets) or in space (in ships, space stations, mining installations and so forth). The population of a system contributes to the defence of the system in a battle, but can't be used to attack. 2.7  POPULATION LIMITS   The limit for productive population each system depends on the system type. The limit applies only at the end of the turn when calculating income and costs. Any population above the limit produces no income, generates extra supply costs (see 2.12) and is reduced by one each turn (this is flagged in your report as "overpopulation").  TABLE OF POPULATION LIMITS
2.7(a)  LIFE SUPPORT   In black dwarf systems (where the pop limit is normally zero) your Life Support tech level counts as your population limit for growing, building and overpopulation but not for income (life support allow your population to survive at dark stars, and it can build stuff, but it doesn't generate BPs). |