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Galactic Bloodshed (Teil 1) (FAQ) (e)




Galactic BloodShed FAQ Version HTML 1.0 - Part 1

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                              Table of Contents

  I. Getting Started
       1. What is GB?
       2. What is HAP?
       3. Where can I get the client and/or server code?
       4. What are the different versions of the server out?
       5. What if I have problems compiling something?
       6. How can I find out more about gb?
       7. Where are the current games running?
       8. Do I need a client to play gb?
       9. How can I start playing a game?
      10. How much time does it take to play gb?
      11. Is there a newsgroup for GB?
 II. The Game Set-Up
       1. What race should I choose?
       2. What's the difference between a normal and a morph?
       3. Which is better, morphs or normals?
       4. What kind of planet should I choose?
       5. What sector preferences should I take?
       6. What happens if I get a rotten home planet?
III. Playing the Game
       1. What is a move seg?
       2. What is an update?
       3. What strategy should I use?
       4. Random Questions I Always Seem to Run Into
            i. How do I change scope?
           ii. How do I talk to others?
          iii. What should I do first?
           iv. How do I interpret the maps?
            v. How do factories work?
           vi. What tax rate should I set?
          vii. What's the difference between military and civilians?
         viii. What should I set my mobilization level at?
           ix. How do planetary guns work?
            x. How do atmosphere processors work?
           xi. What's the quickest way to jump to other systems?
          xii. How do I get hyperdrive on board ships?
         xiii. How do I build ships in space?
          xiv. How come I don't have any resources yet?
           xv. How come my pods didn't explode when they reached their
               destination?
          xvi. How do I get a list of where my crystals are at?
         xvii. How do I get crystals?
        xviii. How do I get a list of ship types I can build?
       5. Final Warnings and Advice

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  I. -- Getting Started

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       1. What is GB?

          "GB" stands for "Galactic Bloodshed" GB is a game played on a
          network by several users at various sites. The home site, where
          the game and its database reside, is generally referred to as the
          "server." While telnet is one way to connect to a GB game, most if
          not all players prefer to use a more complex program, usually
          called a "client." Not all clients are the same, of course, but
          for now, don't worry about it.

       2. What is HAP?

          "HAP" stands for "Heuristic Astronomy Project." HAP is a close
          relative of GB, but there are many very important differences
          between the two. Rather than go into the differences here, I
          suggest you continue reading through this and then log in to one
          of the games yourself. Ask around and experiment and decide for
          yourself what you like best in a game. Both "flavors" of GB
          (original and extra crispy, if you like) approach the game in a
          different way. For example, in HAP games, communication among
          players who have not met is restricted while on GB, global
          communication is the rule...thus for help, it would be best to try
          a GB game first where players can hear you. As a general rule, HAP
          tries to incorporate many of the best changes from new versions of
          the original code while bowing more to "realism" where possible.

       3. Where can I get the client and/or server code?

          Just follow this link

          Pretty much everything you'll find there is compressed and/or
          shared/tarred, so you'll need to know a little bit about
          manipulating Unix files in order to set things up.

          *** IMPORTANT ***

          When you are transferring a binary file (ie: ends with .Z), you
          MUST set the file transfer mode to binary! If you do not transfer
          the file in binary mode, it will be corrupt. If you experience a
          problem uncompressing/unarchiving a file, this is the problem 99%
          of the time.
          Here's a helpful example:

          Suppose you ftp gb.docs.tar.Z.
          First: uncompress gb.docs.tar.Z (gives you gb.docs.tar)
          Next: tar -xf gb.docs.tar (separates out all the files)
          Then: delete the original tar file to save some space.

          OR: If you ftp gb.docs.shar.Z

          First: uncompress gb.docs.shar.Z (gives you gb.docs.shar)
          Next: /bin/sh gb.docs.shar (separates the files)
          Then: Delete the original shar file to save space.

          Info on these processes can be found in your system's help files,
          but if you continue to have problems, telnet to one of the running
          gb games and ask around for help. This is usually the first best
          thing to try when you have any problems. After all, the players
          have all had to go through the same things you will in order to
          get set up in gb.

          Once the files are in your directory in a conventional format,
          there will be help files and so forth included. It's a good idea
          to print the help docs out and have them handy when you play. When
          you've successfully compiled the client, stripping the executable
          file will reduce your client to a size of around 130 blocks If
          you've got a strict quota on disk use, it's best to do most of
          this work in a temporary directory, then print out the help files
          and transfer the executable into your permanent directory.

          Note that the client successfully compiles only on Unix machines
          or a close derivative of Unix. At this time, no client exists
          which is compatible with VMS. There is also a new version of a PC
          based client for GB available at the scam ftp site as gbpc.zip,
          written by Chris Fodor (aka Feepness). As it develops (ie. as soon
          as Chris sends me a paragraph or two about it), I'll include more
          information in the FAQ.

       4. What are the different versions of the server out?

          Besides GB and HAP, I know about 4 versions of the server
          currently out. Most are versions that take bits and pieces of GB
          and HAP to form another strain of GB. There is currently one
          available on ftp.ipl.rpi.edu on /sigma/gb/gb.IPL-Server.tar.Z
          which fixes some bugs. If anyone has any more detailed information
          about this version please let me know.

          Also, there is a version I am working on, which is currently
          running at the "NYU" games, which is tentatively called GB+. This
          version has TONS of bug fixes, and also new ship database code,
          along with autoscrap, threshloading, minesweepers, and other HAP
          inherited options. Currently there is no ftp site for this, but
          once I get one, it will be posted.

          This version seems to be very stable, as there are over 230
          updates currently in the test game on groucho. Send mail to me
          (deragon@jethro.nyu.edu) if you want information on this version.

       5. What if I have problems compiling something?

          As mentioned earlier, the first thing you should always try is to
          log in to one of the existing games as a guest and start asking
          around. There will often be someone on who can help you with
          simple problems, but if they can't help you, you'll probably be
          referred to Evan Koffler (ekoffler@zephyr.cair.du.edu), who has
          graciously volunteered to deal with _client_ compiling problems,
          but be polite... give him informed questions rather than just
          helplessly whining.

          In other words, don't just write and say "It doesn't compile on
          the NeXT and crashes when I try to boot it." At the least, run the
          code through a debugger of some kind to get a line number within a
          routine or at least get some kind of output sequence. This gives
          the person helping you some reference point from which to track
          the problem down.

          If you're having a problem with a bug in the server code, your
          best bet is to post to alt.games.gb. If the authors want to
          volunteer their addresses (Garrett, Clay, et al.) and/or services
          for direct email correspondence, I'll let them do it. There are
          enough users out here familiar with the code to help you deal with
          whatever problem you're experiencing. What was said in the
          previous paragraph about finding and reporting bugs and receiving
          help also goes here.

       6. How can I find out more about gb?

          Try logging in to one of the current games running. Some games
          have a guest account set up specifically for new users to find
          their way around and ask questions. When it asks for a password,
          simply type "guest" or "guest 0" in most places, and you'll be
          logged in to the game. There's no guarantee that there will be
          someone on who can help you and/or has the time, but during the
          evening is generally the best time to try.

       7. Where are the current games running?

          I used to keep a list of this, but it's just too much of a pain.
          The best way to keep track of which games are running (or about to
          be) is to watch the alt.games.gb newsgroup. It's very low volume,
          so that should be no problem. The FAQ gets out of date too quickly
          and easily in any case.

          Once you get a server address and part, use the following examples
          to connect you to a game with telnet if you're not using a client.
          If you're using a client, simply replace "telnet" with "gbII" or
          whatever you've named the client executable in your directory. on
          Unix: "telnet pooh.caltech.edu 2010" or "telnet 131.215.48.30
          2010" or, on VMS: "telnet pooh.caltech.edu /PORT=2010" etc.

          Note: Some of these games are chronically off-line for one reason
          or another; others are only up at certain (unknown to me)
          scheduled times. Don't be surprised if you get a refused
          connection by more than one game. If you want to enter one or more
          of the games that have not started yet, check alt.games.gb for
          announcements about where to send your requests.

          Other games will be announced in alt.games.gb as they are started,
          including periodic "blitz games" run by various people. A blitz
          game is essentially a gb game in which the updates are squeezed
          down into 5 to 20 minute intervals as opposed to the usual 1 or 2
          per day. If you're wondering what an "update" is, read section 3
          about playing the game.

       8. Do I need a client to play gb?

          If you're going to play seriously, then the answer is yes.
          Theoretically, one could get by using only telnet, but only the
          client will process maps correctly and enable you to encrypt your
          conversations, which is a convenient way to communicate at no cost
          without being overheard on the game.

       9. How can I start playing a game?

          There are two ways to do this. First, you can wait until someone
          announces the beginning of a game. This newsgroup is where you'll
          see such announcements. The person in charge of the new game will
          either include (or point you to) a racegen program which you can
          then use to specify what kind of race you want. Then you log in to
          the game and start playing when it starts! Read on for more
          details on what racegen is and how it works.

          Another way to get into a game is to log onto a currently running
          game and ask. In most big games, there are "sleepers," or races
          which have dropped out for one reason or another (it's not always
          due to weakness, sometimes time constraints are involved). Also,
          many players with big races tend to look for people to help them
          out since playing a big race in gb can be very time consuming.

          Most games now run with the "governor" code, standard since pooh
          version 5.0 and in current versions of HAP. This allows for races
          to have one major leader who can delegate authority over given
          ships and systems to his governors, who are independent players
          recruited by the race leader. This is a great feature for those of
          you out there who want to play gb but lack the immense amount of
          free time that leading a fully active race requires.

          If you see an announcement for a new game starting, but dont want
          to run your own race, your best bet is to post to alt.games.gb
          asking if anyone needs a governor.

      10. How much time does it take to play gb?

          That depends entirely on the number of updates per day. For a
          reasonably large race (say, control of 40 planets) in a game with
          70 star systems or so (3-8 planets per system), it will take you
          at least one hour of playing time per update (this is vastly
          dependent upon how efficient you are...use macros!). This can go
          way up if you are actively waging war with another player. This
          time tends to increase as the game goes on and you grow in power,
          but the main variable in the whole time equation is simply how
          active _you_ want to be. It takes a very active race to come out
          on top in gb; even on a one update per day schedule, it can eat up
          your time, so consider yourself warned.

          Players who join only to play for a little while and then drop
          out, leaving all that they've built to fall into ruin, are
          generally frowned upon. Sometimes it is unavoidable, but all
          deities ask that you plan ahead. Don't get yourself involved in
          more than you can handle. Drop-out players who don't get
          replacements can seriously upset the game balance, ruining the
          game for many other players.

          The advent of team races may offset both of these diadvantages,
          but it's still best to be aware of them.

      11. Is there a newsgroup for GB?

          The newsgroup for Galactic Bloodshed is:

                                     alt.games.gb

          This newsgroup is for the discussion of everything that has
          anything to do with GB, including game announcement, rules
          discussion, game editorials, etc.

                       ------------------------------------

 II. -- The Game Set-Up

                       ------------------------------------

       1. What race should I choose?

          As of this posting, just about every new game that is coming
          on-line is accepting races generated by a program called
          "racegen." You can get a copy of this at any of the ftp sites
          mentioned above, and it compiles pretty easily on most systems.
          Use this program to generate your race and automatically send it
          to the appropriate "deity". Note that you usually have to compile
          a whole new version with the proper destination address (for
          sendmail) in the code, but this is easy...just find the
          destination address line (#TO, I believe) in the code and change
          the address with your editor, then compile.

          NOTE: In some new games, you'll be asked to use your client to
          connect to a special racegen daemon on the eventual gb server
          machine. This greatly simplifies the process of game registration
          since you don't have to have your own copy of racegen, just the
          client. Watch for specifics with new game announcements.

          Other programs, such as "opt_tech," which optimizes your tech
          expenditures (read the docs for more details on how tech works),
          and "psmap," which generates a postscript file containing a map of
          your game universe from a list of stars.

          Here are the helpfiles included with racegen, which should answer
          most of the questions about the program and its use:

          --- Begin included racegen docs ---

          How to get and compile racegen

          First off, get net access. Then you can use the file transfer
          program, ftp, to get racegen from several sites, including
          scam.berkeley.edu. Connect to the remote system, use "anonymous"
          as your name (any password is OK), cd to the src/games/gb
          directory, and get racegen.shar. The whole process should look
          rather like this:

          > ftp scam.berkeley.edu
          Connected to scam.berkeley.edu.
          220 scam.Berkeley.EDU FTP server ready.
          Name (scam.berkeley.edu:leonard): anonymous
          331 Guest login ok, send ident as password.
          Password:
          230-Welcome Guest - access restricted.
          ftp> cd src/games/gb
          200 CWD command okay.
          ftp> get racegen.shar
          200 PORT command okay.
          150 Opening data connection for racegen.shar (60101 bytes).
          226 Transfer complete.
          local: racegen.shar remote: racegen.shar
          62071 bytes received in 6.1 seconds (9.9 Kbytes/s)
          ftp> quit
          221 Goodbye.
          >

          When a game is announced, the host will specify what sort of races
          are desired. If the game will not use the "vanilla" racegen, the
          host will post a file called "game_info.h" that you will then use
          to compile racegen with. Note that racegen.shar comes with a
          default game_info.h file.

          Now you can make an executable racegen. Unshar the archive you
          just got, and make it:

          > sh racegen.shar
          x - racegen.c
          x - racegen.h
          x - game_info.h
          x - Makefile
          x - racegen.README
          > make
          cc -bsd -g -target sun3 -c racegen.c
          cc -o racegen racegen.o -lm
          > ls
          Makefile racegen* racegen.c racegen.o
          game_info.h racegen.README racegen.h racegen.shar

          Now you are ready to go. Just type "racegen", and it will run. If
          it does not, make sure you have the current directory "." as a
          part of your path:

          > printenv PATH
          .:/usr/imports/bin:/usr/local/bin:/usr/ucb:/bin:/usr/bin
          >

          (Note that the first directory in my path *is* ".". ':' is used to
          separate the directories in this list.)

          If "." is not in your path, you must either put the racegen
          executable file in one of the directories that is in your path, or
          else put "." into your path. The second option is much easier:

          > setenv PATH .:$PATH

          Now you are ready to go!

          The creation of new races is controlled by the person hosting the
          game. Player #1 (the first player enrolled into the game) should
          always be given diety status, as many of the game default
          operations are placed in player #1's control. Other players may be
          designated as having diety status during the enrollment procedure,
          but this isn't recommended (or needed in most cases).

          Race generation is often done using a rather complex point based
          system, the idea being that you must spend a limited number points
          to get better attributes. The program that you do this creation
          process with is called "racegen". There are five types of data
          associated with each race that the player can choose:

          * Name, password, and other profile information -- While none of
          these have any direct effect on game play, they add interest. Name
          and password can be set with racegen before enrolling in the game.
          All of the others can be changed as needed; see also: name,
          personal, profile

          * Home planet type -- A race's home planet can drastically affect
          its game. Jovian home planets are the most costly type, because
          jovians are huge planets with about half the sector area of the
          universe on them. Jovians are the only worlds with gas sectors on
          them; gas tends to be resource-poor but fertile. Class M
          (Earth-type) home planets are the next most useful, with a good
          balance of fertility and resources. Forest and water worlds are
          like class M's and generally more fertile, but they are also
          smaller on average. Desert worlds have high resource content but
          are not very fertile. Iceballs and airless worlds are too small to
          make very good home planets, but they are very common in the
          universe as a whole.

          * Racial type -- There are two main racial types in GB: normal
          races (think of humans, Klingons, Wookies, Pierson's Puppeteers,
          etc) and metamorphs (Alien, the Thing, body snatchers, etc.) The
          primary difference between these two race classes is that only
          metamorphs may have pods and absorbtion as racial attributes.
          Metamorphs are also required to have one sex, which is another
          advantage. A secondary difference that is rather harder to notice
          is that the price of various attribute combinations is slightly
          different for normals and morphs in racegen, especially for some
          of the attributes' extremes.

          * Compats -- The planets found in the GB universe are represented
          as arrays of sectors of various types: ice, land, sea, etc.
          Various races may have varying degrees of compatibility with these
          sector types, which will affect the amount of population they can
          grow on that sector type, and other things too.

          * Attributes -- Attributes are quantizations of a race's
          abilities. Currently there are 11 basic attributes for each race:

          ** Absorbtion -- Only metamorphs may have this attribute, which
          allows them to absorb enemy troops and civilians in combat if the
          morph wins. Combined with pods, it allows metamorphs to replace
          alien population on planets when pods burst.

          ** Adventurism -- This described what percentage of a sector's
          population may move and explore other sectors. High value tend to
          settle planets on their own far more efficiently. If you have a
          low value, you can order movements with the 'move' option.

          ** Birthrate -- This factor determines how rapidly the population
          in the sector will converge to the maximum population supportable
          on the there. High values mean that the population multiplies
          faster.

          ** Fertilize -- This attribute represents the percentage chance
          that a race will increase by one percent the fertility of any
          sector it owns. Any race may take advantage of space plows for a
          similar effect, once it gets to tech level 5.

          ** Fighting Ability - Higher values mean that the race is more
          likely to kill an alien than a lower value. Races with lower
          values will usually need to have larger forces to win in direct
          combat over a high fighting ability. It is important to note that
          this effects only land combat and ship boarding strengths, and not
          ship to ship fighting.

          ** IQ -- The raw growth rate of a race's technology is governed by
          the race's intelligence. The technology increase per update is
          IQ/100. Addi- tional technology gain is available by technology
          investments on the individual planets under the race's control.

          ** Collective IQ; IQ limit -- The intelligence of a race with
          collective IQ is related to the race's total population, as
          follows: IQ = IQ_limit * [ (2/PI) atan(population/50000)]^2.
          [Note: Be careful with this one! If you can't build pods, then
          having a collective IQ could be disastrous as you won't have the
          know how to build *any* kind of useful ships for a looooong time.]

          ** Mass -- Each race has a mass. The heavier the individual, the
          more fuel it will take to launch and land ships full of the race.

          ** Metabolism -- This value controls how industrious the race is.
          Higher metabolism races will produce resources more rapidly than
          lower metabolisms, and also increase the efficiency of sectors
          faster.

          ** Pods -- Pods are small ships, available only to metamorphs but
          at tech level 0, buildable instantly on the surface of planets.
          Each one may carry a single crew-thing; this makes them ideal for
          settling other planets. Pods which enter a system after having
          frozen in deep space will warm and eventually burst, possibly
          leading to spores landing on worlds in the new system. If a spore
          lands on a sector, a ton or more of biomass will be created,
          resulting in a new colony for the podding race. Note that spores
          may never land on alien occupied sectors unless the podding race
          has absorbtion.

          ** Sexes -- Each race has a number of sexes. This represent the
          minimum population that a sector must have in order to be able to
          reproduce. Lower values are preferable to high values for
          colonization efforts. It is not recommended to have more than 3 to
          6 sexes at the outside, unless you are really looking for a
          challenge --- End included racegen docs ---

       2. What's the difference between a normal and a morph?

          A "morph," or "metamorph," is described in the standard docs as
          the type of race you'd see in John Carpenter's "The Thing." The
          major differences between morphs and normals can be summarized
          like this:

             + Morphs can absorb enemy bodies when they attack a sector
             + Morphs can build spore pods on planetary surfaces
             + Morphs' IQ is determined only by their population

          It used to be the case that morphs had a very high metabolism and
          very high fighting strength to go along with all of this, but the
          advent of racegen has changed that considerably. Now, morphs can
          have all of the basic characteristics of normal races -- but the
          three attributes mentioned above are only available to metamorphs.
          The disadvantage that offsets this option is that some items will
          be more expensive in racegen.
          I'll discuss these three items in reverse order: First, morph IQ
          is based on some exponential population formula. In all games,
          this means their iq starts at 0, and the maximum possible morph IQ
          can be set by the player in racegen. A common practice is for
          morphs to spend a great deal of tax money investing in tech to
          offset this disadvantage, but it still takes a while to "take
          off." The low iq means that morphs cannot rely on shuttles (which
          require some minor tech ability to build) to ferry them around to
          colonize planets early in the game. Morphs, however, have the
          ability to build spore pods. These pods require no tech to build
          and are very cheap.
          The major advantage to spore pods is this low cost and the fact
          that they can be built right on the planet's surface (while most
          other ship types require factories which need resources to be
          turned on and time to repair before actually building any ships).
          The drawbacks to pods are that they are slow and that they explode
          upon entering star systems. That's not _always_ a drawback, but
          early in the game, it will mean that several pods must be sent to
          a system in order for you to have a good chance at landing morphs
          on a planet or two. The success rate of spore pods (ie. whether
          they explode harmlessly or result in a colony) varies from game to
          game from 20% to 40%. The other major difference between morphs
          and normals which is mentioned above is morphs' special combat
          ability. If a morph attack force defeats another race in ground
          combat, a large fraction of the defeated enemy will be "absorbed"
          by the attacking morph race, enabling morphs to actually
          _increase_ their population through attacking. Thus, late in the
          game when all planets are covered and well-defended by other
          races, morphs still have a chance to do some serious damage by
          showering an enemy system with pods and perhaps landing enough
          morphs in the system to cause a lot of problems, if not to take
          over a planet or two.

       3. Which is better, morphs or normals?

          This is debatable. Each race type has its own advantages and
          drawbacks. It also depends upon the modifications made for the
          particular game you are in. Generally, each race type can be led
          to success by a good player, and alliances between morphs and
          normals are quite common and can be very effective (since the
          normals generally have the high tech levels while morph's pod
          launching ability and generally high metabolism and/or fighting
          strength can help the alliance).

       4. What kind of planet should I choose?

          This is covered in large part in the above racegen docs, but I can
          make some comments about common questions that arise. Of all types
          of planets, class M's are chosen for homeworlds around 75% of the
          time. This is because they are the largest of any type planet
          except Jovians. Thus, they can support a high population (for
          taxation and tech purposes), and they usually have a fairly high
          number of resources. Another common choice is desert, since it is
          on the same order of size as a class M planet. Deserts have more
          resources, but are less fertile and are rarer in some games than
          class M's (also, you should take 100% desert as a sector
          preference, which means you can't spend as much on the other, more
          common, sector types). Advantages of big planets:

            1. The larger the planet, the faster you will produce resources
               from it once you have covered the planet. The formula for
               resource production goes as (1 - avg efficiency) ^ (number of
               sectors), so the more sectors you have, the better. Races
               that select small home planets tend to get left behind early
               on in the race to build the first ships for this reason.
            2. The planet is much harder to conquer. Even if an enemy
               manages to field a temporarily superior force to your
               planetary population, odds are he won't have the AP's
               necessary to take the whole thing in one update, so you have
               time to marshal reinforcements if you're in a bind.

          Here's a brief summary of the various planet types, to the best of
          my knowledge, along with an estimate of how common these planet
          types are. *NOTE* This will vary from game to game. The relative
          sizes of each of these planets, as well as the benefits (and % of
          races which choose each type of planet, etc.) will also vary from
          game to game. When using racegen, you'll typically pay (or get a
          bonus) for the type of planet you choose to start with, and the
          deity will try his best to see that your points are fairly spent.

             * Class M - 15% - These planets are usually about 60% water,
               20% land, and an even mix of everything else. Once in a
               while, you'll find a class M with an abnormal atmosphere
               (like heavy in methane content).

             * Jovian - 10% - These planets are 100% gaseous, and they are
               usually twice as large as the typical class M planet. They
               tend to be very high in fertility, too, so you can easily
               build up a large population for taxation and tech purposes.
               Also, ships in orbit around Jovians add fuel to their holds
               every update (tankers are twice as efficient at this), so
               even if you're not a Jovian-type race, having one of these
               nearby can be a tremendous asset.

             * Water - 5% - These are largely water planets, and I've found
               that they are generally resource poor. They can be quite
               large, ranging up in size to class M quality, but they are
               usually about 40% smaller.

             * Desert - 5% - These planets are usually 80% desert and 15%
               mtn/ice. They are _very_ nice as far as resource content is
               concerned, and their size range is much like Class M planets.

             * Forest - 5% - These planets are almost entirely covered in
               forest, which is the rarest sector type. Resource content is
               fairly good. Size range is between Water planets and Class
               M's. Fertility is higher than on a normal class M.

             * Iceball - 20% - These planets are generally small (1/5 the
               size of class M's or less), and they consist of around 75%
               ice and 25% mountain. Relative to their size, they are
               resource rich, but the small number of sectors means that
               resources will come more slowly.

             * Airless - 30% - These planets are mostly land (75%) with some
               mountain and ice sectors. The atmosphere is almost always
               hostile, of course, but these planets are probably the most
               resource rich relative to their size (ie. 1/3 the res of a
               typical class M but 1/5 the size).

             * Asteroid - 10% - These are just floating rocks in space, not
               good for a heck of a lot. They don't count as planets in
               victory conditions, and they usually have very few resources,
               and the small number of sectors make it very difficult for
               most asteroids to ever contribute to your cause, though
               having colonies on them have other advantages, such as morale
               bonus. Sector types are random but range among land, desert,
               ice, and mountain.

       5. What sector preferences should I take?

          The most common sector type besides gas is water, but this is
          misleading since there are so many water sectors on Class M's (in
          addition to those on waterball planets). Running a close second is
          land terrain, which is found on just about every planet type.
          Forest is probably the least common, making it an unusual and
          often strategic addition to your list of preferences (remember,
          you pay for both the % compatibility and an overhead cost for each
          of your sector prefs). Mountain is convenient to have since it is
          usually high in resource content and found in small amounts on
          many planets, and ice is also a common choice. I've also noticed
          that taking a combination of desert and a choice of mountain, land
          and/or ice in your sector prefs somehow entices the server into
          making your race a "methane breather" some of the time (or maybe
          it's just bad luck). The problem with this is that most planets
          will be extremely incompatible with your race, meaning your pop
          will grow very slowly and often leave you vulnerable to invasion.
          You'll find yourself at a rather large disadvantage until such
          time as you or an ally can build atmospheric processors (at a
          pretty high tech level, so it takes a while). Some games (with my
          strong approval) are phasing out the possibility of methane
          breathing races except by request. This is not to say that you
          should always choose water, land, and mountain as your sector
          prefs. In many cases, alliances are made based on sector
          incompatibility. In other words, a morph who loves water and
          forest would rather ally with a desert/mountain/land loving normal
          than another water loving normal, so don't be afraid to choose an
          unusual sector type. It may enable you to exploit planets which
          other races wouldn't mind giving away.

       6. What happens if I get a rotten home planet?

          As it says in the help docs, a good home planet or system can
          really make or break your race. In some games, the diety actually
          goes around before the game and manually sets up everyone so that
          they can more or less start off on an equal footing. If this isn't
          happening, though, and you start with a crummy home planet, be
          ready to fight your way out of it. This makes it all the more
          important that you establish yourself throughout both your system
          and the surrounding ones. Look on it as a challenge. :)

                       ------------------------------------

III. -- Playing the Game

                       ------------------------------------

       1. What is a move seg?

          A move seg (or movement segment) is a procedure during which the
          server updates the positions of all ships in the game based on
          their current orders. For example, if you have a ship ordered to
          move toward a particular star, planet, or ship, this process moves
          your ship closer based upon the ship's speed. You'll receive
          messages from the server when you arrive at your destination, at
          which time your ship stops moving. Repairs also occur at move
          segs. This means that everytime there is a move seg, any of your
          ships which are currently trying to repair them- selves,
          regardless of how they incurred damage, will have their damage
          percent reduced by some amount. For more information on how to
          repair ships and so forth, see the help docs on scam.

       2. What is an update?

          An update is a "glorified move seg." Basically, everything that
          happens in a move seg happens here PLUS the following:

             + Production occurs at your colonies
             + Ships attempting hyperspace jumps either jump or charge in
               increments towards a level where they can jump.

          What this translates to is this: The pace of the game depends
          almost entirely on how often these updates occur. There will
          always be a given number of move segs (usually anywhere from 2 to
          6) between updates, but updates are the real pulse of the game.
          Also, you should note that the period right after updates is
          usually when the most frantic action in the game takes place.
          This is important when choosing what game you wish to play in. For
          example, if you live over in Europe and the update schedule is
          such that updates always occur at 4 am for you, you might want to
          pass on the game. If you aren't on at updates, enemies often get
          the chance of jump into your system and start attacking while you
          aren't on to defend yourself. This can have disastrous effects.

       3. What strategy should I use?

          This sounds like a pretty hairy question, but I will try to answer
          this in a limited fashion for beginners. What you're basically
          looking for is some simple-minded strategy that will get you
          through the first 20-30 updates while you're still learning the
          ropes of the game. Try to follow these two basic principles:
          Produce and colonize. Your first and foremost need is to produce
          resources on your home planet so that you can start building
          ships. The fastest way to start producing is to spread out and
          cover your home planet as quickly as possible. This will be the
          sum total of your turns for the first several updates.
          Once you have resources, you get to start building ships. If
          you're a metamorphic race, that means you get to build pods. This
          is something you should do as soon as you get resources. This is
          one of the major advantages to playing a morph...pod-building
          ability. The nice thing about pods is that you don't need
          factories to build them, which means they can be built on the
          ground and launched immediately. Since pods are slow relative to
          most ships, however, it is imperative that you launch them quickly
          so that you have a fighting chance to win the race to all of the
          unoccupied systems.
          If you're a normal race, you should build a factory as soon as
          possible and then modify it so that it can start producing cheap
          shuttles. After you've played a game, you'll realize why it is so
          important to win the race toward unoccupied planets: it is far,
          far easier to take an unoccupied planet than to kick a hostile
          race off of that planet.
          The best advice I've heard yet is that you should be sure to
          understand the commands in the game so you can use them to your
          full advantage! It takes time and experience to learn the game,
          and it will be a rewarding and fun experience if you approach it
          in the right way.

       4. Random Questions I Always Seem to Run Into

            i. How do I change scope?

               That's the cs command. Scope works just like directory trees
               in Unix. If you want to go to the top (Universe) level, you
               type "cs /". To go to a given planet, you'd type "cs
               /starname/planetname". To change scope to one level higher,
               you use "cs ..".

           ii. How do I talk to others?

               There are three basic ways: br  - This broadcasts a
               message that will appear on all active player screens except
               those players with a "gag" in place (you can see that in the
               who list). On HAP, if you broadcast, only those players who
               know something about your race will be able to "translate"
               your broadcast or your messages (see send). ann  -
               This is the same as broadcast, except that it limits your
               audience to those players in the same stellar scope as you.
               This is a good way to carry on a more sensitive conversation,
               but there's no way to be sure whether you're being overheard.
               send    - This sends a telegram to
               the named player at a cost of 1 AP. There is no cost for
               communicating this way with the game deity. There is also a
               "cr  " command available with the gbII client,
               but it is discussed in the client Help just fine.

          iii. What should I do first?

               Once you get into the game and have connected using your
               password (and your governor password, if applicable), type
               "help". Read through all of the concepts listed first and
               then branch out from there. You'll find some topics in the
               main list have no help files listed. The docs always tend to
               suffer from game advances which outpace anyone's ability to
               update them, but they are definitely useful for the basics.

           iv. How do I interpret the maps?

               Well, the stellar system maps and the galaxy map should be
               pretty simple to figure out. Objects on the map which are
               darkened completely are those in which you have people,
               either on ships or planets. Objects which are partially
               darkened are those which you have data for but no people
               present. The planetary map is a grid. When you refer to a
               given sector, be sure to use (column,row) and not vice-versa.
               If your toggle switches (see "help toggle") are set in the
               default way, the highlighted sectors are those with your
               people on them. Any sectors with numbers on them represent
               sectors occupied by other players. Sectors with letters or
               symbols on them imply the presence of a ship with that
               symbol. Also as a part of the map, it lists how many sectors
               on the planet you own, whether any aliens are present on the
               planet, what your population is, the planetary compatibility
               (which depends upon atmosphere and temperature), and a few
               other things that you can look up in the help docs...it
               changes from game to game.

            v. How do factories work?

               Well, first you build one, then you cs to it by typing "cs
               ". Next, you use the modify command to get
               everything just the way you want it, from ship type, to crew
               capacity, etc. Once it is the "perfect" design for you, type
               "order  on". It will take a few updates for the F's
               damage level to go from 75 down to 0, and you can only build
               ships (with the build command) at F's which are undamaged.
               Once you've turned a factory on, you can't change the basic
               design of the ship, so plan carefully! You can modify the
               ship later at double the cost differential (which is new cost
               - original cost) provided you can fit the necessary resources
               into the cargo bay of your ship. This means that ships with 0
               cargo capacity cannot be modified.

           vi. What tax rate should I set?

               After you've covered the planet and are on the verge of
               building ships, start it off with a few percent. This may
               vary depending on your race, but I think it is a good rule of
               thumb. This small amount will pay for your ships and keep you
               from losing morale. Later on, when you're not so worried
               about increasing your sector efficiences, you can up the tax
               rate (but watch out for insurgencies!). Note that the higher
               the tax rate, the less chance you have to increase in
               efficiency, and the average.

          vii. What's the difference between military and civilians?

               Civilians have a fighting strength equal to your race's
               fight. Military have fighting strength 10 times stronger than
               your civilians. Contrary to what you might think, military
               _cannot_ pilot ships _or_ fire guns...only civilians can do
               that. Thus, if you have 5 guns on your explorer and 2 mil and
               3 crew, you will only be able to fire 3 guns at a time. Also,
               if you have only mil on board a given ship (ie. your only civ
               on board gets killed by a lucky shot from an enemy), you
               cannot order the ship to any destination.

         viii. What should I set my mobilization level at?

               I've found that it's a good idea to mobilize only a few very
               large planets that you may own. The reasoning for this is
               long and involved, but you'll learn through experience that
               mobilizing small planets (as opposed to building weapons
               plants there) only makes them more vulnerable to a metamorph
               invasion force. Mobilizing big planets still leaves you
               vulnerable to a ground assault (your high mob allows enemy
               troops to arm just as easily as you can if they bring their
               own destruct and absorb a few hundred civilians, for
               example), but big planets require a lot of AP's to take and
               require a lower mobilization in order for planetary guns to
               come into effect.

           ix. How do planetary guns work?

               You don't have to load them. These guns will take destruct
               directly from your stockpiles (provided you have some dest
               there). You can actively use them against ships in orbit
               around your planet by using the "defend" command (in the help
               files). These guns will also _automatically_ fire on any
               non-allied ship that tries to land on your planet...even a
               couple of medium caliber planetary guns is better than
               nothing. Also, the ship may not be destroyed, but if it is
               damaged, there is a chance that it will crash land, thwarting
               the attack. You get a certain number of planetary guns
               proportional to how many sectors you own on the planet and
               how high your mob level is.

            x. How do atmosphere processors work?

               To put it simply, it doesn't matter who builds a processor...
               only who currently owns it. A processor will slowly change
               the atmosphere of a planet (rate inversely proportional to
               planet size) to the ideal preferences of the owner of the
               processor at a cost of 3 fuel per update, which must be
               loaded into the processor. The last time I checked,
               processors will continue to eat up 3 fuel per turn if they
               have fuel to burn even after a given planet is perfectly
               atmospherically compatible with the owner, so it's a good
               idea to scrap processors once you reach this goal.

           xi. What's the quickest way to jump to other systems?

               Since you receive jump technology at a tech level of 50, your
               best bet is to have a ship ready to modify once you get
               there. If you're going to build a large fleet of jump ships,
               you'll save a lot of res by just building a factory and
               starting it up AFTER you've been able to design the ship with
               jump included. Some players, though, prefer using a few
               heavily armed explorers or Terraformers (which have large
               hanger and fuel capacity for long jumps) which they modify
               for jumping as soon as they can, saving a few updates by not
               having to wait for a factory to come on line.

          xii. How do I get hyperdrive on board ships?

               In order to get hyperdrive aboard ships such as e's and T's,
               you must first have a given number of resources in the cargo
               bay. The amount depends upon the new cost of the ship with
               hyperdrive minus the old cost (double that to get the cost of
               the upgrade). That means you must be able to fit that many
               resources _on_board_ your ship to make the upgrade. For e's,
               big cargo holds aren't very common, so you might find that
               you have to "bootstrap" your way up by upgrading the size of
               your cargo hold. See the "upgrade" command in the help files
               for more info. In case the help files aren't very
               enlightening, here's an example of how to build a jump
               capable terraformer: > build T 2,2 (let's say this gives you
               T #1456 in sector 2,2)
               > load #1456 r 18
               > cs #1456
               > upgrade hyper (now you've got hyperdrive capability)
               > load #1456 r 16 (assume you want to add a crystal mount)
               > upgrade mount (now when you jump, you'll do it in one
               update,
               and you'll use a _lot_ less fuel, if you've
               got a crystal in the mount, of course)
               > load #1456 x 1 (assuming you have a crystal on the planet)
               > mount #1456 (now you can take advantage of your xtal mount)

               Say I wanted to increase the hanger capacity of my T, here's
               how I would do it:
               > cs #1456
               > load #1456 r 2 (This can cost 2 or 4, depending on your T)
               > upgrade hanger 6 (Default hanger of a T is 5...you must
               also have a high enough tech to build this kind
               of ship)

         xiii. How do I build ships in space?

               Well, the way to do this is get a ship into orbit with the
               resources you need. You can use just about any ship, but a
               shuttle works just fine. You can load it with an infinite
               number of resources, but you just can't land an overloaded
               shuttle...so you _don't_ need ships with huge cargo bays to
               build some of the larger structures like H's, O's, S's, etc.
               You can get resources onto the shuttle by ferrying them up
               from the surface with another ship. Once you have done that,
               change scope to your shuttle, and type "build ".
               This will create a new ship docked to your shuttle. You can
               then launch it or do whatever you want with it (but be
               careful about trying to land damaged ships! Some ships are
               built with a certain damage level that must then be
               repaired...others can't land at all).

          xiv. How come I don't have any resources yet?

               Often, races with low metabolisms and/or small homeworlds or
               worse, a combination of the two, will take painfully long to
               start generating any resources. You can help alleviate this
               problem by buying a reasonably high metabolism. I usually
               find that 1.0 gets me off fairly quickly, but if I have the
               points to spend, I'll go higher. High metab isn't so crucial
               for Jovian races since they start with huge homeworlds, so
               this minimum could go down to around 0.85 or so, in my
               opinion.

           xv. How come my pods didn't explode when they reached their
               destination?

               Speaking from personal experience only, pods can explode at
               an update or a move seg. The chance of this happening for
               each pod at each update/segment is around 30%. Thus, if your
               pods arrive at a system, go ahead and set them on course for
               nearby planets. Some might actually get there before
               exploding, giving you a new colony in the early parts of the
               game.

          xvi. How do I get a list of where my crystals are at?

               Once you are at tech 50, you'll be able to see the location
               of all crystal sectors on planets you have explored. At
               times, these sectors will be covered by structures built by
               you or someone else (such as F's, a's, Y's, etc), but you can
               get around that problem by using "toggle geography" and than
               viewing the map.

         xvii. How do I get crystals?

               If you occupy any crystal sectors, you have a chance,
               depending upon that sector's efficiency, to mine a crystal at
               every update. Once you've mined from around 1-6 crystals from
               a given sector over time, it will revert to a "normal"
               sector.

        xviii. How do I get a list of ship types I can build?

               Try "build ?" which is described under "help build." This
               will give you a summary of ship types. If you want detailed
               info on a specific ship, type "build ? x" where x is the
               letter that represents that ship type.

       5. Final Warnings and Advice

          If you see a bug, tell the deity in charge. Period. Many games are
          thrown out of balance by players who find bugs and exploit them.
          If you're really in this to have fun and play the game well, you
          shouldn't need to cheat to win.

          Remember that some types of ships are built with damage that takes
          a few updates to repair. This means that you'll have to plan
          ahead, and, more importantly, don't try to land these or any other
          damaged ships unless you want to risk losing them! You have a
          percentage chance equal to the ship's damage of crash landing and
          possibly destroying your ship!

          Use the "tactical" command often to check for the presence of
          enemy ships which may not show up on your map. Remember, to check
          an entire system for enemies, it might be better to do a "tact g"
          rather than just a "tact." This gives tactical reports for your
          planets only (which is still full coverage most of the time) and
          avoids repetitive tact reports from every single one of your ships
          in system. Also, be careful what orders you give in Universal
          Scope (the top level)...sometimes, asking for tact reports from
          all of your ships (or even just stock reports) can tie up the game
          and waste a lot of everyone's time.

          Remember that some types of ships can't be built in factories,
          most importantly ships such as Stations and Habitats. To build
          something like this, you can overload a shuttle in orbit! Also, be
          sure you know what the rules are for Habitats in your game (ie. do
          they produce extra resources every turn? If so, how many?).

          If you've got "smart guns," learn how to use them and take
          advantage of them! Don't get caught off-line at an update only to
          have everything you hold dear destroyed simply because you didn't
          set up a protection network.

          The beginning of the game is a critical time when you need to get
          your race started off and several updates occur very close
          together in order to get things moving. When you sign up for a
          game, be sure you can make this first update "blitz" or you may
          find yourself hopelessly behind.

                   --------------------------------------
     ********************* I M P O R T A N T ***************************
     Finally, remember that the deity of the game is there to help you.
        If it weren't for him/her, you wouldn't be playing GB at all.
           So don't whine. Be polite. Make constructive comments.
                   It'll be easier for everyone that way.
    ********************* I M P O R T A N T ***************************
                   --------------------------------------

                     *** RELAX. IT IS ONLY A GAME. ***
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History: Jan 17, 1997 - Converted to HTML - Evan Koffler