WE KNOW THAT TODAYS GAMERS ALWAYS THINK THEY CAN SIMPLY TEST A GAME BY STARTING IT. THIS WORKS WITH NEARLY COMMERCIAL GAME, HOWEVER IT DOES NOT WORK WITH THIS GAME. SO, READ THE RULES. READ THEM. DO NOT DISCUSS. READ THE RULES. YOU WILL LOOSE THE FIRST 20 GAMES EVEN AGAINST THE EASIEST OPPONENT IF YOU DIDN'T READ AND UNDERSTOOD THE RULES. WAS THIS CLEAR ENOUGH? ;-)
The Game | Single Player | Multiplayer | Coop
GALAXIAE, www.galaxiae.org, is a strategic game where each player in most cases starts with a single star system: His capital. You will win the game by reaching a certain objective. In most scenarios you will win if you are the last remain "Starlord" in the game. In some scenarios you will win if you succeed to hold a certain star system for a predefined number of seconds. And in some scenarios you will win if you succeed to gather a specific amount of ressources at your capital.
Most scenarios generate a single or a few clusters of Starsystems by random, so everytime you play the game you will have a different map. You can create your own maps by simply change a few lines and parameters in the scenarios script.
If an enemy captures your capital he will also capture all of your already conquered starsystems and all of your units, so you and your empire is gone. And the remaining players on the map have a much stronger opponent.
COOP or better building of alliances is possible, so you may start the game with 2 human and some AI players, the "brains". When the game has started to you create an unidirectional alliance, this means you offer another player not to attack his units. If he does the same you can play together.
The Galaxy
GALAXIAE is played on a 2D grid that represents an area of the Galaxy or in some scenarios a single galaxy or even several galaxies. The map size for most Scenarios is 100x100, but can vary to as large as 500x500 or even larger. Larger maps lend themselves to more prolonged games. Maps smaller than 100x100 typically lead to brutal, fast-paced play.
A note on our history: One of our first GALAXIAE games with a scripted galaxy map we played in about 2000 on a galaxy map with about 4,000 star systems and on a map size of about 1,000x1,000 squares. This was the birth of our idea to create a new game type that concentrates matches on galaxies. A great game especially for LAN gaming with a 100MBit connection and the possibility to play in teams and to save matches for a break.
Important: Each cell in the map grid can contain a single object, this means exactly 1 object like a StarSystems, a StarShips, and Wormholes, or in most cases simply nothing. A cell can also be filled with Nebula, but Nebula does not actually take up space, so other objects can occupy the cell as well. Scenario files control the number of location of StarSystems and Wormholes, and the amount of Nebula contained in the Galaxy. You can edit scenario files with a text editor.
StarSystems
As a commander of a fleet, as a starlord or just as the evil guy that playes the hostile units in a coop player against all other players it is your goal to be finally the last player in the game. Conquering star systems, however, needs a lot of space ships, and thus you need more and more ressources. You will conquer and gather more and more star systems because each star system generateds RESOURCES.
The number of resources a star system will generated is determined by the VALUE of this star system. A V10 star system will produce 2x ressources than a V5 star.
Important: If you CAPITAL StarSystem is conquered by another player this players will automatically take over all of your former star systems and all of your units.
StarShips
There are several different star ship types in GALAXIAE. Each player can define a number of exactly (not more, not less) 6 unit types in his profile. This means when the match or game stars he can choose one of these 6 unit types when he is building a star ship on one of his star systems or his CAPITAL.
Each starship has a certain characteristic in GALAXIAE. The first value "E" represents an engine rating. The second parameter differs from shiptype to shiptype and is a systems rating, for example W for weapon, C for cargo or R for range.
Traveling from one edge of the galaxy to another quadrant or edge of the galaxy is resolved by the game itself. You simply click onto your units and give them orders where to move (M) or to target (T) or (D) defend a star system or a ship. Read more about orders later.
Nebula
Nebulae are interstellar clouds of gas and dust. StarShips that are within a Nebula are not visible on Scanners. Furthermore, StarShip Scanners are inoperable within a Nebula.
In GALAXIAE based upon the game engine SV5 we designed Nebulae where units will suffer from passing these regions. It was simply possibe that some Nebulae were hazardous: Units that moved through these clouds where automatically attacked and lost engine and systems rating after a while. After rolling back GALAXIAE to be based upon SV4, this feature is gone at the moment.
WormHoles
WormHoles are anomalies in the space-time continuum, kind of a folding of the fabric of space. You won't see a Wormhole until you move a StarShip next to it or Scanners pick it up. Each Wormhole has a destination point somewhere on the map. Moving a StarShip into a Wormhole causes the ship to jump to that destination point. You can't determine the destination point without sending a StarShip into the Wormhole.
In GALAXIAE we differ WormHoles by their type. A unidirectional WormHole is the typical WormHole. You can travel from A to B, however you cannot travel from B to A.
Bidirection WormWholes are a tunnel in both direction, so you can move from A to B and from B to A.
Off-Board-Exit: These WormHoles have an entrance on the game map, however the exit is offboard. Due to the fact that each unit that travelled through a WormHole will forget it's orders those units are lost for their commanders. You can simply not select them because the are off the grid.
BlackHoles
BlackHoles are WormHoles that suck your unit into a cosmic tunnel. BlackHoles could be created as stellar object when based upon SV5. After rolling back GALAXIAE to SV4 these BlackHoles have to be created by defining several unidirectional WormHoles with a off-board-exit.
Navigating the Galaxy
The main display window in SV4 GALAXIAE provides a view of only a portion of the entire playing area. The viewport resizes as you resize the application’s Window. At the lower right of the main game display is a strategic map that shows the entire Galaxy. The area you are currently viewing is indicated by a blue rectangle. You can click and drag within the strategic map to view different areas of the playing grid.
StarSystems
Your galactic territory consists of the StarSystems that you control. The more StarSystems you own, the more Resources you will produce and the quicker you'll be able to conquer the enemy Star Lords.
Capital StarSystems
Capital StarSystems are indicated by a diamond shape surrounding the StarSystem symbol. Capital StarSystems are very important! If your Capital is conquered, you are eliminated from play. You eliminate other players by conquering their Capitals. Be sure to defend and guard your Capital StarSystem well.
Value: Each StarSystem has a numeric Value. The higher the Value rating, the faster the StarSystem generates Resources.
Shields: Shields offer a StarSystem protection against enemy attack. Building a single Shield costs Resources equal to 1 plus the current Shield rating.
Scanners: StarSystem Scanners reveal the characteristics of other StarSystems and the location of enemy StarShips. Building a single Scanner costs Resources equal to 1 plus the current Scanner rating.
Resources: As a StarSystem generates Resources, they accumulate until they are used. You can use Resources to build Shields, Scanners and StarShips. You can also transport Resources between StarSystems using the Freighter type StarShip.
Technology Bonus: Some StarSystems have a technology bonus for building a certain type of StarShip. If you capture such a StarSystem, you will be able to build that StarShip type at any of your StarSystems. If you build that StarShip type at the bonus StarSystem, you will receive the bonus savings in Resource cost.
Annotation by GALAXIAE: If you would like to play a longer game of >20 minutes you will in most cases loose the match if you do not have an appropriate number of TECH ships. So some guys that want to play a match chat at first if they would play with or without TECH ships.
Resources
StarSystems continually generate Resources at a rate determined by their Value. These Resources accumulate at the StarSystem and you can use them to build Shields, Scanners, and StarShips. Independent StarSystems do not generate Resources until they are captured, although they may hold an initial Resource stockpile. When you capture an enemy StarSystem, you can use any Resources that were present there immediately.
You can use Freighter StarShips to transfer Resource between StarSystems.
Tech Multiple
Each player has a Tech Multiple that is displayed at the lower right of the main window. All players begin with a Tech Multiple of 1.0. All Resources that you generate are multiplied by this value. You can build TechShip StarShips to increase your Tech Multiple.
--
There are 22 different StarShip types available in SV4 GALAXIAE, and you can select 6 StarShip types to begin a game. During the game you can expand your inventory of StarShip types in one of two ways. When you conquer an enemy Star Lord, you gain the knowledge to build all of the StarShip types they could build. Also, certain StarSystems offer a StarShip type technology bonus. After conquering such a StarSystem, you learn how to build that StarShip type.
Overhead Cost
Each StarShip type has a Resource Overhead cost to build, before addition of Engines and additional Systems.
Engines
All StarShips have an Engine rating. With most StarShip types, you determine how many Engines to place on the StarShip when you build it. Adding more Engines to a StarShip increases the cost of the StarShip exponentially. A StarShip's Engines govern how often the StarShip can move and act. This value is very important. Since Engines govern a StarShip's action as well as movement, it determines when StarShips are able to attack. For example, a StarTillery with 10 Engines will fire twice as often as one with 5 Engines.
Additional Systems
Many StarShips will have a single, additional System that you can build. For example, you can build 1 or more Weapons on a WarShip. Adding more of these Systems exponentially increases the Resource cost of the StarShip, just like adding Engines.
Cloaking
Any StarShip can be cloaked. Cloaked StarShips are not picked up on Scanners, and are seen by an enemy only when adjacent to one of their StarShips or StarSystems. Cloaking doubles the cost of the StarShip.
Damage
StarShips can become damaged during the course of the game. Engines and/or the StarShip’s additional System can become damaged. You'll notice a damaged StarShip by the way it vibrates as it moves. You can repair damaged StarShips with a RepairShip or BattleStation.
--
WarShip [Weapons]
Each attack a WarShip makes does random damage to the enemy’s Weapons or Additional System (if present). The amount of damage done is between 1 and the Weapons rating of the WarShip. Enemy StarShips are destroyed when their engines or Additional System are reduced to zero.
WarShips can only damage other WarShips with a lower Weapons rating. If a WarShip attacks another WarShip with an equal or higher Weapons rating, it is destroyed.
WarShips reduce StarSystem Shields by the amount of their Weapons rating. If the WarShip has a higher Weapons rating than the StarSystem’s Shields, the StarSystem is conquered. WarShips are always destroyed during attacks against StarSystems.
ScanShip [Scanners]
ScanShips reveal the characteristics of StarSystems within their Scanner range. ScanShips reveal the location of enemy StarShips within their Scanner range, but not their StarShip type of detailed characteristics.
Drone
Drones are one-shot attack weapons. A Drone is always destroyed during an attack, but has a chance of completely destroying its target. The chance a Drone destroys its target is equal to the Drone’s Engine rating divided by the target StarShip’s Engine rating. Therefore, if the Drone has an equal or higher Engine rating than its target, the target’s destruction is guaranteed.
E-Mine
Detonation
E-Mines detonate as soon as an enemy StarShip is adjacent to them. Both the enemy StarShip and the E-Mine are destroyed in the detonation.
E-Mines have a fixed Engine rating of 1.
SpyShip [Scanners]
Like ScanShips, SpyShips reveal the characteristics of StarSystems and the presence of enemy StarShips within their Scanner range. However, SpyShips also reveal the StarShip type and detailed characteristics of enemy StarShips.
Freighter [Cargo Bays]
Freighters can transport Resources between two StarSystems. The amount of Resources a Freighter can hold is determined by its Cargo Bays.
InkSpot
InkSpots “tag” enemy StarShips that are adjacent to them. The StarShip type and characteristics of tagged StarShips are reveled by the InkSpot, and it remains visible even when outside of Scanner range.
InkSpots possess a special evasive maneuvering system that causes them to automatically move away from enemy StarShips that are adjacent to them, once they are tagged.
CloakDetector [Detector Range]
CloakDetectors reveal the presence of cloaked enemy StarShips within their Detector Range. The StarShips do not actually become visible, but the CloakDetector will indicate the direction of the nearest cloaked vessel.
Tug
A Tug can tow a single StarShip, friendly or enemy. The tugged StarShip cannot execute orders of its own until released.
HijackShip
HijackShips steal enemy StarShips that they attack. The target StarShip immediately comes under control of the owner of the HijackShip. The HijackShip is destroyed in the process of making its attack.
ShieldGenerator
ShieldGenerators can generate Shields around a single StarSystem. The ShieldGenerator must be adjacent to the target StarSystem. The rate at which Shields are generated depends on the current number of Shields that the StarSystem has. Shield generation proceeds faster when fewer Shields are already present.
CommandShip [Command Radius]
CommandShips increase by 1 the Weapons rating of every WarShip within their Command Radius. This effect is cumulative when WarShips are under the influence of multiple CommandShips.
DoppleShip [Weapons]
DoppleShips behave like WarShips, but their appearance is different on enemy scanners. To enemies, a DoppleShip looks just like a WarShip, but with a much lower Engine and Weapons rating.
RepairShip
RepairShips can repair a single damaged StarShip, including themselves. The RepairShip’s Engines determine how quickly it can affect repairs.
DoomMissile [WarHeads]
DoomMissiles can target a single StarSystem. When they strike their target, each WarHead destroys from 1 to 6 Shields. DoomMissiles cannot conquer StarSystems.
Once a DoomMissile is given a target, it proceeds toward the StarSystem, and its orders cannot be changed or canceled.
NukeMissile [WarHeads]
NukeMissiles can target a single StarSystem. When they strike their target, each WarHead reduces the Resources on the StarSystem by up to 50%.
Once a NukeMissile is given a target, it proceeds toward the StarSystem, and its orders cannot be changed or canceled.
MineSweeper [Armor]
MineSweepers can absorb E-Mine detonations. Each E-Mine absorbed reduces the MineSweeper’s Armor by 1.
GravShip
GravShips contain Quantum Generators and can drag entire StarSystems. While dragging a StarSystem, the GtravShip’s effective Engine rating is reduced to 1.
StarTillery [Range]
StarTillery are long-range attack StarShips. They fire at the closest enemy StarShip within their Range, doing 1 point of damage each time they fire. The rate a StarTillery fires is determined by its Engine rating.
TechShip
TechShips are interstellar laboratories, and slowly work to raise your Tech Multiple . As your Tech Multiple increases, you generate Resources more quickly at all of your StarSystems.
All TechShips have a fixed Engine rating of 3.
JumpGateShip
JumpGateShips can create permanent Wormholes. The entry point of the Wormhole is placed next to the StarSystem where the JumpGateShip was built, and the exit point is placed where the JumpGateShip was at the time the “Create JumpGate” order was given. The JumpGateShip is destroyed in the process of creating the Wormhole.
Only a single JumpGate can be built at an individual StarSystem.
BattleStation [Hull]
BattleStations contain Hull that serves to absorb damage from StarShip attacks. A BattleStation is destroyed when its Hull reaches zero. BattleStations always absorb damage into their Hull first. Finally, Drones do not destroy BattleStations … they only inflict 1 point of damage.
BattleStations will repair damaged StarShips that are adjacent to them. A BattleStation will repair itself before any other damaged StarShip. The BattleStation repairs 1 point of damage each Impulse that it acts.
BattleStations can attack StarSystems. They destroy one enemy Shield each Impulse that they attack. A BattleStation will conquer a StarSystem reduced to zero Shields.
BattleStations have Cosmic RamScoops that collect Resources as they move through space. BattleStations can build StarShips with the Resources that they accumulate. However, BattleStations move at a fixed Engine rate of 6.
StarSystem Orders
Click on any StarSystem that you own to give it orders.
Build Shield
Building a Shield costs Resources equal to the current number of Shields at the StarSystem plus one.
AutoBuild Shields
If this option is selected, the StarSystem will automatically utilize its Resources to build Shields.
Build Scanner
Building a Scanner costs Resources equal to the current number of Scanners at the StarSystem plus one.
AutoBuild Scanners
If this option is selected, the StarSystem will automatically utilize its Resources to build Scanners.
Build StarShip
Building a StarShip costs Resources based on the StarShip type, number of Engines and Additional Systems given, and whether or not the StarShip is cloaked.
AutoBuild StarShips
If this option is selected, the StarSystem will automatically utilize its Resources to build a specific type of StarShip. If you have not selected the StarShip type, turning this option on presents you with the StarShip selection interface.
--
StarShip Orders
You can select a single StarShip by clicking on it, or a group of StarShips by clicking and dragging a box around them with the mouse. Once selected, you can give the StarShip(s) one of several orders. The process of giving a StarShip or group of StarShips an order is typically three steps. First, click the StarShip or select the group of StarShips. Then, click the desired order button (or use the Hot Key for that order). Finally click the desired “target” of the order. For example, the Escort order requires a target StarShip to Escort to complete the order.
Move
The StarShip(s) will move to the specified destination.
Target
The StarShip(s) will target the selected StarSystem or StarShip.
Escort
The StarShip(s) will attempt to keep their position relative to the selected StarShip.
Defend
The StarShip(s) will defend the selected StarSystem or StarShip. If enemy StarShips come near the Defend target, the StarShip(s) will move to intercept the attackers. WarShips will not intercept enemy ships that are known to have equal or higher Weapons ratings, or E-Mines.
Patrol
The StarShip(s) will continually patrol along the path that you indicate. To make the StarShip(s) patrol in a repeating circuit, end the path by clicking back on the first point that you selected..
Special Orders
Many StarShip types have their own special order types. For example, Freighters can be given the Transport order, commanding them to transport Resources between two StarSystems that you own.
Attack Adjacent
StarShips that can attack enemy StarShips can be set to attack adjacent StarShips. By default, this option is on when the StarShip is built. Turn this option off if you do not want the StarShip(s) to automatically attack adjacent targets.
---
Impulses and Movement
The heartbeat of a GALAXIAE game is measured in Impulses. Impulses are units of action that progress at a rate of about one per second. Impulses are displayed in the upper left corner of the interface.
The Impulses in which a StarShip can move, attack, and act are governed by its Engine rating. The higher a StarShip’s Engine rating, the more frequently it will act.
The maximum number of Engines a StarShip can have is 20. A StarShip with 20 Engines will act on each and every Impulse. StarShips with fewer Engines will have some Impulses in which they do not act. For instance, a StarShip with 10 Engines will act only every other Impulse.
The relationship between Engines, Impulses, and ship action is important to understand, and can enhance your planning and strategy. As an example, you can usually send a very fast (E20) WarShip with a few Weapons to clear out a mass of slower Drones. The WarShip will move and attack each Impulse, damaging and destroying Drones as it goes. The WarShip will actually be able to execute many attacks before the Drones even have a chance to attack. When the Drones are finally able to attack, the odds of them destroying the WarShip are slim, because a Drone’s success rate is determined by the ratio of it and its target’s Engines.
Of course, this strategy can easily be countered by defending the Drones with a faster WarShip (or a StarTillery, etc.).
--
Alliances
You can form alliances with other players in a Multi-Player game. Click the Alliances button in the top panel to bring up the Alliances interface.
The first level of alliance is “Non-Aggression”. When you establish this form of alliance, your StarShips will not attack the allied Player’s StarShips unless explicitly given a Target order. This alliance level affects WarShips, Drones and E-Mines as well as StarTillery.
The second level of alliance is “Intelligence”. When you establish this form of alliance, you share your visibility with your allies. Invoking this alliance level automatically turns on “Non-Aggression” as well.
Be careful when making alliances! In particular, make sure your ally has set his alliance controls as well, so the alliance is not one sided. Also, beware ... alliances can be broken at the push of a button!
--
Communications
You can conference with other players in a Multi-Player game. Click the Chat button in the top panel to bring up the Communication interface.
Use the Mute Controls to control who can see the messages that you send. By default, your messages will be sent to all Players. You can mute one or more Players by clicking their mute buttons. You will not see any incoming messages from Players that you have muted.
--
Multi-Player Games
In the registered version of GALAXIAE you can play against other Players on the Internet. You must already have an Internet connection to take advantage of this feature.
Press the “PrismServer Login” button to establish a connection. You will be asked to log into a specific Gameserver. You can select the default GALAXIAE WARS game server, or specify the address and port number of another GameServer that you know of. If this is your first time logging in, create a new account.
After you log in, you'll be transferred to the Game Lobby. Here you can chat with other users and create or join Multi-Player games. When you create a game, you're first presented with the Game Settings screen. Be sure to accurately set the number of players that you expect to play. The game will not begin until that many users have joined the game subject.
The Gameserver of www.GALAXIAE.org maintains a history of Multi-Player games, and a list of top-ranked players. We will publish this list sooner or later at our website. The top10 might be found within the game itself when playing online.
QUESTIONS?
If you have questions please use our contact form. STUELKEN and CAMPUS GALAXIAE members will answer your question.
We have already answered a lot of questions in the FAQ.