Commands:
A race
B group-no how-many-ships
B group-no fleet
C new-name
D type-name drive attacks weapons shield cargo
E type-name
F
G race-name
H group-no [number-of-ships]
I group-no system [number-of-ships]
I fleetname system
J group fleetname
J fleetname fleetname
K planet [status race]
L group-no cargo-type [number-of-ships]
M X-center Y-Center size
N system new-name
O [no] option
P system produce-what
R from-system cargo-type [to-system]
S group-no system [number-of-ships]
S fleetname system
T type-name new-name
T fleetname fleetname   
U group-no [number-of-ships]
W race-name
X group-no [number-of-ships]


Options & defaults
  map           on
  centerx       *
  centery       *
  production    on
  techs         off
  sortgroups    off
  sortplanets   off
  smartmap      off
  unknown       off
  longbattle    on
  battlesum     on
  forecast      off
  techplus      off
  autounload    off
  upgradecost   off
  twospace      off
  unsafemax     off
  showopts      off

Production types:
<shipname> CAP MAT DRIVE WEAPONS SHIELDS CARGO

Route types (in order of precidence)
COL CAP MAT EMP

Keywords:
CAP, MAT, COL, EMP, DRIVE, WEAPONS, SHIELDS, CARGO, MAX

                        Sequence of Actions

  After all race orders have been entered, production set, cargo manually
  loaded and unloaded, ships entered hyperspace etc.  the following 
  sequence of actions takes place:

| Hostile ships fight each other.
| Ships bomb enemy systems.
| Cargo is loaded onto ships at the beginning of routes, and the ships
|   are sent into hyperspace.
| Ships are sent on intercept orders.
| Ships move through hyperspace.
| Hostile ships fight each other again (new battles might be possible
|   after ships emerge from hyperspace).
| Ships bomb enemy systems again.  
| Cargo is unloaded at the end of routes.
| Production takes place.
| Groups are joined together where possible.

| Yes, this means that C/N/T orders occur effective as soon as you
| type them in. When heading to an alien planet, always use the planet
| number, not the name (unless you don't care where your ships end
| up...)

  Note that all orders are processed before any time passes.  Hence
  having sent ships into hyperspace, even if they will arrive at their
  destination at the end of the turn, you cannot unload them, name new
  colony systems etc.  until the start of the next turn (although ships
  on routes will be unloaded at the end of the turn). However, you
  could do a unload/load/send combination [at a suitablily small
  world].

Formulae and other important numbers:
  Each industry unit on a system gives one production point,
  and every 10 (4 if the game is running in version 3 compatibility mode)
  population over the industry does too.

  It costs 5,000 production points to increase one of your tech levels by 
  one point.

  To build spaceships requires an amount of raw materials equal to the 
  total size of the ships built

  A system's population increases by 8% every turn.

  Population increases beyond a system's size are converted into colonists. 
  Every 8 extra population units are converted into 1 unit of colonists.
  [Effectively, you get 1% of the population of a world in colonists each
  turn]

  To produce one unit of capital requires 6 production points and 1
  unit of raw materials.  If the system's industry level is below its
  population it will then be increased by 2 units.

  Ship Design:

  Drive - how powerful is its hyperdrive engine
  Attacks - how many guns does it carry
  Weapons - how powerful is each of its guns
  Shield - how powerful is its shield generator
  Cargo - how much cargo can it carry

  The Attacks number has to be a whole number, but the others can be
  fractional.  However they must be either zero or at least 1.  For
  example, you can have a Shield of 1.5 but not 0.5.  For the effects of
  the various numbers, see Movement, Cargo and Combat.  The mass of a
| ship is equal to Drive + Attacks*Weapons + Shield + Cargo. [In version
| 3 mode:  A ship without weapons has a mass of Drive + Shields + Cargo 
| (e.g. a Freighter from the above list has a mass of 20). A ship with 
| one attack has a mass of Drive + Weapons + Shields + Cargo. For a ship 
| with multiple attacks, each attack beyond the first adds half the 
| Weapons number to the ship's mass (i.e. a Battleship has mass 82.5).]


  Upgrade cost:
    10 * ((1 - ship-drive-tech/current-drive-tech) * ship-drive-mass +
          (1 - ship-weapons-tech/current-weapons-tech) * ship-weapons-mass +
          (1 - ship-shields-tech/current-shields-tech) * ship-shields-mass +
          (1 - ship-cargo-tech/current-cargo-tech) * ship-cargo-mass)

  A ship moves a number of light years per turn equal to 20 times its
  drive power divided by its total mass.  "Total mass" means the mass of
  the ship itself plus the mass of any cargo it's carrying, so transport
  ships move faster when empty than when full.

                        Cargo

| A ship's Cargo number determines the size of its cargo bay.  The amount
| it can carry is equal to this multiplied by its Cargo tech level.
3 In Version 3 mode:

3 The amount of cargo a ship can carry is determined by the following formula:

3       cargo-technology * (cargo-number + (cargo-number^2)/10)

