         _                    ___  _____        _      __
        | \ |     /\   |\  | |       |    /\   | \ |  /  \  |\  |
        |_/ |    /__\  | \ | |--     |   /__\  |_/ | |    | | \ |
        |   |__ /    \ |  \| |___    |  /    \ | \ |  \__/  |  \|
                                    FAQ


                          
                          [ Table of Contents ]
                          

* You can use the FIND [Ctrl+F] command to skip around.  Type in the name.

1. Update History
2. Coryright
3. Getting Started
   +Registering
4. Manual
   +Log In
   +Overview
   +Private News
   +Galaxy News
   +Messages
   +Journal
   +Politics
   +Com-Unit
   +Construction
   +Research
   +Production
   +Resources
   +PDS
   +Waves
   +Military
   +Affairs
   +Galaxy
   +Universe
   +Preferences
   +Log Out
5. Ships
   +Interceptor
   +Phoenix
   +War Frigate
   +Devastator
   +Star Cruiser
   +Dreadnaught
   +Spider
   +Wraith
   +Black Widow
   +Ghost
   +Tarantula
   +Spectre
   +Astro Pod
6. PDS
   +Meson Cannon
   +Hyperon Turret
   +Neutron Emitter
   +Photon Turret
   +Ion Turret
7. Strategies
8. Credits
9. Contact Info
10. Final Words - Author's Comments

===========================================================================
--------------------------- [ Update History ] ----------------------------
===========================================================================

+ Version 1.0 [May 25, 2001]

  Sat down for a long 4 and a half hours & typed out this FAQ.
    * Added everything on Table of Contents

===========================================================================
----------------------------- [ Copyright ] ------------------------------
===========================================================================

+  This walkthrough is solely intended for the public use  on the WWW.
   You may not reproduce, transmit, or rewrite  it in anyway or manner
   without explicit permission from the original author. If this legal
   document is portrayed in any comercial use, you are therefore stricten
   under the code of law--and will be punished to the fullest extent
   of the law. In full contrast, this document portrayed in the website
   found (www.gamefaqs.com) is to  be used and only used by the public
   itself and cannot be sold. Revisions of this FAQ are only to be done
   with notice of the author before hand and may be done so as long as
   the name of the author of the document appears in due credit.This FAQ
   may not appear in any promotional CD or magazine. This FAQ is NOT to
   be used in a password-protected area nor in a high-security area. IT
   IS ONLY TO BE USED IN A PUBLIC AREA. This FAQ may not be plagiarized.
   You will only damage the author and also yourself in terms of the law,
   whether the punishment is civil or criminal.

+  TO WEBMASTERS

   You want to  put this FAQ on your site?  All I ask is a simple e-mail
   asking for permission and that you follow the guidelines below:
   
    - Do NOT edit this FAQ in anyway.
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   You may contact me with the following  e-mail address: Orbrha@aol.com

   Put "PA FAQ - PERMISSION" in  the subject line. You will get a
   reply only if it's a legitimate e-mail.

+  This FAQ  can appear only on the following sites without my permission:

   - GameFAQs.com - Always check here for the latest updates and versions.

===========================================================================
--------------------------- [ Getting Started ] ---------------------------
===========================================================================

First off, you must visit http://wwww.planetarion.com and register.  If
you are unable register it is most likely because you tried registering
during Havoc period.  After you register, you will want to log in and
probably change your password so it is easier to remember.  To do so, look
in the 'Manual - Prefrences' section on how to change your password.
After you do that you may begin.

===========================================================================
----------------------------- [ Registering ] -----------------------------
===========================================================================

When you click on the 'Sign Up' button at the homepage, you will need to
enter various things before you may start.  Here is a list of what is
required:

This page is where you sign up and register to play Planetarion. It has
three sections:

User info
This is where you fill in your name, address and stuff. The reason we need
this is simply for things like sending out prizes and stuff, as we will be
getting more and more into doing just that, with regular competitions and
other events.

Game info
This is where you fill in your login-name, which you will use to login to
Planetarion, every time you need to access your account. You will also
fill out your desired Rulername and Planetname, which is the names you
will use inside Planetarion. Please use something that fits the theme,
or has a certain element of roleplaying in it. And do belive me when I
say there will be a few Captain Picards around. Keep in mind, your
Loginname must be unique and you will be told if it isn't. And as always,
you are not permitted to ever give away your login name to anyone, for
whatever the reason.

Various info
This is where you have to acknowledge that you have read and accepted
the rules we have on our site, and where you can choose to support our
development by letting us sign you up at a few carefully selected partners.
We will never have a lot of these, and each and every one is thoroughly
checked. But yes, this will indeed lead to a few of those "spam" emails,
or advertisings as one might call them, but we will make sure those
you get are of intrest to you. Nothing wrong with getting good offers on
games, is there? But its up to you, we need the money to keep this
game free.

===========================================================================
-------------------------------- [ Manual ] -------------------------------
===========================================================================

Everything that is located at the Manual section at www.planetarion.com
is located here, int he the Manual section.  If you feel you would like to
view pictures of ships & more, go to the Manual section at
www.planetarion.com

===========================================================================
-------------------------------- [ Log In ] -------------------------------
===========================================================================

This page is where you log into the game, or ask the server to email you
your password in case you have lost it.

If you are logging in, just fill in yrou username and password, and hit
the button.  Keep in mind, both the username and password are Case
Sensitive, so you have to write i.e. IRock, not irock.

When you log in, it will be visible to the other players in your galaxy,
as they will see the little Online mark next to your name in the Galaxy
Screen. We recommend you log in at least once every day to make sure your
planet is in good shape, and to keep up the communication in your galaxy
and alliance. 

You should always log in from the login page itself, and DO NOT use a
script on other pages to log in, as they can then steal your user details
and take over your account. 

===========================================================================
------------------------------- [ Overview ] ------------------------------
===========================================================================

This screen works as your planet's Headquarters, as it holds information
on what is taking place at your planet.

It will display all incoming fleets, all fleets fighting at your planet,
it displays what you are currently building or researching and the time
remaining till completion, a brief summary of your own ships and PDS
units, as well as a count of your asteroids. 

As well as showing all of the above, you will now be able to view your
own fleets if they are not at home, this avoids the tiresome routine of
constantly entering the military screen every time you require an ETA
of when they will reach their destination.

We have added links in the table showing any incoming fleets, so you can
easily message any enemy or ally without going through the Messages
screen. 

After playing the game for several days you will notice various different
messages appearing on your overview screen, there are two distinct types.
The first of these is the MOTD or 'Message of the Day' and comes directly
from Planetarion HQ itself. This message relays general information with
regards to all aspects of the game whther it be competitions or new and
exciting changes that are going to take place. Keep an eye on it and you
are sure to be kept abreast of all that is going on in this busy
community.

The second is called 'Message from the Commanders' and can be accessed
by both the GC, MoC, MoD and MoW to transmit local information (within
your own Galaxy) to every active planet. This is extremely useful in
times of War for gathering the troops without having to message each
person individually.
 
Interesting point to remember : It is now possible to send messages to
your attacker(s) by simply clicking on their name or co-ords in the
overview screen (saves all that remembering co-ords and going to the
Messages screen) 

===========================================================================
----------------------------- [ Private News ] ----------------------------
===========================================================================

Your private news holds information on events that have taken place in the
last 48 hours. The news-entries are stamped with date and time (CET) for
when the event occured. The items that appear in your private news are:


-Completion of constructions or research 
-Incoming fleets 
-Attempted scans of your planet (if you manage to detect it, see the page
about Waves for details) 
-Report of new messages 
-Combat reports (see sample below) 
-Donations from the MoD and other players in your Galaxy 
-Donations to the Mod and other players in your Galaxy 
-Salvage Recovered 
-Election Reports 

You will also notice a buttom at the bottom of the screen that allows
you to delete new entries. This has been included to stop the screen
getting cluttered and so you can keep a clear eye on what is taking
place.

Please Note : Although the items you delete disappear from your screen,
there are still traces of the information left in your PDS central
computer, these will not be fuly erased until 3am CET the following
morning. This slight glitch has caused severe headaches for the EEC
Counter Espionage Team as it means, information thought safe can still
be retrieved by News Scans until the systems are purged ! 

===========================================================================
------------------------------ [ Galaxy News ] ----------------------------
===========================================================================

The Galaxy News screen has had a dramatic facelift when compared to
previous rounds. Traffic through jumpgates are automatically displayed
here, so your galaxy allies can come to aid you even though you are not
online to tell them. 

Any fleet entering your Galaxy will be displayed whether they are
(H)Hostile or (F)Friendly. The screen will also sort the arrival of
fleets at a particular planet by ETA allowing you to see at a glance
whether your defence is going to make it on time.

Note: Hostiles are shown in Red and Friendlies in Green, the totals of
both are shown at the right of the screen.  

===========================================================================
-------------------------------- [ Messages ] -----------------------------
===========================================================================

This screen is used for reading messages from other players. This is also
the place where you can send messages to anyone, as long as you know the
3 coordinates of their planet. You may also send messages to anyone by
clicking on their planet in the Galaxy Screen.

Whenever you receive a new message, the field with "New Mail" in the top
bar will be highlighted.

Messages more than 1 week old, will be deleted. You do have the option
to store them more permanently in the game, by moving them to your
"Journal". Then, they are never deleted unless you choose to do so, and
they are safe from anyone.

As a Minister of Communication, you will have a slightly different
messages screen. You actually have the option to send a message to
"All planets in your galaxy" with one simple click in the checkbox.

On the bottom of the messages screen, you will also see the Ignore-list.
If someone is sending you messages you do not want, simply add them to
your ignore- list, and you will not get any more messages from them.

If you get a message with foul language, or otherwise unsuitable
behaviour, you will also have the option to "Report the message". Using
this feature will send the message to one of the "helpers" in the game,
where he will decide whether the message is so bad, that something must
be done about the sender, or not.

Remember, if you receive abusive mail report it via the method used
above rather than mailing a specific PACrew member. It will be sent to
our abuse department who will act accordingly. 

===========================================================================
-------------------------------- [ Journal ] ------------------------------
===========================================================================

The journal is for your personal storage of information and messages.
You may keep information in here as long as you see fit and it will not
be purged unlike the Messages screen.

There is no way for outsiders to read it, no scans will give access to
a players journal. From the messages screen, information can be easily
moved to this here for longer storage.

You can of course delete any journal entry whenever you feel like, and
you may edit them at any time. If you are having a long discussion with
someone using messages, storing them all in one journal entry is a clean
way of handling that communication.

Use the journal for storing information on Allies, co-ords or potential
targets.

===========================================================================
-------------------------------- [ Politics ] -----------------------------
===========================================================================

The politics screen holds the message board of your galaxy. No players
from an external Galaxy have access to whatever is in here, so it is
safe to use. 

Everyone in the galaxy can create new threads or reply to posts as they
wish. 

Threads, or conversations if you like, where there has been no activity
for a week are deleted.

The Minister of Communication can delete any threads as he see's fit,
and it is his natural task to keep the Politics board nice and tidy.

Finally, remember to check in on the Politics screen every day, a lot
of the communication in the game happens there.

Note : Although this area is safe from the prying eyes of other Galaxies,
Game Admins still have access, do not get your account deleted by
abusing your privilages!  

===========================================================================
-------------------------------- [ Com-Unit ] -----------------------------
===========================================================================

Using IRC you'll be able to communicate in a fast and reliable way with
your fellow galaxy and alliance members, by using our new webchat system,
which is powered through our new planetarion IRC network. You will also
be able to make your own alliance chatrooms (channels) where you can have
live discussion, lay strategies, do real time meetings and much more.

-- But how do I logon or get an alliance channel registered?

First you'll have to click on the IRC menu item, in the left menu bar.
From there, you will be able to select a chatroom, and a nickname. You'll
have your player name set as default nickname. NOTICE, if your nickname
contains special characters, like the ones below, you will have to use
another nick, nor can your nick be longer than 15 characters.

Illegal nick characters: ! @ # $ % & * ( ) = + / ; : ' " < > , . ?

Spaces aren't allowed either, _ can eventually be used instead.
In the channel list you can select, a cluster channel, IE: #C7 or, a
galaxy channel, IE: #7:16 or visit our international planetarion
chatroom, #planetarion. If you are using a HTTP proxy, you'll have
to select YES, for the Proxy question, since this will make the webchat
support some of those proxies which unfortunately disconnects users if
they idle. We recommend the NO option, since this will make your chat
session faster.  When you've entered the chat, our IRC service will
message you. Please follow that message closely. You might want to join
another chatroom, or create your own. To do that, type:

/join #channelname

When you join a channel, the nicklist to the right, might be out of date,
if thats the case, you can click the NAMES button to load the nicklist.

Note: If you want to join more than once chatroom, type /novice off,
before proceeding.

-- I've created my own chatroom, but can I make sure its still there
for me, after i logoff?

Yes, you can register your chatroom/channel by visiting
http://cservice.irc.planetarion.com
From there you can signup for a chatroom. Once when our channel
service P has joined the channel, you can get operator status by
authorizing in P with the AUTH command.

NOTE: To msg P, do not forget to use /msg P infront of the command...
if you just type AUTH nick password, EVERYONE will see the password.

===========================================================================
------------------------------ [ Construction ] ---------------------------
===========================================================================

Advancement in technology is vital to a planets growth. In Planetarion,
this advancement is done by building structures and gaining knowledge
through research. The more constructions you have completed and the more
researches you have gone through, the more options become available in the
game. Certain powerful ships require a great deal of research and
constructions before they can be produced, so as long as you have
incomplete constructions or researches, you should start them as soon as
possible.

You can only build one construction at a time, and you can only research
in one field at the time, Please note that you can both construct and
research at the same time.

In the beginning, you only have 3 items to construct. As soon as you
have completed your first research, a new construction will appear here.

There are 6 paths altogether, each leading to different technologies;
War, Defense, Waves, Science, Mining and Jump gates. The further "down"
the path you follow, the more advanced technology is made available to
you. A galaxy would benefit from having access to all technology, so
consider it good advice to talk to your closest planets to hear what
they are building, so not everyone chooses the same.

Also note, that the further "down" a path you follow, the more resources
and time it takes to complete the construction. 

Remember : This round, only the War and Science paths exclude one another.


===========================================================================
-------------------------------- [ Research ] -----------------------------
===========================================================================

Just like Construction, Research is vital to advancement in technology.
Different Research and Construction will determine what you can and
cannot build in the game.  In Planetarion, Research-items and
Constructions follow one another. Completing a research item will allow
you to build a construction following that research down the part of the
Tech Tree.

As with constructions, you can only Research one item at a time. Please
note that you may both build a construction and research an item at the
same time.

When you start out, you have just a few research options to choose from,
but when you have finished your first Construction, a new one will
appear.

===========================================================================
------------------------------- [ Production ] ----------------------------
===========================================================================

The production screen is where you basically order the ships that you have
enabled through the various different Research and Construction options

You will notice there are two distinct sections to this screen. At the top
of the page, you have a list of the ships that you are able to build
(providing you have the funds) and at the bottom half of the screen,
you will see a table that shows how long your ships have left before they
are built.

The list of ships in the top section of the screen can be split into 3
separate sections. To the left of the list, you have the name of the
ship, and the total you already have completed in your fleet stations.
The middle section of the list has a brief ship description to give you
an idea of exactly what it does and its cost per unit, then finally on
the right hand side, you have the ship order box, and the time it will
take to complete bulding of the unit.

At the bottom section of the screen is a table, this table shows exactly
how long the ships you have ordered have left before they are built. You
will notice that the table is split into blocks, each of these equals one
hour, so for example, if you order a ship, and it is on the fourth block
along in the table, then you will have to wait four hours (or ticks) until
it is completed. 

===========================================================================
-------------------------------- [ Resources ] ----------------------------
===========================================================================

Metal
Metal is perhaps the most common component, used in nearly everything that
you will need to have a successful planet. It is required for Research,
Constructions, and the production of ships. 

Crystal
Perhaps the most important resource to begin initiating if you are new to
the game, it is primarily used for building various 'Waves' and is also
necessary for Construction, Research and the production of ships as
you get further into the game.

Eonium
The primary function of this resource is for the powering of your
spacefaring vessels, this in effect is your 'fuel'. It is also used much
more commonly throughout this round in the area of 'Planetary Defence
Systems'.

Those of you that have played the game in the past will notice a dramatic
difference in the way that you can initiate your 'roids compared to the
earlier rounds.

In days gone by, you were only able to select one asteroid at a time to
initiate, and if you had several hundred, the effort and time it took was
extremely long winded. This is now a thing of the past as you will see
when you look at the bottom of your screen.

There are now boxes next to the three available types of resources
within the game, simply type in the desired number you wish to initiate,
click the 'Initiate' button and they are all done at once.

If you wish to know exactly how much it is going to cost you to initiate
your 'roids, there is also a handy calculation box. Simply put in the
number you wish to see (as before) and then click on the blank window
under the resource names, and you will be given the ammount of metals
it would set you back.


Technical Breakdown

For each 'roid you initiate, you will be rewarded 1500 points, there are
no points given for uninitiated 'roids.

Each first initiated 'roid of the different resources will produce 350
units of that resource per 'tick'. As you initiate more of each of the
three types, the ammount of resources gained per 'roid will be reduced
by 1. For example :

1 Metal=350 1 Crystal=350 1 Eonium=350
2 Metal=349 2 Crystal=349 2 Eonium=349

These reductions will continue until you reach a certain point, this
figure is 250. Once this cap is attained, all roids thereafter will be
worth 250 units of each resource per tick.

The cost of initiating 'roids is 1000 Metals + (250 Metals x Number of
initiated 'roids you have)


This screen also houses an area that allows you to donate resources
within your galaxy. There are 2 ways to spread your excess resources
around, these are :

(1) Donate to the Minister of Development
(2) Donate to any Galaxy member

Please be aware, for a Galaxy to work as a team, it is vital that you
donate to the MOD, remember, you may need his help one day.

Hint : For all new players, we would advise initiating your first roids
in the following order.1 Crystal, 1 Eonium and then 1 Metal


===========================================================================
-------------------------------- [ PDS ] ----------------------------------
===========================================================================

The first thing to meet any attacker at a planet, is the Planetary
Defense System, or PDS for short. The PDS can consist of up to 5
different units, 3 of them being turrets that will attempt to shoot
down incoming enemies, 1 being an EMP-based turret, and the last being
the Wave Absorber to give protection against incoming waves.

The PDS is your planet's first line of defense when attacked. The
different turrets target different ships, and are no different from
ships, except for their low agility and fast weapon-speed.

The PDS will always shoot first in combat, before any enemies are allowed
to return fire upon them. All PDS items belong to a CLASS, just as the
ships do, so they will be targeted as any other ship you may have beside
them.

All PDS items are more lethal than any ship of the same cost, and highly
specilized. Having a strong and well built PDS will make your planet an
expensive target to attack. Of course, the drawback is that your PDS can
not be used to attack, and you can not run away with it.

Keep in mind, PDS is strong for its price, but it can not run away, which
in some cases would be the best alternative!

===========================================================================
------------------------------- [ Waves ] ---------------------------------
===========================================================================

In the universe of Planetarion, there are only a few ways to acquire exact
intelligence and information about other planets. If you wish to find out
how much defense a planet has, you can either ask the ruler, you can attack
him, or you can attempt to Scan the planet with a special Wave.

The basic physics of the so called Waves, builds on the same simple model
of an echo. Back when humans were still living in caves, one quickly
discovered that when shouting in a Valley, the valley shouted back. Later
on, species were found to use a similar method to get an image of the
surroundings, like the bat. The radar was discovered, and improved over
many years. Finally, about 100 years ago, scientists were able to send out
concentrated waves through gigantic telescope facilities, to retrieve
quite detailed information about long distance objects, far out in the
galaxy.

In Planetarion, there are 6 different scans. They each have their own
special kind of information that they echo back to the point of the sender,
and with combined use, they can reveal almost everything about a target.

The simplest of waves is known as the Sector Scan. It is the one scan that
requires the least amount of energy to launch, and it retrieves rather
unsophisticated information. An estimated size of the fleet owned by the
target, an estimate of the number of asteroids the target controls, the
amount of planetary defense units present there among other things. This
wave is known to have some problems with determining the exact number,
especially if faced with wave absorbers. A low-power wave like this is one
of the easier to absorb, hence the wave might fail to return any
information at all. Expect at least a 10% miscalculation on the
information retrieved.

A totally different scan is also available for those who invest a little
time and resources into the Wave area. The Asteroid Scan is a nice tool
for finding new uninitiated asteroids close to the planet it is launched
from. Be warned though, the more Asteroids surrounding your planet
connected to any mining operations will create interference for all waves
leaving your planet. So the more you have, the harder it will be to use
waves successfully.

Also, when you have reached a certain number of asteroids, the chance of
finding new asteroids will be almost nothing, as you might have found all
the asteroids who are naturally there. The way to grow from this point on,
is to attack and steal asteroids from others.

Due to the nature of the Asteroid Scan, it uses a special formula. It is
actually 3 formulas, 1 for those with NO asteroids, 1 for those with
1-200 asteroids and one for those having more than 200 asteroids. 

0 asteroids and 0 wave amplifiers:
% chance = 31

1-200 asteroids:
% chance = 30 * (1+(Amps/(Roids*2)))

Above 200 asteroids:
% chance = 30 * (Amps/(Roids*3))

% chance means % chance to find an asteroid per asteroid scan



The third scan you will be able to use is a slightly more specialized
scan, that only targets the controlled ships at your target's planet.
The Unit Scan will attempt to return a full inventory of all ships and
ship types encountered in the target sector.

Next on the list, you will find that the specialized PDS Scan can be a
powerful tool before going to combat. Being able to determine the exact
number of turrets of every kind that will await you at the other side is
important when assembling the perfect fleet for the attack.

Another intresting wave is the Military Scan. Very hard to stop, this
wave filters out everything except communications between ground-based
control towers and military vessels both inside and outside the sector.
If successful, it will return the exact content of the target's fleets,
their whereabouts and their current mission. What makes this wave so
special, is that it will also pick up any cloaked, or otherwise hidden,
ships with no troubles. The ultimate spy in a war, this wave is not to be
underestimated.

The News Scan is specialized on signal beacons transferring news
throughout the universe. By deciphering, combining signals and filtering
out those not relevant to the target planet, it is able to return news
and events about only the specified target. Anything from science progress
and combat reports can be caught by this wave, and it is a powerful way
of spying on an enemy.

After years of developing the wave technology, scientists discovered that
nearby asteroids were constantly interfering with the launched waves.
Then, they invented small orbiting amplifiers for the waves, and called
them just that, Wave Amplifiers. The more you have of them, compared to
your number of asteroids, the better and more accurate your waves will be.

Calculation and usage of waves in Planetarion

Whenever you launch a wave in Planetarion, there is a certain chance that
it will fail. This is determined by how many Wave Amplifiers you have, and
how many Asteroids you have. 

% Chance of success = 30 * (1+((Number_of_Senders_Wave_amplifiers / Number_
of_senders_asteroids) -(Number_of_Targets_Wave_absorbers / Number_of_
targets_asteroids)))

The more amplifiers you have, the more likely is it that your waves will
be successful. The more wave absorbers the target has, the harder it will
be to get accurate numbers.

Make sure you have a decent number of both Wave Amplifiers and Reflectors,
as they can quickly come in handy if you are in a tight spot or just
looking for someone to attack!

===========================================================================
------------------------------- [ Military ] ------------------------------
===========================================================================

The Military screen is where you administer your fleets, transfer ships
between them, and launch them in attack or defend missions. The screen is
divided into 3 sections.

The top section gives you an overview of your fleets and what they contain.
As you can see, there are 4 fleets altogether, Base, Fleet 1, Fleet 2 and
Fleet 3. These are somewhat different:

Your Base fleet is the fleet where all new ships are placed when they are
completed in production. This fleet cannot travel anywhere or undertake
any missions at all. You are able to transfer ships to and from this fleet
at any time you like, as long as the fleet you transfer from or to is also
at your planets location, and not out on any mission.

Fleet 1, Fleet 2 and Fleet 3 are 100% similar, and you can launch these
fleets at any time they are home and ready, as long as you have the Fuel
it costs to launch this fleet. You may also transfer ships between these
fleets whenever they are in your planet's sector, at home. These 3 fleets
are the only fleets who can ever have a Fuel cost, as Fuel cost is
deducted from your account at the time of launch. In this top section,
on the bottom of the table, you will see the fleets current cost to
launch. If you transfer ships from 1 fleet to another, you will see the
cost change.

The bottom of the upper table displays the travel time and fuelcost of
the 3 fleets that are able to be launched. The travel time is displayed
in hours, and the fuel cost in Eonium. Please note the three different
rows for every fleet, one row for traveling inside your own galaxy, one
row for traveling to galaxies parallell to yours in the universe (similar
Y coordinate in the X, Y,Z system) and one row for traveling to any other
planet. Please note, there is no longer shorter Traveltime within a
cluster, but in stead to parallell galaxies!

The middle section is where you transfer ships between fleets. Note that
you can only transfer ships between fleets that are located at your home
planet.

The bottom section is where you can see where your fleets are, and what
their current missions are. This is also where you send them out on new
missions, to attack or defend someone. Select the mission type, enter the
target coordinates, and click the button below the table. Please note that
the only order you can give a fleet which is not at home, is the RETURN
order.

Also note, that any fuel spent launching a fleet, is lost even if you
choose to return the fleet before it reaches its target.

Remember it is wise to plan attacks with your fellow galaxy members.
And if your galaxy is not up to a challenge, cooperation can be found
in other galaxies as well! 			

===========================================================================
-------------------------------- [ Affairs ] ------------------------------
===========================================================================

When building up a strong galaxy, it is important that everyone takes part
in its creation. This is where internal affairs are important. And one of
the most important things to do, is to set your vote for Galactic
Commander as soon as possible, so that the galaxy can start getting
organized.

On this screen, Affairs, you set your vote for Galactic Commander. 

To become a Galactic Commander, more than half of the galaxy members must
vote for you.

The Galactic Commander (GC) should be the overall leader in the galaxy.
He can arrange joint attacks, give out tasks to those who want them, and
try to keep peace in the galaxy he is commanding. He also has the ability
to instigate the vote to 'Exile' a player. When a vote has been set, it
takes a minimum of 10 votes or 60% of the Galaxy members to exile a
player to another galaxy. The GC also has the ability to name the Galaxy
and set a banner image that will be displayed on the Galaxy screen. He
also appoints the Ministers of Communication, Defence and War

The Minister of Communication (MoC) is responsible for both the internal
communication in the galaxy and the communication with the other MoCs in
the cluster. He has the ability to send messages to all the players in
the galaxy at the same time, as well as to all MoCs in the cluster. He
can, and should, keep the politics board tidy, as he can delete threads.

The Minister of Defence (MoD) has the chief responsibilty of looking
after and distributing the resources collected in the galaxy fund. This
fund is made up of contributions from members of the galaxy, and
generally used to help new players grow or to rebuild players who have
been severely damaged after combat.

The Minister of War (MoW) has been implemented to allow one person within
a Galaxy to be able to choose a target, and then relay that information
on to his Galaxy members via the 'Message from Commanders' option.

If a player is exiled, he will be transferred to a random open Galaxy,
account intact.

===========================================================================
--------------------------------- [ Galaxy ] ------------------------------
===========================================================================

When you first visit this screen in a relatively new Galaxy, you will
probably notice the planetarion banner and your planet co-ords and default
name. eg.

[XX:XX] Far Far Away

Now as the game progresses, and a GC is chosen, the planet Banner and
name will be chosen by him (via the Affairs screen) and inserted here to
give you some form of identity amongst all the other Galaxies in this
ever expanding Universe. As well as the Banner and Name, you will notice
your planets co-ordinates in two little boxes next to a button entitled
'View Galaxy'. This handy little feature allows you to change the
co-ordinates of the Galaxy viewed on the page (your own by default) and
therefore choose targets, find friends or even search for people within
the same alliance. Simply put the new co-ordinates into the boxes
and hit the 'View Galaxy' button, and within seconds you will be
looking at another Galaxy.

The information contained on this page is similar to that of the Universe
screen, but you will notice a few other additional details as well the
standard 'roid count and score etc.

These new symbols or colours are briefly explained below :

Tag/Color	   Meaning	
[]	         Under protection	
{}	         On vacation	
*	         Online
Green          Your planet
Green          Galactic Commander
Pink           Minister of Communication
Yellow         Minister of Development	
Red            Minister of War	

===========================================================================
-------------------------------- [ Universe ] -----------------------------
===========================================================================

This screen has two distinctive sections, the first being the Top 100
players in the Universe by score, and the second being the Top 100
Galaxies, again by score.

Both screens are very similar, but the first can be extremely handy when
looking for a suitable target to attack for those precious resource
'roids. The reason it is so useful is due to the fact that you can see
the said planets co-ords and the amount of roids they are harbouring. 

BUT A WORD OF WARNING!

Just be careful who you decide to attack when going off this screen, what
you can see here is the name, co-ords, and planet score and 'roid count,
what you don't see is the planets Alliance tag, and they could have some
equally powerful friends waiting in the wings for you.

===========================================================================
------------------------------- [ Preferences ] ---------------------------
===========================================================================

The Preferences page hold quite a bit of informaion and can be used for
many things.

Changing your password
By typing in yrou old password, and the your new desired password twice,
you can change your password. A word of advise here, make sure your
password is not too easy to guess, as we have had hundreds of people
guessing passwords of others. Using the same password as rulername is a
BAD idea! You should also always keep your password different from
your login-name.

Creating / Setting your Alliance Tag
This is also where you can create an alliance tag, or use a tag someone
else has created. To create your own tag, simply type in the desired tag
(i.e. [Elvis] ) if you wish to create a tag / alliance called "[Elvis]".
In so doing, an email is sent to you with the password for the tag. This
tag-password is what you have to distribute to the rest of the people who
are going to use the tag. If you plan on using a tag created by someone
else, you have to wait for the password from the one who created it.

Changing password on a tag
The only way you can change the password on a tag, is to Delete the Tag
(you will only see the button to do that if you are the owner of a tag)
and recreate the same tag just afterwards. A new email will come with the
new password.  If you do this, all the users using the previous tag with
the previous password will be left without the tag until they supply the
new password. 

===========================================================================
--------------------------------- [ Log Out ] -----------------------------
===========================================================================

First of all, it is nice to our servers and the other users if you remember
to log out of the game when you are done with a session.  Second, the
members in yrou galaxy will know you are not online to ask for help, and
keep a special lookout for incoming fleets to your planet, and help with
defense. Finally, by going offline, and then online again later, you can
lure attackers to belive you are not at your computer ready to srike at
them if they scan your planet to find out if you are there or not.(The
sector scan will reveal whether you are online or not)

Please remember to log out of Planetarion when you are done with a
session! 

===========================================================================
---------------------------------- [ Ships ] ------------------------------
===========================================================================

This section is also from the Manual section of Planetarion.  It will
explain information of each & every ship in the game.  To view pictures
of ships & more go to planetarion.com & click on manual.

===========================================================================
------------------------------- [ Interceptor ] ---------------------------
===========================================================================

Database Entry: Interceptor RFC A19 
Type: Conventional 
Class: Fighter 
Primary Target: Corvette 
Secondary Target: Fighter 
Weapon Speed: 25 
Guns: 1 
Fire Power: 1 
Agility: 30 
Armor: 4 
EMP Resistance: 50 
Metal Cost: 1000 
Crystal Cost: 0 
Eonium Cost: 0
Fuel usage: 10 
Travel time: 2 
Initiative: 9 

General Information
	 	
The simplest of all ships but nevertheless an excellent ship. Its not very
heavily armored or armed, but it can still do some damage thanks to its
high weapon speed. Its a very hard ship to shoot down though. Its biggest
plus is the targetting systems, with the Corvette class as primary target.
Excellent for taking out those pesky Astro Pods. Often used as a support
ship for Star Cruiser based fleets because of its ability to take out any
Phoenixes. The construction time is very low, making it possible to
construct them before an enemy fleet reaches the planet, even if the
enemy is already underway.

Weapons Details	 	

The ship is armed with a standard photonic laser, capable of penetrating
any kind of armor, causing many small hull breeches that are hard to
repair unless the ship is fitted with force field or particle
teleportation systems. The ship's weapon systems are battery powered,
and needs to be recharged in a docking bay. This eliminates the need for
an generator, and keeps the weight down. It is an excellent ship for
taking out spiders, something that should be noted if an enemy fleet
has little or no Corvette class ships. 

Defence Details	 	

Not very well armored at all, this ship relies on its extreme agaility
to survive in space combat. It has no force field systems installed. It
will only be able to survive light cannon fire before being destroyed.
The EMP resistance is however rather good for a ship of this size, its
often used as a decoy, soaking up EMP fire to protect more vulnerable
ships. 	

Crew Details	 	

This ship can only room one person, and the minimum rank for operating
this craft is sargeant. Higher ranked personnell is seldomly used. 

Notes	 	

A ship you should fit into your army simply because of its strengths as
Corvette killer and as a decoy ship. Often used in combination with the
Spider ship. 

===========================================================================
--------------------------------- [ Phoenix ] -----------------------------
===========================================================================

Database Entry: Phoenix Raider RFC G22 
Type: Conventional 
Class: Corvette 
Primary Target: Cruiser Class 
Secondary Target: Destroyer Class 
Weapon Speed: 10 
Guns: 1 
Fire Power: 15 
Agility: 25 
Armor: 16 
EMP Resistance: 60 
Metal Cost: 2000 
Crystal Cost: 1000 
Eonium Cost: 0 
Fuel usage: 30 
Travel time: 3 
Initiative: 7 

General Information	 	

This Corvette class ship was designed to act as defence against large
ships. It cannot target the heaviest Battleship Class, that is a job for
the bigger Destroyer and Frigate class ships. It is however an excellent
Cruiser and Destroyer class killer. More efficient than Devastators and
Ghosts at taking out Cruiser class ship, mostly due to its twice as fat
targetting system. 	 	

Weapons Details	 	

Each ship is armed with 3 Amycus torpedoes, capable of inflicting serious
damage to any ship it is launched on. Due to the high speed of the torpedo
they have limited turning speed. If the torpedo turned to steeply, it
would simply be thorn apart. It is however more efficient that the energy
torpedoes used in Devastators and Spectres. 	 	

Defence Details	 	

The craft is not that well armored, but it does have more armor than the
Astro Pod ship. When the ship was designed, the designers prioritized
agility and low cost production over heavy armor. It may not surive much
damage, but it will avoid a lot of damage. 	 	

Crew Details	 	

This ship needs a 3 man crew to operate, but it can fit up to 5 people if
needed. Recommended crew size is 4 people. A minimum rank of liuetenant is
required to pilot this ship, due to the dangerous torpedoes that can cause
severe damage to the ship if docked wrong. 	 	

Notes	 	

A great ship to counter fleets ladden with Star Cruisers. It is also a
great companion for Battleship class based fleets, to get rid of those
pesky Ghosts and Devastators. 		

===========================================================================
------------------------------- [ War Frigate ] ---------------------------
===========================================================================

Database Entry: War Frigate RFC V97 
Type: Conventional 
Class: Frigate 
Primary Target: Fighter Class 
Secondary Target: Corvette Class 
Weapon Speed: 25 
Guns: 5 
Fire Power: 2 
Agility: 20 
Armor: 60 
EMP Resistance: 70 
Metal Cost: 5500 
Crystal Cost: 1500 
Eonium Cost: 0 
Fuel usage: 80 
Travel time: 4 
Initiative: 11 

Origin	 	

A cheap reliable and good all round ship which performs best against
Fighter and Corvette class ships. This ship was designed as an all
rounder, it is pretty agile, sufficiently armored, well enough protected
against EMP attacks. Being a frigate class its designed to face Star
Cruisers and Tarantulas. Its not as efficient as the larger Dreadnaughts
and Spectres, but thanks to its shorter travel time it makes up for a lot
of the gap. 	 	

Weapons Details	 	

Armed with the same gun system as the Dreadnaught and Spectre, a smaller
version of the Hyperon turret it can track high speed ships in the Fighter
and Corvette class. 5 cannons with twice the power of an interceptor
lasers gives it the upper hand when facing interceptors. 	 	

Defence Details	 	

The ship is well armored, with a quad layered metal alloy reinforced with
crystal. Unline the bigger ships it does not sport adaptive armor, and has
to rely on forcefields to compensate for hull breeches. The ship and the
gun systems do not require much power, force fields can therefor
compensate for multiple hull breeches. 	 	

Crew Details	 	

The ship relies a lot on manual operation and therefor needs an
experienced and large crew for a frigate class ship. At least 2 major
ranked officers are needed to command this ship. Other than that and
extensive targetting and gunning crew is needed, preferably lieutenant
ranked crew is needed for the ship to operate at peak performance.
Because of its rather mediocre weapons system, peak performance is a
minimum requirement, making this ship a stressful workplace. The ship is
not that well protected against EMP, but it is luckily not targetted by
any EMP ships as first priority. 	 	

Notes	 	

This ship is cheap and fast and often a core ship in many fleets due to
the fact that it generally performs well against any class of ship.

===========================================================================
-------------------------------- [ Devastator ] ---------------------------
===========================================================================

Database Entry: Devastator RFC E21 
Type: Conventional 
Class: Destroyer 
Primary Target: Battleship Class 
Secondary Target: Cruiser Class 
Weapon Speed: 5 
Guns: 3 
Fire Power: 25 
Agility: 15 
Armor: 120 
EMP Resistance: 80 
Metal Cost: 12000 
Crystal Cost: 4000 
Eonium Cost: 0 
Fuel usage: 200 
Travel time: 4 
Initiative: 8 

General Details	 	

This Destroyer class ship was created to serve as the ultimate in
destrucion of the biggest ships. It has all the benefits of the earlier
Destroyer ship. The improvements are numerous. More firepower, better
armor and improved EMP resistance. The ship is very simple technology
wise and has little system downtime unlike its overcomplicated cousin
the Ghost. 	 	

Weapons Details	 	

This ship is armed with heaviest gun system possible to fit on a ship.
3 Neutron torpedoes class V makes sure that this ship will do a lot of
damage to any ship it fires on. The mark V torpedoes are 25% more
powerful than the inferior type used in Ghosts. The torpedoes are like
most particle based weapons not guidable, and have to rely on speed and
aim to hit its target. Therefor this type of charge is best used on
the heavy and slow ships in the Battleship and Cruiser class. The
velocity of the charge is typically 0.89 +/- 0.02 parsec per hour. The
only shortcoming these excellent weapons have is the long reload time.
The realoading system utilizes a 5.5 diameter wide mini cyclotron, and
accelerating and collecting particles takes around 50 minutes before
maximum power is hit. 	 	

Defence Details	 	

The craft is well armored with a quadruple layered metal alloy that can
withstand extrem amounts of damage. There are almost no weak spots on the
craft. Unlike the weak Ghost, the exhaust pipes can be protected with
large metal doors and ion engines can manouver the ship at sub-C speeds.
It really outperforms the over complicated and fragile Ghost ship. Unlike
the Ghost ships, there is no cloaking, and because of that the EMP
resistance is a lot better. All in all, both armor and EMP resistance
is superior compared to the Ghost. 	 	

Crew Details	 	

The ships is manned by a medium sized crew. There are not that many
duties to perform onboard making the Devastator a popular ship to serve
on, with only 4 hour long duty shifts. The minimum requirements for
operating such a ship is 2 majors. 4 corporals and 8 enlisted. The
average crew size is 30 people. 	 	

Notes	 	

The most powerful gun system available, doesn't cost much and is quickly
built. Do also notice the excellent pool tables in the officer's mess. 

===========================================================================
------------------------------- [ Star Cruiser ] --------------------------
===========================================================================

Database Entry: Star Cruiser RFC Q55 
Type: Conventional 
Class: Cruiser 
Primary Target: Frigate Class 
Secondary Target: Corvette Class 
Weapon Speed: 20 
Guns: 15 
Fire Power: 4 
Agility: 10 
Armor: 200 
EMP Resistance: 75 
Metal Cost: 18000 
Crystal Cost: 8000 
Eonium Cost: 0
Fuel usage: 500 
Travel time: 5 
Initiative: 12

General Information	 	

This is a great ship for taking out those pesky Frigates. Its an excellent
support ship for the Dreadnaughts when facing Black Widows in EMP based
fleets. The Devastator or Ghost is not a big problem for these well
armored Cruiser class ships, the improved agaility is also a plus. EMP
resistance is more than aderquate, especially if you consider the fact
that no EMP ships have it as a first priority target. 	 	

Weapons Details	 	

This ship uses a mobile variation of the Hyperon Turrets. The cannons are
lighter, and only half as powerful as the Hyperon Turret variation, but
the improved weapon speed improves the odds considerably. The ship is
armed with 15 turrets, serious damage can be dealt to its primary target
Frigates. 
	 	
Defence Details	 	

For the cost spent building it this is the most well armored ship
available. This is mostly due to the low amount of powerful guns making
it possible to have a stronger hull. It also has a triple layered
forcefield that can prevent a lot of damage, and this is needed because
this ship does not feature particle teleportaion armor like the heavier
Dreadnaught. The armor itself is hepta layered ocatgon structure plating.
It does however have the possibility to use localized force fields in case
of any hull breeches, but this method is not as efficient as the
Dreadnought armor repair. EMP resistance is excellent, but rather
redundant, since no EMP ships have this ship as a first priority. 	 
	
Crew Details	 	

Taken its size and complexity into consideration this ship needs a
remarkebly small crew. Most system are automatted, and the quarters are
spacious making this ship a popular ship to serve on. The minimum
requirements for captaining this ship is general, and it is adviced
that several experienced engineers serve, in case of systems failure. 	 	

Notes	 	

This ship has a major drawback, it is a rather agile ships, capable of
turning and accelerating very fast, the top speed is however rather low.
This ship is the last firing ship in any battle. Make sure that as many
as possible survive and get to fire, and the powerful gun system will more
than make up for the lack of initiative. 				

===========================================================================
------------------------------- [ Dreadnaught ] ---------------------------
===========================================================================

Database Entry: Dreadnaugt RFC Z47 
Type: Conventional 
Class: Battleship 
Primary Target: Fighter Class 
Secondary Target: Corvette Class 
Weapon Speed: 25 
Guns: 80 
Fire Power: 2 
Agility: 5 
Armor: 400 
EMP Resistance: 90 
Metal Cost: 64000 
Crystal Cost: 10000 
Eonium Cost: 0
Fuel usage: 1000 
Travel time: 5 
Initiative: 10 

Origin	 	

This is the biggest ship in the known universe, bigger than the Spectre.
It is a piece of art engineer wise. It sports 80 high speed cannons
capable of taking down a lot of ships. This ship is superior to its
lesser cousin the Spectrer due to its superior EMP resistance. Taking
down a Dreadnaught is almost impossible. The best ship in the known
universe. 

Weapons Details	 	

This ship is equipped with 80 Meson Cannons. They are not the same model
as the PDS Meson Cannon. A less durable but significantly cheaper
tri-metal alloy is used. This is not a problem however, since the
cannons retract into the hull when not used. The cannons are powered
by its own redundacy array of Fusion reactors. These again power up
the Super String maniupulation chambers, which outputs Mesons for use
in the cannons. 	 	

Defence Details	 	

Very good armor and shielding, almost up to par with the Star Cruiser. The
hull is composed of a tetra-metal alloy capable of repairing itself with
local particle teleportation. If a hull breach occurs armor is teleported
into its place almost instantly. The ship will only be destroyed when
armor all over the hull has reached a critical level. EMP resistance is
very good on this ship. It is the ship in the universe with the best
EMP resistance. This is mostly thanks to a special grounded hull and
heavily shielded ship systems. Most systems have 3 backup systems, the
chance for an EMP surge to hit a vital system that will disable the ship
for an extended period of time is estimated to be only 10%. 	 	

Crew Details	 	

This ship needs a large crew to function, especially in battle. Minimum
requiremnt is the rank of admiral to command the ship. Other than this a
large amount of crew is needed in engineering, weapons, and maintenance. 	 	

Notes	 	

Despite being the flagships in a fleet it is not a very popular ship to
serve on. The ship is slow the living quarters are rather cramped,
something that has given it several not so nice nick names. It must
however be oted that it is a formidable ship capable of large amounts of
destruction. It outperforms the War Frigate in all areas. 				

===========================================================================
---------------------------------- [ Spider ] -----------------------------
===========================================================================

Database Entry: Spider RFC K81 
Type: EMP 
Class: Fighter 
Primary Target: Corvette Class 
Secondary Target: Fighter Class 
Weapon Speed: None 
Guns: 1 
Fire Power: None 
Agility: 30 
Armor: 3 
EMP Resistance: 25 
Metal Cost: 0 
Crystal Cost: 1000
Eonium Cost: 0 
Fuel usage: 10 
Travel time: 2 
Initiative: 3 

General Information	 	

The first EMP ship constructed. Strictly speaking it is not a ship, its an
advanced drone. There is no crew and very light armor. The ship emits
large amounts of Alpha radiation, but no Beta or Gamma radiation. The
sivert values are so high that being within 5 meters of this ship would
lead to radiation burns. The ship is therefore built and tested by
androids. 	 	

Weapons Details	 	

This ship is equipped with one EMP cannon and a mini fission reactor to
power it. The EMP burst ir produces is only capable of imobilizing small
ships in the Corvette and Fighter class. 	 	

Defence Details	 	

The ship has no armor, only a weak forcefield, at most this ship can
withstand 2 shots. Most ships will destroy it in one or two shots however.
It is however unmanned and very cheap to produce, and the extreme agility
of the ship makes a hard target. No gun system has a more than 25% of
hitting the ship. 	 	

Crew Details	 	

There is no crew. The ship is programmed with instructions before
takeoff. 4 powerful risc computers operate the ship while away from
the docking bay. 	 	

Notes	 	

Despite the fact that the EMP burst aren't very heavy and that the ship
is not well armored, this ship gives you the most EMP for the money.
Large amounts of these can easily take out every single Astro Pod and
Phoenix ship attacking. A great backupship for Cruiser Class ships and as
defence against Astro Pod fleets. 				

===========================================================================
--------------------------------- [ Wraith ] ------------------------------
============================================================================

Database Entry: Wraith RFC TG01 
Type: Cloaked 
Class: Corvette 
Primary Target: Cruiser Class 
Secondary Target: Destroyer Class 
Weapon Speed: 15 
Guns: 1 
Fire Power: 10 
Agility: 25 
Armor: 16 
EMP Resistance: 30 
Metal Cost: 1500 
Crystal Cost: 1500 
Eonium Cost: 0 
Fuel usage: 30 
Travel time: 3 
Initiative: 4 

General Information	 	

This ship is an excellent upgrade to the simpler Phoenix ship. Added
cloaking and longer range allows it to fire before the phoenix does,
adding to the odds for the ship firing before its neutralized. The design
is based on the Phoenix, but enhanced in several was. The weapon system
was changed so that it could have cloaking nodes installed. Other than
that the ship is mostly the same as the lesser advanced Phoenix. 	 	

Weapons Details	 	

The torpedo used is not as powerful as the one the Phoenix uses, but it
can turn netter and is agile. It also has a substantiall longer range.
This allows for the torpedo to be fired earlier in a combat situation,
giving the ship a better initiative. Definetly a better firing solution
than the one the Phoenix is equipped with. 	 	

Defence Details	 	

The armor is a crystal/metal, and the ship is equipped with forcefield
emitters to counter any hull breeches. The power core is not so efficient
as in the bigger ships, and it is limited how much damage the force
fields can compensate for. The only shortcoming this ship has is the
limited EMP resistance. There was no room for any antiEMP equipment to
be installed, making the ship very suspectible for EMP attacks. This is
the attribute the Phoenix is better on, although only marginally. 	 	

Crew Details	 	

This ship needs a 5 man crew to operate, but it can fit up to 6 people if
needed. Recommended crew size is 5 people. A minimum rank of corporal
is required to pilot this ship, due to the dangerous torpedoes that can
cause severe damage to the ship if docked wrong. 	 	

Notes	 	

If you got access to this design, it is advisable you use these ships
instead of the lesser Phoenixes. 				

===========================================================================
------------------------------- [ Black Widow ] ---------------------------
===========================================================================

Database Entry: Black Widow RFC G07 
Type: EMP 
Class: Frigate 
Primary Target: Battleship Class 
Secondary Target: Cruiser Class 
Weapon Speed: None 
Guns: 1 
Fire Power: None 
Agility: 20 
Armor: 45 
EMP Resistance: 25 
Metal Cost: 2000 
Crystal Cost: 5000 
Eonium Cost: 0 
Fuel usage: 80 
Travel time: 4 
Initiative: 2 

General Information 	 	

This ship is the only Frigate class designed for handling large ships.
This gives the Black Widow an advantage in combat. Many fleets which
consists of large amounts of heavy ships will concentrate on killing
Corvette and Destroyer class ships. This can be fatal when faced with a
Black Widow. The ship is very loosely based on the War Frigate
schematics. The internal structure and bridge is mostly the same, but
the outer hull and weaponry system has been redesigned from scratch.
The ship is heavily shielded against radiation from the EMP emitters to
protect the crew from harm. 	 	

Weapons Details	 	

The Ship is capable of creating a concentrated EMP beam with an average
power of 5.6 Giga Tesla +/- 0.1 Tesla. Thanks to this its the only EMP
ship capable of immobilizing Battleship and Cruiser class. The weapons
are powered by a standard Halden fusion reactor. Recharging the weapons
take a lot of time, mostly becaus of the instability that can occur if
the EMP power-crystals are charged too fast. Unlike the other EMP ships
the EMP cells are inside the ship and the burst is fired from the 4 coils.
all firing at once to make sure the EMP is pwerful enough to disable
enemy ships. 	 	

Crew Details	 	

This ships only needs 2 people as a crew, and more than 3 is generally
not recommended. However, a minimum rank of major on all crewmembers is
required. This is mostly due to most functions being automated. 	 	

Notes	 	

Not a very popular ship to pilot, most of the tasks performed by the
crew are maintenance operations. It is however a valuable addition to
any fleet, being the most efficient ship in the known universe at
disabling the bigger ships, although not permanently of course. 				

===========================================================================
---------------------------------- [ Ghost ] ------------------------------
===========================================================================

Database Entry: Ghost RFC D33 
Type: Cloaked 
Class: Destroyer 
Primary Target: Battleship Class 
Secondary Target: Cruiser Class 
Weapon Speed: 5 
Guns: 3 Fire 
Power: 20 
Agility: 15 
Armor: 80 
EMP Resistance: 70 
Metal Cost: 8 000 
Crystal Cost: 8 000 
Eonium Cost: 0
Fuel usage: 80 
Travel time: 4 
Initiative: 5 

General Information	 	

This Destroyer class ship was created to serve as the destructor of the
biggest ships. It has all the benefits of the earlier Destroyer ship plus
the benefit of an excellent cloaking, and a better initiative. The main
achievement when constructing this ship was the introduction of a
crystalline infrastructure, thus shielding the occupants from the deadly
energy field created by the Light Refraction Technology, and allowing
the craft to be manned by human occupants. 	 	

Weapons Details	 	

This ship is armed with one of the heaviest gun systems possible to fit
on a ship. 3 Neutron torpedoes class IV makes sure that this ship will
inflict serious damage to any ship it hits. The torpedoes are like most
particle based weapons not guidable, and has to rely on speed and aim
to hit its target. Therefor this type charge is best used on the heavy
and slow ships in the Battleship and Cruiser class. The velocity of the
charge is typically 0.83 +/- 0.01 parsec per hour. The only shortcoming
these excellent weapons have is the long reload time. The realoading
system utilizes a 5 diameter wide mini cyclotron, and accelerating and
collecting particles takes almost an hour to reach full charge. 	 	

Defence Details	 	

The craft is well armored with a triple layered metal alloy that can
withstand a lot of damage. There are very few weak spots on the craft,
which makes up for the somewhat slow agility of this ship. The cloaking
system is very advanced and makes this ship the best Destroyer class
available. It really outperforms the less sophisticated Devastator. The
only shortcoming is the low EMP resistance, mostly caused by the fact
that the cloaking nodes act as conduits for the Electro Magnetic Pulses
to enter ther vital systems. But thanks to moderns software and shielded
UPS the systems can be up and running within an hour, complete with all
required diagnostics. 	 	

Crew Details	 	

The ships is rather lightly manned compared to other ships of similar
size and weaponry. Unlike the Devastator the quarters are spacious and
there is a wide variety in the duties that the crew needs to perform.
This improves morale and efficiency onboard. The minimum requirements
for operating such a ship is 1 (preferably 2) majors. 2 corporals and
3 enlisted. The average crew size is 12 people. 	 	

Notes	 	

This ship is a popular target among other ships, it is considered
prestigious and glorious to  shoot down one of these ships. Have that
in mind before purchasing any.			

===========================================================================
-------------------------------- [ Tarantula ] ----------------------------
===========================================================================

Database Entry: Tarantula RFC J20 
Type: EMP 
Class: Cruiser 
Primary Target: Destroyer Class 
Secondary Target: Frigate Class 
Weapon Speed: None 
Guns: 10 
Fire Power: None 
Agility: 10 
Armor: 125 
EMP Resistance: 25 
Metal Cost: 6000 
Crystal Cost: 18000 
Eonium Cost: 0 
Fuel usage: 500 
Travel time: 5 
Initiative: 1 

General Information	 	

The only EMP ship sporting multiple guns. This ship is an excellent
addition to any EMP based fleet. Superb initiative ensures that as long
as PDS isn't a problem this ship always fires. The design of this ship is
totally new from the ground up, and the size is somewhat smaller than the
size of the Star Cruiser. The engine system is of the same type as the
Star Cruiser though, but compared to the mass it has less manouvrability
than the Star Cruiser. 	 	

Weapons Details	 	

This is the only ship with multiple EMP emitters that have independant
targetting, the power of the EMP blast is less than the one found on the
Black Widow ship, but better than the Spider EMP blast. This makes it an
ideal ship for the midrange Destroyer and Frigate class ships. The weapon
systems are powered by 5 fission reactors, each powering 2 EMP arrays. The
range of this ship is extreme, allowing it to fire from a great distance.
That is why this ship fires first, only PDS has a better range than the
Tarantula. 	 	

Defence Details	 	

This craft has no permanent force field shielding, but it does however
sport a combination of the armor types found in other crystal based
ships and that of the Dreadnaught. Enabling the ship to quickly repair
hull breeches by dynamically allocating armor to weak spots. Local
forcefields are set up within 0.1 milisecond in case of a hull breech.
The ship has no special measurements against EMP attacks, and it does
not need it because of its initiative and great weapons range it fires
before it can be immobilized. 	 	

Crew Details	 	

Just like all EMP ships the crew is very little due to the extensive
shielding needed to protect the crew from the EMP radiation. Due to the
fact that a lot of the systems are automated the needed crew is only
17 members, it is however recommended with at least 25 crew members, in
case of casualties or other unforseen problems. A minmum rank of Major
is recommended to command this ship. 	 	

Notes	 	

This ship is excellent as defence for a planet. When defending a planet
there will be no PDS firing at it, ensuring that each and every
Tarantula gets to fire. This makes the Tarantula a more powerful ship
than other ships. A must have for any fleet based on EMP. Great for 
support of conventional fleets, taking out Devastators and Ghosts. 				

===========================================================================
--------------------------------- [ Spectre ] -----------------------------
===========================================================================

Database Entry: Spectre RFC W97 
Type: Cloaked 
Class: Battleship 
Primary Target: Fighter Class 
Secondary Target: Corvette Class 
Weapon Speed: 25 
Guns: 80 
Fire Power: 2 
Agility: 5 
Armor: 400 
EMP Resistance: 80 
Metal Cost: 37 000 
Crystal Cost: 37 000 
Eonium Cost: 0 
Fuel usage: 1000 
Travel time: 5 
Initiative: 6 

General Information 	 	

This is the biggest ship in the known universe, bigger than the
Dreadnaught. This craft is much more advanced than the conventional
Dreadnaught. It has an excellent cloaking, masking its presence in
attack. The inititative is also superior. Basically, its better than
the Dreadnaught at some things and equally good at everything else
except slightly worse EMP resistance, due to the cloaking. The
advantage of cloaking far outweighs this though. 	 	

Weapons Details	 	

This ship is fitted with crystallic laser cannons, capable of literally
cutting a small ship in two. 80 gus covering the ship from all angles
makes sure that the ship can hit any enemy fighters. The turrets are
graviton seeking, making it very easy to track ships. 	 	

Defence Details	 	

The ship armor is built out of particle dispersing crystal plating. Even
if the claoking should fail, this armor will disperse the scans, its
only weakness is the high frequensies that military scans operate on.
Just like the more blunt Dreadnaught this ship can repair armor by
moving armor from other places on the ship. This is done automatically
because the crystal structure always creates a structure with the
smallest surface possible. This technology is superior to the one used
in Dreadnaughts, and much less noicy. EMP resistance is also good,
the only problem is the cloak emission nodes, as they act as conduits
into the ship's internal system. Due to emp dampeners and isolation,
there's only a 20% chance that an EMP blast will immobilize the craft. 	 	

Crew Details	 	

This ship needs a rather big crew to function, due to all the cloaking
maintenance needed. Minimum 50 crew members. The commanding officer
must be of rank Admiral or better, with additional courses in the
piloting of cloaked vessels. Using androids for some of the maintenance
in case of radiation hazards is adviced. 	 	

Notes	 	

Although the ship is the best Battleship class shiop available, it
needs some backup to take care of Black Widows than can quite easily
immobilize this ship. 	

===========================================================================
-------------------------------- [ Astro Pod ] ----------------------------
===========================================================================

Database Entry: Astroid Relocator 
Type: Special 
Class: Corvette 
Primary Target: Astroids 
Secondary Target: None 
Weapon Speed: None 
Guns: None 
Fire Power: None 
Agility: 18 
Armor: 12 
EMP Resistance: 65 
Metal Cost: 2000 
Crystal Cost: 1000 
Eonium Cost: 0 
Fuel usage: 50 
Travel time: 4 
Initiative: 18 

General Information	 	

This is a very unique and important ship in the battle of universal
dominance. The development of this ship lasted for over a decade before
it was finally finished. When it was discovered that quite a lot of
astroids were rich on resources and easy to grab from orbit of an enemy
planet the reace for astroids had begun. However towing and transporting
astroids vast distances took years, that was until the the "Astropod"
as its commonly referred to entered the scene. This i how the pods work:
The Astropod lands on astroids and starts 5 atomic chain reactions. One
in each of the of the 4 fangs effectively melting the fangs to the
surface of the astroid and one in the main core. The main core reaction
will create enough power to open up a wormhole for the astroid to travel
though, arriving instantly at the enemy planet. The core will then
explode like an atomic bomb and push the astroid through the wormhole
in a split second before it closes. The astropod is totally destroyed
in the process. The only remains of the astropods that make it through
the wormhole are parts of the fangs. The rest floats in space, waiting
to be salvaged. 	 	

Weapons Details	 	

This ship has no weapons systems whatsoever. It has no need for them.
It does however feature a high-security computer system making it unable
to hack it. Experts claim that even with all the processing power of the
known universe it would take on average 2 years to brute force the access
codes. For all practical purposes the Mitnick algorithme is unbreakable. 	 	

Defence Details	 	

The Craft is actually well armored, but the structure makes it very
vulnerable to shots, so effectively the armor is very bad. Luckily the
ship is unmanned and easy to produce. Due to the fact that ship is not
cloaked and it has little computer systems other than guidance the EMP
resistance is good. If hit by by an EMP blast there's only a 35% chance
that core system will fail. 	 	

Crew Details	 	

There is no crew. 	 	

Notes	 	

Without a doubt the most important ship in the long run for any battle.
A must have for any decent despot. 				

===========================================================================
----------------------------------- [ PDS ] -------------------------------
===========================================================================

This section is also from the Manual section of Planetarion.  It will
explain information of each & every PDS in the game.

===========================================================================
------------------------------ [ Messon Cannon ] --------------------------
===========================================================================

Database Entry: Meson Cannon A67 
Type: PDS 
Class: Fighter 
Primary Target: Corvette Class 
Secondary Target: Fighter Class 
Weapon Speed: 25 
Guns: 1 
Fire Power: 2 
Agility: 5 
Armor: 16 
Metal Cost: 350 
Crystal Cost: 350 
Eonium Cost: 350
Initiative: 0 

General Information	 	

The simplest of all the PDS turrets available. It is however an excellent
turret with the best range of all the turrets, making it fire before any
other turret. The primary targetting is set to Corvette class, and it does
an excellent job at it. 	 	

Weapons Details	 	

The turret weapons system is as its name suggest based on Meson particle
projectiles. A 1 meter wide mini cyclotron with an eonium field
accelerates Meson particles up to near lightspeed. The turret's tracking
system is very fast, and allows for the turret to hit ships very
efficiently. 	 	

Defence Details	 	

This turret uses a metal/crystal self reinforcing liquid armor. This
type of armor is excellent for stationary targets that do not travel
at high velocity. 	 	

Notes	 	

This turret is a lot more powerful than the more expensive Interceptor
ship, and has the same targetting. However, there is only a limited
enemy fire avoidance engine fitted. Once in orbit around a planet it
stays there till its been shot down. 				

===========================================================================
------------------------------ [ Hyperon Turret ] -------------------------
===========================================================================

Database Entry: Hyperon Cannon B39 
Type: PDS 
Class: Fighter 
Primary Target: Frigate Class 
Secondary Target: Corvette Class 
Weapon Speed: 20 
Guns: 1 
Fire Power: 8 
Agility: 5 
Armor: 40 
Metal Cost: 1000 
Crystal Cost: 1000 
Eonium Cost: 1000 
Initiative: 0 

General Information	 	

An upgraded version of the Meson Cannon the Hyperon Turret is designed for
taking down Frigate and Corvette Class. It has a much more efficent
weapons systems, but for the construction cost a somewhat weaker armor. 	 	

Weapons Details	 	

The turret weapons system is as its name suggest based on Hyperon
particle projectiles. A 2 meter wide mini cyclotron with an
eonium/crystal field accelerates Hyperon particles up to 3/4 c. The
turret's trackin system is not as fast as the one found on Meson Cannons,
but the targets it aims for are not as agile either. 	 	

Defence Details	 	

This turret uses a metal/crystal self reinforcing liquid armor. This
type of armor is excellent for stationary targets that do not travel
at high velocity. 	 	

Notes	 	

An excellent weapon for counter War Frigates and Black Widows. Note that
this turret does a better job than the Meson cannon when it comes to
killing Corvette class. It might be wise to try to destroy all enemy
Frigate class ships to make sure that these turrets can aim for the
Corvette class ships. 				

===========================================================================
----------------------------- [ Neutron Emmitter ] ------------------------
===========================================================================

Database Entry: Neutron Emmitter C34 
Type: PDS 
Class: Corvette 
Primary Target: Destroyer 
Class Secondary Target: Frigate Class 
Weapon Speed: 18 
Guns: 1 
Fire Power: 20 
Agility: 5 
Armor: 75 
Metal Cost: 2000 
Crystal Cost: 2000 
Eonium Cost: 2000
Initiative: 0 

General Information	 	

A medium sized turret designed for taking out the upper midrange sized
ships. Excellent support for Battleship class defence, targetting
Destroyer class ships such as Devastator and Ghost as primary and among
others the Black Widow as secondary. 	 	

Weapons Details	 	

The turret's weapon system is based on heavy neutrons extracted from
isotopes collected from passing matter. These are stored inside a
crystal/force field chamber. The weapon is more than twice powerful as
the smaller Hyperon turret and the targetting system is only marginally
slower, this turret packs a lot of punch. 	 	

Defence Details	 	

This turret uses a metal/crystal self reinforcing liquid armor. This type
of armor is excellent for stationary targets that do not travel at high
velocity. Its exactly the same configuration as the Hyperon Turret. In
addition it is also equipped with a deflector field that adds more
protection. 	 	

Notes	 	

A great turret that takes good care of two ship classes. It is in fact
better suited against Frigate class ships than the smaller Hyperon
Turret. Many fleets do not utilize Destroyer class, so keep this in mind. 				

===========================================================================
------------------------------- [ Photon Turret ] -------------------------
===========================================================================

Database Entry: Photon Turret K12 
Type: PDS 
Class: Corvette 
Primary Target: Cruiser Class 
Secondary Target: Destroyer Class 
Weapon Speed: 15 
Guns: 1 
Fire Power: 50 
Agility: 5 
Armor: 125 
Metal Cost: 3500 
Crystal Cost: 3500 
Eonium Cost: 3500
Initiative: 0 

General Information	 	

This turret is designed as the best defence against the bigger ships in
the Cruiser and Destroyer class unless special research is done. The
weapon utilizes a ultra high emission laser beam that can literally cut
a ship in half a swiss cheese out of a ship. 	 	

Weapons Details	 	

The weapon uses a nano diameter laser beam that is capable of sustained
fire for up to 30 seconds per hour. This weapon poses a seriosu threat
to most ships because the amount of cuts it forces to ships to emit many
small force fields or seriously weakening dynamic armor. A good analogy
is to cut a block of butter into 10 pieces with a knife, it won't take
much to destroy it. 	 	

Defence Details	 	

This turret relies solely on a force field powered by the same fission
reactor that powers the weapons system. Its a very durable shield but
once it has been neutralizede even an interceptor can destroy this turret. 	 	

Notes	 	

Unless you plan on researching for ION turrets this is your best defence
against big ships. It does however do a very good job at it. It is
suggested that users of this turret should have some Destroyer class
ships to counter the largest Battleship class. The turret does however
outperform anything else at Cruiser class ships. 				

===========================================================================
-------------------------------- [ Ion Turret ] ---------------------------
===========================================================================

Database Entry: ION Turret X99 
Type: PDS 
Class: Frigate 
Primary Target: Battleship Class 
Secondary Target: Cruiser Class 
Weapon Speed: 5 
Guns: 1 
Fire Power: 75 
Agility: 5 
Armor: 250 
Metal Cost: 5000 
Crystal Cost: 5000 
Eonium Cost: 5000
Initiative: 0 

General Information	 	

The biggest turret of them all, and the only weapon available that is
based on molecule projectiles. For its cost it has superior armor, and
targetting compared to the lesser Photon Turret. 	 	

Weapons Details	 	

The turret collects space dust and tranform them with nuclear fission
and fusion reactions into highly unstable elements. It then coats them
with a very stable element, usually iron. This projectile is launched
and upon contact with something massive, like a ship, the outer hull of
the projectile collapses and the inner elements start to react with the
hull or forcefield, causing incredible amounts of damage. The downside
with this weapon is the poor weapons speed, the emission part is locked,
and not rotatable, and the whole turret itself has to be moved for it
to aim. Therefor its weapon speed is the same as the agility. 	 	

Defence Details	 	

This turret is equipped with an extremely powerful deflector field that
can withstand massive amounts of weapons fire. However, massive amounts
of fire will weaken the field, and once it has been neutralized, the
turret is a sitting duck. Test done with interceptors show that the
turret can withstand almost 250 direct hits. 	 	

Notes	 	

It is not as efficient as the Devastator or Ghosts, but the armor
capacity and range outweighs these shortcomings by far. This is a
turret that should be built if available and there is a danger of
Battleship class ships attacking. 				

===========================================================================
----------------------------- [ Strategies ] ------------------------------
===========================================================================

   *-._.-*-._.-*-._.-*-._.-*-._.-*-._.-*-._.-*-._.-*-._.-*-._.-*-._.-*
 *This secion will be coming SOON!  Please check back later for updates!*
   *-._.-*-._.-*-._.-*-._.-*-._.-*-._.-*-._.-*-._.-*-._.-*-._.-*-._.-*

===========================================================================
------------------------------- [ Credits ] -------------------------------
===========================================================================

Planetarion - for giving most of the information in this FAQ.

CJayC - for making such a great site for Gaming.

===========================================================================
---------------------------- [ Contact Info ] -----------------------------
===========================================================================

Comments, ideas, suggestions, etc.?  Email them to Orbrha@aol.com
However, I am extremely caught up with my work (I work on a site of
mine & barely have time to update most of my FAQs), so please do not
send me any mails asking me about the game specifics (i.e. How do you
order ships?), or telling me 'Did you see that/know that...?' If you want
to contact me, please have the subject as 'PA FAQ'. Thanks, I really
appreciate it.

===========================================================================
----------------------------- [ FINAL WORDS ] -----------------------------
===========================================================================

* FAQ will be updated whenever possible & when enough suggestions, info
etc. is given.

* Want a web site to view?  Go to http://powrmn5000.cjb.net
<!> Some links are broken & some pictures/animations will not load. This
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                       This FAQ was created by:

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