              *VGA Planets - FAQ - version 14 NOV 94*

     FAQ  begun by  Roger  Burton-West  <ubte30e@ccs.bbk.ac.uk>.
Thanks to everybody who has contributed . . . and thanks especially
to Tim Wisseman, the author of VGA Planets!
     Previously Continued by Gary Grothman <grothmag@vax.cs.hscsyr.edu>.
     Continued and revised by Gordy Pine <gordy@compumedia.com>
                          and Tom Galley <galley@hou.sperry-sun.com>


Players (especially novices) may also want to take a bo-peep at the
"VGA-HINT": periodic strategy posting" which appears about biweekly on
alt.games.vga-planets.  

Note to/about contributors; I have opted to remove sig-lines and references
to those that have [gratefully] submitted to the FAQ. Why, cause 1. Helps to
reduce read-time, shorten (by very little) this FAQ. 2. I have no clue if
these submissions are actually from these indiviguals. 3. Just because.
  Genuine Thanks to all past and present contributors!

UPDATES Since version 9 Nov 94:
Cleaned this FAQ up a little more.
Added section V. (info-list)
Removed some old/incorrect info (mostly Privateer robbing stuff)
Added section II.N. (Virus info)
Added section IV. (Getting Started)

CONTENTS:
I. BLURB ON SUBMISSIONS
II. COMMON QUESTIONS ABOUT VGA-PLANETS
        A. What is VGA Planets?
        B. Who is the author?
        C. What hardware do I need?
        D. Where can I get a copy? (FTP Sites)
        E. Why should I register?
        F. What is the latest version?
        G. What is this group for? (alt.games.vga-planets)
        H. What if someone just begs to be flamed?
        I. How long do games typically last?
        J. What happens if I am out of town and miss a turn?
        K. What about cheating?
        L. So how do I run a game over the Net?
        M. What about similar games and related newsgroups?
        N. Can I get a Virus from Planets?
III. GAME SPECIFIC QUESTIONS
        A. I have tech 6, but xxx doesn't show up on the build hull screen. Why?
        B. What are the rules for Federation planet mining?
        C. Why didn't my planet capture that attacking ship?
        D. Why did the colonists I dropped on a new planet vanish?
        E. How do I transfer fighters/torps between ships?
        F. Why doesn't that ship conform to spec?
        G. What is the order of movement/combat/actions in a turn?
        H. What is the real Order of Battle?
        I. In what order do Privateers Rob ships?
        J. Is there a way to save old messages?
        K. Where can I get sheet.exe?
        L. What is the maximum population allowed on a world?
        M. What happens when 500 ships have been built?
        N. I've captured a <race x> ship, can I now [Rob, Pillage, Cloak]?"
        O. What's the deal with science ships?
        P. How do I simulate battles?
IV.  GETTING STARTED, Tips and Common Errors
        A. The Directory Structure
        B. Sweep.bat
        C. Odds and Ends...
V.   INFO-LIST 

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I. BLURB ON SUBMISSIONS
Input is invited, send mail to gordy@compumedia.com
 or
Gordy Pine/Sysop The Lame BBS 206-860-4922 (Seattle, WA, USA)
 or
Tom Galley <galley@hou.sperry-sun.com>

Make the SUBJECT of your post: TOFAQ
and include in your message if it's NEW info, or an update, inquiry, flame, 
or addition to/about the body of this FAQ... (if it's a correction/addition
to an existing statement, please be as specific as to what it is .. ie; tell
me, "III.C. says 'blah blah' that is wrong..." Don't say, "In the FAQ there
is a wrong item, it saves '7' when it should be '9'." I don't want to have
to search for "7" and hope I replace the correct item [statement] with a "9".

HINTS should be subject'd: TOHINT.
File additions should be subject'd: TOFILE

Please tell me if you think something should be added, removed, or if you have 
any corrections.  I'm not a wizard, I just maintain this FAQ. I rely largely 
on others to keep it relevant, current, & correct.


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II. COMMON QUESTIONS ABOUT VGA-PLANETS
        
        A. What is VGA Planets?
  
  VGA Planets is a graphical multi-player play-by-mail/Email strategy game, 
which simulates conflict in space between galactic empires. The game 
emphasizes mining, colonization and the construction of starships.  The 
players compete against each other on a galactic scale.
  Although there is an economic component to the game, it is mainly a tactical 
and strategic wargame. Although the player with the best economy usually has  
the best potential to win, it's not the purpose of the game - and the scoring 
system reflects this.
  The game system allows players to construct their own starships by selecting 
various components and placing them on a given hull type.
  The game can be played on one computer alone, but it was really designed to 
be a BBS or net game. The game can be played on any BBS that supports file  
transfers, with or without the sysop's help. Many people are playing VGA  
Planets over the Net using Email and UUENCODE.
  Players upload their turn (.TRN) files to the host BBS or Email account.  
The host runs the actual calculations involved, and produces result (.RST) 
files which are sent back to the players. The players run the local program to 
view their situation and set up their orders for the next turn. In short, the
game is PLAYED at 'home' and HOSTED 'remotely'. This is much different from
such online-time consumming games as BRE and Trade Wars.

******************************************************************************
        B. Who is the author?

Tim Wisseman
PO Box 204
North Fork
CA 93643-204
cocomax@gorn.echo.com [Email Address may not be correct anymore ???, Ed.]

******************************************************************************
        C. What hardware do I need?

  The game can be played on any IBM compatible PC with VGA and a hard drive.  
The standard version runs on 286 and faster machines. The Host program doesn't 
need a graphics card, only a hard drive and a 286 or faster machine. 500+k of
memory should suffice, but a "standard" 640k system is best. Disk Cache and/
or RamDrive will help speed up the hosting part noticably. About a meg of HD
space is required to run a minimal game (including host). But systems filled
with 30+ megs of hosting/playing/utilities are not uncommon.
  
  There is also a version available for the PC-XT, but this must be obtained 
directly from the author's, or support board.
  The author is reportedly working on a Unix host program, but this is a low 
priority (ie; don't count on it).

******************************************************************************
        D. Where can I get a copy? (FTP sites)

  The REGISTERED version of VGA Planets is available directly from the author 
(see II-B, Who is the author?). In Europe, the distributor is Henrik Moerk:
 Eurovga@ibm.net
Survival BBS - Fido 2:235/306

Some Local BBSes might offer registered copies and even discounts.
The documentation for the unregistered game includes information on how 
and why to register.

  You can get the SHAREWARE version of VGA Planets, as well as some of the 
useful utilities discussed on a.g.v-p, by anonymous FTP from the following 
sites:
        USA:
ftp site: risc11.cahs.colostate.edu (129.82.159.19)
          pub/planets/planet30
  Get all the files (remember, binary mode!) and run INSTALL.
Problems with this site should be mailed to:
  ??? Who's taken over Brian's post ???
File contributions should be "put" to:
  /pub/incoming
please include a seperate *.txt file describing what you've uploaded.

EUROPE:
site: dobag.in-berlin.de (Germany)
dir: /pub/pc/games/vgaplanets (path may be different..??)
  .../vp-3.0-install for the game package,
  .../ps-files for postscript files,
  .../maptool for map utilities, and
  .../util for the latest files & also most of
      the useful utilities that you may
      hear about on this list.

Finally, there is the Tim Continuum BBS: (209)-877-4921 (California, USA)
Tim Wisseman's BBS, home of VGA-Planets. Typically you'll find more files on
the InterNet, but you'll find newer _by_ T. Wisseman files here first (they
are QUICKLY sent to the ftp sites above, so I suggest saving your pennies.

******************************************************************************
        E. Why should I register?

--Shareware Code of "ethics" may one day be added here-- :-)

(1)     In v3.0, all players can attain the high tech levels, but it's
        rather more work. Non-Reg vs. Reg has NO chance of survival!
(2)     If Tim doesn't  get  any  money,  he  doesn't  have  a  lot of
        incentive to develop the game any further!
(3)     Keep in mind, the game is only $15.00 (U.S) and discounts are
        available through certain sites/bbses/and from Tim (group discounts)
******************************************************************************
        F. What is the latest version?

  The current version of VGA Planets is v3.0. Version 3.0 was a "large" step
away from the struggles that v2.x brought.. with many host definable 
parameters and new options added.
  Newer host versions have been released, the latest being v3.15b. The more 
recent releases allow the host (only) to modify many game parameters, 
including race special abilities, minefield size maxima & decay rates, 
cloaking efficiency, and many others. These new releases are only necessary 
for the person hosting the game; players need only version 3.0. However, 
players should examine the documentation of the release being used by their 
host, as many of the changes have a huge influence on game play.

******************************************************************************
        G. What is this group for? (alt.games.vga-planets)

  Mainly the group focuses upon:
(1) A contact point for prospective players and hosts.
(2) Discussion forum for the game, tricks and tips, and suggestions for 
    future versions.
(3) Introduction of various upgrades, utilites, and player ideals.

******************************************************************************
        H. What if someone begs to be flamed?

GROUP BAITING:

Every once in a blue moon, some extremely "clever" individual will decide to 
have a little fun by baiting the readers of a newsgroup. The general theme and
content of these posts are fairly predictable; typically, they assert the 
newsgroup readers: are nerds, geeks, and/or weenies, etc.,  have obviously 
never kissed a girl, and also, presumably, covet the "irrefutedly" successful 
romantic lifestyle of the group's detractor. Posts, such as these, will show 
up at various game oriented newsgroups, the Trek groups, and possibly others 
as well. One likely motivation of these posters is precisely to generate a 
slew of responses, although they may not even read the newsgroup again. Also, 
sometimes inflammatory prank posts are written when an account is left 
unattended. Readers should quench their understandable urge to refute 
unfounded accusations; responses are wasted bandwidth, especially since they 
probably only encourage these diatribes.

******************************************************************************
        I. How long do games typically last?
  Generally at least 50  turns. Up and over 200 turns is rumored. Games
lasting +1 year are not unheard of.

******************************************************************************
        J. What happens if I am out of town and miss a turn?

  The game will continue normally. Your ships and bases will continue 
performing their last order. Ships will continue on the same course and speed,  
and planets will continue to mine minerals, produce supplies, and tax.
  A missed turn cannot be made up! And make sure, when you submit the next 
turn, that it's based on the most recent available .RST file - if you make a  
.TRN based on an old .RST, it will be STALE and ignored by the host.

******************************************************************************
        K. What about cheating?

  While v2.2 "allowed" for pretty easy hacking and cheat, v3.0 has added an        
internal cheat catching routine, called the "Tim Continum". Tim Wisseman has
added in some internal checking routines, but the "T.C." is NOT fail-safe.
  Hosts should be warned, and rely not on just the T.C. to check for cheating,
but use Thomas Voigt's CHECK.EXE (available on the ftp sites). Players should
look for host's that use CHECK to supplement their games.
  It is still _very_ easy to cheat with v3.0, but CHECK makes it nearly
impossible for a cheating player to squeak in a 'bad' turn.
  If you suspect a fellow player of cheating, probably the best course of 
action is to send a message to the host, setting out what you suspect has gone 
wrong.
  A specific area of concern regards player passwords. The passwords are 
trivially easy to discover from an .RST file, and with this knowledge one 
could download someone's turn from a BBS, give inappropriate orders, and 
upload them. Although this is not such a problem over the Net, the danger 
still exists.
  A preferred solution is to ignore game passwords completely, and to use an 
encryption package such as PGP (Pretty Good Privacy), which is available for  
downloading from (among others) wuarchive.wustl.edu [128.252.135.4] and 
garbo.uwasa.fi [128.214.87.1]. And/or using Zip(archiver) passwords.

******************************************************************************
        L. So how do I run a game over the Net?

  Post an announcement to alt.games.vga-planets, with a subject such as 
"players wanted". In the post, try to cover the following points. (Typical 
answers are shown in square brackets.)

*  Which host version of  the  game  will  be  used? Shareware or Registered]
*  When will the game be starting (i.e. first .RST files get sent out)?
*  How often will turns be run?  [Once  per  day; 3/week, 1/week, ...]
*  When are the turn deadlines, and  when will turns be sent out? Given the 
   international nature of this newsgroup, try to give a GMT time as well as 
   your local zone.
*  Will you be playing in the  game? Some players don't like the host to play.
*  What setup (Hconfig) parameters are used?
*  What skill level will the game be?  (In practice, what sort of player are 
   you looking for?  Novice, intermediate, expert?)
*  Are alliance negotiations by Email allowed?  [Usually, yes]
*  Are player passwords in use?  [Normally not, over Email]
*  How should players choose races? ["First three choices" seems to work well]
*  Are non-standard race names usable?  [Up to you as host]
*  What is the ending condition for the game? [First to reach a specified 
   number of points; highest score on specified date; last player left alive, 
   specific objectives...]
*  What subject line should Emailed  turns carry?  (Useful if you can extract 
   files automatically.)
*  Where should the turns go, and where should queries go?  [The account from 
   which the message is posted]
*  Any other information. Remind players that they will need a uuencode and  
   uudecode package. (You  could  use  something unusual, like PGP radix-64 
   or  xxencode, but it's probably not worth it for most purposes.)

  Leave at least a few days for responses to come in, and make sure you have 
connectivity to each player's site before starting the game! After that, it's  
just a matter of capturing the turns, uudecoding, running the Host, uuencoding  
the results and mailing them out.

******************************************************************************
        M. What about similar games and related newsgroups?

  The newsgroup rec.games.pbm has postings about play-by-email games, many of 
which have a space theme but don't have fancy graphical front-ends. You can 
obtain the FAQ for that newsgroup via anonymous ftp from ftp.erg.sri.com.
  The newsgroup comp.sys.ibm.pc.games.strategic occasionally carries material 
on VGA Planets.

******************************************************************************
        N. Can I Get a Virus From VGA Planets?

  First the answer is yes, but the likelihood is NO. In short, a virus is
typically attached to an executable file (.EXE, .COM, .BIN, .DLL, ...) So,
while Planets does contain executables (which you should scan for viruses
after recieving them and BEFORE running them), the files used in game play;
PLAYERx.RST and PLAYERx.TRN are data files. Not executables. HOST.exe and
PLANETS.exe just reads the info contained in the rst/trn files.
  A "typical" virus would be attached in the code of an executable file. When
you call (run) the file (ie; planets) the virus, having re-written the 
PLANETS.exe code (AN EXAMPLE), would "leap out" and do whatever it's 
programmed to do.
  RST and TRN files are not called, so it would be [almost] impossible for
a virus to successful "leap-out" of said files. Theoritically a virus _could_
be written into a data file. But because a data file is _read_ and not _run_
the virus would just sit there twiddling it's thumbs.
  The likelihood of a virus successfully attaching itself to a RST/TRN and
then successfully "leaping-out" and doing it's work is damn near zero. BUT,
you would be wise to always run a scan (tsr is preferred) when using your
computer at _any time_ with _any program_, planets or other.
  Virus programmers are getting better and better at hiding their work,
finding crafty was of attaching their viruses, and making the severity of the
damages done to your system much worse than a silly message or a format.
(I've heard that DOOM II's unofficial pre-release contains a WHOPPER of a
Trogan - not that I had any worries <grin> - and the rumor is that you can
detect it (maybe), but not kill it.
  So, in general:
  1. Download
  2. Scan the ARCHIVE (self-extracting archives especially :-)
  3. Unarchive
  4. Scan the files
  5. Have a TSR running that scans executables
  6. Run the program.
  7. Cross your fingers

p.s. I [Gordy] rarely ever scan my rst/trns. Pretty doubtful anything's in
them. But I do run a TSR scanner when I'm going to use PLANETS.exe/HOST.exe...
Do NOT assume your system is safe and neglect scanning!


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III. GAME SPECIFIC QUESTIONS

        A. I have Tech 6 but don't see a Large Freighter on the "hulls
           available" list.  Why?!

You don't have the resources to build it; when you do, it will show up on the 
list.

******************************************************************************
        B. What are the rules for Federation mining of planets?
  
  Feds mine 70% (normal with reptilian natives) and always get 25 KT of each 
remaining mineral with >= 100 mines, no matter how scattered the minerals are.  
This last is undocumented; it makes it useless for the Fed to build mines on 
homeworld, unless you can get to about 250-300. It does make them the best 
miners for badly scattered planets, however.

The hconfig default lists the federation mining rate at 70% not 50% although
I do believe they still get the 25kt bonus.

******************************************************************************
        C. Why didn't my planet capture that attacking ship? ...it had no crew
           but was still fighting my planet!?!?!

Tim is aware of this - his reply to a similar message:
   I know about this bug and there is nothing that can be done about
   it short of replacing the VCR program that everyone is using and
   doing so would be a nightmare. So we will just make it a rule
   instead of a bug.
   Ships with no crew will continue to fire at planets.  The targeting
   computer is locked onto the planet. The planet is such an easy
   target that the targeting computer can continue to fire even after
   the crew is all dead.

[Note: supposidly there was a case where a planet captured a ship...the crew
were killed, but the battle timed-out before either the ship or the planet 
could be destroyed.  At this point the VCR declared the ship captured.

******************************************************************************
        D. Why did the colonists I dropped on a new planet vanish?

Amorphous planet, perhaps? Amorph's eat "5" clans/turn (amount may vary..?)
Another possibility: the "planet" was still in civil-war from a previous owner
  or
You had no fuel on the ship. The clans died in space as the transporters won't
function without fuel in the ship.

******************************************************************************
        E. How do I transfer fighters/torps between ships?
 
You CAN transfer fighters from one carrier to another with the hidden "7" key.
(when doing ship-to-ship transfers. NEVER transfer TORPs to a carrier, you
WILL be sorry--boomBoomBOOM!. NEVER transfer fighters from a carrier to ITSELF 
(common mistake when entering the ship ID# your transfering to).

There are a number of ways to transfer torpedos.
1. One ship lays mines, second ship sweeps (scoops) them up (msc Fcode).
2. Both ships are at a starbase, use the SB's transfer menu ("F"ix)
3. Use VPutil.exe to transfer torps (very good util, btw).

******************************************************************************
        F. Why doesn't that ship conform to spec?

Example: In the manual, the D7a Painmaker Class Cruiser is listed as
cloaking-capable. It's the D7 Coldpain Cruiser that cloaks not the Painmaker.

The manual has several errors of this sort, as Tim is too busy 
changing the actual game to spend much time changing the manuals...

  In the meantime, rely on the ship stats reported by the game (in the build 
screens), not the documentation. Also, certain utility programs like ships.exe, 
vputil.exe, and others will report the actual capabilities...
 
******************************************************************************
        G. What is the order of movement/combat/actions in a turn?
        
Please read section V. (Info-List). This gives a "complete" breakdown of the
order in which operations work.

******************************************************************************
        H. What is the real Order of Battle?
              
  The Order of Battle (OOB) is still (at host v3.14/v3.15x...) something one              
shouldn't place their full faith in..
  OOB is the use of Fcodes to 'tell' your ships to fight in "such and such" an
order. To use, just set the ship's Fcode to a numerical value. Ships on KILL
will fight first, in OOB, then ships with Primary Enemy set.
001 (or __1) will attack first. ["_" being a space]
999 will attack last.
  Rumor is xx1 is the same as 001  (if "x" = Aa-Zz)
           x1x is ten's
           1xx is hundreds.. ie; (g12 is like 012, 1F3 is like 103..rumor...)
              
******************************************************************************
        I. In what order do Privateers Rob ships?

  When a Privateer ship is set to "rob ship" and there is more than one enemy 
ship present, it robs the ship with the lowest ID number first. The Privateer 
ship will remove all fuel first. If the Privateer still has space in its tanks, 
it will suck more fuel from the next highest ID, and so on.
  Cargo is robbed independently of fuel, since cargo space is independent of 
the fuel tank. Again, the Privateer ship will rob from the lowest ID ship 
first. It will steal Moly first, then Tritanium, then duranium, and I can't 
recall if colonists or supplies are next. Once the first ship is completely 
drained of cargo, if the Privateer has space left, it will move on to the next 
highest ID and begin again (Moly, Trit, etc.)
  Privateers cannot steal fighters (even if robbing with a carrier) nor 
torpedoes.
  Robbing occurs at the start of a turn, in the "special missions" section.  
Therefor, it occurs before movement, and before transfers between ships & ship 
to planet. Ship-Planet transfers occur AFTER robbing (hintHintHINT), as do
ship-ship transfers (but Planets can't be robbed..so think about this!).

******************************************************************************
        J. Is there a way to save old messages?

  Yes, the newer versions of the SHEET.EXE utility let you save messages to a 
file or printer.

******************************************************************************
        K. Where can I get sheet.exe?

  Sheet.exe is not available by ftp, since this is a bonus program for people 
who register. Either get it from the Tim Continuum BBS or just register to get 
it. I think Tim will get you the latest release on your disk.
  Note; Sheet may be available as Shareware/Freeware now ("MIGHT"). PLANTABL 
is a great 'sheet' utility. And various other utilities allow you to send your 
messages to file/printer. As will other fine utilities.

******************************************************************************
        L. What is the maximum population allowed on a world?

Please refer to section V. (Info-list)

******************************************************************************
        M. What happens when 500 ships have been built?

  VGA Planets has a built-in limit of 500 ships allowed at one time. Once 500 
ships exist, further ship build orders at starbases are not performed until 
new "slots" have been freed up (by colonize missions, recycling, or battle).
  When slots are available, VGA Planets scans through the starbases by ID#
(starting at a "random" number in later host.exes) for build missions, and
performs them until the 500 ship limit is reached.  ID# of a base is, of 
course, identical to the id# of the planet where the base is located.
  This limit is not reached in all games, but where it does, it can 
significantly alter strategy & the balance of power (see the HINTS document 
for comments).

******************************************************************************
        N. I've captured a <race x> ship, can I now [Rob,Pillage,Cloak...]?

  Capturing ships, with or without the owners' consent, is common in VGA
Planets.  However, not all "special features" will operate for the new owner.  
The basic rule of thumb is: if the feature is a property of the crew/race, it 
is not transferrable. If the property is a feature of the ship, it is 
transferrable.  See the lists below:
      Transferrable:
        Cloaking
        Gravitonic Accelerators (& associated 1/2 fuel consumption)

      Not Transferrable:
        Super Refit (Federation)
        Hissss (Lizards)
        Take 150% Damage before spewing pixels across the screen (Lizards)
        Super Spy (Birdmen)
        Pillage (Fascist)
        Rob (Privateer)
        3x "kill" damage with beams (Privateer)
        Repair Damage mission (Cyborg)
        Web Mines (Theolian [Crystals])
        Dark Sense (Evil Empire)
        Build Fighters (as mission or Rebel innate ability) (9, a, b)
        Sweep mines with fighters (Colony)

******************************************************************************
        O. What's the deal with "Science ships"? 

  With the newer host versions, 3 "science ships" have been added, that allow 
players to "terraform" their planets to create a more suitable environment for 
the colonists.  Planets have a "climate value" up to 100.  All races prefer 
climate "50", which is in the "warm-temperate" range. The exception is the 
Crystals (& Siliconoids), which prefer climate 100 (hothothot), if host 
configuration is set with this option.

The 3 science ship types:
Bohemian Class: Warms planet until climate "50" is reached.
Eros Class: Cools planet until climate "50" is reached.
Onyx Class: Warms planet until climate "100" is reached.

  In all cases, the ships function regardless of mission setting or friendly 
code, merely by orbiting the planet to be modified. Science ships adjust 
climate by 1 point/turn. Multiple terraforming ships in orbit at the same
planet will have a cumalitive effect (ie; 2 ships = temp +/- 2degrees/turn).
  In the newer host versions, the exploration mission will report the climate 
value, so you can keep track of how your terraforming is progressing...

  Remember: each verbal climate description represents a range of climate 
values, so just because a planet stubbornly remains temperate-cool doesn't 
mean your Bohemian Class is defective... make note of the numerical climate 
value from turn to turn before posting to the net 8-) .

  Also remember: if you're Crystals in a game where the host has set "Crystals 
like it hot" ON, make sure your host provides you with a suitable (read: 
climate 100) homeworld! Actually, a temp-warm (50) homeworld will, according
to Tim Wisseman, support up to 5 million Crystallines (if "Like Desert" is Y).

******************************************************************************
        P. Subject : How do I simulate battles?

  The easy way uses the battle simulator, such as SIM.exe (a Wisseman program)
or BSIM (probably the best one out), or AFSIM another worthy sim.

  The best, but most troublesome way is to set up a test game. Make a new game 
directory, select homeworlds that are next to each other and run vpus before 
you host for the first time (vpus should be available at ftp sites). Build 
ships and colonize planets if you want a ship-to-planet battle. Colonize or 
recycle all ships that are not involved in battles and set up the battle. Run 
maketurn and zip the host data directory (you can also use any other compress 
utility that works like pkzip).

  Now you use a batch file to simulate the battle as often as you want. The 
key to the battle results is the output from unpack. If you have just one 
matchup you can determine from the unpack output who has won.

So you could use the following batch file :
----------------------------------------------
cd %1
pkunzip -o %2
cd ..
host %1
unpack %1 >> test.out
-----------------------------------------------
(the -o option forces pkunzip to overwrite existing files)

Copy this 20 times and you will have a batch file that simulates 20 battles 
and stores the results in test.out.  Don't forget to remove test.out before 
you start simulating :-)
Assumed your batch file is called simulate.bat, the host data is in .\testgame
and the zip file is test.zip you have to type 'simulate testgame test'

Now you have the output of xx battles in test.out. Of course you can count the 
ships manually :-) but the better way is to write a little program that scans 
the output file and adds all ships (enabling you to simulate as much battles 
as you want).

And here's a method that works with host versions 3.1x:

  Set up a test game and select 2 (or more) homeworlds very close to each 
other. Then, run HCONFIG and set ALL taxes and mining rates to 500%(maximum).  
Run host, unpack your RSTs and run PLANETS.  Build the number of defenses 
needed for your simulation and as many factories and mines as you can. Set 
your taxes to a level at which your colonists will be angry but not HATE YOU 
(You wouldn't want riots!). Run MAKETURN and run host a few times over. This 
will give you enough cash and minerals to build any ship for any race. Build 
all ships you need for the simulation and use the procedure described in the
previous hint to actually run the simulation.  This method is faster than 
waiting for the minerals to be mined and the taxes to be paid at the normal 
rate. It requires no program other than a new(any new) version of HOST.EXE .


##############################################################################
##############################################################################

IV. GETTING STARTED, Tips and Common Errors

It is assumed that you have successfully installed the game in a dir. We'll
call that directory "C:\VGAP" for example's sake.

******************************************************************************        
        A. The Directory Structure        
  C:\VGAP
The VGAP dir is what is commonly referred to as the MAIN planets' dir. In this
dir are the MAIN executible files (MASTER, HOST, UNPACK, PLANETS, MAKETURN,
and more, including many add-on (aftermarket) utilities; VPHOST, PTSCORE, WORM
ect...). And an assortment of non_game_specific data files (ship/weapons...)
  C:\VGAP\GAMEx
Off the MAIN dir are sub-dirs that contain the game specific data files. These
directories are commonly refered to as Host_data dirs or Player_data dirs.
In here are the files that store all the information about a (singluar) game.
One could have endless amounts of Host/planet_dirs under their main:
        C:\VGAP\GAME1
            |--\GAME2
            |--\INTRNET1
            |--\JOE
            |--\TEAM12
            |--\ect....

Each VGA-P3 file can be called with a path statement (the sub-dir). That file 
will work on the assigned sub-dir without creating data in the main dir, thus
avoiding multiple game data conflicts:
  Playing with C:\VGAP\GAME1's dir, from the \VGAP dir call:
        MASTER game1
        HOST game1
        UNPACK game1
        PLANETS game1
        MAKETURN game1
        ect...
Many of the aftermarket utilities also support this convention:
        PTSCORE game1
        WORM game1
        VPUNPACK game1
        INF game1
        ect... (basic example, check the util's docs before running them)

This sub-dir system greatly decreases the overall disk space required to play
(and host) VGA-Planets. One can even archive (ZIP, ARJ,...) the sub-dir during
non-use to save additional space if required.

******************************************************************************
        B. Sweep.Bat

Don't be foolish and neglect using SWEEP.BAT. You can find this file in the
MAIN (ie; C:\VGAP) directory after you've installed the game. Copy this into
any sub-directory where you PLAY planets.
  Sweep.bat removes old data and is best called (run) just before you unpack
a new *.RST file. Failure to use it is common, until you receive errors and
contact your host, who will tell you that you are stupid for not running
sweep.bat. and that is why you are having data hallucenations and ghosting
ships and ... blah blah blah.
  Change to the sub-dir and just type SWEEP. Then play your game as usual.
If you know how, you can edit the batch file to quicken it, but be careful
not to delete any UTILITY related files (such as the files the INFORMER writes
in the sub-dir...). The "FOR %ff IN (set) DO..." statement is a good one. ;-)
A simple "@echo off" edited into the batch at the first line will help your
eyeballs.. ;-)

******************************************************************************
        C. Odds and Ends...

  Keep in mind, when you create a host/player sub-dir initially NOTHING will
be in it. Once you MASTER (create a universe) and/or UNPACK (a new RST file)
then file's will be created/placed in the sub-dir.
  
  To avoid mistakes, create the sub-dir before mastering/unpacking.
  
  When using custom universes and/or alternate ship lists [see FILE-FAQ] you
do _not_ have to make an entirely new MAIN dir. Just back up the necessary
files then overwrite them with the custom files (ask your hosts for help if
you need it).
  
  The directory structure and running procedure of planets is _very_ simple.
If you know the basic DOS commands, such as MD, RD, COPY, DEL, etc.. you will
have an easy time setting up and playing planets.
  
  And always ask for help, don't shy away. While many of us, myself included,
make fun of "dos idiots", most of us are more than happy to lend a helping
hand to, write a batch file for, or write a semi-detail letter for beginning
players and "dos idiots". ;-)

##############################################################################
##############################################################################

V. INFO-LIST

==============================================================================
Infolist  Ver 2.4 (10/30/94)
---------------------------

This is a eight page listing of the correct shiplist, weapons specs/costs, and
lots of frequently asked for formulas.  I'm still missing info on some stuff, 
and would appreciate it if people would mail me answering the following 
questions:

1) The formula for overpopulation eating supplies if there is one
2) The formula for the CDR % - it does NOT stop at the max number if the CDR
is not 100% - e.g. arctic planet at 6C supported about 150 colonists
   instead of 15.
3) Additions to the mission ordering list - I know it's not complete

Please mail any corrections and/or suggestions to:
edentan@cory.eecs.berkeley.edu

FOR BEST RESULTS: If you have access to a laserjet printer and a unix account
do:  enscript -2rG -P"printerlocation with no quotes or space after P" 
infolist This will produce a compact 4 page listing.  

PLEASE NOTE:  This list is based on host 3.14 - there are differences between
this and earlier versions with regard to the formulas, and possibly 
differences with future versions of host.

v2.0 (6/13/94) - corrected all mistakes in any previous listings that were 
                 found and added misc info not found in previous listings
v2.1 (8/24/94) - added making torps in space info and tax rate info
                 added base defense to planetary defense info
                 added native gov tax factors
                 added tax formulas
                 added race advantages
                 added friendly codes - NOT secret ones
v2.2  (9/1/94) - added all friendly codes, including secret ones
                 added mine laying/sweeping formulas
v2.3 (10/4/94) - added fed mission to mission ordering
                 changed planetary/base defense format - thanks go to Micha
                 added ground attack/defense clarification
                 added mine field radius info
v2.4 (10/30/94) - correction to science missions in mission order list

------------------------- cut here and remove this line ------------------
Common Ships (5)
      available to all       Tc Bm  T/F   $  Dur Tri Mol En Mass Carg Fuel Crew
---------------------------- -- -- ----- --- --- --- --- -- ---- ---- ---- ----
Medium Deep Space Freighter   3  0  0/0   65   4   4   6  1   60  200  250    6
Large Deep Space Freighter    6  0  0/0  160  85   7   8  2  130 1200  600  102
Neutronic Refinery Ship       9  6  0/0  970 125 150 527 10  712 1050  800  190
Super Transport Freighter    10  0  0/0  220 125  13  18  4  160 2600 1200  202
Merlin Class Alchemy Ship    10  8  0/0  840 625 250 134 10  920 2700  450  120

Solar Federation Ships (15)  Tc Bm  T/F   $  Dur Tri Mol En Mass Carg Fuel Crew
---------------------------- -- -- ----- --- --- --- --- -- ---- ---- ---- ----
Outrider Class Scout          1  1  0/0   50  20  40   5  1   75   40  260  180
Nocturne Class Destroyer      2  4  2/0   70  25  50   7  1   90   50  180  190
Bohemian Class Survey Ship #  3  2  0/0   40  10  20   3  2   32   30  180   70
Eros Class Research Vessel &  4  2  0/0   30   4   3  13  2   35   30  110   78
Vendetta Class Frigate        5  4  4/0  170  12  23  57  2  100   30  140   79
Nebula Class Cruiser          6  4  4/0  390  42  61  73  2  170  350  470  430
Banshee Class Destroyer       6  4  2/0  110  22  47  53  2  120   80  140  336
Brynhild Class Escort         7  4  0/0  100   5  45  35  1   90   30  140  162
Arkham Class Frigate          8  6  3/0   70  12  43  67  2  150   90  120  328
Missouri Class Battleship     8  8  6/0  510 140 143 150  2  395  170  260  810
Loki Class Destroyer          8  2  4/0  170  10  20  43  2  101   80  140  265
Thor Class Frigate            9  1  8/0  130  35  55  89  2  173   95  160  370
Diplomacy Class Cruiser       9  6  6/0  410  35  53  79  2  180   95  350  328
Kittyhawk Class Carrier       9  4  0/6  195  25  45  49  2  173   65  280  370
Nova Class Super-Dreadnought 10 10 10/0  810 240 343 350  4  650  320  560 1810

Lizard Ships (11)            Tc Bm  T/F   $  Dur Tri Mol En Mass Carg Fuel Crew
---------------------------- -- -- ----- --- --- --- --- -- ---- ---- ---- ----
Small Deep Space Freighter    1  0  0/0   10   2   2   3  1   30   70  200    2
Serpent Class Escort          1  2  0/0   40  15  33   5  1   55   20  160   35
Neutronic Fuel Carrier        3  0  0/0   20  10   2  20  2   10    2  900    2
Reptile Class Destroyer    C  3  4  0/0   50  22  33  15  2   60   50  120   45
Lizard Class Cruiser       C  4  4  3/0  190  42  81  30  2  160  290  330  430
Eros Class Research Vessel &  4  2  0/0   30   4   3  13  2   35   30  110   78
Vendetta Class Frigate        5  4  4/0  170  12  23  57  2  100   30  140   79
Saurian Cls Light Cruiser  C  7  4  2/0   85  32  67  23  2  120  150  260  336
Loki Class Destroyer          8  2  4/0  170  10  20  43  2  101   80  140  265
Madonnzila Class Carrier      9  4  0/5  420 110 123  90  2  331  150  290  910
T-Rex Class Battleship       10 10  5/0  350 140 153 100  2  421  190  490  810

Birdmen Ships (13)           Tc Bm  T/F   $  Dur Tri Mol En Mass Carg Fuel Crew
---------------------------- -- -- ----- --- --- --- --- -- ---- ---- ---- ----
Small Deep Space Freighter    1  0  0/0   10   2   2   3  1   30   70  200    2
Swift Heart Class Scout    C  1  2  0/0   60   6  20   5  1   45   20  170  126
Neutronic Fuel Carrier        3  0  0/0   20  10   2  20  2   10    2  900    2
White Falcon Class Cruiser C  3  4  1/0  110  32  61  33  2  120  140  430  150
Bright Heart Cls Destroyer C  3  2  4/0  140  22  43  15  2   80   40   90  122
Small Transport               4  2  0/0   25   2   2  20  1   30   50  180   15
Fearless Wing Cruiser      C  5  6  1/0  180  52  81  63  2  150  240  360  300
Skyfire Class Cruiser         5  4  2/0  250  52  61  83  2  150  250  370  270
Valiant Wind Class Carrier    6  7  0/3  380  52  61 123  2  180   80  190  322
Deth Specula Class Frigate C  6  6  4/0  280  25  45  89  2  113   35  140  240
Resolute Cls Battlecruiser C  7  8  3/0  380  52  71  93  2  180  280  480  348
Red Wind Class Carrier     C  8  2  0/2  150  22  37  15  2   70   60   85   40
Dark Wing Class Battleship C 10 10  8/0  450 170 183 110  2  491  150  290  910

C-cloaking    G-gravitonic    H-hyperdrive
#-heat planet to 50C    &-cool planet to 50C    *-heat planet to 100C

Fascist Ships (13)           Tc Bm  T/F   $  Dur Tri Mol En Mass Carg Fuel Crew
---------------------------- -- -- ----- --- --- --- --- -- ---- ---- ---- ----
Small Deep Space Freighter    1  0  0/0   10   2   2   3  1   30   70  200    2
D7a Painmaker Class Cruiser   2  4  0/0   90  42  81  43  2  170  120  230  352
Little Pest Class Escort      2  6  0/0   60  12  27  45  2   75   20  180  175
Neutronic Fuel Carrier        3  0  0/0   20  10   2  20  2   10    2  900    2
D7 Coldpain Class Cruiser  C  4  4  2/0  120  42  71  63  2  175  100  430  373
Small Transport               4  2  0/0   25   2   2  20  1   30   50  180   15
Ill Wind Cls Battlecruiser    5 10  2/0  320  82  91  93  2  275  260  480  525
D3 Thorn Class Destroyer   C  5  2  4/0  110  32  43  25  2   90   40  120  222
Valiant Wind Class Carrier    6  7  0/3  380  52  61 123  2  180   80  190  322
Deth Specula Class Frigate C  6  6  4/0  280  25  45  89  2  113   35  140  240
D19b Nefarious Cls Destroyer  6  7  0/0  180  32  53  65  2   96   40  160  265
Saber Class Frigate           8 10  0/0  280  25  35  95  2  153   25  150  420
Victorious Class Battleship  10 10  6/0  410 170 193  90  2  451  130  290  810

Privateer Ships (15)         Tc Bm  T/F   $  Dur Tri Mol En Mass Carg Fuel Crew
---------------------------- -- -- ----- --- --- --- --- -- ---- ---- ---- ----
Small Deep Space Freighter    1  0  0/0   10   2   2   3  1   30   70  200    2
Outrider Class Scout          1  1  0/0   50  20  40   5  1   75   40  260  180
BR4 Class Gunship         CG  1  5  0/0   60  12  17  35  2   55   20   80   55
D7a Painmaker Class Cruiser   2  4  0/0   90  42  81  43  2  170  120  230  352
Little Pest Class Escort      2  6  0/0   60  12  27  45  2   75   20  180  175
Neutronic Fuel Carrier        3  0  0/0   20  10   2  20  2   10    2  900    2
Dwarfstar Class Transport  C  3  6  0/0  280  62  43  15  2  100  220  180  122
BR5 Kaye Cls Torpedo Boat CG  3  4  1/0   70  22  17  15  2   57   20   80   40
Small Transport               4  2  0/0   25   2   2  20  1   30   50  180   15
Lady Royale Class Cruiser     5  4  1/0  250  52  61  83  2  130  160  670  270
Meteor Cls Blockade Runnr CG  5  4  4/0  250  22  17  55  2   90  120  285  102
Skyfire Class Cruiser         5  4  2/0  250  52  61  83  2  150  250  370  270
D3 Thorn Class Destroyer   C  5  2  4/0  110  32  43  25  2   90   40  120  222
Red Wind Class Carrier     C  8  2  0/2  150  22  37  15  2   70   60   85   40
Bloodfang Class Carrier      10  7  0/4  480  42  61 133  2  220   80  190  222

Cyborg Ships (10)            Tc Bm  T/F   $  Dur Tri Mol En Mass Carg Fuel Crew
---------------------------- -- -- ----- --- --- --- --- -- ---- ---- ---- ----
B200 Class Probe           H  1  2  0/0   30  12  17   7  1   30   15   80    6
Small Deep Space Freighter    1  0  0/0   10   2   2   3  1   30   70  200    2
Watcher Class Scout           1  2  0/0   50   6  25   5  1   47   50  270   86
Iron Slave Class Baseship     2  1  0/2   80  22  23  10  1   60   70  320  258
B41 Explorer                  2  4  0/0   40   6  20  15  1   35   70  270    8
B222 Destroyer                5  7  0/0  130  32  43  65  2   86   40  160  165
Quietus Class Cruiser         5  4  1/0  120  52  61  73  2  130  250  470  170
Firecloud Class Cruiser       6  6  2/0  290  32  47  84  2  120  290  440  236
Biocide Class Carrier         9 10  0/10 910 340 343 550  6  860  320 1260 2810
Annihilation Cls Battleship  10 10 10/0  910 340 343 550  6  960  320 1260 2910

Crystalline Ships (11)       Tc Bm  T/F   $  Dur Tri Mol En Mass Carg Fuel Crew
---------------------------- -- -- ----- --- --- --- --- -- ---- ---- ---- ----
Small Deep Space Freighter    1  0  0/0   10   2   2   3  1   30   70  200    2
Opal Class Torpedo Boat       2  1  1/0   60  12  29  20  1   67   19   55   25
Neutronic Fuel Carrier        3  0  0/0   20  10   2  20  2   10    2  900    2
Ruby Class Light Cruiser      3  4  2/0   95  32  47  43  2  120  370  390  136
Topez Class Gunboat           3  4  0/0   60  12  27  25  1   65   15   60   20
Small Transport               4  2  0/0   25   2   2  20  1   30   50  180   15
Sky Garnet Class Destroyer    5  7  1/0  110  32  43  25  2   90   30  120   80
Emerald Class Battlecruiser   6  8  3/0  390  52  71  93  2  180  510  480  258
Onyx Class Frigate         *  8  8  1/0  280  25  35  95  2  153   10  150  320
Diamond Flame Cls Battleship  9 10  6/0  410  70  93 390  2  451   90  400  510
Crystal Thunder Cls Carrier  10  6  0/8  480  42  61 233  4  320   80  290  422

Evil Empire Ships (12)       Tc Bm  T/F   $  Dur Tri Mol En Mass Carg Fuel Crew
---------------------------- -- -- ----- --- --- --- --- -- ---- ---- ---- ----
Small Deep Space Freighter    1  0  0/0   10   2   2   3  1   30   70  200    2
RU25 Gunboat                  1  4  0/0   60  12  27  25  1   65    1   90   10
Mig Class Scout               1  2  0/0   50   6  25   5  1   37   20  270   10
PL21 Probe                 H  1  1  0/0   30   1   1  25  1   24   20  180    1
H-Ross Class Light Carrier    2  2  0/2  120  42  91  53  2  170  120  230  352
Neutronic Fuel Carrier        3  0  0/0   20  10   2  20  2   10    2  900    2
Moscow Class Star Escort      3  4  0/2  285  25  55  89  2  173   65  140  370
Super Star Frigate            4  5  3/0  140  32  51  62  2  150   80  180  102
Super Star Carrier            5  6  0/4  320  42  91 143  2  250  180  240  352
Super Star Destroyer          6  8  0/3  390  42  71  92  2  250   80  180  458
Super Star Cruiser            9  8  0/4  490  42  71 122  2  270  110  450  578
Gorbie Class Battlecarrier   10 10  0/10 790 142 471 442  6  980  250 1760 2287

Robot Ships (9)              Tc Bm  T/F   $  Dur Tri Mol En Mass Carg Fuel Crew
---------------------------- -- -- ----- --- --- --- --- -- ---- ---- ---- ----
Small Deep Space Freighter    1  0  0/0   10   2   2   3  1   30   70  200    2
Cat's Paw Class Destroyer     2  4  2/0  120  32  61   5  2  120  300  300  258
Iron Slave Class Baseship     2  1  0/2   80  22  23  10  1   60   70  320  258
Q Tanker                      3  0  0/1   50  10   2  20  2   80  120  600    2
Pawn Class Baseship           3  2  0/2  130 342  23  10  2  260   40  720  358
Cybernaut Class Baseship      4  3  0/5  150 292 163   5  4  340   50  980  558
Instrumentality Cls Baseship  6  4  0/7  390 242  71  12  4  350   80  980  958
Automa Class Baseship         9  4  0/8  690 242 131  45  6  560  200 1480 1258
Golem Class Baseship         10  6  0/10 990 442 171  32  8  850  300 2000 1958

Rebel Ships (15)             Tc Bm  T/F   $  Dur Tri Mol En Mass Carg Fuel Crew
---------------------------- -- -- ----- --- --- --- --- -- ---- ---- ---- ----
Small Deep Space Freighter    1  0  0/0   10   2   2   3  1   30   70  200    2
Taurus Class Scout            1  2  0/0   50  20  40   5  2   95  140  590  180
Cygnus Class Destroyer        1  4  4/0   70  25  50   7  1   90   50  130  190
Falcon Class Escort        H  2  2  0/0   50   5   5  12  1   30  120  150   27
Neutronic Fuel Carrier        3  0  0/0   20  10   2  20  2   10    2  900    2
Deep Space Scout              3  4  0/0  190   1   1  29  1   30  200  450   10
Gaurdian Class Destroyer      4  3  6/0  180  10  60  11  1   80   20  120  275
Armored Transport             4  1  0/0   35  14  14  16  2   68  200  250  126
Sage Class Frigate            5  4  2/0  170  12  63  27  2  100   50  150   79
Sagittarius Class Transport   5  2  0/1   75  14  12  38  2   99  300  450  226
Tranquility Class Cruiser     6  4  2/0  140  42  71  43  2  160  380  460  330
Patriot Class Light Carrier   6  2  0/6   90   5  45  35  1   90   30  140  172
Gemini Class Transport        6  4  0/1  145  14  42  48  2  140  400  350  326
Iron Lady Class Frigate       9  8  2/0  290  22  23  47  2  150   60  210   99
Rush Class Heavy Carrier     10  5  0/10 987 242 171 242  6  645  390 1550 1858

Lost Colonies Ships (15)     Tc Bm  T/F   $  Dur Tri Mol En Mass Carg Fuel Crew
---------------------------- -- -- ----- --- --- --- --- -- ---- ---- ---- ----
Small Deep Space Freighter    1  0  0/0   10   2   2   3  1   30   70  200    2
Taurus Class Scout            1  2  0/0   50  20  40   5  2   95  140  590  180
Cygnus Class Destroyer        1  4  4/0   70  25  50   7  1   90   50  130  190
Little Joe Class Escort       2  6  0/0   50  42  26  15  1   65   20   85  175
Neutronic Fuel Carrier        3  0  0/0   20  10   2  20  2   10    2  900    2
Cobol Class Research Cruiser  4  4  2/0  150  32  37  23  2  115  250  450  286
Aries Class Transport         5  2  0/0   65  14  12  25  2   69  260  260  226
Sagittarius Class Transport   5  2  0/1   75  14  12  38  2   99  300  450  226
Lady Royale Class Cruiser     5  4  1/0  250  52  61  83  2  130  160  670  270
Tranquility Class Cruiser     6  4  2/0  140  42  71  43  2  160  380  460  330
Patriot Class Light Carrier   6  2  0/6   90   5  45  35  1   90   30  140  172
Gemini Class Transport        6  4  0/1  145  14  42  48  2  140  400  350  326
Scorpius Class Light Carrier  6  4  0/2  287  92 231  82  4  315   90  250  958
Iron Lady Class Frigate       9  8  2/0  290  22  23  47  2  150   60  210   99
Virgo Class Battlestar       10 10  0/8  887 142 371 142  8  625  290 1550 1858

Engines             Tech   Cost  Dur  Tri  Mol
------------------- ----   ----  ---  ---  ---
StarDrive 1           1      1    1    5    0
StarDrive 2           2      2    2    5    1
StarDrive 3           3      3    2    3    5
SuperStarDrive 4      4     10    3    3    7
Nova Drive 5          5     25    3    3    7
HeavyNova Drive 6     6     53    3    3   15
Quantam Drive 7       7    170    3    3   15
Hyper Drive 8         9    200   13    3   25
Transwarp Drive      10    300   16    3   35

Beam Weapons        Tech   Cost  Dur  Tri  Mol  Mass  Kill  Expl
------------------- ----   ----  ---  ---  ---  ----  ----  ----
Laser                 1      1    0    1    0     1    10     3
X-Ray Laser           1      2    0    1    0     1    15     1
Plasma Bolt           2      5    2    1    0     2     3    10
Blaster               3     10   12    1    1     4    10    25
Positron Beam         4     12   12    1    5     3     9    29
Disruptor             5     13   12    1    1     4    30    20
Heavy Blaster         6     31   12    1   14     7    20    40
Phaser                7     35   12    1   30     5    30    35
Heavy Disruptor       8     36   17    1   37     7    50    35
Heavy Phaser         10     54   12    1   55     6    35    45

Launchers/Torpedoes Tech   Cost  Dur  Tri  Mol  Mass  Kill  Expl
------------------- ----   ----  ---  ---  ---  ----  ----  ----
Mark 1 Photon         1      1    1    1    0     2   ----  ----
                             1    1    1    1     1     4     5
Proton Torpedo        2      4    0    1    0     2   ----  ----
                             2    1    1    1     1     6     8
Mark 2 Photon         3      4    4    1    0     2   ----  ----
                             5    1    1    1     1     3    10
Gamma Bomb            3      6    3    1    1     4   ----  ----
                            10    1    1    1     1    15     2
Mark 3 Photon         4      5    1    1    5     2   ----  ----
                            12    1    1    1     1     9    15
Mark 4 Photon         5     20    4    1    1     2   ----  ----
                            13    1    1    1     1    13    30
Mark 5 Photon         6     57    7    1   14     3   ----  ----
                            31    1    1    1     1    17    35
Mark 6 Photon         7    100    2    1    7     2   ----  ----
                            35    1    1    1     1    23    40
Mark 7 Photon         8    120    3    1    8     3   ----  ----
                            36    1    1    1     1    25    48
Mark 8 Photon        10    190    1    1    9     3   ----  ----
                            54    1    1    1     1    35    55

Misc info               MC  Tri  Dur  Mol  Sup
---------              ---  ---  ---  ---  ---
Mineral Mine:            4    0    0    0    1
Factory:                 3    0    0    0    1
Planet Defensive Unit:  10    0    0    0    1
SB Defensive Unit:      10    0    1    0    0
Fighters (in base):    100    3    0    2    0
Fighters (on ship):      0    3    0    2    5   - set correct ship mission **
Torpedoes (on ship):     *    1    1    1    0   - set FC to mkt
Starbase:              900  402  120  340    0

* For MC cost, see above torp list and add 1
  e.g. to build 10 Mark 8 photons on a ship with Mark 8 launchers, you need
       10 of each mineral in the cargo and 10*54+1 = 541 MC on board 
** For Rebels, ship building is automatic - no ship mission

Cost/100 mines  MC/100  Min/100 (of each mineral)
--------------  ------  -------
Mark 1 Photon   100.00   100.00      Best value/MC  : Mark 4 torps
Proton Torpedo   50.00    25.00      Best value/Min : Mark 8 torps
Mark 2 Photon    55.56    11.11
Gamma Bomb       62.50     6.25    Mines Laid  = # torps * (torp position)^2
Mark 3 Photon    48.00     4.00    Mines Swept = # beams * (beam position)^2 
Mark 4 Photon    36.11     2.78    Mine Field Radius = sqrt(# mines)
Mark 5 Photon    63.27     2.04  
Mark 6 Photon    54.69     1.56   NOTE: The formula for laying/sweeping mines
Mark 7 Photon    44.44     1.23         is based on the POSITION of the type of
Mark 8 Photon    54.00     1.00         torp, not the actual tech of the torp
                                        e.g. Mark 7 (tech 8, pos 9) gives 9^2 =
Planetary Structures                         81 mines, not 8^2 = 64 mines
--------------------
maxdefense   =  50+sqrt(clans-50)
maxfactories = 100+sqrt(clans-100)
maxmines     = 200+sqrt(clans-200)
               ^^^ below this number of clans, the ratio is 1 structure/1 clan

Planetary/Base Defenses
-----------------------
Defense Posts for n Fighters:   n*(n-1) + 1   Ex: For 5 fighters
Defense Posts for n Beamtech: 2*n*(n-1) + 1       5*4+1 = 21 defense posts
Defense Posts for n Beams   : 3*n*(n-1) + 1       (see table below)
NOTE: Base defense is taken into account ONLY when determining the # of beams
      It does NOT affect the # of fighters or the beam tech level.

Defense :   1   3   5   7  13  19  21  25  31  37  41  43  57  61  73  85  91
Fighters:   1   2   2   3   4   4   5   5   6   6   6   7   8   8   9   9  10
Tech    : Las Las XRa XRa Pla Pla Pla Bla Bla Bla Pos Pos Pos Dis Dis HBl HBl
Beams   :   1   1   1   2   2   3   3   3   3   4   4   4   4   5   5   5   6

Populations Info
----------------
Colonists:
a) If climate limits population and climate death rate (CDR) is 0%:
     max pop = 10,000,000*sin(temp*pi/100) colonists (won't die if exceeded)
b) If climate limits population and CDR is not 0%:
     1) planet is desert, max pop = 100 + (100 - temp)*200 colonists (will die)
     2) planet is arctic, max pop = 300 + temp * 200 colonists (will die)
     3) all other temps = 10,000,000*sin(temp*pi/100) colonists (won't die)
     NOTE:  If climate death rate is not 100%, it IS possible to have more 
            than the max population depending on what the temperature is for
            arctic and desert planets and what the actual CDR % is.  Also, if
            overpopulation eats supplies you can have more than the max
            population, though not by many.
c) If climate does not limit population:
     max pop = 10,000,000 colonists -- CDR does nothing (won't die)

Natives:
Max native population = 15,159,000*sin(temp*pi/100) natives

Growth Rate Info
----------------
Colonists growth % = 5*sin(temp*pi/100)/(1 + tax_rate/5)
                   = 0 if 1) temperature arctic/desert (< 15 or > 84)
                          2) happiness < 70 (unhappy or worse)
                       or 3) max population would be exceeded
Natives growth %   = 4*sin(temp*pi/100)/(1 + tax_rate/5)
                   = 0 if 1) happiness < 70 (unhappy or worse)
                       or 2) max population would be exceeded


Happiness Info
--------------
Colonists change = trunc(10 - sqrt(# colonists/1,000,000) - abs(temp - 50)/33
                            - (# mine + # fact)/300 - tax_rate*.8)
Natives change   = trunc(5 + native_gov/2 - sqrt(# natives/1,000,000) 
                           - (# mine + # fact)/200 - tax_rate*.85)
  NOTE: native_gov goes from 1(anarchy)-9(unity):  see table below
        Hiss effect is +(hiss value)*(# ships hissing)

Planetary Temp       Happiness   Attitude        Native Gov Tax Factor 
--------------      ----------  ----------     ------------------------- 
85-100 desert         90-100       happy       (1) Anarchy        -  20%
 65-84 tropical        70-89        calm       (2) Pre-Tribal     -  40%
 40-64 warm            50-69      unhappy      (3) Early-Tribal   -  60%
 15-39 cool            40-49    very angry     (4) Tribal         -  80%
  0-14 arctic          20-39      rioting      (5) Feudal         - 100%
                    (-300)-20    fighting      (6) Monarchy       - 120%
                                               (7) Representative - 140%
                                               (8) Participatory  - 160%
Tax info                                       (9) Unity          - 180%
--------
MC received from natives:
  (native pop)*(tax rate setting)*(native gov tax factor)*(.001)
  NOTE: you must have 100 colonists for every MC collected

MC received from colonists:
  (colonist pop)*(tax rate setting)*(.001)

Ground attack/defense
---------------------
For each defense post on a planet, your ground defense goes up by .05 against 
ground attacks.  For each 20 defense posts, the ratio changes by 1 exactly 
(20*.05).

Example with Lizards 30:1 ground attack: 
   Def  Ratio
   ---  -----
     0   30:1   1 lizard colonist will kill 30 enemy colonists 
    10   20:1   eg (30:1+10*.05) => (30:1.5) => (20:1)
    20   15:1      (30:1+20*.05) =>   (30:2) => (15:1)
    30   12:1      (30:1+30*.05) => (30:2.5) => (12:1)
    40   10:1
    60  7.5:1
    80    6:1
   100    5:1

Fuel Usage       Warp 1 Warp 2 Warp 3 Warp 4 Warp 5 Warp 6 Warp 7 Warp 8 Warp 9
---------------  ------ ------ ------ ------ ------ ------ ------ ------ ------
StarDrive 1      100.00 200.00 300.00 400.00 500.00 600.00 700.00 800.00 900.00
StarDrive 2      100.00 107.50 300.00 400.00 500.00 600.00 700.00 800.00 900.00
StarDrive 3      100.00 106.25 107.78 337.50 500.00 600.00 700.00 800.00 900.00
SuperStarDrv 4   100.00 103.75 104.44 106.25 300.00 322.22 495.92 487.50 900.00
Nova Drive 5     100.00 103.75 104.44 106.25 104.00 291.67 291.84 366.41 900.00
HeavyNova Drv 6  100.00 103.75 104.44 106.25 104.00 103.69 251.02 335.16 900.00
Quantam Drive 7  100.00 103.75 104.44 106.25 104.00 103.69 108.16 303.91 529.63
Hyper Drive 8    100.00 100.00 100.00 100.00 100.00 100.00 102.04 109.38 529.63
Transwarp Drive  100.00 100.00 100.00 100.00 100.00 100.00 100.00 100.00 100.00
    The units are per 1/100,000 of a KT per LY
      i.e. 100 corresponds to .001 KT-fuel/KT-mass/LY
    A 200 KT ship going 20 LY at Warp 8 with Nova Drive 5 engines would
      take about 15 KT of fuel (.0036641*200*20)
    NOTE: Fuel usage formula is approximate with about a +/- 5 KT error

Mission Ordering
----------------
Beaming down/up to planets (minerals, Clans, Supplies...)
Alchemy missions
Mine laying
Mine Sweeping
Mine Field check
Web Field check
Building of new ships
Surrendering
** Federation/Privateer missions before movement **
Movement
** Science Missions (Science Ships - Planet Climate changing) after movement **
Intercept Missions
Star Base Functions
Colonize Missions
COMBAT!
** Fascists/Rebel missions after movement **
Planet Production

Native Race Advantages
----------------------
Humanoid   - tech 10 hulls on SB built at planet
Bovinoid   - 1 extra supply for every 10000 natives; need 100 colonists for 
             every supply to be collected
Reptilian  - 2X mining rate
Avian      - can overtax: in Happiness Info, add an extra 10 in the formula
Amorphous  - eats at least 500 colonists/turn - may be more depending on their
             happiness; cannot be taxed; cannot be assimilated
Insectoid  - 2X amount of MC collected
Amphibian  - tech 10 beams on SB built at planet
Ghipsoidal - tech 10 engines on SB built at planet
Siliconoid - tech 10 torpedoes on SB built at planet

Friendly Codes
--------------
Planetary:
 * ATT - attack all enemy ships in orbit with fuel
 * NUK - attack all enemy ships in orbit with or without fuel
Ship:
 ! NAL - alchemy ships will not convert supplies/minerals into minerals/fuel
   HYP - ships capable of hyperspace will hyperspace about 350 ly in a
         direction if there is enough fuel, a waypoint farther than 20 ly is 
         set, and a nonzero warp is set **** YOU CANNOT TOW SHIPS ****
   NTP - ships with torpedoes will not fire them in battle AND carriers will
         not launch fighters
 * will not work on Rebels/Fascists if that host config is enabled
 ! does NOT work for host 3.14 - does work for host 3.15b 

REGISTERED ONLY CODES
---------------------
 For ships with at least one torpedo launcher
   mdh - mine drop half your torpedoes
   mdq - mine drop one quarter of your torpedoes
   md5 - mine drop only 50 torpedoes if you have them
   miN - mine in identity N, to lay mines in other races names.
           N corresponds to the standard position of the 11 races
           e.g. Federation = 1, Lizard = 2, Birds = 3, Fascists = 4, etc.
   msc - mine scoop - this will scoop up your mine fields and convert them 
           back into torpedoes
   mkt - ships with correct cargo and money will build torpedoes in space - 
           see Misc Info section for more details
 For Merlin Class Alchemy Ships:
   ald - change supplies into duranium only
   alt - change supplies into tritanium only
   alm - change supplies into molybdenum only
