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*************************** Chapter 3 - Colonies ****************************
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This chapter provides information needed by a player to run a colony. 
Players operating ships may find this chapter informative due to the 
large number of times they will be interacting with colonies.

Becoming a Colony Governor

A colony is a settlement on the surface of a planet. The player controlling 
the colony is called the colony governor.

Players never start BSE as colony governors. These are positions of 
respect which must be earned through successful game play. 

One method of becoming a governor is to take over a colony by force. 
This is not easy as colonies are usually heavily defended. Attacking 
a colony is often a very quick way to earn a slot on an affiliation's 
posted list.

A more common way of becoming a governor is to work your way up in 
your affiliation and to gain the respect of your coordinators as a 
capable player. When a colony position becomes available you can request 
that it be assigned to you.

The final option is simply to set-up your own colony.

Colony Organization

A colony is composed of three rings (Non-military Ring, Space Combat
Ring, Ground Combat Ring), and the Starport. The colony governor has
complete control over each of the rings and limited control over the
starport. The starport is also the only area of the colony that is never
hit during space battle.

The diagram on this page shows you how a colony is designed. The Ground 
Combat Ring surrounds the colony and protects it from ground attack. 
The Space Combat Ring contains the colony's defenses against ship 
attacks. The Non-military Ring contains all the remaining colony possessions.

A colony has no mass limitation. However, the computer will only allow
100 different items in the Non-military Ring, 25 in the Space Combat Ring,
and 30 in the Ground Combat Ring.  But you can have an unlimited quantity
of each item you own (actually it isn't unlimited but we don't expect
many players to acquire over 2 billion of anything).

Building a Colony

To build a colony just land on a world and tell the GM you are building
a colony there. Don't forget to indicate the name of the new colony
(give three choices). When establishing a colony, you must use at least
80 COLONISTS and at least 80 STRUCTURAL UNITS.

If the planet has a breatheable atmosphere you will automatically 
build an Open colony. If not, the colony must be Enclosed. An Open 
colony requires one STRUCTURAL UNIT for every 10 life forms while 
an Enclosed colony needs one per life form. An Enclosed colony also 
needs one LIFE SUPPORT per 10 life forms. In colonies LIFE SUPPORTS 
do not provide FOOD. Colony LIFE SUPPORTS are used exclusively to 
provide a breatheable atmosphere within the colony. FARMS are used 
to provide FOOD for the life forms living there.

Colony Class

The class of a colony is important. It effects several areas of play.
See Chapter 10 - Adjustments and Chapter 7 - Space Battle for more
information.

Below is a chart showing the class of the colony in relationship to 
the number of MU's of life forms and other items. The MU's of lifeforms 
and other items must each total above the numbers in the following 
chart to achieve each level of colony class.

Quantity of     Colony  Max. Starport
   Each         Class   Complexes

  <<500         1       1

    500         2       3

  1,000         3       7

  5,000         4       13

 10,000         5       21

 50,000         6       35

100,000         7       No limit

300,000         8       No limit

NOTE: Merchandising, Gambling, Restaurant, Recreation, and Hospital
complexes are not applied toward this limit.

Colony Starport

All ships landing at a colony must land at the starport. This is an 
area where the colony governor has only limited control. A starport 
can contain many "seedy" elements such as agents, blackmarkets, and 
visiting starcaptains.

The starport is usually a busy place. Ships and ground parties are 
coming and going. Some are making purchases or sales. Others are interacting 
with the Starport complexes.

The starport area is self-sustaining. Colonists often visit here to 
engage in morale boosting activities that could be considered less 
than legal.

Located in every starport is an office of the Supragalactic Treasury 
Corporation (STC). The STC maintains a registry of each position in 
the periphery. You may visit the STC office at a cost of 5 TU's and 
20 Stellars to acquire the position name and player address, affiliation, 
and class (if ship) of any position in the game IF you know the position 
number. You will not receive the player's name and address if he has 
the anonymous option set.

Starport Complexes

Starport Complexes are not considered "items" in the game. They are 
immovable structures built in a starport for specific purposes. The 
table in the Colony Class section lists the number of Starport Complexes 
allowed for each class of colony. Starport Complexes are composed 
of various numbers of complex modules. The types of complex modules 
available are BASIC COMPLEX MODULES (BCM), INDUSTRIAL COMPLEX MODULES 
(ICM), and MILITARY COMPLEX MODULES (MCM). 

Maintenance - Allows visiting ships to perform ship maintenance.  See
Chapter 2 for more details. Your colony may have one of these complexe 
per Colony Class, starting at Class 2. Example: If your colony is Class
4 you can have 3 of these complexes.

Merchandising - Provides shopping facilities for COLONISTS and affects
their morale.

Gambling - Important to colonist morale as well as to visiting positions.
Win or lose stellars with each visit. Costs a visiting position 10 TU's
to use. Your position must have 200 stellars available for gambling.

Hospital - Visiting ships and ground parties can have 10 INJURED healed
per TU, at a cost of 5 stellars per person. They can have a maximum of
150 healed per 70 TU's.

Besides the morale benefit of having a Hospital complexes at your 
colony, during weekly adjustments, up to 150 lifeforms will be healed 
per HOSPITAL complex. INJURED are healed and become COLONISTS as a 
result.

Additionally, having 1 Hospital per 1000 population makes your colony 
immune to the alien plague. Visiting ships can cure themselves 
from the alien plague by expending 500 Stellars and 10 TU's at any 
Hospital Complex, regardless of if the colony itself is immune or not.

Military Training - Provides military training to visiting positions.
See Chapter 12 - Training for more information.

Shipyard - Provides for ship upgrades and ship building. See Chapter
11 for more details. Your colony may have one Shipyard per Colony Class.

Security - Provides for starport security.  For each complex present 10%
of the colony's ground forces can respond to an attack on ships or
ground parties located in the colony starport.

Recreation - Provides relaxation for all who visit, including colonists.
A substantial morale increase is noted by those who use this complex.
It costs 5 Stellars per life form on your ship and 20 TU's.

Repair - Visiting positions can repair items and damaged hulls.  It
costs 20 TU 's  to use Repair Complexes and 5 Stellars per MU repaired.
Each Repair complex can fix up to 150 MU's per week per position.

Restaurant - Important to colonist morale. Can provide needed support
to ground parties visiting a colony. Ships have no need for Restaurants.

Boot Camp - During weekly adjustments, each complex produces 6 GREEN
TROOPS from colonists.

Crew Training -  During each adjustment period it produces 6 new crew
members from colonists.  It costs 100 Stellars to operate each week.

Special - A special type of complex used to exploit the environment
and ecology of a planet. A Special Complex can be set-up to produce/refin 
an item native to a particular world. A special action is necessary to
justify any item (and quantity) to be produced. A maximum of 5 different
items may be produced.

Hiport - Hiports are cargo handling facilities linked to a colony on the
world below by a thorlium strengthend dropline.  They allow orbiting
ships to Buy, Sell, Pickup, and Deliver items, and transfer training to
the colony, without the need to land at the starport. These are the
ONLY starport actions that can be performed from a Hiport.  Only ships
may interact with a Hiport.

Hiports are fragile and can be destroyed by a ship with any space 
weaponry. However, any attack on a hiport is considered to be an attack 
on the colony itself, thereby causing a battle to occur with the colony 
following the destruction of the Hiport.

Colonies must be Class 5 or over to support Hiports.

Type    Complex               Need to Build
 #       Type              BCM     ICM     MCM

1       Maintenance        6       10      -

2       Merchandising      15      1       -

3       Gambling           16      -       -

4       Hospital           10      6       -

5       Military Training  8       1       7

6       Shipyard              (See below)

7       Security           5       1       10

8       Recreation         16      -       -

9       Repair             10      6       -

10      Restaurant         16      -       -

11      Boot Camp          2       2       12

12      Crew Training      14      2       -

13      Special            16      -       -

14      Hiport             20      30      30TM*

			   *TM = Transport Modules

For Shipyards 1 to 5, the cost to construct is 16 ICM * Shipyard class 
to be built. For Shipyards 6, 7 and 8, the cost is 160 ICM's, 320 
ICM's and 640 ICM's, respectively. Also, your colony must already 
have the class Shipyard one lower than the one you wish to build (i.e. 
to construct a Shipyard 5 your colony must already have a Shipyard 
4 and your colony must also be at least Class 5).

Before attempting to build your first Shipyard determine from your 
affiliation that your affiliation does have Ship Building Technology.

Security Crackdown

Chapter 7 describes how ships and ground parties can recruit agents in
a colony's starport. A colony governor may find it necessary to increase
security to attempt to apprehend these agents. The colony Security
Crackdown levels can be set from 0 (pitiful) to 9 (extremely high).

The security level of a colony directly affects COLONIST morale. 
Each level of security will increase your chances of capturing agents 
but will decrease COLONIST morale by approximately 5%. If an agent
is captured there is a chance he will reveal who hired him.

Market Report & Message

As governor you can buy and sell items to and from visiting ships and
ground parties by using your market report.  List the item number and
the quantity you wish to buy or sell. Your colony results printout will
show all transactions with your market.  A colony market may list no
more than 90 different items.

It is wise for a colony governor to maintain a stable market. This 
includes replenishing items purchased from the market as well as maintaining 
stable prices. If your prices fluctuate you will be angering those 
who transact with your market.

In addition to your market report, you can specify a market message 
that is given to anyone who receives your market report. This can 
be up to 5 lines long, 70 characters per line and it is written in 
the Special Action area of the turn card.

Priority Market

A colony governor may select up to 2 of the items on his market as 
priority items.  These items should be ones the governor wishes to 
emphasize.  Maybe your price is particularly good.  Maybe you need 
a particular item very badly.

When you designate a priority item, this will be indicated on your 
market report.  In addition, it will be included in the priority market 
listing received by many Shipping Coordinator political positions 
and Periphery Directors.  Distributing your priority items in this 
manner encourages trade among colonies.

Use the PM order to designate an existing market item as a priority 
item.  When you remove it from your market that item will lose priority 
status.  Only class 5 and greater colonies may issue the PM order.

Pickup Code

There may be times when you want another position to pick-up items 
at your colony rather than having him purchase from your market report. 
To accomplish this you set a Pickup Code. This is a number ranging 
from 1 to 9999. When a position attempts to pick-up items at your 
colony he gives the GM your Pickup Code. This permits him to pick-up 
anything he wishes, including Stellars. This also permits players 
who do not belong to your affiliation to use your MILITARY TRAINING 
complexes. You may change your Pick-up Code at any time. 

Pick-up Authorizations

There will be times when you do not trust another player enough to
give him your colony Pickup Code. You can issue up to three specific
pick-up authorizations to any position.  You indicate which position
number is to receive the authorization, the item number, and the
quantity. He will be permitted to pick-up only these items. You can
change or cancel the pick-up authorization at any time by issuing
another authorization for a different quantity or zero. To authorize
Stellars use item number 9999. To authorize use of your MILITARY
TRAINING complexes use item number 9998.

Factory Production

Colonies are the only position which may use FACTORIES to produce items
from raw materials. Raw materials are minerals such as FISSIONABLES,
METALS/NON-METALS, PULAC CRYSTALS, and FOSSIL FUELS. Refer to the Item
Chart in the appendix to find the quantities of each ore necessary to
build an item.

To perform production a colony governor must first create TOOLED FACTORIES 
from his stockpile of UNTOOLED FACTORIES. This is accomplished by 
indicating the quantity of factories to tool.  TOOLED FACTORIES are
restricted in that they cannot be transferred out of your colony or
sold. To transfer a TOOLED FACTORY you must first untool it, making
it an UNTOOLED FACTORY.

Next, the governor issues a series of orders that are placed into 
his Production Schedule. The Production Schedule is a queue that holds 
orders to produce up to 10 different items as well as the quantity 
you wish to build. They are processed in the order they are issued 
during weekly colony adjustments.

A Colony can always build common items (as indicated on the item chart 
in the back of this rulebook). However some items require special 
technology to build. Sometimes this special technology is owned by 
an entire affiliation. Other times it must be acquired by each colony 
individually.

Individually acquired special technology can be transferred to another 
colony in one of two different formats. Normal transfer will give 
a copy of the technology to another colony who can then transfer it 
to yet another colony. Restricted transfer will give another colony 
a protected copy of this technology which cannot be transferred.

Each TOOLED FACTORY requires 100 man-hours to operate. Each colonist 
provides 1 man-hour. Finally your total man-hours must be multiplied 
by your morale percentage to determine the man-hours available for 
your factories.

Each TOOLED FACTORY uses 3 POWER at the time of production. POWER 
is created from FISSIONABLES, FOSSIL FUELS, or PULAC CRYSTALS.

STRION is a special ore that increases the output of a factory. 
One MU of STRION can be used for every 4 TOOLED FACTORIES. A factory 
normally produces 25 MU's of goods per week. Using STRION  increases 
this to 30.

Finally, if you attempt to produce an item and lack sufficient factories 
to complete it, your production of that item will be carried over 
until the next adjustment is run. Any remaining MU's of production 
will be carried with it so they will not be lost. If you have a shortage 
of any item needed to complete your production, the production will 
halt until you either acquire the needed item or clear your production 
schedule. Clearing your schedule causes you to lose a week's production.

Mines and Farms

A colony is commonly set-up atop a mineral deposit. In this manner 
it can use its MINES to remove ore from the deposit. Mining 
is done automatically by the colony during adjustments.

FARMS are used to produce FOOD for the lifeforms in your colony during
adjustments.

Colony Morale

Each adjustment period your colony morale is recalculated. See Chapter 
10 for more information.

To improve your morale you must keep your people happy with your leadership. 
To do this you can give them certain items to improve their standard 
of living. Items are given to your people on a per 1000 basis. For 
example, if you order 25 CONSUMER GOODS given out and your colony 
population is 2000 you'll give out 50 CONSUMER GOODS.

People in your colony expect to be fed at the rate of 25 MU's of food 
per thousand. Feeding them below this level can result in starvation 
and a lowered morale. Feeding them more can increase their morale.

You can give your people stellars, Drugs, and other items to try and 
improve their morale. 

Recon Planes

Colonies use RECON PLANES to watch for approaching ground parties or
the presence of landed ships. The following equation shows the quantity
of RECON PLANES needed for each distance away from the colony (in Sectors).

	    2*D*(1+(2*D) = # of recon planes

Where D = Distance in Sectors. For example, 2 Sectors away would require 
your colony to have 20 RECON PLANES. For 5 Sectors away you would 
need 110 RECON PLANES.

RECON PLANES are used automatically each time a colony printout is 
generated.

Submitting Colony Orders

Colony turns are handled very differently from ship and ground party
turns. A colony governor submits his orders on Turn Cards.  The results
of his actions are saved until his next colony printout is generated.
The colony governor decides upon how frequently he wishes to receive
a colony printout. He may choose a printout frequency of every one,
two, three or four weeks. See Appendix H.

When a colony printout is generated the player is charged for the 
quantity of orders issued since his last printout. Costs are detailed 
in Appendix C.

Governor Ranks

Your rank is directly related to the class of your colony:
Class 1-2 = Governor, Class 3-4 = Ruler, Class 5-6 = Minister and
Class 7-8 = Lord.
