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Seventh Edition Rules for
FAR HORIZONS
by Rick Morneau
January 2, 1999
Copyright 1999 by Richard A. Morneau
FAR HORIZONS is a strategic role-playing game of galactic exploration, trade,
diplomacy, and conquest. The first and second editions were designed for play
by postal mail. Later editions were designed for play by electronic mail, and
many mistakes were made in the transition. Hopefully, this current edition has
corrected most of those mistakes.
At the start of a game, each player controls an intelligent species and the
home planet on which it lives. As the game progresses, you can explore nearby
regions of the galaxy and establish colonies. As you range farther and farther
from home, you will encounter other intelligent species. These encounters can
be hostile, neutral, or friendly, depending on the participants. Interstellar
war is a distinct possibility.
FAR HORIZONS, unlike some similar games, has been designed to make role-
playing as easy and practical as possible. In addition to being a rich and
realistic simulation, there are no true victory conditions - the game is played
solely for enjoyment. However, at the end of the last turn, final statistics
for all species will be sent to all of the players so that they can compare
their relative strengths and weaknesses. Thus, rather than requiring a massive
bloodletting as in some other similar games, it's possible for a peace-loving
species to effectively "win".
Still, those who enjoy a more aggressive game, or those who wish to role-play
an "evil" or warlike species will not be disappointed. FAR HORIZONS does not
discriminate against anyone - it simply tries to be as realistic as possible.
1.0 GAME BASICS
The following sections will discuss the basic concepts used throughout the
game.
1.1 THE GAME TURN
A game turn is about five Earth years long. As a result, generations can pass
in a single game. Populations will increase and colonies will grow. Since
quite a lot can happen in five years, FAR HORIZONS is strategic in nature,
rather than tactical. The reason for a five year turn will be explained below.
1.2 THE GALAXY
In FAR HORIZONS, the galaxy is a small open star cluster. It is approximately
spherical, but is projected onto an easy-to-use two-dimensional map. The size
of the galaxy and the actual number of stars in it will depend on the number
of players. As an example, for a game with about 15 players, the galaxy would
have a radius of approximately 18 parsecs and contain about 80 usable star
systems.
The basic unit of interstellar distance is the PARSEC, which is equal to 3.26
light-years. Thus, every star system in the galaxy will have an X, Y, and Z
coordinate in parsecs, relative to the reference point at 0,0,0. Furthermore,
all coordinate values are zero or greater. Thus, you can picture the galaxy
as floating in a box whose lower, left, rear corner has the coordinates 0,0,0.
(Negative numbers were used in earlier games, but players sometimes forgot the
minus signs, with disastrous results. Use of only positive numbers will help
prevent mistakes.)
1.3 SPACE TRAVEL
In this universe, scientists have discovered only one way to break the barrier
imposed by the speed of light. The method is inherently risky. Essentially,
a spaceship's engines must "rip" a hole through the space-time fabric in order
to travel from one point to another. A ship does this by creating a temporary,
private "wormhole" that the ship can pass through. A ship does this by
creating and manipulating a small black hole. When a ship travels in this
way, it is said to "jump" to its destination.
There is no limit to how far a ship can travel in this way, but greater
distances involve greater risks. The technology involved is called
"gravitics", and the more experience a species has in this technology, the
farther a ship can jump without risk of missing its destination or of being
destroyed.
The time needed for a ship to travel through the wormhole is independent of the
distance being traveled. However, it IS dependent on the mass of the ship, as
shown by the following equation:
time in years = 5 tanh (mass in grams)
If you're not mathematically inclined, don't worry! What the equation says is
that it takes almost exactly five years for anything larger than a pea, since
all masses used in the game will be at the extreme asymptotic limit of the
equation. Only extremely small masses (such as the photons that make up radio
waves) can take significantly less than 5 years to travel through a wormhole.
Note also that no time goes by for the people on the ship. For them, the move
is essentially instantaneous. For the people who remain behind, however, the
ship will appear to "wink out" immediately. Five years later, it will reappear
at its destination.
Creation of a wormhole is risky business, and there is always a chance that a
ship can be swallowed up by the wormhole it creates. If this happens, then the
ship and everything it carries will be totally destroyed. It is also possible
for a ship to "mis-jump". If this occurs, the ship will not be destroyed, but
will simply arrive at the wrong destination. As a species gains knowledge and
experience in gravitics technology, its ships will become more reliable and
less susceptible to sudden destruction or mis-jumps.
1.4 COMMUNICATIONS
Communications across interstellar distances utilizes the same technology as
space travel, but on a much smaller scale. Any two tranceivers can be "tuned"
to each other (if both sides cooperate), effectively creating a small wormhole
through which radio waves can pass. Also, since radio waves have very close
to zero mass, the transmission time is close to zero. Thus, although ships
require five years to move between star systems, radio communication is
essentially instantaneous, and home planets can always be in instant
communication with their ships and colonies. Note, though, that ships in
transit are incapable of communicating, since, for them, no time is actually
passing.
1.5 THE HOME PLANET
Each player starts the game with a home planet. This is where his species
evolved, acquired intelligence, and eventually learned how to travel among the
stars.
At the start of the game, the only material resources available to a species
are those of its home planet. These resources can be used to build units
such as mines, factories, spaceships, planetary defenses, etc. As the game
proceeds, a species can colonize other planets and tap them for resources
as well.
1.6 TECH LEVELS
A tech level is a measure of how advanced a species is in a specific field of
technology. Six technologies are defined and used in this game. Each one is
described below:
MINING Mining tech level is a measure of how proficient
a species is at tapping a planet's natural resources.
It includes functions such as mining and farming,
and basic refining and food processing. As mining tech
level increases, greater quantities of raw materials
can be produced.
MANUFACTURING Manufacturing tech level is a measure of proficiency
at converting raw materials to usable, final forms.
It is used to determine how many units, such as ships,
can be built each turn. It also places a limit on
the maximum size of ships that a species can build.
MILITARY Military tech level is a measure of experience in
warfare. It indicates the level of sophistication
in military strategy, tactics, and weaponry. It
is one of the major factors used to determine the
outcome of armed conflict.
GRAVITICS Gravitics tech level is a measure of a species'
knowledge of gravity control. Gravitics allows
the design of the engines which drive interstellar
ships, since a black hole cannot be created and
controlled without the ability to manipulate
gravitational fields.
LIFE SUPPORT Life support tech level is a measure of a species'
experience in surviving in hostile environments.
It is used to construct and maintain artificial
shelters on planets with temperatures or atmospheres
that differ from the home planet. It also determines
the effectiveness of defensive shields used on ships.
BIOLOGY Biology tech level is a measure of a species'
knowledge and experience in the life sciences. Its
most obvious applications are in genetic engineering,
germ warfare, and terraforming (i.e., using specially
designed micro-organisms to modify the atmosphere
and micro-flora of a planet, making it more suitable
for habitation).
There are many other applications of the six basic technologies in addition to
the ones mentioned above. These will be discussed later. After the start of
the game, tech levels will increase primarily through research. While there is
no limit to how high a tech level can get, in practice it is unlikely that a
tech level will ever exceed 100.
1.7 TURN PROCESSING: Sequence of Events
Each turn is processed in six steps, and the order form that you send to the
gamemaster has six corresponding sections. These sections are:
1. Combat orders
2. Pre-departure orders
3. Jump orders
4. Production orders
5. Post-arrival orders
6. Strike orders
When your turn is processed, all combat orders are processed first, then all
pre-departure orders, then all jump orders, and so on. After yur orders have
been processed, a special program is run that handles population growth and
interspecies transactions, and performs several other housekeeping chores.
Finally, a "report" program is run that generates summaries that will be sent
to the players. Thus, several programs are actually used by the gamemaster
to process a turn.
[The strike phase is a limited-combat phase. Any combat that takes place
in the strike phase generally takes the form of an initial surprise attack.
Combat that requires more time, such as bombardment and siege, will take place
in the combat phase of the following turn, and are thus continuations of the
combat that began in the strike phase.]
At the end of each report is an order form that you will need to fill out.
This form will contain all six sections, even though not all of them may be
applicable for the current turn. For example, the jump section cannot be used
in the first turn, since you have no ships. Simply delete the sections that
do not apply, and fill out and send in those that do.
Each section of the orders begins with a START command and ends with an END
command. Each section should only appear ONCE. Thus, each order form will
contain the following sections:
START COMBAT
;Combat orders belong here.
END
START PRE-DEPARTURE
;Pre-departure orders belong here.
END
START JUMPS
;Jump orders belong here.
END
START PRODUCTION
;Production orders belong here.
END
START POST-ARRIVAL
;Post-arrival orders belong here.
END
START STRIKES
;Strike orders belong here.
END
The production section will be started for you, and will have an appropriate
PRODUCTION order for each planet you control. This will save you a little
time, and will help prevent you from accidentally forgetting to give orders
for a planet.
The six sections shown above may appear in any sequence. However, it is
recommended that you fill out your orders using the sequence provided,
since that is the sequence in which they will be executed. In other words,
combat orders will be executed before pre-departure orders, pre-departure
orders will be executed before jump orders, and so forth, REGARDLESS of where
each section appears in your order form.
The orders that you give in each section must be reasonable for that section.
For example, you may not give JUMP orders in any section except the jump
section. BUILD and RESEARCH orders may only be given in the production
section. Combat orders may only be given in the combat and strike sections.
And so on. Here is a complete list:
Combat section:
Attack
Battle
Engage
Haven
Hide
Hijack
Summary
Target
Withdraw
Pre-departure section:
Ally
Base
Deep
Destroy
Disband
Enemy
Install
Land
Message
Name
Neutral
Orbit
Repair
Scan
Send
Transfer
Unload
Zzz
Jump section:
Jump
Move
Pjump
Visited
Wormhole
Production section:
Ally
Ambush
Build
Continue
Develop
Enemy
Estimate
Hide
Ibuild
Icontinue
Intercept
Neutral
Production
Recycle
Research
Shipyard
Upgrade
Post-arrival section:
Ally
Auto
Deep
Destroy
Enemy
Land
Message
Name
Neutral
Orbit
Repair
Scan
Send
Teach
Telescope
Terraform
Transfer
Zzz
Strike section:
same as combat section
All of these commands will be explained in later sections of this document.
[A special note must be made about the TRANSFER command. There is a possible
situation in which colonists and supplies could be transferred to a new colony
immediately after a jump. If the planet is already inhabited by another
species, neither species will know about the new colony until the next turn.
To prevent this very unrealistic kind of incident, a TRANSFER to a planet may
only be made in the post-arrival phase IF the planet is already inhabited by
the species making the transfer. Otherwise, the transfer will have to be
done in the pre-departure phase of the next turn. Once the colony has been
established, you may TRANSFER goods to the planet in either the pre-departure
or post-arrival phases.]
1.8 VICTORY CONDITIONS
There are no final winners or losers in Far Horizons, just as there aren't any
in other role-playing games. The only purpose of the game is to have fun.
However, for those who want to know how well they did relative to the other
players, the following will be done:
At the end of a game, a final summary report will be sent to all
players, and will contain a list of the total revenue-generating
capacity of each species along with their final tech levels and
other statistics. These values can be used to get a good idea
of who "won" the game.
A game will last between 20 and 100 turns. The actual final turn number will
be randomly determined by the gamemaster and will be kept secret until the end
of the game is announced. This approach will prevent the unrealistic gameplay
that always results when players know that the game is about to end. The
gamemaster may arbitrarily and secretly extend the game if he feels it would be
inappropriate to interrupt an "interesting" situation, or if he is convinced
that everyone is having a lot of fun.
2.0 STARS AND PLANETS
As mentioned earlier, the galaxy of FAR HORIZONS is a small open star cluster,
similar to the Pleiades Cluster.
In a real cluster, many of the stars would be components of binary or trinary
star systems. In fact, such multiple star systems make up about 85% of all
star systems in the Milky Way galaxy. In systems such as these, planets, if
any, are likely to have very odd orbits, and if they have atmospheres, their
climates are likely to be extremely erratic. As a result, multiple star
systems have been totally eliminated from the game. You can assume that they
exist, but they will not be shown on star maps or be made available for use
by players.
2.1 STARS
The location of a star is indicated by its X, Y, and Z coordinates, which are
always positive integers greater than or equal to zero. I assume here that the
reader has sufficient technical background to understand how to work with these
coordinates (called Cartesian Coordinates). Just as a reminder, though, the
distance between any two stars can be calculated using the formula:
2 2 2
distance = square root [ (X2 - X1) + (Y2 - Y1) + (Z2 - Z1) ]
Most distances can be estimated by simply looking at the map and counting
squares. Finicky players, however, may want to calculate exact distances using
the above formula.
Any region of space defined by a set of specific X Y Z coordinates is called a
"sector". Thus, the number of sectors in the galaxy is simply the number of
possible combinations of X, Y, and Z. Most sectors are effectively empty.
Only a relatively small number of sectors contain usable stars and planets.
2.1.1 SPECTRAL CLASS
The information in this section is for "color" only, and does not play an
important role in the game. Feel free to skim through it. Do not let the
technical jargon bother you.
In addition to its galactic coordinates, a star is identified by its spectral
class, which indicates both its color and its size. In general, stars which
radiate more towards the red end of the spectrum are smaller than those which
radiate more towards the blue end of the spectrum. There are, however, many
exceptions. It is not uncommon to find red giants or blue dwarves. Also, in
general, large stars will have more usable planets than small stars.
Here is a list of the most common spectral colors:
O - Blue stars, hottest and largest (eg. Lambda Orionis)
B - Blue-white (eg. Rigel, Spica)
A - White (eg. Sirius, Vega)
F - Yellow-white (eg. Canopus, Procyon)
G - Yellow (eg. Earth's sun, Capella))
K - Orange (eg. Arcturus, Pollux)
M - Red stars, coolest and smallest (eg. Antares, Betelgeuse)
Here is a list of the most common spectral types:
(not marked) - main sequence star
d - ordinary dwarf star
g - ordinary giant star
D - degenerate dwarf star
Each class contains ten subdivisions numbered 0 through 9. Thus an F5 star is
approximately halfway between F0 and G0. Zero indicates the hottest within the
spectral class, while 9 indicates the coolest with the class.
Here are some examples:
O8 Blue
dF1 Yellow-white dwarf
DA5 Degenerate white dwarf
G6 Yellow
gG9 Yellow giant
dM5 red dwarf
DB Degenerate blue-white dwarf
gK7 Orange giant
(It is customary to drop the number in the designation of degenerate dwarf
stars. Thus, in the astronomical literature, one is more likely to see "DA"
rather than "DA5". I have left them in, however, for consistency.)
The star map which you will receive from the gamemaster will be two-
dimensional, and will show X and Y coordinates on the axes. If a star exists
at a particular X,Y coordinate, then a number and a spectral type will be
displayed at that location. The number will be the Z coordinate. Thus,
if you see the following:
12
gF6
at the position on the map where X=5 and Y=9, it indicates that a giant yellow-
white star is located at coordinates X=5, Y=9, Z=12.
2.2 PLANETS
Planets are real estate, and are the ultimate source of all wealth and power in
the game. As a result, planets are also the most common cause of interstellar
conflict.
In the following sections, the various terms used to describe a planet's
physical characteristics will be discussed. It is by evaluating these
characteristics that a player can decide if a planet is suitable for
colonization and/or exploitation by his species. For reference, here is
a sample of a star system scan:
Coordinates: x = 7 y = 10 z = 18 stellar type = A0 8 planets.
Temp Press Mining
# Dia Grav Class Class Diff LSN Atmosphere
---------------------------------------------------------------------
1 5 0.28 23 3 0.37 42 Cl2(100%)
2 14 0.80 23 6 0.38 39 F2(33%),H2O(67%)
3 12 0.91 18 9 0.65 24 HCl(38%),Cl2(32%),F2(30%)
4 21 2.00 15 6 0.38 24 CO2(29%),HCl(43%),Cl2(17%),F2(11%)
5 14 0.96 10 9 2.25 0 N2(47%),CO2(23%),O2(30%)
6 189 2.67 4 18 4.34 33 CH4(49%),NH3(48%),N2(3%)
7 103 1.94 3 17 0.49 33 H2(58%),CH4(42%)
8 34 2.46 3 11 0.77 21 He(40%),N2(60%)
2.2.1 PLANET NUMBER
Each planet has a number, indicating its relative position around the sun.
Planet number 1 is closest to the sun. The planet with the largest number is
farthest from the sun. Actual distances are not important for game purposes.
In the above sample, there are eight planets numbered 1 through 8.
2.2.2 PLANET DIAMETER
A planet's diameter is listed under "Dia" and is the diameter of the planet in
thousands of kilometers. Thus, in the above sample, planet #5 has a diameter
of 14,000 kilometers. (For comparison, Earth has a diameter of approximately
13,000 kilometers, and Jupiter has a diameter of about 143,000 kilometers.)
2.2.3 PLANET GRAVITY
A planet's gravity is listed in the "Grav" column, and is given in standard
Earth gravities. Thus, Earth would have a value of 1.00. In the above sample,
a person standing on the surface of planet #4 would weigh twice as much as on
Earth.
2.2.4 TEMPERATURE CLASS
A planet's temperature class is listed in the "Temp Class" column and can have
one of the following values:
Temp. Deg. Temp. Deg.
Class (C) Examples Class (C) Examples
----------------------------------------------------------------
1 -273 Pluto, absolute zero 16 180
2 -240 Mercury (dark side) 17 210
3 -210 Neptune 18 240
4 -180 Titan (moon of Saturn) 19 270
5 -150 Uranus, Saturn 20 300
6 -120 Jupiter 21 330
7 -90 22 360
8 -60 23 390
9 -30 Mars 24 420
10 0 25 450 Venus
11 30 Earth 26 480
12 60 27 510 Mercury
13 90 28 540
14 120 29 570
15 150 30 600
The temperatures listed in the table are approximate, average temperatures that
can be experienced on the surface of the planet. Colonies are more likely to
prosper if the temperature class of a planet is as close as possible to that of
the home planet. If this is not the case, life support technology will have to
be applied to produce an artificial environment for the colony.
2.2.5 PRESSURE CLASS
A planet's pressure class is listed in the "Press Class" column and can have
one of the following values:
Press. Press.
Class Pressure Examples Class Pressure Examples
-------------------------------------------------------------
0 0.0000 Mercury,vacuum 15 32
1 0.0020 16 64
2 0.0039 17 128
3 0.0078 Mars 18 256
4 0.0156 19 512
5 0.0312 20 1024 Saturn
6 0.0625 21 2048
7 0.125 22 4096
8 0.25 23 8192
9 0.5 24 16384
10 1 Earth 25 32768
11 2 Uranus 26 65536 Jupiter
12 4 27 131072
13 8 Neptune 28 262144
14 16 Venus 29 524288
The pressures listed in the above table are multiples of Earth "atmospheres"
and are approximate, average values that can be experienced on the surface of
the planet. Colonies are more likely to prosper if the pressure class of a
planet is as close as possible to that of the home planet. If this is not the
case, life support technology will have to be applied to produce an artificial
environment for the colony.
2.2.6 MINING DIFFICULTY
A planet's mining difficulty is listed under "Mining Diff". Mining difficulty
is a relative figure-of-merit which indicates how difficult it is to extract
or utilize a planet's natural resources. Higher values represent greater
difficulties. This value will be used to determine how much raw materials
can be produced on a planet during each game turn.
2.2.7 LIFE SUPPORT NEEDED (LSN)
The number in the column labeled "LSN" is the amount of Life Support technology
that your species needs to survive on the planet. If your Life Support tech
level is lower than this value, then your species may not safely colonize the
planet, and any attempt to colonize the planet will result in the destruction
of the colony. If your Life Support tech level is equal to or greater than
this value, then your species may safely colonize the planet. We will discuss
later how these values are determined.
Keep in mind that these values apply only to the species that does the scan.
If you receive a scan from another player, the LSN values will probably not
apply to your species.
2.2.8 PLANETARY ATMOSPHERE
A planetary atmosphere will be described in terms of the gases that are its
major components. Each gas in the atmosphere will have a percentage value
associated with it. The following gases and their symbols are used in this
game:
H2 Hydrogen
CH4 Methane
He Helium
NH3 Ammonia
N2 Nitrogen
CO2 Carbon Dioxide
O2 Oxygen
HCl Hydrogen Chloride
Cl2 Chlorine
F2 Fluorine
H2O Water Vapor or Steam
SO2 Sulfur Dioxide
H2S Hydrogen Sulfide
For example, an Earth-type atmosphere would be described as N2(78%), O2(22%).
This means that Earth's atmosphere consists of approximately 78% Nitrogen and
22% Oxygen.
2.2.9 FURTHER NOTES ON TEMPERATURE, PRESSURE, AND ATMOSPHERE
The temperature, pressure, and gaseous components of a planet are the prime
criteria by which you can decide if the planet is suitable for colonization by
your species. Furthermore, there are many possible combinations, and finding
a planet that closely matches your home planet will not be easy.
For planets with a pressure class greater than about 20, the gases in the
atmosphere will usually condense into liquids, and will often even solidify as
you get closer to the surface. On these planets, there is often no clear
distinction between the atmosphere and the solid surface. These planets are
usually gas giants. Only the most intrepid and advanced species would ever try
to colonize the surface of such a planet since it is so inherently hostile to
life. Because of this, any colonies that you do establish "on" such planets
will actually be on moons orbiting the planet, artificial satellites, etc.
If you wish to colonize or exploit a planet that is unsuitable for your
species, then some form of life support must be provided. This is where your
Life Support tech level will play an important part. A low value for this
technology will give you few options - you will have to search longer and
farther from home to find a planet that is suitable for colonizing. As your
Life Support tech level increases, you will have a wider range of options.
Another possibility open to a species is to actually modify or "terraform" the
planet. This can be done by seeding the atmosphere with specially designed
micro-organisms, and by operating large plants on the surface that will convert
the atmosphere to something more suitable. Both temperature and pressure
classes can also be changed in this way. However, terraforming is available
only to species with relatively high Biology tech levels.
3.0 SETTING UP FOR THE GAME
When a player is ready to enter the game, he must fill out a Set-up Form and
send it to the gamemaster. The form is in Appendix D. The following sections
explain how to fill it out.
3.1 TECH LEVEL POINT ALLOCATION
A starting player has a total of 15 points that can be allocated to Military,
Gravitics, Life Support, and Biology tech levels. Any combination is allowable
as long as they add up to 15.
A tech level can even be zero if you decide that your species has no knowledge
in that area. If Gravitics tech level is zero, then you may only build sub-
light ships. If your Life Support tech level is zero, then none of your ships
will have defensive shields. If a tech level is zero, then it can only be
raised if another species transfers the knowledge to you. We'll discuss how
to do this later.
All species start the game with Mining and Manufacturing equal to 10.
3.2 SPECIES, HOME PLANET AND GOVERNMENT
Choose a name for your species. It can be something out of science fiction or
something you make up. Feel free to use your imagination! Examples: Human,
Kenda Jo, Klingon, Graxian, Jubjub Denboy, Ferengi, Mo Ja'adebi, etc.
Choose a name for your home planet. Examples: Earth, Mars, Barsoom, Dune,
Giver of Life, Korunkorunkoruniman, Toi di Bai, etc.
Choose a name for your government or political system. Examples: The United
States of America, The Korun Federation, The Holy Alliance of Denadan, The
Jubjub Denboy Empire, etc.
All of the above names are limited to 31 characters and will be truncated if
they are longer. When referring to them later, case will not be significant.
Names may contain spaces and any printable characters except commas and
semi-colons. ALL characters in a name, including spaces, are included
in the 31-character limit. Names may NOT contain tabs!
Name the type of government or political system of your species. (In this
game, we assume that all planets owned by a species are run by a single
government.) Be descriptive but limit yourself to 31 characters. Examples:
Libertarian Democracy, Communist Totalitarianism, Constitutional Monarchy,
Absolute Dictatorship, Benevolent Plutocracy, Slaver Republic, Ruthless
Oligarchy, Theocratic Monarchy, Military Republic, etc.
The political system you choose could have an impact on the game, since species
may react to each other differently, depending on ideology. Also, since Far
Horizons is a role-playing game, the player should always operate within the
limitations imposed by the type of government he chooses.
3.3 PROCESSING TURNS
After the gamemaster has received your set-up information, he will either send
you a map of the galaxy or he'll tell you where you can obtain a copy via ftp.
He will also send you a status report which contains a detailed description of
your home planet and its production capabilities. At the end of the status
report, there will be an order form that you can fill out for your first turn.
In the following sections, we will discuss these items in more detail.
3.4 STAR SYSTEM DATA
The star system data sent to you for the first turn provides a detailed
description of the home star system. Refer to Chapter 2 if you have any
problem deciphering the information.
Star system data can be provided to you for every star system that your species
visits. However, you will not receive this information automatically, but must
specifically request a "scan". This can be done in the pre-departure or post-
arrival section of the orders you send to the gamemaster. (We'll have more to
say about the 'scan' command later.)
3.5 SPECIES STATUS REPORT
This section of the information sent to you describes your species' current
situation. At the start of a game, you will not have any planetary defenses,
ships, etc. You start the game with a blank slate. You DO, however, have
mining and manufacturing capability which you can start using immediately
to build ships and other items.
Names of items that are available for use on a planet will be printed out in
full, along with their class abbreviation, required carrying capacity, and
quantity. For example:
Raw Material Units (RM,C1) = 17
The above example indicates that the planet has 17 unused raw material units,
which require a carrying capacity of 1 each, and have the abbreviation "RM".
(We'll have more to say about raw material units and carrying capacity later.)
Ages of ships and their orbital status will be indicated as in the following
example:
CT Derby Dan (A5,O6)
Here, "CT" is the abbreviation for a corvette. "A5" indicates that the age
of the ship is 5 turns. The letter "O6" indicates that the ship is in orbit
around planet number 6 (as opposed to being landed on the surface). If a ship
is on the surface (i.e., "landed"), then "L" will be used. If a ship is in
deep space, not associated with any planet, the letter "D" will be used. If a
ship voluntarily withdrew from combat during the strike phase, then "WD" will
be used. If a ship was forced to jump using Forced Jump Units during the
strike phase, then "FJ" will be used. If a ship is still under construction,
then the complete designation will be simply "(C)". (We'll have more to say
about landing, orbiting, and combat later.)
The rest of the status section is intended to be self-explanatory. It
indicates what your current Mining and Manufacturing Bases are and how much
you can produce in the current turn. (Abbreviations MI = Mining Tech Level,
MA = Manufacturing Tech Level, and MD = Mining Difficulty.) How to use this
data will be described later. The atmospheric requirements and the list of
gases poisonous and harmless to your species will be used later in the game
to decide whether or not other planets are suitable for colonization. How
to colonize planets will be described later.
3.6 NOMENCLATURE
In order to make turn-processing as easy as possible for the gamemaster, and to
allow as much processing as possible to be done by the computer, certain naming
conventions have been established. Players should be careful to follow these
conventions carefully.
All items in the game have a 2-5 letter abbreviation. For example, heavy
cruisers use the designation "CA", while starbases use "BAS". These class
designations should ALWAYS be used when giving orders for the items.
Ship and planet names are limited to 31 characters and will be truncated if
they are longer. Case is not significant. Thus, the following names for a
heavy cruiser are all the same:
CA USS Enterprise
ca uss enterprise
CA USS ENTERPRISE
The particular upper/lower case combination that you use the first time you
name a ship or planet will be used in all subsequent reports. You may use
ANY combination, however, in subsequent orders.
Names may contain spaces and any printable characters except commas and
semi-colons. ALL characters in a name, including spaces, are included in
the 31 character limit.
4.0 MINING AND MANUFACTURING
In order to explore the galaxy, you will need spaceships, among other things.
The following sections will discuss how mining and manufacturing are used to
produce the items you will need.
4.1 RAW MATERIAL UNITS
As was mentioned earlier, Mining tech level does not apply strictly to mining,
but also includes such operations as drilling for oil, refining metals,
growing, harvesting, and processing crops, etc. In other words, it is a
generic term that covers all aspects of tapping a planet's natural resources.
This technology is used to produce all of the raw materials that, in turn, are
used for final production. Thus, mining technology produces raw materials and
manufacturing technology consumes them.
In FAR HORIZONS, quantities of raw materials are measured in RAW MATERIAL
UNITS. The number of raw material units that can be produced on a planet in a
single turn is:
Mining Tech Level x Mining Base
Raw Material Units = -----------------------------------
Mining Difficulty
MINING BASE is a relative measure of the total physical plant, acreage,
infrastructure, etc. that is available on the planet for the production of
raw materials. Thus, it is a measure of how many mines, farms, drilling
facilities, steel mills, etc that can be used by the planet's population.
For example, if your mining tech level is 4, your mining base is 136 and the
planet's mining difficulty is 1.24, then you can produce
4 x 136
--------- = 438.71 = 438 raw material units
1.24
in the current turn. Note that fractions are always dropped. Since current
values are always shown on status reports that are sent to players, it will
NOT be necessary for players to do these calculations.
The mining base on all home planets will automatically increase by about 2% per
turn. On colonies, however, the mining base can only be increased by shipping
in colonists and installing colonial mining units (we'll have more to say about
this later). This, in fact, is how colonies are actually started.
When referring to raw material units in orders which you send to the
gamemaster, use the abbreviation "RM". We'll have more to say about this
later.
Finally, unused raw material units may be carried over into later turns. In
effect, such carry-over is the equivalent of long term storage and stockpiling.
4.2 PRODUCTION CAPACITY
A species' PRODUCTION CAPACITY is a measure of its ability to convert raw
material units into final products. Specifically, it is a measure of the
number of raw material units that may be converted into usable products in
a single turn. This value is determined as follows:
Production Capacity = Manufacturing Tech Level x Manufacturing Base
MANUFACTURING BASE is a relative measure of the total physical plant available
on a planet for the conversion of raw material units into final products.
Thus, it is an indication of how many factories, dock yards, processing plants,
etc. that can be used by the planet's population.
For example, if manufacturing tech level is 6 and manufacturing base is 142,
then
Production Capacity = 6 x 142 = 852
in the current turn. Thus, the planet has the production capacity to "consume"
852 raw material units and "purchase" 852 units of final products. Since
current values are always shown on status reports that are sent to players,
it will NOT be necessary for players to do these calculations.
The manufacturing base on all home planets will automatically increase by
about 2% per turn. On colonies, however, the manufacturing base can only be
increased by shipping in colonists and installing colonial manufacturing units
(we'll have more to say about this later).
Production capacity can only be utilized at its maximum if sufficient raw
material units are available. You cannot convert what you don't have.
Furthermore, production capacity cannot be carried over into later turns. If
you don't utilize your full production capacity, then it simply means that
your production facilities are not operating at full capacity.
It is possible to use raw materials in the same turn as they are produced.
They do not have to be stockpiled in earlier turns. Thus, the total number of
raw material units available for manufacturing in the current turn is the sum
of what was carried over from the previous turns plus what will be produced in
the current turn.
5.0 PRODUCTION
At the end of each status report that you receive, there will be an order form
which you must fill out and send to the gamemaster. In it you will provide
your orders for the current turn. The form has sections for combat orders,
pre-departure orders, jump orders, production orders, post-arrival orders,
and strike orders.
At the start of a game, you will only be able to provide production orders
for one planet - your home planet. In later turns, you will need to fill
out orders for each planet on which you have production capacity.
Production for each planet must be preceded by the order:
PRODUCTION PL name
where "PL" is the class abbreviation for a planet and "name" is the name of the
planet. This command indicates that the orders that follow apply only to the
indicated planet. Orders for each planet must be preceded by a PRODUCTION
command.
Each section of the orders is started for you, and you must provide your
specific orders. For example, if your home planet is called "Earth", and you
have a colony called "Mars", the initial production section will look something
like this:
START PRODUCTION
PRODUCTION PL Earth
; Enter your production orders for planet Earth here.
PRODUCTION PL Mars
; Enter your production orders for planet Mars here.
END PRODUCTION
Note that some lines begin with a semi-colon. The semi-colon indicates that
the line is actually a comment and that the computer should ignore it. You may
add comments of your own. Comments may appear anywhere and always start with a
semi-colon. Everything on a line that follows a semi-colon is ignored by the
computer. Completely blank lines are also ignored.
Each order begins with a command word, such as "TRANSFER", "RESEARCH", etc.
These command words are not case sensitive and may be truncated to just the
first THREE letters. Any letters after the first three are ignored. Thus, all
of the following are equivalent to "RESEARCH": "reS", "RESEA", "REsoQQQ", etc.