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{	Conquest	}
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~+ A Table That May Contain Traces of Contents +~
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=-=-------------------------------------------=-=
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I. A Short but Sweet Introduction
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II. A Brief History of Events
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	-=- A. Playable Factions and Races
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		i. Terrans
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		ii. Martians
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		iii. Carmanathii
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		iv. Wengu
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	-=- B. NPC Factions and Races
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		i. Maur'kan
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		ii. Shofenti
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		iii. Kriggara
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		iv. Patoelian
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	-=- C. Vague Overview
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	-=- D. Vague Timeline
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III. Rules
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	-=- A. Tech Tree
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		i. The Tech Tree Itself
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		ii. Superscience
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		iii. Australium
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	-=- B. Workers
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		i. Robots and Slaves: The Black Market
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	-=- C. Soldiers and Combat Units
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	-=- D. Fleets
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	-=- E. Bases and Colonies
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		i. Resources and Materials
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		ii. Worker Production
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		iii. Combat Unit Production
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		iv. Fleet Production
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		v. Economy and Trade
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		vi. Buildings
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	-=- F. Units
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		i. Infantry
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		ii. Armor
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		iii. Air
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		iv. Navy
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	-=- G. Combat
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		i. Ground/Planetary Combat
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		ii. Fleet Combat
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		iii. The Combat Screen
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	-=- H. Planetary/Universal Exploration
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		i. The Rim
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		ii. Discovering a New Planet
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		iii. First Contact
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		iv. Colonization
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	-=- I. Terrain
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		i. Grassy/Hilly/Rocky
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		ii. Trees/Foliage
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		iii. Mountainous
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		iv. Bodies of Liquid or Ice
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		v. Desert/Beach
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	-=- J. Morale
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	-=- K. NPC Relations
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	-=- L. Tables/Lists/Appendices
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		i. Australium Production Bonus Rates (per Sample Use)
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~+ A Short but Sweet Introduction +~
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=-=------------------------------=-=
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	Oi. Obviously if you're reading this, you know me, so I'll skip the niceties and get straight to the point. You're here and reading
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this because you want to commandeer a faction and explore the stars, yes? If not, turn your sorry arse around and stop reading. 
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	Still with me? Good. A'right, here's the deal. This game is a sort of molded mashup of a retro-styled space exploration game, a 
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Roleplaying game, and a Brikwars forum game, an epic scale Space Drama played out by a few bold players (possibly you) and a Storyteller
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(probably me). Your Storyteller directs all of the action, and has the final say over rules debates and questions, while the bold Players
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make most of the magic happen. Here's where you come in. As a player, you take the reigns of an intergalactic race, complete with a home
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planet and all. From there, you PM your Storyteller, who then executes your orders and posts them along with everyone else's, as well as
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any random events and the consequences of your actions. In the end, most everything that happens in-game is based on your decision...
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	... So the question is: who will you be?
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~+ A Brief History of Events +~
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=-=-------------------------=-=
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	~-+-~ Playable Factions and Races
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		-+ Terran
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			The Terrans are a proud race, grounded in tradition and the legacy of space exploration brought on by Louis
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Armstrong and the like. On Earth, they have formed an elitist multi-national government that encompasses North and South America and 
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the majority of Europe and Eastern Asia called the Terran Alliance of Nations (TAN). Their inherent dislike of the Martians is such 
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because they go against the "pattern." While not entirely dictatorial, there are a great many personal liberties that are frowned upon, 
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if not outright illegal. It hasn't yet reached Orwellian proportions... but it might. Still, the standard of living is high, and the 
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standards of space exploration have been steadily growing for the Terrans over the past decade.
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		-+ Martian
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			The Martians are Terrans that defected from the Terran Alliance of Nations some forty years ago, to create
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a new sovereign nation on Mars, called the Martian Conglomerate. This new nation was very strictly tied to the foundations of democracy; the
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main reason for ther defection from Terra was the growing sense of dictatorship. While still a new nation, much of their technology has
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drastically changed over the course of the last four decades. Martians tend to be paler and slightly smaller than your average Terran, due
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to life on a full-blown colony; cramped, unsafe, and generally sunless due to the gaseous atmosphere.
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		-+ Carmanathii
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			The Carmanathii are a young race of long, slender extraterrestrials who recently fought for and won their freedom
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from the shackles of slavery under the Kriggara. Their technology and advancements are just beginning to bud, and most of their current
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technology is almost directly derived from Kriggaran slave ships. Still, they are an incredibly clever race of beings, and one that has
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survived hardily through nearly a century of harsh slavery.
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		-+ Wengu
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			The Wengu are a relatively primitive race of sentient plant-like beings that has existed for nearly 2 billion years.
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They are acclimated to cold, harsh environments, and can survive for an incredible amount of time in a vaccuum. They are more traditional
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than they are new age, and many of their combat tactics and army-based units are unconventional in modern terms, but surprisingly effective.
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	~-+-~ NPC Races and Factions
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		-+ Maur'kan
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			The Maur'kan are a race evolved directly from insects. They developed on a temperate tropical planet, and hold very
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active and short lives. They are incredibly productive during their 8-10 year lifespan, however, and with the advent of technology their
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empire greew quite quickly, outproducing many of the known third-world empires in a matter of a few years.
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		-+ Shofenti
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		-+ Kriggara
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		-+ Patoelian
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	~-+-~ Vague Overview
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		-+ Human History
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			Up to the year 2034, Human history had been a fairly predictable affair, with the exception of various minutiae.
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Technology progressed steadily, the flow of resources decreased, and the population multiplied like rabbits. In 2034, several major
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events took place. First and foremost, war exploded between all of the nations, stretched tensions sparked by the lack of global resources
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and the ridiculous population levels. World War III had begun. 
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			Some dozen years later, the war ended with a total wipeout, leaving nothing but the Canadian government standing on
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splintered stilts due to a monopoly over fresh spring water. In light of this, the previously major European, Asian, and North and South 
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American governments formed the Human Alliance of Nations (H.A.N.) in order to maintain world order and to carefully rebuild what was lost during
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the Third World War. 
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			Space travel had a limited scope at this point, but the H.A.N. immediately made a push; funding the first major 
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project to put a colony on the most hospitable planet available. Over the next two or three years, Mars became a hotspot of human activity.
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Unfortunately, this idealized dream wasn't so quick to please. Civil unrest broke into riots in the Martian Colonies, due to a combination
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of squalid conditions and unfair treatises and laws from the H.A.N. on Earth. Within a matter of months, the colonists on Mars had formally
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detached themselves of the "Earthers"and formed a sovereign nation in space. The H.A.N. adjusted its name accordingly; they became the
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Terran Alliance of Nations. Martians refer to themselves with a smug sense of pride, but the governmental system is barely holding itself
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aloft. The population is just small enough and the technology advanced that the Martians could feasibly enstate a true Democracy; each 
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Martian citizen gets an individual vote on matters of federal importance. On Earth, the newly christened T.A.N. had created a haphazard 
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mish-mash of world governments in order to appease all those involved and prevent any one nation from abceding from the Alliance, and thus
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personal freedoms had mostly been overturned in favor of what they called a "Democratic Dictatorship," a system in which qualified citizens
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have the right to vote every decade on a new Alliance Catalyst, the term given to the powerful figure in place at the top of the federal
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food chain.
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			Both Terrans and Martians are struggling fledgling world-nations, and both are just now coming to the realization- 
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nearly a decade since the split (current stardate 2062)- that working together would be beneficial to both.
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		-+ 
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		-+ 
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	~-+-~ Vague Timeline
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~+ Rules and Other Such Minutiae +~
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=-=-----------------------------=-=
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	~-+-~ Tech Tree
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		-+ The Tech Tree Itself
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		-+ Superscience
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		-+ Australium
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			Finding Australium during mining operations or on intercepted trade ships or whatnot means great things for your
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global resource. Not only do production rates go up 25%, your resource harvest rate across the board increase 50% for 1-3 rounds (based
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on the size of the Australium sample you uncovered). 
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	~-+-~ Workers
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			Workers (or Colonists) are the workforce of your bases and fleets. They come in groups of 40, and up tofive of them 
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may remain in a single square at once (effectively providing a unit of 200 workers in that space). Most buildings require a certain amount
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of Workers to be garrisoned within them in order to provide their bonuses, productive capabilities, or research.
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		-+ Robots and Slaves: The Black Market
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			There are alternate versions of workers available in the game if you unlock the tech/find the Black Market. Robot
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workers take no food,but are prone to break down during Power shortages. Slaves take food, but if morale is low they may rebel, shutting
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down or even destroying key buildings in your colony. Be careful!
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	~-+-~ Soldiers and Combat Units
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			As we saw with Workers, ground units are divided into groups of 40, and combat units are no different. Up to five
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units may occupy any given square. 
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	~-+-~ Fleets
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			Fleets are the backbone of your space capabilities. Fleets provide army transport between worlds/moons, heavy
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firepower, and a way to explore the stars. Maintaining a fleet is highly expensive process, but depending on your motives can be well worth
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the resource drain.
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	~-+-~ Bases and Colonies
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		-+ Resources and Materials
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			As a base, your means of production and maintenance are trifold; Power, Resources, and Food.
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			Power is a neccessity to run most buildings. If you don't have enough power, random buildings may shut down until
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the sufficient power is restored.
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			Resources are the generic building components, used across the board for production of buildings, units, ships, etc.
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Resources are collected through mines.
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			Food is needed to keep your workers and combat units going. Each turn, a unit (worker or combat) uses up 1 unit of
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Food, unless otherwsie statedby the unit (robotic workers, for example, do not require food).
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		-+ Worker Production
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			Workers are produced through your Colony Base. There is only one variety of Worker available, at least until you
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unlock the Robotics path on the Tech Tree or engage in trade on the Black Market.
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		-+ Combat Unit Production
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			Combat units are produced at a variety of buildings, usually tailored to that unit's type (a Manufactory produces
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Armored Units, while a Barracks produces Infantry, for example).
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		-+ Fleet Production
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			Fleets are produced at Shipyards.
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		-+ Economy and Trade
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			You can boost your economy through trade with NPC and Player races, and the terms are negotiated between the players
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or the NPC race in question.
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		-+ Buildings
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			Buildings are your main resource in Star Conquest. They produce your units, provide the three Resources in the game,
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and introduce bonuses and certain tracks along the tech tree.
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	~-+-~ Units
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		-+ Infantry
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			Infantry units are generally cheap and all-purpose units, but not terribly good at any one thing.
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		-+ Armor
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			Armored units are slightly expensive, heavy, and slower than Infantry units, but can pack a big punch against most
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things.
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		-+ Air
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			Air units are highly expensive, but are incredibly good at taking on both Infantry and Armor with little worry of
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effective retaliation.
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		-+ Navy
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			Take Armored units. Put them on water. ??? Profit.
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	~-+-~ Combat
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		-+ Ground/Planetary Combat
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			Ground combat in Star Conquest is based on three basic stats: Armor, Power, and Strength.
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			Armor is how protected the unit is. This value is calculated in relation to other unit archetypes (a unit can have
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high armor against air vehicles, but low armor against infatry, for example). 
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			Power is how high the unit's attack is, again calculated in relation to unit archetypes.
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			Strength is how large the unit is, from a minimum of 5 to a total of 200. This acts as the unit's "health".
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		-+ Fleet Combat
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		-+ The Combat Screen
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			The combat screen is a simple way of seeing the outcome of your combats. It is displayed with the fighting units
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on either side, and compares the Unit Strength before and after on both sides. It then declares the victor, and any morale adjustments
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that take place because of the fight.
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	~-+-~ Planetary/Universal Exploration
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		-+ The Rim
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			The Outer Rim is really a generalized area that signifies the edge of the Milky Way galaxy. It is a wide, unexplored
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belt of space that denotes the true limits of current space travel technology. While technology has advanced far enough for people to be 
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able to see these planets, they are still unexplorable without incredible monetary expenses.
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		-+ Discovering a New Planet
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			New planets are discovered all the time, by all the races... however almost none of them are visited, whether due to
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a lack of funds or interest. The ability to explore is an aspect of the game that's very wide and unkown. Anything can be found. The 
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Storyteller of any given game is encouraged to have a list of unexplored planets and their properties, and to randomly choose one to detail
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whenever one of the players touches down on it.
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		-+ First Contact
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			This scenario of racial relationship is a double-edged blade; it could spark a trade relationship that leads you
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into your golden age as a player, or it could signify the death of your empire. These are tedious occasions, and have a history of causing
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both war and peace. 
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		-+ Colonization
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			On the occasion that one finds a new, reasonably hospitable planet, one can colonize it for a resource boost. 
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	-=- H. Terrain
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		-+ Grassy/Hilly/Rocky
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			This "tile" of terrain grants no bonuses or penalties.
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		-+ Trees/Foliage
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			This terrain grants bonuses to ground defense, but penalties to attack.
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		-+ Mountainous
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			This terrain grants a slight penalty to defense, but a bonus to attack. Impassable to buildings and non-infantry
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ground units.
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		-+ Bodies of Liquid or Ice
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			These are impassable for all ground units, but for units that can go into and under water, it counts as normal
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ground.
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		-+ Desert/Beach
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			Ground units take penalties to attack and defense on this terrain.
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		-+ Buildings
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			Buildings always grant at least a small bonus to defense.
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	-=- I. Morale
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		Morale is an important part of the way your colonies function. High morale has chances to increase your production rates
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for short periods, and even your unit's Power in combat. Low morale can cause penalties to the same, and workers may even revolt against
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you, shutting down or damaging key productive facilities in your colony (slaves are more prone to this than workers, but it is not beyond
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reason). It's a good idea to keep a close eye on your morale in-game (it can be found in the menu tray at the top of the game screen).
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	-=- J. NPC Relations
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		NPCs in the gameworld can provide excess trade relations, but keep in mind that each functions just a sovereign alien
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nation would; some are untrustworthy and others are totally reliable and nonhostile, and it will almost never be as it seems on the surface.
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Any foreign relations should be carefully treaded.
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	-=- K. Tables/Lists/Appendices
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		-+ Australium Production Bonus Rates (per Sample Use)
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			+-------------------------------+
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			|As. Sample |  Bonus Rounds	|
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			+-------------------------------+
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			|10 kl	    |    1 round	|
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			+-------------------------------+
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			|50 kl	    |    2 rounds	|
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			+-------------------------------+
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			|100 kl	    |    3 rounds	|
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			+-------------------------------+