To buy land for building an empire and generating funds, to buy military for building armies, and to attack and conquer Evil Empires with your armies.
You are in control of building an empire that can span multiple planets and solar systems while battling against other players and empires spread througout the galaxy.
Your Empire begins on a randomly selected planet with a small amount of funds. From your starting planet you must acquire land resources to help fund your expansion efforts. Funds are generated every real-time hour from the land resources that you own. Funds can be used to purchase additional land or to buy military resources. Military resources enable to you to conquer Evil colonies and Empires on your planet as well as on other planets. Military resources also enable you to expand your Empire to other planets through your colonization efforts.
The goal of this version of the game is to cooperatively eliminate all Evil colonies and Empires from the galaxy. Although this is the goal of the game, you are free to rule your Empire how ever you so desire.
Game Main Menu
The Main Menu is located on every page on the left pane towards the top. Your Alias should be shown above it as part of the Welcome Message.
Planets are the centerpiece of building your Empire and of conquering the forces of Evil in the Galaxy.
You must acquire land resources to build your military. You start the game with small, randomly allocated number of land parcels (or land units) from which you must buy more units of land to earn more money. The following table shows the type of land resources that are available and the amount of revenue each generates.
The Trade Value is the amount of money that each Land Type generates per real-time hour. The Buy Cost is the amount of money needed to buy one (1) unit of that Land Type.
At the top of every hour your Owned Land Resources generate funds for you. The amount is determined by the Trade Value for the Land Type, in the table above, multiplied by the quantity that you own.
Military resources are used to defend your Empire from attack and to enlarge your Empire.
The following table shows the type of military units that are available along with their strategical values and costs.
The Attack and Defense Values are used during combat to determine the winner of an encounter between the types. The Initiative Value is used to determine which combatant attacks first during an encounter. The Buy Cost is how much one (1) unit costs to purchase.
The following table provides a brief descriptions and notes of the military types.
It should be noted that there are no game-restricted limitations on the number of military units that can be purchased. So long as you have the funds, you can buy and build as large of a military force as you desire. Also, all of your funds can be used to buy military units on any of your planet colonies.
Combat is initiated on the Planet Colonies page. To get to the Planet Colonies page: Click Empire Status in the Main Menu, then under Owned Land or Military Report click on the planet name where you want to initiate combat, then click View Planet Colonies beneath the Main Menu, then under the Colonies Military Report click the Attack button on the right side of the colony you want to attack.
Combat is done in rounds. Each military unit in an Attacking army (or fleet) fires once per round (unless a Spy has bribed the unit not to fire during that round). Each Military unit on the Defender's side that is targetted during the round returns fire. Combat between one unit and another is termed an encounter.
The winner of an encounter is determined by the greater value of a unit's Attack Value plus a random number between 1 and 20 and of a unit's Defense Value plus a random number between 1 and 20.
Combat is completed when either the Attacker or the Defender has no surviving Military Units.
Player scoring is based upon the following points table:
Military points are awarded only when attacking a player with an Evil Power Alignment.
The Power Alignments specify a player's overall Good or Evil standing.
Lawful good, Neutral good, Chaotic good, Lawful neutral, and True neutral are all considered to be Good while Chaotic neutral, Lawful evil, Neutral evil, and Chaotic evil are all considered to be Evil.
Power Alignments are shown on the Player Profile page and on the Team Player Listing page.
A player's Power Alignment can change during gameplay and is calculated based upon Negative Points (or nPoints).
A player accumulates Negative Points mainly based upon who the player attacks as illustrated in the following table.
The Negative Points ranges from -10 to +10. When nPoints reaches -10, the points are reset to zero (0) and the player progresses one Power Alignment level towards Good. Likewise, when nPoints reaches +10, the points are reset to zero (0) and the player progresses one Power Alignment level towards Evil. In brief, attacking Good players makes you more Evil while attacking Evil players makes you more Good.
An attack on a player with a Good Power Alignment yields no Scoring Points.
Comments and Feedback
Your comments and feedback are needed and welcomed. You can contact us by clicking on Communications in the Main Menu, and then clicking the Contact SysOp button at the bottom of the pane on the right.
Other Games Available
The following games are available for download at http://games.whitesaber.com.
Copyright © 2014-2016 Whitesaber.com. All Rights Reserved.
AUTHOR IS PROVIDING THIS SOFTWARE "AS IS". AUTHOR DISCLAIMS ALL WARRANTIES, CONDITIONS OR REPRESENTATIONS (WHETHER EXPRESSED OR IMPLIED, ORAL OR WRITTEN) WITH RESPECT TO THE SOFTWARE. AUTHOR DOES NOT WARRANT THAT THE SOFTWARE WILL FUNCTION WITHOUT INTERRUPTION OR BE ERROR FREE, THAT AUTHOR WILL CORRECT ALL DEFICIENCIES, ERRORS, DEFECTS OR NONCONFORMITIES OR THAT THE SOFTWARE WILL MEET YOUR SPECIFIC REQUIREMENTS.